Razah - Ritualist or Mesmer?

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

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R/

Was searching for this thread but couldn't find it, and didn't know where to put it to be honest.

With this 6th year event, we have a possibility to exchange Razah to Mesmer.

My question is: Should we - or not?

My normal 7H team consists of 2 mesmers, 2 ritualists and triple necros. From time to time i swap out 2 ritualist, etc.

Now thinking, should I change Razah to mesmers. Would 3 mesmers in a team benefit me more than 2 mesmers / 2 ritualists ?

I bet some more people are trying to make cons and pros out of this decision, so I hope we will get some smarter answers here.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Esurge - Razah
Esurge/Panic
Illusion
SoGM/ST offense - Xandra
N/Rt SoS (12 channel 11 resto 6+2 SR)
Minion Bomber
ER Prot/Other healer

Garuntee this is better than discord at least.

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

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R/

Was thinking to setup up this too:

1. Discord
2. Discord
3. Discord
4. E-Surge
5. E-Surge
6. Panic
7. Ritualist healer

Just curious what builds do you use, could you hit up builds codes?
Curious to try atleast in some VQ or missions to see how does it combine with my gameplay, and don't have free time these days to test some builds I'm thinking to tyy out, and i lack knowledge of mesmers and ritualists especially to do some good team builds though I've been observing 7H build setups thread and learning about them.

Reason that I use Discord lays in that that so far he showed as superior than any other thing I've tried with these 3 necros. Currently working on VQ + mapping, so need something reliable and fast

Thanks in advance,

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X-Plosiv

Krytan Explorer

Join Date: May 2005

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I just got from a break before few months, so beeun using Triple Necros, 2 mesmers, 2 ritualists to finish my VQing, and it works like charm. anything tried so far in the game wasn't that hard, so don't really think I'm that bad, but oh well.

Now trying to speed that up a little, so was thinking to change Razah from Ritualist to Mersmer and use 3 mesmers, 1 ritualist, 3 necros ...Ritualist would be healer.

How would that work?

Just trying to find something better than currently setup I'm using.

For E-Surge, is this good? Click here.

Don't know basically nothing much about Mesmers, will start play with one in few months, since they are interesting ..

thanks you all for answers
always good to learn something new

Arctica

Arctica

Frost Gate Guardian

Join Date: Sep 2008

Hungary

Ministry of Fate [MoF]

Rt/

Anyway, Razah is better as a rit, imo. 3 discords, a Panic mes, an Ineptitude mes, a SoS and a SoGM rit work great as a team, imo.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Currently I am playing with 4 mes mercs on caster player, I've only been trying the 3 mes/1 rt setup on a 2nd account melee so far which is very different than what you probably want. You could start with the base below though, which I think was the 2nd best time in the Raisu thread.



1) Me/Ps are running 7 command, think that's 9 insp and FC
2) Change the Me/Mo's elite to Panic.
3) Change the SoS to N/Rt with 12 channel/11 resto/8 SR.
4) BiP not as needed if you are not running standard of wisdom, but the bars are insp light. You may have to drop shatter hex for more emanage, wnwn is probably better than drain enchant in most areas, but you can use both.

I'm sure some people will pick that apart to more "standard" bars with N/Mo prot and ineptitude and SoGM and so forth, its fine if you want to do that, just not what I run. The mesmer bars could also be optimized or things swapped further. But regardless you should find this kind of thing miles ahead of discord while requiring even less skill to run, if people still think discord is better than trip mez after that time trial thread there is not much more I can say.

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

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Interesting, might try it, just still not sure if I want to change Razah to mesmer.

Got about 2/3 VQ to do, so might try that if I get some time now because of work and college.

Might try Razah as Me, if I dont like it, return him to Rt.

Thanks all so far for comments, hope this thread helped someone deciding either RT or ME for Razah

X-Plosiv

X-Plosiv

Krytan Explorer

Join Date: May 2005

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Still not sure either I'll use Razas as rt or me.

One question Artica, I posted build I would use for E-Surge up, is that good? 2 identical heroes to run those builds, or to swap some skills between them two, so i get more diversity.

Was curious, could i run 2 mesmers (Inept, Panic), and 2 elements with E-Surge...that way with them and discord, i could have full party of 8 (I would run barrage or fire/poison, but probably SoS for faster VQ)...

Thanks for your comments to be honest, giving me a idea that this could work faster than my currently setup.

1. Discord
2. Discord
3. Discord
4. Inept
5. Panic
6. E/me E-Surge
7. E/me E-Surge
8. Me with SoS or Barrage.

Then if I need more heals, I can easily kick one e/me, and put monk or Razah as healer.

could this be faster and more safe than my previous setup?
I hate myself for not having too much free time so I could check it out myself, so asking for opinions.

And for people who don't like Discord, I used it, used sabway before, and some other builds, and so far, enjoy with Discord since it have been a good thing for me.

MArcSinus

MArcSinus

Frost Gate Guardian

Join Date: Mar 2010

The Netherlands

Are We Friends [NLT]

E/

1. N/Rt Curse Resto hybrid
2. N/Mo MM Prot
3. P/Any Commandogon
4. SoS Resto
5. Ineptitude Mesmer
6. E-Surge Mesmer / SoGM Rit
7. Panic / E-Surge Mesmer

If you want Razah as an SoGM/ST rit or E-Surge mesmer is entirely up to you. If you like spiritway you might a well keep it a rit, otherwise mesmer is superior.

Jeydra

Forge Runner

Join Date: May 2008

This thread is about Razah, not optimal 7H builds right ...

Anyway about Razah - I think it's a great idea to allow some flexibility to match mercenaries and it goes some way to reducing the in-game advantage that mercenaries give. However, choosing Razah is a bad idea. The two professions with which mercenaries give the most advantage are Rits and Mesmers. Razah is a Rit. The standard SoS / SoGM / ST templates are so powerful that giving up on a Rit is a brave decision. Rits are stronger than Mesmers, like it or not. So the direct answer to your question "would 3 mesmers in a team benefit me more than 2 mesmers / 2 ritualists" is no (unless you yourself are a Rit primary - things may change then), and my Razah will stay as a Rit.

Having MOX turn into a primary-profession-changing hero instead would've been so much better ...

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

You could go with a N/Rt to replace an SoS Rit since they don't make much of Spawning, but you'll be strictly inferior since you'd lack Channeling runes (and Restoration ones if you take heals).
Without doing that, a third Mes doesn't beat a second Rit.

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

An ESurge mesmer is stronger than a SoGM rit, provided you know how to pull/ball a little.

Jeydra

Forge Runner

Join Date: May 2008

Really? SoGM Rits deal ~90 DPS I believe to a single target with micro, before counting Painful Bond. How much does an ESurge Mesmer do?

Kunder

Desert Nomad

Join Date: Nov 2010

SoGM is bad because heroes don't have summon spirits. Ridiculously bad if you want to actually complete areas quickly (even worse than discord). That is all.

Either run 2 channeling builds (I go SoS and Rt/Mo smite when I don't have a Me/Mo smite) or channeling + ST rit.

As for Rt vs Mes, I'll probably use rit for my physical characters and mesmer for my casters. 3/4ths of the rit's power comes from using Splinter Weapon well, and when its being placed on something that isn't me it doesn't get used well. The only rit build still obscenely powerful without SW is ST, and you only need to bring an ST for like 5% of the HM game anyway. Mesmers just have so much variety, and plenty of mesmer builds have some amazing synergy with player caster builds just as SW rits add to physical builds.

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Quote:
Really? SoGM Rits deal ~90 DPS I believe to a single target with micro, before counting Painful Bond. How much does an ESurge Mesmer do?
2 sec cast time after 11 FC = 1.2
after 40/40 = .984 (call it 1)

Looking at esurge / mistrust / cry

Adjusted recharges after 40/40: 8.2 + 1, 6.56 + 1, 8.2 + 1

9.2, 7.56, 9.2

99 / 9.2 + 142 / 7.56 + 79 / 9.2

10.76 + 18.78 + 8.58 = 38.12

times nearby targets = you're ahead with just 3 in theory.

In practice it's not quite *that* good, but as promised, better damage if you can ball em. With 6 foes for example it's not even close.

Quote:
3/4ths of the rit's power comes from using Splinter Weapon well, and when its being placed on something that isn't me it doesn't get used well. On that topic.... this has been working surprisingly well for melee support.

Esurge
Cry
Mistrust
Shatter hex
Siphon Spirit
Splinter Weapon
Ancestor's Rage
FomF / Unnatural Signet

10 channel / 9 FC

Assuming you have spirits on your team, siphons been working better for me than inspiration...

Pugs Not Drugs

Pugs Not Drugs

Krytan Explorer

Join Date: Jun 2009

i run melee usually, so two rits/two mes/and 3 necro is perfect for me. razah is build as a st/defensive/offensive rit, and his shelter and union and displacement are extremely useful if my minions die to nukes. i am sure to micro them with soul twisting, so they last forever combined with unfeeling. plus, anguish and pain stack with xandras spirits, so more dps. two mesmers is more than enough imo (panic and ineptitude). also, by speccing razah as st, xandra can sos and bring soh and smite hex, uber buffing me. that allows me to bring a curses/heal necro, which boosts my damage even more.

Kunder

Desert Nomad

Join Date: Nov 2010

Quote:
Originally Posted by FoxBat
View Post
On that topic.... this has been working surprisingly well for melee support.

Esurge
Cry
Mistrust
Shatter hex
Siphon Spirit
Splinter Weapon
Ancestor's Rage
FomF / Unnatural Signet

10 channel / 9 FC

Assuming you have spirits on your team, siphons been working better for me than inspiration... Main problem I have with this is that SW scales so well you have to be insane not to run r14+ if you want to abuse it on a physical. Going from your r10 channeling to r16 will increase damage by nearly 100%. That said, this probably works well if you have 3 of the same build and go for straight quantity over quality, with Splinter Weapon getting thrown on every physical, then every minion, and then everyone who might wand once a battle

As for my Rt/Mo smite build, here it is:

Splinter Weapon/Ancestor's Rage/Bloodsong/Ray of Judgment/Smite Condition/Smite Hex/Strength of Honor/Spirit Siphon.

Contains almost everything (sans orders) you need to buff melee into the stratosphere and clean annoying stuff off them. Can slip judge's insight in there but frankly the damage just isn't worth needing to micro 3 separate skills for 1 bar unless you are fighting undead. RoJ is just the icing on the cake to let you handle SoO blind

As for ST, I highly recommend against using 3 spirits. Heroes just aren't that smart, keep it at 2. Especially when using minions, Union and Displacement do very little (they both prevent chip damage, which BotM already cleans up very easily anyway). Shelter alone is all you need, its the get out of jail free card that can keep your entire party alive or your whole minion army alive from a nuke, getting the hero to chain 2 or 3 of them in a row is the best bet. Personally, I even go so far as to use Recuperation instead simply because it wont interfere with casting Shelter as much as possible.

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

Not sure why people are so ecstatic over mesmer primaries.

You can run mesmer elites on secondaries pretty well, sure you're missing 4 attribute points but you gain more utility.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

I say do whichever makes you feel more comfortable. I do a lot of experimental testing and switch my builds about once every day - and I've found personally that Energy-surge caps out its utility at 2 copies, although that might because I run more secondary Area of Effect damage than the usual Mesway. This is more an AI issue because Heroes do not tend to use Energy Surge the instant it is off the recharge and prefer to wait until it can hit multiple targets before they bump its priority. (AI Issues also hinder the utility of Chaos Storm in PvE)

Instead I find myself needing more "cleanup" single target damage-per-second (clumps aren't an issue). Recently, I've been experimenting with a strict SpiritMes build for areas where you can't depend on large clusters of enemies (Partly due to curiosity piqued by a comment by Jeydra about the speed of Spiritways) and I can say that if you're using Energy-surge strictly for the damage, it is often inferior to Wandering Eye, which is nearly identical as far as utility is concerned except that Wandering Eye requires the enemy to attack, recharges faster, and does more damage. (Energy Surge has the advantage of being in Domination, but Illusion isn't too shabby either.)

Here's an example of my current testing build which I've been using for WiK today - AoE damagewise, I really can't tell the difference between it and 4 ESurges.



Note that this is purely an AI testing build on the vanquish caravan from hell, so many things don't make sense (for example, I forgot to remove Dwayna's Sorrow from the Monk when I kicked out my necromancer) and the apparent redundancy of Protective Spirit and Aegis on the Soul Twisting rit. As far as your question is concerned though, Signet of Ghostly Might does a hell of a lot more dps than a single Mesmer (especially with painful bond) but it's not Area of Effect.

A lot of people will tell you that Blood is Power is bad, but as far as I'm concerned, with regards to Mesmers, that opinion is full of poo. There are very very few skills that basically give 20 energy to target other party member over 12 seconds for the cost of 1 energy and a bit of health. It opens up so many possibilities and flexibility on hero bars because you don't need to glut them down with E-management.

edit: And in reply to majoho, you do have a point that much of what they can do isn't all that exclusive, but the main focus is for Fast Casting. If Energy Surge was a 99 damage nuke every 15 seconds, it'd be kind of ugh. With the potential of casting it every 11 seconds instead, it becomes better. Also, a significant amount of the strong Mesmer skills have semi-long casting times (2 seconds or so) and this is counterproductive when trying to spike the enemy before they get a chance to recover (or do damage to you).

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

SoGM rit can ball, but it will remain single target, so there's no added benefit to balling (other than applying Painful Bond to multiple targets).

The 100 foes with fire eles is just an exaggeration, but the 3-5 enemies with ESurge is very realistic.

Plutoman

Krytan Explorer

Join Date: Jul 2010

E/

@Above stuff with fire ele's - mistrust + e-surge + CoF will blow away SF's damage output in hard mode with fast casting included.

I'm currently wanting to explore the potential of a 5-6 mesmer team with an Ineptitude, Fevered Dreams, Extend Conditions + rit healing (could be played as a rit, too), 2 E-surges, and possibly a panic. I'm considering dropping the panic for a BiP healer necro, so I could sub out energy skills on the least intensive of the mesmers and add in prot skills.

Theorycraft so far.

I may attempt running a 3 mesmer build, dropping the extend conditions, panic, and an energy surge (and keeping Fevered Dreams + Ineptitude + one E-surge). Basically a 3 mesmer fragway that shuts down through daze and blind.

My opinions of panic are that it's now overrated. With multiple mesmers you can provide the shutdown to a group that you need just through energy management skills and others like CoF and Mistrust. More shutdown is wasted - I'd want to take a more useful elite at this point (in using smaller amounts of mesmers, I'd vouch for it's usefulness though).

Kunder

Desert Nomad

Join Date: Nov 2010

Problem with SoGM is that it takes 10s (estimate) to set up. That means you either wait for 10s before a battle or it takes 10s during the battle before you can get to full DPS. I'll handle these separately.

If a group without SoGM runs straight in while you are camping around setting up spirits, you don't just have to out DPS the mesmer, you have to out DPS the mesmer to the point where the difference equals the entirety of the damage the team with the mesmer put out for those 10s. Assuming battles last 30s on average, that means you have to put out on the order of 5x the DPS of the mesmer. This is clearly impossible.

If you run straight in with SoGM and start casting, you lose a lot of things. First off, you can't use AoU and affect them all. Your spirits can't tank any more. Your spirits' attacks will not be focused like they would if you used summon spirits and/or precast the spirits. That means Painful Bond is increasingly unreliable the more enemies you get. Furthermore, you still lose DPS just as above (though less). Ignoring the problem of painful bond not working, you miss out on about 7s of damage effectively (5s worth because only half your spirits are up on average, x1.5 because you can't cast SoGM until the end). So we are almost as badly off as we were before anyways!

Note: all this goes away as soon as you place summon spirits on your bar. Every battle other than the first for an area will have 0 wasted time and you can directly compare the DPS between a SoGM and Mesmer builds. Pity heroes can't use PvE skills. Personally, I still would prefer the mesmer for most areas, though player-run SoGM builds certainly show their strengths against smaller numbers or as a way to quickly spike dangerous melee enemies with armor ignoring damage while also body blocking them.

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Quote:
Originally Posted by Plutoman
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I may attempt running a 3 mesmer build, dropping the extend conditions, panic, and an energy surge (and keeping Fevered Dreams + Ineptitude + one E-surge). Basically a 3 mesmer fragway that shuts down through daze and blind.

My opinions of panic are that it's now overrated. With multiple mesmers you can provide the shutdown to a group that you need just through energy management skills and others like CoF and Mistrust. More shutdown is wasted - I'd want to take a more useful elite at this point (in using smaller amounts of mesmers, I'd vouch for it's usefulness though). I have a policy of only using Panic if I can micro it. It's not a skill you use very often, but it enables Wastrel's skills and works well with Drain Delusions.

The thing about Panic is that it's very difficult for enemies to remove - with even one or two enemies hexed with Panic in a large clump, the clump will get interrupted often enough to prevent multiple meteor showers or savannah heats from landing, and it's semi useful at countering attack skills (Classic example: Panic will stop the majority of a Barrage Spam while Cry of Frustration will stop it for all of 2 seconds and Mistrust won't do nuts)

Additionally, sometimes things retaliate with Hex Eater Vortex or some other form of Hex removal and then you're screwed. Panic also has full coverage as it is maintainable and can be done pre-emptively, unlike Psychic Instability.

It's not overrated nor underrated, it just... does what it does and it's pretty damn good at it. People that stack multiple Panic Mesmers weird me out though.

@Kunder: The thing about Communing spiritspam in general is that it's a lot more difficult to disrupt than a Mesmer. It's pretty difficult to think of things that spirits don't work well against (Binding Rituals aren't spells, so a lot of spell counters don't work, and spirits are semi-immune to hexes and all conditions except burn - I guess the worst things are Elementalist bosses and splinter barrage/scythe), while the traditional enemies of the Mesmer are things with spell immunity, Daze, Energy-Denial and other mesmers. As a bonus, Spirits are even able to hit Incubi and Wurms when they hide for some strange reason, which frankly saves a lot of time.

hunter

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Kunder View Post
SoGM is bad because heroes don't have summon spirits. Ridiculously bad if you want to actually complete areas quickly (even worse than discord). That is all.
Ap/MoP fanboi has a point

Quote:
Either run 2 channeling builds wut? (bad)

Quote:
As for Rt vs Mes, I'll probably use rit for my physical characters and mesmer for my casters. 3/4ths of the rit's power comes from using Splinter Weapon well, and when its being placed on something that isn't me it doesn't get used well. The only rit build still obscenely powerful without SW is ST, and you only need to bring an ST for like 5% of the HM game anyway. Mesmers just have so much variety, and plenty of mesmer builds have some amazing synergy with player caster builds just as SW rits add to physical builds. Bring both?? SoS/resto with splinter is one of the best hero builds you can possibly get regardless of what you are running. If physical its even better. the build can heal and deeps at once (spirits) so regadless of your primary it shines.

ST rit can easily replace the E/MO protter as you prot bot so you can bring an extra mes, smite monk (if physical) , what the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing ever (

LexTalionis

Lion's Arch Merchant

Join Date: Apr 2011

Quote:
Originally Posted by majoho
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I have no problem understanding the concept, I just don't agree that a third or fourth mesmer will make that much of a difference.

No doubt two mesmers is pretty much mandatory, no argument from me there - but I often run my curses necro as illusion/curses with Ineptitude and while the damage is lower he somewhat makes up for it by being able to have more skills since he doesn't have to use at least 2 spells for energy management.

But as I see it this is just when discord became popular, now it's just Energy Surge spam instead, nothing wrong with that. Oh, in that case I agree with you a little - there's nothing overly special about stacking huge amounts of Mesmers, I just do it because Mesmers are one of the classes that are better at meta-ing specific areas (they have counters to nearly everything, so it's easy to swap in skills as needed) and because they kill stuff FAST. I've already said I don't see the huge deal of Energy Surge - it's good but as I've already said, it often ends up as an inferior Wandering Eye (the only problem is Wandering Eye doesn't stack well unless cast on different targets).

The only real mandatory job of a mesmer is "stopping bad stuff from happening to your party" and you can do that with mesmer secondaries with Power Drain/Leech Signet/Web of Disruption, etc. Mesmers just happen to conveniently provide this service in spades and lots of armour ignoring damage in the same bundle.

If you're going to take your time and be a bit more leisurely, other classes would work fine - Assassins would possibly kill single targets even faster if certain PvE content didn't have so much melee-hate (and Assassin Hero AI wasn't silly). Unfortunately, Shards of Orr HM made me quit my Assassin long ago since I have a thing against SF tanking.

Dzjudz

Dzjudz

Furnace Stoker

Join Date: Jun 2005

gwpvx.com/user:dzjudz

The third mesmer is actually really beneficial, because it's usually only the second domination mesmer. One illusion and two domination is no overkill. Adding another mesmer as a third domination would probably suffer from too much of a good thing.

Funnily enough, the only mesmer in my team that suffers from energy problems is the illusion mesmer...

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

Did some math. If you are running SoGM + SoS with one rit, you are better off with the SoGM going N/Rt, due to the stacking of painful bond, even though communing spirits scale slightly better with runes. (I'm not counting 5th proc splinters on minions as significant like some are...) Personally am too addicted to shelter though, in a caster team with a minion and spirit wall it sufficies very well as your only prot. Dissonance is also not nearly as useable on SoGM with its short uptime.