Mes/Nec, updated and testing...

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

I'm not a caster friendly type of player but I like shutting down. Now that energy denial is taking a backseat due to the new update, I'm forced to change my old build a bit:

Here's my old build:

10+1+1 Inspiration
9+1 Fast Casting
7+1 Domination
10 Curses

Energy Tap
Energy Drain {E}
Ether Feast
Hex Breaker
Plague Touch
Shadow of Fear
Enfeebling Blood
Rend Enchantments

Now thanks to the new changes from the updates, this build just doesn't do what it supposed to. [shut down caster energy and use said energy to shut down non-casters] A very efficient engine which is now in need of help. Time to try this:

New Universal Shutout Mesmer...

10+1+1 Domination
7+1 Fast Casting
9+1 Inspiration
10 Curses

Energy Burn
Energy Surge {E}
Arcane Echo/Ether Feast
Drain Enchantment
Energy Tap
Shadow of Fear
Enfeebling Blood
Plague Touch

3 skills to put the HURT on my foes as well as hack off a consideral amount of both hp and energy. Arcane Echoed Energy Surge must be pain incarnate... Energy Tap with 8 Fast Casting as well as Drain Enchantment will keep my energy going, but the new recycle times cause downtime build up.

Warrior trains as well as melee pve mobs will be suffering from Shadow of Fear and Enfeebling Blood. Plague Touch is your only 'heal' for things like cripple, deep wound, and above all, Dazed...

I'd consider Ether Feast in Comp Arena where a self heal is always welcome.

In this way, I can probably hack off a sizable amount of energy as well as damage through my new domination skills, I'm just uncertain as to how to deal with other problems...

High spike damage will always be my bane being a low armor caster... Letting my teammates rush in first while I assess a situation to determine who should die is always good.

Something I'm sure will be an issue will be if my foes have no energy to nuke with. Then I'm out of luck and am stuck using energy stealing [which works BETTER now when the enemy's energy is low] and just defending my team from non-casters with Enfeebling + Shadow of Fear...

Your thoughts? buffs? Keep in mind that I NEED to keep multiple stats in the double digit range since the update forces me to get the most out of my energy [hence 2-3 possible energy stealing skills...]

I was considering using Mantra of Recovery as an elite so that I can cast at 2x. rate... I'd have to pump my Fast Casting to 10 however to make it worth looking at...

Onan

Onan

Pre-Searing Cadet

Join Date: Oct 2005

Aye!

Looks great!

Is it desecrate enchantment you mean? And Plague Sending?

What about using SoF instead of energytap? Should keep your energy goin for a while, especially if your opponents don't have the energy to nuke from.

I'd stick with the Ether Feast, especially since you choose to use enfeebeling Blood. Nevertheless, echoed Energy Surge is sweet!

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

Wtf is plague touch for?

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

For the billions of times a smart foe will want to bury deep wound, cripple, and dazed on my ass...

lynxxClan

Ascalonian Squire

Join Date: Aug 2005

Select Few [SF]

Mo/Me

in tomb you should have your prot monk going martyr.
Build looks good except for you trying to be self sufficient, let the monk do there job and get rid of that stuff, so you can do your job better. Of course this is assumign your talkign about tombs.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

If I didn't want self-sufficiency, I'd probably ditch plague touch, but in case some didn't know, Plague Touch is one of the only offensive 'healing' skills. Why not give THEIR monk dazed and cripple instead of killing the condition altogether??? But that's just me covering weaknesses...

This build needs to have at least 2 energy heavy targets to work. If I unleash Energy everything on one foe, there won't be any energy left to energy tap... [doh] Thankfully, Drain Enchant should be fine.

Good shutdown builds use BOTH mes and nec spells. I want to be able to synergize stopping BOTH enemy non-casters as well as casters. Thankfully, since non-casters need only 2 skills, it doesn't hurt my build's purpose. To slam energy and hp down their throats while making non-casters deal nearly 0 damage.

Shimus DarkRaven

Shimus DarkRaven

Desert Nomad

Join Date: Oct 2005

Titusville, PA <nowhere>

KOD <Knights of the Dragonrose><Guild Officer>

W/Mo

With a Me/N, is it moveover better to play a HEX/soulbarb Me/N? Or just interrupter ME with Blood for battery and whatnot?

--The Shim

rii

Desert Nomad

Join Date: Mar 2005

UK

Just dont use soulbarbs..... me/n is good synergy of illusion / inspiration.../ domination / curses / blood / fast casting

all together can make a lot of builds. Personally, anti-warrior is pretty good

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Quote:
Originally Posted by rii
Just dont use soulbarbs..... me/n is good synergy of illusion / inspiration.../ domination / curses / blood / fast casting

all together can make a lot of builds. Personally, anti-warrior is pretty good I'd go anti-warrior/ranger if there was plenty but nobody plays non-caster only teams.

Most teams I've seen in 4v4 or 8v8 play the 3 to 1 ratio of casters to warrior. The fact that there are more caster classes in this game kinda hurts an anti-warrior mesmer. So, like the metagame, I have a majority of skills to stop casters and a minority to stop non-casters. The idea of ditching plague touch for res sig is always an option if my monk doesn't suck...

Here's the 'my team monk is good' build...

Energy Burn
Power Block {E}
Power Spike
Drain Enchantment
Energy Tap
Shadow of Fear / Faintheartedness
Enfeebling Blood / Enfeeble
Res Signet

Ah hah, 5 skills to harm casters and 2 for anti-casting power. The faint/enfeeble option is for 4v4 where I don't need to worry about facing all warrior trains that much....

3 of my skills attack a caster's ability to cast with 2 of them dealing a sizable amount of armor ignoring damage. One enchant stripper and the now more rate-of-return E. Tap to keep things interesting. Coupled with a nice Sup. Vigor to counteract the loss of a sup rune I'm now running. Stat set?

8+1+3 Domination
9+1 Fast Casting
9+1 Inspiration
10 Curses