Wasteland Squidget
18-10-2005, 22:19
Sympathetic Visage
Attribute: Illusion Magic
Energy Cost: 10
Activation Time: 1 second
Recharge: 30 seconds
For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy.
I often have difficulty working this spell into an Illusion bar, not because it isn't an extremely effective choice but because it requires me to watch a different part of the battle field than I usually do.
Most of my time as a Mesmer is spent watching the enemy. Their builds, their skills, their positioning, and everything else I can possibly use to mess them up with specific hexes.
Trying to use this spell while in that mindset creates issues because it isn't anything that directly messes up the enemy, but is instead a protection enchantment. When using this I usually have to watch my own team's health bars to see who is being attacked, which can sometimes take my attention away from the enemy team.
That said - when used properly this enchantment is incredibly useful against warrior-heavy teams. Unless stripped it makes warrior damage almost negligible as long as it is active, and can be held up nearly all the time with an enchatment length staff and maxed Illusion. Place it on the target the warriors are attacking and not only is that target protected but the warriors once again have to build up adrenaline and energy before they can do any real damage.
Moreover, because of the 'adjacent foes' effect if even one warrior is slow to switch targets it can often affect the entire group of them. The casting time of this spell with Fast Casting is comparable to other prot enchantments and functions very effectively to prevent adrenaline spikes.
This skill took me some practice to learn how to use, but now I find it very effective against any team or group with a couple warriors. The more the enemy team relies on the warriors for damage the more this becomes a 'must-remove' enchantment to do any real damage to their targets.
Unfortunately, this is an Enchantment rather than a Hex, so Mantra of Persistence won't help you here. However, I still find it quite effective when going against any number of warriors, and as a warrior I hate few things more than running up against this enchantment in 4v4 or 8v8.
PvE: 9/10 (Large groups of predictable warriors are common)
CA: 7/10 (Many warriors, but they'll often spread out and attack different targets)
TA: 8/10 (Fewer warriors than CA but they will all focus on one target, making this enchantment more effective)
HoH: 8/10 (Effective against warriors in general and just hilarious against IWAY)
GvG: 7/10 (This tends to get stripped a lot quicker in high-end PvP, though it's still dangerous.)
Attribute: Illusion Magic
Energy Cost: 10
Activation Time: 1 second
Recharge: 30 seconds
For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy.
I often have difficulty working this spell into an Illusion bar, not because it isn't an extremely effective choice but because it requires me to watch a different part of the battle field than I usually do.
Most of my time as a Mesmer is spent watching the enemy. Their builds, their skills, their positioning, and everything else I can possibly use to mess them up with specific hexes.
Trying to use this spell while in that mindset creates issues because it isn't anything that directly messes up the enemy, but is instead a protection enchantment. When using this I usually have to watch my own team's health bars to see who is being attacked, which can sometimes take my attention away from the enemy team.
That said - when used properly this enchantment is incredibly useful against warrior-heavy teams. Unless stripped it makes warrior damage almost negligible as long as it is active, and can be held up nearly all the time with an enchatment length staff and maxed Illusion. Place it on the target the warriors are attacking and not only is that target protected but the warriors once again have to build up adrenaline and energy before they can do any real damage.
Moreover, because of the 'adjacent foes' effect if even one warrior is slow to switch targets it can often affect the entire group of them. The casting time of this spell with Fast Casting is comparable to other prot enchantments and functions very effectively to prevent adrenaline spikes.
This skill took me some practice to learn how to use, but now I find it very effective against any team or group with a couple warriors. The more the enemy team relies on the warriors for damage the more this becomes a 'must-remove' enchantment to do any real damage to their targets.
Unfortunately, this is an Enchantment rather than a Hex, so Mantra of Persistence won't help you here. However, I still find it quite effective when going against any number of warriors, and as a warrior I hate few things more than running up against this enchantment in 4v4 or 8v8.
PvE: 9/10 (Large groups of predictable warriors are common)
CA: 7/10 (Many warriors, but they'll often spread out and attack different targets)
TA: 8/10 (Fewer warriors than CA but they will all focus on one target, making this enchantment more effective)
HoH: 8/10 (Effective against warriors in general and just hilarious against IWAY)
GvG: 7/10 (This tends to get stripped a lot quicker in high-end PvP, though it's still dangerous.)