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Andovar
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E-denial mez


I thought this might work well in our GvG shutdown role. I've always been a big fan of e-denial. Plus the fact that diversion is so prevalent these days that everyone is expecting it and ready for it. (although this build still has it because it's just too useful emoticon)

Just something a little different...


Mesmer/Necromancer
Level: 20

Fast Casting: 9 (8+1)
Domination Magic: 14 (12+2)
Curses: 10

- Depravity [Elite] (Curses)
For 15 seconds, whenever target foe casts a Spell, that foe and one nearby foe lose 4 Energy.
Energy:10 Cast:1.42 Recharge:15

- Parasitic Bond (Curses)
For 20 seconds, target foe suffers Health degeneration of 1. The caster is healed for 90 when Parasitic Bond ends.
Energy:5 Cast:0.71 Recharge:2

- Diversion (Domination Magic)
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge.
Energy:10 Cast:2.13 Recharge:10

- Energy Burn (Domination Magic)
Target foe loses 8 Energy and takes 10 damage for each point of Energy lost.
Energy:10 Cast:1.42 Recharge:20

- Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 8 Energy.
Energy:0 Cast:2 Recharge:30

- Shame (Domination Magic)
For 10 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal 13 Energy from that foe.
Energy:10 Cast:1.42 Recharge:30

- Hex Breaker (Domination Magic)
For 85 seconds, the next time you are the target of a Hex, that Hex fails and the caster takes 44 damage.
Energy:5 Cast:0 Recharge:15

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


Basic usage would be Depravity/Parasitic Bond on monk 1, Diversion on monk 2, then back to 1 and Energy Burn/Signet of Weariness to finish off the e-drain. Then back to 2 with Shame.
It's really meant to hurt one, and just irritate the other. Plus if one of them is busy de-hexing, then he's not healing our target.

Reducing their energy pool would seem to fit well with a pressure build, as it should put even more pressure on their monks.

Although this role really wouldn't be suitable for the backup runner role.
 

Last edited by Andovar, 3/28/2007, 8:29 pm
3/28/2007, 8:12 pm Send Email to Andovar   Send PM to Andovar
 
DamonIsa
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Re: E-denial mez


Seems like the points in curses might be better used somewhere else. Just saying since all it is there for is the bond cover hex. And you wouldn't be really, really counting in it for a heal. Just a cheap cover hex.

Not degen damage either, at least, not serious. Dunno... for some reason it just sticks out in my mind. You could just as easily have something like Remorseful Images in there, or Ether Phantom, or hell, even Inspired Burden as a good cover hex...

Eh. I was just never really all that impressed with the Parasitic Bond when I played hexing characters.


But still, you could probably run curses at three and pump the rest into domination and Fast Casting for that extra edge.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
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PeleusDorado
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Re: E-denial mez


The nice thing about PB is the fast cast and recharge. Beyond that, it seems to have been reduced in power a while ago (I remember the degen being on a sliding scale when I first started playing). But if the curse is ONLY to cover then knock it down to 3 and pump up Fast Casting. The extra 16% reduction in cast time could come in handy.

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Andovar
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Re: E-denial mez


Need the high curses to make Depravity effective. PB is just a cover, I don't really care about the degen or the healing (although it is a nice little bonus)
3/29/2007, 8:08 am Send Email to Andovar   Send PM to Andovar
 
Pyxis
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Re: E-denial mez


quote:

Andovar wrote:

Basic usage would be Depravity/Parasitic Bond on monk 1, Diversion on monk 2, then back to 1 and Energy Burn/Signet of Weariness to finish off the e-drain. Then back to 2 with Shame.
It's really meant to hurt one, and just irritate the other. Plus if one of them is busy de-hexing, then he's not healing our target.



I'll take 2 of those with one focusing on Monk 1 and the other on Monk 2.
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Dannzzigg
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Re: E-denial mez


I've always been a fan of Depravity, but finding a away to work it into a build where it could effective has been difficult for me.

There are a few things that seem somewhat contradictory to me.

If your target is under Depravity, you'd want them to be casting to effect the energy loss. Diversion will slow down their ability to cast. Shame will stop them from casting entirely.

Energy Burn and Signet of Weariness have such a long recharge...

I don't know. It seems like a very wierd mix of skills on paper. Have you had the opportunity to test it out yet?

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Andovar
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Re: E-denial mez


That's why I was planning on using Diversion and Shame on the second monk.

I haven't tested it out yet though. Not sure how to, it's not really suitable for RA.

Was just sort of thinking out loud I guess.
 
3/29/2007, 6:37 pm Send Email to Andovar   Send PM to Andovar
 
Dannzzigg
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I guess the best test for this sort of thing would be in a scrim.

Maybe two hero monks and one player vs the mes and one hero.

Have the Mes' hero attack the other player (basic stuff, but enough damage to force the heroes to heal) and see if the mes can mess with the two of them enough to allow the attacking hero to kill his target.

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Andovar
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Let's just say I'm in whacky build mode...

(it's the lack of playtime and things being slow at work that's got me thinking up builds)

Here's another:

Mesmer/Elementalist
Level: 20

Fast Casting: 11 (10+1)
Inspiration Magic: 9 (8+1)
Domination Magic: 14 (12+2)

- Arcane Echo (Mesmer other)
If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.
Energy:15 Cast:1.3 Recharge:30

- Energy Surge [Elite] (Domination Magic)
Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage.
Energy:10 Cast:1.3 Recharge:20

- Energy Burn (Domination Magic)
Target foe loses 8 Energy and takes 10 damage for each point of Energy lost.
Energy:10 Cast:1.3 Recharge:20

- Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 8 Energy.
Energy:0 Cast:2 Recharge:30

- Energy Tap (Inspiration Magic)
Target foe loses 6 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1.95 Recharge:25

- Shatter Enchantment (Domination Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.
Energy:15 Cast:0.65 Recharge:25

- Glyph of Lesser Energy (Elementalist other)
For 15 seconds, your next 2 Spells costs 15 less Energy to cast.
Energy:5 Cast:0.65 Recharge:30

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Once surge is echoed, you can dish out 160 dmg to foes in the area, 240 dmg to the target monk, and drain the target monk of 38 energy.
The downside being downtime. After the initial flurry, there's not much to do for the next 12-13 seconds, other than kite or shatter an enchantment if need be. (unless you get lucky with a fast recharge from a staff mod)
Although it seems that the overall energy draining plus damage output might be worth the downtime?
 
3/30/2007, 10:00 am Send Email to Andovar   Send PM to Andovar
 
Dannzzigg
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Re: E-denial mez


quote:

Andovar wrote:

Let's just say I'm in whacky build mode...

(it's the lack of playtime and things being slow at work that's got me thinking up builds)

Here's another:

Mesmer/Elementalist
Level: 20

Fast Casting: 11 (10+1)
Inspiration Magic: 9 (8+1)
Domination Magic: 14 (12+2)

- Arcane Echo (Mesmer other)
If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill.
Energy:15 Cast:1.3 Recharge:30

- Energy Surge [Elite] (Domination Magic)
Target foe loses 8 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage.
Energy:10 Cast:1.3 Recharge:20

- Energy Burn (Domination Magic)
Target foe loses 8 Energy and takes 10 damage for each point of Energy lost.
Energy:10 Cast:1.3 Recharge:20

- Signet of Weariness (Domination Magic)
Target foe and all nearby foes lose 8 Energy.
Energy:0 Cast:2 Recharge:30

- Energy Tap (Inspiration Magic)
Target foe loses 6 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1.95 Recharge:25

- Shatter Enchantment (Domination Magic)
Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage.
Energy:15 Cast:0.65 Recharge:25

- Glyph of Lesser Energy (Elementalist other)
For 15 seconds, your next 2 Spells costs 15 less Energy to cast.
Energy:5 Cast:0.65 Recharge:30

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0



Once surge is echoed, you can dish out 160 dmg to foes in the area, 240 dmg to the target monk, and drain the target monk of 38 energy.
The downside being downtime. After the initial flurry, there's not much to do for the next 12-13 seconds, other than kite or shatter an enchantment if need be. (unless you get lucky with a fast recharge from a staff mod)
Although it seems that the overall energy draining plus damage output might be worth the downtime?
 



You've essentailly just re-invented the "standard" Surge/Burn spike that was running prevalent through both GvG and HoH for a while. Get three of these guys together and no one survives. Of course, put one enemy tank in the middle of em, and watch em run like sissies emoticon

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