Power Block Blender Build ^_^

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Ah, just tested this in CA and a little TA, not sure how well it'd go in 8v8 but I'm hoping it'd stand through...

This is an anti-casting switchblade build that can deal with most situations save one. [mass damage]. It can't heal itself well at all so be prepared.

10+1+1 Domination
9+1 Inspiration
7+1 Fast Casting
10 Curses

Arcane Echo
Power Block {E}
Shame
Guilt
Spirit of Failure
Plague Touch
Enfeeble
Parasitic Bond

Ok. At first it just looks like a smattering of shlop. [ok, maybe it is. lol] But the idea here is to shut out 2-3 casters and 2-3 non-casters simultaneously. Trick is to know what's on the enemy team. [not hard if you mash your tab key] If the enemy is non-caster heavy. [lots of warriors & rangers] you'll want to Arcane Echo your Spirit of Failure. Be ready to Power Block any surprise Hexes the non-casters may be casting and spam Guilt / Shame on enemy healers. They may use Pacifism or some other offensive skill you're not aware of so be awake.

If the enemy is caster heavy, you have only one option. Arcane Echo Power Block... I turned off 2 casters back to back with this setup. [orison of healing power blocked = dead monk] The other one was an ele trying to do meteor. Fun stuff. Upon casting ANY of the hexes. This is a hex heavy build so a cheap, fast recycle, fast casting win-win hex was needed. In for the rescue comes Parastic bond. If they remove it, you get healed. If they don't, you do a splash of tiny armor ignoring damage to build up for your teammate's DoT if they're using any.

In the standard role of a mesmer, this build really can't kill anything. As you can see from all the above skills. What you're supposed to do is 'kill' your enemies by removing their ability to fight from the game.

The incoming crippling shots, conc. shots, sever arteries, etc. will be on you about 90% of the time so I discovered that Plague Sending is a Godsend for any N secondary.

Since it's ability to self-heal is so conditionary [enemy must wait, die, or remove the para bond], it's focus is to stay alive by turning off your foe's ability to do anything.

Some counters involve double teaming. [can't powerblock in 2 directions sadly... lol] Massive damage from a warrior isn't too worrisome since SoF and Enfeeble negate his damage to single digits or none altogether. Hex removal isn't an issue if you Power Block the hex kill or use guilt on it.

What do you think? ^_^

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Yukito Kunisaki
What do you think? Try to do one thing and do it right.

At the moment you can't shutdown one target. You just (besides Power Block) are a minor annoyance to everyone. Try to be total devastating threat to someone - that is much better.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

why 10 in curses if all you do is enfeeble and pbond?

and why all the inspiration if you dont take any of the staple emanagement like power drain or drain enchantment? spirit of failure is good if you use other things that make them miss. i saw someone use that with spitefull spirit for total warrior hate...

Manfred

Manfred

Krytan Explorer

Join Date: Oct 2005

My fav use of the sof was a m/n with arcane echo AND echo, putting spirit of failure and price of failure on 2 warriors the entire game. 40-ish miss rate for 30 seconds, with both hp penalty and your e-gain.

clonmac

clonmac

Academy Page

Join Date: Jun 2005

Shadowknights

N/

Quote:
Originally Posted by Manfred
My fav use of the sof was a m/n with arcane echo AND echo, putting spirit of failure and price of failure on 2 warriors the entire game. 40-ish miss rate for 30 seconds, with both hp penalty and your e-gain.
You don't need the echo's to keep the Failure spells on two warriors simultaneously. They recharge quick enough for you to be able to hex both warriors with both spells constantly without echo'ing.

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

power block is very high risk high reward. for some reason, just cus its high stakes, i tned to miss with it more XD. worst part is you dont have any way to help it out, which means that you are generally stuck trying to jump fireballs and lightning orbs. not that thats a totally bad thing, but power blocking a monk with 1/4s casts is... hard.

Man With No Name

Man With No Name

Frost Gate Guardian

Join Date: May 2005

Manchester, UK

W/

I rather like Power Block - it's not a hex and the effect can't be removed.

Disabling a Monk's skills for up to 16 seconds - speaks for itself. Although like the above people said it's the disabling that's the tricky part. Miss a spell and it seems like an eternity until you get a 2nd shot

Have to get memorising those casting times and don't make the mistake of Power Blocking a non-attribute spell :P


Bump a few points into Illusion for Conundrum and it makes hitting those 1 second spells easier.

Slightly less effective against a Protection monk -- try catching stuff like Aegis, Guardian and so on...


I think this build could work with some refinement - it's a decent mix of caster-hate and warrior-hate. Going full on Warrior hate in Arena's is often overkill IMO, especially when something like SoF, Enfeeble and SI take a Warrior out of the fight.

Tagging a few Warrior disabling skills and using the other 5 or so slots for anti-caster skills doesn't seem like a bad idea -- especially with the profound effect of Power Block.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Schorny
Try to do one thing and do it right.

At the moment you can't shutdown one target. You just (besides Power Block) are a minor annoyance to everyone. Try to be total devastating threat to someone - that is much better. Try to do one thing? And get countered and hacked to bits... Minor annoyance? Ok, on one hand, we have weak warriors/rangers who are missing and when they hit, they hit for blah damage... And the cover hex helps as a self-heal. You may be saying "whoopity do" but they're obviously NOT in a good position to hurt my team at that point. Are they?

Other: I can shut out 2 people's majority of their skill bars or one person's entire skill bar [unless they invested into a jillion stats] using the Arcane Power Block combo. What's more, I use 2 hexes that can shut out casters for 9 seconds or if they cast through, I gain energy. Energy used to keep the non casters out of the game and the casters missed a spell. [missing one spell is enough to die. everyone should know that...]

Annoyance? My build makes it so you can't do anything. If you're thinking mesmer has to do damage, you obviously didn't get the memo.

I know they can, but everyone and their mother worked out dmg builds with a mesmer. [frag anyone?]

Making a mesmer that can hinder 4+ people at once is NOT a bad move.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Man With No Name
I rather like Power Block - it's not a hex and the effect can't be removed.

Disabling a Monk's skills for up to 16 seconds - speaks for itself. Although like the above people said it's the disabling that's the tricky part. Miss a spell and it seems like an eternity until you get a 2nd shot

Have to get memorising those casting times and don't make the mistake of Power Blocking a non-attribute spell :P


Bump a few points into Illusion for Conundrum and it makes hitting those 1 second spells easier.

Slightly less effective against a Protection monk -- try catching stuff like Aegis, Guardian and so on...


I think this build could work with some refinement - it's a decent mix of caster-hate and warrior-hate. Going full on Warrior hate in Arena's is often overkill IMO, especially when something like SoF, Enfeeble and SI take a Warrior out of the fight.

Tagging a few Warrior disabling skills and using the other 5 or so slots for anti-caster skills doesn't seem like a bad idea -- especially with the profound effect of Power Block. You seem to be catching onto the idea. You don't need many skills to shut out a non-caster. the 2 core skills most necros use are just faintheartedness + enfeeble, or in 8v8, Shadow of Fear + enfeebling blood. I used the mesmer's anti-warrior skills to keep my energy high. What's that energy for? Feeding the 10s. recycle times of the SoF's and using the anti-caster stuff when necessary.

The Arcane Echo works like a charm in this build. Scanning the enemy team, picking your anti-X skill, and then running with it.

Just did 13 wins in a pug in CA. Quite satisfying. Our monk was old school but we did quite well. Being able to hinder the enemy team using a combination of hexes and conditions is efficiency to the higher degree. [<3 plague touch. I got bleeding/poisoned so much that I managed to cover the enemy team with it. joy!]

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by smurfhunter
why 10 in curses if all you do is enfeeble and pbond?

and why all the inspiration if you dont take any of the staple emanagement like power drain or drain enchantment? spirit of failure is good if you use other things that make them miss. i saw someone use that with spitefull spirit for total warrior hate... Other things that cause them to miss don't matter. I'm casting SoF on 2+ non-casters. That's double the energy input. 'nuff said. I've tested this and they're NOT going to just stand there and wait 30s. for the hex to wear off. Quite amusing really.

The 2 hexes: Shame/Guilt bring me a hefty amount of energy at the cost of the enemy's spell. What's it for? More Parabond and SoF love... ^_^

That inspiration maybe high, but also, why 8 tactics for Fear Me!!? Cause it's useful. SoF is very useful if you can cast it on two foes. No doubt about it.

rii

Desert Nomad

Join Date: Mar 2005

UK

shame/guilt cost 10 and steal 12.... unless im wrong thats not hefty.. its just free shutdown.

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Yukito Kunisaki
Try to do one thing? And get countered and hacked to bits...
That has nothing to do with each other.

Quote: Minor annoyance? Ok, on one hand, we have weak warriors/rangers who are missing and when they hit, they hit for blah damage... And the cover hex helps as a self-heal. You may be saying "whoopity do" but they're obviously NOT in a good position to hurt my team at that point. Are they? Come on - you are totally ignoring the fact that the enemy can also do things. As I said (please try to read my posts before answering) Power Block is your best choice - there is nothing wrong with it -> but your other skills are bad choosen.

A spirit of Failure will harm only bad teams (it may work in CA but tell me a build that does not work there) and every team that has just the slightest idea of what they do it will get removed pretty quickly. And even if not - SoF alone is not a total warrior hate... Enfeeble is much better - but conditions are removed nealry instantly...

Shame and Guilt are good - but you are just a slight annoyance with them. They are not that good if they are alone. You can't shutdown a monk or a caster or a warrior. All you can do is power block them (which is fine) but why not concentrate on one thing. atm besides power block a good team will just laugh at your attempts. Guilt for example - if not removed the ele just waits the few seconds. An ele can easily wait - he just regens energy. So guilt alone is useless. Shame is a bit better, because not every monk can wait a few seconds until he starts healing. So if you can coordinate a spike it may be good. But in CA I wouldn't care about Shame - i'll just wait. Everyone got selfheals so for few seconds they can keep themselfs alive.

And no res sig serioulsy harms your team.

Quote: Annoyance? My build makes it so you can't do anything. If you're thinking mesmer has to do damage, you obviously didn't get the memo. Power Block is good but the other skills are not.

Quote:
I know they can, but everyone and their mother worked out dmg builds with a mesmer. [frag anyone?] I never said anything about damage. If you would care to rad my post, I said you can't shutdown anyone (besides powwerblock).


Quote:
Making a mesmer that can hinder 4+ people at once is NOT a bad move. But you can't.
It may work in CA - but come one, in CA I normally kill people with Symbol of Wrath and Shield of Judgement - most people there are too stupid for TA or just testing a build.

Why do you ask for feedback if you react that harshly on critic?

You have posted now many builds - none of them got good feedback, right? Doesn't that make you start to think...?


@rii:
how stupid most one be to cast with Shame/Guilt on him?

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

Quote:
Originally Posted by rii
shame/guilt cost 10 and steal 12.... unless im wrong thats not hefty.. its just free shutdown. theres also a 'hefty' recharge associated with these... i only take guilt/shame on a mesmer if i know im going to be waiting for more energy/recharge on my skills and i need a way of shutting them down temporarily while my stuff recharges.

no one really casts through them, but its great when they dont pay attention and do cast through it.

rii

Desert Nomad

Join Date: Mar 2005

UK

Use them with mantra of recovery and laugh a bit more. tbh, id rather they stood there and waited for it to run out in that situation, since the downtime is only 6s....

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

here's a better list for you

power block (E)
diversion
backfire
price of failure
arcane conundrom
drain enchantment
shadow of fear
res sig

now you can be a real pain in the ass. backfire one monk. AC the other one and wait for the power block. go back to other monk diversion. whola you just shut down 2 monks for about 15+ seconds.

you don't need condition removal you monk should be able to take care of that. weakness is useless will be removed in seconds while shaow of fear can screw a group of warriors and harder to remove. since warriors are slowed you monk should be able to heal you easily.

Manfred

Manfred

Krytan Explorer

Join Date: Oct 2005

Well, but in 4v4 monks are dumb.
and this does seem to be a 4v4 build, since it's actually feasible to shut down the entire enmy team in 4v4.

With more people, it really is more effective to have a speciality.

And yeah, sof triggers with every miss, not just those caused by it.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by Schorny
Come on - you are totally ignoring the fact that the enemy can also do things. As I said (please try to read my posts before answering) Power Block is your best choice - there is nothing wrong with it -> but your other skills are bad choosen.

A spirit of Failure will harm only bad teams (it may work in CA but tell me a build that does not work there) and every team that has just the slightest idea of what they do it will get removed pretty quickly. And even if not - SoF alone is not a total warrior hate... Enfeeble is much better - but conditions are removed nealry instantly...

Shame and Guilt are good - but you are just a slight annoyance with them. They are not that good if they are alone. You can't shutdown a monk or a caster or a warrior. All you can do is power block them (which is fine) but why not concentrate on one thing. atm besides power block a good team will just laugh at your attempts. Guilt for example - if not removed the ele just waits the few seconds. An ele can easily wait - he just regens energy. So guilt alone is useless. Shame is a bit better, because not every monk can wait a few seconds until he starts healing. So if you can coordinate a spike it may be good. But in CA I wouldn't care about Shame - i'll just wait. Everyone got selfheals so for few seconds they can keep themselfs alive.

And no res sig serioulsy harms your team.

Power Block is good but the other skills are not.

I never said anything about damage. If you would care to rad my post, I said you can't shutdown anyone (besides powwerblock).

It may work in CA - but come one, in CA I normally kill people with Symbol of Wrath and Shield of Judgement - most people there are too stupid for TA or just testing a build.

Why do you ask for feedback if you react that harshly on critic?

You have posted now many builds - none of them got good feedback, right? Doesn't that make you start to think...?


@rii:
how stupid most one be to cast with Shame/Guilt on him? Well. I've read your post and you're missing my point. Everything you mentioned are counters. I can do that too. Not hard.

Any hex can get removed quickly, what's your point?

The ele waits a few seconds? That's A LOT of free time my monk DOESN'T need to heal damage away. Making someone wait a few precious seconds [or casting giving me energy] is win-win. Few seconds is enough for my team to save energy healing. Ele does no damage, I don't need healing.

I've tried res sig as a mesmer. Everyone's targetting me and I get interrupted at the drop of a hat. Especially when they see the res sig (which isn't affected by my fast casting) I don't like res sigs on myself because of this. I know it's good to have even though it gets interrupted but I'd rather disrupt them first...

I'm not reacting harshly on critic. I'm critiquing your critic. I'm allowed to say I like/don't like what you're saying. And you're allowed the same. Back off...

I've posted tons of builds and have recieved MANY good questions asking me for tips and tricks. Maybe YOU should be the one to think... How many pms have YOU recieved asking for help?

edit**

oh, before I forget, to efficiently shut down a non-caster you need only 2 skills. If you need more than that... uh...

YOUUU SSSUUUUCCKK!!!

JYX

JYX

Krytan Explorer

Join Date: Mar 2005

Quote:
Originally Posted by Yukito Kunisaki
Well. I've read your post and you're missing my point. Everything you mentioned are counters. I can do that too. Not hard.
There goes the easy argument again. Don't make me whip out the IW or Nature's Renewal analogy again.
Quote:
Originally Posted by Yukito Kunisaki Any hex can get removed quickly, what's your point?
Point being if you chuck in enough of them, and can put them out at a decent pace, then removing them is just going to be more hassle than not. You there have 2 very long recharge hexes, one cover hex and one piece of energy management.
Quote:
Originally Posted by Yukito Kunisaki I've tried res sig as a mesmer. Everyone's targetting me and I get interrupted at the drop of a hat. Especially when they see the res sig (which isn't affected by my fast casting) I don't like res sigs on myself because of this. I know it's good to have even though it gets interrupted but I'd rather disrupt them first... I'm more worried that you'd take smite hex over rez sig on a warrior. Or holy strike for that matter.
Quote:
Originally Posted by Yukito Kunisaki
I've posted tons of builds and have recieved MANY good questions asking me for tips and tricks. Maybe YOU should be the one to think... How many pms have YOU recieved asking for help? To be fair. Half the "experimental" posts you dish out are bound to attract a scrubby following. Some people just can't get over the idea that certain skills blow.
Quote:
Originally Posted by Yukito Kunisaki
oh, before I forget, to efficiently shut down a non-caster you need only 2 skills. If you need more than that... uh...

YOUUU SSSUUUUCCKK!!! now thats just not true

rii

Desert Nomad

Join Date: Mar 2005

UK

Quote:
Originally Posted by Yukito Kunisaki
I've posted tons of builds and have recieved MANY good questions asking me for tips and tricks. Maybe YOU should be the one to think... How many pms have YOU recieved asking for help?

edit**

oh, before I forget, to efficiently shut down a non-caster you need only 2 skills. If you need more than that... uh...

YOUUU SSSUUUUCCKK!!! Point 1: Quantity is not quality, so just stop right there.

You know why you get loads of pm's?
Cause you spend all day revolutionising the face of the meta game by replacing disrupting chop with fear me! and then posting long winded essays on the subject, or posting the same build with one skill taken out and another one put in (i concede you know every wa/n build in the game via sheer quantity - but that doesnt make you worthy of making comments like the above). Whether it was sarcasm or not it still grinds over my nerves and is not required.

The builds are all so similar I occasionally get annoyed that you might simply be trying to flood the forums with stuff out of the textbook. People who then dont know the textbook ask for help, as is the way of nature, they ask you cause youve got 'Don Quixote' under your name and post a lot of common sense. This is a rampant flame and im sorry but the above quote shows a level of arrogance that should be reserved for actual gosus, or at best noone.

As for point 2, against most people in the current meta-game youll need a variety of hexes and a cover. 2 is minimum.... images for warriors, shackles for rangers, then usually you want shadow or faint, then parasitic and so on for the cover. You could shutdown a warrior with 2, but in a meta game that has large amounts of hex stackers, 2 isnt going to go the distance. In optimum, you want to force a convert onto them and then recast 10s later... or have them looking at a completely ineffective character. 2 might do that, but its not going to force anyones hand, and they wont be out of the game enough for my personal defense heavy liking.

Ill now sarcastically repeat:
sorry, but can it please... be constructive not arrogant, and 'you suck' is childish and completly unneccesarry.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

my experience with powerblock is kinda ishy, but ill post a build i think will work alot better at shutting down both casters and non casters ^^

powerblock
arcane conundrum
conjure phantasm
power leak
drain enchantment
imagined burden
power drain
res sig

then since this is a build im just typing off the top of my head here... my guess is i would space the attributes to about 8-9 inspiration, find the breakpoint for arcane conundrum and put illusion there, and then balance fastcasting and dom based on how long i want power block to last.

theres a build which can 'shutdown' any type of caster, as well as help you kite warriors by using imagined burden.

so... obvious stuff. its arcane conundrum followed by phantasm, then you camp them first with power leak, then power block, then drain enchantment someone to get energy back, or hit power drain. rinse and repeat.

IMO this build is more effective at shutting down casters and non, with emphasis on casters (i mean you are a mesmer, right?) since i never tested this i have no idea how this goes with energy, so maybe you might want to squeeze in cry of frustration only so that you can interupt a spirit or something.

there see, not so hard is it?

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Yukito Kunisaki
Any hex can get removed quickly, what's your point?
Exactly that is the point: your hexes will get removed most of time instantly. You can cover them - sure, but there are only 2 hexes I'd bother removing: Shame and SoF.

Quote:
The ele waits a few seconds? That's A LOT of free time my monk DOESN'T need to heal damage away.
That is wrong. An ele dishes out damage based on his energy. He can dish out medicore damage all the time or spike damage at specific times. With guilt you just force him to spike - no loss in damage.

As I said, this skill alone won't shut him down. It's a minor annoyance, nothing more.

Quote:
Making someone wait a few precious seconds [or casting giving me energy] is win-win. Few seconds is enough for my team to save energy healing. Ele does no damage, I don't need healing. It's a stalemate situation, I explained why...

Quote:
I've tried res sig as a mesmer. Everyone's targetting me and I get interrupted at the drop of a hat. Especially when they see the res sig (which isn't affected by my fast casting) I don't like res sigs on myself because of this. I know it's good to have even though it gets interrupted but I'd rather disrupt them first... Then maybe a fastcast hard res?

But in 4on4 you really need a res, or do you expect your monks to res?

Quote:
I've posted tons of builds and have recieved MANY good questions asking me for tips and tricks. Maybe YOU should be the one to think... How many pms have YOU recieved asking for help? I cannot judge the pms you get, but I surely can judge the feedback you receive public - and it's obvious what this is like.

The problem is: you are posting a build - one posts suggestion how to improve and all you do is defending your build. Why post in the first place?

As you can see I'm not alone with my critic, so it doesn't matter how many pms I get or how big my house is.

Quote:
oh, before I forget, to efficiently shut down a non-caster you need only 2 skills. If you need more than that... uh..

YOUUU SSSUUUUCCKK!!! Good argument.
Why do I bother helping you?

Helping - yes. That is what we do here in a forum. You post a build and want suggestions - we help and post critic on how to improve it. But you are not even try to fit the suggestions in your build or explain why they won't fit - all you do is defending your build. But noone's attacking you. You want to help, so take our help or leave it.

Divine Elemental

Divine Elemental

Desert Nomad

Join Date: May 2005

Near Your House

I Used To Own [ IUTO ]

Quote:
Originally Posted by smurfhunter
why 10 in curses if all you do is enfeeble and pbond?

and why all the inspiration if you dont take any of the staple emanagement like power drain or drain enchantment? spirit of failure is good if you use other things that make them miss. i saw someone use that with spitefull spirit for total warrior hate... There We Go

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

omg, freakin' site logged me out and I lost all my post!!!



Ok, in order to save myself some misery of retyping my logic behind this build. I'll post it here in short form...

I need to be able to use these 3 things in a fight.

Interrupt/Hex Disruption
Energy Management
Conditions Disruption

My suggestions I've recieved from here and elsewhere have me using this for a modified blender build:

Arcane Echo
Power Block {E}
Guilt
Leech Signet -> the Interruption disruption set

Leech Signet
Spirit of Failure -> the energy management set

Guilt
Spirit of Failure -> Hex disruption set. Guilt interrupts as well giving it a convenient dual role. SoF disrupts as well as grants energy also a dual role.

Enfeeble
Plague Touch -> the conditions disruption set. Low energy and fast recycle/casting skills make them efficient.

Parasitic Bond -> black sheep of the build. I'm sure we could probably replace it with Res Sig or what you'd suggest if we dont' think a cover hex would be needed.

Total build?

Arcane Echo, Power Block {E}, Guilt, Leech Signet, Spirit of Failure, Plague Touch, Enfeeble, Parasitic Bond

Stats remain the same.

I don't want this to turn into a countering counter counter flame war so I'll just leave those posts alone.
Instead of smashing how bad a skill/build is, please post GOOD suggested skills instead [this skill is bad just like this and this and that skill are...] That just shows that all you'd rather do is waste time rather than post that precious "BETTER" skill...

I also apologize for my rude behavior because, well, nobody was posting HELPFUL comments [unless people believe that saying that skill won't work is helpful]. Saying that this skill sucks and that THIS SKILL is a good substitute is what anyone wants to see.

Thanks for your time...

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by rii
As for point 2, against most people in the current meta-game youll need a variety of hexes and a cover. 2 is minimum.... images for warriors, shackles for rangers, then usually you want shadow or faint, then parasitic and so on for the cover. You could shutdown a warrior with 2, but in a meta game that has large amounts of hex stackers, 2 isnt going to go the distance. In optimum, you want to force a convert onto them and then recast 10s later... or have them looking at a completely ineffective character. 2 might do that, but its not going to force anyones hand, and they wont be out of the game enough for my personal defense heavy liking. Those are good ideas. I love this part of the post. Problem I see is that it's more energy heavy then what I've posted. Think there's a way to keep these hexes going strong in the energy intensive mix?

rii

Desert Nomad

Join Date: Mar 2005

UK

try this:

spirit of failure
price of failure
soothing images
spirit shackles
shadow of fear
parasitic bond
signet of humility
ressurection signet

.....
your prot monk is running guardian right ??

theres nothing there that isnt obvious, and sof gives big energy at 14 inspir (5 energy per miss - every miss) price on a frenzy warrior kicks ass (around 50dps... 40 per attack) and on three warriors your already pressuring their monks without hitting them once.

whatsmore your stacking crap over that. shadow of fear screws over sof and pof but the effect is still large.... the cost is greater than the loss.... 50% attack rate is 50% less spike.

Images utterly screws axes, hammers, and sword (spikes). Never leave home without it.
Shackles denies ias, sprint, res sig if you bother to put up primal echoes (an overlooked idea).... o yeah it denies rangers too
parasitic is your cover, fast casting, in fact sometimes apply it as the second hex, everything even with fast casting is still not enough, you might end up with something nice being removed. Go images/shackles then para, then follow with eveything else. Also useful for breaking hex breaker, and simply mass hexing a team. If a monk with remove sees a bar full of purple, even if its only -1 pip hes going to panic if he's not gosu -.-

o yeah, and humilty on the hammer warriors. 14 inspir is 15s duration, just like the good old days.... no devastating = no kd chain = happiness for you. or take evis... then no spike... although people often take 2 copies (by that i mean.... top20...-.-)

hf

EDIT: and yes im aware there isnt an elite.... maybe i dont want one put in spiteful spirit for pof if you really want... if i remember pof is 10e vs 15e for spite.... which is cheaper ftw

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Great post rii, though I want to be able to just use a few of the non-caster skills and then devastate the casters... Well, I thought of one skill nobody mentioned that pretty much screws any type of class [searches whole post]. Yep, nothing there...

Diversion.

Arcane Echoed Diversion = utter rapage...

So much for innovation. It's either a cookie cutter build, a modified cookie cutter build, or a shitty build, plain and simple. Why? Because that's how the elite work I guess... I'll be glad to be called a lame-o cookie cutter modifier then. Why? At least my skills are proven to work.

Soothing images/Price of Failure sounds fun... But how to work this through...
Well, re-revising the build I get this!

Arcane Echo
Power Block {E}
Diversion
Leech/Res Signet
Spirit of Failure
Enfeeble/Price of Failure
Parasitic Bond
Rend Enchantments

This is going by the 'perfect' metagame assumption that your monks are competent, your team is competent, and the enemy is competent. (almost never possible because human error and internet latency is everyone's worst nightmare...)

I've decided to literally tear the most out of my curses so I've given into Rend. Ah rend, how I love thee...

Res Signet is a viable option if you're one of the 3-4 people in an 8v8 group that HAVE to have the res sig. If you're going on a team that has 8 res sigs, you're going to regret it. Metagame plain and simple...

Leech Signet is both an energy manager for free [yay] and the best part, IT INTERRUPTS EVERYTHING!!! MUAHAHAHAH. So what if it's not a spell? ^_^ NO X skill for j00... I was thinking of Cry of Frustration but a free interrupt is better I suppose vs. an energy intensive one.

Reason why I'm split between Price of Failure and Enfeeble is that at least with enfeeble, the enemy is forced to deal with hex and condition simultaneously and that enfeeble won't fall prey to convert hex since hex stacking is now prevalent. [yay for nerfed Nature's Renewal...] If the enemy has to deal with both hexes/conditions, more work for them right?

I'm curious as to Arcane Echo. I love the skill too much but what would you recommend would replace it? Can't ever have too many diversions or Power Blocks can you? ^_^

twicky_kid

twicky_kid

Furnace Stoker

Join Date: Jun 2005

Quite Vulgar [FUN]

Quote:
Originally Posted by Yukito Kunisaki
Great post rii, though I want to be able to just use a few of the non-caster skills and then devastate the casters... Well, I thought of one skill nobody mentioned that pretty much screws any type of class [searches whole post]. Yep, nothing there...

Diversion.

Arcane Echoed Diversion = utter rapage... diversion was in my post earlier, anyways. it seems like you don't know what you are aiming for. your first post could handle many different classes. this new one can only hand 1 type. ranger or warrior. only thing you have for casters is diversion and power block. diversion is iffy. its only if the caster is a complete IDIOT do you cast through diversion. its a set 6 seconds so i know i can wait. power block is fun but you chances of interrupting anything <1 seconds.

just name your role first. then start the building.

main thing i notice about this forum is there is only 1 character of a group named. this makes it very difficult to gauge a build. if your team is built for it then it will do well. seeing only 1 piece of the puzzle at a time doesn't give me a good idea of how it would work.

rii

Desert Nomad

Join Date: Mar 2005

UK

yes. ranger and warriors are 1 type of class -.-

in a team, you have three monks, 2 heal 1 prot, you have 3 warriors, 2 evis 1 kd chain, and then you have 2 slots left. This fits nicely with offensive shutdown and defensive shutdown. Some people like to put buffers in, but whatever.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

diversion USED to be good when it had a nice recharge. then you would have a domination mesmer spend the entire time spreading diversion and annoying spells like shame.

right now, since diversion was nerfed, i dont think diversion spam will work, arcane echo or not. if you divert one skill on your opponents skill bar its great and all, but for diversion to work it really has to be persistant. and even if you somehow manage to duplicate it so that its persistant, its still not enough, you need to do something else besides diversion spam.

so right now i dont see it as that great of a skill to use. its alot like the shame/guilt spell in that its 10 energy and stops most people from casting for 10 seconds (or w/e), but shame is still better because its somewhat worse to get shamed _once_ than to be diversioned _once_

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by smurfhunter
but shame is still better because its somewhat worse to get shamed _once_ than to be diversioned _once_ I don't get it. Shame's recharge vs. Diversion's nerfed setups still lean somewhat in diversion's favor.

But I guess the fact that Shame STOPS a spell while Diversion lets the spell fly through could be a deciding factor.

Depending on who has diversion determines how good it is. If a monk has diversion, once they heal, they won't see that same spell for quite some time... So casting through diversion vs. casting through shame becomes objective...

What's better? A long skill lock [after skill saves a teammate]
or
A temporary interruption of a skill that might be spammable?

Tough choice.

Btw, Diversion shuts down warrior and ranger skills too. Adrenal skills don't gain any adrenaline. Oath Shot is the ranger anti-diversion skill I suppose.

Spirit+Price of Failure should rock for non-casters since they're attackers anyway and should cause a chunk of both damage and energy management. [will I diversion their remove hex? I hope so. Power Blocking it would rock too.]

I'm starting to get better and better at spotting 1s. cast time skills. It's those 3/4 cast skills that are a big itch... I still dislike babysitting so a hex or two isn't out of the equation.