Mar 17, 2006, 10:04 AM // 10:04
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#1
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Calling all Mesmers! :) Trying out this new build.
Hey guys,
I am very new to Guild Wars (been playing for less than a month) and actually this is my first post. So Im trying to tweak my build to make it the most viable.
I have tried a ton of possible combinations during my first week or two of playing and I decided that the Mesmer was more my style than anything else. Actually a lot of the professions I really enjoyed but Mesmer was what was most successful to me. Ranger was a close second. Anyways, to the point of my post and why you came in. My build.
This is really my first REAL shot at a build. Currently I am only doing Arena battles to get a feel for PVP but VERY soon I want to join in the GVG so I am gearing this build towards both. Here is what I've came up with, so any helpful comments are really welcome. Please dont' rip me apart too much, I am noobish afterall
Me/N (dont' ask why I picked N... prior I was using a lot of hex/degen like Life transfer, etc but I found it wasn't really that viable, so kept my char and just playing pure ME now).
Fast Casting: 7 - Minor (+1)
Domination Magic: 10
Illusion Magic: 16 - Superior (+3)
Inspiration Magic: 6
Necromancer
Blood Magic: 0
Curses: 0
Death Magic: 0
Ineptitude
Clumsiness
Phantom Pain
Conjure Phantasm
Blackout
Wastrel's Worry
Ether Lord
Resurrection Signet
A little about each and why I chose them.
Ineptitude - The basis of the build. This is going to really punish incoming warriors. Ive easily killed Warriors with this alone. Them coming in for the hit and not realizing I casted this and just kill themselves. Mixed with my next skill.....
Clumsiness - dishes out an extra 97 damage spike and interupts the attack. This is usually the finishing off smack after Ineptitute is wearing off.
Phantom Pain - This is one of my favorite spells because the wound is absolutely brutal against basically everyone. Can also be used as a cover spell but I like it as a starter so the 20% kicks in as I cast Ineptitude.
Conjure Phantasm - This is a really great spell, and suits the build well (given its illusion) however I have considered dropping it in favor or more energy management or defense. The reason being is that I find I dont really NEED to ever cast it. I do almost as a formality. The three other offensive spells I have listed prior always do so much damage that its really all I need. I cast this on someone and its always removed or doesn't really do enough damage to make it that worthwhile. 75 damage or so overall just doesn't seem all that worth it. So considering swapping this with something just not sure what.
Blackout - This is something I am trying out and like the results. Yes it neutralizes your skills too but if you knock off a Monk for 5 seconds that has very bad effects for the rest of the team.
Wastrel's Worry - This spell is great, I am not sure what else to say about it. 5 E to cast... as instant as you can get, and 1 second recharge. You can spam this and force them to use spells/skills or take the damage. The thing I like most about this is that its more like head games. It throws people off and make them use something they normally dont want to do. It doesn't really fit the theme but I had points in Dom anyways, so this easily made the cut for me.
Ether Lord - This is a strange one... a lot of people might question why I use this. Loosing all energy isn't much fun, but this is something of course I only need to use when I have 5 E or so... then I get regeneration of +2 and on top of that it sucks the energy right off a foe. So this helps neutralize enemy spell casters and gives you a very fast regen rate for your energy. It was really the only thing I could find that suited my play style. I tried to use Energy Tap and Drain Enchantment but I found that the ET was a long casting time for only 8 energy (only netting 3) and the DE was too situational. I want something that I can get Energy right away and this seems to do the trick. Im always open to suggestions.
Again this is geared towards Arena and GVG (dont' even know how possible that is) and so far I have really had a lot of fun with it. I still have some energy concerns but Im trying to work through them. I would really like feedback.. if Im on the right track, if it sucks... whichever I'm also not opposed to changing the secondary profession to something other than Necro if it means Ill have access to more/better spells to accomplish what I am trying to do. So Im really not opposed I just want to keep the theme. Sick and tired of warriors rushing me and not having any defense against it so this really puts a stop to that. Ive even had warriors kill themselves from these spells.
The best part about this build is although it is very much less effective against casters, a lot of the time they don't realize they have anything on them and use their wand to attack while being low on energy. This procs the Ineptitude to blind them and take out 140 damage which is sometimes enough to do the final blow.
Ok so enough of me talking!! Comments very welcome!
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Mar 17, 2006, 12:06 PM // 12:06
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#2
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Firstly...you could try posting it in the Mesmer forum.
Overall, good. I'd definitely take out Ether Lord for obvious reasons but it suits your playstyle, so who gives. Wastrel's Worry as well.
Actually, you might want to stick to one line with Inspiration, so you can take advantage of Drain Enchantment, Inspired Hex, etc. And not have your attribute points too wide-ranged - not to it is, mine are much worse.
I see you're doing more of Illusion.
I'll try suggesting something, but I'm tired right now. I'll try not to modify it too much.
Me/Mo (For the Resurrect)
Fast Casting: 8 +1
Illusion: 12 +3 +1
Inspiration: 10 +1
Clumsiness
Ineptitude {E}
Phantom Pain
Shatter Delusions (No need for Domination since I'm trying to cause Deep Wound here.)
Conjure Phantasm/Holy Veil
Ether Lord (You said you wanted that...)/Drain Enchantment
Inspired Hex
Resurrect
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Mar 18, 2006, 05:34 AM // 05:34
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#3
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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If your doing arenas never take restore life instead of res sig.
Get rid of Ether Lord, it's garbage. Lose all your energy, and at most it takes I think nine energy away from them and gives it to you. So if you cast at exactly five you have given yourself four energy, and denied them nine. It's really not that efficient.
I'd drop wastrel's for diversion. Diversion is just nastier than Wastrels ever is.
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Mar 18, 2006, 07:16 AM // 07:16
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#4
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Point being, DGB, that Ether Lord is what the guy wants to play. No, it ain't the best in the way of energy management, but Valk has a point in that Mesmers have jack-all crap for stand-alone energy management. All of it is stealing energy from other players who may not have it to spare, or hoping to God they're casting a spell/sporting an Enchantment you can mooch off of. It's disconcerting to know that a team playing Nature's Renewal and going sans Enchantments will cripple your energy management, regardless of whatever. It's just gotta suck, I hate having any of my capabilities hinging on the state of my opponent unless I can personally induce that state. It's just a recipe for disaster otherwise and the reason I can't do Mesmers.
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Mar 18, 2006, 04:10 PM // 16:10
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#5
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Lion's Arch Merchant
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Any team, in any form of pvp, is going to have enchantments. If they don't you will have a very easy time beating them even with less energy management. Because of this, drain enchantment is very powerful for both energy gaining, and for actually removing an enchantment just before your warrior is about to spike.
If a team runs natures renewal and no enchantments, kill natures renewal, then their whole team dies very fast... thats not exactly a good build, and I've never actually see anyone run it after the spirit nerf. The more situational energy gaining gives you more energy than the alternatives. Taking ether lord over drain enchantment purely for energy gaining is just silly because of that. In a build with alot of energy denial ether lord becomes fairly useful (panic + ether lord, can't do much with no energy regen) as both energy denial and gaining. In most builds drain enchantment is better.
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Mar 18, 2006, 04:32 PM // 16:32
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#6
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Hey guys,
Thats for the good responses and not tearing me apart too badly
I will give Drain Enchantment a try and see how it goes. You are right that maybe a better alternative. To be honest the more I try the Lord, I realize it isn't really a good alternative.. Actually I find that Order of Blood is the best for energy management but I already have my elite skill used. Too bad because I really do like that skill.
Apart from that, do you guys think this is somewhat viable for Arena and GVG based builds? Should I go the "Migraine" way and shut down casters or the Domination route for interupts? I know this is very much personal choice and play style. I am just wondering from your experience what is better suited. For example, I am doing overkill by being good at taking down warriors when I should be focused on Spell casters?
I will say though, so far in Arena's (my guild isn't ready for GVG YET but its coming) that the build I have is doing pretty decent. Can usually string together a few victories in a row. Normally +5 with a decent group so Im content with that. Still I want to make sure I get the all out of my mesmer. Its a really great class, IMO and I am not sure if I am playing it to its full potential.
Thanks again for the feedback!
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Mar 22, 2006, 08:56 PM // 20:56
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#7
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Pre-Searing Cadet
Join Date: Oct 2005
Location: Holland
Guild: Fish
Profession: Mo/Me
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You mean offering I presume
For a GvG Mesmer Id say these are the most used options:
The Surger(Me/Mo something like...Esurge, Eburn, Mindwrack, xx, Diversion, Drain Enchantment, Insp hax/power drain, ressurect/res sig).
The Renewal Mesmer(Me/E...Glyph of renewal, diversion, shame, xx,xx, insp hax/power leak, drain enchantment, Res signet)
For the xx's you can insert a skill you find fitting...I have my own favourites, but wont give them
The renewal mesmer I like best, since you can shut down a monk rather nicely with it, thus supporting your GvG team alot.
Neither of these builds require you to take a superior Rune, so dont! Spiking is still all over GvG so you need that 75 health.
The most troublesome thing about playing the Mesmer is multitasking, shutdown the monk and still catch a spike with your Powerdrain or Cry of Frustration, its all good.
Good Luck!
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Mar 23, 2006, 11:54 AM // 11:54
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#8
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Quote:
Originally Posted by Tao Wise
You mean offering I presume
For a GvG Mesmer Id say these are the most used options:
The Surger(Me/Mo something like...Esurge, Eburn, Mindwrack, xx, Diversion, Drain Enchantment, Insp hax/power drain, ressurect/res sig).
The Renewal Mesmer(Me/E...Glyph of renewal, diversion, shame, xx,xx, insp hax/power leak, drain enchantment, Res signet)
For the xx's you can insert a skill you find fitting...I have my own favourites, but wont give them
The renewal mesmer I like best, since you can shut down a monk rather nicely with it, thus supporting your GvG team alot.
Neither of these builds require you to take a superior Rune, so dont! Spiking is still all over GvG so you need that 75 health.
The most troublesome thing about playing the Mesmer is multitasking, shutdown the monk and still catch a spike with your Powerdrain or Cry of Frustration, its all good.
Good Luck!
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Thats a lot for the nice feedback...
I did have a few questions though
First, you mentioned that the Renewal Mesmer was better than the Esurger because you can shut down the Monk. I would have thought the Esurger would even be better at that, given you will take all the energy from the Monk and render him/her pretty useless.... So Im just trying to understand why Renewal is better?
Also, do you know of any good mix with Me/N? I kinda like Necro as a secondary, but Im not sure whats best to go with. Yes Im still pretty noobish
One more thing.... is my build listed above viable at all? Ive had some pretty good success with this in RA but Ive never tried at all in GVG. So Im really not sure how it will do in that environment.
Does anyone have any comments to add?!
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Mar 23, 2006, 12:32 PM // 12:32
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#9
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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All I can say is, both have their own qualities.
I like the Renewal one simply because I like eles. -_-
The ESurger is easier to use, while the Renewal Shutdown, at least my version of it, needs you to scroll quickly, target quickly, know what is what and who is what and what is who and so on.
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Mar 23, 2006, 12:56 PM // 12:56
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#10
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Would you consider posting your build LightningHell?
I would like to take a look at what you have done. I dont really understand why you would have to scroll through so much. Do you have multiple targets that you always go after? Unlike ESurge which primarily targets the Monks?
Just trying to get a handle on this...
Thanks for replies!
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Mar 23, 2006, 01:00 PM // 13:00
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#11
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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I have either 2 targets that I try to completely shutdown (Well, they do get that Orison or Lightning Strike out from time to time, but it's not too frequent -_-), or 3-4 targets that I constantly annoy. It's a hard job, being a Mesmer. I prefer working with a partner, though. Me/Mo + Me/E(or N).
And my Glyph build is dusty...do you want that or do you want my other Me/E one?
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Mar 23, 2006, 01:08 PM // 13:08
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#12
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Quote:
Originally Posted by LightningHell
I have either 2 targets that I try to completely shutdown (Well, they do get that Orison or Lightning Strike out from time to time, but it's not too frequent -_-), or 3-4 targets that I constantly annoy. It's a hard job, being a Mesmer. I prefer working with a partner, though. Me/Mo + Me/E(or N).
And my Glyph build is dusty...do you want that or do you want my other Me/E one?
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I will take whatever you give me mate !
Im still pretty new to the game, and although Im getting a WHOLE LOT better in the PVP areas I still have much to learn from you guru's here. So I am very grateful for any tips you guys can give me.
Love my Mesmer.
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Mar 25, 2006, 12:49 AM // 00:49
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#13
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Ascalonian Squire
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I am by no means a pvp stud, so take everything I say w/ a grain of salt.
With regard to the viability of your build in gvg (I'll ignore RA since it seems you're doing fine there), I think it really depends on what the rest of your team is running. It sounds like you do some very heavy damage, mostly aimed at warriors. However, in GVG, targeting warriors is often a last resort, mostly because they're hard to kill and easier to shut down.
It doesn't mean that getting rid of them isn't a priority, though, and most groups will gladly take out a warrior that overextends. I think if you were part of a pressure/degen build, consistently punishing warriors for 200 damage and spreading your degen hex around might fit in w/ the build quite well.
And since you're running illusion, I'd suggest packing Distortion in gvg. Talk about REALLY driving warriors nuts. . .
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Mar 25, 2006, 08:06 AM // 08:06
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#14
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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In GvG your focus would be on Warrior control, and Ineptitude/Clumsiness is great at that and provides some great pressure. Just ask Fnld guys as they ran ineptitude mesmer before.
Distortion is a must have, I would also replace ether lord for some proper energy management if you know what I mean.
Spirit of Failure acts as both shutdown and energy management, and if they start attacking you apply Distortion and your pretty invincible.
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Mar 25, 2006, 10:12 AM // 10:12
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#15
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Egg Shen
And since you're running illusion, I'd suggest packing Distortion in gvg. Talk about REALLY driving warriors nuts. . .
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Distortion is a staple skill in any Mez skillbar with over a 8 in Illusion. Even if it's 5, it's still a highly-considered skill.
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Mar 25, 2006, 05:31 PM // 17:31
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#16
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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yes distortion is a must for almost any mesmer build, since mesmers have low armor and are very annoying to the opposing team, they more then anyone else, will probably get spiked (adrenaline or any other kind of spike) plus it really helps the monks out, sure you cant keep it up all the time with a warrior bashing on you, but its not for that, its for when you see 2 or 3 warriors running up to you, jsut throw this on and they are useless.
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Mar 25, 2006, 05:49 PM // 17:49
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#17
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Ok guys, here is what I am running with now.
Let me know your thoughts on this. Hopefully its much better
Ineptitude
Clumsiness
Phantom Pain
Distortion
Inspired Hex
Energy Tap (not sure if this will stay but so far so good)
Spirit of Failure
Res Signet
So Im not sure on the Inspiration talents yet but so far they aren't doing too badly. I find I can usually get enough energy to cast what I need, but I find they maybe aren't the best options.
Anyways this is what Im running in TA/GVG and I think its much better than the original post I had before. I still like some of the Domination talents. Blackout, Cry of Frustration, etc, but I think inspiration is better for energy management.
Also, do you see any Necro talents that could be used? So far Im almost pure mes (Although my char is Me/N) so if anyone has anything to add I would love to hear!
EDIT:
Sorry should have included my attribute points
Fast Casting: 10
Domination Magic: 0
Illusion Magic: 15 - Superior (+3)
Inspiration Magic: 10
Last edited by Valkyries; Mar 25, 2006 at 06:07 PM // 18:07..
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Mar 26, 2006, 11:04 AM // 11:04
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#18
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Yes, Price of Failure.
Oh yeah...forgot to tell you that you don't need Phantom Pain. In GvG you don't really need to do that much Deep Wounding. Kick in a Drain Enchant/Power Drain.
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Mar 26, 2006, 01:44 PM // 13:44
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#19
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Jungle Guide
Join Date: Mar 2006
Guild: AoM
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Quote:
Originally Posted by LightningHell
Yes, Price of Failure.
Oh yeah...forgot to tell you that you don't need Phantom Pain. In GvG you don't really need to do that much Deep Wounding. Kick in a Drain Enchant/Power Drain.
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Really?? I thought about PoF but I really didn't think it would be that useful.
I would have to spread my attribute points much more thin compared to now and it would only amount to 35 damage or so every 4th swing....
On the other hand, Drain Enchantment or Power drain might be a great thing to try out. I was thinking about Drain Enchant for a bit, so I will probably give that a go.
Was also considering swapping out Energy Tap for Ether Feast for some life gain.
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Mar 26, 2006, 02:57 PM // 14:57
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#20
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Valkyries
I would have to spread my attribute points much more thin compared to now and it would only amount to 35 damage or so every 4th swing....
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If you've just hit a warrior with ineptitude, the blindness will give you a 92.5% chance of triggering the 20+ damage Most warriors will keep attacking through it (it isn't enough to worry you, but it does add up).
I dunno... I really like ineptitude and clumsiness, but in organized battles I haven't had that much success with it. Too much energy to keep them on constantly, and the damage is too 1-off to really hurt. A warrior generally stops once they know what you're tossing at them, or just takes the hit and gets healed. Unless you got a spike while they were frenzying.. although in GvG, which is more spread out, it would have a better effect.
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