|
This build is part of the current metagame.
The community has decided this build is in the current metagame and deserves to be stored. The frequency section describes how often the build is used. This build has also received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
|
Deals large amounts of armor-ignoring damage and removes enchantments on spike through the use of Domination Magic.
Frequency
- Sees occasional play in various spike builds.
Attributes and Skills
Core Mesmer. Domination Magic 14 Energy Surge Elite Spell Target foe loses 9 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. Prophecies Mesmer. Domination Magic 14 Shame Hex Spell For 6 seconds, the next time target foe casts a Spell that targets an ally, the Spell fails and you steal up to 13 Energy from that foe. Core Mesmer. Domination Magic 14 Diversion Hex Spell For 6 seconds, the next time target foe uses a skill, that skill takes an additional 53 seconds to recharge. Core Mesmer. Domination Magic 14 Shatter Enchantment Spell Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 94 damage. Core Mesmer. Inspiration Magic 11 Drain Enchantment Spell Remove an Enchantment from target foe. If an Enchantment is removed, you gain 15 Energy and 99 Health. Factions Ritualist. Restoration Magic 2 Flesh of My Flesh Spell Lose half your Health. Resurrect target party member with your current Health and 7% Energy. |
Optionals
Optional 1
ComplicateFactions
Mesmer. Domination Magic 14
Complicate
Spell
If target foe is using a skill, that skill is interrupted and disabled for target foe and all foes in the area for an additional 12 seconds.
Power LeakProphecies
Mesmer. Domination Magic 14
Power Leak
Spell
If target foe is casting a Spell or Chant, that Skill is interrupted and target foe loses 16 Energy.
Optional 2
Leech SignetCore
Mesmer. Inspiration Magic 11
Leech Signet
Signet
Interrupt target foe's action. If that action was a Spell, you gain 12 Energy.
Power DrainCore
Mesmer. Inspiration Magic 11
Power Drain
Spell
If target foe is casting a Spell or Chant, that Skill is interrupted and you gain 23 Energy.
Equipment
Armor
- 5x Prodigy's Insignia
- Superior Vigor
- Minor Domination
- Minor Fast Casting
- Minor Inspiration
- Restoration
Weapons
- Domination Wand of Memory, 20% cast time
- Domination Focus of Aptitude, 20% recharge
- Inspiration Wand of Memory, 20% cast time
- Inspiration Focus of Aptitude, 20% recharge
- Domination Wand of Memory, +15/-1 energy
- Domination Focus of Fortitude, +15/-1 energy
- Adept Restoration Staff of Fortitude, 20% cast time
- Spear of Defense, +5 energy
- Strength Shield of Fortitude, -20% cripple
- Strength Shields of Fortitude, +10 armor vs each damage type
Usage
- Spike with Energy Surge, replacing spike skills with enchantment strips as needed.
Counters
- Anti-casting skills.
- Energy denial.
- Dying on cast set