User:Harry138/builds/mesmer/pveonly

From GuildWiki

Jump to: navigation, search
test

Contents

[edit] Build:Me/A Neutral IW

The Neutral IW uses Illusionary Weaponry to deal armor-ignoring damage and chance of double strike, while staying alive by keeping Dark Escape and Feigned Neutrality up constantly. This gives the Mesmer 150 armor (60 + 10 + 80) and +7 health regeneration while dealing substantial damage. Designed for PvP but can be used effectively in PvE.

[edit] Attributes and Skills

MesmerAssassinMesmer / Assassin Attribute Rank
Illusion Magic 12 + 1 + 3
Shadow Arts 12
Dagger Mastery 3
Illusionary Weaponry

Illusionary Weaponry

Deadly Paradox

Deadly Paradox

Death's Charge

Death's Charge

Feigned Neutrality

Feigned Neutrality

Dark Escape

Dark Escape

Return

Return

Illusion of Weakness

Illusion of Weakness

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Max armor with +10 when enchanted
  • Superior Rune of Illusion Magic
  • Superior Rune of Vigor
  • Rune of Purity
  • 2 Runes of Vitae
  • Crippling (for Return) Daggers with of Enchanting suffix and "I have the power" +5 Energy inscription (because none of the +damage% mods will affect the damage from IW)

[edit] Usage

[edit] Counters

[edit] Variants

  • For Alliance Battles Resurrection Signet isn't important, so Illusion of Haste give you ways of kiting.
  • Assassin primary; lower damage but stronger.
  • Exchange Return for Distortion. This will sap energy but can be more effective at protecting yourself.
  • Replace Return for Shadow Refuge to help further counter degeneration.
  • Add Caltrops to snare kiting foes.
  • For PvE, consider bringing a scythe (with the same preferred mods as the daggers) in a second weapon slot. The scythe will do a steady 24 DPS instead of the average 36 DPS of the daggers (32 if you don't count double strikes). However, if two or three foes are adjacent you do a nice 48 or 72 DPS respectively. Change between the daggers and scythe as the situation warrants.
  • Death's Retreat can also be used instead of Return, or with Return to retreat further back.

[edit] Notes

[edit] See Also


[edit] Build:Me/A Shadow Runner

This running build uses Illusion of Haste as the speed boost, while using Shadow Form to run past difficult areas with ease, with Arcane Echo to lengthen its duration to allow a longer distance to be run while under its effects. Particularly suitable for running in the Southern Shiverpeaks. Both A/Me or Me/A profession combinations can be used.

[edit] Attributes and Skills

MesmerAssassinMesmer / Assassin Attribute Rank
Fast Casting 8 + 1
Illusion Magic 10 + 2
Deadly Arts 2
Shadow Arts 12
Deadly Paradox

Deadly Paradox

Arcane Echo

Arcane Echo

Shadow Form

Shadow Form

Illusion of Haste

Illusion of Haste

Feigned Neutrality

Feigned Neutrality

Dark Escape

Dark Escape

Death's Charge

Death's Charge

Illusion of Weakness

Illusion of Weakness

[edit] Equipment

[edit] Armor

  • Suggested armor pieces:
  1. Enchanter's Armor - For better armor (+10), basically you will be under the effects of an enchantment 100% of the time.
  2. Charlatan's Armor - For extra energy, number of pieces from this set depending on your preference.

[edit] Runes

  • A Major Rune of Illusion Magic would be a good choice giving you 10 + 2 (12), more points in Illusion Magic will only provide a 1~1.2 seconds increase in Illusion of Haste.
  • Alternatively, you may also choose to use a Major Rune instead with Illusion Magic 11 + 1 + 2 (14) with Fast Casting at 6 + 1 (7), trading off a little bit of fast casting for +40 maximum HP while maintaining the same duration for Illusion of Haste.
  • You may use a Minor Rune of Illusion Magic giving 10 + 1 + 1 (12) Illusion Magic, trading off 1~1.2 seconds off duration of Illusion of Haste for +75 maximum HP.

[edit] Weapons

  • Any one-handed weapon that increases enchantment duration, preferably with increase to energy too:
  1. Rajazan's Fervor
  2. Totem Axe
  3. Fiery Flame Spitter
  • Any +12 energy focus items with attribute on Illusion Magic or Fast Casting. Examples include:
  1. The Rockmolder - Relatively easy to find, and gives 10% chance of half skill recharge for all spells.
  2. The Time Eater (focus) - Suitable if you decide to use a Superior Rune of Illusion Magic. Only 9 Fast Casting or more gives you the +12 Energy of this focus.
  3. Forgotten Fan - Alternatively, you can also choose to sacrifice 5 maximum energy for +30 maximum HP and +5 armor.

[edit] Usage

[edit] Possible Routes

[edit] Counters

While using Shadow Form, you must beware that...

[edit] Variants

Inspired Hex can be replaced with:

This build could also possibly be run by Assassin primaries too with the same skillset.

AssassinMesmerAssassin / Mesmer Attribute Rank
Illusion Magic 12
Inspiration Magic 3
Shadow Arts 12 + 1 + 3

The Skill Template for the Assassin variant:

image:skillsdisk.jpg
The Skills Template for this build is:
AXNRgHznnSAPqBmmxdLBdGIA

[edit] External Links


[edit] Build:Me/D Extended Thorns

Extended Thorns is a PvE Mesmer build that uses Dervish's ability to provide heavy amount of short-duration conditions on a foe with Extend Conditions and spread them with Epidemic while not going over the duration limit while maintaining your energy. This is designed to play with a balanced PvE party. This build was designed for the User:Defiant Elements/Contest.

[edit] Attributes and Skills

MesmerDervishMesmer / Dervish Attribute Rank
Inspiration Magic 12 + 1 + 3
Earth Prayers 12
Fast Casting 3
Extend Conditions

Extend Conditions

Epidemic

Epidemic

Aura of Thorns

Aura of Thorns

Dust Cloak

Dust Cloak

Staggering Force

Staggering Force

Mystic Sandstorm

Mystic Sandstorm

Conviction

Conviction

Ether Signet

Ether Signet

[edit] Equipment

[edit] Usage

  • Aggro you foes and group them close to you
  • Cast your enchantments
  • Use Conviction to survive on the front lines
  • Use Mystic Sandstorm to spread conditions
  • Cast Extend Conditions on a foe
  • Because all the conditions last 106% longer on target foe, use Epidemic to spread conditions with much longer durations
  • Repeat when you have sufficent energy

[edit] Counters

[edit] Variants

[edit] Notes

[edit] See also

[edit] Build:Me/E Air Spiker

This Mesmer build is a powerful air spiker that utilizes the Mesmer's Fast Casting ability to quickly spam spells to take down opponents.

[edit] Attributes and Skills

MesmerElementalistMesmer / Elementalist Attribute Rank
Fast Casting 12 + 1 + 2
Air Magic 12
Inspiration Magic 3 + 2
Invoke Lightning

Invoke Lightning

Gale

Gale

Lightning Orb

Lightning Orb

Lightning Strike

Lightning Strike

Glyph of Lesser Energy

Glyph of Lesser Energy

Air Attunement

Air Attunement

Channeling

Channeling

Resurrection Signet

Resurrection Signet

[edit] Usage

[edit] Counters

  • Any massive damage or degeneration will kill you in a matter of seconds. The build is best suited for teams containing monks or other support characters to offset the health loss.
  • Anti-spamming skills such as Backfire or Spiteful Spirit.
  • Enchantment removal will shut-down the build for a long period of time.

[edit] Equipment

  • A 20% HCT/HSR Air Magic Staff with a 20% Enchantment mod would be ideal.
  • Charlatan's for the +10 armor while enchanted.

[edit] Variants

  • Blinding Flash can replace Channeling for more defense against attackers, but beware when replacing Channeling, as you will remove your only option for a cover enchantment.
  • Lightning Javelin can be used for interruption.
  • Arc Lightning can serve as a replacement for Channeling; sacrificing longer recharge for less energy spent.
  • Lightning Bolt can also replace Channeling to fill intervals and hit moving foes.

[edit] Build:Me/E Flashfire

This build relies on the Mesmer's primary ability of Fast Casting, coupled with the power of Auspicious Incantation and Echo, to produce a quick spike of highly damaging Fire Magic spells.

[edit] Attributes and Skills

MesmerElementalistMesmer / Elementalist Attribute Rank
Fast Casting 11 + 1 + 3
Fire Magic 12
Inspiration Magic 6 + 1
Fireball

Fireball

Breath of Fire

Breath of Fire

Auspicious Incantation

Auspicious Incantation

Meteor Shower

Meteor Shower

Rodgort's Invocation

Rodgort's Invocation

Fire Attunement

Fire Attunement

Echo

Echo

Optional

Optional

[edit] Equipment

  • Enchanter's or Radiant armor is needed for the extra energy. In addition to the Fast Casting and Inspiration runes, use the best Vigor rune you can afford and an Attunement rune. For the last slot use either a rune of Recovery or another Attunement rune, depending on how often you find yourself Dazed.
  • Use a +15/-1 energy Fire Wand with a 20% chance to halve the recharge of Fire Magic spells (such as the Fire Wand crafted by Honglei Sun) and a Fire Magic Focus with a 20% chance to add +1 Fire Magic and a 20% chance to halve the recharge time of Fire Magic spells (such as The Kindlerock). Swap to another weapon set when not in combat to regain the extra pip of energy regeneration.

[edit] Usage

[edit] Variants

  • If you find yourself often interrupted use Mantra of Concentration as the optional skill.
  • Auspicious Incantation can be swapped for Glyph of Lesser Energy. This makes the build easier to run at the cost of a slight reduction in energy management capabilities.
  • Breath of Fire can be swapped for:
    • Fire Storm (in PvE), which costs 5 more energy but causes more total damage over time (assuming enemies don't break aggro).
    • Lava Font, if you find yourself often surrounded by foes.
    • Immolate, for more damage against one enemy.
    • Glowing Gaze, for more energy management. Echo Rodgort's Invocation rather than Fireball or Meteor Shower if you bring this spell.
    • Mark of Rodgort, for less direct damage but more degeneration through burning. If you bring this spell consider using Glowing Gaze in the optional slot.
  • For Competitive Missions and Alliance Battles consider swapping Breath of Fire and Fire Storm for Immolate and Glowing Gaze. This increases the amount of spike damage you can do at the cost of reducing the area of effect damage you can cause.

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
AlNAsjp8oLMiiOgRvAXoEEAA


[edit] Build:Me/Mo Faster Caster

The Faster Caster uses almost maximum fast casting for full time 50% reduction in recharge and cast times of all spells. This build is not recommended for people with slow reflexes as it is an interrupt heavy build targeting hex-users and spellcasters.

[edit] Attributes and Skills

MesmerMonkMesmer / Monk Attribute Rank
Fast Casting 11 + 1 + 3
Domination Magic 11 + 1
Inspiration Magic 8 + 1
Drain Enchantment

Drain Enchantment

Power Spike

Power Spike

Cry of Frustration

Cry of Frustration

Power Drain

Power Drain

Mantra of Recovery

Mantra of Recovery

Draw Conditions

Draw Conditions

Remove Hex

Remove Hex

Resurrection Chant

Resurrection Chant

[edit] Equipment

  • Savant's Armor for the +10 armor in a stance
  • 20/20 domination wand, 20/20 inspiration focus

[edit] Usage

  • Keep Mantra of Recovery up at all times. At 15 Fast cast, it should last 20 seconds with a 20 second recharge time. No skills are over 20 recharge, which means all skills have less than 10 second recharge under this stance.
    • Watch out for wild blow warriors , wild throw paragons, and wild strike assassins. They will end the stance!
  • Use Power Spike on spells you think you can interrupt. This deals damage.
  • Use Power Drain on spells you think you can interrupt when low on energy. This gives a net energy gain when you use it.
  • Use Cry of Frustration when there is a non-spell skill you want to interrupt. Do not use this on spells as its damage is pitiful for the energy compared to Power Spike.
  • Use Drain enchantment for energy and to remove an enchantment from your target. This gives a net energy gain when you use it.
  • Use Draw Conditions frequently, that avoids burdening your monks.
  • Use Remove Hex for hexes that may hurt your party. With Mantra of Recovery and 15 Fast Cast, it should have roughly a 1 second cast and 4 second recharge.
  • Always be the first to resurrect, because you have the fastest cast time.

[edit] Counters

  • Wild Blow, Wild Strike, Wild Throw (stance breakers)
  • Mass poison/condition based health degeneration. On the other hand, your team will be safe from these.
  • High Spike damage such as Elementalist and Ritualist bosses' spike damage

[edit] Variants

[edit] PvE

  • Use Shatter Enchantment instead of Drain Enchantment for a more offensive build. Do keep in mind you lose one of your energy management skills.
  • Shatter Hex instead of Remove Hex for a more offensive (but more energy intensive) build. This is not recommended because of the extremely high energy cost of Shatter Hex.

[edit] PvP

  • Complicate, instead of Cry of Frustration. It will disable signets of the foe for a short duration so it is best to save this for signets (especially Healing Signet or Resurrection Signet).
  • To participate in a spike, exchange two interrupts with Energy Burn and Shatter Enchantment.

[edit] Build:Me/N Incetol Farmer

This build is intended to obtain the unique healing offhand, Incetol's Focus, quickly by soloing Incetol, Devout of Depths himself.

[edit] Attributes and Skills

MesmerNecromancerMesmer / Necromancer Attribute Rank
Curses 12
Inspiration Magic 8 + 1 + 1
Fast Casting 8 + 1
Illusion Magic 7 + 1
Spiteful Spirit

Spiteful Spirit

Reckless Haste

Reckless Haste

Price of Failure

Price of Failure

Parasitic Bond

Parasitic Bond

Distortion

Distortion

Ether Feast

Ether Feast

Spirit Shackles

Spirit Shackles

Spirit of Failure

Spirit of Failure

[edit] Equipment

[edit] Usage

  • See map for directions to Incetol.
Click to expand
Click to expand
  • Once at Incetol, there are usually 2 separate patrol groups, along with Incetol's envoy. It is suggested that at least 1 of these patrols be defeated, otherwise Incetol may be difficult to separate from the mobs.
  • There is a spawn of Onis just SW of the resurrection shrine, against the wall, which are hostile to the Outcasts.
  • There are 2 methods of isolating Incetol: pulling the patrol and his escort to the Onis, or pulling/re-pulling Incetol until he separates from his escort.
  • You can also isolate and solo individual Outcasts, since you'll find only Assassins, Warriors, and Deathhands (Sword-wielding Necros) in the groups.
  • Once Incetol is alone, begin this casting chain:
Distortion, Reckless Haste, Spirit of Failure, Parasitic Bond, Spirit Shackles, Price of Failure, Spiteful Spirit
  • Try to time the durations and recast as necessary. Be sure to keep Distortion up as much as possible, especially while setting up.
  • It is necessary to keep Incetol's energy as low as possible, which Spirit Shackles+Reckless combine nicely.
  • Despite having multiple hexes and you having Distortion on, Incetol may wand you for as much as 100 damage each hit. Parasitic Bond will heal you every 20 seconds, and use Ether Feast when needed.
  • Incetol will eventually wand himself to death, and possibly drop the desired focus.

[edit] Variations

[edit] Pure Mesmer

MesmerMesmer / Any Attribute Rank
Domination Magic 12 + 2 + 1
Inspiration Magic 8 +2
Fast Casting 8 + 1
Illusion Magic 7 + 1
Empathy

Empathy

Mind Wrack

Mind Wrack

Wastrel's Worry

Wastrel's Worry

Ineptitude

Ineptitude

Distortion

Distortion

Ether Feast

Ether Feast

Spirit Shackles

Spirit Shackles

Spirit of Failure

Spirit of Failure


  • This variation uses only mesmer skills, where the main source of damage is from Empathy, Wastrel's Worry, and Spirit Shackles+Mind Wrack.
  • Note the blind caused by Ineptitude will only last half its cooldown duration, so remember to activate Distortion after the blind wears off.
  • Since this variation lacks Reckless Haste, it may take longer for Spirit Shackles to drain all of Incetol's energy.
  • Once Incetol has about 0 energy, cast Mind Wrack and Wastrel's Worry freely.

[edit] Necro Primary

NecromancerMesmerNecromancer / Mesmer Attribute Rank
Curses 12 + 3 + 1
Inspiration Magic 12
Illusion Magic 3
Spiteful Spirit

Spiteful Spirit

Reckless Haste

Reckless Haste

Price of Failure

Price of Failure

Parasitic Bond

Parasitic Bond

Distortion

Distortion

Ether Feast

Ether Feast

Spirit Shackles

Spirit Shackles

Spirit of Failure

Spirit of Failure


  • For those players who do not have a mesmer primary.
  • The 2 major differences are the increased damage from Spiteful & Price of Failure, and the longer casting times.

[edit] Notes

Important attribute level breaks,

  • 10 Inspiration Magic, Spirit of Failure is 4 energy gained
  • 6 Illusion Magic, Distortion is 3 seconds, at 10 it is 3 seconds

Theoretically, as long as Incetol has no energy, any class can solo him. Since Spirit Shackles effectively keeps his energy near 0, and he has no offensive spells, he will only swing his wand at you until he needs to heal himself, which he will not be able to.


[edit] Build:Me/W Illusory Forge Runner

The Illusionary Forge Runner is, perhaps, the oddest of Forge running builds. It is optimized for the Beacon's Perch to Droknar's Forge route, but is in principle adaptable for any running situation. By echoing classical Warrior stances, shouts, or hex-removers it is possible to run with greater efficiency and longevity.

[edit] Attributes and Skills

MesmerWarriorMesmer / Warrior Attribute Rank
Fast Casting 8 + 1
Illusion Magic 10 + 1 + 1
Inspiration Magic 2 + (1)
Tactics 12
Illusion of Haste

Illusion of Haste

Inspired Hex

Inspired Hex

Revealed Hex

Revealed Hex

"Shields Up!"

"Shields Up!"

Echo

Echo

Balanced Stance

Balanced Stance

Healing Signet

Healing Signet

Illusion of Weakness

Illusion of Weakness

[edit] Equipment

[edit] Armor

[edit] Runes

  • Superior or Major Rune of Vigor

[edit] Weapons

  • Any one-handed weapon that increases enchantment duration, and energy:
  1. Rajazan's Fervor
  2. Totem Axe
  3. Alternatively: Sword of Enchanting [+5 Energy, +20% Longer Enchantments Mod]
  • A shield with maximum armor (+16) with attribute requirement in Tactics:
  1. Grognar's Defender - The Runner's Best Stance Shield Choice.
  2. Malinon's Shield - Preferrably the first choice because you stay in Illusion of Weakness most of the time.

[edit] Usage

Attention: This build needs a relatively high knowledge of the spawns at Lornar's Pass, and average to high skills at aggroing and evaluating the NPCs' aggro behavior (e.g. Allowing Avicara Guile to cast his last Death Swarm to lower his aggro moral; Worm aggroing). It is not possible to run every Lornar's Pass spawn with; though it is not too difficult to run with a death penalty of 15-30% Dreadnought's Drift and Snake Dance.

[edit] General

The Mesmer is an enchantment runner: making him a perfect target for enchantment-stripping foes like Avicara Guiles or Grawls. Try to avoid these groups, and rather run through groups of Ice Golems or Pinesouls. Echoing the skills of your choice is a powerful weapon if used to your advantage. The Mesmer Runner is one of the characters with the worst healing abilities - always stay in Illusion of Weakness. Two or an echoed extra hex-remover round off the build for a reliable Droknar run.

[edit] Running Sequence

[edit] Echoing

  • Use Echo and duplicate the skill of your choice.
    • Duplicate Balanced Stance for running through the Worm Tunnel or along the Worm Pass. With Echo it is possible to use BS three times.
    • Duplicate "Shields Up!" for extra armor - possible to use three times without a gap then.
    • Duplicate Inspired Hex for an extra hex-remover.

[edit] Healing

[edit] Countering Hexes

[edit] Notes

[edit] Lornar's Pass

  • You can remove up to two (plus 1) hexes quickly, so never aggro more than three Ice Imps at once.
  • At the mouth of the first cave, wait until you have a clear path before aggroing the Avicara.
  • Echo Balanced Stance and try to cross the cave in a single Illusion of Haste. With Echo you can use BS three times (3 x 18 secs of BS) without a gap in-between.
  • Generally run in a straight line away from Frost Wurms. The 33% increase in movement speed ensures that you can outrun any given wurm.

Note: In case of your Echo gets interrupted escape from the dangerous situation, and begin a new pass-through after Echo has recharged.

  • Run straight through all Avicara and Grawl spawns, then heal with Healing Signet. You can easily regain up to 215 health automatically when your health drops below 25%. This should give you enough of a buffer to make it to safety before recasting Illusion of Weakness.

Note: Avicara Guiles will quickly strip your Illusion of Haste. Recast it as soon as possible for you will be crippled and motionless without it. Practice and experience will be of good advantage here.

[edit] Dreadnought's Drift

  • When engaging Tundra Giants, activate Balanced Stance and use "Shields Up!" - feel free to echo BS for a straightforward run-through without stops.
  • Take time to heal. It can get tricky towards the end if you don't have enough health to run straight through all the Giants and Blessed Griffons.

[edit] Snake Dance

  • You rarely have to worry about hexes here.
  • Concentrate on staying in Balanced Stance through the large groups of Tundra Giants and Azure Shadows.
  • At the Mountain Troll cave, you might consider Inspired Hex to avoid being slowed down in a tricky point. Try to lure the trolls out of the cave first.
  • A good way to lose a train of trolls is to run them to a spawn of Stone Summit Herders.
  • Use "Shields Up!" when running through the Troll Tunnel.

[edit] Camp Rankor

[edit] Talus Chute

The only difficult area is near the beginning where you have to run through two groups of Azure Shadow spawns and a large Avicara group immediately after.

  • Begin with Echo, Balanced Stance and chain cast Illusion of Haste to run through the groups of shadows. Just before running through the Avicaras, recast Illusion of Haste and immediately cast your cover enchantment, then run through the group of Avicaras.

[edit] Variants

[edit] External Links

Illusion of Haste Hex Breaker Inspired Hex Balanced Stance "Shields Up!" Healing Signet Echo Illusion of Weakness
Illusion of Haste Hex Breaker Inspired Hex Expel Hexes Balanced Stance "Shields Up!" Healing Signet Illusion of Weakness


[edit] Build:Me/any PvE Domination Mesmer

This build utilizes high, unconditional damage from the Mesmer's Domination Magic line to deal fast, heavy damage in PvE areas. With many Area-of-Effect damage skills, this build allows for the user to be able to provide ample "Nuking" style damage, comparable to many other popular PvE builds.

[edit] Attributes and Skills

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

Energy Surge

Energy Burn

Energy Burn

Spiritual Pain

Spiritual Pain

Wastrel's Worry

Wastrel's Worry

Arcane Echo

Arcane Echo

Auspicious Incantation

Auspicious Incantation

Ether Feast

Ether Feast

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Max AL armor with Radiant Insignias are necessary for the extra energy.
  • Runes of Superior Domination Magic, Superior Vigor, Minor Fast Casting, Minor Inspiration Magic.
  • An Insightful staff is recommended for the additional energy gain, Milefaun's Staff is excellent.

[edit] Usage

[edit] Counters

  • If relying on Auspicious Incantation for Energy gain, beware of skills that remove enchantments. This usually won't be a problem with Fast Casting.
  • Being Dazed can pose a threat, but with the skills available, its threat is limited.
  • Diversion can be hazardous if more than one skill is hit, but it should not be too much of a problem in most areas.

[edit] Variants

[edit] Templates

image:skillsdisk.jpg
The Skills Template for this build is:
AFMAgCP6cCUB4UZwSQ0hCEAA
Personal tools
Sponsors