Best *type* of shutdown mesmer

Vindexus

Vindexus

Wilds Pathfinder

Join Date: Mar 2005

www.talkingtonoobs.com

Final Dynasty

Interupts, energy denial, hexes, other?

I like energy denial for shutting down a caster.

Soda Popinski

Ascalonian Squire

Join Date: Jun 2005

As a monk, energy denial is the type I hate the most. Hexes I can take, but not having someone energy drain me with an arcane echo-ed energy drain and then hit me with energy tap/burn.

Mister Glue

Academy Page

Join Date: May 2005

Athens, GA

TLH

Mo/Me

As for shutting down monks, I'd say Interupts are the worst... they not only ruin the spell you were casting but also make you lose the energy you put into that spell. Backfire (I consider that an interupt instead of a hex.. it doesn't let you cast) is really one of the worst spells I can face when I'm playing my monk. It usually stops me from healing for a few seconds, so I'm completely open to damage (as is the rest of my party if I'm the primary healer).

As for everyone else, I'd say energy denial. You can get away with not casting for a few seconds due to backfire, but if you're out of energy, you're just about screwed. Especially if you use a lot of spells with high energy cost.

BBrecht

Ascalonian Squire

Join Date: Jun 2005

Brisbane, Australia

My personal favourite anti-caster mesmer runs 11/10/10 domination/illusion/inspiration and uses arcane conundrum, power block/spike/leak, diversion and arcane thievery.

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

You can always carry another stance to end frenzy prematurely if they catch on.

Vermilion Okeanos

Forge Runner

Join Date: Feb 2005

you forgot to mention

constant blackout. although it is a hex spell, however... it is a hex that you can not remove.

StandardAI

StandardAI

Banned

Join Date: Mar 2005

K A R M A

blackout isn't a hex, it's a skill . The best shutdown is diversion in my opinion.

Raiddinn Beatdropper

Frost Gate Guardian

Join Date: May 2005

With my War/Mez the 2 spells I am carrying around ATM are Power Leak and Diversion.

However, on my Ele/Mez, Air Wiz I usually lead off with backfire before I DD.

Tsunamii Starshine

Louis Ste Colombe

Academy Page

Join Date: May 2005

Why not mixing them up a bit? And then use different types of shutdown versus different target?

For target 1: Hex

1/ Backfire/Blackout/ Diversion/ Cry of Frustration

For target 2: interrupt/ Mana denial

2/ Power Block/ Power Leak/ Power Spike/ Energy Drain/ Energy Tap/ Power Drain/ Energy Burn

Problem; that's too many elites and too many skills

For target 1; you're looking at fast caster/spammer profile or elementalist with too large a manapool that you got no hope to ever empty...

For target 2; slow caster, protection monks with too many enchantement to maintain.

My choice:

Blackout/ Backfire/ Diversion. Recharge is 10/20/5

Power Block/ Power leak/ Power Drain. Recharge is 30/20/25. Then the main issue for handling the second target is slow recharge time + not that efficient Drain.

So far, it's Domination (mainly) and Inspiration.

For a 7th skill, I'd either go for Arcane Echo (illusion ) to duplicate a slow recharge Power Drain. Or a simple energy Tap. Arcane Echo might be a bit tough with a spell like an interrupt. Hum... Well, Energy Tap just looks better, and it's a drain that does not need a spell to get active. But then energy tap is soooo slow... that it does not feel that good with interrupt build.

Tough choice

I'd go for: Backfire 1st target, the switch to second target, interrupt whatever on the second target (I'd use Power Block first, then Power Drain, Leak is last), after 10 sec, switch back to 1st target, blackout it, waiiiitttt (and anyway you got to wait since your interrupts won't refresh anytime soon).... get some energy back, backfire will refresh again soon, back to second target, etc...

Now that would be sweet, sweet dreams. truth is; enemy mesmer will look at you as a first target and chances are your first backfire will get interrupted... From there it all goes down to drain, then warriors invite themselves for lunch and you're soon dead

Or at least that's how it goes in my limited experience.

Louis,

Myodato

Myodato

Lion's Arch Merchant

Join Date: May 2005

WOR

Mo/

As a healing monk, I can assure you that nothing makes my life harder than increased recharge times.

With energy denial/backfire, I heal less. A couple of distortions/distracting shots, and I can hardly heal at all. Of course, timing it to hit my spammables isn't easy, but that's half the fun.

Eeek, what am I saying. Ignore all of the above. What you really want to use on me is Empathy. Yep, that's right. Honest.

/whistles

Bazooka

Academy Page

Join Date: May 2005

Its been my experience that skills dont matter as much on a Mesmer as timing,target management(selection/prioritization) and positioning.

Here is what I currently carry on my Mesmer/Monk for Tombs/HoH. It changes depending on who I'm running with at the time. I dont play a Mesmer in GvG.

Backfire,Diversion,Shame,Blackout,Chaos Storm,Power Block, ,Leech Signet,Restore Life

You'll know you've invited a bad mesmer when the primary target doesn't go down quick enough or if they dont know what "off,odd or even monk" means.

Shoddy

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by Mister Glue
As for shutting down monks, I'd say Interupts are the worst... they not only ruin the spell you were casting but also make you lose the energy you put into that spell. Backfire (I consider that an interupt instead of a hex.. it doesn't let you cast) is really one of the worst spells I can face when I'm playing my monk. It usually stops me from healing for a few seconds, so I'm completely open to damage (as is the rest of my party if I'm the primary healer).

As for everyone else, I'd say energy denial. You can get away with not casting for a few seconds due to backfire, but if you're out of energy, you're just about screwed. Especially if you use a lot of spells with high energy cost.
I disagree. The heals I use most often are fairly short casts, so I would think they would be risky to try to interrupt. If you do, you've cost me 5-10 energy and a second and a half. Of course, if you do hit with a power block, it will be pretty devistating to have no healing prayers spells for a long while.

Energy draining is the best route vs. monk I think. Most times I don't even notice I'm being drained until all my juice is gone, and even if I did notice there's nothing I can do about it unless I carry spell breaker for my elite to give me a brief reprieve.

Elementalists have the high costs and the generally longer cast times, so they'd be the prime interrupt targets I'd think.

DrunkenClam

DrunkenClam

Pre-Searing Cadet

Join Date: Jun 2005

Philly

Boy Scouts of America

what does "off,odd or even monk" mean?

Just so I don't play a bad mesmer

Captain Marvel

Captain Marvel

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by Shoddy
I disagree. The heals I use most often are fairly short casts, so I would think they would be risky to try to interrupt. If you do, you've cost me 5-10 energy and a second and a half. Of course, if you do hit with a power block, it will be pretty devistating to have no healing prayers spells for a long while.

Energy draining is the best route vs. monk I think. Most times I don't even notice I'm being drained until all my juice is gone, and even if I did notice there's nothing I can do about it unless I carry spell breaker for my elite to give me a brief reprieve.

Elementalists have the high costs and the generally longer cast times, so they'd be the prime interrupt targets I'd think.
I will have to agree with the monky here. Having experimented, and gotten my timing quite good, at some point, you run out of interrupts and have a few seconds of watching the monk heal him/herself up to ful to start over again.

Power block being the exception. Hitting that on a heal, and you are all good.

I have been experimenting with energy denial. Seems to be working well. Also, I beleive this in the end frustrates the player more and causes them to make more mistakes on a mechanical level since they are spamming waiting got the 5 or 10 energy.

It's all about the mind game baby. =)

CM

JoDiamonds

JoDiamonds

Wilds Pathfinder

Join Date: Jun 2005

New England

Quote:
Originally Posted by Bazooka
You'll know you've invited a bad mesmer when the primary target doesn't go down quick enough or if they dont know what "off,odd or even monk" means.
Someone else asked, but I'll ask too: What do these mean?

No point in telling people they are bad because they don't know something and then not educating them!

(There are bad mesmers because no one has taught them how to be good!)

Kaylee Ann

Banned

Join Date: May 2005

This post is a great example of why most guilds won't use pick up mesmers. But hey, keep doing what you are doing. You are just making life easy for me as a monk.

I also play a mesmer when I want a break from being a monk. If you can't get on a target and cause it to cast ABSOLUTELY NOTHING THE ENTIRE BATTLE, and harass a second target at the same time you aren't doing your job.

sun is in us

sun is in us

Frost Gate Guardian

Join Date: Jun 2005

Organic Soup

Of the Day

Me/

Quote:
Originally Posted by Kaylee Ann
This post is a great example of why most guilds won't use pick up mesmers. But hey, keep doing what you are doing. You are just making life easy for me as a monk.

I also play a mesmer when I want a break from being a monk. If you can't get on a target and cause it to cast ABSOLUTELY NOTHING THE ENTIRE BATTLE, and harass a second target at the same time you aren't doing your job.

*sigh*

Do we kneel when worshipping at your feet or just bow our heads and throw money?

Vindexus

Vindexus

Wilds Pathfinder

Join Date: Mar 2005

www.talkingtonoobs.com

Final Dynasty

Backfire gets removed so fast it's not worth it without a hex cover. Mind Wrack is a good cover.

Quote:
Originally Posted by Kaylee Ann
This post is a great example of why most guilds won't use pick up mesmers.
Why?

Kaylee Ann

Banned

Join Date: May 2005

Because they suck. I expect a mesmer to get on a monk, or whatever for that matter, and shut it down (ie the topic of this post). If it isn't doing that, then it is worthless.

It is a very simple concept boys and girls. If you are playing a shutdown mesmer and you can't shutdown said monk or whatever 100% (barring outside influences, we all know mesmers are nice squishy targets) then you aren't doing your job, and you are just another weak link to your group..... I mean, is that really too much to ask?

Vindexus

Vindexus

Wilds Pathfinder

Join Date: Mar 2005

www.talkingtonoobs.com

Final Dynasty

You said this post is an example of why you don't bring pick up mesmers. I then asked you why this post is such a good example and you said because most mesmers suck. That doesn't make sense.

And I think it pretty much goes without saying that a mesmer should be shutting down a caster.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

This question is like asking "is there a best etc.?"

There is none!

There will always be a mesmer out there who's better than another mesmer at something else. Hell, I made a DoT end game mesmer designed to mess with EVERYBODY ^_^

Though for answering the purpose of these questions, I'd say there are two very focused highly dangerous types of mesmer...

Anti-Caster

Anti-Physical [I don't like to say melee cause rangers can be just as big a threat]

Anti-caster: Backfire, Diversion, energy drains, Counterspell Interrupts. Quite good against other casters but dump a high damage warrior on them and well...

Anti-Physical: Empathy, Phantom Pain, Imagined/Ethereal Burden, Spirit Shackle+Mind Wrack, Spirit of Failure. Near Perfect against anyone who does non-elemental damage but against a spike elementalist, you're dead.

I'd like a blend of both for my Mes/Nec. He's not as potent as an anti-caster against monks, but at least he has something that can hamper BOTH classes quite effectively. [I've posted his build here as a DoT Late Game Mesmer]

Though not as potent, he's VERY hard to counter since he's diversified.

grimmolly

Academy Page

Join Date: Mar 2005

Xion Nights

N/Mo

It was quite asinine to tell us that our mesmers are bad if we don't know the invented terminology your guild uses. I expect based upon the wording that off monk is the first one you're targeting as a mesmer. Odd monk would be the one the team isn't attacking and the one you didn't start with. Even monk would be the same as the on-target monk, except your invented terminology was clearly designed to confuse us instead of being clear and precise.

Reiden Argrock

Reiden Argrock

Krytan Explorer

Join Date: May 2005

Arizona

Shadowstorm Mercenaries

Time to make a mesmer me thinks

Kershent

Lion's Arch Merchant

Join Date: Apr 2005

I won't deny it. Taking a bad mesmer is like taking 7 people with you. They have to do their job very well, or they're just not worth taking along.

So, to the actual topic of this thread, I find I'm at my best when I'm interrupting. Arcane conundrum, shame, guilt, power leak/spike, Diversion (never leave home without it!), and then some odds and ends skills.

I imagine energy dep is a pretty neat thing to do, but I'm not specced for inspiration.

Bazooka

Academy Page

Join Date: May 2005

Whoa somebody give grimmolly a hug.

Off monk. Not the monk that is being targeted

Odd monk. Has an odd number next to his name

Even monk. Has an even number next to his name

Knowing when to hit which monk is the Art in Mesmer.

Kaylee Ann

Banned

Join Date: May 2005

I thought the concept of 100% shutdown was very easy to understand, but I guess not. So, here we go:

1. Arcane conundrum + the power series: Hex breaker is going to own arcane, the next hex you cast, and maybe even a third depending on how quickly the monk and mesmer is. Even if you get the 3rd hex on it, it will be removed almost instantly. So now you are trying to power spike spells that have a 1 second or less cast time, especially on a prot monk whose spell cast times are even less. In the end, monk is by far not 100% shut down.

2. Blackout: It definately has its uses. But, blacking out a single monk in a group for 6 seconds isn't going to do anything. Blacking out every monk in the group at the same time and then spiking targets works. But, this once again isn't 100% shutdown.

3. Diversion is another good spell, but you can't rely on it to do anything special. You cast diversion on me, if hex breaker doesn't catch it, then I am either going to have it removed, wait the time out if possible (depending on the damage the group is taking), or I am just going to cast a spell that has a huge recast time anyways, like aegis or spell breaker. I can easily just spell breaker myself, I am now not even close to shutdown, your group's casters can't touch me, and you failed as a mesmer to shut your target down. Good job.

4. Chaos storm is a crappy spell. It doesn't do crap for damage, and it takes a whole whopping one second to walk out of.

5. Why would you backfire and use diversion on the same target at the same time? I am not even going to bother here.

6. Energy denial: Good route, but pointless if that is all you are doing. Monks have signets, low energy cast spells, and a variety of ways to get energy back. This is the closest thing I have seen in this post to complete shutdown.

7. Backfire: Everyone on the plannet knows what the icon of this hex looks like. It is going to be removed instantly, and has a horrid recast timer. If you are going to use it, it will be much better spent on another target.

All this post is is the same 15 gimmicky spells over and over. There are 60 other mesmer spells that do absolutely wonderful things if you learn how to use them.

stumpy

stumpy

Jungle Guide

Join Date: Feb 2005

Canucklehead BC, Canada

Advanced Necro Undead Society

*hugs grimmoly*

I play a ranger/mes ... interrupts and energy drain is my job. I'm not a high damage dealer (nukers job), Im not a meat sheild (warriors job) ... Im an interrupter ... thats my job!

I can say timing is everything and if a mesmer has made it to the tombs (not a hard task) and still cant hit there timing ... your gonna get my great canadian boot asap. If partied in a few pickups with decent mesmers and they really CAN be effective. CAN is a lucrative word here because you have greater odds against you as joining a party you give a weak squishy link unless you really can do your job. Its not a mesmers job to shut down everybody. Quite frankly anyone whose asking that is asking to much. As you only have 8 skills and effectively can knock out 1 opponent and maybe throw a stick in the wheel of another. As a ranger I am not a squishy target ... in fact if a warrior comes charging after me ... all the better ...

I can knock 40 energy off someone before they know what hit them (usually takes) if thats where I'm asked to go ... other wise its interrupts and you can really mess with any caster ... just gotta get your timing on ... and a note to any new up and coming mesmers ... if you missed a spell dont late cast just jump on the next spell ... (this is where n00b and weak links come from) too many will try for that late cast and fall into a onslaught on missed interrupts, thus making them useless. Smart mesmers will know about covering there skills, for the newer mesmers ... get to know your skills (cost **casting time** and recharge) ... most importantly is casting time though. This is to be as effective as possible while mainting your energy.

On another note ... pickups successfully and royally waste time ... get your guild in a coordinated effort or at least get a few guys you have played with before ... I would like to see a full mesmer team take the hoh just to prove that mesmers dont suck (hey if they can successfully shut down monks ... why is this team build not in there already? lol)

Kaylee Ann

Banned

Join Date: May 2005

Wow, a voice of reason. I am not a big fan of rangers but atleast you know what you are talking about and have done the research on your character. And, I have been on mesmer based teams that took and held the alter, atleast before the current patch.

grimmolly

Academy Page

Join Date: Mar 2005

Xion Nights

N/Mo

Calling odd or even like this isn't really helpful. It's easier to call by numbers. We always have the team call their target and speak the number in teamspeak and usually the caller lists the numbers of the likely mesmer targets, then the mesmer tells us what number he's on first, the off monk or caster.

Kaylee Ann

Banned

Join Date: May 2005

Quote:
Originally Posted by Blackace
Kaylee: A decent shutdown mesmer doesn't have to 100% shutdown anyone. Crippling 2 monks to the point where they are using Signet of Devotion and Blessed Signet to heal and get energy back means they are dead.
Uhm, yes they do. One, it isn't very hard to do. And two, suppose you were running an air gank group, and you put your mesmer on the prot monk. What good is the mesmer doing if the prot monk still occaisionally gets prot spirit off on called targets? Or even better, what if you do your idea of 'crippling' someone. You cripple your target by ridding it of its mana (hinted by your use of signets). It takes a whole 2 or 3 seconds to get 5 mana, at which time the monk energy drains someone. Now the monk is completely back into play and doing its job again whereas you failed as a mesmer.

Quote: I probably should've watched what I was saying a bit more. When I said interupts, I meant spells like Backfire and Blackout that keep you from casting at all. So really I should've said shutdown. But really if I'm being constantly interupted, it's just about as bad, but it's hard for a mesmer to keep casting on me that long.

Quote:
Originally Posted by Blackace
Chaos Storm is actually one of the best Energy denials in the game. It takes atleast 2 seconds to walk out of in mid casting if you cancel. 1 sec just for the initial hit and another sec to get out of the range of CS. The range is actually a bit larger than the purple swirling animation shows. Maybe of denying yourself of energy. You get 11 off me (6 + the 5 energy it costs to use 75% of the monk spells, and I still get my spell off) whereas you spend 15 and have to deal with a 30 second recast timer. Please, every mesmer equip this one. Just one less mesmer spell I have to worry about.

Asplode

Asplode

Desert Nomad

Join Date: May 2005

Chicago, IL

Rebel Rising [rawr]

For that anti-phys you're missing the most important spell of all, mindwrack.

Spirit Shackles + Mindwrack on a 16dom mesmer = win. Of course, that leaves you open to 6 more spells.

My mesmer runs w/ no backfire, that's just 10 seconds of inactivity that you're paying 15 energy for, sure it's good dmg, but that's one healspell, and they usually get the hex removed. It's also slow to cast, and has a long recast. Only type backfire is good on are spammer Eles, i.e. flare, ice spear, and stone daggers. Another note is that backfire won't do jack against a monk running w/ Signet of Devotion. You'd need an elite spell for that.

As for the best shutdown mesmer, it depends on your group, and the type of game. In a 4v4, I suggest illusion, arcane conundrum, and migraine combined with draining interrupts and Shame/Guilt make casters cry.

In 8v8, I suggest against long hexes since all good groups run with hexremovals. My weapon of choice is domination/inspiration for impact and endurance, stick with short quick recast shutdowns like Diversion. Great spells to keep around for denial and interrupt are guilt and shame, follow those up with energy drain to bottom out their energy, and round it out with some regain spells like inspired hex, your monks will thank you for it.

If you WANT to get long hexes, I suggest you follow them up immediately with long duration "bs" hexes as I like to call them, to absorb their hexremoval spells. I personally suggest Mind Wrack as a good BS hex, since it's 30 seconds and 5 energy with a 5s recast, and it's good supplemental damage in case they trigger it. Good long duration hexes are migraine and conundrum since it pretty much flattens a monk's casting ability, especially if you pack interrupts. BE wary, however, if you're running a long hex heavy build, because certain spells like purge signet and convert hexes(Otherallyonly) will take them all out in one fell swoop.

Jimbodan

Academy Page

Join Date: May 2005

Currently looking...

well kaylee ann, since you think you're god's gift to mesmers why not put your money where your mouth is and post your "uber build"?

It's real easy to pop off and brag when you aren't putting yourself on the line.

Darc.Syde

Frost Gate Guardian

Join Date: Feb 2005

Spirits Of War

Me/Mo

he'll probobly post a copy cat domination build he saw a top guild use.

if you're really a good experienced mesmer player, you will know how to use the skills in all 3 attribute lines to shutdown casters and sometimes fighters.

most ppl only know how ot make only domination mesmers, all noobs. look at the response to Chaos storm, most of us experienced mesmer players know it counters stuff like wards, healing ball anyone?

Kaylee Ann

Banned

Join Date: May 2005

1. I never said air gank groups are good, I just used that as an example. Try coming up with your own opinions before twisting mine.

2. On an average day my prot monk carries 5 5 mana cost spells, 2 15, and one that costs nothing. None of them take over 1 second to cast. So, more then likely you are going to only drain 11 mana from me with your cute little chaos storm. And last time I checked, there are 19 monk spells (not including smiting and signets) that use 5 mana. You are such a good mesmer you can't even read or count; I am utterly impressed. The first word in your guild name is very suitable for you.

3. What is your idea of a "top guild?" I assume it is a guild that consistently stays on the first page of the ladder listing (top20) especially since 2 guilds control 1/3 of it at any given time.....

4. I hope after reading this post every mesmer in the game uses chaos storm from now on. I can just feel all my mana being sucked right out of me from the best mesmer denial spell in the game!!!!!!!

I Sell Sigils P S T

Pre-Searing Cadet

Join Date: Jun 2005

Jacksonvile, Florida

Sissy Boys [Founder]

Mo/Me

mesmers i really hate...Me/N, Running panic+ether lord+ malaise = -7 energy degen.. even spamming hex breaker, it can get pretty annoying.. specially if you throw a diversion in the mix.. But i dont know alot about mesmers =P.

Mister Glue

Academy Page

Join Date: May 2005

Athens, GA

TLH

Mo/Me

Quote:
Originally Posted by Shoddy
I disagree. The heals I use most often are fairly short casts, so I would think they would be risky to try to interrupt. If you do, you've cost me 5-10 energy and a second and a half. Of course, if you do hit with a power block, it will be pretty devistating to have no healing prayers spells for a long while.
Energy draining is the best route vs. monk I think. Most times I don't even notice I'm being drained until all my juice is gone, and even if I did notice there's nothing I can do about it unless I carry spell breaker for my elite to give me a brief reprieve.

Elementalists have the high costs and the generally longer cast times, so they'd be the prime interrupt targets I'd think. I don't know about most monks, but I can run fairly well when I'm at minimal energy. All four of the direct healing spells I use cost 5 energy each, so if I hit zero, it's only 1-2 seconds before I can cast another spell. I also carry two sets of weapons - one that gives me +10 energy and another that gives me +30. I keep my +10 energy weapon equipped at first, so if I run out and really need more energy, I can just switch over to the +30 and I'll be fine. I doubt most monks would do this though because it can be hard to do correctly.

Perth68

Academy Page

Join Date: May 2005

Sacred Blood

R/

Ive been trying some disabling skills with mild success, I like the idea just not enough skills that really work = /
so far Ive been using
blackout
ignorance
arcane thievery
sig of humility

gonna try power block when I get it?
any ideas?/comments?

Moskel

Frost Gate Guardian

Join Date: May 2005

San Antonio, TX

Xen of Onslaught [XoO] - www.xoohq.com

W/E

W/Me - Echo/Blackout, complete shutdown until echo cycles out, approx 32-35 seconds provided you can stay in melee to keep hitting blackout.

Me/N - rend enchantments, malaise, wither, ether lord, power leak, diversion, ignorance -- rend to begin with, monks just love losing all of their enchantments, then start throwing out hexes while watching for them to start casting a spell to fire off power leak, burn up the rest of your energy sharing wither/malaise on a few targets and finish off your monk with ether lord. Consider packing ignorance if you're concerned about blessed signet healing (or have a R/ /R on your team bring the anti-signet spirit -- nothing like the confused look on a monks face when they see 'You do not have enough energy to cast that.' and they're screaming 'Its a @#$#@$ signet it doesn't cost energy you buggy @#$@#$# game').

Interrupt/domination mesmers are better against Ele than they are Monks, a couple of nice power blocks (archane echo this one), consider arcane mimicry too on another Me/ /Me, even with a few points in Dom it'll be a nice help to further soften a spike team and kiss those two ele goodbye for the next 10-15 seconds. That alone can completely negate your worry about any "spike" team, going from 5 to 3 or 4 to 2 really softens up the spike.

Mesmers are probably by far the most complicated class to play followed closely by Necromancers. And with Me/N or N/Me being one of the best combos it'll be a while until people fully realize the potentials.

Sure energy drain has counters, everything has counters, the above drain when done right is countered by BiP+Blood Renewal and thats about it.

theclam

Jungle Guide

Join Date: May 2005

when I was a mesmer secondary (ranger primary) I used backfire and the interrupt that does damage (can't think of name off hand), I didn't really like using interrupts, but backfire was really useful in harming monks bosses.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

Mesmer is my third char and my most played, just unlocked ALL mesmer skills.
My favourite builds are:

The copycat (almos only inspiration and a tiny little domination):
= Arcane mimikri, Arcane Echo, echo, inspirec hex, inspired enchantment, Arcane thievery and 1-3 spells to drain energy and some classic mesmer spells:
- It basically copies/steals/removes everything around it and sends it back 2-4 times.
- It can drain and reuse up to 100 energy per second, BUT only do little damage with it, apart from secondary effects and make the foe fight a mirror of himself.
- its the most mind whacking build ive ever played, because the spoells in your skill par change 4 times per second
- You can cast the elite skill of one of your teammates up to 4 times and later cast the stolen spell (or removed enchantment, or cured hex) of a foe up to 4 times.
- hey, i can copy arcane thievery 3 times and steal 3 random spells of someone and use them myself, thats DAMN FUNNY!
- You pretty fast learn ALL the spells of the game, you've all used them once AND you know what spell is used how often.
- You can backfire 3 monks/eles at once one time and train all their energy afterwards, that really pisses them off!!!!
- Arcane mimicry, arcane echo and echo reload slowly, but hey, thats when Blackout comes into acount
- ever fought a seal that did not have chain lightning because you stole it?

Airomancers nightmare:
= Mantra of lightning and 7 other random mesmer spells.
- 1 Mesmer can defeat 2 air eles (with nice teamwork), 2 can defeat 3, 3 can defeat ANY air ele team without a problem.