Apr 11, 2005, 07:49 PM // 19:49
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#2
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Frost Gate Guardian
Join Date: Apr 2005
Location: Blue State
Guild: K A R M A
Profession: Mo/Me
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Flurry increases attack rate, does not affect damage.
Final Thrust = Will not work. IW damage cannot be changed (unless they RoF or something like that)
Same with Conjure _______ and those types of spells. Nor will IW build up adrenaline.
I used IW before 100 Blades went Elite. It was good then. It's almost worthless now, as it gets removed instantly (it should have before, too) and 100 Blades is no longer accessible.
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Apr 11, 2005, 08:39 PM // 20:39
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#4
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Academy Page
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thanks 4 the input, i like the idea of the illusionary warrior build but ill just have 2 test it out in beta i guess, if i dont like it so much ill just go back to my me/r
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Apr 12, 2005, 01:56 AM // 01:56
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#5
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Academy Page
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one down side im seeing to this build is keeping the illusionary weeapon active, b cause it takes longer 2 recharge then it is active for, any advice on that?
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Apr 12, 2005, 03:52 AM // 03:52
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#6
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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i came up with this build just now.
it has a decent effectiveness to it vs both casters and melee foe.
Class: Mesmer / Warrior
Assumed items:
+1 to Domination Magic
+2 to Illusion Magic
Attributes: (cost)
Fast Casting: 0 (0)
Domination Magic: 10+1 (61)
Illusion Magic: 11+2 (77)
Tactics: 10 (61)
Total attribute points used: 199/200
Skills:
1) Illusionary Weaponry (availability) (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 36 damage. This is an elite skill.
2) Flurry (availability) - (5,0,5) For 5 seconds, your attack rate is increased, but you deal less damage.
3) Arcane Echo (availability) - (15,2,30) If you cast a spell in the next 27 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.
4) Blackout (availability) - (10,1,10) For 6 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
5) Clumsiness (availability) - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 82 damage, and Clumsiness ends.
6) Sympathetic Visage (availability) - (10,1,30) For 19 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy.
7) Deadly Riposte (availability) - (5,0,10) For 8 seconds, while you have a sword equipped, you block the next attack against you, and your attacker takes 20 damage and begins bleeding for 18 seconds.
8) Healing Signet (availability) - (0,2,4) You gain 115 health. You take double damage while using this skill.
key is when your targeting a caster (monk/ele/other mesmer) to cast your IW and then cast your echo skill, your next cast will be blackout, so your echo will retreive this skill aswell. after you have casted start swinging away and then cast blackout as soon as your skills recharge, after that blackout expires, your original blackout would have recharged, thus you can cast it again, rendering your target usless for a full 18 seconds and all his skills untouchable.
18 seconds is a long time when your getting pounded upon melee style for 36 dmg per hit.
and if your facing off with a fellow melee foe, this is where your other skills come in.
use Clumsiness, Sympathetic Visage, and Deadly Riposte and they should be rendored with no Adn, very poor energy, and still taking decent damage in.
if you wanted, cast your blackout on these foes also.
hows that sound?
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Apr 12, 2005, 04:35 AM // 04:35
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#7
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Guest
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skills like Blackout are truly risky...but do wonders in the Arena.
I personally wouldn't touch skills 5-8 as they really wastes of space in most cases. However, Heal sig is decent in the Arena since you're not playing with Ether Feast.
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Apr 12, 2005, 06:25 AM // 06:25
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#8
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Academy Page
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im not quite sure how adrenaline works, i played a me/r last beta (only beta i played in so far) anyone have a link to a guide or something aboout adrenaline?
and also does every warrior skill/spell use adrenaline, or do some use normal energy?
and is empathy a good spell to take?
Last edited by shalafifred; Apr 12, 2005 at 06:27 AM // 06:27..
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Apr 12, 2005, 06:29 AM // 06:29
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#9
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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For every hit you do in melee, you gain 1 adrenaline. When you use adrenal requiring skills, you lose 1 adrenaline, unless it says in the description "Lose all adrenaline" (Final Thrust and Hammer Bash are examples). You also gain adrenaline when you take damage, though I have absolutely no idea how much.
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Apr 12, 2005, 06:33 AM // 06:33
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#10
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Academy Page
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i have heard that when u use illusionary weaponry you gian no adrenaline when you hit the enemy in melee, is this true?
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Apr 12, 2005, 07:09 AM // 07:09
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#11
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Guest
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yep, IW does not trigger adrenaline gain
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Apr 12, 2005, 08:02 AM // 08:02
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#12
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Elite Guru
Join Date: Jan 2005
Guild: Idiot Savants [iQ]
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Check out Sausaletus Rex's Illusionary Weapony build review. Some of the skills have changed, but his skill and build evaluations are spot on. Rex is the best in the business for in-depth build reviews.
__________________
Quote:
Originally Posted by Zrave
if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Apr 12, 2005, 11:04 AM // 11:04
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#13
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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Quote:
Originally Posted by Scaphism
Check out Sausaletus Rex's Illusionary Weapony build review. Some of the skills have changed, but his skill and build evaluations are spot on. Rex is the best in the business for in-depth build reviews.
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that review should be no longer since it is based around hundred blades and IW.
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Apr 12, 2005, 04:46 PM // 16:46
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#14
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Academy Page
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i have a friend playing that will also be me/w and ill bring IW and he will bring hundred blades and we will both bring arcane mimicry (copy target allies elite skill for 20 seconds), is this a good idea or do you think it would be way two hard to do?
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Apr 12, 2005, 05:04 PM // 17:04
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#15
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Frost Gate Guardian
Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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i cant remember teh mantra name, but there is a mantra that increases duration length for enchantments - look at that if you want to keep IW on for longer.
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Apr 12, 2005, 05:22 PM // 17:22
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#16
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Academy Page
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ill look for that mantra, and also another option i think might work would be to use arcane echo right before you cast IW so you can cast it again in 20 seconds, or incase it gets removed off the back
the arcane echo could also copy a skill like hundred blades (use arcane mimicry to take it from ally) so you could have two hundred blades for a short time
are those good ideas or a waiste of skill slots
edit: i looked up all the mantras on the skill builder i am using and the closest one to making it last longer makes hexes last longer and this is an enchantment
---------From the subsequent posts--------------------
after reading th reveiw from saus about the IW build and looking at some of the changes to skills (mainly hundred blades becoming elite) and reading the posts on this thread i have made the start of a build
I used "the edge" to put the build together
me/w
12+4 illusion magic
10 tactics
1.illusionary weaponry<15 energy, 1 cast, 40 recast><e>
lasts 30 seconds, weapon does 0 damage, instead IW hits 43 damge
2.arcane mimicry<15 energy, 2 cast, 60 recast>
for 20 seconds becomes target allies elite skill (60 recast)
3.distortion<5energy, 0 cast, 5 recast>
for 5 seconds you have 75% chance to evade attacks, every attack evaded this way you lose 0 energy
4.deadly riposite<5 energy, 0 cast, 10 recast>
for 8 seconds, with sword equiped, you block next attack done to you, and attacker gets hit for 20 damage and begins bleeding for 18 seconds
5.conjure phantamasm<10 energy, 1 cast, 5 recast>
target foe suffers 5 hp degen for 15 seconds
i was thinking maybe putting in flurry or frenzy, maybe change them depending on what im trying to do
also im not sure rather to use sprint or imagined burden
does anyone know how much faster you attack with flurry?
and another question is empathy worth the slot?
Last edited by Scaphism; Apr 13, 2005 at 03:10 AM // 03:10..
Reason: Learn to use the edit button. Do not double post.
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Apr 12, 2005, 08:48 PM // 20:48
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#17
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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Quote:
Originally Posted by shalafifred
does anyone know how much faster you attack with flurry?
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my guess is 33%
but im sure its either one of these 25% or 33%
most of the skills that add attack speed are 33% i think.
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Apr 12, 2005, 09:16 PM // 21:16
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#18
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Academy Page
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on "the edge" it says frenzy is 35% faster, on this site it says it is 25%, any1 know which is correct?
also says 35% on gwonlnie
Last edited by shalafifred; Apr 12, 2005 at 09:58 PM // 21:58..
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Apr 12, 2005, 10:26 PM // 22:26
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#19
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Lion's Arch Merchant
Join Date: Feb 2005
Profession: Me/E
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Quote:
Originally Posted by Blackace
skills like Blackout are truly risky...but do wonders in the Arena.
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Agreed. Blackout can be quite nasty. On the last BWE our guild fought against Agony which ran a team of 4 IW characters. At least a couple of these IW warriors had Blackout. They would take turn using Blackout on whoever is being focus fired (most of the time it was a monk), essentially making it impossible for the character to defend himself.
Their build had one flaw though: they didn't snare the person being focus-fired. So whoever is being targeted by these IW warriors would simply run around and kited them around the flag area.
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Apr 12, 2005, 10:38 PM // 22:38
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#20
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Academy Page
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thanks mostro that helps some, so maybe throwing in imagined burden will help pretty good
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