Lingering Mesmer

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

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).

rii

Desert Nomad

Join Date: Mar 2005

UK

May I suggest Drain Enchantment for Energy Tap? Its more energy, and it....drains enchantments, which fits into the whole lingering thing.

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

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

Frost Gate Guardian

Join Date: Oct 2005

The Netherlands

Guidless :(

W/

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

Wilds Pathfinder

Join Date: May 2005

this is a fairly solid tombs build if just a few things are changed

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

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 ^_^

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Quote:
Originally Posted by damocles
Didn't you mean dropping Parasatic Bond?
I would used PB simply to search out Hex Breakers and use it as a coverup Hex....Lingering Curse costs 25 Energy, so if you are going to use it, you better make sure it doesn't get removed or broken by a hex breaker. Just curious, do you think that PB, used in the way I described, would still be replaced by something else?


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.

Quote:
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.

Quote:
Originally Posted by Yukito Kunisaki
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 ^_^ Seems a bit too situational...thx though for alll the suggestions.

justinkim

justinkim

Lion's Arch Merchant

Join Date: Jun 2005

Toronto

NES

i would never put more than 11 or 12 in fast casting as the points you put into it after 11 is not worth what your gettin outta it

justinkim

justinkim

Lion's Arch Merchant

Join Date: Jun 2005

Toronto

NES

i would never put more than 11 or 12 in fast casting as the points you put into it after 11 is not worth what your gettin outta it

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Quote:
Originally Posted by justinkim
i would never put more than 11 or 12 in fast casting as the points you put into it after 11 is not worth what your gettin outta it This is my first Mesmer, so is this the general rule of thumb for Fast Casting, that 12 is essentially the breakpoint? Lingering Curse at 12 FC is 1.79 second and at 15 FC is 1.58. Not much difference I guess...anyone else have any comments on this?

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

Quote:
Originally Posted by mr_boo
Lingering Curse
Parasitic Bond
Rigor Mortis
Faintheartness
Power Drain
Ether Tap or [Drain Enchantment]
Ether Feast
Res Signet not to sound mean, but if you use the build your going to spend the entire time doing... nothing. lingering at 25 energy better have a point to it when you cast it, so although it has a fairly quick recharge spamming isnt even possible.

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.

the rest is some really halfassed energy denial... and i dont even want to know what ether feast is doing there.

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.

otoh, if you just want to be a general pain in the ass like any good mesmer your other skills are pretty pointless... energy tap is like totally useless, ether feast even more so, shadow of fear is ish at best, but faintheartedness is like completely useless. drain enchant and power drain are nice, but you cant spend the entire match using just those two.

so... clarify what kind of mesmer you want to make before i make any suggestions... but the way it is now i doubt you will have much of an impact.

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Quote:
Originally Posted by smurfhunter
not to sound mean, but if you use the build your going to spend the entire time doing... nothing. lingering at 25 energy better have a point to it when you cast it, so although it has a fairly quick recharge spamming isnt even possible.
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.

Quote:
Originally Posted by smurfhunter
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.
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.

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:
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:
Originally Posted by smurfhunter
otoh, if you just want to be a general pain in the ass like any good mesmer your other skills are pretty pointless... energy tap is like totally useless, ether feast even more so, shadow of fear is ish at best, but faintheartedness is like completely useless. drain enchant and power drain are nice, but you cant spend the entire match using just those two.

so... clarify what kind of mesmer you want to make before i make any suggestions... but the way it is now i doubt you will have much of an impact. I agree Energy Tap was my Mesmer rookie mistake. In an 8v8 setting I wouldn't bring Ether Feast, and I guess now I wouldn't bring Faintheartedness. This build is still a work in progress, in CA the build I posted works pretty well. But in 8v8, I'm still working on it or thinking about it. Give suggestions Smurf if you have the time. If you think a Rend Enchanter would be better than let me know why.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

well if you want a mesmer that times the lingering thing right as the spike from warriors or something comes you would need to do something like this:

lingering curse
rend enchantments
rigor mortis
drain enchantment
consume corpse
hex breaker
power drain
res sig

you would need 15 fastcasting, like 4 or so domination, and then about 10 in both death and inspiration. i would use 2 superior runes here, so you can back that up with a +30 hp item giving you 410 hp... i havent done this build in some time so im a bit sloppy on the runes. basically you need to balance inspiration and death so that you get a decent amount of energy from consume corpse (like 5 or so), while still getting something from inspiration. then dump the rest in domination so you have a decent hex breaker

then make sure you DO NOT have a curses staff, since you really dont want to cast faster, it will throw off your timing.

the idea is easy.. you use the two inspiration skills as often as you can, and then make sure you know how long it takes you to cast lingering/rend so that you can get it off right as the caller say '1'. you actually dont need any curses since you really wont be targeting someone for more than like 5 seconds, i mean otherwise thats not a spike at all. so 0 curses is actually ok here, and removing 5 enchantments is way more than enough with rend. rigor mortis is usefull really only if they use junk like 'shields up' since your debuffing will get rid of aegis/guardian, or in a more probable case it will help you finish off a sloppy spike.

you are also in an ideal situation to know when a corpse is about to show up, since you are targeting the spike-e, and you already have alot of fastcasting so you should be able to pick up every corpse with consume.

the slight downside to this is that everyone is going to gang on you once they realise that your team cant spike without you, so hexbreaker is there only because you can expect to be *the* target of the other team. i still havent had the time to test something like physical resistance but im pretty sure it has potential on a mesmer like this.

anyway its a pretty basic mesmer build that is meant to simply debuff the soon-to-be-corpse right as you spike...

oh fyi this build i posted is like total junk in TA, and even more so in CA for obvious reasons. its meant for tombs/gvg.

and the reason i wouldnt use pbond is because hexbreaker (if they use it right) will stop 2 hexes, because as soon as they see theres disapear they put the second one right up. in addition to that, if you want to remove enchants before a spike its not so clever to test out pbond on them like 5 seconds before you spike... the monks will catch on. so if you are hit by hexbreaker when you use lingering just quickly switch to rend, which cant be stopped that way.

pbond is good in those degen teams where you put like 5 hexes on someone and then start throwing around pbond so that everyone has the litttle purple arrow on them, and your important hexes like migraine and arcane conundrum are well buried. in terms of a quick debuff its not usefull.

tbh i have no idea if healing seed is cut in half from lingering... the point is you cannot spike someone if they have healing seed on them, lingering curse or not.

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Thanks for the tips Smurf...in regards to 8v8, you gave me a lot to consider since you are correct in saying that if it's gonna be a spike, I don't need too long of a Lingering Curse for that matter. Thanks again, you certainly made me think of this build in a different way.

ShadBox

ShadBox

Ascalonian Squire

Join Date: May 2005

N/Me

I played this build a few days ago, 8v8, and let me say how beautiful is casting Lingering so fast!! Monks are and then you can drop Inspired and Drain Enchs. Consume Corpse works great too, but with 10 death its not so abusive...

Mesmer/Necromancer
Level: 20

Fast Casting: 11 (7+4)
Inspiration: 11 (10+1)
Curses: 9
Death Magic: 10

Lingering Curse [Elite] (Curses)
Parasitic Bond (Curses)
Rend Enchantments (Curses)
Faintheartedness (Curses)
Consume Corpse (Death Magic)
Inspired Enchantment (Inspiration)
Drain Enchantment (Inspiration)
Resurrection Signet ()

damocles

Frost Gate Guardian

Join Date: Oct 2005

The Netherlands

Guidless :(

W/

Quote:
Originally Posted by mr_boo
I would used PB simply to search out Hex Breakers and use it as a coverup Hex....Lingering Curse costs 25 Energy, so if you are going to use it, you better make sure it doesn't get removed or broken by a hex breaker. Just curious, do you think that PB, used in the way I described, would still be replaced by something else? Consider Malaise...

mr_boo

mr_boo

Lion's Arch Merchant

Join Date: May 2005

San Diego, CA US

SoF

Mo/

Thanks for the suggestion...I will consider it.