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Old May 22, 2006, 01:33 AM // 01:33   #81
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When I said all instances and scenarios that ment cast time and recharge Fatboyslimerr...
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Old May 22, 2006, 11:30 AM // 11:30   #82
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Was I right though ??? can't be bothered to repeat it but was all that maths and calculations correct or was I just ranting on ???
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Old May 22, 2006, 02:24 PM // 14:24   #83
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Not entirely;
It does not add to the rocovery speed of MoR; but is seperate all together.

It acts as normal by halving recharge of spells; but it would be half of the normal recharge or now enhanced recharge.

For example; Empathy takes 10 sec to recharge
MoR makes it 5
with a 20/20 staff; 20% of the time it would be 2.5 and the other 80% of the time it would be 5 seconds.
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Old May 22, 2006, 02:37 PM // 14:37   #84
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Right on brother. So its not really worth having wand + chakram, basically see its not so I can keep using my willcrusher
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Old May 22, 2006, 02:59 PM // 14:59   #85
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No no the wand+chakram stack >.>
It is debated on how they stack; but it is certain that it is very close to 40%
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Old May 22, 2006, 03:30 PM // 15:30   #86
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Quote:
Originally Posted by fatboyslimerr
So you wanna explain more clearly. Say I use Mantra of Recovery, and I've got 20% wand and 20% chakram. Don't these chakrams offer half recharge time. So say we use shame and it triggers MoR, recharge is now 15 seconds, then mod gets triggered thats 7/8 seconds recharge. So 40% chance for an 88% faster recharge. I think you get to 88% by working out 8 seconds is about 10 and shames original recharge is 30 its about 1/3 or 33.33% add that to 50% from MoR = 88% - roughly 80% -- is that right ??
If you have dual 20% (wand AND focus) AND MoR on :
4% of the time, Shame will recharge within 4 seconds
32% of the time it will recharge within 7,5 seconds
64% of the time it'll be ready within 15 seconds

With your Willcrusher and MoR on (not moron ):
20% of the time Shame will recharge within 7,5 seconds
80% of the time it'll recharge within 15 seconds

You see the difference ?
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Old May 22, 2006, 03:43 PM // 15:43   #87
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whats the moron bit about ??
well I currently have a 19% inspir and domin spell recharge chakram so if I can find a wand with the same (or 20%) that would just work with my build superly well due to mix of domination and inspiration skills in it.

But the willcrusher looks soooo cool, I'd be sad if I didn't use it lol. I'm not really bothered about that 12% extra chance for a 7.5 recharge or the 4% super recharge of 4 seconds. Its just too improbable. The only reason would be for the 12% extra chance of 7.5 recharge and I don't think its worth it. If it worked on e-burn and not shame then it would imbalance my skill useage due to energy useage outweighing energy gainage although drain enchantment etap and inspired hex usually leave me with plenty of energy.

I suppose I'll try wand + chakram if I find that wand.
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Old May 22, 2006, 03:50 PM // 15:50   #88
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Early game
1 main hand, 1 off hand

Mid game
1 staff

Late game
1 main hand 1 off hand
(be it a denravi, Fiery flame splitter, or whatever for you enchantment people)
(uber rare drop canes/truncheons/whatever +5^50 +20% recharge, etc. etc.)
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Old May 22, 2006, 03:52 PM // 15:52   #89
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I don't give a damn what other people do. I'm in it for the looks baby and the willcrusher looks cool !!!!! and those small percentages wouldn't make a difference to my pimping MoR build anyway.
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Old May 22, 2006, 05:07 PM // 17:07   #90
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In my opinion, you're right. 16% more or less is not a big deal, there're soo many other game parameters, really ! Do as you feel like
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Old May 22, 2006, 05:27 PM // 17:27   #91
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Quote:
Originally Posted by fatboyslimerr
I don't give a damn what other people do. I'm in it for the looks baby and the willcrusher looks cool !!!!! and those small percentages wouldn't make a difference to my pimping MoR build anyway.
it's a tuff staff. a 'must have' for a dom mesmer. i hate to get caught up in the looks of the game, i dont buy 15K armor and all that crap but i went out of my way to get the willcrusher. the name alone makes it worth carrying.

but the dazed mod is absolute crap imo.
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Old May 22, 2006, 06:45 PM // 18:45   #92
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lol holden, your totally right. I ain't got any of that 15k armor crap (would rather spend it on pimping out the guild hall) but I was kinda drawn to the name of the willcrusher then when its mods where pretty good and it looks cool, hell yes. I've found one use and one use alone for the dazed mod. In Ha those batty zaishen warriors use skull crack thats about it. But the domination skill recharge buff + energy + health is pimpin'.

We should make a post dedicated to the willcrusher
Anyone tried dying their's pink ? I can't get it to work lol.
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Old May 22, 2006, 08:22 PM // 20:22   #93
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I will keep my canes and chakrams; perfer to have my opponent not know the mods of my weapon(s).
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Old May 22, 2006, 09:57 PM // 21:57   #94
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Except I would guess you have 20 20 recharge wand and chakram , possibly with health mod or extra energy. (Uses mind powers)
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Old May 23, 2006, 12:03 AM // 00:03   #95
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Depends on the build of course =p
But hey the odds of me vs. you guys are so nil to void...
Main gear for my bloodspiker

20% recharge inspiration+5^50 truncheon
20/20 inspiration (and/or)+5armor+45hp w/ enchantment

Last edited by Eaimirth Etaivella; May 23, 2006 at 06:22 PM // 18:22..
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Old May 24, 2006, 03:31 AM // 03:31   #96
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Acknowleging the question posed earlier...here is a mildly jest at making an interrupter build out of it. Anywho I liked my healing spring spammer more; but this should pose a decent interrupting threat more or less.

Distracting Shot If Distracting Shot hits, it interrupts target foe's action but deals only 1...13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core 5 1/2 10
Savage Shot If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 13...25 damage. Core 10 1/2 5
Punishing Shot If Punishing Shot hits, you strike for +10...18 damage and your target is interrupted. Prophecies 10 1/2 8
Serpent's Quickness For 15...27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. Prophecies 5 45
Quickening Zephyr Create a level 1...8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more Energy to cast. This Spirit dies after 15...39 seconds. Core 25 5 60
Favorable Winds Create a level 1...8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30...126 seconds. Core 5 5 60
Read the Wind For 24 seconds, your arrows move twice as fast and deal 3...9 extra damage. Core 5 2 12
Ressurection Signet

Done~
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Old May 24, 2006, 07:12 AM // 07:12   #97
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Quote:
Originally Posted by fatboyslimerr
How'd you figure that out Dragannia, I'm not saying your wrong because I dunno but I'd be interested to know how it works.
Wand and focus, each offering 20%. High school probability

1/5*1/5 + 1/5*4/5 + 4/5*1/5 = 9/25

=36%
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Old May 24, 2006, 07:50 AM // 07:50   #98
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Yeh well high school probability isn't a particular hobby of mine lol.
I might offer a similar mesmer interrupter build using MoR (whole point of the post)

1. MoR {E}
2. Power Spike (now 6 second recharge)
3. Power Leak (10 second recharge)
4. Power Drain (10-12 recharge ---can't remember original recharge)
5. Cry of Frustration (10-12 recharge ---can't remember original recharge)
6. Energy Tap - (12 recharge) power hungry build, need additional energy mangement
7. Shame (15 recharge)
8. Res

With the pimped recharge times, you'll basically be able to interrupt almost every spell a target casts. Power Drain and Power Leak being the priorities (energy gain and target energy loss) as well as Shame.
Now I may be wrong but if you wanted to compare ranger interrupter using SQ to mesmer interrupter using MoR, I would say I was about 50-90 times better off using mesmer lol. Just got more interrupts with stronger effects and MoR is almost constantly sustainable with plenty of energy management.
This of course requires interrupting skill.

However you might argue that power spike, with only a 6 second recharge, could be the only interrupt you actually need, but its not just about the interrupt, its about what effect that interrupt has as well imo.
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Old May 24, 2006, 06:51 PM // 18:51   #99
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*powerspike; held up there right next to powerblock in terms of favorite mesmer skills imo*
Many of your skills have lower recharges; but check the ranger as well.
Savage shot: 3.5 recharge
Punishing shot: 7 recharge
Distracting shot: 7 recharge
If we add QZ; well it gets ridiculus.
Distracting shot is a crazy skill by itself imo; but anyway, this would be an interesting pair to have compared in some right.

Some things I would just like to throw in
Spellbreaker proof
Caster hate proof
Can deal non-situational damage (2ndary point)
Can interrupt anything; not just spells (my major point)

Some weaknesses
Energy relient (Shackles are not good:hammer this home hella!)
Distortion hurts (even though ranger interrupts seem to ignore it 75% of the time it always shows up at the wrong moment)
Arrows cannot go through stuff (sometimes an issue)
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Old May 24, 2006, 07:30 PM // 19:30   #100
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We therefore have 2 different builds for 2 different purposes. Although MoR and power leak are a match made in heaven.

I would say some thing about ranger interrupts, their arrows can be blocked or evaded and sometimes things get in the way. I was in a GvG once and was getting spiked by a ranger so I hid behind the massive flag pole thing ' Your Target is Obstructed' suck on that !!!!
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