Team Build: 7H Triple Mesmer Melee Support. V4
3.142
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.
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
Quote:
Originally Posted by 3.142
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.
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
Quote:
Originally Posted by Daesu
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.
And that team has no MoP and relies on a DoT AoE on a 20 sec cooldown for most of its damage.
My team is capable of killing things that didn't ball well due to the 3 offensive mesmers, curses necro ench hate skills and even IV.
That team has less damage and the damage is in a far less useful form, i'm not even sure it has a meaningfull amount of healing more too make up for this.
Oh, also my team is mostly nearby range while that is all adjacent apart from the e surge mes. Someone please tell me how RoJway beats this in every way in order to make this not viable.
I know it might seem like i'm complaining at you but i'm not. Just a general rant.
My team is capable of killing things that didn't ball well due to the 3 offensive mesmers, curses necro ench hate skills and even IV.
That team has less damage and the damage is in a far less useful form, i'm not even sure it has a meaningfull amount of healing more too make up for this.
Oh, also my team is mostly nearby range while that is all adjacent apart from the e surge mes. Someone please tell me how RoJway beats this in every way in order to make this not viable.
I know it might seem like i'm complaining at you but i'm not. Just a general rant.
itiscurtains
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.
But then, of course, it would no longer be a merc build.
3.142
^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.
Konker2020
Konker2020
Quote:
Originally Posted by 3.142
I think I see what you mean and yes, out of 10 things being hit MoP will hit 9 where RoJ hits 10 but because you're attacking that one it really doesn't matter.
Well no, not exactly.
Let's assume there are 10 enemies and both skills are spec'd at 15.
Ray of Judgement deals 45 damage per second as well as causes burning for 3 seconds, causing an additional 42 damage. This totals to 267 damage per enemy for a grand total of 2670 damage.
Mark of Pain hits 9 of those 10 enemies for 40 damage per hit. Over those 5 seconds, an Assassin (your class) running a JS>FF>DB spam will hit approximately 9 times. So that's 9x9x40. 3240 damage.
2670 <- Ray of Judgement
3240 <- Mark of Pain
This assumes that the circumstances are identical and does not factor in the damage from attacks or other skills for obvious reasons. So yes, you're correct in your standing. Throw in Daesu's argument of Strength of [email protected] is another 25 damage per hit for an additional 225 damage. Mark of Pain still outdoes Ray, yet he's correct in saying it's easier for the AI to manage. Mind you, you could always take both :S.
Let's assume there are 10 enemies and both skills are spec'd at 15.
Ray of Judgement deals 45 damage per second as well as causes burning for 3 seconds, causing an additional 42 damage. This totals to 267 damage per enemy for a grand total of 2670 damage.
Mark of Pain hits 9 of those 10 enemies for 40 damage per hit. Over those 5 seconds, an Assassin (your class) running a JS>FF>DB spam will hit approximately 9 times. So that's 9x9x40. 3240 damage.
2670 <- Ray of Judgement
3240 <- Mark of Pain
This assumes that the circumstances are identical and does not factor in the damage from attacks or other skills for obvious reasons. So yes, you're correct in your standing. Throw in Daesu's argument of Strength of [email protected] is another 25 damage per hit for an additional 225 damage. Mark of Pain still outdoes Ray, yet he's correct in saying it's easier for the AI to manage. Mind you, you could always take both :S.
3.142
^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.
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
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
Has anyone considered just having 1 M/Me with arcane echo to get your 2 RoJ's? Helps compact your team.
MisterB
Quote:
Originally Posted by Konker2020
This assumes that the circumstances are identical and does not factor in the damage from attacks or other skills for obvious reasons.
I question that assumption, since Splinter Weapon should be in play on a player triggering MoP. There is no equivalent damage multiplier for RoJ. But yes, you can also bring both.
itiscurtains
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.
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.
3.142
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.
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.
3.142
W00t, new Rit hero added. Main downside of running 3 mesmers is gone.
Had to be 2 days after I got my mercs though...
Had to be 2 days after I got my mercs though...