View Full Version : Mesmer abilities for a PvE Mo/Me dedicated healer
Aidan Gawain
26-05-2005, 02:23
I'm a Mo/Me trying to be as good a healer as possible. I chose Mesmer primarily for the energy-gaining abilities and would like to know which of these would be best. In case it matters, my healing style uses Healing Seed. I am currently planning on bringing Ether Lord (for use whenever my energy drops below 10) and maybe one other Mesmer skill. Any comments or suggestions on this? Thanks.
CancerTen
26-05-2005, 03:24
My Mo/Me is level 16 now, and also a primary healer. I find the mesmer skills all but useless in PvE, honestly, once you get past level 10 or so. Early on it is nice to get 4-5 in inspiration for energy tap and channeling, since enemies are relatively harmless. Later on, however, you get too many healing spells to want to sacrafice any skills on energy stealers which only net 5 or so mana, and its not worth it to put more points into inspiration to gain more since you need all the healing power you can get.
Bottom line: Mo/Me is probably most effective healer early game, but as you go on you will lose the mesmer skills and take on more healing.
At 16 my skill bar is:
Healing Breeze (essential)
Heal other (essential)
Reversal of Fortune (best single cast heal in the game save healing breeze)
Mending (Not many warriors after level 10, they need all the help they can get, but this could probably go for a mesmer spell like inspired hex or something)
Orison (With higher protection I intend to drop this for inspired hex, as Reversal is superior)
Ressurect (essential)
Channeling (my one mesmer spell, makes most of your spells 1-2 energy in high battles)
Vigorous Spirit (quickly giving me reason to replace mending with something else, most cost effective heal for a warrior)
hope that helps a bit.
My Mo/Me is level 16 now, and also a primary healer. I find the mesmer skills all but useless in PvE, honestly, once you get past level 10 or so. Early on it is nice to get 4-5 in inspiration for energy tap and channeling, since enemies are relatively harmless. Later on, however, you get too many healing spells to want to sacrafice any skills on energy stealers which only net 5 or so mana, and its not worth it to put more points into inspiration to gain more since you need all the healing power you can get.
Bottom line: Mo/Me is probably most effective healer early game, but as you go on you will lose the mesmer skills and take on more healing.
At 16 my skill bar is:
Healing Breeze (essential)
Heal other (essential)
Reversal of Fortune (best single cast heal in the game save healing breeze)
Mending (Not many warriors after level 10, they need all the help they can get, but this could probably go for a mesmer spell like inspired hex or something)
Orison (With higher protection I intend to drop this for inspired hex, as Reversal is superior)
Ressurect (essential)
Channeling (my one mesmer spell, makes most of your spells 1-2 energy in high battles)
Vigorous Spirit (quickly giving me reason to replace mending with something else, most cost effective heal for a warrior)
hope that helps a bit.
One thing....heal other is pretty inefficient if you have any points in divine favor. Do the math, 2 orisons heals for more. It's a more efficient use of energy.
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