Mesmer Basics
Epinephrine
Quote:
Originally Posted by Pippy Bloodstocking
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? It's not bad, but you end up dealing less damage as you are limited to 12 Illusion. You have no snare and no speed buff at present, which could make it tough when people run from you. Rend Enchantments neuters you for an extend time. You have a period of low damage between uses of Illusionary weaponry. There are only a few possible enchantments to cover your IW, I think you've chosen the best of them honestly; illusion of weakness is dangerous/pointless once you are in combat, so isn't a good choice and illusion of haste is short duration, and would involve repeated castings - you'll want a Wa/Mo or someone to put a little covering enchantment on you most likely.
Warrior gets sword special skills which allow cripples and such; I suspect (I don't know though) that you could deliver poison with your enchanted weapon (it depends on whether they are struck for no damage or whther they aren't actually struck) rather than use phantom pain - since you'll have points in WS anyway for your Troll's Unguent you can try Apply Poison and see whther you can deliver a condition with your weapon - it'd be more damage than a phantom pain really, you could spread it around if needed - including using a no requirement bow to deliver some poison before engaging.
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? It's not bad, but you end up dealing less damage as you are limited to 12 Illusion. You have no snare and no speed buff at present, which could make it tough when people run from you. Rend Enchantments neuters you for an extend time. You have a period of low damage between uses of Illusionary weaponry. There are only a few possible enchantments to cover your IW, I think you've chosen the best of them honestly; illusion of weakness is dangerous/pointless once you are in combat, so isn't a good choice and illusion of haste is short duration, and would involve repeated castings - you'll want a Wa/Mo or someone to put a little covering enchantment on you most likely.
Warrior gets sword special skills which allow cripples and such; I suspect (I don't know though) that you could deliver poison with your enchanted weapon (it depends on whether they are struck for no damage or whther they aren't actually struck) rather than use phantom pain - since you'll have points in WS anyway for your Troll's Unguent you can try Apply Poison and see whther you can deliver a condition with your weapon - it'd be more damage than a phantom pain really, you could spread it around if needed - including using a no requirement bow to deliver some poison before engaging.
Enigmatics
I have no idea how the faster attack speed % works, so if someone would calculate whether having 33% faster attack speed and IW works better than having level 16 IW with 25% faster attack speed, this might answer a few questions.
Pippy Bloodstocking
I was thinking using a bow as a secondary weapon, actually, or perhaps sticking in a trap of some kind in that open slot. A snare for pvp will be vital, you're right, though I'll burn that bridge when I come to it.
You're right about the disenchantment dangers, but, well, that's a risk most of us run. If anything, Sympathetic Visage will protect me from monk and mesmer disenchants, but Nature's Renewal or Desecrate/Rend Enchanments will hurt. However, who expects a Ranger to be using Illusionary Weaponry? If anything, I can bank my hopes on the opposition thinking I'm a silly warrior-wannabe.
I definitely won't be doing as much damage as a Mesmer primary, but it's a tradeoff for a little more surviveablity. Plus, blinding folks annoys them no end.
You're right about the disenchantment dangers, but, well, that's a risk most of us run. If anything, Sympathetic Visage will protect me from monk and mesmer disenchants, but Nature's Renewal or Desecrate/Rend Enchanments will hurt. However, who expects a Ranger to be using Illusionary Weaponry? If anything, I can bank my hopes on the opposition thinking I'm a silly warrior-wannabe.
I definitely won't be doing as much damage as a Mesmer primary, but it's a tradeoff for a little more surviveablity. Plus, blinding folks annoys them no end.
Enigmatics
There are more and more ranger/mesmers being made, but playing IW mesmers involve being very single-minded; running up and using blackout on your target, and attacking. Mesmers are better at casting debuffs/hexes before they charge in, but rangers take hits better and have a constant 12TF (bringing me back to my previous question).
Pippy Bloodstocking
Quote:
Originally Posted by Enigmatics
There are more and more ranger/mesmers being made, but playing IW mesmers involve being very single-minded; running up and using blackout on your target, and attacking. Mesmers are better at casting debuffs/hexes before they charge in, but rangers take hits better and have a constant 12TF (bringing me back to my previous question).
I really don't know the answer to that question, I'm afraid. My strategy would be more like, run up and blind my target, so I can still use my skills if need be. What's 12TF, anyway? I don't know this lingo.
Enigmatics
Level 12 Tiger's Fury (beast mastery spec), continuous 33% faster attack speed. Mesmer/Warriors will instead use Flurry, with 25% attack speed. If you really wanted the IW damage, you can make a Mesmer/Ranger or use Frenzy.
Pippy Bloodstocking
Ah. But a Mesmer/Ranger negates the whole point of picking a Ranger: the armor and the Expertise skills. Know what'd be evil, though? Sticking Arcane Mimicry into that open slot, just for kicks. I know a trap or something would serve me better, but using a caster's elite against him is just plain wicked.
Enigmatics
Mimicry isn't very straightforeward, you copy an elite from an ally, and you might not even have points in the kind of elite it is. As long as you do pre-made parties, you can use it to effect, but it's garbage in arenas.
Pippy Bloodstocking
Yeah, I know. I just thought it'd be funny to grab something like Barrage from a passing Ranger and spray my enemies with poison arrows
TGgold
I never had problems with my mesmer in presearing, which is odd. Looking at lists though, I don't see empathy as a skill in pre-searing anymore, and my brother didn't get it has a R/Me. I was wondering if you can still get empathy in pre-searing.
Currently I'm running ym mesmer in the desert with Domination, Inspiration and fast casting. It's pretty effective right now, especially against hydras and those sand drakes.
Currently I'm running ym mesmer in the desert with Domination, Inspiration and fast casting. It's pretty effective right now, especially against hydras and those sand drakes.
SPARTACVS
You cannot. Barrage remove all preparations.
tungsten_22
Empathy is definitely still in pre-searing (I just started a mesmer today after having played with R/Me and E/Me).
If you're having problems in pre-searing, just grab a sword (because a sword wielding mesmer just looks cool) or wand and shield (for the armor) and run around putting Conjure Phantasm + Empathy on your enemies. Then, I just stand there because I'm too lazy to actually press space bar to attack. If your opponent isn't dead slap on another Conjure Phantasm. Rinse/repeat and you have a lot of dead pre-searing mobs without ever having to wave your weapon around.
If you're having problems in pre-searing, just grab a sword (because a sword wielding mesmer just looks cool) or wand and shield (for the armor) and run around putting Conjure Phantasm + Empathy on your enemies. Then, I just stand there because I'm too lazy to actually press space bar to attack. If your opponent isn't dead slap on another Conjure Phantasm. Rinse/repeat and you have a lot of dead pre-searing mobs without ever having to wave your weapon around.
Ende
yea, pre-searing is a breeze with a mesmer. two points in illusion and you get a 4 sec phantasm which does it for the most parts. but for me the problem starts later. i'm a lvl 15 me/n with points in domination, inspiration and blood (some fast cast as well) and i'm having a hard time being effective in pve. in arenas i do well, shut down, energy and life stealing. but when i get to the wilderness i'm just hopeless. i don't deal enough damage, enemies don't care about backfire and fire anyway (dying in the process but when there are 4 skeleton sorcerers, one less is hardly noticable), my energy stealing is nice but it's not real damage, and hitting that one lightning orb or whatever with power leak/spike/whatever, doesn't matter, they cast again and i'm waiting on the cooldown... while my fellow teammates kick ass on the battlefield i feel that wiping out the enemy instead of hindering his whatever, will hinder him better.
now i love it in pvp, but i do want to finish the game with this guy. i want to be somewhat effective fighting monsters. right now i feel like i'm the weak link in the party, easily and preferrably replaced with an all bashing w/mo, or an all nuking 3 button pyromancer.
please help me out, i can change skills, i can change attributes, hell, i can even start again with a new secondary (even though i like this character). any advice would help, as long as it involves skills i can get (can't do much with the power drain/virulence builds).
thanks in advance.
now i love it in pvp, but i do want to finish the game with this guy. i want to be somewhat effective fighting monsters. right now i feel like i'm the weak link in the party, easily and preferrably replaced with an all bashing w/mo, or an all nuking 3 button pyromancer.
please help me out, i can change skills, i can change attributes, hell, i can even start again with a new secondary (even though i like this character). any advice would help, as long as it involves skills i can get (can't do much with the power drain/virulence builds).
thanks in advance.
ICURADik
Chaos Storm, Echo, and Shatter Hex. Should be plenty of damage. Don't forget a few interrupts, those can really help against key bosses. Throw in Power Drain and Energy Tap if Energy becomes a problem. I've never played a Mesmer, but this is how I've seen them do serious damage.
Enigmatics
Quote:
Originally Posted by Pippy Bloodstocking
Yeah, I know. I just thought it'd be funny to grab something like Barrage from a passing Ranger and spray my enemies with poison arrows
Barrage removes all preps, including apply poison.
Ende you'll eventually be able to switch secondaries -for the moment, play to your secondary. mesmer/monks are great rezbots, mesmer/eles can nuke somewhat, and mesmer necros can use some aoe.
Ende you'll eventually be able to switch secondaries -for the moment, play to your secondary. mesmer/monks are great rezbots, mesmer/eles can nuke somewhat, and mesmer necros can use some aoe.
Ende
thx for the replies, as for chaos storm, on paper it looks kinda useless, but it's bette than nothing, so as for now it stays on my skillbar.
i have thought about playing to the secondary but is that really the way to play it? is there no other way of being effective in pve using mesmer skills?
right now i'm testing some crazy energy denial mind wrack build, but for now it's not really working. i can never tell how much energy monsters have and if it's even worth my while. i mean, if monster warriors have 5-15 energy then it could work. if they have more, energy denial/stealing is useless. also if caster monsters have 50 energy then all my energy denial skills combined would hardly make a dent.
i'm still playing aroung with all this mesmer stuff, some is very neat, some i just couldn't find uses for. can anyone tell me if it gets better once you get more skills (like elites)?
i have thought about playing to the secondary but is that really the way to play it? is there no other way of being effective in pve using mesmer skills?
right now i'm testing some crazy energy denial mind wrack build, but for now it's not really working. i can never tell how much energy monsters have and if it's even worth my while. i mean, if monster warriors have 5-15 energy then it could work. if they have more, energy denial/stealing is useless. also if caster monsters have 50 energy then all my energy denial skills combined would hardly make a dent.
i'm still playing aroung with all this mesmer stuff, some is very neat, some i just couldn't find uses for. can anyone tell me if it gets better once you get more skills (like elites)?
Mesmerized
i'm bored outta my mind at work and i'm concocting some builds.. here's the first one i came up with.. please rate/bash/praise it.. just some feedback
Insp: maxed out w/ sup
Dom: rest
FC: around 10 for failure/shackles sake
Spirit of Failure
Spirit Shackles
Mantra of Persistance
Diversion
Shame
Power Leak
Shatter Enchantment (or Inspired Ench/Hex)
Energy Drain *E*
pretty much cast mantra, failure/shackles the warrs (rangers if possible), and then move around between monks and casters with shame on the casters, diverting/draining the monks, and shattering enchantments
Insp: maxed out w/ sup
Dom: rest
FC: around 10 for failure/shackles sake
Spirit of Failure
Spirit Shackles
Mantra of Persistance
Diversion
Shame
Power Leak
Shatter Enchantment (or Inspired Ench/Hex)
Energy Drain *E*
pretty much cast mantra, failure/shackles the warrs (rangers if possible), and then move around between monks and casters with shame on the casters, diverting/draining the monks, and shattering enchantments
BrandonIT
Quote:
Originally Posted by Ende
yea, pre-searing is a breeze with a mesmer. two points in illusion and you get a 4 sec phantasm which does it for the most parts. but for me the problem starts later. i'm a lvl 15 me/n with points in domination, inspiration and blood (some fast cast as well) and i'm having a hard time being effective in pve. in arenas i do well, shut down, energy and life stealing. but when i get to the wilderness i'm just hopeless. i don't deal enough damage, enemies don't care about backfire and fire anyway (dying in the process but when there are 4 skeleton sorcerers, one less is hardly noticable), my energy stealing is nice but it's not real damage, and hitting that one lightning orb or whatever with power leak/spike/whatever, doesn't matter, they cast again and i'm waiting on the cooldown... while my fellow teammates kick ass on the battlefield i feel that wiping out the enemy instead of hindering his whatever, will hinder him better.
now i love it in pvp, but i do want to finish the game with this guy. i want to be somewhat effective fighting monsters. right now i feel like i'm the weak link in the party, easily and preferrably replaced with an all bashing w/mo, or an all nuking 3 button pyromancer.
please help me out, i can change skills, i can change attributes, hell, i can even start again with a new secondary (even though i like this character). any advice would help, as long as it involves skills i can get (can't do much with the power drain/virulence builds).
thanks in advance. I play a Mesmer/Monk as my second main character (Ranger/Ele the other). My Mesmer is almost totally Domination. My stats at level 19 are something like this:
Fast Cast: 9+1 Rune = (10)
Domination: 11+1 Hat +2 Rune = (14)
Healing: 4
And a few points in Illusion/Inspiration because they won't go anywhere else.
My skill bar for PvE usually looks something like this:
Power Spike (Interrupt + Damage)
Power Drain (Interrupt)
Energy Burn (Damage)
BackFire (Anti-Caster)
Chaos Storm (AoE damage)
Empathy (Anti-Warrior)
Shame (Anti-Offensive Caster)
Resurrection (Monk rez)
I find that with this build, I can run missions (with a group) fairly easily. Yes, I don't deal a lot of damage, but as you mention, using two interrupts plus Backfire plus Shame on those Chain Lightning whatever-they-ares, can really help keep the damage down so the monk can do their job and keep everyone alive. Interrupt one Chain Lightning, target next, interrupt Chain Lightning, target next, Shame, target next, BackFire, then back to the original one and beat on him and wait for energy recharge.
Using Energy Burn at Dom.14, I can deliver around 100 points of spike damage instantly if the need arises to get finish something quickly. Chaos Storm is also good for all those critters grouped up around the tank or monk.
Empathy is good against Minotaurs and such that have very high rates of attack. My empathy does around 30+ damage per attack I think.
One skill I switch out every now and then is Power Drain. I'll go for a Leech Signet (even with no points) or Cry of Frustration sometimes. That allows me to interrupt Troll Unguent or Healing Signet to help out against those warrior/ranger bosses, Jungle Trolls, etc. It really helps bring them down fast if you keep them from healing themselves.
Or, if we're going through some necro/mesmer monster areas, I'll bring along "Remove Hex" or "Shatter Hex" (Shatter is good, it does around 120 points of damage to all enemies around your ally).
Don't bother doing energy-denial builds in PvE in my opinion. Monsters seem to have near unlimited energy in my experience.
Maybe some of these ideas will help you. I really think that when Mesmers get really high up (Level 15+) you should be focusing on one attribute (like elementalists) and making sure you have at least 12 in that attribute.
These are just my observations though. "Your mileage may vary."
now i love it in pvp, but i do want to finish the game with this guy. i want to be somewhat effective fighting monsters. right now i feel like i'm the weak link in the party, easily and preferrably replaced with an all bashing w/mo, or an all nuking 3 button pyromancer.
please help me out, i can change skills, i can change attributes, hell, i can even start again with a new secondary (even though i like this character). any advice would help, as long as it involves skills i can get (can't do much with the power drain/virulence builds).
thanks in advance. I play a Mesmer/Monk as my second main character (Ranger/Ele the other). My Mesmer is almost totally Domination. My stats at level 19 are something like this:
Fast Cast: 9+1 Rune = (10)
Domination: 11+1 Hat +2 Rune = (14)
Healing: 4
And a few points in Illusion/Inspiration because they won't go anywhere else.
My skill bar for PvE usually looks something like this:
Power Spike (Interrupt + Damage)
Power Drain (Interrupt)
Energy Burn (Damage)
BackFire (Anti-Caster)
Chaos Storm (AoE damage)
Empathy (Anti-Warrior)
Shame (Anti-Offensive Caster)
Resurrection (Monk rez)
I find that with this build, I can run missions (with a group) fairly easily. Yes, I don't deal a lot of damage, but as you mention, using two interrupts plus Backfire plus Shame on those Chain Lightning whatever-they-ares, can really help keep the damage down so the monk can do their job and keep everyone alive. Interrupt one Chain Lightning, target next, interrupt Chain Lightning, target next, Shame, target next, BackFire, then back to the original one and beat on him and wait for energy recharge.
Using Energy Burn at Dom.14, I can deliver around 100 points of spike damage instantly if the need arises to get finish something quickly. Chaos Storm is also good for all those critters grouped up around the tank or monk.
Empathy is good against Minotaurs and such that have very high rates of attack. My empathy does around 30+ damage per attack I think.
One skill I switch out every now and then is Power Drain. I'll go for a Leech Signet (even with no points) or Cry of Frustration sometimes. That allows me to interrupt Troll Unguent or Healing Signet to help out against those warrior/ranger bosses, Jungle Trolls, etc. It really helps bring them down fast if you keep them from healing themselves.
Or, if we're going through some necro/mesmer monster areas, I'll bring along "Remove Hex" or "Shatter Hex" (Shatter is good, it does around 120 points of damage to all enemies around your ally).
Don't bother doing energy-denial builds in PvE in my opinion. Monsters seem to have near unlimited energy in my experience.
Maybe some of these ideas will help you. I really think that when Mesmers get really high up (Level 15+) you should be focusing on one attribute (like elementalists) and making sure you have at least 12 in that attribute.
These are just my observations though. "Your mileage may vary."
Sofia Sofia Sofia
I don't understand why Mind Wrack isn't more popular, it's fast acting, cheap, and does armor ignoring damage, pair this up with a energy sucking build and you have lockdown + just kill them outright (since they can't heal themselves).
Shrapnel_Magnet
Mind Wrack, in my experience, is often a cover hex... not something that you count on for damage. Skills like Convert Hexes, however, chew through this.
OneArmedScissor
Quote:
Originally Posted by BrandonIT
Fast Cast: 9+1 Rune = (10)
Domination: 11+1 Hat +2 Rune = (14)
Healing: 4
And a few points in Illusion/Inspiration because they won't go anywhere else.
My skill bar for PvE usually looks something like this:
Power Spike (Interrupt + Damage)
Power Drain (Interrupt)
Energy Burn (Damage)
BackFire (Anti-Caster)
Chaos Storm (AoE damage)
Empathy (Anti-Warrior)
Shame (Anti-Offensive Caster)
Resurrection (Monk rez)
I find that with this build, I can run missions (with a group) fairly easily. Yes, I don't deal a lot of damage, but as you mention, using two interrupts plus Backfire plus Shame on those Chain Lightning whatever-they-ares, can really help keep the damage down so the monk can do their job and keep everyone alive. Interrupt one Chain Lightning, target next, interrupt Chain Lightning, target next, Shame, target next, BackFire, then back to the original one and beat on him and wait for energy recharge.
Using Energy Burn at Dom.14, I can deliver around 100 points of spike damage instantly if the need arises to get finish something quickly. Chaos Storm is also good for all those critters grouped up around the tank or monk.
Empathy is good against Minotaurs and such that have very high rates of attack. My empathy does around 30+ damage per attack I think.
One skill I switch out every now and then is Power Drain. I'll go for a Leech Signet (even with no points) or Cry of Frustration sometimes. That allows me to interrupt Troll Unguent or Healing Signet to help out against those warrior/ranger bosses, Jungle Trolls, etc. It really helps bring them down fast if you keep them from healing themselves.
Or, if we're going through some necro/mesmer monster areas, I'll bring along "Remove Hex" or "Shatter Hex" (Shatter is good, it does around 120 points of damage to all enemies around your ally).
Don't bother doing energy-denial builds in PvE in my opinion. Monsters seem to have near unlimited energy in my experience.
Maybe some of these ideas will help you. I really think that when Mesmers get really high up (Level 15+) you should be focusing on one attribute (like elementalists) and making sure you have at least 12 in that attribute.
These are just my observations though. "Your mileage may vary."
Interruption spells in PvE aren't worth it IMO. Sure it's good to have an interruption skill, but not 2. And if you're going to have an interruptor skill, Cry of Frustration is the best. It interrupts skills, not only spells.
Energy Burn does 80 damage at 14 domination. 8 x 10 = 80
Shatter Hex is a good spell. I will agree with you on this one.
A.) It removes a hex from an ally or yourself.
B.) It deals damage to all near by foes
C.) It has a quick recharge time
Also, Hex Breaker is good to bring when you know you'll be dealing with a lot of foes that are hex oriented. It lasts for a very long time, is activated instaniously, only costs 5 energy, protects yourself from hexes, and deals damage.
Monsters do not have unlimited energy. There energy is based on what type of monster they are (warrior, ranger, etc.). I've been playing an energy denial Mesmer build in PvE for over a month now and it works great. I farm the last mission in the game with my energy denial mesmer with henchies all the time.
If you believe monsters have unlimited energy, go to Old Ascalon. Whenever you run over that little hill in the beginning, those 2 scorpion monsters (Devourers) pop up. Cast Mind Wreck on one, then cast Spirit Shackles, Energy Drain, Energy Tap, or whatever energy denial spell you want. You will kill the monster with Mind Wrack. Consequently, proving monsters do not have unlimited energy.
Enjoi.
Sofia Sofia Sofia
But why not count on it for damage though? I mean it does 72 straight up damage for 5 mana! You might think well, that's only if they hit 0 within the next 20 seconds. Well, even without being energy drained, a player, any class can near zero energy. Even the slightest push can put them at 0 and take the 72. The point of the mind wrack build is not to deal blunt damage; it's to shut someone down and take advantage of it. You can spike a monk all you want, but unless you interrupt or disable his healing, he's going to live through those spikes.
Limp Wrist
I've read through this thread and frankly I'm a bit disappointed. It is designed to offer Mesmer's the basics of their class yet nowhere is it talked about that Memsers are the best tanks in the game (at least IMHO). In fact a couple of people wrote about how poorly they deal with Pets or Warriors rushing them. So, I figure it's important to post my favorite Mesmer build.
Utility Tanking Mesmer
Fast Casting 5
Illusion 4
Domination 15 / 12 +1(mask) +2(major rune)
Inspiration 12 / 11 +1(minor rune)
Power Spike
Shatter Enchantment
Empathy
Backfire
Spirit of Failure
Distortion
Hex Breaker
Ether Feast
This build is designed with PvP in mind. Specifically it's designed for Warriors rushing you. Which is something they often do. (It might be wise to swap one slot out for a Rez Signet in the random arena, I took out Power Spike due to constant whines about not having a rez. But I want to post the original build.)
The utility portion is probably obvious. You can interrupt a cast for 100 damage. You can shatter enchantments for over 100 damage. You can shut down casters or often kill them when they try to cast thru your Backfire which does a good 142 damage. You can help your team who is being attacked by throwing Empathy on the opponant for an additional 30 damage every swing the opponant makes. All the while sitting in relative safety behind the Hex Breaker.
The true power of this build comes from it's melee defenses. When that warrior rushes you, just smile at yourself, throw on him a Spirit of Failure and start to spam Distortion. Stack Empathy on your attacker and watch his health bar drop steadily. If it's a W/Mo, he'll likely throw up an enchantment which you can shatter which often deals the final death blow.
Distortion gives 75% chance of evading an attack and with Illusion 4 that "evade" costs you 2 energy. Combining this with Spirit of Failure gives 25% chance of a pure miss and every missed attack gives you 4 energy (with Inspiration 12). This setup allows the Mesmer to stand there with very little chance of being hit all the while your energy is charging up 2 energy every miss. And for those opponants with Stance removal skills, Distortion recharges every 5 seconds so at the most your opponant might get two swings in on you which is easily healed via Ether Feast.
Now don't get me wrong, this isn't a perfect build by any means. But I do personally love it and use it religiously.
Some of the weak points is you have no real offensive spells so you're not going to be doing any damage to anyone unless they attack you. Also, Rangers with whatever added damaging arrows will hurt you good, while the arrow itself misses the added damage does get through. As for going up against an Air Ele, well Backfire is 10 seconds on 10 seconds off, if you kept your Power Spike use it for a spell interrupt in that 10 seconds of downtime before you can cast BF again. Multiple Air Ele's or any Ele's for that matter isn't something you or anyone can contend with unless you are all interrupt.
The build can work well against 2 warriors at a time. Maybe three but when one breaks the stance they get to wack you hard a time or two before you can continue the Distortion spam.
While I think this build is easily perhaps the best one for Mesmers, I realize it's really only Spirit of Failure and Distortion that makes it a good build. So, just fill 2 slots in your bar with these and the other 6 which whatever you like and I guarentee you're PvPing experience will improve considerably.
Utility Tanking Mesmer
Fast Casting 5
Illusion 4
Domination 15 / 12 +1(mask) +2(major rune)
Inspiration 12 / 11 +1(minor rune)
Power Spike
Shatter Enchantment
Empathy
Backfire
Spirit of Failure
Distortion
Hex Breaker
Ether Feast
This build is designed with PvP in mind. Specifically it's designed for Warriors rushing you. Which is something they often do. (It might be wise to swap one slot out for a Rez Signet in the random arena, I took out Power Spike due to constant whines about not having a rez. But I want to post the original build.)
The utility portion is probably obvious. You can interrupt a cast for 100 damage. You can shatter enchantments for over 100 damage. You can shut down casters or often kill them when they try to cast thru your Backfire which does a good 142 damage. You can help your team who is being attacked by throwing Empathy on the opponant for an additional 30 damage every swing the opponant makes. All the while sitting in relative safety behind the Hex Breaker.
The true power of this build comes from it's melee defenses. When that warrior rushes you, just smile at yourself, throw on him a Spirit of Failure and start to spam Distortion. Stack Empathy on your attacker and watch his health bar drop steadily. If it's a W/Mo, he'll likely throw up an enchantment which you can shatter which often deals the final death blow.
Distortion gives 75% chance of evading an attack and with Illusion 4 that "evade" costs you 2 energy. Combining this with Spirit of Failure gives 25% chance of a pure miss and every missed attack gives you 4 energy (with Inspiration 12). This setup allows the Mesmer to stand there with very little chance of being hit all the while your energy is charging up 2 energy every miss. And for those opponants with Stance removal skills, Distortion recharges every 5 seconds so at the most your opponant might get two swings in on you which is easily healed via Ether Feast.
Now don't get me wrong, this isn't a perfect build by any means. But I do personally love it and use it religiously.
Some of the weak points is you have no real offensive spells so you're not going to be doing any damage to anyone unless they attack you. Also, Rangers with whatever added damaging arrows will hurt you good, while the arrow itself misses the added damage does get through. As for going up against an Air Ele, well Backfire is 10 seconds on 10 seconds off, if you kept your Power Spike use it for a spell interrupt in that 10 seconds of downtime before you can cast BF again. Multiple Air Ele's or any Ele's for that matter isn't something you or anyone can contend with unless you are all interrupt.
The build can work well against 2 warriors at a time. Maybe three but when one breaks the stance they get to wack you hard a time or two before you can continue the Distortion spam.
While I think this build is easily perhaps the best one for Mesmers, I realize it's really only Spirit of Failure and Distortion that makes it a good build. So, just fill 2 slots in your bar with these and the other 6 which whatever you like and I guarentee you're PvPing experience will improve considerably.
knives
Take out empathy for signet of midnight. Then you can deal with 2 warriors at a time.
OneArmedScissor
Quote:
Originally Posted by Limp Wrist
I've read through this thread and frankly I'm a bit disappointed. It is designed to offer Mesmer's the basics of their class yet nowhere is it talked about that Memsers are the best tanks in the game (at least IMHO). In fact a couple of people wrote about how poorly they deal with Pets or Warriors rushing them. So, I figure it's important to post my favorite Mesmer build.
Utility Tanking Mesmer
Fast Casting 5
Illusion 4
Domination 15 / 12 +1(mask) +2(major rune)
Inspiration 12 / 11 +1(minor rune)
Power Spike
Shatter Enchantment
Empathy
Backfire
Spirit of Failure
Distortion
Hex Breaker
Ether Feast
This build is designed with PvP in mind. Specifically it's designed for Warriors rushing you. Which is something they often do. (It might be wise to swap one slot out for a Rez Signet in the random arena, I took out Power Spike due to constant whines about not having a rez. But I want to post the original build.)
The utility portion is probably obvious. You can interrupt a cast for 100 damage. You can shatter enchantments for over 100 damage. You can shut down casters or often kill them when they try to cast thru your Backfire which does a good 142 damage. You can help your team who is being attacked by throwing Empathy on the opponant for an additional 30 damage every swing the opponant makes. All the while sitting in relative safety behind the Hex Breaker.
The true power of this build comes from it's melee defenses. When that warrior rushes you, just smile at yourself, throw on him a Spirit of Failure and start to spam Distortion. Stack Empathy on your attacker and watch his health bar drop steadily. If it's a W/Mo, he'll likely throw up an enchantment which you can shatter which often deals the final death blow.
Distortion gives 75% chance of evading an attack and with Illusion 4 that "evade" costs you 2 energy. Combining this with Spirit of Failure gives 25% chance of a pure miss and every missed attack gives you 4 energy (with Inspiration 12). This setup allows the Mesmer to stand there with very little chance of being hit all the while your energy is charging up 2 energy every miss. And for those opponants with Stance removal skills, Distortion recharges every 5 seconds so at the most your opponant might get two swings in on you which is easily healed via Ether Feast.
Now don't get me wrong, this isn't a perfect build by any means. But I do personally love it and use it religiously.
Some of the weak points is you have no real offensive spells so you're not going to be doing any damage to anyone unless they attack you. Also, Rangers with whatever added damaging arrows will hurt you good, while the arrow itself misses the added damage does get through. As for going up against an Air Ele, well Backfire is 10 seconds on 10 seconds off, if you kept your Power Spike use it for a spell interrupt in that 10 seconds of downtime before you can cast BF again. Multiple Air Ele's or any Ele's for that matter isn't something you or anyone can contend with unless you are all interrupt.
The build can work well against 2 warriors at a time. Maybe three but when one breaks the stance they get to wack you hard a time or two before you can continue the Distortion spam.
While I think this build is easily perhaps the best one for Mesmers, I realize it's really only Spirit of Failure and Distortion that makes it a good build. So, just fill 2 slots in your bar with these and the other 6 which whatever you like and I guarentee you're PvPing experience will improve considerably.
You are not being an efficient team mate when you're just tanking Warriors and Pets, and not killing casters or doing any damage to any other targets.
Any decent player > this build.
You can run around laughing about how a warrior isn't killing you, etc. But the simply fact is, you aren't going to kill anyone with this build.
Utility Tanking Mesmer
Fast Casting 5
Illusion 4
Domination 15 / 12 +1(mask) +2(major rune)
Inspiration 12 / 11 +1(minor rune)
Power Spike
Shatter Enchantment
Empathy
Backfire
Spirit of Failure
Distortion
Hex Breaker
Ether Feast
This build is designed with PvP in mind. Specifically it's designed for Warriors rushing you. Which is something they often do. (It might be wise to swap one slot out for a Rez Signet in the random arena, I took out Power Spike due to constant whines about not having a rez. But I want to post the original build.)
The utility portion is probably obvious. You can interrupt a cast for 100 damage. You can shatter enchantments for over 100 damage. You can shut down casters or often kill them when they try to cast thru your Backfire which does a good 142 damage. You can help your team who is being attacked by throwing Empathy on the opponant for an additional 30 damage every swing the opponant makes. All the while sitting in relative safety behind the Hex Breaker.
The true power of this build comes from it's melee defenses. When that warrior rushes you, just smile at yourself, throw on him a Spirit of Failure and start to spam Distortion. Stack Empathy on your attacker and watch his health bar drop steadily. If it's a W/Mo, he'll likely throw up an enchantment which you can shatter which often deals the final death blow.
Distortion gives 75% chance of evading an attack and with Illusion 4 that "evade" costs you 2 energy. Combining this with Spirit of Failure gives 25% chance of a pure miss and every missed attack gives you 4 energy (with Inspiration 12). This setup allows the Mesmer to stand there with very little chance of being hit all the while your energy is charging up 2 energy every miss. And for those opponants with Stance removal skills, Distortion recharges every 5 seconds so at the most your opponant might get two swings in on you which is easily healed via Ether Feast.
Now don't get me wrong, this isn't a perfect build by any means. But I do personally love it and use it religiously.
Some of the weak points is you have no real offensive spells so you're not going to be doing any damage to anyone unless they attack you. Also, Rangers with whatever added damaging arrows will hurt you good, while the arrow itself misses the added damage does get through. As for going up against an Air Ele, well Backfire is 10 seconds on 10 seconds off, if you kept your Power Spike use it for a spell interrupt in that 10 seconds of downtime before you can cast BF again. Multiple Air Ele's or any Ele's for that matter isn't something you or anyone can contend with unless you are all interrupt.
The build can work well against 2 warriors at a time. Maybe three but when one breaks the stance they get to wack you hard a time or two before you can continue the Distortion spam.
While I think this build is easily perhaps the best one for Mesmers, I realize it's really only Spirit of Failure and Distortion that makes it a good build. So, just fill 2 slots in your bar with these and the other 6 which whatever you like and I guarentee you're PvPing experience will improve considerably.
You are not being an efficient team mate when you're just tanking Warriors and Pets, and not killing casters or doing any damage to any other targets.
Any decent player > this build.
You can run around laughing about how a warrior isn't killing you, etc. But the simply fact is, you aren't going to kill anyone with this build.
Limp Wrist
Quote:
Originally Posted by OneArmedScissor
You are not being an efficient team mate when you're just tanking Warriors and Pets, and not killing casters or doing any damage to any other targets.
Any decent player > this build.
You can run around laughing about how a warrior isn't killing you, etc. But the simply fact is, you aren't going to kill anyone with this build. You seem to have only read one paragraph from my post. My build is a utility build that has a fantastic tanking componant. Two skills dedicated to tanking and not just tanking but generating energy. The remaining skills go to whatever.
To me, a Mesmer should not have to run from Warriors or Pets or Rangers. They should not have to rely on the group monk to keep them alive. They should be able to hold their own as well as offer as much to their team that they can. A Mesmer should not be a liability and my build keeps the pure Mesmer from being one.
Regardless, it's just a build that I use and I posted it because this thread is designed to offer Mesmers the basics of their class. Tanking should not be left out and no longer is.
People are more then free to take my build and tweak it so that it fits their play style. In fact, people should do just that. I do hope no one is taking builds from these forums and using them as "cookie cutter" builds.
Any decent player > this build.
You can run around laughing about how a warrior isn't killing you, etc. But the simply fact is, you aren't going to kill anyone with this build. You seem to have only read one paragraph from my post. My build is a utility build that has a fantastic tanking componant. Two skills dedicated to tanking and not just tanking but generating energy. The remaining skills go to whatever.
To me, a Mesmer should not have to run from Warriors or Pets or Rangers. They should not have to rely on the group monk to keep them alive. They should be able to hold their own as well as offer as much to their team that they can. A Mesmer should not be a liability and my build keeps the pure Mesmer from being one.
Regardless, it's just a build that I use and I posted it because this thread is designed to offer Mesmers the basics of their class. Tanking should not be left out and no longer is.
People are more then free to take my build and tweak it so that it fits their play style. In fact, people should do just that. I do hope no one is taking builds from these forums and using them as "cookie cutter" builds.
Enigmatics
You have a warrior/monk, don't you.
octaviancmb
This post discusses the maximization of the Mesmer profession (primary or secondary) through the use of Arcane Mimicry.
Planning your mesmer is key to success in both PvE and organized PvP. Mesmer primaries and secondaries are the only professions able to regularly utilize two elite skills on their bar at once. (Sometimes 3 or 4 elites, but that just gets silly.)
PvE & PUGs
One of the first things I do when setting out with a PUG or with my favorite henchmen is look at the whole party's primary and secondary professions. If any of the party members share a profession with me, I'll ask them, "Hey you, what elite are you running?" If I'm running as Mes/Mo (or the reverse), chances are the protection Monk has Shield of Regeneration (quite handy). If I'm Mes/El, pretty much any of the Elementalist elites are great (Glyph of Energy, Elemental Attunement are particularly handy to use alongside Arcane Mimicry, b/c of their effect or duration and the AM cooldown). Necro: ditto the elementalist.
Ideally you'll want to copy something that's either great as a one-shot or spammable: Glyph of Energy or Barrage, for instance. Once you know that a party member is running skill X, you can plan your strategy around them. One very successful strategy I employ in the UW and FoW is to copy one of the Ele's Echos rather than take it myself (the "echo nuker" being a popular profession combination). If you have two other Ele/Me in the party, ask that one of them run Echo and AM, the second run Elemental Attunement and AM, and you'll be running Glyph of Energy and AM (or any variation of the three). Then it's just a "take what you need when you need it" situation. It also works well with Mantra of Recovery on any given party member (or yourself).
If you're using henchmen (which, if you're a primary Mesmer, you'll usually do a lot, since the world is full of idiots who do not understand us), you can plan to copy the following elites from your henchman friends:
Lina: Shield of Regeneration
Durham: Crippling Anguish
Mhenlo: Word of Healing
Aidan: Practiced Stance
Eve: Greneth's Balance
Devona & Little Thom: Charge
Cynn: Mind Burn
Now for organized PvP what Arcane Mimicry means is that for *any* Mesmer primary or secondary profession in your group, that party member can *plan* to be able to use TWO elite skills. If you thought the Mes/Nec fragility build worked well solo, just imagine what you can do with two of them using both Virilence *and* Ineptitude. ...and that's just one example. It doesn't take a genius to figure out other very, very potent combinations. (R/Me copying Oath Shot so that each of them has *two* copies going at once, etc...)
The one caveat of this strategy is that you'll need to work out an energy management solution, since running AM is not cheap paired up with some of those elites. Happily, you're running Mesmer skills, so energy management is not an issue.
For my next Mesmer article, expect a post on energy management.
Good luck with your Mesmers!
CMB
Planning your mesmer is key to success in both PvE and organized PvP. Mesmer primaries and secondaries are the only professions able to regularly utilize two elite skills on their bar at once. (Sometimes 3 or 4 elites, but that just gets silly.)
PvE & PUGs
One of the first things I do when setting out with a PUG or with my favorite henchmen is look at the whole party's primary and secondary professions. If any of the party members share a profession with me, I'll ask them, "Hey you, what elite are you running?" If I'm running as Mes/Mo (or the reverse), chances are the protection Monk has Shield of Regeneration (quite handy). If I'm Mes/El, pretty much any of the Elementalist elites are great (Glyph of Energy, Elemental Attunement are particularly handy to use alongside Arcane Mimicry, b/c of their effect or duration and the AM cooldown). Necro: ditto the elementalist.
Ideally you'll want to copy something that's either great as a one-shot or spammable: Glyph of Energy or Barrage, for instance. Once you know that a party member is running skill X, you can plan your strategy around them. One very successful strategy I employ in the UW and FoW is to copy one of the Ele's Echos rather than take it myself (the "echo nuker" being a popular profession combination). If you have two other Ele/Me in the party, ask that one of them run Echo and AM, the second run Elemental Attunement and AM, and you'll be running Glyph of Energy and AM (or any variation of the three). Then it's just a "take what you need when you need it" situation. It also works well with Mantra of Recovery on any given party member (or yourself).
If you're using henchmen (which, if you're a primary Mesmer, you'll usually do a lot, since the world is full of idiots who do not understand us), you can plan to copy the following elites from your henchman friends:
Lina: Shield of Regeneration
Durham: Crippling Anguish
Mhenlo: Word of Healing
Aidan: Practiced Stance
Eve: Greneth's Balance
Devona & Little Thom: Charge
Cynn: Mind Burn
Now for organized PvP what Arcane Mimicry means is that for *any* Mesmer primary or secondary profession in your group, that party member can *plan* to be able to use TWO elite skills. If you thought the Mes/Nec fragility build worked well solo, just imagine what you can do with two of them using both Virilence *and* Ineptitude. ...and that's just one example. It doesn't take a genius to figure out other very, very potent combinations. (R/Me copying Oath Shot so that each of them has *two* copies going at once, etc...)
The one caveat of this strategy is that you'll need to work out an energy management solution, since running AM is not cheap paired up with some of those elites. Happily, you're running Mesmer skills, so energy management is not an issue.
For my next Mesmer article, expect a post on energy management.
Good luck with your Mesmers!
CMB
vnvnation
Mesmer / ranger
Dom 12 + 2 major rune
Inspiration 12 + 1 + 3 = 16 hat + superior rune
fast casting 7 (i think now im in the work)
1 - Energy drain (elite)
2 - Ether lord
3 - energy tap
4 - Minds wrack
5 - backfire
6 - wastrels worry
7 - diversion
8 - res signet
my combo is cast on the target the backfire then the wastrels, and go with the mind's energy drain, energy tap and if i have energy problems cast the ether lord, the diversion is for the elementalist and necromancers, and other mesmers,
can i say that my mesmer is a shutdown mesmer?? xD reply plz
Dom 12 + 2 major rune
Inspiration 12 + 1 + 3 = 16 hat + superior rune
fast casting 7 (i think now im in the work)
1 - Energy drain (elite)
2 - Ether lord
3 - energy tap
4 - Minds wrack
5 - backfire
6 - wastrels worry
7 - diversion
8 - res signet
my combo is cast on the target the backfire then the wastrels, and go with the mind's energy drain, energy tap and if i have energy problems cast the ether lord, the diversion is for the elementalist and necromancers, and other mesmers,
can i say that my mesmer is a shutdown mesmer?? xD reply plz
octaviancmb
Quote:
Originally Posted by vnvnation
Mesmer / ranger
Dom 12 + 2 major rune
Inspiration 12 + 1 + 3 = 16 hat + superior rune
fast casting 7 (i think now im in the work)
1 - Energy drain (elite)
2 - Ether lord
3 - energy tap
4 - Minds wrack
5 - backfire
6 - wastrels worry
7 - diversion
8 - res signet
my combo is cast on the target the backfire then the wastrels, and go with the mind's energy drain, energy tap and if i have energy problems cast the ether lord, the diversion is for the elementalist and necromancers, and other mesmers,
can i say that my mesmer is a shutdown mesmer?? xD reply plz Most people would classify you as energy denial rather than true "shut down." The thing I like most about your build is its diversity. You can control the battleground: energy deny one guy, backfire another, diversion a third, and then stop warrior and ranger regen in their tracks with Ether Lord.
One skill I *might* swap (and it's totally up to you) is Wastrels for Energy Burn. You'll lose the "cover hex" (or, these days, the "pre-hex" to siphon their hex breakers) and the spamability that Wastrels offers you, but it will benefit your energy denial a bit more. It's not a "better" choice, by any stretch though.
Good luck with your build.
CMB
Dom 12 + 2 major rune
Inspiration 12 + 1 + 3 = 16 hat + superior rune
fast casting 7 (i think now im in the work)
1 - Energy drain (elite)
2 - Ether lord
3 - energy tap
4 - Minds wrack
5 - backfire
6 - wastrels worry
7 - diversion
8 - res signet
my combo is cast on the target the backfire then the wastrels, and go with the mind's energy drain, energy tap and if i have energy problems cast the ether lord, the diversion is for the elementalist and necromancers, and other mesmers,
can i say that my mesmer is a shutdown mesmer?? xD reply plz Most people would classify you as energy denial rather than true "shut down." The thing I like most about your build is its diversity. You can control the battleground: energy deny one guy, backfire another, diversion a third, and then stop warrior and ranger regen in their tracks with Ether Lord.
One skill I *might* swap (and it's totally up to you) is Wastrels for Energy Burn. You'll lose the "cover hex" (or, these days, the "pre-hex" to siphon their hex breakers) and the spamability that Wastrels offers you, but it will benefit your energy denial a bit more. It's not a "better" choice, by any stretch though.
Good luck with your build.
CMB
Enigmatics
I'll j ust say that, since mesmers are either first or second priorities these days, the abovementioned build is less versatile than it sounds; you can't be doing your job when you're being gang-banged by warriors.
Limp Wrist
Quote:
Originally Posted by octaviancmb
Most people would classify you as energy denial rather than true "shut down." The thing I like most about your build is its diversity. You can control the battleground: energy deny one guy, backfire another, diversion a third, and then stop warrior and ranger regen in their tracks with Ether Lord.
One skill I *might* swap (and it's totally up to you) is Wastrels for Energy Burn. You'll lose the "cover hex" (or, these days, the "pre-hex" to siphon their hex breakers) and the spamability that Wastrels offers you, but it will benefit your energy denial a bit more. It's not a "better" choice, by any stretch though.
Good luck with your build.
CMB Another option is Spirit Shackles. This with Mind Wrack is fairly effective at stopping most Warriors and Rangers unless they want to take serious damage by continuing to swing at someone.
I personally don't know how effective Ether Lord is with it having such a low duration. And with your two energy drains I can see you're not using Ether Lord for the energy buff. So you could remove it. I bet without much impact on your build. Unless the sole purpose is to drain spellcasters then slap on Ether Lord and Mind Wrack to zap them everytime your drains recharge. But even then you'd only get damage twice because Ether Lord wouldn't last longer then the two drains recharging.
One skill I *might* swap (and it's totally up to you) is Wastrels for Energy Burn. You'll lose the "cover hex" (or, these days, the "pre-hex" to siphon their hex breakers) and the spamability that Wastrels offers you, but it will benefit your energy denial a bit more. It's not a "better" choice, by any stretch though.
Good luck with your build.
CMB Another option is Spirit Shackles. This with Mind Wrack is fairly effective at stopping most Warriors and Rangers unless they want to take serious damage by continuing to swing at someone.
I personally don't know how effective Ether Lord is with it having such a low duration. And with your two energy drains I can see you're not using Ether Lord for the energy buff. So you could remove it. I bet without much impact on your build. Unless the sole purpose is to drain spellcasters then slap on Ether Lord and Mind Wrack to zap them everytime your drains recharge. But even then you'd only get damage twice because Ether Lord wouldn't last longer then the two drains recharging.
Enigmatics
Ether Lord gives you 4 pips of energy regen at level 16; it's a non-elite BiP to use when you're down to 5 energy.
Limp Wrist
Quote:
Originally Posted by Enigmatics
Ether Lord gives you 4 pips of energy regen at level 16; it's a non-elite BiP to use when you're down to 5 energy.
I don't have a superior Insp rune to test this out but all reference materials show the energy increase to be 1-3 and the duration 5-10.
Enigmatics
Never mind, it is 3 pips. I just tested it.
vnvnation
well. i use Lord for add the degeneration effect on rangers and warriors with minds wrack and some energy denials..
And is cheap (5 energy cost), During ten seconds I have + 7 energy regeneration (3 + 4) and in 10 seconds get around 15 points of energy, but ether lord doesn’t the best skill in the build ^^, now I think that I can replace E.L for Signet of Weariness
Opinions?
- Ether lord
+ Signet of weariness.
And is cheap (5 energy cost), During ten seconds I have + 7 energy regeneration (3 + 4) and in 10 seconds get around 15 points of energy, but ether lord doesn’t the best skill in the build ^^, now I think that I can replace E.L for Signet of Weariness
Opinions?
- Ether lord
+ Signet of weariness.
Laetitia of Yenemi
I know this has probably be talked about before, but what about a ME/W for PvE. Here is my thought. Since Illusionary Weaponry says the damage output is set, and there is no worry about armor, you can focus all you attributes on Mesmer skills (maybe a few in tactics if you want a shield). You can get use your starter axe with Illusionary Weaponry and Cyclone Axe to do around the same damage as if you dropped 12 points into Axe Mastery. Even your Swift Chop to disrupt would be shutdown/interupt like for the mesmer AND still do the IW damage. Bonetti's Defense would help with energy recovery and put with cyclone axe in a large group, it shouldn't be to hard to get the adrenaline for it. I play a R/Me and W/Mo now so don't know how well this will really work, but ever since my Ranger capped IW I have been thinking about it.
Laetitia of Yenemi
Laetitia of Yenemi
borkbork
Unfortunately, IW counts as pure misses, so your axes won't be connecting with the opponent...
Epinephrine
Quote:
Originally Posted by Enigmatics
Ether Lord gives you 4 pips of energy regen at level 16; it's a non-elite BiP to use when you're down to 5 energy.
ROFLMAO
Laetitia of Yenemi
Quote:
Originally Posted by borkbork
Unfortunately, IW counts as pure misses, so your axes won't be connecting with the opponent...
I take it you mean for the adrenaline issue. That would also rule out a vampiric axe to help with health then.
Lae
Lae