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Old Sep 12, 2006, 03:47 AM // 03:47   #1
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Default Duel Me/Mo builds

This is actually my first post. But I had a question. I have a build similar to this build that I use strictly for AB, but I have a guild mate that also uses Me/Mo. My purpose is degen, interupt, and enchantment removal, as well as healing, which right now, isn't much at all. My friend is basically energy denial, with some direct damage like energy burn and backfire. I was just wondering if anyone could help me tweek my build a bit.

My build:

Fast Cast 10+2
Illussion 12+5
Inspiration 9+1
Healing Prayers 4

Skills: Crippling Anguish, Images of Remorse, Conjure Fantasm, Spirit of Failure, Power Drain, Drain Enchantment, Channeling, and healing Breeze.

My Friend's build:
Fast Cast 10+1
Domination 16 (max)
Inspiration 9

Skills:
Energy Surge, Energy Burn, Power Leak, Spirit Shackles, Power drain, Backfire, Purge Conditions, Remove Hex

When we start out, I cast all degen spells on our taget, he casts energy killing spells as well as damaging spells like Backfire.

When we start taking hits, I cast Healing Breeze, as well as the degen. If we start taking conditions or hexes, he deals with it.

We both have a problem with physical damage, and I'm having trouble with energy management. In the frey, I run out of energy easily, (My energy is at 52) and neither of us has any spells to counter-act it except HB and time. But with such low numbers in healing, HB doesn't really help. It only delays the inevitible, especially if he's already dead. (which is rare, I'm usually the main target of the two). So any suggestions?
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Old Sep 12, 2006, 04:06 AM // 04:06   #2
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Channeling isn't very useful unless you're really close to enemies, but your elite keeps them away. Power Drain also implies your attacking casters, which can occur from a distance. Try Energy Tap instead of Channeling or try Ineptitude instead of Crippling Anguish (if you plan on being in the fray of things by using Channeling). Ineptitude would be a nice counter to physical damage issues.

Instead of even bothering with healing breeze, just equip Ether Feast. Your friend should swap Purge Conditions for Ether Feast. It's nice to try to remove conditions, but if you don't have the health to stay alive afterwards, it's not useful. Ether Feast is cheap and 8 sec recharge. You both have enough inspiration.

The only other thing I see is that Power Drain is for casters. The rest of your skills seem to be for attackers. Additionally, your friend seems to already have the casters handled. Maybe swap in clumsiness if you decide to also include Energy Tap instead of Channeling.
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Old Sep 12, 2006, 04:13 AM // 04:13   #3
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Your maximum energy is hardly relevant, skills that allow you to regain energy are the key. So you're right on track with pdrain, drain enchant and channeling (and spirit of failure, too), I have no idea how you manage to run dry quickly...

Here's a mesmer build I use in AvA. Note that it's geared to take out warriors/sins/rangers (not touchers, mind you), so a key part of playing it is knowing what you can take and what you can't and do not engage in a fight you're going to lose.

Ineptitude, Clumsiness, Conjure Phantasm, Spirit of Failure, Distortion, Ether Feast, Illusion of Haste
12+4 Illusion, 9+1 Inspiration, 7+1 Fastcast

Spirit of Failure combines nicely with Ineptitude, letting the blind wammo swing away for infinite energy. Also, if something is attacking you, keep up distortion and put spirit of failure of the attacker and you will actually gain 3 energy from distortion! Illusion of haste is a general mobility skill, since it's so key in AvA and to run away from touchers and cripshots (removes cripple and gives you a +33% boost for over 13 seconds with an enchant mod)

You shouldn't be dealing with hexes since you try to avoid confrontations with casters anyway and not taking damage is best way to avoid the need for healing. If you're good, you should be able to keep yourself up against 2 warriors with just ether feast.
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Old Sep 12, 2006, 04:14 AM // 04:14   #4
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Well, it's not that I want to be in the frey, but when a ranger or warrior notices their HP bar turn red with a bunch of hexes, it's hard NOT to be. And I rarely ever run, even from touchers. I figure, one more hit, and that's one less that someone else has to worry about dealing...then I usually look at the compase and realize I'm alone with 10-20 enemy dots. -_-

Thank you. I'll try out those suggestions.

Last edited by Bell; Sep 12, 2006 at 04:19 AM // 04:19..
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Old Sep 12, 2006, 11:53 AM // 11:53   #5
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In my opinion, swap Crippling Anguish and Channeling for Energy Drain/Mantra of Recall and Imagined Burden.
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Old Sep 12, 2006, 02:57 PM // 14:57   #6
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Quote:
Originally Posted by Bell
We both have a problem with physical damage
No Distortion, doh...

What are these builds for?

Here is some fundamental things that are wrong:

Fast Cast 10+2
Illussion 12+5
Inspiration 9+1
Healing Prayers 4

and

Fast Cast 10+1
Domination 16 (max)
Inspiration 9

*FC above 8-9 = overkill UNLESS you are playing FC Ele.
*HP at 4 - don't be ridiculous...
*Domi 16 - waste of skill points, most ED skills and most important Domi skills break at 14, use the tons of points after 14 for something that makes more sense (like put 8 points in Illusion and get Distortion)

Skills to be potentially replaced:
* Crippling Anguish
* Power Drain
* Channelling
* Healing Breeze
* Backfire
* Purge Conditions

I cant suggest what to replace with until I know what you gonna use the builds for.
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Old Sep 12, 2006, 03:21 PM // 15:21   #7
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Better in my opinion most of the time to keep max domination, but not use a super rune for substantially more life (while hitting the 14 breakpoint), then just go with a -3 distortion (it's not your primary kiting tool, its for emergencies anyway).

In terms of AB, especially with tight 2-man teams, return is a better skill than distortion anyways. (/A skill)
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Old Sep 14, 2006, 08:34 AM // 08:34   #8
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Quote:
Originally Posted by Hella Good
I cant suggest what to replace with until I know what you gonna use the builds for.
Quote:
Originally Posted by Bell
that I use strictly for AB,
Basically, what we're trying to do is set it up so that I can degen HP while he degens energy (dealing dmg at same time) to kill faster, especially (but not limited to) pesky monks, mesmers or other degen/energy denial builds. I'm NOT solo in this, we are a two-person team. I die, he dies and visa versa. (makes it easier to stay together, after all. ) so what I need is to figure out a way to distribute spells between BOTH of us where we can still kill casters easily, but be able to handle physical dmg from wariors and such.

Did that answer your question?

EDIT-By the way, Healing Prayers was at 4 because those were points left over. I didn't wanna sacrifice my illussion magics for 1 healing magic which wouldn't help much more with more points anyway. After all, HB only lasts 10 seconds, and with a degen spell or condition on ME, and HB is basically nulified anyway, it just postpones the enevitable unless my friend can remove the condition fast enough.

Last edited by Bell; Sep 14, 2006 at 08:40 AM // 08:40..
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Old Sep 14, 2006, 06:26 PM // 18:26   #9
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For the ED, I'd do 14 Domi, 8 Illusion, rest split between FC and Inspiration, and something along the lines of:

1 Surge (e)
2 Burn
3 SoWeariness or PLeak
4 Shacks
5 Wrack
6 Distortion
7 Drain Ench
8 Remove Hex

For the Degen, maybe something like:
1 IoR
2 CPhantasm
3 PBond
4 Cume Pain
5 Dist
6 SoFailure
7 RHaste or PoFailure
8 E-drain (e)
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Old Sep 15, 2006, 09:52 AM // 09:52   #10
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I would rather run:

Surge
Burn
Power Drain
Shatter Ench
Mind Wrack
Diversion
Return
Ether Feast

eDrain
Phantasm
Remorse
Imagined Burden
Drain Enchant
Mantra of Persistance
Return
Ether Feast

Feasts give both a decent selfheal (both have 10~ insp), and allow the two to exist without monks, easily. As said before, Return dominates in AB, especially when running in small teams as it cripples enemy mobility while greatly increasing your own, and works well in moving across the large areas.

Yes they are not Me/Mo builds, but Me/A has the advantage. If you're against running /A... distortion on the Surge, and remove hex on the Illu (that or added power in the form of power leak/drain, etc).

Last edited by Avarre; Sep 15, 2006 at 09:56 AM // 09:56..
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Old Sep 15, 2006, 03:13 PM // 15:13   #11
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Yea, Return is pretty nice in AB but FC Remove Hex is pretty good, too. I guess if the Illusion Me takes Mo and keeps RHex/Dist, the ED can drop Dist (not very efficient at 8 Illusion anyways) and pick Return. It's a very good idea.
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Old Sep 16, 2006, 12:29 AM // 00:29   #12
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8 Illu distortion is a superb skill, it's mainly for critical situations and not standard kiting (kd'ed by axe war, getting out of death situation, blocking assassin combo, etc). Return on the other hand can be cast constantly on recharge without hurting energy.

I really haven't seen that much in the way of deadly hexes, but fitting in remove hex is would probably be a good idea. Then again, you could just get a monk in the group
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