Team Build: 7H Triple Mesmer Melee Support. V4

3.142

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aspi

aspi

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Wont Xinrae's Weapon overwrite splinter? I never take that elite as a melee char.

Haggis of Doom

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Quote:
Originally Posted by 3.142 View Post
I just can't decide wether I want to use that slot as a UA, Smiter or Nec Resto. I change it pretty much daily. How about an UA Smiter?

Also, the IV bar < ER protter. 1 dmg skill isn't worth making an entire backline bar that much weaker.

Your SoS/Resto is missing Spirit Siphon. Ditch the Res.

I'd also replace Shadow of Fear/SoLS with Masochism.

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Quote:
Originally Posted by Haggis of Doom
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How about an UA Smiter?

Also, the IV bar < ER protter. 1 dmg skill isn't worth making an entire backline bar that much weaker.

Your SoS/Resto is missing Spirit Siphon. Ditch the Res.

I'd also replace Shadow of Fear/SoLS with Masochism. UA doesn't buff DF healing which is what smiters are all about and maintaining SoH + UA = 2 pips of regen.

ER Protter is vulnerable to enchantment removal. That IV can spam constantly and not run out of energy even with 3 pips. IV is a very nice finisher for spikes. Kills anything that didn't die initially.

Siphon without micro is meh. I've watched his energy and he is fine.

Masochism isn't worth it for 1 more minion and a bit of Death Nova damage. Most of the bar is Curses.

HigherMinion

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Lose Panic for another eSurge imo. You have plenty of shutdown just with CoF/Mistrust*2, I see no point in not taking more pewpew. Maybe replace Xinrae's Weapon for Discord or Toxic Chill; something that won't RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO up Splinter.

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Quote:
Originally Posted by 3.142 View Post
UA doesn't buff DF healing which is what smiters are all about and maintaining SoH + UA = 2 pips of regen.

ER Protter is vulnerable to enchantment removal. That IV can spam constantly and not run out of energy even with 3 pips. IV is a very nice finisher for spikes. Kills anything that didn't die initially.
By UA Smiter I meant a hybrid bar. Something akin to this. Now obviously a hybrid bar is a lot weaker than the ones from which it is taking elements (Dmg/spot heals of smiters, party healing of UAs etc), but since you don't need full UA bars nor do you need full Smiter bars (hence why you are switching between them), this trade of raw power for hero-space is a worthwhile one. You can now take less rezzes, have covered party healing, a top-notch SoH, and can drop FB on any of your Mesmers for better pewpew (Clumsiness, perhaps?).

ER is indeed vulnerable to enchantment hate. I have however only seen it fail against Tranquility. If enchant hate is -that- intense where you play, why'd ya still bring SoH?

Quote:
Originally Posted by 3.142 View Post
Masochism isn't worth it for 1 more minion and a bit of Death Nova damage. Most of the bar is Curses. It gives +2 SR too, for less need of e-management (read: SoLS). Shadow of Fear isn't worth it when you have a full Ineptitude Mesmer (and hopefully Aegis if you switch to ER); not to mention you are balling so all enemy physicals are on a protted 164 armor Warrior.

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Quote:
Originally Posted by Haggis of Doom View Post
By UA Smiter I meant a hybrid bar. Something akin to this this. Now obviously a hybrid bar is a lot weaker than the ones from which it is taking elements (Dmg/spot heals of smiters, party healing of UAs etc), but since you don't need full UA bars nor do you need full Smiter bars (hence why you are switching between them), this trade of hero-space for power is a worthwhile one. You can now take less rezzes, have covered party healing, a top-notch SoH, and can drop FB on any of your Mesmers for better pewpew (Clumsiness, perhaps?).

ER is indeed vulnerable to enchantment hate. I have however only seen it fail against Tranquility. If enchant hate is -that- intense where you play, why'd ya still bring SoH?



It gives +2 SR too, for less need of e-management (read: SoLS). Shadow of Fear isn't worth it when you have a full Ineptitude Mesmer (and hopefully Aegis if you switch to ER); not to mention you are balling so all enemy physicals are on a protted 164 armor Warrior. That UA bar is major ugly. I'm just going to ignore it tbh.

There is no reason to take ER and open yourself up to ench hate when a Necro does the same thing without that downside. I'm not saying you will lose it often but you have a con with no pro.

I would drop the command shouts on a few mesmers but I really don't like the possible other skills that could go there. I'm going to update the team with Never Surrender over Unnatural Signet soon (because adjacent range and low damage) and I'll make the 2nd mesmer's elite optional. Panic for harder area's E-Surge for more faceroll.

I wouldn't drop SoLS for Maso and if I were to drop Shadow of haste I would be more tempted to take Barbs, Rigor Mortis or Defile Defenses to push through areas with heavy healing and protters. I also use a Sin rather than a War so I have less armour and Shadow of Haste is lovely if I get ench hated.
Yes. And I have provided reasons for its ugliness.

It is a hybrid because there are small holes in the roles your team build tries to fill (hence your hesitation between a Smiter, an UA and a Resto). The holes are nothing major, otherwise your team build would be pretty bad if there's 3 bars' worth of stuff to be had and only 1 party slot to do it. The build tries to accomplish all these roles to the extend that is needed. I can assure you that the UA and healing parts would be quite adequate if you switch the IV to an ER (Infuse is a biggie here). Ofc this build is far from a Smiter's dmg, but so are UA and Resto. This build fills your UA and healing needs and also provides your with SoH + FB, hence why I consider it is adequate considering your team.

For someone who uses unconventional builds (N/Mo Protter) you're quite quick to disregard other people's unconventional builds

Quote: Originally Posted by 3.142 View Post There is no reason to take ER and open yourself up to ench hate when a Necro does the same thing without that downside. I'm not saying you will lose it often but you have a con with no pro. I kinda addressed it up there, but here it is again: Infuse. Infuse + SoS/Resto = enough spot heals for your party. Which allows for ugly UA/Smiters that don't carry the spot heals of UA or Resto but fills the other holes nicely.

Quote: Originally Posted by 3.142 View Post
I'm going to update the team with Never Surrender over Unnatural Signet soon IMO don't. There is such a thing as too much defense, but more pew pew is always good. If your team does fine without NS then you don't need it.

Quote:
Originally Posted by 3.142 View Post
I wouldn't drop SoLS for Maso and if I were to drop Shadow of haste I would be more tempted to take Barbs, Rigor Mortis or Defile Defenses to push through areas with heavy healing and protters. I also use a Sin rather than a War so I have less armour and Shadow of Haste is lovely if I get ench hated. Hmm I'd suggest the same treatment as above: take something more offensive if it's not needed. Your team build isn't that different from the one I've been using (although mine is tailored for c-spacing on a melee so you don't see MoP anywhere), so I can tell from personal experience that defense shouldn't be an issue. For reference:

HigherMinion

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Quote:
Originally Posted by Haggis of Doom View Post
Yes. And I have provided reasons for its ugliness.

It is a hybrid because there are small holes in the roles your team build tries to fill (hence your hesitation between a Smiter, an UA and a Resto). The holes are nothing major, otherwise your team build would be pretty bad if there's 3 bars' worth of stuff to be had and only 1 party slot to do it. The build tries to accomplish all these roles to the extend that is needed. I can assure you that the UA and healing parts would be quite adequate if you switch the IV to an ER (Infuse is a biggie here). Ofc this build is far from a Smiter's dmg, but so are UA and Resto. This build fills your UA and healing needs and also provides your with SoH + FB, hence why I consider it is adequate considering your team.

For someone who uses unconventional builds (N/Mo Protter) you're quite quick to disregard other people's unconventional builds



I kinda addressed it up there, but here it is again: Infuse. Infuse + SoS/Resto = enough spot heals for your party. Which allows for ugly UA/Smiters that don't carry the spot heals of UA or Resto but fills the other holes nicely.



IMO don't. There is such a thing as too much defense, but more pew pew is always good. If your team does fine without NS then you don't need it.



Hmm I'd suggest the same treatment as above: take something more offensive if it's not needed. Your team build isn't that different from the one I've been using (although mine is tailored for c-spacing on a melee so you don't see MoP anywhere), so I can tell from personal experience that defense shouldn't be an issue. For reference:

http://img829.imageshack.us/img829/7...ensiveteam.jpg See the thread on Markway as to why that ST bar is considered awful.

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Quote:
Originally Posted by Haggis of Doom View Post
Yes. And I have provided reasons for its ugliness.

It is a hybrid because there are small holes in the roles your team build tries to fill (hence your hesitation between a Smiter, an UA and a Resto). The holes are nothing major, otherwise your team build would be pretty bad if there's 3 bars' worth of stuff to be had and only 1 party slot to do it. The build tries to accomplish all these roles to the extend that is needed
I don't need all 3 roles. I am happy atm with SoH on the prot so I can keep spot heals. UA is nice but never strictly speaking needed. I'm not indecisive because I need a crappy combination. I'm indecisive because they all have pros and cons.

Quote:
Originally Posted by Haggis of Doom View Post
I can assure you that the UA and healing parts would be quite adequate if you switch the IV to an ER (Infuse is a biggie here). Ofc this build is far from a Smiter's dmg, but so are UA and Resto. This build fills your UA and healing needs and also provides your with SoH + FB, hence why I consider it is adequate considering your team. Why move spot heals onto the prot rather than the spot healer? For the sake of it? The current build is fine. I have SoH and Fall Back elsewhere. No point shifting my whole team around a sub par build.

Quote: Originally Posted by Haggis of Doom View Post For someone who uses unconventional builds (N/Mo Protter) you're quite quick to disregard other people's unconventional builds I don't really think of my IV Prot as unconventional. I needed prots and heros spam them like shit and rape their own blue bar so I took the class with the best built in E-manegment and I put them on that. If I went E/Mo prots I would get a worse SoH or Infuse/breeze because its split already to get use out of the elite.

Quote: Originally Posted by Haggis of Doom View Post
I kinda addressed it up there, but here it is again: Infuse. Infuse + SoS/Resto = enough spot heals for your party. Which allows for ugly UA/Smiters that don't carry the spot heals of UA or Resto but fills the other holes nicely. 2x Resto is enough spot heals for my party too. No point taking a jack of all trades UA that wont actually help.

Quote:
Originally Posted by Haggis of Doom View Post
IMO don't. There is such a thing as too much defense, but more pew pew is always good. If your team does fine without NS then you don't need it. My team also "does fine" without unnatural signet. You could take out half the skills and in most areas it would "do fine". Discordway still "does fine". That doesn't mean we shouldn't look for something better.

Quote: Currently, I have Rit, Mes, Mes as my 3 mercs. With this configuration, I can have a max of 5 mesmers+2 rits or 4 mesmers+3 rits. I don't foresee that I would ever need more than 3 rits, at least in the near future. One SoS, one defensive ST, and maybe one SoGM or Wanderlust communing would be the max number of rits needed in most build configurations that I would be interested in.

Quote:
Originally Posted by Haggis of Doom View Post
Hmm I'd suggest the same treatment as above: take something more offensive if it's not needed. Your team build isn't that different from the one I've been using (although mine is tailored for c-spacing on a melee so you don't see MoP anywhere), so I can tell from personal experience that defense shouldn't be an issue. For reference: You tell me not to take so much defence then ping a team with less damage and more defense.

This quote war shit is getting stupidly long so i'm just going to say I wont take a UA smiter. I hope I have explained why.

Googi

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1 SYG is enough, you don't really need two.

And I think Shield Guardian is a pretty weak skill, why not Aegis?

Chthon

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1. The rit is going to run dry of energy without Siphon. Probably remove his rez to fit it in.

2. I'd drop PoD, move IV to where PoD was, and turn the N/Mo into an E/Mo ER build with similar skills.

3. Also, you won't need Foul Feast with 2 copies of MBS eating 4 conditions per cast, so you don't have to worry about finding a new home for it.

4. At some point in the future I'm going to try to present the numbers for why SF eles outdamage E-Surge mesmers since the 1/5/2012 patch. But I'll save that for another day. Besides, it would kinda mess up the "triple mesmer" part of the build name.

5. Leaving the mesmers as mesmers for now, you probably don't need to spec so much Command on two of them. 2 copies of SYG are maintainable at 5; Never Surrender hits the last breakpoint you're going to hit at 6; So you're really only looking at uptime on FB. 7-7-6 gives 100% uptime. 6-6-6 (or 4-4-4 or 5-5-5) gives 18/20sec uptime. So, I say to drop two of them to 5 Command and pick up a point of Insp (+2e on Power Drain) or FC, and put NS on whichever one benefits least from the change.

Soryuju

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Join Date: Jun 2011

Triple defensive spirits on an ST is generally unnecessary, and can cause the AI to exhaust ST much more often, leaving you without prots for long periods of time. I'd drop Dissonance or Union from the bar (or both, since Shelter is really the only necessary spirit) and bring more utility along. If you drop both, Signet of Creation can also go. Typically I'll run a 11+1 SP and 12+4 Communing spec, which gives me 6 points to put into a utility line like Curses or Inspiration, or lets me work some extra damage in from Domination signets. If you don't want to lower your Rit Specs, though, EFGJack's variant will also work well (found here: OACiAyk8gNtehzjJ1ca6MtmA).

Also, I don't know if it works differently for you, but my Mesmers were always terrible (or much too good, perhaps) when it came to spamming Overload. They'd drain their energy rapidly, and that was without trying to pack Fall Back in there. Unnatural Signet seems like the better option to me, since even though its recharge is higher, it'll help make sure your Mesmers have the energy to use their important shutdown skills as soon as they're needed,while still providing consistent AoE damage.

Also, I know you've said it works, but Life on the SoS bar along with PwK and heals and Splinter...I'll trust your judgment and experience and try to change it, but I'd personally be nervous running it in upper-level areas in a team with only one other hybrid healer. It just seems too easy for a hero with 30 energy and high-cost/frequency spells to cast something at the wrong time and leave themselves helpless while the party's under pressure.

Hope this was helpful!

itiscurtains

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The Discord hero is a bit odd. The long casting time on Animate Bone Minions might mess up healing, and you're lacking Death Nova for any aoe damage. A melee player shouldn't need both ST and minions anyway. I'd drop the MM, personally.
Also, no e-management on the SoS is madness. Admittedly, the ai is quite poor with Spirit Siphon, but with the addition of the ST, the SoS hero will have a larger pool to draw from.

aspi

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I am going to try it with a little change to the discord hero. I'd like to see if an explosive growth rit benefits from the lowered armor. The discord heroe seems a bit out of place.

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I can put your minds at rest about the SoS bar in the second team. It's a necro primary for the energy and to prevent this being a merc team :P

I'd be interested to see what you would do with the discord bar. Nothing else was doing that good (Xinrae removes splinter) and Discord is good clean up. I take a sin as the player bar so my bleeds + mesmer overload are often enough to meet the req's and provide some good damage. I'll play around with AoTL and dropping animate bone minions after the event ends.

^^^^^Just before I posted this I thought about IV. Found a decent replacement I guess, minions will probably be gone though.

I don't have Death Nova on the second bar because it's a bit risky on one of your main healers imo. They have a habit of using it rather than healing. I also like having minions for sort of locking mobs is against walls and corners for easy spikes.


EDIT: For a bar with 15 Soul Reaping and SoLS would I be expecting too much if I took Recup?

MisterB

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I've run SoS N/Rts before. The problem with doing that is Splinter Weapon decreases in damage too much. Of course if Mark of Pain goes off correctly on a ball, that's a moot point. 15 or 16 Channeling Splinter makes a big difference compared to 12 or lower.

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The way I look at it is this. I don't want this to be a merc build and I want a version with ST. I don't want to drop SoS for it so I need to either...

A. Lose a mesmer and replace that with an ST then change the IV prot for an offensive Necro bar.

B. Turn my one rit into an ST and make a secondary SoS.

The question is which gap in damage output is bigger? If you can make a Necro bar that will match the damage of a mesmer (Or do as much damage minus the difference in damage by dropping chanelling) then I would put that there. I think I lose less damage with worse channeling skills than I would replacing an E-Surge with a Necro.

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ANet needs to add 3rd Rit and Mes heroes already. Problem solved. Coming to GW1 in 2014.

Difference in damage from dropping Splinter depends a lot on the player triggering it, so it's harder to evaluate I suppose.

itiscurtains

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It's hard to justify not bringing a fully-specced Channeling rit, especially on a "melee support" teambuild. Splinter Weapon is arguably the best buff available to melee players.
Is there any particular reason you don't want to make this a merc team?

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^I don't have mercs.

Neither do most people and if they do they can make the assumption that a Rit makes a better Rit than a Necro.

I only ran it at 15 before anyway and it's dropped to 12. It's not THAT big a deal.

Konker2020

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I can't help but think that throwing Putrid Bile on whichever Necro has the highest spec'd Death Magic would be an impressive addition. Especially if IV and Putrid are stacked on the same enemy.

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That would be possible for the first team but for the second one the only way I can see Death Magic being added is if you can move SoH off of the PoD allowing him to spec into death.

I'm not that good with ST bars but it might be possible to free up enough atts to take SoH on the ST. I would want a minimum of 8 smiting though. And tbh i'm not sure it would be worth the effort.

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Which 3 would you suggest? Rit, Mes and ???

Also the build suggestions are good but i'm curious as to whether people like this or not.

It would be good if after posting a suggestion or criticism people could give it a score out of 10 or something. Just so I have a general idea of whether it's worth putting more effort into it.


EDIT: Thoughts on changing the IV resto into an AoTL resto? I wouldn't want Death Nova on him though so i'd also want to know if minions without Death Nova are worth it.
Also the build suggestions are good but i'm curious as to whether people like this or not.

It would be good if after posting a suggestion or criticism people could give it a score out of 10 or something. Just so I have a general idea of whether it's worth putting more effort into it.


EDIT: Thoughts on changing the IV resto into an AoTL resto? I wouldn't want Death Nova on him though so i'd also want to know if minions without Death Nova are worth it. If you ask me to rank your build, I would give it a 7 or 7.5 out of 10 without trying it out yet.

I don't like bringing death nova and minions because it tends to slow down the team if you need to move fast from place to place. In some other situations where there are lots of corpses and you don't need to move around much, it would probably perform better.

I also don't really like a curse necro because they usually only bring debuffs and some damage. MoP is nice but without AP, its use is quite limited even if you micro. If you don't micro, it is even worse. At least a prot smiter can provide damage, utility, and prots/heals.

Also no source of cracked armor. There is no need to have 3 fallbacks. I would replace one FB with another copy of SYG so that heroes can chain SYG.

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Quote:
Originally Posted by Daesu View Post
Currently, I have Rit, Mes, Mes as my 3 mercs. With this configuration, I can have a max of 5 mesmers+2 rits or 4 mesmers+3 rits. I don't foresee that I would ever need more than 3 rits, at least in the near future. One SoS, one defensive ST, and maybe one SoGM or Wanderlust communing would be the max number of rits needed in most build configurations that I would be interested in.



If you ask me to rank your build, I would give it a 7 or 7.5 out of 10 without trying it out yet.

I don't like bringing death nova and minions because it tends to slow down the team if you need to move fast from place to place. In some other situations where there are lots of corpses and you don't need to move around much, it would probably perform better.

I also don't really like a curse necro because they usually only bring debuffs and some damage. MoP is nice but without AP, its use is quite limited even if you micro. If you don't micro, it is even worse. At least a prot smiter can provide damage, utility, and prots/heals.

Also no source of cracked armor. There is no need to have 3 fallbacks. I would replace one FB with another copy of SYG so that heroes can chain SYG. The MoP actually does some pretty good damage with PoD and the other enchantment hating skills.

I don't have cracked armour because I play a Sin and all my damage is armour ignoring anyway. You could very happily drop Shadow of Fear for Weaken Armour or Spirit Rift over the res on the SoS.

I'm actually going to be dropping the SYG on V.3 since the ST makes it fairly redundant, it's only there for the first team for when you're charging your first SY. I'm max Lux though and playing a sin with no other adren skills so it might not be possible for a war or derv with a low allegiance to perma SY.

There is never any "need" for 3 fall backs but I use this for vanq'ing alot and by god is it wonderful to have 3 Fall Backs when you're looking for that last enemy who dug himself into a hole so you can't see him.

About MoP. The more I use it and the more practiced I get with it the more I like it. With the initial ball of most mobs I will easily get 5 triggers off which = 200 damage and if things didn't go perfectly and you had to clear up a few more melee you can use it again on any balled casters. Also I hate Smiting heroes.

When I next update the team I will have some optional slots so people can optimize it for what they want to do.

Daesu

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Quote:
Originally Posted by 3.142 View Post
The MoP actually does some pretty good damage with PoD and the other enchantment hating skills.
Yes MoP does good damage but how reliable is it if you don't micro it? Furthermore, it has a 20s recharge without AP, if the MoP hexed target dies you have to wait awhile for it to recharge before you can use it on the next target. But having MoP in the build is not a deal breaker either.

Quote:
I'm actually going to be dropping the SYG on V.3 since the ST makes it fairly redundant, it's only there for the first team for when you're charging your first SY. I'm max Lux though and playing a sin with no other adren skills so it might not be possible for a war or derv with a low allegiance to perma SY. Yes I don't think you can assume that SY is always maintained 100% of the time, especially for any class/W. The good thing about SYG is that heroes chain it fairly well when needed and because of its long recharge, it doesn't drain too much energy.

Quote: If you need to micro MoP then you should MoP a target that is adjacent from the one that you are actually attacking. Workable but needs getting used to. It is also limited to just about one MoP cast per battle since targets die fast and recharge is long.

Quote:
There is never any "need" for 3 fall backs but I use this for vanq'ing alot and by god is it wonderful to have 3 Fall Backs when you're looking for that last enemy who dug himself into a hole so you can't see him. If you have extra skill slots with nothing better to use, then sure. But since your main character is a melee class, I am sure you can find other suitable skills in the Command attribute that would boost your damage or buff your team, other than FB.

Daesu

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Quote:
Originally Posted by 3.142 View Post
If you're not going to micro MoP then don't take it. When you do micro it and you have a good ball though you get stupid amounts of damage. 20s recharge means it will be up for the start of every fight which is when it's in its element. Oh, and if the MoP target dies then it's pretty likely that everything around it died first.
Suggest something to replace Fall Back with. Chaos storm would be pointless with this team, Overload is probably too hard on their energy, Shatter Enchantment means im trading the AoE damage from PoD for the same damage just single target. A second SYG for chaining. You can also take "Find their weakness" for deep wound and damage boost, "Never Give up" for energy boost for allies that are below 75% health, or "Never Surrender" for heals for allies that are below 75% health.

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Quote:
Originally Posted by Daesu View Post
If you need to micro MoP then you should MoP a target that is adjacent from the one that you are actually attacking. Workable but needs getting used to. It is also limited to just about one MoP cast per battle since targets die fast and recharge is long.
Using it on a target adjacent to your main would be good adice for a war or derv but I play a sin with this team. It's also a bit irrelevant.

Quote:
Originally Posted by Daesu View Post
You can also take "Find their weakness" for deep wound and damage boost, "Never Give up" for energy boost for allies that are below 75% health, or "Never Surrender" for heals for allies that are below 75% health. Never Give Up and Never Surrender are both ruined by the AI. They will use it the moment 1 person drops below 75% health.

Find their weakness is on a 15 sec c/d. That means in most fights I get one deep wound from it. Things die so fast that it really wouldn't help either.

I find that I generally have more than 20 seconds in between each fight so by the same logic you use to justify the first or second copy of Fall Back you can justify the third. Make move fast good.