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The [[gww:Mesmer|Mesmer]] profession is designed around disruption and shut down. In PvE, Mesmers are generally less useful than other classes. Their primary attribute provides very little benefit and while their spells generally deal armor-ignoring damage, they often only target single foes. Most Mesmers in PvE will fall back on PvE-only skills or skills from other classes to get by. In PvP, however, Mesmers serve one of the most important roles. A few well placed spells by a Mesmer can put an opposing team at a massive disadvantage and even win the game. They can hamper the pressure being caused by frontliners or disrupt support from midliners and backliners.
   
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[[gww:Mesmer_armor|Mesmer armor]] has a maximum armor rating of 60, provides 2 extra pips of energy regeneration, and an additional 10 energy.
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==Primary Weapon==
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The Mesmer's primary weapons are the [[gww:Staff|Staff]], [[gww:Wand|Wand]], and [[gww:Focus item|Focus]].
Mesmers are able serve a variety of purposes. In general PvE, it is agreed in the main that mesmer have been dealt the short stack, and mesmer players may find themselves frustrated by lack of quality spells that work well in PvE (PvE only skills have allievated this problem somewhat). In specialised PvE roles, mesmers are very capable if interruption, and boss killing or shutdown, but such applications are often limited.
 
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In PvP, however, mesmers really shine. They are a versitile class that is able to hex opponents, frustrate melee classes, drop enchantments, deny all energy, and stop casting almost completly. Becuase most mesmer skills are based on what skills an opponent will be likely using, the best mesmers must have at least a basic understanding of the common skills used by other classes. With such powers of annoyance, mesmer have a penchant for attracting the attention of enemy melees and opposing mesmers.
 
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[[gww:Staff|Staves]] are two-handed projectile weapons that can be linked to any of the four Mesmer attributes and deal Chaos damage. Their maximum damage range is 11 to 22 and their attack rate is 1.75. Being ranged weapons, they receive a damage bonus against targets on a lower elevation and a penalty against targets on a higher elevation. They have a maximum +10 energy bonus and a 20% chance to half the recharge time on Spells.
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[[gww:Wand|Wands]] are one-handed projectile weapons that can be linked to any of the four Mesmer attributes and deal Chaos damage. Their maximum damage range is 11 to 22 and their attack rate is 1.75. Being ranged weapons, they receive a damage bonus against targets on a lower elevation and a penalty against targets on a higher elevation.
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[[gww:Focus item|Foci]] are off-hand items usable when wielding a one-handed weapon. They can be linked to any of the four Mesmer attributes. A focus will provide a maximum energy bonus of 12, but requires investment in their linked attribute to gain the full bonus.
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==Primary Attribute: Fast Casting==
 
:''Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%''
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Fast Casting is an important attribute for Mesmers since many of their best spells have been given otherwise excessive casting times. Fast Casting affects spells and signets from all professions so Mesmers are often used when spells with long casting times from other professions are required in a build, but interruptions from Rangers and other Mesmers are expected. The most common example in current gameplay are Mesmers with Water Magic hexes. Skills from this attribute include Arcane Languor, Mantra of Recovery, and Power Return.
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A chart showing how casting and activation times are affected by Fast Casting can be found [[User:Panic/Fast_Casting|here]].
   
 
==Attributes==
 
==Attributes==
===[[gw:Fast Casting|Fast Casting]]===
 
:"''Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%.''"
 
   
 
===Domination Magic===
Investing in this primary atribute is wise, as many mesmer skills require hexes to be placed at key moments and the reduction of a 3 second cast toime to 1.87 is a welcome benefit. One of the most used mesmer eilte skills: [[gw:Mantra of Recovery|Mantra of Recovery]], comes from this line, as well as a few other less common elites ([[gw:Arcane Langour|Arcane Langor]], [[gw:Stolen Speed|Stolen Speed]]) and some skills dealing with signet recharge and activation.
 
 
:''No inherent effect. Many Mesmer skills, especially spells that disrupt spell-casting and deal direct damage, become more effective with higher Domination Magic. ''
   
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Domination Magic focuses on interrupting, energy denial, and discouraging enemies from attacking or casting. Most spells will causing damage or disable skills when the target's skills are interrupted or used. This is the second most common line for Mesmers to invest in since many of their best spells are here, such as Diversion and Shame. Other common skills from this line include Visions of Regret, Power Block, and Wastrel's Worry.
===[[gw:Domination Magic|Domination Magic]]===
 
:"''No inherent effect. Many Mesmer skills, especially spells which disrupt spell-casting and deal direct damage, become more effective with higher Domination Magic.''"
 
Domination Magic is perhaps the most important attribute for Mesmers. This attribute is the reason that spell-casters fear and loathe Mesmers. It is linked to a large number of skills that disrupt the target's actions while dealing damage. One of the most popular of these is [[gw:Power Spike|Power Spike]], which interrupts and deals damage if the target foe is casting a spell therby serving two purposes.
 
   
 
===Illusion Magic===
Most Domination Magic is focused on punishing their foes for taking action. [[gw:Empathy|Empathy]] deals damage on every attack; [[gw:Guilt|Guilt]] steals energy on offensive castings; [[gw:Backfire|Bacfire]] deals a great deal of damage on any spell cast. And, a special case; [[gw:Wastrel's Worry|Wastrel's Worry]] punishes opponents for doing nothing at all.
 
 
:''No inherent effect. Many Mesmer skills, especially spells which deceive your foes and hinder their movement and attacks, become more effective with higher Illusion Magic.''
   
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Illusion Magic is the least common Mesmer attribute. It focuses on degeneration, hindering the movement and attacks of melee classes, and increasing the target's casting times. Examples of Illusion Magic skills include Distortion, Ineptitude, Frustration, and Conjure Phantasm.
===[[gw:Illusion Magic|Illusion Magic]]===
 
:"''No inherent effect. Many Mesmer skills, especially spells which deceive your foes and hinder their movement and attacks, become more effective with higher Illusion Magic.''"
 
Illusion Magic is a mixed batch of skills, with varied effects. This makes it difficult to give a blanket description for the general effects that all Illusion skills provide. However, Illusion Magic skills generally focus on damage over time through degen, or on hindering melee opponents.
 
The most commonly seen type of Ilussion Magic is damage over time (DoT) degeneration spells like [[gw:Conjure Phantasm|Conjure Phantasm]] or [[gw:Phantom Pain|Phantom Pain]]. These spells spread pressure throughout opposing teams, and can often overload a monks healing capacity.
 
However, on a meser with a taste for mlee-hate, many skills work against annoying melee classes.
 
   
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===Inspiration Magic===
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:''No inherent effect. Many Mesmer skills, especially spells that generate energy and reduce damage, become more effective with higher Inspiration Magic.''
   
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The most common Mesmer attribute, Inspiration Magic, focuses mainly on energy gain. Many of the spells a Mesmer will use are costly in terms of Energy. Inspiration Magic has some key skills which allow a Mesmer to do their expected role whilst keeping their blue bar full. Skills such as Power Drain which interrupts spells and gives back a respectable amount of Energy. Commonly seen skills from this line are Mantra of Flame, Channeling, and Drain Enchantment.
==Types of Mesmers==
 
   
 
==Common Mesmer Builds==
==Tactics==
 
*Common tactics
 
===PvE===
 
 
===PvP===
 
===PvP===
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*[[Build:Me/E Fast Cast Water|Fast Cast Water Mesmers]] became popular to try and counter Power Block Mesmers. Since the bar consists almost entirely of Water Magic spells, a single interrupted skill effectively meant your Elementalist was useless for 15-20 seconds. Even though Power Block Mesmers are less common, Rangers are very common so they will still see play.
==Equipment==
 
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*The [[Build:Me/N Psychic Distraction Mesmer|Psychic Distraction Mesmer]] is a shut down build seen in HA. It's responsible for keeping as many key skills out of play as possible through interruption, disabling, and enchantment stripping. Psychic Distraction will interrupt skills even when interruption has been prevented by skills such as Song of Concentration because it will still disable the skill, making it impossible for the skill to activate when it finishes casting.
==Builds==
 
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*The [[Build:Me/Rt E-Surge Domination Mesmer|Energy Surge Mesmer]] is a standard Domination Magic Mesmer that brings the elite skill Energy Surge for damage assistance and energy denial.
===PvE===
 
   
===PvP===
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===PvE===

Latest revision as of 07:26, 30 November 2009

Profession guides
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Profession Mesmer

The Mesmer profession is designed around disruption and shut down. In PvE, Mesmers are generally less useful than other classes. Their primary attribute provides very little benefit and while their spells generally deal armor-ignoring damage, they often only target single foes. Most Mesmers in PvE will fall back on PvE-only skills or skills from other classes to get by. In PvP, however, Mesmers serve one of the most important roles. A few well placed spells by a Mesmer can put an opposing team at a massive disadvantage and even win the game. They can hamper the pressure being caused by frontliners or disrupt support from midliners and backliners.

Mesmer armor has a maximum armor rating of 60, provides 2 extra pips of energy regeneration, and an additional 10 energy.

Primary Weapon

The Mesmer's primary weapons are the Staff, Wand, and Focus.

Staves are two-handed projectile weapons that can be linked to any of the four Mesmer attributes and deal Chaos damage. Their maximum damage range is 11 to 22 and their attack rate is 1.75. Being ranged weapons, they receive a damage bonus against targets on a lower elevation and a penalty against targets on a higher elevation. They have a maximum +10 energy bonus and a 20% chance to half the recharge time on Spells.

Wands are one-handed projectile weapons that can be linked to any of the four Mesmer attributes and deal Chaos damage. Their maximum damage range is 11 to 22 and their attack rate is 1.75. Being ranged weapons, they receive a damage bonus against targets on a lower elevation and a penalty against targets on a higher elevation.

Foci are off-hand items usable when wielding a one-handed weapon. They can be linked to any of the four Mesmer attributes. A focus will provide a maximum energy bonus of 12, but requires investment in their linked attribute to gain the full bonus.

Primary Attribute: Fast Casting

Fast Casting decreases the casting time of your Spells. Additionally, each rank in this attribute decreases your Signet activation times by 3%

Fast Casting is an important attribute for Mesmers since many of their best spells have been given otherwise excessive casting times. Fast Casting affects spells and signets from all professions so Mesmers are often used when spells with long casting times from other professions are required in a build, but interruptions from Rangers and other Mesmers are expected. The most common example in current gameplay are Mesmers with Water Magic hexes. Skills from this attribute include Arcane Languor, Mantra of Recovery, and Power Return.

A chart showing how casting and activation times are affected by Fast Casting can be found here.

Attributes

Domination Magic

No inherent effect. Many Mesmer skills, especially spells that disrupt spell-casting and deal direct damage, become more effective with higher Domination Magic.

Domination Magic focuses on interrupting, energy denial, and discouraging enemies from attacking or casting. Most spells will causing damage or disable skills when the target's skills are interrupted or used. This is the second most common line for Mesmers to invest in since many of their best spells are here, such as Diversion and Shame. Other common skills from this line include Visions of Regret, Power Block, and Wastrel's Worry.

Illusion Magic

No inherent effect. Many Mesmer skills, especially spells which deceive your foes and hinder their movement and attacks, become more effective with higher Illusion Magic.

Illusion Magic is the least common Mesmer attribute. It focuses on degeneration, hindering the movement and attacks of melee classes, and increasing the target's casting times. Examples of Illusion Magic skills include Distortion, Ineptitude, Frustration, and Conjure Phantasm.

Inspiration Magic

No inherent effect. Many Mesmer skills, especially spells that generate energy and reduce damage, become more effective with higher Inspiration Magic.

The most common Mesmer attribute, Inspiration Magic, focuses mainly on energy gain. Many of the spells a Mesmer will use are costly in terms of Energy. Inspiration Magic has some key skills which allow a Mesmer to do their expected role whilst keeping their blue bar full. Skills such as Power Drain which interrupts spells and gives back a respectable amount of Energy. Commonly seen skills from this line are Mantra of Flame, Channeling, and Drain Enchantment.

Common Mesmer Builds

PvP

  • Fast Cast Water Mesmers became popular to try and counter Power Block Mesmers. Since the bar consists almost entirely of Water Magic spells, a single interrupted skill effectively meant your Elementalist was useless for 15-20 seconds. Even though Power Block Mesmers are less common, Rangers are very common so they will still see play.
  • The Psychic Distraction Mesmer is a shut down build seen in HA. It's responsible for keeping as many key skills out of play as possible through interruption, disabling, and enchantment stripping. Psychic Distraction will interrupt skills even when interruption has been prevented by skills such as Song of Concentration because it will still disable the skill, making it impossible for the skill to activate when it finishes casting.
  • The Energy Surge Mesmer is a standard Domination Magic Mesmer that brings the elite skill Energy Surge for damage assistance and energy denial.

PvE