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Old Jun 24, 2006, 03:11 AM // 03:11   #21
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I met a Mesmer who used Crippling Anguish/Conjure Phantasm on wars

Dunno if thats used much

Oh I forgot to add that the person was also sneakily using Sympathetic Visage on the wars target
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Old Jun 24, 2006, 03:23 AM // 03:23   #22
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Tried Crippling Anguish. I don't like relying on snares for warrior hate because they all carry knockdowns, and even when they're snared it's hard to stay out of range constantly on many maps.

We've been having some success lately with a Wail of Doom build, actually. It has scaling problems against multiple attackers, though. Maybe we can squeeze Ward vs Melee in there somehow.
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Old Jun 24, 2006, 12:14 PM // 12:14   #23
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Quote:
Originally Posted by NatalieD
This isn't too bad, but it just seems like a flashbot who has to run around touching and can't bring other awesome skills like Draw Conditions and Heal Other.
why do you say that. sig of midnight is one skill that's free. plague touch is 5 energy with a low cooldown. then you get the rest of your bar, bring what you want. the warriors can't touch you. if blind gets removed put it back on him. ineptitude/clumsiness is a highpriced mofo. it does dmg but we're talking about mesmers here. who cares about damage when you can toy with them a little and help the team in other ways.

conditions get removed. so do hexes. plague touch helps out quite a bit. all im saying is if it's blind you are looking for i'd take sig of midnight over blinding flash and for sure over ineptitude.

it's not a flashbot. goddam that hurts. its a messsmer. not an inferior ele.
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Old Jul 04, 2006, 03:53 PM // 15:53   #24
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Heres my Inep Mesmer Build

Me/X

Illusion Magic:12+1+3:16
Inspiration:10+1:11
Fast Casting:8+1:9

Skills:

Ineptitude [E]
Clumsiness
Distortion
Price of Failure
Etherreal Burden
Inspired Hex
Drain Enchantment
Res Signet

Almost like Remmehs build but this is the classic right here =)
alright
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Old Jul 04, 2006, 05:22 PM // 17:22   #25
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Quote:
Originally Posted by holden
why do you say that. sig of midnight is one skill that's free. plague touch is 5 energy with a low cooldown. then you get the rest of your bar, bring what you want. the warriors can't touch you. if blind gets removed put it back on him. ineptitude/clumsiness is a highpriced mofo. it does dmg but we're talking about mesmers here. who cares about damage when you can toy with them a little and help the team in other ways.

conditions get removed. so do hexes. plague touch helps out quite a bit. all im saying is if it's blind you are looking for i'd take sig of midnight over blinding flash and for sure over ineptitude.

it's not a flashbot. goddam that hurts. its a messsmer. not an inferior ele.
The thing is that most anti-melee characters in TA bring some sort of monk support. Common ones are expel, draw, heal other, healing breeze, convert, etc. This build can't use many of those awesome skills. Also, you're using your elite slot for something that a non-elite can do. On top of that, you have to actively run up to the warriors to blind them.
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Old Jul 05, 2006, 12:55 AM // 00:55   #26
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9 inspiration, 12 curse, 11ish FC (might be more inspiration or FC)
Spirit/Price of Failure, Reckless, Para, Recovery {e}, <util>, drain en, res sig

Its late, I'm a little hazy on the attributes, but this can shut down multiple physical based attackers, or atleast lower the pressure significantly.

Recovery should last for 18-19 seconds anyway.
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Old Jul 05, 2006, 01:41 AM // 01:41   #27
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Quote:
Originally Posted by jummeth
9 inspiration, 12 curse, 11ish FC (might be more inspiration or FC)
Spirit/Price of Failure, Reckless, Para, Recovery {e}, <util>, drain en, res sig

Its late, I'm a little hazy on the attributes, but this can shut down multiple physical based attackers, or atleast lower the pressure significantly.

Recovery should last for 18-19 seconds anyway.
that's a pretty good war-hate. i remember one of those wrecked us in gvg... but imo it's a little lacking on the damage for use in TA. gotta love inept/clums for that :\
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Old Jul 05, 2006, 04:46 PM // 16:46   #28
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Quote:
Originally Posted by remmeh
Personally for hex-heavy melee-hate I run in TA:

Me/N
8+1 FC
11+4 Illu
9+1 Insp
6 Curses

Distortion
Ineptitude
Clumsiness
Spirit of Failure
Price of Failure
Images of Remorse / Parasitic Bond / Conjure Phantasm
Drain Enchant (extra enchant removal is always nice)
Rez Signet
Images or Remorse is certainly the best choice for your variable slot. I am not a huge fan of pairing price of failure with spirit of failure even on a mesmer with fast casting. Two spells with 3s cast times are just too easily interrupted by rangers (and they do get lucky through distortion at times). More importantly, I do not like standing having to stand still for the duration of the cast times and the time cost messes over the pacing of casting some of the other spells on the bar. I normally run inspired hex instead of price of failure. Perhaps a blurred vision or ward v melee would work even better than drain enchantment (provided the monk on your team is using drain enchantment). 6 points may not be enough to spec into the elemental line to get enough of an effect, but dropping illusion to 14 (10+4) should allow for a more reasonable attribute in an elemental line.

Last edited by Divineshadows; Jul 05, 2006 at 04:52 PM // 16:52..
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Old Jul 05, 2006, 05:47 PM // 17:47   #29
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honestly...I couldnt imagine running a failure build without distortion on your bar, it seems....not...right. It also makes for a great counter against interrupt rangers.

anyways if you want to try something different, look into wail of doom (necro elite). It seems slightly overpowered IMO.
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Old Jul 11, 2006, 09:49 PM // 21:49   #30
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N/Me

16 Curses
10 Blood
9 Insp

(Something like this, this is off the top of my head and I forget the breakpoint for SoF...)


1. OoB {E}
2. Faintheartedness
3. Price of Failure
4. Parasitic
5. Spirit of Failure
6. Life Siphon
7. Enfeeble
8. Res Sig

Enfeeble first, then unload hexes. Its a long cast to get them all off so Parasitic and Siphon are covers for PoF and SoF.

For multiple melee/ranger teams, use PoF + Parasitic and SoF + Siphon on different targets, Faintheartedness on the most dangerous target and Enfeeble on everyone.

No warriors? Turn yourself into an OoB Hex spammer. Faint - Siphon - Parasitic on everyone.
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Old Jul 11, 2006, 10:43 PM // 22:43   #31
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Quote:
Originally Posted by Mynghul
16 Curses
10 Blood
9 Insp
Did you mean 16 blood, 10 curses? If not, then why is your curses so high when you could get a lot more energy out of offering.
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Old Jul 12, 2006, 06:39 AM // 06:39   #32
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Indeed, curses last long anyway and will get removed before they expire. Putting more att points in Blood will be of more help.
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Old Jul 12, 2006, 07:02 AM // 07:02   #33
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Mesmer/Elementalist
Level: 20

Fast Casting: 9 (8+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 16 (12+4)
Air Magic: 5

- Ineptitude [Elite] (Illusion Magic)
- Clumsiness (Illusion Magic)
- Images of Remorse (Illusion Magic)
- Gale (Air Magic)
- Drain Enchantment (Inspiration Magic)
- Spirit of Failure (Inspiration Magic)
- Distortion (Illusion Magic)
- Resurrection Signet ()



Nothing new, just a stable char. Gale is in there if they have no Meleecharacters and works as an interrupt, snare, whatever - Gale is just too good.

You could also try to fit in something like Rust or Complicate - also 2 very usefull skills in those 4v4 Arenas.
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Old Jul 12, 2006, 05:01 PM // 17:01   #34
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Quote:
Originally Posted by TheOneMephisto
The thing is that most anti-melee characters in TA bring some sort of monk support. Common ones are expel, draw, heal other, healing breeze, convert, etc. This build can't use many of those awesome skills. Also, you're using your elite slot for something that a non-elite can do. On top of that, you have to actively run up to the warriors to blind them.
heal other, heal breeze convert...those aren't awesome skills. expel is pretty cool. a mesmer doesn't need to heal anyone. he can be removing hexes for sure.

i dont mind sig of midnight taking up my elite spot. i dont think there are too many elites that are better. i dont like ineptitude, dont like illusion line at all.

if you're a mesmer you'll never have to 'actively run up to the warriors to blind them'. they'll be around for sure. right in your face most likely.

i have ran at the rangers though.
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Old Jul 12, 2006, 07:36 PM // 19:36   #35
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Quote:
Originally Posted by holden
heal other, heal breeze convert...those aren't awesome skills. expel is pretty cool. a mesmer doesn't need to heal anyone. he can be removing hexes for sure.
Convert and heal other are good skills in the current TA metagame, but usually not suitable to a mesmer's bar. Fast cast convert is very suited a mesmer's bar in GvG though with the current SB/RI spike running around.

Quote:
Originally Posted by holden
i dont mind sig of midnight taking up my elite spot. i dont think there are too many elites that are better. i dont like ineptitude, dont like illusion line at all.
There is a huge opportunity cost to bringing signet of midnight as a mesmer. It means you passed on expel hexes, ineptitude, migraine, energy surge, and psychic distraction each of which are solid elite choices for mesmers in the right team build in TA. What other skills do you run other than signet of midnight, plauge touch, and mantra of inscriptions? Are you able to contribute to your warrior's adrenal spike with some damage the same way an air ele does with orb, a water ele with ice spikes, etc.? Ineptitude is nice because it allows multiple opponents to be pressured at the same time which causes problems for a monk to try and heal. The only times that an ineptitude character is weak in TA are:

- your build does not have another hexer to help dish out hexes, meaning that your spirit of failure will not be sticking.
- the opposing team's build has no melee or rangers and their casters are not stupid with their wands. This is when you're either patting yourself on the back that you decided to bring both conjure phantasm and images of remorse so that you can be at least somewhat useful or cursing yourself that you brought only images of remorse.

Here's my problems with signet of midnight when comparing it to blinding flash:

- touch range makes it more predictable and hence more susceptible to distracting shot. Smart warrior players will steer clear of a signet of midnight user and rangers can easily see midnight users getting in touch range and time the interrupt appropriately. A caster casting blinding flash on its recharge is just as susceptible to distracting shot, however smart casters know better than to cast flash on its recharge when facing rangers.

- it takes 3 skills one of which is elite to become as efficient as flash (midnight, plauge touch, and mantra of inscriptions) in terms of frequency of application of blindness. The fact that midnight's blind is a longer duration than flash really does not matter much because the blindness will not last more than 2 or 3 seconds max against good teams. The comparison here is similar to shield of defection (elite) to guardian. Shield of deflection lasts longer than guardian, but its reapplication is not nearly as convenient.

Quote:
Originally Posted by holden
if you're a mesmer you'll never have to 'actively run up to the warriors to blind them'. they'll be around for sure. right in your face most likely.
Around yes, but in your face no. At least not the smart ones. Spending much of your time attacking a signet of midnight user as a warrior is almost as dumb a play as spending most of your time trying to attack an ineptitude mesmer with distortion.
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Old Jul 15, 2006, 10:41 AM // 10:41   #36
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soothing images + enfeeble or enervating charge

if they always attack your monk, just toss on SV.

PvE warriors are not so different from Bladed Aatxes, except they do 1/10 the damage and don't pack interrupts.
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Old Jul 16, 2006, 09:14 PM // 21:14   #37
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Curses is one of the best lines for physical shutdown in my book. Illusion is alright, but usually not enough for shutting down more than one guy. You can try this Me/N, provided that you don't need to be a monk secondary for hex/condition removal or something.

Fast Casting: 9 (8+1)
Inspiration Magic: 14 (10+4)
Illusion Magic: 3 (2+1)
Curses: 12

Price of Failure (Curses)
Spirit of Failure (Inspiration Magic)
Faintheartedness (Curses)
Parasitic Bond (Curses)
Energy Drain [Elite] (Inspiration Magic)
Drain Enchantment (Inspiration Magic)
Distortion (Illusion Magic)
Resurrection Signet

Keep in mind that the attribute spread is not set in stone, so just cater it to your taste. This build by no means *requires* a superior rune, as well, so feel free to run a minor if you're not comfortable with using a sup. Also, there's a few different other skills you can use in this build, but this is my preferred bar. Basically your shutdown is through a continued hex stack on physical guys, obviously. I like having distortion in there because sometimes it's the difference between getting that 3s price/spirit of failure off or not, with a popularity of interrupt rangers in TA (same thing with res sigs. It's also good for an anti-spike measure, if your own monk is shutdown; it can save you when used with proper kiting. Not to mention, if you can get spirit of failure to stay on your targets, then it's a net gain of 2E per miss when they hit you.

Last edited by Esuna; Jul 16, 2006 at 09:21 PM // 21:21..
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Old Jul 16, 2006, 10:39 PM // 22:39   #38
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Quote:
Originally Posted by zepath
soothing images + enfeeble or enervating charge

if they always attack your monk, just toss on SV.

PvE warriors are not so different from Bladed Aatxes, except they do 1/10 the damage and don't pack interrupts.
Umm, this is PvP...

Maybe uberscrub level pvp you're right. At any compitent level, you're absolutly wrong.
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Old Jul 17, 2006, 10:46 AM // 10:46   #39
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Quote:
Originally Posted by JR-
For interrupting that Ghostly Hero capping the altar in Team Arena?
Owned.
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Old Jul 17, 2006, 02:31 PM // 14:31   #40
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I personally like running an oath shot trapper and a cripshot ranger in my build for antiwarrior

sometimes I run it myself.
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