brbdc
16-05-2005, 16:10
I have read alot of peoples builds and I have seen and tried all of them I think now.
I have tested these in combat PVP. Understand that pve is totally different.
I am a mesmer / elementalist.
This is my most winning combinations and essential in ALL TEAM PLAY.
Pure Mesmer
Max out Inspiration and Domination. Place remaining in Fast Casting
Your role is to neutralize and disrupt. Your targets are generally Monks and Necros.
1 Backfire (domination)
2 Energy Burn (domination) / Energy Surge (domination) (elite) - interrupt and damage
3 Mind Wrack (domination)
4 Shatter Enchantment (domination)
5 Inspired Enchantment (inspiration)
6 Drain Enchantment (inspiration)
7 Energy Tap (inspiration) / Energy Drain (inspiration)(elite)- steal mana
8 Power Drain (inspiration) - interrupts and you gain energy
Never have a rezz signet. Thats what monks are for and a skill is too valuable.
Ok so heres the logic and strategy. You are to disrupt and steal mana. Your damage is based on them casting so timing is dire importance.
Spell 1 is a timing disruption. Any good player will notice and adapt strategy.
Spell 2 is a direct damage and disrupt. Good for targetting monks who are rezzing or low health characters trying to regen.
Spell 3 is a spell you cast to do damage based on it being followed by spells 7 and 8.
Spell 4 is a direct damage spell used at the end of a curse or hex to finish off.
Spell 5 is tricky to use but is used to steal and enchantment and use for yourself. Practice this.
Spell 6-8 are for restoring your mana and taking away theirs. Most effective on monks and elementalists when spell 3 is begun.
Practice makes perfect. People say this build isnt damage oriented but they are quite wrong.
If a monk is trying to ressurect you hit with disrupt spells and
I have tested these in combat PVP. Understand that pve is totally different.
I am a mesmer / elementalist.
This is my most winning combinations and essential in ALL TEAM PLAY.
Pure Mesmer
Max out Inspiration and Domination. Place remaining in Fast Casting
Your role is to neutralize and disrupt. Your targets are generally Monks and Necros.
1 Backfire (domination)
2 Energy Burn (domination) / Energy Surge (domination) (elite) - interrupt and damage
3 Mind Wrack (domination)
4 Shatter Enchantment (domination)
5 Inspired Enchantment (inspiration)
6 Drain Enchantment (inspiration)
7 Energy Tap (inspiration) / Energy Drain (inspiration)(elite)- steal mana
8 Power Drain (inspiration) - interrupts and you gain energy
Never have a rezz signet. Thats what monks are for and a skill is too valuable.
Ok so heres the logic and strategy. You are to disrupt and steal mana. Your damage is based on them casting so timing is dire importance.
Spell 1 is a timing disruption. Any good player will notice and adapt strategy.
Spell 2 is a direct damage and disrupt. Good for targetting monks who are rezzing or low health characters trying to regen.
Spell 3 is a spell you cast to do damage based on it being followed by spells 7 and 8.
Spell 4 is a direct damage spell used at the end of a curse or hex to finish off.
Spell 5 is tricky to use but is used to steal and enchantment and use for yourself. Practice this.
Spell 6-8 are for restoring your mana and taking away theirs. Most effective on monks and elementalists when spell 3 is begun.
Practice makes perfect. People say this build isnt damage oriented but they are quite wrong.
If a monk is trying to ressurect you hit with disrupt spells and