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Old Sep 11, 2005, 01:37 PM // 13:37   #1
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Default Can't keep my Mesmer/Monk alive

How am I going to keep my mesmer alive in PVP? I get targeted and die REALLY fast, usally I am just able to cast 3-4 spells befor falling. Warriors are especially annoying, they just run up to me and start pounding away even when I cast empathy on them.
Distortion; keeps me alive for abit, but I still have to run away and they just follow me, sooner or later they are always able to take me out.

So... Anyone have any tips for keeping me alive longer?
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Old Sep 11, 2005, 01:57 PM // 13:57   #2
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Yea, there are things in this game known as monks. Stop doing random arena.
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Old Sep 11, 2005, 02:03 PM // 14:03   #3
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If the warriors are rushing you, use imagined burden? its common sense, and a mesmer has a spell for everything you might ever need.
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Old Sep 11, 2005, 02:11 PM // 14:11   #4
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Distortion and using things like crippingly anguish and imagined burden help against warriors.

That said, random arena is heavily distorted due to the lack of monks in favour of warriors (especially those cheesy warrior/monks) and those who can keep themselves alive. If you want to play a build (aside from just testing it) in random arena, you have to be willing to play a build that is designed for at least some measure of self-reliance and the more dangerous and soft your class looks, the more self-protection you are going to need and mesmers are probably the softest targets.
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Old Sep 11, 2005, 02:40 PM // 14:40   #5
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Spirit of Failure + Distortion spamming makes warriors feel like real chumps while giving you unlimited energy. Let them swing away at you while you go to work on the casters.
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Old Sep 11, 2005, 06:11 PM // 18:11   #6
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Quote:
Originally Posted by Jamski
Spirit of Failure + Distortion spamming makes warriors feel like real chumps while giving you unlimited energy. Let them swing away at you while you go to work on the casters.
Nice strategy, but not so effective in random, which is what our poster seems to be having trouble with. This may give a warrior or two a hard time, but random groups will sometimes come out with 3+ warriors in their group. Very few options a mesmer has to survive something like that.

To the OP, don't bring your mesmer to random (Unless your testing some kind of build). Random is a completely different form of PvP, and you'll find that your mesmer suffers there yet shines in Tombs, Team, or GvG.
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Old Sep 11, 2005, 09:53 PM // 21:53   #7
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Heck, just go completely anti-warrior then. Empathy, Balth Aura, Ethereal Burden and Imagined Burden, Shatter Enchantments, etc.
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Old Sep 11, 2005, 10:07 PM // 22:07   #8
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Quote:
Originally Posted by Calibretto_9
Nice strategy, but not so effective in random, which is what our poster seems to be having trouble with.
I'm gonna have to disagree with that. I've seen Distortion + Spirit used to quite good effect in random.

Not as good as Signet of Midnight + Plague Touch, but that won't work with a monk secondary.
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Old Sep 12, 2005, 12:00 AM // 00:00   #9
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I used to use signet of midnight until i figured out it was completely useless.
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Old Sep 12, 2005, 12:37 AM // 00:37   #10
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Quote:
Originally Posted by cookiehoarder
I used to use signet of midnight until i figured out it was completely useless.
Useless? In random arena? Are we talking about the same signet?
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Old Sep 12, 2005, 12:44 AM // 00:44   #11
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Quote:
Originally Posted by NatalieD
Useless? In random arena? Are we talking about the same signet?
Most of the smarter Wa/Mos (they exist...but in very small numbers) have learned to carry Mend Ailment.
cmb
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Old Sep 12, 2005, 12:52 AM // 00:52   #12
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Plague Touch > Mend Ailment.

Same cost and cast time. No recharge on PT. Hurt the enemy while curing yourself.
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Old Sep 12, 2005, 12:53 AM // 00:53   #13
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Quote:
Originally Posted by octaviancmb
Most of the smarter Wa/Mos (they exist...but in very small numbers) have learned to carry Mend Ailment.
cmb
but the dumb Wa/Mo's (and thats 90% in random) have not...
so Signet of Midnight is a great skill against 90% of the warriors and rangers in random.
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Old Sep 12, 2005, 01:12 AM // 01:12   #14
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Quote:
Originally Posted by Effigy
Plague Touch > Mend Ailment.

Same cost and cast time. No recharge on PT. Hurt the enemy while curing yourself.
Unless the enemy also has plague touch. Then you get to play condition tennis.
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Old Sep 12, 2005, 01:16 AM // 01:16   #15
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This is usually who I target first in the arenas not the Monk as to what they have as skills with my Warrior.
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Old Sep 12, 2005, 01:21 AM // 01:21   #16
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Well, if they're using Plague Touch too, they're probably a Warrior too (not 100% true, but more often than not). And if you're attacking another Warrior, you're probably in one of two situations:
A) There's the last person left on their team, in which case Plague Touch probably isn't going to save them.

B) You're both the last one left on your respective teams, and you're both W/N. In this case, it's going to come down to either skill or luck.

Now, if for some reason you're a W/N with Plague Touch fighting a W/Mo with Mend Ailment, then Rend should swing the fight in your favor by removing their JI, SoH, Mending (LOL), etc.

Long story short, W/N with Plague Touch > W/Mo with Mend Ailment.
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Old Sep 12, 2005, 01:24 AM // 01:24   #17
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In arenas, hex removal tends to be a little weaker than usual. So just use imagined burden, some cover hex, and kite the warriors. Hell even without imagined burden, kiting warriors is the best way of dealing with them.
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Old Sep 12, 2005, 01:32 AM // 01:32   #18
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I suppose it's a bit more different for Mes primaries(without divine healing), but bring along healing touch + reversal of fortune. They're both such fast casts they're damn hard to interrupt, and I find that my Mo/Me can withstand warriors for quite a while. Most of them just give up after a little and go off to harass someone else, leaving me free to heal.

But combining RoF with Spirit of Failure and Distortion= win.
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Old Sep 12, 2005, 01:37 AM // 01:37   #19
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How about using your target-ness to your advantage? Pump Smiting and run Holy Wrath, Retribution, Mending (lol, try to drop enough in Healing to get over 3 pips) and Watchful Spirit. No one will remove your enchantments in random. Since you will have 0 energy with this build, fill the last 4 slots with 3 signets and Keystone signet. Congratulations you are now immune to backfire and energy drain and warrior trouble will probably result eventually in your death (remember to cancel Watchful Spirit at the last moment) but will certainly be followed by the death of the warriors very soon.

Signets are fun.

EDIT: This is not a good build.
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Old Sep 12, 2005, 04:43 PM // 16:43   #20
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Personal memo healer:

Ether Feast
Heal Other
Healing Breeze
Spirit of Failure
Mend Ailment
Remove hex/Convert Hex
Distortion
Restore Life

I try to take only one super rune. Mesmers themselves are very vulnerable, I dont like low health.

4 Fast casting
12 Illusion
10 Inspiration
12 Healing
6 Protection

No, it doesn't have divine favor. But it has the benefit of not having the HEY IM A MONK sign above its head. It does have the benefit of being able to stand still taking little damage from to up to 3 warriors at a time. It does have the benefit of being able to put this hex on anybody using a weapon to gain energy back in the long run. It does have the benefit of a 100hp self heal. It does have the benefit of being able to res abit faster.

Monks are better healers, we all know that. Anyways, when I want to fool around healing with a mesmer, thats what I do.
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