Feb 05, 2012, 05:06 PM // 17:06
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#21
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Academy Page
Join Date: Jan 2010
Location: England
Guild: Sad Flute Clan [sfc]
Profession: Mo/W
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Quote:
Originally Posted by Daesu
Since mesmer direct damage spells are generally spammable and the AI doesn't override the same hexes, having multiple mesmers can work well even with similar builds.
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Not sure you understand what I meant. The problem isn't that the mesmers will be using the same skills it's that the 3 really good skills for a Dom mes CoF,E-Surge and Mistrust are already on your bar.
Even with 2 Insp skills you have another 3 slots for the niche skills Shatter Hex, Shatter Enchantment, Chaos Storm, Unnatural Signet, Overload. Being able to take them all doesn't really add a whole lot and with them all I'm not even sure BiP would be enough to keep their energy up so you might want one insp skill anyway so you haven't even gained atts for fast casting.
You're removing the need for 3x WNWN by taking BiP/Ghost Mirror Light so in total you're gaining 2 normal slots for the price of an elite and some team stability.
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Feb 05, 2012, 05:30 PM // 17:30
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#22
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Furnace Stoker
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Quote:
Originally Posted by 3.142
Not sure you understand what I meant. The problem isn't that the mesmers will be using the same skills it's that the 3 really good skills for a Dom mes CoF,E-Surge and Mistrust are already on your bar.
Even with 2 Insp skills you have another 3 slots for the niche skills Shatter Hex, Shatter Enchantment, Chaos Storm, Unnatural Signet, Overload. Being able to take them all doesn't really add a whole lot and with them all I'm not even sure BiP would be enough to keep their energy up so you might want one insp skill anyway so you haven't even gained atts for fast casting.
You're removing the need for 3x WNWN by taking BiP/Ghost Mirror Light so in total you're gaining 2 normal slots for the price of an elite and some team stability.
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Maybe I don't understand what the concern is. We know that there is a risk but we also know the benefits. I don't want to make a claim that any team that has mesmers must bring a BiP. In the end, it is still up to you to decide if bringing a BiP for your team is worth the risk. I suspect the answer may be related to personal playing style.
Right now I have one insp skill per mesmer since I don't see a need to max fast casting. Having >=9 to FC should be enough for most mesmer builds. But others have tried a BiP without investing in insp at all and that seems to have worked for them too.
Ghostmirror light is a healing skill so it fits my N/Rt build well. Even without BiP, it doesn't mean that a healer would never take any damage, so I would still take it without a BiP since there are not many worthwhile restoration skills to bring other than Spirit Light, MB&S, PwK, and Life.
My caster build has 4 mesmers in the team. With 1 insp skill each, I save 4 normal skill slots.
Last edited by Daesu; Feb 05, 2012 at 05:37 PM // 17:37..
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Feb 05, 2012, 05:37 PM // 17:37
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#23
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Academy Page
Join Date: Jan 2010
Location: England
Guild: Sad Flute Clan [sfc]
Profession: Mo/W
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Quote:
Originally Posted by Daesu
Maybe I don't understand what the concern is. We know that there is a risk but we also know the benefits. I don't want to make a claim that any team that has mesmers must bring a BiP. In the end, it is still up to you to decide if bringing a BiP for your team is worth the risk. I suspect the answer may be related to personal playing style.
Right now I have one insp skill per mesmer since I don't see a need to max fast casting. Having >=9 to FC should be enough for most mesmer builds. But others have tried a BiP without investing in insp at all and that seems to have worked for them too.
Ghostmirror light is a healing skill so it fits my N/Rt build well. Even without BiP, it doesn't mean that a healer would never take any damage, so I would still take it without a BiP since there are not many worthwhile restoration skills to bring other than Spirit Light, MB&S, PwK, and Life.
My caster build has 4 mesmers in the team. With 1 insp skill each, I save 4 normal skills.
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The bulk of what I was saying just meant that the extra slots you gain aren't that valuable due to the limited number of desirable mesmer skills.
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Feb 05, 2012, 05:44 PM // 17:44
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#24
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Furnace Stoker
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Quote:
Originally Posted by 3.142
The bulk of what I was saying just meant that the extra slots you gain aren't that valuable due to the limited number of desirable mesmer skills.
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There is also Wastrel's Demise which heroes do use properly, unlike Wastrel's Worry. Overload is nice and also when used with Shatter Delusion.
Furthermore, you can also bring secondary profession skills on your mesmers like FomF or SYG/FB.
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Feb 06, 2012, 12:25 PM // 12:25
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#25
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Forge Runner
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Don't forget you get to spec 13 Fast Casting.
Domination Magic has no lack of decent skills. You may run out of outstanding skills, but assuming you have no energy problems, there's no harm in bring stuff like Wastrel's Demise, Overload and Shatter Delusions.
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Feb 06, 2012, 05:01 PM // 17:01
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#26
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Desert Nomad
Join Date: Jan 2010
Guild: eeew
Profession: N/Rt
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I use it all the time with my own mesmer. I suck with energy management with powerdrain and such and I won't go for another AP caller. This way My mesmer can throw out skills all map/mission long without ever running out of energy.
I also use the P/N variant.
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Feb 06, 2012, 07:28 PM // 19:28
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#27
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Pre-Searing Cadet
Join Date: Aug 2011
Profession: D/
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Quote:
Originally Posted by 3.142
The bulk of what I was saying just meant that the extra slots you gain aren't that valuable due to the limited number of desirable mesmer skills.
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There was a build not too long ago that was built specifically to utilize BiP to take more mezzer skills.
http://www.guildwarsguru.com/forum/d...t10490961.html
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Feb 06, 2012, 07:34 PM // 19:34
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#28
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Academy Page
Join Date: Jan 2010
Location: England
Guild: Sad Flute Clan [sfc]
Profession: Mo/W
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Quote:
Originally Posted by PenitentRage
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I admit I overlooked the fact that without speccing into insp you can take Dom and Illu skills. I quite like that.
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Feb 07, 2012, 12:15 AM // 00:15
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#29
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Furnace Stoker
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Quote:
Originally Posted by 3.142
I admit I overlooked the fact that without speccing into insp you can take Dom and Illu skills. I quite like that.
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Unfortunately, you can't max both dom and illusion by getting rid of insp since you still need FC so the question becomes, is one or two gimped illusion spell casts better than overload+shatter delusions at max dom?
Last edited by Daesu; Feb 07, 2012 at 12:18 AM // 00:18..
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Feb 07, 2012, 02:05 AM // 02:05
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#30
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Daesu
Unfortunately, you can't max both dom and illusion by getting rid of insp since you still need FC so the question becomes, is one or two gimped illusion spell casts better than overload+shatter delusions at max dom?
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Of course not. The greater effect is, as Jeydra said, you can shorter cooldown times on your skills by being able to go 16 illu/dom - 13 FC. Although I don't think 3 attributes make a difference to the recharge. Maybe a second.
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Feb 07, 2012, 06:55 AM // 06:55
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#31
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Furnace Stoker
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Quote:
Originally Posted by HigherMinion
Of course not. The greater effect is, as Jeydra said, you can shorter cooldown times on your skills by being able to go 16 illu/dom - 13 FC. Although I don't think 3 attributes make a difference to the recharge. Maybe a second.
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I agree which is why I bring a BiP.
My point is, of the 8 skill slots, there are enough worthwhile dom skills to bring without needing to defer to a dom/illusion hybrid with an unmaxed dom or illusion.
Last edited by Daesu; Feb 07, 2012 at 07:09 AM // 07:09..
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