Skills - Panic

Guild Wars Guru

Wilds Pathfinder

Join Date: May 2005

You can view this database entry at: http://www.guildwarsguru.com/skill/326-panic.
You may add your comments in this thread.

greenknight777

greenknight777

Ascalonian Squire

Join Date: Jun 2005

Iron Curtain

Me/E

Moles Quibus - Hell's Precipice

Tarot Ribos

Tarot Ribos

Frost Gate Guardian

Join Date: Jul 2005

Me/E

Okay, quick analysis:

Cost of Panic: 25 energy.

Degeneration to one foe: -2 for 18 seconds (we'll go with that number)

Since each pip of regeneration is worth 1 energy per 3 seconds, we've got:
2/3 x 18 = 12 energy denied to one enemy.

Now, you'll obviously try to use this on more than one opponent, but even with two foes in the area, that's 24 energy denied vs. 25 you spent on this.

Frankly, is the signet damage worth it?

I'm liking Energy Surge for a denial Elite now, after Energy Drain got hit with the nerf bat. 16 domination yields 10 energy drained for 10 cost, along with the 80 damage to everyone around. It seems more efficient to me. If Arcane Echo is used to make up for the recovery time of Surge, you're essentially spending 15 energy to drop 160 damage to a foe and everyone around him. The extra 20 energy spent on actually casting the Surges is balanced by the amount drained.

Frankly, Panic seems too expensive to be worth it as an elite. Of course, were this a regular skill even without the signet damage, I'd probably be all over it.

Serps

Frost Gate Guardian

Join Date: Sep 2005

Brisbane, Australia

N/Me

Personally, Power Leak offers much better energy denial than this.

arredondo

arredondo

Wilds Pathfinder

Join Date: May 2005

Panic is used to deny energy regen that's ideally placed on a target who is low on mana. Without energy, they must use Signets while recharging, so Panic punishes Signet use AND slow down energy regen. Top it off with Archane Echo'd Ether Lord and you really put Monks in a bad position (no energy for spells and punished Sig use).

Here's a Panic build I've used successfully even before the energy drain patch. Of course now it's harder to drain an enemy solo and do other effective things as well, so keep that in mind that this worked a bit better when ET took more energy more often:

http://www.guildwarsguru.com/forum/s...3&postcount=26

film

film

Academy Page

Join Date: Jun 2005

Arkansas

ToA

R/Me

The biggest bonus i find with this skill is the fact that it does not end when foe's energy reaches 0. If only they made 2 spells like that someone could be hurting for the longevity of their duration. Of course if you catch someone @ 3 energy with malaise and wither it has the same effect

rii

Desert Nomad

Join Date: Mar 2005

UK

Good against healing balls... and maintained enchantments i suppose.

Orochim4ru

Lion's Arch Merchant

Join Date: Jul 2005

mustache riders

its a good skill always. its easily covered, and it keeps targets at 0 once you put them there. All mesmer edenial skills have HUGE recharge times, and even running 5, you cannot hardlock a target below 5 energy. With panic, you can cripple someone by draining them to 0, then switch targets, knowing that the one you took down is out for a good 8 seconds.