Power Block Blender Build ^_^
Yukito Kunisaki
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? ^_^
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
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.
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
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...
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
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
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.
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
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
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.
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
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.
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
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!]
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
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.
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
shame/guilt cost 10 and steal 12.... unless im wrong thats not hefty.. its just free shutdown.
Schorny
Quote:
Originally Posted by Yukito Kunisaki
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.
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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.
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:
There goes the easy argument again. Don't make me whip out the IW or Nature's Renewal analogy again.
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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.
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:
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.
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As I said, this skill alone won't shut him down. It's a minor annoyance, nothing more.
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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:
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