DamonIsa
Guild Member
Global user
Registered: 08-2005
Posts: 1266
|
|
Reply | Quote
|
|
Warrior/Mesmer Idea.
Just was thinking of it tonight. Not a fully fleshed out idea but I think I might have the core of a decent PvP build here.
Here's the Core skills I have for it so far.
Crippling Slash (Elite) 5 Adrenaline. Sword attack that cripples a foe for 5...13 seconds, and inflicts bleeding for 10...22 seconds. (Note: The crippling effect is Under the Bleed, so other than Mending Touch or RC, etc, you should get some time out of it) (Swordsmanship)
Kitah's Burden. 15 energy, 1 second cast, 45 second recharge. For 10 seconds target is hexed with Kitah's Burden and moves 50% slower. When Kitah's Burden ends you gain 10...20 energy. (Illusion Magic)
Counterattack. 5 energy, 6 recharge. If this attack hits you deal +5...29 damage and gain 2....5 energy. (Strength)
Illusion of Weakness. 10 Energy. 2 second casting time. 30 second recharge. You lose 50....202 health. Illusion of Weakness ends if your health drops below 25%. When Illusion of Weakness ends you gain 50....202 health.
Illusion of Haste. 10 energy. 1 second casting time. 5 second recharge. For 5...10 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds.
Now... looking at this I see that it's pretty energy intensive. Probably should run Radiant Insignias and perhaps a Rune of Attunement. Hmm... but the basic Idea I wanted was someone that could go Foraging off on his own, so to speak. Illusion of Weakness is my simple, favorite Anti-Spike skill. Crippling slash could take out Runners perhaps, or make sure those that get overextended remain overextended. Kitah's Burden can be used for some energy gain, so can Counterattack depending on how you set up your attributes (13 will net you one energy gain per hit. But even at 10 you can break even with it)...
And Illusion of Haste is supposed to be an emergency "Get out of Dodge" ability. I've used it in AvA and RA, where most of the Snare skills I see are Pin Down, Crippling Shot, etc. Usually I get away fast enough and far enough they give up chase, and the cripple doesn't matter. Or I can cast it again if I need to.
Probably too energy intensive. Probably a really bad idea. But eh. Maybe there's a decent idea somewhere in there.
--- Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
|
|
4/24/2007, 2:27 am
|
Send Email to DamonIsa
Send PM to DamonIsa
|
Dannzzigg
Founder
Global user
Registered: 09-2003
Posts: 2686

|
|
Reply | Quote
|
|
Re: Warrior/Mesmer Idea.
Having two slows that are two different types is an interesting idea. If they remove conditions exceptionally well, than you could work the hex route instead. Having your opponent slowed helps get maximum damage through without having to chase them all over the map.
The extra slots would definately have to be used for more direct damage though, and there's plenty of them to choose from in Swordsmanship, even if they are not as damaging as my personal favorite, Axe.
As for your spped boost though... why not simply use Sprint over Illussion of Haste? YOu're already going to run points in Strength. Is it to remove a cripple from yourself, just in case?
--- Check out Dylan's Den!

|
|
4/25/2007, 9:22 am
|
Send Email to Dannzzigg
Send PM to Dannzzigg
MSN
|
DamonIsa
Guild Member
Global user
Registered: 08-2005
Posts: 1266
|
|
Reply | Quote
|
|
Re: Warrior/Mesmer Idea.
That's what I was thinking. To remove crippling. You wouldn't have Mending Touch, and if you sent him over to Gank, I know the Archers use Pin Down at the very least.
--- Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
|
|
4/25/2007, 12:19 pm
|
Send Email to DamonIsa
Send PM to DamonIsa
|