Trying Mes dom build..
Gerbill
Trying this.. it was working alright
I'm looking for improvements.
so please enlighten me.
Mesmer(/Necro)
Fast casting 9+1
Domination 12+3+1
Inspiration 10+1
1. Res Signet
2. Diversion
3. Shatter Enchantment
4. Power Drain
5. Power Block
6. Cry of Frustration
7. Energy Burn
8. Energy Tap
so mainly interrupt and a bit of shutdown/energy drain.
it's for PvP btw with the main goal in large Tomb / GvG parties..
Thought I often find myself to be either with just that bit too less energy for either power block or CoF.
OR
I find the recharge times to be too long..
any solutions ?
I'm looking for improvements.
so please enlighten me.
Mesmer(/Necro)
Fast casting 9+1
Domination 12+3+1
Inspiration 10+1
1. Res Signet
2. Diversion
3. Shatter Enchantment
4. Power Drain
5. Power Block
6. Cry of Frustration
7. Energy Burn
8. Energy Tap
so mainly interrupt and a bit of shutdown/energy drain.
it's for PvP btw with the main goal in large Tomb / GvG parties..
Thought I often find myself to be either with just that bit too less energy for either power block or CoF.
OR
I find the recharge times to be too long..
any solutions ?
Morello
I'd definately replace Cry of Frusteration with Power Leak. Cheaper and more effective for shutdown. Also replacing Shatter enchantment with Drain Enchantment or Inspired Enchantment can turn an expensive spell into an energy recovery spell.
smurfhunter
i would stick with cry of frustration; the aoe ish effect will totally shutdown those pesky spike builds, and the odds of getting power leak off are pretty slight. same with powerblock. most builds use energy drain as the elite so you actually have the energy to use things like drain enchant etc.
powerblock, at knocking the guys skills off for 15 seconds witha 30 seconds recharge and 15 energy isnt the greatest thing, i toyed with it some time back and it wasnt too good...
blackout > powerblock IMO, its more reliable and the side effect isnt *that* bad... although you have to get close to do it. also, using it on the ghost is hilarious, its like gale only more weird.
just my two cents ^^
powerblock, at knocking the guys skills off for 15 seconds witha 30 seconds recharge and 15 energy isnt the greatest thing, i toyed with it some time back and it wasnt too good...
blackout > powerblock IMO, its more reliable and the side effect isnt *that* bad... although you have to get close to do it. also, using it on the ghost is hilarious, its like gale only more weird.
just my two cents ^^
Banebow
Well, you have three interrupts and nothing to slow down someones casting speed, so unless you are going for elementalists, or are quick off the mark, you may find that you miss with an interrupt more than you hit.
So, you could add arcane conundrom, maybe drop energy burn. Problem is, AC is based on illusion...hmmm.
You could also try dropping energy burn and adding backfire/shame/guilt/blackout. I don't like blackout because of the req to touch your target, but for about 65% of the time they would be locked if you stayed in touch range and cast it a every opportunity.
Shame/guilt are very conditional, but can work wonders. Not only does the spell fail, but they are drained of energy and it is givin to you (these are the only two domination based spells I can think of right now that give you energy, alibit(sp?) conditionaly)
Backfire. Many monks will either not cast till it is taken off, wait 10 seconds, or cast the hex removal themselves. I have some experience with monks, and I have noticed that, while if I have protective spirit on myself I can cast through this, it is to dangerous without that enchantment. Unless it is the last case, they will not be doing anything for a few seconds. Still, I probably would take shame/guilt over this. Then again, it is not conditional on spell type, and is usefull on 4/6 of the classes.
I like Power Block a lot. Nothing kills a monk like being unable to heal for 15-16 seconds (it is 16 at 16 dom) Of course, you need to actualy interrupt a spell, and that spell has to be a heal spell, but if you hit a monk with this, change targets! He can't do anything until it goes away (excluding sig of devotion, other divine spells, or hybrid monks*) so you might as well be harming another monk on their team. Another plus is it can not be taken off, and the only way to avoid it is to either not heal, or only cast under spell breaker/obsidian flesh (very, very few monks I have seen use the mesmer stances to avoid interruption)
*=when expecting to fight hybrid monks, or players that diversify their skill bar to a large extent, blackout is better because it locks all skills.
So, you could add arcane conundrom, maybe drop energy burn. Problem is, AC is based on illusion...hmmm.
You could also try dropping energy burn and adding backfire/shame/guilt/blackout. I don't like blackout because of the req to touch your target, but for about 65% of the time they would be locked if you stayed in touch range and cast it a every opportunity.
Shame/guilt are very conditional, but can work wonders. Not only does the spell fail, but they are drained of energy and it is givin to you (these are the only two domination based spells I can think of right now that give you energy, alibit(sp?) conditionaly)
Backfire. Many monks will either not cast till it is taken off, wait 10 seconds, or cast the hex removal themselves. I have some experience with monks, and I have noticed that, while if I have protective spirit on myself I can cast through this, it is to dangerous without that enchantment. Unless it is the last case, they will not be doing anything for a few seconds. Still, I probably would take shame/guilt over this. Then again, it is not conditional on spell type, and is usefull on 4/6 of the classes.
I like Power Block a lot. Nothing kills a monk like being unable to heal for 15-16 seconds (it is 16 at 16 dom) Of course, you need to actualy interrupt a spell, and that spell has to be a heal spell, but if you hit a monk with this, change targets! He can't do anything until it goes away (excluding sig of devotion, other divine spells, or hybrid monks*) so you might as well be harming another monk on their team. Another plus is it can not be taken off, and the only way to avoid it is to either not heal, or only cast under spell breaker/obsidian flesh (very, very few monks I have seen use the mesmer stances to avoid interruption)
*=when expecting to fight hybrid monks, or players that diversify their skill bar to a large extent, blackout is better because it locks all skills.
Dualinity
Can anyone give me hints on when to time Power Drain (etc) right? I have the idea i always use the spell at the wrong time
Gerbill
I have the 16 domination set up.
I myself love CoF.. since it can also interrupt normal skills.
Now im thinking between either:
1. Res Signet
2. Diversion
3. Inspired Enchantment
4. Power Drain
5. Power Block
6. Cry of Frustration
7. Shame
8. Energy Tap
Or maybe drop Power Block.. since I already have 2 interrupts with Power Drain, CoF and a spell fail with Guilt.
And change it with Energy Drain.
Which allows me to swap Energy tap for either Blackout/Backfire or Shame...
1. Res Signet
2. Diversion
3. Inspired Enchantment
4. Power Drain
5. Energy Drain
6. Cry of Frustration
7. Shame
8. Blackout/Backfire/Shame
any ideas on this ?
Quote:
I myself love CoF.. since it can also interrupt normal skills.
Now im thinking between either:
1. Res Signet
2. Diversion
3. Inspired Enchantment
4. Power Drain
5. Power Block
6. Cry of Frustration
7. Shame
8. Energy Tap
Or maybe drop Power Block.. since I already have 2 interrupts with Power Drain, CoF and a spell fail with Guilt.
And change it with Energy Drain.
Which allows me to swap Energy tap for either Blackout/Backfire or Shame...
1. Res Signet
2. Diversion
3. Inspired Enchantment
4. Power Drain
5. Energy Drain
6. Cry of Frustration
7. Shame
8. Blackout/Backfire/Shame
any ideas on this ?
Quote:
.defekt
Faintheartedness and Suffering go nicely with a good Me/N shutdown build, or maybe a domination build.
Gerbill
Faintheartedness and Suffering aren't really interrupts or shutdowns, mainly DoTs
DarkAynjil
If you have enough Fast Cast, I like Diversion to help shut down enchantment spammers (like smite E/Mo's) and healers. I would also try carrying Inspired Enchantment AND Drain Enchant/Shatter Enchant... In most smite groups, you'll have the opportunity to strip enchants often, and your /N or N/ often will have Rend still recharging.
Gerbill
The build already contains diversion, and I think with a shutdown build 1 enchantment removals, a few interrupts and diversion is enough to stop most enchants.