Aug 27, 2006, 07:43 PM // 19:43
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#1
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Ascalonian Squire
Join Date: Aug 2006
Location: Kentwood, Michigan
Guild: ARGH Legion of Pirates
Profession: Mo/
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Mesmer/?
I don't have this game yet but i am getting it soon. I have watched my friends play a little bit but they are new to the game to. I know that i want to be a Mesmer, but i am not sure what secondary job i should use. I think i should use monk as a secendary with this build of skills. Tell me if this would be good for a lvl 20 build.
I looked in the skills index and at first i thought i liked domination magic, but then i came down in inspiration magic and liked what the description said. So most of these skills are inspiratoin spells, to take away the opponents energy and using it for myself. Tell me what i should take out and whats good about it.
Ethereal Burdon (Inspiration)
Energy Tap (Inspiration)
Ether Feast (Inspiration)
Ether Lord (Inspiration) Most of my spells are low energy so this should be good i think.
Conjure Phantasm (Illusion)
Immages of Remorse (Illusion
Energy Surge (Elite)
Kareis Healing Circle (Healing Prayer)
Last edited by The Millard; Aug 27, 2006 at 08:14 PM // 20:14..
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Aug 27, 2006, 07:54 PM // 19:54
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#2
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Academy Page
Join Date: Sep 2005
Guild: Xen of Onslaught
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First, bring some type of rez, either rez sig or ressurect if you do PvP and rebirth if you are PvE.
Other than that, have fun and experiment. The mesmer is a great utility profession, best if you tailor your bar for the situation that you know that you will be facing.
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Aug 27, 2006, 07:58 PM // 19:58
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#3
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Ethereal burden, energy tap, ether signet and ether lord are a bit underpowered. Look for drain enchantment and inspired hex for stronger ones.
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Aug 27, 2006, 08:02 PM // 20:02
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#4
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Ascalonian Squire
Join Date: Aug 2006
Location: Kentwood, Michigan
Guild: ARGH Legion of Pirates
Profession: Mo/
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lol I think your right except they cost mor energy to use so they cancel out. Also I took out the ether signet and leach signet for Conjure Phantasm and Immages of Remorse
Last edited by The Millard; Aug 27, 2006 at 08:12 PM // 20:12..
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Aug 27, 2006, 08:19 PM // 20:19
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#5
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
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Energy denial (taking away all your enemies energy) builds can be very effective in the Player vs. Player aspect of the game. However, they do not serve as useful of a role in the storyline (aka Roleplaying or Player vs. Environment) side of things. By level 20, you will have the attribute points to be able to use skills from more than one line. I would suggest you stay with inspiration, as this is the line that will keep you alive and keep your energy high, and then also check out domination (damage and interrupts), illusion (degen., damage vs. melee, etc.), or branch out to your secondary. Personally, I only use my secondary profession of monk in order to bring a re-usable resurrect skill. Me/E is popular as a "fast cast nuker", but all the secondaries will have something to offer. Good luck, and enjoy!
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Aug 27, 2006, 08:34 PM // 20:34
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#6
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are we there yet?
Join Date: Dec 2005
Location: in a land far far away
Guild: guild? I am supposed to have a guild?
Profession: Rt/
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my mesmer has ranger as a secondary for more interupting power.....but whatever you decide there is an npc in the game that will allow you to change your secondary if you so desire.....experiment you might be surprised what you like!
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Aug 27, 2006, 09:14 PM // 21:14
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#7
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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Judging by the skills, you'll have factions.
In factions, illusion is the nicer line to play simply because you are up against a lot of melee things. Illusion also costs the most energy due to skills recharging faster than domination, so enchanters armor would be an idea.
For that, I would get rid of energy surge, which is domination, and put in crippling anguish, or some other elite from the illusion line. (sorry, owning both chapters, my prefered elite is ineptitute, which is prophecies only). Clumsiness is a fun skill, and don't worry about the energy, it doesn't recharge fast enough for you to burn through energy
Conjure phantasm and images of remorse together are nice, try adding accumulated pain ontop of that.
Also, enchant removal... most things in cantha run enchants, so drain enchant can provide both energy and cut their healing down, making them easier to kill.
Energy tap.. you only need either 4 or 6 points in inspiration, I forgot, to make it effective. After that, the next time it goes up is at 12 or something equally stupid like that. (7am here and I havent' got gw up to check)
Eather feast.. good skill to take if you don't trust your monk, but you'll find that you won't need it that often.
Last, monk secondary is wonderful simply because you can take a permanent res, and my personal favorite is resurection chant. Remember, 8 second cast time isn't that bad, because you have a fast cast line which reduces the time you spend casting.
Anyway, have fun with it
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Aug 27, 2006, 09:39 PM // 21:39
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#8
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Don't trust your Monk what kind of statement is that we watch out for you but haveing esther feast is good as it will provide you with energy.When it does comes to Faction only Monks that just started GW it is a little rushed for them as they didn't have to much time to work on thier skills.I would suggest to the OP that you try it out first and see if you like it.My Misty Maiden was originally a Mes/R but I used to many Ranger skills like shooting arrows.I wasn't to happy with it so I switch to Mo/W and liked it ever since.This was back in Feb. 05.
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Aug 27, 2006, 09:50 PM // 21:50
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#9
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Krytan Explorer
Join Date: Oct 2005
Guild: Protectors of Awesome[AWE]
Profession: W/
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Quote:
Originally Posted by Age
Don't trust your Monk what kind of statement is that
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Disregarding punctuation, I find its always best if you can operate without a monk. This is hard to do if youre not a warrior since youre taking a lot of damage from all sources, so selfheals wont be as effective(most selfheals are about as effective, but since you take more damage with different classes...), but any lessened pressure on the monk is great, because in PvE, it'll be needed. PvP too for that matter.
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Aug 28, 2006, 12:58 AM // 00:58
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#10
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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Quote:
Originally Posted by Age
Don't trust your Monk what kind of statement is that we watch out for you but haveing esther feast is good as it will provide you with energy.When it does comes to Faction only Monks that just started GW it is a little rushed for them as they didn't have to much time to work on thier skills.I would suggest to the OP that you try it out first and see if you like it.My Misty Maiden was originally a Mes/R but I used to many Ranger skills like shooting arrows.I wasn't to happy with it so I switch to Mo/W and liked it ever since.This was back in Feb. 05.
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Well, if I could trust the monks I've come across.. I wouldn't have died in Elona because our monk thought she was an illusion mesmer
That said, I normally do trust the monk to know what they're doing, and have no problems with the hench monks if no monks are around.
Ether feast is my prefered self heal for Aspenwood, where it's damn hard to know if there will be a monk around.
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Aug 28, 2006, 01:46 AM // 01:46
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#11
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Forge Runner
Join Date: Apr 2005
Location: Canberra, AU
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Quote:
Originally Posted by Age
Don't trust your Monk what kind of statement is that we watch out for you but haveing esther feast is good as it will provide you with energy.
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Ether Feast provides you with health, not energy.
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Aug 28, 2006, 02:04 AM // 02:04
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#12
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Ok but still we can do the Jop we can perform miracles you know.
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Aug 28, 2006, 02:20 AM // 02:20
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#13
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Whoa there. Energy denial in PvE? It's not nearly as effective as domination, with all due respect.
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Aug 28, 2006, 02:37 AM // 02:37
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#14
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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Quote:
Originally Posted by Age
Ok but still we can do the Jop we can perform miracles you know.
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I know you guys can perform miracles, been saved from certain death multiple times by the monk in the team
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Aug 28, 2006, 03:03 AM // 03:03
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#15
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Forge Runner
Join Date: Apr 2005
Location: Canberra, AU
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Quote:
Originally Posted by lg5000
I know you guys can perform miracles, been saved from certain death multiple times by the monk in the team
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Which iirc, is the monk's job. The whole keeping people alive part. Correct me if I'm wrong though.
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Aug 28, 2006, 04:46 AM // 04:46
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#16
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Ascalonian Squire
Join Date: Aug 2006
Location: Kentwood, Michigan
Guild: ARGH Legion of Pirates
Profession: Mo/
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I was also wondering about the role of a mesmer in PvP which i know is people v people, but what is PvE everyone talks about?
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Aug 28, 2006, 08:42 AM // 08:42
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#17
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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PvE = Player vs Environment. The roleplaying section of the game.
By the way...
Quote:
Originally Posted by The Millard
lol I think your right except they cost mor energy to use so they cancel out.
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I beg to differ. Energy Tap and Ethereal Burden without fast cast has a horrible 3 cast and with max fast casting 1.43 seconds, Ether Signet has an absolutely pitiful 90 recharge.
EDIT: Forgot to mention Ether Lord. Ether Lord makes you lose all your energy - far too conditional for it to be effective. Also, strippable, and in that case, you lost some lot of energy (assuming you casted when your bar was near half).
Now to the PvP side...
The Mesmer's role in PvP (as it is in PvE) is to disrupt and annoy, preferably "shutdown", enemies. One can specialize for caster-disruption, and one can specialize in melee disruption. Of course, I usually play a Diversion/Blackout domination mesmer that can do both somewhat.
Err...that was a bad description...
Last edited by LightningHell; Aug 28, 2006 at 08:51 AM // 08:51..
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Aug 28, 2006, 07:14 PM // 19:14
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#18
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Wilds Pathfinder
Join Date: Jun 2006
Guild: Heroes of the Horn
Profession: A/Me
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In PvE, I like monk for my 2nd, although not for the usual reason. I play fast cast interrupt, Fast Cast 11+3+1, Domination 10+1, Inspiration 10+1, Healing 1. I use Backfire (usually on mesmer or monk monsters...those with spells cast so fast I don't have a chance to stop them, even with an 1/8th of a second interrupts), Power Block [E], Power Spike, Power Drain, Power Leak, Complicate (no more healing signet for you), Cry of Frustration and Res Chant.
The idea is pretty much I interrupt whatever I can and with a 4 second res chant and the fact I'm usually at the back of the group and not taking damage, I'm the one responsible for getting downed party members back on their feet and at full health (if only 7% energy). This leaves the monks to do the healing. Great support character. Was even worse in Raisu where the ability Kuunvang gives you adds another 50% to your fast cast times, or in my case 150% fast cast...or a 2 second res chant. The first party wasn't that good (didn't bother taking Talon) and people were dying all over the place in that 2nd room. At one point I resed 3 people in under 10 seconds.
Mesmers are a support class. They interfere with the enemy and with a good fast cast can take some of the pressure of the monks by being responsible for resing fallen team mates in the middle of a fight.
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Aug 28, 2006, 08:42 PM // 20:42
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#19
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Ascalonian Squire
Join Date: Aug 2006
Location: Kentwood, Michigan
Guild: ARGH Legion of Pirates
Profession: Mo/
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After reading some other things on the site I think i would like to be a Me/E and be able to fast cast nukes, but still have some solid mesmer moves like ether feast and conjure phantasm.
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Aug 29, 2006, 01:22 AM // 01:22
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#20
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
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Millard,
What you just explained might be hard to pull off. The point of a fast cast nuker means you want to put lots of points into both fast casting and your elementalist attribute line. Thus, to get both illusion (conjure phantasm) and inspiration (ether feast), you're looking at 2 more attribute lines. To do so, you'd have to start taking attribute ranks away from the 2 you're most interested in, or you'd have to use a dissapointingly low number of points, meaning that the appropriate linked skills will not be very powerful.
Without crunching the exact numbers, and without knowing the exact rune setup you will use, I can tell you that the following are some typical setups
1) 2 attribute lines, with one pushed to 16, and the other around 12 (more maybe, depending on runes if it's not from your secondary)
2) 3 attribute lines with all around 12
Ok, so maybe I'm not making much sense, but my point is that to do your job best, you will want to max the two main categories. Then, you simply don't have many points left to spread to 1 other, let alone 2
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