User:LordKestrel/Me/Mo Energy Denial Resmer

This is a Mesmer Monk build focusing on Energy Denial, Hex removal and as a hard res for use in a GvG environment.

Skills and Attributes

 * 1) Fast Casting: 8+1
 * 2) Inspiration Magic 10+1
 * 3) Inspired Hex
 * 4) Drain Enchantment
 * 5) Domination Magic 12+3+1
 * 6) Blackout
 * 7) Energy Burn
 * 8) Energy Surge
 * 9) Shatter Enchantment
 * 10) Signet of Weariness
 * 11) Monk Unlinked
 * 12) Resurrect

Variations

 * 1) For more offense, and less support, replace Inspired Hex with Wastrel's Worry.

Description
The purpose of this Mesmer is to deny the other team's backline energy, provide good spike damage on a called spike, be a minor source of hex removal, and be the source of a hard res. With 9 points in fast casting, it takes a mere 4 seconds to cast the Resurrect spell, allowing the team to save their Resurrection Signet for use on the monks.

Usage
Depending upon the build that is being run, this Mesmer will either be on target, or off. When on target, it is used as a spike finisher. If there is an enchantment on the target, Shatter Enchantment is used to remove it, and provide 106 damage. If there are still enchantments, follow up with Drain Enchantment. Energy Surge and Energy Burn are used next, depriving the target of 20 energy, and doing 160 damage. When combined with the rest of the spike, this is usually enough to take down a target.

When being played off target, this Mesmer is usually used to harrass the backlines of the other team. Keeping Monks low on energy helps a pressure build eventually wear them down, and the damage dealt requires healing, depriving them of even more energy. Blackout is typically used against enemy Warriors, draining all of their Adrenaline, and making them unable to use Sprint or Endure Pain. If possible, time it to be used immediately after they use Frenzy, allowing your team 8 seconds to cause double damage to an otherwise sturdy target. Blackout can also be used to run into the other team's backline and shutdown a monk, allowing for an easier spike by the rest of the team.

When using Energy Surge and Signet of Weariness, try and hit multiple targets at once. Denying a monk 10 energy is good, but if there is a clump standing together, it's better to remove 10 energy from all of them.

A very good use for Shatter Enchantment is on the ultra-common E/Mo Ether Prodigy Heal Party spammer. If one waits a few seconds after the Elementalist casts Ether Prodigy and then uses Shatter Enchantment on it, the damage caused is often enough to take 1/3rd or more of the target's life in one fell swoop. This is a good opening move to spiking that target.