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Old Oct 05, 2006, 01:29 AM // 01:29   #1
Desert Nomad
 
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Default Mantra of Recovery Shutdown

I run this a lot GvG and it works very well.

Fast Casting (11+1)
Domination (10+4)
Inspiration (10+1)
Healing Prayers (1)

Mantra of Recovery (e)
Diversion
Shame
Energy Burn/Shatter Enchantment
Energy Tap
Drain Enchantment
Remove Hex/Convert Hexes
Resurrection Chant

This build has amazing neverending shutdown, and has utility use as well. I realize that it lacks distortion, but Savant's Armor and an axe with +5 defense help make up. Energy Tap isn't for energy denial but for keeping the monk pain rolling. As of now, I'm not entirely sure whether to bring energy burn for guarenteed pressure and damage, or shatter enchantment, which requires an enchantments to be effective (especially at 13 second recharge).

Btw, I don't want to hear that MoR is lame and I should use expel, surge, etc. I really like it when I'm not running expel.

Comments? Suggestions?

EDIT: And what's this about using GoR instead of MoR? I cannot fathom how 15 second recharge on one spell > 15 or less recharge on ALL your spells...besides being able to use distortion...

Last edited by Cherng Butter; Oct 05, 2006 at 01:34 AM // 01:34..
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Old Oct 05, 2006, 01:48 AM // 01:48   #2
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"amazing neverending shutdown"

Indeed...just seem to me your build demands a lot of energy...how you going to keep up with it?

Suggestions:
- Replace Shame with Power Drain for energy
- Push Inspiration to 13, Energy Tap goes to 7 at 13
- Remove Hex replace with Inspired Hex for energy
- Energy Burn replace with Ether Lord for energy.
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Old Oct 05, 2006, 02:42 AM // 02:42   #3
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Looks fine. But I'm not a big fan of Tap in GvG. Not sure what to suggest instead, maybe PDrain or Leech Sig. *shrug* Blackout is a consideration as well. Maybe instead of Shame. Diversion is more than enough if you plan on MoR-ing it. Remove Hex is fine, it's good on a high FC Me, and only costs like nrg. Under MoR it's superb. So I'd stick with that. Shatter Chant hurts if fast recharged but it's too nrg intensive, think Burn is better. Drain Chant is good enough chant/nrg management. So basically what I'm suggesting is:

1- MoR
2- Diversion
3- Burn
4- Blackout
5- Leech Sig
6- Drain Chant
7- Remove Hex
8- Res
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Old Oct 05, 2006, 02:54 AM // 02:54   #4
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I would drop E Tap for Shatter/Burn, but you are pretty heavy on energy. Perhaps something like PDrain.
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Old Oct 05, 2006, 03:24 AM // 03:24   #5
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Blackout blackout blackout blackout blackout blackout...

Other than that, looks all right.
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Old Oct 05, 2006, 03:32 AM // 03:32   #6
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You'd want to be casting all the time, so I'd stay away from Blackout in this case. I personally dislike Blackout on players who have Expel or Remove Hex, or Draw Conditions, because you might miss hexes when the enemy is spiking or fail to save a Monk by Drawing off Deep Wound.

The problem here is energy. If you have another Mesmer on your team, you can drop Shatter Enchantment to give the other Mesmer it. However, if you're the only Mesmer, you have a bit of a problem as Shatter Enchantment is extremely useful in spikes. I'd personally drop Tap for Power Drain; at the hands of a capable player it can potentially take care of most of your energy problems. A Drain Enchantment and a Power Drain every 12.5 seconds should be plenty.

Last edited by Dragannia; Oct 05, 2006 at 03:35 AM // 03:35..
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Old Oct 05, 2006, 04:58 AM // 04:58   #7
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Well, since you already mentioned energy, I decided to go on a different tone.

Blackout should be sparingly used in this strategy, such as on a spike to BO a monk, or disrupting a adrenospike by BO'ing the warrior; such critical situations call for such measures. I'd prefer Gale, but you're Me/Mo.
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Old Oct 05, 2006, 08:29 AM // 08:29   #8
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Quote:
Originally Posted by Cherng Butter
EDIT: And what's this about using GoR instead of MoR? I cannot fathom how 15 second recharge on one spell > 15 or less recharge on ALL your spells...besides being able to use distortion...
Well... you are really comparing two separate things.

First off... GoR doesn't half recharge your skill. It completely recharges it. So meaning you can cast two Shatter Enchants in a row if you want. Or two Cry of Frustration. The point of Glyph is you don't have to wait for ANY recharge and if played correctly you can always have your skills open for when you need them, because Glyph has a very fast recharge time (only 15 seconds). Also its VERY cheap to cast at 5E.

MoR does indeed work on all your skills, but its only half recharge. So you STILL have to wait 15 seconds for that power Drain to recharge (minus the 0 seconds you want for GoR). So thats a huge difference...

Personally, I LOVE GoR and I'd never use MoR because I prefer my skills to be ready then and there, especially in a fast paced environment such as PvP. However, I really think its very much personal choice. Both are exceptionally good but you can't compare the two. Apples to Oranges.
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Old Oct 05, 2006, 10:29 AM // 10:29   #9
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Dragannia is right. The whole point of a MoRecovery mesmer is to be able to throw spells of fast and continously. If your wasting 5 seconds using BO, thats 5 seconds in which you could cast 2-3 spells. BO really doesn't fit a MoR mesmer imo. I would run something like

1. MoR {E}
2. P-Drain
3. P-Leak or CoF
4. Diversion
5. E-Burn
6. Shatter Enchantment
7. Drain Enchantment
8. Resurrection Chant

Really, if you can land p-drain every 12.5 seconds you'll have more than enough energy to continue your spamming. Save shatter for spikes or when you want to dual remove boon or something. Save CoF (if you take it over p-leak which I personally wouldn't) for when it can have the most affect.

Then just spam e-burn, diversion, p-leak etc. If your build lacks support but not damage, there's always the option to replace shatter enchant with remove hex or draw condition.
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Old Oct 05, 2006, 12:24 PM // 12:24   #10
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Quote:
Originally Posted by Valkyries
Personally, I LOVE GoR and I'd never use MoR because I prefer my skills to be ready then and there, especially in a fast paced environment such as PvP. However, I really think its very much personal choice. Both are exceptionally good but you can't compare the two. Apples to Oranges.
I agree, I love doing double shatter hex/enchant against hex/enchant heavy teams with GoR!

But for OP build, MoR is better as diversion can be cast constantly.
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Old Oct 05, 2006, 03:10 PM // 15:10   #11
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I retract my BO comment after further thought. Somehow I equate MoR with GoR.../slapself

Some things I find irritating: lack of Distortion, and you might want to put Draw Conditions in.
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Old Oct 05, 2006, 03:16 PM // 15:16   #12
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GoR allows for some pressure- double burns, double shatters, etc. But I think MoR might be better for pure Diversion purposes.
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Old Oct 05, 2006, 06:44 PM // 18:44   #13
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I prefer MOR more, but that's because my mouse gives me a tingling feeling everytime I click it. So I tend to of course favour the super spams.
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Old Oct 05, 2006, 06:53 PM // 18:53   #14
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Quote:
Originally Posted by Hella Good
GoR allows for some pressure- double burns, double shatters, etc. But I think MoR might be better for pure Diversion purposes.
Agreed completely..

But the OP was asking why anyone would use GoR over MoR and I was just justifying it thats all

I love Glyph for all the reasons I mentioned before. But for sure its personal preference. Both are great in their own way.
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Old Oct 05, 2006, 07:00 PM // 19:00   #15
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I'm just curious, does the 20% recharge stack with mantra of recovery, let's say, energy burn used under mantra of recovery will recharge in 5 seconds once in a while?
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Old Oct 05, 2006, 08:40 PM // 20:40   #16
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Quote:
Originally Posted by HolyHawk
I'm just curious, does the 20% recharge stack with mantra of recovery, let's say, energy burn used under mantra of recovery will recharge in 5 seconds once in a while?
Yes...and if you use 2 20/20 wand/focus...you'll have 4% chance to have it recharge in 2.5 second.
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Old Oct 05, 2006, 10:08 PM // 22:08   #17
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Quote:
Originally Posted by lightblade
Yes...and if you use 2 20/20 wand/focus...you'll have 4% chance to have it recharge in 2.5 second.
Actually not true...

For RECHARGE its different than Casting Time. This used to be the case but not any longer. Now only Casting time gets the 4% change, where as the recharge is stuck at 36% from 20/20 HSR. Which is too bad because I like that 4% to be quarter recharge time but sadly no longer.

I think his question was though, does it stack with MoR and Im not sure the order but yes Im pretty sure it does.

Im just not sure if you count the MoR first, then use the 20/20 or vice versa. I think its the latter but someone will have to confirm.
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Old Oct 06, 2006, 10:52 AM // 10:52   #18
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Yeah, I went to nameless test it. Casting stacks, even with stolen speed it seemed, but recharge is capped at half. I had 2 x 20/20 + recovery, still got 10 second recharge for burn everytime, or maybe I was just too unlucky.
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Old Oct 06, 2006, 01:01 PM // 13:01   #19
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Quote:
Originally Posted by HolyHawk
Yeah, I went to nameless test it. Casting stacks, even with stolen speed it seemed, but recharge is capped at half. I had 2 x 20/20 + recovery, still got 10 second recharge for burn everytime, or maybe I was just too unlucky.
Recharge is capped at half.
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Old Oct 06, 2006, 03:29 PM // 15:29   #20
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There was a patch recently that stopped half recharge from going below 50% as lightning hell said.

It does mean there isn't much point in bringing half recharge wands/focus as a MoR mesmer. Yes, I didn't like that update much at all.
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