Oct 11, 2005, 03:46 PM // 15:46
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#1
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Academy Page
Join Date: Aug 2005
Location: Mary Land
Guild: Infusion INF
Profession: Mo/Me
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Mesmer tombs build
Possible mesmer tombs build:
5 mesmers three monks
4 mesmers are mind wrack mesmers and one is something else im not sure. maybe me/e with more dmg
mind wrack mesmers go as follows:
me/r
mind wrack
energy surge
energy burn
signet of weariness
energy tap
drain enchantment (one of the swappable skills IMHO)
serpents quickness
res sig
basically the mind wrackers all take different targets. Monks first and then casters of course (but not eles)
Everyone hits serpents then erngy surge, then energy burn, then mindwrack, then energy tap, then signet of weariness. Hopefully their team is someehat close so that weariness hits a bunch and so does energy burn. This build definetly got nerfed by the latest update but it still works, just not nearly as efficent.
The monks should bring attack blocking skills since most of the enemy teams casters are going to be at zero and the only thing to do at zero energy is attack. One of hte monks could even be a mo/e with obsidian flame to help the dmg spike. Or maybe that last me/e thats not mind wrack could be a fourth monk with signet of judgement or obsid flame.
I think this build would rock most of the teams in tombs. I can't see how a ranger team (think Patient relaxed people) could hold up here, dropping them all to zero energy wrecks their spike, disrupt ability and mind wrack does 95 dmg at max not to mention the enrgy surge and burn dmg. Also dropping all their monks to zero almost instantly would have to be disturbing to the other team.
Thoughts anyone? I would lvoe to give this a try if anyone is interested. My in game name is shiverpeak queen but im not usually logged on as her so just put me on friends list to see who i am playing under.
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Oct 11, 2005, 06:39 PM // 18:39
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#2
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Academy Page
Join Date: Aug 2005
Location: Mary Land
Guild: Infusion INF
Profession: Mo/Me
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bump c'mon people respond respond! I need inspiration in my life
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Oct 11, 2005, 07:05 PM // 19:05
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#3
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Krytan Explorer
Join Date: Sep 2005
Guild: d2
Profession: R/N
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1 woh outheal 3 mindwrack
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Oct 11, 2005, 07:58 PM // 19:58
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#4
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Academy Page
Join Date: Aug 2005
Location: Mary Land
Guild: Infusion INF
Profession: Mo/Me
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how you going to WoH at zero energy? and if you do get to 5 energy that means you get one off, thats one person you get to save and your going to take 95 dmg from it b/c of mind wrack. It would have to be a very coordianated attack but I think it could work
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Oct 11, 2005, 08:02 PM // 20:02
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#5
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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on paper this works. in game very hard to pull off.
like to see it tested.
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Oct 11, 2005, 08:19 PM // 20:19
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#6
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Banned
Join Date: Jul 2005
Location: Cali
Guild: Cerebral Assassins[Assn]
Profession: W/E
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yeah i think you shoudl test it first
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Oct 11, 2005, 09:06 PM // 21:06
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#7
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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with all squishies your gonna need some really intense monking, because the lack of any defensive character means you will get mowed down by a decent offense. thats why i hate warriors, them and their shiny armor >.<
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Oct 11, 2005, 09:15 PM // 21:15
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#8
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Desert Nomad
Join Date: Mar 2005
Location: UK
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.........the answer to everything in tombs>> Make a Healing Ball.
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Oct 12, 2005, 01:11 PM // 13:11
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#9
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Academy Page
Join Date: Aug 2005
Location: Mary Land
Guild: Infusion INF
Profession: Mo/Me
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.........the answer to everything in tombs>> Make a Healing Ball.
Well thats the thing, this build would pretty much be the anti-christ to a healing ball. With everyone bunched up that means signet of weariness will hit everyone. Thats an instant drop of 50 energy, enough to drop everyone except eles to zero, but energy burn and surge has gone before that so thats another 20 each. thats 70 total energy gone from everyone in the healing ball. So much for a healing ball at that point.
I dunno this build might not work at all, I think it would require great communication and could be tweaked a lot.
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Oct 12, 2005, 01:42 PM // 13:42
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#10
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Frost Gate Guardian
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Quote:
Originally Posted by Gabriel Fallen Monk
how you going to WoH at zero energy? and if you do get to 5 energy that means you get one off, thats one person you get to save and your going to take 95 dmg from it b/c of mind wrack. It would have to be a very coordianated attack but I think it could work
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I've been up against e-drain/mind wrack builds before, and I've been drained effectively in tombs, but Mind Wrack has never dealt much damage to me.
It's never killed me before, that's for sure. I would give up on Mind Wrack for damage. You mention Me/R's why not R/Me's with Echo + Debilitating? Maybe add Panic. I don't think Mind Wrack will get you anywhere though.
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Oct 12, 2005, 04:55 PM // 16:55
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#11
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Academy Page
Join Date: Sep 2005
Guild: Psycho Sanctus
Profession: Mo/Me
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i thought serpents quickness only affected skills? not spells..i think quickening zephyr is what you need
with QZ you could possibly make the dmg/edrain as effective as it was pre nerf...in which 1 mesmer can take down another target easily and surely
also when i used to play this pre nerf the main thing that slowed my killing down was people running away. i had no way of preventing them from doing so and they could have enough time before i caught them with 1-2 more spells to cast a breeze (kills mind wrack dmg)
so maybe make that 5th character a R/? with crippling shot, QZ, and other needed spirits
oh and yes...monks do carry sig of devotion and under 0 energy can still heal 1 mind wrack away, which is a lot more work to pull off than hitting a sig every few seconds....so panic might be good here as well..or...rust
Last edited by BannyD; Oct 12, 2005 at 04:57 PM // 16:57..
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Oct 12, 2005, 05:45 PM // 17:45
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#12
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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If you want a snare, ice spikes+ice prison ftw. Nothing can beat water for that.
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Oct 12, 2005, 09:48 PM // 21:48
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#13
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: Asian Syndicate
Profession: Me/E
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I was in a 6 mesmer and 2 monk team before in tombs. It was around 10 pm EST so I'm guessing there were good groups. We basically pawned everybody except relic runs. We beated a tough healing ball smite team.
Make sure you bring an Me/E for destroying healing ball or at least keep them moving around.
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