E/Me Fevered Dreams Build
So Here's a build I thought of and decided to construct for GvG.
Jiiho's Elementalist/Mesmer Fevered Dreams Build
Energy Storage: 14 (11+3)
Domination: 11 (10+1)
Illusion: 11 (10+1)
Points Unspent: 1
Skills
Energy Storage
Glyph of Concentration - Camp Rankor Trainer
Domination
Black out - Droknar's Forge Trainer
Guilt - Droknar's Forge Trainer
Shame - Ascalon Settlement
Diversion - Yak's Bend Trainer
Illusion
Ethereal Burden - Tensao Trainer
Conjure Phantasm - Starting Mesmer Skill
Fevered Dreams {E} - Mesmer Boss in Abbadon's Mouth
Now here's how the build works:
Start off by casting Fevered Dreams on the healer or on any enemy that's near his allies. Follow by Diversion. If anyone tries to use a hex removal it'll remove diversion and leave Fevered Dreams plus their hex removal will be locked for ~47 more seconds which will help keep Fevered Dreams running. Follow by Shame in order to help keep Fevered Dreams running and then Guilt so no offensive spells start dropping.
After you've casted Guilt and Shame proceed to lay on Ethereal Burden and Conjure Phantasm. This lowers both running speed and gives a nice 12 second health degeneration of 5. Also when Ethereal Burden ends you gain ~20 mana. If you begin to run low on mana or get the situation gets tough, drop Black Out on the Fevered enemy and that'll give you some time to get a heal while the enemy has no skills for 6 seconds (of course you are out of skills for 5 seconds but hopefully you'll start to get mana from Ethereal Burden, Guilt, & Shame).
When you find yourself being interupted, use Mantra of Concentration to lay down enough foundation to start this combo set up. After getting Fevered Dreams, Diversion, and either Guilt or Shame, you should be in the clear and not have to worry about interupters.
Basically...
1. Fevered Dreams + Diversion + Guilt = 1 sffensive spell being interupted and canceled out for ~47 seconds with an energy drain of 9. This will spread to all foes near Fevered enemy creating a chain reaction.
2. Fevered Dreams + Diversion + Shame = 1 spell targeting an ally being interupted and canceled out for ~47 seconds with an energy drain of 9. This will spread to all foes near Fevered enemy creating a chain reaction.
3. Fevered Dreams + Diversion + Ethereal Burden = 10 seconds of 50% movement reduction plus 20 energy once this spell ends. This will spread to all foes near Fevered enemy creating a chain reaction.
4. Fevered Dreams + Diversion + Conjure Phantasm = 12 seconds of health degeneration of 5. This will spread to all foes near Fevered enemy creating a chain reaction.
5. Fevered Dreams + Diversion + Black Out = Target's skills are all disabled for 6 seconds. This will spread to all foes near Fevered enemy creating a chain reaction.
Once you stack on any of the first 4 combos you can proceed to just add on hexes to the Fevered enemy. The most important idea is to target someone who will stay close to his teammates while you lay down tons of hexes, ruining his whole party.
I love playing this build in PvP and I figured it'd be nice to share it with everyone so more people will play mesmers and hopefully groups will realize how valuable the mesmer is to a party.
I'll take any feedback or suggestions. Enjoy!
PS-Was also wondering if you could use one of the skills that let you copy another skill and cast fevered dreams twice on a character spreading fevered dreams to other characters... Is it possible? That'd make this build insanely strong in the fact that it'd create a massive string combo and spread like wildfire across the enemies' party.
Last edited by Jiiho Of Rosedale; Aug 24, 2005 at 07:55 AM // 07:55..
Reason: typo
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