User talk:Xtreme IT/builds/Me/A Neutral IW

Rate-a-Build
Tested:
 * 1) PvE tested and it works great!  Damage is lowered (not too much) from the Me/W dagger flurry build, but the survivability of this build is amazing.  My question is why did you list a variant to dump FC in favor of Deadly Paradox.  The only use for it is to shorten the recharge of Feigned Neutrality.  At Deadly Arts 0, it lasts 5 seconds, which is way more than enough to cast a 1/4 sec castime spell, unless you are planning on using Return more than once every 15 seconds?.  After experimenting I tossed in Distortion to replace Return.  If FN ever gets stripped Distortion might keep you alive until the recharge, even in it's nerfed form. --Waywrong 22:50, 16 November 2006 (CST)
 * 2) Tested it and really like it.  Very good way use of assassin secondary.  =)Giangn626 23:13, 17 November 2006 (CST)
 * 3) I tested this build in RA, and I found I normally was the last person alive. Taking on warriors was my favorite thing to do, one even got angry at how they couldn't dent me. Airaxen 11:36, 24 November 2006 (CST)
 * 4) Been testing the build for the previous two hours, and although I missed Deadly Paradox (haven't unlocked it yet - used Imagined Burden instead, since I always got plenty of energy to spare), the survivability is just great, and the standard IW damage ain't bad, either. Thumbs up! SeriousWorm 15:58, 7 December 2006 (CST) ***EDIT: Somehow this ended up under Unfavored; no idea how, since obviously it should have been under Tested. I removed it from Unfavored and moved it under Tested now. Sorry about any problems. SeriousWorm 17:09, 7 December 2006 (CST)
 * So maybe you should put the vote under Tested rather then Unfavored ;) --Thervold 16:01, 7 December 2006 (CST)
 * 1) Kikass build... I was in RA, 3 leavers in my team, i owned the opposing team which was full... and btw, this also owns all masters except healing and enchantments--User268 11:05, 15 December 2006 (CST)
 * 2) Great synergy between Dark Escape, Feigned Neutrality and Illusionary Weaponry. I love the survivabilty of this build, it sacrifices some damage for the ability to finish them off, usually I find a Flurry IW mes dead before he kills what he's after. --Spark 23:31, 28 December 2006 (CST)
 * 3) Clever build can be very effective. Has good self heal and can tank sometimes, but FN cannot be maintained all the time and you will get killed. -jupsto removed my vote nerfed and overated, agrees with archive suggestion -jupsto Putting back in my vote. It is overated but still can be excellent in PvE and AB. Since nerf dagger mastery has been put to 3-Coment below on why this should be A/Me. -jupsto
 * 4) This build is great. Very annoying to the opposition, and it's very funny when they don't understand how you keep FN up while attacking... :) Nightshadow
 * 5) Perfectly good alternative (improvement? maybe ^^) to standard Me/W Illusionary Weaponry. Definitely safer to use in PvP; IoW + Feigned is hard to take down quickly and efficiently. "Low Damage Output" is kind of funny, when one can take out a fully decked PvE-grade Obsidian Tank in just a few seconds. If this is low damage, then I hate to imagine what PvE Bloodspike-type builds are being criticized for nowadays. [[Image:Entropy Sig.jpg]] (T/C) 04:54, 31 March 2007 (CDT)
 * 6) (your vote)

Unfavored: low damage,slow,
 * 1) Very low damage.  Good at surviving, for a Mesmer, but not worth the trade-off in damage.  If survival is the goal, there are Elementalist and Warrior builds that can provide that more effectively and with greater damage. Llava 21:16, 29 December 2006 (CST)
 * 2) Low damage, no energy management and just useless. After using a few skills you are very low on energy, and there is no way to gain it back except for waiting. The only thing thats good of it is the high armor. Though that high armor  runs out very fast by either you running out of energy, or simply your stance or enchantment ending as they can't be kept up. Also 150 armor is totally useless because something way less should do. No healing at all except for Illusion of weakness and feigned neutrality, which are poor heals. And after all that armor, you should probably be taking 0 damage. Then why is dark escape used? To halve the 0 damage? Death's Charge is also useless. Two superior runes is really foolish. Rune of purity doesn't make sense, why would you use it? Crippling weapon is also weird only using it for Return. Also, why is return used when you have such high armor? And when they see you have high armor, they will probably stop attacking you, leaving with only poor damage dealing capabilities rendering the whole build useless. 3 Dagger mastery... etc. etc. I think this is pretty weird too, what you said at the variants section: "Assassin primary; lower damage but stronger." wtf? This build really is foolish. I can't believe this is favoured. Why would you use this when there are way better IW's available? P.S. Jupsto, you think this build is clever? Fable Warlord 11:59, 22 February 2007 (CST)
 * Did you try the build at all? Here are some answers just to explain the build to you a bit. Sure the damage is low one a squishy, but this build allows a lot of damage to an enemy with high armor which reduces normal attacks.  Whenever I have used my own variation of this, I never get low on energy.  Consider that you aren't really casting much at all.  IW lasts for a while, and you only have to recast DP and FN every once and a while.  Your enchantments stay up, which mean most of the time you aren't using energy so your regen should suffice.  You can keep up the FN easily, so no your armor doesn't really wear off.  You mention poor healing, but then that you shouldn't take any damage. This solves the problem you are presenting.  Also, having someone decide attacking you is pointless doesn't mean high armor is useless, it is actually the whole point. The Dagger Mastery is there to increase chance of double strikes which was discussed in the comments section.  The A as primary would drop IW damage without the runes, but would have stronger A skills which increases survivability.  There are other IW builds which do more damage, but this one is particularly survivable which makes it a reasonable alternative.  I am not bashing your vote, but there are lots of things to consider and I am answering your questions on the build's weaknesses. — RabiesTurtle 12:45, 22 February 2007 (CST)
 * What a predictable answer. You do run low on energy. You can't get energy back except by waiting. Enchantments do not stay up, even with deadly paradox and a of enchanting thing. To make a large case small, you simply say everything I say isn't true. For example, I say: It runs out of energy. Then you say: It doesn't. What you said was complete bullshit. You said it is low on damage. WTF? Your only scource of damage is IW and you can't increase its damage. It always does the same damage on the same attribute, regardless of your equipment. Since this has 16 Illusion magic, you can highly make your build just as or less damaging as this build. You say your 'variant' does it better. You say it has great damage, great energy management, great armor, great healing, great everything. Your 'variant' doesn't exist. If it does, please give me the skills. And remember, you may only use 200 skill attributes and 8 skill slots! You say you only have to cast DP and FN once a while. SO WHAT? I said it runs low on energy and that you can't keep enchantments on, which is all truth. It does run low on energy, even while casting these non expensive skills because there is no single way of energy management in the whole build except than waiting. It has bad armor, bad healing and bad everything and you can't do anything about it except than using your not existing variant. It has many counters like enchantment removal and heavy degen. Then the community of the gwiki says "Yes, but that are just counters. It doesn't mean the build sucks." It does mean that the build sucks. There are way to many counters for this build to be in favoured. Also 3 dagger mastery is useless, you can better use a sword or axe with a shield of no req to a req of 3 for more armor. Thats better than 0.00000000000000000000000000000001% chance to double strike while using daggers. &mdash;The preceding unsigned comment was added by Fable Warlord (contribs).
 * This is my last response since I really don't want to get into a large discussion on this. You can do so on my talk page if you so desire.  Energy used over 36 seconds is IW + 3(DP + FN) which is 15 + 3(5 + 5) = 45 energy over 36 seconds.  Energy regen over 36 seconds is Pips * energy per pip * time which is 4 * 1/3 * 36 = 48.  So basically over the course of 36 seconds, you have a net energy gain of 3 instead of the massive energy loss you are claiming... this is still while keeping up all the enchantments you need.  The cycle would then repeat, still giving the same net gain overall.  Other skills would be used way early or during escape and energy should be sufficient then.  My build uses the same basic skillset of Ill of W, IW, DP, and FN... nothing special.  The rest of the slots get customized for what I am doing.  Every build has counters btw, you can't expect to have one build to resist everything. Not sure why you said bad armor since FN gives you more than almost any other build out there.  You do have a point about using a sword and shield since the dagger mastery is so low.  This build was made before a nerf of FN which explains this.  Use whatever you want.  Anyway, enough of this.  Just use the same logic I used for the energy to the rest of the problems you are concerned with. — RabiesTurtle 15:31, 22 February 2007 (CST)

Comments

 * Looks awesome in theory, and its biggest weakness seems to be the threat of nerfing! ¬Ian 18:19, 7 November 2006 (CST)
 * Totally, wish I had NF cause this is one I'd love to test. Is there a way to give Dagger Mastery a few attributes for the slight chance of double strikes?&mdash; JediRogue  [[Image:JediRogueSig.jpg]] (talk |contribs) 04:10, 8 November 2006 (CST)
 * Good point, never realised that dagger mastery increases chance of double strike. --Apathy 11:15, 8 November 2006 (CST)

Question: I see that the build is very low cost energy skills/spells... can a person keep chaining combos together, or does energy eventually become a problem after two or three kills??? 136.166.64.156 14:09, 5 December 2006 (CST)
 * Energy isn't an issue unless you experience enchantment removal and you have to waste reapplying skills. --Apathy 05:15, 8 December 2006 (CST)

Build is good, but FN cannot always be maintained you do die. I'd like to say it works better A/Me as over 12 illusion is not needed and then you can use nightstalkers insignias and assasin runes to get higher dagger mastery etc. Jupsto

Dagger Mastery
May I ask why you have this over extra points into Shadow Arts or Fast Casting? &mdash; Rapta   (talk|contribs) 23:08, 16 November 2006 (CST)
 * It's for upping the chances of doublestriking --Waywrong 00:54, 17 November 2006 (CST)

Deadly Paradox is linked to Deadly Arts, so this build as-is would only be able to maintain it for 5 seconds. Unless you only have to activate a skill under Deadly Paradox to get the full recharge bonus, as opposed to maintaining it the entire duration of the recharge, some points should be put in Deadly Arts. The build is good otherwise, though. I've played IW/Deadly Paradox/Neutrality builds, and they're pretty good. --Chris with Lime 23:39, 22 November 2006 (CST)
 * You only need to activate the skill while Deadly Paradox is active to get the recharge bonus, works the exact same as Serpents Quickness. There is no need to keep Deadly Paradox up except right as you're casting FN.  --waywrong 22:51, 28 November 2006 (CST)

More points into deadly arts?
After spending more time with this build, I agree with Chris with Lime that more points should be put into Deadly arts. With more points in deadly arts, Deadly Paradox would last longer and affect Dark Escape (when you need it) and feigned neautrality. Being in Feigned neautrality and Dark Escape would increase the chances of survivability. Maybe chopping a few points off of Dagger Mastery and putting it into Deadly arts just so Deadly Paradox could last long enough for both skills would work. Giangn626 15:18, 4 December 2006 (CST)


 * Um... your mistaken both Neutrality and Dark Escape are shadow arts. Increasing deadly arts only increases deadly paradox, which at 5 seconds is plenty (as stated above by another person). Still its on the varients tab. --Apathy 13:13, 6 December 2006 (CST)


 * You misunderstand the comment Apathy, he means that the increased time of deadly paradox would affect the 2 skills, rather than the changing of the attrib points. Not that it matters... with only an 1/8 of a second cast time, with one stance and 1 spell, I'd say 5 seconds is plenty, and at shadow arts 10 FN and Dark Escape both last 12 seconds, so DP will be recharged before they fall too (does it affect itself?). Gecko 15:34, 6 December 2006 (CST) (answer : No, not that it needs to. also noticed a minor stupidity on my part in that you cant use FN and dark escape in succession :P)

Me/A vs Me/W
Hmmm, this build definitely has excellent defence. Super high armour, constant +7 regen, kiters aren't a problem thanks to a half-rechage Caltrops, shadow step and Dark Escape. So you can't lose right? Except that compared to its older brother the Me/W, the pressure it does isn't as good, and in fact anyone with a self-heal or a monk to heal them will never die and the pressure won't be a problem for them.

I thought the whole point of IW was unavoidable pressure, but it doesn't really do that without the IAS. Flurry made you attack 50% more often, the Me/W might not have survived quite as well, but at least it output a lot of pressure. Health bars went down so fast that monks had a hard time keeping them up. Dagger Mastery (the occasional double strike) is not a substitute for IAS.

I did a little test, seeing how fast different builds kill the 60AL target.

First was this Me/A build: 16 seconds

Then I used an elementalist with the following build:

also 16 seconds.

Then I used Me/W with Flurry: 10 seconds

I know it's not really a fair comparison because IW has other advantages (never missing and armour ignoring damage), but my point was that if it outputs the same damage over time as Flare spam, who ever died to a Flare spammer?

My policy on whether a build is worth taking into RA is the question "can a warrior swinging an axe with no attack skills outdamage it?". If it can, the build usually isn't worth it. I am often wrong though, so feel free to correct me if this build is actually great for other reasons. :) --arth 10:33, 20 December 2006 (CST)


 * I actually have to agree. It's not that the build is poor enough to vote as unfavored, but it definitely deals subpar damage.  With a way around that, it's absolutely worth it.  Otherwise, it's really only good as a "survivor" type, not so much for hurting people. Llava 00:54, 24 December 2006 (CST)


 * Agreed, IW without increased attack speed is like having a Corsair thug on you, stead low level damage that can be made invisible with Shielding Hands. or countered every now and then with one Orison of Healing. --Karlos 19:28, 27 December 2006 (CST)


 * I have to dissagree, while a Me/W dose more damage your not considdering that for exsample IW will do double damage to a target under flurry and useing this build in RA i mostly find myself against Flurry warriors against which I often hit for doublestrikes meaning there are spikes of over 160 dmg in one attack. If you dont include double strikes then the IW Me/A has 200% dmg vs a flurry Me/W while the Me/A has ownly 150% dmg which is negatiable very easaly if you include the constant FN which also protects against outside sources.


 * Also the damage is large considering it is armour ignoreing meaning you can hit a stance tank for the same as a level 0, you can suvive attacks from three warriors at once quite easaly with propper use when to a Me/W would take the damage of 6 warriors

I have to say this build does sound like it could survive a Nuclear Warhead, but do other ppl really allow you to kill them w/ Illusionary weapon? I mean how much damage are we talking about here?(Coolguyistalin 02:46, 1 January 2007 (CST))
 * ~37.3 clean dps. -Ichigo724 15:15, 1 January 2007 (CST)

The guy talking about flurry and 200% damage doesn't have a clue what hes talking about and blatently hasn't even tryed the build. Hes talking about killing people using Frenzy for some reason whereas the IW slasher uses Flurry. If the build is made A/Me a higher dagger mastery makes the build do more damage and other assasin skills become more effective. Jupsto


 * He used the wrong term, yes. He wasn't talking about using it himself though, he was talking about attacking Warriors who are using Frenzy themselves.  This would in fact make your damage be 200% on him.  As to your comment about making this build into A/Me, I am trying to figure out why.  The damage for this build comes from Illusionary Weaponry, so the higher you have that attribute the more damage you will dish out.  Having higher dagger mastery will only benefit through getting double strikes a few times more often.  It is possible to make up the IW damage loss from double striking more but it doesn't seem like it would.  Hopefully you weren't referring to attack skills though because they are worthless in combo with IW. --RabiesTurtle 10:34, 2 February 2007 (CST)


 * I was refering to assassin skills in the build. And IW barely improves over 12 attributes and isn't worth the loss of health. a/me Does like 5 less damage but doubles strike more. And the stuff about frenzy is irrelevent and i'm not sure makes any sence or could be relevent anywhere. anyways [[image:Moebius_Strike.jpg|19px]] Jupsto

Nightfall build
Right... Assassin secondary & Nightfall build.. that's kinda impossible. namnatulco 11:09, 3 January 2007 (CST)
 * I corrected this. As u said its not a NF only build (which is what the cat implies) (Even IW is Proph only and therefore not part of a NF cat build =P) --Midnight08 11:17, 3 January 2007 (CST)
 * Right, I missed that too, I assumed it would be a core skill^^ anyway, thx for fixing I hate when I think I find a nice build and then it needs factions ^_^" namnatulco 02:07, 4 January 2007 (CST)
 * bah, factions is worth it if only for the ability to use assassins/Rits. =) Most fun classes to play casually for me...--Midnight08 09:25, 4 January 2007 (CST)

can i suggest using a scythe instead of daggers? in pvp not as good but pve much better  :: Soqed Hozi ::  07:41, 29 January 2007 (CST)

Nurf to FN
Had to buff the Shadow Arts to counter the nurf, still works though. --Apathy 19:34, 1 February 2007 (CST)

Take this out of TA
No sane person with a decent build would use this in TA. --Theonemephisto 08:33, 7 February 2007 (CST)

I think its an RA/AB build as its kinda like a survival build. where in TA your monk should look after your sin. -jupsto

This build is a wonderful tanker in RA, people are naturaly drawn to casters, which if no monk is present almost always will be mesmer or elementalist. The damage isn't quite as good as a Me/W but your in a TEAM while fighting, not solo fighting.

Archive
I think this build needs to be archived. Good example of a clever build that was good in its day but not anymore. The entire point I think anyone can agree was the neutrality paradox due to its inferior damage, and well thats gone (Not a fifty five 13:20, 24 February 2007 (CST))
 * I disagree. The skill has been nerfed and can't be kept up 100% of the time, but it still is very effective IMO. — RabiesTurtle (contribs) 16:33, 24 February 2007 (CST)

I agree it still can be good, but since nerf it's weaker and way overated. jupsto

Alternate Build
When I found out FN was nerfed I started thinking about a new build (after crying for a bit)... This is basicly what I came up with:

While Testing a found out Shroud of Distress and Illusion of Weakness have great Synergy. Also this build works slightly different; it's more like a hit-and-run build: Death Charge in (with shroud on) do your thing, Return/Dark Escape your way out(this works pretty fine, since this build can work with 10 dagger mastery, increasing the amount of double hits to a great extend). Recast Illusion of Weakness (if needed) and regain health with Shadow Refuge....It's not as good as the original build (before the nerf) but it worked quite well. I also tried a Shadow Walk/Dark Escape combo...which worked fine, until a caster started hitting me, making me use Dark Escape(old habit, I suppose), returning me to my original location, not doing any damage -_-'. Anyway...I hope this will be of any help. (just to make things straight the Neutral IW still is a pretty nice build, but it got way less reliable after the nerf)--Rickyvantof 16:30, 2 March 2007 (CST)

During my testing of a very similar build, I've been finding that shadowstepping isn't actually all that great, especially in PvE, if only because there are other useful things you can take. Bizzarely, I've been finding that Expunge Enchantments and Hex Breaker to be particularly effective, probably due to the prevailance of enchantment heavy builds or the accursed BoA assassin, which I freely admit is more to do with the game's current climate rather than the build itself. However, shadowstepping seems somewhat redundant if you can catch up with kiting foes some other way (I've been using Caltrops) since you're usually tough enough to withstand an amount of firepower while running in, particuarly with dark escape up. Perhaps something like this:

With Heart of Shadow being swapped out for Res sig when that's needed. Ckal Ktak 19:11, 4 March 2007 (GMT)

Me/A Vs A/Me
GOING TO MAKE THIS NICE AND CLEAR. To get high enough shadow arts to maintain FN with Deadly paradox, dagger mastery is now 3. 3 is not a very high number, infact the 3rd smallest whole number. Illusionary magic is at 15 to do 6 more damage per hit than at 12, this is the only reason it is mesmer primary proffession. If it was A/Me dagger mastery could be alot higher which means more double strikes which means more damage despite lower illusionary atribute. This depends on whether you will use major or superior, I'm not sure this build vitaly needs the hp (no pun intended).

Example:
 * 12 illusion magic
 * 10+2 Shadow arts
 * 8+1+2 dagger mastery?

that gives 16% higher chance (than 6%) to double strike


 * 12 illusion magic
 * 8+1+3 shadow arts
 * 10+3 dagger mastery

''if you dont care about hp much (PvE!), then you can increase it from a weak 6% to 26%. Thats a 20% higher chance.''

Not great at maths (it's plural!), but 26% is more than 1 double strike every 4 hits. So you get 5 hits which is 34 more damage. 4 hits of 40 = 160 damage. 5 hits of 34 is 170 damage (lost my calculater). More than 10 extra damage makes a bigger difference than you think, try it out.

You decide which is best, but I must be right that more double strikes increases damage alot more. Hitting ALOT more with 6 less damage is much better, if you disagree contact your local doctor. Also sins look alot more bad-ass and can have nightstalkers armour for 5 more armour. The big question on my mind is why not a/me? Did consider starting my own A/Me page, but nah -people dont like me.

Summary

 * More damage
 * More armour
 * More coolness
 * Was my Idea
 * Plus if you are considering using deadly arts you can also get this atribute higher
 * Makes my life feel more meaning-full
 * 100% of proceeds go to charity
 * Prolly less health - is this a much of a down side?

Your welcome (yes I am bored)-jupsto
 * Actually I posted it as a variant prior, but only recently has it become more damage aswell. I would think that major runes would be better, unless health insignia's were used all around to compensate for extra health loss. I will test and get back to you. If this does appear better than I will post it as a new build and propose merge if it gets accepted. --Apathy 14:54, 5 March 2007 (CST)


 * Dam, wish i'd seen that you had. I think it was quite a convincing argument. Not sure about health insignias, I think i'd prefer 15 armour. -jupsto

Sword and Chakram > Daggers
Since this build focuses on very little in the way of dagger mastery such that the difference between the strike rate of daggers with 3 dagger mastery and say, a sword or axe is negligable. However, the difference between having an Illusion offhand with say... +45 Hp when enchanted and "Faith is my shield" as well as an easy +12 energy and not is pretty massive if you ask me. This sort of change does turn this build into even more of a tank. &mdash;The preceding unsigned comment was added by Ckal Ktak (contribs).


 * Very good point you make there. With the update and having to lower Dagger Mastery so low, other weapons could easily be used instead of the daggers while still benefiting from the Assassin secondary skills.  Heck, you could even use a scythe in instances where you get several guys together at once.  The damage wouldn't be as high of course with the slower attack rate, but higher dmg per second over the multiple targets.  The thing I like about this build is the defensive skills and the massive armor... the weapon could change to fit your needs. — RabiesTurtle (contribs) 17:14, 5 March 2007 (CST)


 * That is a good point, 3 dager mastery is just sheep-like. May i suggest two versions of this build, a A/Me that uses double stikes like i have suggested above and a Me/A that doesn't attempt to use double stikes like ckal ktak's above. -jupsto

Small Change
I found these changes to work better for me:

Weapons: A sword with +5 energy inate mod (or inscription) and a 20% enchant mod. You might as well have a crippling prefix any other is entirely worthless. A +1 Illusion (20%), Health +45 (while enchanted) offhand weapon (I don't belive this combo exists in a green or collector weapon, so it would have to be a drop, there is a +1 illusion and +30 health always collectors item though)

Instead of the rez use an interupt (good to help elminate quite a few of this builds counters). Leech Signet will also give you somewhat better energy management.

For the attributes put all that would normaly be used for dagger mastery into insperation magic.

Insteady of the rune of clarity, use a rune of minor insperation magic.

Alternatives to those who DON'T have nightfall
Is there an alternative to this build if you DON'T own nightfall (like me), since FN is a nightfall skill and Me/A IW is only useful if you use FN --Dark Paladin X 22:29, 30 March 2007 (CDT) You need Fn and Deadly to make this work, no alternative. Solus  22:31, 30 March 2007 (CDT)


 * Yeah the alternative is Me/w lol. Me/a without feigned is crap. (Not a fifty five 04:36, 31 March 2007 (CDT))


 * Yeah, but isn't the Me/W only meant to be for Pvp. I like PvE with a mes and daggers are good because for the chance of double strike. --Dark Paladin X 16:09, 31 March 2007 (CDT)


 * Flurry > 8% chance to double strike. And there isn't a decent Me/A alternative without FN. –Ichigo724[[Image:Ichigo-signature.jpg]] 16:15, 31 March 2007 (CDT)

move
shouldn't this build be Build:Me/A Neutral Weaponry to match the other IW builds? perhaps Build:Me/A Feigned Weaponry... ohh, that's a good one. i like feigned weaponry. --Honorable Sarah 17:13, 31 March 2007 (CDT)
 * I don't see that being all that important. The title should be descriptive enough to know the basis for the build and it is already.  Taking the word "feigned" instead of "neutral" from the same skill isn't going to change much.  Besides, others use the same naming too -  — RabiesTurtle (contribs) 14:06, 1 April 2007 (CDT)

Me/W Pwns in PvE

 * Using this skill bar:

Illusion Magic - 12+1+3

Inspiration Magic - 12+1

Fast Casting - 3+1

Why This Build Pwns Me/A

 * You can wield a shield giving you extra health, armor, and damage reduction.


 * AoE damage in PvE is a very good thing. PvP, no.


 * Has an uber IAS.


 * Has a nice little interrupt.


 * Has extreme block powers.


 * Has a very big self-heal.


 * Can easily maintain a DPS of at least 56.

Thank you. --68.45.25.117 15:06, 8 April 2007 (CDT) GAH -- Xeones  15:11, 8 April 2007 (CDT)
 * Both builds have their own strengths and weaknesses, the Me/W has a greater damage output with the IAS, but it is less defensive (a shield is nothing compared to the +80 armor and +7 regen from FN) and more energy intensive for the constant upkeep of flurry and distortion, this build is less energy intensive as the 2 major skills spammed are Deadly Paradox and feigned neutrality, is more defensive with shadow stepping abilities, and has the ability to keep crippled up on an opponent indefinitely (though Deadly Paradox + caltrops), but why do you need cyclone axe... just use a scythe for the inherent ability to hit 3 at once... It all depends on what the situation calls for, go Me/W if you're expecting small mobs and quick fights, or Me/A if you're expecting a lot of damage/face large amounts of mobs. Wyvern 15:25, 8 April 2007 (CDT)