Caster Killer

CheopisIV

CheopisIV

Academy Page

Join Date: Mar 2005

Calgary, AB

Mesmer/Elementalist

Skills:
Conjure Phantasm
Ether Feast
Imagined Burden or Chaos Storm
Fire Storm or Chaos Storm
Aura of Restoration
Glyph of Lesser Energy
Backfire
Energy Burn

I've only played him to lvl 10 so far, but if the party lets me lead (which the Henchmen don't seem to mind) then I can guarantee a dead caster or two in 10 seconds or less.

Running into battle, still out of range of baddies, I shift-target the caster of the bunch (so as to not attack), prefering dmg casters over healers first, moving to healers second (in the case of 2 healers, take the weaker healer first (Charr Martyr before Overseer for example)).

For a Damage Caster; get close (but not in aggro range, and preferably behind the target) then cast,
1. Aura (begins your self healing during battle)
2. Glyph (next spell of 15 or less is free)
3. Backfire (at which time you automatically run up and hopefully get the spell off before the enemy aggro's; they aggro and he begins casting and dieing)
4. Conjure Phantasm (hurting him more over time, send in the troops as this casts by clicking on the caster or another target WHILE casting the spell; start by just targeting the caster, as you get more comfortable, start sending party after other enemies and re-shift-clicking the targetted caster for your own needs without disturbing henchmean targetting)
5. AoE spell ((Firestorm or Chaos Storm preferred) which hurts all others in the area, and will usually finish off the caster, or get him relatively close to death for another conjure phantasm and wand strikes)
6. Conjure Phantasm
7. Energy Burn
8. Continue as desired

For WEAKER Healers, similar as above, but go in order of
1,2,5(to get them in the healing mood),3,4,7,6. Should keel em over, use 6 and 7 with wand strikes if they dont.

For STRONGER Healers (timing will be key)
1,2,(Target other in grp, warrior class preferred and send in the troops now)4, (NOW target the healer again)3,6,7,8 and wand strikes.

-Now for this build and casting regime, Aura should keep you almost fully healed, and be sure to use Glyph whenever possible for a 10-15 energy spell as soon as it resets, or in best combo as the AoE spells reset so you save energy.
-Timing is the key feature to making this work, during Beta I was pointing and clicking all my targetting, but after joining this forum I see there may be a quicker way to target using hotbuttons!! It took a while for me to make it work against the healers, and against a group of 3 Overseers, it didnt work well at all, but neither side took any damage until I mixed it up for maxdamage on one Overseer and had the Henchmen targetting the same guy.
-Ether Feast and Imagined Burden were in the build as they were the only other spells I initially had, and I do prefer to keep both for emergency and PvP situations to heal myself quickly if things go wrong, and stop scared folks from running off (which they tend to do quite often in PvP)
-I usually party with an Elementalist, a Warrior to hold of charging baddies, and a Monk to keep the others alive as I do fine with Aura even when the casters are trying to unleash on me. Essentially you work solo on the rear of the enemy party while the others hack their way through the front.

BunnyMaster

Frost Gate Guardian

Join Date: Mar 2005

Holland

Army of Fairies

R/N

I played a Ele/Mes this BWE and really enjoyed it.

Ele cause of the huge Mana-pool (or energy or whatever) and Mes for the spells.

Skills (most used):
Rez Signet
Flare
Aura of Restoration
Conjure Phantasm
Backfire
Energy Burn
Phantom Pain
Shatter Hex

I chose Flare because it's a "light" spell that does small dmg, but doesn't drain your energy. And - in combo with AoR - everytime you cast it, you get healed. The rest of the time I used CP / PP the most, followed by Backfire and Energy Burn. And of course some flares in the middle. This way I kept stacking my prey with hex, while making sure my own HP stayed high enough to survive.

Bad side:
Against Mes (shatter enchantment) who ganged up with melee

btw, did you chose Mes/Ele or Ele/Mes? And what was the reason for doing so?

CheopisIV

CheopisIV

Academy Page

Join Date: Mar 2005

Calgary, AB

I personally chose Mes/Ele, rationale being that I wanted to play a Mesmer, but didnt know what secondary when I started (I related them to the old Enchanter of EQ and wanted the challenge, even though it turns out they have NOTHING in common). I weant through the secondary profession quests for Warrior / Ranger / Monk and Elementalist (skipped Necro) and found that the combo I had most fun with was Mes/Ele, and second to that was Mes/Ran, but my primary char is a Ran/Nec so I went with the Elementalist. I ended up having more fun with this character than any of my previous builds as I did find it very much more challenging to find a successful strategy.

BunnyMaster

Frost Gate Guardian

Join Date: Mar 2005

Holland

Army of Fairies

R/N

Same here. I only picked Ele because of the energy-pool. 99pct of my skills (or the ones I hope to acquire) will be Mesmer.

Lansing Kai Don

Banned

Join Date: Mar 2005

Kansas

Quote:
Originally Posted by CheopisIV
Mesmer/Elementalist

Skills:
Conjure Phantasm
Ether Feast
Imagined Burden or Chaos Storm
Fire Storm or Chaos Storm
Aura of Restoration
Glyph of Lesser Energy
Backfire
Energy Burn

I've only played him to lvl 10 so far, but if the party lets me lead (which the Henchmen don't seem to mind) then I can guarantee a dead caster or two in 10 seconds or less.

Running into battle, still out of range of baddies, I shift-target the caster of the bunch (so as to not attack), prefering dmg casters over healers first, moving to healers second (in the case of 2 healers, take the weaker healer first (Charr Martyr before Overseer for example)).

For a Damage Caster; get close (but not in aggro range, and preferably behind the target) then cast,
1. Aura (begins your self healing during battle)
2. Glyph (next spell of 15 or less is free)
3. Backfire (at which time you automatically run up and hopefully get the spell off before the enemy aggro's; they aggro and he begins casting and dieing)
4. Conjure Phantasm (hurting him more over time, send in the troops as this casts by clicking on the caster or another target WHILE casting the spell; start by just targeting the caster, as you get more comfortable, start sending party after other enemies and re-shift-clicking the targetted caster for your own needs without disturbing henchmean targetting)
5. AoE spell ((Firestorm or Chaos Storm preferred) which hurts all others in the area, and will usually finish off the caster, or get him relatively close to death for another conjure phantasm and wand strikes)
6. Conjure Phantasm
7. Energy Burn
8. Continue as desired

For WEAKER Healers, similar as above, but go in order of
1,2,5(to get them in the healing mood),3,4,7,6. Should keel em over, use 6 and 7 with wand strikes if they dont.

For STRONGER Healers (timing will be key)
1,2,(Target other in grp, warrior class preferred and send in the troops now)4, (NOW target the healer again)3,6,7,8 and wand strikes.

-Now for this build and casting regime, Aura should keep you almost fully healed, and be sure to use Glyph whenever possible for a 10-15 energy spell as soon as it resets, or in best combo as the AoE spells reset so you save energy.
-Timing is the key feature to making this work, during Beta I was pointing and clicking all my targetting, but after joining this forum I see there may be a quicker way to target using hotbuttons!! It took a while for me to make it work against the healers, and against a group of 3 Overseers, it didnt work well at all, but neither side took any damage until I mixed it up for maxdamage on one Overseer and had the Henchmen targetting the same guy.
-Ether Feast and Imagined Burden were in the build as they were the only other spells I initially had, and I do prefer to keep both for emergency and PvP situations to heal myself quickly if things go wrong, and stop scared folks from running off (which they tend to do quite often in PvP)
-I usually party with an Elementalist, a Warrior to hold of charging baddies, and a Monk to keep the others alive as I do fine with Aura even when the casters are trying to unleash on me. Essentially you work solo on the rear of the enemy party while the others hack their way through the front.
Yours looks good, I chose the same combination but with a slightly different build. It's anti-caster with a bit more emphasis on general.

(upped the fire magic a lil but stuck it close with domination and fast casting)


Flare
Fire Storm
Chaos Storm
Glyph of Lesser Energy
Backfire
Energy Burn
Aura Of Restoration
Ressy Stone

I love Mind Spark's their fun to play with, but in a cinch I can use the Fire Storm/Glyph/Chaos Storm to do some serious damage on standing still objects (i.e. archers/warriors attacking). Using a low mana spell like Flare will keep attacks going w/ a Wand/Flare/Wand/Flare/Wand/Flare for about 30 dmg every 3 seconds or 10dmg per second is what I timed it. I will try your build next Beta, it seems to lean more caster, and in groups with many warriors that tends to be the need.

Lansing Kai Don

CheopisIV

CheopisIV

Academy Page

Join Date: Mar 2005

Calgary, AB

My build was definatly caster oriented, I initially intended to be a monk killer, and with some skill tweaking, it could go that way. The beauty of this game is that the builds can be modified in town for whatever you may be going against. I went with the caster killer as they seemed to be the biggest damage dealers (on me, and me being selfish, I didn't care about my replaceable Henchmen) in the missions I was playing. Your build seems to be a decent way to deal with the Charr rangers (Stalker?) who were my biggest problem secondary to the casters, but by the end of this last beta, I met the Storm Riders (mesmer thingies) who owned me with my above build. Next beta will take more strategizing and tweaking for these guys.