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Old May 11, 2006, 09:23 PM // 21:23   #1
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Default FnlD TA Build

The basis of this build is to have the Smiter and the warrior kill everything that is a threat while the Mesmer takes care of the enemy monk. The smiter also has to know when to switch to defense and try to take some pressure off of the boon prot.

W/E
12+4 Hammer Mastery
12+1 Strength

Devastating Hammer*
Crushing Blow
Fierce Blow
Bull's Strike
Frenzy
Rush
Distracting Blow
Res Sig

Mo/Me - Smiter
12+4 Smiting
11+1 Protection Prayers
6+1 Divine Favor

Zealot's Fire
Air of Enchantment*
Balthazar's Aura
Smite Hex
Reversal of Fortune
Guardian
Mend Condition
Res Sig

Me/E - Shutdown mesmer
10+4 Domination Magic
10+1 Fast Casting
9+1 Inspiration
5 Air Magic
2+1 Illusion

Glyph of Energy*
Gale
Blackout
Diversion
Shame
Drain Enchantment
Distortion
Res Sig

Mo/Me - Boon prot
12+4 Divine Favor
9+1 Protection
9 Inspiration

Divine Boon
Mantra of Recall*
Drain Enchantment
CoP
Mend Condition
Reversal of Fortune
Guardian
Signet of Devotion

The mesmers shutdown combo goes Glyph -> Gale -> Blackout -> Diversion and repeat over and over. The monk shouldn't get many skills off, and if he does they should get diversioned. Distortion helps vs interupt rangers.

The Smiter is pretty simple. Just spam Air of Enchantment, RoF and Guardian on the Warrior, and use Balths whenever it comes up.

Running 4 good players it was hard to lose with this build.
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Old May 11, 2006, 11:53 PM // 23:53   #2
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cool !!
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Old May 13, 2006, 07:00 PM // 19:00   #3
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Very nice build!
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Old May 14, 2006, 07:00 AM // 07:00   #4
sno
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I've used a similar build, and with your mesmer as straight shutdown (no damage) you won't have enough damage output with just your warrior, even with the smiter helping him (good teams will kite away from the aoe smite.) Air of enchant smiting is quickly becoming FOTM in TA, and it certainly will win you some matches, but I recommend adding some damage to your mesmer. Perhaps backfire, and/or drop glyph/gale for surge/burn. Sure, ideally you'll have the monk shut down forever, but if you're facing a decent team, the monk will let their team know you're screwing him over, and they'll focus most of their hate on you. with interupts and knockdowns your combo will be interupted, as it's very fragile.

other things I noticed:

-no judges insight >.<
-draw conditions might be better than mend on the smiter, as it should only be used with mass conditions (mend on the boon is fine normally)
-no hex removal on your boon prot (and just smite hex is not even CLOSE to enough for a full 4man team)
-running distortion with 3 illusion is like edenying yourself... if you're worried about interupt from rangers, bring mantra of resolve, but if you're just trying to reduce the damage done, you'd be better off letting the monk heal you, as you're not going to be doing any shutdown with no energy.

Hope that helps

Faithful Sno - Fierce Gladiator (2)
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Old May 15, 2006, 09:36 PM // 21:36   #5
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mesmer looks awesome - i got to try it
i would mod the atribs a little though
i went:
10+1 fast casting
10+1+2 illusion
10+1 domination
4 air

i swapped out drain as it wasnt really worth spending 9 in inspiration for just that. 11 domination gives you 6 seconds on blackout and 8 seconds on shame which is still enough but the illusion just makes -1 energy per hit on distortion. Your domination isnt so important to be massive - you just need enough for a decent shame and blackout.

Other than that - great build
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Old May 15, 2006, 09:59 PM // 21:59   #6
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Quote:
Originally Posted by Blow Up Doll
mesmer looks awesome - i got to try it
i would mod the atribs a little though
i went:
10+1 fast casting
10+1+2 illusion
10+1 domination
4 air

i swapped out drain as it wasnt really worth spending 9 in inspiration for just that. 11 domination gives you 6 seconds on blackout and 8 seconds on shame which is still enough but the illusion just makes -1 energy per hit on distortion. Your domination isnt so important to be massive - you just need enough for a decent shame and blackout.

Other than that - great build
Taking out drain enchantment gives you less energy over time and means less casts of diversion and blackout. With drain enchant, glyph of energy, and shame sometimes trigerring, this player should always be active (except for 5 seconds after using blackout). Also drain enchantment is necessary to be able to remove enchantments like divine boon and ether prodigy which is a key part of shutdown.

4 in air will cause a 50% failure on gale. This really destroys the whole point of this build.

Lower domination makes for less effective diversion and blackout.

If you need -1 energy per hit on distortion, then you are misusing the skill. Avoid treating distortion like an aura of invincibility, because it's not. Nor should it be used as an excuse to not kite that warrior or sin on you.
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Old May 16, 2006, 03:20 AM // 03:20   #7
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this build better hope the other team doesnt have any hexes.
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Old May 16, 2006, 10:44 AM // 10:44   #8
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I suspect the hexers are killed pretty fast with this build.
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Old May 16, 2006, 08:24 PM // 20:24   #9
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Quote:
Originally Posted by Divineshadows
Taking out drain enchantment gives you less energy over time and means less casts of diversion and blackout. With drain enchant, glyph of energy, and shame sometimes trigerring, this player should always be active (except for 5 seconds after using blackout). Also drain enchantment is necessary to be able to remove enchantments like divine boon and ether prodigy which is a key part of shutdown.

4 in air will cause a 50% failure on gale. This really destroys the whole point of this build.

Lower domination makes for less effective diversion and blackout.

If you need -1 energy per hit on distortion, then you are misusing the skill. Avoid treating distortion like an aura of invincibility, because it's not. Nor should it be used as an excuse to not kite that warrior or sin on you.
All true - i misread the gale skill descpiption - i thought i was 'less than 4' rather than '4 or less'
I rarely if ever put distortion on my mesmer builds and usually just go for pure 16 dom as a surger with blackout shame and a few other nasties then just rely on kiting (and a monk if i get into too much trouble) but i though that if you're going for distortion you might all well do it properly...
Points noted
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Old May 16, 2006, 10:37 PM // 22:37   #10
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Quote:
Originally Posted by Blow Up Doll
I rarely if ever put distortion on my mesmer builds and usually just go for pure 16 dom as a surger with blackout shame and a few other nasties then just rely on kiting (and a monk if i get into too much trouble) but i though that if you're going for distortion you might all well do it properly...
Distortion is awesome. It's like a "****, I'm being owned by Warriors!" key. Even at 0 spec it is ok, but you may aswell put the three points in it to get to the first break-point. The trick is to learn how to use it correctly.

You do not use it when you have a Warrior auto-attacking you; you just kite. You DO use it when you have a Warrior actually unleashing their Adrenaline combo on you. This can be tricky to watch for, but normally you can keep track of when Warriors are building up, and when they are spiking. Wait for them to obviously be converging on you, hit Distortion and kite back. You should take minimal hits, including avoiding snares like Bull's Strike, and get back safely. Learn to manage your Distortion, and you will learn to love it.
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Old Mar 13, 2007, 10:18 PM // 22:18   #11
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Quote:
Originally Posted by JR
Distortion is awesome.
Distorton has been nerfed. It is now 2 energy no madder what. Length it last is now the variable depending on domination magic.
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Old Mar 13, 2007, 10:44 PM // 22:44   #12
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This thread was almost a year old. Mods at GWG do not support thread necromancy since it is ftl. Do you even look at the dates on the previous posts before you post? This is not the first thread I've seen you post in that had no posts for over a month. Thread closed.
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