GUILD WARS – MESMER FAQ BY: ShadowsFinalRush/Somah ============================================================================== Table of Contents ============================================================================== 1. Introduction 2. Updates 3. The Mesmer 4. Attributes 5. Weapon Types 6. Second Profession 7. Mesmer as a Secondary Profession 8. Skills 9. Combining Skills 10. Final Thoughts 11. Credits 12. Copyright/ Legal Info ============================================================================== 1. Introduction ============================================================================== Hey, I’m Somah, ShadowsFinalRush on the message board, and also known as Soma Cruz in Guild Wars. I’ve played every beta for Guild Wars starting from the WPE, and I’ve always thought that the Mesmer profession was one of the coolest professions in any game. Guild Wars is just so great I decided to make a FAQ (this is my first!), so I really hope you find it useful. If you see anything wrong in my FAQ or just want me to change something in it, contact me at: SomahKruz@yahoo.com Thank you! ============================================================================== 2. Updates ============================================================================== Version 0.5 – 4/24/05 – The basics of the Mesmer, I’ll update it once the game is out… If I’m not to busy playing! ============================================================================== 3. The Mesmer ============================================================================== The Mesmer is probably the most unique profession in Guild Wars. Mesmers can take down any job if played the right way. They aren’t physically strong, in fact their attack and defense is really lacking, but their spells are second to none. Mesmers have spells that do damage-over-time and ignore target’s armor, spells that will turn a target’s own spell against him, and spells that will drain a target’s energy pool dry. If you want to use one of those professions that will really piss someone off, then the Mesmer is for you. The Mesmer is viewed as one of the most challenging professions to play as in Guild Wars. As a Mesmer you’ll have to constantly be aware of your surroundings, and if you’re planning on using interrupting spells, you better have quick reflexes. It’s definitely not a boring job; trust me you’ll be on constant alert. Mesmer can be played in many useful and different ways. It’s a profession that can truly turn the tides of battle. ============================================================================== 4. Attributes ============================================================================== Each profession in Guild Wars has 5 different attributes which will determine the effectiveness of the skills linked to those attributes. These are the different attributes for the Mesmer: 1) Fast Casting: This is an attribute only for a primary Mesmer. Fast Casting speeds up the amount of time it takes to cast a spell. The more points placed here, the faster you’ll cast. This is very useful for the spell-interrupting skills. 2) Domination Magic: Adding more points into this attribute will make Domination skills more effective. Domination skills are mostly damage dealing and energy draining skills. 3) Illusion Magic: Adding more points into this attribute will make Illusion skills more effective. Illusion skills are mostly damage over time spells and hexes. 4) Inspiration Magic: Adding more points into this attribute will make Inspiration skills more effective. Inspiration skills are mostly HP and energy restoring spells. ============================================================================== 5. Equipment ============================================================================== This is pretty simple. Mesmers should use a wand and a focus. Try to have as much energy as possible, since most Mesmer skills take 10 or 15 energy to cast. Sacrifice at most one pip of energy regen. When it comes down to armor, I’d go for Enchanter’s Armor since it gives you the most energy compared to the other armor types. You really shouldn’t worry about equipment though, just grab as much energy as you can. ============================================================================== 6. Second Profession ============================================================================== When it comes down to a second profession, it really depends on what your build is going to focus on. You can create a build with only Mesmer skills, but there is NO advantage in not having a secondary profession, so just grab one even if you’re only going to only use Mesmer skills. Here’s my opinion on the following second professions: - Me/Warrior: I really don’t see a lot of useful skills with Warrior as a second profession for Mesmer. Most of the skills require you to be close to the target, and that’s exactly where you shouldn’t be. - Me/Ranger: This is a little bit better then Warrior, but it’s still not really my top choice. Most of the good evasion skills that are useful to ranger can’t be used as effectively with Mesmer because those skills are linked to ranger’s primary only attribute. Plus you’ll lose energy if you use a bow instead of a wand, and bows aren’t all that powerful unless you put points into marksmanship anyway. - Me/Necromancer: A popular choice. This is what Iuse for a second profession. Necromancer will give you some nice hexes that will complement your Mesmer’s skills. Try using Soul Leech with Backfire. - Me/Elementalist: It could work… Personally I never tried using Elementalist as a secondary profession but there are some defensive skills you can use if you’re afraid of being killed quickly. - Me/Monk: Another very popular choice! Having monk as your secondary profession is great, Resurrect + Fast Casting is awesome. Some healing spells will never hurt your team… Unless you have a Mesmer on you :) ============================================================================== 7. Mesmer As A Secondary Profession ============================================================================== Mesmer is a great secondary profession for almost all of classes out there: - Warrior/Me: Okay, Mesmer doesn’t work too well with Warrior, maybe there are a few useful things like Shatter Hex, but honestly I rather go with another secondary profession if I was a Warrior. - Ranger/Me: Ranger is usually used as an anti-caster, and guess which other profession is an anti-caster :D? Arcane Conundrum and Migraine are both Mesmer spells that will make the target cast slower, making it MUCH easier for a Ranger to land in those interrupting shots. - Necromancer/Me: This works out just as well as Me/N, the hexes complement each other. - Elementalist/Me: Most of my Elementalist guild mates have Mesmer as their secondary profession. Energy draining spells are really useful, and if you’re using a Lightning build, some Mesmer anti-warrior spells will come in handy. - Monk/Me: Mesmer works pretty well with Monk, the hex removing spells can serve useful. ============================================================================== 8. Skills ============================================================================== Arcane Thievery Description: For 5-29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 10 Seconds. Linked Attribute: Domination Magic. Increases duration. Skill Type: Spell. Backfire Description: For 10 seconds, whenever target foe casts a spell, that foe takes 35-119 damage. Energy Cost: 15 Activation Time: 3 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Hex Spell. Blackout Description: For 2-6 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 10 Seconds. Linked Attribute: Domination Magic. Increases duration. Skill Type: Skill. Chaos Storm Description: Create a chaos storm at target foe's location. For 10 seconds, enemies near this location suffer 5-12 damage each second. Chaos Storm drains 1-6 energy whenever it strikes a foe casting a spell. Energy Cost: 15 Activation Time: 2 Seconds. Recharge Time: 30 Seconds. Linked Attribute: Domination Magic. Increases damage dealt and energy drained. Skill Type: Spell. Cry of Frustration Description: If target foe is using a skill, that foe and nearby foes are interrupted and suffer 10-37 damage. Energy Cost: 15 Activation Time: 3/4ths of a Second. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Spell. Diversion Description: For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 5 Seconds. Linked Attribute: Domination Magic. Increases additional recharge time. Skill Type: Hex Spell. Empathy Description: For 8-18 seconds, whenever target foe attacks, that foe takes 3-25 damage. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases duration and damage dealt. Skill Type: Hex Spell. Energy Burn Description: Target foe loses 4-9 energy and takes 8 damage for each point of energy lost. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases energy lost. Skill Type: Spell. Energy Surge Description: Target foe loses 4-9 energy. For each point of energy lost, that foe and all foes in the area take 8 damage. This is an elite skill. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases energy lost. Skill Type: Spell. Guilt Description: For 4-9 seconds, if target foe casts an offensive spell, the spell fails, you steal 5-12 energy from that foe, and Guilt ends. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 30 Seconds. Linked Attribute: Domination Magic. Increases duration and energy stolen. Skill Type: Hex Spell. Hex Breaker Description: For 60-156 seconds, the next time you are the target of a hex, that hex fails, the caster takes 10-39 damage, and Hex Breaker ends. Energy Cost: 10 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases duration and damage dealt. Skill Type: Stance. Ignorance Description: For 8-18 seconds, target foe cannot use signet rings. Energy Cost: 15 Activation Time: 2 Seconds. Recharge Time: 10 Seconds. Linked Attribute: Domination Magic. Increases duration. Skill Type: Hex Spell. Mind Wrack Description: For 20 seconds, if target foe's energy is zero, that foe takes 15-75 damage and Mind Wrack ends. Energy Cost: 5 Activation Time: 1 Seconds. Recharge Time: 5 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Hex Spell. Panic Description: Target foe and all adjacent foes are hexed with Panic for 8-18 seconds. While hexed, they suffer energy degeneration of 2 and take 10-68 damage whenever they use a signet ring. This is an elite skill. Energy Cost: 25 Activation Time: 2 Seconds. Recharge Time: 10 Seconds. Linked Attribute: Domination Magic. Increases duration and damage dealt. Skill Type: Hex Spell. Power Block Description: If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of the same attribute are disabled for 3-13 seconds for that foe. This is an elite skill. Energy Cost: 15 Activation Time: 1/4th of a Second. Recharge Time: 30 Seconds. Linked Attribute: Domination Magic. Increases duration. Skill Type: Spell. Power Leak Description: If target foe is casting a spell, the spell is interrupted and target foe loses 10-22 energy. Energy Cost: 10 Activation Time: 1/4th of a Second. Recharge Time: 20 Seconds. Linked Attribute: Domination Magic. Increases energy lost. Skill Type: Spell. Power Spike Description: If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage. Energy Cost: 10 Activation Time: 1/4th of a Second. Recharge Time: 15 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Spell. Shame Description: For 4-9 seconds, the next time target foe casts a spell on an ally, the spell fails, you steal 5-12 energy from that foe, and Shame ends. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 30 Seconds. Linked Attribute: Domination Magic. Increases duration and energy stolen. Skill Type: Hex Spell. Shatter Delusions Description: Remove one Mesmer hexes from target foe, that foe takes 15-63 damage. Energy Cost: 5 Activation Time: 1/4th of a Second. Recharge Time: 10 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Spell. Shatter Enchantment Description: Remove an enchantment from target foe. If an enchantment is removed, that foe takes 14-83 damage. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 25 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Spell. Shatter Hex Description: Remove a hex from target ally. If a hex is removed, foes near that ally take 22-116 damage. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 10 Seconds. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Spell. Signet of Weariness Description: Target foe and all nearby foes lose 3-9 energy. Energy Cost: None. Activation Time: 1 Second. Recharge Time: 30 Seconds. Linked Attribute: Domination Magic. Increases energy lost. Skill Type: Signet. Wastrel's Worry Description: After 3 seconds, target foe takes 8-53 damage. Wastrel's Worry ends prematurely if that foe uses a skill. Energy Cost: 5 Activation Time: 1/4th of a Second. Recharge Time: 1 Second. Linked Attribute: Domination Magic. Increases damage dealt. Skill Type: Hex Spell. Mantra of Recovery Description: For 5-17 seconds, spells you cast recharge 50% faster. This is an elite skill. Energy Cost: 15 Activation Time: None. Recharge Time: 30 Seconds. Linked Attribute: Fast Casting. Increases duration. Skill Type: Stance. Arcane Conundrum Description: For 6-25 seconds, spells cast by target foe take twice as long to cast. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Hex Spell. Arcane Echo Description: If you cast a spell in the next 10-26 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill. Energy Cost: 15 Activation Time: 2 Seconds. Recharge Time: 30 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Enchantment Spell. Clumsiness Description: For 4-7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 10-76 damage, and Clumsiness ends. Energy Cost: 10 Activation Time: 1 Seconds. Recharge Time: 10 Seconds. Linked Attribute: Illusion Magic. Increases duration and damage dealt. Skill Type: Hex Spell. Conjure Phantasm Description: For 2-12 seconds, target foe experiences health degeneration of 5. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 5 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Hex Spell. Crippling Anguish Description: For 8-18 seconds, target moves 50% slower and suffers health degeneration of 1-3. This is an elite skill. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 20 Seconds. Linked Attribute: Illusion Magic. Increases duration and health degeneration. Skill Type: Hex Spell. Distortion Description: For 5 seconds, you have a 75% chance to evade attacks. Whenever you evade an attack this way, you lose 3-1 energy or Distortion ends. Energy Cost: 5 Activation Time: None. Recharge Time: 5 Seconds. Linked Attribute: Illusion Magic. Decreases energy lost. Skill Type: Stance. Echo Description: For 10-26 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill. Energy Cost: 5 Activation Time: 1 Second. Recharge Time: 30 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Enchantment Spell. Ethereal Burden Description: For 10 seconds, target foe moves 50% slower than normal. When Ethereal Burden ends, you gain 10-20 energy. Energy Cost: 15 Activation Time: 3 Seconds. Recharge Time: 45 Seconds. Linked Attribute: Illusion Magic. Increases energy recovered. Skill Type: Hex Spell. Fevered Dreams Description: For 4-14 seconds, whenever target foe suffers from a new condition, all nearby foes suffer from that condition as well. This is an elite skill. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 10 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Hex Spell. Fragility Description: For 8-18 seconds, target foe takes 5-28 damage each time that foe suffers or recovers from a new condition. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 15 Seconds. Linked Attribute: Illusion Magic. Increases duration and damage dealt. Skill Type: Hex Spell. Illusion of Haste Description: For 5-10 seconds, you move 33% faster than normal and the effects of the crippled condition are removed. When Illusion of Haste ends, you become crippled. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 5 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Enchantment Spell. Illusion of Weakness Description: You lose 50-202 health. Illusion of Weakness ends if damage drops your health below 25% of your maximum. When Illusion of Weakness ends, you gain 50-202 health. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 30 Seconds. Linked Attribute: Illusion Magic. Increases amount of health lost and gained. Skill Type: Enchantment Spell. Illusionary Weaponry Description: For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8-34 damage. This is an elite skill. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 40 Seconds. Linked Attribute: Illusion Magic. Increases damage dealt. Skill Type: Enchantment Spell. Imagined Burden Description: For 8-18 seconds, target foe moves 50% slower than normal. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 30 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Hex Spell. Ineptitude Description: For 4-9 seconds, if target foe attacks, that foe takes 10-68 damage and becomes blinded, and Ineptitude ends. This is an elite skill. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 20 Seconds. Linked Attribute: Illusion Magic. Increases duration and damage dealt. Skill Type: Hex Spell. Migraine Description: For 6-25 seconds, target foe suffers health degeneration of 1-3 and takes 100% longer to cast spells. This is an elite skill. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 15 Seconds. Linked Attribute: Illusion Magic. Increases duration and health degeneration. Skill Type: Hex Spell. Phantom Pain Description: For 10 seconds, target foe suffers health degeneration of 1-3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 15 Seconds. Linked Attribute: Illusion Magic. Increases health degeneration and duration. Skill Type: Hex Spell. Soothing Images Description: For 8-18 seconds, target foe and all adjacent foes cannot gain adrenaline. Energy Cost: 10 Activation Time: 2 Seconds. Recharge Time: 5 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Hex Spell. Sympathetic Visage Description: For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 30 Seconds. Linked Attribute: Illusion Magic. Increases duration. Skill Type: Enchantment Spell. Channeling Description: For 8-46 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe. Energy Cost: 5 Activation Time: 1 Second. Recharge Time: 15 Seconds. Linked Attribute: Inspiration Magic. Increases duration. Skill Type: Enchantment Spell. Drain Enchantment Description: Remove an enchantment from target foe. If an enchantment is removed, you gain 10-20 energy. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: 25 Seconds. Linked Attribute: Inspiration Magic. Increases energy recovered. Skill Type: Spell. Elemental Resistance Description: For 30-78 seconds, you gain +40 AL against elemental damage, but you lose 24-14 AL against physical damage. Energy Cost: 10 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and decreases AL penalty. Skill Type: Stance. Energy Drain Description: Steal 8-18 energy from target foe. This is an elite skill. Energy Cost: 5 Activation Time: 1 Second. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases energy stolen. Skill Type: Spell. Energy Tap Description: Steal 8-13 energy from target foe. Energy Cost: 5 Activation Time: 3 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases energy stolen. Skill Type: Spell. Ether Feast Description: Target foe loses 5 energy. You are healed 8-24 for each point of energy lost. Energy Cost: 5 Activation Time: 2 Seconds. Recharge Time: 8 Seconds. Linked Attribute: Inspiration Magic. Increases health recovered. Skill Type: Spell. Ether Lord Description: You lose all energy. For 5-9 seconds, target foe suffers energy degeneration of 1-3, and you experience energy regeneration of 1-3. Energy Cost: 5 Activation Time: 2 Seconds. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and energy degeneration/regeneration. Skill Type: Hex Spell. Inspired Enchantment Description: Remove an enchantment from target foe and gain 3-13 energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe. Energy Cost: 10 Activation Time: 1 Second. Recharge Time: None. Linked Attribute: Inspiration Magic. Increases energy recovered. Skill Type: Spell. Inspired Hex Description: Remove a hex from target ally and gain 3-13 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed. Energy Cost: 5 Activation Time: 1 Second. Recharge Time: None. Linked Attribute: Inspiration Magic. Increases energy recovered. Skill Type: Spell. Keystone Signet Description: All of your other signet rings are recharged. All of your non- signet skills are disabled for 17-7 seconds. This is an elite skill. Energy Cost: None. Activation Time: 2 Seconds. Recharge Time: 30 Seconds. Linked Attribute: Inspiration Magic. Lessens the duration your non-signet skills are disabled. Skill Type: Signet. Leech Signet Description: Interrupt target foe's action. If that action was a spell, you gain 3-13 energy. Energy Cost: None. Activation Time: 1/4th of a Second. Recharge Time: 45 Seconds. Linked Attribute: Inspiration Magic. Increases energy recovered. Skill Type: Signet. Mantra of Concentration Description: For 60-156 seconds, the next time you would be interrupted while performing a skill, you are not interrupted, and Mantra of Concentration ends. Energy Cost: 5 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration. Skill Type: Stance. Mantra of Earth Description: For 30-78 seconds, whenever you take earth damage, the damage is reduced by 26%-45% and you gain 1 energy. Energy Cost: 15 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and the percent of damage reduction. Skill Type: Stance. Mantra of Flame Description: For 30-78 seconds, whenever you take fire damage, the damage is reduced by 26%-45% and you gain 1 energy. Energy Cost: 15 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and the percent of damage reduction. Skill Type: Stance. Mantra of Frost Description: For 30-78 seconds, whenever you take cold damage, the damage is reduced by 26%-45% and you gain 1 energy. Energy Cost: 15 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and the percent of damage reduction. Skill Type: Stance. Mantra of Inscriptions Description: For 30-78 seconds, your signet rings recharge 25%-45% faster. Energy Cost: 10 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and the reduction in recharge time. Skill Type: Stance. Mantra of Lightning Description: For 30-78 seconds, whenever you take lightning damage, the damage is reduced by 26%-45% and you gain 1 energy. Energy Cost: 15 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and the percent of damage reduction. Skill Type: Stance. Mantra of Persistence Description: For 30-78 seconds, any illusion magic hex you cast lasts 20%-84% longer. Energy Cost: 15 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and the additional duration added. Skill Type: Stance. Mantra of Recall Description: For 20 seconds, you gain no benefit from it. You gain 20-30 energy when Mantra of Recall ends. This is an elite skill. Energy Cost: 15 Activation Time: 1 Second. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and energy recovered. Skill Type: Enchantment Spell. Mantra of Resolve Description: For 30-78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7-3 energy or Mantra of Resolve ends. Energy Cost: 10 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and decreases energy lost. Skill Type: Stance. Mantra of Signets Description: For 10-22 seconds, the next time you use a signet ring, it recharges immediately, and Mantra of Signets ends. Energy Cost: 15 Activation Time: None. Recharge Time: 30 Seconds. Linked Attribute: Inspiration Magic. Increases duration. Skill Type: Stance. Physical Resistance Description: For 30-78 seconds, you gain +40 AL against physical damage, but you lose 24-14 AL against elemental damage. Energy Cost: 10 Activation Time: None. Recharge Time: 20 Seconds. Linked Attribute: Inspiration Magic. Increases duration and decreases AL penalty. Skill Type: Stance. Power Drain Description: If target foe is casting a spell, the spell is interrupted and you gain 1-25 energy. Energy Cost: 5 Activation Time: 1/4th of a Second. Recharge Time: 25 Seconds. Linked Attribute: Inspiration Magic. Increases energy recovered. Skill Type: Spell. Spirit Shackles Description: For 8-24 seconds, target foe loses 5 energy whenever that foe attacks. Energy Cost: 10 Activation Time: 3 Seconds. Recharge Time: 5 Seconds. Linked Attribute: Inspiration Magic. Increases duration. Skill Type: Hex Spell. Spirit of Failure Description: For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1-4 energy whenever that foe misses in combat. Energy Cost: 10 Activation Time: 3 Seconds. Recharge Time: 10 Seconds. Linked Attribute: Inspiration Magic. Increases energy recovered. Skill Type: Hex Spell. Arcane Mimicry Description: For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally. Energy Cost: 15 Activation Time: 2 Seconds. Recharge Time: 60 Seconds. Linked Attribute: None. Skill Type: Spell. Epidemic Description: All negative conditions target foe suffers from are spread from target foe to nearby foes. Energy Cost: 15 Activation Time: 2 Seconds. Recharge Time: 15 Seconds. Linked Attribute: None. Skill Type: Spell. Signet of Humility Description: Target foe's elite skill is disabled for 15 seconds. Energy Cost: None. Activation Time: 2 Seconds. Recharge Time: 20 Seconds. Linked Attribute: None. Skill Type: Signet. Signet of Midnight Description: You and target touched foe become blinded. This is an elite skill. Energy Cost: None. Activation Time: 3/4ths of a Second. Recharge Time: 15 Seconds. Linked Attribute: None. Skill Type: Signet. ============================================================================== 9. Combining Skills ============================================================================== Remember, skills are the most important thing for a Mesmer. In order to be a helpful teammate, you need skills that will serve their purpose and eliminate any threat. But, also remember this, you might have the ‘best build ever’, but if you don’t use it right, then that build is useless. Then again, there is no best build, each build has its own purpose. Another thing I’d like to point out, the Mesmer profession is much more useful in PvP than in PvE… Personally, I rather not give out whole builds that someone can just copy and paste, and then think they can win just because they copied a build. Instead I’m going to give you some really helpful skill combinations you can use. Take these skills, and combine them with what you think will complement the skills and serve the purpose for whatever you’re trying to do. - DoTs/Hexes - 1) Mantra of Persistence (Stance) For 30-78 seconds, any illusion magic hex you cast lasts 20-84% longer. Casting cost: 15 energy Casting time: 0 sec Recharge time: 20 sec Relevant attribute: Inspiration Magic This will make your DoTs last longer, always use this first before casting hexes. 2) Conjure Phantasm (Hex) For 2-12 seconds, target foe experiences health degeneration of 5. Casting cost: 10 energy Casting time: 1 sec Recharge time: 5 sec Relevant attribute: Illusion Magic The basic DoT spell, it’s rather powerful… Combine this with… 3) Phantom Pain (Hex) For 10 seconds, target foe suffers health degeneration of 1-3. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17seconds. Casting cost: 10 energy Casting time: 2 sec Recharge time: 15 sec Relevant attribute: Illusion Magic Now you have a total of 6-7 DoTs. I think DoTs are more useful against Warriors, so lets throw in some anti-warrior spells… 4) Crippling Anguish (elite) (Hex) For 8-18 seconds, target moves 50% slower and suffers health degeneration of 1-3. This is an elite skill. Casting cost: 15 energy Casting time: 1 sec Recharge time: 20 sec Relevant attribute: Illusion Magic Now your DoT is even stronger, and remember that these effects are increased in length! How about some more anti-warrior skills… 5) Empathy (Hex) For 10-20 seconds, whenever target foe attacks, that foe takes 7-29 damage. Casting cost: 10 energy Casting time: 2 sec Recharge time: 20 sec Relevant attribute: Domination Magic Another hex, which means it’ll last longer with Mantra of Persistence. If this hits a warrior using a sword, and he happens to have the DoTs above, his HP will drop down at a very fast rate. Okay, 3 more skills… Well let’s see… Mesmers need some energy restoring skill, so Energy Tap can fill in that slot… If you want you can also add in Ether Feast for you HP, If not I’d throw in these spells: Sympathetic Visage (Enchantment) For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy. Casting cost: 10 energy Casting time: 1 sec Recharge time: 30 sec Relevant attribute: Illusion Magic Clumsiness (Hex) For 4-7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 10-76 damage, and Clumsiness ends. Casting cost: 10 energy Casting time: 1 sec Recharge time: 10 sec Relevant attribute: Illusion Magic Soothing Images (Hex) For 8-18 seconds, target foe and all adjacent foes cannot gain adrenaline. Casting cost: 10 energy Casting time: 2 sec Recharge time: 5 sec Relevant attribute: Illusion Magic There goes the warrior, and I just did this on the top of my head :) - Anti-Mage - What do all mages need to actually do ANYTHING at all? Energy. So how do we get rid of a mages energy? Easy, watch this: 1) Arcane Conundrum (Hex) For 6-25 seconds, spells cast by target foe take twice as long to cast. Casting cost: 10 energy Casting time: 2 sec Recharge time: 20 sec Relevant attribute: Illusion Magic 2) Echo (elite) (Enchantment) For 10-26 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill. Casting cost: 5 energy Casting time: 1 sec Recharge time: 30 sec Relevant attribute: Illusion Magic 3) Power Leak (Spell) If target foe is casting a spell, the spell is interrupted and target foe loses 12-22 energy. Casting cost: 10 energy Casting time: 1 sec Recharge time: 20 sec Relevant attribute: Domination Magic Since you used Echo and then Power Leak, you can use Power Leak twice in a row, draining up to 44 Energy if your Domination attribute is 12… And Monk’s usually have 40 energy. Since we have Arcane Conundrum, let me add some more interrupting spells… 4) Power Drain (Spell) If target foe is casting a spell, the spell is interrupted and you gain 1-25 energy. Casting cost: 5 energy Casting time: 1 sec Recharge time: 25 sec Relevant attribute: Inspiration Magic Energy problem solved. Let’s throw in some damage. 5) Power Spike (Spell) If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage. Casting cost: 10 energy Casting time: 1 sec Recharge time: 15 sec Relevant attribute: Domination Magic 6) Energy Burn (Spell) Target foe loses 4-9 energy and takes 8 damage for each point of energy lost. Casting cost: 10 energy Casting time: 2 sec Recharge time: 20 sec Relevant attribute: Domination Magic Yeah, this is getting pretty nasty >:) You can work on it from here. - Tips - - Slow Down moves are VERY useful in PvP, whether you’re in Tombs or battling another Guild, I would recommend having some sort of slow down move. Personally, I like Ethereal Burden. - Always have a spell that will replenish your Energy! Energy management is very important for a Mesmer, a lot of the Mesmers skills take around 10 – 15 energy, and you’ll only have around 60 max Energy. Don’t just spam your spells, use them at the right moment! - Try to have at least one defense/self healing spell. A lot of people rather have another attacking spell instead, but trust me, you can’t always rely on your monks to heal you. A healing move like Ether Feast WILL come in handy, plus it drains 5 energy so why not use it? - Backfire isn’t too great! For those of you who don’t know, Backfire lasts for 10 seconds and whenever target foe casts a spell and has backfire on, he can take up to 120 damage. It’s really not that great, most players know what backfire is, and they’ll know not to spam spells with it on. Every time I used Backfire on a monk, even if the monk casts he would easily just heal himself back to full health. Don’t try to do a large amount of damage like this, if you’re looking for a profession that’ll dish out big numbers go for Elementalist or Warrior. Instead do your damage indirectly, drain your targets energy and leave the damage up to your party’s Warrior. Remember, teamwork is the key to victory, it’s not everyone’s job to do deal lots of damage! - Like I said before, make sure your spells complement each other. Don’t just make a build with random skills. If you’re going to be a spell interrupter, I suggest you use a spell that slows down the enemy’s casting speed. If you’re going to use DoTs and hexes, use Mantra of Persistence. If you disagree with me about Backfire, then I suggest you use the following skills; Backfire, Soul Leech (This is a Necromancer skill that works like Backfire, except deals less damage AND heals you, you’ll be doing around 200 damage each time target casts… But this is only if he does cast!), and Wastrel’s Worry (This does around 50~ damage after 3 seconds, but it won’t do anything if target casts a spell. In other words, If target casts a spell he’ll get damage from Soul Leech + Backfire, but if he doesn’t, he’ll get damage from Wastrel’s Worry.) - Use your elite slot very wisely. You can only have 1 elite skill at a time, so make sure you chose the right one! Most of the Mesmer’s elite spells are normal hex spells with just an added effect of energy degeneration (Migraine, Crippling Anguish, etc.), while others are very unique (Echo, Energy Block, Energy Surge). - Stay far, far away when you’re fighting. You’ll be the next player the enemy targets after the monk goes down. Hell, they might even come after you first since Mesmer can be very deadly. These are just some strategies I used while playing the beta, they can be very affective if you distribute your attribute points correctly. Try to play around with your skills and see which combinations are the most useful in battle. Remember, you can always rearrange your attribute points, and you can get as many skills as you like, just keep leveling! Do NOT rely on other player’s builds, make one yourself with your own experience. I believe this is the true way to improve in Guild Wars :) ============================================================================== 9. Final Thoughts ============================================================================== The Mesmer is a must in PvP, they are capable of taking out pesky monks, and if they do take out the monks, then everything else going down very soon. Remember, you have 150 skills to play around with, make a Mesmer build you can be proud of! And once you do, I’ll see you at the Hall of Heroes >:) ============================================================================== 10. Credits ============================================================================== Thankyou to the following: http://www.guild-hall.net – An awesome Guild Wars site. www.gwonline.net – Another awesome Guild Wars site, if you haven’t checked these sites out, go check them now! thadarkman78 – I used your FAQ as a guideline, thanks a lot, your FAQ rocks:D The Fallen Gods – Without them I wouldn’t be the awesome Mesmer I am today >:) ============================================================================== 11. Copyright/Legal Information ============================================================================== This FAQ is copyright (c) 2005 to ShaddowsFinalRush/Somah, the author of the FAQ. All Rights Reserved. This file may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any web site other than those listed below, or as a part of any public display is strictly prohibited, and a violation of copyright. So far there is only one site allowed to use this FAQ: www.gamefaqs.com If you wish to use my FAQ on your site, please contact me by e-mail first. I'll be happy to let you use it as long as no profit is being made. If you find a site that is not listed her with my FAQ, please contact me. E-mail address: somahkruz@yahoo.com