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Old Feb 15, 2006, 12:27 AM // 00:27   #1
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Default Mes Build 4 PvP

I've been playing around trying to find a good PvP Build. This is what I have been using. I know there are some other players that can help me tweak this more. It's straight Mes, no secondary.

Fast Casting 11=7+3+1
Illusion 12=11+1
Domination 12=11+1
Inspiration 3=2+1

Here is my skill set:

Conjure Phantasm
Phantom Pain
Energy Burn
Sig of Weariness
Diversion
Energy Tap
Sig of Midnight {E}
Rez Sig

The Conjure Phantasm and Phantom Pain give me a degen of 8 on one player. Energy Burn, Sig of Weariness, and Energy Tap drain the opponents energy.
Diversion causes one skill to take an additional 47 seconds to recharge.
I know someone is asking why Sig of Midnight. In PvP, the Warriors seem to like to take out a Mes quickly, so I use this to blind them so I may continue hitting their Monk or Mes, who ever is more damaging on the field.

I'd like some input on what I can do to improve this build, remember, this is for PvP.

Thanks!
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Old Feb 15, 2006, 02:08 AM // 02:08   #2
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Straddling Illusion and Dom like you do in this build isn't suggested. I suggest picking what will reach your goal best and utilizing that. This hybrid just means your degen and your energy denial won't be felt quite as much.
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Old Feb 16, 2006, 08:30 PM // 20:30   #3
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Does no one really play PvP as a Mes here?
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Old Feb 16, 2006, 09:04 PM // 21:04   #4
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There's nothing wrong with using both Domination and Illusion. You can play both with great success. I WOULD however, drop your degen. Degeneration is not the greatest thing in PvP. Instead of Conjure, take Shatter delusions. Phantom Pain + Shatter Delusions is a very powerful combo. Signet of Midnight is a very good choice.
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Old Feb 16, 2006, 10:38 PM // 22:38   #5
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I'm assuming this is for 4v4 since it's not really specialised enough to be truly effective in 8v8.
With that in mind:

Not sure that you need all those fast casting points. I'd go with either Dom or Ill for the superior rune.

Phantasm and Phantom Pain do work fairly well together, but like the poster above mentioned look at bringing Shatter Delusions too. PP->Shatter is one of the deadliest little mini-combo's in the game and will kill most targets at 25% life or less.
I'd drop Energy Burn for Shatter Delusions.

Signet of Weariness is nice if you have Mantra of Inscriptions or some other skills that will speed it's recharge. 10 energy denied in an AOE is pretty nice, but there are other options which may help more. I'd tend to go with a necro secondary and bring Plague Touch because it's just so handy in small arena's. An added side benefit is that you can use the Sig of Midnight-Plague Touch combo and blind two targets.

Diversion is a very nice skill, but you're not really pressuring the target to cast with your current setup. If I was your target I'd simply wait out the 6 seconds then cast. There are a ton of players (in random arena especially) who will cast through it anyway, but if you're wanting to get the most out of it then look at pairing it up with Wastrel's Worry. That way, if they choose to wait out the Diversion they'll take the damage from Wastrels, and if they cast to avoid the Wastrel's Damage then they sacrifice a skill for close to a minute.
I'd probably ditch Energy Tap for Wastrel's - it was a junk spell before the nerf and it's even worse now

Not too sure how well your energy management would work with the lack of points in inspiration. Even with Energy Tap as in your original setup, it wouldn't be netting much energy to play with. I'm partial to power drain, but not sure that you'd have the room for it.

Those are the changes I'd suggest if you're set on using both domination and illusion, but as others have mentioned, so can get far more efficient combo's by specialising in one or the other.
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