Team Build: 7H Triple Mesmer Melee Support. V4

3.142

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People over on PvX were saying this lacks damage so I put together a quick video.

It shows optimal situations were everything is balled up and less optimal cases where you have alot of clean up to do.

youtube.com/watch?v=PHDB5IoRRYI

Be warned, it's VERY low quality.

Daesu

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Quote:
Originally Posted by 3.142 View Post
People over on PvX were saying this lacks damage so I put together a quick video.

It shows optimal situations were everything is balled up and less optimal cases where you have alot of clean up to do.

youtube.com/watch?v=PHDB5IoRRYI

Be warned, it's VERY low quality. I believe many of them are comparing your build against this which is similar to the melee mesmer merc build I use except that they replaced the BiP with another RoJ smiter and took out half of a dom mesmer bar for healing spells. Not too bad if they really want to get rid of the BiPer.

3.142

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Originally Posted by Daesu
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Actually we talked about this before that MoP is awkward without AP, but you replied that you hate smiting heroes (post #33).

Since they went with RoJ, they have a snare (Binding Chains). Curses necros are great with debuffs but they are far from being the damage dealing super stars especially compared to Roj+snare on a mob. Enchantment hate is also conditional.

And yes, healing/prots is a weakness in their build but that also depends on personal playing style. If all 5 ticks of 2 RoJ's hit you will do 112 damage from burning and 450 damage from the skill itself for a total of 562 damage.

Now I really can't be bothered to do the maths but a human dagger spammer will attack more than twice a second and assuming he has the same 5 seconds he will get 10 procs for 400 damage atleast. MoP is one non elite that casts faster and can be placed on a boss to deal loads of damage to everything he runs near while you're glued to him. 2 RoJ's are two elite slots.

Both have 20 sec recharge, both cost 10e, MoP casts faster and one MoP seriously out performs one RoJ. If you're going to say that the MoP target can die early meaning less damage the vid shows that isn't a problem.

If it's the lack of binding chains that is the problem that can easily be made optional for people who feel like taking it. I cba to micro it personally.

Also the Curses necro has enchantment removal with a flat 100 damage and the other ench hating skills (which are nearby range) and on top of that it brings de buffs.

itiscurtains

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I agree - that pvx build is in dire need of MoP. RoJ is great, but MoP should be a staple. I can't help but think the build would be improved by dropping the Me/Rt for a Curses N/Rt.
But then, of course, it would no longer be a merc build.

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^I got that from a wiki talk page so it could be a bit off. With max IAS, 14 DM for double strikes and spamming 1/4 second skills I imagine it would be about 2 attacks per second.

Daesu

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Quote:
Originally Posted by 3.142
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If all 5 ticks of 2 RoJ's hit you will do 112 damage from burning and 450 damage from the skill itself for a total of 562 damage.

Now I really can't be bothered to do the maths but a human dagger spammer will attack more than twice a second and assuming he has the same 5 seconds he will get 10 procs for 400 damage atleast. MoP is one non elite that casts faster and can be placed on a boss to deal loads of damage to everything he runs near while you're glued to him. 2 RoJ's are two elite slots.

Both have 20 sec recharge, both cost 10e, MoP casts faster and one MoP seriously out performs one RoJ. If you're going to say that the MoP target can die early meaning less damage the vid shows that isn't a problem.

If it's the lack of binding chains that is the problem that can easily be made optional for people who feel like taking it. I cba to micro it personally.

Also the Curses necro has enchantment removal with a flat 100 damage and the other ench hating skills (which are nearby range) and on top of that it brings de buffs. You are comparing a generic melee mercway against your generic melee mercway build. Are you saying that your build requires an assassin to work well? Otherwise you should not be comparing your assassin's damage against that of a RoJ hero's. It would be comparing apples and oranges.

If you can make the AI use an AP+MoP build well then you would probably win your argument. It is just more awkward to use MoP without AP because you should hex the adjacent target with MoP, then attack the real target letting Splinter do its work.

In the optimal case, you can argue that you can get off more damage, I haven't done the calculations myself. But RoJ+snare is easier to use so less chances of making a mistake, plus they have a higher level SoH. Personally I would replace one RoJ with UA for the uber res, in certain areas, but that is just me.

I am sure your build is workable but I can understand why theirs looks more damage intensive. If you can show that your build would work better in a tough HM elite area while theirs would fail (i.e. because their healing is weaker) then you may have a case.

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^Me being a bit pedantic here but you get 8 seconds of burning with RoJ :P


Against all my insticts I'm going to do it.

I'm adding a smiting monk.

Wish me luck.

Defile/Defy ench won't really be missed so I'll drop them and make him take a few resto skills.

Bright Star Shine

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E/

Personally, I'd swap the SoS with a UA MM, for two reasons. You're running a melee support, but are not taking a MM. Wut? Sense: it makes none. Secondly, having UA on a hero is incredibly good for high end areas, because when you die you will only notice because of the death penalty. You'll instantly respawn because of how heroes use it. In easy areas you could take Aura of the Lich over UA.

Omaric

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Has anyone considered just having 1 M/Me with arcane echo to get your 2 RoJ's? Helps compact your team.

itiscurtains

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The new build looks good. I really like this version - it's quite similar to what I run on my character, except that I bring a second RoJ instead of the Illusion mesmer. I'll definitely give this a whirl, though.
A few minor nit-picky things:
I still don't like not having Spirit Siphon on the rit. Essence Strike just isn't very good. But I suppose that's up to personal preference.
I'd replace P Drain on the RoJ with Castigation Sig. Interrupts don't stack well, and you've already got a bunch of them in the team. This opens up the monk's secondary and gives you some spare points to play with, which might be helpful. I usually like to bring SoA on my Smiting monks - a 12, 11, 6 split works for that.
Lastly, again just a personal preference, I don't like that your only two rezzes are on the N/Rt and the ST. It makes rezzing in-battle a tricky affair. You want your N/Rt to be able to heal at will, and your ST to be able to put up a steady stream of spirits. I'd try to fit the rezzes elsewhere - one on the RoJ monk, maybe Sig of Return on one of the mesmers.

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Quote:
Originally Posted by itiscurtains
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The new build looks good. I really like this version - it's quite similar to what I run on my character, except that I bring a second RoJ instead of the Illusion mesmer. I'll definitely give this a whirl, though.
A few minor nit-picky things:
I still don't like not having Spirit Siphon on the rit. Essence Strike just isn't very good. But I suppose that's up to personal preference.
I'd replace P Drain on the RoJ with Castigation Sig. Interrupts don't stack well, and you've already got a bunch of them in the team. This opens up the monk's secondary and gives you some spare points to play with, which might be helpful. I usually like to bring SoA on my Smiting monks - a 12, 11, 6 split works for that.
Lastly, again just a personal preference, I don't like that your only two rezzes are on the N/Rt and the ST. It makes rezzing in-battle a tricky affair. You want your N/Rt to be able to heal at will, and your ST to be able to put up a steady stream of spirits. I'd try to fit the rezzes elsewhere - one on the RoJ monk, maybe Sig of Return on one of the mesmers. The lack of Spirit Sihon and Casti Sig are down to the AI just not being able to use them. unless they're forced to kite Spirit Siphon will cost them energy and the monks don't target attacking foes with Casti. The problem is smaller when it comes to Casti but still.


Edit rather than double post: I'm loving the spec 15 SoH with the Smiter but I am so underwhelmed by RoJ it's stupid. By the time it lands the spike is either done or failing and I'm going to have to c-space. I probably won't put this on the team in the OP but I am taking Signet of Judgment over RoJ.

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You mean keep the monk primary and high smiting and split into earth? I'm unsure.

The KD on the MoP target from SoJ is pretty nice for cleaner spikes, I don't have to take as much energy managment and it's one less thing to micro on a spike which tbh is the main reason I prefer it.

RoJ has a 2 second casting time as it is and I find that unless you force the use of RoJ he will run up and heal you before casting RoJ making RoJ even later to the party. I can see how RoJ bars work in spikes when the rest of the spike is just more RoJ because they should cast at a similar time. You might be left with a slower spike but meh, people are RoJ crazy.


I have a few minor changes I want to make already but i'll wait untill there are a few more to update the OP.

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W00t, new Rit hero added. Main downside of running 3 mesmers is gone.

Had to be 2 days after I got my mercs though...