Talk:Persistence of Memory

...or we could just use Mantra of Resolve... Seva 11:18, 25 September 2006 (CDT)
 * Wow, how come there are so many crappy skills in nightfall?-Onlyashadow 11:22, 25 September 2006 (CDT)
 * Bad skills are there so we aren't all using the same build and so people can learn - they won't start from the best builds and go no-where then. They aren't all useless, most ppl thought ignorance and.. other example don't come to mind; were useless but they do have their uses in certain situations &mdash; Skuld 11:51, 25 September 2006 (CDT)

There is no such thing as a bad skill. There are only bad thinkers. (T/C) 12:42, 25 September 2006 (CDT)
 * Don't be snide. This skill has clear, mathematically representable weaknesses compared to Mantra of Resolve. Let us begin with qualitative rather than quantitative differences: Mantra of Resolve is a stance, Persistence of Memory is a enchantment. Except in the extremely notable case in which one depends upon another stance such as Distortion, or when one has some skill-specific desire to be under enchantments, an enchantment is somewhat less desirable than a stance, as it may be removed by a wider variety of means and at greater personal expense. Now, the quantitative problem. Persistence of Memory may be seductive because it is in the Fast Casting line, which most Mesmers already use in their builds. However, whereas PoM lasts 17 seconds with 12 Fast Casting, Mantra of Resolve lasts 30 seconds with 0 Inspiration Magic. Now, in a battle scenario. The spell which the two spells in question will be protecting can be any spell, however persumably it will be worth more than 5 energy, as it is unlikely that a caster will invest a minimum of 10 energy to secure their Flare or Wastrel's Worry. The spell cast will be spell "S", its energy cost "E", and its cast time "C". The function "Fc(x)" will represent the fast casting modifier. Let us assume one interrupt, as it is the most flattering to PoM:
 * Mantra of Resolve: Total Energy = 10+E+(10...5); Total Cast Time = Fc(C)
 * Persistence of Memory: Total Energy = 10+2*E; Total Cast Time = Fc(1+C)<T<Fc(1+2*C)
 * (depending, of course, on when the interrupt occurs)
 * Energy-wise, MoR is less than or equal to PoM, when E is greater than or equal to 10, which should be almost always. Casttime-wise, MoR is always shorter. Plus, although I have not tested this, it is highly improbable that this spell will nullify the disabling effects of Psychic Distraction which might give it some practical application which MoR can not match. I am completely open to criticism of my analysis here. Seva 14:04, 25 September 2006 (CDT)