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Old Dec 19, 2005, 05:12 AM // 05:12   #1
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Guild: [ILL] Nervous Breakdown
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Default My Spike/Interupt Build

Mesmer/Necromancer

Fast Casting - 8+2
Domination - 12+4
Blood Magic - 10


1. Dark Pact - Spell. Sacrifice 10% Health and deal 35 shadow damage to target foe.

2. Vampiric Gaze - Spell. Steal 46 Health from target foe.

3. Shadow Strike - Spell. Target foe takes 36 shadow damage. If that foe's Health is above 50%, you steal 36 Health.

4. Power Spike - Spell. If target foe is casting a Spell, the Spell is interrupted and the foe takes 108 damage.

5. Power Leak - Spell. If target foe is casting a Spell, the Spell is interrupted and target foe loses 26 Energy.

6. Power Block - Elite Spell. If target foe is casting a Spell, that Spell is interrupted. The interrupted Spell and all Spells of the same attribute are disabled for 16 seconds for that foe.

7. Energy Burn - Spell. Target foe loses 10 Energy and takes 8 damage for each point of Energy lost.

8. Ressurection Signet - Signet. Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.


I had a little trouble deciding what to do with the 7th slot. At first I had Strip Enchantment but I realized with this build I want to do as much damage as I can but there is not always going to be an enchantment on the target. The downside though is that I have no health regeneration...

After that I had filled the slot with Shatter Enchantment, it is nice because it removes enchantment and deals good damage but once again the target may not always be enchanted and I want to always be able to damage...

That is when I came across Energy Burn, it not only allowed me to do some good damage easily, but also took energy from the target which was a nice plus.

There are some problems with this build like the fact that I have no way of healing myself, but this is a build I think that would work best in a team so hopefully there are some monks to help.

Tell me what you guys think, I think this build is quite nice but there are always things that can be changed.

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Old Dec 19, 2005, 05:32 AM // 05:32   #2
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The difference between 9 and 10 fast-casting isnt much, you might want to swap your Major Fast Casting out for a minor one.
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Old Dec 19, 2005, 06:20 AM // 06:20   #3
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Quote:
Originally Posted by fallot
The difference between 9 and 10 fast-casting isnt much, you might want to swap your Major Fast Casting out for a minor one.
Oh alright.

Thank you!
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Old Dec 19, 2005, 07:13 AM // 07:13   #4
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OK, you have to work out what it is you're trying to achieve with your Mesmer.

First off, decide whether you really need 16 in Domination, or whether you can drop it down a bit (but still retain energy burn at 10 points) and use the points elsewhere (i.e. getting Blood to 12).

You have 3 interrupts, which is nice, but you're also casting fairly long-CC spells like Shadow Strike, so just bear in mind that you'll have to be on the ball to get your damage in as well as your countering.

Going through your spells:
1. Dark Pact
2. Vampiric Gaze
3. Shadow Strike

These are the standard 3 spells that comprise the Blood spike. I suggest swapping spots so it goes SS/DP/VG, which is more conducive to casting in order. The standard sequence of SS/DP/VG/DP for 188 damage costs 30 energy, which doesn't leave you much left over.

4. Power Spike
Nice; low cost and cooldown, and reinforces your damage theme.

5. Power Leak
Perhaps not so nice. You already have a general-purpose interrupt, but unless you're targeting monks, you'll shut down the enemy instead of killing him. I'd rather take Shatter Enchantment, for those who drop Breeze or Prot anti-spike spells.

6. Power Block
A useful spell, but I don't think this elite fits in this build. I'd rather take Order of Blood to fill up the Necro Spiking engine.

7. Energy Burn
I suppose. It's decent damage for the cost. However, just bear in mind that you have nothing that interrupts signets, so you'll just have to do that damage all over again once they use a rez signet.

8. Ressurection Signet
"A must".

So, you would now have 4 spiking damage spells, 1 spiking interrupt, 1 anti-enchant spike, 1 energy regen spell (which should be enough), and a rez. Note that you're going to worry about healing a fair bit since your spells can steal life but probably not keep up with your Pacts, and you have absolutely nothing to scare a Warrior.

You might like to look at some other Necro spells (and elites) to see if there's anything that would be good, except for a slow casting time - these are the ones that benefit the most from your fast-cast.

(Personally, I would have gone for a stand-off Necro/Mesmer using blood, curses and inspiration, but to each her own).
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Old Dec 19, 2005, 07:30 AM // 07:30   #5
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Wow.

That was very in-depth.

That helped me a LOT.

Thank you!

Now I'm going to re-think this whole build hehe.
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