Oct 11, 2006, 11:39 AM // 11:39
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#21
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Quote:
Originally Posted by lightblade
Anyway...none of the mesmer's elite really worth as an elite, at least in PvE situation.
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This... is a joke... right?
Ineptitude... ESurge... Energy Drain... Echo... Illusionary Weapon... Mantra of Recall/Recovery...
Do I need to go on???
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Oct 11, 2006, 03:07 PM // 15:07
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#22
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Quote:
Originally Posted by Terra Xin
Sorry, my eyes went wide when I saw this suggested amendment. How about changing it to say...
"Target foe and nearby foes are Hexed with Fevered Dreams. For 10...22 seconds, whenever a foe under this hex suffers from a new condition, all nearby foes suffer from that condition as well."
I just fixed the wording to make it a little more conditional. Now lemme give you an example:
You successfully hex 3 targets. You hit 1 target with a condition, that target and nearby targets get that condition as well. In the likelihood that the condition is spread to another target who is hexed, then all nearby foes from that target will suffer from that condition as well... thereby giving the effect of Condition chaining^^
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Yep, that's what I meant. It will make FD a perfectly plausible elite and it will secure its place in condition/hex pressure builds. But the current FD, even with Hypochondria is just too limiting.
Hmm... this must be the most off-topic thread I've seen in a long time. Thanks for the occasional responses to the OP, or else a mod will shut this off.
Sooo... like I was saying... Air... good stuff.
Last edited by Hella Good; Oct 11, 2006 at 03:09 PM // 15:09..
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Oct 11, 2006, 05:47 PM // 17:47
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#23
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Quote:
Originally Posted by Valkyries
This... is a joke... right?
Ineptitude... ESurge... Energy Drain... Echo... Illusionary Weapon... Mantra of Recall/Recovery...
Do I need to go on???
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If you're going to use those...you're better replaced by an Elementist.
Blinding Flash > Ineptitude
RI > ESurge
Elemental Attune > EDrain
And the others are long recharging enchantments that can easily get removed. You'll be surprised how many monsters in the game can remove enchantments.
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Oct 11, 2006, 06:52 PM // 18:52
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#24
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Yeh, much as I hate to admit it, few Me elites really cut it in PvE. I think E-drain and Mantra of Recovery are probably the most useful ones. I don't really use much in terms of offensive elites in PvE, it's mostly passive-suportive stuff- elite nrg management or some fast recharge elite. I often find myself packing GoR (which I think outperforms Echo on many dimensions). The thing is that your non-elite skills provide the most utility- Backfire, Empathy, Shatter Hex, etc. So your elite often ends up being something to "shadow" those skills.
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Oct 12, 2006, 12:22 AM // 00:22
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#25
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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personally, i like shutdown:
Blackout
Energy Surge
Diversion
Gale (Air)
Spirit of Failure
Signet of Weariness
Energy Burn/Arcane Echo
Res Sig
It goes something like that, it uses gale as an air spell, but u may be thinking of spiking, so look on gwwiki for that...
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Oct 12, 2006, 10:56 AM // 10:56
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#26
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Actually Ineptitude is > than Blinding Flash...
Although I do see your point on some of these.
Still, there are no replacements for something like IW.... and I admit GoR is > Echo.
Still that being said, there are still a lot of good choices for Mes Elites. I run Mesmer Elites quite often. Not always but often enough...
Both have their uses, it all depends on the build.
Ineptitude + Clumsy + IoR is a great build for PVE. I have MUCH success with it and find it extremely useful in most situations.
Hmmm maybe I should stick my mesmer to PVP and Roll an Ele for PVE Since Mes's are useless.
Last edited by Valkyries; Oct 12, 2006 at 10:59 AM // 10:59..
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Oct 12, 2006, 05:40 PM // 17:40
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#27
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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I'm happiest with MoR in PvE. Although it is very very heavy on the nrg. Good news is that it recharges the nrg management skills as well but even with 2 of those I often times find myself low on nrg. Maybe I'll give Serpent Quickness a shot.
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Oct 12, 2006, 10:23 PM // 22:23
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#28
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Wilds Pathfinder
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I am also a happy person when I am using MoRecovery. It does make it tough on the energy, but I figure if I use it with lots and lots of e-mgmt skills I do ok. I have tried SQ, but it just plain isn't as good (recharge is too long/increase % isn't as good/conditional on health)...not to mention that as a mesmer there is almost nothing else in WS that is worth anything. The price is right on SQ though, you can't beat 5e. I have seen people use it with echo/arcane echo, but I think that is just a waste...
As far as an ele secondary goes...I can't remember if this thread started out as PvE or PvP, but anyway, I say Air and bring MoRecovery so that you can lay down those orbs every 2.5 seconds. If you have Lightning Orb and Strike (and eververating charge if you want) and MoRecovery you can put down some serious hurt. Bring Air Attune and a whole bunch of Inspiration engery makers to fund it all. Put FC down one notch to get the attb points for Insp.
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Oct 12, 2006, 11:30 PM // 23:30
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#29
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Not tested, but I think GW rounds fractions down. So technically MoRecovery should recharge Orb in 2 seconds. Maybe someone can verify.
I hadn't considering using MoRecov on a Me/E air spammer, but it does sound like a viable option. As I said before, I absolutely hate dual attunements and would only use them as a last resort. Inspiration is more my style for emanagement.
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Oct 13, 2006, 01:32 AM // 01:32
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#30
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Wilds Pathfinder
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I just checked it a little bit, and my first conclusion is that yes, it does round down. Orb and strike only take 2 seconds to recharge.
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Oct 13, 2006, 02:59 AM // 02:59
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#31
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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But again, we come down to the hugest drawback of MoR- the need for massive nrg management. Yea, it DOES recharge your e-management more often but the strain on the nrg is tremendous. I also often get caught up in spamming stuff. But who cares I use MoR in PvE mostly (love Dist too much to ditch it in PvP).
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Oct 25, 2006, 09:40 AM // 09:40
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#32
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Ascalonian Squire
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Quote:
Originally Posted by Slim
Earth... Pump up the fast casting, put on earth and elemental attunement and stone daggers. Think machine gun Guildwars style.
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Agreed. You can also mix and match glyph of energy or glyph or renewal, dragon stomp, eruption, echo and auspicious incantation. When you are getting a little low on energy, cast auspicious incantation before one of the 25 energy spells (preferable one that's echoed) to fill your pool of energy then machine gun with daggers. It's tons of fun.
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Oct 27, 2006, 02:52 PM // 14:52
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#33
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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Why not echo the new glyph of lesser energy and pump out 15e spells for free at fast cast speeds? I don't have any suggestions at the moment, I'm just thinking out loud
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Oct 30, 2006, 03:13 AM // 03:13
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#34
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Hella Good
Hmm, I guess we need to explain a few things...
No 1: Ele Attunement has a minimal duration of 30s. If you add a chant mod +20%, that's 36s, and it's recharge is 45s. This makes it perfectly plausible despite it being an Energy Storage skill. It's really no big deal.
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Personally, I usually ran an Inspiration energy management - usually Energy Drain - along with Air Attunement when going FC airspike. Slows down the fast casting a little, but due to the diminishing returns of skill points, you can still keep both maxed, and you're using more of your runes. (That said, with Attunement runes nowadays there is actually a point to not using runes for all of your skills). It also makes you a little less vulnerable to being stripped, since only one of your energy sources is an enchantment.
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