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Old Dec 29, 2005, 05:48 PM // 17:48   #21
Desert Nomad
 
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Guild: Animal Factory [ZoO]
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PvP mindwrack builds...
16 or so Domination, 12, 7 fast casting
Energy Surge {E}
Energy Burn
Signet of Weariness
Ether Feast
Whatever you want here
Mind Wrack
Ether Lord
Res Signet

This build is very fun

Last edited by Sagius Truthbarron; Dec 30, 2005 at 03:52 AM // 03:52..
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Old Dec 29, 2005, 06:19 PM // 18:19   #22
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"I chose Ranger for my secondary proffession when I started (I just wanted a pet) and so far I haven't utilised it that much. I don't have enough spirits and traps yet which I may find useful later on. 90% of the time I have 6 mesmer skills res sig and troll ungent.[/QUOTE]"



look into serpents quickness. really, really great with a mesmer's fast casting.
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Old Dec 29, 2005, 07:57 PM // 19:57   #23
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I got all the way to the ring of fire with my Me/Ele and played primarily to my secondary as a nuker. It was there that I switched to all mesmer skills and haven't gone back since. I find pve much more fun and challenging as a mesmer primary.
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Old Dec 30, 2005, 12:52 AM // 00:52   #24
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Quote:
Originally Posted by Sagius Truthbarron
PvP mindwrack builds...
16 Domination, 11 or so inspiration, 7 fast casting
Energy Surge {E}
Energy Burn
Signet of Weariness
Ether Feast
Whatever you want here
Mind Wrack
Ether Lord
Res Signet

This build is very fun
Ether lord is +3/-3 at 12 insp, so bring that up to 12? You can reduce Domination to 14, since thats where Surge/burn etc drain 10 energy (the 10dmg off mind wrack isnt a big deal). For the Whatever slot, Guilt/Shame are always interesting. And I agree, energy-haxation ftw!
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Old Dec 30, 2005, 01:31 AM // 01:31   #25
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Location: Brisbane, Australia
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Anyone tried Sympathetic Visage instead of Ether Lord? It both reduces the damage from warriors who are beating on you, and removes energy from anyone you're next to (which, if you've parked yourself next to an enemy, can be quite effective)

(Then again, I don't understand what's so good about Ether Lord in that build, so I'd appreciate it if someone could explain why it's useful)
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Old Dec 30, 2005, 09:00 AM // 09:00   #26
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Well, once you see mindwrack go off, you know they have no energy left. Usually after using all the burns/surges you are quite low energy, so nailing them with a +3/-3 Lord won't make you lose very much, gives you a nice +7 regen, and leaves them with 0 energy and 1 energy regen, just waiting for another mindwrack/energy-removal-of-choice. Against monks, it can keep them from recovering enough to help themselves, or at least not getting off more than a healing touch. And if they're only managing to barely heal themselves, then the rest of the team is fodder for your team
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