Mesmer Midline
A Mesmer Midline is a component of team builds that features two to three Mesmer heroes, which deal high armor-ignoring damage and can keep a large portion of enemies in control at once. This setup is popular for tackling Hard mode content, such as elite missions and vanquishing.
Mesmers are excellent at controlling enemies and preventing them from executing skills and other actions through the use of Domination Magic and Illusion Magic. Due to their primary attribute Fast Casting, it is difficult to prevent their many hexes and other skills from being applied. Heroes have much faster reflexes than players, which allows them to use the appropriate skills on enemies to keep the latter from using skills of their own. A Mesmer midline combines these artificial reflexes with fast activation times to keep many opponents in check.
Overview[edit]
Advantages[edit]
- Low activation time and recharge time due to Fast Casting.
- High area of effect damage potential.
- Can easily substitute damage with additional shutdown spells, if content is too challenging.
- Keeps groups of close enemies from using skills and attacks with little effort.
- Very strong energy management through Inspiration Magic skills.
Disadvantages[edit]
- Hex prevention and removal can reduce the effectiveness.
- Each hero is catered towards a single attribute line, making skills such as Power Block a threat when successful.
- With a base armor rating of 60, Mesmers tend to struggle with received damage.
- When one or more of the heroes are dead, enemy actions will become much harder to deal with.
Skills[edit]
The heroes are split between Domination Magic and Illusion Magic Mesmers, to provide control for respective opponents and higher attribute points allocation in those lines. Either one can function well without the other. Three (or more) Mesmers can also be used. A third Mesmer hero tends to duplicate Domination Magic build(s), with some skill variety to avoid overlap. As these builds provide control and damage in favor of self-sufficiency, a healer of some kind will usually be required.
Domination Magic[edit]
Energy Surge | Mistrust | Unnatural Signet | Cry of Frustration | Optional | Optional | Optional | Power Drain |
- Options
- Panic on a single Mesmer, whenever extra survivability is required.
- Spiritual Pain for single target damage, highly effective when fighting hostile minions and spirits.
- Shatter Hex for hex-removal.
- Shatter Enchantment for enchantment-removal.
- Drain Enchantment for enchantment-removal and further energy management.
- Waste Not, Want Not for additional energy management.
- A resurrection skill from a secondary profession.
Illusion Magic[edit]
Ineptitude | Wandering Eye | Clumsiness | Arcane Conundrum | Optional | Optional | Optional | Power Drain |
- Options
- Shared Burden for areas with considerably less physically attacking foes.
- Signet of Clumsiness to counter many enemies attacking a single party member in melee range.
- Frustration for synergy with the many interrupt skills.
- Drain Enchantment for enchantment-removal and further energy management.
- Waste Not, Want Not for additional energy management.
- A resurrection skill from a secondary profession.
External links[edit]
Team roles (edit) | ||||
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Type | General team roles | Specific team roles | Hero team roles | |
Damage | Spiker • Nuker | Bomber • Dagger spammer • Touch ranger • Starburster • Trapper | — | |
Pressure | Lineback | Barrager • Beast master • Cripshot Ranger • Pressure Ranger | — | |
Support | Healer • Protection | Battery • Bonder • Flag runner • Hybrid monk • Imbagon • Infuser • Orders | — | |
Control | Shutdown • Tank | Minion master • Perma • Spirit spammer | Mesmer Midline | |
Utility | Caller • Toolbox | Gimmick | — |