PvXwiki
Jyro X (talk | contribs)
(rv'd to last version by Rapta. this build was voted un-favored. do not blank the talk page again.)
m (Reverted edits by Panic (talk | block) to last version by Wikichu)
 
(41 intermediate revisions by 25 users not shown)
Line 1: Line 1:
  +
{{Archived-Build|date=22:15, 16 August 2007 (CEST)|reason1=Nerfs to Energy Surge and Spiritual Pain|type1=general|type2=hero|category=good}}
{{unfavored-build}}
 
 
{{TOCright}}
 
{{TOCright}}
  +
This build utilizes high, unconditional damage from the [[gw:Mesmer|Mesmer]]'s [[gw:Domination Magic|Domination Magic]] line to deal fast, heavy damage in PvE areas. With many Area-of-Effect damage skills, this build allows for the user to be able to provide ample "Nuking" style damage, comparable to many other popular PvE builds.
PvP Domination mesmer, shuts down and gives damage to monks and casters effectively.
 
   
 
== Attributes and Skills ==
 
== Attributes and Skills ==
  +
<pvxbig>
{{attributes | Primary Mesmer | Secondary Any
 
  +
[build prof=mesme/any domina=12+2+1 inspir=10+1 fastca=8+1][Energy Surge][Energy Burn][Spiritual Pain][Wastrel's Worry][Arcane Echo][Auspicious Incantation][Ether Feast][Resurrection Signet][/build]
| Domination Magic | 12 + 1 + 3
 
  +
</pvxbig>
| Fast Casting | 9 + 1
 
| Inspiration Magic | 9 + 1
 
}}
 
{{skill bar|Backfire|Wastrel's Worry|Mantra of Recovery|Shame|Diversion|Drain Enchantment|Power Drain|Resurrection Signet}}
 
 
 
   
 
== Equipment ==
 
== Equipment ==
  +
* Max AL armor with [[gw:Radiant|Radiant]] Insignias are necessary for the extra energy.
* Enchanters Armor for the E
 
  +
* Runes of Superior Domination Magic, Superior Vigor, Minor Fast Casting, Minor Inspiration Magic.
* a staff or wand/offhand with domination skill recharge/casting time. Extra health mods are preferable.
 
  +
* An [[gw:Insightful|Insightful]] staff is recommended for the additional energy gain, [[gw:Milefaun's Staff|Milefaun's Staff]] is excellent.
* a +15-1 set for emergancy only
 
* a -5 set for edrainer's
 
   
 
== Usage ==
 
== Usage ==
  +
* Begin by precasting [[gw:Arcane Echo|Arcane Echo]].
* Choose target, monk should be the best option. Drain enchantment (if nessesary) MoR, followed by backfire+shame. Wastels if they decide to wait backfire off, followed by diversion. Different types of monks need different skill orders, eg boon monks will CoP, so keeping diversion on them would be more effective than the backfire+shame combo.
 
  +
* Follow up, targetting usually the center of a party, with [[gw:Energy Surge|Energy Surge]] or [[gw:Spiritual Pain|Spiritual Pain]].
* Damaging opponent with Wastels Worry will be frequent in this build, timing is nessesary
 
  +
* Activate [[gw:Auspicious Incantation|Auspicious Incantation]], then cast the copied version of the previous [[gw:spell|spell]] for a quick boost in your energy. This will negate the longer recharge of that [[gw:skill|skill]], since it will only stay for the remainder of the effects of [[gw:Arcane Echo|Arcane Echo]].
* Use Drain Enchantment whenever it recharges, unless your energy if full and the enchantment removal will not hinder your opponent.
 
  +
* Lastly, cast the [[gw:skill|skill]] which has been left last.
* Make sure MoR is up for the majority of the time, especially for important casts, like when pressuring with diversion
 
  +
* [[gw:Energy Burn|Energy Burn]] should be used on generally standalone targets.
 
  +
* Whenever encountering a [[gw:Boss|Boss]] [[gw:monster|monster]], do not use the previous combo. Simply spam [[gw:Wastrel's Worry|Wastrel's Worry]] for extremely high, unresisted damage. On most end-game bosses, you can easily outdamage any other character by simply using this [[gw:skill|skill]].
  +
* [[gw:Ether Feast|Ether Feast]] can be used for a quick [[gw:heal|heal]].
  +
* Remember that in areas that contain [[gw:Spirit|Spirit]]s, it is better to use [[gw:Arcane Echo|Arcane Echo]] on [[gw:Energy Surge|Energy Surge]], since [[gw:Spiritual Pain|Spiritual Pain]] will recharge instantly.
   
 
== Counters ==
 
== Counters ==
  +
*If relying on [[gw:Auspicious Incantation|Auspicious Incantation]] for Energy gain, beware of skills that remove enchantments. This usually won't be a problem with Fast Casting.
Too much pressure from just about anything destroy your lower armored mesmer, stay aware of your opponent
 
  +
*Being [[gw:Dazed|Dazed]] can pose a threat, but with the skills available, its threat is limited.
  +
*[[gw:Diversion|Diversion]] can be hazardous if more than one skill is hit, but it should not be too much of a problem in most areas.
   
 
== Variants ==
 
== Variants ==
  +
*The open secondary profession provides additional flexibility with this build.
Some optional skills- Guilt: for any dmg/hex casters, Channeling instead of powerdrain (as powerdraining casters under backfire,diversion and shame is not helpful)
 
  +
**If your secondary is [[gw:Elementalist|Elementalist]], you can take advantage of [[gw:Glyph of Lesser Energy|Glyph of Lesser Energy]] for energy conservation.
 
  +
**[[gw:Ranger|Ranger]] secondaries can speed up skill recharge with [[gw:Serpent's Quickness|Serpent's Quickness]].
== Notes ==
 
  +
**With a [[gw:Paragon|Paragon]], [[gw:Ritualist|Ritualist]], or [[gw:Monk|Monk]] secondary, different resurrection options are available to you.
Be aware of hex removals, facing 2 monk teams with this build is sometimes frustrating and uneffective.
 
  +
*[[gw:Backfire|Backfire]] is almost always recommended for areas where casters are plenty. It is especially potent if used in combination with [[gw:Arcane Echo|Arcane Echo]]. In combination with [[gw:Auspicious Incantation|Auspicious Incantation]], this provides even higher Energy Gain.
 
  +
*Another option is [[gw:Empathy|Empathy]], which is excellent against fast attackers.
 
  +
*Your Energy Recovery skills are quite flexible. If you dislike [[gw:Auspicious Incantation|Auspicious Incantation]], you may wish to choose from other skills from your [[gw:Inspiration Magic|Inspiration Magic]] line.
== See also ==
 
  +
**A skill such as [[gw:Power Drain|Power Drain]] can quickly refill your Energy pool, providing you make the interrupt.
 
  +
**[[gw:Energy Tap|Energy Tap]] provides less energy gain, but it is unconditional. Beware of interrupts if using this skill, since its cast time is quite lengthy compared to your other skills.
  +
**In areas where Monster Skills are used, and they just happen to be Hexes or Enchantments, you will want to use [[gw:Inspired Enchantment|Inspired Enchantment]]/[[gw:Revealed Enchantment|Revealed Enchantment]], or [[gw:Inspired Hex|Inspired Hex]]/[[gw:Revealed Hex|Revealed Hex]].
  +
**Element-based energy recovery can be useful in specific PvE areas, so you may want to use [[gw:Mantra of Frost|Mantra of Frost]], [[gw:Mantra of Flame|Mantra of Flame]], [[gw:Mantra of Earth|Mantra of Earth]], or [[gw:Mantra of Lightning|Mantra of Lightning]].
  +
**In combination with party members' evasive stances or blinding, [[gw:Spirit of Failure|Spirit of Failure]] can provide excellent energy gain in PvE situations.
  +
*[[gw:Ether Feast|Ether Feast]] can be dropped entirely if your team provides ample healing, but it is always nice to have a means of self-healing.
  +
*Using [[gw:Mistrust|Mistrust]] can be deadly in end-game zones. [[gw:Energy Burn|Energy Burn]] should be replaced here.
   
  +
[[Category:Multi-campaign builds|Me/any PvE Domination Mesmer]]
<!--[[Category:TA Builds]][[Category:RA Builds]]-->
 

Latest revision as of 21:09, 2 November 2010

This build has been archived as of 22:15, 16 August 2007 (CEST), for the following reason:

  • Nerfs to Energy Surge and Spiritual Pain

This build had been designed for the following use:

This build was in the category good before being archived.

This build utilizes high, unconditional damage from the Mesmer's Domination Magic line to deal fast, heavy damage in PvE areas. With many Area-of-Effect damage skills, this build allows for the user to be able to provide ample "Nuking" style damage, comparable to many other popular PvE builds.

Attributes and Skills

<pvxbig> [build prof=mesme/any domina=12+2+1 inspir=10+1 fastca=8+1][Energy Surge][Energy Burn][Spiritual Pain][Wastrel's Worry][Arcane Echo][Auspicious Incantation][Ether Feast][Resurrection Signet][/build] </pvxbig>

Equipment

  • Max AL armor with Radiant Insignias are necessary for the extra energy.
  • Runes of Superior Domination Magic, Superior Vigor, Minor Fast Casting, Minor Inspiration Magic.
  • An Insightful staff is recommended for the additional energy gain, Milefaun's Staff is excellent.

Usage

Counters

  • If relying on Auspicious Incantation for Energy gain, beware of skills that remove enchantments. This usually won't be a problem with Fast Casting.
  • Being Dazed can pose a threat, but with the skills available, its threat is limited.
  • Diversion can be hazardous if more than one skill is hit, but it should not be too much of a problem in most areas.

Variants