User:Zaq/Marbecue

Possible Changes

 * Give the Ranger QZ and EW, since they have both Beast and Wilderness anyway, but low expertise.
 * Give the Ranger Life Barrier, and give the Mesmer Arcane Mimicry. The Ranger uses the Bonds, the Mesmer uses the Barriers. SoI makes the Mesmer have a rank of 16 in that, remember, and maintained enchants don't disappear when Arc Mimicry ends.
 * Give the Mesmer Glyph of Sacrifice as well, to better align the casting times. We'll see just how different the timings can be and still work... however, staggering the knockdowns might be beneficial.
 * Give the Ranger Brambles, for a little extra damage (and bleeding) from the KDs caused by Meteor Shower.

Skills which I just kind of threw in

 * Rodgort's Invocation: Seemed like a good way to pick off backline stragglers.
 * Lava Font: Seemed like a good way to a) cause scatter if they get too close, and b) deal damage to pick off stragglers.
 * Muddy Terrain: It'll help to have the Margonites slowed down, right? And we're not moving at all, either.
 * Dust Trap: See Lava Font. Flame Trap might be better since Flame has a lower cost and the Ranger has minimal Expertise.
 * Dervish as a possible slot instead of the ranger bond? Fill the optional with self survival like conviction, and mystic regen + random enchantment for the ability to spam Mystic Healing? Should hit everyone with only 3-4 people. However, that means the E/Mo will need to switch to E/R with EoE instead of a ranger. The flawed concept with the derv is that we need to get hit with life bond on for it to gain any energy, Hits from 12+ margonite wars and dervs will kill us regardless of life bond or not (think = damage reduction as ward against melee). Or, it could be a Mo/D primary with blessed?

About the Dervish
I think it could work if we use the "let the mesmer Mimic Life Barrier and have the other character use Bond" method. That'd drastically drop our damage taken, especially in tandem with Ward against melee (Barrier at lv. 16 is 52% damage reduction, so call it 50% for easy calculations. -50% from barrier, -50% from bond, -50% from Ward, that's cutting damage down to around 12.5%... should be plenty for the four-five seconds that the margonites are alive, with the Derv spamming Mystic Healing). So here's the Dervish's bar, then... The Interventions are to a) provide cheap, long-lasting enchantments to fuel Healing and b) to provide a little extra protection. The ele would then go E/R... maybe 12 fire 12 beast 3 storage, but bring both EoE and Energizing Wind. We have to wait for MS to recharge thanks to Sacrifice ANYWAY, so what's it matter if we have to wait a little longer? That would also help the mesmer a whole lot, too. We'd lose Muddy Terrain, but we didn't have Muddy Terrain when we did this the FIRST time, so we don't really need it. I think we can make this work. I don't know what the ele would use for their elite... maybe you don't need one. Hell, I never used one back when Shiro'ken farming used to work, so elites aren't always strictly necessary when you're dealing with farming. The problem now is that we need a Dervish who has Life Barrier. I don't know any Dervishes who would bother to cap Life Barrier. It's way the hell out of the way, it's Tyrian only, and it doesn't make any sense for a Dervish to have it... unless... unless we could micromanage Melonni to do it. They just have to maintain the enchants and spam Healing, right? This could work. That's simple enough that I can handle micromanaging it while doing my own job. I think we can make this work. Zaq 14:25, 9 March 2007 (CST) Something to that effect.