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    Mesmer FAQ by Somah

    Version: 0.6 | Updated: 04/25/05 | Printable Version | Search This Guide

    GUILD WARS Ė MESMER FAQ
    
    BY: ShadowsFinalRush/Somah
    
    ==============================================================================
    Table of Contents
    ==============================================================================
    
    
    1. Introduction
    2. Updates
    3. The Mesmer
    4. Attributes
    5. Weapon Types
    6. Second Profession
    7. Mesmer as a Secondary Profession
    8. Skills
    9. Combining Skills
    10. Final Thoughts
    11. Credits
    12. Copyright/ Legal Info
    
    ==============================================================================
    1. Introduction
    ==============================================================================
    
    Hey, Iím Somah, ShadowsFinalRush on the message board, and also known as Soma 
    Cruz in Guild Wars. Iíve played every beta for Guild Wars starting from the 
    WPE, and Iíve always thought that the Mesmer profession was one of the coolest 
    professions in any game. Guild Wars is just so great I decided to make a 
    FAQ (this is my first!), so I really hope you find it useful. If you see 
    anything wrong in my FAQ or just want me to change something in it, contact 
    me at:
    
    SomahKruz@yahoo.com
    
    Thank you!
    
    ==============================================================================
    2. Updates
    ==============================================================================
    
    Version 0.5 Ė 4/24/05 Ė The basics of the Mesmer, Iíll update it once the game
    is outÖ If Iím not to busy playing!
    
    ==============================================================================
    3. The Mesmer
    ==============================================================================
    
    The Mesmer is probably the most unique profession in Guild Wars. Mesmers can
    take down any job if played the right way. They arenít physically strong, in
    fact their attack and defense is really lacking, but their spells are second
    to none. Mesmers have spells that do damage-over-time and ignore targetís
    armor, spells that will turn a targetís own spell against him, and spells that
    will drain a targetís energy pool dry. If you want to use one of those
    professions that will really piss someone off, then the Mesmer is for you.
    
    The Mesmer is viewed as one of the most challenging professions to play as in
    Guild Wars. As a Mesmer youíll have to constantly be aware of your
    surroundings, and if youíre planning on using interrupting spells, you better
    have quick reflexes. Itís definitely not a boring job; trust me youíll be on
    constant alert. Mesmer can be played in many useful and different ways. Itís a
    profession that can truly turn the tides of battle.
    
    ==============================================================================
    4. Attributes
    ==============================================================================
    
    Each profession in Guild Wars has 5 different attributes which will determine
    the effectiveness of the skills linked to those attributes. These are the
    different attributes for the Mesmer:
    
    
    1) Fast Casting: This is an attribute only for a primary Mesmer. Fast Casting
    speeds up the amount of time it takes to cast a spell. The more points placed
    here, the faster youíll cast. This is very useful for the spell-interrupting
    skills.
    
    2) Domination Magic: Adding more points into this attribute will make
    Domination skills more effective. Domination skills are mostly damage dealing
    and energy draining skills.
    
    3) Illusion Magic: Adding more points into this attribute will make Illusion
    skills more effective. Illusion skills are mostly damage over time spells and
    hexes.
    
    4) Inspiration Magic: Adding more points into this attribute will make
    Inspiration skills more effective. Inspiration skills are mostly HP and
    energy restoring spells.
    
    ==============================================================================
    5. Equipment
    ==============================================================================
    
    This is pretty simple. Mesmers should use a wand and a focus. Try to have as
    much energy as possible, since most Mesmer skills take 10 or 15 energy to
    cast. Sacrifice at most one pip of energy regen. When it comes down to armor,
    Iíd go for Enchanterís Armor since it gives you the most energy compared to
    the other armor types. You really shouldnít worry about equipment though, just
     grab as much energy as you can.
    
    ==============================================================================
    6. Second Profession
    ==============================================================================
    
    When it comes down to a second profession, it really depends on what your
    build is going to focus on. You can create a build with only Mesmer skills,
    but there is NO advantage in not having a secondary profession, so just grab
    one even if youíre only going to only use Mesmer skills. Hereís my opinion on
    the following second professions:
    
    
    - Me/Warrior: I really donít see a lot of useful skills with Warrior as a
    second profession for Mesmer. Most of the skills require you to be close to
     the target, and thatís exactly where you shouldnít be.
    
    
    - Me/Ranger: This is a little bit better then Warrior, but itís still not
    really my top choice. Most of the good evasion skills that are useful to ranger
    canít be used as effectively with Mesmer because those skills are linked to
    rangerís primary only attribute. Plus youíll lose energy if you use a bow
    instead of a wand, and bows arenít all that powerful unless you put points
    into marksmanship anyway.
    
    
    - Me/Necromancer: A popular choice. This is what Iuse for a second profession.
    Necromancer will give you some nice hexes that will complement your Mesmerís
    skills. Try using Soul Leech with Backfire.
    
    
    - Me/Elementalist: It could workÖ Personally I never tried using Elementalist
    as a secondary profession but there are some defensive skills you can use if
    youíre afraid of being killed quickly.
    
    
    - Me/Monk: Another very popular choice! Having monk as your secondary profession
    is great, Resurrect + Fast Casting is awesome. Some healing spells will never
    hurt your teamÖ Unless you have a Mesmer on you :)
    
    
    ==============================================================================
    7. Mesmer As A Secondary Profession
    ==============================================================================
    
    Mesmer is a great secondary profession for almost all of classes out there:
    
    
    - Warrior/Me: Okay, Mesmer doesnít work too well with Warrior, maybe there are
    a few useful things like Shatter Hex, but honestly I rather go with another
    secondary profession if I was a Warrior.
    
    
    - Ranger/Me: Ranger is usually used as an anti-caster, and guess which other
    profession is an anti-caster :D? Arcane Conundrum and Migraine are both Mesmer
    spells that will make the target cast slower, making it MUCH easier for a
    Ranger to land in those interrupting shots.
    
    - Necromancer/Me: This works out just as well as Me/N, the hexes complement
    each other.
    
    - Elementalist/Me: Most of my Elementalist guild mates have Mesmer as their
    secondary profession. Energy draining spells are really useful, and if youíre
    using a Lightning build, some Mesmer anti-warrior spells will come in handy.
    
    - Monk/Me: Mesmer works pretty well with Monk, the hex removing spells can
    serve useful.
    
    
    ==============================================================================
    8. Skills
    ==============================================================================
    
    Arcane Thievery
    Description: For 5-29 seconds, one random spell is disabled for target foe,
    and Arcane Thievery is replaced by that spell.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 10 Seconds.
    Linked Attribute: Domination Magic. Increases duration.
    Skill Type: Spell.
    
    
    Backfire
    Description: For 10 seconds, whenever target foe casts a spell, that foe takes
    35-119 damage.
    Energy Cost: 15
    Activation Time: 3 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Hex Spell.
    
    
    Blackout
    Description: For 2-6 seconds, all of target foe's skills are disabled, and all
    of your skills are disabled for 5 seconds.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 10 Seconds.
    Linked Attribute: Domination Magic. Increases duration.
    Skill Type: Skill.
    
    
    Chaos Storm
    Description: Create a chaos storm at target foe's location. For 10 seconds,
    enemies near this location suffer 5-12 damage each second. Chaos Storm drains
    1-6 energy whenever it strikes a foe casting a spell.
    Energy Cost: 15
    Activation Time: 2 Seconds.
    Recharge Time: 30 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt and energy drained.
    Skill Type: Spell.
    
    
    Cry of Frustration
    
    Description: If target foe is using a skill, that foe and nearby foes are
    interrupted and suffer 10-37 damage.
    Energy Cost: 15
    Activation Time: 3/4ths of a Second.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Spell.
    
    
    Diversion
    Description: For 6 seconds, the next time target foe uses a skill, that skill
    takes an additional 10-47 seconds to recharge.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 5 Seconds.
    Linked Attribute: Domination Magic. Increases additional recharge time.
    Skill Type: Hex Spell.
    
    
    Empathy
    Description: For 8-18 seconds, whenever target foe attacks, that foe takes
    3-25 damage.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases duration and damage dealt.
    Skill Type: Hex Spell.
    
    
    Energy Burn
    Description: Target foe loses 4-9 energy and takes 8 damage for each point of
    energy lost.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases energy lost.
    Skill Type: Spell.
    
    
    Energy Surge
    Description: Target foe loses 4-9 energy. For each point of energy lost, that
    foe and all foes in the area take 8 damage. This is an elite skill.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases energy lost.
    Skill Type: Spell.
    
    
    Guilt
    Description: For 4-9 seconds, if target foe casts an offensive spell, the
    spell fails, you steal 5-12 energy from that foe, and Guilt ends.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 30 Seconds.
    Linked Attribute: Domination Magic. Increases duration and energy stolen.
    Skill Type: Hex Spell.
    
    
    Hex Breaker
    Description: For 60-156 seconds, the next time you are the target of a hex,
    that hex fails, the caster takes 10-39 damage, and Hex Breaker ends.
    Energy Cost: 10
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases duration and damage dealt.
    Skill Type: Stance.
    
    
    Ignorance
    Description: For 8-18 seconds, target foe cannot use signet rings.
    Energy Cost: 15
    Activation Time: 2 Seconds.
    Recharge Time: 10 Seconds.
    Linked Attribute: Domination Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Mind Wrack
    Description: For 20 seconds, if target foe's energy is zero, that foe takes
    15-75 damage and Mind Wrack ends.
    Energy Cost: 5
    Activation Time: 1 Seconds.
    Recharge Time: 5 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Hex Spell.
    
    
    Panic
    Description: Target foe and all adjacent foes are hexed with Panic for 8-18
    seconds. While hexed, they suffer energy degeneration of 2 and take 10-68
    damage whenever they use a signet ring. This is an elite skill.
    Energy Cost: 25
    Activation Time: 2 Seconds.
    Recharge Time: 10 Seconds.
    Linked Attribute: Domination Magic. Increases duration and damage dealt.
    Skill Type: Hex Spell.
    
    
    Power Block
    Description: If target foe is casting a spell, that spell is interrupted. The
    interrupted spell and all spells of the same attribute are disabled for 3-13
    seconds for that foe. This is an elite skill.
    Energy Cost: 15
    Activation Time: 1/4th of a Second.
    Recharge Time: 30 Seconds.
    Linked Attribute: Domination Magic. Increases duration.
    Skill Type: Spell.
    
    
    Power Leak
    Description: If target foe is casting a spell, the spell is interrupted and
    target foe loses 10-22 energy.
    Energy Cost: 10
    Activation Time: 1/4th of a Second.
    Recharge Time: 20 Seconds.
    Linked Attribute: Domination Magic. Increases energy lost.
    Skill Type: Spell.
    
    
    Power Spike
    Description: If target foe is casting a spell, the spell is interrupted and
    target foe takes 20-86 damage.
    Energy Cost: 10
    Activation Time: 1/4th of a Second.
    Recharge Time: 15 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Spell.
    
    
    Shame
    Description: For 4-9 seconds, the next time target foe casts a spell on an
    ally, the spell fails, you steal 5-12 energy from that foe, and Shame ends.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 30 Seconds.
    Linked Attribute: Domination Magic. Increases duration and energy stolen.
    Skill Type: Hex Spell.
    
    
    Shatter Delusions
    Description: Remove one Mesmer hexes from target foe, that foe takes 15-63
    damage.
    Energy Cost: 5
    Activation Time: 1/4th of a Second.
    Recharge Time: 10 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Spell.
    
    
    Shatter Enchantment
    Description: Remove an enchantment from target foe. If an enchantment is
    removed, that foe takes 14-83 damage.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 25 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Spell.
    
    
    Shatter Hex
    Description: Remove a hex from target ally. If a hex is removed, foes near
    that ally take 22-116 damage.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 10 Seconds.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Spell.
    
    
    Signet of Weariness
    Description: Target foe and all nearby foes lose 3-9 energy.
    Energy Cost: None.
    Activation Time: 1 Second.
    Recharge Time: 30 Seconds.
    Linked Attribute: Domination Magic. Increases energy lost.
    Skill Type: Signet.
    
    
    Wastrel's Worry
    Description: After 3 seconds, target foe takes 8-53 damage. Wastrel's
    Worry ends prematurely if that foe uses a skill.
    Energy Cost: 5
    Activation Time: 1/4th of a Second.
    Recharge Time: 1 Second.
    Linked Attribute: Domination Magic. Increases damage dealt.
    Skill Type: Hex Spell.
    
    
    Mantra of Recovery
    Description: For 5-17 seconds, spells you cast recharge 50% faster.
    This is an elite skill.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 30 Seconds.
    Linked Attribute: Fast Casting. Increases duration.
    Skill Type: Stance.
    
    
    Arcane Conundrum
    Description: For 6-25 seconds, spells cast by target foe take twice as
    long to cast.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Arcane Echo
    Description: If you cast a spell in the next 10-26 seconds, Arcane Echo
    is replaced with that spell for 20 seconds. Arcane Echo ends prematurely
    if you use a non-spell skill.
    Energy Cost: 15
    Activation Time: 2 Seconds.
    Recharge Time: 30 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Enchantment Spell.
    
    
    Clumsiness
    Description: For 4-7 seconds, if target foe attempts to attack, the attack
    is interrupted, target foe suffers 10-76 damage, and Clumsiness ends.
    Energy Cost: 10
    Activation Time: 1 Seconds.
    Recharge Time: 10 Seconds.
    Linked Attribute: Illusion Magic. Increases duration and damage dealt.
    Skill Type: Hex Spell.
    
    
    Conjure Phantasm
    Description: For 2-12 seconds, target foe experiences health degeneration
    of 5.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 5 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Crippling Anguish
    Description: For 8-18 seconds, target moves 50% slower and suffers health
    degeneration of 1-3. This is an elite skill.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 20 Seconds.
    Linked Attribute: Illusion Magic. Increases duration and health degeneration.
    Skill Type: Hex Spell.
    
    
    Distortion
    Description: For 5 seconds, you have a 75% chance to evade attacks. Whenever
    you evade an attack this way, you lose 3-1 energy or Distortion ends.
    Energy Cost: 5
    Activation Time: None.
    Recharge Time: 5 Seconds.
    Linked Attribute: Illusion Magic. Decreases energy lost.
    Skill Type: Stance.
    
    
    Echo
    Description: For 10-26 seconds, Echo is replaced with the next skill you use.
    Echo acts as this skill for 20 seconds. This is an elite skill.
    Energy Cost: 5
    Activation Time: 1 Second.
    Recharge Time: 30 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Enchantment Spell.
    
    
    Ethereal Burden
    Description: For 10 seconds, target foe moves 50% slower than normal. When
    Ethereal Burden ends, you gain 10-20 energy.
    Energy Cost: 15
    Activation Time: 3 Seconds.
    Recharge Time: 45 Seconds.
    Linked Attribute: Illusion Magic. Increases energy recovered.
    Skill Type: Hex Spell.
    
    
    Fevered Dreams
    Description: For 4-14 seconds, whenever target foe suffers from a new
    condition, all nearby foes suffer from that condition as well.
    This is an elite skill.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 10 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Fragility
    Description: For 8-18 seconds, target foe takes 5-28 damage each time that foe
    suffers or recovers from a new condition.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 15 Seconds.
    Linked Attribute: Illusion Magic. Increases duration and damage dealt.
    Skill Type: Hex Spell.
    
    
    Illusion of Haste
    Description: For 5-10 seconds, you move 33% faster than normal and the effects
    of the crippled condition are removed. When Illusion of Haste ends, you become
    crippled.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 5 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Enchantment Spell.
    
    
    Illusion of Weakness
    Description: You lose 50-202 health. Illusion of Weakness ends if damage drops
    your health below 25% of your maximum. When Illusion of Weakness ends, you gain
    50-202 health.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 30 Seconds.
    Linked Attribute: Illusion Magic. Increases amount of health lost and gained.
    Skill Type: Enchantment Spell.
    
    
    Illusionary Weaponry
    Description: For 30 seconds, you deal no damage in melee, but whenever you
    attack in melee, target foe takes 8-34 damage. This is an elite skill.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 40 Seconds.
    Linked Attribute: Illusion Magic. Increases damage dealt.
    Skill Type: Enchantment Spell.
    
    
    Imagined Burden
    Description: For 8-18 seconds, target foe moves 50% slower than normal.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 30 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Ineptitude
    Description: For 4-9 seconds, if target foe attacks, that foe takes 10-68
    damage and becomes blinded, and Ineptitude ends. This is an elite skill.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 20 Seconds.
    Linked Attribute: Illusion Magic. Increases duration and damage dealt.
    Skill Type: Hex Spell.
    
    
    Migraine
    Description: For 6-25 seconds, target foe suffers health degeneration of 1-3
    and takes 100% longer to cast spells. This is an elite skill.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 15 Seconds.
    Linked Attribute: Illusion Magic. Increases duration and health degeneration.
    Skill Type: Hex Spell.
    
    
    Phantom Pain
    Description: For 10 seconds, target foe suffers health degeneration of 1-3.
    When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's
    maximum health by 20% for 5-17 seconds.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 15 Seconds.
    Linked Attribute: Illusion Magic. Increases health degeneration and duration.
    Skill Type: Hex Spell.
    
    
    Soothing Images
    Description: For 8-18 seconds, target foe and all adjacent foes cannot gain
    adrenaline.
    Energy Cost: 10
    Activation Time: 2 Seconds.
    Recharge Time: 5 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Sympathetic Visage
    Description: For 8-18 seconds, whenever target ally is hit by a melee attack,
    all nearby enemies lose all adrenaline and 3 energy.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 30 Seconds.
    Linked Attribute: Illusion Magic. Increases duration.
    Skill Type: Enchantment Spell.
    
    
    Channeling
    Description: For 8-46 seconds, whenever you cast a spell, you steal 1
    energy from each nearby foe.
    Energy Cost: 5
    Activation Time: 1 Second.
    Recharge Time: 15 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration.
    Skill Type: Enchantment Spell.
    
    
    Drain Enchantment
    Description: Remove an enchantment from target foe. If an enchantment is
    removed, you gain 10-20 energy.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: 25 Seconds.
    Linked Attribute: Inspiration Magic. Increases energy recovered.
    Skill Type: Spell.
    
    
    Elemental Resistance
    Description: For 30-78 seconds, you gain +40 AL against elemental damage, but
    you lose 24-14 AL against physical damage.
    Energy Cost: 10
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and decreases AL
    penalty.
    Skill Type: Stance.
    
    
    Energy Drain
    Description: Steal 8-18 energy from target foe. This is an elite skill.
    Energy Cost: 5
    Activation Time: 1 Second.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases energy stolen.
    Skill Type: Spell.
    
    
    Energy Tap
    Description: Steal 8-13 energy from target foe.
    Energy Cost: 5
    Activation Time: 3 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases energy stolen.
    Skill Type: Spell.
    
    
    Ether Feast
    Description: Target foe loses 5 energy. You are healed 8-24 for each point of
    energy lost.
    Energy Cost: 5
    Activation Time: 2 Seconds.
    Recharge Time: 8 Seconds.
    Linked Attribute: Inspiration Magic. Increases health recovered.
    Skill Type: Spell.
    
    
    Ether Lord
    Description: You lose all energy. For 5-9 seconds, target foe suffers energy
    degeneration of 1-3, and you experience energy regeneration of 1-3.
    Energy Cost: 5
    Activation Time: 2 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and energy
    degeneration/regeneration.
    Skill Type: Hex Spell.
    
    
    Inspired Enchantment
    Description: Remove an enchantment from target foe and gain 3-13 energy. For
    20 seconds, Inspired Enchantment is replaced with the enchantment removed from
    target foe.
    Energy Cost: 10
    Activation Time: 1 Second.
    Recharge Time: None.
    Linked Attribute: Inspiration Magic. Increases energy recovered.
    Skill Type: Spell.
    
    
    Inspired Hex
    Description: Remove a hex from target ally and gain 3-13 energy. For 20 seconds,
    Inspired Hex is replaced with the hex that was removed.
    Energy Cost: 5
    Activation Time: 1 Second.
    Recharge Time: None.
    Linked Attribute: Inspiration Magic. Increases energy recovered.
    Skill Type: Spell.
    
    
    Keystone Signet
    Description: All of your other signet rings are recharged. All of your non-
    signet skills are disabled for 17-7 seconds. This is an elite skill.
    Energy Cost: None.
    Activation Time: 2 Seconds.
    Recharge Time: 30 Seconds.
    Linked Attribute: Inspiration Magic. Lessens the duration your non-signet
    skills are disabled.
    Skill Type: Signet.
    
    
    Leech Signet
    Description: Interrupt target foe's action. If that action was a spell, you
    gain 3-13 energy.
    Energy Cost: None.
    Activation Time: 1/4th of a Second.
    Recharge Time: 45 Seconds.
    Linked Attribute: Inspiration Magic. Increases energy recovered.
    Skill Type: Signet.
    
    
    Mantra of Concentration
    Description: For 60-156 seconds, the next time you would be interrupted while
    performing a skill, you are not interrupted, and Mantra of Concentration ends.
    Energy Cost: 5
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration.
    Skill Type: Stance.
    
    
    Mantra of Earth
    Description: For 30-78 seconds, whenever you take earth damage, the damage
    is reduced by 26%-45% and you gain 1 energy.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and the percent of
    damage reduction.
    Skill Type: Stance.
    
    
    Mantra of Flame
    Description: For 30-78 seconds, whenever you take fire damage, the damage is
    reduced by 26%-45% and you gain 1 energy.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and the percent of
    damage reduction.
    Skill Type: Stance.
    
    
    Mantra of Frost
    Description: For 30-78 seconds, whenever you take cold damage, the damage is
    reduced by 26%-45% and you gain 1 energy.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and the percent of
    damage reduction.
    Skill Type: Stance.
    
    
    Mantra of Inscriptions
    Description: For 30-78 seconds, your signet rings recharge 25%-45% faster.
    Energy Cost: 10
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and the reduction in
    recharge time.
    Skill Type: Stance.
    
    Mantra of Lightning
    Description: For 30-78 seconds, whenever you take lightning damage, the damage
    is reduced by 26%-45% and you gain 1 energy.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and the percent of
    damage reduction.
    Skill Type: Stance.
    
    
    Mantra of Persistence
    Description: For 30-78 seconds, any illusion magic hex you cast lasts 20%-84%
    longer.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and the additional
    duration added.
    Skill Type: Stance.
    
    
    Mantra of Recall
    Description: For 20 seconds, you gain no benefit from it. You gain 20-30 energy
    when Mantra of Recall ends. This is an elite skill.
    Energy Cost: 15
    Activation Time: 1 Second.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and energy recovered.
    Skill Type: Enchantment Spell.
    
    
    Mantra of Resolve
    Description: For 30-78 seconds, you cannot be interrupted, but each time you
    would have been interrupted, you lose 7-3 energy or Mantra of Resolve ends.
    Energy Cost: 10
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and decreases energy
    lost.
    Skill Type: Stance.
    
    
    Mantra of Signets
    Description: For 10-22 seconds, the next time you use a signet ring, it
    recharges immediately, and Mantra of Signets ends.
    Energy Cost: 15
    Activation Time: None.
    Recharge Time: 30 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration.
    Skill Type: Stance.
    
    Physical Resistance
    Description: For 30-78 seconds, you gain +40 AL against physical damage, but
    you lose 24-14 AL against elemental damage.
    Energy Cost: 10
    Activation Time: None.
    Recharge Time: 20 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration and decreases AL
    penalty.
    Skill Type: Stance.
    
    
    Power Drain
    Description: If target foe is casting a spell, the spell is interrupted and
    you gain 1-25 energy.
    Energy Cost: 5
    Activation Time: 1/4th of a Second.
    Recharge Time: 25 Seconds.
    Linked Attribute: Inspiration Magic. Increases energy recovered.
    Skill Type: Spell.
    
    
    Spirit Shackles
    Description: For 8-24 seconds, target foe loses 5 energy whenever that foe
    attacks.
    Energy Cost: 10
    Activation Time: 3 Seconds.
    Recharge Time: 5 Seconds.
    Linked Attribute: Inspiration Magic. Increases duration.
    Skill Type: Hex Spell.
    
    
    Spirit of Failure
    Description: For 30 seconds, target foe has a 25% chance to miss with attacks.
    You gain 1-4 energy whenever that foe misses in combat.
    Energy Cost: 10
    Activation Time: 3 Seconds.
    Recharge Time: 10 Seconds.
    Linked Attribute: Inspiration Magic. Increases energy recovered.
    Skill Type: Hex Spell.
    
    
    Arcane Mimicry
    Description: For 20 seconds, Arcane Mimicry becomes the elite spell from target
    other ally.
    Energy Cost: 15
    Activation Time: 2 Seconds.
    Recharge Time: 60 Seconds.
    Linked Attribute: None.
    Skill Type: Spell.
    
    
    Epidemic
    Description: All negative conditions target foe suffers from are spread from
    target foe to nearby foes.
    Energy Cost: 15
    Activation Time: 2 Seconds.
    Recharge Time: 15 Seconds.
    Linked Attribute: None.
    Skill Type: Spell.
    
    
    Signet of Humility
    Description: Target foe's elite skill is disabled for 15 seconds.
    Energy Cost: None.
    Activation Time: 2 Seconds.
    Recharge Time: 20 Seconds.
    Linked Attribute: None.
    Skill Type: Signet.
    
    
    Signet of Midnight
     Description: You and target touched foe become blinded. This is an elite skill.
    Energy Cost: None.
    Activation Time: 3/4ths of a Second.
    Recharge Time: 15 Seconds.
    Linked Attribute: None.
    Skill Type: Signet.
    
    
    ==============================================================================
    9. Combining Skills
    ==============================================================================
    
    Remember, skills are the most important thing for a Mesmer. In order to be a
    helpful teammate, you need skills that will serve their purpose and eliminate
    any threat. But, also remember this, you might have the Ďbest build everí, but
    if you donít use it right, then that build is useless.
    
    Then again, there is no best build, each build has its own purpose. Another
    thing Iíd like to point out, the Mesmer profession is much more useful in PvP
    than in PvEÖ
    
    Personally, I rather not give out whole builds that someone can just copy and
    paste, and then think they can win just because they copied a build. Instead
    Iím going to give you some really helpful skill combinations you can use. Take
    these skills, and combine them with what you think will complement the skills
    and serve the purpose for whatever youíre trying to do.
    
    - DoTs/Hexes -
    
    1) Mantra of Persistence (Stance)
    For 30-78 seconds, any illusion magic hex you cast lasts 20-84% longer.
    Casting cost: 15 energy
    Casting time: 0 sec
    Recharge time: 20 sec
    Relevant attribute: Inspiration Magic
    
    This will make your DoTs last longer, always use this first before casting
    hexes.
    
    2) Conjure Phantasm (Hex)
    For 2-12 seconds, target foe experiences health degeneration of 5.
    Casting cost: 10 energy
    Casting time: 1 sec
    Recharge time: 5 sec
    Relevant attribute: Illusion Magic
    
    The basic DoT spell, itís rather powerfulÖ Combine this withÖ
    
    3) Phantom Pain (Hex)
    For 10 seconds, target foe suffers health degeneration of 1-3. When Phantom
    Pain ends, that foe suffers a deep wound, lowering that foe's maximum health
    by 20% for 5-17seconds.
    Casting cost: 10 energy
    Casting time: 2 sec
    Recharge time: 15 sec
    Relevant attribute: Illusion Magic
    
    Now you have a total of 6-7 DoTs.  I think DoTs are more useful against
    Warriors, so lets throw in some anti-warrior spellsÖ
    
    4) Crippling Anguish (elite) (Hex)
    For 8-18 seconds, target moves 50% slower and suffers health degeneration
    of 1-3. This is an elite skill.
    Casting cost: 15 energy
    Casting time: 1 sec
    Recharge time: 20 sec
    Relevant attribute: Illusion Magic
    
    Now your DoT is even stronger, and remember that these effects are increased
    in length! How about some more anti-warrior skillsÖ
    
    5) Empathy (Hex)
    For 10-20 seconds, whenever target foe attacks, that foe takes 7-29 damage.
    Casting cost: 10 energy
    Casting time: 2 sec
    Recharge time: 20 sec
    Relevant attribute: Domination Magic
    
    Another hex, which means itíll last longer with Mantra of Persistence. If this
    hits a warrior using a sword, and he happens to have the DoTs above, his HP
    will drop down at a very fast rate. Okay, 3 more skillsÖ Well letís seeÖ
    Mesmers need some energy restoring skill, so Energy Tap can fill in that
    slotÖ If you want you can also add in Ether Feast for you HP, If not Iíd
    throw in these spells:
    
    Sympathetic Visage (Enchantment)
    For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby
    enemies lose all adrenaline and 3 energy.
    Casting cost: 10 energy
    Casting time: 1 sec
    Recharge time: 30 sec
    Relevant attribute: Illusion Magic
    
    Clumsiness (Hex)
    For 4-7 seconds, if target foe attempts to attack, the attack is interrupted,
    target foe suffers 10-76 damage, and Clumsiness ends.
    Casting cost: 10 energy
    Casting time: 1 sec
    Recharge time: 10 sec
    Relevant attribute: Illusion Magic
    
    Soothing Images (Hex)
    For 8-18 seconds, target foe and all adjacent foes cannot gain adrenaline.
    Casting cost: 10 energy
    Casting time: 2 sec
    Recharge time: 5 sec
    Relevant attribute: Illusion Magic
    
    There goes the warrior, and I just did this on the top of my head :)
    
    - Anti-Mage -
    
    What do all mages need to actually do ANYTHING at all? Energy. So how do we
    get rid of a mages energy? Easy, watch this:
    
    1) Arcane Conundrum (Hex)
    For 6-25 seconds, spells cast by target foe take twice as long to cast.
    Casting cost: 10 energy
    Casting time: 2 sec
    Recharge time: 20 sec
    Relevant attribute: Illusion Magic
    
    2) Echo (elite) (Enchantment)
    For 10-26 seconds, Echo is replaced with the next skill you use. Echo acts as
    this skill for 20 seconds. This is an elite skill.
    Casting cost: 5 energy
    Casting time: 1 sec
    Recharge time: 30 sec
    Relevant attribute: Illusion Magic
    
    3) Power Leak (Spell)
    If target foe is casting a spell, the spell is interrupted and target foe loses
    12-22 energy.
    Casting cost: 10 energy
    Casting time: 1 sec
    Recharge time: 20 sec
    Relevant attribute: Domination Magic
    
    Since you used Echo and then Power Leak, you can use Power Leak twice in a row,
    draining up to 44 Energy if your Domination attribute is 12Ö And Monkís usually
    have 40 energy. Since we have Arcane Conundrum, let me add some more
    interrupting spellsÖ
    
    4) Power Drain (Spell)
    If target foe is casting a spell, the spell is interrupted and you gain
    1-25 energy.
    Casting cost: 5 energy
    Casting time: 1 sec
    Recharge time: 25 sec
    Relevant attribute: Inspiration Magic
    
    Energy problem solved. Letís throw in some damage.
    
    5) Power Spike (Spell)
    If target foe is casting a spell, the spell is interrupted and target foe
    takes 20-86 damage.
    Casting cost: 10 energy
    Casting time: 1 sec
    Recharge time: 15 sec
    Relevant attribute: Domination Magic
    
    6) Energy Burn (Spell)
    Target foe loses 4-9 energy and takes 8 damage for each point of energy lost.
    Casting cost: 10 energy
    Casting time: 2 sec
    Recharge time: 20 sec
    Relevant attribute: Domination Magic
    
    Yeah, this is getting pretty nasty >:) You can work on it from here.
    
    - Tips -
    
    - Slow Down moves are VERY useful in PvP, whether youíre in Tombs or battling
    another Guild, I would recommend having some sort of slow down move.
    Personally, I like Ethereal Burden.
    
    - Always have a spell that will replenish your Energy! Energy management is
    very important for a Mesmer, a lot of the Mesmers skills take around 10 Ė 15
    energy, and youíll only have around 60 max Energy. Donít just spam your spells,
    use them at the right moment!
    
    - Try to have at least one defense/self healing spell. A lot of people rather
    have another attacking spell instead, but trust me, you canít always rely on
    your monks to heal you. A healing move like Ether Feast WILL come in handy,
    plus it drains 5 energy so why not use it?
    
    - Backfire isnít too great! For those of you who donít know, Backfire lasts for
    10 seconds and whenever target foe casts a spell and has backfire on, he can
    take up to 120 damage. Itís really not that great, most players know what
    backfire is, and theyíll know not to spam spells with it on. Every time I used
    Backfire on a monk, even if the monk casts he would easily just heal himself
    back to full health. Donít try to do a large amount of damage like this, if
    youíre looking for a profession thatíll dish out big numbers go for
    Elementalist or Warrior. Instead do your damage indirectly, drain your targets
    energy and leave the damage up to your partyís Warrior. Remember, teamwork is
    the key to victory, itís not everyoneís job to do deal lots of damage!
    
    - Like I said before, make sure your spells complement each other. Donít just
    make a build with random skills. If youíre going to be a spell interrupter, I
    suggest you use a spell that slows down the enemyís casting speed. If youíre
    going to use DoTs and hexes, use Mantra of Persistence. If you disagree with
    me about Backfire, then I suggest you use the following skills; Backfire, Soul
    Leech (This is a Necromancer skill that works like Backfire, except deals less
    damage AND heals you, youíll be doing around 200 damage each time target castsÖ
    But this is only if he does cast!), and Wastrelís Worry (This does around 50~
    damage after 3 seconds, but it wonít do anything if target casts a spell. In
    other words, If target casts a spell heíll get damage from Soul Leech +
    Backfire, but if he doesnít, heíll get damage from Wastrelís Worry.)
    
    - Use your elite slot very wisely. You can only have 1 elite skill at a time,
    so make sure you chose the right one! Most of the Mesmerís elite spells are
    normal hex spells with just an added effect of energy degeneration (Migraine,
    Crippling Anguish, etc.), while others are very unique (Echo, Energy Block,
    Energy Surge).
    
    - Stay far, far away when youíre fighting. Youíll be the next player the
    enemy targets after the monk goes down. Hell, they might even come after you
    first since Mesmer can be very deadly.
    
    These are just some strategies I used while playing the beta, they can be very
    affective if you distribute your attribute points correctly. Try to play
    around with your skills and see which combinations are the most useful in
    battle. Remember, you can always rearrange your attribute points, and you can
    get as many skills as you like, just keep leveling! Do NOT rely on other
    playerís builds, make one yourself with your own experience. I believe this
    is the true way to improve in Guild Wars :)
    
    ==============================================================================
    9. Final Thoughts
    ==============================================================================
    
    The Mesmer is a must in PvP, they are capable of taking out pesky monks, and
    if they do take out the monks, then everything else going down very soon.
    Remember, you have 150 skills to play around with, make a Mesmer build you can
    be proud of! And once you do, Iíll see you at the Hall of Heroes >:)
    
    ==============================================================================
    10. Credits
    ==============================================================================
    
    Thankyou to the following:
    
    http://www.guild-hall.net Ė An awesome Guild Wars site.
    www.gwonline.net Ė Another awesome Guild Wars site, if you havenít checked
    these sites out, go check them now!
    thadarkman78 Ė I used your FAQ as a guideline, thanks a lot, your FAQ rocks:D
    The Fallen Gods Ė Without them I wouldnít be the awesome Mesmer I am today >:)
    
    ==============================================================================
    11. Copyright/Legal Information
    ==============================================================================
    
    This FAQ is copyright (c) 2005 to ShaddowsFinalRush/Somah, the author of the FAQ.
    All Rights Reserved.
    
    This file may be not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission.  Use of this guide on any web site
    other than those listed below, or as a part of any public display is strictly
    prohibited, and a violation of copyright.
    
    So far there is only one site allowed to use this FAQ:
    
    www.gamefaqs.com
    
    If you wish to use my FAQ on your site, please contact me by e-mail first.
    I'll be happy to let you use it as long as no profit is being made. If you find
    a site that is not listed her with my FAQ, please contact me.
    
    E-mail address: somahkruz@yahoo.com