Lingering Mesmer
mr_boo
Over the weekend, I built and ran a Mesmer for the very first time. Here's the build, and please all you Mesmer and Necros masters out there, let me know what you think. I'll say he seemed pretty effective in Competitive Arena...I can say for sure that he's definitely annoying. Also, this is for an Arena Build. For 8v8, I would most definitely change certain things out.
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Lingering Mesmer
Mesmer/Necromancer
Fast Casting 15 (11+4)
Inspiration 11 (10+1)
Curses 10
Armor:
Rogue's Chest and Rogue's Pants, but for the Hands and Feet, wear the Enchanter gear. Also, you'll want a Fast Casting Hat.
Runes:
Superior Vigor
Superior Fast Casting
Minor Inspiration
Minor Domination (optional)
Minor Illusion (optional)
Weapons of Choice:
Insightful 20/20 Inspiration Staff of Defense
Insightful 20/20 Curses Staff of Defense
Skills:
Lingering Curse
Parasitic Bond
Rigor Mortis
Faintheartness
Power Drain
Ether Tap or [Drain Enchantment]
Ether Feast
Res Signet
Summary:
This is for random arena. In 8v8, you would drop certain skills like Ether Feast and Faintheartness.
In general, you have 2 weapons, one that decreases the cast and charge times for Inspiration spells, and the other one for Curses. Use the Inspiration one if their aren't alot of Warriors or Rangers around. If they are alot of Warriors and Rangers (and you're not the target), stick with the Curses one, because you'll be casting alot of Faintheartness and sometimes Rigor Mortis.
The way I use this guy in Arena is, I first locate a Warrior or Ranger and I curse them with Faintheartness and Parasitic Bond. If there is another Warrior or Ranger, you can do the exact same thing to the other one, but makes sure you cast Ether Tap right after (I'm not sure if you'll have enough, but you should have enough Energy for a Lingering Curse and Parasitic Bond cast combo). On a Monk, after your team has finally reached him, cast Lingering Curse, Rigor Mortis (purely optional and if you have the energy), and Parasitic Bond. If you want, you can then camp on the Monk waiting for him to cast some sort of spell or hex removal, and interrupt it with Power Drain. Use Ether Feast of course, when you need it. Also, I would think or guess that a good player may have enough time and speed to cast Parasitic Bond on the whole team quickly, thus setting up alot of Health coming back. When it does come back, Parasitic Bond returns about 90 HP! With Parasitic Bond spamming and Ether Feast, you'll be a pain to take down, especially if you cast Faintheartness on the chasing Warrior. Also, Elementalists and Necros are the easiest source for Energy from Power Drain. Rigor Mortis also works great on those Rangers and Mesmers that so love their evade stances.
Warning: If you ever attack a Mesmer secondary, you will want to cast Parasitic Bond first to search out a Hex Breaker. If a Hex Breaker is broken, it's up to you what you want to do next (ie wait for another Hex Breaker, or cast your Curse spells).
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Lingering Mesmer
Mesmer/Necromancer
Fast Casting 15 (11+4)
Inspiration 11 (10+1)
Curses 10
Armor:
Rogue's Chest and Rogue's Pants, but for the Hands and Feet, wear the Enchanter gear. Also, you'll want a Fast Casting Hat.
Runes:
Superior Vigor
Superior Fast Casting
Minor Inspiration
Minor Domination (optional)
Minor Illusion (optional)
Weapons of Choice:
Insightful 20/20 Inspiration Staff of Defense
Insightful 20/20 Curses Staff of Defense
Skills:
Lingering Curse
Parasitic Bond
Rigor Mortis
Faintheartness
Power Drain
Ether Tap or [Drain Enchantment]
Ether Feast
Res Signet
Summary:
This is for random arena. In 8v8, you would drop certain skills like Ether Feast and Faintheartness.
In general, you have 2 weapons, one that decreases the cast and charge times for Inspiration spells, and the other one for Curses. Use the Inspiration one if their aren't alot of Warriors or Rangers around. If they are alot of Warriors and Rangers (and you're not the target), stick with the Curses one, because you'll be casting alot of Faintheartness and sometimes Rigor Mortis.
The way I use this guy in Arena is, I first locate a Warrior or Ranger and I curse them with Faintheartness and Parasitic Bond. If there is another Warrior or Ranger, you can do the exact same thing to the other one, but makes sure you cast Ether Tap right after (I'm not sure if you'll have enough, but you should have enough Energy for a Lingering Curse and Parasitic Bond cast combo). On a Monk, after your team has finally reached him, cast Lingering Curse, Rigor Mortis (purely optional and if you have the energy), and Parasitic Bond. If you want, you can then camp on the Monk waiting for him to cast some sort of spell or hex removal, and interrupt it with Power Drain. Use Ether Feast of course, when you need it. Also, I would think or guess that a good player may have enough time and speed to cast Parasitic Bond on the whole team quickly, thus setting up alot of Health coming back. When it does come back, Parasitic Bond returns about 90 HP! With Parasitic Bond spamming and Ether Feast, you'll be a pain to take down, especially if you cast Faintheartness on the chasing Warrior. Also, Elementalists and Necros are the easiest source for Energy from Power Drain. Rigor Mortis also works great on those Rangers and Mesmers that so love their evade stances.
Warning: If you ever attack a Mesmer secondary, you will want to cast Parasitic Bond first to search out a Hex Breaker. If a Hex Breaker is broken, it's up to you what you want to do next (ie wait for another Hex Breaker, or cast your Curse spells).
rii
May I suggest Drain Enchantment for Energy Tap? Its more energy, and it....drains enchantments, which fits into the whole lingering thing.
mr_boo
rii...you are right, Drain Enchantment would be a smarter choice it seems (even the recharge time is more attractive). What it boils down to is becoming a bit more Enchantment dependent vs Energy dependent for that regain of Energy...and would it be more useful to the group to take away Energy then it would be another Enchantment. I think your suggestion may be the better way to go, I'll test it out tonite I think if I have the time. Thanks rii!
damocles
Quote:
Originally Posted by mr_boo
This is for random arena. In 8v8, you would drop certain skills like Ether Feast and Faintheartness.
Didn't you mean dropping Parasatic Bond?
Ishamael Sedai
this is a fairly solid tombs build if just a few things are changed
Yukito Kunisaki
For TA, I'd modify quite a few things for it.
Ditch Rigor Mortis. Just chuck it. Your melee/ranged people should use spells that help them do their job. You should use things to hurt your foe rather than hinder them... [by hurt I mean allow you to do more damage, not let your fight be controlled by someone else]
One wacked idea was to use Soul Barbs followed by Lingering Curse {E} Start the hex piling and their enchants to counter will hurt them even more.
Parasitic is ok. It's not the bomb, but I use it as both a cover hex and as for a minor heal. [Parasitic bond on the entire enemy team in 4v4 is smart thinking]
Since this seems to be 4v4, you want to be able to nail them in bunches. I'd definitely consider using Shadow of Fear and/or Suffering. Combined with Para Bond, that's -3 hp degen on the whole enemy team. -12 total. Top that off with slower attack speed and the chance to heal yourself should your cover hex be removed, it's a win/win for you and your team.
Drain Enchantment is hot. Energy Tap with your fast casting is also hot. I'd consider using Channeling. Standing near multiple warriors or rangers with half attack speed is nothing to fear if your monk is awake.
Also, consider dropping something for Plague Touch should the need arise. If a ranger Conc Shots you [which will happen, you are a mesmer], plague touch will allow you to put the hurt on THEIR monk or casters. It's a non-spell skill so it's unaffected by Dazed ^_^
Ditch Rigor Mortis. Just chuck it. Your melee/ranged people should use spells that help them do their job. You should use things to hurt your foe rather than hinder them... [by hurt I mean allow you to do more damage, not let your fight be controlled by someone else]
One wacked idea was to use Soul Barbs followed by Lingering Curse {E} Start the hex piling and their enchants to counter will hurt them even more.
Parasitic is ok. It's not the bomb, but I use it as both a cover hex and as for a minor heal. [Parasitic bond on the entire enemy team in 4v4 is smart thinking]
Since this seems to be 4v4, you want to be able to nail them in bunches. I'd definitely consider using Shadow of Fear and/or Suffering. Combined with Para Bond, that's -3 hp degen on the whole enemy team. -12 total. Top that off with slower attack speed and the chance to heal yourself should your cover hex be removed, it's a win/win for you and your team.
Drain Enchantment is hot. Energy Tap with your fast casting is also hot. I'd consider using Channeling. Standing near multiple warriors or rangers with half attack speed is nothing to fear if your monk is awake.
Also, consider dropping something for Plague Touch should the need arise. If a ranger Conc Shots you [which will happen, you are a mesmer], plague touch will allow you to put the hurt on THEIR monk or casters. It's a non-spell skill so it's unaffected by Dazed ^_^
mr_boo
Quote:
Originally Posted by damocles
Quote: Originally Posted by Ishamael Sedai this is a fairly solid tombs build if just a few things are changed Care to expand on that? Like I said, I think rii's suggestion of dropping Energy Tap for Drain Enchantment (although I been thinking about Channeling as Yukito has mentioned) is a solid choice. In 8v8, I wouldn't need Ether Feast cause ideally the Monks would protect me...I would probably replace that with an anti-interrupt stance. I'm not sure what I would replace Faintheartness with...maybe it would be good to keep it then...I'll think about it I guess.
Quote: Originally Posted by Yukito Kunisaki For TA, I'd modify quite a few things for it.
Ditch Rigor Mortis. Just chuck it. Your melee/ranged people should use spells that help them do their job. You should use things to hurt your foe rather than hinder them... [by hurt I mean allow you to do more damage, not let your fight be controlled by someone else]
One wacked idea was to use Soul Barbs followed by Lingering Curse {E} Start the hex piling and their enchants to counter will hurt them even more.
Parasitic is ok. It's not the bomb, but I use it as both a cover hex and as for a minor heal. [Parasitic bond on the entire enemy team in 4v4 is smart thinking] The goal of this Mesmer is to debuff and not really cause degen or dots. Rigor Mortis is there to counter Aegis and Guardian, as well as evade stances. I'll admit, I use it sparingly thus far, but that's probably because of the chaos factor in random arena.
Quote: Originally Posted by Yukito Kunisaki
Since this seems to be 4v4, you want to be able to nail them in bunches. I'd definitely consider using Shadow of Fear and/or Suffering. Combined with Para Bond, that's -3 hp degen on the whole enemy team. -12 total. Top that off with slower attack speed and the chance to heal yourself should your cover hex be removed, it's a win/win for you and your team.
My goal as mentioned above isn't for dots or degen, plus if these curses were added, I would most definitely be worried about Energy.
Edit: Just looked it up, and Healing Seed would work under Lingering Curse...but I guess Drain Enchantment can still be used to remove seed once it's been placed on.
Quote:
Originally Posted by smurfhunter
the rest is some really halfassed energy denial... and i dont even want to know what ether feast is doing there.
This build isn't about Energy denial...those spells are there to re-gain energy for the build. Ether Feast is only there because it's a CA build.Quote:
Enchantment is everywhere isn't it? And wouldn't the half healing affect Healing Seed at all or am I missing something? The build I posted above smurf is for Competitive Arena, and nothing else right now. I'm just testing things out. And please answer this, why wouldn't P-Bond be good as a Hex Breaker seeker or a coverup hex? I would probably drop Faintheartedness in 8v8, but I think it's sufficient in CA.
Originally Posted by Yukito Kunisaki
Drain Enchantment is hot. Energy Tap with your fast casting is also hot. I'd consider using Channeling. Standing near multiple warriors or rangers with half attack speed is nothing to fear if your monk is awake.
Channeling is a good idea, and I've been considering it since last nite.
parasitic bond is... not needed here. you can only coverup rigor mortis, lingering, or fainthearedness. first off lingering is used primarily as an enchant removal, the half healing is great and all but wont do a thing if the target is seeded or w/e. rigor mortis is one of those super high priority hexes everyone start crying about if they see it, so in that case parasitic bond wont do you much good, especially since you really only have 2 hexes. faintheartedness is by far worse than shadow of fear.
Quote:
Don't worry about being mean...I don't care much about that as long as you say something worthwhile. When I first made this build, it was for a GvG build where we needed to debuff the target right before a fast physical based spike. My point wasn't really to ever spam Lingering Curse, but in a Competitive Arena setting (where I tested the build), it still can be used on a Monk...but then again CA is pretty chaotic in itself.
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Edit: Just looked it up, and Healing Seed would work under Lingering Curse...but I guess Drain Enchantment can still be used to remove seed once it's been placed on.
Quote:
Quote:
Originally Posted by smurfhunter
but my main point is.. unless you have a build full of warriors/rangers, you wont be doing much other than timing lingering with an adrenal/ranger spike. which is great and all only this build really isnt the best for that, if that is your only goal you need to switch alot of things.
Let me know what I need to switch out if you have the time. That's why I posted this build up here in the first place, to see if he's doing what he's suppossed to be doing, debuffing right before a spike. Quote:
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