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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.
{{TOCright}}
 
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 alleviated this problem somewhat). In specialized PvE roles, Mesmers are very capable if interruption, and boss killing or shutdown, but such applications are often limited. <br>
 
In PvP, however, Mesmers really shine. They are a versatile class that is able to hex opponents, frustrate melee classes, drop enchantments, deny all energy, and stop casting almost completely. This guide should help you get a start on playing Mesmer in PvE and PvP as well as give you a deeper understanding of some Mesmer build concepts.
 
   
==Playing As A Mesmer==
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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 often touted as a harder class to play. Because most Mesmer skills are based on what skills an opponent will be likely using, it is particularly necessary for Mesmers to know their enemies, because their primary function is often to mess with their foes' actions. The best Mesmers must have an in-depth understanding of the skills commonly used by other classes, and a grasp on how most human players will react to certain situations.
 
It is therefore important to know that most people cast as soon as they stop running (or directly after a KD), most meleers attack through hexes, Resurrection Signets are fired quickly after a death, and human players often run skills on a rudimentary timer (Searing Flames every recharge, or touch skills every 2 seconds). The correct timing of skills is incredibly important, and this brings us to the Mesmer’s Attributes.
 
   
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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.
==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%.''"
 
   
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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.
Investing in this primary attribute is wise, as many mesmer skills require hexes to be placed at key moments and the reduction of a 3 second cast time to 1.87 is a welcome benefit. One of the most used mesmer elite skills in PvE, [[gw:Mantra of Recovery|Mantra of Recovery]], comes from this line, as well as a few other less common elites ([[gw:Arcane Languor|Arcane Languor]], [[gw:Stolen Speed|Stolen Speed]]) and some skills dealing with signet recharge and activation.
 
   
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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.
===[[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 interrupt the target's spells or chants while dealing damage or denying or stealing energy. [[gw:Power Leak|Power Leak]], for example, is very popular in PvP because it denies a large amount of energy in addition to interrupting a spell or chant.
 
   
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==Primary Attribute: Fast Casting==
Most Domination Magic is focused on punishing their foes for taking action. [[gw:Empathy|Empathy]] deals damage on every attack; [[gw:Shame|Shame]] steals energy on defensive castings; [[gw:Backfire|Backfire]] deals a great deal of damage on any spell cast.
 
 
:''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.
===[[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 degeneration, on hindering melee opponents, or on slowing spell casting.
 
   
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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]].
The most commonly seen type of Illusion Magic is damage over time (DoT) degeneration spells like [[gw:Conjure Phantasm|Conjure Phantasm]] and [[gw:Conjure Nightmare|Conjure Nightmare]]. These spells spread pressure throughout opposing teams, and can often overload a monks healing capacity. On a Mesmer with a taste for melee-hate, skills like [[gw:Ineptitude|Ineptitude]] and [[gw:Imagined Burden|Imagined Burden]] can blind or slow attackers, and other skills can force adrenaline or energy loss on attack, interrupt attacks, or slow attack speed.
 
   
 
==Attributes==
Another function of the Illusion line with skills such as [[gw:Frustration|Frustration]], [[gw:Arcane Conundrum|Arcane Conundrum]], and the elite [[gw:Migraine|Migraine]] is to slow the casting time of enemy spells by up to 100%, thus making them much easier to interrupt, divert, and otherwise stop.
 
   
 
===Domination Magic===
One final elite of note is [[gw:Signet of Illusions|Signet of Illusions]], which allows the next 1...3 spells cast to use the Mesmer's illusion attribute instead of their regular attribute. This gives some access to interesting combinations, and the primary skills of other professions. However, it should be noted that Signet of Illusions may not be worth investing into unless you are speccing into spells from several different lines, as a Mesmer with Signet of Illusions is at best their secondary profession without an elite skill, and at worst a caster lacking attribute points for any of their skills if Signet of Illusions gets interrupted/diverted.
 
 
:''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:Inspiration Magic|Inspiration Magic]]===
 
:"''No inherent effect. Many Mesmer skills, especially spells which generate energy and reduce damage, become more effective with higher Inspiration Magic.''"
 
Inspiration Magic is a very important attribute for Mesmers. Whereas Domination Magic is focused on disrupting foes and dealing damage, Inspiration Magic is focused on disrupting foes while healing either the Mesmer's health or energy, or simply protecting and healing the Mesmer in various ways.
 
   
 
===Illusion Magic===
The Inspiration line shines in gaining energy for the caster. An amazing 23 skills out of 39 help you gain energy in some way. Some simply steal energy from foes; [[gw:Drain Enchantment|Drain Enchantment]], [[gw:Inspired Enchantment|Inspired Enchantment]], and [[gw:Inspired Hex|Inspired Hex]], along with the their Factions copies remove hexes and enchantments and give you energy. [[gw:Power Drain|Power Drain]] provides you substantial energy upon an interrupt. Several mantras give you energy in addition to their myriad effects.
 
 
:''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.
Inspiration Magic can be a very powerful attribute, but due to its lack of many skills that actually deal damage, you will be forced to utilize other attributes. Inspiration Magic is best suited as a support attribute, primarily providing energy management for the Mesmer while other attributes' skills shut down foes or deal damage.
 
   
 
===Inspiration Magic===
==Types of Mesmers==
 
 
:''No inherent effect. Many Mesmer skills, especially spells that generate energy and reduce damage, become more effective with higher Inspiration Magic.''
==='''PvE'''===
 
As a Mesmer in PvE, your effectiveness is going to be mostly based on exploitation of the AI in addition to Mesmer skills' armor-ignoring damage:
 
*The AI ignores self-damaging hexes
 
*The AI removes hexes as soon as they are sighted, if the enemies are able
 
*Most AI enemies attack between castings
 
   
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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.
====Domination Magic====
 
[[gw:Backfire|Backfire]] is the crux of anti-caster PvE Domination mesmer. The AI won't stop casting through Backfire until doing so would be fatal.
 
[[gw:Empathy|Empathy]] applies in the same way to physical attackers: warriors, rangers, and assassins. Unlike Backfire, however, the monster will not stop attacking while under this hex.
 
   
 
==Common Mesmer Builds==
====Illusion Magic====
 
 
===PvP===
*Use mobs equipped with hex removal skills to your advantage by casting [[gw:Phantom Pain|Phantom Pain]] or [[gw:Shrinking Armor|Shrinking Armor]] on targets; because they will always try to remove it, their conditions will trigger prematurely.
 
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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.
*AI opponents will always attack in between skills; therefore, [[gw:Images of Remorse|Images of Remorse]] will often do its conditional damage, making it a cheap damage skill and cover hex. In addition, [[gw:Ineptitude|Ineptitude]] and [[gw:Clumsiness|Clumsiness]] can be put to good use in both supporting your backline and dealing decent armor-ignoring damage.
 
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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.
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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.
   
====Inspiration Magic====
 
*Often, you'll know what kind of enemies you're going to encounter in advance. When dealing with elemental damage, you should always consider taking the corresponding mantra. For example, it is best to take [[gw:Mantra of Frost|Mantra of Frost]] in the [[gw:Shiverpeaks|Shiverpeaks]], whereas [[gw:Mantra of Flame|Mantra of Flame]] is more useful in the [[gw:Charr_Homelands|Charr Homelands]].
 
 
==='''PvP'''===
 
PvP Mesmers generally utilize either Domination Magic or Illusion Magic with a subset of the most popular Inspiration skills for energy management. Most PvP Mesmers play one of four key roles: shutdown, interruption, hex pressure, or energy denial. They often bring either a utility elite like [[gw:Hex Eater Vortex|Hex Eater Vortex]] or a shutdown or energy denial elite. [[gw:Energy Surge|Energy Surge]] and [[gw:Power Block|Power Block]] are often used. Mesmers also typically bring [[gw:Shatter Enchantment|Shatter Enchantment]] for enchantment removal and damage on a spike.
 
 
====Shutdown and Interruption Mesmers====
 
Domination Mesmers in PvP utilize strong interrupts and shutdown hexes to stop opponents from casting spells and force heavy penalties such as longer recharge times and energy loss with skills like [[gw:Diversion|Diversion]] and [[gw:Shame|Shame]]. A typical role of the Domination Mesmer is to simply focus on one target (usually a monk, but sometimes a [[Build:E/Mo_Blinding_Surge_Warder|blind-bot]] Elementalist or [[Build:N/E_Corrupt_Warder|anti-melee]] Necromancer) and shut them down as much as possible. Mesmers specializing in interruption often bring the Illusion elite [[gw:Migraine|Migraine]] to slow casting times as well as Domination-line interrupts to harass and punish as many opposing spell casters as possible.
 
 
====Hex Pressure Mesmers====
 
Illusion Magic is uncommon in organized PvP outside of splits in GvG and hex pressure teams. Illusion Mesmers typically use an elite hex and various other hexes to force the collapse of enemy monks. In the [[User:Mgrinshpon/GvG/Best_Before_%28apr%29|5/3 sinsplit]], two Ineptitude mesmers are used to shut down the common two-warrior frontline at the flagstand with a multitude of Illusion hexes and pressure with Conjure Nightmare and [[gw:Signet of Humility|Signet of Humility]] while the two assassins and monk split off to kill NPCs at the enemy base.
 
 
====Energy Denial====
 
Mesmers are very powerful when it comes to taking the energy away from a single opponent completely. With skill combinations like [[gw:Ether Phantom|Ether Phantom]] and [[gw:Drain Delusions|Drain Delusions]] from the Inspiration line, and skills like [[gw:Energy Surge|Energy Surge]] and [[gw:Power Leak|Power Leak]] in the Domination line, Mesmers are often able to deny their target's energy for the larger part of a match. The Domination elite [[gw:Panic|Panic]] can also serve in this capacity in hex pressure teams.
 
 
==Skills==
 
====General Mesmer Set====
 
Most Mesmers will do well with a certain set of spells, and although each is more useful in certain situations, these spells are a Mesmer's bread and butter.
 
 
{{skill icon|Power Block}} {{skill icon|Mantra of Recovery}} {{skill icon|Migraine}}
 
:3 most common elites, each having differing advantages. Mantra can keep Diversion on one monk almost constantly, Power Block completely shuts down many caster characters, and Migraine as a useful hex and a gate way for interruption.
 
{{skill icon|Diversion}} {{skill icon|Shame}}
 
:Common Domination shutdown skills to stop monk, and divert spammers.
 
{{skill icon|Shatter Enchantment}} {{skill icon|Drain Enchantment}}
 
:Most powerful enchantment removal skills, one causes damage while the other restores energy.
 
{{skill icon|Power Drain}} {{skill icon|Leech Signet}}
 
:All purpose interrupts that also give back energy
 
 
===Interruption===
 
These are listed from those more useful to those less useful.
 
====Domination====
 
{{skill icon|Power Block}}
 
:Attractive elite that interrupts the spell being cast and disables all spells of the same attribute. Spells disaster for monks.
 
{{skill icon|Power Leak}}
 
:Useful interrupt that drains a lot of energy at high Domination levels.
 
{{skill icon|Power Spike}}
 
:Shortest recharging non-elite interrupt that causes acceptable damage
 
{{skill icon|Power Lock}}
 
:Basically a non-elite Power Block, excellent for hitting a monks elite (RC or LoD especially)
 
{{skill icon|Signet of Distraction}}
 
:Free interrupt that adds recharge for equipped signets. Goes well with Res Signet and Leech Signet.
 
{{skill icon|Signet of Disruption}}
 
:Free weaker version of Power Spike, goes well with Power Flux and Power Leech.
 
{{skill icon|Complicate}}
 
:Secondary function is basically useless (except against signet fighters...) But, it can serve as a 10e all purpose interrupt.
 
{{skill icon|Cry of Frustration}}
 
:Powerful if used in a tight group of enemies, but also very expensive for single interrupts.
 
{{skill icon|Psychic Distraction}}
 
:Disable other skills and take an elite slot in exchange for shortest recharge (2 seconds)
 
{{skill icon|Power Flux}}
 
:Cause energy degeneration, takes up elite.
 
 
====Inspiration====
 
{{skill icon|Power Drain}}
 
:Excellent skill with good energy management at relatively low levels of Inspiration.
 
{{skill icon|Leech Signet}}
 
:Great all purpose interrupt that also gives some energy on spell interrupts.
 
{{skill icon|Power Leech}}
 
:Elite with one of the strangest icons in the game that serves as an energy stealer, but is easily removed.
 
 
===Energy Denial===
 
Mesmers have many options for stealing and stopping opponent energy gain. Listed are those most common, and powerful.
 
====Domination Magic====
 
{{skill icon|Shame}}
 
:Steals energy from foes casting a spells on their teammates.
 
{{skill icon|Guilt}}
 
:Steals energy from foes casting spells on your teammates.
 
{{skill icon|Power Leak}}
 
 
{{skill icon|Energy Burn}}
 
:Forces energy loss and causes damage.
 
{{skill icon|Energy Surge}}
 
:A once common elite that forces energy loss and does AoE damage.
 
{{skill icon|Mind Wrack}}
 
:Does damage when foe's energy reaches zero.
 
 
====Inspiration====
 
{{skill icon|Ether Phantom}}
 
:Causes energy degeneration of one, and forces energy loss if the hex is removed early.
 
{{skill icon|Drain Delusions}}
 
:Removes one mesmer hex and steals energy from foe. Excellent combination with Ether Phantom.
 
{{skill icon|Feedback}}
 
:Removes 1 enchantment and some energy.
 
====Illusion====
 
{{skill icon|Sympathetic Visage}}{{skill icon|Ancestor's Visage}}
 
:Takes all adrenaline and some energy on every attack.
 
 
===Shutdown===
 
Shutdown is the role Mesmers most often fill, and they have many skills to shutdown any type of attacker. With any shutdown, Wastrel's Worry can be used to punish a player for not using their skills. Casting every 3 seconds, this can often equal or exceed damage caused by Backfire or Empathy, if the target tries to wait it out.
 
====Meleers====
 
{{skill icon|Sympathetic Visage}}{{skill icon|Ancestor's Visage}}or {{skill icon|Soothing Images}}
 
:Deal with Adrenaline-based attackers.
 
{{skill icon|Empathy}}
 
:Generic melee harassment.
 
{{skill icon|Spirit Shackles}}
 
:Warriors will often ignore it and be unable to cast non-adrenaline attacks. Assassins will lose attack power and may be unable to finish attack chains. Rangers lose energy needed for their attack skills.
 
{{skill icon|Crippling Anguish}}{{skill icon|Imagined Burden}}
 
:These and other slowing spells can be used to slow their DPS and flee dangerous situations.
 
 
Some melee fighters are also casual casters (spells as support). Examples include the (in)famous W/Mo, most Assassins, and a few popular Ranger builds.
 
 
{{skill icon|Arcane Thievery}}{{skill icon|Arcane Larceny}}
 
 
:Most only carry one of two self-help spells.
 
====Slow Casters====
 
Casters such as elementalists and necromancers who routinely cast spells that take 2 seconds or longer simply beg for punishment. Although general purpose interrupts will work, other spells work especially well on long casters.
 
 
{{skill icon|Migraine}}{{skill icon|Arcane Conundrum}}
 
:Double the fun for super long casting times (upwards of 6 seconds on some spells), be sure to cover with something quick and inexpensive.
 
{{skill icon|Overload}}
 
:Cause damage to casters easily (sometimes even twice) during casting.
 
====Spammers====
 
Those who use a single spell repeatedly or the same set up spells in quick succession (Touchers, Spikes, and Monks) are hurt even more by longer recharges and stiff penalties.
 
 
{{skill icon|Diversion}}
 
:A Mesmer's best friend, can easily add 40 second recharge to important repeated casting spells. One of the most important PvP skills in the game.
 
{{skill icon|Blackout}}
 
:Completely stop casting for up to 6 seconds.
 
{{skill icon|Backfire}}
 
:Punish the unwary spiker with a well timed backfire just before a volley of spells.
 
 
==Equipment==
 
==Builds==
 
 
===PvE===
 
===PvE===
===PvP===
 

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