02 Sep 2005 at 01:18 - 2
Doubt it. Unless you go one Me/ healer and one Me/ prot. Else 2-3 warriors would rape you...
02 Sep 2005 at 01:19 - 3
Quote:
Originally Posted by thegame2009
Else 2-3 warriors would rape you...
How so? Please do tell.
02 Sep 2005 at 01:23 - 4
eh its prolly harder than you think... but mesmers own as healers, they dont heal for as much as a regular monk but they cast spells almost instantly with a lvl ~10 fast cast
02 Sep 2005 at 01:28 - 5
And what if someone to master this all mesmer team with enough major monks? Would it be a dominating force in HOH?
Say you have at least 2 Me/N that both know Soul Barbs. There goes the pain. Also add 4 Empathys on the major attackers. Now you have those 2-3 warriors begging for mercy. Stack that w/ Insidious Parasite and Spiteful Spirit.
Everything that's hard is almost worthwhile in the end if you're able to control it, don't you agree?
02 Sep 2005 at 01:34 - 6
Quote:
Originally Posted by navymrgoodbar
Everything that's hard is almost worthwhile in the end if you're able to control it, don't you agree?
What is this? a Viagra commercial?
On topic: You'd be running a bunch of weak healers and a bunch of weak attackers. Mesmers are not very good at either of these things and both are necessary in a good team. On top of that, an entire team of squishy targets backed by weak healing would drop like flies.
02 Sep 2005 at 01:35 - 7
Quote:
Originally Posted by Bast
What is this? a Viagra commercial?
LMFAO!
02 Sep 2005 at 01:38 - 8
I'd imagine the important question is whether or not each mesmer can shut down someone.
I'd speculated on a mass Migraine+Imagined Budren+Phantam Pain+Conjure Phantasm with Power Drain, Cry of Frustration, and Power Spike to block attempts to remove the hexes.
You could kite warriors until they degenerate to death, and interrupt attempts to heal until everyone else degenerates to death as well (With ~100 extra damage from power spike).
The problems arise against rangers, who won't be overly affected by movement debuffs or slowed casting as forms of control, and not having enough space to fit in other needed counters, such as enchantment removal.
Edit: That's not to say they're the only problems. Just bear in mind this was only idle conjecture.
Re-Edit: Actually, revise that and drop Imagined Burden, as if the match lasts long enough to use it, no amount of interrupts is going to keep Rez Signet from going off. With the saved space, you get Shatter Delusions.
Unfortunately, after a 'duh' head-smacking moment, I realized that I forgot about Hex Breaker, and the entire build is dead from the moment it meets that.
02 Sep 2005 at 01:42 - 9
How do you propose to do damage? Let's look at your options: me/w - what can you do here, well the only thing that would make sense is IW, which is terrible. Maybe a blackout war, but what is the point of w/me instead of me/w? Two extra blackout secs aren't going to make a difference. Regardless of that, blackout wars are gimped for the same reason w/r's are gimped, no sprint. Then you have a me/r and two things come to mind, a frag ranger and conundrum interrupter. Should I even comment on how terrible frag builds are, no it's a waste of time. What about a conundrum interrupter? Wait, I though we were trying to do damage. Me/e maybe the best way for damage, but you don't have the energy. Me/n and me/mo have nothing for damage. Oh noes dots!!! Martyr ftw. As for me/mo being a healing god, are you joking? Usually divine favor is going to account for ~30% of a heal and you don’t have it.
02 Sep 2005 at 08:58 - 10
This would rock hard and would own PVP, if it was set up right.
First you would need to set it up like a normal team, with the secondaries as needed.
2 Me/W IW Builds, with Inspiration Magic Armor creation spells.
2 Me/Mo 1 Fast Cast Healer with Inspiration Energy Stealing. 1 Protection Hexer, keeping the IW's from recieving much harm.
1 Me/E This design should be built like any E and be made for straight damage. My paticular set up uses things like Energy Burn, Energy Surge, Conjure Phantasm, Phantom Pain and Air Spiking abilities.
1 Me/N Well Creator for to keep up the energy of the group, could also do hexes.
and now 2 pure shutdown Mesmers to take out the casters on the other side.
The matches would have to play out like this, the Shut Down Casters would start by taking out the Monks and the other Casters on the opposing side, the Prot Monk would cast a spell on the entire group to protect from damage. Because the Casters have already been shut down, there is no way to strip the enchantment right away. The IW builds should then begin working on the tanks, and the Me/E should work on killing the monks on the other side.
With Fast Casting the primary concern here, Mesmers would be able to cast their spells before being able to be countered and could very easily take out most competition.
Reasoning behind this failing: A group that contains too many casters to shut down. Too many warriors for the IW's to handle. Other than the team set up would take down quite a few teams.
02 Sep 2005 at 15:57 - 11
Quote:
Originally Posted by Arcanis Imperium
This would rock hard and would own PVP, if it was set up right.
First you would need to set it up like a normal team, with the secondaries as needed.
2 Me/W IW Builds, with Inspiration Magic Armor creation spells.
2 Me/Mo 1 Fast Cast Healer with Inspiration Energy Stealing. 1 Protection Hexer, keeping the IW's from recieving much harm.
1 Me/E This design should be built like any E and be made for straight damage. My paticular set up uses things like Energy Burn, Energy Surge, Conjure Phantasm, Phantom Pain and Air Spiking abilities.
1 Me/N Well Creator for to keep up the energy of the group, could also do hexes.
and now 2 pure shutdown Mesmers to take out the casters on the other side.
The matches would have to play out like this, the Shut Down Casters would start by taking out the Monks and the other Casters on the opposing side, the Prot Monk would cast a spell on the entire group to protect from damage. Because the Casters have already been shut down, there is no way to strip the enchantment right away. The IW builds should then begin working on the tanks, and the Me/E should work on killing the monks on the other side.
With Fast Casting the primary concern here, Mesmers would be able to cast their spells before being able to be countered and could very easily take out most competition.
Reasoning behind this failing: A group that contains too many casters to shut down. Too many warriors for the IW's to handle. Other than the team set up would take down quite a few teams.
Like say, a smite team for example...