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Old Oct 05, 2005, 03:26 PM // 15:26   #1
Frost Gate Guardian
 
Join Date: May 2005
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Default Mesmering

Not long ago i created a pvp mesmer.

I had two inturrupts, backfire, one anti-warrior spell, and spell that regains my health, a spell that gets me energy and healing signet, sorry i dont know the names of the spells off the top of my head.

Anyways, in the few battles ive taken part in, I really feel as if I haven't been doing much at all.

I can target a monk or ele, and inturrupt a couple of their spells, and suck a little energy off a spellcaster, but the inturrupts take long to recharge, and a lot of the time thats what im doing, waiting for inturrupts to recharge, then counter another healing hands or another mind burn or whatever.

So

can anyone kinda help me and tell me....dunno, perhaps the basics of beinga pvp mesmer...or whatever..

well

thanks.
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Old Oct 05, 2005, 05:05 PM // 17:05   #2
Jungle Guide
 
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I don't play a mesmer, but I think I can offer a few general suggestions.

First of all, I think you'd be wise to specialize somewhat. Taking a bunch of skills that all have different effects is not a good idea because you're a jack-of-all-trades and a master of none. If you want to be energy denial, take mostly drains. If you want to be an interrupter, take mostly interrupts. If you want to be a "hater", take mostly hexes and focus mainly on either casters or melee, with maybe one or two counters for the other. In short, you want to do one job and do it well, rather than doing a half-assed job in several areas.

Second, you want to make sure the skills you take have synergy. A good skill by itself can be effective, but several good skills coordinated to enhance each other can be devastating. You might start by choosing one central skill to build your character around. Then select some other skills that work with your central one. Ask yourself, "What is the purpose of this skill? How can I strengthen that purpose by combining other skills? What weakness(es) does my central skill have, and how can I counter those weakness(es)?" Once you've answered these questions, you will know what you need to look for in your other skill slots.

Don't forget to explore options from your secondary profession. Mesmers have lots of skills to choose from, but you open up many more possibilities when you tap into the skill lines from your secondary.

Keep in mind what type of teammates you'll be working with. You want your character to fulfill some need for your team, but you also need to consider that your friends can help you share the load. If you play with your guild or other people that you can communicate with frequently, you can design your builds to mesh. However, if you play mostly in random or PUGs, you'll probably have to do some guesswork about what types of skills your teammates might be bringing. The bottom line is that you can't do everything yourself, so try to be a team player and design your build to take advantage of what the other players have to offer.

Last edited by Effigy; Oct 05, 2005 at 05:07 PM // 17:07..
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Old Oct 05, 2005, 05:07 PM // 17:07   #3
Ascalonian Squire
 
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first of all, this is random arena, right? if so, it is not a way to determine your value as a mesmer. the team is disorganized at best and everyone is trying to do everything.

but it would really help if you could post your build so people here (most are much better players than i am) can give you some tips on tweaking or playstyle.

it actually sounds like you're doing okay. if you're hitting those interrupts on the casters and putting some pressure on the warriors then you're in good shape. you can bring powerblock and watch them monks shut up for a little while. put backfire on the OTHER caster and watch the rest of your team eat them up. mesmers can't kill everything, but if you make everyone half as efficient you're doing your team a great service (whether they notice it or not).

imo, it is a waste to wait for a skill to recharge (i know it's a pain). instead try to do something with your other seven skills: is anyone dead? res him. is anyone carrying a hex you can remove? do it. you got a snare? put it on the enemy warrior. even if you're not sure if it's the BEST thing to do at that given time, it's better than doing nothing. i find distortion is one of those spells you can throw on practically anyone in the heat of battle and get good results (few players notice what hit them and are busy firing away skills. one will get caught in the hex and you've done a great service to your party).

you can also bring skills which will reduce the recharge time, making it easier to shoot more spells out.

one more thing: energy denial is a little hard to pull off in comp. arena, especially if you're not willing to devote half your skillbar for that sole purpose. i wouldn't go there, but there are players who pull it off very nicely, so it's your call.

hope it helps. and keep trying different things, you'll eventually find your favorite build (and then get bored of it ).

have fun.

EDIT: effigy beat me to it. he has valid points. i disagree on the specializing in random arena, but he's got all good comments.

Last edited by Ende; Oct 05, 2005 at 05:11 PM // 17:11..
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Old Oct 05, 2005, 09:46 PM // 21:46   #4
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biggest weakness of a "comon" mesmer are the skills recharge times, not hte energy.
so just enjoy running around while recharging.

Its really tricky to ballance your skill recharge and energy gaining for all situations, THATS what makes a mesmer good.

And to always cast the right skill on the right class in the right millisecond.
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Old Oct 06, 2005, 12:11 AM // 00:11   #5
Furnace Stoker
 
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for interrupt rangers you have to take 1 of 2 elites its your choice.

Power Block

this elite is simply amazing. most people specialize in one or two attributs. using this will interrupt and shutdown all skills of the same atrribute for xx sec. mine was up to 15 sec at 15 domination.

Mantra of Recovery

this spell will cut your harrasing spells recharge in half.

choose one to work with and have fun.

interrupters do just that but i never used it on a single target. i wasn't really there for dmg. mesmers stop actions which in ways does prevent dmg but they have killer effects for interrupting spells.
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Old Oct 06, 2005, 06:38 PM // 18:38   #6
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if you choose ele as 2e profession, you can use Ele to finish him/her after you confused him someway with domination or someting
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Old Oct 06, 2005, 07:08 PM // 19:08   #7
Krytan Explorer
 
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I think something needs to be said about targets. A mesmer can shut down an Ele or a Necro pretty easily with the interupts because their casting times are longer.

What I like to do against a team with either of those is to spec Illussion and Domination and and go:

Conjure phantasm
Distortion
Power Block (Elite)
Power Spike
Leech sig (with only leftover insp points)
Signet of weariness
Drain Ench (also Insp)
Res Sig

I use Phantasm on the called target then harass my chosen victim with interupts and if he runs or I run out of interupts I cast Phantasm on him to keep him busy.

I'll tackle a monk but it's hard to hit their self healing skills for the interupt. Usually I'll just cast phantasm on him every 10 seconds to keep the pressure on him and not let him get any energy.
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Old Oct 07, 2005, 10:38 AM // 10:38   #8
Ascalonian Squire
 
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U can try crippling mesmer for 4v4
I go with something like this : illusion and inspr 13-12., rest..wherever you like
take : crippling anguish, ethereal burden, conjure phantasm, ether feast (cause u dont get much healing in 4v4), rez sig, mantra od persistence ..and with the free spaces you can combine. For example phantom pain, spirit shackles, some inspiration skills for the energy maintaining (interupts or ench removals).Test it, try what fits you.
Start with mantra, cast EB on one warrior ( i suppose ther will be one), conjure on him, then find another target, cast crippling and conjure . With shackles you can harass the ranger. Remove enchants form eles, or monks..etc etc.
good luck
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Old Oct 07, 2005, 10:56 AM // 10:56   #9
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I like this build... plain and simple

Fast Casting 5
Illusion 4
Domination 15 / 12 +1(mask) +2(major rune)
Inspiration 12 / 11 +1(minor rune)

Power Spike
Shatter Enchantment
Empathy
Backfire
Spirit of Failure
Distortion
Hex Breaker
Ether Feast
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