Oct 24, 2006, 04:29 PM // 16:29
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#21
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Effigy
Exhaustion is not much of a problem on a mesmer, as long as you don't get carried away. Don't use more than 2 exhaustion skills every 30 seconds and you'll be fine.
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Unless in dire situations. I'd gladly waste myself in Exhaustion if it helps me Gale-Blackout lockdown Willa the Unpleasant.
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Oct 24, 2006, 06:22 PM // 18:22
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#22
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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I play Me/E nuker every now and then in PvE and it does work. I never meant to imply that it would be better than using pure mesmer skills though, just another option. The greatest boon of mesmers ofr dealing damage is that theirs is armor ignoring, and this advantage becomes more and more important the further you get in the game. Shutting down opponents also becomes more important as the game progresses, which is why I suggested switching to Dom or Illusion in the later stages.
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Oct 24, 2006, 06:24 PM // 18:24
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#23
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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Quote:
Originally Posted by Franco
Arcanis just because you like ME/E because ooh its so hard to spam flare, instead of using domination or illusion doesnt mean its good.
heres another 2 cents from me
E surge
e burn
arcane echo
healing bre,
heal area,
shatter ench,
distortio
blackout or rez
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Or instead of acting like you know what I'm talking about, let me explain it to you.
Here's my original build that lasted until I got to the Fire Islands. Obviously taking until the Souther Shivers to get complete since I needed Surge:
Energy Surge
Energy Burn
Conjure Phantasm
Phantom Pain
Lightning Strike
Envenerating Charge
Chain Lightning
Chaos Storm
Obviously, Energy Management in PVE is alot easier because you dont need to spam spells as much as you do in PVP. Also, it seems to be alot less important in Prophecies as compared to Factions. Dislike Exhaustion, so I only used Chain. Any other exhaustion spells were instantly denied in my bar.
After the AoE thing, Chaos Storm got removed for awhile. Chain was kept in because like Surge it was a one time AoE, and the running away thing didnt come into effect.
Later I started using my Ineptitude Build
Ineptitude
Clumsiness
Conjure Phantasm
Empathy
Ignorance
Backfire
Energy Tap
Rez Sig
Works on most things, as most PVE casters also attack, so the build is double sided and works on most everything.
In Factions, the build obviously changed with the times.
Inept
Clumsiness
Empathy
Images of Remorse
Accumulated Pain
Backfire
Cry of Fustration
Rez/Chaos Storm/Anything else I want
Works much better than before. And this will probably end up getting Signet of Clumsiness in it aswell.
But I tired of this build, wanting again to use my Air Magic. I've been trying to build one while waiting on the better Lightning Elites of Nightfall, and waiting to raise the money for or farm my Kunvie Staff.
This is what I have so far:
Arc Lightning
Lightning Strike
Envenerating Charge
Chain Lightning
Glyph of Lesser Energy
Lightning Hammer
Energy Drain
Energy Tap
Hammer is temporary, as is Drain. The Glyph will stay depending on a few things. I could right now remove Tap and put in Air Attunment, but with Enchantments being so fragile it seems a waste.
You can be a Mesmer and only use mesmer skills, you can be an Me/E and primarily use Ele skills, and you can do both.
Doesnt really matter.
So dont ever sit there and say "You cant do it" because if you're a mesmer, yeah.. you can.
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Oct 24, 2006, 06:31 PM // 18:31
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#24
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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To echo what others have said, yes Gale alone is worth the secondary.
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Oct 24, 2006, 09:13 PM // 21:13
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#25
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Arcanis.. the only elementalist air magic elite that I see working for a mesmer is Blinding Surge, and it's not out yet. You could combine it with spirit of failure for some nice energy management, and take glyph of lesser energy besides.
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Oct 24, 2006, 11:52 PM // 23:52
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#26
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Looking at this is painful.
Quote:
E surge
e burn
arcane echo
healing bre,
heal area,
shatter ench,
distortio
blackout or rez
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You don't ever want to get close to the enemy, and Heal Area? Where's your emanagement?
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Oct 25, 2006, 12:16 AM // 00:16
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#27
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Banned
Join Date: Jul 2006
Location: England
Guild: VoB
Profession: Me/
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Echo + e surge + e surge + e burn
What I said before a Mesmer should stay at the back of the battle not charge around like a warrior, so heal area and breeze is only used in tight situations when the monks are too busy
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Oct 25, 2006, 01:25 AM // 01:25
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#28
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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The best place to find a difinitive solution to the Air Nuker is on guildwarswiki.com where u wont find all of this debating about which works best. Honestly, just using Domination, and not using Air skills works perfectly fine in PvE, but thats just my preference.
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Oct 25, 2006, 02:46 AM // 02:46
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#29
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Franco
Echo + e surge + e surge + e burn
What I said before a Mesmer should stay at the back of the battle not charge around like a warrior, so heal area and breeze is only used in tight situations when the monks are too busy
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Then why on earth do you have Blackout in there...
Let's evaluate the skill choice.
Energy surge is fine.
Energy burn is fine.
Arcane echo is not fine without very good energy management, and you have none at all. I prefer not using it altogether, however.
Healing Breeze is fine, although I prefer it being stuck on an Elementalist with Prodigy.
Heal Area is bullshit.
Shatter Enchantment is fine WITH ENERGY MANAGEMENT.
Distortion is fine, although not needed.
Blackout or resurrection: Why on EARTH do you want Blackout?
I can see this build running out of energy very easily.
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Oct 25, 2006, 03:22 AM // 03:22
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#30
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Ascalonian Squire
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I just wanted to know if there was a build for Mesmer/Water Magic seeing as Water seems like it could control the mobs as well as do damage
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Oct 25, 2006, 07:29 AM // 07:29
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#31
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Effigy
I play Me/E nuker every now and then in PvE and it does work. I never meant to imply that it would be better than using pure mesmer skills though, just another option. The greatest boon of mesmers ofr dealing damage is that theirs is armor ignoring, and this advantage becomes more and more important the further you get in the game. Shutting down opponents also becomes more important as the game progresses, which is why I suggested switching to Dom or Illusion in the later stages.
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Aye. Generally, in the lategame areas, I switch to pure Mesmer or even switch over to a Necro secondary unless I'm trying to cap an Ele skill.
On Ether Prodigy: Yes, it is high on my Ele primary's to-cap list, and is exactly the exception to the rule I was thinking about. From what I've seen, however, Ele Attunement seems to be favoured in most PvE builds, which is the 'slow down the rate at which you empty the pool' strategy, while Prodigy is, indeed, in the 'refill the pool' strategy.
I've experimented with Me/E using just water, but normally I mix in some Air for the synergies. Last time I went straight Water was a while ago, so even if I could remember the exact build it's probably very obsolete.
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Oct 25, 2006, 08:22 AM // 08:22
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#32
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Effigy
To echo what others have said, yes Gale alone is worth the secondary.
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This is true.
Blinding flash is also decent, as are some wards. Glyph of renewal and the rarely seen glimmering mark also have their uses. As I said, support skills rather than damage skills.
Quote:
Originally Posted by Dean Harper
The best place to find a difinitive solution to the Air Nuker is on guildwarswiki.com where u wont find all of this debating about which works best.
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If it can't be justified in debate, then evidently it isn't worth running (except for the hell of it). Something added by someone to wiki is hardly a strong, conclusive build, in any case.
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Oct 25, 2006, 08:57 PM // 20:57
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#33
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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As a general rule, GuildWiki is good for general information on skills, items, quests, etc. It's not the greatest resource for character builds.
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Oct 26, 2006, 01:19 AM // 01:19
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#34
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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The very best reference to that is the number of "Tested Builds" that have more than one Optional Slot.
If the build worked so well, why are there so many undefined skills?
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Oct 26, 2006, 03:48 AM // 03:48
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#35
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Arcanis the Omnipotent
The very best reference to that is the number of "Tested Builds" that have more than one Optional Slot.
If the build worked so well, why are there so many undefined skills?
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Because the build works well enough without requiring the other slots?
Blindly taking the exact same build into every situation and sooner or later the build will break. I'd personally say a build is much more robust for having a couple of optional slots, as that gives some room to adapt to the enemy that a build that needs almost every slot to function doesn't have. And a build that needs every slot wouldn't be much use for capping, would it?
Besides, many of the builds that have optional slots also give suggestions as to what to use in those optional slots - so in a way it isn't one build, but several very closely related builds on one page.
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Oct 26, 2006, 12:20 PM // 12:20
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#36
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Optional slots are all well and good, but usually there are 1-2 skills that would be best in those slots.
Most of the good builds on GuildWiki are already very well known and can be found, with even more in-depth explanation, elsewhere...like GWG. However, the majority of the builds posted on GuildWiki are either gimmicky or just wouldn't work very well, if at all, in practice.
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Oct 26, 2006, 12:45 PM // 12:45
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#37
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Frost Gate Guardian
Join Date: May 2006
Location: Sweden the land of blond tall sexy men
Guild: [Ze]
Profession: Mo/A
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Is it only me that likes the A secondary best for a Me?
I use assassins promise and powerfull (but with some pretty long recharges) mesmer skills like backfire cry and burn to take down my enemies. has worked fine since i begun using it
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Oct 26, 2006, 12:52 PM // 12:52
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#38
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Assassin's Promise is fine for PvE, but it's too risky in PvP.
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