Mesmer Basics

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by IndyCC
I having trouble with mesmer, maybe someone could point me in the right direction. Starting my third character and decided I want to start unlocking mesmer skills. So I built a mesmer. In pre-searing all you see me do is drop, and that is in pre-searing so that frightens me. Makes me think to gather the mesmer skills I should grab it as a secondary. Esspecially since I'm not hugely impressed by fast casting. PvE I dont see the use of fast casting other than you lose energy really quick. PvP sure ok, you can beat someone to the punch.

So my original problem was gee what do I attach as a secondary to mesmer and I was thinking ranger. Now I'm thinking gee what do I attach as a primary to a mesmer and maybe part of my misunderstanding of mesmer I am thinking elem or war.

Please point out where my logic is lacking so that I feel I can do something with the mesmer effectively thanks. Mesmer can be very good, but takes getting used to. One thing is that you'll end selecting all new skills most likely when you are level 8-12 or so, and possibly again later. I run a Mes El, and I started out using Illusion, Inspiration and Fire. By the time I was a bit higher level I stopped running any fire, and only ran a glyph to help out with costs, and now I only run mesmer skills. Can't wait to switch to a useful secondary - necro or ranger most likely. I'm using Domination/Inspiration with some fast casting as well. Does it work? Yes, opening up vs a hydra by stuffing his meteor down his throat and leaving him gasping for energy is fun. Domination and quick reflexes saves your party a lot of damage, and your hexes are busy shutting down the other stuff they throw.

Is fast casting necessary? Well, the interrupts are pretty fast anyway at .25 seconds, while it might help a bit vs 1 second spells the fast casting does nothing when interrupting a 2+ second spell - if you can't hit that you really need to either practice or rethink playing an interrupting mesmer, so I'd say it's more hlepful at getting a hex out on someone while minimising the time in which you aren't able to interrupt. For an interrupt like Cry of frustration it is probably more important, and it is very good at cutting big casting times - Backfire/Energy Tap take forever without it.

I think most people use Conjure Phantasm as a killing tool in the early game - I know I did, and I used shatter delusions to spike the damage off the end of the Phantasm. Later in the game I wanted to stop spells from happening, so I went with the interrupting lines. At this phase of evolution I only have 1 anti-warrior spell, and I'll probably ditch it to be purely anti-caster (though I have energy burn and diversion, both of which can work vs a warrior). I think many people fall in love with conjure phantasm in the early game and just can't bear to part with it, even though it gets less and less useful. The starting spells are very limiting as a mesmer, but it gets better.

βlitzkrieg

βlitzkrieg

Lion's Arch Merchant

Join Date: Mar 2005

New Zealand

The Obsidian Kings

Me/N

Quote:
Originally Posted by BlackArrow
Can I play to the secondary in here?

Illusion of Warrior Hate
Elementalist/Mesmer
Illusion Magic 11 +3 Rune +1 Hat
Energy Storage 10
Air Magic 10 You can't wear runes form a secondary profession.

Casonetto

Frost Gate Guardian

Join Date: Jun 2005

The Heron Guard

W/E

Is there a way to be a me/mo without being the healer in a party? Any way to solo with henchmen?

Captain Marvel

Captain Marvel

Ascalonian Squire

Join Date: Apr 2005

While he is right that Vamp Touch is not a spell, I am almost sure that Leech Signet will interupt. I find that carrying Leech Signet as my last interupt, even with hardly any points in inspiration, gives a new level of flexabilty.

For examply, fighitng a big nasty Warrior boss. As his health gets lower and lower, you invariable see the healing signet come. Will it save him in the end? No. Will not interrupting it make you the hero? No. Will popping with with leech signet allow your group to kill him just a little faster and myabe give you a slight edge? Yes.

justinkim

justinkim

Lion's Arch Merchant

Join Date: Jun 2005

Toronto

NES

Quote:
Originally Posted by Casonetto
Is there a way to be a me/mo without being the healer in a party? Any way to solo with henchmen? i find that i have to advertising myself as also a healer if im wanting a group especially in the temple of gods.
my points are like 14 domination 10 healing 7 fast casting and around 8 inspiration( i have a superiour domination, major inspiration, and minor fast casting , and major vigor). I most of the time i can heal pretty well. Ive done mission where i am the main healer and we have all done fine

NoseJob

Academy Page

Join Date: May 2005

Me/E

I've solo'd missions that were hard to do with a team (henchmen usually follow your lead). I think Mesmers can solo with henchmen pretty well. You can take a lot of the heat from the henchies removing hexes, enchantments and interupting.

Casonetto

Frost Gate Guardian

Join Date: Jun 2005

The Heron Guard

W/E

I am having a hard time deciding which I fancy more, the Me/Ne build or the Me/Ele build. Opinions?

silvertemplar

Lion's Arch Merchant

Join Date: May 2005

Me/N

I'm still a semi noob when it comes to Mesmer PvP, but i did take my Mes/Necro through the PvE "painlessly" . For PvE i focussed primarily on damage on groups of mobs:

1. Fast Casting
2. Death Magic
3. Inspiration

Anyway i WANTED to make use of Fast Casting [otherwise why be Mesmer prime], and so i looked into all the spells that are relatively slow to cast:

[Bread and Butter Spells]

Rotting Flesh [disease a group, casting time 3]
Deathly Swarm [hits up to 3 adjacent foes, casting time 3]
Energy Tap [steals back some energy, casting time 3]

[Circumstancial Spells for additional punch, main consideration = low energy cost since at this stage i'm running low]

Putrit Explosion [just great for all round damage but can be costly]

Necrotic Traversal [very cheap and fast, poison a group]

Soul Feast and/or Ether Feast [both are for healing, depending wether i put more points in Inspiration or Death Magic. Ether Feast is cheaper though but recharge very slow [when you need it it is very slow], Soul Feast needs a corpse but can potentially heal more and instant recharge].

Well of Suffering [hp drain in the circle, Nice to add on top of Necrotic :P]

One of the Mantras [depending which area i'm in] or my Leech Signet [to interupt].

Lastly if i'm not taking a rez signet and if i have space , one of the Sumon Minions [all are casting time 3, but nothing is more amusing then beating other necros with corpse stealing :P, this is more just for amusement to see how fast i can raise all the corpses ]

When there arent corpses, i repeat Deathly Swarm+Rotten Flesh+Energy Tap , when things start to drop dead i use whatever i have energy for :P



Anyway that got me relatively far, i also tried Blood Magic instead of Death Magic where you combo Vampiric Gaze/Touch/Ether Feast with something like Dark Pact [health sacrifice spells], but i ran out of energy too fast and it's too much based on single targets [but no corpse requirements].

In PvP [the few times i did try] i purely combined Fast Casting with Domination + Curses. The Necro Curses imho is alot more anti-warrior and anti-ranger and with fast casting you bog down a warrior very fast. Myy choice of domination/Inspiration spells would usually then purely be anti-mage. If i run into energy + health issues i switch domination for inspiration and simply drain the energy out of the mages.

Casonetto

Frost Gate Guardian

Join Date: Jun 2005

The Heron Guard

W/E

I have decided to go Me/Mo, I don't want to spread my points too thin, whats a good attribute setup look like? I was thinking of eschewing fast casting (I know, even though I am a Mesmer primary) and going Illusion, Domination, and Protection.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Captain Marvel
While he is right that Vamp Touch is not a spell, I am almost sure that Leech Signet will interupt. I find that carrying Leech Signet as my last interupt, even with hardly any points in inspiration, gives a new level of flexabilty.

For examply, fighitng a big nasty Warrior boss. As his health gets lower and lower, you invariable see the healing signet come. Will it save him in the end? No. Will not interrupting it make you the hero? No. Will popping with with leech signet allow your group to kill him just a little faster and myabe give you a slight edge? Yes. 45 second recycle time = bad. I tried it for a bit, decided it wasn't useful enough. Thinking of cry of frustration.

Agapos

Pre-Searing Cadet

Join Date: Jun 2005

Thundering Legion

Me/R

Ok I have a 20th lvl Me/r. I am look for good ideas for builds. One of my biggest problems has been people like to run critters right into me or move so fast that I really don't get a chance to do anything.

In pvp I can make an awsome Pet tank.... yes a pet tank.... and hide myself around a corner or something and cast offencive spells Meanwhile using my pet to disrupt and kill ppl

It seems that in Role Play people are in such a hurry to get through the game.
If someone decides to run then I die. Just like any caster, I feel we need that warrior wall of protection.

Captain Marvel

Captain Marvel

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by Epinephrine
45 second recycle time = bad. I tried it for a bit, decided it wasn't useful enough. Thinking of cry of frustration. Ya, the recharge time is a pain, but it is good for the unexpected interrupt. If I am unsure if I will be facing more melee or casting mobs, I will usually pack cry and leech signet.

kuramaroze

Academy Page

Join Date: Jun 2005

Do you think that a Me/N running domination, curses, and inspiration sounds like a good idea, and does anybody have a build for it? It sounds like a fun idea to try out, imho.

silvertemplar

Lion's Arch Merchant

Join Date: May 2005

Me/N

Quote:
Do you think that a Me/N running domination, curses, and inspiration sounds like a good idea, and does anybody have a build for it? It sounds like a fun idea to try out, imho. I have tried in PvE, didnt help me alot, mainly because all the mobs i encountered seems to be removing hexes/curses/enchantments faster than i can cast it on them [and i do have fast casting]. In PvP i am still fooling around. Domination seems to be short-lasting but with very direct impacts [damage], where curses generally last longer but with much more indirect impacts [i.e. lower armor class/slow attack speeds/prevent healing etc]. And some even seem to work AGAINST each other i believe [i.e. slowing attack speed and empathy...? ]. With curses i usually feel i'm entirelly dependent on either being the target caller myself or following the called target [MUST target someone which are under attack], with domination i feel i can spread my attention and run around a bit more [i.e. going after the elem in the back].

As for inspiration, purely for the energy gains i would probably always go for that. I believe most curses are pretty expensive too and to get any benefits from fast-casting you will need energy [well that has been a main obstable with curses for me in general, you have fast casting and you WANT to smack 3+ curses on some warrior NOW [and you technically CAN]..but no energy ]

Casonetto

Frost Gate Guardian

Join Date: Jun 2005

The Heron Guard

W/E

How about a Mesmer/Necromancer with fast casting, death, domination and inspiration? Or is 4 attributes spreading it too thin?

artyparty

Pre-Searing Cadet

Join Date: Jun 2005

Me/Mo

How would this build work in PvP (Me/Mo):

Domination: 12 +2(rune) +1(head) (only have major unlocked for now)
Illusion: 10 +1(rune)
Fast Casting: 8 +1(rune)
Healing: 2

Shatter Enchantment
Arcane Conundrum
Backfire
Power Block
Power Spike
Diversion
Blackout
Restore Life

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Right, does savage slash work while you have illusionary weapon up? My illusionary weaponist also has phantom pain+shatter illusions for the deep wound.

Angryhob0z

Angryhob0z

Academy Page

Join Date: Jun 2005

Me/N

alright everybody ive read the posts and none seem to appealin or are built solely for pvp...

heres my setup, i want everyones opinions on what i should keep or change, and what i should set my skills up as, and i would also like some builds for changing my second profession.

Me/N
Level 20

Domination = 15 (12 +1 (mask) + 2 (major rune)
Fast Casting = 6
Blood Magic = 10

Have minor vigor on armor, and +22 health staff wrapping with max damage staff +11 energy total, 20% chance to improve casting speed and skill recharge using domination magic skills(20% on both)

my setup is as follows:

Empathy
Energy Burn
Life Syphon
Wastrels Worry
Chaos Storm
Backfire
Cap Sig (replace with echo, well of blood, etc...)
Rez Sig

most of my PvE i do with my friend who is a W/N.

i really dont want anyones opinions for PvP because this guy is not a pvp character. i mostly just want tips for PvE. be gentle and please give me your suggestions.

Lord Tekster

Ascalonian Squire

Join Date: Jul 2005

Me/Mo

i find energy surge works a lot better than energy burn, with my mesmer i mainly go for area damage, drain effects. Energy burn, backfire, signet of weariness, cry of frustration (not chaos storm because people tend to move

Nexx

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Enigmatics
Right, does savage slash work while you have illusionary weapon up? My illusionary weaponist also has phantom pain+shatter illusions for the deep wound. Savage slash no longer works if you have illusionary weapon on.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

I agree that Cry of Frustration can be fun in PvE - it works pretty well vs predictable groups that all start casting a long skill/spell at once (Apply Poison on spiders/undead archers; meteor/fireball on hydras and other creatures that feel they simply must all cast a big spell at the same time).

Lord Tekster

Ascalonian Squire

Join Date: Jul 2005

Me/Mo

a skill such as migraine helps increase the effectiveness of cry of frustration

Third Quarter

Third Quarter

Academy Page

Join Date: Jun 2005

Ectos And Shards [EnS]

I love the fact that Cry of Frustration's effect is so easy to recognize: everybody knows who got got schooled and how when they see that "!@#$" word bubble.

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by rubics
I've been fiddling with a me/n build and would like some insight into complimentary skills/spells.

The basis of this build is virulence. I just really like that necromancer spell. I am also using plague sending. Next I through in Illusion of Haste w/o any attributes invested in Illusion. Basically I cast Illusion, then send the crippled effect over when it kicks in, and then finish it off with virulence.

The idea between these three is that I'm getting a bit tired of being ganged up on by warriors. This set up lets me run away when I'm getting ganged up on so that I can attack from a distance again. I also like the idea of being able to criple, weaken, and disease someone for 25 pts.

My question is if anyone has any ideas about how to flesh out the other 5 slots. I'm intersted in using ether feast because I feel like I need a little bit of healing ability for staying power. That means investing a bit in inspiration. What would you spend on the other 4 spots?

Thanks. I'm running a Me/N and personally I find one the easiest, no-frills way to handle warriors is Midnight Signet + Plague Touch. Very low cast time and energy costs, allows me to go, blind for you and blind for you super quick then get back to the job of disrupting casters. If they were smart enough to bring a condition remove, then it's midnight sig, diversion (you almost always tag mend ailment or whatever they're using) plauge touch. If you want to go plauge sending it'd be even better (the energy cost, cast time, and life lost is a little off putting for me) becuase you could reach out and hit all those pesky rangers.

The only problem being of course is that fact that midnight signet is elite and therefore you can't bring virulence along with it.

Third Quarter

Third Quarter

Academy Page

Join Date: Jun 2005

Ectos And Shards [EnS]

I don't like Signet of Midnight. It's a handy skill with zero energy cost and a fast recharge, but it's elite, is a touch skill, and generally isn't remotely as good as the Ranger's Throw Dirt.

It's a good skill, but as an elite, I find it hard to justify using it instead of something like Energy Drain.

On the other hand, if you can find a warrior to blind, cast Spirit of Failure on them, and you have infinite energy. (seriously, I tested this, and I was literally getting more than I was able to spend)

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Third Quarter
I don't like Signet of Midnight. It's a handy skill with zero energy cost and a fast recharge, but it's elite, is a touch skill, and generally isn't remotely as good as the Ranger's Throw Dirt.

It's a good skill, but as an elite, I find it hard to justify using it instead of something like Energy Drain.

On the other hand, if you can find a warrior to blind, cast Spirit of Failure on them, and you have infinite energy. (seriously, I tested this, and I was literally getting more than I was able to spend) Personally I like it better than Throw Dirt due to the fact that it's a 15 second blind with a 15 second recharge, toss plague touch along with it and I can keep two guys blinded for the majority of the match with minimal effort and energy involved. I mean there have been times where I have had blind on two warriors/rangers, backfire on the monk, while I'm guilting and powerleaking the offensive caster. Then switch back to the monk for some diversions then run around and blind everyone all over again.

Ibanezgtrsst07

Ascalonian Squire

Join Date: May 2005

Omicron 5

Seekers of Sanctuary

E/Me

Here's my Mesmer build.

Aeris Is Spiked

Fast Casting: 12+1
Domination: 10+4
Inspiration: 8+1

1. Energy Burn
2. Wastrels Worry
3. Energy Tap
4. Energy Drain (E)
5. Arcane Echo
6. Mind Wrack
7. Shatter Enchantment
8. Diversion

If you add up all of the energy that CAN be lost, you steal 42 energy and they lose 10 energy, adding up to a 52 energy lost in a matter of 3 seconds.

Order:
Shatter Enchantment (If enchantment is present)
Arcane Echo
Energy Drain
Mind Wrack
Energy Drain
Energy Burn
Energy Tap
Wastraels Worry
Diversion
Wastraels Worry

With this build, I was able to take out spellcasters in a matter of seconds. There is never a fear of energy management, it works like a charm. I strongly reccomend this build.

Precision

Frost Gate Guardian

Join Date: Jun 2005

W/Mo

Hi guys, need an opinion on this build for PvP..

1) Backfire
2) Power Leak
3) Power Spike
4) Cry of Frustration
5) Shame
6) Energy Tap
7) Channeling
8) Hex Breaker

I am looking to block spells here, if you didn't guess. Suggestions appreciated.

Zeru

Wilds Pathfinder

Join Date: May 2005

WW blows utterly, it's just a crappy dot unless you're using some wierd setup with soul barbs where it MIGHT be useful in a team build.

MW isn't as bad but it still sucks because of the trigger condition that must be met and is something you can't determine. Throwing MWs randomly won't accomplish anything, and neither does consistently keeping someone at 0 energy unless it's a war or ranger with spirit shackles (wrong target anyway).

If you are looking for a shutdown/interruption build I heavily reccomend power block, if only for key time uses on certain characters. Diversion also rocks and you should probably take power drain over channeling to keep your energy healthy while staying further away.

Ibanezgtrsst07

Ascalonian Squire

Join Date: May 2005

Omicron 5

Seekers of Sanctuary

E/Me

Quote:
Originally Posted by Zeru
WW blows utterly, it's just a crappy dot unless you're using some wierd setup with soul barbs where it MIGHT be useful in a team build.

MW isn't as bad but it still sucks because of the trigger condition that must be met and is something you can't determine. Throwing MWs randomly won't accomplish anything, and neither does consistently keeping someone at 0 energy unless it's a war or ranger with spirit shackles (wrong target anyway).

If you are looking for a shutdown/interruption build I heavily reccomend power block, if only for key time uses on certain characters. Diversion also rocks and you should probably take power drain over channeling to keep your energy healthy while staying further away. On the contrary, MW is an excellent skill. First off it is a hex skill. So, you can smack a hex such as diversion, and spam this spell due to it's low energy and instant recharge. So, when a monk goes to cast Remove Hex, it only removes the WW and not the other skill. Otherwise they take the damage, and they get smacked with another one right after.

Mind Wrack is an excellent skill when combined with Energy Drain, Arcane Echo, Energy Burn, and Energy Tap. It is a successful way to take down Warriors and Rangers once the Monks are down. And it works great against monks provided they don't have Spell Breaker.

Power Block is a great skill, but the recharge time is way too high. It's either hit or miss, and if you miss, there goes your elite for a long time.

Zeru

Wilds Pathfinder

Join Date: May 2005

Er no they both suck. I'm really sure you need another way to take down monk-less wars/rangers...puh lease .

There is one 'effective' way of mind wrack usage. spirit shackles. However, the only two classes who will be affected by this are warriors and rangers and even then you have to count on a remove hex not being used in time. However, again, you are using it for classes you target last and which have lowest priority.

For deeper reasons why mind wrack sucks (not mentioning the fact that mesmer energy denial is subpar compared to ranger and even warrior in certain scenarios), you have to look at what the trigger condition is and what you are doing to achieve it.

For 20 seconds, if target foe's Energy is zero, that foe takes 40-75 damage and Mind Wrack ends. 5/1/5

First off, how do you know when your target will reach zero? To put it simply, you won't. You can't determine their max energy easy and you can't tell what energy management options they are using without close scrutiny. You can guess when they are low if they are using signet of devotion (if they have it). However low energy isn't the only reason for using a sig devo. Frankly to determine a foes energy and how close he is to reaching 0 is especially difficult to do in battle, even moreso because a mesmer is supposed to be on two casters.

Mesmers are not run to just beat the crap out of one monk. They are supposed to cripple two casters, not beat down a useless person over and over. Mind wrack is set to do the second. In order for it to work effectively, you have to be constantly keeping their energy at 0. What can a monk at 0 energy do exactly? Blessed Sig and Sig of Devotion would be the best bets, and frankly if a monk has to use these only he's already out. Again, you're just beating up on one monk over and over who is already down and not holding your own weight (keeping this on two people with energy regen capabilities like OOB is extremely difficult if not impractical). In order for the condition to be reached efficiently you have to force them to reach it and that forcing is going to waste a lot of resources.

Now you have to look at what you are doing with all your attention focused on forcing the enemy to 0. 87~ damage every 5 seconds. That's 17.4 dps. Hardly good. Yeah, 87 damage for 5 energy isn't bad (though a warrior will outdamage it with no energy spent and a ranger for extremely little), but when you look at all you have to do to make it happen, it's a LOT more than just 5 energy.

For wastrels worry, it's a crappy cover hex unless you're using it after backfire since otherwise they cast through it and even then the cover window is small indeed, forcing you to keep spamming it and hoping they don't use convert hexes to get rid of your very important hex that you are spending all your time worrying about (again, beating up on only one guy is not a mesmers job). And then again, why bother with a cover hex? Remove hex is a 2 second cast and is very easy to spot and interrupt (the other single hex removals have horrendous recharges). As a mes, you don't want to be reacting to the enemy in most cases, you want to be controlling them and it's much better to be proactive in a spot like this.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

WW is pretty sought after in Soul Barbs builds.

rii

Desert Nomad

Join Date: Mar 2005

UK

Talking about 'waiting for recharge' is moot point considering both skills have a recharge of 5 seconds, and youll be spamming mw anyways...

ww/shatter delusions is a fair 134 damage spike, for 10 energy with 10 second cooldown.

soul barbs builds arent actually very good. I tried it, with ww, and the dps was mild.... its gimmicky, like fragility (except frag rocks.. i got mark of rodgort today )

and whether mw is a good spell on its own.... it lasts 20 seconds unlinked and so makes a good cover hex at a push. Its almost always on my me skillbar just for that.

SiDima

Pre-Searing Cadet

Join Date: Jul 2005

Druids Isle

Team Paranoid

Here si my current me/e build:

12 air
10 fc +3 rune, +1 mask
8 inspir +2 rune

Elemental attunment
Air attunment
Channeling
Lightning strike
Lightning Javelin
Chain lightning
lightning orb
enerevating charge

+15 armour when casting armour set

the build has about 10 sec of downtime but because of your ablility to spam spells fast, that wont matter, you wont run out of energy while you are enchanted with attunments and channelling, in a 4vs4 match your energy shouldnt move up or down but in a 8vs8 battle you should always be near the top

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Why channeling? Air spells are best used at a distance, and channeling won't help that. You might want to replace it with drain enchantment, power drain, energy tap or leech signet.

Dahl

Dahl

Wilds Pathfinder

Join Date: May 2005

Ontario, Canada

Exalted Legionnaires [ExL]

Are mesmer primaries only crappy in the beginning or do they stay that way? I've never had so much trouble in pre searing with any character. I have no means of protecting myself or healing myself so i just die so fast. 2 monsters on me at once? It's all over then, no way to win, this is retarded.

Is this normal?

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Being a mesmer, you won't have any useful aoe spells that aren't elite, and direct damage can be tiring to do in pve, so mesmers are unpopular against mass mobs. However, they happen to be very good pvpers.

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Yes, mesmers are weak in the beginning, and the spells you get are the worst of the bunch really, with Conjure Phantasm set to play a starring role - until it turns out to be lousy later on. As you get farther into the game you will find a mesmer more useful - a pair of Hydras was a nasty opponent with my first character, especially as Lina wasn't around in the desert back then - I remember them swooping in and tearing me a new one, demolishing my henchies unless I played it right. The mesmer excels vs that kind of large single/double foe, shutting down the big damage hits, draining energy and rendering them useless. That annoying Monk boss that seemed to take forever to kill, healing as fast as your group could damage it? History. Mesmer will turn it into a cakewalk. Killing Glint with henchmen? Tough for many, but a mesmer can stomp Glint down pretty effectively.

My mesmer/El has NO elementalist attribute point and no skills from El either - needless to say, I'm debating switching secondaries, (though I have ascended already) just that I can't think of anything I'd actually use in place of my Mesmer skills My only thought is to take ranger to get Serpent's Quickness or Oath Shot (yes, I know it fails 50% with no expertise, it still offers a 50% chance to recharge all my interrupts and energy drains - probably not worth it, but I can dream), or to run Quickening Zephyr - anything that isn't boosting the effectiveness of my mesmer skills is a waste of time. Serpent's quickness I could keep up over half the time with only 6 in WS, resulting in boosting my other skills by about 27.5% effectively - that's not a full extra interrupt or a full extra drain, but it would add up I suspect, letting you hit with the second Power Block 7 seconds sooner, and netting you more energy drains.

SiDima

Pre-Searing Cadet

Join Date: Jul 2005

Druids Isle

Team Paranoid

Quote:
Originally Posted by Enigmatics
Why channeling? Air spells are best used at a distance, and channeling won't help that. You might want to replace it with drain enchantment, power drain, energy tap or leech signet. you aren't thinking, how many times have you ever been able to stay way from your opposing w's mo's and other classes, once the fight starts, noone thinks of keeping distance therefore making channeling useful. to proove my point ill use one of my battles as an example: with channleing i ussually stay at 25-30 energy, without it the battle is the same as experiencing energy degen of 0.75 thats a 4vs4 battle, in 8vs channeling is a lot more useful

Pippy Bloodstocking

Academy Page

Join Date: Jul 2005

I was all set to try and make an Illusionary Weaponry build before a guildmate gave me some helpful insight. As a monk, she says casters make the worst tanks because of their armor, requiring any monks to pay more attention to them and less to the party as a whole.

As much as I liked the look of Rogue's armor on a female Mesmer, I thought about the Ranger I've been playing. Rangers get pretty good armor, and have good defensive skills like whirling defense, throw dirt and dryder's defense. Also, they only have 5 points and one arrow of regen less than a Mesmer primary, and that much more than a Warrior primary. Therefore, I propose the following build:

Ranger/Mesmer

Illusionary Weaponry
Sympathetic Visage
Phantom Pain
Tiger's Fury
Troll Unguent
Throw Dirt
Whirling Defense
(open slot)


Also, anyone know where to get Illusionary Weaponry?