• work in progress but its fun :)

    Pro's

    Obby flame spikes if binded.

    A lot of AoE damage and high single target damage.

    Spirit prot's and regeneration can't be stripped.

    +9 party wide regeneration (Swirling aura + recup)

    Party heals, high quick recharging heals as well and self heals from aura.

    A lot of armor ignoring damage. (Burning, Obby Flame, Tenai's Crystals, Magnetic Surge, Magnetic Aura)

    Crack armor and armor penetration.

    Melee and projectile block (Swirling aura, Magnetic aura, Magnetic Surge)

    Cover enchants for MoM

    Build flexibility (Can change modify build due to ease of MoM and attribute spread for specific missions/areas where difficulties are encountered)

    Con's

    Hero's AI with MoM is not the best (Won't cast until in combat.... Prioritizes elemental skills over secondary attributes more but uses them still)

    Best to set key binds or cast MoM prior to a fight for your heroes or they might use skills before casting MoM :/ disgusting!

    Heavy enchant removal. (Mobs with 2-3 copies of Chiblains, Rend, Gaze of contempt etc...)

    Cover enchants can end quickly (Magnetic Surge, Magnetic Aura)

    No Enchant removal

    Energy management / E-Denial

    No hex removal

    Most con's can be targeted with adjustments but this is how I like to play this so far :) It's not entirely a 100% srs op build but it is fun!

  • There are a few basic things all team builds need to work and be balanced. you are missing a good few here but if you are enjoying yourself that is the main thing.

    Healing

    Prot/Melee Shutdown

    Interrupt/Caster Shutdown
    Enchant Removal/Debuff

    Hex /Condition Removal

    Energy Gain

    Damage

    Each of these generally can't be dependent on only ONE thing like enchants/spells/skills/shouts but instead a mix of ALL those things.


    You seem like you know this already, an obvious thing is the heavy reliance on enchants and no hex removal; so one panic and a few anti-caster hexes cast on your balled up hero team would completely annihilate it, any ward or spell that removes or prevents enchants and takes away energy would also be crushing. Even basic AoE necromancer hexes and conditions would quickly remove any +9 health regen you are receiving.

    Would be nice to see you take it somewhere. Hex removal and melee+caster shutdown are going to be the main issues. Hero's are generally good at either doing damage or healing; when you mix the two you get poor results; even a ST Prot with healing skills on its bar will become heavily pressured.

    Convert Hex could be a good thing to add, Expel Hex/Divert Hex/PnH elite skills are also nice depending on how willing you are to change the amount of MoM ele's in the team, with Ether Renewal and Aura of Restoration you can turn a couple ele's into shut down mesmers with good energy, it still relies on enchantments... It could compromise what you are trying to achieve though.

    GL

  • While not everything is adjustable MoM makes for very versatile builds

    Healing:

    Aura of rest x 7 20-80 hp per spell.

    Dwayna's x 4 (81-200 hp) each depending on enchants 3 sec cd

    Spirit light 140+

    Mend Body And Soul 96

    Swirling Aura + 6 regen x 2

    Recup + 3 (Not needed just for fun~)

    How much healing is sufficient? That looks like an incredible amount.

    Prot / Melee Shutdown:

    Prismatic insignia's +20 armor

    Shelter (ally wide prot spirit)

    Union (ally wide shielding hands)

    Magnetic Surge x 5 (party wide), Magnetic Aura x 2 (party wide).

    Recuperation is for fun, remove it for displacement if you don't believe magnetic s/a are sufficient for prot block.

    Swirling aura (Party wide) blocks projectiles 50%

    Interrupt/Caster Shutdown:

    Not really achievable without changing the identity of the team composition. This one I will admit is a struggle to incorporate but also not entirely needed. Problematic mobs can be obsidian flame spiked (If applicable...) to reduce their overall impact by shortening their life spam :O

    Enchant Removal/Debuff:

    Mystic healing is not needed and heroes don't utilize it well anyways remove it for 2 x choice enchant removals.


    Hex /Condition Removal:

    Tenai's crystals and Rust while a fun combo doesn't dramatically increase the builds damage.

    Most of the damage in the build is already primarily armor ignoring. (Burning, MA, Obby Flame, MS)

    take 2 x cure hex (it's 2 more than o and more healing) and 2 x more arc or 2 x optional skills.

    Mend body and soul removes 3 conditions, but if you feel more is needed remove

    Energy Gain:

    It's tough to incorporate and MoM is not the best for energy. I like to sometimes remove my shouts on #1 and use Aria of Zeal. It isn't a lot but it nets your team 5 energy each every 22 seconds. and you can utilize aria of restoration for a party heal.

    Just some other variants i do run when I run into issues. You might have better but point is... MoM Makes the utility skills very flexible depending on your target area if you're encountering specific issues.

  • This needs work still, imo. The theory is good of course but has been thought of before many many times, would like to see something useful finally come from MoM. Thanks for taking the time to write out detailed reply.

    GL