Build:Team - GvG May Triple Mesmer

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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:

Flux.jpg This build is significantly affected by the Flux: Meek Shall Inherit.
See the build's talk page for discussion and ramifications not noted here.  

GvG team for the Meek Shall Inherit flux featuring a mobile high damage team.

Team Overview

Assassin/Elementalist
Conjure Lightning Storm Djinn's Haste Leaping Mantis Sting Golden Fang Strike Critical Strike Jagged Strike Exhausting Assault Resurrection Signet
Assassin/Elementalist
Conjure Lightning Storm Djinn's Haste Leaping Mantis Sting Golden Fang Strike Critical Strike Jagged Strike Exhausting Assault Resurrection Signet
Mesmer/Assassin
Backfire Complicate Wastrel's Demise Empathy (PvP) Energy Burn Shatter Enchantment Drain Enchantment Dash
Mesmer/Assassin
Backfire Power Leak Shame Mind Wrack (PvP) Energy Burn Shatter Enchantment Drain Enchantment Dash
Mesmer/ Ritualist     
Power Drain Power Leak Shame Empathy (PvP) Energy Burn Shatter Enchantment Drain Enchantment Death Pact Signet (PvP)
Monk/Warrior
Mend Condition Spirit Bond (PvP) Aegis (PvP) Guardian Shielding Hands Holy Veil Aura of Stability Balanced Stance
Monk/Assassin
Healing Burst Patient Spirit Infuse Health Guardian Shield Guardian Cure Hex Draw Conditions Dark Escape
Monk/Assassin
Healing Burst Patient Spirit Protective Spirit Guardian Shield Guardian Cure Hex Draw Conditions Dash

Builds

Assassins (2)

You have an additional 11% chance to critical hit. Whenever you critical hit, you get 2 Energy.
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Equipment

Runes and insignia

Weapons

  • 40/20/20 air magic.
  • Shocking daggers of defense, 15^enchantment.
  • Vampiric daggers of defense, 15^50 during conjure downtimes.
  • Shocking spear of fortitude, +5 energy with
    • Strength shield of fortitude, -20% blind duration.
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

  • Maintain Conjure Lightning and cover it with Storm Djinn's Haste.


Wastrel's Mesmer

You activate Spells and Signets 43% 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 36%.
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Equipment

Runes and insignia

Weapons

  • 40/40 domination magic.
  • 40/40 inspiration magic.
  • High energy set domination magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

Mind Wrack Mesmer

You activate Spells and Signets 43% 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 36%.
 save
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Equipment

Runes and insignia

Weapons

  • 40/40 domination magic.
  • 40/40 inspiration magic.
  • High energy set domination magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

Pact Mesmer

You activate Spells and Signets 43% 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 36%.
 save
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Equipment

Runes and insignia

Weapons

  • 40/40 domination magic.
  • 40/40 inspiration magic.
  • High energy set domination magic.
  • Spear of defense, 10%hrt with
    • Strength shield of fortitude, -20% cripple duration.
    • Strength shields of fortitude, +10 armor against each damage type.

Usage

Prot

Your allies are healed for 35 Health whenever you cast Monk spells on them.
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Equipment

Runes and insignias

Weapons

Usage

Infuse

Your allies are healed for 29 Health whenever you cast Monk spells on them.
 save
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Equipment

Runes and insignia

Weapons

Usage

Healing Burst Runner

Your allies are healed for 35 Health whenever you cast Monk spells on them.
 save
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Equipment

Runes and insignia

Weapons

Usage

Tactics

Playing this team

Game Plan Ideally suited for large split maps such as Frozen Isle. Catch and kill people in split situations while preventing the opposing team from boosting. When the opponent is sufficiently weakened, overwhelm him with your spike damage in an 8v8 situation.
8v8

  • Shut down their midline if possible.
  • Kill targets suffering from death penalty with dual Shatter Enchantment.
  • Avoid an 8v8 until your splitting has produced some results.

Flag

  • Run flags on your runner or a mesmer, depending on who's less useful for the split.

Split

  • Kill targets when fighting against single monks abusing your advantage of having Backfire and Shatter Enchantment.
  • Keep your team largely spread-out and wait for opportunities to perform a kill before engaging in combat.

Lategame

  • Attempt a monk stomp to kill the lord.

Playing against this team

8v8 Situations

  • Keep linebacking and disenchanting the assassins.
  • Kill the pact mesmer.

Flag

  • Make use of Aegis (PvP if you need to get a flag through multiple mesmers.

Split

  • Don't engage with a single monk against mesmers.
  • Try to restore an 8v8 situation.

Lategame

  • Try to wipe them in your base and then do a lord rush.

See also