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Old Sep 02, 2005, 01:15 AM // 01:15   #1
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Default All mesmer/ team. Is it possible? "Taxer Group"

YES, I did a search for the question I'm asking and no luck, so here's the first thread to it!

Basically I want to know if anyone has tried an all mesmer/ team. Doesn't matter which secondary.

I know an all mesmer team can kick an all monk team any day, but has anyone tried it? Is it even possible? Also, DOES AN ALL MESMER TEAM HAVE ANY WEAKNESSES?

Say you have 4 Me/Mo, and the rest Me/<anything>. The 4 Me/Mo are basically monks in disguess. Since the Me/ has one of the best energy regens, wouldn't that make them a healing god if they only focused on healing? Then you take the other 4 Me/<anything> and use them to attack. So you have 4 "major monks" (I like to call them.) healing the "major attackers". Since everyone would be using hexes would it be even possible to bring this sort of team down?

P.S. This is if everyone has the best armor in the game as if you were making it straight PVP.

P.P.S. Compare a smiting group to this group (which I don't think has a name yet). If not, let's call this a "Taxer Group" since you concentrate on overtaxing the opponent in hexes/curses.

Last edited by navymrgoodbar; Sep 02, 2005 at 01:19 AM // 01:19..
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Old Sep 02, 2005, 01:18 AM // 01:18   #2
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Doubt it. Unless you go one Me/ healer and one Me/ prot. Else 2-3 warriors would rape you...
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Old Sep 02, 2005, 01:19 AM // 01:19   #3
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Quote:
Originally Posted by thegame2009
Else 2-3 warriors would rape you...
How so? Please do tell.
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Old Sep 02, 2005, 01:23 AM // 01:23   #4
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eh its prolly harder than you think... but mesmers own as healers, they dont heal for as much as a regular monk but they cast spells almost instantly with a lvl ~10 fast cast
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Old Sep 02, 2005, 01:28 AM // 01:28   #5
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And what if someone to master this all mesmer team with enough major monks? Would it be a dominating force in HOH?

Say you have at least 2 Me/N that both know Soul Barbs. There goes the pain. Also add 4 Empathys on the major attackers. Now you have those 2-3 warriors begging for mercy. Stack that w/ Insidious Parasite and Spiteful Spirit.

Everything that's hard is almost worthwhile in the end if you're able to control it, don't you agree?
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Old Sep 02, 2005, 01:34 AM // 01:34   #6
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Quote:
Originally Posted by navymrgoodbar
Everything that's hard is almost worthwhile in the end if you're able to control it, don't you agree?
What is this? a Viagra commercial?

On topic: You'd be running a bunch of weak healers and a bunch of weak attackers. Mesmers are not very good at either of these things and both are necessary in a good team. On top of that, an entire team of squishy targets backed by weak healing would drop like flies.

Last edited by Bast; Sep 02, 2005 at 01:36 AM // 01:36..
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Old Sep 02, 2005, 01:35 AM // 01:35   #7
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Originally Posted by Bast
What is this? a Viagra commercial?
LMFAO!
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Old Sep 02, 2005, 01:38 AM // 01:38   #8
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I'd imagine the important question is whether or not each mesmer can shut down someone.

I'd speculated on a mass Migraine+Imagined Budren+Phantam Pain+Conjure Phantasm with Power Drain, Cry of Frustration, and Power Spike to block attempts to remove the hexes.

You could kite warriors until they degenerate to death, and interrupt attempts to heal until everyone else degenerates to death as well (With ~100 extra damage from power spike).

The problems arise against rangers, who won't be overly affected by movement debuffs or slowed casting as forms of control, and not having enough space to fit in other needed counters, such as enchantment removal.

Edit: That's not to say they're the only problems. Just bear in mind this was only idle conjecture.

Re-Edit: Actually, revise that and drop Imagined Burden, as if the match lasts long enough to use it, no amount of interrupts is going to keep Rez Signet from going off. With the saved space, you get Shatter Delusions.

Unfortunately, after a 'duh' head-smacking moment, I realized that I forgot about Hex Breaker, and the entire build is dead from the moment it meets that.

Last edited by Mercury Angel; Sep 02, 2005 at 02:53 AM // 02:53..
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Old Sep 02, 2005, 01:42 AM // 01:42   #9
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How do you propose to do damage? Let's look at your options: me/w - what can you do here, well the only thing that would make sense is IW, which is terrible. Maybe a blackout war, but what is the point of w/me instead of me/w? Two extra blackout secs aren't going to make a difference. Regardless of that, blackout wars are gimped for the same reason w/r's are gimped, no sprint. Then you have a me/r and two things come to mind, a frag ranger and conundrum interrupter. Should I even comment on how terrible frag builds are, no it's a waste of time. What about a conundrum interrupter? Wait, I though we were trying to do damage. Me/e maybe the best way for damage, but you don't have the energy. Me/n and me/mo have nothing for damage. Oh noes dots!!! Martyr ftw. As for me/mo being a healing god, are you joking? Usually divine favor is going to account for ~30% of a heal and you don’t have it.
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Old Sep 02, 2005, 08:58 AM // 08:58   #10
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This would rock hard and would own PVP, if it was set up right.

First you would need to set it up like a normal team, with the secondaries as needed.

2 Me/W IW Builds, with Inspiration Magic Armor creation spells.

2 Me/Mo 1 Fast Cast Healer with Inspiration Energy Stealing. 1 Protection Hexer, keeping the IW's from recieving much harm.

1 Me/E This design should be built like any E and be made for straight damage. My paticular set up uses things like Energy Burn, Energy Surge, Conjure Phantasm, Phantom Pain and Air Spiking abilities.

1 Me/N Well Creator for to keep up the energy of the group, could also do hexes.

and now 2 pure shutdown Mesmers to take out the casters on the other side.

The matches would have to play out like this, the Shut Down Casters would start by taking out the Monks and the other Casters on the opposing side, the Prot Monk would cast a spell on the entire group to protect from damage. Because the Casters have already been shut down, there is no way to strip the enchantment right away. The IW builds should then begin working on the tanks, and the Me/E should work on killing the monks on the other side.

With Fast Casting the primary concern here, Mesmers would be able to cast their spells before being able to be countered and could very easily take out most competition.

Reasoning behind this failing: A group that contains too many casters to shut down. Too many warriors for the IW's to handle. Other than the team set up would take down quite a few teams.
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Old Sep 02, 2005, 03:57 PM // 15:57   #11
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Quote:
Originally Posted by Arcanis Imperium
This would rock hard and would own PVP, if it was set up right.

First you would need to set it up like a normal team, with the secondaries as needed.

2 Me/W IW Builds, with Inspiration Magic Armor creation spells.

2 Me/Mo 1 Fast Cast Healer with Inspiration Energy Stealing. 1 Protection Hexer, keeping the IW's from recieving much harm.

1 Me/E This design should be built like any E and be made for straight damage. My paticular set up uses things like Energy Burn, Energy Surge, Conjure Phantasm, Phantom Pain and Air Spiking abilities.

1 Me/N Well Creator for to keep up the energy of the group, could also do hexes.

and now 2 pure shutdown Mesmers to take out the casters on the other side.

The matches would have to play out like this, the Shut Down Casters would start by taking out the Monks and the other Casters on the opposing side, the Prot Monk would cast a spell on the entire group to protect from damage. Because the Casters have already been shut down, there is no way to strip the enchantment right away. The IW builds should then begin working on the tanks, and the Me/E should work on killing the monks on the other side.

With Fast Casting the primary concern here, Mesmers would be able to cast their spells before being able to be countered and could very easily take out most competition.


Reasoning behind this failing: A group that contains too many casters to shut down. Too many warriors for the IW's to handle. Other than the team set up would take down quite a few teams.

Like say, a smite team for example...
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Old Sep 02, 2005, 05:10 PM // 17:10   #12
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This build will work if you're betting on a good balance vs. a shitty one.

For instance... it's all mesmers, so you'd want a set of 2 disruptors, 2 damagers. [in 8v8 I wouldn't want to think about that]

2 Me/N both geared toward hampering caster and warrior/ranger alike.

the other 2 geared for damage.

A Fragility Mesmer is screaming to take this role.
Me/E does damage faster than any primary ele ever will and he can just steal the energy to make up for a lack of E. Storage.
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Old Sep 02, 2005, 05:16 PM // 17:16   #13
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Quote:
Originally Posted by Yukito Kunisaki
This build will work if you're betting on a good balance vs. a shitty one.

For instance... it's all mesmers, so you'd want a set of 2 disruptors, 2 damagers. [in 8v8 I wouldn't want to think about that]

2 Me/N both geared toward hampering caster and warrior/ranger alike.

the other 2 geared for damage.

A Fragility Mesmer is screaming to take this role.
Me/E does damage faster than any primary ele ever will and he can just steal the energy to make up for a lack of E. Storage.
Ok, I could agree with this, if a few of your mesmers were secondaries. Say a blackout W/ME for example. A Mo/Me healer doing nothing but healing and E-Draining the target to fuel the heals. The whole team as PRIMARY mesmers would be very hard to press to victory, IMO.

Last edited by DarkAynjil; Sep 02, 2005 at 05:17 PM // 17:17.. Reason: Typo I couldn't live with.
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Old Sep 02, 2005, 06:47 PM // 18:47   #14
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Try to run this and ya'll all get owned.

-- Spura
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Old Sep 03, 2005, 12:42 AM // 00:42   #15
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Well if that combo should work tell use about it, otherwise the next player come with a hole Smite/Heal/Protection Monk build (that could maybe work, as long they fight vs a Warrior only group )
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Old Sep 03, 2005, 01:33 AM // 01:33   #16
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Quote:
Originally Posted by Spura
Try to run this and ya'll all get owned.

-- Spura
since 1 frag mes usually can take down any single target on the game completely alone in under 10 sec i don't see how you'll get owned.

you'll start seeing all monks carry spell breaker because of this. my frag just owns the monks so bad. backfire, frag, pp, shatter dilusions, virlurence. most of the time they half way kill themselves before they even notice the backfire.

rinse and repeat.
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Old Sep 03, 2005, 02:46 AM // 02:46   #17
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arredondo's been trying to put up a group like that in Tombs. You should PM him if you want to be in the group.
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Old Sep 03, 2005, 04:02 AM // 04:02   #18
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Quote:
Originally Posted by Lebdan
arredondo's been trying to put up a group like that in Tombs. You should PM him if you want to be in the group.
Right now I don't have a mez PRIMARY. I was just thinking about making it. Plz tell the full name so I may ask that person in the game.
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Old Sep 03, 2005, 06:37 AM // 06:37   #19
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An all Me/ team wouldn't be very good unless they were extremely organized, and even then, why run an all Me/ group?

For damage dealing, you could have a bunch of Frag Memsers each choose a different target, then IW what's left of their health, while your shutdown Memsers target the Monks. It might sound good on paper but I doubt it would work very well.

But Me/Mo healers aren't very good.
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Old Sep 03, 2005, 10:20 AM // 10:20   #20
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Quote:
Originally Posted by twicky_kid
since 1 frag mes usually can take down any single target on the game completely alone in under 10 sec i don't see how you'll get owned.

you'll start seeing all monks carry spell breaker because of this. my frag just owns the monks so bad. backfire, frag, pp, shatter dilusions, virlurence. most of the time they half way kill themselves before they even notice the backfire.

rinse and repeat.
Fragility build doesn't kill in one spike. Even with 0 death magic there is 3 second window in which target can be healed. You are clearly ignoring the possiblity of any OTHER monk healing the one you are on in those 3 seconds. Just because you put backfire on doesn't mean he won't get healed. Besides they have signet of devotion which they can heal themselves with in those 3 seconds. And then there is hex breaker. If you hit it with backfire, they can heal themselves with healing touch. If they are too dumb to notice backfire, that's their problem. It is not wise to rely on opponent being stupid when designing builds.

On other note, IW mesmers are terrible damage. Me/Mo are terrible monks. And Me/E are terrible damage. Not having 16 in elemental attribute hurts damage way too much. Fast casting only makes spells cast faster, it doesn't get you energy to cast those spells or decrease recharges. Sucky damage and sucky healing team. The only characters not doing subpar job on an 8 mesmer team would be the shutdown one's, because that's what mesmers are for.
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