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Old Jan 07, 2007, 11:49 PM // 23:49   #1
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Default Tease?

can anyone think of a good use for Tease? sorry if this is in the wrong forum...(the skills forum is gone).
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Old Jan 08, 2007, 02:46 AM // 02:46   #2
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This skill is useful in PvP for ambushing spellcasters. By combining this skill with shadow stepping combinations such as Shadow Walk and Distortion, you can ambush your target by teleporting to them, activating Tease, and then escape.
Remember to find a way to prevent your target from hitting you. Used against Assassins or Dervishes (or even Warriors, though they suffer far less from the spell), this is as simple as activating Imagined Burden. For casters, Distortion can be effective, though kiting and hiding behind things is far less energy-intensive.
This skill is best used against enemies with skills that have long recharge times or that need to cast a particular spell a lot to get any use out of it. Most Elementalist and Necromancer Blood Magic spells fall into this category.
If you only need to disable one skill, Signet of Humility or Diversion, are usually better options.


copied from guildwiki.. nothing more to add..
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Old Jan 08, 2007, 08:25 AM // 08:25   #3
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It wont be as effective towards monks, because most of their spells already have short recharge times. To get the best out of this spell, go towards the assassin profession, as they have a good combination of shadowstepping and block/evade skills.

Last edited by Terra Xin; Jan 08, 2007 at 11:43 AM // 11:43..
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Old Jan 08, 2007, 08:46 AM // 08:46   #4
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Maybe this skill is best used on close range fighters too. If you are confident that the hex won't be removed by someone else, you are forcing the target to try and hit you. And for a mesmer that can be a good thing.
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Old Jan 08, 2007, 10:57 AM // 10:57   #5
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Agree with Red, its nice to use it on targets who are constant on 1 specific target.

Nice is used with Shadow of Haste(activate this in the back of the field where mesmers belong) and close in on target and Tease and then activate some other stance to teleport back to the SoH location. This way they spend energy to get the hex of instead of a single hit that de-activates the skill.

Pretty good uses on Monks though, their skills do have a short recast but still I play monk loads and I would be pretty messed if my healing skill takes 2 or 3 secs longer recast, Monks do feel that.
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Old Jan 08, 2007, 11:02 AM // 11:02   #6
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Quote:
Originally Posted by Terra Xin
It wont be as effective towards monks, because most of their spells already have short cast times. To get the best out of this spell, go towards the assassin profession, as they have a good combination of shadowstepping and block/evade skills.
tease doesn't affect cast times, it affects cooldown times..

i think tease fits in a mesmer-shutdown build pretty well, along with diversion and some skills of the domination line..
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Old Jan 08, 2007, 11:09 AM // 11:09   #7
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Tease with mind wrack as cover?
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Old Jan 08, 2007, 11:43 AM // 11:43   #8
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Quote:
Originally Posted by vespertine
tease doesn't affect cast times, it affects cooldown times..
Sorry, I did mean Recharge times ^^ *editing post*
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Old Jan 08, 2007, 01:43 PM // 13:43   #9
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Quote:
Originally Posted by Redfeather1975
Maybe this skill is best used on close range fighters too. If you are confident that the hex won't be removed by someone else, you are forcing the target to try and hit you. And for a mesmer that can be a good thing.
Any decent warrior will have a wand for building adren, many dervishes carry spears for harrier's cripple, and etc. Making the wild assumption that the one hex won't be demolished by the other team's removals, it would be relatively simple to remove via a ranged attack. The melee character would only have to hit you - an opponent in the midline - with a ranged attack. Should you fall back significantly, you are no longer able to provide any use against the rest of the enemy team, while the melee (in the case of a warrior) is free to build more adren, and more importantly, as tease increases recharge by a %, their adrenal skills (0s recharge) are unaffected.

Quote:
Originally Posted by Flashy
This way they spend energy to get the hex of instead of a single hit that de-activates the skill.
You also spend an additional 10 energy to secure the hex, without counting the cost of adding a cover (which would have to be timed on by someone else) or the time spent to get back into the battle.

I don't like this skill. It has a bad touch range component, making it easy to see and risky for the mesmer, it's effects are relatively limited (compared to blackout's total shutdown, or diversion's 1-minute knockout deterrent), and it has an absurd removal capability. It might be somewhat useful in a heavy hex build, but I don't see this replacing something like Migrane in that situation.
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Old Jan 08, 2007, 03:27 PM // 15:27   #10
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Yeah, but a ranged attack will still trigger clumsiness and not break the tease because the attack is interrupted. I should have said a target that doesn't have long range spells. It's possible that it could have been it's intention when created. I was thinking like a situation where you use wastrel's worry on a target with backfire on them.
The only problem I see with tease it can be removed with spells rather than only by hitting the mesmer. I suggested before it should be changed so that the only way to remove it would be to hit the mesmer, but that would probably be too powerful.

Last edited by Redfeather1975; Jan 08, 2007 at 03:32 PM // 15:32..
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Old Jan 08, 2007, 05:08 PM // 17:08   #11
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use it with the monk skill pascifism so they cant hit you, just make sure they wont be taking damage. another idea would be to have another caster on your team (can be any caster, just must be x/me) bring signet of midnight, and you bring arcane mimicry. mimic sig of midnight, use it, then cast tease. if you use the signet of midnight idea, it might work to bring blackout as well to get an even better effect from it.
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Old Jan 18, 2007, 11:59 AM // 11:59   #12
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Quote:
Originally Posted by Dutch Masterr
use it with the monk skill pascifism so they cant hit you, just make sure they wont be taking damage. another idea would be to have another caster on your team (can be any caster, just must be x/me) bring signet of midnight, and you bring arcane mimicry. mimic sig of midnight, use it, then cast tease. if you use the signet of midnight idea, it might work to bring blackout as well to get an even better effect from it.
An elite signet on another char in your team, an awkward monk skill on you, the requirement to not damage the foe, the use of the expensive arcane mimicry spell and then moving in to use tease?

The problem is the return on your investment here.
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