PDA

View Full Version : Advice on mesmer build



Broken derelict
23-05-2005, 00:33
I want to play a mesmer/water elementalist. I want to be able to shut down casters and also be able to irrate warriors and other classes as well.

I was thinking some thing like:

Backfire
Mind wrack
Energy leak
Power spike
Energy drain
Water trident
Ice prison
Armor of mist

So Armor is defensive to help me stay alive. Ice prison can slow down warriors or be used as a second hex so backfire is not as easly removed. Water trident is spamable and can knock down warriors trying to get to get at casters. The others can be used with wrack to dish out damage to casters and shut down their magic.

I was thinking that my atribute distribution would be something along the lines of 10 domination 10 inspiration 9 water 7 fast casting.

So please give advice on what I should do to improve my build or does it completely suck?

Rekiem
23-05-2005, 01:55
Yea the build sucks. You're not gonna be able to interrupt much. Without a spell like Migrane or Arcane Conundrum, you can't intterupt anything powerfull, like Healing Touch, Orison and other strong healing spells.

Second problem with your build is that you have absolutely no self healing capability. You will get destroyed by DoT. Sure, you might have a monk that will heal you but that Monk might not be able to do that when he's attacked.

That build might irrate Warrior but it doesn't change the fact that any random noob W/Mo can move up to you ruin your day by using Hamstring.

Nobleman Azure
23-05-2005, 02:45
its wrong to say that you cannot interrupt fast casted spells without the help of cast time increasers. It just takes practice until you develop a good reaction.

Anyways, the build is too broken up. Like the above poster said, you have no self healing or self protection ability, this is wise because at times you just need to prolong the inevitable death to buy some time for your teammates.

Its rare to have a build that can irritate 2 types of builds i.e. Warriors + Casters. I suggest you pick one or the other. And I, and possibly other advice givers may work on tweaking the build to shape.

Tsume
25-05-2005, 06:06
One problem is that you have both Water Trident and Energy Drain listed, which are both elites. I'm also not sure what Energy leak was meant to be. Lets go with Energy leak and Energy Drain becoming, Energy Tap and Energy Burn.

So that gives us something like:
Backfire
Mind wrack
Energy Tap
Power spike
Energy Burn
Water trident
Ice prison
Armor of mist

Now despite what was stated previously, this build actually isnt a bad one. I might wonder about taking out Backfire for either another Interruption skills or better yet an interrupt and steal skill such as Guilt or Shame, depending on whether your going to be going after healers or offensive casters primarily.

Backfire will work, but more interrupting and energy denial can be ever so useful, so play with both if you would like.

Actually not a bad build, you have a workable mesmer side of things while also having a good set of snare skills from the Water side of thigns, which will work great in conjunction with your team's focused fire. Trident's low cost, decent damage, and knockdown make it great for those fleeing targets, and Ice Prison will make sure your team gets the time they need to pummel that pesky target, whatever it will be. If you use Backfire you can throw it on, and then prison to shut down the target for 10 seconds.....on the scope of a team this will work well, though I also like the Guilt/Shame option.

After the Backfire/Guild/Shame, you can continue to focus on that target by interrupting/draining it and slapping on Wrack, or you can change your attention to another healer or caster, and use your skills on it. Make sure to moniter the status of the main target though, if it starts running switch back and use your Snare skills and shutdown skills if avaible. I see some real potential with this build, but your gonna have to keep a sharp eye on the different targets.

It's very important for a team to have snare capabilities (slowing, knockdown), and your build takes some good snareing skills along with its ability. So its a good build...just not exactly like you intended it to be. Dont try to use the Water Magic on Warriors and the others on casters, it wont work as well that way....but useing the snares to augment your team efforts would be just prime.

Good job.