Build:Me/E GoR Domination Mesmer
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this build is not viable. |
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This build is designed to take advantage of the Elementalist elite skill Glyph of Renewal to instantly recharge skills, as well as for applying your other Mesmer skills quickly. With the skill, you are able to repeatedly stack pressure skills such as Diversion on enemies.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Fast Casting | 11 + 1 |
Domination Magic | 12 + 1 + 1 |
Air Magic | 6 |
[edit] Equipment
- Full Masquerade armor, or anything with Survivor Insignias
- Weapons--nothing specific. A 20/20 off-focus is of less benefit since the elite Glyph will quickly recharge many of your spells, so a +1 to Domination Magic and +30 health off-focus would be better.
[edit] Usage
The most attractive part of this build is the ability to cast Diversion twice in a row without any gaps, and in an optimum situation, even three times. The amount or lack of overlap is dependent on well-timed casts.
Triple Diversion is possible by allowing Glyph of Renewal's recharge to lapse to less than half. When the glyph recharges, use it again with Diversion.
You can use either one of the signets without triggering Glyph of Renewal. This is especially useful if the first skill the enemy uses is worthy of interruption; the mesmer then follows up with Diversion.
Some basic mesmer advice, but if an enemy is relying on a specific combo of skills that are difficult to interrupt, it is worthwhile to try interrupting right after one of their skills. A good example of a build that uses a combo like this is the Build:Me/N Virulence Spiker.
Empathy provides damage against anyone who attacks constantly, but it is also a hex to fulfill the condition required by Signet of Disruption to interrupt non-spell skills.
Try to use Signet of Humility before Diversion to disable more skills. Signet of Humility is also useful for baiting interrupts; start the signet and quickly end it so the other player wastes their interrupt skill.
If you have been hexed with Diversion but Glyph of Renewal is active, cast a spell anyway, because the Glyph removes the extra recharge. Do not use any non-spell skills, though.
If absolutely necessary, sacrifice Mantra of Inscriptions to Diversion. Its duration exceeds the extra recharge time.
[edit] Counters
Diversion and Empathy are hexes and susceptible to anti-hex skills such as Hex Breaker. Diversion itself only lasts six seconds and can be waited out. Warriors and assassins should be kited, which can hinder the build from carrying out its job effectively.
[edit] Variants
Empathy can be substituted out for Blackout. This gives a stronger shutdown, but no extra damage from Empathy and makes it more difficult to interrupt non-spell skills with Signet of Disruption.
[edit] Notes
This build is best utilized on the Luxon side than the Kurzick side, though it is still viable on the Kurzick side. With Glyph of Renewal, Complicate, Empathy and Signet of Disruption on fast recharge through Mantra of Inscriptions, it's possible to constantly interrupt the siege turtle.
The Renewable Dominator is weak in the beginning of the game--it can't solo the mines nor snare runners. However, the fact that death does not recharge skills makes it great while in the Green room attacking Gunther and the gatekeepers--a Kurzick player can choose to do nothing while the rest of your team pounds on the NPC's, or they can cast/attack through it and be disabled even after they die.