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Old Oct 26, 2007, 03:07 AM // 03:07   #1
Ascalonian Squire
 
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Default Signet of Illusions AB Mesmer

This build can be used for soloing most shrines and to shock the crap out of most ABers, including assassin spike squads. It's a slightly difficult build to run, but the benefits are tremendous.

Attributes
Illusion 12+3+1
Fast Casting 11+1
Inspiration 6+1

Skills
[card]Signet of Illusions[/card][card]Arcane Larceny[/card][card]Arcane Thievery[/card][card]Mantra of Earth[/card][card]Stone Striker[/card][card]Grasping Earth[/card][card]Whirlwind[/card][card]Aftershock[/card]

The use of this build is fairly simple. USing Signet of Illusions, maintain Stone striker at all times while Mantra of Earth is active. This provides all the energy management you'll ever need, while reducing damage quite well. With your heightened armor, feel free to rush into mobs with a fresh signet of Illusions active and hit them with a three spell combo of Grasping Earth to snare, Whirlwind to knock down, and Aftershock to severely hurt if not kill outright. Nothing quite like destroying an entire minion army to make you feel good.

Arcane Thievery and Arcane Larceny can be used to fully round out your roles during battle. Switch with ease from being party healer to being able to steal assassin survival enchantments, with all of these roles being filled with a 16 in whatever attribute they belong to! With these skills, AB is pretty much never boring.

One variation I've enjoyed is having Aura of Restoration on the bar, which at 16 Energy Storage provides a neat self heal that is always useful.
[card]Aura of Restoration[/card]
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Old Oct 26, 2007, 09:38 AM // 09:38   #2
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Looks a bit odd. But sure ill give it a go.
I didnt play much mesmer builds in AB.

Might be a bit iffy on the energy, but ill test it out.
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Old Oct 26, 2007, 10:06 AM // 10:06   #3
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Would Glyph of Lesser Energy not be a safer option to take instead or, maybe, Grasping Earth, so that if you steal a spell thta is particulalry expensive it wouldn't matter. I wouldn't want to rely on Mantra of Earth for energy management...
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Old Oct 26, 2007, 01:46 PM // 13:46   #4
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caster + close range spells = usually baed, I would rework the damage skills, the rest looks like a whole lot of (rather unpredictable) fun. The philosophy behind it, however, bothers me.

This build gets energy after taking damage while it has only a slight armor buff as defense, armor ignoring damage still goes right through it. If you take damage, you rather run then soak it up imho. If I would give it a go I would LOL at stealing peoples skills, and I would LOL once more because I get killed faster then a rabbit gets....well, you get it.

Last edited by bungusmaximus; Oct 26, 2007 at 04:44 PM // 16:44..
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Old Oct 26, 2007, 02:35 PM // 14:35   #5
Lion's Arch Merchant
 
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You have a good point there. Close range on mesmers is kinda risky
But in AB it is full with sins and warriors. So targets will come to you.
And since most shrine guards dont like moving those are rather easy too.
i didnt try the shrine guarded by ele's. that will be a bit to much i think

The 2 spellstealers are funny but rather energy intensive. And then you need to use the skills also. Glyph and/or the aura are a bit better there.

Its a fun build, but for me at least, not something that i start using all the time in ab.
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Old Oct 29, 2007, 09:37 PM // 21:37   #6
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hey johnny, i tried out that build w/o aura of restoration. i didnt like it too much because energy management was a bit of a problem, the close range thing wasnt all fun and games, and(unfortunately for me cause i dont have GWEN) i had a knack somehow of stealing GWEN skills which i couldnt use.
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