User:Leonim/Build/Arcane Panic

Attributes

 * Domination Magic : 11 + 1 + 3
 * Fast Casting : 8 + 1
 * Inspiration Magic : 11 + 1

Equipment
Hence, the HSR chances will be around 1 out of 3 when casting your important spells.
 * Armor : aim for above 50 max Energy, everything else is quite irrevelant since you won't fight.
 * Wand : HSR of Domination Magic spells (chance 20%), Energy +5 (while Health above 50%)
 * Off-hand : HSR of Domination Magic spells (chance 20%), Health +30

Usage
Wait far behind the lines and study the opponent team, choose two main targets : despite the nearby effect, additional enemmies caught in your nets are only bonus : keep that in mind.

Concentrate yourself by executing your Mantra, then use the Glyph and Arcane Echo, now you have around 10s to close in and throw your nets : Panic on both main targets, then Ether Lord followed by Energy Tap on the most active one.

At this moment, you are already backing up, but still doing what you do the best, either :
 * renew Panic (if any was removed or if you have missed secondary interesting targets, like melee attackers) : the Glyph will help for those castings if you used it before Arcane Echo,
 * use your optional slots to interrupt or deny plain energy to opponents.

Tips

 * Prefer renewing the Mantra than casting your next spell.
 * Use Panic anytime you can, the more people inside

Synergy

 * Choking Gas Ranger, or any other efficient interrupter.
 * A fellow energy-denial Mesmer will round-up the energy shutdown, and we all know that without energy, we're just a moving Health Bar waiting to be emptied.
 * You could also team with your local Knockdown dealer.

Spirits
Actually, Nature's Renewal and Famine could be use to your advantage, because of your Fast Casting and position in battle.

While a Beastmaster could bring Predatory Season and Primal Echoes to force opponents to play along your rules.

And if it wasn't evident enough, a spirit-spamming Ritualist would be the perfect buddy, by granting you the defense you lack (Displacement, Shelter) and giving additional weight to the main tactics (Soothing, Dissonance, Disenchantment).