Fragility+Virulence madness
arredondo
I've been running a Fragility+Virulence build for some time now. It is indeed a VERY efficient Rambo killer setup that destroys any character not properly defending it (hex breaker, spirits, etc.). However, it is kind of weird in the way some of the numbers come up. Some fellow Mesmers and I investigated the strangeness of Virulence and Fragility and came to the following conclusions:
1. Virulence releases three conditions, not just two. Besides Weakness and Disease, it also layers on Poison when applied to a previous condition (like Deep Wound). This is currently undocumented on every list I've seen.
2. Fragility does get triggered for incoming/outcoming damage when DeepWound is inflicted/removed, but you will never see the numbers on the caster's side (we verified it on the receiver's side with pics).
So, as it stands it is a really nice spike build that can be stopped, but is DEVASTATING when it isn't. Here's the build I use in the arenas as an example for those who are not sure what I'm describing:
Fast Cast - 7 (6+1)
Illusion -15 (11+3+1)
Domination - 13 (12+1)
Death - 0
Alternatively, you can max out Illusion at 16 with a 4 (3+1) Fast Cast for -12 extra damage each Virulence cast.
Distortion - for 5E, dodge 75% attacks at a -1E cost each time it works
Backfire - causes 126 damage when a spell is cast (and it doesn't end)
Fragility - causes 34 damage everytime a condition begins or ends
Illusion of Weakness - saves 240 bonus health in reserve
Phantom Pain - causes -3 degen and a 100 point Deep Wound spike when shattered
Virulence {E} - Disease, Poison and Weakness for 3 seconds
Shatter Delusions - causes 67 damage when used on PP (AWESOME combo)
Rez Signet
Basicallly you choose a dangerous target that the rest of the team isn't pounding on. You deliver 100% death far more often than not, but if they live they are gasping for healing help. A full sequence can be done in under 10 seconds.
Application in arenas:
First cast backfire on the caster. Look for hex removal (note it for next time). If it's removed (usually a Monk or Mesmer) you can go to plan B (see below). Otherwise, you can oftentimes just cast little fear of removal or interruption.
With Backfire on them (if they are a caster), I cast Fragility next, then Phantom Pain. If the PP hex wasn't removed (see plan B below), you can use your wand for two or three hits if you wish for some bonus damage while PP degens at -3. In any case, hit Shatter Delusions whenever you want and you'll get 63 for the spell and 100 damage for the Deep Wound (lasts 20 seconds). The subtotal here is 163 damage PLUS you get another unseen 34 hit from Fragility for a 197 total spike (!). This does not even count your wand casts or PP degen.
Deep Wound is on them so hit Virulence, this is spike #2. You immediately see -34 three times, one for each condition (102 damage). Hit them with your wand, and three seconds later you get another 102 damage as they recover from the three conditions. That's about 400 in raw damage inflicted. If they tried to cast even once through the Back Fire, they are dead 9/10 times. When you add in, say, 7 seconds of degen before the shatter with two wand hits, that's about 70 more damage that can hurt the non-casters who aren't affected by BF. Either way, you'll see lots of dead people than not.
Plan B is that you may want to wait until they begin a cast, then apply Backfire-->Phantom Pain. this way you have a better chance of them removing the PP if they have that type of anti-hex skill. Removing PP in this sequence is deadly to them - they get zapped by Backfire for 126 damage AND they take a 100 point Deep Wound hit from the hex removed. Simply do the rest of your sequence and you are still in control of their fate. PP is an awesome BF removal protector (as is Diversion) if you can get it in.
Now of course this isn't some "perfect" build with no way to stop it, but with Distortion to kite melee attacks while I have 240 health in reserve (essentially 725 health if not dying of degen), I've been far more effective in battle with this setup than I haven't been. If they are healing, you can get another Virulence in as well as another PP before Fragility ends. I've stalked and killed virtually entire teams of four once or twice, as getting at least two deaths registered by the end of the round is not uncommon. For the record, my health is 485 and my energy is 55E or 69E with focus switiching.
1. Virulence releases three conditions, not just two. Besides Weakness and Disease, it also layers on Poison when applied to a previous condition (like Deep Wound). This is currently undocumented on every list I've seen.
2. Fragility does get triggered for incoming/outcoming damage when DeepWound is inflicted/removed, but you will never see the numbers on the caster's side (we verified it on the receiver's side with pics).
So, as it stands it is a really nice spike build that can be stopped, but is DEVASTATING when it isn't. Here's the build I use in the arenas as an example for those who are not sure what I'm describing:
Fast Cast - 7 (6+1)
Illusion -15 (11+3+1)
Domination - 13 (12+1)
Death - 0
Alternatively, you can max out Illusion at 16 with a 4 (3+1) Fast Cast for -12 extra damage each Virulence cast.
Distortion - for 5E, dodge 75% attacks at a -1E cost each time it works
Backfire - causes 126 damage when a spell is cast (and it doesn't end)
Fragility - causes 34 damage everytime a condition begins or ends
Illusion of Weakness - saves 240 bonus health in reserve
Phantom Pain - causes -3 degen and a 100 point Deep Wound spike when shattered
Virulence {E} - Disease, Poison and Weakness for 3 seconds
Shatter Delusions - causes 67 damage when used on PP (AWESOME combo)
Rez Signet
Basicallly you choose a dangerous target that the rest of the team isn't pounding on. You deliver 100% death far more often than not, but if they live they are gasping for healing help. A full sequence can be done in under 10 seconds.
Application in arenas:
First cast backfire on the caster. Look for hex removal (note it for next time). If it's removed (usually a Monk or Mesmer) you can go to plan B (see below). Otherwise, you can oftentimes just cast little fear of removal or interruption.
With Backfire on them (if they are a caster), I cast Fragility next, then Phantom Pain. If the PP hex wasn't removed (see plan B below), you can use your wand for two or three hits if you wish for some bonus damage while PP degens at -3. In any case, hit Shatter Delusions whenever you want and you'll get 63 for the spell and 100 damage for the Deep Wound (lasts 20 seconds). The subtotal here is 163 damage PLUS you get another unseen 34 hit from Fragility for a 197 total spike (!). This does not even count your wand casts or PP degen.
Deep Wound is on them so hit Virulence, this is spike #2. You immediately see -34 three times, one for each condition (102 damage). Hit them with your wand, and three seconds later you get another 102 damage as they recover from the three conditions. That's about 400 in raw damage inflicted. If they tried to cast even once through the Back Fire, they are dead 9/10 times. When you add in, say, 7 seconds of degen before the shatter with two wand hits, that's about 70 more damage that can hurt the non-casters who aren't affected by BF. Either way, you'll see lots of dead people than not.
Plan B is that you may want to wait until they begin a cast, then apply Backfire-->Phantom Pain. this way you have a better chance of them removing the PP if they have that type of anti-hex skill. Removing PP in this sequence is deadly to them - they get zapped by Backfire for 126 damage AND they take a 100 point Deep Wound hit from the hex removed. Simply do the rest of your sequence and you are still in control of their fate. PP is an awesome BF removal protector (as is Diversion) if you can get it in.
Now of course this isn't some "perfect" build with no way to stop it, but with Distortion to kite melee attacks while I have 240 health in reserve (essentially 725 health if not dying of degen), I've been far more effective in battle with this setup than I haven't been. If they are healing, you can get another Virulence in as well as another PP before Fragility ends. I've stalked and killed virtually entire teams of four once or twice, as getting at least two deaths registered by the end of the round is not uncommon. For the record, my health is 485 and my energy is 55E or 69E with focus switiching.
cdepue79
are you sure about psn being stacked in with virulence? What makes you think this? Im assuming you know disease turns green too, but why do you think this? If so this could be very good, but it sucks when you disease a warrior, he hits you and you get diseased too.
arredondo
As I said, me and some other mesmers tested it. We went to the Intl. Team Arena (eight of us) and tested it. One of them took some jpgs (he was my target)... but the shots were taken off the photo site for some reason. Trust me - I'm 100% positive. I've already asked some sites to update their listing of the skill, but none have yet.
thaumaturge
Hmm cool idea, never really saw virulence as a very good elite but it actually works well in this combo for 3 secs. I tested it out with enfeeble (which is cheap but doesn't really add damage) and it only showed 2 conditions worth of damage at the end and start, not 3. Seems odd that Anet would forget to add this in the description.
mamluk
Quote:
Originally Posted by arredondo
As I said, me and some other mesmers tested it. We went to the Intl. Team Arena (eight of us) and tested it. One of them took some jpgs (he was my target)... but the shots were taken off the photo site for some reason. Trust me - I'm 100% positive. I've already asked some sites to update their listing of the skill, but none have yet.
He is right, poison is undocumented, but also added by virulence.
I have also been running a fragility virulence combo, but I have found that in the arena, going strong inspiration is more effective than domination. Sure, the shatter delusions doesnt do as much damage, but the difference is about 30 points of health, not that significant if you ask me.
Being able to use energy tap and ether feast helps keep me on my feet longer and allows me to run the combo more often. I havent tried using blood magic, but that might also be a viable alternative. Regardless, its a great combo and a lot of fun to run. I can deal more damage than air ele spikers which is amusing.
All in all, its is a fun build to mess around with, but someone running hex breaker can be tough to deal with if you dont have a quick hex to punch through with, like wastrels. I just shrug and find another target. Monks with mend ailment can also heal for a lot of damage, but nothing is perfect and you have to acknowledge and be able to compensate for the weaknesses of your build.
I have also been running a fragility virulence combo, but I have found that in the arena, going strong inspiration is more effective than domination. Sure, the shatter delusions doesnt do as much damage, but the difference is about 30 points of health, not that significant if you ask me.
Being able to use energy tap and ether feast helps keep me on my feet longer and allows me to run the combo more often. I havent tried using blood magic, but that might also be a viable alternative. Regardless, its a great combo and a lot of fun to run. I can deal more damage than air ele spikers which is amusing.
All in all, its is a fun build to mess around with, but someone running hex breaker can be tough to deal with if you dont have a quick hex to punch through with, like wastrels. I just shrug and find another target. Monks with mend ailment can also heal for a lot of damage, but nothing is perfect and you have to acknowledge and be able to compensate for the weaknesses of your build.
arredondo
Enfeeble inflicts weakness, which is already in Virulence. The double damage numbers you see are for Disease and Poison. Try it with Bleeding or Deep Wound instead.
I have a high Domination not only for SD, but for Backfire effectiveness as well. In the end, a player should tailor it to suit his own needs. The basic setup is great regardless.
I have a high Domination not only for SD, but for Backfire effectiveness as well. In the end, a player should tailor it to suit his own needs. The basic setup is great regardless.
Warskull
I have seen this too, hit them with deep would and then virulence has 3 numbers pop up.
Personally I prefer to put death magic up to 3-4 so virulence lasts 5 seconds. This way they get nailed when the conditions come off and then when I reapply them. This also lets the degen go to work for a while. Especially amusing is when in the competitive arenas the monk get the bright idea of using purge conditions to save their friend.
Personally I prefer to put death magic up to 3-4 so virulence lasts 5 seconds. This way they get nailed when the conditions come off and then when I reapply them. This also lets the degen go to work for a while. Especially amusing is when in the competitive arenas the monk get the bright idea of using purge conditions to save their friend.
loc87
i just started guild wars recently, so i'm don't understand the game as well as i'd like yet, but what are the weaknesses of this build?
Ende
this build seems great. i'm off to try it with my mesmer but i have to ask: wouldn't you run out of energy, well, maybe not on the first target, but can you complete two sets of this? what if my mana is 52?
and the other question: what happens when you get a hex on you? looks like a simple backfire would ruin everything. i play at random arenas sometimes and i get backfired quite often.
and the other question: what happens when you get a hex on you? looks like a simple backfire would ruin everything. i play at random arenas sometimes and i get backfired quite often.
Tengoku No Yushosha
My Mesmer build can easily take these.....fragility builds 1 on 1.
1:Mind Wrack
2:Signet of Weariness
3:Energy Burn
4:Energy Surge
5:Energy Tap
6:Ether Feast
7:Hex Breaker
8:Ressurection Signet
Hex Breaker cancels they're Fragility, Mind Wrack first. Energy Surge and then Energy Burn to sap energy. Energy Tap to regain Energy. Once they are hit with Mind Wrack, use Ether Feast and Energy Tap to easily take them down. I beat many of those Fragility Mesmers without really having to try. Signet of Weariness does energy sapping too.
1:Mind Wrack
2:Signet of Weariness
3:Energy Burn
4:Energy Surge
5:Energy Tap
6:Ether Feast
7:Hex Breaker
8:Ressurection Signet
Hex Breaker cancels they're Fragility, Mind Wrack first. Energy Surge and then Energy Burn to sap energy. Energy Tap to regain Energy. Once they are hit with Mind Wrack, use Ether Feast and Energy Tap to easily take them down. I beat many of those Fragility Mesmers without really having to try. Signet of Weariness does energy sapping too.
Morganas
yeah, but that mesmer you posted won't survive to get the backlines to ever reach casting range of that mes/nec. Mesmers and necs are priority targets, the OPs build was very good defensively (though I agree that it should use insp instead of dom for energy gain).
Tengoku No Yushosha
Quote:
Originally Posted by Morganas
yeah, but that mesmer you posted won't survive to get the backlines to ever reach casting range of that mes/nec. Mesmers and necs are priority targets, the OPs build was very good defensively (though I agree that it should use insp instead of dom for energy gain).
The lower the energy, the more effective that build is.
knives
If you get the chance, try doing some team arena with an effective earth ele with crystal wave. Thats major spike damage.
arredondo
With focus switching, energy hasn't been a problem for me at all. Again, I have two different options.... 55E at 4 regen and 69E at 3 regen. I keep it on the 55E until I absolutely have to have another boost of energy. It works well.
As for beating it, the Mesmer class is the best anti-Fragility class out there. Fragility builds are pretty versatile, i.e. you can do stuff with Flame arrows from Rangers (mentioned somewhere around here), but if someone has Hex Breaker, it's pretty tough as there isn't I can't do much at all without help from the team.
Today I faced a Hex Breaker on a good MeEl.... once I cast Back Fire, it was stopped. I had five seconds to cast another skill before HB recharged. I was able to lay down Fragility, but PP got rejected. Then he lit me up with Obsidian Flame and shot a ton of stone daggers up my butt, lol.
We were on the lava arena level, so I was able to come at him again. This time I cast Fragility first (it was stopped), so I was able to get off Backfire. That protected me since he didn't have a Hex Remover, but I knew I couldn't get PP on him. His team beat mine, and I had to give him props. Mesmer 1v1 showdowns are tons of fun.
There are other ways to make the build a lot less effective (constant heals, transfer conditions, energy denial, interrupts, cast-time extenders, invinci-monks, etc.), so don't go thinking you'll be unstoppable out there. But when they aren't ready to stop me, the dead bodies pile up fast.
As for beating it, the Mesmer class is the best anti-Fragility class out there. Fragility builds are pretty versatile, i.e. you can do stuff with Flame arrows from Rangers (mentioned somewhere around here), but if someone has Hex Breaker, it's pretty tough as there isn't I can't do much at all without help from the team.
Today I faced a Hex Breaker on a good MeEl.... once I cast Back Fire, it was stopped. I had five seconds to cast another skill before HB recharged. I was able to lay down Fragility, but PP got rejected. Then he lit me up with Obsidian Flame and shot a ton of stone daggers up my butt, lol.
We were on the lava arena level, so I was able to come at him again. This time I cast Fragility first (it was stopped), so I was able to get off Backfire. That protected me since he didn't have a Hex Remover, but I knew I couldn't get PP on him. His team beat mine, and I had to give him props. Mesmer 1v1 showdowns are tons of fun.
There are other ways to make the build a lot less effective (constant heals, transfer conditions, energy denial, interrupts, cast-time extenders, invinci-monks, etc.), so don't go thinking you'll be unstoppable out there. But when they aren't ready to stop me, the dead bodies pile up fast.
mamluk
Hex breaker alone can give this build fits, and while a lot of people do use, its unlikely that you wont be able to find a target on a team.
A few nice things about fragility builds- they can do all their damage to warriors just as easily as to casters, most of the spells ignore armour. One thing I like to do is target those warriors that like to charge in using spring, thinking that they wont be targeted. In a few seconds, they are dead. And the rest of their team is just now engaging.
The major weakness of the build is that it is fragile. You dont have a lot or any healing. You have to wait for the spells to recharge before starting it up again. You will run out of energy after using the combo twice and need to recharge or use something like energy tap to speed things up.
With a decent monk, this build is great to have on a team. I think a team with a few other different type of spikers like air ele's and a monk would be pretty effective.
Regardless, its a lot of fun to play. Go cap virulence now!
A few nice things about fragility builds- they can do all their damage to warriors just as easily as to casters, most of the spells ignore armour. One thing I like to do is target those warriors that like to charge in using spring, thinking that they wont be targeted. In a few seconds, they are dead. And the rest of their team is just now engaging.
The major weakness of the build is that it is fragile. You dont have a lot or any healing. You have to wait for the spells to recharge before starting it up again. You will run out of energy after using the combo twice and need to recharge or use something like energy tap to speed things up.
With a decent monk, this build is great to have on a team. I think a team with a few other different type of spikers like air ele's and a monk would be pretty effective.
Regardless, its a lot of fun to play. Go cap virulence now!
arredondo
Good points. Ignoring armor in generals is an awesome skill of the Mesmer class. Like you point out, this stuff works on any basic character becuase of this. There's nothing like watching a Warrior sprint in at you at top speed, watching him whiff his attacks while you Distort and cast, only to see him sprint in the opposite direction when Virulence drops the mega bomb. Priceless!
"Don't run dear warrior... you'll just die tired!" :P
I will however comment on the two weaknesses you mention. Energy can be an issue for any build, but honestly, once I cast my main attacks, I end up waithing a bit for Phantom Pain and Virulence to return to do more damage. Lack of energy is rarely an issue for me.
On healing - I find that with Distortion and IoW on me, I have more than enough sturdiness to last just fine even when no monk is on the team. I understand how close to get in the fray, and I recognize when I'm team targeted so I kite like there's no tomorrow. I can outlast any but the most extreme degen, and I don't stick around for continued casts if I can help it (i.e. single Air Spikes if I'm killing the other caster). And that points to why this build works for me. There are three strong combos of skills going on here that I should highlight:
- Combo One is Phantom Pain+Shatter Delusions for that awesome 40% spike (with Fragility already down).
- Combo Two is Deep Wound+Virulence, for another 40%+ spike in three seconds
- Combo Three is Distortion+Illusion of Weakness.
For Combo Three in arenas where enchant removal is rare (you still get the health bonus if IoW is dispelled BTW), I can't get enough of these two skills together. They've saved my butt sooooooooo much, that I can't imagine a better combo for anti-melee to sync up with my playstyle. I'm ALWAYS on the move, and if I sense danger, I dart like a madman.
Unlike other options, like Imagined Burden, Soothing Images and Ether Feast, etc. (or even the entire Necro Blood line), I like Distortion+IoW because I don't have to stop to cast them. To me that makes a huge difference because while I'm kiting, I get the benefits of both of these skills when I need them without having to stop.
Eventually, many opponents will get discouraged, or I am making it easier for my team to not deal with the two warriors chasing me. The best part though is when one enemy is chasing me (any class). I run to the far end of the map to get them away from their healer.
They think I'm scared, but as soon as they are away from help, I Distort and unlesh the full barrage of spells on them - death in 8-10 seconds is not uncommon. If they're a caster, Back Fire only needs to be triggered once to guarantee me a death even faster (which is why I prefer high Domination). If they aren't a caster, I lay down Back Fire anyway at about 50% to punish any subclass Healing Breeze attempts. 1v1 so far with this build has been easily 90%+ in my favor.
Again, this is based on how I play. I know the weaknesses of these skills too, like the rarity of being able to recast IoW in battle (which, if I play smart, I won't have to). But when I'm able to survive being crippled and bleeding, surrounded by two warriors attempting to pound my head in for 10 seconds or so, and am able to come out of it in one piece to kite and recharge again, I feel like proposing to these two skills for making it happen (my monks thank them too I'm sure).
I say all that to really insist that durability is not an issue for me. 9/10 I am the last teammate standing. I play smart, I know my limits, and these two skills fill in the gaps. Combined with the first two combos in delivering my damage (separately or combined), I have a well rounded character that makes good use of the seven skill slots available (you DO always carry a rez signet in arenas, right?!)
"Don't run dear warrior... you'll just die tired!" :P
I will however comment on the two weaknesses you mention. Energy can be an issue for any build, but honestly, once I cast my main attacks, I end up waithing a bit for Phantom Pain and Virulence to return to do more damage. Lack of energy is rarely an issue for me.
On healing - I find that with Distortion and IoW on me, I have more than enough sturdiness to last just fine even when no monk is on the team. I understand how close to get in the fray, and I recognize when I'm team targeted so I kite like there's no tomorrow. I can outlast any but the most extreme degen, and I don't stick around for continued casts if I can help it (i.e. single Air Spikes if I'm killing the other caster). And that points to why this build works for me. There are three strong combos of skills going on here that I should highlight:
- Combo One is Phantom Pain+Shatter Delusions for that awesome 40% spike (with Fragility already down).
- Combo Two is Deep Wound+Virulence, for another 40%+ spike in three seconds
- Combo Three is Distortion+Illusion of Weakness.
For Combo Three in arenas where enchant removal is rare (you still get the health bonus if IoW is dispelled BTW), I can't get enough of these two skills together. They've saved my butt sooooooooo much, that I can't imagine a better combo for anti-melee to sync up with my playstyle. I'm ALWAYS on the move, and if I sense danger, I dart like a madman.
Unlike other options, like Imagined Burden, Soothing Images and Ether Feast, etc. (or even the entire Necro Blood line), I like Distortion+IoW because I don't have to stop to cast them. To me that makes a huge difference because while I'm kiting, I get the benefits of both of these skills when I need them without having to stop.
Eventually, many opponents will get discouraged, or I am making it easier for my team to not deal with the two warriors chasing me. The best part though is when one enemy is chasing me (any class). I run to the far end of the map to get them away from their healer.
They think I'm scared, but as soon as they are away from help, I Distort and unlesh the full barrage of spells on them - death in 8-10 seconds is not uncommon. If they're a caster, Back Fire only needs to be triggered once to guarantee me a death even faster (which is why I prefer high Domination). If they aren't a caster, I lay down Back Fire anyway at about 50% to punish any subclass Healing Breeze attempts. 1v1 so far with this build has been easily 90%+ in my favor.
Again, this is based on how I play. I know the weaknesses of these skills too, like the rarity of being able to recast IoW in battle (which, if I play smart, I won't have to). But when I'm able to survive being crippled and bleeding, surrounded by two warriors attempting to pound my head in for 10 seconds or so, and am able to come out of it in one piece to kite and recharge again, I feel like proposing to these two skills for making it happen (my monks thank them too I'm sure).
I say all that to really insist that durability is not an issue for me. 9/10 I am the last teammate standing. I play smart, I know my limits, and these two skills fill in the gaps. Combined with the first two combos in delivering my damage (separately or combined), I have a well rounded character that makes good use of the seven skill slots available (you DO always carry a rez signet in arenas, right?!)
Ctrl_Alt_Delete
it seems like an awesome character, but im new as well; how does it do pve? i mean, i think im a long ways off from trying to make it in an arena. will it do decently in the story mode?
arredondo
Lol, I have absolutely no idea. Just Echo+Chaos Storm through story mode. That's what I did.
OneArmedScissor
Quote:
Originally Posted by Tengoku No Yushosha
The lower the energy, the more effective that build is.
Simply untrue.
Maybe it's more cost(energy) effective, but definately not effictive in any other areas.
Maybe it's more cost(energy) effective, but definately not effictive in any other areas.
Azadaleou
I'm starting to see more and more mesmers use that setup. Basically, all you see is one row of hexes then three conditions and then boom your dead. I wouldn't be suprised if that combo gets nerfed in some way or another in the near future.
ICURADik
Maybe more people will see the necessity that is Hex Breaker. Then again, a trash hex like Wastrel's beforehand can render it inneffective.
Tellani Artini
Have been on the wrong end of this combo quite a few times lately in the arenas. Not having hex breaker, I usually just try to run out of range so they can't hit me with shatter delusions or virulence, and wait for fragility to end. If you can't get away, or remove fragility, you're doomed.
Azadaleou
Quote:
Originally Posted by Tellani Artini
Have been on the wrong end of this combo quite a few times lately in the arenas. Not having hex breaker, I usually just try to run out of range so they can't hit me with shatter delusions or virulence, and wait for fragility to end. If you can't get away, or remove fragility, you're doomed.
Thats what makes the combo kind of unfair. If your not a class with hex breaker then your screwed up. Nothing you can really do except die or be left with like 20 health.
Vusak
much like a E/N cant do crap about a backfire + wastrels combo.
signet of humility hurts this build so much, diversion + wastrels completes the process, with plenty of skillslots remaining for whatever else you wanna do.
if you divert fragility you seriously kill any damage output, if they refrain from using it, then they arent doing any damage output anyway
signet of humility hurts this build so much, diversion + wastrels completes the process, with plenty of skillslots remaining for whatever else you wanna do.
if you divert fragility you seriously kill any damage output, if they refrain from using it, then they arent doing any damage output anyway
JackOften
He can just fire distortion to counter diversion, durrrrr.
firstwave
Im a R/Mo and I pretty much beat this combo by using smite hex immediately after fragility is casted on me.
However, if you can't remove hex, heal a large amount of hp with 1 spell, or use hex breaker, you are pretty much screwed. Elementalists and Warriors are affected the most, but if there is a decent monk on the team, fragility build would be less of a pain.
One thing I don't like about the fragility build is because you are likely to run out of energy after the second cycle. Lets see:
15E Fragility
10E Phantom Pain
5E Shatter Delusion
5E Virulence
- You might even spend more mana with Distortion and backfire.
A typical mesmer has about 55 mana so this combo takes quite a bit of mana.
However, if you can't remove hex, heal a large amount of hp with 1 spell, or use hex breaker, you are pretty much screwed. Elementalists and Warriors are affected the most, but if there is a decent monk on the team, fragility build would be less of a pain.
One thing I don't like about the fragility build is because you are likely to run out of energy after the second cycle. Lets see:
15E Fragility
10E Phantom Pain
5E Shatter Delusion
5E Virulence
- You might even spend more mana with Distortion and backfire.
A typical mesmer has about 55 mana so this combo takes quite a bit of mana.
Vusak
Quote:
Originally Posted by JackOften
He can just fire distortion to counter diversion, durrrrr.
diversion has a 5s recast, once his first distortion is on a 40+ second cooldown, he has effectively wasted 5e. and he has no real physical defense which means wanding inbetween wastrel spam will hurt that much more.
QuixotesGhost
Quote:
Originally Posted by arredondo
Today I faced a Hex Breaker on a good MeEl.... once I cast Back Fire, it was stopped. I had five seconds to cast another skill before HB recharged. I was able to lay down Fragility, but PP got rejected. Then he lit me up with Obsidian Flame and shot a ton of stone daggers up my butt, lol.
You're mistaken about Hex Breaker there. Hex breaker can be reapplied immediately after it goes down the first time, becuase the last time they probaly used it was at the start of the match. So it's waiting in thier skillbar ready to go, right after you knock it down with the first hex. And since it's a stance it goes up immediatly and can even be applied while they're performing another action.
The varible, however, (and it's really freaking hard to plan for), is "Did they notice Hexbreaker drop when the first hex bounced off of it?" If the answer is ,"yes", then the first and second hexes will bounce off and the third (if you can get it in quick enough) will be the one to stick. If the answer is "no", then the first one will bounce off, the second one will stick, then most of the time they go "OMG, I'm being hexed!" and get hexbreaker back up to block the third. It really all depends on how much they're paying attention to you. If they have you targeted and can see your current skill, you can bet most of the time it'll be the 1st and 2nd they block. Course this varies depending on the casting time of the second hex and your rank in Fast Casting, if your quick you can beat the attentive player to the punch.
arredondo
Quote:
Originally Posted by QuixotesGhost
You're mistaken about Hex Breaker there. Hex breaker can be reapplied immediately after it goes down the first time, becuase the last time they probaly used it was at the start of the match. So it's waiting in thier skillbar ready to go, right after you knock it down with the first hex. And since it's a stance it goes up immediatly and can even be applied while they're performing another action.
The varible, however, (and it's really freaking hard to plan for), is "Did they notice Hexbreaker drop when the first hex bounced off of it?" If the answer is ,"yes", then the first and second hexes will bounce off and the third (if you can get it in quick enough) will be the one to stick. If the answer is "no", then the first one will bounce off, the second one will stick, then most of the time they go "OMG, I'm being hexed!" and get hexbreaker back up to block the third. It really all depends on how much they're paying attention to you. If they have you targeted and can see your current skill, you can bet most of the time it'll be the 1st and 2nd they block. Course this varies depending on the casting time of the second hex and your rank in Fast Casting, if your quick you can beat the attentive player to the punch.
I'm not mistaken about Hex Breaker.... your second paragraph reflects what happend (as I originally described). I was able to get off the second cast, but he responded in time for the third. He definitely could've stopped the second but didn't. I use this skill myself in some builds and appreciate the great protection it offers for the low price. Honestly, balance wise I'd expect it to cost 10E, but I won't complain.
About the energy issues above, I still have to say it is not an issue with 55E or more. Even if you spend 35E to kill one player, you have to recharge naturally at 4E every three seconds. That's 40E in 30 seconds.... which is how long it takes for Fragility to recharge. If I did nothing else but one Distortion that entire time (-5E), I'd have exactly 55E when Fragility was ready.
With that said, I use Back Fire too (15E), as well as extra Phantom Pains in the meantime, so I do make use of my 69E set with the 3 regen (then switch back to 4 regen). And if I'm really low on fuel (energy drain or interrupt), I can still be almost as effective doing alternate tactics.
For instance, if I've taken out the primary target of mine solo and am looking to help a teammate, I can go to my fellow Warrior's target that he's attacking. More often than not, they have Crippled and/or Bleeding on them.... that saves me the trouble of a cast or two! I send out Fragility at this target (no damage for existing Conditions - yet) and then sprinkle a little Virulence on them.
That's a mere 20E to create havok in a couple of seconds... they now have up to five Conditions on them, three of which will cause a total 204 damage in three seconds, the other two (besides degen) cause another 68 when they recover. That's 55% from 20E, plus I'm gearing up for a Phantom Pain-->Shatter Delusion spike for another two-second, 200+ damage spike (67+100+34 = 201). That will cost only 15E.
All the while my Warrior buddy has been/is pounding on them, so it's a good bet that they are toast before I have to get completely evil on them with all the attacks, unless they have MAJOR healing help, interrupts, quick energy drain, or hex defenses. I emphasize they'll need major healing because trust me, the damage hits so hard and fast (with good stats) that a simple Healing Breeze/Troll Unguent ain't always enough to save them at times.
And as for the Healing Signet that Warriors love, I swear some of the combo's damage connects for double at times while they use this. I'll have to verify. If Shatter Delusion's damage that instantly Deep Wounds and triggers Fragility causes 2x damage in some way (up to 400+ damage from a .25 cast?!), Warriors will be crying for nerfs. I doubt it since all these attacks ignore armor anyway (the Healing Signet penalty), but I do see extra numbers pop up sometimes that's not related to the normal stuff I see.
The varible, however, (and it's really freaking hard to plan for), is "Did they notice Hexbreaker drop when the first hex bounced off of it?" If the answer is ,"yes", then the first and second hexes will bounce off and the third (if you can get it in quick enough) will be the one to stick. If the answer is "no", then the first one will bounce off, the second one will stick, then most of the time they go "OMG, I'm being hexed!" and get hexbreaker back up to block the third. It really all depends on how much they're paying attention to you. If they have you targeted and can see your current skill, you can bet most of the time it'll be the 1st and 2nd they block. Course this varies depending on the casting time of the second hex and your rank in Fast Casting, if your quick you can beat the attentive player to the punch.
I'm not mistaken about Hex Breaker.... your second paragraph reflects what happend (as I originally described). I was able to get off the second cast, but he responded in time for the third. He definitely could've stopped the second but didn't. I use this skill myself in some builds and appreciate the great protection it offers for the low price. Honestly, balance wise I'd expect it to cost 10E, but I won't complain.
About the energy issues above, I still have to say it is not an issue with 55E or more. Even if you spend 35E to kill one player, you have to recharge naturally at 4E every three seconds. That's 40E in 30 seconds.... which is how long it takes for Fragility to recharge. If I did nothing else but one Distortion that entire time (-5E), I'd have exactly 55E when Fragility was ready.
With that said, I use Back Fire too (15E), as well as extra Phantom Pains in the meantime, so I do make use of my 69E set with the 3 regen (then switch back to 4 regen). And if I'm really low on fuel (energy drain or interrupt), I can still be almost as effective doing alternate tactics.
For instance, if I've taken out the primary target of mine solo and am looking to help a teammate, I can go to my fellow Warrior's target that he's attacking. More often than not, they have Crippled and/or Bleeding on them.... that saves me the trouble of a cast or two! I send out Fragility at this target (no damage for existing Conditions - yet) and then sprinkle a little Virulence on them.
That's a mere 20E to create havok in a couple of seconds... they now have up to five Conditions on them, three of which will cause a total 204 damage in three seconds, the other two (besides degen) cause another 68 when they recover. That's 55% from 20E, plus I'm gearing up for a Phantom Pain-->Shatter Delusion spike for another two-second, 200+ damage spike (67+100+34 = 201). That will cost only 15E.
All the while my Warrior buddy has been/is pounding on them, so it's a good bet that they are toast before I have to get completely evil on them with all the attacks, unless they have MAJOR healing help, interrupts, quick energy drain, or hex defenses. I emphasize they'll need major healing because trust me, the damage hits so hard and fast (with good stats) that a simple Healing Breeze/Troll Unguent ain't always enough to save them at times.
And as for the Healing Signet that Warriors love, I swear some of the combo's damage connects for double at times while they use this. I'll have to verify. If Shatter Delusion's damage that instantly Deep Wounds and triggers Fragility causes 2x damage in some way (up to 400+ damage from a .25 cast?!), Warriors will be crying for nerfs. I doubt it since all these attacks ignore armor anyway (the Healing Signet penalty), but I do see extra numbers pop up sometimes that's not related to the normal stuff I see.
Tellani Artini
I'm carrying around purge signet as long as this is popular. Takes care of it all nicely if you start using it as soon as you see them start casting fragility
arredondo
Quote:
Originally Posted by Blackace
Fragility builds are easy to shutdown as a Mesmer. Hex breaker kills it since they dont have a choice of when to apply what, since alot of their hexes are critical. If they miss fragility well the build goes to hell.
Diversion will end any fragility build easy.
Once all the conditions are applied its still easy to survive. It's just a latent spike damage combo, so just heal through the first set or use condition removal if you have it.
Rangers and Warriors should have no trouble with it if they are packing interrupts. Mesmer vs. Mesmer proves defense > offense, as I've lost most 1v1s against pure interrupters and Hex Breakers. One opponent made me worthless as he literally followed me and Power Block/Drain//Spike/Leak interrupted EVERYTHING I tried.
If many classes are forced to accommodate the Mesmers at least as secondaries, it'll take away from the builds they had in mind for other purposes. We'll see how serious (ahem, great!) this is as time goes on like anything else if more and more Mesmers come out with damage builds. Once you are hit by it, it is NOT easy to survive. 90% of the targets I've faced with the full enchilada end up gasping for health or dead.
Remember there are three spikes here, the first spikes are only two seconds apart, and the third one (usually the final blow) comes three seconds later. If you had something like Plague Signet you can at least throw all Conditions at someone (or get major healing help instantly)... other than a Condition purge, your best defense is to not get hexed altogether. It's possible to get through it, but by no means is it easy unless you're thoroughly prepared for it.
Warriors and Rangers do have interrupts, but they are weapon based. I distort these attempts so often that really, a Plan B is needed for these classes to interrupt my casts consistently. That's why I love Distortion sooooooo much. I can have a Warrior swinging his little heart out as I use four or five casts to take out his brother Elementalist, and I barely know he's next to me. Necro's Rigor Mortis stops this I'm guessing, but again, they are forced to include skills (or a full secondary class) they may not otherwise have carried, making their older builds less effective in their intended purpose than before.
Diversion will end any fragility build easy.
Once all the conditions are applied its still easy to survive. It's just a latent spike damage combo, so just heal through the first set or use condition removal if you have it.
Rangers and Warriors should have no trouble with it if they are packing interrupts. Mesmer vs. Mesmer proves defense > offense, as I've lost most 1v1s against pure interrupters and Hex Breakers. One opponent made me worthless as he literally followed me and Power Block/Drain//Spike/Leak interrupted EVERYTHING I tried.
If many classes are forced to accommodate the Mesmers at least as secondaries, it'll take away from the builds they had in mind for other purposes. We'll see how serious (ahem, great!) this is as time goes on like anything else if more and more Mesmers come out with damage builds. Once you are hit by it, it is NOT easy to survive. 90% of the targets I've faced with the full enchilada end up gasping for health or dead.
Remember there are three spikes here, the first spikes are only two seconds apart, and the third one (usually the final blow) comes three seconds later. If you had something like Plague Signet you can at least throw all Conditions at someone (or get major healing help instantly)... other than a Condition purge, your best defense is to not get hexed altogether. It's possible to get through it, but by no means is it easy unless you're thoroughly prepared for it.
Warriors and Rangers do have interrupts, but they are weapon based. I distort these attempts so often that really, a Plan B is needed for these classes to interrupt my casts consistently. That's why I love Distortion sooooooo much. I can have a Warrior swinging his little heart out as I use four or five casts to take out his brother Elementalist, and I barely know he's next to me. Necro's Rigor Mortis stops this I'm guessing, but again, they are forced to include skills (or a full secondary class) they may not otherwise have carried, making their older builds less effective in their intended purpose than before.
Rajamic
I think I still prefer the Ranger Fragility Build, simply because even if they do get in a hex removal, I'm still interrupting with my Incendiary arrows.
Also note that this one relies on that deep wound being there for Virulence. If they get the condition removed by a monk or if they have a necro class transfer it to someone, it throws this off as well. I don't see deep Wound removal being a big thing right now, but if this becomes popular and considered dangerous, you can bet conditions will be removed quickly when under Fragility.
Also note that this one relies on that deep wound being there for Virulence. If they get the condition removed by a monk or if they have a necro class transfer it to someone, it throws this off as well. I don't see deep Wound removal being a big thing right now, but if this becomes popular and considered dangerous, you can bet conditions will be removed quickly when under Fragility.
Sofia Sofia Sofia
I admit that this is a great build, but these days it is hard to find good people who are not somehow guarded against hexes, either by themselves or by their teammates. I mean, if I had fragility on me, I'd know that something horrible is coming, the only time when someone cast fragility is when they have some sort of spike plan setup. I'd report is with ctrl click and hopefully my monk will take it off. Of course this would never happen because I would have hex breaker on anyways!
arredondo
Deep Wound removal is not a consistent solution, especially if you are looking for help elsewhere. Once that Condition is applied, Virulence is immediately cast which takes only .6-.7 of a second to come out with decent Fast Cast stats. You'd want to remove Fragility, but only attempt a removal BEFORE Phantom Pain is laid down.
I've seen monks remove Phantom Pain from their Fragilitized Elementalist teamate I was going after. That's like opening up a window hoping a fly would leave when instead ten more flies come through. The late hex removal triggers Deep Wound for me while leaving Fragility untouched. I see the Condition arrow, lay down Fragility and watch the fireworks.
In the quickest sequence possible, I cast Fragility-->Phantom Pain (if on a caster, Backfire is placed first or second). From start to finish they have about four seconds to recognze Fragility as it slowly appears before PP protects it from removal. Once Deep Wound is down (by their Hex removal or my Shatter Delusions), they honestly have little hope to stop Virulence and it's .6-.7 cast time. It can be done of course, but not consistently.
If you don't come with the right defenses (either prevention, hex removals or heals).... my advice is to run like a teenage girl in a horror flick once you see Fragility coming at you. Warriors with sprint skills have a great option in this regard. Better to live in fear than to die with honor. Fragility does no damage on its own, and if the Mesmer got close enough he'll likely get Phantom Pain off as well, but you don't want anything else to happen to you after that.
I've seen monks remove Phantom Pain from their Fragilitized Elementalist teamate I was going after. That's like opening up a window hoping a fly would leave when instead ten more flies come through. The late hex removal triggers Deep Wound for me while leaving Fragility untouched. I see the Condition arrow, lay down Fragility and watch the fireworks.
In the quickest sequence possible, I cast Fragility-->Phantom Pain (if on a caster, Backfire is placed first or second). From start to finish they have about four seconds to recognze Fragility as it slowly appears before PP protects it from removal. Once Deep Wound is down (by their Hex removal or my Shatter Delusions), they honestly have little hope to stop Virulence and it's .6-.7 cast time. It can be done of course, but not consistently.
If you don't come with the right defenses (either prevention, hex removals or heals).... my advice is to run like a teenage girl in a horror flick once you see Fragility coming at you. Warriors with sprint skills have a great option in this regard. Better to live in fear than to die with honor. Fragility does no damage on its own, and if the Mesmer got close enough he'll likely get Phantom Pain off as well, but you don't want anything else to happen to you after that.
Neo-LD
One thing everyone needs to remember is that not everyone can carry hex breaker. I monked against this combo yesterday and had hex breaker up the entire time, but the Me/N went for our necro instead. Monks do not like wasting 2 slots for anti-hex, so there was nothing I could do to help him except toss a word of healing near the end of the combo. WoH actually worked pretty well, but still, the combo was dangerous the entire game.
Red Locust
If I'm not mistaken, the fragility damage comes in piecemeal, in sets of 30s, so a healing seed would really hamper this strategy. Now healing seed itself is vulnerable to enchantment removal, but then all enchantments are.
Again, this build is too reliant on all the skills hitting successfully. If anything goes wrong (and there's a pretty long list of things that could go wrong), you're pretty useless.
Again, this build is too reliant on all the skills hitting successfully. If anything goes wrong (and there's a pretty long list of things that could go wrong), you're pretty useless.
arredondo
Lol, if you've read through this thread, you couldn't possibly single out this build as being "useless" if any one thing goes wrong. Which builds operate at 100% efficiency when something they try goes wrong as well? There are all kinds of substitute offensive flows I cast with my build, as well as the option to hold tight for 10- 15 secondswith a strong defensive strat until my offensive time returns.
It's silly with any build to play as a robot with no flexibility to adjust to one's situation. Don't just assume a player will just walk around casting five spells thinking that alone will win. Access to a variety of tactics and on-the-fly adjustment is important for ANY build. We all should have a plan B, C, D, E, and so on. Here's some examples of what I mean.
If I am low on energy or have a skill or two stopped, I simply (and easily) adjust with what I have left. I mean, all I need is but two seconds to cast PP-->SD on a target, I've done 35% damage using 15E. If I see an opponent with a Condition on them (via a fellow Warrior or Necro), I can cast Fragility-->Virulence to get 40% damage using 20E. If I see an Elementalist Air attacking the crap out of my teammate (or me!), I cast Backfire-->Phantom Pain for protection if their smart, or big damage if they are greedy.
The only time I've found myself useless after playing probably hundreds of matches with this build (or variations) is when another counter build just hounds me the entire round (Mesmer based so far). Other than that, it is no more or less useful than any other build out there when the main strat is disrupted.
As for ease of disruption.... it depends. Spirit builds? Sure, but that disrupts 10,000 other caster builds. Other Mesmers or sub-Mesmers? Duly noted and respected. Insane healing or monk protection? The same can be said vs. almost any other build as well. After that, it is a case by case situation to find more stuff that works (Obsidian Flesh users, etc.).
If one character can somehow avoid my main attack sequence in its entirety, they still will often feel some pain regardless - and that's only if I am solo-Rambo hunting. If I have to, I'll team up with a buddy and my limited 50% damage in 4-5 seconds still makes an significant impact. As it stands now, I've killed way more Air Eles one vs. one than they've killed me. That's merely a testamment of its potency, not a claim of unstoppability. No build is uber-dominating, but this one isn't close to being "useless" by any means if you are smart and play on your feet.
It's silly with any build to play as a robot with no flexibility to adjust to one's situation. Don't just assume a player will just walk around casting five spells thinking that alone will win. Access to a variety of tactics and on-the-fly adjustment is important for ANY build. We all should have a plan B, C, D, E, and so on. Here's some examples of what I mean.
If I am low on energy or have a skill or two stopped, I simply (and easily) adjust with what I have left. I mean, all I need is but two seconds to cast PP-->SD on a target, I've done 35% damage using 15E. If I see an opponent with a Condition on them (via a fellow Warrior or Necro), I can cast Fragility-->Virulence to get 40% damage using 20E. If I see an Elementalist Air attacking the crap out of my teammate (or me!), I cast Backfire-->Phantom Pain for protection if their smart, or big damage if they are greedy.
The only time I've found myself useless after playing probably hundreds of matches with this build (or variations) is when another counter build just hounds me the entire round (Mesmer based so far). Other than that, it is no more or less useful than any other build out there when the main strat is disrupted.
As for ease of disruption.... it depends. Spirit builds? Sure, but that disrupts 10,000 other caster builds. Other Mesmers or sub-Mesmers? Duly noted and respected. Insane healing or monk protection? The same can be said vs. almost any other build as well. After that, it is a case by case situation to find more stuff that works (Obsidian Flesh users, etc.).
If one character can somehow avoid my main attack sequence in its entirety, they still will often feel some pain regardless - and that's only if I am solo-Rambo hunting. If I have to, I'll team up with a buddy and my limited 50% damage in 4-5 seconds still makes an significant impact. As it stands now, I've killed way more Air Eles one vs. one than they've killed me. That's merely a testamment of its potency, not a claim of unstoppability. No build is uber-dominating, but this one isn't close to being "useless" by any means if you are smart and play on your feet.
Rajamic
About the only reason I'd not like this is the guessing game of hex removal it causes. If you Shatter Delusions while someone is removing hex on the unfortunate soul, then one of you removes Fragility. If you don't remove a hex, then they can time the condition removal spell to hit just as the Deep Wound occurs (Though I should point out that this requires the monk to know about both hexes being in play and be familiar with this build, not something I would expect unless/until this becomes FotW).
I'd definitely rate this fragility build as being superior to the Mark of Rodgort version, simply because hex removal is almost pivotal to it, rather than completely decimating it.
I'd definitely rate this fragility build as being superior to the Mark of Rodgort version, simply because hex removal is almost pivotal to it, rather than completely decimating it.
Yukito Kunisaki
Those are a majority of reasons why I went the energy draining route. Losing energy is very hard to counter.
EinValentine
Quote:
Originally Posted by Ctrl_Alt_Delete
it seems like an awesome character, but im new as well; how does it do pve? i mean, i think im a long ways off from trying to make it in an arena. will it do decently in the story mode?
Just thought I'd report on this. I read this thread and was sufficiently intrigued that I've run a Mesmer through the entire PvE game specifically to try this out. I hired a runner to hit Droknar's as soon as possible and from there went on to capture Virulence, then went back to progressing through the story normally.
In short: it ROCKS in PvE. It's brutal on anything that has flesh. Attributes varied through the game obviously but Illusion was highest then Domination, then Fast Casting. No surprise there.
My skill bar was:
Fragility
Phantom Pain
Shatter Delusions
Virulence
Conjure Phantasm
(the basics) and then the other 3 slots were devoted to some combination of the following depending on the needs of the mission:
Backfire
Empathy
Clumsiness
Diversion
Cry of Frustration
Shatter Hex
Res Signet
This thing runs rings around my Elementalist for single target damage. Conjure Phantasm/Backfire and then the full Virulence combo is pretty much death for most flesh based creatures if it comes off.
Fleshless creatures are problematic however (things like Skeletons, Jades, Golems, Titans etc.) They ignore 2 of the three conditions output by Virulence so that cuts your damage down a bit, and they are a fairly common enemies so you need to be prepared for them. Even without Virulence though you can stack up some nice degen with Phantasm and Phantom pain and then spike them with Shatter Delusions for damage and a wound. Its not as satifying as watching a Mursaat Elementalist crumple up and die after you wiggle your fingers at them but it's still pretty effective.
These are also the times you'll be using Backfire, Clumsiness, etc. Which are still quite effective. Basically you are okay against anything fleshless and DEADLY against the rest.
All is not roses however. Energy management was always an issue for me and interrupt based mobs can be a hassle (Wind Rider types especially), though it's fairly easy to hang back while other folks get aggro and then nail a couple that are focused on other people. The key to getting the most out of this build in PvE is to plan and choose your targets carefully.
Also, of course, you are a PvE Mesmer and it can be hard to find a group since PvE folks aren't real keen on Mesmers generally, so get used to henching it if you don't have a good group of friends/guild. However this build is great with henchies, since if you are good at managing them you can make sure all the flak is heading their way while you pick off the fleshy types.
It has been a lot of fun to play. I haven't run it in the Fissure yet, we'll have to see how it fares there.
Just thought I'd report on this. I read this thread and was sufficiently intrigued that I've run a Mesmer through the entire PvE game specifically to try this out. I hired a runner to hit Droknar's as soon as possible and from there went on to capture Virulence, then went back to progressing through the story normally.
In short: it ROCKS in PvE. It's brutal on anything that has flesh. Attributes varied through the game obviously but Illusion was highest then Domination, then Fast Casting. No surprise there.
My skill bar was:
Fragility
Phantom Pain
Shatter Delusions
Virulence
Conjure Phantasm
(the basics) and then the other 3 slots were devoted to some combination of the following depending on the needs of the mission:
Backfire
Empathy
Clumsiness
Diversion
Cry of Frustration
Shatter Hex
Res Signet
This thing runs rings around my Elementalist for single target damage. Conjure Phantasm/Backfire and then the full Virulence combo is pretty much death for most flesh based creatures if it comes off.
Fleshless creatures are problematic however (things like Skeletons, Jades, Golems, Titans etc.) They ignore 2 of the three conditions output by Virulence so that cuts your damage down a bit, and they are a fairly common enemies so you need to be prepared for them. Even without Virulence though you can stack up some nice degen with Phantasm and Phantom pain and then spike them with Shatter Delusions for damage and a wound. Its not as satifying as watching a Mursaat Elementalist crumple up and die after you wiggle your fingers at them but it's still pretty effective.
These are also the times you'll be using Backfire, Clumsiness, etc. Which are still quite effective. Basically you are okay against anything fleshless and DEADLY against the rest.
All is not roses however. Energy management was always an issue for me and interrupt based mobs can be a hassle (Wind Rider types especially), though it's fairly easy to hang back while other folks get aggro and then nail a couple that are focused on other people. The key to getting the most out of this build in PvE is to plan and choose your targets carefully.
Also, of course, you are a PvE Mesmer and it can be hard to find a group since PvE folks aren't real keen on Mesmers generally, so get used to henching it if you don't have a good group of friends/guild. However this build is great with henchies, since if you are good at managing them you can make sure all the flak is heading their way while you pick off the fleshy types.
It has been a lot of fun to play. I haven't run it in the Fissure yet, we'll have to see how it fares there.