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[[Category:Professions]] |
[[Category:Professions]] |
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− | [[Image:Mesmer-dv21.jpg|thumb| |
+ | [[Image:Mesmer-dv21.jpg|thumb|250px|right|Mesmer|[[Mesmer]] Class]] |
+ | The Mesmer is an expert in indirect [[damage]] and control, specializing in turning the opponents tools on themselves: attacks end up damaging the attacker, spells interrupt the caster and companions, and hexes are stolen to be turned against the opposing team. Mesmers can also influence the enemy's actions by restricting, delaying, or preventing attacks or use of skills. Players wishing to create an effective mesmer must therefore become experts in the other professions. |
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− | [[Mesmer]]s are experts in indirect damage and subtle magic, focusing on manipulation of the target to sway the events of battle to their favor. Mesmers are considered by some to be a unique profession in [[Guild Wars]]. The Mesmer is a profession with a steep learning curve; to become a talented mesmer, it is important to know not only your own skills and abilities, but those of every other profession in the game. This is perhaps why a mesmer is generally one of the least used characters in PvE. Related to this, it can also be difficult for players who create PvE Mesmers to be accepted into [[PUG]]s because their focus is considered biased towards PvP. Mesmers are best suited in preventing their opponent from achieving their goals, whether that be to heal, cast spells, or attack. In order to do this they make use of a multitude of [[spell]]s, [[hex]]es and [[enchantment]]s. |
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+ | Because of the steeper learning curve, many players are unfamiliar with the profession; in [[PvE]], it can be hard for mesmers to be accepted into [[PUG|pick-up groups]]. The better players know, however, that even moderately skilled mesmers can turn battles quickly and decisively in the party's favor. Mesmers are particularly devastating in [[PvP]] and nearly every [[GvG]] will have at least one. |
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+ | The mesmer's [[primary attribute]] is [[Fast Casting]], which reduces [[activation time]] of both spells and signets. Their primary base [[armor]] provides an [[AR]] of 60, with +10 [[energy]] and +2 energy [[regeneration]]; they begin with a base energy of 30, regenerating at 4 pips. Many of their damage-dealing skills [[ignore armor]], allowing the mesmer to devastate hardened [[Warrior]]s and enchantment-protected [[Elementalist]]s, as well as bypassing some of the innate protections of [[boss]]es and [[hard mode]]-buffed foes. |
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− | The Primary Mesmer's base armor provides low protection, +10 [[Energy]] and +2 [[Energy#Energy regeneration/degeneration|Energy Recovery]]. A starting Primary Mesmer can expect to have 30 Maximum Energy and 4 Energy Recovery. |
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− | A majority of the mesmer's damage-dealing skills [[ignore armor]], meaning that they will do equal damage to a Warrior with 80AL as to an Elementalist with 60AL. |
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+ | __NOTOC__ |
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− | Mesmers are generally thought of as a [[PvP]] oriented character, as opposed to [[PvE]]. [[GvG]] teams will nearly always have at least one mesmer in their ranks. |
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+ | * [[Fast Casting]] (primary attribute): Each rank in Fast Casting decreases activation time of spells and signets by approximately 3% (but it does not affect non-mesmer skills unless the activation time is at least 2 seconds). There are only a handful of FC skills (mostly elites), which further speed up use of skills or add devastating side-effects when mesmer skills are used. |
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+ | * [[Domination Magic]]: these skills punish opponents for using skills: attacks are turned on the attacker, spellcasting forces the enemy to distract its allies, and interruptions cause potent side-effects, such as [[Area of Effect]] damage. Domination hexes also reduce the effectiveness of those same skills. |
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+ | ** [[Domination Magic skills]] |
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− | *[[Fast Casting]] (Primary): Increases the speed with which you can cast spells and [[signet]]s. Although Fast Casting has limited skills attributed to it, the passive effects of being able to unleash spells at a faster rate than other professions makes it a valuable resource to the Mesmer. |
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+ | * [[Illusion Magic]]: these skills tend to restrict movement, casting time, and/or add [[degeneration|degenerative]] effects. |
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− | The remaining three mesmer attributes, which can be used by primary and secondary Mesmers alike, are [[Domination Magic]], [[Illusion Magic]] and [[Inspiration Magic]]. They are related to damaging (your opponent with direct damage and punishments), altering (your own effectiveness, or your opponent's effectiveness through [[hex|hexes]] or [[health degeneration|health degen]]) and restoring (your energy and health) respectively. |
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+ | * [[Inspiration Magic]] allows the mesmer to manipulate energy, stealing or draining energy from opponents, restoring the mesmer's health or energy, or increasing opponents energy requirements. |
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− | *[[Domination Magic]]: No inherent effect. Domination skills alter some aspect of the opponent making them receive damage as a consequence of carrying out a common action, such as attacking or casting a spell. Domination is also the most [[interrupt]]-heavy line. |
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− | **[[ |
+ | ** [[Inspiration Magic skills]] |
− | *[[Illusion Magic]]: No inherent effect. Illusion skills will change a foe's perception into thinking something is happening that is not real; this can result in damage to the foe (ie. [[Conjure Phantasm]]), or a convenient advantage for the Mesmer (ie. [[Illusion of Weakness]]). |
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− | *[[Inspiration Magic]]: No inherent effect. Inspiration skills focus on the flow of [[Energy]]. This can be in the form of draining a foe's Energy pool and/or increasing your own. They are also home to [[mantra]]s, plus many [[signet]]-related skills. |
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− | **[[:Category:Inspiration Magic skills|Inspiration Magic skills]] |
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+ | * [[No_Attribute_Mesmer_skills|Unlinked Mesmer Skills]] |
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− | Unlike other professions, such as [[Elementalist]]s, skills within a Mesmer attribute are not always related to each other by any easily defined barriers. Because skills within an attribute can focus on many and very different goals, you will often see Mesmers utilizing all four attributes at once. |
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− | ==Profession Combinations== |
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− | ==Related Articles== |
+ | == Related Articles == |
+ | * Guides |
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− | * [[:Category:Mesmer quick references|Mesmer quick references (category)]] |
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+ | * Quick references |
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+ | * Categories |
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+ | ** [[:Category:Mesmers]] |
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− | ==Trivia== |
+ | == Trivia == |
− | * |
+ | * [[wikipedia:Mesmerize|Mesmerization]] is the act of inducing [[wikipedia:hypnosis|hypnosis]], after [[wikipedia:Franz Mesmer|Franz Mesmer]], who discovered what he called ''magnétisme animal'' or [[Wikipedia:Animal magnetism|animal magnetism]]. |
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+ | [[de:Mesmer]] |
Latest revision as of 09:34, 10 November 2011
The Mesmer is an expert in indirect damage and control, specializing in turning the opponents tools on themselves: attacks end up damaging the attacker, spells interrupt the caster and companions, and hexes are stolen to be turned against the opposing team. Mesmers can also influence the enemy's actions by restricting, delaying, or preventing attacks or use of skills. Players wishing to create an effective mesmer must therefore become experts in the other professions.
Because of the steeper learning curve, many players are unfamiliar with the profession; in PvE, it can be hard for mesmers to be accepted into pick-up groups. The better players know, however, that even moderately skilled mesmers can turn battles quickly and decisively in the party's favor. Mesmers are particularly devastating in PvP and nearly every GvG will have at least one.
The mesmer's primary attribute is Fast Casting, which reduces activation time of both spells and signets. Their primary base armor provides an AR of 60, with +10 energy and +2 energy regeneration; they begin with a base energy of 30, regenerating at 4 pips. Many of their damage-dealing skills ignore armor, allowing the mesmer to devastate hardened Warriors and enchantment-protected Elementalists, as well as bypassing some of the innate protections of bosses and hard mode-buffed foes.
The patron deity of Mesmers is Lyssa.
Attributes[ | ]
- Fast Casting (primary attribute): Each rank in Fast Casting decreases activation time of spells and signets by approximately 3% (but it does not affect non-mesmer skills unless the activation time is at least 2 seconds). There are only a handful of FC skills (mostly elites), which further speed up use of skills or add devastating side-effects when mesmer skills are used.
- Domination Magic: these skills punish opponents for using skills: attacks are turned on the attacker, spellcasting forces the enemy to distract its allies, and interruptions cause potent side-effects, such as Area of Effect damage. Domination hexes also reduce the effectiveness of those same skills.
- Illusion Magic: these skills tend to restrict movement, casting time, and/or add degenerative effects.
- Inspiration Magic allows the mesmer to manipulate energy, stealing or draining energy from opponents, restoring the mesmer's health or energy, or increasing opponents energy requirements.
Related Articles[ | ]
- Quick references
Trivia[ | ]
- Mesmerization is the act of inducing hypnosis, after Franz Mesmer, who discovered what he called magnétisme animal or animal magnetism.
- Mesmer dance information
Professions |
Warrior • Ranger • Monk • Necromancer • Mesmer • Elementalist • Assassin • Ritualist • Paragon • Dervish |