| Name | Best Mesmer PVP Builds |
| Category | PVP |
This article covers in-depth 5 of the best Mesmer PvP builds.
Contents:
1) Fast Cast Taint Mesmer - Mesmer / Necromancer
2) Conundrum Spiker Mesmer - Mesmer / Assassin
3) Glyph of Energy Shutdown Mesmer - Mesmer / Elementalist
4) Ineptitude Mesmer - Mesmer / Ritualist
5) Migraine Mesmer - Mesmer / Monk
1) Fast Cast Taint Mesmer - Mesmer / Necromancer - (Guild vs Guild or Heroes Ascent)
Attributes:
Death Magic - 12
Inspiration Magic - 10+1+1
Fast Casting - 8+1
Skills:
- Tainted Flesh (Elite) - For 20...39...44 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes Diseased for 3...13...15 seconds. Cast Time: 1 Second, Recharge Time: 0 Seconds, Energy Cost: 5
- Rotting Flesh - Target fleshy foe becomes Diseased for 10...22...25 seconds, slowly losing Health. Cast Time: 3 Seconds, Recharge Time: 3 Seconds, Energy Cost: 15
- Rising Bile - For 20 seconds, this Hex does nothing. When Rising Bile ends, that foe and all foes in the area take 1...5...6 damage for each second Rising Bile was in effect. Cast Time: 1 Second, Recharge Time: 29 Seconds, Energy Cost: 10
- Signet of Humility - Target foe's elite skill is disabled for 1...13...16 seconds. Cast Time: 3 Seconds, Recharge Time: 20 Seconds, Energy Cost: 0 (signet)
- Leech Signet - Interrupt target foe's action. If that action was a Spell, you gain 3...13...15 Energy. Cast Time: 1/4 Second, Recharge Time: 30 Seconds, Energy Cost: 0 (signet)
- Mantra of Inscriptions - For 30...78...90 seconds, your Signets recharge 25...45...50% faster. Cast Time: Instant, Recharge Time: 20 Seconds, Energy Cost: 10
- Mirror of Disenchantment - Remove one Enchantment from target foe. All of that foe's party members also lose that same Enchantment. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (signet)
Equipment:
- Survivor Insignias with the proper runes - RUnes of Superior Vigor and either Vitae or Attunement.
- Defensive weapon sets with extra high / low energy sets.
How to use efficiently:
- Cast Taint on everyone in your team as the match starts and try to keep it going at all times while using Rotting Flesh to spread disease to the opposing team.
- Use Signet of Humility and Mantra of Inscriptions to do your best and keeping the Restore Condition, Shield of Deflection and or Light of Deliverance monks shut down.
- Use Mirror of Disenchantment to strip opponents of Aegis and other key enchantments.
2) Conundrum Spiker Mesmer - Mesmer / Assassin - (Random Arenas, Team Arenas, Alliance Battles)
Attributes:
Domination Magic - 12+1+1
Inspiration Magic - 9+1
Fast Casting - 8+1
Deadly Arts - 5
Skills:
- Enchanter's Conundrum (Elite) - For 10 seconds, target foe casts Enchantments 100% slower. When this Hex ends, that foe takes 30...102...120 damage if not under the effects of an Enchantment Spell. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
- Energy Burn - Target foe loses 3...7...8 Energy and takes 12 damage for each point of Energy lost. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10
- Shatter Delusions - Remove one Mesmer Hex from target foe. If a Hex was removed, that foe takes 15...63...75 damage. Cast Time: 1/4 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Augury of Death - For 5...29...35 seconds, the next time damage would drop target foe's Health below 50%, you inflict a Deep Wound for 5...17...20 seconds and Shadow Step to that foe. This Spell has half the normal range. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Shatter Enchantment - Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 14...83...100 damage. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 15
- Power Drain - If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1...25...31 Energy. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (Signet)
- Optional Skill*
*Optional Skills:
- Ether Signet - If you have less than 5...9...10 Energy, gain 10...18...20 Energy. Cast Time: 1 Second, Recharge Time: 45 Seconds, Energy Cost: 0 (Signet)
- Drain Enchantment - Remove an Enchantment from target foe. If an Enchantment is removed, you gain 7...13...15 Energy and 40...104...120 Health. Cast Time: 2 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10
- Shame - For 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 5...12...14 Energy from that foe. Cast Time: 2 Seconda, Recharge Time:30 Seconds, Energy Cost: 10
- Power Spike - If target foe is casting a Spell or a Chant, that Skill is interrupted and target foe takes 30...102...120 damage. Cast Time: 1/4 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Power Leak - If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 5...17...20 Energy. Cast Time: 1/4 Second, Recharge Time: 12 Seconds, Energy Cost: 10
- Diversion - For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...47...56 seconds to recharge. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: 10
Equipment:
- Survivor's Insignias.
- 40/40 Domination Wand/Focus Set.
- 30/-2 Emergency Energy set.
- Standard shield/spear defensive set.
- A Negative Energy set.
How to use efficiently:
- Start off by casting Augury of Death on your target.
- Cast Enchanter's Conundrum, Energy Burn, then Shatter Delusions.
- Use Shatter Enchantment if your target has an enchantment on them, not doing so will most likely negate the damage from Enchanter's Conundrum.
- Use Power Drain to replenish energy.
3) Glyph of Energy Shutdown Mesmer - Mesmer / Elementalist - (Guild vs Guild)
Attributes:
Domination Magic - 12+1+1
Fast Casting 11+1
Air Magic - 6
Skills:
- Glyph of Energy (Elite) - For 15 seconds, your next Spell costs 25 less Energy to cast and does not cause Exhaustion. . Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 5
- Gale - Knock down target foe for 2 seconds. This Spell causes Exhaustion. (50% failure chance with Air Magic 4 or less.) . Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Blackout - For 2...5...6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds. . Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 10
- Power Leak - If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 5...17...20 Energy. Cast Time: 1/4 Second, Recharge Time: 12 Seconds, Energy Cost: 10
- Diversion - For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10...47...56 seconds to recharge. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: 10
- Shatter Enchantment - Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 14...83...100 damage. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 15
- Mirror of Disenchantment - Remove one Enchantment from target foe. All of that foe's party members also lose that same Enchantment. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Resurrection Signet - Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. Cast Time: 3 Seconds, Recharge Time: Only recharges after morale bonus, Energy Cost: 0 (Signet)
Equipment:
- Standard metagame equipment.
How to use efficiently:
- Use Glyph of Energy and Gale as needed.
- Blackout opposing Warriors coming in to spike or to shut down other critical targets.
- Use Shatter Enchantment for spike assist.
- Use Mirror of Disenchantment to wipe away Aegis.
- Power Leak key skills such as Defensive Anthems.
4) Ineptitude Mesmer - Mesmer / Ritualist - (Random Arenas, Team Arenas, Guild vs Guild)
Attributes:
Illusion Magic - 12+1+1
Inspiration Magic - 10+1
Fast Casting - 8+1
Restoration Magic - 2
Skills:
- Ineptitude (Elite) - For 4...9...10 seconds, the next time target foe attacks, that foe takes 30...114...135 damage and becomes Blinded for 10 seconds. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
- Clumsiness - For 4 seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers 10...76...92 damage. Cast Time: 1 Second, Recharge Time: 7 Seconds, Energy Cost: 10
- Auspicious Incantation - For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 5
- Conjure Nightmare - For 2...13...16 seconds, target foe suffers -8 Health degeneration. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 15
- Signet of Humility - Target foe's elite skill is disabled for 1...13...16 seconds. Cast Time: 3 Seconds, Recharge Time: 20 Seconds, Energy Cost: 0 (Signet)
- Power Drain - If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1...25...31 Energy. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Inspired Enchantment - Remove an Enchantment from target foe and gain 3...13...15 Energy. For 20 seconds, Inspired Enchantment is replaced with the Enchantment removed from target foe. Cast Time: 1 Second, Recharge Time: 0 Seconds, Energy Cost: 10
- Flesh of My Flesh - Lose half your Health. Resurrect target party member with your current Health and 5...17...20% Energy. Cast Time: 4 Seconds, Recharge Time: 0 Seconds, Energy Cost: 5
Equipment:
- Full survivor's insignias.
- 40/40 illusion wand/focus set.
- Defensive set consisting of a sword, axe, or spear of Fortitude and a shield of Fortitude.
- Additional shields with +10 armor against every element is recommended.
- High energy set.
How to use efficiently:
- Use Clumsiness to disrupt enemies' attacks while dealing damage.
- Use Ineptitude on physical attackers for momentary shutdown and a large chunk of damage. Use it against enemy spikes.
- Recover energy by casting Auspicious Incantation followed by Conjure Nightmare. Swap to your high set to do this if necessary.
- Use Inspired Enchantment to remove enemy enchantments.
- Shut down enemy elite skills with Signet of Humility.
- Use Power Drain as an interrupt/energy management.
- Use Flesh of My Flesh as a hard resurrect.
5) Migraine Mesmer - Mesmer / Monk - (Guild vs Guild, Random Arenas, Team Arenas)
Attributes:
Inspiration Magic - 12+1+1
Illusion Magic - 11+1
Fast Casting - 6+1
Healing Prayers - 2
Skills:
- Migraine (Elite) - For 5...17...20 seconds, target foe suffers 1...3...3 Health degeneration and takes 100% longer to cast Spells. Cast Time: 2 Seconds, Recharge Time: 15 Seconds, Energy Cost: 10
- Conjure Phantasm - For 2...13...16 seconds, target foe experiences -5 Health degeneration. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Conjure Nightmare - For 2...13...16 seconds, target foe suffers -8 Health degeneration. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 15
- Mantra of Persistence - For 30 seconds, any Illusion Magic Hex you cast lasts 20...44...50% longer. Cast Time: Instant, Recharge Time: 15 Seconds, Energy Cost: 15
- Auspicious Incantation - For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost. Cast Time: 1 Second, Recharge Time: 25 Seconds, Energy Cost: 5
- Power Drain - If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 1...25...31 Energy. Cast Time: 1/4 Second, Recharge Time: 20 Seconds, Energy Cost: 5
- Power Return - If target foe is casting a Spell or Chant, that Skill is interrupted and target foe gains 10...6...5 Energy. Cast Time: 1/4 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Resurrection Chant - Resurrect target party member with up to your current Health and 5...29...35% Energy. This spell has half the normal range. Cast Time: 6 Seconds, Recharge Time: 15 Seconds, Energy Cost: 10
Equipment:
- Use full Survivor's Armor with the appropriate runes.
- Spear of Fortitude with a "Brawn Over Brains" inscription, with a Shield of Fortitude with a +armor inscription.
- Spear of Fortitude with an "I Have the Power!" inscription.
- Illusion Wand of Memory with a "Hale and Hearty" inscription, along with an Illusion Focus of Fortitude with a "Forget Me Not" inscription
- Focus of Fortitude with a "Live For Today" inscription
How to use efficiently:
- Maintain Mantra of Persistence during combat.
- Cast Migraine on an enemy caster and cover with Conjure Phantasm.
- While Migraine is recharging, use Conjure Phantasm on other enemies to increase party wide degeneration pressure.
- Cast Auspicious Incantation followed by Conjure Nightmare for a heavy degenerative hex and a large energy boost.
- Interrupt important spells with Power Drain
- Shutdown enemy monks with Migraine and Power return.
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