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Author: mriswith
12,755 Views
39 Comments
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---- disclaimer ---
This build has been solely made throughout experimenting. Any similarities to other guides are coincidence and not intended.
Constructive comment is always appreciated. However this build works perfectly for me and works as described and i hope that with sharing this build, i can bring people on ideas for new builds.
---- disclaimer ---
I have tried several build for mesmer in mainly AB and throughout prophesies. Domination can be very useful but is mainly against spell casters, while illusion magic tends to lean anti-warrior. I have spend some time developing a build against warriors as well against spell casters to be as versatile to a group as possible. The build I will desctibe below is in my opinion the most versatile and useful build against all imaginable professions.
Skills:
Ineptitude Elite Skill
For 4-10 seconds, if target foe attacks, that foe takes 30-135 damage and becomes Blinded, and Ineptitude ends.
Ethereal Burden
For 10 seconds, target foe moves 50% slower. When Ethereal Burden ends you gain 10-22 Energy.
Conjure Nightmare (Factions)
Hex Spell. For 2-12 seconds, target foe suffers -8 Health degeneration.
Conjure Phantasm
For 2-12 seconds, target foe experiences health degeneration of 5.
Leech Signet
Interrupt target foe's action. If that action was a spell, you gain 3-13 energy.
Power Drain
If target foe is casting a spell, the spell is interrupted and you gain 1-25 energy.
Illusion of Weakness
You lose 50-202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 50-202 health.
Ether Feast
Target foe loses 3 energy. You are healed 17-41 for each point of energy lost.
Or
Healing Breeze
For 10 seconds, target ally gains health regeneration of 3-8.
Tactics
Before engaging in AB or a mission; cast illusion of weakness. This will be your main trick in staying alive in a battle. When you get bashed up when you accidentally get into a large group, it give the possibility the get out alive. After a few tries I started to prefer Healing Breeze since it equals a lot of possible degens cast upon you.
- Warriors:
when engaging a warrior; start with ineptitude. It will give them massive damage and make them blind. Make sure they do not use heal sig afterwards. If the do; interrupt it with leech signet. After ineptitude use ethereal burden. It prevents them from moving away and it will be a energy recourse. Now it is time to cast degen. Cast conjure nightmare. It gives a nice degen on them of -8 for 21 seconds which will mostly kill them off soon enough. Whenever they cast healing sig; and you haven’t used it already interrupt it with leech signet. When they use healing breeze; mending or such; cast power drain.
-Elementalists:
This is the easy class. Mostly eles suffer lack of health points and need to stay alive solely on their ability to do damage. Use when available ethereal burden on them followed by Conjure Nightmare. Whenever they cast spells interrupt it with leech signet and power drain. Eles are actually the main source of energy income; since the interrupt skills provide energy regain on interrupting spells.
-Necromancers
As all know; there are a lot of different types of necromancers, but they all have 1 thing in common; just as eles health points are often low (350-420) and they will be susceptible to degen. Cast conjure nightmare and conjure phantasm on them and interrupt their healingskills with leech signet and power drain. When there is time; cast Ethereal Burden on them to minimize their escape.
MM’s die quickest since keeping an eye on their minions, 90% of the time they do not watch their conditions and keep sacking. This is what I encountered in almost all situations, and while mm’ing myself I have to force myself to keep track of it as well.
-Mesmers
With engaging mesmers; illusion of weakness is actually the maintrick. 50% of the mesmer use degen themselves, and hers the trick; illusion of weakness give you an hidden 253 health points which they don’t have. Cast degens on them (nightmare and phantasm), ehteral burden to prefent them walking away and interrupt mainly their ether feast. Both healths (yours and theirs) will often be down at the same time, but at the point of your 25% maximum points you suddenly gain 253 which they will not be able to interrupt. When illusion of weakness ends, cast heeling breeze to counter any possible degen. Or when possible and the chances of interrupts are low; try to keep illusion of weakness alive by adding health with healing breeze.
When yu get backfire cast onto you; just dont cast spells until it is gone
-Assasins
These are tricky. If not all your skills are recharged, don’t engage them, or cast only ethereal burden and ineptitude to slow them down. When everything is recharged its only a matter of bombarding them with everything you have. Inpeptitude for massive sudden damage, degens to finish the job and ethereal to keep them from running. Use Leech signet to interrupt shadow refuge.
- Ritualists.
Use maily degens on them. Ritus will almost never throw their weapons at you. If they do; use ineptitude. Use Leech signet to interrupt ritu skills, and power drain for any other.
-Rangers
This needs to be divided. The ‘normal’ ranger, and the ‘touch’ ranger.
Normal ranger requires pretty much the warrior or assasin tactic. Touchers are a whole different lot. Illusion of weakness will save you in a lot of accasions, but you will need full energy with engaging them. If not; ethereal burden is your friend to get the hell out of there. If everything is charged and ready to go, it is possible to get them. Always be sure to have illusion of weakness up when you do. First start of with casting healing breeze. Touchers might spike, but HB + Illusion of weakness gives you a large margin of doing things. When you see them, lure them and run away. When clear, immediately cast ethereal burden on them followed by conjure nightmare and phantasm. Watch closely as they use their skills, and use leech signet to interrupt the initial vamp bites/ touches. Then all you have to do is get out of their range. Ethereal is, as stated, their slowdown. You can sit back, and with no ally’s around them to gain health, they will degen into oblivion.
It is a tricky tactic but it has worked often enough to state that it works and can be done. I know a lot of people will commentate on this tactic against a toucher; but it has worked more then once. Just remember that you will need to stay out of his/hers aggro bubble since vampiric gaze works over that distance.
-Monks
This is the easy lot. If there are no other monks to back them up its soon over. Or they must be a specific hex smiter with more then 3 hex removers which hardly any monk has. Here timing is the trick. Cast Ethereal Burden on them, which they will get rid of asap (1 hex remover down and you gain energy) then cast conjure phantasm to start the degen followed a scond later with conjure nightmare. Now all you have to do is interrupting their attempts of healing. Don’t bother to interrupt healing breeze. The degens on them are bigger then healing breeze can counter. Block spells like Healing light since they stop your degen. If all goes well; 1st of all they will be so busy healing themselves that their team is vulnerable, 2ndly the degen is so big on them, the effort will be in vain.
The above is a nice example what happens to warriors :D
Known issues
The biggest problem that can occur with this build is skill recharge. If one of your defensive skills (inpetitude & ethereal burden) are in recharge there is hardly a way out except for keeping healing breeze up and the fact that you have hidden healthpoints. In a good AB with a good team you probably will not die. In a bad AB you might die a few times due to the fact that you will encounter mobs. Against a mob there is no defense.
Touch rangers, however counterble with this build, are a pain. A diversionbuild works, but since i had one i saw flaws there as well, and often got spiked nonetheless. This build however it might seem cowardly with the running away part, takes them down easily as long as yu slow them with ethereal, , cast both degens on them and stay out of the range of their vamp gaze.
Other know counters are warrior/necro (ive seen a rise of toucher warriors :/ ) who are less affected by the degens and ineptitude. However due to their lack of energy, when on full recharge and energy you can take them out.
I hope this build can be usefull for people and that you all had a good time or interresting time reading it. Who knows; one day we might face each other O.o
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