[GvG]
I am, to put it simply, infatuated with the new mesmer elite, Psychic Distraction. It can interrupt any skill and disable it for 10 seconds, and recharges in 2 seconds. The problem is, it kills the rest of your skillbar (not including itself) for 8 seconds every time you use it. This is a significant drawback, especially because you need to have some way to pay the energy costs to use it repeatedly.
[This is not my first Psychic Distraction build- the 'Psychic Assassin' can be found here, and I would love some feedback on it as well.]
Psychic Distraction is, regretably, an energy hungry RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO. It all but demands that you tap yourself out using it, because you'll have eight seconds of downtime one way or the other. I still believe that passive energy management is the key to using Psychic Distraction- the more interrupts you can chain together before having to take a break, the greater a presence you are on the field. So after much thought and consideration- here is my build.
Me/N
Domination 9+1
Inspiration 11+3+1
Fast Casting 8+1
Curses 8
Psychic Distraction, 10e 1/4 2s
All of your other skills are disabled for 8 seconds. If target foe is using a skill, that skill is interrupted and disabled for 10 seconds.
Mantra of Inscriptions, 10e - 20s
For 90 seconds, your Signet skills recharge 50% faster.
Signet of Disenchantment, - 2 15s
Signet. Lose all Energy. Target foe loses one Enchantment.
Leech Signet, - 1/4 45s
Interrupt target foe's action. If that action was a spell, you gain 15 Energy.
Hex-Eater Signet, - 2 45s
Target touched ally and up to 2...4 adjacent allies each lose one hex. You gain 1...6 Energy for each Hex removed this way. (GuildWiki doesn't have the value for this skill at 15 Insp)
Spirit of Failure, 10e 3 10s
For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 5 Energy whenever that foe fails to hit in combat.
Price of Failure, 10e 3 10s
For 30 seconds, target foe has a 25% chance to miss with attacks and takes 19 damage whenever that foe fails to hit in combat.
Parasitic Bond, 5e 1 2s
For 20 seconds, target foe suffers health degeneration of 1. The caster is healed for 78 when Parasitic Bond ends.
At the core of this build is the Price/Spirit combo. This is a tried and true E machine, with the bonus of also being a little bit of warrior hate. At 9 Fast Cast, Price and Spirit take about 2 seconds to cast. Parasitic Bond is here as a cover hex, and may be switched out.
Both Price and Spirit should be cast and recast frequently, to double up on energy gain and cover for removal/expiration. This is an energy investment in itself, costing 25e a go to cast and cover the two.
The signets are present as energy management (leech sig, hex eater) and anti-energy managment (sig of disenchant). Signet of Disenchantment is just a little bonus utility to be used anytime you find yourself near zero (or close enough to focus swap down to zero), while leech signet and hex eater give your energy pool a little kick in the pants every 23 seconds, hopefully providing enough energy to put a Spirit/Price/Para down.
(My original build had Signet of Disruption instead of Signet of Disenchantment, giving me an extra interrupt every 15 seconds at no energy cost. I decided I'd rather make this build a little more multifunctional, but I'm not 100% sure it's the right thing to do.)
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