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Old May 03, 2005, 01:17 PM // 13:17   #1
Pre-Searing Cadet
 
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Default Spell-Locker Pure Mesmer Build

Hey guys, i just got the game 2 days ago (never played WPE, or any of those beta things, so my first GW experience was 2 days ago) and after taking several character combos to lvl 5 and doing that academy PvP thing at the start, ive decided taht i definately want Mesmer as my primary coz i love the look, the spells, the crippling and shut-down of enemies and what have you. I like control

Anyho0t, i thought i might take a stab at a build. I don't know if this kind of build has been done before (it prolly has) but i really like the idea of a very specialized, niche, anti-caster build. I wouldnt use it for PvE. Its more specced for PvP in a very organized team and relies on teammates to make up for what i lack and keep me alive (hopefully).

Spell-Locker
Primary: Mesmer
Secondary: It matters not

Attributes
Fast Casting: 8
Domination: 12
Inspiration: 10

Spells (Cost, Cast Time, Cooldown)
1. Wastel's Worry (Hex) (5,1,1): After 3 seconds, target foe takes 53 damage. Wastrel's Worry ends prematurely if that foe uses a skill. {Dom}

2. Power Spike (Spell) (10,1,15): If target foe is casting a spell, the spell is interrupted and target foe takes 86 damage. {Dom}

3. Power Leak (Spell) (10,1,20): If target foe is casting a spell, the spell is interrupted and target foe loses 22 energy. {Dom}

4. Power Drain (Spell) (5,1,25): If target foe is casting a spell, the spell is interrupted and you gain 21 energy. {Insp}

5. Power Block (elite) (Spell) (15,1,30): If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of the same attribute are disabled for 13 seconds for that foe. This is an elite skill. {Dom}

6. Backfire (Hex) (15,3,20): For 10 seconds, whenever target foe casts a spell, that foe takes 119 damage. {Dom}

7. Chaos Storm (Spell) (15,2,30): Create a chaos storm at target foe's location. For 10 seconds, enemies near this location suffer 12 damage each second. Chaos Storm drains 6 energy whenever it strikes a foe casting a spell. {Dom}

8. Ether Feast (Spell) (5,2,8): Target foe loses 5 energy. You are healed 21 for each point of energy lost. {Insp}

So basically, i wanna interrupt spells. I Have a total of 4 spell interrupts. That gives me a high potential to keep one caster completely shut-down, or (hopefully) to hinder several enemy casters by chain casting interrupts on them one after the other. I took 8 in Fast casting to help me with this as it gives me more reaction time. I like backfire more for its prevention factor than its damage factor (dont get me wrong, id be more than happy if they casted through it). Wastel only last 3 secs so kudos to them if the have the presence of mind to dispell it before it procs. Power Block rocks my world. I can disable a whole school of their magic for 13secs in a game where most ppl focus on just 2 lines? Hell yes! I'll take that with a fries and a coke please.

But yeah, like i said, apart from a few runs through that academy PvP thingo at the start with a a few of my toons (all were at lvl 5 when i did it), i don't have any GW PvP experience, so i dont really know what the deal is. I've made this build from just reading the descriptions. I wanted a niche anti-caster. Most of my spells serve this purpose. I have one heal spell that also drains energy, an AoE with a drain energy component, and Wastel which i would look to combine with Backfire for ultimate shutdown or bonus damage if they cast through it.

Enough with my ramblings, critique pls
zarsheek is offline   Reply With Quote
Old May 03, 2005, 03:29 PM // 15:29   #2
Frost Gate Guardian
 
Join Date: May 2005
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I've tried a similar build of this type and I have found it to be 50/50 depending on the types of opponents you're be taking on. It's quite common for pvp battles for the teams to have at least 1 warrior and usually a couple at least. When you're up against melee character, this kind of setup would make you helpless. It often resulted in quick death. I think Me/R is a nice build. I tend to have remove enchantment skills along with a couple marksmenship skills including the one that disables a skill/spell for 20 seconds.

Bottom line I think is if your character is too focused on doing one thing such as shutting down all spellcasters limits your survivablity and you really can't do much good for your party if you're dead. Often players go for casters first.
Twilight Doll is offline   Reply With Quote
Old May 03, 2005, 05:34 PM // 17:34   #3
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I am ele/mes. Lockdown/Blaster

With backfire, and the spel that drains mana and damages for each mana drained, you can w casters. You don't need so many skills specific to one job.
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