Build Reviews!

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

GWGurus is proud to unveil the latest in our ongoing series of articles, essays, and sundry game knowledge : Build Reviews. Proudly because it's by yours truly. It's the first in my ongoing series of looks at people's builds and just what they do right and just what they do wrong as well as the dillemas and choices made in the simple act of making a build. If you'd like to have your own build featured in a future article, please contact me or leave your build in this thread. Otherwise, enjoy my examination of Scaphism's Necromancer/Warrior in my first outing right here.

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

First I'd like to say thanks to Rex for giving my build such a thorough look and critique. It's easily the most knowledgable review of a support character and the function of that role in Guild Wars that I've seen to date.

On to the build. I think it's crucial to point out how heavy the cost is from using Order of the Vampire. When I first came up with the idea it was 5 energy and 16-67 health. The latest available info puts the energy cost at 10 and the health sacrifice remains the same.

You have to consider those costs over the duration of a fight. OoV only lasts 5 seconds, and you'll want to recast as often as possible, but you simply cannot. You can theoretically cast OoV 4 times every 30 seconds, but that would give you no energy to do anything else (assuming you're just living off of energy regen.) I'd anticipate casting it 2-3 times every 30 seconds, costing you 20/30 energy and 126/189 health. Healing Signet is better than just about any other heal because it costs 0 energy. The only other 0 energy heal is Signet of Devotion, and you need to be a Monk Primary to use it. I prefer a necro/warrior because it gives you the added defense of a shield and a few good skills to use it with. Outside of signet of devotion, Divine Favor is pretty much trash, and on top of that, being a monk you pretty much walk around with a big target on your chest. Sacrificing health + looking like a monk = fast way to die. Healing Signet is bad when you're the one getting focused on, but then, that's what your stances are for.

Stances: There are only 3 stances I'd consider using- Deflect Arrows, Shield Stance, and Disciplined Stance. Disciplined Stance is probably the worst of the 3, with the shortest duration and highest energy cost, but it does give + armor.

There is room for something like Enfeeble in the build in case you need to buy time against their melee units. I'd hesitate to bring enfeebling blood, since you really need it to hit 3 attackers to pay off on the extra energy and life, as well as being a 2 second cast instead of 1 second. Enfeeble is quicker, cheaper, and lets you be specific about your target, in addition to not costing extra life. Essentially I don't want to sacrifice any more life than I need to on this build.

I completely passed over Malaise when coming up with the idea for that very reason- I don't want to lose any more health than I'm already giving up. But Malaise could be really useful if they are casting too many hexes or blinds on your warriors and rangers or if their monk is throwing out too many guardians/shield of deflections. So while I'd say my general policy would be to stay away from giving away your own life, if you're facing a heavy defensive team where you aren't at risk for taking a lot of damage yourself, you can throw out one or even two Malaises and more than make up the damage with Healing Signet. Even better would be standing in a well of blood.

Also, at 11 blood you can forget life siphon, as it only gives +2/-2. If you pump blood to 12, then consider bringing it for +3/-3, otherwise, it's left at home.

I'd also add that Frenzy+Wand is a decent way to contribute to the damage on any target that has weaken armor/barbs/mark of pain on it. Order of the Vampire should work with any weapon attack, so Warriors and Rangers, as well as casters using wands benefit.

Regarding energy costs:
Oov: 10 energy, 5 second recharge.
Enfeeble: 5 energy, 5 second recharge.
Malaise: 5 energy, 2 second recharge.
Barbs/Mark of Pain/Weaken Armor: 10 energy, 30 second recharge.
Rend Enchantments: 10 energy, 30 second recharge.

In a 30 second timeframe you have 40 energy (4 pips) to work with. That's something like 2 OoV, 1 Barbs/etc..., and 2 Enfeeble/Malaise. That doesn't include your starting energy pool, which you will probably use punching through enchantments or using to activate a stance if you get targeted early. Any corpses dropping will give you a spike of energy, enough to get off another of your quick recharging spells- OoV, Enfeeble, or Malaise, whatever the situation calls for.

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

Quote:
Originally Posted by Scaphism
Also, at 11 blood you can forget life siphon, as it only gives +2/-2. If you pump blood to 12, then consider bringing it for +3/-3, otherwise, it's left at home.
I wouldn't discount Life Siphon quite so quickly. With a 2 second cooldown and up to 22 second duration. There is no reason this can't be cast on multiple targets. It may not threaten each target but, it adds up to a nice regen rate.
If you dump OoV for OoP you might consider the Elite Offering of Blood as an energy source.

( Personally I would go Mesmer secondary and use Ether Feast with Offering of Blood to power up. But that's just me. )

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Quote:
Originally Posted by Scaphism
First I'd like to say thanks to Rex for giving my build such a thorough look and critique.
Happy to do it, Scaphism.

Quote: Originally Posted by Scaphism On to the build. I think it's crucial to point out how heavy the cost is from using Order of the Vampire. When I first came up with the idea it was 5 energy and 16-67 health. The latest available info puts the energy cost at 10 and the health sacrifice remains the same. Right. I's a very costly skill especially given its recycle period. You are capable of casting it that 4 times in 30 seconds but as Chuckles would say that's a pretty hefty energy duty to incur as well as the additon of what I'll call the sacrificial skill's health duty as well. 250 odd health is nothing to scoff at, certainly. And 40 energy is all the energy a 4 pip Necro will regenerate during that time.

However, I don't think it's as bad as you make it out to be or at least consider it. Firstly, your energy outflow would be matching up with your regeneration, you'd be breaking even just recasting OoV. It's only when you try and do more that you actually lose energy but considering you have at least 30 energy and a focus and all the rest to start with you don't have to worry about it that much to preclude you from casting that Barbs or Rend or whatever else your team needs to win *better* and still chain cast OoV. You can keep up OoV with the occasional other spell (barring getting sapped by something like Energy Drain or Power Leak) for several minutes. Put it this way, you start off with 40 odd energy, you regenerate 40 energy every 30 seconds, it's going to take 2 minutes to run dry if you spend 50 energy in those 30 seconds. How long do you expect a battle to last? A match is decided not over the span of 2 or 3 minutes but in the space of a 30, 20, 15 seconds. What you want to be doing is controlling those few second by packing as much action into them as possible (well, first you need to recognize that a window of opportunity exists) you need to cast your spells and run at an energy deficit during that time in order to give yourself the best chance of winning. You're planning for a monkless team, what's likely oging to decide the battle is whether or not your team can win the damage race before the other side can. If one of you drops first then you've probably lost because you're that much weaker and the same goes for the other team. You need to make sure that first punch is as strong as possible in order to knock the other side out. The point being, it's not managing your energy poorly to spend it all when it actually matters, not spending it when there's a need is akin to finishing a StarCraft match when you've piled up 10000 crystals - that's nice, good resource gathering, but you've just lost because your opponent was actually *spending* his money and you were hoarding it - the key is to pick your moments. If your team can't finish off a few targets in 30 seconds then you're in trouble in the first place, pack as many spells in there as possible and then rest and regenerate to do it all over again the next time an opportunity arises. Don't forget that you also have Soul Reaping which, while not a sure thing, will occasionally be dropping 8 energy in your lap, too. You're an energy hog but you're a hog that's a lot better than someone who's decided to spend 30 seconds blasting away with Flare.

As for health, remember, it's the last health point that matters. Everything else is just padding. Yes, you're going to chop away your health at a furious rate. But that's why you have your healsig and your well of blood and the stances to make you less vulnerable. Just as with energy you're trading a resource - your life's blood, in this case - to actually *do* something. As long as you're not actually killing yourself or tryiing to spam OoP, Rend, Malaise, Demonic Flesh, BiP and whatever else costs you health when you're taking a pounding it's managable. As long as you still have 1 health, you can still act and make a difference. You shouldn't be in the middle of the fray, anyway, so your health duty isn't that much of a burden. And, as you say, when you start to dip too low, you stand in a well or you healsig up.

So, you can tolerate casting OoV as many times as you can, at least for a short burst, and short bursts are really what battles hinge on, therefore, don't do it all the time but don't be afraid of it, either. You might think about adding Well of Power or replacing Well of Blood with it if you're really worried about energy. It's a longer casting time and longer recharge but it's not that much worse of a heal that both lasts longer and adds 2 pips of energy regeneration. Also consider Demonic Flesh if you're really worried about losing too much health. It'll last a long time and it'll make your sacrificial spells work as far less of a percent of your overall health.

Quote: Originally Posted by Scaphism
Healing Signet is bad when you're the one getting focused on, but then, that's what your stances are for.

Stances: There are only 3 stances I'd consider using- Deflect Arrows, Shield Stance, and Disciplined Stance. Disciplined Stance is probably the worst of the 3, with the shortest duration and highest energy cost, but it does give + armor. I'd go with Shield or Disciplined unless you really expect to face a lot of Rangers. None of the stances really thrill me, though, because of their short durations and long recharge times. You'll only be protected about 1/6th the time (although it's devilishly hard to remove a stance one it's up) and that's not something I like but it's what you've got to work with so try and find the best of a bad lot. I like the idea of a defensive stance, don't get me wrong, it's just looking over them I can't find a single one thats I'd really want to use except in spot duty. Personally, I'm not planning on getting focused except when most of the rest of my party is dead, and that's really the only time when getting 50~75% protection really makes sense to me...

Quote:
Originally Posted by Scaphism
So while I'd say my general policy would be to stay away from giving away your own life, if you're facing a heavy defensive team where you aren't at risk for taking a lot of damage yourself, you can throw out one or even two Malaises and more than make up the damage with Healing Signet. Even better would be standing in a well of blood. Right, you don't need to have a skill you'll be casting all the time like OoV. What you need is a skill or two that's going to be useful when you need it to be and you can just ignore the rest of the time. And what you really want is for that skill to aid you when everything else is going wrong. Malaise fits well I think. I'd take it if you were planning a Tombs run or something because odds are you'll run into a defensive or caster-heavy team eventually and when you dn't you can just not cast it. Whatever you find, you just need to find some skill along the lines of Mailaise. You've got your main role covered, you've got the skills to keep you busy most of the time, and you still have room on your bar. Time to stick in some more situational or conditional stuff that you might not need every match but can tip things your way in the right match.

Narcism

Krytan Explorer

Join Date: Feb 2005

Ottawa, ON, Canada

Mostly Harmless

W/

Quote:
Originally Posted by Greentongue
I wouldn't discount Life Siphon quite so quickly. With a 2 second cooldown and up to 22 second duration. There is no reason this can't be cast on multiple targets. It may not threaten each target but, it adds up to a nice regen rate.
If you dump OoV for OoP you might consider the Elite Offering of Blood as an energy source.

( Personally I would go Mesmer secondary and use Ether Feast with Offering of Blood to power up. But that's just me. ) As well, a Mesmer secondary also comes to mind and can be used to alleviate your Energy Problems. Mantra of Recall would also do nicely if you dumped OoV for OoP, as well, Power Drain is still a beast of an Energy gaining skill.

Not to forget, all those points in Inspiration will give you a nice self-heal (Ether Feast, Greentongue mentionned it).

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

I'd love it if you reviewed mine. Having pages of insite is great...

"Warrior's Bane" R/E

Marksmaship 13 (11 +1 rune +1 mask)
Expertise 12 (10 +2 rune)
Air Magic 11 (11 +1rune)

Hunter's Shot
Barrage[E]
Power Shot
Favourable Winds
Pin Down
Distracting Shot
Enervating Charge
Conjure Lightning

Thanks for considering my build

Lamaros

Academy Page

Join Date: Feb 2005

Australia

It strikes me that a support player would want to have the most flexible build of all. A healer/protector can do their stuff regardless, and a damage dealer wants to maximise their output too; the support players role is to make sure those members of the party get to do what they're built to do.

In that sense I would think that a support player would probably be only using 5 skills in a match, depending what they come up against, while the more focused ones would be hoping to make use of their whole bar.

I'd break it down to 2 universal skills which you will probably get going every round, and then two clumps of 3 or three clumps of 2 that get a workout when the need arises. As Rex said in his article, if you focus too much on the one path you leave yourself open to getting countered to the point of uselessness... but if you stretch yourself too far then you wont be able to do anything significant either way.

The problem I think you get with OoV as a _build_ is that it doesn't allow this flexibility, it basicly makes you an extension of the damage dealers in your party. Working the rest of the build around OoV, how to make it work better, how to keep it useful when you get countered, is the one mentioned several times already; you stretch yourself too thin. OoV and a few healing skills will make your melee damage work wonders, but when you run up against a group running anti-melee you have to stop thinking about how to make OoV work and concentrate instead on makeing melee damage work; you don't have enough time/energy/health to try and counter their counter and still pull out OoV. It wont really matter either, the battle will be determined by whether the melee hits or misses.

So instead of trying to make the other half of the build skills that will let you work with OoV when it gets countered I'd say this: OoV is your strategy, it'll work well unless you get countered, put a couple of skills in there that work around it, something to keep you healed, something to whip out in the downtime which doesn't cut further into your energy reserves. Then work out what would counter your plan and spend the rest of your skills on counters for that. Then if they run anti-melee then you'll have the skills to hit them back, and if they dont you'll have the power to rip through them as per the original plan.

There's always a lot of focus on what your team is going to do, how it's going to do it, and how the other teams could stop you. There's a tendancy to look at counters and think "how can we still excute out plan if they do that?", I think it's just as important to ask yourself "If they can counter us painfuly, what kind of builds will they be running, and what's the best way to counter those kinds of builds?". Stop looking at the individal skills you're using, and focus on the team philosophy that guides their selection/counters.

Then again, having said all this rubbish, I havn't played in a while so I'm prepared to be wrong.

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

Quote:
Originally Posted by Greentongue
I wouldn't discount Life Siphon quite so quickly. With a 2 second cooldown and up to 22 second duration.
I would, and I'll explain why:

With 12 in Blood, it gives +3/-3, and at 11 Blood it's +2/-2.
Both spells cost 10 energy.

The attribute level directly affects the skill's performance. A level 12 Life Siphon lasts 22 seconds, whereas a level 11 Life Siphon last 21 seconds. That's a somewhat trivial difference compared to the pip effectiveness.

Comparing 1 life siphon:
12: +6 health per second/-6 health per second. Over 22 seconds that nets you 132 health and costs your target 132 health for 10 energy. That's 13.2 health per point of energy spent.
11: +4 health per second/-4 health per second. Over 21 seconds that nets you 84 health and costs your target 84 health. That's 8.4 health per point of energy spent.

That's a difference of +48/-48 health for the same energy.

The problem becomes even more clear when you start casting multiple life siphons, as you advise doing.
Your positive health regen is capped at +10. You can achieve +9 regen with 3 life siphons spread over 3 targets at a cost of 30 energy. To get a similar net effect you have to cast 4 or 5 life siphons, all on different targets, to almost match a level 12 life siphon. You're spending 33% or 66% more energy, and you have to spend extra time switching targets.

As it stands, life siphon, even at level 12, is one of the most marginal skills on the list (for this build). You simply don't have the energy to throw around 3 life siphons in a 30 second period, let alone 4 or 5.

Personally, I would never bring a 2 pip life siphon along. Especially when you can switch your helm to give an extra +1 to blood at the cost of 1 curses. (12 blood, 10 curses instead of 11 blood 11 curses), especially when the only thing that really gets effected in your curses is the duration. I don't really care if enfeeble or malaise lasts 15 or 17 seconds, the first 10 seconds it's up an running are a lot more valuable to me than the last 2 or 3.

So if I did bring life siphon, it would only be when I shifted my attributes around to have 12 in blood.

As for Offering of Blood:
It's a bad elite. The energy gain isn't bad, it's the secondary costs that kill it. A 3 second cast time is brutal, and on top of that I have to sacrifice 43 health just to use it.

Mesmer as a second profession:
If energy management becomes a big problem for this character, I probably would look at the mesmer. But as it stands, I can cast my hexes and buffs without too much of a strain on my energy, and Soul Reaping kicks in without any attention put into using it. (Don't have to time an interrupt or spend time casting Energy Tap, etc...). Tactics addresses a lot of the secondary needs of this character: Extra defense (a good tactics shield), a free heal, and a "Panic button" option if I become a target for the other team.
Mesmer doesn't address my defense enough, and since my primary skill requires me to give up my own health, that remains a bigger concern than energy, which I currently have enough of to operate.

Also, I should reiterate that I have every intention of using Order of the Vampire, not Order of Pain, unless a really spectacular elite is found. OoV is a supplemental source of healing that is difficult to counter with traditional healing disruption. Normally you'd remove an enchantment that is healing the target, but in this case everyone on my team gets an enchantment on them- there is simply no way to remove them all. The proper way to deal with it, as Rex pointed out, is to make the attackers from my team miss. A spell like Guardian or Shield of Deflection is anathema to my strategy- I probably want a mesmer on my team with Diversion and Signet of Humility specifically to counter those two skills.

*Edited to address Lamaros' post*
I'd agree that the focus of this character is narrow, but I'd argue that it's effective at what it does. It adds damage and healing to your entire team, without them having to devote their resources. I think the question is really whether this build or not does a good job doing what it's designed to do- stack the tables further in favor of a team loaded with phyiscal attackers. And it does that. If your TEAM is not prepared to address another team built to counter them, then this character is screwed just like everyone else on your team. I wouldn't put the burden of having all the anti-counter skills on this character. My rangers need concussion shot and choking gas and my sword warriors need to bring savage slash. That's part of doing their job efficiently.

Don't get me wrong, I think your points have a lot of merit. I think that you're looking at this from a different build philosophy however.
Quote:
Originally Posted by Lamaros
Stop looking at the individal skills you're using, and focus on the team philosophy that guides their selection/counters. You want me to plan a counter punch to their counter punch. This necromancer just isn't equipped to do that, and in the end it may be a big shortcoming for any melee-heavy build if anti-melee is too powerful. Enchantment removal is included in the build for a reason- if they throw a big buff like Shield of Deflection, Healing Hands, Shielding Hands, etc... on my team's called target, that's there to punch through it. Shield of Deflection earned it's nickname as "Shield of Abuse" because it can be recast every four seconds. If it's so powerful that it renders every melee heavy team obsolete, then it's overpowered. Whether or not I bring Order of the Vampire is irrelevant at that point. My team needs to either quickly switch targets or stop them from casting in the first place. I've added Malaise to the list of skills I'd probably bring to help counter casters. Beyond that, the good necromancer skills are built mainly to deal with threats from opposing warriors. The Blood/Curses/Tactics list doesn't have much beyond that for caster shutdown- I need to rely on other team members for that.
But that's getting into team design, which as I said is a valid point, but isn't the essense of this individual build.
Quote:
Originally Posted by Lamaros
The problem I think you get with OoV as a _build_ is that...it basicly makes you an extension of the damage dealers in your party. You say that as if it's a bad thing. The point is that this character an extension of everyone swinging a weapon on the team. If a character using OoV contributes less than another person swinging a weapon would (and note that he can use a wand from a safe distance), then I would scrap the build and simply make another warrior or ranger. But as long as there are 3 people on my team already attacking, OoV is like adding an extra attacker onto that, since it's adding 12 or 13 damage per hit, AND giving health to the attacker passively. And if my team has, say 5 attackers, that's adding 60 or more damage when they attack.

Lamaros

Academy Page

Join Date: Feb 2005

Australia

I have to agree with basicly everything you say, I guess I was responding to some of the suggestions on what to do with it rather than the original build.

Except for the perhaps the last point. As you said, the necro skills are most powerful when focused in a certain way, but given the limitations placed on you in a team battle, the need to make the best use of your energy in a limited time and the like, it does seem that you could make an effective individual build where the focus is based off OoV but equaly split with another viable strategy (preferably one that works in a very different manner to the original one), allowing you to choose which to use depending on the battle, or switching from one to the other as the battle changes over it's length. This individual flexibility would then translate into team flexibility, while still being able to be harnessed in to direct pre-prepared strategies.

Anyway, I think I'll hold off contributing more to this topic untill after I have the upcomming BWE under my belt.

Greentongue

Greentongue

Frost Gate Guardian

Join Date: Feb 2005

Orlando, FL

If you do find that you run down on health and/or energy too fast, you may still want to consider OoP and a different Elite. Not to say your selection of OoV is not good, I certainly think it is, as would the physical damage dealers in your party.
Since you will be depending on physical damage dealers hitting their targets anyway, there should be a lot of conditions being generated. That may make "Victory is Mine!" a great skill to have for recovery.

"Victory is Mine!" ELITE (Shout) You gain 10..56 Health and 5 Energy for Each Condition suffered by adjacent foes.

filter

filter

Banned

Join Date: Feb 2005

The Einherjar

Mo/

Will this OoV,OoP spamming build here from TGH work as the poster suggests?

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

For people who are lazy to link here's the build :

Quote:
Originally Posted by Rystom at TGH
Necromancer/Ranger

Soul Reaping 10+1 (lesser ruin)
Blood Magic 10+1+2+2 (scar pattern)(+2 ruin)(Awaken Blood)
Beast Mastery 10

Awaken Blood
{E} Order of the Vampire
Order of Pain
Life Siphon
Call of Ferocity
Revive Animal
Sybiosis
Animal Companion It will work to offset the blood cost of spamming sacrificial skills, sure. The Orders are enchantments, enchantments trigger Symbiosis when they're cast, so since you'll be getting rougly the same amount from Symbiosis as you'll be losing from the Orders, you won't feel it. Not right away, at least. I haven't checked this out personally and I couldn't tell you if I had now, anyway, but the danger here is if Symbiosis acts like Endure Pain. That similarly boosts your health temporarily but when it ends that health goes away. If you get +100/+100 to your current and maximum health you'll get -100/-100 to both when it ends. It doesn't increase your actual health at all, just provides a bit more temporary padding so you hopefully don't go below 0. If you have 250/480 Health and use Endure Pain to get 350/580 and take 30 damage to be 320 when Endure ends you'll drop not back to 250 but to 220/580. That 30 damage comes out of your actual hitpoints, not the bonus ones, it's only when you drop below 0 that they actually matter. And the problem here is that the Orders *end*, too. Symbiosis increases your hp while enchanted but what does it do when those enchantments end? That's right, it also ends, taking away that bonus hp. So rather than ping-ponging back and forth, dropping 130hp then raising 120, then dropping 130, then raising 120, to go from 480/480 to casting Order of Whatever to get to 350/480 to the Order tirggering Symbiosis to get to 480/600 to the Order ending and being recast to get to 340/480 to Symbiosis triggering to get 470/600 (There's a bit of loss built in already, the post at TGH has the exact figures, if it worked this way, you'd be better off dropping 1 on Blood to make sure Symbiosis healed you completely) what will happen looks more like 480/480 to cast OoW for 350/480 to Symbiosis going off for 480/600 to OoW ending to fall to 350/480 to cast OoW again for 220/480 to that triggering Symbiosis again for 340/600 and so on. Even if you could figure out a way to tweak the recharge of the Orders so that you could cast them before then ended you'd run into the same problem, what you're doign then is just lengthening the duration on an existing enchantment, there's no new enchantment so there's no new Symbiosis boost. Either way, the effect should be the same, you're just taking slices out of a slightly bigger pie.

In other words it's not cycling back and forth with some entropic loss like this :

Start 480/480

OoW : -130/0
Total :350/480

Sym : +120/+120
Total : 470/600

End : 0/-120
Total : 470/480

OoW : -130/0
Total : 340/480

Sym : +120/+120
Total : 460/600

End : 0/-120
Total : 460/480

Where you can repeat it nearly indefinitely. It's a steady decrease because you're not going up 120 and going down 130 you're going down 130 and gaining a bonus 120. End - or when the Order ends and Symbiosis fades - isn't 0/-120, it's -120/-120 just as Sym - or when the bonus from Symbiosis triggers - is +120/+120.

Start 480/480

OoW : -130/0
Total :350/480

Sym : +120/+120
Total : 470/600

End : -120/-120
Total : 350/480

OoW : -130/0
Total : 220/480

Sym : +120/+120
Total : 440/600

End : -120/-120
Total : 220/480

Where with another few iterations and you've just comitted suicide. That's if I'm right, which I'll freely admit I might not be, but even if Rystom is right and you don't have to worry about the enchantment ending with Symbiosis the same way you have to worry about the duration ending with Endure Pain ther's still a big problem. Energy. Forget the blood cost, you've managed to solve that, fine. The Orders are 10 energy and will recycle in about 7 seconds (2 second cast times with 5 second recharges). Cast both of them and that's 20 energy in 9 seconds or the equivalent of 6 2/3rds pips of energy flowing out of your character. With 4 pips to start with, that's a deficit of nearly a full 3 pips or Ranger *de*generation. Before you cast anything else. You're planning on running AtB so you're spending yet more energy. Rystom says that Soul Reaping will make up the cost but if that's so with SR 11 he's counting on someone dying - and his being within range, something you don't want to do - about once every 10 seconds. That's extremely ambitious even when you're buffing everyone with OoV and OoP. And when you want to cast other things like the call for the pet or Life Siphon then you're further in the hole and will need more deaths to stay afloat.

And, yes, the Orders shouldn't affect the pet. It's not technically a party member so it doesn't benefit from things like that anymore than an NPC like Rurik or the archers in your guild hall would. Since you'll pump up Beastmastery for Symbiosis there's worse things you can do, I guess, but a pet is pretty useless, it's just goign to be cannon fodder because its damage is pitiful and a competant opponent is just going to side-step it and head for a target that actually matters.

That's the next problem here. Okay, so, let's take it for granted that SR will pull off the miracle and keep you in energy, your next problem is that you have absolutely no defense whatesoever with this build. Your only healing is Symbiosis - dependant on you spamming your Orders which involves standing still and losing your health - and Life Siphon - which involves you losing yet more energy for a lousy 3 health pips a cast, that's 6 HPS when your opponents are going to be doing upwards of 30 DPS, you'll need a lot of energy and a lot of targets to break even there - so you're incredibly vulnerable to being attacked. For SR to work you'll need to be poking around the battle where you teammates will be using your Orders to kill something, hopefully, and that means you're within striking reach of the other team, especially as you'll likely be by yourself, trying to stay at a point in a triangle with your offensive teammates who you need for energy and your healers and other high priority target's who are goign to draw enemies like flies as the other points. If I'm a target caller and I see a lone caster that's a pretty good target of opportunity. Especially if I notice they're a nec and the other sides spamming OoW. At that point Symbiosis is meaningless. Doesn't matter if you have 600 hp or 200 hp, the other team will chop away at that in a flash if they focus you. You're going to need your healer to bail you out at that point because a focused target is going to go through a swing of thousands of hit points before they're out of danger or dead and this character has no defensive buffs or effective self-healing to make things better. At least you can use Necrotic armor.

Oh, and I didn't mention this but casting Symbiosis yourself is really kicking yourself in the teeth if you're in trouble. 5% DP isn't much but it's certainly not helping you in that case. It's less health and less energy, that's a recipe for trouble when you care as much about both as an Order spammer does. But, I think rituals are underused mostly because the DP cost puts people off and far be it from me to disuade people further. I'd stick Symbiosis on another character on my team and stack up low-cost efficient defenses on the Nec/Ran to survive better.

I suspect this is something put together on paper without actually testing how it works. There are a few key assumptions which, if wrong, absolutely torpedo things. So, as I can't exactly say whether or not things are okay, I'll just have to fall back on an old maxim of mine, "Never trust a build that uses a pet. Pets suck. People who want to use a pet have probably missed something somewhere."

Shrapnel_Magnet

Shrapnel_Magnet

Pirate?

Join Date: Feb 2005

British Columbia, Canada

Idiot Savants

R/

lol, I hate when I see team members attacking pets in the arena... especially if we're the only 2 people alive and he's worrying about the pet... :P it's pretty awesome (sucks)

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

The second build review can now be viewed here. This time around I take a look at Kui's excellent Illusionary Weaponry Mesmer/Warrior, which you can see for yourself right here. It's a long read and you can put the blame squarely on Kui's shoulders, if in fact that bothers you, for not bothering to tell me about his BWE experiences for so long. That gave me plenty of time to pad things out. :P

NewUser

Pre-Searing Cadet

Join Date: Feb 2005

Wild Blow
Description: Lose all adrenaline. If it hits, this attack will be a critical hit. If Wild Blow is blocked or evaded, any stance being used by your target ends.
Energy Cost: 5
Activation Time: None.
Recharge Time: 5 Seconds.
Linked Attribute: None.
Skill Type: Melee Attack.


If Gash works like you said in your article, wouldn't using the above skill also work? A critical hit with 14 Illusion magic will cause 76 damage everytime no? With a recharge time of 5, Wild Blow would be a better substitute for Hundred Blades 8 sec recharge.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

An Illusionary Weaponry hit will not be a critical hit under any circumstances. If IW says you do 30 damage you do 30 damage each and every swing, no exceptions, no changes due to armor, no critical hits. Using Wild Blow you'd get the same damage as if you'd just taken a normal swing. As I'm also pretty sure an IW hit can't be blocked or avoided using Wild Blow is spending 5 energy to make a normal attack. As such, it has no place in an IW build.

Freyas

Freyas

Champion of the Absurd

Join Date: Jan 2005

Spirits of War

Mo/W

Wild Blow won't work with Illusionary Weaponry, as your attack will not "hit". Attacks with Illusionary Weaponry can't deal critical hits, as your weapon isn't hitting the target- you'll always get the same damage, which is the listed amount on Illusionary Weaponry.

-bah, Saus beat me to it

bobert

Core Guru

Join Date: Feb 2005

TX

R/Me

Wow I love how you go into so much depth. Just gotta find the time to read it all ROFL

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

I think that article is your wordiest to date.

I like the changes you made to armor and how you highlighted what roles this IW character is supposed to play- it's a caster hater. However I disagree with some of the tweaks you made- you say you're not worrying about the damage you're taking as you're a secondary warrior and therefore have to suffer with poor armor. That's where a stance comes in- it's a "Panic" button you hit when you're getting wailed on to buy yourself a little extra time. I prefer Shield Stance because of the lower energy cost and longer duration. Disciplined Stance has some advantages over Shield Stance- +24 armor and no movement penalty- but it also costs 5 extra energy, and there are a lot of times when you're scraping for every last bit of energy, just to get to 5, let alone 10. My point is, when you need to hit PANIC, you really need to, and Disciplined is going to leave you out to dry sometimes. The speed debuff on shield may look bad on paper, but you're not trying to run away- you're trying to buy time for your healer to arrive and save your butt. If you really want to run, then hit Sprint.

Also, I just don't see the need for a 3rd interrupt. Power Leak is still a very good skill, even though its effect has been lowered. I have no objection to using it, but you're devoting 3 slots to interrupts, and your defense has really taken a hit by ditching your stance AND by using Frenzy instead of Flurry. While I agree in principle that there isn't too much you can do to save yourself, I think using Frenzy is just helping your enemies kill you even faster.

You can keep Power Leak but drop one of the other two interrupts- they do roughly the same thing, so you're just getting 1 extra interrupt every 10 seconds if you can afford the energy cost. Use that slot to bolster your defense or to use a buffer enchantment like you mentioned. Illusion of Weakness and Illusion of Haste come to mind.

Power Leak is solid- it's roughly the equivalent of making a caster lose 3 pips of energy at peak usefulness- i.e. hitting them for 19 energy when they have 19 or more energy to lose. That will be devastating. But if they only have 5 energy and you Leak 5, you're stuck waiting for it to recharge again.

In the end, I think you made changes, but they're not always the best changes. To reiterate, just because an IW character has less armor than a warrior doesn't mean you have to hasten your own death. You have high Tactics, find a way to use it. Healing signet while protected by a stance can get you at or near full health very quickly. Use your interrupts, but 3 is overboard (for my taste.) And yes, look for a way to buffer your IW enchantment so that single enchantment removal- Strip, Shatter, Inspired- hit the fluff rather than IW. There's not much you can do about Rend- except interrupt them while they're casting. A 3s cast time, doubled to 6 by Conundrum means that if IW is removed you weren't doing your job well enough.

Sarus

Sarus

Ministry of Technology

Join Date: Feb 2005

Washington D.C.

Idiot Savants

Mo/

Hi Rex,
First of all Thank you for taking the time to write up a great article explaining the IW Build. I must say it was quite a read and took me a while to get through. I'd like to present my thoughts and opinion on the IW build. I've been playing an IW mesmer exclusively for the last two BWEs in both PvP and PvE alongside my MDK guildmates so I think I can offer a very "realistic" view of how IW mesmers perform.

The first thing I noticed is that your IW build is stacked heavily towards caster interruption. There is no doubt in my mind that the presented IW build would take a caster down with minimal effort (assuming of course nobody strips your echantment but lets just assume that for the rest of the discussion). Where I see problems though are in matchups against warriors. The ability to interrupt casters comes as the cost of survivability which I would consider a huge trade off.

Increasing your characters survivability not only keeps yourself alive but it allows your monks to focus their healing on other targets. The current build has 10 tactics but doesn't use any skills linked to tactics. I think this is somewhat of a waste.

Without further ado here were the skills I chose.

100 Blades
Flurry
Shield Stance
Healing Signet
Conjure Phantasm
Phantom Pain
Sprint
IW

14 Illusion
12 tactics
3 or so fast casting
(The attributes are off the top of my head so I apologize if that doesn't add up)

100 Blades and Flurry:
100 blades and Flurry are a must to any IW build. I went with flurry over frenzy because I didn't like the idea of taking additional damage while in the stance. As you can see I erred on the side of survivability with this build. Also, you will almost always be in either the flurry or frenzy stance as an IW mesmer so you should pretty much consider the damage penalty from frenzy as something that will apply to every hit.

Shield Stance:
For 8-18 seconds, while wielding a shield, you have a 75% chance to block incoming attacks, but you move 33% slower.
Shield stance was what made it very difficult for warriors to kill me (I am not discounting the possibility that I only fought crappy warriors). There were plenty of times when I could handle 2 warriors at a time without a problem. Shield stance lasts a long time, only costs 5 energy and has an instant casting time. If you're going to take any stance with your IW mesmer make it sheild stance. I tried all the other stances and shield stance was by and large the best for my play style. Many people dislike the 33% movement hindrance but the way I see it "If you're running you ain't damaging". Finally, if you need to run for some reason or chase somebody either cast conjure on the fleeing victim or use flurry. Since flurry is a stance is will turn off shield stance and let you run at full speed.

Healing Signet:
Make life easier on your monks. Bring healing signet. With 12 tactics it heals nearly 130 hitpoints (that's off the top of my head), costs no energy and has a fast recharge. The big downside to healing signet is that while you're casting you take double damage. That's where shield stance comes into play. Use healing signet to heal up while in shield stance and you aren't taking hits very often so the penalty is neglible.

Conjure Phantasm/Phantom Pain:
With 14 illusion conjure is a great spell. I usually cast it when the warriors take off running. Stacked with Pantom Pain most people drop dead before they can get off their healing. It also lets you be useful while you're IW is down. Just throw conjure around the battlefield liberally. Conjure+Phantom usually prevents you from having to run down opponents to get that last hit in.

Sprint:
I threw this in there because it's just so much fun. Is good for when you need to run, chase people down, or carry flags.

Of the 8 skills I chose I would be most willing to part with Sprint and Phantom Pain. I can't see myself leaving home without the others. I think next BWE I'll have to give some of those interrupts a shot though.

Thanks for reading.

BlackArrow

Banned

Join Date: Feb 2005

Both Kui's build and Saus's final build have Savage Slash for interrupting. Does this still interupt with IW on? The description "If this attack hits, it interrupts target foe's action. If that action was a spell, you deal 1-32 extra damage." But if you're using IW the attack will never hit. Am I wrong in thinking this?

Dovi the Monk

Frost Gate Guardian

Join Date: Feb 2005

Beaches of Kryta, aka Florida

Remnants of Ascalon

Mo/Me

heres the IW build i was running

IW
100 blades
flurry
healing signet
riposte
conjure phantasm
Distortion
soothing images

100 blades and flurry - adds power to my damage output
healing signet - great healing skill
riposte - useful skill for your adren
conjure - great skill to use when IW out
distortian - useful for when ure just about to cast healing signet and those 10 secs with IW
soothing images - say bye bye to future adren gain warriors


al together this build would work best against a warrior, tempt the warrior in with conjure, when he gets on you a quick distortian helps until u then cast IW, followed by nice flurry and 100 blades. soothing images next helps out a bit, every time i can i use riposte. healing signet/distortian combo when needed for health.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

I was discussing the revised IW build with Zrave and came up with something interesting I'll share. Zrave's idea was, basically, that a shield is unnecessary and that if that's all you're dumping into Tactics for, to just forget Tactics. Domination, too, for that matter, because you can find some good things in those 20 Illusion skills. That frees up a lot of AP and that means you can do something as radical as actually pump your Swordsmanship attribute. Radical, of course, because Swords doesn't matter when IW is up, for all practical purposes. However, it's an idea with merit as the big danger here is, of course, removal. Someone can strip that IW off and with a Swords 12 you can still keep fighting. Not as effectively, but effectively enough until IW can recharge. So he'd run a Fast Cast 3, Illusion 12, Swords 12 build with Conjure Phantasm in place of Power Leak. A simple change but a profound one.

Of course, he'd also run with a Superior rune for Illusion 16 so he's a little wacky, huh? That's a very vulnerable character, to be sure. Of course, with 48DPS ignoring armor it just might be worth it.

But, my main concern is energy still. Throwing around a lot of Conjure's leads to trouble. So, I'd consider a Fast Cast 9, Illusion 12, Inspiration 9 build (10/14/10 all told, with 7AP left over, enough for a 3 ranks somewhere.) And go with something like :

Illusionary Weaponry {E} (Ill)
Arcane Conundrum (Ill)
Conjure Phantasm (Ill)
Ethereal Burden (Ill)
Power Drain (Ins)
Hundred Blades (Un - sword)
Distracting Blow (Un)
Flurry (Un)

The idea being that a high Fast Casting will cut into Ethereal's casting time enough to make it worthwhile and with that and Energy Drain the build will have enough energy to spread Conjures all over as well as spam Flurry. Phantom Pain in place of Phantasm also intrigues me. That Deep Wound hit lessens heaing and makes my blows more effective. Might be worth having.


Quote:
Originally Posted by Scaphism
However I disagree with some of the tweaks you made- you say you're not worrying about the damage you're taking as you're a secondary warrior and therefore have to suffer with poor armor. That's where a stance comes in- it's a "Panic" button you hit when you're getting wailed on to buy yourself a little extra time.
The panic button is your Monk hitting you with Infuse Health or with Shield of Brokeness or whatever else is the popular last ditch effort of the day. Damage happens, you don't panic when it does.

Where a stance comes in is to let me do my job. If I'm not wailing away at someone I'm running towards the hills. If I'm wailing on someone, I'm using Flurry/Frenzy. That's a stance. Meaning in order to defend myself I have to sacrifice my main offensive punch. An increase of your swing rate of just 33% translates to an increase in damage, with a sword, of about 50%. For the space of time a defensive stance is going to be valuable I'd rather count on my healer not being a drooling idiot and being capable of actually getting me the help I need when I need it. Or to have anticipating things and buffed me up beforehand. If there's no healer a defensive stance isn't saving my hide anyway - and even if it was it's doing so at the cost of making me ineffectual, so what's the point? - so why would I want one when that healer can do the job just as well if not better?

This build kills. The point is to make it effective at killing. Defense is best left in other hands.

Quote:
Originally Posted by Scaphism
Also, I just don't see the need for a 3rd interrupt.
That's like saying "I don't see the need for another healing spell" to a healer. Or "I don't see the need for yet another attack skill here." The need is that interrupting is what this buidl *does*. 3 interrupts means that in the span of those 10 seconds it takes for your first interrupt to recharge you can stop the enemy from doing something 3 times. It's upping the Interrupts Per Second, in other words. They're there for redundancy. They're there to step on the neck of whosoever I'm making miserable and to grind it into the dirt. If I'm interrupting, then I'm interrupting whole hog and no one's going to stop me from doing so by making me waste a Power Leak accidenitly on a Signet or to Cripple me so they can run away from my Savage Slash. They're not all likely to see play all at once but they're there if needed.

What happens if, say I target a Monk and that Monk has, say, Shield of Regeneration and Signet of Devotion and Orison of Healing? As he spots me Sprinting towards him or after he gets nailed by Burden he's going to realize he's in for pain and start buffing up with his Shield. I won't reach him in time for Savage or Distracting so that's when you pop Power Leak. Bam, no extra defense and he's out a ton of energy and is starting to realize he's in trouble. By that time I've thrown Conundrum up, reached him and as he starts to cast Devosig to conserve some energy, I've nailed him with Distracting Blow before Frenzying up. As the blows start to rain in he'll try and cast Orison to stay alive but that's when I pop Savage Slash. At this point I've likely been banging away for several seconds and he's likely taken a few hundred points of damage and is out several skills and nearly all his energy. That's when you start using Hundred Blades and waiting for things to recharge because he won't be able to cast for a little bit yet anyway. A few seconds later and he should be dead. That job's a lot harder if I don't have any of my three skills.

I don't necessarily care that it's Power Leak or if it's Power Spike or Power Drain or Cry of Frustration. Whichever one works best. All I can about is being able to interrupt when I want to.

I'll agree that if something must go, it's likely an interrupt here but this build is a Monk-hunter build. It's designed to disrupt the heck out of a Monk. That's the whole point so making sure that I can prevent anything they can do is extremely important. The whole idea here is to stop them. If I can drop them, great, but the bigger point is to stop them from keeping someone else from dropping. The more I can screw them over by keeping them from tossing skills around the better.

Let's make no mistake. This is not a build designed to survive over the long haul. It's a buzzsaw blade. The point here is not to last but to go out in a blaze of glory. This is no tank. There is no tanking going on here. This build is a cannon. A loaded gun pointed at the enemy and primed to go off on them.

The portion of the fight this build is concerned with is just those few brief moments of the initial encounter. It wins there or it loses there. Either it punches out the other side's healing support before things go sour or it doesn't. By the time it needs to worry about taking anything but incidental damage the battle's already been decided. It's an aggressive build, a front-loaded build, and that's because of necessity. It lacks the staying power to survive if that first punch doesn't connect. So, you throw everything into that first punch. If the battle is not over in all but detail within a minute of meeting up with the enemy then this character's already lost.

I mean, I'm seriously worried about you Scaphism. What sort of teams are you playing on? Sure, Arena, where this build is admitedly not going to be that great, you want some self-defense because you can't count on your random teammate not having packed six rituals and an echoed Unnatural Signet. But when you play with the big boys are you really fighting in such a way that things break down into a mad fest of 1v1 duels and grabass? Stop worrying so much about getting your Mesmer ganked by the other team. They're not going to split up and each take on one of your team. They're going to focus in on one target and that target is not likely going to be you to start with. They want your Monk before they'll come after you. If they're targeting you, they're being stupid and your Monk will keep you alive while you take theirs out. Or they've already finished off your Monk and are steadily mopping up the other team. As I said, you've won or you've lost, why care after that point?

The point here is not to survive if they happen to kill your Monk, it's to kill theirs before they can kill yours. Seriously, a well-built IW build is going to take down an unsupported target in about 15~20 seconds. Kui's is going to be even quicker than that. Say the average target has 500 hit points. And say IW does about 30 damage per swing. With Flurry/Frenzy that's 1 swing just under every 1 second with a sword. That means you've got at least 30DPS and will carve apart anyone who can't defend themselves. It's actually a bit better than that because the swing rate is slightly less than a minute and the IW damage is a bit higher than 30. Not to mention you have Hundred Blades to crank out damage even further. You're looking at taking someone apart in under 12 seconds with Kui's build. You'll ignore damage, remember, so that's anyone on the other team. That's if they ignore you enough to let you molest them unprotected. If they heal up that's where your disruption comes into play. Targeting the "off" Monk as this build is best off doing - the primary called Monk is going to be the center of a lot of attention, nukes are going to go off around there, angry Warriors will swarm looking for a target, bad things happen to a lightly defended character around there, so Kui's best off avoiding it all together in favor of a juicier target - all Kui really has to do is stop them from healing or at least into diverting enough healing towards saving theirself to let his team down at least one character from the other team. It's all downhill at that point.

That's it. That's all this build cares about. Those few vital seconds where it's either going to crack open that window of opportunity and let the rest of its team through. Or it's going to fail spectacularly. The sensible thing here is not to plan for defeat but to concentrate on making the most of those few seconds. I don't care if Kui's going to drop right after he downs that Monk. That means that someone on the other side isn't paying attention to the biggest threat: having a team that can defend itself with uncontested healing. Trading a Mesmer for a Monk is a win in my book.

Quote: Originally Posted by Scaphism I think using Frenzy is just helping your enemies kill you even faster. And I think my enemies are going to be fools for trying to kill me in the first place. Reasonable minds can differ. Frenzy only hurts if they're targeting this character. This character is not a high priority target. Frenzy is unliked to hurt as much as you think.

Quote: Originally Posted by Scaphism To reiterate, just because an IW character has less armor than a warrior doesn't mean you have to hasten your own death. And just because a character has less armor than a Warrior that doesn't mean they're going to be dying all that quick. You still have over 60 armor. You can still use a shield. You still have healers and other teammates backing you up. You're not that weak. Whatever defense you might add is going to be pretty mediocre in any event.

You want to use Healsig covered by a stance? Well, good luck if one of the people banging on you has their own interrupt.

No, leave it up to your teammates who are actually good at that sort of thing. Nothing's going to waste you in a single hit, it's going to take a few seconds at least, and that gives your healers enough time to respond.
Quote: Originally Posted by Sarus First of all Thank you for taking the time to write up a great article explaining the IW Build. I must say it was quite a read and took me a while to get through. I'd like to present my thoughts and opinion on the IW build. I've been playing an IW mesmer exclusively for the last two BWEs in both PvP and PvE alongside my MDK guildmates so I think I can offer a very "realistic" view of how IW mesmers perform. Thanks for the kind words and, by all means, share your experiences. Not just you but everyone. I can't test these builds out anymore, I can only rely on what's not covered by the NDA, so it's always a good thing to hear from people who've wrestled with these issues firsthand.

Quote: Originally Posted by Sarus
There is no doubt in my mind that the presented IW build would take a caster down with minimal effort (assuming of course nobody strips your echantment but lets just assume that for the rest of the discussion). Even if IW is stripped off, this build should be able to keep a caster *down* just not out. There's enough disruption here to prevent them from doing much worthwhile even if the main damage source is gone. Damage is effective because no one can do anything when they're dead. But if they have no energy and any time they try and cast a skill it's blown, they might as well be. I'm not too worried about getting IW removed because I can function in my main role without it. Damage is the bonus here, not the focus. Disrupting casters is the name of the game.

Quote:
Originally Posted by Sarus
Where I see problems though are in matchups against warriors. The ability to interrupt casters comes as the cost of survivability which I would consider a huge trade off. Again, self-defense is over-rated. Squaring off against Warriors is a) not a good idea in a team-based game. If a target's too tough, I either find something else or come back with my friends to smack it down hard. Warrior's aren't a priority in a battle, they can safely be left for near the end because without the rest of their team and confronted with a full to nearly full team, they're not much of a problem. And b) not that big of a deal. IW ignores armor. It ignores the stances that many Warriors rely on to defend themselves. All told Kui's build is likely going to be topping out somewhere near 40DPS. That's slaugthing the average target in about 12 seconds. They have to be able to outdamage you. Anything else is incidental damage. As long as you don't drop below 0 hit points you can be healed of all that damage so it doesn't matter. There certainly are Warrior builds that top 40DPS or have some sort of defense I can't deal with. But can they actually use their skills to get there? Savage Slash and Distracting Blow aren't Power Leak, they don't work just on spells. They work on everything. With proper timing and care you can even interrupt attack skills and anything else they might try.

Quote:
Originally Posted by Sarus
The current build has 10 tactics but doesn't use any skills linked to tactics. I think this is somewhat of a waste. I do, too. Zrave's pretty much managed to talk me out of Tactics by this point. It's only there for the shield and only for as much as the shield needs. I have no idea what Kui's shield required so I left the number alone. But that's the sole point of those points in Tactics. And it is a waste but so are most of the skills in Tactics.


Quote:
Originally Posted by BlackArrow
Both Kui's build and Saus's final build have Savage Slash for interrupting. Does this still interupt with IW on? The description "If this attack hits, it interrupts target foe's action. If that action was a spell, you deal 1-32 extra damage." But if you're using IW the attack will never hit. Am I wrong in thinking this? Right and wrong. The attack hits, it just doesn't matter. Illusionary Weaponry changes the way your hits work. Normally, it's something like : Check to see if the attack lands [1], if yes, check to see if there's some buff that might avoid the hit [2], if no, then check to see what the damage is first by generating a random number from the weapon's damage range [3] and then applying that along with armor and all other relevant factors in the damage equation [4]. That's with a normal melee hit. When you use IW the damage your weapon does will always and forever equal 0 as long as you have IW running. You can't lower it, you can't raise it, nothing. It's null, for all intents and purposes. But each and every time you swing, you still connect. It just registers no damage and probably doesn't bother to head to steps 2, 3, and 4. That's because every time you swing Illusionary Weaponry hits your target for the listed damage, ignoring armor, not caring if it's blocked or otherwise avoided.

Now, the way things like Savage Slash work is to add steps at stages [1] and/or [3] (Some skills also add in things at [2] as do skills that ignore or penetrate armor at [4]). Savage Slash will first check in [1] to make sure it's landed. If so, it's interrupting whatever the target's doing. Then, during [3] it checks to see if what was interrupted was a spell and if so it add +dmg to your sword in step [3]. All damage gets lumped together in one sum no matter how many sources it's coming from - what's displayed is another matter, of course - which is then plugged into the damage equation in [4]. Since, with IW that number cannot be higher than 0, it's moot, and Savage Slash will deal no extra damage. It does, however, still function as an interrupt. And an interrupt which will deal an IW hit.

Note in [1] - On a melee attack, barring any outside influences, this is always. If you're in range enough to start your weapon swinging it's impossible for your enemy to get far enough away to avoid it, unlike with a ranged projectile. Things like Blindness can affect things here but annecdotal evidence suggests that Illusionary Weaponry simply ignores Blindness the same way it ignores any skill that might evade a blow. That's also the way I remember things working, but perhaps someone who's played IW recently can shed more light on things. For that matter with adrenaline and Zealous upgrades, too, I'm hearing conflicting reports and I simply can't check on them and tell you about it.

In short, all that happens with skills when using IW is that their damage is replaced by that of IW. No matter what you do or what would otherwise happen you only get IW damage. All other secondary effects still happen. Savage will interrupt but you won't add damage when you interrupt a spell.

BlackArrow

Banned

Join Date: Feb 2005

Wow, quite a novel up there. Thanks for the help Saus. If I understand correctly, IW just overwrites the damage done by the sword to IW dmg, while leaving the extras in the attacks in tact? Does this mean that Sever Artery will cause bleeding still?

I've been playing around with a Mes/War to protect a healer by taking on Warrior's one on one. My idea is to replace the interupts in the build presented at the end on the build review article with Power Drain, Soothing Images, and Sympathetic Visages.

The plan is to cast Imagined Burden on a warrior attacking the healer, and cast Sympathetic Visage on the targeted healer. I'd use soothing images on the warrior after I;'d regened somenergy. Would this work?

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

I can't advocate running Ethereal Burden on this sort of character - a three second cast time is absolutely brutal. Even with a level 9 Fast Casting you're looking at a 2 second cast time, plus the aftercast, and that's completely unacceptable. You get some energy back, sure, but Ethereal Burden is just too slow for me to even consider. You aren't throwing around Conjure Phantasm on everything in sight - you're using it to crank up your DPS on whoever it is that you're mauling. Imagined Burden is expensive, but it's what has to be used. IB also holds someone down a whole lot longer, if that's relevant.

If you're super worried about energy, switch into the Frenzy/Sprint combo. However, given the timeframes that we're concerned about I wouldn't worry too much about energy. You have a pool of roughly 45 to play with, and you have a great amount of regen - you should be able to keep pounding for a good 30-40 seconds before you run dry. The build isn't *that* energy intensive. =)

You don't have to invest too highly in Tactics to get a good shield - something in the 6-7 range has been enough for a straight 15 AL one in the past. I agree that you can really go all in with this sort of character and make that unneccessary, though. The question then is where do you put your attribute points? I'm off of swords for now - what do you gain from that? I'd rather branch out into Domination for Power Leak and Shame, or something equally vicious. They aren't going to be devoting resources to stopping you, so you might as well hit them as hard as you possibly can.

If enchantment removal is a problem you can start to think about covering it with something like Illusion of Weakness - that's a great enchantment to toss up over IW, since you get a huge heal if they remove it. Plus it's long lasting so it's easy on your energy.

I think the point about overkill is not something to dismiss lightly. If you have too many interrupts some of them are just going to be sitting there, dead, while you use the more appropriate ones over and over. That doesn't help at all. You want every skill on your bar to be an important piece, not redundant. You don't get points for overkill - if you have enough interrupts, you have enough interrupts. Take something else that's good in other situations.

Peace,
-CxE

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Quote:
Originally Posted by BlackArrow
Wow, quite a novel up there. Thanks for the help Saus. If I understand correctly, IW just overwrites the damage done by the sword to IW dmg, while leaving the extras in the attacks in tact? Does this mean that Sever Artery will cause bleeding still?
It doesn't necessarily overwrite your sword's damage with IW damage. Instead your sword does no damage and IW hits. A slight difference but an IW hit is not a weapon hit at all, it's not physical damage, it's not stymied by something that would "evade" or "block"., and so on. Effectively, it's about the same difference. You swing your weapon, you do IW damage. It's just inaccurate to say it's replaced your weapon's damage because it's a bit more complicated than that.

Otherwise, yes. Sever will still cause Bleeding. Dismember will still cause Deep Wound. Hammer Bash will still knock down. And so on.

Quote:
Originally Posted by BlackArrow
I've been playing around with a Mes/War to protect a healer by taking on Warrior's one on one. My idea is to replace the interupts in the build presented at the end on the build review article with Power Drain, Soothing Images, and Sympathetic Visages.

The plan is to cast Imagined Burden on a warrior attacking the healer, and cast Sympathetic Visage on the targeted healer. I'd use soothing images on the warrior after I;'d regened somenergy. Would this work? Warriors are seldom best working alone. They work best in groups where they can add their damage to each other.

That said, yes, Sympathetic Viseages can work well. Kui used it in PvE in his build and that's something I'd recommend, too. In PvP when your healer gets focused in on by a group of Warriors you can almost always count on someone getting an enchantment removal in there, so it's less goodd. It can work just don't expect to get the full duration out of it.

Soothing Images can hamper a Warrior greatly, too. It's a hex, hexes can be removed but it can provide some brief respite.

There are better ways of dealing with Warriors, of course, but not in the Mesmer skill lines. And not that you can use to protect someone else with.

Barkam

Academy Page

Join Date: Mar 2005

California, USA

The Cornerstone

Illusion of Weakness triggers to heal you when it is disenchanted? The way I understood it, it only triggers when you're life is at < 25%. Thanks in advance.

Edit: I also wanted to ask if OoP stacks with OoV. I think they would, but would just like to make sure.

BlackArrow

Banned

Join Date: Feb 2005

IIRC Illusion of Weakness says "When IoW ends, you gain 50...277 health". It also has a part before that about it ending at below 25% health, so either below 25% or removed will end it.

Ellestar

Ellestar

Munchking

Join Date: Mar 2005

Russian Federation, Moscow

Ladder to Hell (ATM playing with Rus Corp)

Quote:
Originally Posted by Sausaletus Rex
And I think my enemies are going to be fools for trying to kill me in the first place. Reasonable minds can differ. Frenzy only hurts if they're targeting this character. This character is not a high priority target. Frenzy is unliked to hurt as much as you think.

And just because a character has less armor than a Warrior that doesn't mean they're going to be dying all that quick. You still have over 60 armor. You can still use a shield. You still have healers and other teammates backing you up. You're not that weak. Whatever defense you might add is going to be pretty mediocre in any event. Well, i don't know about a current "school of thought" of beta guilds, but for me a character that can disable/kill a primary target (monk) and don't have a significant defence (has caster armor) can be a 2nd priority after a monks. Unlike enemy monk, this character automatically will be in range of all enemy team and it can be out of range of friendly monks in some cases (from my limited experience, especially if enemy team falls back a little). So it may be a valid tactics for some team setups to try to kill anti-monk characters first.

So probably for now defence isn't that important for a "monk hunter" builds, but it's something that may be important later when general tactics will change.

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

Blackarrow's right about Illusion of Weakness. Like Phantom Pain's Deep Wound, it happens whenever that skill goes away not just on the built-in condition. When it ends you gain that health. It can end any number of ways including your health falling past 25% but also including it being removed in some other way.

Quote:
Originally Posted by Barkam
I also wanted to ask if OoP stacks with OoV. I think they would, but would just like to make sure.
Yes, they do. But they won't stack with Illusionary Weaponry, to be clear. They require physical damage - weapon hits, in so many words - and that doesn't include IW hits.


Quote:
Originally Posted by Ellestar
Well, i don't know about a current "school of thought" of beta guilds, but for me a character that can disable/kill a primary target (monk) and don't have a significant defence (has caster armor) can be a 2nd priority after a monks. Unlike enemy monk, this character automatically will be in range of all enemy team and it can be out of range of friendly monks in some cases (from my limited experience, especially if enemy team falls back a little). So it may be a valid tactics for some team setups to try to kill anti-monk characters first.

So probably for now defence isn't that important for a "monk hunter" builds, but it's something that may be important later when general tactics will change. Very true. That character in your back lines chewing up and spitting out your Monks is a good target, especially with caster armor. But the point is they're not going to go after you, as a secondary target, if that primary target's still sitting there. And while you're right in that tactics and strategy are advancing past the point of everyone heading for everyone else's Monk it's still not that far off. A Monk-hunter's going to be in range of healing and protection, idealy. As long as they're in range, so's their own Monk, making the Monk a very desirable target. And the whole point here is that an IW build set up to hunt Monks should be able to do their damage *before* the other team gets your Monk. Before the IW build goes from being second or third on the target list and jumps up to #1. That's not necessarily a long amount of time so you need to be able to work quickly. Sacrificing already sub-par defense to make sure the offensive job gets done is what's called for there, not hedging your bets.

The difference is when the Monk-hunter over-extends or gets out of range of their healing and support while coming into range of the enemy. Anyone who does that becomes a very big target of opportunity and will be pounced upon by the enemy team, doesn't matter what they are, really. But anyone overextending is also making a very foolish play and has made themselves vulnerable. Sometimes it's necessary, though, and it's a good tactic on maps where there's a base with a priest or a Guild Lord you need to take out. In that case sending out a well-protected character or two to "gank" is overextending but I wouldn't be sending out an IW build to go gank.

An IW build can work and work well. But not when a tank's called for. You've already sacrificed a lot by going secondary Warrior. A primary Warrior's just going to be better on defense than you are. So, with an IW build the best defense becomes a good offense.

Shrapnel_Magnet

Shrapnel_Magnet

Pirate?

Join Date: Feb 2005

British Columbia, Canada

Idiot Savants

R/

I think Ellestar has said something that I've been meaning to say for a long time about the "priority" of an IW Build, or lack thereof. When you guys say that he won't be a target, I have to question that, as Ellestar has.

Whenever I've played PvP, I'm tried to remain flexible and through some jousting with Ensign over a build I'm working on, he still thinks I'll fail.... but that's not the problem here. There are all these "Disrupting" and "Caster-Hate" and "Monk-Hunter" builds... who's going to deal with them? For at least one person on the team, they should be a priority target. In my experience, if I see someone trying to be clever and pulling some crack-head maneuver around the side or up on a hill, I single them out as a loose-cannon and I try to take them down. If there's a battle going on in the middle of the field and someone is breaking away and singling out the Monk or similar, that seems pretty important.

I'm not saying that you guys are discounting the fact that you have to protect your monks... I'm just saying that, in my opinion, there should be someone on the team who can help focus fire but should also be able to stop an IW Build or whoever as soon as they target the Monk.

For all I know, this could be how things are done, and I'm just reading them wrong... but if not, I'd like to give it a try in the PvP this next Beta Event and see what the results are... a Monk-Hunter-Hunter, if you will?

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

A hunter-killer, if you will, is not the best way of handling things, to my way of thinking. That's a character that's either going to be dealing damage enough to put the Monk-hunter down (And there are other ways of going about a Monk hunter than an IW build. Your Ranger with Concussion Shot and Debilitating Shot makes for pretty good caster denial. As does your interrupt Mesmer build. As do many primary Warrior builds. And they're all a lot more survivable than your IW build. That's because they either stand back or can stand up to more punishment. The general idea is to be disruptive rather than out and out damaging.) and rather than sending them at the Monk you'd send them against a character the Monk's protecting?

No, I'd rather remove the Monk and then concentrate on anything else. With a Monk they'll have healing, they'll have protection. Without a Monk they're more vulnerable. There's certainly an argument for diversifying, for reducing the dependance on the Monk, to be made but we made that case the last time around with Scaphism Nec/War and a "monkless" team. This time around we're dealing with a strategy for the much more conventional two or three or even four Monk team. When two of such teams clash it's all about who can cut out the healers first. And that's where Monk-hunters come into the picture as they attempt to disrupt the healing base rather than out and out remove it (An IW build makes a good Monk hunter because it can do both. It's got disruption and damage down so it's a handful. But it does so at the cost of making itself pretty vulnerable so it needs to work quickly.) so that the rest of their team can eliminate another Monk.

No, the solution to a Monk-hunter is...another Monk. When your Monks are targeted that's when your healers and other support character need to come to their rescue. A Monk-hunter can be stymied by that Protection Monk who'll buff the Monk to high heaven. Or that debuff who'll hex your Monk hunter into the stone-age. The proper defense depends on the type of Monk-hunter, of course. Here, the big danger to an IW build is, of course, someone who'll debuff you, and then drop some sort of anti-magic protection on the Monk you were targeting. Obsidian Flesh or Spell Break or something along those lines eliminates your ability to hex or interrupt them and takes you out of the game. Whereas if your Monk-hunter was a more traditional Warrior then it would be Shield of Deflection and things like Rigor Mortis and Pacifism that you'd need to worry about. Then, once your Monks are destroyed, their damage dealers can concentrate on you free of any concerns of you being defened.

So, you don't trump a Monk-hunter with another character out to do much the same thing. If you make one of those your best target is, of course, a Monk. What protects a Monk from your Monk-hunter is the other characters on the opposing team who are also dedicated to defense. They'll buy their Monk enough time to survive your Monk-hunter while they hunt your Monks until you're vulnerable. Then their hunters turn on you.

Defense counters offense as healing counters damage. It's going to be more powerful and efficient because it needs to be stronger than what it counters in order to make it worth countering. The trick, though, is that a counter is useless in and of itself. An all-Monk, an all healer, an all-defense team will hold off anyone attacking it for a long time. But it's not going to be able to do much of anything to actually win the fight. You'll have to give up some defense in order to have enough offense to take the fight to the enemy. And because offense is less efficient than defense you'll need to skimp on defense to be anywhere near effective. That creates a weakness in your strategy somewhere that someone can exploit somehow. The question is how much of one and where?

Immortal Squish

Pre-Searing Cadet

Join Date: Mar 2005

Well, check out my take on the monk hunter style build. It's got two methods of caster harassment: diversion+distracting shot stacking for long range, as well as IW smackdown for when the subtle touch just isn't enough.

Unfortunately, I doubt I'll be able to test this build out until retail, as getting these skills during my limited BWE playtime just isn't going to happen. Nevertheless, I'm thinking it'll be quite spiffy. Anyways...

Class: Mesmer / Ranger

Assumed items:
+1 to Fast Casting
+1 to Domination Magic
+4 to Illusion Magic
+3 to Inspiration Magic (if I can find runes with penalties other than to hp/mp)

Attributes: (cost)
Fast Casting: 3+1 (6)
Domination Magic: 8+1 (37)
Illusion Magic: 12+4 (97)
Inspiration Magic: 8+3 (37)
Beast Mastery: 6 (21)

Total attribute points used: 198/200


Skills:
1) Arcane Conundrum - (10,2,20) For 31 seconds, spells cast by target foe take twice as long to cast.
2) Distracting Shot - (5,1,10) If Distracting Shot hits, it interrupts target foe's action but deals only 1 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds.
3) Diversion - (10,2,5) For 6 seconds, the next time target foes a skill, that skill takes an additional 38 seconds to recharge.
4) Power Leak - (10,1,20) If target foe is casting a spell, the spell is interrupted and target foe loses 19 energy.
5) Power Drain - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 23 energy.
6) Imagined Burden - (15,1,30) For 21 seconds, target foe moves 50% slower than normal.
7) Illusionary Weaponry (elite) - (15,1,40) For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 43 damage. This is an elite skill.
8) Tiger's Fury - (10,0,5) All your non-attack skills are disabled for 5 seconds. For 7 seconds, you attack 33% faster than normal.

Armor: Enchanter's Armor w/ +1 Illusion mask
Weaponry:
Any shortbow with +attack speed
Any sword/axe with +attack speed
Illusion linked wand
Off hand focus also linked to Illusion

---

Playstyle will consist of staying back while the primary targets are chosen, and locating an untargeted enemy monk or other high priority caster. Arcane Con. the target to make landing interruptions easier. Then, the idea is to spam Diversion while interrupting with Distracting shot when possible. The two recharge penalties should stack, giving a good minute additional downtime when landing both on the same skill.

The build's lack of bow damage (no marksmanship) should keep the target blissfully unaware of the situation until it's too late.

Should the opportunity present itself, the build can also serve as a lethal IW blitz type build. This will mainly be for taking out lone casters/rangers seperated from the main fight. Tiger's Fury subs in for the typical IW build's Flurry/Frenzy. Care has to be taken though, as non-attack skills cannot be used during the first 5 seconds of Tiger's. Switching to bow and getting a Distract off could work as an emergency interrupt, but that's likely to be too slow even with Arcane Conundrum still active. I'd probably save Tiger's until after hitting the target with a Power Leak/Drain.

If melees/rangers become a problem, I'll likely drop Power Leak in favor of the Distortion skill. The hope that a 16 Illusion would drop it's "per hit" cost to zero was the original reason I decided on such an excessive illusion skill anyway.

Spura

Wilds Pathfinder

Join Date: Feb 2005

If someone else is already on monk so monk runs a lot, then I will ALWAYS go for IW builds. Because they are cheap and I hate them. I have 100 DPS for about 5 sec. So if they don't have illusion of weakness I will drop them. Well DPS is a bit lower because of the aftercast times :/

Odd Sock

Elite Guru

Join Date: Feb 2005

Ottawa, the super awesome capital of Canada

iQ

wow 500 damage in 5 seconds! Could you please post that build ?

Sausaletus Rex

Sausaletus Rex

Death From Above

Join Date: Dec 2004

No offense to Spura, but those who make grandiose claims about their builds without bothering to share them are generally in error somewhere or other. They've gotten a skill description wrong, or are calculating things based on false assumptions or inexact figures, or they're just plain blowing smoke up your arse. Another truism I tend to follow is that "secret tech is bad tech". In general, any strategy that relies on your opponent's not knowing anythign about it isn't the most robust of plans. And in specific, people who don't back things up are poor sources of information.

As Chuck would say, this is the internet. Pics or it didn't happen.

As for your build, Immortal Squish, it's not a bad idea. I'm a bit skeptical about pairing the melee strength of IW with the ranged strength of Ranger but as you're not relying on your bow, it could well work. I do, however, like the inverse of Ranger/Mesmer a lot better. Take a look at something like the Furious Archer from the first alpha roundtable. Drop ele for mes and it'll be as disruptive as anything a mes/ran can be with likely fewer skill slots (What do you need past Debilitating and Distracting, really? A hex or two, an interrupt maybe. But you don't have to devote your whole bar to disruption even if that's your whole goal.) and with the option of just switching over to straight-up damage dealing. Not that a mes/ran can't work. Just that it's much easier, to me, anyway, to make a ran/mes work.

Unik

Academy Page

Join Date: Feb 2005

Hi all, I must say first great idea and very useful, thanks.

I would really appreciate having this build reviewed from you guys, I’ve been playing around with it for the past two betas now and starting to like it more and more.

What I like up to know about it, is the fact that it’s quite versatile. A few skill changes and you can change from pve to pvp or even change from high damage dealer to a degen build almost as easy. The damage output is also high enough to be in the respectable range, at least I think it is.

The down sides, I find it a bit weak defensively, yes Aura and Fire attunement, do and fairly good job keep my health and energy up, but on the field it seems to lake just a bit defensively. Although I have to admit according to my guild mates who affectionately often call me *Unik The Tanking Ele*, at least I hope or would rather keep believing is out of affection and not complete laughter. Well let’s say I like being in the action and not as much looking at it from a distance, problem is I like casters, so I will have to deal with the situation somehow.

Anyhow here is the build.

Elementalist / Mesmer

Attributes: (cost)
Energy Storage: 10+1 (61)
Earth Magic: 1 (1) (no reason)
Fire Magic: 11+2 (77)
Illusion Magic: 10 (61)

Total attribute points used: 200/200


Skills:
1) Aura of Restoration - (10,1,20) For 60 seconds, you are healed for 350% of the energy cost each time you cast a spell.
2) Fire Attunement - (10,2,60) For 57 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic.
3) Flare - (5,1,0) Flare flies towards target foe, striking for 41 fire damage if it hits.
4) Mark of Rodgort - (25,2,20) For 19 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 3 seconds.
5) Phoenix - (15,3,25) A fiery phoenix rises at your location, striking nearby foes for 103 fire damage, and flies out to your target, exploding on impact. This explosion strikes for an additional 80 fire damage.
6) Conjure Phantasm - (10,1,5) (Hex Spell) For 2..12 seconds, target foe experiences -5 Health regeneration.
7) Fragility - (15,1,15) For 16 seconds, target foe takes 24 damage each time that foe suffers or recovers from a new condition.
8) Fevered Dreams (elite) - (10,2,10) For 12 seconds, whenever target foe suffers from a new condition, all nearby foes suffer from that condition as well. This is an elite skill.

I also used a couple other skills in and out for testing, for now I rotate them in and out in place of fevered dreams simply because I haven’t found the skill yet, but once I do have it I guess it would be in place of Conjure Phantasm.

These are the skills I’ve tried:

Glyph of lesser energy; for energy problems.

Sympathetic visage; for defensive purposes.

Arcane Echo; just for more fun, ok damage also.

Fire Storm; damage in pve and defensive in pvp.

Fire ball; for fast damage in pve.

Epidemic; quite disappointed in the area of affect.

And several others in the fire line for pve.

Well that was a long one indeed, looking forward to hear your ideas on this so don’t hold back guys.

Thanks

Dovi the Monk

Frost Gate Guardian

Join Date: Feb 2005

Beaches of Kryta, aka Florida

Remnants of Ascalon

Mo/Me

[COLOR=DarkSlateGray]u might try using fragility in the build
if u r planning to keep using rodgorts to use your fire attacks and light them up, fragility will help your damage ouput because them being on fire happens then goes away so fast

so basically with rodgorts and using flares on a person u casted fragility on, its like lots of damage since they keep cacaught on fire again...[/COLOR]

BlackArrow

Banned

Join Date: Feb 2005

Take another look Dovi, I think thats the plan.

Unik: you may want to take a look at Blinding Flash (air) to get more damage out of Fragility. With 0 points in Air Magic, Blinding Flash will only last 3 seconds but with Fragility on the target it makes another short lived conditoin to take advantage of.

Dovi the Monk

Frost Gate Guardian

Join Date: Feb 2005

Beaches of Kryta, aka Florida

Remnants of Ascalon

Mo/Me

lol
oops
i think ilooked at the build then saw some good chances with fragility when i was going to post, and when i looked to see if they were using it i looked at the build above it, lol

so, lol i guess ure right on the point fragiliy would help out there for damage and gice u some good damage, u also may want to look into binding flash, u could cast it and deal 60 dmage in like 3 secs, which isnt bad, plus there blinded, would make a pretty good warrior or ranger killer there if there blinded . then u hve fire and blindness, there pretty lethal seeing as when someone catches fire just the site of there char on fire makes any1 get off track, and with it happening to everyone with fevered dream that would pretty deadly, and mixed with blindness theyd be going crazy...!!!