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Old Jun 05, 2006, 06:01 PM // 18:01   #1
Lion's Arch Merchant
 
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Default Mesmer/Ele Trouble

I was playing alliance battles yesterday, and ran into a group of what I believe was 4 M/E's (died so fast wasn't sure if it was 3 or 4), and they hit me with everything at once - Arc Lightning, Conjure Phantasm, another Arc Lightning, etc... needless to say I did not last long. Is there any way to survive something like this? Or do you just have to run? I'm W/Mo right now, but usually run a W/R.

Any suggestions?
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Old Jun 05, 2006, 08:44 PM // 20:44   #2
Forge Runner
 
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Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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Sorry, but I don't play PvP or GvG or Alliance battles.

But here are some theoretical things you can do to minimalize the hurt.

W/MO:
Smite Hex - 5/1/15 - Foes near target ally (yourself) take 10-70 damage
Balthazar's Spirit - 10/2/1 - each time target ally takes damage, ally gets 1 energy and 1 adrenaline
Protective Spirit - you cannot take more than 10% damage of your max health on a single attack or spell
Holy Veil or Remove Hex
Vigorus Spirit
Mend Ailment
Healing Breeze
Signet Of Judgement (e)

Take a couple of these and your fighting skills. This will minimize the hurting. Holy Veil/Remove Hex/Smite Hex will remove hexes; Mend Ailment will remove deep wounds or blinding; Healing Breeze will help reduce the health degen; Protective Spirit will make Arc Lightning do less damage; Balthazar's Spirit will give you energy and andrenalin each time arch lightning or any other damage hits you (not health degen). Signet of Judgement, used to knockdown, good to interupt spellcasting.

W/R:
Choking Gas
Melandru's Resilience (e)
Storm Chaser
Nature's Renewal
Dryder's Defense

These are good to use vs hexes and casters. Choking Gas, disrupts spell casting on impact to target foe and adjacent foes. Melandru's Resilience, gain +2 health regen and +1 energy regen for each hex and condition on you. Storm Chaser gives you additional energy when struck by elemental damage. Dryder's Defense gives you additional protection vs Elemental Damage.

If you are trying to solo 3 on 1, then I doubt there is anything you can do. I think Arc Lightning has armor penetration if I'm not mistaken.

Good luck to you, and I hope some of these skills are useful to you.
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Old Jun 05, 2006, 10:01 PM // 22:01   #3
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The answer is a good monk on your side
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Old Jun 05, 2006, 10:19 PM // 22:19   #4
Desert Nomad
 
Join Date: Jan 2006
Profession: R/
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^^

what he said. You need a boon/prot or an infuser with *very* fast fingers. If your monk sees 4 Me/E coming at you, you should already have a RoF on you or something to mitigate damage.

You could try going W/Mo or W/E and (if W/Mo) bringing Prot Spirit / Mark of Protection / Healing Hands. Prot Spirit and Mark of Protection would probably be my prime choices since when combined you can only take up to 1/10th of your hp in dmg from a single attack...and Mark of Protection reduces all incoming damage and heals you for the same amount (i.e. reduce by 40 dmg, heal for 40. If you're hit by an attack that would do 20 dmg it does 0 and you're healed for 40). PS + MoP would be your best bet to be able to take them out.

For W/E Bring Obsidian Flesh...this would only save you vs casters, but would be just as effective for a lower cost. However, if an assassin came after you, it wouldn't do anything to stop them.

I would use the W/Mo build simply because it stops *everything* (except vamp, which nothing stops).

Edited to correct skill name for Obsidian Flesh.

Last edited by Bloodied Blade; Jun 05, 2006 at 10:23 PM // 22:23..
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Old Jun 06, 2006, 12:01 AM // 00:01   #5
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Location: Dublin, Ireland
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It's just a spike, and not even one of the more dangerous ones..in fact, this is one type of spike that can be stopped with Prot Spirit.
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