+5Energy when health>50% or HCT of spells 10%

Regielya

Ascalonian Squire

Join Date: Feb 2007

Israel

Looking for a serious one :)

Me/Mo

or in other words:

Illyana's Staff vs Staff of the Forgotten (DOM) for a domination mesmer

what would be your pick ?

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

The energy. Mesmers have skills that grant energy returns, so having a high energy cap can be important to getting a few more spells off. Half casting is less effective as you already have fast-casting passive, and the only long spell commonly used where it matters (diversion) is sometimes nicer if you can time it to land when you want.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Agreed. Half Cast Time is generally not worth the space for a mesmer. You already get roughly 1/4-1/3 knocked off the cast time as it is. Unlike a Fire ele where half cast times could be extremely useful, the Fast Casting bonus reduces the effectiveness of it.

Thom Bangalter

Thom Bangalter

Grindin'

Join Date: Dec 2005

MO

E/Mo

5^50 is the best you can do on a mesmer, unless you're dying for hsr 10%, in which case you can get a martial weapon.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

+5^50 isn't bad necessarily, but I've never been too fond of those conditional mods. Losing 5e when you drop below 50% health can be a real pain. However, there aren't many other decent options for a staff.

You might consider +15^50 depending on how much wanding you do.

Naf Olbaid

Naf Olbaid

Ascalonian Squire

Join Date: Feb 2007

Quote:
Originally Posted by Effigy
+5^50 isn't bad necessarily, but I've never been too fond of those conditional mods. Losing 5e when you drop below 50% health can be a real pain. However, there aren't many other decent options for a staff.

You might consider +15^50 depending on how much wanding you do. Way to contradict yourself, whilst giving bad advice at the same time..

Seef II

Seef II

Desert Nomad

Join Date: Nov 2005

US

R/Mo

Ensign runs 15^50, he must be right. Actually, it's not a bad mod at all. HCT isn't that great if you're timing a spike or even sometimes a diversion. God knows how many times I hit Shatter Enchantment while the bar's filling up and it halfcasts before the enchant's complete.

What else can you run? 5^50 is conditional and I'm not too fond of those, as you won't have the energy when you really want it, and it only gets worse from there. Nothing's wrong with a +5 AL and +5e spear if you must use a one-handed weapon.

Whatever you prefer, really. Not much in the way of good choices. Just don't run +7e while hexed or something.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Quote:
Originally Posted by Naf Olbaid
Way to contradict yourself, whilst giving bad advice at the same time..
You misinterpret what I'm saying. Yes, 15^50 is conditional, but you don't lose any tangible benefit when the condition is not met. You'll do 15% less damage, sure, but that isn't likely to cause any problems.

+5e^50 does cause you to lose 5 current energy when you condition is not met. Hence, if you're at 85% health and you have 20e currently, you might decide to cast something while still having 15e saved for tossing in a Shatter on a spike. If your health drops and you lose 5e, you won't have that energy you were counting on and it can throw you off. The same goes for things like +45 in stance/enchanted. It can be problematic because you count on having the bonus and sometimes it's not there.

Conditional mods that don't cause sudden deficits, like +5^50 armor, +15^50 damage and so on aren't likely to disrupt your play the way those others do.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Seef II
What else can you run? 5^50 is conditional and I'm not too fond of those, as you won't have the energy when you really want it, and it only gets worse from there. Nothing's wrong with a +5 AL and +5e spear if you must use a one-handed weapon.
Double recharge mods on a mesmer is the most important quality in nearly all cases, as domination skills have typically long recharges. Martial weapons are best for defensive situations, wand/focus are better in general.

Quote:
Originally Posted by Effigy
+5e^50 does cause you to lose 5 current energy when you condition is not met. Hence, if you're at 85% health and you have 20e currently, you might decide to cast something while still having 15e saved for tossing in a Shatter on a spike. If your health drops and you lose 5e, you won't have that energy you were counting on and it can throw you off. The same goes for things like +45 in stance/enchanted. It can be problematic because you count on having the bonus and sometimes it's not there. What with the amount of energy returns on a mesmer (power drain, GoLE), you can use that 5 energy when it is available to recharge your energy (or cast without it in the case of glyph).