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Old Aug 11, 2005, 07:06 PM // 19:06   #1
Pre-Searing Cadet
 
Join Date: Aug 2005
Guild: CSUA
Profession: Mo/N
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Default mesmer/necro universal debilitation build

Hello,

The idea with this mesmer is to sacrifice survivability (no healing or defensive skills) for the ability to nullify the damage output or healing of multiple characters.

Abilities:

res signet
energy drain {elite}
backfire
diversion
hex breaker
enfeebling blood
shadow of fear
rend enchantments

Skills:

fast cast 5+1
inspiration 10+1
domination 10+1+3
curses 10

Enfeebling blood + shadow of fear can nerf melee trains or rangers, backfire + diversion + energy drain hurts casters, and rend hurts enchantment stackers. In the arena res signet on a non-monk is probably a good idea, in 8 v 8, mesmers are obvious targets, so perhaps res signet could be swapped out for something like ether feast.

The idea is to keep changing targets. Ideally, this character can shut down a melee train, backfire one caster, rend someone's enchantments off, and keep diversion spam on another caster, in a very short period of time.
Thoughts? Is there too much redundancy in this build?

Lome
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Old Aug 11, 2005, 07:24 PM // 19:24   #2
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Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Why not just bring arcane conundrum + powerblock to disable the monks? Natures renewal will kill this build too much. You have to always assume one team you are against will drop it.

No one targets mesmers first in tombs, because if everyone is hammering the mesmer, then the 2-3 monks can alternate heals on him/her, while your team takes out their monks.
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Old Aug 11, 2005, 07:48 PM // 19:48   #3
Pre-Searing Cadet
 
Join Date: Aug 2005
Guild: CSUA
Profession: Mo/N
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Quote:
Originally Posted by knives
Why not just bring arcane conundrum + powerblock to disable the monks? Natures renewal will kill this build too much. You have to always assume one team you are against will drop it.

No one targets mesmers first in tombs, because if everyone is hammering the mesmer, then the 2-3 monks can alternate heals on him/her, while your team takes out their monks.
Gosh, you know, I look at the mesmer skill list, and see mostly hexes. And arcane conundrum is a hex. What else can mesmers do besides hex and interrupt? And it seems like rangers interrupt better. I am not arguing with you, I just think it's silly that you can nerf an entire class to 50% effectiveness with 1 skill.

Lome
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Old Aug 11, 2005, 07:57 PM // 19:57   #4
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Quote:
Originally Posted by Lome
Gosh, you know, I look at the mesmer skill list, and see mostly hexes. And arcane conundrum is a hex. What else can mesmers do besides hex and interrupt? And it seems like rangers interrupt better. I am not arguing with you, I just think it's silly that you can nerf an entire class to 50% effectiveness with 1 skill.

Lome
If you are a shutdown mesmer, you will only have a few pts in illusion. You only need to put on conundrum long enough for the monks to cast a spell. Monk spells are relatively fast, and conundrum is just giving you a bigger oppurtunity to hit them with a powerblock. You can even use wastrels as a cover hex. The monk will inevitably cast something before NR drops if you are targeting him/her, and if they smite hex, they get wastrels, or if they dont, they either take dmg or use a skill, thus, activating conundrum in just enough time to powerblock it. Then use blackout on the next monk while you are waiting for powerblock to recharge. Iusually just put 1-2 pts in illusion + minor/major rune. My build only uses this as a hex and wastrels to cover it. And it does damn well in tombs.
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