Here it goes, Mesmer/Necromancer energy denial/disruption
Attibutes
Domination 10 + 2
Inspiration 11+1
Curses 10
Skill selection
Diversion
Shame
Power Leak
Arcane Echo
Energy Drain [E]
Power Drain
Malaise
Rend Enchantments
I do have some question marks regarding some of the chosen skills...
I would arcane Echo Energy Drain to steal a good amount of energy, but the main question is: is it worth it? I would be able to cast it twice since the echo would last for 20sec and energy drain has a 20sec recharge (:/).
Second question concernes the recharge times, all the energy drain skills on the build have a 20+ sec recharge, even if i would arcane echo energy drain, i would still be stuck with some recharge. I would still have power leak, but that is very situational because i would have to find an interruptable spell on the monk, wich would be very hard if you don't have something like arcane conundrum. Diversion (and malaise) would be used 'mostly' during the cooldown periods of the energy draining spells. Rend enchantments and Power Drain speak for themselfs i think.
The strategy would mainly be hunting monks, leeching the energy and then tossing malaise on them (after the leeching of course, it got a little nerfed ). DOes it contain enough energy denial to remain potent all the time (and on multiple targets) or do i have to dedicate another slot to it? Do not spare your criticism, you can say it sucks
First try at a Mesmer/Necro
Insomnia
Insomnia
No replies at all, that very disappoints me Feedback needed, sry for bumping the thread :/
Ensign
You would unfortunately not be able to get two casts of Energy Drain off of Arcane Echo - it'd end before it finished recharging, in fact, as Energy Drain has a 1 second cast time, giving it a 21 second recycle time. That's not to say that it's a bad strategy - it's still a nearly free 20 energy drain - but it isn't as solid as you'd like.
Malaise isn't what it used to be, since it ends on 0 energy now - so you can't use it on a drained target to keep them down. You can, however, still spam it around on everyone to make their lives miserable - Malaise on a Ranger or Warrior would hurt an awful lot, and they can't just weapon swap it away. It certainly isn't the must-have powerhouse it used to be, but it's worth considering.
Energy Tap might be worthwhile as well, as with Fast Casting the cast time is reasonable. It's probably better than Echo/Drain, actually - just 4-5 less points, but it casts faster and a lot cheaper.
Diversion is one of those skills that you really have to work someone over with to be effective - however, you're going to be rolling in energy from all the taps and drains, so that shouldn't be a problem. It's a good energy sink while waiting for things to recharge.
You might want to consider running Arcane Conundrum - even at, say, 5 Illusion the skill is solid. It's not going to buy you more than 4-5 seconds against a good team, anyway.
Peace,
-CxE
Malaise isn't what it used to be, since it ends on 0 energy now - so you can't use it on a drained target to keep them down. You can, however, still spam it around on everyone to make their lives miserable - Malaise on a Ranger or Warrior would hurt an awful lot, and they can't just weapon swap it away. It certainly isn't the must-have powerhouse it used to be, but it's worth considering.
Energy Tap might be worthwhile as well, as with Fast Casting the cast time is reasonable. It's probably better than Echo/Drain, actually - just 4-5 less points, but it casts faster and a lot cheaper.
Diversion is one of those skills that you really have to work someone over with to be effective - however, you're going to be rolling in energy from all the taps and drains, so that shouldn't be a problem. It's a good energy sink while waiting for things to recharge.
You might want to consider running Arcane Conundrum - even at, say, 5 Illusion the skill is solid. It's not going to buy you more than 4-5 seconds against a good team, anyway.
Peace,
-CxE
Insomnia
Quote:
Originally Posted by Ensign
Malaise isn't what it used to be, since it ends on 0 energy now - so you can't use it on a drained target to keep them down. You can, however, still spam it around on everyone to make their lives miserable - Malaise on a Ranger or Warrior would hurt an awful lot, and they can't just weapon swap it away. It certainly isn't the must-have powerhouse it used to be, but it's worth considering.
Very true, but what would you then propose to effectively keep 'em on low energy? Kinda looking for something cheap and spammable to pin 'em down on low energy...
I like the idea tho of arcane condrum, wich will gain me some secs. Thx for the help!
I like the idea tho of arcane condrum, wich will gain me some secs. Thx for the help!
FL-
Insomnia and Ensign:
I've extrememly new to GW, just got in game last night and I have my Mes/Ne up to level 5. I don't know as much about the skills as you guys seem to do, so I was wondering if you could elaborate a little more on the best way to build this character.
I'm a bit confused at everything at the moment.
Thanks a ton!
FL-
Vaxaena Anthraxis
I've extrememly new to GW, just got in game last night and I have my Mes/Ne up to level 5. I don't know as much about the skills as you guys seem to do, so I was wondering if you could elaborate a little more on the best way to build this character.
I'm a bit confused at everything at the moment.
Thanks a ton!
FL-
Vaxaena Anthraxis
FL-
This is my current thought for my build:
Domination: 10
Inspiration: 10
Curses: 10
Illusion: 5
Power Block {E}: If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of that attribute are disabled for 3-13 seconds for that foe.
Power Leak: If target foe is casting a spell, the spell is interrupted and your target loses 10-22 Energy.
Power Spike: If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage.
Power Drain: If target foe is casting a spell, the spell is interrupted and you gain 1-25 Energy.
Diversion: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
Energy Tap: Steal 8-13 Energy from target foe.
Arcane Conundrum: For 6-25 seconds, "spells" cast by target foe take twice as long to cast.
Malaise: For 5-29 seconds, target foe suffers -2 Energy regeneration you suffer -2 Health regeneration. Ends if target foe's Energy reaches 0.
Comments?
Domination: 10
Inspiration: 10
Curses: 10
Illusion: 5
Power Block {E}: If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of that attribute are disabled for 3-13 seconds for that foe.
Power Leak: If target foe is casting a spell, the spell is interrupted and your target loses 10-22 Energy.
Power Spike: If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage.
Power Drain: If target foe is casting a spell, the spell is interrupted and you gain 1-25 Energy.
Diversion: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
Energy Tap: Steal 8-13 Energy from target foe.
Arcane Conundrum: For 6-25 seconds, "spells" cast by target foe take twice as long to cast.
Malaise: For 5-29 seconds, target foe suffers -2 Energy regeneration you suffer -2 Health regeneration. Ends if target foe's Energy reaches 0.
Comments?
FL-
Ensign, you still around or are you trapped inside Guild Wars?
***begin casting resurrect thread***
***begin casting resurrect thread***