Build:Me/E Failure To Launch

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • No defense

Contents

This Mesmer is one that uses Domination Magic to disable and steal skills from opponents, preventing them from doing damage or healing.

[edit] Attributes and Skills

MesmerElementalistMesmer / Elementalist Attribute Rank
Domination Magic 12 + 3 + 1
Fast Casting 10 + 1
Inspiration Magic 8 + 1
Arcane Larceny

Arcane Larceny

Arcane Thievery

Arcane Thievery

Diversion

Diversion

Power Block

Power Block

Hex Breaker

Hex Breaker

Glyph of Lesser Energy

Glyph of Lesser Energy

Energy Tap

Energy Tap

Resurrection Signet

Resurrection Signet

[edit] Usage

  • Use Hex Breaker at the beginning of the battle and use it as often as possible when it is not already active.
  • Use Arcane Larceny and Arcane Thievery on opponents such as Monks and Elementalists; basically any opponent likely to use spells. On few occasions it might be a good idea to use those stolen spells as they might be of use, such as Energy Drain, so pay attention.
  • Diversion should also be used on the same target for spell-casting pressure and to disable certain key spells. This is particularly useful against Boon Prot monks.
  • Power Block should also be used on the same target. Some skills to look out for to interrupt are, for Boon Prots , Guardian and Mantra of Recall due to their slower spell casting time compared to the other spells used like, Reversal of Fortune. Another example, for Elementalists, is interrupting spells such as attunement of their element(e.g. Earth Attunement).
  • When low on energy use Energy Tap. Glyph of Lesser Energy should also be used as much as possible. It is advantageous to use before casting Power Block since it is your most costly spell.

This build is not intended nor able kill an opponent, but to disable an opponent essential to the survival or damage output of the team, like a monk or elementalist, or an opponent that would be a problem for you such as another Mesmer. Just keep up pressure on your target and eventually, if your team is competent enough, they can kill him/her.

[edit] Counters

  • Warriors tend to have only a few spells like Mending or Healing Breeze, but not enough to concentrate on. However, Diversion would be useful in disabling their attack skills.
  • Be aware of other Mesmers, as Hex Breaker only protects you of one hex. Pay attention to this status so that once it is broken, you can put it back up immediately before the next hex comes around.
  • Fast Casting helps prevent getting interrupted to a certain degree, but Diversion still is likely of getting interrupted.

[edit] Equipment

  • 20/20 Cane and Focus items with +12 Energy and +1 20% Domination Magic
  • Enchanter's Armor

[edit] Variants

  • Consider using other sources of energy management, such as replacing Glyph of Lesser Energy with Drain Enchantment or Inspired Hex. This also benefits yourself and your team defensively.

[edit] Build Variation

MesmerMesmer / Any Attribute Rank
Domination Magic 12 + 3 + 1
Fast Casting 8 + 1
Inspiration Magic 10 + 1
Arcane Echo

Arcane Echo

Arcane Larceny

Arcane Larceny

Arcane Thievery

Arcane Thievery

Diversion

Diversion

Signet of Humility

Signet of Humility

Energy Drain

Energy Drain

Ether Feast

Ether Feast

Resurrection Signet

Resurrection Signet

With this variation, the build can disable up to 5 skill if done correctly and thus causing a "failure to launch" of skills.


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