Nov 16, 2007, 02:51 AM // 02:51
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#1
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Frost Gate Guardian
Join Date: Jan 2007
Location: Fairbanks, Alaska
Profession: Me/Mo
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Mesmer Rune/Insig options?
For the Mesmer players as a whole, can some people give advice on what to choose and what to avoid? I'm currently running a Dom build, and I'm not sure on what to choose. Thanks.
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Nov 16, 2007, 02:57 AM // 02:57
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#2
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Just take some Radiant insignias, and for runes, you only need +1 FC, +1 Insp, and +1 Dom (sometimes +2 or +3) and if you have either of those, its really nice to have a major or sup bigor rune.
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Nov 16, 2007, 03:18 AM // 03:18
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#3
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Frost Gate Guardian
Join Date: Jan 2007
Location: Fairbanks, Alaska
Profession: Me/Mo
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How many Insignias or runes can I have on one peice of armor? o_o I'm not to sure on that part.
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Nov 16, 2007, 03:20 AM // 03:20
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#4
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
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One rune, one insigina on each piece of armor.
My personal preference is to have 3 minor Mesmer runes, and one superior (as well as one Vigor rune). I switch off depending on what build I'm running. I have 4 different masks, one for each superior rune setup. And as far as insignias, I always use Radiants for my Mesmer. More energy can never hurt!
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Nov 16, 2007, 03:25 AM // 03:25
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#5
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Frost Gate Guardian
Join Date: Jan 2007
Location: Fairbanks, Alaska
Profession: Me/Mo
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What does the Non-stacking mean for runes? I got a Dom +1 Rune in my Imposing mask, so if I add another Dom +1 Rune into say my gloves, will it still be just +1, or can I continue adding +1 to all my armor?
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Nov 16, 2007, 03:29 AM // 03:29
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#6
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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Run Survivor and Vitae insignias. You can possibly run a Stalwart on your chest if you want. You should usually run a Minor for your main attribute as well.
Don't run Energy Insignias or Attunement Insignias generally, and almost never use Superrior Attribute Runes on a Mesmer. You're already soft as it is.
Quote:
What does the Non-stacking mean for runes? I got a Dom +1 Rune in my Imposing mask, so if I add another Dom +1 Rune into say my gloves, will it still be just +1, or can I continue adding +1 to all my armor?
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No, if you add multiple Minor Domination runes on your armour it will have no effect. You can only get an advantage of have 1 type of Minor Domination Rune.
This also means you cannot have a Major Domination Rune and a Minor Domination Rune. Well, you can, but you will only get the effects of the Major Domination Rune. Thus, the Minor would be useless.
However, your headgear can stack with a Minor Rune. That is the exception. Thats how you can get 16 in an attribute. 12 (max points) + 1 (headgear) + 3 (Sup Rune)
Last edited by Dodo The Extinct; Nov 16, 2007 at 03:33 AM // 03:33..
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Nov 16, 2007, 05:45 AM // 05:45
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#7
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Krytan Explorer
Join Date: Nov 2006
Location: Paris, France
Guild: We eat pancakes [Yumy]
Profession: Me/
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What dodo said. 600 hp is what you should aim.
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Nov 16, 2007, 07:09 AM // 07:09
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#8
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
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It really depends on how you want to manage your effectiveness. If you can't seem to get out of the firing line when you play, a setup that gives you more health and armor would work. But as you figure out how to avoid attacks (namely, staying back), you'll find you can be much more effective using energy insignias and an attribute at 16.
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Nov 16, 2007, 07:15 AM // 07:15
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#9
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Having a set of +health and +armor is generally a good idea. For areas where you know you will face armor-effected damage, the armor is best. For general use, use the +health.
+armor is also good until you get DP, where you should change to +health, as DP works off the base health and does not reduce your +health bonus.
__________________
And the heavens shall tremble.
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Nov 16, 2007, 10:11 AM // 10:11
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#10
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Krytan Explorer
Join Date: Apr 2006
Location: Los Angeles
Guild: Lost N Found [失蹤港人]
Profession: R/Me
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5 x Radiant
1 x +3 Domin
1 x +1 FC
1 x +1 Inspire
1 x Vigor
1 x Attune
You don't stand on the front line, stay back and cast, run away to avoid melee and nuke
Last edited by joemanstar; Nov 16, 2007 at 10:15 AM // 10:15..
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Nov 16, 2007, 01:04 PM // 13:04
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#11
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Survivor insignia will always be vastly better than Radiant.
Good Energy management > having lots of energy.
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Nov 17, 2007, 06:55 AM // 06:55
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#12
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Krytan Explorer
Join Date: Apr 2006
Location: Los Angeles
Guild: Lost N Found [失蹤港人]
Profession: R/Me
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Quote:
Originally Posted by Shuuda
Survivor insignia will always be vastly better than Radiant.
Good Energy management > having lots of energy.
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Good energy management is a must. Mesmers shouldn't be having trouble in energy management.
If having trouble staying alive, Prodigy for extra armor will be more effective in long run.
60AL cannot take much damage, survivor gives 40HP won't make much difference(can take ~1 more critical hit). I'd rather avoid taking damage and have expand the energy cap for more choices of high energy spells.
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Nov 17, 2007, 08:42 AM // 08:42
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#13
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Forge Runner
Join Date: Jul 2006
Guild: Guildless
Profession: Me/
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Quote:
Originally Posted by joemanstar
Good energy management is a must. Mesmers shouldn't be having trouble in energy management.
If having trouble staying alive, Prodigy for extra armor will be more effective in long run.
60AL cannot take much damage, survivor gives 40HP won't make much difference(can take ~1 more critical hit). I'd rather avoid taking damage and have expand the energy cap for more choices of high energy spells.
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Suvivor is much better when you get death penalty.
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Nov 17, 2007, 10:33 AM // 10:33
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#14
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Krytan Explorer
Join Date: Apr 2006
Location: Los Angeles
Guild: Lost N Found [失蹤港人]
Profession: R/Me
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Quote:
Originally Posted by Shuuda
Suvivor is much better when you get death penalty.
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When you get DP, it'll always lower both your max HP cap AND max Nrg cap
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Nov 19, 2007, 04:00 PM // 16:00
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#15
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Pre-Searing Cadet
Join Date: May 2005
Guild: Anguished Souls Dead Forever[ASDF]
Profession: Me/
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if you have the cash and crafting mats, or just a few Runes/insignia laying around, i would suggest you make 3 sets of armour, 1 for + armour(either +while enchanted, +while in stance or + to physical would do), as well as a HP set (full of survival insignia and Vitua runes with a sup Vigor rune some where in there,) and a energy set (full radiant insignia and att. runes). as for masks, i generally have 4 1+ 3 masks on hands for which ever build i am running, but you can do 1 + 1 if you would perfer, and run which ever insignia you feel would benefit you best for which ever build you end up running.
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Nov 20, 2007, 08:48 PM // 20:48
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#16
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Pre-Searing Cadet
Join Date: May 2007
Location: Germany
Guild: The Power of Dragons [TpoD]
Profession: Me/Mo
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Of course you can have 3 different armor set for 3 different effects but remember that it needs a little time to change the armor (in pvp its even impossible) and the effect can end during that time.
I usually use Radiant because i trust in my prott hero and you never know whether you hit an e-drainer. If there is a death penalty (in Pve) i use candy i :P
Runes are a little FastCast, 2 Attunements, one sup Vigor and 4 Masks with 4 sup runes for each attribut.
Iam going to try a signet mesmer in the next time... then i will use armor insignias
-guppy
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Nov 20, 2007, 09:01 PM // 21:01
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#17
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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mesmers generally should use radiant armor.
mesmers cast in big bursts, which benefits from additional energy. this is unlike monks, who usually cast continuous streams of low energy spells, and can ride along on natural regen. mesmers on the other hand, typically "unload" a bunch of spells every once in a while, and then regens that energy. having a deeper energy pool allows them to push a little harder, which can be just enough to break that key target to force a win.
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Nov 20, 2007, 10:32 PM // 22:32
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#18
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Me/Rt
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Quote:
mesmers cast in big bursts, which benefits from additional energy. this is unlike monks, who usually cast continuous streams of low energy spells, and can ride along on natural regen. mesmers on the other hand, typically "unload" a bunch of spells every once in a while, and then regens that energy. having a deeper energy pool allows them to push a little harder, which can be just enough to break that key target to force a win.
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I understand your point but doesn't a high-energy set already help cover that? I think having more health is more important. If you really need the mana for a shatter or something, swap and swap back. I don't really see the need for energy insignias or runes on Armour.
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Nov 20, 2007, 11:20 PM // 23:20
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#19
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Krytan Explorer
Join Date: Apr 2006
Guild: TLA
Profession: Me/
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In general, I have run the entire game with radiants and 3 attunements. One FC minor rune and 4 major headpieces to swap (rarely I run a sup on my headpiece, there just doesn't seem to be any "must have" breakpoints in dom/ill by going 15->16) Then again, I am a very defensive player so sitting at 500/515 HP has worked fine for me. PvP is a different story...
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Nov 20, 2007, 11:27 PM // 23:27
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#20
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über těk-nĭsh'ən
Join Date: Jan 2006
Location: Canada
Profession: R/
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600 hp is a pretty arbitrary breakpoint, and can be pretty easily reached without survivor armor, by using a caster sword+shield swap and a vitae rune. as such, having that additional 40 hp doesn't make a whole lot of difference.
having more energy does help quite a bit though. in the situation that additional health doesn't matter much, it's usually best to go for the extra energy.
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