Hex and Condition Master
Dean Harper
Ok, i dont even know if this will work at all, but its worth a shot. Its a mesmer build designed as a hex removal build as well as a condition spreader.
Me/R
Skills:
Fevered Dreams {E}
Inspired Hex
Apply Poison
Hypochondria
Arcane Echo
Wastrel's Demise/Ether Feast
Power Drain/Leech Signet
Res Skill
Attributes:
Inspiration: 9+1
Domination: 9+1
Fast Casting: 12+1
Illusion: 0
please give your comments, dont care if you criticize me, its welcomed openly. Thanks!!!
-Dean
Me/R
Skills:
Fevered Dreams {E}
Inspired Hex
Apply Poison
Hypochondria
Arcane Echo
Wastrel's Demise/Ether Feast
Power Drain/Leech Signet
Res Skill
Attributes:
Inspiration: 9+1
Domination: 9+1
Fast Casting: 12+1
Illusion: 0
please give your comments, dont care if you criticize me, its welcomed openly. Thanks!!!
-Dean
nSin
drop the superior rune on fast casting imho
Terra Xin
what are you echoing in that build?
Dean Harper
inspired, or expel, maybe wastrel's if you use it
Made In Ascalon
Quote:
Originally Posted by nSin
drop the superior rune on fast casting imho
Ditto. Only a minor is needed, the extra 2 from a superior for a minutely faster cast doesn't justify the -75 health.
Metasynaptic
Fevered Dreams as a variant.
Find a fat target, eg, a boss, hit it with Fevered Dreams, then Hypocondria.
The boss gets afflcted with all conditions in the area, and then gives them all out to foes nearby.
now *that* is condition mastery.
Fevered dreams is vastly more effective at spreading conditions than epidemic, and expel hexes is only good at defeated hexes that are covered.
Find a fat target, eg, a boss, hit it with Fevered Dreams, then Hypocondria.
The boss gets afflcted with all conditions in the area, and then gives them all out to foes nearby.
now *that* is condition mastery.
Fevered dreams is vastly more effective at spreading conditions than epidemic, and expel hexes is only good at defeated hexes that are covered.
LightningHell
Condition spreader who can't start conditions?
Son of Urza
That's my only problem with this build. It *would* work if the rest of the team gave conditions, but if they can easily apply conditions, it's often simpler for them to spread them by themself. Say, a Barbed Arrows+Poison Arrow ranger spamming -7 degen around the enemy team (group, in PvE), which wouldn't even require them to be near each other.
Pick Me
I seem to fail to see the reason for hypocondria. Why would you want to get the conditions sent back to 1 enemy? Just so you can send it back out?
Extend Conditions would be better.
Since a Mesmer can only create 2 types of conditions on others (Blindness or Deep Wounds) you really do need to rely on others. Crippling on self then send it to others is nice, but you must wait for Illusionary Haste to end and you need to be Me/N to do it.
Otherwise, not too bad.
Extend Conditions would be better.
Since a Mesmer can only create 2 types of conditions on others (Blindness or Deep Wounds) you really do need to rely on others. Crippling on self then send it to others is nice, but you must wait for Illusionary Haste to end and you need to be Me/N to do it.
Otherwise, not too bad.
Terra Xin
The combination of Hypochondria + Fevered Dreams ensures that all targets in that area are all suffering the same conditions. Lets say that one target is suffering from poison and another from bleeding and another from cripple. Slap on these two skills and all three will have all three conditions on them.
mf2
Quote:
Originally Posted by Metasynaptic
Fevered dreams is vastly more effective at spreading conditions than epidemic, and expel hexes is only good at defeated hexes that are covered. can anyone explain this to me? does it have a greater range or something? reason i am asking is because i was considering a similar build, as follows (but this would be for PvP)
Charm animal
Comfort animal
Apply Poison
Melandru's Arrows
Distracting Shot
Lightning Reflexes
Epidemic
Res Sig
idea being, being able to spread poison and bleeding around, save the distracting shot for when a nearby monk or whatever tries removing the conditions. I guess if you look at the rhetoric, epidemic is adjacent foes, as opposed to foes in the area. I guess it must have a much greater range, but then if i take that as my elite skill, i can no longer get melandrus arrows, so i cant cause bleeding unless u go with hunters shot or feral lunge, which depens on either my animal attacking an attacking enemy (useless on most spellcasters) or hunters shot (depends on the enemy moving).
maybe its silly to take a 2nd profession for the use of 1 skill, but it seemed like a fun build to try. I initially was considering having conjure phantasm in there too for even more health degen, but since it's a rather long hex, i'm pretty sure it would get removed after a couple seconds or so most times.
Overall the build i think is a good idea, or at least interesting. The challenge would obviously be having enough enemies close together for the build to be consistently effective, but in PvE that shouldn't be too much of a problem. I am really interested to see if a similar build would work in PvP, but from my limited experience, in PvP, teammates don't seem to bunch together too often.
Jijimuge
In response to the OP's post, you have Fevered Dreams as your elite, but have a 0 in illusion magic - you do know that FD is an illusion magic hex, right?
Secondly, although Wastrel's is indeed a nice spell, I can't see what role it plays in this build - there's nothing with which it can be paired to present the target with a genuine dilemma. Furthermore, Wastrel's seems to be the only Domination magic spell you have - does that spell alone really justify the 9 in Domination at the cost of Illusion? I suggest that you'd probably be better off ditching those points in domination and shifting them over to illusion.
Furthermore, I can's understand the need for such a heavy investment in Fast Casting - of course some is useful, but an attribute of a natural 12 has a very high cost! The expediture of that number of points in FC would only be justified if you either have nothing else to spend the points on (not the case here) or are using some skills that depend on FC (e.g. Mantra of Recovery or the like).
Like Terra Xin ,I'm not convinced about the presence of arcane echo - it costs 15 energy IIRC, so it isn't something that a Mes can take on lightly - it needs one to consider one's energy management carefully IMO. Admittedly, Power Drain etc. does offer some very nice energy options, but only if you can interrupt something with it.....seems a little situational to me. e.g. What happens if you meet a team comprised of warriors, rangers, paragons and monks (I've seen a few of late). Your energy management would then become dependent on interrupting the monk's spells, many of which are very short cast. FWIW one can no longer (IMO) really consider Inspired Hex as a real energy management skill following the reduction in the energy gained from removing a hex.
Might Spirit of Failure work well? Especially if the conditions you want to spread around include blind... Somewhat dependent on your team's build, of course.
Lastly, I know it's not optimal here, as you want a high level of illusion to make the most of FD, but have you considered Fragility? It would offer a bit of damage and a low level of cover for FD. N.B. Wastrel's really provides very poor cover, so can't usually be considered as a 'cover hex'.
To mf2: You may get better mileage out of epidemic if you pick Poison Arrow (E) + Barbed Arrows (Prep) instead of Melandru's Arrows (E, Prep) + Apply Poison (Prep) - that way you're only using one preparation and can inflict 2 conditions with one arrow...which you can then spread with epidemic. Admittedly you lose some damage, however. I'm not sure that this suggestion would work better, but it is perhaps worth playing around with. My gut feel is that your build might be better for a (non-clumping) PvP team whereas my suggestion may be more efficient for PvE. Edit: I was also thinking that in PvE, given that the spellcasters tend to clump more often than the melee classes, another decent combo could be Broad Head Arrow + Apply Poison to spread Daze and Poison with epidemic. Might be more effective as dazed is *such* a powerful condition vs casters...
Edit: Spelling and the note about non-spellcasting teams etc........long day
2nd Edit (1 day later) : I also noticed that the OP has no points in wilderness survival for Apply Poison - an oversight?
Secondly, although Wastrel's is indeed a nice spell, I can't see what role it plays in this build - there's nothing with which it can be paired to present the target with a genuine dilemma. Furthermore, Wastrel's seems to be the only Domination magic spell you have - does that spell alone really justify the 9 in Domination at the cost of Illusion? I suggest that you'd probably be better off ditching those points in domination and shifting them over to illusion.
Furthermore, I can's understand the need for such a heavy investment in Fast Casting - of course some is useful, but an attribute of a natural 12 has a very high cost! The expediture of that number of points in FC would only be justified if you either have nothing else to spend the points on (not the case here) or are using some skills that depend on FC (e.g. Mantra of Recovery or the like).
Like Terra Xin ,I'm not convinced about the presence of arcane echo - it costs 15 energy IIRC, so it isn't something that a Mes can take on lightly - it needs one to consider one's energy management carefully IMO. Admittedly, Power Drain etc. does offer some very nice energy options, but only if you can interrupt something with it.....seems a little situational to me. e.g. What happens if you meet a team comprised of warriors, rangers, paragons and monks (I've seen a few of late). Your energy management would then become dependent on interrupting the monk's spells, many of which are very short cast. FWIW one can no longer (IMO) really consider Inspired Hex as a real energy management skill following the reduction in the energy gained from removing a hex.
Might Spirit of Failure work well? Especially if the conditions you want to spread around include blind... Somewhat dependent on your team's build, of course.
Lastly, I know it's not optimal here, as you want a high level of illusion to make the most of FD, but have you considered Fragility? It would offer a bit of damage and a low level of cover for FD. N.B. Wastrel's really provides very poor cover, so can't usually be considered as a 'cover hex'.
To mf2: You may get better mileage out of epidemic if you pick Poison Arrow (E) + Barbed Arrows (Prep) instead of Melandru's Arrows (E, Prep) + Apply Poison (Prep) - that way you're only using one preparation and can inflict 2 conditions with one arrow...which you can then spread with epidemic. Admittedly you lose some damage, however. I'm not sure that this suggestion would work better, but it is perhaps worth playing around with. My gut feel is that your build might be better for a (non-clumping) PvP team whereas my suggestion may be more efficient for PvE. Edit: I was also thinking that in PvE, given that the spellcasters tend to clump more often than the melee classes, another decent combo could be Broad Head Arrow + Apply Poison to spread Daze and Poison with epidemic. Might be more effective as dazed is *such* a powerful condition vs casters...
Edit: Spelling and the note about non-spellcasting teams etc........long day
2nd Edit (1 day later) : I also noticed that the OP has no points in wilderness survival for Apply Poison - an oversight?
Etrik
Why would you echo inspired hex when you can just use Expel Hexes >.<