I have a Degen build for Necromancers primary that focuses more on stacking degen, thread can be found here: http://www.guildwarsguru.com/forum/s...ighlight=degen
Now I've decided to make a sequel degen build, if you will, for mesmers primary, and it won't involve as much degen stack as the N/Me Degen build did.
Illusion: 12+1+3=16
Inspiration: 14
Skillbar:
1.)Migraine {E}
2.)Conjure Phantasm
3.)Images of Remorse
4.)Accumulated Pain/Ether Feast
5.)Mantra of Persistence
6.)Energy Tap
7.)Plague Touch
8.)Rez Sig
Weapon: Illusion Staff with 1 +30 health mod, 1 +5 Energy mod
Good Degen, PvE or PvP. Mainly PvP, RA/TA. 3 simple good degen skills, then Accumulated Knowlegde to lay a Deep Wound then gain some energy and switch targets, or stack on one person, or spread your degens to put more pressure, you decide. Also, cast the Mantra before anything else as it increases your hex durations.
Note that Accumulated Knowledge and Images of Remorse are both from Factions.
Degen Me/N
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Quote:
Originally Posted by Terra Xin
I dont know why noone likes conjure nightmare... It works well against turtles and monks with regen skills.
Because it's 8 degen for 25 energy.
Conjure Phantasm is 5 degen for 10 energy.
If you think an extra 3 pips of degen is worth 15 energy then go nuts - the rest of us will just use efficient skills.
Conjure Phantasm is 5 degen for 10 energy.
If you think an extra 3 pips of degen is worth 15 energy then go nuts - the rest of us will just use efficient skills.
Conjure + Images of Remorse = 9 degen for 15 energy, plus dmg at the end of Images of Remorse. Pwnt
However don't underestimate Conjure Nightmare. Eles with good energy can throw Conjure+Images on one guy, and Nightmare on another, creating a big hassle of health loss for the enemy, but what I like about stacking degen is that you have to remove all the different hexes to stop the degen. Nightmare can be taken care of in no time.
However don't underestimate Conjure Nightmare. Eles with good energy can throw Conjure+Images on one guy, and Nightmare on another, creating a big hassle of health loss for the enemy, but what I like about stacking degen is that you have to remove all the different hexes to stop the degen. Nightmare can be taken care of in no time.
Phantasm & images of remorse vs nightmare match out equally actually... life wise (both drain a total of 192 HP overall) but when faced with the conditional 44 damage, then the dual combo would win out. In fact it takes "2act + interval between castings" to cast both hexes... that doesnt make much of a diff tho.
Lets take an even look at Nightmare vs Phantasm. All stats following assume lvl12 illusion magic with hexes running until completion (12 seconds)
192 HP drained for Nightmare
120 HP drained for Phantasm (diff 72HP)
100/120*72=60 (ignore this unless you know what you're looking at... backtracking purposes)
...when cunjure phantasm is cast 1.6 times (I know you cant cast the spell 1.6 times, dont bring it up please...)
Drain 192HP
Energy 24
Casting time - 1.6
Recharge time - 8 + recasting
vs Nightmare
Drain 192HP
Energy 25
Casting time - 1
Recharge time - 5
So like there's a difference of 1 energy... big whoop. And 3 extra pips is worth an extra 10 energy, (3 energy per pip + 1) not 15.
But yeah Drake's 5-less energy combo would win out. Still...
Lets take an even look at Nightmare vs Phantasm. All stats following assume lvl12 illusion magic with hexes running until completion (12 seconds)
192 HP drained for Nightmare
120 HP drained for Phantasm (diff 72HP)
100/120*72=60 (ignore this unless you know what you're looking at... backtracking purposes)
...when cunjure phantasm is cast 1.6 times (I know you cant cast the spell 1.6 times, dont bring it up please...)
Drain 192HP
Energy 24
Casting time - 1.6
Recharge time - 8 + recasting
vs Nightmare
Drain 192HP
Energy 25
Casting time - 1
Recharge time - 5
So like there's a difference of 1 energy... big whoop. And 3 extra pips is worth an extra 10 energy, (3 energy per pip + 1) not 15.
But yeah Drake's 5-less energy combo would win out. Still...
^^^^
I have no idea what you said.
But I kinda get the feeling you're not liking Conjure Nightmare, so that's all I need to know.
Yea, the skill is horrible. IoR does 5 degen at like 14 Illusion, I know he wants a Necro primary but just pointing out that CPhantasm + IoR = max degen. Both have 5 sec cooldown, so... that's about all I need for my degen needs, dunno bout you guys.
I have no idea what you said.
But I kinda get the feeling you're not liking Conjure Nightmare, so that's all I need to know.
Yea, the skill is horrible. IoR does 5 degen at like 14 Illusion, I know he wants a Necro primary but just pointing out that CPhantasm + IoR = max degen. Both have 5 sec cooldown, so... that's about all I need for my degen needs, dunno bout you guys.Posting about back to topic is still off topic, lol... your hat is crooked |=)... j/k^^
Degen builds are tough... Factions will make up for it by giving mesmers some more hex removals. Expel hexes ftw!
Err (hates energy tap) it's like a 3 second "oh no" before a split second "horrah!" before you waste it in a single spell... and then it's like "oh man" for 4 seconds.
Degen builds are tough... Factions will make up for it by giving mesmers some more hex removals. Expel hexes ftw!
Err (hates energy tap) it's like a 3 second "oh no" before a split second "horrah!" before you waste it in a single spell... and then it's like "oh man" for 4 seconds.
Quote:
Originally Posted by Wretchman Drake
Inspiration is only at 9... Drain Enchantment would either make me lose even more energy or make no change. Energy Tap it is.
Unless Guildwiki is lying to me, Drain Enchantment provides the same net energy as Energy Tap at Inspiration 9. Plus it cycles slightly faster, and removing an enchantment is generally lot more useful than denying 6 energy.
Quote:
Originally Posted by NatalieD
Unless Guildwiki is lying to me, Drain Enchantment provides the same net energy as Energy Tap at Inspiration 9. Plus it cycles slightly faster, and removing an enchantment is generally lot more useful than denying 6 energy.
yes you are right. In addition, energy tap takes 3 secs to cast, in comparison to 1 sec drain.
when you go through all of the energy gains, they still come out even.
Energy tap... now in 3 seconds you could have self regenerated 3.3 energy
good thing about ether tap, it only has one condition to use it.
when you go through all of the energy gains, they still come out even.
Energy tap... now in 3 seconds you could have self regenerated 3.3 energy
good thing about ether tap, it only has one condition to use it.
Waaaait, you can't get 5 degen on remorse with max illu? :/
I don't like degen, but this is ok because you can toss snares and faintheart on wars and degen on casters, providing some decent pressure.
For energy maintaining... I'd go with power drain, net 14 (double the net of drain enchant or energy tap) and provides a minor counter to casters (since wars and rangers are hampered by faint and crippling).
I don't like degen, but this is ok because you can toss snares and faintheart on wars and degen on casters, providing some decent pressure.
For energy maintaining... I'd go with power drain, net 14 (double the net of drain enchant or energy tap) and provides a minor counter to casters (since wars and rangers are hampered by faint and crippling).
