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Old Jun 04, 2006, 12:02 AM // 00:02   #81
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Originally Posted by LightningHell
People, I'm staying neutral. -_- Since I don't have Factions.

Where are you GvGing? o_O
Last 5 were with Darkwing Cadre; I was not running my typical build of powerblock (although I wished I was every moment)

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What if you only have 6 energy and need to interrupt? Powerblock FTW, right?

Because it's obviously better than Power Return in every situation.
You know; if you didn't plummet yourself into a negative net energy pool with every cast of this spell, I might agree with you.

Also it just occured to me that with power return they will be able to recast BF the moment it recharges. Using any other interrupt they would not be able to and would have to wait a few seconds (4x3.33=13.33).

Last edited by Eaimirth Etaivella; Jun 04, 2006 at 12:04 AM // 00:04..
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Old Jun 04, 2006, 12:58 AM // 00:58   #82
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Originally Posted by Eaimirth Etaivella
You missed my main point that power return has no direct effect on the flash bot. Yes it is elite; but at least it gets the job done-this spell does not get the job accomplished at all. It has no effect at all on the flash bot, does not hurt, may help but as you said we can ignore the energy gain on this case. However; it has no effect.
Eairmirth, Power Return DOES its job : it interrupts.
What could you POSSIBLY expect from an interrupt skill that costs 5 and recharges within 7 seconds ? 200 damage ? 20 energy stolen ? Instant kill ? Bed and breakfast ?

I give up : I don't get your point.

Last edited by Themis; Jun 04, 2006 at 01:03 AM // 01:03..
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Old Jun 04, 2006, 03:03 AM // 03:03   #83
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Originally Posted by Themis
Eairmirth, Power Return DOES its job : it interrupts.
What could you POSSIBLY expect from an interrupt skill that costs 5 and recharges within 7 seconds ? 200 damage ? 20 energy stolen ? Instant kill ? Bed and breakfast ?

I give up : I don't get your point.
Even with it interrupting every other BF; the two warriors remain blinded indefinitly. That is my point; it doesn't even put the ele in spell delay as he waits for mp (although not for long due to prodigy; this shortens the amount even more so he can cast it immediatly when it recharges) like any other interrupt would.
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Old Jun 04, 2006, 09:37 AM // 09:37   #84
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like any other skill that isn't FOTM at the moment, the usefullness of this skill depends on the overall composition of your build. With only having to run this ONE innerupt on ur bar U could stop a diversion spammer to give ur monks a breather,or something like tab to an ele to innerupt wards to give ur offence the time to spike someone down. See this is a TACTICAL innerupt, I dont care about the amount of energy a ele with ether prod and wards has and my warriors dont either, they care about the ward that is PREVENTING them from doing any damage and causing the opponents monks to not use their energy. U DO NOT HAVE TO DRAIN MONKS THEMSELVES TO BURN THEIR ENERGY. If an ele is snaring ur soft targets and it's causing YOUR MONKS to losse energy, well u can innerupt all their snares. Its the cheapest innerupt available and you should always have it ready to cast for a tactical innerupt. You just cant be dumb and go innerupting shyt that does no good. Be smart use this skill to compliment an already solid mesmer bar such as degen or a diversion shame bar and use it to tactically give your team an advantage. One thing that is always nyce is that u should always have an innerupt available for their hard resing, call the hard res'r out have warriors attack him, POWER RETURN him before it's finished and 9times/10 they wont recast immeadiatly cuz they have warrior pressure when they load it up again u should be able to innerupt it again. How many times have u just shattered on a spike target and haven't had enough energy to cry of frustration a hard res......

and BTW [quote]"Even with it interrupting every other BF; the two warriors remain blinded indefinitly. That is my point; it doesn't even put the ele in spell delay as he waits for mp (although not for long due to prodigy; this shortens the amount even more so he can cast it immediatly when it recharges) like any other interrupt would.""

^^^If your an innerupt mesmer and your camping a blinding flash ele ur an idiot....there's a skill called diversion for them. If u run a NO HEX build and thats why u dont have diversion or u run a degen mesmer u should have someone on ur team to draw conditions. ur time should not be spent camping a blind bot to help ur warriors...

Last edited by I Gotcha i; Jun 04, 2006 at 10:05 AM // 10:05..
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Old Jun 04, 2006, 11:43 AM // 11:43   #85
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Isn't PR the only skill to give energy to the enemy?

It's been brought up before, but cant you just PR, E-surge, PR, E-surge, Bonus E-tap, PR, E-feast. At least this spell will guaruntee damage, energy and healing for yourself. Of course, I would use this in a e-wrack build.
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Old Jun 04, 2006, 12:58 PM // 12:58   #86
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I'm not really bothered about giving back energy to enemy. With reasonable FC, this spell gives 6 energy back to foe. So there is no spell in existance that costs less than 5 energy, so at the most you make a 5 energy spell cost +1 (because they lose 5 for casting but then gain 6 from PR) but its affect from interrupting should be worth giving your foe +1 energy and interrupting whatever they were doing. Currently I'm worried about dwaynas kiss that got buffed to infinity and beyond, so I would take power return if just to continually interrupt monks who think they are so awesome because they can heal over 250 health with a 5 energy cost spell, muhahaha they can't if they keep getting interrupted but thats probably not logical thinking.
I agree PR is a great interrupt if your not taking any others and can be used strategically but it should still be used cautiously.
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Old Jun 04, 2006, 01:02 PM // 13:02   #87
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Hey I didn't come up the scenario; I just disproved its vadility, that is all.
Like you said I Gotcha; inadvertently draining the monks energy is a good key to victory; diversion has a 10 second recharge, so does power spike and causing this 100 damage which must be healed at some point will do this. Giving them energy to recast another spell which will harm your team will not.

Interesting point reanimated by Terra Xin; but it seems contradictory no?
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Old Jun 04, 2006, 01:09 PM // 13:09   #88
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Originally Posted by Eaimirth Etaivella
Even with it interrupting every other BF; the two warriors remain blinded indefinitly. That is my point; it doesn't even put the ele in spell delay as he waits for mp (although not for long due to prodigy; this shortens the amount even more so he can cast it immediatly when it recharges) like any other interrupt would.
So how about you stop wasting your time and interrupt its Ether Prodigy! Who gives a toss how long you can interrupt its BF for, interrupt its only Energy Management you've given them 1. Exhaustion. 2. A lot less energy. And even if you can't be arsed to interrupt, shatter the damn thing, then you get 100 damage from that and however much they take when EP 'ends'. At 15 energy a cast, no-one can cast blinding flash for longer than 20 seconds without EP.

Out of interest, what elite were you running since you actually left Power Block at home for once?
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Old Jun 04, 2006, 01:20 PM // 13:20   #89
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Agreement with interrupting prodigy; also we could shatter it first like you said and then interrupt the recast with power spike for a somewhat spike effect. If they have any energy at all this will add to the spike damage so we are looking at 100+100+X damage where X depends on their energy. The higher value X is the faster they die, if X is too low they cannot recast prodigy immediately unless you use power return...

Just proving a point that is all; silly to interrupt a fast recharging skill and give them the energy to recast it.

-edit-
Energy drain
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Old Jun 04, 2006, 02:13 PM // 14:13   #90
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Quote:
Originally Posted by Eaimirth Etaivella
Interesting point reanimated by Terra Xin; but it seems contradictory no?
Just 'one' of the reasons why I became a Mesmer :P.
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Old Jun 04, 2006, 02:29 PM // 14:29   #91
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You have more than Power Return on your skill bar surely... Besides if you brought Power Return only, you probably don't care what happens to the target aslong as they can't cast there spell.

I think your missing the point (for the 100th time this thread?) they still get 10 exhaustion from it. So what, you gave them 5 energy from Return. They have to wait 5 seconds before they can recast EP again, by which time they could've regened 5 energy anyway. Unless of course Power Spike has some hidden bonus i'm not aware of, they still have to wait 5 seconds until they recast it and they could still have regened enough energy to recast it.
You slowed them down, if you want to stop them completely, go play Final Fantasy and mess around with Stop/Paralyze/Petrify...

Theres nothing stopping you from interrupting 1 EP with Return and 1 with Spike now is there? I stand by what i said earlier, you live in a world where recharge times dont exist for skills you interrupt. It also seems that natural energy regen doesn't exist either now.
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Old Jun 04, 2006, 03:01 PM // 15:01   #92
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Quote:
Originally Posted by Evilsod
I think your missing the point (for the 100th time this thread?) they still get 10 exhaustion from it. So what, you gave them 5 energy from Return. They have to wait 5 seconds before they can recast EP again, by which time they could've regened 5 energy anyway. Unless of course Power Spike has some hidden bonus i'm not aware of, they still have to wait 5 seconds until they recast it and they could still have regened enough energy to recast it.
You slowed them down, if you want to stop them completely, go play Final Fantasy and mess around with Stop/Paralyze/Petrify...

Ohhh.... please dont reference final fantasy... man... now I want to play it... ahhhhhH!!!!! I can't stop thinking about it now...

<<Look at my avie... it's Reno...wooo!!

I know I partially mentioned this, but when you spike somone with PR, here's a sample dialogue:

Mesmer is wanding monk
Monk: omg... I have no energy
5seconds later, monk goes to cast mantra of recall
Mesmer: sorry bub, no recall for you
Mesmer uses Power Return
Monk: hah! stoopid noob! You gave me energy!!!
Mesmer casts mink wrack and e-surge. Monk is down.
Monk: wtf??? HaXXXX000rrr!!!

A good thing about PR is that when your target is already at zero and regenerates to a respectable amount of energy, you can almost predict the panic time taken for the target to cast a spell. Spike off the skill, and they will have a higher energy reserve for you to take away - this time, the energy won't become spent on one of their own spells. (bad english). PR provides a s an indicator to when you would use your e-denial skills... IMO that's as contradictory as it gets, but as long as the monk dies^^.
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Old Jun 04, 2006, 04:03 PM // 16:03   #93
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Quote:
Originally Posted by Terra Xin
Ohhh.... please dont reference final fantasy... man... now I want to play it... ahhhhhH!!!!! I can't stop thinking about it now...

<<Look at my avie... it's Reno...wooo!!

I know I partially mentioned this, but when you spike somone with PR, here's a sample dialogue:

Mesmer is wanding monk
Monk: omg... I have no energy
5seconds later, monk goes to cast mantra of recall
Mesmer: sorry bub, no recall for you
Mesmer uses Power Return
Monk: hah! stoopid noob! You gave me energy!!!
Mesmer casts mink wrack and e-surge. Monk is down.
Monk: wtf??? HaXXXX000rrr!!!

A good thing about PR is that when your target is already at zero and regenerates to a respectable amount of energy, you can almost predict the panic time taken for the target to cast a spell. Spike off the skill, and they will have a higher energy reserve for you to take away - this time, the energy won't become spent on one of their own spells. (bad english). PR provides a s an indicator to when you would use your e-denial skills... IMO that's as contradictory as it gets, but as long as the monk dies^^.
True but monk skills have usally quick cast times; we would not be able to cast both wrack, let alone surge, before they got their heal off.
Wish it would work that way though.
[/quote=Evilsod]You have more than Power Return on your skill bar surely... Besides if you brought Power Return only, you probably don't care what happens to the target aslong as they can't cast there spell.

I think your missing the point (for the 100th time this thread?) they still get 10 exhaustion from it. So what, you gave them 5 energy from Return. They have to wait 5 seconds before they can recast EP again, by which time they could've regened 5 energy anyway. Unless of course Power Spike has some hidden bonus i'm not aware of, they still have to wait 5 seconds until they recast it and they could still have regened enough energy to recast it.
You slowed them down, if you want to stop them completely, go play Final Fantasy and mess around with Stop/Paralyze/Petrify...

Theres nothing stopping you from interrupting 1 EP with Return and 1 with Spike now is there? I stand by what i said earlier, you live in a world where recharge times dont exist for skills you interrupt. It also seems that natural energy regen doesn't exist either now.[/quote]
And yet I have natural energy regen listed out above in one of my points.
As for the hidden bonus; yes powerspike apparantly does 100+damage; who thought of that?
My energy regen point was referencing BF, not ep; learn to read.
You missed my point; not vice versa.
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Old Jun 04, 2006, 05:43 PM // 17:43   #94
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You present a flawed argument, EE. First, you pick out power return and pit it into the worst situations you'd use it - on 5e energy spells, on fast recharging spells, on minor pressure/damage/healing spells.

Then you take your pet power block, and pit it in its BEST situations - when it would interrupt a vital skill, of the main attribute of the target, when you are not using some other elite...etc.

When a build is thought through, it almost always has *some* strategy it's trying to execute. Examining skills stand-alone is not productive. Comparing power return to other interrupts in situations when it wouldn't be very practical is duhh. You're practically slamming on the skill because it's not power block. Hey fine, there are situations where you'd take power block over power return. There is a myriad of skills, even in the current metagame that you could effectively disrupt with power return. Spikes(ie, returning an orb), consistantly disrupting a mesmer's burns and diversions(which you could argue is very effective, since it saves tons of energy on your monks), constantly putting holes in a necro's hex spam, denying monks their energy management and slow-casting spells - not only can you do all this, you can do it with the best consistency, unlike the other drains.


Power return also doesn't require any invested skill points for its most important effect - interruption. The rest of the mesmer interrupts just don't recharge fast enough to be used for consistent interrupts, and are instead used to punish an interrupted target severely. Power return is not for that - it is simply as an extra disrupt to your opponents tactics. It's not really something you'd focus your attention on - it's not *that* disruptive, and it happens too often to really stop it. However, constantly having something tripping over the execution of your strategy is one of the things mesmers are really good at, and power return helps exactly that.
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Old Jun 04, 2006, 05:54 PM // 17:54   #95
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Quote:
Originally Posted by Sacho
You present a flawed argument, EE. First, you pick out power return and pit it into the worst situations you'd use it - on 5e energy spells, on fast recharging spells, on minor pressure/damage/healing spells.

Then you take your pet power block, and pit it in its BEST situations - when it would interrupt a vital skill, of the main attribute of the target, when you are not using some other elite...etc.

When a build is thought through, it almost always has *some* strategy it's trying to execute. Examining skills stand-alone is not productive. Comparing power return to other interrupts in situations when it wouldn't be very practical is duhh. You're practically slamming on the skill because it's not power block. Hey fine, there are situations where you'd take power block over power return. There is a myriad of skills, even in the current metagame that you could effectively disrupt with power return. Spikes(ie, returning an orb), consistantly disrupting a mesmer's burns and diversions(which you could argue is very effective, since it saves tons of energy on your monks), constantly putting holes in a necro's hex spam, denying monks their energy management and slow-casting spells - not only can you do all this, you can do it with the best consistency, unlike the other drains.


Power return also doesn't require any invested skill points for its most important effect - interruption. The rest of the mesmer interrupts just don't recharge fast enough to be used for consistent interrupts, and are instead used to punish an interrupted target severely. Power return is not for that - it is simply as an extra disrupt to your opponents tactics. It's not really something you'd focus your attention on - it's not *that* disruptive, and it happens too often to really stop it. However, constantly having something tripping over the execution of your strategy is one of the things mesmers are really good at, and power return helps exactly that.
We have a winner.
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Old Jun 04, 2006, 06:08 PM // 18:08   #96
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power return is pretty good on migrane build in ta/ha, maybe not in gvg where the target can retreat to backline

with it you can achieve near total shutdown on a target with this cheap, fast recharge interrupt
who cares if they get energy if you are interrupting them anyway?
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Old Jun 04, 2006, 06:18 PM // 18:18   #97
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I have used power return in a Me/N SS-Interrupt build. If I am not echoing the SS I will be echoing power return because with the other two interrupts I bring, any caster is virtually shut down. I feel like it's qualities are best realized when you are not trying to use it like an interrupt+. It's a skill that allows you to deny a spell that may be at a crucial point in the fight, or a very insignificant spell. Hell, even if you interrupt a large AOE the target is only getting a fraction of it's cost returned. It's the quickest recharging interrupt that a mesmer can utilize. I just wish there were more fast-casting skills.
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Old Jun 04, 2006, 07:15 PM // 19:15   #98
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Quote:
Originally Posted by Sacho
You present a flawed argument, EE. First, you pick out power return and pit it into the worst situations you'd use it - on 5e energy spells, on fast recharging spells, on minor pressure/damage/healing spells.

Then you take your pet power block, and pit it in its BEST situations - when it would interrupt a vital skill, of the main attribute of the target, when you are not using some other elite...etc.

When a build is thought through, it almost always has *some* strategy it's trying to execute. Examining skills stand-alone is not productive. Comparing power return to other interrupts in situations when it wouldn't be very practical is duhh. You're practically slamming on the skill because it's not power block. Hey fine, there are situations where you'd take power block over power return. There is a myriad of skills, even in the current metagame that you could effectively disrupt with power return. Spikes(ie, returning an orb), consistantly disrupting a mesmer's burns and diversions(which you could argue is very effective, since it saves tons of energy on your monks), constantly putting holes in a necro's hex spam, denying monks their energy management and slow-casting spells - not only can you do all this, you can do it with the best consistency, unlike the other drains.


Power return also doesn't require any invested skill points for its most important effect - interruption. The rest of the mesmer interrupts just don't recharge fast enough to be used for consistent interrupts, and are instead used to punish an interrupted target severely. Power return is not for that - it is simply as an extra disrupt to your opponents tactics. It's not really something you'd focus your attention on - it's not *that* disruptive, and it happens too often to really stop it. However, constantly having something tripping over the execution of your strategy is one of the things mesmers are really good at, and power return helps exactly that.
Possibly.

However let me point a few things out; this is the fastest recharging mesmer interrupt by three seconds. It does not put "holes in a necro's hex spam" as you claim as these spells recharge quickly, and since you "return" the energy needed to cast these hexes back to them. Example of such would be power return to life siphon; you lose 5 they lose 3 and cast the hex again in 2 seconds. However if you "spiked" the hex they would not have access to this energy even at 0 in rank power spike is the better option here as they will be casting less hexes over time, with more points in rank power spike becomes unbelievably better.

Disrupting mesmer skills has the same problem as many are quick recharging; so disrupting these will pose little threat. Take for instance diversion (a popular skill) even if you interrupt it every single time it is cast (looking over the fact powerspike could do the same) you still suffer a 2 point energy net loss. Because of this net loss; you will slowly become locked down yourself. Because of this, you are being less effective than the opposing mesmer due to the fact that he/she (as time approaches infinity) will be able to accomplish his/her job more effectivly while you cannot. Other mesmer hexes are difficult to interrupt due to fast casting, and also due to the same scenario presented above.

Another flaw in your arguement is that you claim that power return is useful on higher energy cost spells; while this is true we must look on who uses these higher energy cost. By higher cost I assume you mean at least 15; so that you are in a net gain for the energy; thus the recharge time will not matter. This brings us to lightning orb, blinding flash, heal other, heal party, and exhaustion spells- all of which are used by primarly elementalists. The problem being is that energy is of little worry to this class. As Evilsod suggested you could attempt to continously interrupt Ether Prodigy with Power Return and another interrupt, however constantly doing it with power spike would provide more benefit. Perhaps they could both be used in junction to shut the elementalist down. I do suspect however that due to the return of energy that they would be allowed to cast other spells such as lightning strike which would get through the interrupt barrage. Basically expensive spells are used mainly by elementalists; and they are not concerned with energy.

In PvE this could be useful(due to energy gain being pointless to the target), but I would still perfer powerspike due to it dealing damage to enamies that are not supposed to be alive that long in the first place(the reason the energy gain is pointless).

Consistantly interrupting with power return, while disruptive, is not in the mesmer's favor (due to net loss); thus there is a sence of irony of it being the fastest recharging spell interrupt in the game, but the one the mesmer will want to use the least.

Last edited by Eaimirth Etaivella; Jun 04, 2006 at 07:21 PM // 19:21..
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Old Jun 04, 2006, 08:58 PM // 20:58   #99
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I really can't be arsed anymore.... it seems Avarre has taken his leave from this thread. There is just no point debating a skills use with someone quite so stubborn.

Power Spike is a better option? Honestly, do you even pay attention to the energy costs of these skills? Power Spike is 10 energy for interruption and damage. With 0 in Domination, its absolutely useless. With 0 in Fast Casting (which SHOULD only happen if your not a primary mesmer) you give your target back twice the energy, but you still have an interrupt for 5 energy.

Are you going to pick out another situation, like Sacho said, to put Return in its worse light and the godly interrupt of the gods (Power Block) against a monks main attribute yet again?

Interesting how you seem to think you can constantly interrupt Ether Prodigy with Power Spike. Please do tell me how you can interrupt a skill with 5 seconds recharge with an interrupt at almost twice that? Do you honestly think that if they cast Lightning Strike once its going to matter all that much? If they cast Ether Prodigy and could then spam BF and LS alot more often because you decided to somehow interrupt EP using only 1 interrupt, i'm sure it will cause many more problems, specially against your warriors.

I don't see how there the net energy loss is greater. And until you see it all your points towards it are simply null and void. I'll make it quite simple:

Power Spike, 10 Energy
Power Return, 5 Energy

Orison of Healing, 5 Energy.

Net Loss with Power Spike = 10 - 5 = 5 Energy
Net Loss with Power Return = 5 - 0 = 5 Energy

Are you sure your getting this? The net loss is the same on both interrupts. There is no 'mesmers favour', both are exactly the same! I may have this ready on copy/paste and just automatically send it at the end of every post in this section.

As for energy been of little worry for this class, yes i'd agree, probably because that class has the BEST energy management skill in the game available for a measily 5 energy. But instead why not cast Arcane Languor on this target and screw interrupting? Well they can do 2 things, cast through it and end up with lots of exhaustion, or not bother and end up taking lots of damage when EP ends. Of course, i forgot you were using Power Block weren't you, and so far whenever you haven't brought it 'you've wished you had', odd, when i've brought it i've had equally as many situations where 'i wish i'd brought somet else'.
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Old Jun 04, 2006, 10:29 PM // 22:29   #100
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Quote:
Originally Posted by Evilsod
I really can't be arsed anymore.... it seems Avarre has taken his leave from this thread. There is just no point debating a skills use with someone quite so stubborn.

Power Spike is a better option? Honestly, do you even pay attention to the energy costs of these skills? Power Spike is 10 energy for interruption and damage. With 0 in Domination, its absolutely useless. With 0 in Fast Casting (which SHOULD only happen if your not a primary mesmer) you give your target back twice the energy, but you still have an interrupt for 5 energy.
Heh it still gives you an energy advantage over the enamy when compared to power return at any rank below 14, and the last time I checked anyone with fast casting above 11 was an idiot.

Quote:
Originally Posted by evilsod
Are you going to pick out another situation, like Sacho said, to put Return in its worse light and the godly interrupt of the gods (Power Block) against a monks main attribute yet again?
Read my last post; should clear that up.[/quote]

Interesting how you seem to think you can constantly interrupt Ether Prodigy with Power Spike. Please do tell me how you can interrupt a skill with 5 seconds recharge with an interrupt at almost twice that? Do you honestly think that if they cast Lightning Strike once its going to matter all that much? If they cast Ether Prodigy and could then spam BF and LS alot more often because you decided to somehow interrupt EP using only 1 interrupt, i'm sure it will cause many more problems, specially against your warriors.[/quote] Explain to me how you can constantly do it with power return; it has a recharge of 7. You interrupt EP, they hit your for 70. Next 5 seconds, rinse wash repeat. Then you ask your monk how much it was. I'm sure he would have loved the opposite.

Quote:
Originally Posted by Evilsod
I don't see how there the net energy loss is greater. And until you see it all your points towards it are simply null and void. I'll make it quite simple:

Power Spike, 10 Energy
Power Return, 5 Energy

Orison of Healing, 5 Energy.

Net Loss with Power Spike = 10 - 5 = 5 Energy
Net Loss with Power Return = 5 - 0 = 5 Energy

Are you sure your getting this? The net loss is the same on both interrupts. There is no 'mesmers favour', both are exactly the same! I may have this ready on copy/paste and just automatically send it at the end of every post in this section.
http://gw.gamewikis.org/wiki/Power_Return
Rank 11 is 6 energy gained
Rank 9 is 7 energy gained
Are you getting this or not? *copy+paste to the rest of the posts questioning this*
So it would be more similar to this
Net loss from Power Spike= 10-x=10-x energy
Net loss from power return=5-x+y=5-x+y energy
Where x is the cost of their spell
Where y is the energy returned from power return
y will logically move between 6 and 7 energy returned.
10-x=/=5-x+y
10=/=5+y remove x from both sides
5=/=y subtract 5 from both sides
5=y if fast casting is 14 or greater
5<y if fast casting is anything else

TADA~ math simplified.
Where most mesmers (if not all mesmers) run 9 to 11 in fast casting...you can figure it out.

Basically what you have to decide as a mesmer is if 3 seconds of recharge is worth a net energy loss of 1 or 2 every time you interupt...minus the damage.

Quote:
Originally Posted by Evilsod
As for energy been of little worry for this class, yes i'd agree, probably because that class has the BEST energy management skill in the game available for a measily 5 energy. But instead why not cast Arcane Languor on this target and screw interrupting? Well they can do 2 things, cast through it and end up with lots of exhaustion, or not bother and end up taking lots of damage when EP ends. Of course, i forgot you were using Power Block weren't you, and so far whenever you haven't brought it 'you've wished you had', odd, when i've brought it i've had equally as many situations where 'i wish i'd brought somet else'.
You know; if you had powerblock they wouldn't have the choice of either A. Hex Removal, or B. Casting through it. They only would have choice C. Taking alot of damage when EP ends. AL lasts for what? 7 seconds? Recharge on it is 15 seconds? Wow...same ratio as powerblock; and I'm even rounding up for you. But this isn't a thread of PB vs AL, this is a thread to determine if Power Return is a valid skill or not *points at math above*

Last edited by Eaimirth Etaivella; Jun 05, 2006 at 01:26 AM // 01:26..
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