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HoH Mesmer Build, worth a Premium?
http://www.taultunleashed.com/guild-wars-submissions/hoh-mesmer-build-worth-a-premium-t31055.html
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Author:  mistress [ March 18th, 2006, 9:19 am ]
Post subject:  HoH Mesmer Build, worth a Premium?

A good Mesmer Diversion build for HoH or GvG:

This build is for mesmers. And nothing but. Based on Diversion, it is centred around doing what mesmers do best; being a real pain in the !@#$%^&*.

16 Domination. 10 Fast Casting. 10 Inspiration. 4 Illusion

Diversion
Energy Tap
Energy Drain
Wastrel's Worry
Power Spike
Distortion
Hex Breaker
Ressurection Signet.

This essentially works on Diversion. This is a beauty of a skill that is often overlooked for its infamous cousin, Backfire. This works to your advantage. People see Backfire and think "ZOMG Backfire, better stop casting". Even if they don't, it can often be outhealed, takes 15 Energy and has a 30 second recharge! Diversion can be cast about 3 times in that 30 seconds, and can remove a spell or a skill from someone's list for an additional minute. That pesky monk spamming Orison of Healing or Reversal of Fortune? Diversion his !@#$%^&*! That ranger becoming annoying with his traps and poison arrows? Diversion his !@#$%^&*! That warrior giving your monk pal grief? Diversion his DPS! You get the picture.
The two draining spells serve a dual purpose. They can replenish your energy stores and steal energy from your foe. So he'll be sitting there with his healing spells all taking centuries to recharge, with no energy.
Wastrel's Worry. A controversial skill. In this build, however, I feel it serves a good purpose. Example: the monk has been Diversioned. WW has been placed on him. Twice (two times in the 7 seconds diversion lasts for). Does he suffer 130 or so damage, or does he trigger Diversion? Try making that decision in 3 seconds. WW and Diversion, when scattered around abundantly, can be VERY annoying.
Power Spike is your interrupt. So there. If your target is low on health, and your team don't seem to want to finish them, babysit them and wait for the eventual healing spell. Or try and predict it, although this works better for ranger's interrupts, which recharge quicker and cost less. It can also act as support for WW and Diversion. If a Diversioned elementalist starts casting Maelstrom or something obscure and you think "no, I want to diversion your pesky Ice Trident", interrupt the Maelstrom, rack up 107 damage on him and leave Diversion untriggered. Spells which have 60 second cooldowns anyway are better handled with Power Spike.
Distortion and Hex Breaker act as your self protects. If under heavy grief from a warrior or ranger, keep bashing the Distortion key. Hex Breaker is best used as an ongoing, ever-present protection. No-more Necromancer or Mesmer grief.
I should hope Ressurection Signet is self-explanatory.


I hope this is a good and well explained build.

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