Jul 11, 2005, 05:18 PM // 17:18
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#1
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Ascalonian Squire
Join Date: Jun 2005
Location: Eberswalde thats in Brandenburg thats near berlin thats in Germany thats in Europe
Guild: Search for one
Profession: Me/Mo
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Tipps for Mesmerbuild (insp/fast rez)?
Hi guys,
i play a Mesmer/Monk build at the moment :
Insperation Magic 16 (sup insp rune+hat)
Fast Cast 11 (+1 rune)
Healing Prayers 8
1. Energy Drain{E}
2. Arcarne Echo
3. Energy Tap
4. Ether feast
5. Spirt Shackels
6. Mantra of Lightning
7. Rez signet
8. Restore life
Taktic:
Burn called traget out of mana as fast as possible (Arcanes Echo+energy drain then energy tap), then i search for heal/protect monks or backup healer(like energy eles with monk secondary) to leench them also out of mana. If somebody dies i use restore life if its a monk then rezsignet. Vs Air Spike spam i have taken Mantra of Lightning. In hard situations i use arcane echo with ether feast so i can heal about 300 in a short time (for example if im called by emeny) I just want to know what i should do in an other way and for tipps.
Last edited by Gods Punishment; Jul 11, 2005 at 05:28 PM // 17:28..
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Jul 11, 2005, 10:10 PM // 22:10
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#2
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Pre-Searing Cadet
Join Date: Jul 2005
Location: ON, Canada
Guild: The Joo Mean Guys
Profession: Me/Mo
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Bringing a rez sig seems like kind of a waste. Let the rest of the team worry about bringing the res signets and you keep your restore life. Fill that extra spot in with something that will be more useful.
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Jul 12, 2005, 05:12 PM // 17:12
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#3
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Ascalonian Squire
Join Date: Jun 2005
Location: Eberswalde thats in Brandenburg thats near berlin thats in Germany thats in Europe
Guild: Search for one
Profession: Me/Mo
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Quote:
Originally Posted by Emerald Crusader
Fill that extra spot in with something that will be more useful.
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ok maybe i will take mantra of resolve (i drain enoght mana thats why i dont use Mantra of Concetration) in that way its harder to interupt me if i use restore life .. on the other hand i cant use it with mantra of lightning so it could be also more dangourus vs spike groups... any other opinions?
Last edited by Gods Punishment; Jul 12, 2005 at 05:18 PM // 17:18..
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Jul 12, 2005, 05:32 PM // 17:32
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#4
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Jungle Guide
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ALWAYS BRING RES SIGNET (sorry for caps).
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Jul 12, 2005, 05:38 PM // 17:38
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#5
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Krytan Explorer
Join Date: Feb 2005
Location: PA
Guild: Once again I'm a free agent. Quality guilds ahoy?
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I find that mesmers are the most useful build in guildwars, due to their vast array of skills and abilities. I personally paired it with my elementalist primary. My elementalist is running a:
Air Magic - 16 (+3 with superior +1 with headpiece)
Energy Storage - 13 (+1 with minor)
Inspiration - 3
Inspiration skills are great with elementalist builds, due to some of their energy recovery. I pair my damage doing skills with mantra of recall {e}(plus 22 after 20 seconds) and energy tap(steals 10). Looking at your build, it seems to be pretty solid, but I agree, drop the res signet. After beta, I have yet to play as a monk, so I can't really offer any tips on that build, but after looking at your build, you're taking the role as an anti-caster. Energy stealing/depriving skills are great for this. I've been looking at the skill page, and I find it hard to offer any advice on the build you've chosen. If you remove some points and put them into domination, you could have more energy depriving skills, but if you don't want to do that, I would go with channeling. This is dangerous however, because it only drains 1 energy when you're near the monk. If you choose this, put this ability on first, then start really hammering on the energy leachers. Another way to go here is drain enchantment. Without energy, the monk will most likely cast an overtime health regen to keep them safe. To halt this, you can either interrupt it with power drain or leech signet, or remove it with drain enchantment. The only real way to figure out which works best is to experiment.
Last edited by TheGreatBoo; Jul 12, 2005 at 05:40 PM // 17:40..
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Jul 12, 2005, 06:47 PM // 18:47
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#6
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by TheGreatBoo
I find that mesmers are the most useful build in guildwars, due to their vast array of skills and abilities. I personally paired it with my elementalist primary. My elementalist is running a:
Air Magic - 16 (+3 with superior +1 with headpiece)
Energy Storage - 13 (+1 with minor)
Inspiration - 3
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Hardly strikes me as a "mesmer".
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Jul 13, 2005, 02:31 AM // 02:31
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#7
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Ascalonian Squire
Join Date: May 2005
Location: Omicron 5
Guild: Seekers of Sanctuary
Profession: E/Me
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Try taking out the Rez Sig for Ether Lord if you're going for energy draining, Also, try replacing Energy Tap with Power Drain (I believe it's called this). Being a Fast Casting Mesmer, you can easily interupt most skills.
Also, you will be able to recast those rez skills pretty fast. So there will be no need for a second slot being occupied.
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Jul 13, 2005, 02:40 AM // 02:40
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#8
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Frost Gate Guardian
Join Date: Mar 2005
Location: Kent,Washington
Guild: Dei Victorae [dV]
Profession: R/
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Conjure Phantasm and Mantra of Persistence is really really good if you use together.
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Jul 13, 2005, 02:41 AM // 02:41
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#9
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Wilds Pathfinder
Join Date: Apr 2005
Guild: I forget. Really. I don't know.
Profession: Mo/
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Quote:
Originally Posted by Epinephrine
Hardly strikes me as a "mesmer".
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Agreed.
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Jul 13, 2005, 04:36 PM // 16:36
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#10
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Krytan Explorer
Join Date: Feb 2005
Location: PA
Guild: Once again I'm a free agent. Quality guilds ahoy?
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Quote:
Originally Posted by Epinephrine
Hardly strikes me as a "mesmer"
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True, I don't use the best of what a mesmer has to offer on this character. I started this character as a spike character, and finished as a spike character. The mesmer skills help me keep my mana up, and thats all I require from it. I never claimed that he was a mesmer, what I did claim was that the skills and abilitys were useful.
Quote:
Originally Posted by TheCrusader
Conjure Phantasm and Mantra of Persistence is really really good if you use together.
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True, but not if you're trying to remove the opponents mana.
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