Ok. Suppose that I'm going to use an 11-10-10 point distribution, among three attributes: inspration, earth-magic, and either inspiration or energy storage. The goal is to be a defensive (to stay back and help protect the monk) energy drain. Which would be preferred primary class, the elementalist or the mesmer.
Me/El
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Fast Casting: 10+2 Mantra of Recovery [E]
Inspiration: 11+1 Power Drain, Energy Tap, Ether Feast,
Drain Enchancement
Earth Magic: 10 Ward against Melee, Eruption, Magnetic Aura
El/Me
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Earth Magic: 11+2 Ward against Foes, Ward against Melee, Eruption,
Earthquake
Energy Storage: 10+1 Ether Prodigy [E], Aura of Restoration?
Inspiration: 10 Energy Tap, Power Drain, Ether Feast
me/el or el/me for inspiration/earth-magic
cce
Draken
When I look at that build I get the feel that you’re trying to do to much with it. If you want to protect the monk your might want to be a monk and use remove hex/remove condition.
I think the reason is I don’t see the synergy of defending monks and draining an enemy’s energy. It’s probably just me but i like either being offensive or defensive not both because I feel I can be more effective if I have a single focus.
Edit: sorry for editing so much I posted before my thoughts were straightened out ugh.
I think the reason is I don’t see the synergy of defending monks and draining an enemy’s energy. It’s probably just me but i like either being offensive or defensive not both because I feel I can be more effective if I have a single focus.
Edit: sorry for editing so much I posted before my thoughts were straightened out ugh.
FrogDevourer
As a primary monk, my favorite defensive group mate would be an Me/Mo with Inspiration + Domination or Illusion + Healing. If he packs different monk enchantments from mine (target other), they stack efficiently, and his primary mesmer is perfect for energy management and caster interrupts (basically to stop other mesmers), or anti melee enchantments. Here's a quick an dirty draft of what I'd start with.
Assumed items:
+1 to Fast Casting
+1 to Illusion Magic
+2 to Inspiration Magic (rune + mask)
Attributes: (cost)
Fast Casting: 1+1 (1)
Illusion Magic: 10+1 (61)
Inspiration Magic: 10+2 (61)
Healing Prayers: 11 (77)
Total attribute points used: 200/200
Skills:
1) Energy Drain (availability) (elite) - (5,2,20) Steal 18 energy from target foe. This is an elite skill.
2) Power Drain (availability) - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 25 energy.
3) Leech Signet (availability) - (0,1,45) Interrupt target foe's action. If that action was a spell, you gain 13 energy.
4) Arcane Conundrum (availability) - (10,2,20) For 23 seconds, spells cast by target foe take twice as long to cast.
5) Sympathetic Visage (availability) - (10,1,30) For 17 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy.
6) Dwayna's Kiss (availability) - (5,1,3) Heal target other ally for 48 health and an additional 16 health for each enchantment or hex on that ally.
7) Healing Seed (availability) - (15,2,25) For 17 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 health.
8) Mend Condition (availability) - (5,1,2) Remove one condition from target other ally. That ally is healed for 5 health.
Assumed items:
+1 to Fast Casting
+1 to Illusion Magic
+2 to Inspiration Magic (rune + mask)
Attributes: (cost)
Fast Casting: 1+1 (1)
Illusion Magic: 10+1 (61)
Inspiration Magic: 10+2 (61)
Healing Prayers: 11 (77)
Total attribute points used: 200/200
Skills:
1) Energy Drain (availability) (elite) - (5,2,20) Steal 18 energy from target foe. This is an elite skill.
2) Power Drain (availability) - (5,1,25) If target foe is casting a spell, the spell is interrupted and you gain 25 energy.
3) Leech Signet (availability) - (0,1,45) Interrupt target foe's action. If that action was a spell, you gain 13 energy.
4) Arcane Conundrum (availability) - (10,2,20) For 23 seconds, spells cast by target foe take twice as long to cast.
5) Sympathetic Visage (availability) - (10,1,30) For 17 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy.
6) Dwayna's Kiss (availability) - (5,1,3) Heal target other ally for 48 health and an additional 16 health for each enchantment or hex on that ally.
7) Healing Seed (availability) - (15,2,25) For 17 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 health.
8) Mend Condition (availability) - (5,1,2) Remove one condition from target other ally. That ally is healed for 5 health.