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Old Jan 13, 2007, 04:36 AM // 04:36   #1
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Default PvP :: The Perfect Mesmer

Honestly the perfect mesmer would be something to shut down every skill class and build imaginable right now
So I have put together this skillbar to help out everyone in the future

Psychic Distraction
Diversion
Shame
Channeling
Consume Corpse
Imagined Burden
Unatural Signet or Spirtual Pain
Rez Sig

PD - Used for HA mainly but it is always go to have if you are going to be capturing an Altar .. now if you are going tobe using it for pve it would be just as good .. generally in my opinion the best domination elite
Diversion - Always a must on domination mesmer .. RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO those monks up
Shame - Good energy management .. Good energy drain .. Good interrupt
Channeling - You're going to need it for your energy management
Consume Corpse - Jagged Bones < You
Imagined Burden - LOL @ RELIC RUNS
Unnatural Signet / Spirtual Pain - Its really your choice but its meant for teams that use spirits [ I would pick spirtual pain because you could alone kill a team by yourself if its constantly recharging ]
Rez Sig - always a must


Wondering what you guys think
Now I didnt read the forums if this was for pvp or pve or for both but I will put it into the topic title for pvp bar
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Old Jan 13, 2007, 04:52 AM // 04:52   #2
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A few things you overlooked...you can't remove a hex off yourself, so you could be shut down as well. You have nothing against Warriors / Rangers / Assassins / Dervishes / Paragons, so you could get owned by them as well. No self-heal...no damage...how is this perfect? You could shut down a caster forever, sure, but what are you going to do, wand them to death?

If this was meant for HA, please note it...
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Old Jan 13, 2007, 05:15 AM // 05:15   #3
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Quote:
Originally Posted by I Phoenix I
If this was meant for HA, please note it...
well this is a Pve forum
which i didntnotice when i posted this
and there was no way to delete it because the forum administrators for this website dont give you that option [kinda stupid]
but anyway i posted it in the right forum
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Old Jan 13, 2007, 05:16 AM // 05:16   #4
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The fundamental flaw is by countering everything, you vastly reduce your effectiveness at dealing with anything.

Imagined Burden without cover hexes = just no. You'd need a fairly high spec in illu to make it really effective, and it would be easily removed. If you really wanted to fit this in, a para bond would be a strong addition to the bar.

Four mesmer lines and one necro line = not the best idea, for obvious reasons. Your stats and skills are quite spread out, and while this gives you more options for dealing with more enemies, you lose effectiveness at dealing with any in particular.
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Old Jan 14, 2007, 12:47 AM // 00:47   #5
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Quote:
Originally Posted by Avarre
The fundamental flaw is by countering everything, you vastly reduce your effectiveness at dealing with anything.

Imagined Burden without cover hexes = just no. You'd need a fairly high spec in illu to make it really effective, and it would be easily removed. If you really wanted to fit this in, a para bond would be a strong addition to the bar.

Four mesmer lines and one necro line = not the best idea, for obvious reasons. Your stats and skills are quite spread out, and while this gives you more options for dealing with more enemies, you lose effectiveness at dealing with any in particular.
You realize I posted a single build.. like just 1/6 slot character not an entire team build .. and also the only thing really wrong with a paragon bonder is the fact that they have no energy management at the begining of the match and they usally require a BiP if they are going to get the bonds up prior to the start of the map

I never said anything about 4 mesmers and 1 necro.. where did yuo get that idea?
I mean honestly if I was going to make a team out of just this mesmer build I would put in something like this

D/W - Grenth Dervish
R/Me - Burning Arrow
E/Mo - Draw Conditions / Wards / AoE Dmg
2 monk backline probably WoH and Divert

Shame = Hex / Can be used as a cover hex in relic runs considering thats all the mesmer should be focusing on

8 Fast Casting
13 Domination
6 Inspration
8 Illusion
remainder into death
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Old Jan 14, 2007, 02:59 AM // 02:59   #6
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Quote:
Originally Posted by Korean Xunlai Agent
You realize I posted a single build.. like just 1/6 slot character not an entire team build .. and also the only thing really wrong with a paragon bonder is the fact that they have no energy management at the begining of the match and they usally require a BiP if they are going to get the bonds up prior to the start of the map

I never said anything about 4 mesmers and 1 necro.. where did yuo get that idea?
I mean honestly if I was going to make a team out of just this mesmer build I would put in something like this

D/W - Grenth Dervish
R/Me - Burning Arrow
E/Mo - Draw Conditions / Wards / AoE Dmg
2 monk backline probably WoH and Divert

Shame = Hex / Can be used as a cover hex in relic runs considering thats all the mesmer should be focusing on

8 Fast Casting
13 Domination
6 Inspration
8 Illusion
remainder into death
just sit back, take a deep breath and read Avarre's post again..

para bond -> parasitic bond (necro skill)
4 mesmer lines and 1 necro line means that you spread your attribute-points over 5 different attributes.. got it?

there is no perfect build at all.. especially for a mesmer.. as you have to use single-target spells to be really effective and it's nearly impossible to "disable" more than 4 enemies at once succesfully.. (and enemy groups with <5 monsters in PVE are not worth mentioning IMHO)

just my 2 cents
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Old Jan 14, 2007, 03:00 PM // 15:00   #7
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You can't POSSIBLY expect to put up a thread claiming "The Perfect Mesmer" and not get critics all over you. That being said, a "Perfect" Mesmer isn't one that tries to do everything (and inevitably does everything WRONG), but a Mesmer that does its one or maybe even two jobs *perfectly*

What's going to happen is, you're going to be faced with everything you're trying to prepare for at one time, and

1. You aren't going to be able to handle them more than one at a time, thus wasting time trying to think of which threat that you've prepared for is the biggest one.
2. When you DO choose, you'll only have 1 or 2 skills to deal with that threat.
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Old Jan 15, 2007, 06:47 AM // 06:47   #8
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If you're the "Perfect" Mesmer, you'll have Base Defense. Then you will be able to shut down every class...lol.
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Old Jan 15, 2007, 04:36 PM // 16:36   #9
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Quote:
Originally Posted by Korean Xunlai Agent
Psychic Distraction
Diversion
Shame
Channeling
Consume Corpse
Imagined Burden
Unatural Signet or Spirtual Pain
Rez Sig

PD - Used for HA mainly but it is always go to have if you are going to be capturing an Altar .. now if you are going tobe using it for pve it would be just as good .. generally in my opinion the best domination elite
Diversion - Always a must on domination mesmer .. RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO those monks up
Shame - Good energy management .. Good energy drain .. Good interrupt
Channeling - You're going to need it for your energy management
Consume Corpse - Jagged Bones < You
Imagined Burden - LOL @ RELIC RUNS
Unnatural Signet / Spirtual Pain - Its really your choice but its meant for teams that use spirits [ I would pick spirtual pain because you could alone kill a team by yourself if its constantly recharging ]
Rez Sig - always a must

imo Psychic Distraction is best used continuously, casting it over and over on one or maybe two targets. but that pretty much puts the rest of your bar in the toilet. not to mention your energy pool. i'd leave this skill to a Ele/Mes and take Mantra of Recovery or Glyph of Renewal for a pure Dom bar.

Diversion is a great skill.

Shame is also great but it shouldn't be considered energy management. it's too conditional.

Channeling will keep you too close to the skirmish. that will get you killed. power drain would be better. I know you want this for PD but if you're dead it won't matter.

Consume Corpse? again, too conditional to be considered for a self heal or energy. and you have to spec into a line you wouldn't otherwise use.

Imagined Burden is expensive. this whole bar is too expensive. the energy is too high at 70 with spiritual pain, still 60 with unnatual signet, which is kind of a crappy skill unless you have spirits everywhere.

not quite perfect. but shoot Diversion/Shame is always the sweet stuff.
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Old Jan 15, 2007, 09:31 PM // 21:31   #10
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[skill]spirit shackles[/skill]

The most well rounded skill. It's effective again both caster and melee.

Last edited by lightblade; Jan 15, 2007 at 09:33 PM // 21:33..
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Old Jan 15, 2007, 09:35 PM // 21:35   #11
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Why casters? They just stop wanding and the skill is useless.
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Old Jan 15, 2007, 09:55 PM // 21:55   #12
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Quote:
Originally Posted by Yanman.be
Why casters? They just stop wanding and the skill is useless.
That and you'll be interrupting their spells. So, they can't do anything but to wait for you to wand them to death.
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Old Jan 16, 2007, 08:57 AM // 08:57   #13
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Quote:
Originally Posted by lightblade
That and you'll be interrupting their spells. So, they can't do anything but to wait for you to wand them to death.
that's a good point. By slapping this hex on them, you're increasing the chances that your interrupts will hit spells (instead of missing them while they are wanding). By stopping them from attacking, its just one less thing for them to be able to do.
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Old Jan 16, 2007, 09:49 AM // 09:49   #14
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Quote:
Originally Posted by lightblade
That and you'll be interrupting their spells. So, they can't do anything but to wait for you to wand them to death.
I must have missed the announcement that GW was now all 1v1 battles in PvP.

The best targets for shackles are things that have to attack and use energy to function well - CG rangers (back when they were used), dervishes, assassins, etc.

Shackles on a caster does no more than stop that terrible 11-22/1.3 damage per second. Not wanding also makes it harder to tell their targets or when they might be about to cast. I don't see how this helps significantly.

Quote:
Originally Posted by Terra Xin
that's a good point. By slapping this hex on them, you're increasing the chances that your interrupts will hit spells (instead of missing them while they are wanding).
Are you saying that because they don't attack, you're more likely to hit their spell? They logically would cast at roughly the same rate, only subsitute wanding for kiting and tabbing targets. I don't understand how you came to the conclusion that not wanding makes your spells easier to be interrupted.

Please explain.
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Old Jan 16, 2007, 05:32 PM // 17:32   #15
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Quote:
Originally Posted by Yanman.be
Why casters? They just stop wanding and the skill is useless.
if used in pve it would be effective because casters are dumb and keep wanding making anti-melee skills just as useful against them like clumsiness...not for casters in pvp though obviously

remember--no class can do everything and no class should try to do everything. stick to either anti caster or anti melee or go more specific as something like anti monk. if this build is for HA you will most likley have formidable team with good comminication so where your lacking in offense and defense, someone should be there to pick up your slack.

good build though. i would just take out the random necro consume corpse so you dont need to put attributes in (death?) and have more for inspiration/domination. also take out imagined burden since its the only illusion spell. use etheral/kitah's burden instead since its for 10 seconds at any level but the recharge is longer....maybe power drain instead of channeling since youre going to be doing interuptting anyway and channeling requires you to be really close to the enemy.
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Old Jan 19, 2007, 03:11 AM // 03:11   #16
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Want to have a laugh riot? use simple thievry + Arcane Larceny + Arcane Thievery on a monk/assassin and or a deverish and watch the fun when playing in a group, the hit them with backfire for more enjoyment and or Migraine for an elite and realy mess up there day, also simple thievry works great on touchers its usualy there only skill, great fun. Ya take away 3 powers on there skill bar for about 20 seconds.
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Old Jan 21, 2007, 07:54 AM // 07:54   #17
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To my knowledge, the "skill steals" the mesmer class has will often decide to chose the same skill. That means if you got really lucky, you could echo/arcane echo all your skill steals and still only disable 1 skill on their bar.
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Old Jan 26, 2007, 11:00 AM // 11:00   #18
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Quote:
Originally Posted by Avarre
Are you saying that because they don't attack, you're more likely to hit their spell? They logically would cast at roughly the same rate, only subsitute wanding for kiting and tabbing targets. I don't understand how you came to the conclusion that not wanding makes your spells easier to be interrupted.

Please explain.
Well they're either attacking, running or casting. It's easier (for me) to interrupt targets who run/cast, rather than wand/cast. Its more apparent to see when a person stops moving to cast. Its nothing to prove upon, I suppose its just a personal preference. I find that by eliminating a target from wanding, im improving my own chances of interrupting.

I suppose it could be different for other people, I didn't think that far :S
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Old Jan 26, 2007, 10:51 PM // 22:51   #19
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Quote:
Originally Posted by jesh
To my knowledge, the "skill steals" the mesmer class has will often decide to chose the same skill. That means if you got really lucky, you could echo/arcane echo all your skill steals and still only disable 1 skill on their bar.
Don't you mean unlucky?
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