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Old Jan 20, 2006, 06:21 PM // 18:21   #21
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It's a skill that I'd use if I had an Me/E or any other class where you need to shoot off long recharge skills. Sure, you can go 100% fast cast, but I think MoR is better for reducing recharge on skills that you need to use repeatedly. Plus.. it lasts a max of 17 (I'm assuming that's lvl 12, not 16) so for skills like meteor shower, you'd have it in 43 seconds instead of 60 (assuming you use it only once to recover). Plus, the benefit from Domination magic (b/c... face it... fast casting + Domination = quick interrupter) is apparent at lower levels. I mean... lvl 4 in Dom and I'm doing around 70 damage with backfire. Sure it's anti-cast, but also on my mesmer/monk can be healing skills. With MoR, I can shorten time for skills like Convert Hexes. Then I can strip all hexes from allies every 10 sec as opposed to 20. Sure I'll bleed Mana... but that's kinda teh curse of fast casting without balance.

Pretty much, every second (except W.. as far as I can see) has 2 or more useful skills that take forever. And having MoR just makes it easier to whip them off quicker.



As for the person who said MoR was worthless... it was (I think) in a minion mastery thread I made a while back.
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Old Jan 30, 2006, 12:25 PM // 12:25   #22
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The last time I test QZ and MoR, they don't seem to stack.

Unless something had changed...
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Old Feb 02, 2006, 09:52 PM // 21:52   #23
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Quote:
Originally Posted by xenoranger
It's a skill that I'd use if I had an Me/E or any other class where you need to shoot off long recharge skills. Sure, you can go 100% fast cast, but I think MoR is better for reducing recharge on skills that you need to use repeatedly. Plus.. it lasts a max of 17 (I'm assuming that's lvl 12, not 16) so for skills like meteor shower, you'd have it in 43 seconds instead of 60 (assuming you use it only once to recover). Plus, the benefit from Domination magic (b/c... face it... fast casting + Domination = quick interrupter) is apparent at lower levels. I mean... lvl 4 in Dom and I'm doing around 70 damage with backfire. Sure it's anti-cast, but also on my mesmer/monk can be healing skills. With MoR, I can shorten time for skills like Convert Hexes. Then I can strip all hexes from allies every 10 sec as opposed to 20. Sure I'll bleed Mana... but that's kinda teh curse of fast casting without balance.

Pretty much, every second (except W.. as far as I can see) has 2 or more useful skills that take forever. And having MoR just makes it easier to whip them off quicker.



As for the person who said MoR was worthless... it was (I think) in a minion mastery thread I made a while back.
You know I went with that idea when I first capped MoR, (MoR + skills that have huge recharge = ownage) but to keep MoR running you need a serious investment on your bar into skills that will help keep your energy decent. It's much better in my opinion to have a few skills with moderate to short recharge times and to spam the crap out of those few select skills while reserving a signifigant chunk of your skills towards energy management.

I think something like Diversion is much better suited to a Mantra of Recovery mesmer than something like Meteor Shower.
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Old Feb 03, 2006, 11:22 PM // 23:22   #24
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The 21 second at max duration and its linked to fast cast kills this skill. So you just maxed a skill line with only 1 skill lowering the power of your other
attribute lines. Now you have to bring multiple energy gain skills and pump more points into inspiration. Inspiration doesn't do dmg and has 1 interrupt.

Look at most skill for mes. Majority of the good ones are 15+ seconds. At most you can get 1-2 more skills uses under MoR with its huge 15 energy and attribute points invested. At a resonable fast cast lvl you are looking at 10+ seconds of down time.

Elites are there so you can have some major power or increase the power of your other spells. MoR does not do this and hinders your ability to create anything that would be affective.

Compare Glyph of renewal to MoR and there is no contest.
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Old Feb 04, 2006, 02:27 AM // 02:27   #25
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Correction, Inspiration has 2 interrupts - leech signet and power drain.

I think the mantra of recovery + diversion spam just made your whole argument moot. Glyph of renewal would not be better than the mantra for diversion spam, and because you get skills twice as fast, you get double the drain enchantment, double the power drain, etc. The extra gain from getting your energy gaining skills twice as often is about enough to pay for mantra of recovery's high startup cost.

Just because glyph of renewal has more uses than mantra of recovery doesn't mean that mantra of recovery doesn't have any uses.
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