mf2
12-01-2006, 08:22 PM
Hi all,
back from a long haitus of GW, and wow have things changed. haven't played since pre expansion, and even then, I stunk...so excuse the utter newbness/unabridged idiocy of my post :confused:
My main char is a 20 Me/E (looking back, might have done vice versa), and I've never really got very good at her. I've heard Me's are tough to get down, but getting beaten into the turf constantly is a little much. Basically, once someone starts attacking me, I'm done. running away doesnt do anything for me, because the other guy is just as fast so I just keep getting pummeled anyway :(
So, I was considering trying a new build, but there are a few skill spots i'm having trouble deciding on, but here's my main idea:
1) Blinding Flash
2) Enervating Charge
3) Power Block (dont have yet, but would use Power Leak in the meantime)
4) Arcane Echo
5) Inspired Enchantment
6) Shatter Hex (maybe inspired hex here instead?)
7) Ether Feast
8) Res Signet
the basic idea is with those 1st 2 skills, basically to buy me time from getting thumped in melee or getting turned into a human pincushion by rangers. I am contemplating just using 1 of the 1st 2 so i can have another interrupt or some other skill, but I figure since those skills dont last forever, might wanna have both. This is mainly just cuz if i gotta warrior or something beating me around, it wont stop until he's dead, and since I have zero damage capability for the most part, I have to buy myself a lot of time until my teammates can bail me out.
I'm sure the arcane echo might seem a little odd, but it does give me a little bit of flexibility. if the other group is warrior-heavy for example, i get an extra blinding flash. but mainly, the idea is to use it, then power block. I figure this will be pretty effective against elementalists and monks - take away all those nasty fire spells from an E and strip a Mo's ability to heal for a bit, and i figure I'd be helping the group quite a bit. then use it again when they try their next spell, and bam, most of their skills are totally disabled for a little bit, or at least, presumably, their most powerful ones.
Inspired enchantment is basically my energy regen, plus i can use it to aid another party memeber, which i typically wouldnt be able to do. plus it can be a last thing i can do if im about to croak...if i'm gonna get pwned, at least i can throw an enchant on one of my teammates before i take it. the reasoning behind shatter hex (havent seen other Me's use it much in PvP) is to help melee chars in my group. if they rush a necro or Me, they're probably going to get hexed. this way, not only will the hex be removed, but it hurt the caster pretty bad (does around 114 i believe), who will probably already be in trouble if they're getting attacked up close.
I'm guessing the Ether Feast and Res Sig are obvious in terms of why i have them ;)
Here's some issues I foresee with this build:
1) perhaps im just uninformed, but interrupting should be pretty much the primary gig for an Me. This build is weak in that regard, but I may consider removing blinding flash for leech signet. this wouldnt only help in this regard, but with my lack of energy stealing as well.
2) I myself get interrupted fairly often, I'm guessing most professions have at least an interrupt or two. Really would like to have matnra of concentration or something similar, since most of the skills in this build have a healthy recharge time.
3) Lack of energy recharge. If someone starts draining my energy or something, I'd be hosed other than to use inspired enchantment. might not be the end of the world, as that spell can get you up to 25 energy if i remember right. i could swap shatter hex for inspired hex i guess, but i have to admit, shatter hex is by far one of my fav skills in the game.
4) no backfire! that skill is addicting, but i figure disabling 2 skill different skill types might be worse, since damage can just get healed by a monk or whatever anyhow...plus most experienced PvPers probably won't fall for it and just wait it out.
One final thought is to perhaps instead of using air to be my defensive stuff, switch to earth and go with kinetic armor and earthquake or dragon stomp or something like that. i dont really like the exhaustion, but what good is saving myself the 10 max energy if i'm about to get beaten to a pulp?
as a last note, i have no clue really what skirting is or how to do it, other than i'm guessing it's just basically running away. so if the defense skills seem dumb, that is why i'm keeping them anyway lol
back from a long haitus of GW, and wow have things changed. haven't played since pre expansion, and even then, I stunk...so excuse the utter newbness/unabridged idiocy of my post :confused:
My main char is a 20 Me/E (looking back, might have done vice versa), and I've never really got very good at her. I've heard Me's are tough to get down, but getting beaten into the turf constantly is a little much. Basically, once someone starts attacking me, I'm done. running away doesnt do anything for me, because the other guy is just as fast so I just keep getting pummeled anyway :(
So, I was considering trying a new build, but there are a few skill spots i'm having trouble deciding on, but here's my main idea:
1) Blinding Flash
2) Enervating Charge
3) Power Block (dont have yet, but would use Power Leak in the meantime)
4) Arcane Echo
5) Inspired Enchantment
6) Shatter Hex (maybe inspired hex here instead?)
7) Ether Feast
8) Res Signet
the basic idea is with those 1st 2 skills, basically to buy me time from getting thumped in melee or getting turned into a human pincushion by rangers. I am contemplating just using 1 of the 1st 2 so i can have another interrupt or some other skill, but I figure since those skills dont last forever, might wanna have both. This is mainly just cuz if i gotta warrior or something beating me around, it wont stop until he's dead, and since I have zero damage capability for the most part, I have to buy myself a lot of time until my teammates can bail me out.
I'm sure the arcane echo might seem a little odd, but it does give me a little bit of flexibility. if the other group is warrior-heavy for example, i get an extra blinding flash. but mainly, the idea is to use it, then power block. I figure this will be pretty effective against elementalists and monks - take away all those nasty fire spells from an E and strip a Mo's ability to heal for a bit, and i figure I'd be helping the group quite a bit. then use it again when they try their next spell, and bam, most of their skills are totally disabled for a little bit, or at least, presumably, their most powerful ones.
Inspired enchantment is basically my energy regen, plus i can use it to aid another party memeber, which i typically wouldnt be able to do. plus it can be a last thing i can do if im about to croak...if i'm gonna get pwned, at least i can throw an enchant on one of my teammates before i take it. the reasoning behind shatter hex (havent seen other Me's use it much in PvP) is to help melee chars in my group. if they rush a necro or Me, they're probably going to get hexed. this way, not only will the hex be removed, but it hurt the caster pretty bad (does around 114 i believe), who will probably already be in trouble if they're getting attacked up close.
I'm guessing the Ether Feast and Res Sig are obvious in terms of why i have them ;)
Here's some issues I foresee with this build:
1) perhaps im just uninformed, but interrupting should be pretty much the primary gig for an Me. This build is weak in that regard, but I may consider removing blinding flash for leech signet. this wouldnt only help in this regard, but with my lack of energy stealing as well.
2) I myself get interrupted fairly often, I'm guessing most professions have at least an interrupt or two. Really would like to have matnra of concentration or something similar, since most of the skills in this build have a healthy recharge time.
3) Lack of energy recharge. If someone starts draining my energy or something, I'd be hosed other than to use inspired enchantment. might not be the end of the world, as that spell can get you up to 25 energy if i remember right. i could swap shatter hex for inspired hex i guess, but i have to admit, shatter hex is by far one of my fav skills in the game.
4) no backfire! that skill is addicting, but i figure disabling 2 skill different skill types might be worse, since damage can just get healed by a monk or whatever anyhow...plus most experienced PvPers probably won't fall for it and just wait it out.
One final thought is to perhaps instead of using air to be my defensive stuff, switch to earth and go with kinetic armor and earthquake or dragon stomp or something like that. i dont really like the exhaustion, but what good is saving myself the 10 max energy if i'm about to get beaten to a pulp?
as a last note, i have no clue really what skirting is or how to do it, other than i'm guessing it's just basically running away. so if the defense skills seem dumb, that is why i'm keeping them anyway lol