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This build has been designed for the following use:
This is a new solo farming build for PvE Mesmers. Altough it's quite rare, you can farm almost everything with a primary Mesmer. This is the build for an effective Underworld farming, with the use of invincimonk strategy.
Attributes and Skills
<pvxbig> [build prof=Mesmer/Monk Fast=5+3 Illusion=12+3+1 Inspiration=2+3 Healing=9 Protection=8][Illusionary Weaponry][Sympathetic Visage][Vigorous Spirit][Essence Bond][Balthazar's Spirit][Healing breeze][Power Drain][Protective Spirit][/build] </pvxbig>
- Neither Sympathetic Visage nor Power Drain is necessary, however removing them makes pain from the easy-going farming run.
- For armor, just buy a set of beginner armor for 100 golds and a few materials, since AL doesn't matter. (Now if you asked what level of armor is required, you shall read a 55hp guide. Or if you never tried one.) All pieces must have Superior Runes on it (and for God's sake, not a Vigor Rune)
- Weapon set #1: Any type of scythe, with "of Enchanting" mod (if you don't mind prestige, then you can simply ignore mods on it or use an unperfect suffix on the weapon; you can save lots of gold in this way)
- Weapon set #2: A maximal or near-maximal damage cane, but this time you must meet its requirements
- If all equipment is correctly set, you must have 105 health points, that's essential.
Although this section is an unusual things, it'll make easier to compare it to other builds.
- HP regen: HP gain equivalent of +12 regen without Healing Breeze, or +19 with HB
- Energy regen: Depending on the number of foes, 2 energy gain from each hit, plus +2 pipes of energy regeneration
- Damage: On every foe, 24 dmg/sec (42 dmg/hit), dealing PBAoE damage to adjacents.
- Time/Group: Without Aatxes: ~30 secs, with Aatxes 50-60 secs.
- Enchant downtime: Never, except Visage skill.
With these skills, you never have to wait for skill recharge, negating the biggest con for the nuker ele solo builds.
- When you enetered UW, cast Essence Bond and Balthazar's Spirit and wait for energy recharge.
- Aggro the Aatxes (2-3 is recommended, altough more is possible, just more difficult), cast Protective Spirit. Try to do this in the very same time, or at least Prot. S. should be the first. (Try to keep yourself away from the aatxes while pulling to reduce the chance of a Nightmare pop-up)
- If a Nightmare appears, target it ASAP, interrupt the Rend Enchantments skill with Power Drain and execute it with the wand
- After you gained your first hit, put up Healing Breeze and renew Prot. S.
- Pull the aatxes where you want to kill them, cast Vigorous Spirit and IW right before you begin the attack
- You don't have to renew Healing Breeze always, just when it's necessary (e.g.: moderate/heavy degen, etc.), Vigorous Spirit can keep you in the clear, you can have a virtual +12 hp regeneration just from that spell.
- One recharge of IW kills everybody around you except the aatxes (thus they have ~1100 HP), but still, they'll have only about 30-40% health. Therefore, it's possible to kill everything in the group in 50 seconds. Like every 55hp, don't forget the enchantment upkeeps.
- Move on through the Labyrinth, kill Aatxes with the same way, interrupt Nightmare's spells, etc.
- Once all Aatxes and Nightmares are dead, take the Lost Soul's quest. Graspings are still a very easy run, altough it'll be the hardest part of the build. On the other hand: there aren't any threat.
- WARNING: Graspings start with an interrupting hit, so don't try to recast enchants that time
- Cast Visage spell, and make their "Fear me!" impossible to cast. Graspings must die in one round of IW, if not, only a few HP should remain, so they can be wiped out then with no IW at all.
- Move to the Smites.
- Aggro one group at a time; they are much easier to execute then Graspings or Aatxes.
- Use Visage, prevent them of using SHield of Judgement. If you fail it, you have a bit harder work, thus not a big deal at all.
- Avoid Coldfires, but if you'd like it, you can engage them, one group at a time. They won't drop anything valueable, so it's a waste of time.
This is where nearly all "UW RUN" build ends. Still, with this one, you can continue, becuse most of the mobs in UW aren't threatening you at all...
The standard counters of 55hp monk cause pain here, too. But on the other hand, standard anti-melee stuff mean nothing due to IW.
It *is* a variant, a variant of 55hp monk, unites damage dealing and tanking in one person, however there are not much known (and working - that's important) descendants of this.
The first edition of this build and the explanation I wrote above can be found on Guild Wars Guru's forum.