Build Assessment - Mesmer/None (pure Mesmer)
Class: Mesmer / [None]
Attributes: (cost) '+' indicates Rune attributes
Fast Casting: 6 (21)
Illusion Magic: 12+2 (97)
Inspiration Magic: 11+2 (77)
Total attribute points used: 195/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Conjure Phantasm [Illusion Magic] (10,1,5) Hex: For 14 seconds, target foe experiences health degeneration of 5.
2) Energy Tap [Inspiration Magic] (5,3,20) Spell: Steal 13 energy from target foe.
3) Ether Feast [Inspiration Magic] (5,2,8) Spell: Target foe loses 5 energy. You are healed 25 for each point of energy lost.
4) Fragility [Illusion Magic] (15,1,15) Hex: For 20 seconds, target foe takes 32 damage each time that foe suffers or recovers from a new condition.
5) Clumsiness [Illusion Magic] (10,1,10) Hex: For 8 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 87 damage, and Clumsiness ends.
6) Arcane Conundrum [Illusion Magic] (10,2,20) Hex: For 28 seconds, spells cast by target foe take twice as long to cast.
7) Migraine [Illusion Magic] (10,2,15) Hex: For 28 seconds, target foe suffers health degeneration of 3 and takes 100% longer to cast spells. This is an elite skill.
8) Physical Resistance [Inspiration Magic] (10,0,20) Stance: For 82 seconds, you gain +40 AL against physical damage, but you lose 13 AL against elemental damage.
I'm not quite sure what this build is designed to counter, but I've been in an anti-Warrior mood lately, so I suppose it leans a bit in that direction. With some modifications, I see it serving as an anti-Caster build.
Thoughts?
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