Talk:Master of Magic

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Due to a new update, ALL ELEMENTALIST skills now work with this. So stick 12 in Energy storage and use it wisely :D --Stokoe Talk 01:02, 11 September 2008 (UTC)

OMG this skill is so much better now. Damnit, I need internet at home! --BeeD 08:35, 11 September 2008 (UTC)

Linked from Isle of the Nameless[edit]

Should have a disambiguation page, as the link from Isle of the Nameless should not link to this skill.

Kinetic Armor[edit]

This skill is GREAT with Kinetic armor and flare. You can use those heavy earth AoE spells, and have Kinetic Armor on, then spam Flare like mad, renewing your armor and giving you decent energy back with the proper attunement. FleshAndFaith 04:17, 29 July 2008 (UTC)

Cool, glad to hear someone found a use for this, I've been stumped since I first saw it. I might have to try something like that tonight.  :) - Elder Angelus 21:17, 4 August 2008 (UTC)

Stumped for a build[edit]

At first glance, the new MoM seems awsome, maybe even slightly over-powered, but I honestly can't seem to find a build that makes using it worthwhile in PvE. For MoM to really benefit you, you would need to have 12 in energy storage and use skills from two or more different elemental lines. While that's all fine and dandy for shutdown elementalists (who normally combine water and air) in PvP, in PvE the synergy between different elemental lines aren't as easy to see. Can anyone else think up at least an outline for a usable MoM build in PvE? Silavor UserSilavorSigIcon.png 02:57, 8 August 2008 (UTC)

This redesign completely destroys my E/Rt that used this skill as its core (MoM, Kinetic Armor [long recharge] and channeling spell spamming. Oh well. I guess it's time for a new build on her. I've used that build for about a year, despite the channeling nerfs. -- 03:44, 8 August 2008 (UTC)
...did you really just say oh well? You can use any elemental attribute you want on the same build.--The Gates Assassin 04:36, 8 August 2008 (UTC)
I uses MoM/Kinetic Armor to refuel *ritualist* skill spamming. It was a very effective pressure build. Most of my builds tend to be primary profession for its primary-only skill to synergise with another profession's skills. It's fun that way. -- 14:10, 8 August 2008 (UTC)
(in response to original paragraph, so reset indent) There are several skill combinations that are from different elemental lines that work well together. Immolate and Steam and Slippery Ground for example. Or Enervating Charge and Stoning. Chilling Winds and Arc Lightning. And so on. With only 12 in each attribute, this isn't going to be a "godly" setup, but it will work relatively well. A lot better than trying to spec into each of the different elemental lines, at least. --Nkuvu User Nkuvu sig button.jpg 14:35, 8 August 2008 (UTC)
except , you will gain +2 energy regen on top of that wich makes it really good IMHO. -- 14:50, 8 August 2008 (UTC)
The +2 regen isn't bad, but lack of much other energy management I ran out of energy fairly quickly using the combinations I mention above (also note, I meant something like Freezing Gust rather than Chilling Winds, I always think Chilling Winds is water magic). Not much energy management aside from attunements, of course, which kind of defeat the purpose of diversifying your magic lines. --Nkuvu User Nkuvu sig button.jpg 04:35, 15 August 2008 (UTC)

Not a bug[edit]

The Glyph of Elemental Power build isn't a bug at all, glyphs aren't considered elemental, hence they end Master of Magic. --Doombringer 03:56, 8 August 2008 (UTC)

Fixed--Underwood 04:45, 8 August 2008 (UTC)
It ends it because that's an unlinked skill. Glyphs that fall under one of the 4 elements will not end MoM.

My god....[edit]

This = Massive utility. I have some build to test now... :D --User Wandering Traveler Oie User Wandering Traveler Sig2.png Wandering Traveler 05:35, 8 August 2008 (UTC)

It's fucking weird. Only skill that equals giving around 380 attribute points. (4x94 or 4x96) Ninjas In The Sky 08:31, 8 August 2008 (UTC)
My new favorite Elementalist elite =D --MageUser MageMontu sig.pngMontu 08:35, 8 August 2008 (UTC)
Does this work with the Prismatic Insignia? 08:42, 8 August 2008 (UTC)

it's insane. you can just 12+1+3 energy storage and 12 some secondary class attribute (AARGH, mystic regeneration!) - Y0_ich_halt User Y0 ich halt sig.jpg 09:11, 8 August 2008 (UTC)

Heh, one problem with speccing into other secondary attributes is that if you use a skill that isn't in Air, Earth, Fire, or Water Magic Master of Magic will end. So if you tried to use Mystic Regeneration, your Master of Magic would end. Finding a cover enchantment for MoM is really quite difficult >.< Silavor UserSilavorSigIcon.png 11:55, 8 August 2008 (UTC)
An attunement maybe? --MageUser MageMontu sig.pngMontu 12:02, 8 August 2008 (UTC)
activate mantra of earth beforehand, then MoM and Stone Striker. - Y0_ich_halt User Y0 ich halt sig.jpg 12:14, 8 August 2008 (UTC)

I'm still having issues figuring out any kind of build for this, because there aren't that many inter-element synergies, or then they simply don't add up to a viable build...--Doombringer 15:24, 8 August 2008 (UTC)

What? You must be joking! There are conditional skills in Air, Water, Fire and Earth using conditions and effects given by others. I can't wait to try the possible combinations! MithUser MithranArkanere Star.pngTalk 15:30, 8 August 2008 (UTC)

One of the best things I can see this skill allowing for, is for you to put a 12 in Energy Storage and then a 12 in something else like Protection Prayers, Restoration, Healing, etc. but still let you make use of any Elementalist skill you like for decent damage or support. Sure it ends if you use a non-elemental skill, but heck being able to switch back and forth for what is needed at the time will be great, and you can also take advantage of the 20 second recharge to allow you to cast something like Mantra of Resolve, Fleeting Stability, Bloodsong, Vital Boon, or even Protective Was Kaolai (just as a few random examples) and then activate this and cast your elemental skills, then by the time you need to use the other skills again you can and this skill will be recharged and you can cast it again after. I think this bit of utility is just what the Elementalists needed. ~ User:J.Kougar J.Kougar 16:54, 8 August 2008 (UTC)

Only problem is why did it have to come at the start of a double AB weekend. I can see this being so abused that it's not even funny.--Masato 19:38, 8 August 2008 (UTC)

There's a few catches attached to this skill. Some of the obvious ones are that it's an elite, an enchantment spell, and that other attributes (including Energy Storage) can't be cast alongside it. Admittedly, any sort of anti-enchant etc. can be mitigated with energy storage req. items that half recharge times. However, as far as energy management goes, you have three options. First is just sticking with the +2 regen, for a total of +6. I haven't done the math on that one. The second is taking energy storage glyphs and such. Third is running an Attunement spell. Attunements will both work and provide the necessary cover enchantment. However, you'll probably end up having to use mainly the Attunement-related skills so you can keep your energy efficient. I can't deny that there's certain synergy that'll come- see Steam, etc. However...I can't really remember a lot of skills that 'depend' like Steam. I do remember an Earth Magic snare that makes the enemy immune from all damage outside of Lightning...but I doubt we'll see that. Shell Shock can probably be used rather nastily, though. Diva 00:34, 9 August 2008 (UTC)

I just read upwards a bit, noticed Nkuvu listed plenty of the synergies I missed earlier. Time to test this out! Diva 00:36, 9 August 2008 (UTC)

Think the immune skill your looking for is Iron Mist. The slowdown is the only annoying part and unless your team is running air spike it's still not that great. I'll take either Deep Freeze or Freezing Gust.

Running this with Fire/Air Attunement, Storm Dijnn's Haste and various other dmg skills for TA and AB atm. It's being rather nasty since in the last 3 hours I've seen maybe 1 enchantment removal being used. Might be more but then I don't see em. All I know is this skill is very attactive atm and I don't doubt they'll change it soon. Getting my kicks in while I can.--Masato 17:18, 9 August 2008 (UTC)

find a good build for this, win a prize 18:27, 11 August 2008 (UTC)
Ok, I've got: Master of Magic, Water Attunement, Air Attunement, Fire Attunement, Earth Attunement. What else should I bring? 19:44, 11 August 2008 (UTC)
Mending, Purge Signet, and Resurrect. -- 19:46, 11 August 2008 (UTC)

Kinda bad in PvP. Just keep stripping MoM and the ele is completely shutdown.--The Gates Assassin 14:17, 15 August 2008 (UTC)

If the ele doesn't spec points into the attributes it is using then they are the ones bad in PvP, this only needs 12 (10+1+1) in energy storage to get the desired effect, left over points should be distributed accordingly. Which in the end kind of defeats the purpose, but I suppose having 12 in every elemental attribute is lulz.--Underwood 10:27, 18 August 2008 (UTC)
This skill turns your Ele into a tank if used right. Prismatic armor and you're at 80, now spec 9 into Tactics/Command/Motivation, now you're at 96, now give yourself a Spear with a +5 armor bonus (for shits and giggles) you're at 101. You now have more armor than a Warrior against all damage, as well as a bar of say...Enervating Charge, Glowstone, Freezing Gust or Shard Storm, Hail Stone, Steam, Glyph of Immolation, Res, MoM and you've got a nice stable DPS, and utility all over the bar. Did I mention you can also put a +45 health increase on the shield and you have more space for Vigor/Attunement ruins. This skill is amazing too say the least...Gothica
I could tank crazily with Prismatic, Kinetic, Mantra of Earth and Stone Striker. You reduce the damage you take from the mantra after armor, and if you're really fancy you can use Stoneflesh Aura to take NO damage. Aura of Restoration for some minor healing to counter degen. Now you have 2 to 3 skill slots to fill for damage and 4 attributes to choose from. Solo farming build time. Oh, and if you have Goren or something, you can buff him up with superior runes, Arcane Mimicry his Lyssa's Aura and have even more energy regen that will never go as long as you keep renewing it like kinetic armor. Just make him run off and take it between mobs.


Would skills that deal elemental damage like channeled strike or deathly chill end this skill or not? - 18:00, 8 August 2008 (UTC)

See note. --Chaiyo Kaldor חיו 18:02, 8 August 2008 (UTC)
just read it >.< im dumb - 18:02, 8 August 2008 (UTC)

Energy Storage ?[edit]

Energy Storage is not part of the 'Fire', 'Air', 'Water', and 'Earth' attributes mentioned according to the note. Which means that you can't cast Master of Magic and cover it with Aura of Restoration? -- 11:50, 28 August 2008 (UTC)

That's right. If you cast Aura of Restoration after Master of Magic, Master of Magic will end. Balwin 12:33, 28 August 2008 (UTC)
lol. Anyone else see the irony that the main synergy for this skill is Elemental Attunement, which can't be used with it, even with Arcane Mimicry as it would end this skill. lol that's cruel--Cursed Condemner 07:32, 4 September 2008 (UTC)
It's retarded is what it is. The very first enchant strip that comes your way is going to leave you useless for the next 10 seconds. Done25 22:26, 4 September 2008 (UTC)
Nope. you can cover this skill with aura of restoration. it will not end it because it says it ends when you use a non-elementalist skill. and last time i checked aura of restoration was an elementalist skill. i donno if it didnt cover it before but when i use it it works fine. Dysfunctional 05:26, 10 February 2009 (UTC)
Originally, that wasn't possible. Master of Magic used to end when you used a non-elemental spell. Shortly after this buff, Master of Magic now ends when you use a non-Elementalist spell. Overrandom 22:18, 7 July 2009 (UTC)

Well okay.[edit]

This enchantment ends if you use a non-Elementalist skill.

I guess I'll play my MoM ele again. Vael Victus Pancakes. 01:34, 11 September 2008 (UTC)

MoM + glowing spells for air + fire + earth + spells to create required effects (burning, weakness and attacking foe)?

glyph of elemental power tbh --InfestedHydralisk Shadow Prison.jpg 12:08, 11 September 2008 (UTC)
  • This skill fixes elemental attributes at exactly 12, regardless of any other modifiers.
If you meant using it along with MoM. In any case, I do enjoy my MoM because it's so melee-hate on top of being just good damage and conditions. Vael Victus Pancakes. 12:59, 11 September 2008 (UTC)

Journey to the North[edit]

What happens to a character under the effect of the Journey to the North effect from GW:EN who then casts Master of Magic ? 14:22, 13 September 2008 (UTC)

Awaken the Blood doesn't alter your blood magic/curses, so I guess this won't either. Paddymew 08:41, 12 April 2009 (UTC)
It actually causes your attributes to fall under Journey to the North standards. MoM is useless here. User Kaoz Sig 12.pngKaoz|talkUser Kaoz Sig 12.png 09:35, 8 August 2009 (UTC)


it really works with glyph of elemental power? +14 to air, earth, fire, and water! Granted you loose your glyph (sorta as Glyph of elemental power is only a 5sec recharge) and 1-2 ranks (depending on sup rune or major). Now just gotta justify using a build with more then 2 elemental lines. Does Elemental Lord stack with Master of magic, like the glyph, as well? +15 air, fire, earth and water!--Justice 02:17, 14 September 2008 (UTC)

Just cast it after you cast MoM. If GoEP works then EleLord should too --BeeD 11:36, 15 September 2008 (UTC)

Try Something Different - Elementalist BeastMaster[edit]

I play with rangers that all have pets and now my elementalist can bring one along. Plenty of points to put into beast mastery with still enough points to put into Fire Magic so my elementalist is not a complete cripple when enchantments get stripped off.

Master of Magic.jpg
Master of Magic
Glyph of Immolation.jpg
Glyph of Immolation
Glowing Gaze.jpg
Glowing Gaze
Shock Arrow.jpg
Shock Arrow
Rodgort's Invocation.jpg
Rodgort's Invocation
Comfort Animal.jpg
Comfort Animal
Charm Animal.jpg
Charm Animal

Glowing Gaze and Shock Arrow help keeps the energy up so I can toss Rodgort's Invocation occasionally. (YMMV - I play PVE with a lean towards role playing) RedshirtRicky 21:56, 22 September 2008 (UTC)

PvP version ?[edit]

MoM becomes sooo useful in PvP, just figure out an elem channeling obsidian flames to quickly kill 1 or 2 players, and casting snares, wards and little spammable spells along with one of the new mana managements once exhaustion becomes unbearable ? this is OMFG !

No, MoM isn't very useful in PvP. 12 spec is sort of low (non-maintainable wards/snares, for instance, or significantly less damage from offensive spells), and there really isn't that much stuff to bring that requires you having 5 attributes. The most damning thing about MoM is it sacrifices your elite, which means you can't bring Savannah Heat, Searing Flames, Shatterstone, Icy Shackles, Ward vs Harm... any of the keystone elites that people actually bring elementalists for in the first place. MoM really isn't that good. -Auron 08:47, 14 September 2008 (UTC)

Well i dont think loosing 1-2 seconds on a ward is critical but when u start taping into your dmg for a utility skill it hurts. I would consider this spell much more viable for a support/snare role. Use earth prayer wards, snare with water magic and cast things like windborne speed on your monks or something. Would only seem like a gimic build untill u mastered it--Justice 20:00, 14 September 2008 (UTC)

The problem is, you still lose your elite, which in most cases is the best skill you have. Icy shackles gets an enchanted target (i.e., any relic runner) slowed by 90%. Water trident is super spammable knockdown. Shatterstone, on a bar with freezing gust + frozen burst, is often enough damage to solo kill a relic runner (if the team's monks are off doing other things). Ward vs Harm is party protection, especially versus fire, which is the most dangerous elemental damage in the game.
Elementalists rarely take only elementalist skills. Open up obs mode. Count all the E/Rts and E/Ps. They are taking utility skills like weapon of warding, song of concentration and make haste. MoMagic prevents that, which sacrifices utility on top of sacrificing your elite slot.
Elementalists manage energy with attunes. If you have spells from 4 attributes, which MoMagic wants you to have, you're giving up the ability to use any attunements. The 2 pips of extra regen doesn't make up for getting 30%+1 energy back from every spell you cast if you just specced like a normal elementalist.
Lastly, losing all that utility is pointless in the first place. If you're running a bar with earth magic and water magic, as Justice suggested, why don't you just spec earth and water? 14 water, 10 earth and 10 energy storage is plenty, considering you are able to use an elite skill and all non-elementalist skills for utility. MoMagic locks you into a gimped ele-skill-only, no-useful-elite build that doesn't really achieve anything. It really is sub-par. -Auron 21:40, 14 September 2008 (UTC)
Mark of Rodgort.jpg
Mark of Rodgort
Earthen Shackles.jpg
Earthen Shackles
Slippery Ground.jpg
Slippery Ground
Glyph of Lesser Energy.jpg
Glyph of Lesser Energy
Windborne Speed.jpg
Windborne Speed
Aura of Restoration.jpg
Aura of Restoration
Master of Magic.jpg
Master of Magic

Not saying its godly...i dont gvg or ha enough to know what real pvp is, aka observer mode. Im sure your going to say one hex remove and its junk...or monks always bring condition removals...dur its called counter. Any how its a build that can function in at least RA, AB or at minimal Aspenwood.--Justice 04:03, 15 September 2008 (UTC)

Put it another way, an Ele elite is the mainstay of the bar while the rest of the bar is supplement its damage and manage the usage of those skills. Things like a typical Sav Heat bar with additional DoT spells coupled with a snare. MoM aims to do it the other way with the elite trying to supplement the rest of the war. This only works on a few of the ele skills, the Dual Attunement Invocation or air bars are such examples. At first glace MoM seems like a good skill, but like Auron says you lose focus. My old boss refers to it as trying to be nine miles wide (ie covering all bases) but on an inch deep. Conversely, speccing your ele so that its one inch wide but nine miles deep (ie highly specific use but damned good at it) is the way to go. Tbh this skill should be called Jack of all Trades, as in Jack of all trades master of none -BeeD 00:36, 23 September 2008 (UTC)

But the rit is already the jack of all trades -- euphoracle | talk 20:55, 26 October 2008 (UTC)


Ofcourse you can use it with pretty much every build, but i think i got a nice low hp elementalist/monk, use this, Aura of Regenration and life bond, and start spamming every skill you want, pretty much invincible if you can keep those three up, have 5 energy regeneration, and combine with fire/earth/air/water attunement for some save on energy cost. Use glowing gaze and shatterstone to regain some energy, choose flare or stone daggers to spam, and got room for some higher attacks skills in youre bar... One pain in the ase in AB for example ;) Niccy 09:53, 4 February 2009 (UTC)

I think this is meant for low level chrs[edit]

like the note says, a low level chr with a tome would be LEET... well you know for his low level area.

but other than that, i cant think of much.--The preceding unsigned comment was added by User:Mr girlie (talk).


I went through the Eye of the North entrance quest with my sub-20 (I think level 12 or 13) Elementalist with 15 Energy Storage and no other attributes that had this skill from an Elite Tome. I found, once I used MoM, that it allocated the attribute points to 12 Energy Storage, 9 Air, 9 Water, 9 Fire, and 0 Earth. I don't know if the elements were randomly picked, but regardless, Journey to the North definitely overrides MoM, not the other way around. Adding a vague note, someone else can do the specific research. -- 21:01, 6 July 2009 (UTC)

Fun Skill but be prepared[edit]

As useful as this skill is don't get cocky over it. You should still use your attributes anyway because I've stripped this enchant so many times off ele and they crash and are useless until it recharges. It's fun until a necromancer strips you over n over again. The Emmisary 23:50, 22 August 2009 (UTC)

Semi-PvE only skills belong in PvE. And why are you writing all this here? When did the wiki become a blog or suggestion hob? Titani User Titani Ertan Sig2.jpg Ertan {{Snappy the Turtle}} 18:26, 23 August 2009 (UTC)
Uhm.... I don't think you should see Talk:Game updates then.. --Alex User AlexEternal Mr Bear.jpgEternal 18:33, 23 August 2009 (UTC)
Usage suggestion hub. *facepalms* Titani User Titani Ertan Sig2.jpg Ertan {{Snappy the Turtle}} 18:38, 23 August 2009 (UTC)
Uh, why would you ever use this in PvE (unless you're under level 20)? Vili 点 User talk:Vili 19:49, 23 August 2009 (UTC)
Because some people don't want to run Fire all the time. Titani User Titani Ertan Sig2.jpg Ertan {{Snappy the Turtle}} 19:51, 23 August 2009 (UTC)
So you'd rather take this over Ward Against Harm, Unsteady Ground, Sandstorm, Thunderclap, Invoke Lightning, Glyph of Energy, Elemental Attunement, Ether Prism, Echo...ok. Vili 点 User talk:Vili 19:54, 23 August 2009 (UTC)
Depends on the weather, really. And lolthunderclap lolglyphofenergy Titani User Titani Ertan Sig2.jpg Ertan {{Snappy the Turtle}} 19:55, 23 August 2009 (UTC)
Thunderclap is the only way to cause Daze as an ele without relying on cheat codes. Glyph Energy is useful in places where your attunements get stripped regularly. Vili 点 User talk:Vili 20:06, 23 August 2009 (UTC)

In PvE[edit]

This is an interesting skill for PvE. I usually do pretty well when I use my MoM build to vanquish in the Desolation, but I think one might get more utility from PvE-only skills. MoM gives you the option to use any attribute combination you want - I've used some pretty crazy ones before - but you can't use Pain Inverter, Sniper Support, Assassin Support, etc. You need to be prepared to have a much lower DPS with this skill, I think. Whenever I use it, I use it with Elemental Lord, Glyph of Elemental Power, and Kinetic Armor (160 base armor!), and have less than half a bar left for damage. When I vanquished the Alkali Pan, it took my group about 5 minutes to kill an Arm of Insanity, because the little basterd kept spawning more of himself. One Arm of Insanity ended up being about ten or fifteen, because the group couldn't deal enough damage to kill it fast enough. On the brighter side, when I had to kill Shelkeh the Hungry, I tanked while the rest of the group killed the Awakened Acolytes. It looked incredibly wierd, seing an Elementalist tank everything and still take almost no damage! Also, when I brought a ranger with Symbiosis, I had a base health of about 1,200, making it easier to kill the Ruby Djinns. No doubt, this makes the Elementalist much les squishy, but I missed my precious Pain Inverter and Summon Ruby Djinn. ~ A R A ~ 02:05, 13 September 2009 (UTC)

Cool story bro. Lord Caeliat User Lord Caeliat sig.jpg 18:17, 15 November 2009 (UTC)


+12 energy storage, 12 protection prayers. Cover with vital blessing, life attunement, go nuts with ele magic, prismatics, kinectic armor and AoR. Someone want to test? ~Even If They Tried

"Ends if you use a non-Elementalist skill." cant cover it with vital and life attut, sorry. Sonic Sunday User Da Sonic Sig2.png 17:44, 13 June 2010 (UTC)
Put some maintained enchants up first using the extra 2 pips and never touch them again. Cirian 20:44, 18 September 2010 (UTC)
That is not how cover enchantments work. Koda User Koda Kumi UT.jpeg Kumi 15:55, 31 December 2010 (UTC)


It used to say:"The staff being held by the figure in the skill icon appears to be an Flint's Fleshcleaver" but since that unique weapon uses a non-unique skin, I changed it to reflect that. Super Range Ranger 13:24, 5 August 2010 (UTC)

Flint's Fleshcleaver is the only elementalist version, though, which would make more sense given the fact that it's an elementalist skill. -- FreedomBoundUser Freedom Bound Sig.png 13:40, 5 August 2010 (UTC)

Better as type "skill", ala Ether Prism?[edit]

Every time I think about this skill, I think "enchant strip = zero attributes", when it could just be a skill you activate every now and then. Cirian 20:44, 18 September 2010 (UTC)

No because then eles could walk around using this with zero points in any attribute.--The Emmisary 23:19, 18 September 2010 (UTC)


My elementalist heroes don't seem to use this skill themselves. Is there a trick to it? Some loadout or attribute allocation they need? Has anyone gotten a hero to keep this enchantment up? They're pretty good at maintaining other long-duration enchantments. Redscull 23:44, 20 November 2010 (UTC)

I see Sousuke and Vekk use it occasionally during combat, but never prior to it. And even when it goes up, if it expires or gets stripped, it rarely goes up again during the same combat despite plenty of energy and opportunity. Clearly, MoM isn't seen by the AI the way Aura of Restoration or any given attunement is--both of which go up immediately, and are generally maintained in and out of combat--which is a sign of either sloppy AI logic or bad code (or dubious intentional design, which would be tantamount to hero sabotage). There's simply no reason AI shouldn't consider MoM the A#1 enchant to put up, and keep up on their own; no trick or intervention on the player's part should be needed. Ho hum.... Kruhljak 11:00, 14 January 2011 (UTC)


Can't you make an Ele tank with this skill? Seems perfect for it, if you use Prismatic Insignia (+5 armor for each Ele attribute except Energy Storage). That would mean +20 armor/piece: +100 armor overall If you throw in some Obsidian Flesh and Stone Armor and some Regen monk skills and you're all set for an awesome tank right? Isnt that a cool idea :D HellsNecromanc 4:21, 21 November 2010 (UTC)

Obsidian Flesh is an elite, so you can't take it, and this enchantment ends if you use non-Elementalist skills, so your idea won't work. --KOKUOU 08:10, 21 November 2010 (UTC)
This is one of the best 'control' Elites indeed. Just bring a cover enchantment, any armor bonus you can bring (insigna, +armor skill, you can even put points into tactics/motivation/command), and fill the remaining slots with kd skills / wards / conjure / snares depending on which role you want to assume. Just do not expect to be good at spiking (even though with a max-damage melee weapon and a conjure along with a whirlwind/aftershock combo, you can put a good pressure on top of being very hard to kill). Kanda 15:50, 31 December 2010 (UTC)


Can't believe the raves on this skill... Mostly useless unless you are low level... and Glyph of Ele power? Pretty much useless too... 1 skill slot to boost the other skills instead of carrying another dmg skill that will do more dmg than the other skills with the slight boost... and you talk about combining the two? Silly... MoM builds have no focus and can't do any one thing well... About the only more awful ele elite is Mind Burn... burn your own mind with that one. 19:28, 7 December 2010 (UTC)


Why is it Nightfall if it also says you can cap it in Proph? 22:18, 26 September 2011 (UTC)

Because it was introduced with Nightfall and the only reason you can cap it in Prophecies is the War in Kryta. -- FreedomBoundUser Freedom Bound Sig.png 23:25, 26 September 2011 (UTC)
And if you don't also have Nightfall on your account, you cannot capture this skill in Prophecies after killing the boss. Also, when you select "Sort by Campaign" in the Skills and Attributes Panel, this skill will be sorted under the Nightfall category. --Silver Edge 23:45, 26 September 2011 (UTC)
Shouldn't it say Beyond then? You cannot capture the skill during the original game, only later. 23:46, 26 September 2011 (UTC)
That's why it lists the area as the WiK version, not the original. – Emmett 00:37, 27 September 2011 (UTC)
But it lists the campaign as Proph -- it's not available "then" 00:50, 27 September 2011 (UTC)
The area it's found in is still in Prophecies, regardless of the fact that it's not available until Hell's Precipice is complete. – Emmett 01:49, 27 September 2011 (UTC)
Tyria is where; Prophecies is when. 01:54, 27 September 2011 (UTC)
Beyond is not a campaign, it is a quest line. The fact that the skill is only available during a certain quest chain doesn't mean it isn't in Prophecies.--User Pyron Sy sig.png Pyron Sy 02:49, 27 September 2011 (UTC)

Ah thank you all. 16:57, 28 September 2011 (UTC)

Heroes still use pre-update behavior[edit]

After the update, heroes continue to avoid non-elementalist skills while they have MoM up. Easy to see happening if you give a Ele/Monk hero MoM, fireball, and heal other: they will only cast fireball and wand enemies in combat, but when MoM expires after combat they will heal damaged characters. 17:48, 26 January 2012 (UTC)

A fix would have been so simple as copy+paste the AI use for attunement enchantments. Guess the live team didn't anticipate this issue. -Wrei110.175.241.56 05:15, 28 January 2012 (UTC)

MoM & Weakness[edit]

If MoM sets your attributes and overrides the current modifiers... what happens if Weakness is the only modifier when you cast this, and then Weakness ends? Adeira Tasharo 03:43, 16 March 2012 (UTC)

Ok this is VERY odd. I was running 16 energy storage and 12 fire magic (no runes on firemagic)
When I cast Master of Magic at 16 energy storage, normally it sets all of my attributes to 14.
When I walk into the master of weakness' area, my fire magic attribute is set to 13. All of the other elemental attributes remain at 14. (This probably means the game treats weakness as only applying to base attributes).
Adeira's test kind of depends on how much energy storage you bring + if there is a breakpoint for master of magic.
If I'm at 16 ES normally, walk into weakness (15 ES) and cast MoM, my attributes are set to whatever value a MoM cast at 15 ES would be (rank 14 in this case) User Chieftain Alex Chieftain Signature.jpg Chieftain Alex 14:57, 16 March 2012 (UTC)
I think this behaviour is expected. See Weakness .. "Attributes can be reduced to 0. However, those already at rank 0 are not affected, even if they are boosted by runes." Maybe the article for weakness needs to be changed to say "even if they are boosted by runes or skills"? --Combatter 21:01, 16 March 2012 (UTC)