It has been suggested that this article, Team - 7 Hero BiP Melee Support, be merged with Team - 7 Hero Offensive Mesmerway. (Discuss). Reason:Proposal to unify three similar team build pages.
This build is in the metagame and deserves to be stored.
This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
This is a balanced setup for use with melee players. It provides very strong spikes and decent ability to push kills thanks to a mesmer midline. Blood is Power is used to consolidate the energy management of the team, ensuring maximum usage of skills for the mesmers. Support for the melee player is brought by the Soul Twisting Ritualist, and a N/Rit SoS Necromancer (meaning Mercenary heroes and Zei Ri are not required).
Overview
Suggested team
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paw*ned² template code
Paste this team build template code into paw*ned².
FactionsRitualist. Spawning Power 13Soul TwistingElite SkillFor 40 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 3 Binding Rituals.515
FactionsRitualist. Communing 16ShelterBinding RitualCreate a level 13 Spirit with 260 (+135) Health and 79 armor. Non-Spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 43 Health. This Spirit lasts 62 seconds.25145
FactionsRitualist. Communing 16UnionBinding RitualCreate a level 13 Spirit with 260 (+135) Health and 79 armor. Whenever a non-Spirit ally in its range takes damage or life steal, it is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 62 seconds.15¾45
FactionsRitualist. Communing 16DisplacementBinding RitualCreate a level 15 Spirit with 300 (+156) Health and 91 armor. All non-Spirit allies within its range have a 75% chance to block incoming attacks. Every time an attack is blocked in this way, this Spirit takes 60 damage. This Spirit dies after 62 seconds.15¾45
FactionsRitualist. Communing 16Armor of UnfeelingSkillFor 37 seconds, your spirits within earshot take 50% less damage and are immune to critical attacks.5120
FactionsRitualist. Spawning Power 13Boon of CreationEnchantment SpellFor 54 seconds, whenever you create a creature, you gain 44 Health and 5 Energy.10245
CoreMonk. Smiting Prayers 8Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 16 more damage in melee.-110215
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Optional slots
Slot 1:
Signet of CreationFactionsRitualist. Spawning Power 13Signet of CreationSignetYou gain 4 Energy for every summoned creature you control within earshot, maximum 11 Energy.120 or Spirit's GiftNightfallRitualist. Spawning Power 13Spirit's GiftEnchantment SpellFor 60 seconds, whenever you create a creature, all allies near that creature gain 44 Health and lose 1 Condition.10145 - Sadly the hero doesn't use these skills well. Signet of CreationFactionsRitualist. Spawning Power 13Signet of CreationSignetYou gain 4 Energy for every summoned creature you control within earshot, maximum 11 Energy.120 will help mitigate the upkeep cost of Strength of HonorCoreMonk. Smiting Prayers 8Strength of HonorEnchantment SpellWhile you maintain this Enchantment, target ally deals 16 more damage in melee.-110215
FactionsNecromancer. Blood Magic 13Blood BondHex SpellFor 11 seconds, target foe and all adjacent foes are hexed with Blood Bond. Whenever an ally hits one of them with an attack, that ally gains 18 Health. If one of these foes dies while hexed, all allies adjacent to that foe are healed for 89 Health.518
FactionsRitualist. Restoration Magic 12Mend Body and SoulSpellTarget ally is healed for 96 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 12Spirit LightSpellTarget ally is healed for 156. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 12Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 70 Health10125
FactionsRitualist. Restoration Magic 12LifeBinding RitualCreate a level 11 Spirit with 220 Health and 68 armor. When this Spirit dies, all non-Spirit allies within its range are healed for 6 Health for each second this Spirit was alive. This Spirit dies after 20 seconds.10¾20
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Optional slots
Extra healing
Spirit TransferFactionsRitualist. Restoration Magic 12Spirit TransferSpellThe Spirit nearest you loses 41 Health. Target ally is healed for 5 for each point of Health lost.10¼5
Soothing MemoriesFactionsRitualist. Restoration Magic 12Soothing MemoriesSpellTarget ally is healed for 82 Health. If you are holding an item, you gain 3 Energy.5¾4
Currently it's not clear whether armor or energy is better, so it makes sense to list both options
Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
If one prefers to have more HP on the BiP, you can run this setup: Blood Magic 10+1+2, Soul Reaping 8+2
Weapons: The hero will be holding Protective Was KaolaiFactionsRitualist. Restoration Magic 12Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 70 Health10125 the majority of the time, so weapons don't have that much effect. There are 2 options:
40/40 Restoration Magic - Gives an extra chance at reduced cooldown of Restoration Magic spells
40/20/20 Restoration Magic Staff - Gives 2 extra seconds on Blood Is PowerCoreNecromancer. Blood Magic 13Blood is PowerElite Enchantment SpellFor 10 seconds, target other ally gains +6 Energy regeneration.33%1¼
FactionsRitualist. Channeling Magic 12Signet of SpiritsElite SignetCreate three level 10 spirits. These spirits deal 17 damage with attacks. These spirits die after 60 seconds.130
FactionsRitualist. Channeling Magic 12Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 4 attacks deal 41 damage to up to 3 adjacent foes.515
FactionsRitualist. Channeling Magic 12Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 89 lightning damage.5¼10
FactionsRitualist. Restoration Magic 11Mend Body and SoulSpellTarget ally is healed for 90 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 11Spirit LightSpellTarget ally is healed for 148. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 11Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 48 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 65 Health10125
Weaken ArmorCoreNecromancer. Curses 5Weaken ArmorSpellTarget foe and foes adjacent to your target have Cracked Armor for 10 seconds.515 - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
Enfeebling BloodCoreNecromancer. Curses 5Enfeebling BloodSpellTarget foe and all nearby foes suffer from Weakness for 10 seconds.10%118 - Weakness gets more important when there is no blind
Extra healing
Soothing MemoriesFactionsRitualist. Restoration Magic 12Soothing MemoriesSpellTarget ally is healed for 82 Health. If you are holding an item, you gain 3 Energy.5¾4 - Very energy efficient heal
Currently it's not clear whether armor or energy is better, so it makes sense to list both options
Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
Weapons: The hero will be holding Protective Was KaolaiFactionsRitualist. Restoration Magic 12Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 70 Health10125 the majority of the time, so weapons don't have that much effect. There is 1 option:
40/40 Restoration Magic - Gives an extra chance at reduced cooldown of Restoration Magic spells
FactionsRitualist. Channeling Magic 16Signet of SpiritsElite SignetCreate three level 13 spirits. These spirits deal 21 damage with attacks. These spirits die after 60 seconds.130
FactionsRitualist. Channeling Magic 16Splinter WeaponWeapon SpellFor 20 (+2.4) seconds, target ally has a Splinter Weapon. Target ally's next 5 attacks deal 53 damage to up to 3 adjacent foes.515
FactionsRitualist. Channeling Magic 16Ancestors' RageSkillFor 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 117 lightning damage.5¼10
FactionsRitualist. Restoration Magic 14Mend Body and SoulSpellTarget ally is healed for 109 Health. That ally loses one Condition for each spirit within earshot.5¾3
FactionsRitualist. Restoration Magic 14Spirit LightSpellTarget ally is healed for 172. If any Spirits are within earshot, you don't sacrifice Health.17%514
FactionsRitualist. Restoration Magic 14Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 57 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 80 Health10125
Spirit SiphonFactionsRitualist. Channeling Magic 16Spirit SiphonSpellTarget Spirit loses all Energy. You gain 52% of that Energy.5¼3 - 1/4th second cast time, potential to have a very high energy return, but also to waste energy due to the hero AI
Essence StrikeFactionsRitualist. Channeling Magic 16Essence StrikeSpellTarget foe is struck for 63 lightning damage. If any Spirits are within earshot, you gain 10 Energy.518 - 1 second cast time, but guaranteed 5 energy gain
Weaken ArmorCoreNecromancer. Curses 6Weaken ArmorSpellTarget foe and foes adjacent to your target have Cracked Armor for 11 seconds.515 - If player build has a lot of armor-respecting damage (need to test impact of Cracked Armor, maybe not worth bringing at all)
Enfeebling BloodCoreNecromancer. Curses 6Enfeebling BloodSpellTarget foe and all nearby foes suffer from Weakness for 11 seconds.10%118 - Weakness gets more important when there is no blind
Extra healing
Soothing MemoriesFactionsRitualist. Restoration Magic 14Soothing MemoriesSpellTarget ally is healed for 94 Health. If you are holding an item, you gain 3 Energy.5¾4 - Very energy efficient heal
Currently it's not clear whether armor or energy is better, so it makes sense to list both options
Runes: Appropriate attribute runes, best Vigor you can afford, Attunement on rest
Weapons: The hero will be holding Protective Was KaolaiFactionsRitualist. Restoration Magic 12Protective Was KaolaiItem SpellHold Kaolai's ashes for up to 51 seconds. While you hold his ashes, you gain 10 armor. When you drop his ashes, all party members are healed for 70 Health10125 the majority of the time, so weapons don't have that much effect. There are 2 options:
40/40 Restoration Magic - Gives an extra chance at reduced cooldown of Restoration Magic spells
Adept Restoration Magic Staff of Channeling Magic with "Aptitude not Attitude" - Gives a chance to hit a break point for Splinter WeaponFactionsRitualist. Channeling Magic 17Splinter WeaponWeapon SpellFor 20 seconds, target ally has a Splinter Weapon. Target ally's next 6 attacks deal 56 damage to up to 3 adjacent foes.515
EotNNecromancer. Soul Reaping 13MasochismEnchantment SpellFor 36 seconds, you have +2 to your Death Magic and Soul Reaping attributes and sacrifice 3% of your maximum Health when you cast a spell.5120
NightfallParagon. Command 9"Fall Back!"ShoutFor 8 seconds, all allies within earshot gain 11 Health per second while moving and move 33% faster. "Fall Back!" ends on an ally affected by this Shout when that ally successfully hits with an attack.1020
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Optional slots
One of the Putrid skills (can opt to take both, but this is heavy on the energy)
Putrid ExplosionCoreNecromancer. Death Magic 18Putrid ExplosionSpellThe corpse nearest your target explodes, sending out a shockwave that deals 139 damage to nearby foes.1015 - Consumes a corpse, lower cooldown and higher damage. The AI is very good with hitting multiple targets
Putrid BileEotNNecromancer. Death Magic 18Putrid BileHex SpellFor 23 seconds, target foe suffers -3 Health degeneration. If that foe dies while under the effects of this Hex, all nearby foes take 97 damage.10112 - Provides a hex for Unnatural Signet
Fill up with these
"Stand Your Ground!"NightfallParagon. Command 9"Stand Your Ground!"ShoutFor 14 seconds, all party members within earshot receive +24 armor when not moving.1020 - When there is no "Save Yourselves!"FactionsWarrior. Kurzick rank "Save Yourselves!" (Kurzick)ShoutFor 4..6 seconds, all other party members gain 100 armor. PvE only.8
Blood of the MasterCoreNecromancer. Death Magic 18Blood of the MasterSpellAll of your undead allies are healed for 133 Health. You sacrifice an additional 2% maximum Health per minion healed in this way.5%512
"We Shall Return!"NightfallParagon. Command 9"We Shall Return!"ShoutAll party members in earshot are resurrected with 40% Health and 14% Energy.2530 - If more ress skills are prefered, requires micro to be effective
Resurrection SignetCoreNo Profession. UnlinkedResurrection SignetSignetResurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost.3
You activate Spells and Signets 46% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 39%.
CoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.115
NightfallMesmer. Domination Magic 16MistrustHex SpellFor 6 seconds, the next spell that target foe casts on one of your allies fails and deals 106 damage to that foe and all nearby foes.101.112
CoreMesmer. Domination Magic 16Cry of FrustrationSpellIf target foe is using a skill, that foe and all foes in the area are interrupted and suffer 79 damage.100.115
FactionsMesmer. Domination Magic 16Unnatural SignetSignetTarget foe takes 79 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 53 damage.0.610
NightfallMesmer. Domination Magic 16Spiritual PainSpellTarget foe takes 79 damage. All hostile summoned creatures in the area of that foe take 132 damage.50.57
CoreMesmer. Inspiration Magic 7Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy and 77 Health.51.120
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Alternative skills
Swap in PanicPropheciesMesmer. Domination Magic 16PanicElite Hex SpellFor 11 seconds, target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted.10115, for difficult content (like DoA/UW/WoC HM). For other content, Energy SurgeCoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.5215 will provide faster clearing
You activate Spells and Signets 46% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 39%.
CoreMesmer. Domination Magic 16Energy SurgeElite SpellTarget foe loses 11 Energy. For each point of Energy lost, that foe and all nearby foes take 9 damage.51.115
NightfallMesmer. Domination Magic 16MistrustHex SpellFor 6 seconds, the next spell that target foe casts on one of your allies fails and deals 106 damage to that foe and all nearby foes.101.112
CoreMesmer. Domination Magic 16Cry of FrustrationSpellIf target foe is using a skill, that foe and all foes in the area are interrupted and suffer 79 damage.100.115
FactionsMesmer. Domination Magic 16Unnatural SignetSignetTarget foe takes 79 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 53 damage.0.610
NightfallMesmer. Domination Magic 16Spiritual PainSpellTarget foe takes 79 damage. All hostile summoned creatures in the area of that foe take 132 damage.50.57
FactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.52.2
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Alternative skills
The amount of Resurrection skills is up to player preference. Replace it with the missing inspiration skill if you feel less is sufficient
1x Hex Eater SignetFactionsMesmer. Inspiration Magic 7Hex Eater SignetSignetTarget touched ally and up to 3 adjacent allies each lose one Hex. You gain 2 Energy for each Hex removed this way.125 instead of Shatter HexCoreMesmer. Domination Magic 16Shatter HexSpellRemove a Hex from target ally. If a Hex is removed, foes near that ally take 126 damage.10110 might be good for ranged players, if the hero uses it well (which testing will point out)
In areas with a lot of (annoying) enchantments, a second copy of Drain EnchantmentCoreMesmer. Inspiration Magic 7Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy and 77 Health.5220 might be useful
You activate Spells and Signets 46% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 39%.
PropheciesMesmer. Illusion Magic 16IneptitudeElite Hex SpellFor 4 seconds, the next time target foe or any adjacent foes attacks, that foe takes 142 damage and becomes Blinded for 10 seconds.100.515
EotNMesmer. Illusion Magic 16Wandering EyeHex SpellFor 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 115 damage.51.112
NightfallMesmer. Illusion Magic 16Signet of ClumsinessSignetIf target foe is attacking, that foe and all adjacent foes are interrupted and take 63 damage. Any foes using attack skills are knocked down.0.28
CoreMesmer. Illusion Magic 16Arcane ConundrumHex SpellFor 16 seconds, Spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, you gain 7 Energy.101.120
FactionsMesmer. Illusion Magic 16Accumulated PainSpellTarget foe takes 79 damage. If target foe is suffering from 2 or more Hexes, that foe suffers a Deep Wound for 21 seconds.51.112
CoreMesmer. Inspiration Magic 7Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 12 Energy and 77 Health.51.120
FactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.52.2
For more aggressive setups, you can use 2 superior runes: 12+1+3 Illusion, 10+3 FC, 8+1 Inspiration. This is up to player preference.
Notes
Ineptitude mesmers deal lower damage than ESurge mesmers, but they provide protection against physical foes, mainly through Blind. If you feel like you're having trouble with physical foes, you can choose to play more safely (through flagging, pulling and bodyblocking), or you can choose to take an Ineptitude mesmer. You trade caster control (ESurge mesmer) for physical control (Ineptitude mesmer). Fortunately, this only requires change of the headpiece rune, and a different weapon set.