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Old Jul 10, 2006, 01:03 AM // 01:03   #21
Lion's Arch Merchant
 
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Ok, i'll try out spirit of failure. This type of build seems different from flashbot in that instead of totally shutting melee down (blinding flash), it instead just disrupts them enough for them to not be a big problem.

Last edited by Liquidus; Jul 10, 2006 at 01:06 AM // 01:06..
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Old Jul 10, 2006, 01:10 AM // 01:10   #22
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Ok, here's what I'm testing right now

Images of Remorse
Ineptitude
Clumsiness
Distortion
Inspired Hex
Spirit of Failure
Drain Enchantment
Res Sig

What do you guys think about taking out drain enchantment for conjure? Being able to put -9regen on someone seems nice, but then the only strips are on the denial mesmer.
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Old Jul 10, 2006, 04:53 AM // 04:53   #23
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conjure helps for the times when your opponent has no melee, you can spread mass degen. Find out how much enchant removal your group has, you shouldnt really need drain. Also, it helps to have 2 cover hexes these days with expel hexes running lose.
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Old Jul 13, 2006, 05:32 PM // 17:32   #24
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3 Mesmer build without me

I feel the love.
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Old Jul 13, 2006, 09:18 PM // 21:18   #25
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I may just be naive... but aren't there plenty of mass hex removals since factions? I guess a W/Mo running adrenal skills + battle rage and then purge signet would be pretty disruptive. I don't play team arenas too much because I can never find a good pug for it. So I don't know how common mass hex removal is.

What kind of communication is required? Simple vent/ts, or can it be done purely in-game?

And the cooldown on ineptitude is a bitch. How effective is it in pvp? The condition isn't anything really big, as a good team arena monk would remove it very quickly. Are the failures good enough to take care of a melee fighter?

As for the migraine/energy denial mesmer, aren't boon/prot monks very difficult to stack hexes on because of contemplation?
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Old Jul 13, 2006, 09:48 PM // 21:48   #26
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yep there's a lot of hex removal these days particularly since sb/ri became a gimmick build. The idea is to shutdown everything, and this build pretty much does that (including hex removal). When running against a balance team you pretty much leave one person not shutdown, that person would be the antiwarrior in the build
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Old Jul 13, 2006, 11:21 PM // 23:21   #27
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Quote:
Originally Posted by Van Goghs Ear
When running against a balance team you pretty much leave one person not shutdown, that person would be the antiwarrior in the build
Another reason I like to bring Heal Other and Convert Hexes on my flashbot. Some hex teams still don't think to shut me down.
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Old Jul 13, 2006, 11:34 PM // 23:34   #28
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Quote:
Originally Posted by NatalieD
Another reason I like to bring Heal Other and Convert Hexes on my flashbot. Some hex teams still don't think to shut me down.
Having played this build in multiple roles of it at different times (boon prot, ineptitude mesmer, and migraine mesmer), I can tell you that while it is not a persistence migraine it would still be the migrainer's responsibility to interrupt your convert hexes while still keeping migraine on the mesmer on your team and interrupting his casts as well. Heal other on a flashbot is a particularly good counter to this build and it was key when I played on a "balanced" team that beat this type of 3 mesmer setup.

Convert hexes on a flashbot is mainly a skill for a team hex stacking your warrior that also does not have interrupts, because any hex stacking team that also has interrupts that neglects to interrupt convert is just being foolish.

Quote:
Originally Posted by cowman196
I guess a W/Mo running adrenal skills + battle rage and then purge signet would be pretty disruptive.
3 second activation on purge signet is 3 seconds you're not attacking which is 3 seconds you're not pressuring your opposition. Purge signet can work in certain TA builds, but I find it fits better on Ele/Mo that has the ability to swap down to a negative energy set. Purge signet can be run on an Ele/Mo in place of convert hexes.
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