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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 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.
This build has been designed for the following use:
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This build hits hard with ESurge and shuts down players with energy denial along with other skills from the Domination Magic line.
Frequency
Seen very often on mesmers in RA.
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. Core Mesmer. Domination Magic 14 Empathy (PvP) Hex Spell For 14 seconds, whenever target foe attacks, that foe takes 43 damage. Nightfall Mesmer. Inspiration Magic 11 Ether Phantom Hex Spell For 10 seconds, target foe has -1 Energy degeneration. If this Hex is removed prematurely, that foe loses 4 Energy. Nightfall Mesmer. Inspiration Magic 11 Drain Delusions Spell Remove one Mesmer Hex from target foe. If a Hex was removed in this way, that foe loses 4 Energy and you gain 4 Energy for each point lost. 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 No Profession. Unlinked Resurrection Signet 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. |
Optionals
Energy BurnCore
Mesmer. Domination Magic 14
Energy Burn
Spell
Target foe loses 9 Energy and takes 9 damage for each point of Energy lost.
: for big damage and more energy denial.
Drain EnchantmentCore
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.
: for an enchantment removal and extra energy management.
Ether FeastCore
Mesmer. Inspiration Magic 11
Ether Feast
Spell
Target foe loses 3 Energy. You are healed 53 for each point of Energy lost.
: for a self-heal and more energy denial.
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.
: for an interrupt and more energy denial.
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.
: useful for shutting down Res sigs, possibly disabling multiple sigs.
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.
: for energy management - consider adding a high-energy skill like Backfire.
Mind Wrack (PvP)Core
Mesmer. Domination Magic 14
Mind Wrack (PvP)
Hex Spell
For 38 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 Energy. If the target foe's Energy drops to 0, Mind Wrack ends and that foe takes 94 damage.
: for a cheap cover hex that can do big damage if you drop the target's energy to zero.
Equipment
- Prodigy's Insignia
- 40/40 Domination set
- 40/40 Inspiration set
- High energy set
- Shield/spear set
Usage
- Use Energy Surge for damage.
- Use Ether Phantom + Drain Delusions for energy denial as well as energy management for you.
- Use Empathy (PvP) on attacking melees.
- Use Diversion on targets expected to use key skills soon - Word of Healing and Assassin skill chains are high priority.
- If the caster is using a low-energy set (you'll notice you won't be doing any damage with ESurge), try to time your skills to when they are using spells, at which point they should be in their casting sets and therefore have no energy hidden.
Counters
- Anti-casting skills.
- Energy denial.
- Target using energy hiding.