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Old Dec 04, 2005, 04:17 PM // 16:17   #1
Rawr.
 
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Default Mesmer Build Directory Submissions

Please post here with your Mesmer build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules.

This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.

Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
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Old Dec 05, 2005, 05:51 AM // 05:51   #2
Krytan Explorer
 
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Guild: [KoA] Knights of the Alliance
Profession: Me/
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link: http://www.guildwarsguru.com/forum/s...332#post746332

Profession: Mesmer/*

Name: None

Type: PvP, all types.

Category: Energy denial of a target.

Attributes:
Domination Magic 14 (10(base)+3(rune)+1(hat))
Inspiration Magic 13 (12(base)+1(rune))
Fast Casting 9 (8(base)+1(rune))

Skills Set:
Energy Surge {elite} (domination magic)
Energy Burn
Signet of Weariness
Signet of Humility
Ether Feast
Mantra of Inscriptions
Drain Enchantment
Resurrection Signet

Summary: The purpose of this build is to deny a target energy. Originally, it was ment solely for monk shutdown, which was why signet of humility was added. The idea is as follows: Use mantra of inscriptions to allow for a bit of spamming with your signets. The first thing against the monk is signet of humility, which in many cases takes out the energy management of a monk (like offering of blood). Next is energy surge followed by energy burn. This will drain 20 energy from the monk. Follow with signet of weariness. Now, the monk is down 30 energy, has no elite (and so probably minimal energy management) and has taken 160 damage. You should use ether feast when you can, 3 energy gone every 9.5 or so seconds is almost a full pip, and while the actual drain is small, it can help to keep a monk from casting a 5 energy spell for another few seconds. With mantra of inscriptions up, signet of humility recharges in 10.6 seconds, and lasts 14. Long enough to reapply it without giving the monk a window of opportunity to gain energy. Drain enchantment is decent energy management for you since so many teams have enchantments, and it can take off something like ether prodigy if one slips by you, or can just remove a general enchantment like life bond.

Notes & Concerns: Drain enchantment works great when enchantments are around, but is otherwise a dead slot. No interrupts, specifically no cry of frustration or leech signet, means that you may have trouble in certain situations. Ignorance could work better than ether feast by locking all signets, literally blocking a monk completely, but is a hefty 15 energy, not all characters use signets, and can be removed via hex removal. It also removes the only heal in the build, and would slightly reduce energy drain power.

Credit goes to myself and the hundreds of opponents who I used this against, for showing me its weaknesses.
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Old Dec 05, 2005, 06:48 PM // 18:48   #3
Pre-Searing Cadet
 
Join Date: May 2005
Post This is mine

Profession: Mesmer/any
Name: Spell nailer
Type: any(I use it for pvp and pve and works fine)
Category: [Interrupt and a bit energy denial]
Attributes: Domination: 12 +3 rune +1 mask
Inspiration: 10 +2 rune
Dump the reast into fast casting and put in any rune
Skills Set: Backfire
Arcane Echo
Power leak
Power block{Elite}
spirit shakles
energy tap
ether feast
diversion

Summary: A basic mesmer build that focuses on defeating spellcasters, combo echo with one of your interrupt spells and cast spirit shackles on a warrior and use energy tap and ether feast to recover whenever you need to without havingg to depend on a monk

Notes & Concerns: the main problem with this build is that if a warrior starts chasing you, your pretty much screwed, so stay between the monks and warriors
Credit:* It just build itself up when i started to looks at my unlocked skills

Last edited by Firespirit; Dec 06, 2005 at 06:54 PM // 18:54..
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Old Dec 06, 2005, 01:02 AM // 01:02   #4
Krytan Explorer
 
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Join Date: Sep 2005
Location: Minneapolis
Guild: Natural Born Killas [NBK]
Default Hexy Mesmer Build

Hexy Mesmer Build

http://www.guildwarsguru.com/forum/s...ad.php?t=88524

Profession: Mesmer/Necro

Name of build: Hexy B***h

Type: CompetitivePvP/GeneralPvP/Gvg

Category: Hexer Anti Melee (warrior and ranger)

Attributes:
9+1 Fast Casting
9+2+1 Illusion
12 Curse

Skills Set: (from order left to right on skill bar)
Rez Signet
Enfeeble
Price of Failure
Distortion
Faintheartedness
Conjure Phantasm
Ineptitude {Elite} (Illusion)
Clumsiness

Summary:
Since your a Mesmer the Warriors will come right after you, big mistake. I start out with a Distortion (for protection purposes) while I cast Price of Failure on them. Then I hit Them with a Clumsiness, then an Ineptitude, and last a Conjure Phantasm. After they attack with Clumsiness and Ineptitude on them they become blinded (not to mention they take a lot of Damage) ,then Price of Failure kicks in big time (dealing more damage when they miss with an attack). While Ineptitude is recharging I hit them with a Series of Faintheartedness, Clumsiness, Enfeebles. While Protecting my self with Distortion. By that time the Warriors or Rangers are dead, everything’s recharged and I find another one to Kill (and then I start the process over again). Faintheartedness & Conjure Phantasm I also use to help take down caster since they use Health Degen.

Notes: If using this Build the Virtuoso's Armor set is the best I would say, since it gives you extra armor when casting and you do cast a lot. Also I uses a Superior Vigor Rune, and Weapons that have Improved skill recharge and Casting time.

Credit: The Credit of this Build goes Solely to me. (I thought it up over
Labor Day weekend, in my car)
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Old Dec 07, 2005, 03:55 AM // 03:55   #5
Dun dun dun
 
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Guild: Reddit Guild
Profession: R/
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http://www.guildwarsguru.com/forum/s...059#post754059

Hello Mesmer-goers!
May I present The Charmander(Flareway) build!

Profession: Mesmer/Elementalist

Name: Chris_nin00's Charmander(Flareway) build

Type: General PvP

Category: Damage Over Time
Attributes:
Fast Casting: 10+4+1
Inspiration Magic: 8+1
Fire Magic: 12


Skills Set:
Channeling
Fire Attunement
Elemental Attunement
Mark of Rodgort
Flare
Drain Enchantment/Energy Tap
Ether feast/Fireball
Res Sig

Summary:This build is spams Flare with Mark of Rodgort Hex, which therefore is damage over time. This build puts the chosen target on fire and in a sort of skirmish.
To start off, use Channeling, fire attunement, and Elemental attunement in the given order. Then choose a target to attack. Use Mark of Rodgort on the target. Then, spam flare.
Use Ether Feast to heal yourself; Drain Enchantment to kill a disturbing spell or get some energy; Res Sig when someone is dead.

Notes & Concerns: This build is very fun to play! There are some warnings though.
-Enchantment 'killers' will eat you alive. They can strip your enchantments rendering you useless. Without Enchantments you are a sitting duck.
-Concentrate on one target at a time. Use the Mark of Rodgort wisely. Watch for hex removal
Other than that, Good luck and Have Fun with this build!

Credit:
GwG posters Mesmer Subforum
Various Variations of Flareway
Imaginary Friend for the Name of the Build
Guild wars
AND
ME! Chris_nin00

Last edited by chris_nin00; Dec 07, 2005 at 11:07 PM // 23:07..
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Old Dec 10, 2005, 08:39 AM // 08:39   #6
Jungle Guide
 
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Guild: Nova Alliance
Profession: Me/
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Profession: Mesmer/Elementalist

Name: Arcanis' Armor Buster

Type: PVE

Category: Damage Spell Cannon

Attributes:
Fast Cast 5+1+(1)
Domination: 10+1+(1)
Illusion: 10+1+(1)
Air: 10
(Mask changes upon mood of user, have one for each)

Skills:
Energy Surge {E} (Domination Magic)
Energy Burn
Chaos Storm
Conjure Phantasm
Phantom Pain
Lightning Strike
Envenerating Charge
Chain Lightning


Summary: I always start out by Surging the Mob. Usually right after comes the Chain, you have to get the damage on heavy in the first few moments. Switching targets is obviously the key with this build. The point is to get as much damage going on as many targets as possible so that the whole party has an easier time of dealing the majority of the damage. I usually pick on the monk first. Using my Lightning spells to really cut into their armor, then if a tank is near I use Charge on him to give him weakness. Conjure and Phantom are used on one target first, then Conjure is cast again on someone else when it has recharged. Usually, when using this build and going along with a hench party most aggro encounters dont last long enough for anyone to take considerable damage.

Chaos Storm, since the patch, is only cast as needed and usually just to get the warriors away from the casters.. or me. It used to be a lynch pin in the build but it has become less so, and is better off being used on a monk in regular situations because it causes the monk to break off whatever they were doing and run away. Leaving the others heal-less for a few moments. Surge is used when ever I can, and Burn usually right along with it on the same target. I tend to take some time to let the Exhaustion wear off before I cast Chain again.

Notes & Concerns: The masks I wear change depening on the damage I'm doing with Domination, or if I want the health deneration to last longer to help with other people such as poisoners or bleeders.

Credit: There's no real credit that goes to anyone for this. Just more for the people who always said something like "That build will never work." But it does, and consistently. But I did come up with this on my own, and didn't even read a forum build until after I was done. I've been using this build through the whole game.

Last edited by Arcanis the Omnipotent; Dec 10, 2005 at 08:48 AM // 08:48..
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Old Dec 10, 2005, 09:31 PM // 21:31   #7
Bubblegum Patrol
 
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Join Date: Dec 2005
Location: Singapore Armed Forces
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Link : http://www.guildwarsguru.com/forum/s...ad.php?t=91600

Profession: Me/Mo

Name: Visionary Knight

Type: PvE

Category: Solo farmer

Illusionary Weaponry {E}
Sympathetic Visage
Mending
Essence Bond
Balthazar's Spirit
Healing breeze
Power Drain
Protective Spirit

5 + 3 Fast casting
12 + 3 + 1 Illusion
2 + 3 Inspiration
9 Healing Prayers
8 Protection Prayers

Summary: This is a somewhat odd mesmer build consisting of a 55hp build as a platform with IW for damage dealing. Its primary use is for solofarming Smite Runs, however it has multiple uses including griffons, hydras, giants, and several other farming locations requiring only minor tweaking. The tactic is fairly simple, using your renewable enchantments and protective spirit, engage enemies. Use healing breeze to maintain a decent life total, IW for damage, and Sympathetic visage versus adrenal/energy foes (grasping darknesses and smites, for instance).

By pulling with a bow, using power drain to interrupt nightmares and then wanding them, you can easily clear the labyrinth of Aatxes. Ideally, engage only 3-4 nightmares at once, pulling them down to the center dais. Use sympathetic visage whenever it is available versus them, this will stop them from charging 'Fear me!'. From there, move to the smites and destroy them. Keep SV up to stop Reversal of Fortune, and hack away. You can handle up to 5 smites at once.

The full description of the UW run is in the linked thread, I did not copy it all to here as it is quite long and mainly just path details that someone experienced in UW would already know.

Notes & Concerns: This build requires a bit of concentration to use but beyond that is simple and fun to play. Also, it eliminates the hassle of finding a group. However, it is, of course, very fragile and vulnerable to nightmares. power drain is cheap and can stop a single nightmare, but when two spawn in the same place with aatxes, not a lot you can do but die.

Credit: Started with the 55hp monk build, and then took it to this. If you guys feel that deserves credit, then its for me.

Last edited by Avarre; Jan 21, 2006 at 12:23 PM // 12:23..
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Old Dec 14, 2005, 04:43 AM // 04:43   #8
Academy Page
 
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Location: Where ever the hell i feel like living
Guild: Iim always in a new one so i just wont say
Profession: W/
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[QUOTE=evox the evil]Build name: the ever annoying Illu Wep mesmer!

Build:me/mo

Attributes:
llusion:12+3+1
Healing:12
fast cast:rest of points
armor: w/e i dont know the mesmer armor by heart like i do the rangers. i used the 15 armor while casting chest peice and leggings and the nrg giving ones for everything else. and durrr on the mask
Weapon: if you can, get a 10/10 sundering 15>50% sword of 20% enchanting
Skills:
1.Illusionary Weaponry *elite and DUHRR*
2.Conjure Phantasm
3.Distortion
4.Imagined Burden
5.Illusion of Weakness
6.Vigirous Spirit
7.Mending
8.Ressurection Signet

How it works:Cast Illu of Weakness and mending as the timer before the battle is going. then once your in battle, cast dostortion, then vigirous spirit, distortion, and illu wep. engage the enemy with conjure and illu wep. vigirous gives you health every time u swing so even if the warrior does hit you, you work off the damage in 2 hits of your wep. continually cast distortion if you're going to cast ANYTHING!!!. imagined burden and conjure the runners.

Notes and concerns:WATCH YOUR @$$ FOR ENCHANT STRIPPERS! they are the biggest pain this build could face. otherwise it has damage, ( base and over time) healing, and defence.also. this is the PvP version of the visionary knight up above.

credit: me! and to avarre because his PvE build inspired me to find a good IW build for PvP and all the IW pains who showed me that the healing siggie is a bad source of self heal
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Old Dec 16, 2005, 09:19 PM // 21:19   #9
Dun dun dun
 
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Join Date: Aug 2005
Guild: Reddit Guild
Profession: R/
Default Chris_nin00's Stoneway Build

http://www.guildwarsguru.com/forum/s...387#post792387

Hello Mesmer goers!
You asked for it, you begged for it, you even prayed for it. May I present the Stoneway Build!

Profession: Mesmer/Elementalist

Name: Chris_nin00's Stoneway Build

Type: General PvP/PvE

Category: Damage Dealer

Attributes:
Fast Casting - 10 + 3 + 1
Inspiration Magic - 9 + 1
Earth Magic - 12

Skills Set:
Channeling
Elemental Attunement {Elite}
Earth Attunement
Kinetic Armor
Stone Daggers
Drain Enchantment
Ether Feast/Energy Drain
Resurrection Signet

Summary: What is stoneway you ask? Stoneway is very much like Flareway. It uses high Fast Casting to do a continual barrage of Stone Daggers, which is the equivalent of spamming flare with a couple of differences. Flare is one ball of fire while stone daggers are two stones. Also, Stoneway utilizes Kinetic Armor to buff up your defense. I've seen warriors do 40 damage at the most to this build. Get it? Lets move on.
Battle Preperations: Get your skills set up. Team Arena, If you have a monk in your group screw Ether Feast and replace it with a skill that fits your playing style. Other than that, lets get on with this battle.
In the Arena: Use Channeling, Elemental Attunement, and Earth Attunement. Don't use Kinectic armor until you are ready to attack. Choose a target, squishies(Mesmers, Elementalists, Monks) first . When you are close, in this case, within 8 seconds, to attacking use Kinetic armor. Then, suprisingly, spam Stone Daggers at the chosen target. After that there is not much to it. Renew Attunements and Channeling when needed. Drain Enchantment for energy while taking away an enchanment. Kinetic armor will work by itself if you keep using spells. Ether Feast for Healing. Res Sig when someone is dead.

Notes & Concerns: Ah, Stoneway, the cream of the stones. There is no thread about Stoneway at all in this thread. So here it is . At 40 damage per second Stoneway isn't that easy to pass up. I'll list the pros and cons so you can decide for yourself.

Pros:
- Great Defense / No gankers are going to take you down.
- Throwing Stone Daggers are fun.
Cons
- NONE! Just kidding.
- Enchantment renders will make you into a dancing male mesmer in a heartbeat.
- Damage output can be trimmed down by high defense
- You, sir, are the first target!

Enchantments are everything in this build. Without them you are screwed. Remember that this build is for fun only and not 'serious' PvP. Who know's, you might improve and it may become the flavor of the month. You decide the build. Good Luck and remember to brush your teeth.

Credit:
SilenceWeaver for pushing me over the edge to post this build. Darn you! My rep is ruined! Just kidding
Guild Wars Mesmer Goers
Guild Wars / Arena Net
People who played PvP extensively in April/May/June
Pokemon
ME!
Chris_nin00
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Old Dec 26, 2005, 06:52 PM // 18:52   #10
Frost Gate Guardian
 
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Join Date: Dec 2005
Location: Nomadic
Guild: Elite Danger Society
Profession: W/Me
Default

Link: http://www.guildwarsguru.com/forum/s...ad.php?t=99026

Profession: Me/Mo

Name: Raine Swift(name of character)

Type: PvE

Category: Interrupt

Attributes:
Fast Casting 10 + 1
Domination 11 + 1 + 3
Inspiration 10 + 1

Skills Set:
Empathy
Ether Feast
Shatter Enchantment
Power Leak
Power Drain
Power Spike
Backfire
Energy Drain {Elite-Inspiration}

Summary:

Basically, this is a build to stop spellcasters while still damaging fighters of a group. I use this build to farm in Sorrows Furnace with henchmen(2W/2Mo). I do effectively well, I can clear SF with little DP. When farming with henchies, you have say of who gets hit and you attack first. Good and bad, since you, as a weak Mesmer would be targetted first by the badguys.

First off, lets run down the spellcaster classes. Necros are easy to interrupt. So, targetting a necro, I would use empathy, the power(interrupt skills) and basically they are dead. A monk, say Doylak Master. Oriscon of Healing is a little faster to interrupt, but can be done. Shatter enchantment is used for any prolonged spell, Healing Breeze, Mark of Protection, etc, etc. Mesmers I usually attack first, casting backfire. Once it hits, the mesmer starts casting, usually 3 spells in the 10 second time limit, which brings their HP next to 0. Elems can be interrupted as well as backfired. An ice imp continously casting ice spear is toast when backfire is cast on them. Rangers and Warriors I use empathy, which is like attacking them with another warrior, doing 30-31 damage each time they attack.

Say a basic battle against 2W, 1Mo, 1N, 1Me, 1R. I would backfire the Mesmer first, switch to the closest fighter and cast empathy, then switch back to the Mesmer, kill him, then go to the Necro, interrupt him(regaining some energy using power drain) and continue on him till he is dead. All this time, the monk is casting spells, so I am looking out for any spells cast on targetted creatures that I might use shatter enchantment on. With the necro and mesmer dead, I am my sights on the immediate threat. This being either the Warriors or if the Monk had a Raise ability. I would use empathy on the Warriors, if it was them, casting energy drain to regain energy from them, since my Me interrupts do not work on skills, and continue with them. The monk, I interrupt while my Warriors pound him into dust, and set my sights on the ranger. Casting empathy, rangers go down fairly quickly, especially if they use tiger fury. *This is not always how I face a battle. Variables and A.I. decide what I do and when I do it.

The one spell I did not talk about yet is rarely used, except to ease the healing duties of a monk or in dire situations. Ether feast, when used, would give my build roughly 120hp, about 1/4 his HP.


Notes & Concerns:
As with any spellcaster, even a fast casting mesmer, they can be interrupted, using savage slash, etc, etc. I can have a spell down to 1/4 sec casting time and have seen it interrupted by A.I. enemies. Using power drain and energy drain successfully, you will never run out of energy. Health on the other hand is really dependant on your monk(s). When being attacked by 3 or 4 people, Ether feast is like Demonic flesh or Endure pain, it prolongs the inevitable, until a monk helps you, you escape, you kill them, or you die. Last, but not least, this build is for the nibble-fingered on the keyboard. A second slow on some interrupts and you miss and lose 5-10 energy(depending on the interrupt) and have to wait for the recharge time to use them again.

Credit:*
I would like to say that I am apart of a great guild, Elite Danger Society. Although this build is of my own ideas, I would like to thank Dark Purity(the big chief) for giving me Korvald's Cane.
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Old Jan 26, 2006, 02:15 PM // 14:15   #11
Ascalonian Squire
 
Join Date: Apr 2005
Default

Profession: Me/N

Name: None

Type: General PvP

Category: Support Hexer

Attributes:
Fast Casting 10 (8+1+1)
Inspiration 11 (10+1)
Curses 12

Skills Set: Mantra of Persistence, Inspired Hex, Drain Enchantment, Lingering Curse {Elite}, Defile Flesh, Energy Tap, Rigor Mortis, Ressurection Signet.

Summary: The purpose of this build is to weaken the healing of the opposing team. To start off always keep Mantra of Persistence on to make the hexes last longer. Use Lingering Curse then follow up with Defile Flesh to cover and for extra heal reduction. Inspired Hex, Drain Enchantment, and Energy Tap are mainly for energy managment. Rigor Mortis is for anyone who thinks they are clever and uses blocking or evasion skills.

Notes & Concerns: This build is pretty useless on its own but very powerful with a good team.

Credit: Stephen and myself.

Last edited by yaynus; Jan 26, 2006 at 02:17 PM // 14:17..
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Old Jan 29, 2006, 05:29 AM // 05:29   #12
Ascalonian Squire
 
Join Date: Nov 2005
Guild: Gamming Since Birth [SNES]
Profession: W/Mo
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Profession: Mesmer/Necromancer

Name: Shut-burn

Type: PVP mainly random arenas it works good.

Category: [Shutdown with a bit of energy burning hints the name]

Attributes: Domination: 11 +1 OR 3 rune +1 mask
Inspiration: 10 +1 OR 3 rune
Fast Casting: 10+1


Skills Set: Backfire
Wastrel's Worry
Grenth's Balence {E} (necromance elite)
Sprit shakles
Energy Burn
Inspired Enchantment
Ether Fest
Rez Sig

Summary: This build was created by myself more as a self protech/shutdown/energy burn build. You start off by putting Wastels Worry on a target then add Backfire, To get off Wastrels you have to use a skil so there going to use a spell so as soon as u cast that, you follow up on backfire so when they use the spell they fire off back fire. Another way to use those 2 skills is to put on backfire and then use wastles worry 3 times in the 10 sec backfire time. So your get aorund 180 Wastels worry damage off or the 130+ backfire damage so its max eather way or if there stupid they get both. After the intical damage of that you may drain energy with energy burn and remove any enchantments. If any warriors on the field you have sprit shakles to shut them down from useing energy. If under attack start off with Ether Fest, if your really below about 1/3+ health then find a target (sprit,pet,player, anything targetable) that has full health and then use Grenths Balance. This is a really strong spell if used right.

If this build doesnt work out at first dont throw it away just like that it is good when used right

Notes: Inspired enchantment can be switched with any other enchantment remover. Wastles worry is good for runners and pets or other things that don't attack and because it hasno recharge u can spam it.

Credit: The Holy Stewy aka myself.
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Old Feb 12, 2006, 05:47 AM // 05:47   #13
Wilds Pathfinder
 
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Join Date: Dec 2005
Guild: Acolytes of Lyssa [AL]
Profession: Me/A
Default

Profession: Mesmer/Monk
Name: Rayne’s Shutdown
Type: PvE
Category: Anti-Fighter/Anti-Caster with Interruption

Attributes:
-Domination: 11+3+1
-Illusion: 11+1
-Fast Casting: 8+1
-Protection Prayers: 3

Skills Set:
-Conjure Phantasm (Illusion)/ Diversion(Domination)
-Clumsiness (Illusion)
-Ineptitude {Elite, Illusion}
-Empathy (Domination)
-Backfire (Domination)
-Power Leak/Cry of Frustration (Domination)
-Power Spike (Domination)
-Arcane Conundrum (Illusion)

Summary: The purpose of this build is to target the effectiveness of both Fighter types(Warriors and Rangers) and Caster types(Monk, Mesmer, Elementalist, Necromancer) and also shut them down or even kill them. The first four skills listed are primarily used against Warrior and Ranger types. Ineptitude + Clumsiness will deal a respectable amount of damage along with blinding them for a short time. Conjure Phantasm acts as a quick debuff of -5 Health degeneration for 12 seconds. This skill is essentially spammable, but don’t waste your energy on this by any means. And of course Empathy will deal a great amount of damage over time, especially against sword or axe-wielding Warrior types.
The final four skills are used against caster types. Backfire can have the potential to kill off a foe very quickly, but it requires the enemy to cast several spells within 10 seconds. The other way to kill off a caster is by hexing it with Arcane Conundrum, and then use Power Spike along with Power Leak (or Cry of Frustration which can target non-spell skills).

Notes & Concerns: You’ll notice that the total energy cost of this build is a whopping 85-90. And without any use of Inspiration, it’s quite easy to exhaust your energy quickly. So Enchanter’s armor is recommended for the max amount of energy. Also the Willcrusher and/or Illyana’s staff work great for this build (I carry both). Using this build takes a bit of quick judgment on which enemy type to focus on, obviously you’re not going to be able to keep enemy Warriors at bay while also interrupting every spell the enemy Monk casts. Also it’s a good idea to consider taking either the option of one spell interrupt/one skill interrupt or the option of 2 spell interrupts. Usually if you’ll be up against Healing Signet-spamming Warriors and Troll Unguent-spamming Rangers, it’s a good idea to throw in Cry of Frustration.
One last note, Conjure Phantasm by no means is necessary in this build, it just helps sometimes with the -5 degen. A personal favorite of mine against Monk enemies is Diversion. It works amazing when the enemy Monk starts spamming Orison to keep himself alive. Also, it may be a wise choice to put in Rebirth instead of Phantasm, depending on the situation. But use your judgment before heading out as to what skill to put in the slots of Conjure Phantasm and Power Leak. So give this build a shot, it’s a lot of fun, and works wonders in advanced Missions later in the game.

Credit: Myself along with my guild, AL.
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Old Mar 08, 2006, 08:37 PM // 20:37   #14
Desert Nomad
 
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Join Date: Aug 2005
Location: California, USA
Guild: Angel Sharks [AS] (RiP [KaiZ] T__T")
Profession: Mo/E
Thumbs up Dominating "Jack-of-all-Trades" Mesmer

Profession: Mesmer/X
Name: Jack of all Trades Domination
Type: PvE
Category: Everything. Support.

Attributes:
Fast Casting:: 10 [9+1]
Domination:: 14 [12+1+1] (can go to 16 of course)
Inspiration:: 10 [9+1]
Illusion:: +1

Skills Set:
- Cry of Frustration - (Domination)
- Wastrel's Worry - (Domination)
- Backfire - (Domination)
- Shatter Hex - (Domination)
- Inspired Hex - (Inspiration)
-OR-
- Ether Feast - (Inspiration)
- Power Drain - (Inspiration)
- Mantra of Recall {Elite} - (Inspiration)
- Resurrection Signet -OR- (if Monk secondary, Rebirth/Restore Life/Resurrect)

Summary & EXPLANATION!!
***This build is for multipurpose uses on mobs in PvE! Easy to use and fun to see lots of yellow numbers. Meant to deal with a little of everything from Hexes, to great energy management to descent damage spreading...

So as you can see i am pure Domination for utility purposes, yet a good amount in Inspiration to keep my Domination skills fueled and ready. Basically, I have possibly overkill on the energy management, with pre-battle Mantra of Recall and during battle Inspired Hex and Power Drain for e-regain, and with I-Hex i can spread around more chaos.

>Interrupts come from Cry of Fustration (also a bit of AoE) and Power Drain.
>Hex Management from Inspired Hex and Shatter Hex (a BIG AoE spike- Use on melee allies).
>Direct damage comes purely from Wastrells worry, which at Dom 14, i do 60 per. It is WAY spammable, and deals fairly consistent. This is my main spam skill and damage dealer.
>More damage comes from high dmg Backfire, which REALLY softens up casters while we target another.
>Energy Management already discussed through Power Drain, Inspired Hex and MAntra of Recall.

So overall use is based on constant target changing, caste Backfire on a caster, switch target, interrupt target, switch, Interrupt target, switch, Shatter Hex a melee party member, switch, I-hex a party member, switch, spread aquired hex around, switch --->> All the while spamming Wastrels worry on targets... this equals great overall dmg and enemy confusion!

So. Yes obvious areas not so well covered, per situation. No real self defence vs melee or any defence whatsoever. But, like the Type says, the role is support! No self heal, unless I-HEx is left out...

Credit: Myself and any other pure domination build out there... lol! Oh ya and to rayne2550 (above this post) for the layout of the post itself! thanks!

enjoy.

Last edited by Batou of Nine; Mar 08, 2006 at 08:45 PM // 20:45..
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Old Mar 22, 2006, 09:54 AM // 09:54   #15
Jungle Guide
 
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Join Date: Feb 2006
Profession: Mo/N
Default Newb build that grows with you.

http://www.guildwarsguru.com/forum/s...d.php?t=141340

Profession: Me/*

Name: Cookie Cutter

Type: PvE/Hex spammer

Category: DoT Hex/Interupt

The folloing numbers assume level 20. Try to keep younger mesmers around the same ratio; throw more into Dom, but don’t sacrifice too much from FC or inspiration. Remember, mobs grow around the same pace you do.

Attributes:

11 Fast casting (+1 from minor rune)
16 Domination magic (+1 from mask +3 from Sup Dom Rune)
9 Inspiration Magic (+1 from minor rune)


Skills Set
Empathy
Backfire
Blackout
Arcane Echo
Power Drain/Leech Signet
Energy Tap
Ether Feast
Res sig


This build works well against castors and fighter type mobs, with skills you can get early in the game (and a little Faction farming from other characters if you don’t have them yet).

Usage: first you need to know which mobs there are more of as you go into the fight. That doesn’t translate into build modifications here, just which skills you will be using with Arcane Echo. That’s the trick: you want to use Arcane Echo to create a spam of the skill that hurts the most monsters in the group. If its castor heavy, use dual Backfires on two separate mobs to bring down their HP, focusing one hex on the teams Spike mob. If it’s a lot of fighter types—warriors and Rangers—then you want to drop a pair of Empathies on two mobs to spread your damage.

In situations where an alpha mob is present (a boss type or just a tough bugger that’ll hurt your team/strip your hexes) use blackout to provide a quick shutdown while the rest of the group spikes.

In all, your DPS is still going to be comfortably high, but kicking up Arcane Echo before each fight takes a toll on mana fast.

Power Drain is your Energy Manager as well as interrupt against Castor mobs. Leech Signet is a close second with Energy Tap for your backup and Physical attack groups. Even if you won’t get energy from it, use Leech sig against non-castor mobs when you feel appropriate so you can shutdown bad skills like heal sig or giant’s stomp.

An example casting chain would run something like this:

Arcane Echo before you reach agro range.
Empathy on Warrior mob
Power drain on Monk mob hex removal to protect Empathy and regain some energy.
Backfire on Monk mob
AE Empathy on Ranger mob
Blackout on Monk mob (if still alive)
Empathy on Warrior mob #4 or reapply to mob #1

Possible substitutions:
Echo {E}for Arcane Echo
Diversion for Blackout or Backfire
Energy Drain {E} for Energy Tap as well as Energy Burn or Energy Surge {E}
Shame/Guilt for heavy cast groups, specifically Shame for monks and Guilt for other castors.
Distortion for Power Drain, or bring a self heal like Ether Feast. Distortion will require Illusion magic, so be prepared to change Attribute setup.
Mantra of Recall {E} for Arcane Echo
Mantra of Recovery {E} for Energy Tap
Arcane Conundrum or Migraine {E} for Blackout or Backfire

In all, this is a decent damage-yield build for all situations that can grow with you. I hope young mesmers find it a useful core to build on while mastering interrupts over hex spamming…though some of us never really do

Play Fair and Good Gaming

“-“ Minus Sign

Credit: Anet, you for reading, and me

EDIT:If you don't have room for a self-heal and rez on your bar, you need to seriously consider re-thinking your build.

Last edited by Minus Sign; Jul 19, 2006 at 07:32 PM // 19:32..
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Old Apr 25, 2006, 06:35 PM // 18:35   #16
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Join Date: Aug 2005
Default

Profession: Mesmer/Monk
Name: PvE Mesmer
Type: PvE
Category: Interrupt/Shut down
Attributes
Fast Casting: 10 + 1 = 11
Domination: 12 + 3 + 1 = 16
Inspiration: 5 + 1 = 6
Healing: 4
Skills Set:
Empathy
Energy Burn
Power Spike
Power Block (Elite)
Energy Tap
Diversion
Backfire
Restore Life or Rebirth
Summary: The goal of this build is to be an interrupt and shut down mesmer. Although you still deal damage from this build but interrupting and shutting down plays a bigger role. With a fast casting at 11, most spells cast very quickly. With inspiration at 6, you will steal up to 12 energy when using energy tap. This is a fairly good amount. I killed all the bosses at Mineral Springs with henchmen with this build. Just to show how good this build is for PvE. I also completed the game with this build.

Empathy should be casted on warriors and archers. Energy burn gives an instant 80 damage on the enemy. It's obvious to use power spike and power block to interrupt an enemy casting a spell. But here's the important part. Since power block disables the use of the attributed skill for 16 seconds, meaning all spells within this attribute are disabled for a full 16 seconds, it is wise to use it when the enemy caster casts a spell in which it has many spells of this attribute. For example, the stone summit gnasher which is a necromancer has more death spells than blood spells. These are the only two attributes it has. Therefore, power block should be used when the gnasher is casting a death spell.

A good way to shut down an enemy with this build is first interrupt it with power block. Then cast diversion and finally follow it with backfire. Diversion only last for 6 seconds so time it wisely when casting it. This hex is very useful against warriors that use healing signet or monks that use orison healing.
Notes & Concerns: These spells have a fairly long recharge time. So be wary. A 20/20 weapon would be great here although a 10/10 isn't bad either. I use Illyana's staff. Energy management shouldn't be a problem.
Credit: Myself
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Old Apr 26, 2006, 11:55 AM // 11:55   #17
Academy Page
 
Join Date: Mar 2006
Location: FL
Guild: [Nova]
Profession: R/Me
Default Iw Mesmer

Class:: Mesmer

Type:: IW (classic mesmer version, none of that monk crud)

goal: murdering ppl in PVP (random arenas) + somewhat good in PVE, also id rec for any ppl who like elite skills in AC Arena cas thats always fun =)

link ::: http://www.guildwarsguru.com/forum/s...t=2809&page=11 (scroll to bottom)

Mesmer/Warrior

heres my attributes:

Illusion: 16 (12 + 1 [mask] +3 [sup illusion rune]
Inspiration 11 (10 + 1 [minor inspiration rune]
Rest in Fastcasting

SKILLS :::

Illusionary Weaponry {elite}
Flurry
Ether Feast
Conjure Phantasm
Illusion of Weakness {precast before fighting, for an emergency heal}
Distortion {-1 energy per hit, basically anti warrior skill}
Clumsiness {near 100 dmg and easy to get on ppl}
Res sig {everyone has it, or should have it}

Basically: use IW to do 42 dmg per swing no matter what (no evasion/blocking/dodging it) 44 on occasion if you opt to use an offhand like the Rockmolder such as i do. Flurry is spammable and thats what its there for!, its the only stance you should be using unless your under heavy warrior atttack (in which case spam distortion instead). Ether Feast is a quick pop off skill for 90ish heal, Phantasms just to annoy ppl with a 5 degen that lasts a long time, Clumsiness + distortion is what you should use vs a war (on top of IW they will go down before you )
Dont Forget: Cast Illusion of WEakness before a battle, so that when you get down to 25% you get healed fro near 250 health.

Also once again: distortion is a godsend, if someone is to somehow disable your IW (strip ench, shatter ench, ect. ect.) spam distortion and keep yourself alive until they die from Degen + clusminess, or just wait it out and recast IW.
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Old Jun 20, 2006, 06:50 AM // 06:50   #18
Wilds Pathfinder
 
Join Date: Feb 2006
Profession: A/Mo
Default monk's friend and enemy

equipment is up to you but i prefer rogue's armor and health+60 domination staff.

domination - 15
inspiration - 11
fast casting - 11
protection - 1

1) energy burn - energy denial and damage
2) energy tap - energy denial and energy management
3) ether feast - energy denial and self heal
4) shatter enchantment - enchantment removal and damage
5) drain enchantment - enchantment removal and energy management
6) draw conditions - transfer all conditions from ally to self
7) expel hexes [E] - remove 2 hexes from ally
8) resurrection signet

good for team arena and gvg. -everyone- on your team will love 6) and 7). low cooldown and energy cost on them too. you can add more protection but i prefer 1) 2) and 3) to fastcast. 4) and 5) are double enchantment removal nuff said.

Last edited by X Cytherea X; Jun 20, 2006 at 07:51 AM // 07:51..
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Old Jun 26, 2006, 10:18 PM // 22:18   #19
Ascalonian Squire
 
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Join Date: Jun 2006
Guild: -
Profession: N/A
Default fort aspenwood luxon build

Profession: Mesmer/Elementalist
Type: Fort Aspenwood
Category: Nuker
Attributes:
Fast Casting: 9+3+1
Inspiration Magic: 9+2
Fire Magic: 12
Skill Set:
Flare (Fire Magic)
Ether Feast (Inspiration Magic)
Fire Storm (Fire Magic)
Glyph of Renewal {Elite} (No Attribute)
Meteor Shower (Fire Magic)
Energy Tap (Inspiration Magic)
Auspicious Incantation (Inspiration Magic)
Ether Signet (Inspiration Magic)
Summary:
First of all, this build requires at least 50 energy to work fluidly.
This build can knock open any gate or claim any mine by itself. I usually open the outer orange gate first. This devastation is accomplished by using this combo: Auspicious Incantation-->Glyph of Renewal-->Meteor Shower-->Meteor Shower.
During actual combat, don't use this combo as you're wasting some of the potential 44 energy gain from auspicious incantation. Rather, first use fire storm. This will take you down to 35 energy (or more if you have enchanter's armor). Cast Auspicious-->Renewal-->Shower-->Shower. This combo can also solo defeat the orange and purple gatekeepers if unprotected.
While Meteor Shower is recharging, you may also use Renewal-->Fire Storm-->Ether Signet-->Fire Storm. Since ether signet has a repulsive recharge time, use Renewal-->Energy Tap-->Energy Tap to replensish/semi-edenial.
Ok, so why the heck is flare in there? I use this against 'soft' targets only, and i save it for Protective Spirit monks. Spamming it while using Renewal-->Energy Tap-->Energy Tap at least manages to put the pressure on. I know this is slightly pointless, but I use it only in those unique circumstances.

Keep in mind that Auspicious Incantation will recharge quicker when you use it with Fire Storm. Getting used to a variable recharge time can be disorienting.

Concerns:
After your initial run-through, finding 35 mana might be hard to come by to wind-up the combo again. To do this, I usually will ensure my mana is below 9using flare, use ether signet, and then energy tap. This is energy +29. If you have Renewal recharged as well as Auspicious, you can use this combo with Fire Storm for +26 energy, as well as another use of Fire Storm. This combo is effective while letting exhaustion wear off.

Your downfalls are the same as a primary elementalist.

I would like to see a primary elementalist try this. Besides the cast time, it could be far superior in terms of actual damage. But for the Green Gate, the cast time can be crucial, and at level 12 Fire Magic, it is sufficient in killing the NPCs. Also, maybe use Lightning Hammer, Lightning Orb, and Lightning Strike in place of the Fire Spells for a spike effect with energy management.

You may want to pull down Fast Casting by 1 and increase Inspiration by 1 to have better energy return from Auspicious Incantation and Ether Signet.

**Make sure to cast Auspicious Incantation-->Glyph of Renewal and NOT
Glyph of Renewal-->Auspicious Incantation.
Credits: Deranged Race
Attached Images
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Last edited by medulla; Jun 27, 2006 at 12:54 AM // 00:54..
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Old Jul 01, 2006, 06:05 PM // 18:05   #20
Lion's Arch Merchant
 
Join Date: Jan 2006
Profession: Mo/Me
Default

I noticed this build was not in the directory, so..

Profession:
Me/N
Name: Fragility Spiker
Type: PvE/PvP
Category: Spiker
Attributes:

14 Illusion (10 + 3 + 1)
13 Fast Casting (10 + 3)
9 Domination (8 + 1)
3 Inspiration (2 + 1)
8 Death (8)

Skills Set:
1 Fragility
2 Phantom Pain
3 Shatter Delusions
4 Virulence {E}
5 Accumulated Pain / Conjure Phantasm
6 Epidemic
7 Ethereal Burden
8 Resurrection Signet

Instead of Accumulated Pain, you can bring Conjure Phantasm to apply max degen if you want. Then when the target's HP is low, use Shatter Delusions for the finishing blow.

Summary: This build is designed to do extremely high damage in short time to a single target, then spread conditions to other foes in the area. Put Ethereal Burden on your target (especially if it's a warrior), then just basically cast the spells in order: Fragility, Phantom Pain, Shatter Delusions (doing 55 damage and deep wounding for 1/5 of target's health). Virulence will trigger Fragility and does about 60 damage from the conditions it applies, then cast Accumulated Pain to do another 50 damage and reapply Deep Wound (Fragility's ~ 20 + AP's 30). Finally, Epidemic if there are others in adjacent to your target - if he's still alive, that is. If he dies, then Burden will end and you can start on your next victim.

Notes & Concerns: You must cast the spells in order to get the Deep Wound and make Virulence work. I've played this in PvP and a competent BP monk will remove one or more of your hexes before you can get the rest off.

Credit: I'm not sure when or where this build originated but it's definitely not mine. I think it was popular in PvP a while back, but I didn't play that then so I don't know for sure.

Last edited by Samuel Dravis; Jul 01, 2006 at 06:26 PM // 18:26..
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