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Old Apr 02, 2008, 11:17 AM // 11:17   #1
The 5th Celestial Boss
 
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Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
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Default Basic Guide to Playing Mesmer

Basic Guide to Playing Mesmer

This guide is intended as a guide for starter Mesmers.

Article Contents
  • 1. Mesmers
  • 2. Attributes
  • 3. Weapons
  • 4. Runes
  • 5. PvE Skills
  • 6. Secondary Profession Choices
  • 7. Mesmer Elites
  • 8. Common Mesmer Builds
  • 9. Farming with the Mesmer
  • 10. The Art of Interruption
  • 11. End Notes

1. Mesmers

Mesmers are described by Guildwiki as experts in indirect damage and subtle magic The Mesmer profession excels in the disruption and shutdown of foes, rendering them ineffective and useless. Good local knowledge is vital when playing Mesmer, in knowing what to expect and how foes react, and using their skills to good effect is where a Mesmer truly shines on the battlefield.

Mesmers are often considered to be weak in PvE. While it is the case that they are weaker than other classes, I feel that due to PvE skills, the gap is closing between the Mesmer class, and all the others. In PvP the Mesmer shines however. Due to Humans behaving like...Humans...it is far easier for a Mesmer to cause pressure and irritation to their enemy, whereas Monsters will not react in the same way, and will not "panic" when faced with degen pressure, or shutdown hexes.

2. Attributes

Let's take a look at a Mesmer's attribute lines:

Fast Casting - This is the Mesmer's Primary Attribute. Fast Casting's passive ability allows you to cast spells and signets faster. Fast Casting has a very limited selection of skills itself, and due to this, it's not uncommon for Mesmers to keep a token amount of attribute points in Fast Casting when not utilising any of the skills. A couple of the better skills include Mantra of Recovery which allows your skills to recharge faster, and Psychic Instability which is a good interrupt with a knockdown ability. (recently moved to Fast Casting and skill functionality changed). Power Return also makes for a good, fast recharging, interrupt, where enemy energy gain is not an issue.

Domination Magic - Domination Magic excels at caster shutdown and interruption, though does contain some anti-physical elements. Domination Magic is also where a lot of the Mesmer's direct-damage skills can be found. Energy Burn and Energy Surge are two such skills, though the cost of these skills being able to deal so much untyped damage is reflected in their recharges. Domination Magic incorporates caster shutdown devices such as Backfire, Mistrust, Shame and Diversion. Caster shutdown skills will often force a caster to make a decision: cast their spell and get hit by the effects of the hex they are under, or not cast, therefore becoming useless for a few seconds. For players with quick reflexes, Domination Magic contains many punishing interrupt skills, such as Power Block, Power Spike and Cry of Frustration. Domination interrupts with punish whoever is interrupted in numerous ways, such as causing damage, energy loss, or skill disabling.

Illusion Magic - This is often used as shutdown and disruption for enemy physical classes, or pressure from the health degeneration skills. Illusion Magic contains skills such as Wandering Eye, Clumsiness and Ineptitude which are widely used to disrupt and disable physicals, and once again, the player they are cast on must make a decision: attack and pay the price, or lay low and therefore become useless. Health degeneration can be used to great effect if you're into trying to making the enemy panic. Conjure Nightmare or Conjure Phantasm combined with Mantra of Persistence can often make for a long-lasting period of health degeneration, and assuming the opposing team has little-to-no hex removal, all they can usually do is heal up the degeneration. While health degeneration is essentially armor ignoring, it should be noted that it is damage-over-time, and is capped at 10 pips of health degeneration, which limits how much damage you can really cause.

Inspiration Magic - This attribute is often used, alongside Fast Casting, to help power skills from Domination or Illusion. Inspiration Magic contains many skills which allow for energy gain such as Energy Drain, Power Drain and Drain Enchantment. Inspiration Magic also contains many devices for removing hexes from team members, and removing enchantments from enemies.

3. Weapons

This section evaluates some of the weapon modifiers which can be used on staves.
Staff Heads
  • Hale - Always good. +Health is always useful, since it will help you survive longer, plain and simple.
  • Insightful - Insightful grants the user +5 energy. While this weapon modifier would seem useful, it is surpassed by others, since more energy does not automatically mean good energy management. In the long run, it would be better to learn other energy management techniques, rather than increase your overall energy.
  • Defense - The +5 Armor from this modifier will not help you against armor ignoring damage and health degeneration, however, it will reduce all physical and elemental damage you receive, and is comparable in usefulness to a Fortitude mod.
  • Adept - This weapon modifier became available on the release of Nightfall and will half the casting time of spells in a given attribute line. Can often be of value to a Mesmer, even with Fast Casting, as non-interrupt spells often have fairly lengthy cast times.

Staff Wrappings
  • Fortitude - Always good. +Health is always useful, since it will help you survive longer, plain and simple.
  • Enchanting - Mesmers use few enchantments so this mod is less useful for Mesmers. Inspiration Magic does incorporate some useful enchantments, but you need to assess whether the enchantment you're using actually needs lengthening more than you need extra health or armor. Mesmer enchantments are more widely used in Farming, where an enchanting weapon is usually recommended.
  • Defense - The +5 Armor from this modifier will not help you against armor ignoring damage and health degeneration, however, it will reduce all physical and elemental damage you receive, and is comparable in usefulness to a Fortitude mod.
  • Mastery - Mastery mods give you a 20% chance to gain +1 attribute point in a given attribute line. Novel as these mods may be, their functionality is surpassed by Fortitude and Defense mods on the whole.

Wands:
There is never a great deal of variation as far as wands are concerned. Most wands give you a conditional energy bonus, or Half Casting Time in the inscription slot, and a Halves Spell Recharge bonus as a wand "wrapping".

Foci:
Like wands, foci can only be modified in two different ways, a focus core and an inscription. Popular focus cores are Fortitude, and Aptitude cores. Fortitude cores grant you up to +30HP, and Aptitude cores grant you up to a 20% chance to half the casting time of spells of a given attribute. Unlike wands, however, the inscription slots for foci are more varied. Half Spell Recharge is a popular inscription, and probably best for those starting out as Mesmer. For a full list of possible focus inscriptions, see Guildwiki.

There are a few weapon sets you should look into acquiring:
  • A "40/40" set. 40/40 sets require a wand and a focus, where both components have a Halves Casting Time of <Dom/Illu/Insp/FC> Magic Spells (20% Chance) mod (also known as HCT 20%), as well as a Halves Skill Recharge of <Dom/Illu/Insp/FC> Magic Spells (20% Chance) mod (also known as (HSR 20%). This combination of mods will give you the greatest possible chance to cast faster, and achieve a half recharge on certain spells, which is a very sought after ability in a weapon set. You can carry multiple 40/40 sets for each magic you use if you wish, and switch between them when casting spells.

    An example of the above in Green Weapon form for Domination Magic would be using a Wingstorm with a Hanaku's Focus.
  • A High-Health Set. Mesmers are squishy characters, and sometimes the more health and protection you have the better, it can therefore be beneficial to use weapons which increase your health substantially. You can gain +60HP in two ways; either from a Staff, or from a Martial Weapon and a Shield set. Staves have the bonus of being able to provide a HCT (20%) and a HSR (20%) mod, whereas the Martial Weapon + Shield set has the bonus of providing you with additional armour. You don't need to meet the shield's requirement as you will gain the default +8 armour from it, along with any additional armour mods, such as "Armour +10 (vs Slashing Damage)".

    An example of the above in Green Weapon form for Domination Magic would be using The Magekiller.
  • High Energy Set. I struggle to think of a reason when you'd want to use this set in PvE, though in PvP it can be used as an emergency set to switch to when in absolute need of more energy. This set, again, is a Wand + Focus set, but the Wand has a "Seize the Day" inscription, and the Focus has a "Live for Today" inscription to give +30 energy, but at the cost of -2 energy degeneration. This set must be used with caution and only when needed.

    An example of the above in Green Weapon form for Domination/Fast Casting Magic would be using a Yammirvu's Scepter with a Mohby's Artifact.

4. Runes

For one armor set as most beginners have, the following should generally be sufficient:
Headpiece: It is worth investing in a headpiece for Domination Magic and Illusion Magic and applying the respective minor/major runes to them.
Chest: Vigor rune
Hands: +1 Fast Casting rune.
Legs: +1 Inspiration Magic rune
Feet: Vitae rune.

Inspiration Magic and Fast Casting, as explained previously, tend to be used to support Domination and Illusion Magic, and in that respect, it is useful to keep minor runes for those attributes on your armor. If you decide to invest in more than one armor set, it is a great plan to further customise your rune setup so as you make as much use out of your armor as you can.

5. PvE Skills

There are two Mesmer -specific PvE skills:

- Cry of Pain
Available From: Shiloh (Sunspear Great Hall)
This is an interrupt skill, which when used on a foe who is under the effects of a Mesmer Hex, deals armor ignoring damage to foes in the area.

- Ether Nightmare
Available From: Luxon Scavenger (Cavalon or Guild Hall), Kurzick Bureaucrat (House Zu Heltzer or Guild Hall)
Ether Nightmare causes the target for to lose a token amount of energy, and then causes health degeneration to foes in the area, equal to the amount of energy lost. This skill is often used in conjunction with Cry of Pain, as it meets the criteria of being a Mesmer Hex.

6. Secondary Profession Choices

Next, let's take a look at Secondary Profession choices for the Mesmer.

Ritualist - The Ritualist profession allows the Mesmer to make use of Vengeful was Khanhei as a device allowing the Mesmer to farm, by using Arcane Echo in the ever popular Vengeful Echo Farming build. The Ritualist's Restoration Magic line also contains many useful skills, as a secondary, for many caster builds, offering skills such as Weapon of Warding (handy at 8 Restoration Magic), heals, and Hard Res skills.

Assassin - Mesmer/Assassin is sometimes used purely for the survival skills it offers in the Shadow Arts line. Deadly Arts can often be made use of for some of it's hexes, to complement Mesmer hexes, an example is Assassin's Promise for a nifty skill recharge on a successful kill with energy gain to boot, other hexes can be used to bring an interesting twist to the Mesmer shutdown.

Elementalist - Fast Casting is often used in conjunction with Elementalist skills to churn out high-damage spells in quick succession to deal spikes of damage. Elemental Attunement, despite being in Energy Storage is often used by Mesmers who play these builds, since it lasts reasonably long with 0-Energy Storage as it is. Elementalist secondary is also useful for Glyph of Swiftness which can be used to improve the recharge of some spells.

Monk - Often used by Mesmers for the Hard Res skills, such as Resurrection Chant, which when combined with Fast Casting, can be used to resurrect allies quickly.

Necromancer - Mesmer/Necromancer builds are fairly common. Due to the similarities in the classes (that is; both have the ability to shutdown / disable the enemy through hexes), Mesmer can make good use of some of the Necromancer skills.

Warrior - Warriors have little to offer Mesmers.

Ranger - Rangers have little to offer Mesmers. While they are both adept at interrupting, Mesmers and Rangers achieve it in completely different ways.

If you own Nightfall, you will of course have access to Dervish and Paragon:

Paragon - Paragons have very little to offer Mesmers.

Dervish - Dervishes are of little use to Mesmers, with the exception of the combination of a Scythe, with Illusionary Weaponry. Scythes are often used for farming due to their ability to hit multiple foes, though Dervish skills are not vastly useful.

7. Mesmer Elites

This section will quickly, and generally, appraise some of the Mesmer elite skills.
  • Energy Surge - This is raw, untyped Area of Effect (AoE) damage. This skill is sometimes echoed with Arcane Echo to allow the Mesmer to create an AoE damage spike, whilst also causing medium-scale energy loss to one enemy player.
  • Hex Eater Vortex - This is a stunning elite Hex removal spell. Like Shatter Hex, it removes a hex and deals damage to nearby foes, though it also removes an enchantment from those it hits. It is useful in places such as the Charr Homelands where enemies use Conjure Flame to enhance their attacks. On stripping a hex from an ally, nearby enemy Charr will lose their elemental attack buff.
  • Power Block - This elite interrupt, though costly, can be used to completely, or partially, shut down foes. It will disable any skill of the same attribute as the one which was interrupted. Very useful against other casters.
  • Psychic Distraction - While it disables all your other skills, this 2-second recharge skill cannot be stopped by anti-interruption skills in use by the enemy due to it's skill disabling feature. Even if the "interrupt" is stopped, the enemy's skill will be forced to recharge, causing the skill to fail regardless.
  • Visions of Regret - This powerful skill can be used to great effect against foes who spam skills mindlessly, such as Touch Rangers and Assassins.
  • Simple Thievery - This skill is useful for interrupting Monster skills, as Simple Thievery cannot "copy" a Monster skill and will simply recharge instantly instead.
  • Enchanter's Conundrum - Handy for dealing with enchantment-heavy enemies. It's often auspicious to remove any enchantments on the foe first, so as to cause damage from the hex itself. When the enemy is under the effects of the hex, enchantments they cast will be cast slower, allowing for easier interruption.
  • Energy Drain - An elite version of Energy Tap, Energy Drain has a much shorter cast time. This elite can be useful as an energy management device.
  • Mantra of Recovery - While this stance is in effect your spells will recharge 33% faster. This skill is handy for having more useful non-elite skills (often those with long recharges) recharge faster, such as Power Drain and Arcane Conundrum.
  • Psychic Instability - A recent change to this elite now means it causes Knockdown on spell-interruption, though it will interrupt any skill.
  • Arcane Languor - Sometimes combined with an Equinox Ranger, this elite can, when properly used, cause nasty exhaustion to unexpecting casters, especially those who thoughtlessly spam skills such as unexperienced Monks and the like.
  • Stolen Speed - This is a cheap, fast recharging hex to aid your performance against a foe.
  • Expel Hexes - For hex-heavy areas, this elite can come in very useful indeed. Dual-hex removal with a short recharge makes this elite good on Primary and Secondary Mesmers alike.
  • Signet of Midnight - This elite is often used in Farming builds. The fact that it effects you, as a Primary Mesmer, is of little consequence, as you do not need to see in order to cast spells. The blind will cover itself at the current recharge of 10 seconds, and can be used with Epidemic to spread the blind. The only downside is this signet requires you to get close enough to touch your foe.
  • Echo - A versatile elite used by Primary and Secondary Mesmers alike. Due to this skill having the ability to copy non-spell skills means it has great flexibility.
  • Migraine - A hex which causes minimal degen, though drastically increases the cast time of the enemy's spells. Can be very lethal to the enemy if you are stacked with interrupts.
  • Signet of Illusions - Great fun can be had by using this skill in conjunction with skill stealing / copying skills such as Arcane Larceny, Revealed Enchantment, Inspired Hex, Arcane Mimicry etc.., to be able to mimic your enemy, and use their buffs and skills against them.
  • Ineptitude - A long-time favourite skill for anti-melee Mesmers. This skill not only causes a large amount of untyped damage, but also blindness.
  • Extend Conditions - Basically an elite version of Epidemic, this skill now spreads conditions and lengthens them. Nice when used with valuable conditions such as Daze.
  • Tease - An interrupt with an additional AoE energy stealing ability.

8. Common/Tested Mesmer Builds

Marty edit: Current meta builds can be found at gwpvx wiki, though the builds listed below may still be of interest.

Quote:
I've included these elite-less builds for those people starting Mesmers on each of the three continents. The skills should be available immediately, or very early on, in the game.

Tyria:
Domination 12+1+1
Inspiration 10+1
Fast Casting 8+1

Empathy | Backfire | Energy Burn | Shatter Hex | Power Leak | Ether Feast | (Optional) | Resurrection Signet

All skills should be available in Post-Searing Ascalon, either from skill trainer or quest rewards.

Power Leak should be replaced with a more useful interrupt, when you can, on leaving Ascalon. Power Drain and Cry of Frustration are both good choices. Power Leak's energy draining effect is not useful in PvE, and has been included simply because it is the only interrupt available that early on in the game, and interruption should be practiced by Mesmers from birth.

Cantha:
Domination 12+1+1
Inspiration 10+1
Fast Casting 8+1

Empathy | Backfire | Energy Burn | Shatter Hex | Leech Signet | Ether Feast | (Optional) | Resurrection Signet

All skills should be available from Shing Jea Island before the journey down Saoshang Trail

Elona:
Domination 12+1+1
Inspiration 10+1
Fast Casting 8+1

Empathy | Shatter Hex | Energy Burn | Mistrust | Power Drain | Drain Enchantment | (Optional) | Resurrection Signet

All skills should be available from Profession Trainers in Churrhir Fields and the skill trainer in Kamadan

The above are simple example Domination Magic builds. If you wish to try Illusion, simply switch the Domination skills to sensible Illusion skills, and switch over your Domination attribute points. For the above builds, keep most points in Domination, and spread a few between Inspiration and Fast Casting.
Quote:
'AoE' Mesmer
Domination 12+1+1
Inspiration 10+1
Fast Casting 8+1
Healing Prayers 2

Ether Nightmare | Cry of Pain | Energy Surge | Cry of Frustration | Power Drain | (Optional) | (Optional) | Resurrection Chant

This build packs in plenty of AoE damage (for a Mesmer ), and is reasonably damaging to packed groups of Monsters. Recently this build performed well in the Fissure of Woe, with Empathy and Shatter Hex in the optional slots. Further uses for the optional slots could include support skills from Monk or Ritualist lines, or Enchantment removal, really, whatever will be of more use.
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Last edited by Marty Silverblade; Oct 21, 2014 at 11:46 PM // 23:46.. Reason: removing outdated forum code
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Old Apr 02, 2008, 11:18 AM // 11:18   #2
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Alliance Battle Power Blocker
Me/Rt

Domination Magic 12+1+1
Inspiration Magic 8+1
Fast Casting 7+1
Restoration Magic 8

Empathy | Cry of Frustration | Power Block | Power Drain | Diversion | Drain Enchantment | (Optional) | Weapon of Warding

This build takes advantage of all the silly Casters there are in AB who, fully knowing you're armed with Power Block from their last encounter with you, conveniently forget this fact and make themselves very easy shutdown targets. The only thing to watch is that you Power Block a skill, of which they are using more than one skill from the same attribute line. For instance, it's not useful to go up against a Fire Elementalist, and Power Block Elemental Attunement, because all their Fire Magic skills will still be available to them. Use Weapon of Warding as a defensive measure to give you long enough to kite to safety from Physicals and the like. The optional slot could be a useful skill from Domination or Inspiration, such as Hex Removal, or more support from Restoration, such as Blind Was Mingson. Diversion can be a handy skill against Casters and Physicals alike. It can be used to disable the Monk's favourite healing skill, or the first attack skill in an Assassin's attack chain.
Quote:
SoI Mesmer
Me/Rt

Illusion Magic 12+1+1
Domination Magic 8+1
Fast Casting 7+1
Inspiration Magic 8+1

Signet of Illusions | Arcane Larceny | Arcane Thievery | Inspired Enchantment | Inspired Hex | Empathy | Power Drain | Weapon of Warding

This build is particularly fun in Alliance Battles. The idea is to try to keep Signet of Illusions active at all times, which means all your spells will be cast at an attribute level of 14. Use Arcane Thievery and Larceny to steal skills from other players, however, if used on the same player there is a danger that you will steal the same skill twice. These skills are good against monks as it can be used to disable their skills, though it is pot-luck if you manage to take out their more harmful skills. Use Inspired Hex & Enchantment to help gain energy off hex and enchantment removal (can replace with Revealed Hex / Enchantment - the Factions equivalent). Using SoI on Weapon of Warding gives you a 10-second Weapon of Warding, with +4 health regeneration, however, you must have SoI active for this, as there are no points in Restoration otherwise. Use SoI before Empathy and Power Drain to get the maximum use out of them.
Quote:
Illusion Support Mesmer
Me/x

Illusion Magic 12+1+1
Inspiration Magic 11+1
Fast Casting 8+1

Wandering Eye | Fevered Dreams | Cry of Pain | Arcane Conundrum | Phantom Pain | Drain Delusions | Hex Eater Signet | (Optional)

This build works very well with a team which uses conditions. Be sure to ping who you cast Fevered Dreams on so that other people know who to apply conditions to. The optional skill could be a resurrection skill, or Power Drain or Power Return. Wandering Eye could be replaced with another anti-physical skill such as Clumsiness or Signet of Clumsiness from the Illusion line. Drain Delusions can be used to strip Phantom Pain in order to spread Deep Wound easily, and in a controlled way, and also as a form of energy management.

9. Farming with the Mesmer

One easy method of farming with a Mesmer is with a Vengeful Echo build. This build can easily be used by 'Me/Rt's, the same way as it can be used by 'Rt/Me's. A Mesmer version of the build is as follows:

Restoration Magic 12
Illusion Magic 10+1+3
Inspiration Magic 8+1
Fast Casting 2+1

Channeling | Arcane Echo | Vengeful was Khanhei | Vengeful Weapon | Physical Resistance | Ancestor's Visage | Soothing Memories | Sympathetic Visage

Usage:
Before engaging aggro, use Physical Resistance, Channeling, and then Arcane Echo. Enter the aggro zone of the foes and use Vengeful was Khanhei. You will see Arcane Echo has been replaced with a copy of your elite also. Use Ancestor's Visage and Sympathetic Visage to drain energy of nearby foes, and use Vengeful Weapon of recharge. Recast the Echoed Vengeful was Khanhei when the first copy runs out. Use Soothing Memories to heal yourself when you need to.

This can be used to efficiently kill many melee-only groups, such as the Jade Brotherhood Knights in the Wajjun Bazaar, just outside the Marketplace, as well as the Am Fah Assassin Groups which spawn during the quest Street Justice. In order to kill the Jade Brotherhood Mages it can be wise to replace Physical Resistance with Mantra of Flame, as Normal Mode Knights can be killed without the need for Physical Resistance. Steer clear of groups with Mesmers or Ritualists. The Mesmers will interrupt you, and the Ritualists often outheal you.

Further Guides have been constructed on Mesmer farming methods and are listed below:
Dopefish's Solo Mesmer
Full Tyria Solo Tour
Even More Mesmer Farming Guides!
10. The Art of Interruption

Interrupting foes requires a little skill, and good reflexes. Interrupting the right skills requires more skill, good local knowledge, good knowledge of the game, and good reflexes. If your primary role as a Mesmer is to cause disruption by interruption, one of your best friends will be the "Tab" key on your keyboard. Using "Tab" to cycle through foes is often quicker than trying to click on them manually with the mouse.

Using Tab to flick backward and forward between foes can be used as a way of monitoring what skills are being cast if you are unfamiliar with the area. You can then make snap judgements based on what skills you see being used as to what to interrupt. Interrupting the right skills can lead to the party having a much easier ride through a mission, or explorable area.

When you've been playing PvE long enough, you should eventually have good, local knowledge of many areas of the game, the skills foes use, and more importantly, how the foes use those skills. Monsters are very predictable in that respect, which makes them easy foes to deal with. Having this knowledge will mean you will have a clearer idea of which interrupts will best suit the area you're playing in, and how best to use those interrupts.

Let's look at an example: Kournans. Kournan Scribes are well known for causing a large amount of damage a few seconds into a fight, thanks to their AoE knockdown skill Meteor. Unfortunately for Mr. Scribe, Meteor has a 3 second cast time, and as such, is Mesmer fodder. On aggroing a group of Kournans, it's usual to make the Scribes your first priority, even if the rest of your team considers the Kournan Priest more urgent. While your team hits the Priest hard, you can take it upon yourself to flick between the Scribes, and interrupt their Meteors, and Fireballs if possible. This will not only disrupt them, but don't forget, it also prevents the team from taking the damage the Scribes would have caused, and relieves pressure from your Monks.

In a PvP environment, local knowledge goes out of the window for the most part, as people seldom play the same kind of build (at least this is true of low-level PvP: Random / Team Arenas, Alliance Battles). Get to know the Casting Symbols for skills, as this will give you a better idea, without actually selecting a foe, what type of magic they're using. Next listen out for skill casting sounds - Some skills have distinct casting sounds which can help alert you as to what types of enemies are in the area. Finally, check which direction foes on the battlefield are facing. People face whoever they are attacking or casting a spell on, so you can tell by watching the battlefield if anyone is likely to be casting something on you, or your Monk, you can select them, and put a stop to it.

Good luck and have fun annoying the hell out of other people with interrupts.

11. End Notes
If anyone wants me to add a build on here, or thinks anything should be changed, please post here. This guide will probably be a bit organic for the next few weeks until I'm happy with it all. Hopefully I covered all the basics of Mesmers but if I've got something wrong, or left something out, or made countless typos, please let me know. I'm trying not to be too technical, since this is more aimed at beginners, though Mesmers have been around for a very long time, and it's often very difficult to extract only the important bits of information to convey.

If you want to leave a build for me to put insert please do so, but please leave notes on Attribute Spread, and usage.

If people could check over the PvP paragraph under section 10 I'd be grateful. I don't PvP a vast amount myself so any more input or correction on that section, if required, would be helpful, thanks.

Discussion on other sub-topics may be added at a later date.

Hope anyone who needed to found this useful.
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Last edited by Marty Silverblade; Oct 25, 2014 at 12:01 AM // 00:01..
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Old Apr 02, 2008, 11:39 AM // 11:39   #3
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I'd strongly suggest replacing Power Leak with Power Drain (same recharge time, better effect) or Power Spike (shorter recharge). Power Leak is nearly useless in PvE. I'd also drop Ether Feast completely from all bars: it's a wasted slot and should be put to better use, much like bringing a signet of healing on a warrior, plus it's simply an awful skill.

Last edited by Numa Pompilius; Apr 02, 2008 at 11:42 AM // 11:42..
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Old Apr 02, 2008, 11:49 AM // 11:49   #4
The 5th Celestial Boss
 
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Originally Posted by Numa Pompilius
I'd strongly suggest replacing Power Leak with Power Drain (same recharge time, better effect) or Power Spike (shorter recharge). Power Leak is nearly useless in PvE. I'd also drop Ether Feast completely from all bars: it's a wasted slot and should be put to better use, much like bringing a signet of healing on a warrior, plus it's simply an awful skill.
While I agree with you, Power Drain is better than Power Leak, in Prophecies, Power Drain is only available from Maguuma Stade onwards, unless you unlock it with Balthazar Faction. I included Power Leak purely because it was the only interrupt you can acquire before leaving Ascalon, it is a quest reward, and I felt a beginner should have one interrupt skill on their bar, for practice purposes, from as early on as possible. I do think it's worth editing to note that other interrupts are far stronger than Power Leak, and switching would be worthwhile when the opportunity arises.

While I agree that at higher levels, Ether Feast isn't that great, I felt it was an appropriate use of a skillslot for an elite-less "just started" build. It's not as though those builds are set in stone. Does anyone else have any views on Ether Feast?
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Old Apr 02, 2008, 12:44 PM // 12:44   #5
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Great guide! I don't think it includes anything on which insignia's to use on armor, might be useful to include.

Also I personally love using Ineptitude but don't see any mentioning of it under the elite skills, is there a reason for not including it?
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Old Apr 02, 2008, 12:47 PM // 12:47   #6
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Hex Eater Vortex? It's awesome esp in PvE lol! AoE hex remove skill is perfect for PvE ball up mobs!
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Old Apr 02, 2008, 01:04 PM // 13:04   #7
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at the begining of the thread, edit to where it says "This guide is intended as a guide for starter mesmers". it currently says "This guide is intended as a as a guide for starter Mesmers."

also, nice guide. it's so-so/decent for starter players for the mesmer proffession. ^^



~LeNa~

Last edited by DJCoastal; Apr 02, 2008 at 01:08 PM // 13:08..
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Old Apr 02, 2008, 01:07 PM // 13:07   #8
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Quote:
Originally Posted by Proetman
Great guide! I don't think it includes anything on which insignia's to use on armor, might be useful to include.

Also I personally love using Ineptitude but don't see any mentioning of it under the elite skills, is there a reason for not including it?
Thanks for pointing those out, I'll fix them in due course.

Ineptitude was just overlooked, I meant to include it.

Quote:
Originally Posted by NamelessBeauty
Hex Eater Vortex? It's awesome esp in PvE lol!
Did I say it wasn't?

Quote:
Originally Posted by DJCoastal
at the begining of the thread, edit to where it says "this guide is intended as a guide for starter mesmers".
Consider it fixed.
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Old Apr 02, 2008, 01:12 PM // 13:12   #9
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More luv to mesmer Farmers

-------------------------------------------------------

Dopefish's Mesmer Underworld Tour:
http://www.guildwarsguru.com/forum/s...php?t=10266826

Infos:
A guide to solo the "Clear the Chamber" and "Unwanted Guests" Quests.

-------------------------------------------------------

Tomb of Primeval Kings HM:
http://www.guildwarsguru.com/forum/s...php?t=10183842

Infos:
A guide to farm the Tombs with a Hero easily in Hardmode.

-------------------------------------------------------

FoW Farming:
http://www.guildwarsguru.com/forum/s...php?t=10235022

Infos:
A Guide to farm the Fissure of Woe with a hero.


-------------------------------------------------------

Mesmer Hardmode Farming:
http://www.guildwarsguru.com/forum/s...php?t=10257812

Infos:
A Guide with several profitable Hardmode farming builds.

-------------------------------------------------------

Guides from other Players:

http://www.guildwarsguru.com/forum/s...php?t=10210038

http://www.guildwarsguru.com/forum/s...ad.php?t=91600
(Oldsql ftw)

http://www.guildwarsguru.com/forum/s...php?t=10215169

--------------------------------------------------------

Btw: Great Guide Mate

Last edited by The.D0pefish; Apr 02, 2008 at 05:01 PM // 17:01..
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Old Apr 02, 2008, 02:22 PM // 14:22   #10
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Oh crap, now I think I am going to have to start playing GW again and make me a mesmer!

My wife's gonna kill you Celestial Beaver
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Old Apr 02, 2008, 03:19 PM // 15:19   #11
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Great Guide
It's gonna be useful to people starting a new mesmer ... not to mention encouraging people to try them out
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Old Apr 02, 2008, 04:24 PM // 16:24   #12
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Just a few things that crossed my mind:
1. when talking about secondaries - regarding the assassin.
Collapse is bad. Even when used for a twist only.
2. Visions of Regret is bad. It's too limited in what it does. At the end of the day - Empathy will outdamage it.
3. Energy Drain - would be used as e-denial rather then e-management if it were good. If you want e-denial (which you don't want in PvE) - Surge is the better choice (still the skills is sweet because it's nice damage!), if you want e-management - stuff like Power Drain or AI is better.
4. Assassin's Promise is one of the best mesmer elites in PvE - if not the best. It's main strength lies in the fact that it recharges all skills (including itself) on a kill RATHER then then e-gain. The e-gain will probably be minimal because it makes very little sense to invest large amounts of attribute points in it when one can use superior skills from the inspiration line for e-management when one has the ability to bypass their long recharge (once again - stuff like AI or Power Drain). The e-gain from AP is a bonus - rather then the selling point.
5. Caster weapons - the unconditional +5 energy on a spear or +60 (spear/shield) hp combined with extra armour is sweet.


Just the first things that popped into my head. Good work on gathering quite a few vital pieces of info though.
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Old Apr 02, 2008, 04:44 PM // 16:44   #13
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Quote:
Originally Posted by upier
Just a few things that crossed my mind:
1. when talking about secondaries - regarding the assassin.
Collapse is bad. Even when used for a twist only.
I put that in as an example to see if anyone would comment on it

I will take it out, we don't want newbies thinking Wastrel's Collapse is good.

Quote:
Originally Posted by upier
4. Assassin's Promise is one of the best mesmer elites in PvE - if not the best. It's main strength lies in the fact that it recharges all skills (including itself) on a kill RATHER then then e-gain. The e-gain will probably be minimal because it makes very little sense to invest large amounts of attribute points in it when one can use superior skills from the inspiration line for e-management when one has the ability to bypass their long recharge (once again - stuff like AI or Power Drain). The e-gain from AP is a bonus - rather then the selling point.
I knew there was some other point to AP, thanks or reminding me.

Quote:
Originally Posted by upier
5. Caster weapons - the unconditional +5 energy on a spear or +60 (spear/shield) hp combined with extra armour is sweet.
I might get around to mentioning things like that.
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Old Apr 02, 2008, 06:58 PM // 18:58   #14
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First of I like you guide and vote for a sticky

The only thing I can think of is the challenge level to the Mesmer class in prophecies PVE. More of a don’t give up too soon. Since the learning curve is best in prophesies. The best way to start your Mesmer career is starting in prophecies. From my experience (And maybe others can elaborate on this as well) when you get to the jungle the challenge level to the mesmer increases dramatically. Maybe its the larger groups or mass agro problems, etc… your functionality to your group seems less. I would guess a lot of new mesmers give up at this time. The funny thing is when you get to the harder areas (desert and beyond) your effectiveness increases dramatically. Main point is don’t give up you will be rewarded in the end.
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Old Apr 02, 2008, 07:52 PM // 19:52   #15
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/signed for sticky.

It's an excellent guide. I would like to see an example Illusion build though.
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Old Apr 02, 2008, 08:03 PM // 20:03   #16
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Quote:
Originally Posted by horseradish
/signed for sticky.

It's an excellent guide. I would like to see an example Illusion build though.
I'll add a few builds over the course of the next few days.

If anyone has any they feel should be put in please let me know, along with attribute points and usage.
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Old Apr 02, 2008, 09:26 PM // 21:26   #17
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The following is a PVE Solo Beginners Mix it is spread across 4 attribute lines but………….. it is a prophesies skills and you work with what skills you can get. (Remember this is solo with henchmen that are provided) No Elites are included

[skill]Empathy[/skill] [skill]Conjure Phantasm[/skill] [skill]Wastrel's Worry[/skill] [skill]Arcane Conundrum[/skill] [skill]Power drain[/skill] [skill]Cry of frustration[/skill] [skill]Ether feast[/skill] [skill]Resurrection Signet[/skill]

Wastrel’s worry is very powerful against bosses (it is godly in prophecies)

Conjure phantasm followed by Empathy makes short work of a non boss warrior or ranger
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Old Apr 03, 2008, 03:03 AM // 03:03   #18
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Quote:
Originally Posted by Numa Pompilius
I'd strongly suggest replacing Power Leak with Power Drain (same recharge time, better effect) or Power Spike (shorter recharge). Power Leak is nearly useless in PvE. I'd also drop Ether Feast completely from all bars: it's a wasted slot and should be put to better use, much like bringing a signet of healing on a warrior, plus it's simply an awful skill.
I agree whole heartedly.

Power Spike is available rather quickly, and Power Drain is something that should be an aim for mesmers to get ASAP.

Cry of Frustration is extremely important due to it's AoE effect, and it can interupt skills as well as spells (an important difference) (AoE and target interupt)

You fail to mention Empathy in Domination magic. Part of Domination magic is to punish the opponent with damage for doing something, and skills like Empathy, Backfire, and Hex Breaker are the 3 best known examples of this.

Illusion effects tend to be either over time or delayed effects (Conjure Phantasm), or effects that alter how an opponent acts (Imagined Burden), or Both (Migraine).

Inspiration is indeed a support skill set, but many defensive skills, as well as energy management and self-heal skills are in inspiration.

Otherwise, very well done.
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Old Apr 03, 2008, 03:08 AM // 03:08   #19
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Quote:
Originally Posted by Painbringer
Wastrel’s worry is very powerful against bosses (it is godly in prophecies)
Really? I found the skill borderline useless against anything but the Siege Wurms.

Though, I stopped using it before I got to bosses, I could see the 1/2 duration could make it usefull, but it's dead on anything but a boss.
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Old Apr 03, 2008, 11:20 AM // 11:20   #20
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Stickying. If any other mods have any objections to that let me know.
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