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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

GvG solo split bar.

Attributes and Skills

You activate Spells and Signets 40% 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 33%.
 save
Template code


Equipment

Runes and Insignia

Weapons

Usage

  • Never engage in 8v8 combat. Solo split whenever possible. In case you get countered on split side and a 1:1 trade is not worthwhile, either try to solo flag push or, if the map is not suited for that, run flags.
  • Ether Feast as healing.
  • Run with Dash.
  • Use Mantra of Persistence before applying your hexes. For the effects of this, see #Notes.
  • Combine Auspicious Incantation with Conjure Nightmare to regain energy. Ideally you prepare your first incantation before combat and kick off the fight with it.
  • Kill NPCs. For ideal combos refer to the #Notes.
  • Interrupt key skills with Signet of Disruption.
    • 1v1 against blood necromancer: Oppressive gaze. If you miss it due to a fast cast or the necromancer is already low, blood renewal.
    • 1v1 against rangers: No interruption required, however, taking out troll unguent can help to speed up killing if some of your degeneration is interrupted. Don't lose your ether feast to the ranger's interruption and you win the matchup.
    • 1v1 against elementalists with healing breeze or mystic regeneration (PvP): Mind Burn/Lightning Surge. Hex them, keep them slightly outside of your casting range, reapply hexes when appropriate. Your hexes are stronger than their healing capabilities. Take out their damage so they don't outdamage your own healing capabilities.
    • 1v1 against dervishes: Holy Veil/Pious Restoration. If you can take the hex removal out you have a chance of surviving. Note that dervishes will remove their first crippling anguish and try to kill you before you can get the second one off. Better avoid fights against veil dervishes entirely.
    • 1v1 against energy surge: Kitah's burden. Hide your energy so they can't deal damage. Due to their lack of selfheal simply hex them while they cast (avoids interruption) and they'll die about as easily as NPCs. Their only threat is the ability to snare you and prepare you for collapses.
    • NPCs: Healing signet must be interrupted for knight kills. Some hex chains require an interruption on troll unguent for archer kills. See #Notes.

Notes

  • Whenever degeneration ends on a character one extra point of damage is received. The first table below does not include this extra damage.
  • Degeneration caps at 10 pips (20 damage per second). Stacking conjure nightmare with other hexes on the same target means not dealing each hex's entire damage, unless the target character is regenerating. With a combined degeneration of 17 you can completely negate Healing Breeze and NPCs' troll unguent.
Properties of hexes without Mantra of Persistence
  • Crippling Anguish (PvP) Crippling Anguish (PvP)
  • Total damage: 210
  • Conjure Nightmare Conjure Nightmare
  • Total damage: 272
  • Phantom Pain Phantom Pain
  • Total damage: 80 (+ deep wound)
Properties of hexes including Mantra of Persistence.
  • Crippling Anguish (PvP) Crippling Anguish (PvP)
  • Total damage: 270
  • New duration: 27 (+6)
  • Conjure Nightmare Conjure Nightmare
  • Total damage: 352
  • New duration: 22 (+5)
  • Phantom Pain Phantom Pain
  • Total damage: 104 (+ deep wound)
  • New duration: 13 (+3)
  • The following table contains the final point of extra damage.
  • Without HCT triggering.
  • Skills chained without waiting. A gap between skill casts increases the total damage dealt due to the effect stacking cap in case conjure nightmare is involved.
Combos
Mantra off Mantra on
  • Conjure Nightmare.jpgCrippling Anguish.jpg
  • Total damage: 389
  • Conjure Nightmare.jpgCrippling Anguish.jpg
  • Total damage: 499
  • Conjure Nightmare.jpgPhantom Pain.jpg
  • Total damage: 313 + deep wound
  • Conjure Nightmare.jpgPhantom Pain.jpg
  • Total damage: 405 + deep wound
  • Crippling Anguish.jpgPhantom Pain.jpg
  • Total damage: 291 + deep wound
  • Crippling Anguish.jpgPhantom Pain.jpg
  • Total damage: 375 + deep wound
  • Conjure Nightmare.jpgCrippling Anguish.jpgPhantom Pain.jpg
  • Total damage: 389 + deep wound
  • Conjure Nightmare.jpgCrippling Anguish.jpgPhantom Pain.jpg
  • Total damage: 499 + deep wound
  • Conjure Nightmare.jpgPhantom Pain.jpgCrippling Anguish.jpg
  • Total damage: 406 + deep wound
  • Conjure Nightmare.jpgPhantom Pain.jpgCrippling Anguish.jpg
  • Total damage: 516 + deep wound
  • Conjure Nightmare.jpgPhantom Pain.jpgEther Feast.jpgCrippling Anguish.jpg
  • Total damage: 419 + deep wound
  • Conjure Nightmare.jpgPhantom Pain.jpgEther Feast.jpgCrippling Anguish.jpg
  • Total damage: 530 + deep wound
  • In order to know which skill combo is able to kill which NPCs, please refer to the following table for NPC health levels.
NPC HP Heals
Footman 480 (deep wound = −96HP)
Archer 480 (deep wound = −96HP)
  • Troll Unguent Troll Unguent
  • Heals a total of 182HP
  • Healing is completely negated while all degeneration hexes are active.
Knight 480 (deep wound = −96HP)
  • Healing Signet Healing Signet
  • 136 Healing (109 with deep wound)
  • You're required to interrupt this if you want to kill a knight.
Bodyguard 521 (deep wound = −100HP)
  • Accordingly...
    • using all three hexes without mantra suffices to kill footmen.
    • using all three hexes without mantra suffices to kill archers and knights if you interrupt troll unguent/healing signet.
    • using all three prolonged hexes kills archers without requiring an interrupt on troll unguent.
    • using any two prolonged hexes suffices to kill a knight or archer if you interrupt troll unguent/healing signet. It's safer to use all three hexes for knights, though.
    • using any two prolonged hexes suffices to kill a footman. NOTE: Phantom pain + crippling anguish requires that you also wand the footman once, or he'll survive with 9hp.
    • using all three hexes without mantra suffices to kill the bodyguard without wanding ONLY if you wait two seconds before applying the third hex. Chaining ether feast before crippling anguish does not suffice for this purpose completely.
    • using all three prolonged hexes suffices to kill the bodyguard.


Counters

  • Holy Veil Holy Veil on split characters.
  • Patient Spirit Patient Spirit on split elementalists.
  • Being forced into 3v3 or 8v8 situations.

See also

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