i've been having alot of fun with this build i just through together and worked quite well.
skills
crippling anguish
conjure phantasm
phantom pain
spirit of failure
arcane conundrum
mantra of persistance
distortion
attributes
fast cast 8+1....9
illusion 12+1+1...14
inspiration 10+1..11
get your mantra up right about 10-15 sec before battle.
when you get in battle find the first war or ranger you can find and cast spirit of failure. if he comes after you he will never hit you with distortion and will be giving you energy. if he doesn't come for you then 25% chance that he misses and gives you energy.....win win.
if 2 war cast the crippling on the other and find the monk or caster do conundrum.
then find your target to start hp degening with phantasm and pp. my mantra of persistance is making the illusion hexs last 79% longer!!
with fast cast and the wars or rangers giving you lots of energy you can just tab pp, tab cp, tab cripple.
if you focus is on a lone warrior he will die before any of it ends. most monks can't deal with this much degen and you parties attacks. thought about adding soul barbs but spirit really fuels the mana while giving a warrior a hard time.
give me your thoughts
Trixster Mes
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I agree that degeneration is the bane of a monk's existence, especially once it gets up there in the high negatives. This build reminds me of Stone Summit Heretics (which annoy me to no end). Maybe throw in some sort of energy renewal skill like energy drain (the non-elite) to keep the monk's energy low. Mesmer is lots of fun
can cause all sorts of problems.
can cause all sorts of problems.c
K
Quote:
Originally Posted by Lasareth
I agree that degeneration is the bane of a monk's existence, especially once it gets up there in the high negatives. This build reminds me of Stone Summit Heretics (which annoy me to no end). Maybe throw in some sort of energy renewal skill like energy drain (the non-elite) to keep the monk's energy low. Mesmer is lots of fun
can cause all sorts of problems.
energy tap you mean. 
can cause all sorts of problems.
energy tap you mean. 
Quote:
Originally Posted by cookiehoarder
Add a superior rune to Illusion. Using just a minor is a waste.
And why Price of Failure, shouldn't you be using spirit of failure? ya i ment spirit of failure but price will work to since they will miss everytime they hit you and eventually give up or kill themselfs
sup rune is a waste since the only thing adding to illusion is going to is increase the time on the degen spells. not worth losing 75 life over something that can be extended by mantra of persistance.
sup runes are overrated. most builds i use never use sup or major runes and i usually trump builds that do use them.
And why Price of Failure, shouldn't you be using spirit of failure? ya i ment spirit of failure but price will work to since they will miss everytime they hit you and eventually give up or kill themselfs
sup rune is a waste since the only thing adding to illusion is going to is increase the time on the degen spells. not worth losing 75 life over something that can be extended by mantra of persistance.
sup runes are overrated. most builds i use never use sup or major runes and i usually trump builds that do use them.
T
I've been running something similar for a while now, but I do use a superior rune. An inspiration one. With 15 in inspiration, mantra of persistence increases illusion hex durations by 100%.
Conjure Phantasm - spammable cover hex, and annoying as hell
Arcane Conondrum - caster harassment
Crippling Anguish - Evil
Spirit Shackles - Ranger lockdown
Ether Feast - basic selfheal
Drain Enchantment/Energy tap - basic energy management
Mantra of Persistence - longer illusion hexes.. it's what makes this build tick.
Don't bother with increasing illusion above 12, it's not worth it.
Conjure Phantasm - spammable cover hex, and annoying as hell
Arcane Conondrum - caster harassment
Crippling Anguish - Evil
Spirit Shackles - Ranger lockdown
Ether Feast - basic selfheal
Drain Enchantment/Energy tap - basic energy management
Mantra of Persistence - longer illusion hexes.. it's what makes this build tick.
Don't bother with increasing illusion above 12, it's not worth it.
I
T
I
Quote:
Originally Posted by Iere
Thank you, obviousman, but it's the first hexes most people think to cast in random that are the most dangerous.
Still, I don't mean to rag on the build. It's quite fearsome. There's a reason mesmers rock. <3 point being that you have to know how to use a mes and think about your stategy unlike other classes.
only reason why most people pick mes as a 2nd class is b/c of hex breaker and i know this. i always cast a cover spell to get rid of hex. most people are not fast enough to hit breaker again before my fast cast fires off my dangerous hex.
the beautiful thing about this build is there is not 1 "dangerous" spell. they are all pretty bad.
Still, I don't mean to rag on the build. It's quite fearsome. There's a reason mesmers rock. <3 point being that you have to know how to use a mes and think about your stategy unlike other classes.
only reason why most people pick mes as a 2nd class is b/c of hex breaker and i know this. i always cast a cover spell to get rid of hex. most people are not fast enough to hit breaker again before my fast cast fires off my dangerous hex.
the beautiful thing about this build is there is not 1 "dangerous" spell. they are all pretty bad.

