A Feasible DoT Late Game Mesmer?!
Yukito Kunisaki
Holy CARP can this work?!
Class: Mesmer / Necromancer
Attributes: (cost) '+' indicates Rune attributes
Fast Casting: 7+1 (28)
Domination Magic: 9+1 (48)
Illusion Magic: 9+2 (48)
Inspiration Magic: 7+1 (28)
Curses: 9 (48)
Total attribute points used: 200/200 (yeah baby ^_^)
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Conjure Phantasm [Illusion Magic] (10,1,5) Hex: For 11 seconds, target foe experiences health degeneration of 5.
2) Phantom Pain [Illusion Magic] (10,2,15) Hex: For 10 seconds, target foe suffers health degeneration of 3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 16 seconds.
3) Backfire [Domination Magic] (15,3,20) Hex: For 10 seconds, whenever target foe casts a spell, that foe takes 105 damage.
4) Ether Feast [Inspiration Magic] (5,2,8) Spell: Target foe loses 5 energy. You are healed 19 for each point of energy lost.
5) Spiteful Spirit [Curses] (15,2,10) Hex: For 16 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 23 shadow damage to that foe and all adjacent foes. This is an elite skill.
6) Faintheartedness [Curses] (10,1,5) Hex: For the next 23 seconds, target foe's attack speed is reduced and that foe suffers health degeneration of 2.
7) Rend Enchantments [Curses] (10,3,30) Spell: Target foe loses 6 enchantments. For each Monk enchantment removed, you take 40 damage.
8) Plague Sending [Curses] (10,2,0) Spell: Sacrifice 10% max health. Transfer one negative condition from yourself to target foe and all adjacent foes.
------------------------------------------------------------------
As you can see, this build encompasses a broad range of attacking combos. I've been told and read time and time again that DoT mesmer primaries just can't DO the job in late game, well I'm here to see if such a build CAN work and work damn well it might. [didn't get a chance to test it but upon further inspection of the above build, I'm hyped ^_^]
Basis Combo: Conjure Phantasm + Phantom Pain + Faintheartedness = 10 pips degen. It CAN be cancelled out with regen skill however...
Countered counter: Rend Enchantments.
Anti-Caster Combo: Backfire + Spiteful Spirit + Ether Feast/inspiration energy drain of choice. How is this cancelled? Teammate's hex removal. If he tries to remove the hexes himself, ouch... You can also just mash the Ether Feast/energy stealing skills. You have 8 inspiration so it's not bad.
Countered counter: reuse combo on enemy teammate
Anti-Melee/Ranged Combo: Faintheartedness + Spiteful Spirit + Plague Sending/Touch. These guys like to do conditions usually so the Plague techs will be of good use. Can be countered by hex removal/condition removal.
Countered counter: Anti-Caster Combo
Anti-Disruption Combo: Spiteful Spirit + any of the above. Yes, I truely think the star of this build is its elite. The fact that it hurts you no matter what you do is one thing, it hits multiple grouped enemies, that's the other, and it's semi-fast recycle is quite nifty in the right situations.
Build weaknesses: From what I can tell, other disruptors can hamper your progress, but think of it this way. Why disrupt a disruptor/DoT build when they could be doing it to your team's healer? Energy weighing ya down? Steal it with an energy draining skill! [Ether Lord could be useful as well as Energy tap etc.]
So there you have it. A build that can deal maximum DoT and can attempt to counter any situation imaginable. I love Curses! ^_^
Class: Mesmer / Necromancer
Attributes: (cost) '+' indicates Rune attributes
Fast Casting: 7+1 (28)
Domination Magic: 9+1 (48)
Illusion Magic: 9+2 (48)
Inspiration Magic: 7+1 (28)
Curses: 9 (48)
Total attribute points used: 200/200 (yeah baby ^_^)
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Conjure Phantasm [Illusion Magic] (10,1,5) Hex: For 11 seconds, target foe experiences health degeneration of 5.
2) Phantom Pain [Illusion Magic] (10,2,15) Hex: For 10 seconds, target foe suffers health degeneration of 3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 16 seconds.
3) Backfire [Domination Magic] (15,3,20) Hex: For 10 seconds, whenever target foe casts a spell, that foe takes 105 damage.
4) Ether Feast [Inspiration Magic] (5,2,8) Spell: Target foe loses 5 energy. You are healed 19 for each point of energy lost.
5) Spiteful Spirit [Curses] (15,2,10) Hex: For 16 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 23 shadow damage to that foe and all adjacent foes. This is an elite skill.
6) Faintheartedness [Curses] (10,1,5) Hex: For the next 23 seconds, target foe's attack speed is reduced and that foe suffers health degeneration of 2.
7) Rend Enchantments [Curses] (10,3,30) Spell: Target foe loses 6 enchantments. For each Monk enchantment removed, you take 40 damage.
8) Plague Sending [Curses] (10,2,0) Spell: Sacrifice 10% max health. Transfer one negative condition from yourself to target foe and all adjacent foes.
------------------------------------------------------------------
As you can see, this build encompasses a broad range of attacking combos. I've been told and read time and time again that DoT mesmer primaries just can't DO the job in late game, well I'm here to see if such a build CAN work and work damn well it might. [didn't get a chance to test it but upon further inspection of the above build, I'm hyped ^_^]
Basis Combo: Conjure Phantasm + Phantom Pain + Faintheartedness = 10 pips degen. It CAN be cancelled out with regen skill however...
Countered counter: Rend Enchantments.
Anti-Caster Combo: Backfire + Spiteful Spirit + Ether Feast/inspiration energy drain of choice. How is this cancelled? Teammate's hex removal. If he tries to remove the hexes himself, ouch... You can also just mash the Ether Feast/energy stealing skills. You have 8 inspiration so it's not bad.
Countered counter: reuse combo on enemy teammate
Anti-Melee/Ranged Combo: Faintheartedness + Spiteful Spirit + Plague Sending/Touch. These guys like to do conditions usually so the Plague techs will be of good use. Can be countered by hex removal/condition removal.
Countered counter: Anti-Caster Combo
Anti-Disruption Combo: Spiteful Spirit + any of the above. Yes, I truely think the star of this build is its elite. The fact that it hurts you no matter what you do is one thing, it hits multiple grouped enemies, that's the other, and it's semi-fast recycle is quite nifty in the right situations.
Build weaknesses: From what I can tell, other disruptors can hamper your progress, but think of it this way. Why disrupt a disruptor/DoT build when they could be doing it to your team's healer? Energy weighing ya down? Steal it with an energy draining skill! [Ether Lord could be useful as well as Energy tap etc.]
So there you have it. A build that can deal maximum DoT and can attempt to counter any situation imaginable. I love Curses! ^_^
Yukito Kunisaki
I forgot to ask, does anyone think I missed anything with this build? [i.e. more weaknesses/strengths than I'm aware of?]
Yukito Kunisaki
Um, how'd I end up with "professor" as my subtitle? I feel more learning than teaching... Also, since nobody's mentioning anything, I'll post my two re-re-revised warrior/curses builds later [damn, keep running into problems with them at times...]
Anariel
Since you're Mes/Nec and all. Don't forget the Necro's Dots! :P
Looks like a good build to me, but imo get rid of ether feast for another Dot because the recharge is too slow and 5 energy stolen is not going to make a huge difference. Parasitic Bond is a cheap sort of heal that also dots.
Plague Sending is not that good for a DoT build. Try Suffering - For 6-25 seconds target foe and all nearby foes suffer health degeneration of 2. Stack on the DoTs and watch the HP drop.
(P.S. Evanston represent )
Looks like a good build to me, but imo get rid of ether feast for another Dot because the recharge is too slow and 5 energy stolen is not going to make a huge difference. Parasitic Bond is a cheap sort of heal that also dots.
Plague Sending is not that good for a DoT build. Try Suffering - For 6-25 seconds target foe and all nearby foes suffer health degeneration of 2. Stack on the DoTs and watch the HP drop.
(P.S. Evanston represent )
Yukito Kunisaki
DoT max is 10dps so pushing it past that point is moot. What's more, Ether Feast heals you but I did mention you can replace it with something harder hitting. Plague sending is to protect yourself from, ugly things.... ^_^
nostra
I am mes/elem and have been using less and less elem skills. Lately, I just removed all my water attribute points to dumb them into illusion.
Now I am using mantra of perseverance in combo with conjuration of phantasm: this gives me a 20 sec dot of 5 (-10 health points per second, so a 200 HP dot over 20 sec). Given the fact that conjuration of phantasm is pretty cheap and has a short refresh timer, it's pretty spammable and cool.
I am not sure it's that good however, because as a mesmer, my main job is to kill monks. And dots can be purged by monks I guess, just the way they can get rid of hexes. So I am wondering if I should not rather get direct damage spells instead, because these cannot be removed.
Any thoughts on this?
nostra
Now I am using mantra of perseverance in combo with conjuration of phantasm: this gives me a 20 sec dot of 5 (-10 health points per second, so a 200 HP dot over 20 sec). Given the fact that conjuration of phantasm is pretty cheap and has a short refresh timer, it's pretty spammable and cool.
I am not sure it's that good however, because as a mesmer, my main job is to kill monks. And dots can be purged by monks I guess, just the way they can get rid of hexes. So I am wondering if I should not rather get direct damage spells instead, because these cannot be removed.
Any thoughts on this?
nostra
mostro
Quote:
Originally Posted by nostra
I am mes/elem and have been using less and less elem skills. Lately, I just removed all my water attribute points to dumb them into illusion.
Now I am using mantra of perseverance in combo with conjuration of phantasm: this gives me a 20 sec dot of 5 (-10 health points per second, so a 200 HP dot over 20 sec). Given the fact that conjuration of phantasm is pretty cheap and has a short refresh timer, it's pretty spammable and cool.
I am not sure it's that good however, because as a mesmer, my main job is to kill monks. And dots can be purged by monks I guess, just the way they can get rid of hexes. So I am wondering if I should not rather get direct damage spells instead, because these cannot be removed.
Any thoughts on this?
nostra Instead of using conjure phantasm (which does crap damage time wise), why don't you combo mantra of persistence with arcane conundrum (or better yet, migraine)? Put chaff hexes or diversion after casting conundrum/migraine to prevent them from being removed easily.
Of course you can use conjure phantasm on top of this, but as a mesmer your job is not to deal damage but to prevent other casters from doing their jobs, so why bother with it?
Now I am using mantra of perseverance in combo with conjuration of phantasm: this gives me a 20 sec dot of 5 (-10 health points per second, so a 200 HP dot over 20 sec). Given the fact that conjuration of phantasm is pretty cheap and has a short refresh timer, it's pretty spammable and cool.
I am not sure it's that good however, because as a mesmer, my main job is to kill monks. And dots can be purged by monks I guess, just the way they can get rid of hexes. So I am wondering if I should not rather get direct damage spells instead, because these cannot be removed.
Any thoughts on this?
nostra Instead of using conjure phantasm (which does crap damage time wise), why don't you combo mantra of persistence with arcane conundrum (or better yet, migraine)? Put chaff hexes or diversion after casting conundrum/migraine to prevent them from being removed easily.
Of course you can use conjure phantasm on top of this, but as a mesmer your job is not to deal damage but to prevent other casters from doing their jobs, so why bother with it?
Flatliner
Heres the thing though. Most remove hex spells only remove 1 hex, and thats random.
Whats good about this?
Well, if you stack Conjure Phantasm on a monk with say Migrane and/or Backfire, the monk only has a 33% chance to not remove one of those skills that really hurts him.
Personally, I don't use DoTs, so I stack backfire with things like Diversion to give the monks less of a chance to remove Backfire. It also locks a skill for 45 seconds but does not hurt the cast time so backfire works to its fullest.
To the OP, I'm not to fond of Fainheartedness + Spiteful Spirit, if the warrior is taking damage when they hit, I'd like to see their attack speed as high as possible. Instead, try combining Spiteful Spirit with Empathy. They would then be taking about 50 damage everytime they attack.
Whats good about this?
Well, if you stack Conjure Phantasm on a monk with say Migrane and/or Backfire, the monk only has a 33% chance to not remove one of those skills that really hurts him.
Personally, I don't use DoTs, so I stack backfire with things like Diversion to give the monks less of a chance to remove Backfire. It also locks a skill for 45 seconds but does not hurt the cast time so backfire works to its fullest.
To the OP, I'm not to fond of Fainheartedness + Spiteful Spirit, if the warrior is taking damage when they hit, I'd like to see their attack speed as high as possible. Instead, try combining Spiteful Spirit with Empathy. They would then be taking about 50 damage everytime they attack.
mostro
Quote:
Originally Posted by Flatliner
Heres the thing though. Most remove hex spells only remove 1 hex, and thats random.
It is not random, it LIFO (Last in First Out). In other words remove hex will remove the last hex being put on that character. That's why you cast the big/important hex first and cover it with chaff hexes.
lightblade
Quote:
Originally Posted by Yukito Kunisaki
Um, how'd I end up with "professor" as my subtitle? I feel more learning than teaching... Also, since nobody's mentioning anything, I'll post my two re-re-revised warrior/curses builds later [damn, keep running into problems with them at times...]
Weakness: All hex spells
You're doing a big favor for warrior, especially warrior/monk, that there are so many of them out there
"I will Survive", gives him tons of regeneration, you're not degenerating him, you're actually regenerating him
Smite Hex: Damage all enemy around with holy damage(ignore armor)
Remake your build, you need to mix in some spells and enchantment, not just hex
You're doing a big favor for warrior, especially warrior/monk, that there are so many of them out there
"I will Survive", gives him tons of regeneration, you're not degenerating him, you're actually regenerating him
Smite Hex: Damage all enemy around with holy damage(ignore armor)
Remake your build, you need to mix in some spells and enchantment, not just hex
Flatliner
Quote:
Originally Posted by mostro
It is not random, it LIFO (Last in First Out). In other words remove hex will remove the last hex being put on that character. That's why you cast the big/important hex first and cover it with chaff hexes.
Ah, wasn't aware of that, thanks for the info.
The point does stand, Conjure would just need to be cast after the other hexes to cover.
The point does stand, Conjure would just need to be cast after the other hexes to cover.
Yukito Kunisaki
Quote:
Originally Posted by lightblade
Weakness: All hex spells
You're doing a big favor for warrior, especially warrior/monk, that there are so many of them out there
"I will Survive", gives him tons of regeneration, you're not degenerating him, you're actually regenerating him
Smite Hex: Damage all enemy around with holy damage(ignore armor)
Remake your build, you need to mix in some spells and enchantment, not just hex That shout only affects conditions, NOT hexes. The only condition this build gives is deep wound. (this build also runs off of 5 upper end stats so you can remake it the way you see fit if u wish)
Smite Hex removes only one of the many hexes from this build to do damage. Did I not mention that to use that spell, they have to cast it. Backfire, problem solved. Teammates may get hit, but the monk eats 115+spiteful.
Rend Enchantments removes any hope of most things. What's wrong with going all hexes when this build is here to do decent disruption on TOP of DoT.
Also, the one who mentioned faintheartedness with spiteful won't work... That normally shouldn't combo, faint is there to stack with the other DoT hexes. The fact that it makes a warrior more useless is ideal for mesmer isn't it? ^_^
You're doing a big favor for warrior, especially warrior/monk, that there are so many of them out there
"I will Survive", gives him tons of regeneration, you're not degenerating him, you're actually regenerating him
Smite Hex: Damage all enemy around with holy damage(ignore armor)
Remake your build, you need to mix in some spells and enchantment, not just hex That shout only affects conditions, NOT hexes. The only condition this build gives is deep wound. (this build also runs off of 5 upper end stats so you can remake it the way you see fit if u wish)
Smite Hex removes only one of the many hexes from this build to do damage. Did I not mention that to use that spell, they have to cast it. Backfire, problem solved. Teammates may get hit, but the monk eats 115+spiteful.
Rend Enchantments removes any hope of most things. What's wrong with going all hexes when this build is here to do decent disruption on TOP of DoT.
Also, the one who mentioned faintheartedness with spiteful won't work... That normally shouldn't combo, faint is there to stack with the other DoT hexes. The fact that it makes a warrior more useless is ideal for mesmer isn't it? ^_^
Nlandge
please clarify, "DoT"?
nostra
first, answer to the last poster: DOT means Damage Over Time (hexes that hurt over a given period of time, as opposed to DD, Direct Damage).
Quote:
Originally Posted by mostro
Quote:
Instead of using conjure phantasm (which does crap damage time wise), why don't you combo mantra of persistence with arcane conundrum (or better yet, migraine)? Put chaff hexes or diversion after casting conundrum/migraine to prevent them from being removed easily.
Of course you can use conjure phantasm on top of this, but as a mesmer your job is not to deal damage but to prevent other casters from doing their jobs, so why bother with it? Thanks for the tips. It is true that migraine would help, but I could not find it so far. Anybody knows where I can capture it?
Just one question about this spell though: it doubles casting time... but when you place backfire on a target, you want that target to cast as fast as possible, in order to take tons of damage, don't you? (ideal would be flare for instance or stone daggers) so, you cast backfire to hurt your target... but at the same time you lengthen said target's casting time, thus reducing the probability the target will cast and hurt him/herself...
Or am I missing the point and backfire is cast just to prevent the target to cast? (personnaly, I am a pvp beginner but do not always notice immediately if I am backfired and could very well cast twice before realizing).
Also, you say that conjure phantasm has crappy damage over time... I did mention I am using it in conjunction with mantra of persistence (although I used the wrong word, sorry for bad translation, but I am sure you understood what I meant). This means that it lasts double time, so about 20 sec... and 10 dam over 20 sec is about 200 hp dam, not bad I think for a spammable spell, no? I also like the fact that, contrary to flares / stone daggers that keep you occupied for a while, conjure phantasm can be used in a hit and run technique...
Given all the above, why should I not use conjure phantasm? Is it because it's considered as a hex and thus easily removable by monks?
nostra
Of course you can use conjure phantasm on top of this, but as a mesmer your job is not to deal damage but to prevent other casters from doing their jobs, so why bother with it? Thanks for the tips. It is true that migraine would help, but I could not find it so far. Anybody knows where I can capture it?
Just one question about this spell though: it doubles casting time... but when you place backfire on a target, you want that target to cast as fast as possible, in order to take tons of damage, don't you? (ideal would be flare for instance or stone daggers) so, you cast backfire to hurt your target... but at the same time you lengthen said target's casting time, thus reducing the probability the target will cast and hurt him/herself...
Or am I missing the point and backfire is cast just to prevent the target to cast? (personnaly, I am a pvp beginner but do not always notice immediately if I am backfired and could very well cast twice before realizing).
Also, you say that conjure phantasm has crappy damage over time... I did mention I am using it in conjunction with mantra of persistence (although I used the wrong word, sorry for bad translation, but I am sure you understood what I meant). This means that it lasts double time, so about 20 sec... and 10 dam over 20 sec is about 200 hp dam, not bad I think for a spammable spell, no? I also like the fact that, contrary to flares / stone daggers that keep you occupied for a while, conjure phantasm can be used in a hit and run technique...
Given all the above, why should I not use conjure phantasm? Is it because it's considered as a hex and thus easily removable by monks?
nostra
Yukito Kunisaki
The only reason some say conjure phantasm stinks is because it's a well known fact [I've seen it, experienced it, and accept it] that DoT in late game where hp counts hit the 560+ mark just doesn't feel like a real threat. Conjure alone is far too weak by itself but with this build, I'm hopefully making it with enough diversity and oomph that DoT is very viable and in effect, deadly.
DoT is the basis, but the spiteful + backfire sets up so that casters are in pain. Faintheartedness + Rend ensures that warriors with buffs are a lesser threat.
I'm hoping this build can deal max 10 pips degen ON TOP of making casters / fighters more useless...
DoT is the basis, but the spiteful + backfire sets up so that casters are in pain. Faintheartedness + Rend ensures that warriors with buffs are a lesser threat.
I'm hoping this build can deal max 10 pips degen ON TOP of making casters / fighters more useless...
PieXags
For the record, I thought ether feast stole 8 energy, and the amount of health you stole per energy point changed per level off that 'eh?
igormak
why not to use Soul Barbs?
Allmost all spells you use are hexes. Put a soul barbs on your target and then all your hexes one by one. Soul barbs will do about 20 damage @ lvl9 for every hex. So, you will end with about 100+ almost direct damage.
Allmost all spells you use are hexes. Put a soul barbs on your target and then all your hexes one by one. Soul barbs will do about 20 damage @ lvl9 for every hex. So, you will end with about 100+ almost direct damage.
Rajamic
Quote:
Originally Posted by nostra
Thanks for the tips. It is true that migraine would help, but I could not find it so far. Anybody knows where I can capture it?
Just one question about this spell though: it doubles casting time... but when you place backfire on a target, you want that target to cast as fast as possible, in order to take tons of damage, don't you? (ideal would be flare for instance or stone daggers) so, you cast backfire to hurt your target... but at the same time you lengthen said target's casting time, thus reducing the probability the target will cast and hurt him/herself...
Or am I missing the point and backfire is cast just to prevent the target to cast? (personnaly, I am a pvp beginner but do not always notice immediately if I am backfired and could very well cast twice before realizing).
Also, you say that conjure phantasm has crappy damage over time... I did mention I am using it in conjunction with mantra of persistence (although I used the wrong word, sorry for bad translation, but I am sure you understood what I meant). This means that it lasts double time, so about 20 sec... and 10 dam over 20 sec is about 200 hp dam, not bad I think for a spammable spell, no? I also like the fact that, contrary to flares / stone daggers that keep you occupied for a while, conjure phantasm can be used in a hit and run technique...
Given all the above, why should I not use conjure phantasm? Is it because it's considered as a hex and thus easily removable by monks?
nostra
With a different build, or a ranger or mesmer helping you on this target, Migraine + Backfire would work wonders.
Experienced players see that backfire icon appear immediately and then have to make a choice: get someone to remove it, wait for it to wear off, or cast through it and eat (likely large) damage. If they have someone remove it, you've got one mage who can't cast and another one occupied for a few seconds removing the backfire. If they wait, well, you just spent a few seconds casting a spell, and crippled an opponent. If they decide to cast through it, they are going to have a good reason to use whatever spell they are using. Since backfire damage is given the moment they begin casting (not when the spell is unloaded), you could then interrupt them, making them eat the backfire and still not accomplish whatever they felt was that important. The migraine just makes it easy to inturrpt most any spell. Your build doesn't have an interrupt, so you'd have to depend on someone else to cover that aspect.
As for conjure phantasm, yeah it can do some sizable damage, but the problem is that it does it soooo slowly endgame. In your example, you're talking about not even doing half-health damage on an enemy...over 20 seconds. How many healing opportunities is their monk going to have in that time? A strong healing monk-prime can heal about 100 points (half of that phantasm's damage) in a single Orison. Or they could just wait about 5-10 seconds and cast their +8 regen healing breeze, negating your phantasm with a bit of regen left over. Or they could just remove the hex. I'd prefer a poisoned Hunter's Shot (-7 degen from Bleeding and Poison for roughly 10 seconds), if nothing else because they are conditions, not hexes, making them use a completely different set of skills to remove. Hexes get thrown around so often.
What you want is spike damage. Something that will be almost impossible for monks to overcome. And there's the problem with late-game DoT: it's still capped at -10 (20HP/sec), while people are running around with 500-600 HP. With a decent bow and a single preparation like ignite arrows, a ranger can do that DPS with normal shots. And rangers are considered 'weak' by many.
And Ether Feast steals only 5, making it weak for energy denial and by endgame weak for self-heal.
Just one question about this spell though: it doubles casting time... but when you place backfire on a target, you want that target to cast as fast as possible, in order to take tons of damage, don't you? (ideal would be flare for instance or stone daggers) so, you cast backfire to hurt your target... but at the same time you lengthen said target's casting time, thus reducing the probability the target will cast and hurt him/herself...
Or am I missing the point and backfire is cast just to prevent the target to cast? (personnaly, I am a pvp beginner but do not always notice immediately if I am backfired and could very well cast twice before realizing).
Also, you say that conjure phantasm has crappy damage over time... I did mention I am using it in conjunction with mantra of persistence (although I used the wrong word, sorry for bad translation, but I am sure you understood what I meant). This means that it lasts double time, so about 20 sec... and 10 dam over 20 sec is about 200 hp dam, not bad I think for a spammable spell, no? I also like the fact that, contrary to flares / stone daggers that keep you occupied for a while, conjure phantasm can be used in a hit and run technique...
Given all the above, why should I not use conjure phantasm? Is it because it's considered as a hex and thus easily removable by monks?
nostra
With a different build, or a ranger or mesmer helping you on this target, Migraine + Backfire would work wonders.
Experienced players see that backfire icon appear immediately and then have to make a choice: get someone to remove it, wait for it to wear off, or cast through it and eat (likely large) damage. If they have someone remove it, you've got one mage who can't cast and another one occupied for a few seconds removing the backfire. If they wait, well, you just spent a few seconds casting a spell, and crippled an opponent. If they decide to cast through it, they are going to have a good reason to use whatever spell they are using. Since backfire damage is given the moment they begin casting (not when the spell is unloaded), you could then interrupt them, making them eat the backfire and still not accomplish whatever they felt was that important. The migraine just makes it easy to inturrpt most any spell. Your build doesn't have an interrupt, so you'd have to depend on someone else to cover that aspect.
As for conjure phantasm, yeah it can do some sizable damage, but the problem is that it does it soooo slowly endgame. In your example, you're talking about not even doing half-health damage on an enemy...over 20 seconds. How many healing opportunities is their monk going to have in that time? A strong healing monk-prime can heal about 100 points (half of that phantasm's damage) in a single Orison. Or they could just wait about 5-10 seconds and cast their +8 regen healing breeze, negating your phantasm with a bit of regen left over. Or they could just remove the hex. I'd prefer a poisoned Hunter's Shot (-7 degen from Bleeding and Poison for roughly 10 seconds), if nothing else because they are conditions, not hexes, making them use a completely different set of skills to remove. Hexes get thrown around so often.
What you want is spike damage. Something that will be almost impossible for monks to overcome. And there's the problem with late-game DoT: it's still capped at -10 (20HP/sec), while people are running around with 500-600 HP. With a decent bow and a single preparation like ignite arrows, a ranger can do that DPS with normal shots. And rangers are considered 'weak' by many.
And Ether Feast steals only 5, making it weak for energy denial and by endgame weak for self-heal.
Yukito Kunisaki
Good call on that ether feast... [I must have been thinking pve or something bah]
If the enemy tries any form of HoT enchantment, I'd like to think that Rend would stuff it. [that and I'd backfire / Spiteful the monk if warriors are not on my case]
edit:
wow, that idea of using soul barbs could be quite good. if either myself, or my teammates hex, it's damage, and if the enemy tries to cancel out my DoT with a HoT enchantment, blam again! or if they use things like defensive enchantments or conjure element... Wow, soul barbs can REALLY smash someone! [/ponder]
If the enemy tries any form of HoT enchantment, I'd like to think that Rend would stuff it. [that and I'd backfire / Spiteful the monk if warriors are not on my case]
edit:
wow, that idea of using soul barbs could be quite good. if either myself, or my teammates hex, it's damage, and if the enemy tries to cancel out my DoT with a HoT enchantment, blam again! or if they use things like defensive enchantments or conjure element... Wow, soul barbs can REALLY smash someone! [/ponder]
Shaubarak
Quote:
Xellos
A pip is 2 regen/degen a second. So the max is 20dps, which is actually really small when compared to things in late game.
Yukito Kunisaki
Yes Xellos we're all aware of that.
However, it's 10dps + other things...
Spiteful Spirit
Backfire
Soul Barbs
Then that inspiration of 8 can be used with either
Ether Lord
Mantra of Recall
This build needs energy and having 8 inpiration total should do something to allieviate the stress. That and a friendly necro who Blood is Power's you for a total of 10 energy regen with Ether Lord
However, it's 10dps + other things...
Spiteful Spirit
Backfire
Soul Barbs
Then that inspiration of 8 can be used with either
Ether Lord
Mantra of Recall
This build needs energy and having 8 inpiration total should do something to allieviate the stress. That and a friendly necro who Blood is Power's you for a total of 10 energy regen with Ether Lord
Axehilt
Quote:
Originally Posted by Rajamic
As for conjure phantasm, yeah it can do some sizable damage, but the problem is that it does it soooo slowly endgame. In your example, you're talking about not even doing half-health damage on an enemy...over 20 seconds.
And Ether Feast steals only 5, making it weak for energy denial and by endgame weak for self-heal.
I'm not sure of the benefits of Conjure Phantasm in PVP. In PVE however, DoTs can be extremely energy-efficient ways of laying damage on the enemy - even endgame mobs. Spike damage is all well and good, but unless you're very quickly spiking things to death it might not be best. In long battles it really seems beneficial to be energy efficient for your damage spells and then interrupt/Backfire monk mobs to prevent them from countering it (well, generally you'll have both the DoT and the Backfire on the monk mob since you'll be focusing on them first.)
Let's get a little more perspective by comparing Conjure Phantasm alongside some Elementalist nukes:
* At 11 illusion Conjure Phantasm does 110 damage for 10 energy.
* Two 11 fire magic Elementalist Flares do 76 damage for 10 energy.
* A 11 fire magic Meteor does 86 damage for 10 energy (plus a stun effect, but 3-second cast time).
* 11 fire magic Inferno does 92 AOE damage for 10 energy.
Note that Elementalists are designed as a high direct damage class, and each of those spells is affected by armor whereas DoT spells are 100% armor piercing. Certainly it's a disadvantage that the damage doesn't all occur instantly, but there are advantages to DoTs.
At 11 inspiration Ether Feast gives you 115 health for 5 energy. I'd agree that that's a very low end self-heal for the endgame (especially considering 11 inspiration is rather high). Mesmers aren't known for their self-heal capabilities and I'd probably substitute Ether Feast for a damage mitigation skill instead - and let the Monk focus on what he's best at. There's a lot of great damage mitigation skills in the Inspiration tree.
mostro
Quote:
Originally Posted by nostra
Or am I missing the point and backfire is cast just to prevent the target to cast? (personnaly, I am a pvp beginner but do not always notice immediately if I am backfired and could very well cast twice before realizing).
Also, you say that conjure phantasm has crappy damage over time... I did mention I am using it in conjunction with mantra of persistence (although I used the wrong word, sorry for bad translation, but I am sure you understood what I meant). This means that it lasts double time, so about 20 sec... and 10 dam over 20 sec is about 200 hp dam, not bad I think for a spammable spell, no? I also like the fact that, contrary to flares / stone daggers that keep you occupied for a while, conjure phantasm can be used in a hit and run technique...
Given all the above, why should I not use conjure phantasm? Is it because it's considered as a hex and thus easily removable by monks?
nostra IMHO, there is really no point in stacking migraine and backfire. Like you said, backfire + some chaff enchantments will either kill a monk (if he is stupid enough to cast through it), or prevent him from casting for 10 sec. Why cast migraine on someone who won't cast?
What I like to do is to cast this backfire on one monk and find the second monk, cast migraine, and then hit him with power leak when he tries to cast. Migraine is especially nasty against protection monk since they have a lot of quick casting protection spells; it slows them down to the point where you can actually interrupt those spells (if you feel like it).
Conjure phantasm is actually a good damage from the cost stand point, especially if you use mantra of persistence. The problem is that it does the damage slowly, giving time to the enemy monk to remove it (using remove hex) or just to counter it by using healing breeze/shield of regen.
I would probably use it in the random arena however since there is a chance that the enemy team may not have a monk or bring hex removal.
Also, you say that conjure phantasm has crappy damage over time... I did mention I am using it in conjunction with mantra of persistence (although I used the wrong word, sorry for bad translation, but I am sure you understood what I meant). This means that it lasts double time, so about 20 sec... and 10 dam over 20 sec is about 200 hp dam, not bad I think for a spammable spell, no? I also like the fact that, contrary to flares / stone daggers that keep you occupied for a while, conjure phantasm can be used in a hit and run technique...
Given all the above, why should I not use conjure phantasm? Is it because it's considered as a hex and thus easily removable by monks?
nostra IMHO, there is really no point in stacking migraine and backfire. Like you said, backfire + some chaff enchantments will either kill a monk (if he is stupid enough to cast through it), or prevent him from casting for 10 sec. Why cast migraine on someone who won't cast?
What I like to do is to cast this backfire on one monk and find the second monk, cast migraine, and then hit him with power leak when he tries to cast. Migraine is especially nasty against protection monk since they have a lot of quick casting protection spells; it slows them down to the point where you can actually interrupt those spells (if you feel like it).
Conjure phantasm is actually a good damage from the cost stand point, especially if you use mantra of persistence. The problem is that it does the damage slowly, giving time to the enemy monk to remove it (using remove hex) or just to counter it by using healing breeze/shield of regen.
I would probably use it in the random arena however since there is a chance that the enemy team may not have a monk or bring hex removal.
Yukito Kunisaki
Remove Hex has counters built into this build...
Backfire [owchie]
Soul Barbs [oh yeah use that enchantment yeah ]
And the all important Spiteful Spirit [which when the enemy does mob up occasionally, is downright devastating]
nailing multiple enemies for 26+ dmg multiple times is nightmarish for a healer.
Backfire [owchie]
Soul Barbs [oh yeah use that enchantment yeah ]
And the all important Spiteful Spirit [which when the enemy does mob up occasionally, is downright devastating]
nailing multiple enemies for 26+ dmg multiple times is nightmarish for a healer.