Mesmer/Monk
Fast Casting: 10+1
Domination: 11+2
Inspiration: 10+1
Protection: 1
[E] Mantra of Recovery: For 74 seconds, spells you cast recharge 50% faster. Whenever you cast a spell, you lose 3 energy or Mantra of Recovery Ends. Cost 15, Time 0, Recharge 20
Ether Feast: Target foe looses 5 energy. You are healed 23 for every point lost. Cost 5, Time 2, Recharge 8
Energy Tap: Steal 13 energy from target foe. Cost 5, Time 3, Recharge 20
Shatter Hex: Remove a hex from target ally. If a hex is removed, foes near that ally take 124 damage. Cost: 15, Time: 1 Recharge: 10
Shatter Enhancement: Remove an enhancement from target foe. If an enhancement is removed, that foe takes 89 damage. Cost: 15 energy, Time: 1, Recharge: 25
Drain Enhancement: Remove an enhancement from target foe. If an enhancement is removed, you gain 19 energy. Cost: 15 energy, time: 1 sec, Recharge: 25
Inspired Enhancement: Remove an enhacement from target foe and gain 12 energy. For 20 seconds, Insprired Enhancement is replaced with the enhancement removed. Cost: 10, Time: 1, Recharge: (effectively 20)
Vengance: Bring dead to life at full health and full energy. After 30 seconds, or if the enhancement is removed, the enchanged ally dies. Deaths while enhanted with Vengence do not incur a death penalty. Cost: 10, Time: 4, Recharge: 60
...
Strategy:
- Always use Mantra of Recovery
- Every 10 seconds, Energy Tap the opposition's Monk to keep her low on fuel.
- With a 4 second recharge, and appx 1 second cast, Ether Feast is strong 120HP healing when a strongman attacks.
- Watch for Enchantments you'd like on your bar, if you see one, use Inspred Enhancement. Otherwise, if you are low on energy, use Drain Enhancement. Both of these are a wash energy wise (you don't gain nor lose much energy).
- If you have energy have fun shattering Enhantments and Hexes.
- If someone dies, use Vengance (13 energy, appx 2 seconds, with 30 second recharge)
Alternatives: reduce Inspiration or Domination a bit to increase protection spells -- nothing like getting a free
"Mark of Protection" or some other protection goodie with "Inspired Enhancement".
The Dis-Enchanter
cce
TheRealDecoy
If you're willing to make room for it Necromancers also have some nice anti-enchantment spells available. Rend Enchantments is worth looking at, and Lingering Curse would be a good pick if you ended up not needing MoR (but you probably will).
Barkam
When you say Dis-Enchanter, I assume that you are there just to make sure people don't have any enchantments on them at all. Then I would agree with TheRealDecoy, in picking up necromancer. Since you don't have any point in curse to begin with, you don't risk losing too much hp by removing too many monk enchantments. Also, I think as a mesmer, especially with such high fast casting and Inspiration, I would use Power Drain, instead of energy tap, for obvious reasons. Also I'd ditch Ether Feast, it's best I think to leave the healing to your monks and get yourself something else that will help you in your role. In summary, replace Ether Feast with Rend Enchantments and Energy Tap with Power Drain.
cce
Quote:
Originally Posted by Barkam
When you say Dis-Enchanter, I assume that you are there just to make sure people don't have any enchantments on them at all. Then I would agree with TheRealDecoy, in picking up necromancer. Since you don't have any point in curse to begin with, you don't risk losing too much hp by removing too many monk enchantments. Also, I think as a mesmer, especially with such high fast casting and Inspiration, I would use Power Drain, instead of energy tap, for obvious reasons. Also I'd ditch Ether Feast, it's best I think to leave the healing to your monks and get yourself something else that will help you in your role. In summary, replace Ether Feast with Rend Enchantments and Energy Tap with Power Drain.
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An alternative direction is to drop much of the domination line, and focus either on protection or some curses line that has a long recharge.
Barkam
cce,
3 skills that pop in my mind right away that will compliment your Disenchanting/ManaDraining build from necromancy, are Rend Enchantments, Malaise and Strip Enchantment.
Edit: I'd replace Shatter Hex with Rend Enchantments, and Vengeance with Malaise.
3 skills that pop in my mind right away that will compliment your Disenchanting/ManaDraining build from necromancy, are Rend Enchantments, Malaise and Strip Enchantment.
Edit: I'd replace Shatter Hex with Rend Enchantments, and Vengeance with Malaise.