
Mesmer/Necromancer
Illusion Magic 16 = 12 + 1 + 3
Fast Casting 12 = 9 + 3 (yeah, i use two sups. Shoot me. :P)
Inspiration Magic (the rest of the points)
Armor: Rogue's chest, Enchanter's for the rest
Weapon 1: +13/-1 Illusion wand, and the collecor +15/-1 illusion focus
Weapon 2: Gorrell's Staff
1. Fragility
2. Conjure Phantasm
3. Accumulated Pain
4. Virulence {E}
5. Images of Remorse
6. Conjure Nightmare
7. Energy Tap
8. Ether Feast (for Aspenwood) / Rez Sig
The first weaponset gives me 64 energy, i use this if I think i'm going to need Conjure Nightmare for finishing an enemy (like a Siege Turtle.) Otherwise I use Gorrell's staff.
Basically the core of this build is to cast spells 1-4 in order on your target. Fragility causes 21 damage for gaining and losing conditions. Conjure Phantasm causes 5 degen, but more importantly it's the second hex, meeting the requirements of Accumulated Pain, which then causes a deep wound (spike lowering their max health by 20% and fragility damage -21.) Then you hit Virulence, and your target aquires Disease (-21), Poison (-21), and Weakness (-21). I hit Images of Remorse, doing damage becuase target is usually attacking and stacking on 4 more degen. Because you have no points in Death Magic, the conditions from Virulence only last 3 seconds, at which point your target recovers from all 3 at once (-21 -21 -21).
On most targets, that's gg. If they live long enough after IoR is cast I'll suck energy out with Energy Tap.

On the big targets I use Conjure Nightmare and renew IoR.
Ain't perfect, no self-heal and you'll spend some time waiting for energy to come back up particularly if you've exhausted the energy pool on high-energy weapon set, but it's *fun*. The "WTF??" factor in Aspenwood was a hoot.
But then, that's the joy of being a mesmer.
