May 17, 2006, 04:36 PM // 16:36
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#1
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Shutout Mesmer! Me/N
Thanks to reading, asking, and some nice inputs, I think I've found my near-perfect MIGRANE mesmer!
Don't forget the Tylenol!
8+1+3 Illusion Magic
9+1 Domination Magic
9+1 Inspiration Magic
7+1 Fast Casting
rest to curses
Migrane {E}
Power Spike
Power Leak
Power Drain
Ether Feast / Leech Signet - depends on team size & Monk Availability
Spirit of Failure
Price of Failure
Plague Touch / Res Signet - depends on monk's competence
My old engine has been reversed. Instead of taking energy from casters and using it to stuff fighter types, I'm now using fighters to generate me 4e. per swing. [44% miss rate? hot stuff!] and use the energy to stuff casters.
Ok, in a smart battle, I'd bring the 4 interrupt build, in random and just for fun, I'd bring the 3 interrupts and Ether Feast to keep me from dying. Same goes for Plague Touch vs. Res Sig.
Last edited by Yukito Kunisaki; May 17, 2006 at 04:40 PM // 16:40..
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May 17, 2006, 04:58 PM // 16:58
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#2
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
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Looks good overall, just a few suggestions.
You seem to be spreading your points out, maybe a little too much. My suggestion would be to drop Migrane for Arcane Conundrum (since, really you use Migraine to slow casting speed, the degeneration is almost irrevalent). After doing that, focus your points into Domination by having 8+4 and then dropping Illusion slightly. For your elite skill then, perhaps Power Block or Stolen Speed (Factions). Lastly, perhaps consider putting in Power Return, since it has a quick recharge of 7 seconds, and is a great interrupt to fall back on if you're desperate.
Again, it looks like a good build, I've just found Migrane to almost be overkill when you have Arcane Conundrum (non-elite) that can do essentially the same thing.
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May 18, 2006, 03:32 AM // 03:32
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#3
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Arcane has a short duration and a longer recycle I think.
What makes migrane deadly is that at 12 illusion, it uh, yeah...
It's infinite with proper energy management...
Interrupts are fine for me. The damage they do isn't as ugly as hearing them curse my name for stopping them from healing their teammate lol
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May 19, 2006, 03:24 AM // 03:24
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#4
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Academy Page
Join Date: May 2005
Location: in front of my computer
Guild: uLn
Profession: E/Mo
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migraine lasts for 20 seconds and recharges in 15 so u can keep it constantly on an enemy. dont have to wait for the 30 second reacharge with conondrome.
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May 19, 2006, 05:15 AM // 05:15
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#5
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Jungle Guide
Join Date: Aug 2005
Guild: Seekers of the Apocalypse
Profession: E/
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Migraine is scarry with using a 3 way stat split with most of the points in inspiration; I have known some RA builds to use it for the longer cast time giving no concern to interrupting at all.
Something about a 40second migraine with conondrome w/o hex removal is...scarry.
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May 19, 2006, 05:36 AM // 05:36
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#6
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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yeah, double cast time, even without interrupts usually means you have 2x as much time to KILL someone.
And people can die in 1 second in this game for no apparent reason at times...
0_0
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