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Old Mar 27, 2011, 02:02 AM // 02:02   #21
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Originally Posted by AlsPals View Post
Funny thread. A little micro never hurts, and Mesmer E-management is neck and neck with Necros is there are spellcasters present. Locking targets and using your character to set up bottlenecks for the mesmers to exploit is key. In fact, I bout the 3 merc pack strictly for Mesmers and havent regretted it since. BTW, running 6 mesmers.
what you running ? 6 esurge ?
you should add SoS atleast, i think it benefits more the group instead of one more mesmer
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Old Mar 27, 2011, 02:43 AM // 02:43   #22
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I have been running a few Mesmers with Keystone Signet and a bunch of random signets thrown around and blowing things to pieces.
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Old Mar 27, 2011, 02:55 AM // 02:55   #23
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Originally Posted by Daesu View Post
Funny that the community used to think that mesmer heroes are bad.
Mostly the same people that though discord was good. (or rather, better than mesmers.) But yeah I remember having that fight.

They do get far more ridiculous in numbers though. Two mesmers bringing the enemy party to 2/3rd health for necros/spirits to finish, isn't as cool as 6 of them wiping it, before they get a chance to break out of their aggro ball and so forth...

Last edited by FoxBat; Mar 27, 2011 at 02:59 AM // 02:59..
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Old Mar 27, 2011, 04:40 AM // 04:40   #24
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what you running ? 6 esurge ?
you should add SoS atleast, i think it benefits more the group instead of one more mesmer
Usually on the order of one panic(me as the main), 3 E-Surge, and two PI with any 3 carrying microed Chaos Storm. In Dungeons, Panic, 2 surge, PI, and Expel Hexes usually. Areas like DOA and Slavers I bring Panic, 2 Keystone, 1 surge, 2 PI, or substitute the surge for VOR. My 7th slot is always a Healing Burst hero as that has become more than enough healing to make up for damage in addition to a Soul Twisting rit or AOTL Necro. I keep 3 /p for "FALL BACK!" chains, and I recently found out how ridiculous "Stand your ground!" is, so with layers of passive defense, a Ward against Foes and 2 mesmer/monks with Aegis chains to keep Melee in check, most areas just come down to whether or not I can abuse level obstacles. Using Auspicious Incantation and Deep Freeze, I can usually micro a spike to kill groups in less than 10 seconds with some luck. Mesmers in PVE= the nuts. I feel bad for people still running discord...god that was painfully slow.
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Old Mar 27, 2011, 12:28 PM // 12:28   #25
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Originally Posted by Daesu View Post
There were many posts about it, for example:

http://www.guildwarsguru.com/forum/s...41&postcount=7

Funny that the community used to think that mesmer heroes are bad.
With the strict exception of Panic \ Resto build in spiritway they generally were just that, no matter how much build testing I do I cant seem to get past the fact that having more then 5 mesmers in the same team is moot. And they are nothing in general PVE (aka not builds dedicated towards X zone) without EITHER having spirit support or having minion support along with some single target damage. I tend to avoid the spirits as heroes dont resummon them well enough or take them with them.
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Old Mar 27, 2011, 01:38 PM // 13:38   #26
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Mesmer heroes will spam Wastrel's Demise and Wastrel's Worry on recharge. This may hurt their energy. After I removed both from their bars I found them performing much better both in terms of interrupts and e-management.
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Old Mar 27, 2011, 04:45 PM // 16:45   #27
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Originally Posted by d_fens View Post
Mesmer heroes will spam Wastrel's Demise and Wastrel's Worry on recharge. This may hurt their energy. After I removed both from their bars I found them performing much better both in terms of interrupts and e-management.
Perhaps Wastrel's Worry, but I am still doubtful if that is the case with Wastrel's Demise. Heroes typically do not cast the same hex on a target, if the hex is still on the target. It may appear that the hero is casting WD upon recharge because the hex only lasts 5s.
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Old Mar 27, 2011, 10:30 PM // 22:30   #28
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Originally Posted by AlsPals View Post
Usually on the order of one panic(me as the main), 3 E-Surge, and two PI with any 3 carrying microed Chaos Storm. In Dungeons, Panic, 2 surge, PI, and Expel Hexes usually. Areas like DOA and Slavers I bring Panic, 2 Keystone, 1 surge, 2 PI, or substitute the surge for VOR. My 7th slot is always a Healing Burst hero as that has become more than enough healing to make up for damage in addition to a Soul Twisting rit or AOTL Necro. I keep 3 /p for "FALL BACK!" chains, and I recently found out how ridiculous "Stand your ground!" is, so with layers of passive defense, a Ward against Foes and 2 mesmer/monks with Aegis chains to keep Melee in check, most areas just come down to whether or not I can abuse level obstacles. Using Auspicious Incantation and Deep Freeze, I can usually micro a spike to kill groups in less than 10 seconds with some luck. Mesmers in PVE= the nuts. I feel bad for people still running discord...god that was painfully slow.
i just switched one esurge mesmer to keystone signet and it feels like im killing stuff faster now. maybe keystone signet > esurge
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Old Mar 27, 2011, 10:55 PM // 22:55   #29
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i just switched one esurge mesmer to keystone signet and it feels like im killing stuff faster now. maybe keystone signet > esurge
It depends, actually. Keystone makes it so EVERY skill used does AOE and all the good stuff, where E-surge is just the damage. I choose E-Surge because I can micro a much better spike with it in 90% of places. Keystone definately has more perks, though, as you can get more passive defense on the secondary if you play for speed ala Wards/debuffs. I also like that with one keystone mesmer, you can have Hex Eater Signet as your only hex removal with a little micro. That frees up everyone else to focus on targets. Lastly, Signet of Sorrows. Lovely.
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Old Mar 27, 2011, 11:38 PM // 23:38   #30
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Originally Posted by AlsPals View Post
Lastly, Signet of Sorrows. Lovely.
The biggest beef I have against Keystone hero builds is symbolic celerity. Heroes don't always re-cast it immediately when it expires, and they do use signets at 0 attribute points sometimes. But I suppose you can micro it.
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Old Mar 28, 2011, 05:09 AM // 05:09   #31
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The biggest beef I have against Keystone hero builds is symbolic celerity. Heroes don't always re-cast it immediately when it expires, and they do use signets at 0 attribute points sometimes. But I suppose you can micro it.
This and just as importaintly it can be removed.
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Old Mar 28, 2011, 03:34 PM // 15:34   #32
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Mesmers are a little overrated now.
Yup.

They're good, but not "the only thing to use".

Domination/Illusion mesmers can have decent energy management in Inspiration, but that's by using 2-3 of their 8 skills, and the more Power Drains you bring the more they compete with each other and PI/Panic and the less energy they get. It's a pity Ineptitude heroes are so reluctant to cast Arcane Conundrum on physical mobs, it's terrific energy gain if you kill fast.

Signet builds have great energy, and also damn good armour with shields + artificer's insignia, but the actual signets are not overwhelming in terms of effect or recharge times.

I've been grinding Mt Quinkai lately (want my 6 seconds on SY), and comparing an awful lot of builds/teams. I find that a pair of blood necros (!) kills faster on than any pair of mesmers I can manage. Their "foes in the area" PBAoE nukes bracket the Yetis and Naga, Panic/Ineptitude/Keystone/Esurge don't. And they don't run out of energy, whereas popular Panic/Ineptitude builds are constantly gasping on a fast run.

I also found that the best "third mesmer" I could get was a N/Me with Esurge, both Wastrels, and assorted direct damage. He could run 8 damage skills, and spam 2xWastrel's to capitalise on the primary mesmers' shutdown. That's astonishingly brutal against packed Rot Wallows, but not so much against Naga and Yetis.
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