Dec 21, 2005, 03:03 AM // 03:03
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#1
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Explosive Mesmer [balancing issues]
A mesmer that can deal a lot of damage? [as in approximately 50% hp in one spell set...] Problems I've run into are conditions and enemy hexes but aside from that this one seems fine. Note: CA and TA in mind... I'm not as hyper into 8v8 pvp as I used to be...
8+1+3 Domination
9+1 Fast Casting
9+1 Inspiration
10 Curses
Energy Burn
Energy Surge {E}
Arcane Echo
Mind Wrack
Ether Feast/Energy Tap/Drain Enchantment
Spirit of Failure
Price of Failure
Plague Touch / Res Signet
Some things are optional but the key here is to use your anti-fighter skills to bake everybody. By stacking the /of failure hexes, you get a cumulative effect of around 30-ish % vs. the 50% some people incorrectly calculate. [it doesn't stack, it overlaps] Ether Feast and Res Signet are usually for CA whereas the other combinations are for TA.
Setup uses Mind Wrack and for some odd reason, people run far far away when they see this hex... The idea is to Arcane Echo Energy Surge {E}, then unload using E. Surge and E. Burn. It's a 4 hit combo for over 60% their hp.
Since this is an energy hungry build, casting SoF and PoF on as many non-casters as possible is a good call. With a duration 3x longer than it's recycle time, it's a good hex to keep.
I usually run with Drain Enchantment over Ether Feast due to my aggresive suicidal mindset but I still manage to make room for the ever-popular res signet... ^_^
If your team is doing their jobs, you can easily 'finish off' a foe who has 70% of their hp left or less in some instances.
I can't deal with anti-casters so that's a given. Without Plague Touch, conditions will own me sooner or later... And hexes are an ever prominent issue that your friendly monk [if he/she's there] will have to deal with... I ran with another modified version of this build which I'll post in a seperate thread.
Any ideas for increasing dmg output?
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Dec 21, 2005, 05:16 AM // 05:16
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#2
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Krytan Explorer
Join Date: Jul 2005
Location: Crystal Lake, Illinois
Guild: Grenths Rejects [GR]
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if you are having massive energy problems and want to do more damage: drop price of failure and go for channeling. this will free you up to go to 15 or 16 dom (getting rid of curses) and get more out of your skills. it will also allow you to bring a res sig all the time.
thats all i got for ya except maybe empathy... but get rid of the curses, its a spread that seems too thin.
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Dec 21, 2005, 05:40 AM // 05:40
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#3
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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If you have to, swap wrack for parasitic. It's still a cover hex for 5E, but you also gain life when it ends. Damage is only 40 over 20 seconds, but it's consistent, unlike the possibly-zero spike of Wrack.
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Dec 21, 2005, 07:37 AM // 07:37
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#4
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Krytan Explorer
Join Date: Jul 2005
Location: Crystal Lake, Illinois
Guild: Grenths Rejects [GR]
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Quote:
Originally Posted by Serps
If you have to, swap wrack for parasitic. It's still a cover hex for 5E, but you also gain life when it ends. Damage is only 40 over 20 seconds, but it's consistent, unlike the possibly-zero spike of Wrack.
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actually with the setup that yukito mentioned (arcane echo of energy surge) it is practically impossible to no trigger mindwrack on a warrior. and with its 5e / 1s cast / 5s recharge, it can be triggered quite often if it was worked into a string with ether lord.
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Dec 21, 2005, 04:38 PM // 16:38
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#5
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Sentao Nugra
actually with the setup that yukito mentioned (arcane echo of energy surge) it is practically impossible to no trigger mindwrack on a warrior. and with its 5e / 1s cast / 5s recharge, it can be triggered quite often if it was worked into a string with ether lord.
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I LIKE this idea... ^_^
perhaps I should just use 2 curses to stop fighting types [enfeeble + faintheartedness] and use some other means of energy management? What energy managers does a mes/nec have that is efficient? [not Offering of Blood, I can't go blood magic and still do my job...]
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Dec 21, 2005, 04:46 PM // 16:46
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#6
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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My build runs something like that, but its completely mesmer.
Energy Surge {E}
Energy Burn
Mind Wrack
Hex Breaker
Ether Feast
Phantom Pain
Shatter Delusions
Rez Sig
16dom
9inp
9ill
rest in fast cast
A normal person has 455 hp (With a sup attribute rune + sup vigor). Phantom pain + shatter = some degen + deep wound triggered. So 455-91 = 364.
Then surge + burn = 160, so 364-160 = 204. So you're basically stuck here until you can get your skills recharged again, but I just recast mindwrack and use shatter delusions for a consistent 79 damage, adn if they offset mindwrack by themselves for 95 more damage. I always use the pp + shatter combo after I surge + burn for an instant kill when they are about a little less than 50%. This build runs into energy problems, and is only for CA.
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Dec 21, 2005, 05:06 PM // 17:06
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#7
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Krytan Explorer
Join Date: Jul 2005
Location: Crystal Lake, Illinois
Guild: Grenths Rejects [GR]
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Quote:
Originally Posted by knives
but I just recast mindwrack and use shatter delusions for a consistent 79 damage, adn if they offset mindwrack by themselves for 95 more damage ... This build runs into energy problems, and is only for CA.
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the first portion is where your energy problems come from, you are using 15e to get 70 damage when you would be better off bringing wastrels for the dps if they have no energy.
/offtopic
<.< never talked to you in guild chat, you still with SH?
/endofftopic
Quote:
Originally Posted by Yukito Kunisaki
perhaps I should just use 2 curses to stop fighting types [enfeeble + faintheartedness] and use some other means of energy management? What energy managers does a mes/nec have that is efficient? [not Offering of Blood, I can't go blood magic and still do my job...]
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like i said before, you would probably be better off with getting rid of your curses and running me/r with throw dirt to keep warriors off. using this would leave 6 open spots (res sig) for the rest of the build. arcane echo, surge, burn, mind wrack and ether lord have been stated as useful against a warrior here so slap SoF on him for ~18% chance to hit. 7 regen and ~4 per miss is a ton of energy to keep wrack up with, but you will have energy problems when your first target dies. you could also get rid of SoF and put in inspired hex (garaunteed to be useful with all the hexes in builds now-a-days) for e-management
Last edited by Sentao Nugra; Dec 21, 2005 at 05:08 PM // 17:08..
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Dec 21, 2005, 10:56 PM // 22:56
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#8
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Sentao Nugra
like i said before, you would probably be better off with getting rid of your curses and running me/r with throw dirt to keep warriors off.
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Throw dirt is Expertise based I thought? Not much point in having a 0 expertise dirt to the face if it only lasts for a few moments...
The Phantom Pain idea is cool but I don't want to spread out my attributes any more. Fast Casting, Inspiration, Domination, and Curses are already overkill, but at least they're all double digit attributes which means they hit hard enough to cause a problem [that and most efficient skill breaks are at 10 atb anyway]
Being a Hex/Spell heavy build with no interrupts, I need the fast casting. If I had more interrupts, I'd probably punch it down a few notches...
With this, I can shave off 21e. in one combo. Enough to hurt Rangers and Warriors, but deal a good chunk of damage to casters.
A good idea from knives came to me...
8+1+3 Domination [God why don't Balthasar priests sell sup. domination runes?!]
9+1 Fast Casting
9+1 Inspiration
10 Curses
Energy Surge {E}
Energy Burn
Mind Wrack
Shatter Delusions
Drain Enchantment
Enfeeble
Faintheartedness
Plague Touch / Res Signet
If the Mind Wrack doesn't go off, I think Shatter would leave a mark if the enemy's energy supply is really that big. [Think elementalist] This E. attack combo would also work later in the game when casters have chewed through their energy supply. [if they're using an e. gaining enchantment, rip it from them and bake them with the energy ^_^]
The 2 anti-fighter skills are sufficient enough and since there are usually 3 casters to one fighter in most arenas, then it should fit.
Thanks for the help! Any others?
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