I love this combo, so resilient and so vicious, the pre-order idea: Defiler.
Came up with some. Now the counters to them are quite simple but I came up with these formulas for a good anti-class split
4 anti-magic
2 energy support
2 anti-warrior/ranger
possible stats?
16 Domination
9 Inspiration
8 Fast Casting
8 curses
OR
12-14 Domination [is that sac of hp worth it?]
10 Inspiration
8 Fast Casting
10 Curses
First ideal: Punisher build [countered by anti-hex]
Empathy
Backfire
Energy Burn
Energy Surge
Drain Enchantment
Power Drain
Insidious Parasite
Plague Touch / Res Signet [depends on how skilled your monk is]
Idea: if you can stop your enemy's ability to remove hexes, then this build will REALLY decimate your foes. If they're not going to cast anything or use any enchantment, some may suspect that Drain Enchant and Power Drain become pointless. This is moot because if your foes aren't using any spells or any enchantments at all, then obviously your team is MORE buffed up by far... [assuming your team wants to be brainy buffed-up] Technically, if they swing, they eat double dmg from both Empathy and Parasite, and if they cast, Burn/Surge them using Power Drain in between for pain...
2nd ideal: AoE Blaster
Arcane Echo
Energy Burn
Energy Surge {E}
Power Drain
Drain Enchantment
Enfeebling Blood
Shadow of Fear
Plague Touch / Res Sig / Ether Feast [if you're monkless or monk is just not good enough for ya]
If you're confident in your monk, then any melee types will be stuck doing little to no damage due to Enfeebling Fear combo of hexes. 2 or more afflicted is REALLY useful for keeping your guild lord / monk / etc. alive. Drain Enchantment and Power Drain to feed your 3x whammy: Arcane Echo, E. Burn + Surge. Done properly, you can hack off more than 500 hp in total from the entire enemy team. if they spread out, it doesn't matter since their monk will obviously be forced to run...
Some obvious weaknesses rely in simultaneous removal of hexes and conditions. The anti-enchant and energy+hp striking this build can enduce is quite fierce. Armor ignoring AoE blasts of dewm...

Now if these ideas aren't as efficient as possible. [hey, I'm more warrior than caster... give me a hand ^_^]
I'm definitely not expecting any super killer moves in these builds. Mesmer's true job isn't to deal that much damage anyway.
My original mesmer idea was to drain as much energy from all the casters from the enemy team and use said energy to disable the non-casters, but since energy denial has been given the nerf mallet, I've been trying to come up with other ways to do things.
I don't like focusing, it leaves too much to deal with in terms of weakness. Go anti-caster, a warrior will rip you up, go anti-warrior, most of the world's teams are casters anyway, dur...
So my relevence is pretty much this for any nice improvements...
4 anti-magic
2 energy managers
2 anti-warrior
now for safety, one of the anti-magic skills maybe traded in for a res sig, but being a mesmer primary, I HIGHLY doubt I'll be given a second to even attempt to use it so using something like Plague Touch or anti-magic sounds more reasonable...
Ideas? Flames? etc.?
