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Old Nov 22, 2009, 03:58 AM // 03:58   #1
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Default [PvE] Mesmer Builds

[PvE] Illusion Spam Mesmer

Attributes;
Illusion Magic 12 +1 +1
Fast Casting 10
Inspiration Magic 2
Deadly Art 8



Use is self explanatory. Comments? Suggestions?

[PvE] Necrosis Mesmer

Fast Casting 12 +1 +1
Inspiration Magic 12
Illusion Magic 3



Same as above.
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Old Nov 22, 2009, 04:44 AM // 04:44   #2
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The first build I haven't used in a while, but I do remember seeing it pull off many hundreds of repeating damage.

The second build I thought was utter junk at first, but then I learned the pattern.

Both are PvX builds, so they should be fairly known.
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Old Nov 22, 2009, 04:48 AM // 04:48   #3
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Yes, both are PvX Wiki builds. I just wanted confirmation on whether or not they would be useful. I'm planning to make a Mesmer.
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Old Nov 22, 2009, 06:05 AM // 06:05   #4
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I can tell that both would work, but I like the first build better. The biggest problem you are going to face is energy especially when AP misses.

CoP is meh, outside of a cryway team, even before the nerf. I dont use it now after the nerf. Nowadays, I just use an AP+PvE skills build loaded with inspiration spells for energy management and utility.

[build prof=Me/A fas=3 ins=12 dead=12][Assassin's Promise]["You Move Like a Dwarf!"][Ebon Vanguard Assassin Support]["Finish Him!"][Enduring Toxin][Inspired Hex][Drain Enchantment][Ether Signet][/build]

Not very mesmer-ish, but it is effective.

Last edited by Daesu; Nov 22, 2009 at 06:08 AM // 06:08..
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Old Nov 22, 2009, 06:31 AM // 06:31   #5
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Course there is alot to use as mesmer for PVE, but for Hard Mode, my favorite elite is Shared Burden. Combine that with some abusive hero setups and Hard Mode just isnt Hard Mode anymore. Second favorite elite is Extend Conditions. Add a spec 8 glyph of fire, steam, and other "YOU MOVE LIKE A DWARF!", maybe even Technobabble and...well...Hard Mode isnt hard mode.
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Old Nov 22, 2009, 06:49 AM // 06:49   #6
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replace frag in second build for mind wrack- 10sec<30sec duration hex.

I use a variant of the second build, switching ausp. for e-drain/lyssas and MoR for Sin Support, and drain delusions for enfeble.

Both builds as is work well.
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Old Nov 22, 2009, 08:31 AM // 08:31   #7
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I'd certainly look at lowering FC to 6+1 and Illusion by a point or two at the expense of higher Deadly (10) and higher Inspiration.
Unlimited energy is better than a few more points of damage.
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Old Nov 22, 2009, 05:31 PM // 17:31   #8
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Quote:
Originally Posted by AlsPals View Post
Course there is alot to use as mesmer for PVE, but for Hard Mode, my favorite elite is Shared Burden. Combine that with some abusive hero setups and Hard Mode just isnt Hard Mode anymore. Second favorite elite is Extend Conditions. Add a spec 8 glyph of fire, steam, and other "YOU MOVE LIKE A DWARF!", maybe even Technobabble and...well...Hard Mode isnt hard mode.
I can't imagine why you've ever use this skill when Tryptophan Signet is available.
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Old Nov 22, 2009, 06:47 PM // 18:47   #9
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Originally Posted by The Drunkard View Post
replace frag in second build for mind wrack- 10sec<30sec duration hex.

Both builds as is work well.
If they live longer than 10 seconds..they your doin it wrong..simply put.

Aswell as it been AOE, it draws out hex removal making it less likely the one you want to use to proc cop and necrosis is removed, also gives more targets to drain with delusions.

The only time id consider mindwrack for this really is if i was teamed with a VOR mes. To minimise the bad effect it would have on the vor hex.
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Old Nov 22, 2009, 06:53 PM // 18:53   #10
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Another thing I dont like about these builds is that they are too damage focused but without utility skills. They have too much of a tank and spank assumption around them. For example, if you are chased by a melee monster what would you cast? Clumsiness? I perfer to have YMLAD for damage+KD+snare and EVAS for an instant tank+KD+damage.

Last edited by Daesu; Nov 22, 2009 at 06:56 PM // 18:56..
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Old Nov 22, 2009, 07:46 PM // 19:46   #11
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Fast Casting 12 +1 +1
Inspiration Magic 12


Last edited by Atrenim; Nov 24, 2009 at 05:31 PM // 17:31..
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Old Nov 22, 2009, 08:28 PM // 20:28   #12
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Quote:
Originally Posted by Atrenim View Post
Fast Casting 12
Inspiration Magic 12 +1 +2



I think this one is too defensive. Comments?
Because Lyssa's Aura is strippable, I dont really like it. But I suppose this would also work in certain areas.
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Old Nov 23, 2009, 02:46 AM // 02:46   #13
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Quote:
Originally Posted by Atrenim View Post
Fast Casting 12
Inspiration Magic 12 +1 +2



I think this one is too defensive. Comments?
I use a sort of variation on that. Not really defensive at all, though it can be, I suppose, depending on what the exact skills you use are.
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Old Nov 23, 2009, 04:55 AM // 04:55   #14
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Quote:
Originally Posted by Chthon View Post
I can't imagine why you've ever use this skill when Tryptophan Signet is available.
Well, if hero-henching, you could put Shared Burden on a hero and save yourself a PvE slot...

...or just generally save yourself a PvE slot. If for whatever reason you can't get AP into your bar, Mesmer elites aren't so good that effectively trading your elite for a PvE skill isn't necessarily a bad trade.
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Old Nov 23, 2009, 05:11 AM // 05:11   #15
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Originally Posted by maxxfury View Post
If they live longer than 10 seconds..they your doin it wrong..simply put.

Aswell as it been AOE, it draws out hex removal making it less likely the one you want to use to proc cop and necrosis is removed, also gives more targets to drain with delusions.

The only time id consider mindwrack for this really is if i was teamed with a VOR mes. To minimise the bad effect it would have on the vor hex.
MR shines over frag when facing bosses, or monsters with strong healing skills. The AoE range for frag is quite small so it's only benifit is when you first pull a group. I start my combo with MR,CoP, then necrosis spam. Most monsters won't remove my hex before I fire off CoP so the only thing I have to worry about is a source of hexes/conditions, which is what I have the rest of my team for. The difference between the two isn't that big of a deal, but I like the pretty picture of a brain.

@Atrenim
You might want to change out d-enchant for rip enchant since you already have enough energy/health gain on your bar. Plus rip has a faster recharge and applies bleeding. Technobable might be another idea since it gives you the ability to cripple healers in a physical heavy team, though you would have to ditch the sig.
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Old Nov 23, 2009, 05:36 AM // 05:36   #16
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Which is best?











Also, for all intents and purposes, is the build I listed good for dealing damage overall, or are there some some better alternatives. Note, I want a build that will deal damage, but still have some skills to keep me alive and provide support.
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Old Nov 23, 2009, 06:25 AM // 06:25   #17
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Quote:
Originally Posted by Atrenim View Post
Which is best?











Also, for all intents and purposes, is the build I listed good for dealing damage overall, or are there some some better alternatives. Note, I want a build that will deal damage, but still have some skills to keep me alive and provide support.
It depends on the situation and what you are trying to achieve. Tryptophan has a good defense and lasts longer than the cripple from YMLAD, but YMLAD has KD and damage added on. FH is a great spike damage shout, but you only use it when the target has reached 50% hp or less. EVAS is a great summon and even has KD, even though it may not last long in HM. Pain Inverter is very effective but only on targets that deal lots of damage, especially AoE. It works best in a team that has summons.

If you want a skill that has damage and that would also keep you alive, I would think of YMLAD and a summon like EVAS because they synergize well together. I also like to carry some shouts in general on my casters because they cast immediately and go through most mesmer interrupts and hexes like backfire but with slightly shorter range than spells.

I like summons in GW because with a single skill, they provide offense as well as defense and they are immune to lag.

Last edited by Daesu; Nov 23, 2009 at 06:29 AM // 06:29..
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Old Nov 23, 2009, 10:31 AM // 10:31   #18
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I would bet on YMLAD and if you can bring some more , EVAS + PI.
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Old Nov 23, 2009, 03:08 PM // 15:08   #19
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Quote:
Originally Posted by Daesu View Post
CoP is meh, outside of a cryway team, even before the nerf. I dont use it now after the nerf. Nowadays, I just use an AP+PvE skills build loaded with inspiration spells for energy management and utility.
Wat? a 100 dmg and interrupt area range spell is always worth it - even in areas without casters. It took a big hit, but i still think its worth it for the interrupt as long as there are casters.
Yes - things are not as nicely balled as in cryway teams, but area range is big enough for it to be useful for regular pve.
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Old Nov 23, 2009, 04:38 PM // 16:38   #20
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Just making sure you know that the interrupt is single target only.
And second of all - it's a skill that requires 2 slots to actually work. And that's the part that hurts this skill the most. Quite simply because there are pretty much no mesmer hexes that would be worth bringing so you actually need to waste a second slot just for CoP.
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