Energy Denial Mesmer/Monk (Multiple Variations)
FengShuiBundi
I was in the mood to make a competetive EDenial Mesmer (or 3, as is the case), and decided to take a look at my bag of skills. Situations 2 and 3 are IDEAL. Situation 1 is for the tombs matches where I'm lacking a QZ Ranger or am in Arenas.
NO WASTRELS WORRY. NO MIND WRACK. NO DIVERSION. NO BACKFIRE. NO ENERGY SURGE.
All are Mesmer/Monk
Type 1 : NO Quickening Zephyr
FC: 7
DOM: 14
INSP: 12
Skills:
Signet of Humility
Signet of Weariness
Energy Drain[ELITE]
Leech Signet*
Mantra of Inscriptions
Ressurect
Power Leak
Power Drain
This one is if I can't get a QZ ranger on the team. *Leech signet starred because I'm not sure as to keep that or take drain enchant or energy burn*
Type 2 : Quickening Zephyr is UP.
FC: 7
DOM: 14
INSP: 12
Skills:
Signet of Humility
Signet of Weariness
Echo[ELITE]
Leech Signet
Mantra of Inscriptions
Ressurect
Power Leak
Power Drain*
here, with QZ up, my skill recharges are down to a fourth of their listed rates (roughly speaking). This means Signet of Weariness recharges in about 8 seconds. Signet of humility is closer to 4. This allows for a 13second recharge on Leech Signet, giving it a great, free edge over energy drain. (Still needs to interrupt though) Echo + SoH = Mass Elite Denial. Echo + SoW = Mass EDenial. *Power Drain starred because I'm not sure if I should take drain enchant for interrupt-free energy*
Type 3 : Quickening Zephyr is UP
FC: 7
DOM: 14
INSP: 12
Skills:
Signet of Humility
Signet of Weariness
Energy Drain[ELITE]
Arcane Echo
Mantra of Inscriptions
Ressurect
Power Leak
Leech Signet
Again, fast recharges on SoH, SoW, and Leech provide crazy disruption. Energy Drain recharge = 10 seconds. Here I am doing Arcane Echo + Energy Drain. This does a bit less energy denial than the Type 2, but makes up for it in the fact that I am gaining a lot of energy. I have no need for Power Drain here because of Leech and EDrain.
Signet of Weariness does 10 AoE Energy Loss (area is around target). Base Recharge 30secs.
Echo is used in conjunction with signets for very fast casting/use.
Leech Signet nets 13 energy every 45 seconds for a great interrupt.
Power Leak knocks off 24 of their energy
Power Drain gives me 20 (net).
Energy Drain knocks off 18 energy, with a net energy gain of 13.
Res + FC = better than other players.
Signet of Humility is a great disruption spell to take out pesky EDrain monks.
As you can see, I am stuck between choices two and three. I will playtest both, but I'd like some advice from knowledgeable players who understand what I'm trying to do.
Type 3 is much safer, and can still drain 36 energy in a matter of 4 seconds with 2x Energy Drains. I get back eleven energy, and leech signet is still going off every 13-15 seconds. Normal QZ + ED is also very powerful for EDenial. Here, SoW plays a secondary role, but is still going off every 8 seconds. (Which results in a loss of 24 Energy and a gain of 13 every 10 seconds).
HOWEVER, Type Two can do a lot of energy denial, to a lot of people. Echo + SoW lets me deny 40 Energy in 20 seconds to a whole area. This build barely needs energy, and gets plenty via Leech Signet. Plus, it is very versatile. I can do Echo + Signet of Humility and deny the whole team of their elite spells.
EDIT: Energy Drain net gain figures under QZ are off. That is because I forgot to add in the fact that it increases costs. It still nets a lot though because of the faster recharge times.
NO WASTRELS WORRY. NO MIND WRACK. NO DIVERSION. NO BACKFIRE. NO ENERGY SURGE.
All are Mesmer/Monk
Type 1 : NO Quickening Zephyr
FC: 7
DOM: 14
INSP: 12
Skills:
Signet of Humility
Signet of Weariness
Energy Drain[ELITE]
Leech Signet*
Mantra of Inscriptions
Ressurect
Power Leak
Power Drain
This one is if I can't get a QZ ranger on the team. *Leech signet starred because I'm not sure as to keep that or take drain enchant or energy burn*
Type 2 : Quickening Zephyr is UP.
FC: 7
DOM: 14
INSP: 12
Skills:
Signet of Humility
Signet of Weariness
Echo[ELITE]
Leech Signet
Mantra of Inscriptions
Ressurect
Power Leak
Power Drain*
here, with QZ up, my skill recharges are down to a fourth of their listed rates (roughly speaking). This means Signet of Weariness recharges in about 8 seconds. Signet of humility is closer to 4. This allows for a 13second recharge on Leech Signet, giving it a great, free edge over energy drain. (Still needs to interrupt though) Echo + SoH = Mass Elite Denial. Echo + SoW = Mass EDenial. *Power Drain starred because I'm not sure if I should take drain enchant for interrupt-free energy*
Type 3 : Quickening Zephyr is UP
FC: 7
DOM: 14
INSP: 12
Skills:
Signet of Humility
Signet of Weariness
Energy Drain[ELITE]
Arcane Echo
Mantra of Inscriptions
Ressurect
Power Leak
Leech Signet
Again, fast recharges on SoH, SoW, and Leech provide crazy disruption. Energy Drain recharge = 10 seconds. Here I am doing Arcane Echo + Energy Drain. This does a bit less energy denial than the Type 2, but makes up for it in the fact that I am gaining a lot of energy. I have no need for Power Drain here because of Leech and EDrain.
Signet of Weariness does 10 AoE Energy Loss (area is around target). Base Recharge 30secs.
Echo is used in conjunction with signets for very fast casting/use.
Leech Signet nets 13 energy every 45 seconds for a great interrupt.
Power Leak knocks off 24 of their energy
Power Drain gives me 20 (net).
Energy Drain knocks off 18 energy, with a net energy gain of 13.
Res + FC = better than other players.
Signet of Humility is a great disruption spell to take out pesky EDrain monks.
As you can see, I am stuck between choices two and three. I will playtest both, but I'd like some advice from knowledgeable players who understand what I'm trying to do.
Type 3 is much safer, and can still drain 36 energy in a matter of 4 seconds with 2x Energy Drains. I get back eleven energy, and leech signet is still going off every 13-15 seconds. Normal QZ + ED is also very powerful for EDenial. Here, SoW plays a secondary role, but is still going off every 8 seconds. (Which results in a loss of 24 Energy and a gain of 13 every 10 seconds).
HOWEVER, Type Two can do a lot of energy denial, to a lot of people. Echo + SoW lets me deny 40 Energy in 20 seconds to a whole area. This build barely needs energy, and gets plenty via Leech Signet. Plus, it is very versatile. I can do Echo + Signet of Humility and deny the whole team of their elite spells.
EDIT: Energy Drain net gain figures under QZ are off. That is because I forgot to add in the fact that it increases costs. It still nets a lot though because of the faster recharge times.
White Designs
Not taking Diversion on a Mesmer is a crime. It's just too good. The rest of the skills you capitalized and insisted on not taking already suck, so I don't know why you were so forceful in not taking them.
Eonwe
Ressurect.... meh.
FengShuiBundi
White Designs: I know they already suck. There are still people who visit the forums who do not think/know the suck. I <3 Diversion, but it doesn't fit in with the theme/purpose of the build. That's a 10 Energy Spell you want me to stick in that, although it's effect is great, doesn't work with the rest of the build. Think about it. I've set it up so I can drain their energy with maximum efficiency. They are shut down, and ready to be taken out (at this point I switch targets). They won't be casting much (unless they swap weapons) while they lose 10+ energy and not have the use of energy drain.
I had to be forceful because otherwise people would suggest it. Some (ingame) already have.
Eonwe: It's another thing I can do. Teams need somebody who can res w/o a signet, and with 7 in fast cast, it helps. Yea the cast time still blows, maybe I can take Vengence instead. It's a good way to spend 10 energy.
Any ideas on fixing types 2 and 3? Which one would be more succesful in tombs?
EDIT: So, unless I post a horrendous build with horrible spelling and grammer, I get no constructive posts in the thread?
I had to be forceful because otherwise people would suggest it. Some (ingame) already have.
Eonwe: It's another thing I can do. Teams need somebody who can res w/o a signet, and with 7 in fast cast, it helps. Yea the cast time still blows, maybe I can take Vengence instead. It's a good way to spend 10 energy.
Any ideas on fixing types 2 and 3? Which one would be more succesful in tombs?
EDIT: So, unless I post a horrendous build with horrible spelling and grammer, I get no constructive posts in the thread?
Queto
I think, for energy denial, a Me/N would be better... Curses (Wither and Malaise) and Inspiration (All those interrupt-energy steal and just energy steal skills) should do it
QuixotesGhost
The biggest problem I see right now is that it looks like you have a ton of energy just going to waste. You can spend it on Power Leak or Mantra or Ressurect and that's it. Plus the fact you also have ways to gain yourself energy through leech signet and power drain. I know this build is designed to work with QZ, but it still seems like over kill. I think you need something nice and spammy, just to get the most out of that 4 pips of regen...
At the very least I would swap ressurect out for Light of Dwayna, if you decide to keep the rest of the skills as is. You should have the glut of energy needed to use it and it casts faster than ressurect.
At the very least I would swap ressurect out for Light of Dwayna, if you decide to keep the rest of the skills as is. You should have the glut of energy needed to use it and it casts faster than ressurect.
FengShuiBundi
Actually, I was thinking the exact same thing. I need something BIG to use that energy on.
I was testing in Team Arenas w/ QZ. Type 2 doesn't work as well because the 10second downtime is equivalent to the normal casting in Type 3. The problem is that it won't drain the energy fast enough.
Echo + SoW = SoW + Echo'd SoW + SoW + Echo'd SoW in the time it takes for echo to stop working. That's 40 AoE energy loss. But in 10 seconds, I won't be doing more than 20 AoE energy loss.
Whereas:
Energy Drain + SoW = 26 Energy Loss over 10 seconds, every 10 seconds w/ QZ.
With Arcane Echo on ED:
Energy Drain + Arcane Echo + SoW = 46 Energy Loss in 10 Seconds. I can pull off 2 in the 20sec timespan.
But, I'm getting GOBS of energy. Leech > PowerDrain here because even though under QZ their recharge times are about even, and PD gives more energy, Leech stops more stuff. Leech will stop Rez Signet, Troll Ungent, Healing Signet, and other nonspell skills.
Signet of Humility starts off the combo on a Mo/Me to prevent their Energy Draining.
Power Leak is gold here because I can use it when high on energy for great losses for an opposing ele or necro.
So, I gotta pick a big spell that will be very good under QZ.
My Options:
Shatter Enchant
Shatter Hex
Light of Dwayna
Add More Here!
I was testing in Team Arenas w/ QZ. Type 2 doesn't work as well because the 10second downtime is equivalent to the normal casting in Type 3. The problem is that it won't drain the energy fast enough.
Echo + SoW = SoW + Echo'd SoW + SoW + Echo'd SoW in the time it takes for echo to stop working. That's 40 AoE energy loss. But in 10 seconds, I won't be doing more than 20 AoE energy loss.
Whereas:
Energy Drain + SoW = 26 Energy Loss over 10 seconds, every 10 seconds w/ QZ.
With Arcane Echo on ED:
Energy Drain + Arcane Echo + SoW = 46 Energy Loss in 10 Seconds. I can pull off 2 in the 20sec timespan.
But, I'm getting GOBS of energy. Leech > PowerDrain here because even though under QZ their recharge times are about even, and PD gives more energy, Leech stops more stuff. Leech will stop Rez Signet, Troll Ungent, Healing Signet, and other nonspell skills.
Signet of Humility starts off the combo on a Mo/Me to prevent their Energy Draining.
Power Leak is gold here because I can use it when high on energy for great losses for an opposing ele or necro.
So, I gotta pick a big spell that will be very good under QZ.
My Options:
Shatter Enchant
Shatter Hex
Light of Dwayna
Add More Here!
QuixotesGhost
Quote:
Originally Posted by FengShuiBundi
My Options:
Shatter Enchant
Shatter Hex
Light of Dwayna
Add More Here! You know... if you wanted to get goofy, you could always spec into your secondary and invest in some sustained enchantments. It's something to experiment with at least.
Or even more odd and drastic something to try...
Make your secondary Ranger, spec in marks for the bow, and use Debiliating shot. Heck, I'm sure some interesting signet stuff could also be done with this with ranger as your primary too. I'm thinking vaguely something like this.... Keep in mind I've never played a ranger.
Some rough attrs
Expertise: 8+1 = 9
Marksmanship: 8+1+1 = 10
Inspiration: 10
Domination: 10
Mantra of Inscriptions
Signet of Weariness
Leech Signet
Signet of Humility
Echo
Debilitating Shot
?
?
This does dilute the power of your signets somewhat but with primarily signet skills and expertise you should be able to spam the everloving crap out of that debilitating shot. Plus you gain the the superior armor of rangers, and the lower target priority. Just a random idea I can't vouch for one way or the other, sonds like it could be fun though. It might also be possible to combo mantra of signets (a stance) with expertise (which reduces stances costs)
Shatter Enchant
Shatter Hex
Light of Dwayna
Add More Here! You know... if you wanted to get goofy, you could always spec into your secondary and invest in some sustained enchantments. It's something to experiment with at least.
Or even more odd and drastic something to try...
Make your secondary Ranger, spec in marks for the bow, and use Debiliating shot. Heck, I'm sure some interesting signet stuff could also be done with this with ranger as your primary too. I'm thinking vaguely something like this.... Keep in mind I've never played a ranger.
Some rough attrs
Expertise: 8+1 = 9
Marksmanship: 8+1+1 = 10
Inspiration: 10
Domination: 10
Mantra of Inscriptions
Signet of Weariness
Leech Signet
Signet of Humility
Echo
Debilitating Shot
?
?
This does dilute the power of your signets somewhat but with primarily signet skills and expertise you should be able to spam the everloving crap out of that debilitating shot. Plus you gain the the superior armor of rangers, and the lower target priority. Just a random idea I can't vouch for one way or the other, sonds like it could be fun though. It might also be possible to combo mantra of signets (a stance) with expertise (which reduces stances costs)
FengShuiBundi
Goofy is fine. As long as it's practical in PvP.
I don't want to spec out of Insp and Dom. They make this so very effective.
I was thinking about a ranger too, mainly because I remembered the Echo + Debil shot combo. But I would need to run a ranger/warrior through the game (is wa/ra easier to finish the game with?) first and get those skills.
The 6 skills you listed are pretty much the main ones I would be using. Probobly take some sort of evasion/run skill to run Relics, or maybe a snare so I can pull of Echo + Debil + Debil + SoW. Sounds nice.
Mantra of Signets = Trash. It only affects the first one, than the stance ends. Not worth it.
I don't want to spec out of Insp and Dom. They make this so very effective.
I was thinking about a ranger too, mainly because I remembered the Echo + Debil shot combo. But I would need to run a ranger/warrior through the game (is wa/ra easier to finish the game with?) first and get those skills.
The 6 skills you listed are pretty much the main ones I would be using. Probobly take some sort of evasion/run skill to run Relics, or maybe a snare so I can pull of Echo + Debil + Debil + SoW. Sounds nice.
Mantra of Signets = Trash. It only affects the first one, than the stance ends. Not worth it.
Mirhi
Arcane Echo
Energy Drain (Elite)
Malaise
Ether Lord
Life Siphon/Faintheartedness
Drain Enchantment/Rend Enchantments
Inspire Hex
Restore Life/Light of Dwanya
This is about the utility you would want. You split between inspiration and blood magic and fast casting.
Start off destroying a caster with Arcane Echo and Energy Drain (42 energy), then cast Malaise, then Ether Lord. That caster is done for a while. Then you can play the role of supporter, Life Siphon on the whole team is good, or (what my guild does) Life Siphon and Faintheartedness on the whole team.
Unless they all have Contemplation of Purity, this will destroy them. If they chain cast hex breaker they will be out of mana.
Make sure you keep Malaise on someone, and then your primary target, double drain whenever its up.
Thats my recommendation. You don't really need domination for energy denial builds. If you want some defense, use hex breaker.
EDIT: Also, you can get nice spells like Life Transfer with inspire hex, you can also put some remaining attribute points into domination to remove backfire with inspire hex (because most mesmers take it) and remove it off your monk or ele and then use it.
Energy Drain (Elite)
Malaise
Ether Lord
Life Siphon/Faintheartedness
Drain Enchantment/Rend Enchantments
Inspire Hex
Restore Life/Light of Dwanya
This is about the utility you would want. You split between inspiration and blood magic and fast casting.
Start off destroying a caster with Arcane Echo and Energy Drain (42 energy), then cast Malaise, then Ether Lord. That caster is done for a while. Then you can play the role of supporter, Life Siphon on the whole team is good, or (what my guild does) Life Siphon and Faintheartedness on the whole team.
Unless they all have Contemplation of Purity, this will destroy them. If they chain cast hex breaker they will be out of mana.
Make sure you keep Malaise on someone, and then your primary target, double drain whenever its up.
Thats my recommendation. You don't really need domination for energy denial builds. If you want some defense, use hex breaker.
EDIT: Also, you can get nice spells like Life Transfer with inspire hex, you can also put some remaining attribute points into domination to remove backfire with inspire hex (because most mesmers take it) and remove it off your monk or ele and then use it.
Sambjo
Quote:
Originally Posted by Mirhi
Arcane Echo
Energy Drain (Elite)
Malaise
Ether Lord
Life Siphon/Faintheartedness
Drain Enchantment/Rend Enchantments
Inspire Hex
Restore Life/Light of Dwanya
This is about the utility you would want. You split between inspiration and blood magic and fast casting.
Start off destroying a caster with Arcane Echo and Energy Drain (42 energy), then cast Malaise, then Ether Lord. That caster is done for a while. Then you can play the role of supporter, Life Siphon on the whole team is good, or (what my guild does) Life Siphon and Faintheartedness on the whole team.
Unless they all have Contemplation of Purity, this will destroy them. If they chain cast hex breaker they will be out of mana.
Make sure you keep Malaise on someone, and then your primary target, double drain whenever its up.
Thats my recommendation. You don't really need domination for energy denial builds. If you want some defense, use hex breaker.
EDIT: Also, you can get nice spells like Life Transfer with inspire hex, you can also put some remaining attribute points into domination to remove backfire with inspire hex (because most mesmers take it) and remove it off your monk or ele and then use it. With a decent amount of inspiration ether lord drains approximately 10 energy over it's 10 second duration. Energy tap, on the other hand, doesn't waste your energy pool and drains for more energy instantaneously. Ether lord would also deactivate malaise if your an it on the same target you drained.
Malaise is garbage all-together. Any person with a half a brain will switch to their empty weapon slot and turn that POS off.
Life siphon is useless in pvp, faintheartedness is marginally better. Light of dwayna... I won't go there.
BTW: None of your skills are dom spec'd and you're going to run dom on the off-chance that you find a backfire to use inspired hex on? Just run backfire yourself or toss lousy inspired hex for shatter hex.
Energy Drain (Elite)
Malaise
Ether Lord
Life Siphon/Faintheartedness
Drain Enchantment/Rend Enchantments
Inspire Hex
Restore Life/Light of Dwanya
This is about the utility you would want. You split between inspiration and blood magic and fast casting.
Start off destroying a caster with Arcane Echo and Energy Drain (42 energy), then cast Malaise, then Ether Lord. That caster is done for a while. Then you can play the role of supporter, Life Siphon on the whole team is good, or (what my guild does) Life Siphon and Faintheartedness on the whole team.
Unless they all have Contemplation of Purity, this will destroy them. If they chain cast hex breaker they will be out of mana.
Make sure you keep Malaise on someone, and then your primary target, double drain whenever its up.
Thats my recommendation. You don't really need domination for energy denial builds. If you want some defense, use hex breaker.
EDIT: Also, you can get nice spells like Life Transfer with inspire hex, you can also put some remaining attribute points into domination to remove backfire with inspire hex (because most mesmers take it) and remove it off your monk or ele and then use it. With a decent amount of inspiration ether lord drains approximately 10 energy over it's 10 second duration. Energy tap, on the other hand, doesn't waste your energy pool and drains for more energy instantaneously. Ether lord would also deactivate malaise if your an it on the same target you drained.
Malaise is garbage all-together. Any person with a half a brain will switch to their empty weapon slot and turn that POS off.
Life siphon is useless in pvp, faintheartedness is marginally better. Light of dwayna... I won't go there.
BTW: None of your skills are dom spec'd and you're going to run dom on the off-chance that you find a backfire to use inspired hex on? Just run backfire yourself or toss lousy inspired hex for shatter hex.
Cymmina
Here's a thought, go Me/R and throw Echo+Serpent's Quickness into the mix. I would rather have 33% faster on *all* skills than 45% faster on just signets. SQ would reduce recharge of Humility to ~13.5 seconds (15 duration), Signet of Weariness to ~20 seconds, and Leech Signet to ~30 seconds. The tricky part is juggling Echo and SQ, since with 10 wilderness, the 20 second duration of Echo is over before SQ wears off. Since you're a ranger secondary in this scenario, you can run QZ yourself.
Also, you might consider Ignorance. That would stop those pesky enchantment monks from using Blessed Signet for energy recovery. Provided you could have 15 energy every ~18 seconds, you could shut them out indefinately.
Quote:
Also, you might consider Ignorance. That would stop those pesky enchantment monks from using Blessed Signet for energy recovery. Provided you could have 15 energy every ~18 seconds, you could shut them out indefinately.
Quote:
FengShuiBundi
Mirhi - I can't go 3 class now, can I? Your build is just bad. Sorry. Malaise? Ether Lord? Why? I'd rather stay full edenial and take out 3-4 casters.
Cymmina, if I went Me/Ra, and I could if I had any Ranger skills, I'd much rather use Echo + Debil Shot + Debil Shot + Signet of Weariness.
You are forgetting why MoI is good. No downtime. Leech is always a 13sec recharge (QZ up all the time) 13 free energy skill. SoW and SoH are absolutely BROKEN at their recharge times, echoing either is a sick, sick creature.
W/ QZ, energy drain would be much better, at a 10sec recharge. That makes it downright insane, and in immediate need of nerfing.
With signets, I don't need any other skills to recharge quickly.
Cymmina, if I went Me/Ra, and I could if I had any Ranger skills, I'd much rather use Echo + Debil Shot + Debil Shot + Signet of Weariness.
You are forgetting why MoI is good. No downtime. Leech is always a 13sec recharge (QZ up all the time) 13 free energy skill. SoW and SoH are absolutely BROKEN at their recharge times, echoing either is a sick, sick creature.
W/ QZ, energy drain would be much better, at a 10sec recharge. That makes it downright insane, and in immediate need of nerfing.
With signets, I don't need any other skills to recharge quickly.
pagansaint
Malaise and Wither are seriously under estimated in my book. Both have the potential to be great Energy Denial key skills but in the current meta game they don't quite work as hoped for.