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View Full Version : Sinnes and Bella's Imposter PvE Builds!


bellissima
24-03-2006, 00:49
Edit by Tsume: The following is a guide covering Mesmer builds that revolve around secondary professions. If you wish to discuss or make updates to the guide, please visit its sister thread in the discussion forum. You can find it here (http://guildwars.incgamers.com/forums/showthread.php?t=390983).

Okay, so we see a lot of posts on this forum requesting for a build for a Me/Blah. As you know, I tend to respond to such requests with a list of links to existing threads. Well, in so doing I find that I tend to come up short when listing stuff utilizing a secondary for general group PvE.

Disclaimers:

These are not mesmer builds. These are mesmer adaptations of common party roles run by other primary professions. The secondary-trees will be the primary focus with mesmer-trees complimenting the build.
These are not solo builds! I expect that you will be using these builds in a well-balanced group.
These are not PvP builds! Any of these builds would need MAJOR overhaul to be usable in PvP.
My particular style of play is apparent in these builds. I prefer to be casting constantly and not have to wait for energy regen or skill recharge. Hence I favor bars with spammable skills and tons of energy management to fuel that spam.
You'll notice that in some slots I have listed several skills that can be used, especially when it comes to the energy gaining slots. It's up to you to decide which of those fits your style and is best for the area you are going to!
Yes, I have left out /R builds. This is not because I think /R is weak or unsuitable for a Mesmer. It is simply that the only rangering I've done is in PvP. If anyone wants to come up with a mesmer version of a barrage build or some other common ranger role, be my guest!


Credits:
To my husband, Zeittotschlager (Sinnes) -- Taught me everything I know about FC nuking. Oh and you're obsessed with ripostes too. :tongue:


Necromancy (Me/N)

SS Necro #1 (Illusion)
Curses: 12
Illusion: 9+3+1=13
Inspiration: 8+1=9
Fast Cast: 5+1=6
Blood Magic: 3

Arcane Echo
Spiteful Spirit {E}
Suffering/Parasitic Bond/Conjure Phantasm
Awaken the Blood
Clumsiness/Sympathetic Visage
Desecrate Enchantments/Insidious Parasite
Inspired Hex
Drain Enchantment/Power drain

This is a general purpose Spiteful build. I run illusion with it for the UW mostly because SV is so awesome versus all those meleers. Also, you'll be able to sling back all those Migraines you remove with Inspired Hex. Echo SS, then cover with the hex of your choice.


SS Necro #2 (Domination)
Curses: 12
Domination: 9+3+1=13
Inspiration: 8+1=9
Fast Cast: 5+1=6
Blood Magic: 3

Arcane Echo
Spiteful Spirit {E}
Suffering/Parasitic Bond
Awaken the Blood/Shatter Hex
Empathy/Backfire
Desecrate Enchantments/Diversion/Shame
Guilt
Drain Enchantment/Inspired Hex/Power drain

This is another general purpose Spiteful build. I generally prefer domination for Fow and other areas where enemy groups are of mixed professions.


Boss Domination
Dominaton: 11+1+3=15
Curses: 10
Inspiration: 8+1=9
Fast cast: 6+1=7

Soul Barbs
Wastrel's Worry
Cry of Frustration/Diversion
Power Spike/Shatter Enchantment
Empathy/Desecrate Enchantments
Power Drain/Drain Enchantment
Inspired Hex/Leech Signet
Energy Drain/Mantra of Recall {E}

Okay, so this is more of a mesmer build than an imposter build, but I really couldn't talk about Me/N without including this. In the RoF, this kind of build doesn't need to pose as something else to be accepted as awesome. Most people will acknowledge that no one takes Mursaat bosses down as quick as a Mesmer.


FC Weller/Monk Support
Inspiration: 10+3+1=14
Fast Cast: 10+1=11
Blood Magic: 11

Well of Power/Blood is Power {E}
Well of Blood
Life Siphon/Blood Renewal
Dark Pact/Barbed Signet
Vampiric Gaze
Blood Ritual
Inspired Hex
Drain Enchantment/Power Drain

This is a support necro build. You can take a little pressure off your monks by throwing some regen wells and a little energy their way.


Mesmer Minion Master
Death Magic: 12
Blood Magic: 11
Fast Casting: 6+3+1=10

Animate Bone Fiend
Animate Bone Horror
Consume Corpse
Verata's Sacrifice
Blood of the Master
Dark Bond
Life Siphon/Blood Renewal
Offering Of Blood {E}

I'll confess that playing this build is much harder as a Mesmer than as a Necro, but not less fun! If you go with hench take Eve/Claude for a little extra energy regen.


Piety (Me/Mo)

The Fixer
Protection: 12
Inspiration: 9+3+1=13
Fast Cast: 9+1=10

Mark of Protection/Shield of Regeneration {E}
Aegis
Protective Spirit
Guardian/Reversal of Fortune
Mend Ailment/Mend Condition
Remove Hex
Inspired Hex
Rebirth

The perfect compliment to a healing monk. Prefer SoR to MoP in areas with high degen. Fast cast hex and condition removal means your primary monk can focus on heals.


Support Healer
Healing Prayers: 12
Inspiration: 9+3+1=13
Fast Cast: 9+1=10

Vigorous Spirit
Healing Seed
Healing Breeze
Heal Party
Remove Hex
Dwayna's Kiss
Mantra of Recall {E}
Rebirth

Again, this is not meant as a primary healer bar. This will take pressure off a spike healer. Keep vigorous up on as many as possible, seed on whoever's taking the most punishment, and heal party if you get hit with mass degen or AoE damage. Healing breeze is for yourself or anyone with degens, and kiss is a nice spike heal that benefits from the enchants you're stacking.


Razzle Dazzle (Me/E)

Renewal Nuker
Fire Magic: 12
Inspiration: 9+3+1=13
Fast Cast: 9+1=10

Fireball
Rodgort's Invocation
Glyph of Renewal {e}
Meteor Shower
Fire Attunement
Glyph of Lesser Energy
Inspired Hex/Drain Enchantment/Power Drain/Energy Tap
Mantra of Resolve

Always GoR before Meteor Shower. This will mean you can cast MS every 15 seconds. Use GoLE to cut the cost of Rodgort's. Basically you have 3 short recharge nukes and the rest of the bar should provide you with the energy to sustain the damage output.


Water Snare
Water Magic: 12
Inspiration: 9+3+1=13
Fast Cast: 9+1=10

Deep Freeze
Ice Spikes
Shard Storm
Water Attunement
Mantra of Recall/Elemental Attunement {e}
Inspired Hex/Drain Enchantment
Power Drain/Energy Tap
Mantra of Resolve

Use this bar to control mobs and dissuade them from persuing your backline. Again, the first 3 are very spammable, so the rest of the bar just sustains the energy needed to keep casting.


Air Spike
Air Magic: 12
Inspiration: 9+3+1=13
Fast Cast: 9+1=10

Enervating Charge
Lightning Orb
Lightning Strike
Chain Lightning
Air Attunement
Glyph of Energy/Elemental Attunement {e}
Inspired Hex/Drain Enchantment/Power Drain
Mantra of Resolve

Use GoE to keep the exhaustion down. If you take Ele attune instead, just be careful not to spam Chain lightning too much otherwise you'll be staring at a gray bar for a while. As seen before, the first 3 are very spammable so plenty of energy is needed to keep casting.


Earth Warder
Earth Magic: 12
Inspiration: 9+3+1=13
Fast Cast: 9+1=10

Ward against Melee
Ward against Elements
Earthquake
Aftershock
Armor of Earth/Mantra of Resolve
Earth Attunement
Glyph of Energy/Elemental Attunement {E}
Inspired Hex/Drain Enchantment/Power Drain

This is a fun build. Use the wards to protect your backline. You can use armor of earth to discourage aggro transfer as you move up near the mobs. Cast GoE->EQ->AS for some nice damage spikes.


Finesse Fighter (Me/W)

Swashbuckler
Tactics: 12
Illusion: 8+3+1=12
Swordsmanship: 9
Inspiration: 5+1=6
Fast Cast: 2+1=3

Gladiator's Defense {E}
Distortion
Riposte
Deadly Riposte
Spirit of Failure
Clumsiness
Healing Signet
Sympathetic Visage

Basically you only need enough Swordsmanship to meet the req on your sword. If you have a req 7 or 8 max sword, boost your Illusion attribute instead. Cast SV, attract some melee aggro, turn on your elite stance and start riposting. Throw Spirit of Failure for some energy gain and Clumsiness for extra damage. Use distortion if a mob gets on you when Glads goes down.


And that's it for me. Enjoy the builds and hope to see some of you at the Mesmer events! :girly: