Jan 14, 2006, 12:59 AM // 00:59
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#2
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: Asian Syndicate
Profession: Me/E
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Must have pressed energy tap a lot too or other energy stealing skills. I'm gonna try it out too, it sounds fun, firing spells at all of your oppenents while it's still in effect on all of them.
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Jan 14, 2006, 01:01 AM // 01:01
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#3
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Ascalonian Squire
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Mantra of Recovery + Diversion = nightmare
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Jan 14, 2006, 10:56 PM // 22:56
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#4
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Lion's Arch Merchant
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skill like power drain, which already has a decent recharge of 25 can net you so much energy it can be very helpful
also some people will run a signets mesmer with mantra of inscriptions, you can completely shut out their elite(humility) and take a lot of energy with weariness
only problem with a fast cast mesmer build is you usually gotta invest a lot of skill slots and stat points and so cant usually use secondary profession as much as you probably need to
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Jan 14, 2006, 11:12 PM // 23:12
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#5
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Its not that MoR is bad. Its the fact that glyph of renewal is soooo good. Instant recharge for 5 energy and no attribute line.
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Jan 15, 2006, 07:13 PM // 19:13
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#6
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Wilds Pathfinder
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It's funny b/c I'm friends with the mesmer that first screwed with me using Mantra of Recovery and Fast Casting. Either way.. I need to cap that on my Me/Mo, but that'll be a while (still in Kryta).
Yeah, I did notice that fast casting + Mantra of Recovery = serious ether drain... but thankfully Mesmers have so many ether stealing skills. I know not everyone recommends it... but I took a Sup Rune in Fast Casting and have the Veil that offers a +1 to fast casting. Outta the gate, I'm already lvl 4 in Fast casting.. and despite the fact I've only dumped 2-3 levels in it.. I"m finally noticing a difference. Still.... It'll be fun to screw with people once I'm ascended.
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Jan 15, 2006, 07:59 PM // 19:59
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#7
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Desert Nomad
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You are spending alot to keep it up, in addition to chaining your spells rather quickly. Using that skill forces you to bring multiple energy gain skills in order for it to be viable over time. This is why the skill is largely unused. People look for elietes to enchance a build or provide efficiency, not destroy it.
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Jan 15, 2006, 08:56 PM // 20:56
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#8
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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energy denial build.
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Jan 15, 2006, 09:29 PM // 21:29
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#9
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Desert Nomad
Join Date: Mar 2005
Location: UK
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People never said its bad, they said its too expensive to maintain, which is why a lot of people have proposed a 5e cost and increase duration slightly. Id say that it should be 10e with a couple of seconds added onto duration net, but frankly get a sof engine, power drain, and drain enchant and gg energy loss -.- (tried and tested) Most of the time im having trouble using energy.
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Jan 15, 2006, 11:11 PM // 23:11
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#10
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Desert Nomad
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Quote:
Originally Posted by fiery
energy denial build.
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Energy tap does not make a energy denial build and just one means to help sustain the use of mantra. Drain enchant and plenty to suck up does help, but it is somewhat conditional and the enhancement is not constant.
It should be drasticaly better than serpents quickness, but in reality its more of a tradeoff of sorts.
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Jan 15, 2006, 11:38 PM // 23:38
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#11
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Forge Runner
Join Date: Sep 2005
Location: If it aint expensive, it aint worth buyin'.
Guild: Leading/Co-leading Bretheren Of Chaos [Dark]
Profession: W/Mo
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MoR is great.
use one of the two following skill-combos in conjunction with MoR plus your domination lineup to keep your energy depletion at its lowest:
add in ethereal burdon and the occaisonal AE+burdon and you have pretty decent energy management, combine with clumsiness and you can wreck warriors with 1 skill, and save the rest for casters.
its also RIDICULOUSLY annoying when paired with ether-lord/SoF; allows your energy to literally come back form the dead, and power up your reaminging skills.
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Jan 16, 2006, 12:00 AM // 00:00
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#12
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Banned
Join Date: Nov 2005
Guild: Noobs Just Took Halls [WTF]
Profession: Mo/E
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Im gonna try this once i unlock.
Better get to HoH then...
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Jan 19, 2006, 06:32 PM // 18:32
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#13
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Frost Gate Guardian
Join Date: Jun 2005
Location: Organic Soup
Guild: Of the Day
Profession: Me/
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Too Bad MOR and Serpents Quickness are both stances.....
Me/R.
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Jan 19, 2006, 07:02 PM // 19:02
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#14
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Is combo-ed with quickening zephyr not good enough :S?
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Jan 19, 2006, 08:24 PM // 20:24
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#15
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Frost Gate Guardian
Join Date: Jun 2005
Location: Organic Soup
Guild: Of the Day
Profession: Me/
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Quote:
Originally Posted by rii
Is combo-ed with quickening zephyr not good enough :S?
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QZ...Bah.
I don't like to hear the whiners in CA......
Self-Contained is sometimes nicer.
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Jan 19, 2006, 10:19 PM // 22:19
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#16
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Lion's Arch Merchant
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Combo'ed with QZ is too good, you can use skills very fast but they cost way too much energy, and with one 50% reduction you've already made the downtime on most skills near or at zero as it is.
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Jan 20, 2006, 04:58 AM // 04:58
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#17
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Academy Page
Join Date: Jan 2006
Location: Colorado
Guild: True Foundation
Profession: Mo/Me
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I always liked the skill but seeing as I'm a monk mesmer I never thought to use it.
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Jan 20, 2006, 01:05 PM // 13:05
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#18
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Wilds Pathfinder
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B/c it's fast casting, it seems that you can only gain benefit from it if you're a Mesmer primary. I have it on a couple characters, but it's pointless, so I need to get it on my Mesmer.
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Jan 20, 2006, 02:54 PM // 14:54
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#19
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Banned
Join Date: Jul 2005
Location: Cali
Guild: Cerebral Assassins[Assn]
Profession: W/E
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who said it was useless
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Jan 20, 2006, 03:22 PM // 15:22
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#20
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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It's not useless, it just only works in certain builds, and you need to not only generate way more energy than most builds (to support double casting speed) but also the 15 energy cost with each activation! I ran a MoR build a while back, it works great with skills that bring in energy for casting, preferably not relying on the opponent having energy - power drain and drain enchantment come to mind. Guilt/Shame both have long recharges, but with double recharge rate net more interrupts and energy.
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