Mantra of Recovery now has a 20 second recharge. You can get it up to 21 seconds duration and 17 very easily.
Mantra + diversion = permanant shutdown
6 sec duration 5 second recharge under mantra.
Anet has lost their minds
2 pages • Page 1
Quote:
Originally Posted by sno
high fast cast and high dom makes it tough on your inspiration, which will be tough on energy management.
Um....I don't think this is going to tough on e mangement since you just cut all their recharges in half.
At 14 fast cast mor last about 17 seconds. 3 seconds down time is really nothing at all.
At 14 fast cast mor last about 17 seconds. 3 seconds down time is really nothing at all.
Energy management will be even tougher with halfed recharges, because you're casting all your energy-depleting spells even more often. Without inspiriation you won't have any skills to get energy back...
I like the idea of using Recovery, but I'm not sure it's better than Glyph of Renewal for a dom build (diversion based,) since glyph doesn't have an attribute.
I like the idea of using Recovery, but I'm not sure it's better than Glyph of Renewal for a dom build (diversion based,) since glyph doesn't have an attribute.
N
Quote:
Originally Posted by twicky_kid
Mor before this buff was already stronger than glyph.
Now its even better. Look around you'll find some builds using that have no trouble with energy. Stronger than Glyph before? I REALLY beg to differ....
In regards to the buff I don't think it will make as big of an impact as you think. Its a nice buff for sure I think, but its not game breaking or anything.
Now its even better. Look around you'll find some builds using that have no trouble with energy. Stronger than Glyph before? I REALLY beg to differ....
In regards to the buff I don't think it will make as big of an impact as you think. Its a nice buff for sure I think, but its not game breaking or anything.
[email protected]
It's an awesome buff, but you know, Fast Casting pretty much levels out at around 9. Diversion is also 10 to cast, so E-management will be a bitch (even with 12 second Taps). Also, it's also a hex. With the likes of Expel Hex and such coming along....well, you get the idea.
It's an awesome buff, but you know, Fast Casting pretty much levels out at around 9. Diversion is also 10 to cast, so E-management will be a bitch (even with 12 second Taps). Also, it's also a hex. With the likes of Expel Hex and such coming along....well, you get the idea.
Quote:
Originally Posted by Terra Xin
it's a six second hex... just wait it out, waste of energy and signet recharge trying to remove diversion, and it still gets diverted, lol.
wrastells worry... eh. Using the "wait it out" mentality is exactly what this build would be great for. Using Diversion and MoR you can keep diversion on a target indefinitely. if you just "wait it out" you'll never cast anything, unless the mesmer gets killed, or someone else on your team removes it (in which case it will just get reapplied, gg.)
The reason I like glyph so much is that you can use it whenever you need it, since it's quick casting, cheap, and fast recharging. If you need two interupts really quick, glyph that. If you want to drain a monk, glyph shame for a quick 30 energy loss (plus whatever energy he used to cast the spell.) Glyph doesn't cost any energy to just idle but MoR will, if you want to keep it up for the majority of the match.
wrastells worry... eh. Using the "wait it out" mentality is exactly what this build would be great for. Using Diversion and MoR you can keep diversion on a target indefinitely. if you just "wait it out" you'll never cast anything, unless the mesmer gets killed, or someone else on your team removes it (in which case it will just get reapplied, gg.)
The reason I like glyph so much is that you can use it whenever you need it, since it's quick casting, cheap, and fast recharging. If you need two interupts really quick, glyph that. If you want to drain a monk, glyph shame for a quick 30 energy loss (plus whatever energy he used to cast the spell.) Glyph doesn't cost any energy to just idle but MoR will, if you want to keep it up for the majority of the match.
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I just encounted a diversion spammer in RA and it was incredibly lame. I waited out diversion and as soon as it was gone another popped upa...and another, and another. I was basically diversioned for the entire match.
How is a monk supposed to counter this? Inspired Hex wont help. CoP especially wont help. A monk has to cast or his team will die. It's going to be incredibly annoying in gvg when a team brings two diversion spammers and maybe a BiP necro to pretty much shutdown the other teams monks for the entire match. As far as I know, there isnt any hex removal spells that could keep up with a 6 second recharge diversion.
I guess it's Hex Breaker ftw.
How is a monk supposed to counter this? Inspired Hex wont help. CoP especially wont help. A monk has to cast or his team will die. It's going to be incredibly annoying in gvg when a team brings two diversion spammers and maybe a BiP necro to pretty much shutdown the other teams monks for the entire match. As far as I know, there isnt any hex removal spells that could keep up with a 6 second recharge diversion.
I guess it's Hex Breaker ftw.
Quote:
Originally Posted by clonek
I just encounted a diversion spammer in RA and it was incredibly lame. I waited out diversion and as soon as it was gone another popped upa...and another, and another. I was basically diversioned for the entire match.
How is a monk supposed to counter this? Inspired Hex wont help. CoP especially wont help. A monk has to cast or his team will die. It's going to be incredibly annoying in gvg when a team brings two diversion spammers and maybe a BiP necro to pretty much shutdown the other teams monks for the entire match. As far as I know, there isnt any hex removal spells that could keep up with a 6 second recharge diversion.
I guess it's Hex Breaker ftw. Solution? have offensive casters bring inspired hex, and kill their mesmer first. If they're casting diversion THAT often, tell that to your mesmer, who can in turn watch for his pattern, and divert diversion. gFg.
How is a monk supposed to counter this? Inspired Hex wont help. CoP especially wont help. A monk has to cast or his team will die. It's going to be incredibly annoying in gvg when a team brings two diversion spammers and maybe a BiP necro to pretty much shutdown the other teams monks for the entire match. As far as I know, there isnt any hex removal spells that could keep up with a 6 second recharge diversion.
I guess it's Hex Breaker ftw. Solution? have offensive casters bring inspired hex, and kill their mesmer first. If they're casting diversion THAT often, tell that to your mesmer, who can in turn watch for his pattern, and divert diversion. gFg.
M
Quote:
Originally Posted by clonek
I just encounted a diversion spammer in RA and it was incredibly lame. I waited out diversion and as soon as it was gone another popped upa...and another, and another. I was basically diversioned for the entire match.
How is a monk supposed to counter this? Inspired Hex wont help. CoP especially wont help. A monk has to cast or his team will die. It's going to be incredibly annoying in gvg when a team brings two diversion spammers and maybe a BiP necro to pretty much shutdown the other teams monks for the entire match. As far as I know, there isnt any hex removal spells that could keep up with a 6 second recharge diversion.
I guess it's Hex Breaker ftw. Well, get a Mesmer with Expel Hexes
How is a monk supposed to counter this? Inspired Hex wont help. CoP especially wont help. A monk has to cast or his team will die. It's going to be incredibly annoying in gvg when a team brings two diversion spammers and maybe a BiP necro to pretty much shutdown the other teams monks for the entire match. As far as I know, there isnt any hex removal spells that could keep up with a 6 second recharge diversion.
I guess it's Hex Breaker ftw. Well, get a Mesmer with Expel Hexes

E
Quote:
Originally Posted by Eaimirth Etaivella
I personally think this skill needs another buff; energy cost lowered to 5 would be my hopes.
No way.
It equals out with glyph on energy cost over time. MoR requires less time casting. In fact it requires no time.
Oh another thing I completely missed about Mantra and is worse than the diversion.
BLACKOUT is 6 second recharge.
MoR + shutdown mes ftw
It equals out with glyph on energy cost over time. MoR requires less time casting. In fact it requires no time.
Oh another thing I completely missed about Mantra and is worse than the diversion.
BLACKOUT is 6 second recharge.
MoR + shutdown mes ftw
E
Uhh before we start pointing out broken skills...
Ether Prodigy
Divine Boon
Distortion
Evisricate
Contemplation of Purity
Reversal of Fortune
Tiger's Fury
This would not be game breaking by any means; and I personally think really helps the mesmer's game in pve while furthering the pvp prowless as well. It is a stance; it is expensive to keep us as is. The mesmers do not have a powerful primary attribute spell. In fact; I might go as far as saying their primary is...less than on par with the other professions. Elementalists, monks, rangers, all of them have primarys that are simply game breaking and no one can argue otherwise. The mesmer primary is...less than lacking; 3 somewhat "not so good" elites that see absolutely no hope of play in high level pvp. A hex that lasts so short a duration that people won't even notice it being there, an interrupt that interrupts a spell and gives them energy advantage, and a spell that makes you cast faster-besides some instant cast ressurections, I really don't see the point. An elementalist can do that; and not burn an elite by doing so. What I'm trying to say is that mesmer's lack a definition; and making this a somewhat unbalanced or simply an actual decent skill will help bring out this definition.
Besides, it is a stance
It cannot stack with distortion.
Ether Prodigy
Divine Boon
Distortion
Evisricate
Contemplation of Purity
Reversal of Fortune
Tiger's Fury
This would not be game breaking by any means; and I personally think really helps the mesmer's game in pve while furthering the pvp prowless as well. It is a stance; it is expensive to keep us as is. The mesmers do not have a powerful primary attribute spell. In fact; I might go as far as saying their primary is...less than on par with the other professions. Elementalists, monks, rangers, all of them have primarys that are simply game breaking and no one can argue otherwise. The mesmer primary is...less than lacking; 3 somewhat "not so good" elites that see absolutely no hope of play in high level pvp. A hex that lasts so short a duration that people won't even notice it being there, an interrupt that interrupts a spell and gives them energy advantage, and a spell that makes you cast faster-besides some instant cast ressurections, I really don't see the point. An elementalist can do that; and not burn an elite by doing so. What I'm trying to say is that mesmer's lack a definition; and making this a somewhat unbalanced or simply an actual decent skill will help bring out this definition.
Besides, it is a stance
It cannot stack with distortion.
s
