From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
The All Around Denial Mesmer uses Mantra of Recovery and
several denial spells to try to deny the purpose of all builds. It
has long lasting melee hurt hexes, while having moderate lasting,
but shortened recharge hexes to stop spell casters from
successfully fulfilling their purpose.
[edit] Attributes and Skills
- The optional slot can be filled with a self heal (Ether Feast) for RA or
another denial spell for GvG (Check variants section).
[edit] Equipment
- Armor with the insignia that give you extra armor in a stance
(Sentry's Insignia)
- A Cane with either staff wrappings, and the "Aptitude not
Attitude" inscription and a Inscriped Chakram with a +hp or +hp in
a stance Focus Core and a "Run For Your Life" inscription.
- Another emergency energy set can be put on another weapon slot,
which includes the "Live For Today" inscriptions on either or both
of your weapons/focus.
- Keep Mantra of Recovery up as much as possible. In the three
seconds without it, you can sit around or reapply Spirit/Price of
Failure. These have the least recharge times
- Spirit/Price of Failure should be kept on at least two melee
always, in that order. If one is attacking continously, Spirit
would provide you with about three pips of energy regeneration.
- Divert all the spammers. You can keep it up near continously on
one.
- Shame and Guilt are you main denial + energy
management on spellcasters. Using those then Diversion could
force a caster to stop casting at all unless he wants to lose 14
energy/have that skill disabled for 58 seconds.
- If a caster is casting a 3 seconds+ spell, you could simply
Guilt it for an 100% interrupt.
- Remember that Shame is on monks or ritualists only and Guilt is
on all the other annoying casters.
- Hex removal might be a bit annoying, but you can cast more then
most can remove, usually if they do, they'll be wasting quite a bit
of energy doing it.
[edit] Counters
- Energy Denial
- Stopping you from casting via backfire/diversion
[edit] Variants
- The second through fourth spell can easily be switched out,
though this is the best configeration I've found
- Good spell disabling skills are Mistrust, interrupts(not
recommended), Price of Pride, or Signet of Humility
- Self defense spells are Hex Breaker, Ether Feast, Plague Touch
or Blackout
- Good melee shutdown or damage spells include Spiritual Pain(not
recommended), Overload, Wastrel's Demise, or Reckless Haste
- Your gay