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Old Apr 12, 2006, 02:12 AM // 02:12   #1
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Default Degen Me/N

I have a Degen build for Necromancers primary that focuses more on stacking degen, thread can be found here: http://www.guildwarsguru.com/forum/s...ighlight=degen

Now I've decided to make a sequel degen build, if you will, for mesmers primary, and it won't involve as much degen stack as the N/Me Degen build did.

Illusion: 12+1+3=16
Inspiration: 14



Skillbar:
1.)Migraine {E}
2.)Conjure Phantasm
3.)Images of Remorse
4.)Accumulated Pain/Ether Feast
5.)Mantra of Persistence
6.)Energy Tap
7.)Plague Touch
8.)Rez Sig

Weapon: Illusion Staff with 1 +30 health mod, 1 +5 Energy mod

Good Degen, PvE or PvP. Mainly PvP, RA/TA. 3 simple good degen skills, then Accumulated Knowlegde to lay a Deep Wound then gain some energy and switch targets, or stack on one person, or spread your degens to put more pressure, you decide. Also, cast the Mantra before anything else as it increases your hex durations.

Note that Accumulated Knowledge and Images of Remorse are both from Factions.

Last edited by Wretchman Drake; May 01, 2006 at 08:35 PM // 20:35..
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Old Apr 12, 2006, 03:42 AM // 03:42   #2
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Ether lord gives you next to no energy at 9 inspiration. Eight seconds of two pips = 16 seconds of one pip = 5 1/3 energy points. You spend five energy to cast it, and you've gained 1/3 of a point of energy.
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Old Apr 12, 2006, 03:43 AM // 03:43   #3
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I see. Perhaps Energy Tap then =/
It's hard for me to see the stats on Ether Lord because I'm not at the game atm
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Old Apr 12, 2006, 03:44 AM // 03:44   #4
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Maybe use Inspired Hex, Inspired Enchantment, or Drain enchantment as an energy mangement skill. Ether Lord wouldn't help much.
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Old Apr 12, 2006, 03:52 AM // 03:52   #5
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WHich is better?

Energy Tap
Inspired Hex
Inspired Enchantment
Drain Enchantment

Which one of these skills is more dependable on for energy in your opinion.
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Old Apr 12, 2006, 03:53 AM // 03:53   #6
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I'd use drain enchantment myself.

Images of remorse is a cool spell.. man I cant wait for factions.

I dont know why noone likes conjure nightmare... It works well against turtles and monks with regen skills.

Death to Luxons!!! /roar

~Iassar Du Haven
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Old Apr 12, 2006, 03:53 AM // 03:53   #7
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I believe Drain enchantments.
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Old Apr 12, 2006, 03:55 AM // 03:55   #8
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Inspiration is only at 9... Drain Enchantment would either make me lose even more energy or make no change. Energy Tap it is.

Last edited by Wretchman Drake; Apr 12, 2006 at 03:59 AM // 03:59..
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Old Apr 12, 2006, 04:01 AM // 04:01   #9
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Elementalist spamming Conjure Nightmare with Mantra of Persistance if you have great energy mangement.
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Old Apr 12, 2006, 04:01 AM // 04:01   #10
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Quote:
Originally Posted by Terra Xin
I dont know why noone likes conjure nightmare... It works well against turtles and monks with regen skills.
Because it's 8 degen for 25 energy.
Conjure Phantasm is 5 degen for 10 energy.

If you think an extra 3 pips of degen is worth 15 energy then go nuts - the rest of us will just use efficient skills.

Last edited by dgb; Apr 12, 2006 at 06:44 AM // 06:44..
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Old Apr 12, 2006, 04:03 AM // 04:03   #11
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Conjure + Images of Remorse = 9 degen for 15 energy, plus dmg at the end of Images of Remorse. Pwnt

However don't underestimate Conjure Nightmare. Eles with good energy can throw Conjure+Images on one guy, and Nightmare on another, creating a big hassle of health loss for the enemy, but what I like about stacking degen is that you have to remove all the different hexes to stop the degen. Nightmare can be taken care of in no time.
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Old Apr 12, 2006, 04:50 AM // 04:50   #12
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Phantasm & images of remorse vs nightmare match out equally actually... life wise (both drain a total of 192 HP overall) but when faced with the conditional 44 damage, then the dual combo would win out. In fact it takes "2act + interval between castings" to cast both hexes... that doesnt make much of a diff tho.

Lets take an even look at Nightmare vs Phantasm. All stats following assume lvl12 illusion magic with hexes running until completion (12 seconds)

192 HP drained for Nightmare

120 HP drained for Phantasm (diff 72HP)

100/120*72=60 (ignore this unless you know what you're looking at... backtracking purposes)

...when cunjure phantasm is cast 1.6 times (I know you cant cast the spell 1.6 times, dont bring it up please...)

Drain 192HP
Energy 24
Casting time - 1.6
Recharge time - 8 + recasting

vs Nightmare

Drain 192HP
Energy 25
Casting time - 1
Recharge time - 5

So like there's a difference of 1 energy... big whoop. And 3 extra pips is worth an extra 10 energy, (3 energy per pip + 1) not 15.

But yeah Drake's 5-less energy combo would win out. Still...
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Old Apr 12, 2006, 05:05 AM // 05:05   #13
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^^^^

I have no idea what you said. But I kinda get the feeling you're not liking Conjure Nightmare, so that's all I need to know. Yea, the skill is horrible. IoR does 5 degen at like 14 Illusion, I know he wants a Necro primary but just pointing out that CPhantasm + IoR = max degen. Both have 5 sec cooldown, so... that's about all I need for my degen needs, dunno bout you guys.
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Old Apr 12, 2006, 05:12 AM // 05:12   #14
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Anyways, back to topic... /=)
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Old Apr 12, 2006, 05:19 AM // 05:19   #15
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Posting about back to topic is still off topic, lol... your hat is crooked |=)... j/k^^

Degen builds are tough... Factions will make up for it by giving mesmers some more hex removals. Expel hexes ftw!

Err (hates energy tap) it's like a 3 second "oh no" before a split second "horrah!" before you waste it in a single spell... and then it's like "oh man" for 4 seconds.
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Old Apr 12, 2006, 05:22 AM // 05:22   #16
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Quote:
Originally Posted by Wretchman Drake
Inspiration is only at 9... Drain Enchantment would either make me lose even more energy or make no change. Energy Tap it is.
Unless Guildwiki is lying to me, Drain Enchantment provides the same net energy as Energy Tap at Inspiration 9. Plus it cycles slightly faster, and removing an enchantment is generally lot more useful than denying 6 energy.
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Old Apr 12, 2006, 05:39 AM // 05:39   #17
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Quote:
Originally Posted by NatalieD
Unless Guildwiki is lying to me, Drain Enchantment provides the same net energy as Energy Tap at Inspiration 9. Plus it cycles slightly faster, and removing an enchantment is generally lot more useful than denying 6 energy.
yes you are right. In addition, energy tap takes 3 secs to cast, in comparison to 1 sec drain.

when you go through all of the energy gains, they still come out even.

Energy tap... now in 3 seconds you could have self regenerated 3.3 energy

good thing about ether tap, it only has one condition to use it.

Last edited by Terra Xin; Apr 12, 2006 at 12:51 PM // 12:51..
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Old Apr 12, 2006, 09:07 AM // 09:07   #18
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Why not use Migraine instead of Crippling Anguish since both have same duration at 16. Is it because of the casting time?
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Old Apr 12, 2006, 12:19 PM // 12:19   #19
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Waaaait, you can't get 5 degen on remorse with max illu? :/

I don't like degen, but this is ok because you can toss snares and faintheart on wars and degen on casters, providing some decent pressure.

For energy maintaining... I'd go with power drain, net 14 (double the net of drain enchant or energy tap) and provides a minor counter to casters (since wars and rangers are hampered by faint and crippling).
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Old Apr 12, 2006, 12:48 PM // 12:48   #20
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noone in this thread said you 'could' degen -5... what are you talking about?

Power drain is a good spell... but you need a bit of skill... if you miss your target then thats a long recharge time you get penalised for.
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