User:Jasminethetender/builds/mesmer

Mesmer

=Neutral IW= The Neutral IW uses Illusionary Weaponry to deal armor-ignoring damage and chance of double strike, while staying alive by keeping Dark Escape and Feigned Neutrality up constantly. This gives the Mesmer 150 armor (60 + 10 + 80) and +7 health regeneration while dealing substantial damage. Designed for PvP but can be used effectively in PvE.

Equipment

 * Max armor with +10 when enchanted
 * Superior Rune of Illusion Magic
 * Superior Rune of Vigor
 * Rune of Purity
 * 2 Runes of Vitae
 * Crippling (for Return) Daggers with of Enchanting suffix and "I have the power" +5 Energy inscription (because none of the +damage% mods will affect the damage from IW)

Usage

 * Start by casting Illusion of Weakness and followed by Feigned Neutrality to heal if no monk.
 * Choose your target, Armor level does not matter.
 * Against Normal Opponents: Cast and Maintain Illusionary Weaponry, Deadly Paradox and Feigned Neutrality (in order) then attack. Cast Death's Charge after Deadly Paradox if you need to close the gap.
 * Against Armor Ignoring Opponents: Cast and Maintain Illusionary Weaponry, Deadly Paradox, Dark Escape and Feigned Neutrality. Always remain in Dark Escape stance. Since Deadly Paradox will no longer affect Feigned Neutrality it will be used half as often.
 * When reapplying enchantments, casting Death's Charge can be a good healing boost before Feigned Neutrality.
 * You should be almost indestructible, but if for whatever reason Illusion of Weakness triggers then fall back using Return and heal.

Counters

 * Enchantment removal.
 * Energy denial.
 * Kiting.
 * Interrupting or removing Illusionary Weaponry will make this build useless.
 * Heavy health degeneration such as Burning, Poison or Conjure Nightmare.
 * Life Stealing and other armor ignoring damage.

Variants

 * For Alliance Battles Resurrection Signet isn't important, so Illusion of Haste give you ways of kiting.
 * Assassin primary; lower damage but stronger.
 * Exchange Return for Distortion. This will sap energy but can be more effective at protecting yourself.
 * Replace Return for Shadow Refuge to help further counter degeneration.
 * Add Caltrops to snare kiting foes.
 * For PvE, consider bringing a scythe (with the same preferred mods as the daggers) in a second weapon slot. The scythe will do a steady 24 DPS instead of the average 36 DPS of the daggers (32 if you don't count double strikes). However, if two or three foes are adjacent you do a nice 48 or 72 DPS respectively. Change between the daggers and scythe as the situation warrants.
 * Death's Retreat can also be used instead of Return, or with Return to retreat further back.

Equipment

 * Armor:
 * Armor with Radiant Insignias are preferred.
 * The highest Vigor Rune you can get.
 * A Rune of Attunement.
 * Weapons:
 * A PvP Domination Cane with Energy +5 while health is above 50% and an Inscribed Chakram of Fortitude.
 * A PvP Spear with +5 energy and Health +30.
 * For PvE Characters Eshwe's Wand and Korrub's Vision can be used.

Usage
The main usage of this build is getting on your enemy and  a cover hex on him/her ( or ). When the Hexes are placed on the target cast on you or an ally and begin attacking. can be placed on the target, as it does damage while attacking, so the target won't attack. Then just start wanding on the target and he/she wil be frequently interrupted and knocked-down. When the hexes are beginning to fade away, use for some Energy management. can be used for a nice Enchantment shattering and Energy maintenance. And last but not least, cast on fallen party members.

Counters

 * Energy denial could be fatal for this build.
 * As this is a Squishy profession, be aware of Warriors, Assassins and Dervishes.

Variants

 * could be replaced with for a sure 2 times knock-down.
 * is an alternative for for attacking foes.
 * can be replaced with in AB for for a bit self-healing.

Attributes and Skills

 * Use any hex that costs low energy and fast recharge. For example, Images of Remorse or Wastrel's Worry.

Equipment

 * Curse wand and focus with 20% cast and recharge.
 * Illusion wand and focus with 20% cast and recharge.
 * Enchanter's Armor preferred. (Radiant Insignia)

Usage

 * Always put Soul Barbs first, Recurring Insecurity second, and then spam all your other hexes like there's no tomorrow.
 * Use Drain Enchantment and Inspired Hex if low on energy.
 * Parasitic Bond is a great hex to spam, fast recharge and low energy cost. It also heals you when enemy dies.  Cast it on everyone.

Variants

 * Optionally, you may want to sacrifice points from Fast Casting for:
 * Inspiration Magic, to increase Energy Gain.
 * Illusion Magic, to increase Degeneration.
 * For competitive missions or alliance battles, Resurrection Signet could be replaced with another hex or another energy management skill, such as Revealed Hex or Inspired Enchantment.
 * Plague Touch is another possibility, for countering conditions.
 * Wastrel's Worry a quick casting Mesmer hex that deals additional damage, providing your target does not use a skill to cancel it.
 * Energy Tap or Channeling for greater Energy management, or replacing Drain Enchantment or Inspired Hex in areas like Fort Aspenwood, where there are not as many Hexes being used.
 * Images of Remorse is a good spell to add to an optional slot.
 * Accumulated Pain is also a good spell to add to an option slot. It helps taking down enemies quicker, and makes it harder for enemies to heal that foe, because of the Deep Wound caused by it.
 * Spirit of Failure increases survivability and helps with energy management.
 * Conjure Phantasm for heightened degeneration levels.
 * Faintheartedness with 1 cast and a combination of degeneration/slow attack in another good hex option.
 * Consider Ether Feast and/or Illusion of Weakness to make yourself a little more resistant.

Attributes and Skills

 * For PvE play take a Resurrection Signet.
 * For Competitive Missions and Alliance Battles take Fire Storm

Equipment

 * Enchanter's or Radiant armor is needed for the extra energy. In addition to the Fast Casting and Inspiration runes, use the best Vigor rune you can afford and an Attunement rune. For the last slot use either a rune of Recovery or another Attunement rune, depending on how often you find yourself Dazed.
 * Use a +15/-1 energy Fire Wand with a 20% chance to halve the recharge of Fire Magic spells (such as the Fire Wand crafted by Honglei Sun) and a Fire Magic Focus with a 20% chance to add +1 Fire Magic and a 20% chance to halve the recharge time of Fire Magic spells (such as The Kindlerock). Swap to another weapon set when not in combat to regain the extra pip of energy regeneration.

Usage

 * Keep Fire Attunement up at all times, without it energy management becomes very difficult. Beware of enemies with enchantment removing skills.
 * When facing small mobs cast Echo and Fireball, then spam Fireball. When you get down to 30 energy cast Auspicious Incantation followed by Rodgort's Invocation - after these spells you'll have around 50 energy. Auspicious Incantation and Rodgort's Invocation will be disabled for 50 and 45 seconds, respectively.
 * When facing a large mob cast Echo, Meteor Shower, Rodgort's Invocation, Auspicious Incantation and finally the Echoed Meteor Shower - at the end of this chain you will have a full energy bar of around 50 (due to the energy lost to exhaustion). This allows you to keep Meteor Shower up for 18 consecutive seconds, and immediately follow it up with Fireball, Breath of Fire and Fire Storm (in Competitive Missions/Alliance Battles).
 * Use Breath of Fire (and, if you have it, Fire Storm) as your standard damage over time spell - Meteor Shower should only be used when absolutely necessary due to its high energy cost and exhaustion.

Variants

 * If you find yourself often interrupted use Mantra of Concentration as the optional skill.
 * Auspicious Incantation can be swapped for Glyph of Lesser Energy. This makes the build easier to run at the cost of a slight reduction in energy management capabilities.
 * Breath of Fire can be swapped for:
 * Fire Storm (in PvE), which costs 5 more energy but causes more total damage over time (assuming enemies don't break aggro).
 * Lava Font, if you find yourself often surrounded by foes.
 * Immolate, for more damage against one enemy.
 * Glowing Gaze, for more energy management. Echo Rodgort's Invocation rather than Fireball or Meteor Shower if you bring this spell.
 * Mark of Rodgort, for less direct damage but more degeneration through burning. If you bring this spell consider using Glowing Gaze in the optional slot.
 * For Competitive Missions and Alliance Battles consider swapping Breath of Fire and Fire Storm for Immolate and Glowing Gaze. This increases the amount of spike damage you can do at the cost of reducing the area of effect damage you can cause.

=Flash Flood= The Fast Casting Water Ele is a build primarily used in Alliance Battles. It uses Dual attunements to spam water magic spells at a low energy cost.

Usage

 * Put up both attunements before fighting.
 * Spam Ice Spear to deal damage
 * When facing a warrior use blurred vision to lower their chance of hitting.
 * When facing someone who needs to be close to do damage (such as a warrior or touch ranger) use Ice Spikes to slow them down.
 * Against casters, slow them down and cast maelstrom to keep them interrupted. They usually won't notice Maelstrom is there until it has dealt a lot of damage.
 * To slow down large groups use Deep Freeze.
 * Use Armor of Mist to get away quickly, to run to another cap point, or to avoid getting hit.

Counters

 * Any spammer counters such as backfire
 * Enchantment Removal

=Air Spiker= This Mesmer build is a powerful air spiker that utilizes the Mesmer's Fast Casting ability to quickly spam spells to take down opponents.

Usage

 * Maintain Air Attunement, covered with Channeling at all times.
 * Precast Glyph of Lesser Energy, followed by Invoke Lightning and Lightning Orb for a cheap spike.
 * Lightning Strike is to be cast outside of main spikes.
 * Knockdown enemies with Gale
 * Resurrect fallen party members with Resurrection Signet.

Counters

 * Any massive damage or degeneration will kill you in a matter of seconds. The build is best suited for teams containing monks or other support characters to offset the health loss.
 * Anti-spamming skills such as Backfire or Spiteful Spirit.
 * Enchantment removal will shut-down the build for a long period of time.

Equipment

 * A 20% HCT/HSR Air Magic Staff with a 20% Enchantment mod would be ideal.
 * Charlatan's for the +10 armor while enchanted.

Variants

 * Blinding Flash can replace Channeling for more defense against attackers, but beware when replacing Channeling, as you will remove your only option for a cover enchantment.
 * Lightning Javelin can be used for interruption.
 * Arc Lightning can serve as a replacement for Channeling; sacrificing longer recharge for less energy spent.
 * Lightning Bolt can also replace Channeling to fill intervals and hit moving foes.

=Mystic IW= The Me/D Mystic IW is a PvP build that uses Illusionary Weaponry to deal armor ignoring damage coupled with Dervish Earth and Wind prayers for increased attack rate and protection. High health regeneration and deterants from Earth Prayers defend the IW Mesmer, while Wind Prayers allow the mesmer to attack 25% faster with a Sword or Axe and quickly heal.

Usage

 * Casting Illusion of Weakness at the start.
 * Before attacking, cast Illusionary Weaponry and Mystic Regeneration. Maintain these enchantments.
 * Heal with Dwayna's Touch.
 * When near to target, enter the Whirling Charge stance.
 * Use Veil of Thorns and Armor of Sanctity to deter attackers and boost defenses when under attack.

Equipment

 * Totem Axe, Rajazan's Fervor or nearest alternative
 * Forgotten Fan or focus of choice
 * Blessed Insignia's

Counters

 * Enchantment removal
 * Interruption of Illusionary Weaponry
 * Damage spikes
 * Energy denial

Variants

 * Armor of Sanctity can be replaced by Sympathetic Visage
 * Veil of Thorns or Armor of Sanctity can be replaced by Aura of Thorns to cripple your target
 * Lyssa's Haste can be useful to boost speed and help energy management.

=Fast Cast Discord=

The Fast Cast Discord utilizes the mesmer's Fast Casting attribute to quickly use the powerful skill Discord.

Attributes and Skills

 * You may switch Conjure Phantasm for the more powerful, but more costly, Conjure Nightmare.
 * The optional slot may be filled with a defensive skill like Distortion, or an offensive hex as another trigger for Discord.
 * You can switch Kitah's Burden and Enfeeble for Phantom Pain and Shatter Delusions.
 * Web of Disruption works as a handy, albeit awkward, cover hex. Use Shatter Delusions as an interrupt on a target hexed with Web of Disruption.
 * Parasitic Bond could also be used as another cover.
 * Arcane Echo for extra spammage.

Equipment

 * The correct runes, a Rune of Superior Vigor, and as many Runes of Attunements and Radiant Insignias you can use.
 * A Death Staff with HCT,HRT for Death Magic spells.

Usage

 * Start the battle with Illusion of Weakness, be sure to let your health regenerate before moving in.
 * Cast Conjure Phantasm -> any other cover hex you have -> Kitah's Burden/Phantom Pain -> Shatter Delusions/Enfeeble -> Discord. After the first chain continue to spam Discord until either your target dies, or until you have to renew your hexes/conditions.
 * After you've killed your target, use Consume Corpse to regain health and energy.
 * If you brought Web of Disruption, use it as both a cover hex and an interrupt, as well as a good hex to fuel Shatter Delusions.

Counters

 * Anti spamming skills such as, Diversion, Backfire, Spiteful Spirit, Distracting Shot, etc.
 * Quick condition and hex removal (this isn't as big of a problem against enchanted foes).

=Expel Dom= The Expel Dom mesmer excels in an adrenal spike situtation, where the temporary shutdown of a Monk can lead to a kill. Expel Hexes is used as a very powerful hex removal skill in this build. These builds are very common in GvG, especially as a counter to Hex-heavy teams.

Equipment

 * A +30/-2 Energy set is recommended for the rare occasions where you exhaust yourself out.
 * Runes of Minor or Superior Domination Magic, Superior Vigor, Minor Fast Casting.

Usage

 * Remove multiple hexes with Expel Hexes.
 * Use Spiritual Pain and Shatter Enchantment while spiking.
 * Glyph of Lesser Energy should be activated before using costly spells.
 * Shutdown enemy skills with Diversion. Since it costs 10 Energy, Glyph of Lesser Energy should be used to nullify that cost.
 * Remove enemy enchantments and regain lost energy with Drain Enchantment.
 * Use Gale for a long-range knockdown.
 * Resurrect fallen party members with Resurrection Signet.

Variants
This build, like many Mesmer builds, have many different variants.
 * Guilt can be used for both Energy and as an interrupt, being a more defensive variant to Shame.
 * Take Blackout to extensively shutdown enemies. This is especially useful against enemies using Adrenaline skills.
 * Wastrel's Demise can be equipped for added spike damage.
 * Take out an enemy's elite skill with Signet of Humility.
 * If you're looking to take interrupts, consider taking Leech Signet, Power Drain, or Power Return.
 * Include Energy Burn for more damage and energy denial.

=Bad Headache= The Migraine Mesmer is a common component of hex builds, using Migraine to inhibit enemy casters and hexes to apply degeneration pressure.

Equipment

 * Use full Survivor's Armor with the appropriate runes.
 * For a PvP character, weapon sets should be:
 * PvP Spear of Fortitude, Brawn Over Brains inscription, with a PvP Shield of Fortitude with a +armor inscription
 * PvP Spear of Fortitude, I Have the Power! inscription, and the shield from above
 * PvP Illusion Wand of Memory, Hale and Hearty inscription, with a PvP Illusion Focus of Fortitude, Forget Me Not inscription
 * The above wand, with a PvP Illusion Focus of Fortitude, Live For Today inscription

Usage

 * Maintain Mantra of Persistence during combat.
 * Cast Migraine on an enemy caster and cover with Conjure Phantasm and Images of Remorse.
 * When Migraine is recharging, use Conjure and Images on other enemies to increase partywide degeneration pressure.
 * Cast Spirit of Failure on physical attackers, preferably those affected by other hexes that increase chances of missing, to keep energy up.
 * Disable important elite skills with Signet of Humility. Usual targets would be Divert Hexes or Light of Deliverance, as those two monk elites greatly inhibit a hex build's offensive ability.
 * Interrupt important spells and manage energy with Power Drain.

Variants

 * Power Drain can be changed for anything suitable for the build, such as Gale if needed.
 * Mantra of Persistence can be swapped for Mantra of Inscriptions. If this is done, Leech Signet is better than Power Drain due to the faster recharge.

=Diversion Mesmer= This build relies on the Mantra of Recovery and Diversion combo to keep the opponent "Diversioned" all the time. It is most commonly used in Guild Battles.

Attributes and Skills

 * Skills for the Optional slot are: Draw Conditions, Inspired Hex or Wastrel's Worry.
 * The metagame suggests Resurrect. Some guilds might prefer Resurrection Chant instead.
 * Shame is often used to help shutdown casters also.

Equipment

 * A +1 to Fast Casting Headpiece
 * Enchanter's Armor for the extra Energy.
 * +5 Energy Axe or Sword of Fortitude
 * A 20% "Improves Inspiration Spell Recharge" and +30 HP (always) as offhand.

Usage

 * Choose a target, preferably a spell caster.
 * Cast Mantra of Recovery, then Diversion (use Wastrel's Worry as cover if applicable)
 * Use Drain Enchantment and Power Drain to recover your Energy.
 * Blackout is especially effective against adrenal warriors or monks.
 * Shatter Enchantment is your contribution to the spike, if applicable.

Counters

 * Strong hex removal.

Variants

 * Power Return in place of the optional slot to avoid downtime.
 * Echo in place of Mantra of Recovery. This means you can quickly cast two diversions in a row, for a time.
 * Spiritual Pain in place of Shatter Enchantment or the optional slot to help with the spike.
 * Signet of Humility can be used to disable the elite skill before using Diversion.
 * Glyph of Lesser Energy for Elementalist secondaries, cast before high-energy skills to alleviate the stress of Energy.
 * Power Leak instead of Blackout for extra interrupt with energy denial.
 * Shame also works well instead of another skill if you want to concentrate on monks.

=Caster Headache= This build mainly focuses on using Migraine and Frustration in order to make things easier for this interrupt-happy skill set.

Equipment

 * Anything you can get for extra Energy as well as a superior Vigor Rune.
 * Mostly preference but I would suggest a 20/20 Inspiration cane or a Garbok's Cane with a 20/20 Illusion focus.

Usage
Begin by casting Migraine and Frustration on your main target which will mainly be Elementalists and Necromancers. Use interrupt skills as necessary and take advantage of the synergy between Web of Disruption and Drain Delusions for even more interruption. Power Drain and Leech Signet will be your main energy management sources along with Drain Delusions. Wastrel's Worry is also a handy skill that can be used to "force their hand" so to speak.

Counters
Hex removal, Backfire etc.

Variants
Drain Delusions for Shatter Delusions. Once again mainly preference but drain will tend to be better for energy. Power Drain for Power Return. Your choice here, the trade-off is a rather large energy gain in return for spamability.

Equipment

 * Survivor's Insignia on head, hands, and feet
 * Radiant Insignia on chest and legs
 * 1 Rune of Vitae
 * 1 Rune of Recovery
 * Curses staff with the inscription of "Hale and Hearty", and equipped with both a Hale Staff Head and Staff Wrapping of Fortitude.

Usage

 * Find your target caster and use Depravity on them. If your target is a monk and/or you expect hex removal, be sure to cover it with one of your other hexes. Ether Phantom works well, but if you can interrupt the next spell, Web of Disruption also provides an ample cover hex. If you feel your target has an elite that will hinder you or your team, use Signet of Humility. Otherwise, find a more practical target to disable their elite. You can now feel free to move onto other enemy casters and use Depravity on them when you see fit. Don't forget to reapply it on opposing monks. Reckless Haste and Spirit of Failure provide relief against physical attackers, and Spirit of Failure will provide you with energy. Ether Feast of course is for healing.

Counters

 * Anti-spam spells, i.e. Diversion
 * Extensive hex removal
 * Interrupts

Variants

 * Reckless Haste can be replaced with Malaise if you want to focus more on debilitating casters.
 * Signet of Humility can be replaced with Drain Delusions for more e-denial/energy return or a second interrupt in conjunction with Web of Disruption. You can also cycle through Ether Phantom and Drain Delusions for more e-denial, and it basically costs nothing because of your Inspiration Magic level at the breakpoint for those two skills.
 * Ether Feast can be replaced with Parasitic Bond for an additional cheap cover hex at the cost of indirect self-healing.

=Curse Anti melee= This is a PvP build mainly used to shutdown warriors or other melee characters. It can also be used to spam Malaise in down time. It works well in Team Arenas, however, in guild battles it works best with at least one other hex spammer.

Usage

 * Cast Reckless Haste, Spirit of Failure, and Price of Failure on a melee target, then make sure to cover them with Parasitic Bond and Malaise if you want to.
 * If there are other melee targets, cast Faintheartedness, Price of Failure, and Spirit of Failure on them and again cover the hexes.
 * While making sure to keep your anti-melee hexes on the melee targets, work to spam Malaise and Parasitic Bond around to the remainder of the team.
 * Use Energy Drain when low on energy and to add some more energy denial into the mix.

Counters

 * Mass hex removals, such as Convert Hexes, Purge Signet, Expel Hexes, or Contemplation of Purity.
 * Interrupts.
 * Any form of caster shutdown, such as Diversion and Backfire.

Variants

 * Malaise can be replaced with another cover hex or an interrupt.
 * If you're not having problems with energy, Energy Drain can be replaced with another elite, such as Wither, Feast of Corruption, Weaken Knees, etc.
 * Faintheartedness can be replaced with Shadow of Fear.

=Soul Failure= This is a PvP build designed to make other foes impotent for long periods of time while also doing decent damage. It is very strong against foes that use mostly attacks, and it is decent against most casters, but it is not very effective against Monk primaries.

Equipment
Use Hale and of Fortitude mods on a Curses staff and a Rune of Superior Vigor to get your maximum hitpoints up to 590. Use whatever armor you prefer with Runes of Minor Fast Casting and Minor Inspiration Magic.

Usage

 * Cast the main combo of Spirit of Failure, Price of Failure, and Parasitic Bond on attackers, such as Warriors, Assassins, and Rangers.
 * Cast the secondary combo of Wither and Parasitic Bond on casters, such as Mesmers, Necromancers, Elementalists, and Monks. (Note: Monks should be a low priority for this build.)
 * Rotate from target to target continuing to maintain the two combos on your foes.
 * Use Inspired Hex on particularly damaging hexes, and then use those hexes against your foes. Inspired Hex can also be used for energy management.
 * Use Drain Enchantment as your main energy management skill. It's also great for removing enchantments, such as Illusionary Weaponry or Elemental Attunement, that are vital to the builds of your foes.
 * Use Ether Feast when you're in trouble and need a quick boost in health.


 * If 1 attacker focuses on you, make sure that the main combo is active on him. You can then ignore his presence for all intents and purposes, and immediately cast the secondary combo on the foe of your choice.
 * If 2 attackers focus on you, make sure to cast the main combo on at least one of them right away. If both of them have the main combo on them, you can ignore them until it's time to refresh the combo on them. If only one of them has the main combo on them, it is advisable to flee until your main combo is recharged. At that point, you can either continue to flee, or attempt to cast the main combo on the second foe.
 * If 3 attackers focus on you, make sure to cast the main combo on at least one of them right away, and then flee until at least 1 of the attackers changes focus.
 * If there are no attackers, the main combo will be largely unnecessary, and you can focus on spamming the secondary combo.
 * Both combos should be spammed as frequently as possible, using Inspired Hex and Drain Enchantment for energy management when necessary.

Counters

 * There are several Monk skills that can counter this build effectively: Contemplation of Purity, Convert Hexes, Purge Signet, and Holy Veil. Purge Signet has stiff energy penalties, Contemplation of Purity can only be used on the caster, and Holy Veil needs to be maintained to have the greatest effect against this build, which means that only Convert Hexes is a truly useful counter. Convert Hexes, however, has a 20 second recharge, whereas the main combo of this build has only a 10 second recharge, so Convert Hexes can only counter this build up to a point.


 * Energy denial builds are marginally effective against this build, since this build has skills to quickly regain energy.


 * Interruption builds are fairly effective against this build, unless you manage to get a combo off on them first while the focus is elsewhere. It may be desireable to add a superior rune of Fast Casting if you're having problems being interrupted. Another alternative is to take Mantra of Concentration or Mantra of Resolve to prevent interrupts.


 * Certain hexes such as Backfire could potentially cause problems for this build, but in general, this build can afford to ignore them or wait them out.

Variants

 * Spiteful Spirit can be used in place of Wither, but it's more expensive, has a shorter duration, and severely discourages the target from attacking (which is an effect already caused by Spirit of Failure and Price of Failure). Wither is also more useful against casters than Spiteful Spirit.
 * Inspired Hex and Drain Enchantment are the two optional skills.
 * Power Drain can be used for extra energy management and the ability to interrupt.
 * Soul Barbs can be used for extra damage capabilities.
 * Mantra of Concentration or Mantra of Resolve can be used to protect against interrupts.
 * Plague Touch can be used to protect against harmful conditions and transfer them to foes.
 * Malaise can be used in combination with Wither to completely shut-down the natural energy regeneration of casters.
 * Of the 5 left-over attribute points, put 3 into Illusion Magic, add a minor rune of Illusion Magic and equip Distortion. An attacker hexed with Spirit and Price of Failure will then miss you with an 86% chance, giving you a net 1 energy for each miss.
 * Reckless Haste has great synergy with the Failure hexes, increasing rate of attack and adding a further 43% chance to miss (68% miss chance in total).

=Virulence Spiker= This build is a stark evolution of the original Build:Me/N Fragility Spiker. By utilizing some new Factions skills, this new version of an old favorite deals hundreds more points of damage than the original, finishes the combo quicker, recharges at a faster rate, and has better energy management.

Equipment

 * 20/20 Illusion Wand or Vokur's Cane
 * 20/20 Illusion Off-hand item
 * Use Enchanter's Armor for a maximized pool of energy.

Usage

 * 1) Identify a target.  Ignore AL, as this build damages 100 def armor just as well as 60.  Typically whoever on the other team is overextending.
 * 2) Option: cast Distortion to protect yourself.
 * 3) Cast Fragility.
 * 4) Cast Conjure Phantasm.
 * 5) Cast Images of Remorse.
 * 6) Cast Accumulated Pain for additional damage as well as a Deep Wound.
 * 7) Cast Virulence immediately afterwards to inflict 3 more conditions, dealing damage not only upon their addition but also when they wear-off 3 seconds later.
 * 8) Find a target with an Enchantment, and cast Drain Enchantment to regain energy.
 * 9) Your original target will have died, and your skills will have recharged by now.

Counters

 * Hex removal skills, or prevention such as Hex Breaker. Hex removal is less of a pain now then with the original build, since if either Conjure Phantasm or Images of Remorse are removed the combo will still work just as well.
 * Any spike counter, such as Infuse Health, or a keen monk who knows what to look out for.
 * Quick condition removal of the Deep Wound before Virulence can be cast.
 * Mass hex/condition removal skills, including Contemplation of Purity, Expel Hexes, Blessed Light, etc.
 * Energy Denial will mean that you can't use the full combination of skills and so you will be unable to spike.

Variants

 * Replace either Conjure Phantasm, Images of Remorse, or both for Illusion of Pain or Conjure Nightmare. Illusion of Pain's health gain-back after its duration should never kick in due to the combo's speed.
 * Removing some points from Inspiration Magic to put into Domination Magic, and adding Energy Burn for a final killing touch to the combo. This is more energy-intensive, but provides for a quicker kill.
 * Using Illusion of Weakness instead of Distortion. More universal defense, but is typically one-time use only. You can switch Resurrection Signet for it if it is not needed. e.g. Alliance Battle
 * Replace Drain Enchantment with Inspired Hex. Useful if you are in a formed team and need some hex removal support.

Equipment
A sword is essential for people who use Deadly Riposte, though an axe for Cyclone Axe is used sometimes for PvE. They both have the same attack speed and don't matter aside for those skills and aesthetics. Ideal mods would be Barbed and of Enchanting. This will allow you to lengthen bleeding from Deadly Riposte and to keep up Illusionary Weaponry and any other enchantment longer. The sword itself would ideally be Denravi Sword or a Katana/Cleaver crafted by Shichiroji, which gives +5 energy. Rajazan's Fervor also works, but without the bleeding bonus. Otherwise, damage and damage mods do not matter due to lack of swordsmanship anyway. A cane could be used as backup to deal damage while IW is recharging. If you use a shield you might consider having a + energy offhand to switch in for casting IW when your energy runs out or when you're not being attacked. A scythe can also be used to produce an AoE attack.

Usage

 * Cast Illusionary Weaponry before engaging the enemy and cover it with Sympathetic Visage.
 * Pick a target. One that is distracted or already under attack is generally a good idea, since they may not be able to react fast enough to the very heavy damage suddenly applied.
 * Against melee, counter the first attack with Deadly Riposte, then use Distortion until Deadly Riposte has recharged.
 * Against rangers, use Deflect Arrows (which will not be ended by your attacks because Illusionary Weaponry ensures that the attacks deal no damage), then Distortion while it recharges. Do not use Distortion while Deflect Arrows is active, as it will cancel it out.
 * Use Flurry to increase the rate of your attacks, but be mindful of your energy.
 * Be mindful of which stance to use in a given situation. Stances do not stack and Deflect Arrows has a long recharge time.
 * When using Healing Signet, be sure to switch on Distortion to allow yourself to heal when under melee attack.

Variants
Deadly Riposte and Deflect Arrows are non-essential, and may be replaced with any of these:
 * Ethereal Burden / Imagined Burden to prevent enemies from escaping.
 * Conjure Phantasm / Phantom Pain to increase damage output or when prevented from using IW.
 * Illusion of Weakness for extra protection.
 * Arcane Conundrum for more effectiveness at targetting spellcasters.
 * Cyclone Axe can be switched in for PvE mobs as a replacement for Deadly Riposte.
 * Cry of Frustration is a possible choice for interrupting because the interrupt aspect is unaffected by domination level and it does not eat energy as fast due to recharge length.
 * Leech Signet / Ether Feast or any Inspiration skill instead of Tactics skills. Using Leech Signet instead of Cry of Frustration for interrupting adds the advantage of 0 energy cost, but has a longer recharge time and might only be used once on a particular foe.
 * Resurrection Signet should be switched out for another skill in cases where resurrection is automatic, such as Alliance Battles.

Counters
Elemental Attacks, as it has low HP and low armour against it combined with no skills for countering unlike for melee. Also any enhancement removal spells/attacks.

=Shadow Runner=

This running build uses Illusion of Haste as the speed boost, while using Shadow Form to run past difficult areas with ease, with Arcane Echo to lengthen its duration to allow a longer distance to be run while under its effects. Particularly suitable for running in the Southern Shiverpeaks. Both A/Me or Me/A profession combinations can be used.

Armor

 * Suggested armor pieces:
 * 1) Enchanter's Armor - For better armor (+10), basically you will be under the effects of an enchantment 100% of the time.
 * 2) Charlatan's Armor - For extra energy, number of pieces from this set depending on your preference.

Runes

 * A Major Rune of Illusion Magic would be a good choice giving you 10 + 2 (12), more points in Illusion Magic will only provide a 1~1.2 seconds increase in Illusion of Haste.
 * Alternatively, you may also choose to use a Major Rune instead with Illusion Magic 11 + 1 + 2 (14) with Fast Casting at 6 + 1 (7), trading off a little bit of fast casting for +40 maximum HP while maintaining the same duration for Illusion of Haste.
 * You may use a Minor Rune of Illusion Magic giving 10 + 1 + 1 (12) Illusion Magic, trading off 1~1.2 seconds off duration of Illusion of Haste for +75 maximum HP.

Weapons

 * Any one-handed weapon that increases enchantment duration, preferably with increase to energy too:
 * 1) Rajazan's Fervor
 * 2) Totem Axe
 * 3) Fiery Flame Spitter
 * Any +12 energy focus items with attribute on Illusion Magic or Fast Casting. Examples include:
 * 1) The Rockmolder - Relatively easy to find, and gives 10% chance of half skill recharge for all spells.
 * 2) The Time Eater (focus) - Suitable if you decide to use a Superior Rune of Illusion Magic. Only 9 Fast Casting or more gives you the +12 Energy of this focus.
 * 3) Forgotten Fan - Alternatively, you can also choose to sacrifice 5 maximum energy for +30 maximum HP and +5 armor.

Usage

 * Keep Illusion of Weakness on at all times, especially while Shadow Form is active.
 * Use Illusion of Haste as your main running skill.
 * Whenever possible, use Deadly Paradox before assassin skills to half their recharge times.
 * Feigned Neutrality is your self heal. However don't attempt to make any attacks while you are running.
 * Even though the speed increasing effects of Dark Escape don't stack with Illusion of Haste, it is still useful for cutting your received damage into half while Shadow Form isn't up. This includes armor-ignoring damage such as Azure Shadows' Signet of Judgment.
 * Death's Charge can provide a quick heal and/or an escape from a melee trap.
 * Cast Deadly Paradox -> Arcane Echo -> Shadow Form to run past difficult areas. With the Enchantments last 20% longer upgrade you can use Shadow Form up to 3 times consecutively for a total of 60 seconds.
 * Try to get into a safe zone when Shadow Form expires, if possible.
 * Cast your arcane echoed Shadow Form just before the enchantment or copied skill expires (whichever comes first depending on your weapon mod).
 * Health loss from Shadow Form does not trigger Illusion of Weakness. It will trigger when you receive a non-lethal hit of less than 40 damage. When your final copy of Shadow Form is just about to expire, use Dark Escape to half your received damage then cast Feigned Neutrality to begin healing, this would maximize your survivability and allow Illusion of Weakness to be triggered. (the order is important here because Feigned Neutrality ends if you use a skill)

Possible Routes

 * Southern Shiverpeaks:
 * Camp Rankor -> Deldrimor War Camp -> The Granite Citadel -> Copperhammer Mines -> Iron Mines of Moladune -> Marhan's Grotto -> Thunderhead Keep

Counters
While using Shadow Form, you must beware that...
 * The following monsters can knock you down while you're under the effects of Shadow Form:
 * Wurms, such as Frost Wurm
 * Monsters with Giant Stomp, such as Tundra Giants
 * Azure Shadows with Signet of Judgment
 * Warrior Wardens with "None Shall Pass!"


 * The following monsters uses certain skills that can remove your Shadow Form and put you in grave danger:
 * Monsters with Chilblains, such as Grawl Crone
 * Creeping Carp with Expunge Enchantments

Variants
Inspired Hex can be replaced with: This build could also possibly be run by Assassin primaries too with the same skillset.
 * Dark Prison for an extra teleportation skill
 * Revealed Hex is the same as Inspired Hex
 * Dash for extra speed, and lose any foe fast
 * Arcane Mimicry for a Dual Me/A or A/Me run.

The Skill Template for the Assassin variant:

Equipment

 * Full Radiant armor
 * A max damage Insightful staff of Fortitude

Usage

 * Aggro you foes and group them close to you
 * Cast your enchantments
 * Use Conviction to survive on the front lines
 * Use Mystic Sandstorm to spread conditions
 * Cast Extend Conditions on a foe
 * Because all the conditions last 106% longer on target foe, use Epidemic to spread conditions with much longer durations
 * Repeat when you have sufficent energy

Counters

 * Enchantment removal before you've cast them all
 * Anti-caster hexes (e.g Backfire)
 * Cautery Signet

Variants

 * Fragility
 * Arcane Echo to copy Extend Conditions if you think it will be needed
 * Mantra of Signets to use Ether Signet more often
 * Resurrection Signet
 * Ether Feast
 * Armor of Sanctity over Conviction
 * Mirage Cloak over Conviction
 * Mystic Regeneration over Conviction
 * Channeling can be used over Ether Signet for energy mangement

Equipment

 * Savant's Armor for the +10 armor in a stance
 * 20/20 domination wand, 20/20 inspiration focus

Usage

 * Keep Mantra of Recovery up at all times. At 15 Fast cast, it should last 20 seconds with a 20 second recharge time. No skills are over 20 recharge, which means all skills have less than 10 second recharge under this stance.
 * Watch out for wild blow warriors, wild throw paragons, and wild strike assassins. They will end the stance!
 * Use Power Spike on spells you think you can interrupt. This deals damage.
 * Use Power Drain on spells you think you can interrupt when low on energy. This gives a net energy gain when you use it.
 * Use Cry of Frustration when there is a non-spell skill you want to interrupt. Do not use this on spells as its damage is pitiful for the energy compared to Power Spike.
 * Use Drain enchantment for energy and to remove an enchantment from your target. This gives a net energy gain when you use it.
 * Use Draw Conditions frequently, that avoids burdening your monks.
 * Use Remove Hex for hexes that may hurt your party. With Mantra of Recovery and 15 Fast Cast, it should have roughly a 1 second cast and 4 second recharge.
 * Always be the first to resurrect, because you have the fastest cast time.

Counters

 * Wild Blow, Wild Strike, Wild Throw (stance breakers)
 * Mass poison/condition based health degeneration. On the other hand, your team will be safe from these.
 * High Spike damage such as Elementalist and Ritualist bosses' spike damage

PvE

 * Use Shatter Enchantment instead of Drain Enchantment for a more offensive build. Do keep in mind you lose one of your energy management skills.
 * Shatter Hex instead of Remove Hex for a more offensive (but more energy intensive) build. This is not recommended because of the extremely high energy cost of Shatter Hex.

PvP

 * Complicate, instead of Cry of Frustration. It will disable signets of the foe for a short duration so it is best to save this for signets (especially Healing Signet or Resurrection Signet).
 * To participate in a spike, exchange two interrupts with Energy Burn and Shatter Enchantment.

=Incetol Farmer= This build is intended to obtain the unique healing offhand, Incetol%27s Focus, quickly by soloing Incetol%2C Devout of Depths himself.

Equipment

 * Enchanter's Armor is recommended for the extra energy.
 * Savant's Armor is also effective due to Distortion.
 * A 20/20 Staff of your attribute choice.

Usage

 * See map for directions to Incetol.
 * Once at Incetol, there are usually 2 separate patrol groups, along with Incetol's envoy. It is suggested that at least 1 of these patrols be defeated, otherwise Incetol may be difficult to separate from the mobs.
 * There is a spawn of Onis just SW of the resurrection shrine, against the wall, which are hostile to the Outcasts.
 * There are 2 methods of isolating Incetol: pulling the patrol and his escort to the Onis, or pulling/re-pulling Incetol until he separates from his escort.
 * You can also isolate and solo individual Outcasts, since you'll find only Assassins, Warriors, and Deathhands (Sword-wielding Necros) in the groups.
 * Once Incetol is alone, begin this casting chain:
 * Distortion, Reckless Haste, Spirit of Failure, Parasitic Bond, Spirit Shackles, Price of Failure, Spiteful Spirit


 * Try to time the durations and recast as necessary. Be sure to keep Distortion up as much as possible, especially while setting up.
 * It is necessary to keep Incetol's energy as low as possible, which Spirit Shackles+Reckless combine nicely.
 * Despite having multiple hexes and you having Distortion on, Incetol may wand you for as much as 100 damage each hit. Parasitic Bond will heal you every 20 seconds, and use Ether Feast when needed.
 * Incetol will eventually wand himself to death, and possibly drop the desired focus.

Pure Mesmer

 * This variation uses only mesmer skills, where the main source of damage is from Empathy, Wastrel's Worry, and Spirit Shackles+Mind Wrack.
 * Note the blind caused by Ineptitude will only last half its cooldown duration, so remember to activate Distortion after the blind wears off.
 * Since this variation lacks Reckless Haste, it may take longer for Spirit Shackles to drain all of Incetol's energy.
 * Once Incetol has about 0 energy, cast Mind Wrack and Wastrel's Worry freely.

Necro Primary

 * For those players who do not have a mesmer primary.
 * The 2 major differences are the increased damage from Spiteful & Price of Failure, and the longer casting times.

Armor

 * Charlatan's Armor (+10 Armor (while enchanted))
 * Rogue's Armor (+10 Armor vs Physical)

Runes

 * Superior or Major Rune of Vigor

Weapons

 * Any one-handed weapon that increases enchantment duration, and energy:
 * 1) Rajazan's Fervor
 * 2) Totem Axe
 * 3) Alternatively: Sword of Enchanting [+5 Energy, +20% Longer Enchantments Mod]
 * A shield with maximum armor (+16) with attribute requirement in Tactics:
 * 1) Grognar's Defender - The Runner's Best Stance Shield Choice.
 * 2) Malinon's Shield - Preferrably the first choice because you stay in Illusion of Weakness most of the time.

Usage
Attention: This build needs a relatively high knowledge of the spawns at Lornar's Pass, and average to high skills at aggroing and evaluating the NPCs' aggro behavior (e.g. Allowing Avicara Guile to cast his last Death Swarm to lower his aggro moral; Worm aggroing). It is not possible to run every Lornar's Pass spawn with; though it is not too difficult to run with a death penalty of 15-30% Dreadnought's Drift and Snake Dance.

General
The Mesmer is an enchantment runner: making him a perfect target for enchantment-stripping foes like Avicara Guiles or Grawls. Try to avoid these groups, and rather run through groups of Ice Golems or Pinesouls. Echoing the skills of your choice is a powerful weapon if used to your advantage. The Mesmer Runner is one of the characters with the worst healing abilities - always stay in Illusion of Weakness. Two or an echoed extra hex-remover round off the build for a reliable Droknar run.

Running Sequence

 * Use Illusion of Haste as your primary running skill.

Echoing

 * Use Echo and duplicate the skill of your choice.
 * Duplicate Balanced Stance for running through the Worm Tunnel or along the Worm Pass. With Echo it is possible to use BS three times.
 * Duplicate "Shields Up!" for extra armor - possible to use three times without a gap then.
 * Duplicate Inspired Hex for an extra hex-remover.

Healing

 * Stay in Illusion of Weakness at all times.
 * Use Healing Signet in safe spots to heal yourself.
 * Use Illusion of Haste for countering crippled.

Countering Hexes

 * Use Inspired Hex or Revealed Hex to remove a hex.
 * Echo one of the hex-remover for an additional one.

Lornar's Pass
Note: In case of your Echo gets interrupted escape from the dangerous situation, and begin a new pass-through after Echo has recharged. Note: Avicara Guiles will quickly strip your Illusion of Haste. Recast it as soon as possible for you will be crippled and motionless without it. Practice and experience will be of good advantage here.
 * You can remove up to two (plus 1) hexes quickly, so never aggro more than three Ice Imps at once.
 * At the mouth of the first cave, wait until you have a clear path before aggroing the Avicara.
 * Echo Balanced Stance and try to cross the cave in a single Illusion of Haste. With Echo you can use BS three times (3 x 18 secs of BS) without a gap in-between.
 * Generally run in a straight line away from Frost Wurms. The 33% increase in movement speed ensures that you can outrun any given wurm.
 * Run straight through all Avicara and Grawl spawns, then heal with Healing Signet. You can easily regain up to 215 health automatically when your health drops below 25%. This should give you enough of a buffer to make it to safety before recasting Illusion of Weakness.

Dreadnought's Drift

 * When engaging Tundra Giants, activate Balanced Stance and use "Shields Up!" - feel free to echo BS for a straightforward run-through without stops.
 * Take time to heal. It can get tricky towards the end if you don't have enough health to run straight through all the Giants and Blessed Griffons.

Snake Dance

 * You rarely have to worry about hexes here.
 * Concentrate on staying in Balanced Stance through the large groups of Tundra Giants and Azure Shadows.
 * At the Mountain Troll cave, you might consider Inspired Hex to avoid being slowed down in a tricky point. Try to lure the trolls out of the cave first.
 * A good way to lose a train of trolls is to run them to a spawn of Stone Summit Herders.
 * Use "Shields Up!" when running through the Troll Tunnel.

Camp Rankor

 * Replace Inspired Hex with a low energy cost cover enchantment such as Channeling to try to protect your Illusion of Haste from being stripped too quickly.

Talus Chute
The only difficult area is near the beginning where you have to run through two groups of Azure Shadow spawns and a large Avicara group immediately after.
 * Begin with Echo, Balanced Stance and chain cast Illusion of Haste to run through the groups of shadows. Just before running through the Avicaras, recast Illusion of Haste and immediately cast your cover enchantment, then run through the group of Avicaras.

Variants

 * Expel Hexes can replace Echo and provide the best hex-remover with a fabulous recharge time. Use Hex Breaker, Inspired Hex, and Expel Hexes. Be aware of the loss of an echoed Balanced Stance.