Mesway (With Five Mesmers!)
samuelchoo
Don't know how good it really is but I want to somehow persuade myself to drop $20 for three mesmers. Can anyone else share your thoughts/experiences? I'd like to see other five mesmers builds as well. Criticism is appreciated. If you have the heroes to run this, that'd be even better.
zweetreet
looks fun,
i'd drop the panic tho for another Esurge
you've got like 10 interrupts without Panic,
including some CoF's..
Inneptitude + minions + ER Prot is great protection,
so for the "easy area's" (which aren't these days)
u can swap the ST for a SoS or something
i'd drop the panic tho for another Esurge
you've got like 10 interrupts without Panic,
including some CoF's..
Inneptitude + minions + ER Prot is great protection,
so for the "easy area's" (which aren't these days)
u can swap the ST for a SoS or something
samuelchoo
DUR! Didn't think of it like that with panic and all my CoF's. Thanks for that :P.
ashes
Minions, soul twisting AND Emo Infuser - that along with Inep and a shitload of ruptz seems complete overkill
Daesu
I am still skeptical that a 5-mesmer team would consistently outperform an invoke lightning ele team with EBSoH.
But let me know if they are worth the price you paid.
But let me know if they are worth the price you paid.

AlsPals
As someone who runs 5-6 Mesmers regularly, DONT remove panic. It just does so much right, especially when you get AI to ball around minions. On the other hand, overkill on healing, and the two Mes/Rts need to drop the healing so they focus on damage alone. Sure the build works, I can tell just looking, but its not very fast, and im 99% sure you dont micro spikes with it. With that being said, the mesmers might as well be discord, cause you arent taking proper advantage.
Lethal Primate

I did all of DOA HM with such a build, yes it works great and you should definitely add the merch heroes to you team.
Night Life
i bought my 3 extra mez and its awesome. only thing is i micro them some and only have 1 with e surge and run 2 other with arcane mimic. Only problem i sometimes run into is emanage but if there just small groups like in vqs it works fine. some areas in doa and dungeons it is a little more difficult
aspi
I wonder if the heroes are smart enough to use all those energy surges ok? Wont they spam it on the first they encounter, usually the warrior with a limited energy pool?
I've never tried heroes with esurge so I have no idea.
I've never tried heroes with esurge so I have no idea.
jensyea
ST with minions isn't a very good idea... swap it for another dmg dealer cuz youve got nuf heals.
Xenomortis
ST with Minions is sort of ok. If minions take longer to kill it's more damage being thrown at them, not you.
It's absolutely fine if your minions are supposed to be dealing damage with attacks rather than via Death Nova.
However an ST with an ER is just plain overkill.
It's absolutely fine if your minions are supposed to be dealing damage with attacks rather than via Death Nova.
However an ST with an ER is just plain overkill.
Gabs88
I'd make some changes, because with 5 power drain youre more commonly going to encounter energy problems.
Energy management for me (with Waste Not Want Not on all bars ofc) would be: 2x Power Drain, 2x Drain Enchantment, Arcane Concondrum and Drain Energy on the Illusion mesmer. Because with 5 power drain there will be a lack of skills left to interrupt.
Then I'd change Mistrust from the Me\P's to the Me\Rt's, remove Shatter and grab either Shatter Hex (which is 10 energy now and completely awesome) or Wastrel's Demise + Worry one on each char.
4x Cry is also a little bit overkill IMO so myself I'd go for 3x Cry + Shatter Hex \ Hex Eater Signet \ Mistrust.
Personally though no matter how much I try to make the perfect 5 mesmer build, I find them to suffer from diminishing returns when I go past 4 of them unless one is the player character. In short though I've been using 4 or 5 mesmers all the time since I got them unless testing the alternatives. In short, mesmers are fast, but maybe even more importantly it feels very smooth when you're playing it.
As a last note though I've found the best combination with mesmers to be 3x Necros, either Discordway or the same build with only a few skills mixed around. But since you play necro yourself it does change the parameters quite a bit, so it's hard to tell what would be the most efficient way to go about things.
Energy management for me (with Waste Not Want Not on all bars ofc) would be: 2x Power Drain, 2x Drain Enchantment, Arcane Concondrum and Drain Energy on the Illusion mesmer. Because with 5 power drain there will be a lack of skills left to interrupt.
Then I'd change Mistrust from the Me\P's to the Me\Rt's, remove Shatter and grab either Shatter Hex (which is 10 energy now and completely awesome) or Wastrel's Demise + Worry one on each char.
4x Cry is also a little bit overkill IMO so myself I'd go for 3x Cry + Shatter Hex \ Hex Eater Signet \ Mistrust.
Personally though no matter how much I try to make the perfect 5 mesmer build, I find them to suffer from diminishing returns when I go past 4 of them unless one is the player character. In short though I've been using 4 or 5 mesmers all the time since I got them unless testing the alternatives. In short, mesmers are fast, but maybe even more importantly it feels very smooth when you're playing it.
As a last note though I've found the best combination with mesmers to be 3x Necros, either Discordway or the same build with only a few skills mixed around. But since you play necro yourself it does change the parameters quite a bit, so it's hard to tell what would be the most efficient way to go about things.
mage767
A team of all casters is not a good solution in areas such as desolation where dervishes have VoS. Your team will have to wand them to death. Therefore, drop one mesmer and take a dervish (with holy damage).
Plus, weaklings is a dumb Pve skill - I would drop it and bring GDW to support my dervish instead. The dervish will also serve as an effective frontline to somewhat ball up the enemies such that esurges are more effective.
Plus, weaklings is a dumb Pve skill - I would drop it and bring GDW to support my dervish instead. The dervish will also serve as an effective frontline to somewhat ball up the enemies such that esurges are more effective.
madsGW
3 energy surge? really?
I would take psychic instability instead of one esurge.
I would take psychic instability instead of one esurge.
Outerworld
3 E-surge is completely fine, why would you bother with PI when you already have multiple interupts as well as Panic?
aga
Imo you should change your ST rit for s SoS resto, pretty sure there's a build on pvx, since you lack single target damage to clea up the left overs and minions will eat up the defensive spirits in no time.. Infuse on a hero is rubbish, change it for reverse hex. Also change shatter ench for shatter hex, enchantments aren't really any issue PvE, and the damage from it won't be missed.
9tails
Quote:
Originally Posted by aga

Infuse on a hero is rubbish, change it for reverse hex..
This statement makes it hard to take your entire post seriously.
aga
Hero uses infuse, loses half his HP then will instantly cast 2-3 spells on himself, usually ones like SoA and Spirit bond which 99% of the time would be useless on him. Just because PvX says something is good, doesn't mean it's true.
samuelchoo
Updated build. I put in discord for more direct target damage. Hopefully, this is enough protection as it seems like the last time, an ER + ST was a bit overboard. Still having a bit of trouble filling in a few skills on the mesmers so I put in wastrel's/overload. Probably packing too many interrupts as well. Oh well. More criticism is appreciated. I'd also like to see everyone else's build or ideas as well!
Mednes
Take a BiP

Plutoman
Remember that mistrust will not go off much with 3 CoF's, Panic, and multiple instances of power drain. Either balance it without the mistrust towards shutdown, or take less interrupts and more damage via mistrust. There's a definite lack of synergy.
LexTalionis
Quote:
Originally Posted by Plutoman

Remember that mistrust will not go off much with 3 CoF's, Panic, and multiple instances of power drain. Either balance it without the mistrust towards shutdown, or take less interrupts and more damage via mistrust. There's a definite lack of synergy.
This was written by someone who has never used Mistrust.
Actual functionality of Mistrust:
"Hex: If the target either finishes casting or begins to cast a spell that targets a foe while under the effect of Mistrust, the spell fails and Mistrust does X damage..."
This is true of all the pre-interrupt skills - there is no window for the spell to be interrupted if the spell was begun while under the effect of Mistrust. The spell fails immediately regardless of its casting time.
Mistrust is wonderful in copies and has fantastic synergy with Panic.
Actual functionality of Mistrust:
"Hex: If the target either finishes casting or begins to cast a spell that targets a foe while under the effect of Mistrust, the spell fails and Mistrust does X damage..."
This is true of all the pre-interrupt skills - there is no window for the spell to be interrupted if the spell was begun while under the effect of Mistrust. The spell fails immediately regardless of its casting time.
Mistrust is wonderful in copies and has fantastic synergy with Panic.
Plutoman
samuelchoo
Mm, I think two might be enough since the recharge is reduced a bit due to FC. Or I can get rid of one CoF. I can't really comment on the defense though. I still feel a little vulnerable even with mm's, rit heals, and a prot necro. Pretty convinced in buying these merc packs though! Haha.
Haggis of Doom
Try replacing the 2 Discord/Restos with SoS/Resto and ST offensive spirits spammer. Put Shelter and Armor of Unfeeling on the ST.
FoxBat
If you land mistrust on a target that's in the process of spellcasting, it will proc at the end of the cast instead of the beginning. So an interrupt could stop it in that situation. But then the next spell they cast will insta fail anyway.
Esurges have less energy burden and are better off running fall back.
Esurges have less energy burden and are better off running fall back.
majoho
I don't know why people post builds they haven't even tested, I know for a fact this one hasn't because there so many things wrong with this.
I'm going to detail just one...
Complete overkill in the prot department, the Rit and ER do EXACTLY the same thing.
IF the defensive rit is casting the spirits whenever he can the ER protter will stand around doing absolutely nothing 95% of the time - I know this for a fact since I had my MM setup with some defensive skills while running a defensive rit and the MM pretty much never had to use his skills.
The defensive rit and ER protter have "duplicate" skills - if you insist on running an ER don't use the cookie cutter one use one that have skills that will supplement the defensive rit and he will actually use them. (By "duplicate" I mean Protective Spirit = Shelter, Shield Guardian and Aegis = Displacement)
An example of a replacement skill that heroes will actually use would be "Shielding Hands" (although it should kinda be covered by Union).
But all in all, drop the ER and replace the healing on the Rit with Shielding Hands and a hex remover or give the ER some ward skills instead of the duplicates.
Which brings me back to my initial line... test your builds before posting, dang it
EDIT: Guess I'm a little late with my input.. should have read the whole thread.
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Second build looks better, this time probably a little low on prot (but too much healing) also I suggest replacing "fall back" for "stand your ground" on at least one of the chars - fall back really is only a convenience ability I guess for VQ'ing it's ok.
I'm going to detail just one...
Complete overkill in the prot department, the Rit and ER do EXACTLY the same thing.
IF the defensive rit is casting the spirits whenever he can the ER protter will stand around doing absolutely nothing 95% of the time - I know this for a fact since I had my MM setup with some defensive skills while running a defensive rit and the MM pretty much never had to use his skills.
The defensive rit and ER protter have "duplicate" skills - if you insist on running an ER don't use the cookie cutter one use one that have skills that will supplement the defensive rit and he will actually use them. (By "duplicate" I mean Protective Spirit = Shelter, Shield Guardian and Aegis = Displacement)
An example of a replacement skill that heroes will actually use would be "Shielding Hands" (although it should kinda be covered by Union).
But all in all, drop the ER and replace the healing on the Rit with Shielding Hands and a hex remover or give the ER some ward skills instead of the duplicates.
Which brings me back to my initial line... test your builds before posting, dang it

EDIT: Guess I'm a little late with my input.. should have read the whole thread.
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Second build looks better, this time probably a little low on prot (but too much healing) also I suggest replacing "fall back" for "stand your ground" on at least one of the chars - fall back really is only a convenience ability I guess for VQ'ing it's ok.