Mesmer E-Surge build? Help a newbie out!

fujin

fujin

Krytan Explorer

Join Date: Apr 2007

Hong Kong, all the way in Asia :O

Officer of United Jedi [UJ]

E/

Hello there,

I'm still new to Mesmers, and in fact, my Mesmer isn't even Level 20 yet, so would anyone mind about testing this build out in PvP, and feeding back? It's based on the Domination Magic line to deal a fair bit of damage and even a Deep Wound.

[skill]Energy Surge[/skill] [skill]Energy Burn[/skill] [skill]Phantom Pain[/skill] [skill]Shatter Delusions[/skill] [skill]Power Spike[/skill] [skill]Overload[/skill] [skill]Shatter Hex[/skill]

8th slot can be a rez, maybe [skill]Flesh of my Flesh[/skill] or just plain [skill]Resurrection Signet[/skill]

Attribute point spread:
12+1+1 Domination Magic
12+1 Fast Casting

Equipment:
The usual stuff you'd use... 40/40s and all.

Do not be afraid to criticize, I am new to Mesmer and I don't understand all the mechanics behind it, and I'm eager to learn how to play properly.

Thanks for your time,
Fujin

Stormlord Alex

Stormlord Alex

Grotto Attendant

Join Date: Dec 2005

Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island

Soul of Melandru [sOm]

W/E

In short...
You're doing it wrong. You're trying to play the Mesmer as a damage-dealer, not as a disruption/shut down character - you'd be better off as an Ele or something.

Instead of sub-par damage orientated skills like Shatter Delusions/Phantom Pain and Overload, look at stuff like Power Leak or Diversion that can really screw over an opponent, and leave killing stuff to the warriors.

[skill]power leak[/skill][skill]diversion[/skill]

Tab

Tab

Jungle Guide

Join Date: Oct 2006

Under a bridge

Team Quitter [QQ]

Mo/

Try something like:
[skill]energy surge[/skill][skill]energy burn[/skill][skill]power leak[/skill][skill]power drain[/skill][skill]diversion[/skill][skill]inspired enchantment[/skill][skill]shatter enchantment[/skill][skill]flesh of my flesh[/skill]

fujin

fujin

Krytan Explorer

Join Date: Apr 2007

Hong Kong, all the way in Asia :O

Officer of United Jedi [UJ]

E/

Thanks for the very fast replies both of you! Both within about 10 minutes, with actual useful information! :O 2 Cookies each

Skycluster

Academy Page

Join Date: Apr 2007

Me/E

You would run out of energy really fast imo, in pvp if you don't know your gonna get a monk get a healing skill otherwise your gonna go down fast. Imo inspiration is well to place in. If your doing ra I would suggest going for more dmg..thats just me, e-denial dmg can still shut down as well as dmg. for the rest of the pvp diversion and power leak is excellent.

terminus123

Lion's Arch Merchant

Join Date: Aug 2007

N/Me

I have a very balanced mesmer build that hasn't failed me yet.

E-Surge, Empathy, Backfire, Chaos Storm, Power Spike (cheap and and good interupt spike) Drain Enchantment, Ether Feast (I always have this), Flesh of my Flesh.

It has both e-denial abilities, lot's of dmge, interupting skills, some energy managment, and some heals to survive since even good monks aren't perfect.

horseradish

horseradish

Wilds Pathfinder

Join Date: Sep 2007

In a donut hole

Rt/A

Quote:
Originally Posted by ibreaktoilets
Try something like:
[skill]energy surge[/skill][skill]energy burn[/skill][skill]power leak[/skill][skill]power drain[/skill][skill]diversion[/skill][skill]inspired enchantment[/skill][skill]shatter enchantment[/skill][skill]flesh of my flesh[/skill]
Typical mesmer shutdown build. Good stuff, although you will be relying alot on the monks for survival. :/ Play intelligently. e-surging then e-burning a monk when a teamate's under damage will more than likely guarantee that that person will die.

nighthawk329

Academy Page

Join Date: Dec 2005

Guildless

Mo/E

Inspired Enchantment? Maybe it's because I only play in RA/TA, but I rarely see that, and it's not that good for e-management.

I'd go with Drain Enchantment. Better e-management and a heal in one skill.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Inspired is not for energy management. It's for a free (with small net gain, usually +2) and quick enchant removal. Drain enchantment has a longer cast time, making it vulnerable to interrupts.

Maybe in RA/TA drain is useful, but in GvG inspired sees more use. Overall the bar posted by ibreaktoilets is very solid.