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Andovar
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Monks Headache


This is pretty much the build that Green posted in another thread.
Except it's using P-Bond for the cover hex.

The only spot I'm not 100% sure on is Power Return. Not because of my mediocre interrupting skills, but because this build will be switching targets a lot to spread out the degen. So if you're not focusing on the Migraine target, how much actual interrupting will you be doing?

Was thinking about Accumulated Pain since I'll be double hexing all targets and Deep Wound should work well with the heavy degen.
Or possibly even Conjure Phantasm so I can spread degen to even more targets.


Mesmer/Necromancer
Level: 20

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

- Migraine [Elite] (Illusion Magic)
For 19(34) seconds, target foe suffers Health degeneration of 3 and takes 100% longer to cast Spells.
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 42 when Parasitic Bond ends.
Energy:5 Cast:0.71 Recharge:2

- Illusion of Pain (Illusion Magic)
For 10(18) seconds, target foe has -10 health degeneration. When Illusion of Pain ends, that foe is healed for 15 Health for each point of health degeneration caused from this Spell.
Energy:10 Cast:0.71 Recharge:15

- Power Return (Fast Casting)
If target foe is casting a Spell, that Spell is interrupted and target foe gains 7 energy.
Energy:5 Cast:0.18 Recharge:5

- Auspicious Incantation (Inspiration Magic)
For 20 seconds, the next spell you cast is disabled for an additional 6 seconds, and you gain 176% of that spell's Energy cost.
Energy:5 Cast:0.71 Recharge:25

- Conjure Nightmare (Illusion Magic)
For 13(23) seconds, target foe suffers -8 Health degenration.
Energy:25 Cast:0.71 Recharge:5

- Mantra of Persistence (Inspiration Magic)
For 30 seconds, any Illusion Magic Hex you cast lasts 79% longer.
Energy:15 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
 

The durations in parenthesis are the times with Mantra active.
 
5/17/2007, 9:34 am Send Email to Andovar   Send PM to Andovar
 
Dannzzigg
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Re: Monks Headache


One thing that bugs me about this build is Illusion of Pain.

I've used it well in PvE, but there I'm not switching targets very often at all. While the massive degen it creates is great, you have to either use it when you know a target will die (not very often) or be able to watch your recharge timer and get it back on again to the same target to avoid the 150pt heal at the end.

Still, even if it goes the full duration with Persistence, you'll greatly outdo the healing capacity of the skill. Applying a Deep Wound via Accumulated Pain would be a nice add-on, as it would also lessen the heal from 150pts to 120pts.

Maybe switching Power Return for Accumulated Pain would be the best bet?

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5/17/2007, 7:51 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Andovar
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Re: Monks Headache


quote:

Dannzzigg wrote:

One thing that bugs me about this build is Illusion of Pain.

I've used it well in PvE, but there I'm not switching targets very often at all. While the massive degen it creates is great, you have to either use it when you know a target will die (not very often) or be able to watch your recharge timer and get it back on again to the same target to avoid the 150pt heal at the end.


Well, the idea is that it will be on a called target.
So 18 seconds -10 degen on a target where a sin is spiking and a rit raging should be pretty tough to heal through.
Granted there's a good chance it will be removed prior to that, but you never know. Plus if it's timed right they won't be able to remove it.
Make it the last hex in the chain will provide a couple benefits. First, they will probably have already used up their hex removals on the earlier hexes. Second, the target should be lower on health if the sin/rit (or war/ele) have been beating on them for a while.

I think we really won't know if it's effective or not until we try it.
 
5/17/2007, 9:07 pm Send Email to Andovar   Send PM to Andovar
 
Dannzzigg
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Re: Monks Headache


I checked out the skill a bit on wiki- they say the break even point for degen vs heal is 7.5 seconds. Unless we are facing a Divert Hexes or something similar, it should be effective if covered.



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5/17/2007, 9:33 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Pyxis
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Re: Monks Headache


IMO you need to be paired with an interrupting Ranger to really get the most out of this build. Having a heavy interuptor with concussion and a degen mes with Migraine is vicious. We have faced that combo against other guilds several times and I can't think of a time it wasn't lethal. Basically the Ranger attacks with conditions for slow casting and degen with interruptions, while the mesmer does the same thing on the hex side. Pretty easy to knock 2 monks out if coordinated. Stupid Broad Head Arrow skill.

The only way I could see us doing that is to pull the support runner out and switch with said Ranger. Then the Ranger and Warrior could alternate flag running depending on what we are facing and which would be more effective up front. The Air Pressure and Zap-Zap builds offer partial ssupport with blinding and Weapon spell, and when we do have flag control I think we would be much more powerful as a team of 8.

If the Air Pressure build has a run skill that could be a third option for runner, mainly if we are facing opponents with no one to blind.

All that was said because you were considering taking out Power Return which I think if you are by yourself isn't the worst idea, but if paired with someone else doing interrupts then its just about the most important skill in the build. I still would keep it for Migraine targets, sometimes and interrupt is what you need to win.
5/18/2007, 11:59 am Send Email to Pyxis   Send PM to Pyxis MSN
 
DamonIsa
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Re: Monks Headache


Broadhead Arrow is my friend. emoticon

You could give one of the assassins Temple Strike to serve the same purpose as the Broadhead Ranger. (Temple Strike, Elite Offhand attack that interrupts and inflicts Blind and Dazed) That way you wouldn't need to completely uproot one of the character slots but just finagle with a single skillbar.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
5/18/2007, 12:06 pm Send Email to DamonIsa   Send PM to DamonIsa
 
Andovar
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Re: Monks Headache


I'm all for adding an interrupter to the build to take advantage of Migraine.
The reason I don't see a lot of value in Power Return in this build is because I will be switching targets a lot to spread out the degen. Unless I switch back to the migrained target at just the right time, I'm not going to be doing much interrupting. Plus there's a good chance that it will have been removed by the time I get back to him.

I've actually been toying with the idea of not even using it on the monks, and instead focusing on long-cast targets like eles and necros. Even if you're not interrupting, an ele under Migraine will be spending so much time casting, that he'll hardly be effective. Plus there's a good chance of it staying on the target a little longer. A monk will immediately recognize it and self remove. If it's on another target, then this has to be communicated to the monks. Granted it may not be much, but even if it's a few extra seconds, it helps.

But if we did add an interrupter, then it will definitely be going on the monks.
 
5/18/2007, 12:28 pm Send Email to Andovar   Send PM to Andovar
 
Pyxis
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Re: Monks Headache


Temple Strike might do the trick as well if those guys wanted to give it a try.

If you aren't going to be focusing on Monks you might want to change the title of the build :P
5/18/2007, 1:27 pm Send Email to Pyxis   Send PM to Pyxis MSN
 
Andovar
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Re: Monks Headache


It's still going to be a headache for them when they have to deal with stacked hexes on half or more of their party. emoticon
 
As far as Temple Strike is concerned, I don't think they can switch out Shadow Prison without completely reworking the build.
 
5/18/2007, 1:37 pm Send Email to Andovar   Send PM to Andovar
 
DamonIsa
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Re: Monks Headache


Well, yeah Andovar. I was just saying you know, switch a skillbar, rather than removing a class and coming up with a Ranger.

Easier to switch between matches if you want to, just loading a template rather than making a whole new PvP character. ^^;;

But all their "If Hexed" skills should work if they're in tandem with this mesmer without having Shadow Prison.

Eh, just an idea. Don't have to listen to me, I'm hardly the GvG expert here. Feel free to tell me I'm full of it and should go back to GvG school. emoticon

But if the concern is having a Shadowstep skill you could use Beguiling Haze, but that's not as good for the application of Dazed. Only something like 4-5 seconds with 10-12 in Shadow Arts I believe. Plus 15 energy and a long recharge. Well, not that long compared to other ShadowStep skills, but long enough that you can't anywhere near keep Dazed going even with an Echo.

---
Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
5/18/2007, 7:00 pm Send Email to DamonIsa   Send PM to DamonIsa
 


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