Talk:Conjure Nightmare

Will we see more of this on E/Me or Mesmers themselves? I think it is the former.The 25 energy is a killer.--Life Infusion 08:13, 28 March 2006 (CST)
 * Indeed. In my opinion, unless you have Mantra of Persistence, it's probably not worth it. Compare this to, say, getting a rougly equivalent amount of degen from Conjure Phantasm + Migraine. I'd only bring it if I was going against enemies who had a lot of health-regenerating skills that they kept up constantly. --130.58 08:55, 28 March 2006 (CST)
 * On a Me/E with Glyph of Lesser Energy, this would be pretty feasible. &mdash; Stabber 08:58, 28 March 2006 (CST)
 * Would work nicely with Auspicious Incantation. | Chuiu 11:01, 21 April 2006 (CDT)
 * I'm a newb when it comes to what works and what not.. but I love this skill, but like i say i make fun PvE builds, look at my mesmer to see what I'm working with right now. --Jamie 09:17, 5 May 2006 (CDT)

Phantom Pain and Conjure Phantasm does the same thing for 5 energy less and a free deep wound. However it is not as spammable (as far as 25 energy spells' spammability goes) Skuld  09:23, 5 May 2006 (CDT)

With Mantra of Recall
This skill has a very short recharge time -5 seconds- and is very expensive -25 energy- this means that lots of energy is needed. Mantra of Recall may provide a big part of such energy. This way Conjure Nightmare may be combined with Images of Remorse and one more degeneration skill to try keeping a constant degeneration of 7-10 arrows in a target. Degeneration skills may be used together with disenchanting skills, like Inspired Enchantment to avoid the opponent denying the degeneration and get the resting part of the needed energy.

Energizing Wind
You guys are missing the obvious. A Me/R with Energizing Wind would be able to spam this skill every 6 seconds, which is almost as often as Conjure Phantasm but with an extra 3 degeneration. If you also took Mantra of Recovery, you'd be able to spam it every 3 seconds; you'd be able to maintain it on 4 foes indefinitely with enough energy through-put. Another alternative is to take Mantra of Persistence instead of Mantra of Recovery to make it last 20+ seconds each time you cast it. --Tjoneil 23:58, 14 May 2006 (CDT)
 * I've already been using it with Mantra of Persistence and Glyph of Energy. [[Image:Chuiu Me Icon.png]] (T/C) 00:23, 15 May 2006 (CDT)
 * But Glyph of Energy has a 15 second recharge, can only be used on one spell at a time, and uses up your elite spot. Energizing Wind applies to all spells all the time and is not an elite. To me, there's no better option than Energizing Wind for reducing the cost of this skill. --Tjoneil 01:20, 15 May 2006 (CDT)
 * EW has a stringent attribute progression and Beast Mastery is otherwise completely useless to a Mesmer. Unless you are willing to go with long periods without EW (and in PvP it's high on the list of spirits to kill ASAP), you are putting all your energy management eggs in one very fragile basked. 70.20.116.223 01:37, 15 May 2006 (CDT)
 * You don't need that many points in Beast Mastery. I would put 8, but you could go with as low as 4 if you wanted to. Of course, if you coordinated, you could just have a teammate bring it instead. As for it being a high-priority target, if one were inclined to go after spirits, I think there are plenty of other spirits that would be considered a higher priority, especially if you have a Ritualist on your team. I personally have never had Energizing Wind get killed in combat, though I'm sure there must be some people who target it. Even if it is targeted, you still will have time to get off 2 or 3 Conjure Nightmares before it's killed, saving you 30-45 energy. In my opinion, that's the worst-case scenario, and it's still better than Glyph of Energy. --Tjoneil 02:26, 15 May 2006 (CDT)