Doesn't matter; if you're running AP on your bar it's going to be a slow run anyway. But to answer your question, it depends on your spike quality. On one hand, you have guaranteed damage on your target, and on the other, there's a good chance your secondary (AP) target will get nuked by MoP. However, if you make a mistake on the second target or can't switch and cast fast enough, you're out of energy and your skills are recharging.
Take AoS and a useful elite instead. My personal favorite is Restore Condition.
everything (should) blow up at once on the spike - it makes no difference.
If your spikers are that sucky that the called target isnt dying then maybe hit tab + cast AP to ensure one of the mobs being hit by MoP has AP on them, with bad spikers the called target wont always die because it isnt being hit by mop, but pretty much all spikes put ap on whatever target in the ball and it should be fine, everything should be dying at once anywho.
it varies, all depends on your liking, meta usually contains:
It's just a flesh wound[Elite]
Mark of Pain
"Fall Back"
"You Move Like a Dwarf"
Barbs
Air Of Superiority
rest varies, such as:
Ebon Assassin Vanguard Support
Inspirational Speech
"We Shall Return"
"Finish Him'
Signet of Return
and like ioshon said, even the elite can be changed
You can even drop It's just a flesh wound for UA, Martyr, RC, Assassin's Promise or whatever elite you decide, providing you bring a little Foul Fest to remove those conditions
Yay, finally people are starting to say that N/A mop is bad.
but in answer to your question, if i was running AP, id go mop, ap, barbs on one target that should ensure it dies. standing a bit ahead of your spikers is a good idea, since it shoudl allow you to get off mop and ap as they jump, and then barbs if theyre nabs and cant kill the target in cleanly
Quote:
Originally Posted by BadOwnZu
Moved to elite-endgame, in answer to your question, there is no reason not to use AP on the same target as mop, if your eoe doesnt suck it will all die on one spike anyway and if your warriors don't suck it will all die before you get a chance to cast AP. As others have said, a lot of people prefer N/P bars, but the only reason i see for this is to chain fallback with the monk (who can run "Can't Touch This!" and "Fall Back!"). "Can't Touch This!" is useful for the worms, who use throw dirt to blind the melee.
People saying that AP sucks are just terribad. I find no reason to run N/P other than having Fall Back and CTT, but since the monk should run that anyway it doesn't matter. AP is good because it makes sure that MoP always is recharged, for example in forge... AoS doesn't always recharge your skills. Secondly AoS is a PvE-skill, stealing the spot for a usefull skill like GDW, YMLAD etc. AP is also good because you can chain EVAS and Finish Him on leftover targets since the skills will recharge when the foe dies, speeding up the run. Tbh there's really not any very usefull elite skill that can be used over AP anyway since Foul Feast does the job just fine.
It's different if you run Inspirational Speech though because that gives the necro a reason to go /P, but since only people with a half a brain uses that, it excludes any form of pugteams.
AP on the MoP is the best option to use when running a standard, 2 terra setup. Nothing else can beat it in utility and speed. IJaFW is useless and the other /p utility can go on your monk.
When running with 3(or 4) terras and a single warrior, n/p becomes superior due to inspirational speech, although a single derv generally does the job better.