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Silverhandorder
11-05-2005, 04:32
Me and 5 of my friend decided to buy GW, and one of the roles that i got was a mesmer. I played before in beta with much easier classes like Ele or a Monk. But mesmer proved to be a chalenge and the game changed alot from beta. The question i have can anybody give me a basic breack down on a mesmer and where should i put my point in.(i swear it looked so simple when I was Ele just put everything into fire :D ) Thanks for any feedback.

Tsume
12-05-2005, 05:31
Me and 5 of my friend decided to buy GW, and one of the roles that i got was a mesmer. I played before in beta with much easier classes like Ele or a Monk. But mesmer proved to be a chalenge and the game changed alot from beta. The question i have can anybody give me a basic breack down on a mesmer and where should i put my point in.(i swear it looked so simple when I was Ele just put everything into fire :D ) Thanks for any feedback.

Well it really depends on what you wanna do.

Domination is filled with shutdown skills. Interrupt skills, skills that divert your enemies actions, and make them play into your hands, or skills that just outright do damage while burning energy. Its pretty much wehre the bursts of damage are located as well.

Illusion Magic is filled with hexes that degenerate health over time, slow your enemy, trigger on his attacks, and just generally hinder your enemy and harm him in general.

Inspiration is the 'saftey' tree. you can reclaim your energy, steal it from opponents, use mantras for protection, and it basically lets you manipulate your enemies energy through skills, though it doesnt trigger damage like the Domination burning skills do.

Fast casting just makes your spells cast faster. That is their activation time is less than it would be without it.

Downward
12-05-2005, 10:36
In my humble opinion, it seems that the best first-time Mesmer build takes Necromancy as a secondary and goes Illusion/Blood Magic as their main attributes, optimizing Health Degeneration and Life Stealing on one target, then moving on. A good third attribute would be Inspiration, so you can replenish your Energy and deny that very same energy to your opponents. This kind of Mesmer can do very well in Player vs. Enemy or Player vs. Player combat, and is pretty easy to manage as the general consensus goes. This forum is littered with Mesmer builds, look for one you fancy and try it.

Just don't be like me and change your mind every five minutes :uhhuh:

Silverhandorder
12-05-2005, 15:36
Ye so far i started playing and was spreading my atributes evenly between illusion/domination/inspiration and one point into death. But i like the hex inspiration build that tsume told me alot better :P. Can you tell me some spells that i should put there?

Tsume
13-05-2005, 09:11
Well if you want to do a hex build, I'd say Me/N is the way to go. And Illusion Magic is going to be your solid choice. You say you want Inspiration as well, so now we just need another branch to round it off...and I would reccomend either Blood Magic for the survivability and extra degen Downard mentioned, or Curses to further hinder your enemy.

In the Inspiration tree I would take the different Mantras depending on what situations your going to be in, while you play through the areas. IF your going to be in the Shiverpeaks and facing a lot of cold damage, taking along Mantra of Frost would be a smart idea. If your going to be facing fire damage then Mantra of Flame would be a prime choice. If your going Drake hunting Mantra of Lightning is very useful.

Mantra of Persistance is a good general stance to further your Illusion Magic hexes.
Spirit of Failure is a useful support and energy gain hex, and if your going into Inspiration Ether Feast and Energy Tap can be nice self support skills.

And since Illusion Magic would be your main contribution, Conjure and Phantom Pain are great choices. Your probably going to be support, and behind the lines, so choices like Ineptitude which cause Blindness isnt a bad skill for aiding your tanks or soft armored buddy who comes under the fire of a stray mellee monster. You could also utilize the Curse branch as I mentioned to get skills like Faintheartedness, Price of Failure, Mark of Pain, Shadow of Fear, Enfeeble and others that hinder your enemies and thereby aid your allies.