Guild Wars: Character Profession Primary attribute
#19
Drasca,Feb 9 2005, 09:12 PM Wrote:Mesmer: Whole bunch of instants, signets. The whole Inspiration magic tree really. Mana of distortion, stance +75% evade for 5-3 energy per evade. Mantra of flame/frost, serious elemental damage reduction AND gain energy from said element.

Mantra of distortion - not too great, without skills that replenish energy when you parry/your opponent attacks. Gets bumped up to "Nice skill", if you have them.

The elemental mantras - too situational for my taste.

Quote:Elemenalists: All those Earth magic armors and +block attack auras. Whirlwind, which knocks down attackers. Gale, the sit your arse down skill. Signets that reduce energy cost. Very neat stuff.

Don't forget Ward Against Melee. 50% miss rate for enemy warriors in the area. Ward against Elements is nice too.

Quote:Necro: Necro teleport. Well of Power. Bunch of slow / cripple enemy curses.

Haven't seen the teleportation spells put to that great of a use - a bit too situational (You need to have an unexploited corpse, it needs to be in the right place, etc, etc.) And, well, situational skill = probably there's a better alternative for a slot.

Let me also give props to Mark of Pain and Rend Enchantments. Don't leave home without them, kids.
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Guild Wars: Character Profession Primary attribute - by Swiss Mercenary - 02-10-2005, 12:17 AM

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