User:Rastamon/buildarchive/Build:Me/any 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.