MoR Domination Mes Experiement
Eaimirth Etaivella
When I said all instances and scenarios that ment cast time and recharge Fatboyslimerr...
fatboyslimerr
Was I right though ??? can't be bothered to repeat it but was all that maths and calculations correct or was I just ranting on ???
Eaimirth Etaivella
Not entirely;
It does not add to the rocovery speed of MoR; but is seperate all together.
It acts as normal by halving recharge of spells; but it would be half of the normal recharge or now enhanced recharge.
For example; Empathy takes 10 sec to recharge
MoR makes it 5
with a 20/20 staff; 20% of the time it would be 2.5 and the other 80% of the time it would be 5 seconds.
It does not add to the rocovery speed of MoR; but is seperate all together.
It acts as normal by halving recharge of spells; but it would be half of the normal recharge or now enhanced recharge.
For example; Empathy takes 10 sec to recharge
MoR makes it 5
with a 20/20 staff; 20% of the time it would be 2.5 and the other 80% of the time it would be 5 seconds.
fatboyslimerr
Right on brother. So its not really worth having wand + chakram, basically see its not so I can keep using my willcrusher

Eaimirth Etaivella
No no the wand+chakram stack >.>
It is debated on how they stack; but it is certain that it is very close to 40%
It is debated on how they stack; but it is certain that it is very close to 40%
Themis
Quote:
Originally Posted by fatboyslimerr
So you wanna explain more clearly. Say I use Mantra of Recovery, and I've got 20% wand and 20% chakram. Don't these chakrams offer half recharge time. So say we use shame and it triggers MoR, recharge is now 15 seconds, then mod gets triggered thats 7/8 seconds recharge. So 40% chance for an 88% faster recharge. I think you get to 88% by working out 8 seconds is about 10 and shames original recharge is 30 its about 1/3 or 33.33% add that to 50% from MoR = 88% - roughly 80% -- is that right ??
If you have dual 20% (wand AND focus) AND MoR on :
4% of the time, Shame will recharge within 4 seconds
32% of the time it will recharge within 7,5 seconds
64% of the time it'll be ready within 15 seconds
With your Willcrusher and MoR on (not moron
):
20% of the time Shame will recharge within 7,5 seconds
80% of the time it'll recharge within 15 seconds
You see the difference ?
4% of the time, Shame will recharge within 4 seconds
32% of the time it will recharge within 7,5 seconds
64% of the time it'll be ready within 15 seconds
With your Willcrusher and MoR on (not moron

20% of the time Shame will recharge within 7,5 seconds
80% of the time it'll recharge within 15 seconds
You see the difference ?
fatboyslimerr
whats the moron bit about ??
well I currently have a 19% inspir and domin spell recharge chakram so if I can find a wand with the same (or 20%) that would just work with my build superly well due to mix of domination and inspiration skills in it.
But the willcrusher looks soooo cool, I'd be sad if I didn't use it lol. I'm not really bothered about that 12% extra chance for a 7.5 recharge or the 4% super recharge of 4 seconds. Its just too improbable. The only reason would be for the 12% extra chance of 7.5 recharge and I don't think its worth it. If it worked on e-burn and not shame then it would imbalance my skill useage due to energy useage outweighing energy gainage although drain enchantment etap and inspired hex usually leave me with plenty of energy.
I suppose I'll try wand + chakram if I find that wand.
well I currently have a 19% inspir and domin spell recharge chakram so if I can find a wand with the same (or 20%) that would just work with my build superly well due to mix of domination and inspiration skills in it.
But the willcrusher looks soooo cool, I'd be sad if I didn't use it lol. I'm not really bothered about that 12% extra chance for a 7.5 recharge or the 4% super recharge of 4 seconds. Its just too improbable. The only reason would be for the 12% extra chance of 7.5 recharge and I don't think its worth it. If it worked on e-burn and not shame then it would imbalance my skill useage due to energy useage outweighing energy gainage although drain enchantment etap and inspired hex usually leave me with plenty of energy.
I suppose I'll try wand + chakram if I find that wand.
Eaimirth Etaivella
Early game
1 main hand, 1 off hand
Mid game
1 staff
Late game
1 main hand 1 off hand
(be it a denravi, Fiery flame splitter, or whatever for you enchantment people)
(uber rare drop canes/truncheons/whatever +5^50 +20% recharge, etc. etc.)
1 main hand, 1 off hand
Mid game
1 staff
Late game
1 main hand 1 off hand
(be it a denravi, Fiery flame splitter, or whatever for you enchantment people)
(uber rare drop canes/truncheons/whatever +5^50 +20% recharge, etc. etc.)
fatboyslimerr
I don't give a damn what other people do. I'm in it for the looks baby and the willcrusher looks cool !!!!! and those small percentages wouldn't make a difference to my pimping MoR build anyway.
Themis
In my opinion, you're right. 16% more or less is not a big deal, there're soo many other game parameters, really ! Do as you feel like

holden
Quote:
Originally Posted by fatboyslimerr
I don't give a damn what other people do. I'm in it for the looks baby and the willcrusher looks cool !!!!! and those small percentages wouldn't make a difference to my pimping MoR build anyway.
it's a tuff staff. a 'must have' for a dom mesmer. i hate to get caught up in the looks of the game, i dont buy 15K armor and all that crap but i went out of my way to get the willcrusher. the name alone makes it worth carrying.
but the dazed mod is absolute crap imo.
but the dazed mod is absolute crap imo.
fatboyslimerr
lol holden, your totally right. I ain't got any of that 15k armor crap (would rather spend it on pimping out the guild hall) but I was kinda drawn to the name of the willcrusher then when its mods where pretty good and it looks cool, hell yes. I've found one use and one use alone for the dazed mod. In Ha those batty zaishen warriors use skull crack
thats about it. But the domination skill recharge buff + energy + health is pimpin'.
We should make a post dedicated to the willcrusher
Anyone tried dying their's pink ? I can't get it to work lol.

We should make a post dedicated to the willcrusher

Anyone tried dying their's pink ? I can't get it to work lol.
Eaimirth Etaivella
I will keep my canes and chakrams; perfer to have my opponent not know the mods of my weapon(s).
fatboyslimerr
Except I would guess you have 20 20 recharge wand and chakram
, possibly with health mod or extra energy. (Uses mind powers)

Eaimirth Etaivella
Depends on the build of course =p
But hey the odds of me vs. you guys are so nil to void...
Main gear for my bloodspiker
20% recharge inspiration+5^50 truncheon
20/20 inspiration (and/or)+5armor+45hp w/ enchantment
But hey the odds of me vs. you guys are so nil to void...
Main gear for my bloodspiker
20% recharge inspiration+5^50 truncheon
20/20 inspiration (and/or)+5armor+45hp w/ enchantment
Eaimirth Etaivella
Acknowleging the question posed earlier...here is a mildly jest at making an interrupter build out of it. Anywho I liked my healing spring spammer more; but this should pose a decent interrupting threat more or less.
Distracting Shot If Distracting Shot hits, it interrupts target foe's action but deals only 1...13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core 5 1/2 10
Savage Shot If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 13...25 damage. Core 10 1/2 5
Punishing Shot If Punishing Shot hits, you strike for +10...18 damage and your target is interrupted. Prophecies 10 1/2 8
Serpent's Quickness For 15...27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. Prophecies 5 45
Quickening Zephyr Create a level 1...8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more Energy to cast. This Spirit dies after 15...39 seconds. Core 25 5 60
Favorable Winds Create a level 1...8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30...126 seconds. Core 5 5 60
Read the Wind For 24 seconds, your arrows move twice as fast and deal 3...9 extra damage. Core 5 2 12
Ressurection Signet
Done~
Distracting Shot If Distracting Shot hits, it interrupts target foe's action but deals only 1...13 damage. If the interrupted action was a skill, that skill is disabled for an additional 20 seconds. Core 5 1/2 10
Savage Shot If Savage Shot hits, your target's action is interrupted. If that action was a Spell, you strike for 13...25 damage. Core 10 1/2 5
Punishing Shot If Punishing Shot hits, you strike for +10...18 damage and your target is interrupted. Prophecies 10 1/2 8
Serpent's Quickness For 15...27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%. Prophecies 5 45
Quickening Zephyr Create a level 1...8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more Energy to cast. This Spirit dies after 15...39 seconds. Core 25 5 60
Favorable Winds Create a level 1...8 Spirit. For creatures within its range, arrows move twice as fast as normal and strike for +6 damage. This Spirit dies after 30...126 seconds. Core 5 5 60
Read the Wind For 24 seconds, your arrows move twice as fast and deal 3...9 extra damage. Core 5 2 12
Ressurection Signet
Done~
Dragannia
Quote:
Originally Posted by fatboyslimerr
How'd you figure that out Dragannia, I'm not saying your wrong because I dunno but I'd be interested to know how it works.
Wand and focus, each offering 20%. High school probability 
1/5*1/5 + 1/5*4/5 + 4/5*1/5 = 9/25
=36%

1/5*1/5 + 1/5*4/5 + 4/5*1/5 = 9/25
=36%
fatboyslimerr
Yeh well high school probability isn't a particular hobby of mine lol.
I might offer a similar mesmer interrupter build using MoR (whole point of the post)
1. MoR {E}
2. Power Spike (now 6 second recharge)
3. Power Leak (10 second recharge)
4. Power Drain (10-12 recharge ---can't remember original recharge)
5. Cry of Frustration (10-12 recharge ---can't remember original recharge)
6. Energy Tap - (12 recharge) power hungry build, need additional energy mangement
7. Shame (15 recharge)
8. Res
With the pimped recharge times, you'll basically be able to interrupt almost every spell a target casts. Power Drain and Power Leak being the priorities (energy gain and target energy loss) as well as Shame.
Now I may be wrong but if you wanted to compare ranger interrupter using SQ to mesmer interrupter using MoR, I would say I was about 50-90 times better off using mesmer lol. Just got more interrupts with stronger effects and MoR is almost constantly sustainable with plenty of energy management.
This of course requires interrupting skill.
However you might argue that power spike, with only a 6 second recharge, could be the only interrupt you actually need, but its not just about the interrupt, its about what effect that interrupt has as well imo.
I might offer a similar mesmer interrupter build using MoR (whole point of the post)
1. MoR {E}
2. Power Spike (now 6 second recharge)
3. Power Leak (10 second recharge)
4. Power Drain (10-12 recharge ---can't remember original recharge)
5. Cry of Frustration (10-12 recharge ---can't remember original recharge)
6. Energy Tap - (12 recharge) power hungry build, need additional energy mangement
7. Shame (15 recharge)
8. Res
With the pimped recharge times, you'll basically be able to interrupt almost every spell a target casts. Power Drain and Power Leak being the priorities (energy gain and target energy loss) as well as Shame.
Now I may be wrong but if you wanted to compare ranger interrupter using SQ to mesmer interrupter using MoR, I would say I was about 50-90 times better off using mesmer lol. Just got more interrupts with stronger effects and MoR is almost constantly sustainable with plenty of energy management.
This of course requires interrupting skill.
However you might argue that power spike, with only a 6 second recharge, could be the only interrupt you actually need, but its not just about the interrupt, its about what effect that interrupt has as well imo.
Eaimirth Etaivella
*powerspike; held up there right next to powerblock in terms of favorite mesmer skills imo*
Many of your skills have lower recharges; but check the ranger as well.
Savage shot: 3.5 recharge
Punishing shot: 7 recharge
Distracting shot: 7 recharge
If we add QZ; well it gets ridiculus.
Distracting shot is a crazy skill by itself imo; but anyway, this would be an interesting pair to have compared in some right.
Some things I would just like to throw in
Spellbreaker proof
Caster hate proof
Can deal non-situational damage (2ndary point)
Can interrupt anything; not just spells (my major point)
Some weaknesses
Energy relient (Shackles are not good:hammer this home hella!)
Distortion hurts (even though ranger interrupts seem to ignore it 75% of the time it always shows up at the wrong moment)
Arrows cannot go through stuff (sometimes an issue)
Many of your skills have lower recharges; but check the ranger as well.
Savage shot: 3.5 recharge
Punishing shot: 7 recharge
Distracting shot: 7 recharge
If we add QZ; well it gets ridiculus.
Distracting shot is a crazy skill by itself imo; but anyway, this would be an interesting pair to have compared in some right.
Some things I would just like to throw in
Spellbreaker proof
Caster hate proof
Can deal non-situational damage (2ndary point)
Can interrupt anything; not just spells (my major point)
Some weaknesses
Energy relient (Shackles are not good:hammer this home hella!)
Distortion hurts (even though ranger interrupts seem to ignore it 75% of the time it always shows up at the wrong moment)
Arrows cannot go through stuff (sometimes an issue)
fatboyslimerr
We therefore have 2 different builds for 2 different purposes. Although MoR and power leak are a match made in heaven.
I would say some thing about ranger interrupts, their arrows can be blocked or evaded and sometimes things get in the way. I was in a GvG once and was getting spiked by a ranger so I hid behind the massive flag pole thing
' Your Target is Obstructed' suck on that !!!!
I would say some thing about ranger interrupts, their arrows can be blocked or evaded and sometimes things get in the way. I was in a GvG once and was getting spiked by a ranger so I hid behind the massive flag pole thing

Eaimirth Etaivella
More or less the same purpose: interrupt the target or more imporantly:stop the target from obtaining their intended action.
I like mesmer interrupts; I really do. However nothing quite matches the satisfaction of a distracting shot to the face; not only does it really damper their spell usage, can be spammed, but completely stops their benefit from QZ (if we decide to keep it up).
There is always my least favorite defense (to end up facing of course) *Eaimirth sees some random monk (that happens to be enchanted, I assume its divine boon, as I saw him cast it earlier)casting WoH->chains power leak+shatter enchantment in an attempt to kill said monk...however that enchantment is spellbreaker and now I'm down 25 energy ='(*
I like mesmer interrupts; I really do. However nothing quite matches the satisfaction of a distracting shot to the face; not only does it really damper their spell usage, can be spammed, but completely stops their benefit from QZ (if we decide to keep it up).
There is always my least favorite defense (to end up facing of course) *Eaimirth sees some random monk (that happens to be enchanted, I assume its divine boon, as I saw him cast it earlier)casting WoH->chains power leak+shatter enchantment in an attempt to kill said monk...however that enchantment is spellbreaker and now I'm down 25 energy ='(*
fatboyslimerr
Spell Breaker is kinda over used in HA, sb/infuse nonsense and in that situation you can switch targets or something or just wait patiently. I'm pretty sure it isn't used in GvG though or at least I haven't seen it recently.
Coming back to HA, if foe uses SB this is when signet of weariness becomes super imo. Say you've got a couple of enemy casters hiding in their wards, AoE -8 energy
+ it goes through spell breaker or signet of humility - 13 seconds of spell breaker disabledness.
Eaimirth as for ranger interrupt, I just don't see the appeal, as I've already said its kinda positional as in you can't be obstructed + on a good day I can get 3/4 second spells like healing touch but I would seriously like to see a ranger get that too even with a recurve or whatever the fastest bow is. Would you also use read the wind to make your arrows travel faster ???
Coming back to HA, if foe uses SB this is when signet of weariness becomes super imo. Say you've got a couple of enemy casters hiding in their wards, AoE -8 energy

Eaimirth as for ranger interrupt, I just don't see the appeal, as I've already said its kinda positional as in you can't be obstructed + on a good day I can get 3/4 second spells like healing touch but I would seriously like to see a ranger get that too even with a recurve or whatever the fastest bow is. Would you also use read the wind to make your arrows travel faster ???
Eaimirth Etaivella
I am using read+quick winds to help with arrow speed; in addition likely a composite bow (which is the fastest arrow speed). Thus the arrow speed is almost instant; able to interrupt healing touch, WoH, etc.
In addition humility does not touch distracting shot =p
13 seconds vs 20seconds+interrupt ^_~;
On a different note; MoR does not speed signet recovery.
Signet of Humility is an not an effective counter for spellbreaker as at rank 16 it lasts 18 seconds (which is then multiplied by 1.57) or 28.26 seconds. For sanity's sake, lets call it 30; for easy reasoning. Assuming they cast it and it is not interrupted; (as you will not yet be in range) it will last 2/3 of the recharge time. If you are able to mentally keep track of this for 45 seconds and then be in range when push comes to shove at 44 seconds to hit them with the signet... thats alot of work imo.
In addition humility does not touch distracting shot =p
13 seconds vs 20seconds+interrupt ^_~;
On a different note; MoR does not speed signet recovery.
Signet of Humility is an not an effective counter for spellbreaker as at rank 16 it lasts 18 seconds (which is then multiplied by 1.57) or 28.26 seconds. For sanity's sake, lets call it 30; for easy reasoning. Assuming they cast it and it is not interrupted; (as you will not yet be in range) it will last 2/3 of the recharge time. If you are able to mentally keep track of this for 45 seconds and then be in range when push comes to shove at 44 seconds to hit them with the signet... thats alot of work imo.
fatboyslimerr
I don't think, in more organised PvP, one person will be so dependant upon one skill. When monks use spell breaker I usually just spend my warriors on them or use blackout
(not a spell) or send my blackout warrior on them :P
I will say one further thing for ranger interrupt vs mesmer interrupt, if enemy interruptee has some nice stance or perhaps enchantment spell which blocks or evades your skills are useless :P where as guardian (that namely spell) would do anything but stop me (slowest cast time for boon prot...power leak... next target thank you very much)
This is turning into a reet massive post. Anyone want to say anything further about MoR ??

I will say one further thing for ranger interrupt vs mesmer interrupt, if enemy interruptee has some nice stance or perhaps enchantment spell which blocks or evades your skills are useless :P where as guardian (that namely spell) would do anything but stop me (slowest cast time for boon prot...power leak... next target thank you very much)

This is turning into a reet massive post. Anyone want to say anything further about MoR ??
Eaimirth Etaivella
Hey if you can interrupt it, so can the ranger. aka so much for gaurdian =/.
My final note on MoR
Too expensive; needs to cost 5e.
It is a stance; really should cost 5e.
It is an elite; somewhat weak compared to other mesmer elites (should cost 5e)
My final note on MoR
Too expensive; needs to cost 5e.
It is a stance; really should cost 5e.
It is an elite; somewhat weak compared to other mesmer elites (should cost 5e)
fatboyslimerr
Lol, anyone would think you wanted it to cast 5 energy ???
Moving back to MoR and energy denial ...
I was doing some thinking the other day, comparing MoR+ E.Burn to E-Surge + E.Burn and you only really feel the affects of MoR over a longer period of time.... I think. I did work out that in order for MoR to truely be affective, it needs to be maintained constantly over a casting period (e.g. cast MoR, do a spell combo then repeat when needed,) and it must be used on several skills in order for its usefulness to be felt.
For example using the skills shame, energy tap and energy burn over a minute. Shame(steals 12e) can be used every 15 seconds so thats 4 useages in a minute = 56 energy lost (net gain of 16 over a one minute period). Energy Tap(6e) recharge is now 12.5 seconds so thats 4 times a minute = 24 energy lost (net gain of 28 energy over a one minute period) and finally Energy Burn(8e) recharge is now 10 seconds, used 6 times in a minute = 48 energy lost (60 energy loss to you).
Totalled up this is 56+24+48 = 108 energy lost in a minute (costing 48 energy and gaining 44 energy) At a net cost of 4 energy + 30 energy cost from MoR = net cost of 34 energy.
Now for E-Surge (second cup of coffee
Shame used twice in a minute = 24 energy loss (net gain of 10 to you in a minute) E.tap used twice in a minute = 12 energy loss (net gain of 14 to you in a minute) E.Burn used 3 times in a minute = 24 (costs you 30 energy) E.Surge used 3 times in a minute = 24 (costs you 30 energy)
Total 24+12+24+24 = 84 energy lost in a minute (costing 60 energy and gaining 24 energy) net cost of 36 energy.
Please forgive me if I made any mistakes but this is why MoR is soo good in my opinion, over a minute you can deny like 20 more energy (if your thinking why I'd need to deny that much energy think 2 targets at a time) and it costs 2 less energy
This whole thing doesn't even factor in the awesomely powerful power leak which would just show you how awesome MoR/p.leak is. Think of 24x6 = 144 energy lost in a minute WITH 2 SKILLS !!!! But that doesn't factor in not being able to interrupt or anything which is why I didn't include it in the above calculation. I hope this will mean more people will try MoR and next time I'm at HA, I'll see people spamming MoR e-denial mesmer LFG or something.
Mehh, That passed the time nicely
EDIT: I realise you can't allow get shame to trigger but hey I live in fairyland where things just work)
Moving back to MoR and energy denial ...
I was doing some thinking the other day, comparing MoR+ E.Burn to E-Surge + E.Burn and you only really feel the affects of MoR over a longer period of time.... I think. I did work out that in order for MoR to truely be affective, it needs to be maintained constantly over a casting period (e.g. cast MoR, do a spell combo then repeat when needed,) and it must be used on several skills in order for its usefulness to be felt.
For example using the skills shame, energy tap and energy burn over a minute. Shame(steals 12e) can be used every 15 seconds so thats 4 useages in a minute = 56 energy lost (net gain of 16 over a one minute period). Energy Tap(6e) recharge is now 12.5 seconds so thats 4 times a minute = 24 energy lost (net gain of 28 energy over a one minute period) and finally Energy Burn(8e) recharge is now 10 seconds, used 6 times in a minute = 48 energy lost (60 energy loss to you).
Totalled up this is 56+24+48 = 108 energy lost in a minute (costing 48 energy and gaining 44 energy) At a net cost of 4 energy + 30 energy cost from MoR = net cost of 34 energy.
Now for E-Surge (second cup of coffee

Total 24+12+24+24 = 84 energy lost in a minute (costing 60 energy and gaining 24 energy) net cost of 36 energy.
Please forgive me if I made any mistakes but this is why MoR is soo good in my opinion, over a minute you can deny like 20 more energy (if your thinking why I'd need to deny that much energy think 2 targets at a time) and it costs 2 less energy

This whole thing doesn't even factor in the awesomely powerful power leak which would just show you how awesome MoR/p.leak is. Think of 24x6 = 144 energy lost in a minute WITH 2 SKILLS !!!! But that doesn't factor in not being able to interrupt or anything which is why I didn't include it in the above calculation. I hope this will mean more people will try MoR and next time I'm at HA, I'll see people spamming MoR e-denial mesmer LFG or something.
Mehh, That passed the time nicely

EDIT: I realise you can't allow get shame to trigger but hey I live in fairyland where things just work)
