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Old Jul 22, 2005, 06:17 AM // 06:17   #41
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You ran 8 mesmers? That is what they are talking about, running 8 mesmers.
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Old Jul 22, 2005, 06:20 AM // 06:20   #42
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Yes 8 mesmers with varied secondarys and no one heavily speced in their secondaries. We had some specced to about 10 but most were just enough to use the 1 or 2 secondary skills we needed effictivily except the 1 Me/Mo who had 12 healing and 3 heals +res.
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Old Jul 22, 2005, 06:22 AM // 06:22   #43
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well since no1 would form a ranger quickshot spike build with me.. ill voluneteer for this one (yes a primary mesmer)

Energy Denial~

IGN- Alesha Stonheart
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Old Jul 22, 2005, 06:45 AM // 06:45   #44
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I also wasn't saying a nature renewal ranger build either. I was talking about a ranger spike team. Those nasty korean builds that use 2 healers and 6 rangers, that drop winnowing and favorable winds before they ever engage, and literally spike the hell out of targets using kindle arrows/dual shot/quick shot/whatever. If you try and go after the monks 2 of your people will be dead before they ever get in range. Even if you don't it is guaranteed that one mesmer will be dead before you get a single spell off, and with no healing power the rest of your team will soon follow. They are few and far between, but no there is no way an 8 mesmer with barely any healing power team will survive against this group.

Either way, I have always been fond of mesmer heavy teams and good job making it work. We did a 3 mesmer, 2 warrior, aoe drain group and it worked extremely well (we tried 5 mesmers first, but got owned in a long battle against a warrior heavy team, so we switched to that and won halls 5 times with it).
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Old Jul 22, 2005, 07:13 AM // 07:13   #45
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Try one of them a Me/R, drop Winter and Greater Conflagration and have Mantra of Frost on all of you. Now you've got yourself a nice ~45% damage reduction against every hit. One of the Me/Mo's could go protection (although it would be a waste against teams with Nature's renewal) to limit the damage even more.

In fact, the lack of healing power is a non-issue as you spike the opponents before they can even dish out that much damage (at least that's how the build should work).
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Old Jul 22, 2005, 03:11 PM // 15:11   #46
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If you guys have a team of mesmers, good luck calling multiple targets! hahahah i can just imagine.
player 1: i'm attack billy bob
player 2: no i called him first!
player 1: no i hexed him already!
player 3: guys who do i hex?

hehahahah by then the other team steam rolls you all to oblivion
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Old Jul 22, 2005, 03:37 PM // 15:37   #47
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Well, OP's question was: "can an all mesmer team be stopped?" - asnwers say "yes".

I agree - nothing's unbeatable. all mesmer party needs GREAT communications. Don't even think to try it without teamspeak or the like. Also, it needs a way to avoid stacking same stuff. It resolves more into a one-on-one battle than a team battle: remember the other team CAN work together though.
GW is not "all about interruptions". GW is "all about strategy and teamwork" a team that works together well can force you to pause your string of hexing/interrupting, and it takes only a few moments.

The real weakness of a me team is the need for exceptional coordination and timing of EVERY member of the team.
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Old Jul 22, 2005, 04:09 PM // 16:09   #48
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Quote:
Originally Posted by Kaylee Ann
A ranger team will absolutely crush this build, but good luck...
I want to add that any ranger team with dry hump the dead mesmer corpses of this build.
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Old Jul 22, 2005, 04:44 PM // 16:44   #49
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Quote:
Originally Posted by Aernok
I'd just like to see an all mesmer team with energy surge go up against a team gathered on the altar.

4 mesmers pick one monk 4 mesmers pick another monk. All energy surge at once. 2 monks go down to about 5-10 energy left, and their whole team takes 570 dmg.
Never see a team running Fertile Season and Symbiosis?

I've seen health totals in the 1300 ballpark this way.
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Old Jul 22, 2005, 04:49 PM // 16:49   #50
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Dont see many people using those skills any more.....^^

well i use em all the time but people that arent me
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Old Jul 22, 2005, 05:24 PM // 17:24   #51
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Hiya, I've been playing mesmers for quite some time now and I'd just like to explain a rather balanced group of 8.

All mesmers will have 9 fast casting.

Memo: Illusion, Inspiration, Healing, Smiting
Memo: Illusion, Inspiration, Protection, Healing
Memo: Illusion, Inspiration, Protection, Healing

Mee: Illusion, Inspiration, Earth
Mee: Illusion, Inspiration, Air

Memo: Illusion, Inspiration, Domination
Memo: Illusion, Inspiration, Domination
Memo: Illusion, Inspiration, Domination


The three real healers will be carrying heal other, healing breeze and remove hex. The smiter will carry Scourge Healing and the other two Protective Spirit.

The Mee will carry conjure phantasm or phantom pain, one migrane and the other crippling anguish. Earth will carry EQ and ward against elements. The other lightning orb and chain lightning.

The other Memo are diversions. 6 memos and you will not know who is doing the healing (hopefully) for awhile. Each will carry backfire and energyburn. One will carry mind wrack, one will carry powerblock, and the other two will have dual shatter enchantment.

My thinking here is not direct damage, it is keeping healing from occuring by simple means of energy. With eight mesmers using energy drain, they can effectively keep 2 people with zero energy simply by playing the game. The target, by which I mean the person destined to die, will suffer 100% slower spell casting, 15 arrows of degeneration, backfire, scourge healing, energy burn, mind wrack and maybe powerblock. This target cannot be the benefit of any enchantments, for any enchantment will only provide 80+ damage. The elemental damage is only an added bonus.

Now in the meantime, each of these mesmers is equipped to deal with any melee offense by means of evasion. They will continuously have protective spirit placed on them to keep them from nuker spike damage. The will also have the benefit of 24 elemental resist. They will also have the mesmer ability to never run out of energy. I know the ranger groups would be difficult, especially the cheese ones using the undodgeable kindle arrows, however a coordinated team of mesmers could feasibly beat a coordinated team of rangers.

Mesmers have a weakness in taking elemental damage, which has been solved by protective spirit and elemental ward. They also have a problem with hexes, but three removers every 7 seconds combined with healing should be enough to keep them alive.

One great benefit to this team is the six Memo. The enemy will not be sure what to target first until it is too late, hopefully atleast.

I understand finding 8 very good mesmer capable players could be quite hard. Ive played the harder classes in this game, and the mesmers take the cake. It requires much awareness of what is going on during the battle, who is casting what, which spells to place on which characters, selecting the correct characters, knowing when to cast which spell, because despite all of a mesmers great spells, they are easier to kill then most other characters.

You could also substitute in other secondaries or spells for more damage, but as far as this topic is concerned (mesmers), this is how I would probably go about doing it.
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Old Jul 22, 2005, 05:51 PM // 17:51   #52
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Okay I didn't read through all the posts, but I would like to add one thing in in case its not in here somewhere. There's this nice little skill from the Necro Class. Its called Plague Signet. Use that and the Mesmers will just kill themselves (for all who don't know, Plague Signet transfers all the negative conditions from yourself to a single target... ouch!)

So, combine this with the Monk's Draw Conditions, then have the Monk/Necro (or Necro/Monk) call which target he is using Plague on. Then, suddenly an enitire team's load of Mesmer curses are dumped on a single Mesmer. The called target will die VERY fast. Rinse, wash, and repeat.

Again, sorry if I'm rehashing something that someone already said.
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Old Jul 22, 2005, 06:19 PM // 18:19   #53
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Mesmer spells are hexes, not conditions.............. Mesmers themselves have NO condition applying spells, which clearly emphasises the misunderstanding of mesmers that many people have.
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Old Jul 22, 2005, 06:50 PM // 18:50   #54
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I am pretty sure that Signet of midnight and phantom pain produce conditions, unless blind and deep wound stopped being conditions.
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Old Jul 22, 2005, 07:13 PM // 19:13   #55
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Maybe I can be more clear. I'm pretty sure that plague signet affects ANYTHING that's a negative ANYTHING. That includes hexes. I could be mistaken (I rarely use the thing) but I'm pretty sure that's how it works.

And I understand Mesmers perfectly. They are little annoying people that dress like gay men and die easily unless played very well.
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Old Jul 22, 2005, 07:17 PM // 19:17   #56
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Plague Signet {Elite} - Signet
Transfer all negative "CONDITIONS" from yourself to target foe. (50% chance of failure with Curses of 4 or less.)

There is a difference, trust me...
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Old Jul 22, 2005, 07:29 PM // 19:29   #57
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Quote:
Originally Posted by stumpy
mesmers have single hex removal and single hex protection.
Actually there is 2 hex removal shatter hex, Inspired Hex
1 hex protection hex breaker

I myself would love to try out an all mes group I had an idea the other day with energy surge and aracane echo if every mes took a seprate target then should the whole team be wiped out, cause I doubt the whole team would figure out to all spread out and that would also drain there energy, oh and Nature's Renewal would not have too bad of an effect on mes because of fast casting... if anyone want to practice these theory or the other mes theory im all for it just tell me when and were. OH and hex removal can do 148 damge (16 dom) to a foe and surronding foes. so mes can deal some nice damage, and mabbye 1 mes in the group can bring Shatter Delusions to do a little extra damage. I am more then ready to test this theory.

Last edited by darkwonders; Jul 22, 2005 at 07:44 PM // 19:44..
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Old Jul 22, 2005, 07:35 PM // 19:35   #58
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...

All right whatever.

I always thought that Plague worked for hexes too. I just tested it and it turns out that it doesn't.

You can stop flaming now.
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Old Jul 22, 2005, 07:39 PM // 19:39   #59
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Quote:
Originally Posted by Third Quarter
Never see a team running Fertile Season and Symbiosis?

I've seen health totals in the 1300 ballpark this way.
The Spirits would die as well in the initial blasts. I've never seen any spirit take 570 damage.
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Old Jul 22, 2005, 07:46 PM // 19:46   #60
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There is no skill that transfers hexes anywhere, period.
You can remove them, you can convert them to an armor bonus, you can turn them into energy gain, but you can NOT give them to anyone else, not even take them for yourself as with conditions.

Quote:
Originally Posted by Doomlord_Slayermann
...

All right whatever.

I always thought that Plague worked for hexes too. I just tested it and it turns out that it doesn't.

You can stop flaming now.
Corrections to your gross inaccuracies are hardly flaming. Closest line to that would be-

Quote:
Originally Posted by Doomlord_Slayermann
And I understand Mesmers perfectly. They are little annoying people that dress like gay men and die easily unless played very well.
Don't take being corrected personally. If you're wrong, you're wrong. For flaming to occur, it requires a personal attack.

Quote:
Originally Posted by Doomlord_Slayermann
Btw, did you bother to read my previous post?
No, I'm afraid I didn't. When I was typing my reply while playing Guild Wars, you hadn't made your post yet.

Last edited by Mercury Angel; Jul 22, 2005 at 07:52 PM // 19:52..
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