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Old Sep 07, 2006, 08:21 PM // 20:21   #21
Wilds Pathfinder
 
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Profession: Me/xx
Name: Spell Breaker
Type: PvP (mostly used in Fort Aspenwood so far)
Category: Interrupter

Attributes:
16 Illusion (12+1+3)
13 Fast Casting (12+1)
4 Domination (3+1)

Skills Set
1 Power Return (Factions Skill)
2 Migraine (E)
3 Arcane Conundrum
4 Images of Remorse (Factions Skill)
5 Conjure Phantasm
6 Phantom Pain
7 Signet of Disruption (Factions Skill)
8 Ethereal Burden

The 3 degen hexes are there for pressure and covering AC & Migraine; they're pretty disposable if you fancy running something different.

Summary: This build comes from getting fed up with Kurzick gate bonders and wasting lots of energy trying to interrupt heals that had a cast time of 1 second. The Domination line is the one that people automatically turn to when they think of interrupts, but I figured that I needed something more reliable.
Start by hitting your target with Ethereal Burden for a nice snare and energy payback when it's removed or runs out.
Now slap on Migraine and Arcane Conundrum. This is the special bit: they stack. They don't double twice, so don't expect a 3 second spell to take 12 seconds; in reality a 3 second spell will now take 9 seconds. However, that means that even a 1 second spell now takes 3 seconds, VERY easy to interrupt with Power Return. As Power Return only takes 7 seconds to recharge, this also means that you can usually interrupt every other spell that a caster tries to fire off.
Lay on your degens (Images of Remorse, Conjure Phantasm & Phantom Pain) to cover your slowcast hexes and to increase pressure.
Use Signet of Disruption as a secondary interrupt. This was chosen because it has no energy cost, and if the target's already hexed, it can interrupt any action, specifically Blessed Signet, so you can stop a bonder's primary means of energy management.
A wonderful side benefit is that this build works fantastically on Necros and especially Elementalists. Watching an Ele try to cast Meteor Shower through the slowcast hexes is hilarious. It's going to take them a whole 15 seconds to cast
And if you're really malicious (like me), you'll wait 14 seconds before interrupting them

Notes & Concerns: There's almost no defense whatsoever here. About the only thing you can do to keep someone off of your back is hit them with Ethereal Burden.
You WILL become a priority target as the object of your affections spam-calls your name in an effort to get you to stop.
Your only damage output is limited to degen hexes and wanding.
It's primarily for Fort Aspenwood as all 8 skill slots are utilised leaving no space for a res. Granted, you could drop a degen hex to grab a res, but you lose a bit of damage output.

Credit: Thanks to all of those annoying Kurzick gate bonders for making me come up with this.
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Old Sep 07, 2006, 08:36 PM // 20:36   #22
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Profession: Me/Mo
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Profession: me/mo
Name: Health Drainer
Type: Pve
Category: Damage
Attributes:
Illussion=12+1+2
Healing=9+1
Protection+9+2
Fats Casting=3

Skills Set:
Clumsiness
Conjure Nightmare
Conjure Phantasm
Protective Spirit
Life Sheath {Elite}
Reverse Hex
Healing Breaze
Resurection Chant

Summary:
Use Conjure Nightmare on the enemy first then repeativley barrage with Clumsiness and Conjure Phantasm, slotting healing and protection in between (I have tasted my own medicine and it is bitter). I find this technique works well on Asassins and Warriors imparticular.
Please feel free to mix and match skills and attributes.

Notes & Concerns:
This build runs down energy, fast, and is prone to health loss.

Credit: Me!
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Old Sep 07, 2006, 08:56 PM // 20:56   #23
Ascalonian Squire
 
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Profession: N/A
Default Shadow Degen

I consider this the luxon equivalent to the bonder; it's cheap. it's obvious. it works.

Profession: Mesmer/Assassin
Type: Luxon Aspenwood
Category: Degen / Upset build

Attributes:
Fast Casting: 4 + 2
Illusion: 10 + 3 + 1
Inspiration: 7 + 1
Shadow Arts: 12

Skill Set:
Arcane Echo (No Attribute)
Ether Feast (Inspiration)
Shadow Form (Shadow Arts) {Elite}
Conjure Phantasm (Illusion)
Energy Tap (Inspiration)
Images of Remorse (Illusion)
Accumulated Pain (Illusion)
Drain Enchantment (Inspiration)

+ 20% enchantment staff
~51 energy

Summary:
This is for converting aspenwood from a semi pvp to a pve. You can cast phantasm, images of remorse, and accumulated pain normally at the beginning. When the inner gates go down, your job is to get an unexpected kill in. Either taking down 2 green gate members, or slipping in with an amber runner and taking down a gatekeeper, you are an upset character. Echo of Shadow Form gives you plenty of time to degen, and deep wound any npc, killing them without attention. At the beginning of the game, gatekeepers will go down quick. Anyhow, when your inner gate goes down-->arcane echo, run in a little and cast shadow form. I recommend taking green gate mesmers first since they aren't often bonded, and they interrupt other potential gate attackers. However, all their interrupts will fail against you.

Concerns: The biggest concern is that with a 20% enchant staff, you must watch for Shadow Form to begin blinking and immediately recast. Otherwise, arcane echo will end before you get both uses. Trappers are rather easy to avoid. (It's sorta lame to see them try) Touch rangers still work on you unfortunately. However, this is kamikaze style. When your second shadow form ends, your real shadow form will almost be ready, along with arcane echo. Just keep casting degen until you die. It's very renewable. Upon completion of both shadow forms, death becomes your energy management. You just killed a gatekeeper..... As long as your group isn't conservative and lame, this build makes a huge difference. Drain enchantment is for early game bonders and/or gatekeeper's protective spirit. (though only drain enchantment on gatekeepers if you need energy or others are attacking. your attacks will not be effected by protective spirit)

It is really fun to have the entire kurzick team surrounding you as your finish off an npc. They feel some sort of elation when you go down, even the 5th time you've preoccupied the entire team. I don't quite understand that.... Seeing the amber runner bewildered for a bit. He drops his amber and swipes away or fails in all attempts to cast something offensively. The best is when he is publically reprimanded by his group for letting me in. The worst is when someone publically yells "KILL HER FIRST!" & Suddenly the whole team are my sheep. When you resurrect and run in a little, both Arcane Echo and Shadow Form are ready.

Last edited by medulla; Sep 07, 2006 at 09:11 PM // 21:11..
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Old Sep 11, 2006, 06:43 PM // 18:43   #24
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Location: my house
Guild: The Cutting Edge [TCE]
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http://www.guildwarsguru.com/forum/s...68#post1953568

profession - Me/?
name - auspicious nightmare
type - TA/HA/GVG
category - illusion hex spammer

attributes:
inspiration - 12+3+1
illusion - 10+1
fast casting - 8+1

skill set:
1. crippling anguish <e>
2. conjure phantasm
3. images of remorse
4. auspicious incantation
5. conjure nightmare
6. mantra of persistance
7. energy tap
8. res sig

summary:
i started this out trying to find a use for auspicious incantation, so i looked for a high energy spll with a fast recharge that doesnt necessarily needs to be spammed. conjure nightmare came to mind.
skills 1,2,3,6 and 8 are normal skills for a hex spammer, but conjure nightmare and AI comboed together is an insane energy management system that renews your entire energy every 30 seconds. energy tap is there so you have another form of energy management in between AI charges.
for people who never played this kind of mesmer, the idea is to keep mantra of inscriptions up and spread hexes throughout the enemy team. crip anguish is for melee characters mainly (slowing them down allowing for easy kiting), and your other two spam hexes are for everyone on the enemy team.

notes and concerns:
i wouldn't take this build into RA since it lacks a self heal, so take it anywhere you know you'll have a monk.
also, the AI combo takes some getting used to, since you need to have 25 energy to start it (regaining full energy from it). if you forget about it and drop to 0 energy, it will be hard to get back to 25 for the combo. if that does happen however, you can use tap to help get you there (the main reason why i got tap and not drain enchant is the 5 energy cost).

credits:
me.

Last edited by mortalis doleo; Sep 11, 2006 at 06:48 PM // 18:48..
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Old Sep 14, 2006, 11:36 PM // 23:36   #25
Pre-Searing Cadet
 
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Join Date: Sep 2006
Guild: Physch [PHy]
Profession: Me/E
Default I'm a noob!

Profession: Mesmer/Elementalist

Name: Esmee Weatherwax

Type: PvE

Category: Not quite sure.

Attributes:
Fast Casting: 9 (8 + 1)
Domination: 16 (12 + 3 + 1)
Illusion: 10 (9 + 1)
Inspiration: 3 (2 + 1)

Skills Set:
1. Shatter Delusions [Dom]
2. Images of Remorse [Illu]
3. Empathy [Dom]
4. Stolen Speed [Fast] {Elite}
5. Unnatural Signet [Dom]
6. Hex Breaker [Dom]
7. Leech Signet [Insp] (Capture Signet when exploring)
8. Resurrection Signet

Summary:
I've not specifically 'built' this character, rather just gone with the flow.
As soon as I see a foe I cast Stolen Speed then work my way down to Shatter Delusions, so 4,3,2,1. Then I cast Unnatural signet whilst my energy recovers. Spells 1, 2 & 4 cost only 5 energy points so a combination of thoes 3 keep me covered until my signets have recharged.
On foes which take a little longer to kill I pause between casting Images and Shatter Dels.
It seems to have worked for me and I've found getting through the game very easy.

Notes & Concerns:
There is no doubt in my mind this build couldn't withstand a PvP attack at any rate, she relys heavily on a healer and a cultist to help the energy recharge.
However, this build can hold it's own with just Henchmen and has managed to uncover 70% of Tyria and 60% of Cantha with no outside help and no special weapons. It's just the beginning...... and I'm a noob so I shall learn from all of you's!!

Last edited by gedye; Sep 14, 2006 at 11:46 PM // 23:46..
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Old Sep 16, 2006, 10:36 PM // 22:36   #26
Jungle Guide
 
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Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
Default My Mesmer Domination Build for AB

Name: Dominator





Type: PvP, preferrably AB or GVG, Shutdown/Edenial



Prof:Me/Any


Attributes:

Domination: 12+1+3
Illusion: 0
Inspiration: 9+1
Fast Casting: 8+1



Skills:

Energy Surge/Expel Hexes {E} (Dom)
Spirit Shackles*/Empathy**(Dom)
Mind Wrack*/Backfire**(Dom)
Spirt of Failure(Dom)
Blackout(Dom)
Diversion(Dom)
Signet of Weariness/Hex Breaker(Dom)
Ether Feast(Inspiration)/Shatter Enchantment(Dom)


Description:

This build kind of can be changed to fit your playing style. For instance, you can have either Energy Surge or Expel Hexes, or Signet of Weariness and Hex Breaker, preferrably, if you have energy surge, then use Hex Breaker, and if you have expel hexes, then use Sig of Weariness. Also use spirit shackles and mind wrack together, and empathy and backfire, again, its ur choice. If you would like to heal urself, then use ether feast otherwise, use shatter enchantment for damage or drain enchantment for energy. I often use this build in AB or GvG to totally dominate (no pun intended) touchies. This build is also useful against casters such as eles when u use backfire, otherwise, with spirit shackles and mind wrack is for use on melee (also can be coupled with empathy) You can use this build however you want, and switch the skills up a little if you have some other skills you like to use. I havent tried it, but this might also be ok for pve if you lost blackout.



Armor:

Use max, 15k armor with +energy boosts, because the extra energy will be needed.



If you have any suggestions, plz put them in replies, such as skill changes, and other things, anyways, this is wat i use for pvp and it kicks butt. Thx all!


-Dean
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Old Sep 17, 2006, 07:58 AM // 07:58   #27
Ascalonian Squire
 
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Guild: Army of Masks [AoM]
Profession: R/
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[QUOTE=evox the evil]
Quote:
Originally Posted by evox the evil
Build name: the ever annoying Illu Wep mesmer!


Weapon: if you can, get a 10/10 sundering 15>50% sword of 20% enchanting
Skills:
1.Illusionary Weaponry *elite and DUHRR*
another "DUHRR" fact: Why sundering and 15<50 when you aren't doing any damage with your sword?


DUHRR!
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Old Sep 17, 2006, 02:25 PM // 14:25   #28
(屮ಠ益ಠ)屮
 
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Location: Hong Kong
Guild: Guildless
Profession: Mo/
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[QUOTE=Sheikh Al Stranghi]
Quote:
Originally Posted by evox the evil

another "DUHRR" fact: Why sundering and 15<50 when you aren't doing any damage with your sword?


DUHRR!
I'd concur with that, except I'd suggest a +5 energy sword/Enchanting instead of just rebuking him.
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Old Sep 22, 2006, 03:32 AM // 03:32   #29
Jungle Guide
 
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Location: Sitting upon Kerrigan's Throne.
Guild: Live For The Swarm [ZERG]
Profession: Me/N
Default

Mesmer Droknar's Forge Runner (yes, you read correctly)

Me/W

Attributes:
9 Fast Casting (8+1)
11 Illusion Magic (10+1)
2 Domination Magic (1+1)
1 Inspiration Magic (0+1)
12 Tactics

Skill Bar:

Illusion Of Haste
Hex Breaker
Shatter Hex/Inspired Hex
Expel Hexes
Shields Up
Balanced Stance
Healing Signet
Illusion Of Weakness

Use either the Enchanter's Armor or the Health Armor. You can use an Illusion Mask with a minor Illusion rune if you have one available, but it's not essential.

Use a +5, 20% weapon (totem axes are the easiest to get)
use either a -5 (20%), +30hp shield or a -2 while enchanted, -2 while in a stance shield (must be tactics req).

Use a Superior Vigor for an extra bit of health, along with MINOR runes. No major's.

Maintain Illusion of Weakness at all times, and keep Illusion of Haste up as long as you're running past mobs. When you encounter Ice Imps, use Hex Breaker, Shatter Hex, and Expel Hexes to remove them. When facing worms, put Shields Up! and Balanced stance on. This will protect you from Avicara+Knockdowns. Use healing Signet when you're not being attacked. After you get past Lonar's Pass, it's the standard Warrior drok's runner plan.

NOTE: This build requires an EXPERT knowledge of Agro and Spawns. Do not attempt if you've never made a Drok's run before, you'll fail.

GOOD LUCK.

Last edited by Priest Of Sin; Sep 22, 2006 at 03:35 AM // 03:35..
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Old Sep 24, 2006, 02:15 PM // 14:15   #30
Ascalonian Squire
 
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Guild: Flyin' Solo
Profession: R/
Default Mursaat and other hard places solo

http://www.guildwarsguru.com/forum/s...php?t=10050144
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Old Sep 27, 2006, 11:09 AM // 11:09   #31
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Join Date: Sep 2006
Location: Minnesota
Guild: Six Six Six {sSs}
Profession: Me/A
Cool Legendary Weapon

Build Name: Arma Leggendaria (Legendary Weapon)

Type: PVP and PVE

Attribute and Weapons:


Armor:


Skills:






Summary:
This build works extremely well in PVP play because of it's high ability to resist and deal massive damage. I especially like this in Fort Aspenwood because of the suprise factor.

Start out at a distance with Gorrel's Staff in hand and cast Illusion of Weakness then Shadow Refuge to regain the lost health. When you are in range of the enemy cast Shroud of Distress and wait a couple seconds for mana recharge. To begin the attack use Auspicious Incantation then nail them with Conjure Nightmare. Next, use Illusionary Weaponry to enchant your weapon and Death's Charge to instantly shadowstep to your target. Because you have 8 points in Dagger Mastery your attacks will have a 16% chance of a double-strike, each double-strike hits with Illusionary Weaponry twice. The targeted opponent will go down within 14 seconds 90% of the time, however, if they have directed healing it might take a little bit longer. If you start taking damage, don't panic. Shroud of Distress will protect you when your life reaches 50% so you have plenty of time to heal with Shadow Refuge. After casting Shadow Refuge continue attacking your target and when Shadow Refuge ends you will get an additional health bonus of 64hp. If at any time you feel in critical danger use Distortion for 75% evade over 5 seconds and immediately hit Shadow Refuge to heal while you are protected. If you really need the life use Deaths Charge for a fast 106 point heal.

This build is effective because the daggers I use are +19% enchanting. I have appoximately a 1 second boost on Shadow Refuge giving an additional 18hp in regeneration bringing a grand total heal of 154 points for only 5 mana. Illusionary weaponry has a boost of 5.7 seconds allowing it's duration to exceed the recharge time. If I cast Conjure Nightmare it's damage over 14 seconds equals 224 points. During that same time I have done at least 421 damage with Illusionary Weaponry and possibly more with double-strikes. All the damage involved completely ignores armor and I am protected at all times by at least 59% damage reduction.

If at any time I am disenchanted, I pull out my Gorrel's Staff and use repeated Conjure Nightmare from a distance until Illusionary Weaponry recharges. In some instances, and on some maps it is best to bring Vipers Defense or Shadow of Haste in place of Shroud of Distress as a back up plan for disenchants. Shroud of Haste can be used with a little foresight to set up safety areas that you will teleport to by using Distortion to cancel Shadow of haste. When the **** hits the fan and you're going to die... poof you are in a safe place ready to health regen using Shadow Refuge on the short walk back to battle ; ) I bet that is confusing to my opponents. NO FACTION FOR YOU!!!

This build can solo Ancient Sword Kai and his minions as well (with npc help of course, can't avoid it on this mission).



Last edited by Bitmaster Nulflux; Sep 27, 2006 at 11:21 AM // 11:21..
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Old Oct 01, 2006, 11:43 PM // 23:43   #32
Jungle Guide
 
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Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
Default Soothing Enfeebler

This is a new build, meant to be used in PvP for the most part, and can only be used when NF comes out. It is a kind of warrior shutdown build, but probably needs some fixing, so here it goes.

Proffessions:

Me/N


Attributes:

Illusion Magic: 12+1+3
Inspirtation: 7+1
Curses: 10+1
Fast Casting: Leftovers


Skills:

Signet of Weariness: Domination
Ignorance: Domination
Efeeble: Curses/ Fainheartedness: Curses
Signet of Clumsiness: Illusion/ Clumsiness: Illusion
Soothing Images: Illusion
Signet of Illusions{E}: No Attribute(NF)
Spirit of Failure: Inspiration/ Defile Flesh: Curses/ Rend Enchantments: Curses
Ressurection Signet: No Attribute/ Ether Feast: Inspiration


Explanation:

Now this build may see a little off the wall, but i have a feeling it could do well in pvp or even pve. The reason i put Sig of Clumsiness/Clumsiness was because they are basically the same skill, but if you use the sig, then u might have to use a quick sig recharge skill. But, as i stated, this build is really to shutdown warriors by taking away their healing skills (Ignorance), taking away adrenaline (soothing images), causing damage(Visions of Regret/Clumsiness), either causing weakness(enfeeble), not allowing them to attack as often(spirit of failure), and taking away enchantments(rend enchantments). And you can do this with Signet of Illusions, where u use ignorance and Visions of Regret with your illusion attribute instead of having to put attributes into Domination. Now, these skills may need some more thought to make them all do the same thing and coincide, but if you were able to use all of them in any combination, it would make a pretty devastating force against a war. Anyways, give me ur thoughts as to whether or not this is good and id appreciate some criticism, thx all!

-Dean

Last edited by Dean Harper; Oct 12, 2006 at 10:54 PM // 22:54..
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Old Nov 18, 2006, 10:17 PM // 22:17   #33
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Join Date: May 2005
Location: Finland
Default

Profession: Mesmer/Necromancer
Name: Annoying Mesmer
Type: PvP (Fort Aspenwood, Luxon side)
Category: Interrupt and support

Attributes

Fast Casting 12 (11+1)
Domination 16 (12+1+3)

Weapon: Wand with Domination Recharge 20%, +5 energy above 50% health
Off-hand: Domination Recharge 20%, +30 hp
Armor: energy insignias, two +2 attunement runes (total 61 energy)

Skills

Psychic Distraction [E]
Power Spike
Power Leak
Wastrel's Worry
Shame
Diversion or Energy Burn
Empathy
Gaze of Contempt

[skill]Psychic Distraction[/skill][skill]Power Spike[/skill][skill]Power Leak[/skill][skill]Wastrel's Worry[/skill][skill]Shame[/skill][skill]Diversion[/skill][skill]Empathy[/skill][skill]Gaze of Contempt[/skill]

Summary

The goal is to interrupt the most harmful skills against your team in current situation and deal damage with Wastel's Worry between interrupts. Disturb/disable enemy monks by catching important spells, steal their energy with Shame and break enchantment heavy builds like bonders, earth elementalists, wammos or anything which rely too much on enchantments. Use Empathy against weapon attackers especially against Frenzy warriors or Rangers which interrupt turtles. Any caster in 1 vs 1 which use spells/skills with 1 second or higher casting time, can't really touch you unless you run out of energy. There is even tactics against toucher if you time Diversion well. Run and use Wastrel's Worry if toucher is coming at you. Hide behind Luxon NPCs. He can't solo them if you are there to help and will die if he chase you.

Against caster NPCs: Empathy -> Wastrel's Worry -> Interrupt -> Wastrel's Worry -> Interrupt

Against ranged/melee NPCs: Empathy -> Wastrel's Worry, hide behind walls, use Wastrel's Worry and run, repeat, etc.

Against gatekeepers NPCs: Empathy, Wastrel's Worry, Shame, repeat WW

Against Master Gunther NPC: Empathy, Wastrel's Worry

You can solo any kurzick NPC (especially casters) if you finish them one by one. Patience and remember to dodge wand attacks. Use your wand too if you can. It really helps and use Gaze of Contempt just about when turtle or others are attacking to them. Bonders will be like WTF when the NPC falls and die. Funny 55 hp monks fall in one second.

Notes & Concerns

Everyone probably noticed that this build has no self-healing. You suppose to be backline player. Don't get yourself to their attack range. You will be dead if there is no monks in your team. Long degeneration is lethal against this build. So you have to play smart or you can't do much. A good thing is that most players will ignore "stealth damage" mesmers which don't do much direct damage. This is one of the reasons why it stays alive. However, don't be too reckless or you will be rage-spiked once they notice who the fck breaks their defenses.

Credit: I have created this by myself although it is mostly just a basic interrupter. No hard feelings if someone has made it before me. There is so many players in this game that practically every build is a copy.
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Old Nov 27, 2006, 10:16 AM // 10:16   #34
The 5th Celestial Boss
 
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Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
Default

Profession: Me/Rt

Name: Fast Casting Interruptor

Type: PvE

Category: Interrupt

Attributes

15 Fast Casting (11+1+3)
12 Illusion (11+1)
9 Inspiration (8+1)
3 Restoration

Skills Set
Flesh of my Flesh
Mantra of Recovery {Elite}
Frustration
Drain Delusions
Web of Disruption
Power Return
Leech Signet / Power Drain
Clumsiness

Summary: The purpose of this build is, clearly, to interrupt...a lot. There are 3 interrupts here which are...Leech Signer (or Power Drain...Leech Signet can be replaced with Power Drain is there is a large amount of spellcasters), Power Return (a fast-recharging spellcasting interrupt - which is fine unless you are going specifically e-denial), Web of Disruption. Web of Disruption does not only interrupt spells, but other actions and hexes the enemy and interrupts them after 10 seconds, or whenever the hex is stripped. This is the point of Drain Delusions...You can strip Web of Disruption to give another controlled interrupt with Drain Delusions and gain some of the energy back.

Clumsiness is a little something to deal with melee attackers, and with Mantra of Recovery, the elite, Clumsiness has a 5 second recharge, but even better Power Return has a 2½ second recharge. The 15 attribute points in Fast Casting allows Mantra of Recovery to last for as long as it's recharge.

Casting Frustration on the enemy first can provide that little extra damage when interrupted, as well as causing a 25% longer cast time.

Hero Use: This build has been tested on the Nightfall Hero Norgu who does appear to use the build as it is intended, with the exception of the skill "Drain Delusions". Norgu will use this on ANY hex and not only Web of Disruption. Try replacing Drain Delusions for Energy Tap which provides him with better energy management and means he doesn't strip Frustration unnecessarily.

Notes & Concerns: Energy Management has not been addressed too much here however, a lot of the spells are not of a great energy cost so this has been found to be not too much of a problem. In instances where this build is felt to have poor energy management it Leech Signet can be replaced with Power Drain, or Clumsiness with Signet of Clumsiness, which although does less damage, costs no energy.

Unfortunately Drain Delusions is not available until the Realm of Torment in Elona. This may be unlicked or replaced with another energy management skill such as Energy Tap or Drain Enchantment.

Credit:: The credit goes to myself and Cherng Butter for their suggestion of the use of Drain Delusions

Edit: To add in the "Hero Use" section.

Last edited by Cebe; Nov 29, 2006 at 04:06 PM // 16:06..
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Old Dec 05, 2006, 02:06 PM // 14:06   #35
Krytan Explorer
 
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Join Date: Nov 2006
Location: Paris, France
Guild: We eat pancakes [Yumy]
Profession: Me/
Default

Here is a build I posted on GWiki, pretty similar to Celestial beaver's one, but with more Attacker Hate in it...
http://gw.gamewikis.org/wiki/Build:M...on_Interrupter

It uses Frustration to damage attackers (yes it does work) with attack interrupts as well as to slow down casters spells so you can interrupt them easily and often thanks to power return's 5s reload.

It works fine in Random Arena and PvE. In RA don't focus on Mo/A, their spells are just too fast, instead, lock down this nasty Seering Flame Elem, or damage to death any attacking class while your team puts pressure on the monk.

Very fun build to play.

Last edited by Utaku; Dec 05, 2006 at 02:15 PM // 14:15..
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Old Dec 11, 2006, 12:50 PM // 12:50   #36
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Join Date: Feb 2005
Default

Profession: Me/Any

Name: Phantom Delusions

Type: PvP

Category: Energy Drain

Attributes:

Fast Casting: 14 (12 + 2)
Inspiration : 16 (12 + 1 + 3)

Skill Set:

Ether Phantom
Drain Delusion
Feedback
Discharge Enchantment
Spirit Shackles
Ether Feast
Mantra of Recovery [E]
Resurrection Signet

Summery: The goal of this build is to drain your target of all his energy while keeping your own energy in check. Keep Mantra of Recovery on all the time and repeat Ether Phantom and then Drain Delusion (which now have 5 second recharge). If target cast enchantment on himself, do Feedback or Discharge Enchantment to remove. Spirit Shackles on any melee target or the monk now staff blasting you because he has no energy . Use Ether Feast for additional energy drain and healing.

This can be combined with Mind Wrack to do damage if you wish it!
Enjoy
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Old Dec 30, 2006, 05:19 AM // 05:19   #37
Forge Runner
 
Mesmer in Need's Avatar
 
Join Date: Mar 2006
Guild: [ToA]
Default

Name: fc nuker

me/e

Type: ab/aspenwood/quarry/mission/questing

Category: heavy dmg (fast)

Weapons: fire wand and either:
illyanas mirror (fc offhand) or
flire offhand

Attributes:
fc 16
fire magic 12
inspiration rest

Mantra of recovery
meteor shower
rodgerts invocation
fireball
meteor
fire atunment
glyph of lesser energy

and: rez sig for pve, energy tap for pvp (ab)

keep fire atunment up always, and try to use glyp of lesser before rodgerts and ms. i mostly just use rodgerts and fireball for my main dmg, and ms for bigger groups. this build is good for ab where people are all gathered around in a cap point
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Old Jan 04, 2007, 03:12 PM // 15:12   #38
Jungle Guide
 
Dean Harper's Avatar
 
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
Default

Name: General Dmg Dealer

Professions: Me/Any

Attributes:

Domination: 12+1+3
Inspiration: 10+1
Fast Casting: 10+1
Illusion: 0


Skills:

Echo
Spiritual Pain
Energy Burn
Unnatural Signet/Empathy/Backfire
Leech Signet
Mantra of Inscriptions
Ether Feast
Res Sig



Description:

Cast MoI jsut before teh fight, and then echo SP and follow up with Energy Burn. Cast Unnatural Sig on a spirit if possible to make it instantly recharge(do the same with SP, cast it on someone near a spirit so it recharges instantly). Use Empathy and Backfire if u expect to run into casters or melees.

I use this with both PvP and PvE.


-Dean
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Old Feb 22, 2007, 07:45 PM // 19:45   #39
Pre-Searing Cadet
 
Join Date: Dec 2006
Profession: E/Mo
Default i made this build called "lose some skills?" take ur time to read it pls and reply ty

Profession: mesmer/optional
Name: i call it "lose some skills?
Type: optional but i recomend pve for bosses (group farming)
Category: a totally new category!
Attributes domination 11+3+1
fast casting 10+1
inspiration (remaining attributes)
Skills Set 1.Arcane Thievery (10/1/10) (energy, casting time, recharge)
2.blackout (10/1/12)
3.Wastrel's Worry (5/0.25/1)
4.energy tap (5/3/25)
5.Ethereal Burden (15/1/10)
6.Arcane Echo (15/2/20)
7.Echo (E) (5/1/30)
8.Signet of Humility (0/2/20)

Summary:I would use this build for elite capping or an amasing support for parties, if used wisely u can steal the foe's skills and leave him useless so he's an easy kill ( very handy vs monk bosses)
Notes & Concerns: this build can be used for support but also for 1v1 but if used in 1v1 u're best to change echo or arcane echo in a healing skill.

This build is only for those who wish to aid allies to kill eassier then to deal dmg
the build works as followed: cast ethereal burden followed by wastrell's worry then blackout. after that use signet of humility, then arcane echo followed by arcane thievery, cast echo (E) and arcane thievery (replaced arcane echo) and cast arcane thievery again(replaced by echo (E)
Now u have left the enemy almost without skills if he's not dead by now cast energy tab and blackout

Credit:* i'd like to credit myself =) and of course my guild SITH and all those who helped me collect skills
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Old Feb 22, 2007, 07:54 PM // 19:54   #40
Pre-Searing Cadet
 
Join Date: Dec 2006
Profession: E/Mo
Default i made this build called "lose some skills?" take ur time to read it pls and reply ty

Profession: mesmer/optional
Name: i call it "lose some skills?
Type: optional but i recomend pve for bosses (group farming)
Category: a totally new category!
Attributes domination 11+3+1
fast casting 10+1
inspiration (remaining attributes)
Skills Set 1.Arcane Thievery (10/1/10) (energy, casting time, recharge)
2.blackout (10/1/12)
3.Wastrel's Worry (5/0.25/1)
4.energy tap (5/3/25)
5.Ethereal Burden (15/1/10)
6.Arcane Echo (15/2/20)
7.Echo (E) (5/1/30)
8.Signet of Humility (0/2/20)

Summary:I would use this build for elite capping or an amasing support for parties, if used wisely u can steal the foe's skills and leave him useless so he's an easy kill ( very handy vs monk bosses)
Notes & Concerns: this build can be used for support but also for 1v1 but if used in 1v1 u're best to change echo or arcane echo in a healing skill.

This build is only for those who wish to aid allies to kill eassier then to deal dmg
the build works as followed: cast ethereal burden followed by wastrell's worry then blackout. after that use signet of humility, then arcane echo followed by arcane thievery, cast echo (E) and arcane thievery (replaced arcane echo) and cast arcane thievery again(replaced by echo (E)
Now u have left the enemy almost without skills if he's not dead by now cast energy tab and blackout

Credit:* i'd like to credit myself =) and of course my guild SITH and all those who helped me collect skills
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