Oct 02, 2005, 08:10 PM // 20:10
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#1
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Lion's Arch Merchant
Join Date: Feb 2005
Guild: Black Rose Assassins [BRA]
Profession: W/
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Interruption Mesmer v1.0
Alright, so this is my first attempt at making a mesmer build. Please if you could read over this and offer any help, suggestions, or criticism that you feel is significant.
Domination: 12 +4
Inspiration: 12 +1
Fast Casting: 3 +1
Cry of Frustration
Power Block
Power Leak
Power Spike
Power Drain
Inspired Hex
Drain Enchantment
Shame/Res Sig
Basically fast casting is not needed due to the fact that most skills are 1/4 or 3/4 cast, so I go all the way in domination to make the most use out of power block. My build basically revolves around identifying builds that revolve around a certain attribute line, power blocking them, and then switching to other targets to just use standard interruption skills to shut them down.
After running in in random arena, I noticed that there is obviously no self-healing. I think this doesn't matter too much since I'll be having a monk when I play it in "real pvp." I did think that energy management was going to be a bitch and a half considering most of the skills are 15 energy, but it seemed to perform very well if I made sure to always cast inspired hex and drain enchantment whenever I could, and manag to get a few Power Drains off. I initially had res sig in there, but I kept dying first so I took it out for Shame, which was a very ncie addition.
Anyways, please respond! Negative and positive feedback is much appreciated.
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Oct 02, 2005, 08:38 PM // 20:38
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#2
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Lion's Arch Merchant
Join Date: Jun 2005
Location: currently Texas =[
Guild: Court Of The Fallen [CotF]
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You won't be interrupting anything unless you use Migrane or Arcane Conoundrum(sp?)
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Oct 02, 2005, 09:04 PM // 21:04
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#3
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Site Contributor
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I'd put signet of weariness in there. It's just too good to pass up with a 16dom mesmer.
Also, I'd remove power spike from that list. More often than not, you're going to be on an off-target, so that extra damage is insignificant, really. It'd be nice if you had arcane conundrum as well, but it's not too critical (hope you have quick reflexes).
Other than that, the build looks pretty solid. Power leak+drain now look like better energy management/denial tools than energy tap+drain.
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Oct 02, 2005, 10:47 PM // 22:47
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#4
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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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Quote:
Originally Posted by OneArmedScissor
You won't be interrupting anything unless you use Migrane or Arcane Conoundrum(sp?)
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i second that. if you run full interupts like that, you have to have some way of making it easier.... although if you have godly reflexes... but nah put it in. things like migraine are still annoying even if you dont interupt them while casting
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Oct 02, 2005, 10:59 PM // 22:59
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#5
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Frost Gate Guardian
Join Date: Feb 2005
Location: Beaches of Kryta, aka Florida
Guild: Remnants of Ascalon
Profession: Mo/Me
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Ya just using a whole bunch of itnerupts wont make u super good at interupting. I dont think someone should just use an all interupt mesmer build. Atleast the ranger/mesmer interupters have damage along with the interupts. All you can do is keep interupting one person. If your trying to take out casters, just make an anti caster build that can atleast take down 2 at a time.
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Oct 02, 2005, 11:42 PM // 23:42
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#6
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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Just because you're countering stuff doesn't mean you have to use interrupt spells. Skills like Guilt and Shame can really take the pressure off your reflexes.
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Oct 03, 2005, 01:21 AM // 01:21
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#7
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Frost Gate Guardian
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Quote:
(hope you have quick reflexes)
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ESP would help also.
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Oct 03, 2005, 01:32 AM // 01:32
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#8
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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biggest issue with playing a int mes is psychology. Spells go by fast enough that if you dont hit the button right away you will miss it; on the flip side, some spells (reversal, prot spirit, etc) cast too quickly and if you just blindly hit an interupt button as soon as you see a spell you will wiff. Also, Skills and Stances cant be interupted by mesmers so you may end up accidentally wasting an interupt on one of those... all in all you have to see the spell, recognize if its interuptable or not, decide whether there is still time to interupt it, and then hit the button and hope that lag is nice to you.
Migraine and Arcane Conundrum help alot, but are removable Bringing both isnt a bad idea, but the best way is to just practice, and pick a target with long cast times (necro, ele)
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Oct 03, 2005, 02:50 AM // 02:50
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#9
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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well, Cry of Frustration and Diversion work on anything.
However, if I were you, I'd pack less interrupts and a few more general denial skills. Remember, a correctly-timed Power Leak will counter a 15-25 energy spell and leak another 20 energy - that's enough to stop most characters in their tracks.
You may find that a well-placed Backfire will stop someone from spamming a 5E spell for 10 seconds when your interrupts would be useless.
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Oct 03, 2005, 04:56 AM // 04:56
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#10
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Lion's Arch Merchant
Join Date: Feb 2005
Guild: Black Rose Assassins [BRA]
Profession: W/
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ok, so after running the initial tests of this build, I have discovered some flaws in it. Obviously the use of only interrupts is very difficult, especially against monks.
The problem is that I don't want to have to spec in Illusion as well, just so I can use arcane conundrum.
I will run it with AC though and see how much it helps. I could even go mantra of persistance possibly.
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Oct 03, 2005, 05:12 AM // 05:12
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#11
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Wilds Pathfinder
Join Date: May 2005
Guild: The Madison Scouts
Profession: E/Mo
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Exactly the same problem I had... though without Conundrum I still managed to interupt pretty well... also, I paked diversion to disable hex-removing skills when they would remove backfire.
If you're really gunning for pure interupt... figure out if you can take out most of domination/inspiration. For example... if you take out domination, you won't do as much damage when you interupt, but you'll still get the interupt.
From what I can tell... you can probably lose the hex/enchantment skills(though you'll gain less energy) in favor of shame, arcane conundrum, and leaving a spot open for a res sig. Since I'm not at home and don't have an attribute calc of any sort... I would probably start with domination 10, illusion 10(before headpiece/runes) and the rest in fast casting...
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Oct 03, 2005, 02:38 PM // 14:38
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#12
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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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you could go full illusion/inspiration, using things like leech signet and power drain, which are tied to the inspiration attribute. keep those as the interupts you better not miss, and then just take some stuff like power leak/cry of frustration from the domination attribute without actually putting points there.
i personally dont like mantra of persistance because it really drains your energy, and most hexes are removed before they time out, mantra or not. maybe if you started covering your hexes with things like parasitic bond/conjure (since you already have the attributes for it), but you would run out of energy too fast.
what i dont like about this build is that you really have to babysit a monk for it to work, you can just tab through targets diversioning random people.
anyway good luck with the build ^^
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Oct 03, 2005, 07:26 PM // 19:26
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#13
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Use the 4 power XXXXX as your only interuption, and take shame and diversion for complete monk shut down.
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