Panic Mesmer
tafy69
Role: Spread Panic as much as posible
Team Role: Energy Denial team
Build:
1. Panic (Elite)
2. Mind Wrack
3. Drain Enchant
4. Power Drain
5. Energy Tap
6. Spirit of Failure
7. Chaneling (Or another energy gaining spell)
8. Res
Panic is soo freackin expensive at 25 energy a time, and considering this mesmer is usually run under QZ its 33 energy, but its still doable.
With QZ active from your team ranger and with their casters under panic ppl soon start to run low on energy. This build is usually run with a necro with malaise or wither.
Before u think no way can u get 33 energy to spam Panic, well give it a try i think u will be surprised.
Team Role: Energy Denial team
Build:
1. Panic (Elite)
2. Mind Wrack
3. Drain Enchant
4. Power Drain
5. Energy Tap
6. Spirit of Failure
7. Chaneling (Or another energy gaining spell)
8. Res
Panic is soo freackin expensive at 25 energy a time, and considering this mesmer is usually run under QZ its 33 energy, but its still doable.
With QZ active from your team ranger and with their casters under panic ppl soon start to run low on energy. This build is usually run with a necro with malaise or wither.
Before u think no way can u get 33 energy to spam Panic, well give it a try i think u will be surprised.
Iere
What is Mind Wrack doing in there?
tafy69
they will be hitting 0 energy a lot, so 95 dmg is quite nice for 5 energy
Also acts as a cover hex and lasts 20 secs
Also acts as a cover hex and lasts 20 secs
Schorny
How should they hit 0 energy?
You don't drain them, you just deny them energy regen.
You don't drain them, you just deny them energy regen.
rii
Panic is fair enough, with the 10s recharge youll spend a lot of time casting it, since it will often be fairly priority on the things-to-remove list. Mind Wrack is worth keeping, with only two pips they should really hit rock bottom too much, but they will have greatly reduced efficiency (I think). Wrack, however, is a useful cover hex, and i suppose if it does damage good stuff.
Your a bit of a panic bot, and instead of saying thats not enough energy, id say thats too much. Power Drain and Drain Enchantment should be enough tbh, after that your using up way to much space. Buts sinces its panic, get inspired hex as well.
May I suggest, now having taken out energy tap, putting in say, power leak? Energy Draining got nerfed in the patch, but this skill still has impact. Channeling out for diversion perhaps. Its got a 10s cooldown now, but its still a nice skill, just not capable of shutting down a caster on its own.
So perhaps:
Domination: 11+3+1
Inspiration: 10+1
Fast Casting: 10+1
Panic [e]
Power Leak
Diversion
Drain Enchantment
Inspired Hex
Power Drain
Mind Wrack
Res Sig
Interrupts, energy draining with some kick in it, and enchant/hex removal.
Your a bit of a panic bot, and instead of saying thats not enough energy, id say thats too much. Power Drain and Drain Enchantment should be enough tbh, after that your using up way to much space. Buts sinces its panic, get inspired hex as well.
May I suggest, now having taken out energy tap, putting in say, power leak? Energy Draining got nerfed in the patch, but this skill still has impact. Channeling out for diversion perhaps. Its got a 10s cooldown now, but its still a nice skill, just not capable of shutting down a caster on its own.
So perhaps:
Domination: 11+3+1
Inspiration: 10+1
Fast Casting: 10+1
Panic [e]
Power Leak
Diversion
Drain Enchantment
Inspired Hex
Power Drain
Mind Wrack
Res Sig
Interrupts, energy draining with some kick in it, and enchant/hex removal.
smurfhunter
rii you may not realise it, but panic is 25 energy. you have barely enough energy as it is, just using it a few times. and when you say its high on the remove list, just fyi, any hex is "high" on my remove list. if i see a purple arrow pointing down, i remove it asap. aaanyway...
panic is aoe, meaning its pretty hard to take it off without some really effiecient hex removal. and the reason its good. you wont be camping one monk and interupting him, your going to look for the biggest group of people (USUALLY non monks actually), to cast it on. power leak seems really random actually, especially at 10 energy.
otoh if you really are desperate for energy/interupt you should take power drain, which may actually help you regain energy as well as do whatever power leak does. and yes mind wrack seems a bit useless, but at 5 energy and spammable it does the same that something like parasitic bond does, only it has a slightly bigger use in this case. so if you really need to cover your own hexes, keep it.
panic is aoe, meaning its pretty hard to take it off without some really effiecient hex removal. and the reason its good. you wont be camping one monk and interupting him, your going to look for the biggest group of people (USUALLY non monks actually), to cast it on. power leak seems really random actually, especially at 10 energy.
otoh if you really are desperate for energy/interupt you should take power drain, which may actually help you regain energy as well as do whatever power leak does. and yes mind wrack seems a bit useless, but at 5 energy and spammable it does the same that something like parasitic bond does, only it has a slightly bigger use in this case. so if you really need to cover your own hexes, keep it.
rii
..............
I know its 25e
.................
thats why you have energy management. Drain encant *wait for a sec* *cast panic*
............
why would you panic warriors? It may partially shut them down.... but who cares? Monks ftw, even if it only hits one/two.
.............
they already have power drain
I know its 25e
.................
thats why you have energy management. Drain encant *wait for a sec* *cast panic*
............
why would you panic warriors? It may partially shut them down.... but who cares? Monks ftw, even if it only hits one/two.
.............
they already have power drain
smurfhunter
Quote:
Originally Posted by rii
..............
I know its 25e
.................
thats why you have energy management. Drain encant *wait for a sec* *cast panic*
............
why would you panic warriors? It may partially shut them down.... but who cares? Monks ftw, even if it only hits one/two.
.............
they already have power drain its not warriors... its... ran... i didnt say it
I know its 25e
.................
thats why you have energy management. Drain encant *wait for a sec* *cast panic*
............
why would you panic warriors? It may partially shut them down.... but who cares? Monks ftw, even if it only hits one/two.
.............
they already have power drain its not warriors... its... ran... i didnt say it
rii
still, meh to rangers, id rather kill the monks.
cookiehoarder
It ain't hard to get off panic big mac
smurfhunter
Quote:
Originally Posted by cookiehoarder
It ain't hard to get off panic big mac
ok well i still have scars from when i tried it.
shh
and putting it on rangers makes them useless, while putting it on a monk is kind of the same as putting on garbage like malaise. a good monk should be able to stay above water untill the hex removal train comes your way
shh
and putting it on rangers makes them useless, while putting it on a monk is kind of the same as putting on garbage like malaise. a good monk should be able to stay above water untill the hex removal train comes your way
cookiehoarder
Quote:
Originally Posted by smurfhunter
ok well i still have scars from when i tried it.
shh
and putting it on rangers makes them useless, while putting it on a monk is kind of the same as putting on garbage like malaise. a good monk should be able to stay above water untill the hex removal train comes your way Calling Malaise garbage? :P? Ever fought Embryo's hex build?
shh
and putting it on rangers makes them useless, while putting it on a monk is kind of the same as putting on garbage like malaise. a good monk should be able to stay above water untill the hex removal train comes your way Calling Malaise garbage? :P? Ever fought Embryo's hex build?
rii
Malaise is garbage, but not because its -2 pips. Its garbage because its easily removed via focus swapping. -2 pips is nice when it can only be removed by hex removal. The hex removal train in these sorts of builds should be so long that you never get off -.-
smurfhunter
Quote:
Originally Posted by cookiehoarder
Calling Malaise garbage? :P? Ever fought Embryo's hex build?
actually no i havent >.>
malaise is like removable with the f2 button ._.
its a waste imo.
malaise is like removable with the f2 button ._.
its a waste imo.
romO
its not necessarily a waste. its so easily spammed and if you are constantly having to change weapons, you will still never have energy.
neoflame
Malaise ends as soon as you switch to a negative energy set, and you get the energy you just switched off back as soon as you switch off to a normal energy set. How will you never have energy?
I've monked against a variety of hexes. Malaise is laughable. Wither is laughable. Panic is annoying. Migraine is fatal.
I've monked against a variety of hexes. Malaise is laughable. Wither is laughable. Panic is annoying. Migraine is fatal.
tafy69
I decided to ditch Mind Wrack and swap it with diversion, so while im cycling target ill drop in a diversion here and there. Seems to work well atm
Amused Observer
Panic is tough to pull off unless you're a ele secondary with access to glyph lesser energy. I tried a build around it for PvP Extreme weekend, and. . . it didn't go well. :/
I'd much rather be a blackout specialist in pvp.
I'd much rather be a blackout specialist in pvp.
BannyD
mind wrack, blackout, panic, ether lord, drain enchant, power drain, hex breaker, res sig
enjoy
enjoy
Xasew
Domination 16
Inspiration 12
FC 7
Panic*
Signet of Weariness
Mantra of Inscriptions
Energy Tap
Drain Enchantment
Ether Lord
sumthing
Res Sig
Inspiration 12
FC 7
Panic*
Signet of Weariness
Mantra of Inscriptions
Energy Tap
Drain Enchantment
Ether Lord
sumthing
Res Sig
Hella Good
I like this idea much better. Panic is in itself quite useless, unless you devote your entire build to nrg denial. Panic combined with Sig of Weariness though.. throw in Ether Lord.. it really does sounds scary. You can basically cast Panic and use a plethora of nrg denial skills to bring your enemy's nrg down, AS WELL AS YOURS, and then once u hit an nrg low u can cast Ether Lord and Energy Tap to replenish yourself.
Build should probably include:
Panic
Mantra of Inscriptions
Mantra of Signets
Signet of Weariness
Energy Burn/Spirit Schackles
Ether Lord
Energy Tap
I personally think Mind Wrack isn't going to be useful at all. Impo Mind Wrack is only worthwhile for an anti-melee/rangers build- they have so little nrg u can drain them dry easily. As always, with mesmers, you have to choose whether you are going to go anti-caster or anti-fighter.
Build should probably include:
Panic
Mantra of Inscriptions
Mantra of Signets
Signet of Weariness
Energy Burn/Spirit Schackles
Ether Lord
Energy Tap
I personally think Mind Wrack isn't going to be useful at all. Impo Mind Wrack is only worthwhile for an anti-melee/rangers build- they have so little nrg u can drain them dry easily. As always, with mesmers, you have to choose whether you are going to go anti-caster or anti-fighter.
Manfred
ether lord drops you to 0... it maxes out at 3 pips i think, so that's 2.3 e/s, in slightly more than 2 seconds you have enough for power leak or energy tap... yeah, that looks like it works. gosh, if you keep people at -2 regen with panic and lord, and get them to hit 0, spamming mind wrack would rock your socks...
i'd take out mantra of signets (too expensive) for mind wrack as a cover and ftw if you can get them stalled at 0.
i'd take out mantra of signets (too expensive) for mind wrack as a cover and ftw if you can get them stalled at 0.
Vexed Arcanist
Quote:
Originally Posted by tafy69
Role: Spread Panic as much as posible
Team Role: Energy Denial team
Build:
1. Panic (Elite)
2. Mind Wrack
3. Drain Enchant
4. Power Drain
5. Energy Tap
6. Spirit of Failure
7. Chaneling (Or another energy gaining spell)
8. Res How about, instead of all those "OMG I NEED ENERGY" skills in their you instead drop your Inspiration attributes into Blood. Offering of Blood. If you just need enchantment removal as well take Strip Enchantment and/or Rend Enchantments.
Team Role: Energy Denial team
Build:
1. Panic (Elite)
2. Mind Wrack
3. Drain Enchant
4. Power Drain
5. Energy Tap
6. Spirit of Failure
7. Chaneling (Or another energy gaining spell)
8. Res How about, instead of all those "OMG I NEED ENERGY" skills in their you instead drop your Inspiration attributes into Blood. Offering of Blood. If you just need enchantment removal as well take Strip Enchantment and/or Rend Enchantments.
rii
^^ Yeah, then theyll be able to uber spam their second elite, panic
Color It Red
Uuhmmm what's that? Spread panic?? What does that mean?