People continue to laugh at the elite Tease. I don't care because I kinda like the concept behind it. It delvers a shorter Diversion effect of extra recharge time, but instead of disappearing after six seconds (or just for one skill), it stays up for 20s capturing any skills cast under it.
Here's my second attempt at making a viable arena build with it:
Minus Ten Tease (Me/As)
Inspiration: 15 (12+2+1)
Illusion: 14 (12+2)
Fast Cast: 3
Shadow Walk: Stance will Shadow Step you next to foe and no Enchants can be cast for 30s. When it ends you return to where you used it.
Tease: Touch Hex a foe and all skills he uses recharge 2x slower or 20s; Tease ends if he hits you.
Mantra of Persistence: Stance will make all your Illusion Hexes last 2x longer
Illusion of Pain: For 10s (20s under MoP), this Hex causes -10 degen. Foe is healed for 15HP per HP degen lost (max 10s worth of recovery)
Inspired Hex: Remove and copy one Hex from ally for 20s, net gain +5E
Ether Feast: Drain -3E from foe, gain +47 HP per unit drained (max +141 HP).
Distortion: For 5s physical attacks have a 75% chance of being blocked
Rez -or- Revealed Hex: Remove and copy one Hex from ally for 20s, net gain +5E
A fun and different "Mesmery" build once you get used to the weird mechanics of it.
- Approach a target from spell range.
- Go into SW stance and you'll Shadow Step next to him with no aftercast
- Immediately touch him with Tease (next step can be done during after cast)
- Just as it is finished being applied, activate Mantra of Persistence to Shadow Step back
- Immediately cast Illusion of Pain from full spell range.
- Target foe now has 2x extra recharge on any skill use, and he's also under -10 degen for 20s
All of this happens in the blink of an eye. You can zig-zag out of wand range and watch him suffer from a difference. Everyone responds differently. Some wait and lose health while running in circles, some spam their skills to stay alive, only to lose them for awhile. As you watch, decide how you want to proceed as the Hexes work their magic.
If he stops casting for 20s, great because he's still losing life and is volunteering to shut down. If he uses skills, they get the 2x penalty imposed and he can't use them regularly. If he takes away IoP with something like Deny Hexes for example (which also can remove Tease), that's a 24s penalty before he can remove Hexes again. As for you, apply another IoP Hex as needed, which restarts the 20s Hex timer with likely no way for your foe to remove it this time.
While the longest recharges can be imposed on Mesmers, spirit Rits, and Eles, classes with shorter recharges (Assassins, Monks) also feel the pressure because their execution flow is all screwed up. Simply standing around for 20s with Tease under a -10 degen cover Hex is not an easy thing to deal with on his own, and characters like Rangers lose their ability to impose their attack will on your team if the recharges slow down their attacks.
You'll find quite a few RA opponents just wither away and die trying to deal with it as heals get punished while you keep reapplying IoP. And if the target is important enough to keep shutdown, you can Tease/IoP him again 20s later (manually under Distortion this time until SW is ready).
What if IoP expires or is removed? He gets healed for +15HP per second it Hexed him, but a maximum of 10s worth of healing (+150 HP). A full 10s of -10 degen does -200 HP loss, so he suffers from a net -50 under normal circumstances. However, under MoP it lasts 20s and he doesn't getHP for seconds 11 - 20.
If an MoP-->IoP lasts 20s and expires, he suffers from a net -250 health loss from the heal. If you recast it at 20s, he suffered -400 HP. When your team is also attacking, this "damage" has an effect on getting faster kills.
Defense is great; a full 5s Distortion and and near-max health recovery from Ether Feast. Energy is fine if you learn to be good at estimating when another IoP needs to be applied. IHex was added because it gives another minor defense aide to remove Life Transfer or Shadow Prison and the like, plus it gives some bonus energy (use it on a team mate if you don't need it).
There it is... some enjoyable pressure annoyance in one setup. I'll keep playing it for awhile to add more thoughts later.