Fooling around and came up with this:
With Runes:
7 Fast Cast
12 Illusion
13 Inspiration
9 Smiting
I think those numbers are correct.
I don't know how good this build actually is, but it seems to be doing decently in Arena (don't jump on this guys, you know that running test builds in tombs groups isn't exactly team friendly) with a balanced group. The premise is simple, put up the degen and let them try and heal.
Drain Enchant
Energy Drain
Scourge Healing
Smite Hex
Ressurect
Arcane Conundrum
Power Drain
Conjure Phantasm
You are probobly thinking, "WTF?". Yeah, I think it's odd too. That's why I'd like some advice.
You see, what I do is pop CP onto somebody, it can really be anybody but it shines on characters with monk as a class. I scourge healing them next. So while they try to remove CP they lose health.
Drain Enchant removes any silly enchants which may be keeping them from losing health. And it gives 8 net energy.
Energy Drain disables an off monk or an ele that is giving us trouble. Plus it gives energy.
Smite hex is a great spell in general.
Res + Fast Cast = Gooood.
Arcane Conundrum + Power Drain is general interrupting goodness and gives good energy.
As you can see, this build has potential but is lacking the focus I want. The focus is meant to be on the scourge + constant life loss as a means to counter the heals and make them keep losing life. I went insp. instead of dom. for the energy upkeep (I'm almost never out). Dom. would give me hex breaker, mind wrack/wastrels (not too fun), energy burn/surge, power leak/spike.
Can anybody give some advice as what I should do? It's a fun build and I want to get it optimized for PvP efficiency.
Mesmer Build (Not Standard, Needs Tweaks) Me/Mo
FengShuiBundi
theclam
Consider replacing Resurrect with Vengeance, Resurrection Signet, or Unyielding Aura. Resurrect is an awfully slow res for PvP and it gives very little health and energy to your target.
Red Locust
It's weird, I'll give you that. I like to play a similar mesmer, except I'm somewhat more focused on the disabling part. My skills look something like this:
Migraine
Conjure Phantasm
Backfire
Energy Burn
Ether Feast (or drain enchant)
Power Drain
Power Spike
Rez signet (or Power Leak)
Similar idea, put up migraine and phantasm, get the degen going, and drain/interrupt the caster. Good thing with migraine is that you can keep it up all the time. When I need some instant shutdown, I throw on backfire.
I don't think you need smite hex; inspired hex would be so much better. I also wouldn't bring resurrect. It brings people back very weak and prime targets for a re-kill. And frankly, I don't think scourge healing alone is worth those points in smite.
Migraine
Conjure Phantasm
Backfire
Energy Burn
Ether Feast (or drain enchant)
Power Drain
Power Spike
Rez signet (or Power Leak)
Similar idea, put up migraine and phantasm, get the degen going, and drain/interrupt the caster. Good thing with migraine is that you can keep it up all the time. When I need some instant shutdown, I throw on backfire.
I don't think you need smite hex; inspired hex would be so much better. I also wouldn't bring resurrect. It brings people back very weak and prime targets for a re-kill. And frankly, I don't think scourge healing alone is worth those points in smite.
Meimei
Menser/nothing
Domination 10 + 2
Illusion 11 + 1
Inspiration 11 + 1
Mantra of Persistence - Stance
For 78 seconds, any Illusion Magic Hex you cast lasts 84% longer.
Allow to make your illusion hex duration insanely long.
Crippling Anguish {Elite} - Hex Spell
For 32 seconds, target moves 50% slower and suffers health degeneration of 3. (Mantra of Persistence buff)
Makes all warriors trash cause they being cripple FULL time trying to chase you, unless u have an idiot caster, stands still and let the crippled warrior hit untill ur caster die. Also amazing, more then 50% casters die like that.
Imagined Burden - Hex Spell
For 32 seconds, target foe moves 50% slower than normal. (Mantra of Persistence buff)
Same.
Conjure Phantasm - Hex
For 22 seconds, target foe experiences health degeneration of 5. (Mantra of Persistence buff)
Crippling Anguish + Conjure Phantasm = 8 health degen.
Backfire - Hex Spell
For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage.
You want to cast this spell when the caster's health below 60%. If a caster is crippled, Degened, and being gank, what he gonna do? most ppl will try to cast anything. Trying to cast anything = die quicker with backfire hex.
Spirit Shackles - Hex Spell
For 24 seconds, target foe loses 5 Energy whenever that foe attacks.
To make all rangers trash. How? each shot = 5 mana gone, more shots = no mana. A ranger that has no mana = trash.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 20 Energy.
Mainly to dispell regen, illusionary weapon, and gain more mana
Res Signet - Signet
90% ppl dont bring this and it's making me sick. They think Res signet is wasting 1 of their slot.
No interrupt? All monk's heal and regen are less then 1 sec casting time, not only you cant interrupt them, you are also wasting your mana.
Domination 10 + 2
Illusion 11 + 1
Inspiration 11 + 1
Mantra of Persistence - Stance
For 78 seconds, any Illusion Magic Hex you cast lasts 84% longer.
Allow to make your illusion hex duration insanely long.
Crippling Anguish {Elite} - Hex Spell
For 32 seconds, target moves 50% slower and suffers health degeneration of 3. (Mantra of Persistence buff)
Makes all warriors trash cause they being cripple FULL time trying to chase you, unless u have an idiot caster, stands still and let the crippled warrior hit untill ur caster die. Also amazing, more then 50% casters die like that.
Imagined Burden - Hex Spell
For 32 seconds, target foe moves 50% slower than normal. (Mantra of Persistence buff)
Same.
Conjure Phantasm - Hex
For 22 seconds, target foe experiences health degeneration of 5. (Mantra of Persistence buff)
Crippling Anguish + Conjure Phantasm = 8 health degen.
Backfire - Hex Spell
For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage.
You want to cast this spell when the caster's health below 60%. If a caster is crippled, Degened, and being gank, what he gonna do? most ppl will try to cast anything. Trying to cast anything = die quicker with backfire hex.
Spirit Shackles - Hex Spell
For 24 seconds, target foe loses 5 Energy whenever that foe attacks.
To make all rangers trash. How? each shot = 5 mana gone, more shots = no mana. A ranger that has no mana = trash.
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 20 Energy.
Mainly to dispell regen, illusionary weapon, and gain more mana
Res Signet - Signet
90% ppl dont bring this and it's making me sick. They think Res signet is wasting 1 of their slot.
No interrupt? All monk's heal and regen are less then 1 sec casting time, not only you cant interrupt them, you are also wasting your mana.
Enigmatics
Crippling anguish and imagined burden? I suppose it's fast cast makes it valuable, but I think you need energy more.
Anarkii
Energy and Healing too maybe? I never like being -completely- dependent on monks for my survival.