mantra of pain is trash skill?
no. please no confusion. confusion is too weak.
You’d have to trait for it, but I agree, MoP should have something more.
Mantra of Pain isn’t a bad skill if you know how to use it properly. Yes, the damage isn’t stellar, but consider the pros: It’s a mantra, meaning once it’s charged, you can use it anytime, even when knocked down or dazed. It doesn’t interrupt the flow of attacks, but adds a little bit more oomph to whatever attack you’re executing at the time. It also benefits from the Harmonious Mantra trait in the Domination line, giving you three casts per charge instead of two.
If you’re spending time charging the mantra instead of attacking, you need to prioritize differently. Wait until the enemy is difficult to hurt, far enough away that it requires repositioning, or invulnerable for a time before recharging it.
Like supervillain said, a mantra’s strength lies in the fact that it can be cast during any other action or during status effects. This along with the daze mantra can be great in spvp in situations like where the enemy disables you to go heal. Daze and damage them while stunned/disabled, it’s amazing.
When traited, it is great for adding to your burst and charging them should be done between fights / while enemy is inactive or otherwise busy. They require more “busy” work and maintenance but I believe they greatly pay off when used properly
Even when traited, I find it’s not worth it in 90% of the circumstances. Mantras in general are just dead skills – the three-second windup is just asphyxiating, especially considering the lack of (untraited) passive benefits and underwhelming active effects. Instant cast times after the channel don’t really balance this out, at least in a PvE setting.
Hell, now that I think about it, the best way I can summarize mantras is by saying “they’re basically signets except they suck even more”.
Mantras are balanced around you having the skill that gives you a 3rd charge.
I suggest not using them unless you spec specifically for mantra use.
Well first of all, mantras can be cast at any time, even while you’re using a different skill so that’s really important. In general though Mantra builds are trash.
I use Mantra of Pain as my healing skill (PvE). I have 20 points in Inspiration with the ‘Heal allies when casting mantra’ trait. Basically every time I finish casting a Mantra it heals myself and allies nearby.
Then with the trait to use a mantra 3 times it does A lot of damage instantly 3 times which can make such a big difference. The reason I picked mantra of pain is because once you used the instant abilities there is no cool down unlike the other mantras so you can keep spamming the ability. Heal + Do lots of damage = Win
It’s especially awesome underwater because the cast time goes down to 3 seconds from 5 meaning you are virtually invincible just by spamming that ability while kiting mobs around.
That said I do dislike the other Mantras because of the cooldown they feel too underpowered or too situational in PvE anyway.
• Have you heard of the city? The ancient uru? Where there was power to write worlds •
only one of the mantras i consider useful, the one that removes 2 conditions.
since the mesmer lacks any real condition removal, this can be quite useful.
Mantras should really have the 3 casts by default. The grandmaster trait should reduce their cast time in half or something.
It’s not that it’s not worth the cost of the charge up, which as mentioned can be worked around by using it out of combat or when your target is out of range, blocking, invulnerable, etc., it’s that the skill isn’t worth the opportunity cost of not having a different, more broadly applicable skill in it’s place.
I use Mantra of Pain as my healing skill (PvE). I have 20 points in Inspiration with the ‘Heal allies when casting mantra’ trait. Basically every time I finish casting a Mantra it heals myself and allies nearby.
I tried doing so, too, but the casttime is too big. In that time I rather attack/ dodge/ stealth or clone.
It’s especially awesome underwater because the cast time goes down to 3 seconds from 5 meaning you are virtually invincible just by spamming that ability while kiting mobs around.
this is a different case. I also use MoP underwater. So far, that I changed my default attack to it. And while resolving you can use other short spells.
Mantras should really have the 3 casts by default. The grandmaster trait should reduce their cast time in half or something.
I thought so, too, for several mantras, but it’d make “Remove condition on heal” + healing mantra too powerfull. Three charges of free condition removal …
Maybe adjust the number for each mantra.
- 3 for damage
- 2 for heal
- 4 for condition removal (and only remove 1 condition each charge)
- 4 for stun breaker
- 2 for daze
I tried doing so, too, but the casttime is too big. In that time I rather attack/ dodge/ stealth or clone.
this is a different case. I also use MoP underwater. So far, that I changed my default attack to it. And while resolving you can use other short spells.
I think the problem isn’t that the cast time is long the problem is that it FEELS long when in reality you do more damage with the 3 subsequent instant abilities than you would lets say auto-attack.
So the 7 or so seconds it takes to cast it and use the 3 instant abilities is shorter than doing the same amount of damage with your auto-attack in that same amount of time without the added ability of healing yourself and allies.
As for the other abilities apart from the heal the others are situational on PvE fights and probably mostly useful in PvP. As for the heal the problem with it is that it’s so hard to time correctly with the cast and cool down to keep in mind. Fights tend to get so hectic that it’s difficult to guess when it will be best to cast it and best to use the instant heals.
• Have you heard of the city? The ancient uru? Where there was power to write worlds •
it doesn’t do a lot of damage even if you use it 3 times. you should use your number 1 skill 3 times instead of mantra of pain. it is more faster and does a lot of damage.
healing by mantra is too slow and very small amount. you will die while using mantra or you should do damages instead of using mantra.
Mantra of Pain is a good addition to an alpha burst build.
About 1 in 100 Mesmer players know how to play such a build.
i run with pain, daze and healing mantras, specced in mantras, in spvp. u get +12% dmg when theyre charged up, 3 charges on each. pew pew with GS, sword/torch when u need to live/burst.
At this point, Mantra of Pain feels like a Support skill, as it is by far the best Mantra to use with Restorative Mantras. Personally the only Mantra I like is Mantra of Diversion, because having 2 instant interrupts is just awesome (I don’t spec for the 3 cast, but even then, the skill is still great). I would only ever use MoP with a full on support build with 30 Inspiration and a Staff.