Mes/W build feedback

Lazarous

Frost Gate Guardian

Join Date: Mar 2005

Hi,

I was wondering how you folks would rate my favorite build from this past bwe:

Mes/W

Domination 10 (61)
Illusion 10 (61) +1 mask
Inspiration 10 (61)
Fast casting 5 (15)

Total used 198/200


Backfire:
Description: For the next 10 seconds, whenever target enemy casts a spell, that enemy takes 22/142 damage.
(15, 3, 20) Linked Attribute: Domination. Increases damage.
Skill Type: Hex Spell.

Conjure Phantasm:
Description: For the next 2/17 seconds, target enemy suffers -5 health degeneration.
(10, 1, 5) Linked Attribute: Illusion. Increases duration.
Skill Type: Hex Spell.

Illusion of Haste:
Description: For the next 5/12 seconds, you move 50% faster, and the effects of the Crippled Condition are removed. When Illusion of Haste ends, you become Crippled.
(10, 1, 5) Linked Attribute: Illusion Magic. Increases duration.
Skill Type: Enchantment spell.

Illusionary Weaponry {Elite}:
Description: For the next 30 seconds, you deal no damage in melee, but whenever you attack in melee your target takes 8/38 damage.
(15, 1, 40) Linked Attribute: Illusion Magic. Increases damage.
Skill Type: Enchantment Spell.

Phantom Pain:
Description: For the next 10 seconds, target enemy suffers -1/-4 health degeneration. When Phantom Pain ends, that enemy suffers a Deep Wound for 5/20 seconds.
(10, 2, 15) Linked Attribute: Illusion Magic. Increases duration and health degeneration.
Skill Type: Hex Spell.

Energy Tap:
Description: Steal 8/14 energy from target foe.
(5, 3, 20) Linked Attribute: Inspiration Magic. Increases energy stolen.
Skill Type: Spell.

Ether Feast:
Description: Target enemy loses 5 energy. You are healed 8/24 for each point of energy lost.
(5, 2, 8) Linked Attribute: Inspiration Magic. Increases healing.
Skill Type: Spell.

Flurry:
Description: For the next 5 seconds, your attack rate is increased, but you deal less damage.
(5, 0, 5) Linked Attribute: None.
Skill Type: Stance.


The idea behind this build was primarily to hex/ether steal with IW kept in reserve to attack any warriors who engaged either myself or any allied casters. Would generally backfire any healers, drop a CP on them and ether steal with both skills and move on to another caster. Once IW was used, i'd make sure to add a CP as well as a backfire if available to make it hard for targets to self heal themselves or cast any counters. IW seemed quite useful at taking out a monk quickly before they had time to react, or they were in between timers for something like mark of protection.

I found the damage from this build very very nice, as IW/flurry did 34 per swing every second constantly; coupled with the dots and backfire (if the opponent was stupid) it dropped most people well within the 10 seconds of backfires timer. Since i was mostly using wands and only pulling out a sword when turning on IW, i was rarely the target of disenchants unless i was already the primary target on my team. Even then, i usually had IoH as a buffer so IW was rarely rendered useless for me.


The main weaknesses i felt with this build was bad anti-hex, no interrupts (which is made up for at least in part by ether denail and backfire) and lack of defensive abilities. It was a serious glass cannon except against a single caster, which i could shut down quite easily.

So, any suggestions for this build?

Laz