=========================== = Guild Wars Mesmer Guide = =========================== = Version 0.05 7/29/2005 = =========================== = by Hahnsoo = =========================== Send all constructive comments, corrections, and questions to hahnsoo@gmail.com with "Guild Wars - Mesmer Guide" in your subject. All other e-mail will be marked as spam or ignored. Do NOT send me sample builds... such things can more easily be discussed and critiqued in the Mesmer Strategy forum at http://forums.gwonline.net/forumdisplay.php?f=118 I tend to keep this guide up-to-date weekly, coinciding with the weekly updates to the game. You can expect a new version with more information in this Guide on a weekly basis. The most recent version of this guide will always be at GameFAQs. To easily search this document, use the (gwmegXX) search terms listed in the table of contents (with the parentheses). When I refer to another section using the (gwmegXX) in the document, it will be in Brackets [] instead. ===================== = Table of Contents = ===================== 1. Introduction.....................(gwmeg1) 2. Overview.........................(gwmeg2) 3. Attributes and Skills............(gwmeg3) - 3a. Domination Magic.............(gwmeg3a) - 3b. Fast Casting.................(gwmeg3b) - 3c. Illusion Magic...............(gwmeg3c) - 3d. Inspiration Magic............(gwmeg3d) - 3e. Non-Attribute Skills.........(gwmeg3e) 4. Equipment........................(gwmeg4) - 4a. Armor........................(gwmeg4a) - 4b. Weapons......................(gwmeg4b) - 4c. Foci.........................(gwmeg4c) 5. Builds...........................(gwmeg5) - 5a. Mesmer-only Themes...........(gwmeg5a) - 5b. Mesmer-Elementalist..........(gwmeg5b) - 5c. Mesmer-Monk..................(gwmeg5c) - 5d. Mesmer-Necromancer...........(gwmeg5d) - 5e. Mesmer-Ranger................(gwmeg5e) - 5f. Mesmer-Warrior...............(gwmeg5f) - 5g. Mesmer as a secondary........(gwmeg5g) - 5h. Things to Avoid..............(gwmeg5h) 6. PvE..............................(gwmeg6) - 6a. General Mesmer Tactics.......(gwmeg6a) - 6b. Questing.....................(gwmeg6b) - 6c. Farming......................(gwmeg6c) 7. PvP..............................(gwmeg7) - 7a. General Mesmer Tactics.......(gwmeg7a) - 7b. Dealing with opponents.......(gwmeg7b) - 7c. The Metagame.................(gwmeg7c) 8. FAQ..............................(gwmeg8) 9. Appendices.......................(gwmeg9) - 9a. Skill List...................(gwmeg9a) - 9b. Armor List...................(gwmeg9b) - 9c. Collectors List..............(gwmeg9c) - 9d. Fast Casting Chart...........(gwmeg9d) - 9e. Mesmer PvE Checklist.........(gwmeg9e) 10. End Notes.......................(gwmeg10) ========================= = Introduction (gwmeg1) = ========================= The Mesmer is a class that is unique to the world of Guild Wars. Although it borrows from classic elements of Illusion and Manipulation Magic in other fantasy genres, the Mesmer class as a whole is a subtle combination of magic as an artform, a force to be controlled and composed. Mesmers resemble thespians of the classical kind, harkening back to stage actors, gypsies, and jesters. But their magic is far from only performance art. The heart of Mesmer magic is the control of Energy and the ability to turn an enemy's magic against itself. The name Mesmer probably comes from the word "mesmerize", which in turn comes from the name of German physician Franz Anton Mesmer (1734 – 1815), who discovered what he called "animal magnetism" and others often called mesmerism, the precursor to hypnosis. Indeed, the Mesmer seems to be able to manipulate its opponents in subtle and unusual ways, similar to hypnosis. The Mesmer is probably the most challenging class to play in Guild Wars. Many of their strengths require much skill and quick timing on the part of the player. If you enjoy shutting down other spellcasters, countering their every move with subtlety and finesse, you will enjoy playing a Mesmer. I am writing this guide as a personal challenge to create the best Mesmer guide that I possibly can. By no means will this guide be a definitive final word, especially for a class as complex and subtle as the Mesmer. I will do my best to keep this guide up-to-date, but there are hundreds of ways to play a Mesmer and thus one should read this guide with an critical, but open, mind. Why Should I Play a Mesmer? =========================== * Not only do Mesmers have great Energy Regeneration (just like the other spellcasting classes), they also have many skills for Energy management, giving them the ability to replenish their Energy almost at will. * Mesmers have the largest number of interrupts, allowing them to disrupt other people's skills with ease. * Mesmers have a large number of Damage Over Time (DOT) spells, including the iconic DOT spell, Conjure Phantasm. DOT spells ignore armor, making them very useful for weakening heavily armored opponents. * Mesmers have the unique primary attribute of Fast Casting, which allows them to cut down on the long casting times of many spells. * Mesmers have excellent Hex and Enchantment removal, giving them a leg up on enemies that rely too heavily on spells. * The long-lasting Mantras are some of the best stances in the game. * Mesmers make an excellent secondary profession, as many of their spells have great utility for any build. Why Shouldn't I Play a Mesmer? ============================== * Mesmers have the worst armor in the game, tied with Monks. They are quite vulnerable to both physical and elemental attacks, although damage can be reduced by the various protective Mantras that they have. * While Mesmers do have a few high-damage spells, overall they will inflict less damage per second than other classes. Their main utility is preventing damage or healing by stopping enemy spellcasters, rather than dealing out large amounts of damage. * While Fast Casting is sometimes useful, it is not as beneficial as other primary attributes. You have to sink many points into Fast Casting to notice a substantial improvement, and there is only one skill linked to it. * Mesmers lack a good self-heal compared to most other classes. Only the Elementalist has worse self-healing capability. * Several Mesmer skills do not appear to be useful without a lot of thought and experience in playing a Mesmer. It is the least straight-forward of all the classes in Guild Wars. * Using interrupts requires split-second timing and a careful eye, which gives the Mesmer a steep learning curve compared to other classes. * In the holy trinity of "Fighter/Healer/Mage", Mesmers are often ignored, as most people are looking for either a Monk or an Elementalist. This is less true in PvP (where Mesmers really shine in shutting down PC spellcasters), but it can be difficult to find a group to do missions and quests in PvE. * The Mesmer /dance emote leaves something to be desired, unless you are a big fan of Riverdance. *grin* ===================== = Overview (gwmeg2) = ===================== Mesmers have the following characteristics and attributes: * Energy Regen +4 (+2 default, +2 from armor) * Domination Magic - linked to skills that interrupt or cause damage * Fast Casting - only one skill, decreases Casting Time for all spells * Illusion Magic - linked to DOT hexes, enchantments * Inspiration Magic - linked to Energy-related skills, Mantras Fast Casting is the primary attribute of a Mesmer, and is exclusive to the Mesmer as a primary class. All of the rest are given to secondary class Mesmers. The majority of Mesmers use canes/staves as a main weapon, possibly with an off-hand focus for Energy. Illusion Magic is used to apply Damage Over Time (and other) hexes, while Domination Magic is used to interrupt or punish the opponent for using particular skills. Inspiration Magic is used either for recovering Energy or for Mantras, which can protect or enhance the Mesmer's abilities. Fast Casting is used to improve all of the Mesmer's magic. ================================== = Attributes and Skills (gwmeg3) = ================================== In this section, I will discuss each attribute, and highlight a few useful skills linked to that attribute. ------------------------------ - Domination Magic (gwmeg3a) - ------------------------------ Domination Magic spells are the staple spells used by most Mesmers to interrupt and directly damage opponents. With a few exceptions, the spells in the Domination line fall into two categories, Interrupts and Punishment. While most of the Domination spells focus on shutting down spellcasters, there are a few spells that work well against warriors as well. Interrupts ========== The great thing about interrupts is that they work perfectly as intended without any points invested in Domination Magic. When you use them, they still stop a spell or skill cold. However, interrupts take an attentive mind and good reflexes to use regularly. A good overall knowledge of the game, specifically the spells that are commonly cast by each spellcaster class and the casting times associated with each spell, helps immensely. The two main interrupts in the Domination line are Power Leak and Power Spike. Power Spike has a slightly faster cooldown time, but Power Leak may be useful in preventing the opponent from casting subsequent spells. Both only cost 10 Energy, and have an extremely quick casting time. You can't go wrong with either or both of these. Cry of Frustration interrupts any skill (not just spells) and does its magic in a small area of effect. It's rather expensive for an interrupt, weighing in at 15 Energy. The damage is small, but it's there, and the cooldown is a bit on the long side. The casting time is slower than other interrupts, so you have to anticipate more than using Power Spike or Power Leak. Still, it's one of the few ways you can stop a Troll Unguent or Res Signet from going off. Fast Casting may take a bit of the long casting time off. Power Block (Elite) is probably the "ultimate" interrupt, as it not only interrupts a spell, but it blocks the caster from casting a spell linked to the same attribute for several seconds. It has a long cooldown and large Energy cost of 15. It should probably be used to shutdown Aeromancers and Healing Monks in PvP (who tend to bring several "clumps" of skills linked to the same attribute). There are two interrupts that are NOT in the Domination line, mostly because they drain Energy. Leech Signet and Power Drain are two Inspiration Magic spells that do just as an effective job at interrupting as its Domination Magic cousins. Leech Signet has a very long cooldown, but it interrupts any skill, much like Cry of Frustration. Best of all, it costs no Energy. Power Drain costs an efficient 5 Energy. It also has a long cooldown time of 25 seconds, though, but it gives you some Energy back when the spell is interrupted. Punishment ========== Punishment spells are the main damaging spells of the Mesmer class. They do Chaos damage and also ignore armor, making them quite effective against any opponent. Most of the Punishment spells follow the motif of "if you do this action, then you take damage". Alternatively, some of them fall into the category of "if you fulfill a certain condition, then you take damage." Most Punishment spells suffer from long casting times and cooldowns, although there are a few exceptions. Punishment spells in PvE work more as damaging spells than as spell prevention, as monsters are rarely "smart" enough to stop using skills or doing actions that trigger the punishment damage. Empathy and Backfire in particular are great for applying damage to Warriors/Rangers and Spellcasters, respectively, because they do large amounts of damage over a decent duration. PvP is a different story. Some opponents in PvP either will try to remove the hex or they will wait out the hex's duration so that they will not trigger the condition. Thus, you either have to interrupt their hex removal in the former case or force them to trigger the condition in the latter case. Backfire -------- This Punishment spell probably deserves its own entry, as it is one of the iconic spells of the Mesmer. Backfire has a long cooldown of 20 seconds, long casting time of 3 seconds, and a large Energy cost of 15 seconds. However, it does an incredible amount of Chaos damage every time an opponent casts a spell. In PvE, Backfire can typically kill off most spellcaster monsters fairly quickly all by itself. It is especially used to kill off the Enemy Priests in the Thirsty River mission. Backfire may actually be TOO good, as it is well-known to most Guild Wars players, and in PvP, people will be expecting this above all other Hexes. Most players are smart enough to either wait out the duration or get an ally to remove Backfire. Wastrel's Worry --------------- Wastrel's Worry is an interesting Punishment spell. It has a fast casting time, low Energy cost of 5, and a very fast cooldown of 1 second. The effect is such that if the opponent doesn't remove the Hex or use a skill within 3 seconds, they take damage. Since most characters are constantly using skills, Wastrel's Worry by itself sounds like a lost cause. However, it makes a great "pressure" attack in a PvP situation when combined with Backfire or similar Punishment skills, as either the opponent uses the skill and takes the Punishment damage or doesn't use a skill and take Wastrel's Worry damage (which is easily cast again). It also is a good spell to use on opponents that you've drained of all Energy, as they typically won't be able to use skills at all. Shatter spells -------------- Shatter Enchantment and Shatter Hex are both Punishment spells that remove an Enchantment and a Hex respectively, and deal damage to a target. Shatter Enchantment is probably the more useful of the two, since nearly all things will be Enchanted at some point or another, while Shatter Hex does significantly more damage to an area-effect. Shatter Hex also has a much faster cooldown... bring Shatter Hex along if you know you are going to be facing Mesmers, Necromancers, and the occasional Hydromancer (Ice Golems/Imps in particular like to toss out Rust and Deep Freeze). Shatter Delusions is an interesting variant on this theme. It removes a Hex on an enemy, and deals damage to that enemy. You can use this to deal an additional "kicker" of chaos damage at the end duration of one of your Hexes. It will always hit the last Hex that you cast on the enemy, so be sure to time it carefully to get the most damage out of both the Hex that you cast and Shatter Delusions. One common use of Shatter Delusions is to end Phantom Pain earlier, to take advantage of its "Deep Wound" effect. Other Utility Spells ==================== Arcane Thievery --------------- Arcane Thievery is a spell in the Domination Magic line that steals a random spell from your targeted oppoenent, disabling that spell for them and granting it to you. It has a modest Energy cost of 10, and a quick casting time, along with a fairly quick cooldown (which is usually exceeded by the effect of this spell). Note that you can ONLY steal spells (which makes this mostly useless against Rangers and Warriors) and the spells that are stolen are not based off of your enemy's attributes, but your own. Thus, if you steal a Meteor spell from an enemy Elementalist, it will do a small amount of damage unless you also have a high level Fire Magic attribute. This makes Arcane Thievery mostly useless in PvE. It has limited utility in PvP as well, but sometimes you can really wreck an opposing spellcaster by removing one of his/her more valuable spells in the skillbar. I usually consider this a "lesser" version of the next skill in this discussion, Blackout... Blackout -------- Blackout shuts down ALL of your opponent's skills, but at a cost of your own skills being shut down for 5 seconds. The key to using Blackout (other than a high Domination Magic attribute to maximize the duration) is to minimize the penalty against yourself while applying Blackout to the opponent that will be hurt the most by losing all skills. Blackout costs a reasonable 10 Energy, has a 1 second casting time, and a 10 second cooldown. This means that without some sort of adjustments, you won't be able to continually Blackout an opponent. Also, Blackout is a generic skill and NOT a spell, so it can't be copied by Arcane Echo. It can be copied by Echo (Elite), however, and it is affected by the Ranger's Expertise attribute. Being a skill, it can't be countered like a normal spell, and it cannot be removed like a Hex or Enchantment. Chaos Storm ----------- Chaos Storm is the Mesmer's answer to the Elementalist Area of Effect (AoE) spells like Maelstrom and Firestorm. For 15 Energy, it affects a small area of enemies with Chaos damage over a period of 10 seconds. While the damage done by Chaos Storm is less than the damage done by most other AoE spells, it is Chaos damage (which ignores armor) and one of the few ways to affect a group offensively with Mesmer magic. It's also a great way to shutdown enemy casters in PvE, along with Backfire. The Priests in the Thirsty River mission in particular fall quickly to a combination of Backfire and Chaos Storm. Energy Burn/Energy Surge (Elite) -------------------------------- Both Energy Burn and Energy Surge (Elite) are nearly identical, save for the fact that Energy Surge (Elite) is an area-effect spell. They both take away Energy from the target and do 8 points of damage per point of Energy lost. This not only removes a lot of the enemy's Energy pool, but it also deals quite a lot of damage. The 2 second casting time is a bit of a pain, along with the 20 second cooldown. Theoretically, you could have three of them in your skillbar, using Arcane Echo to copy one of them, and burn all of your opponent's Energy away while nailing him with about 300 damage... sounds great to me. Both of these spells are decent direct damage spells for the Domination line. -------------------------- - Fast Casting (gwmeg3b) - -------------------------- Fast Casting is mostly a passive attribute, reducing the time that it takes to cast your spells. A full table is found in the Appendices, [gwmeg9d]. It takes quite a bit of points in Fast Casting to utilize it to its full potential. If you find yourself using spells with long casting times, it may be worthwhile to make that point investment. Fast Casting is the raison d'etre of the Mesmer primary class. While folks who dabble in a Mesmer secondary or have no points in Fast Casting may be able to trigger the same effects as a Fast Casting Mesmer, a Fast Casting Mesmer does it better, and will be more useful for his/her comrades. Fast Casting means faster Hexing, faster interrupts, and faster Energy draining, and when the spells start flying, you'll want to be the one who can do the job quicker and more efficiently. Mantra of Recovery (Elite) ========================== There is only one skill linked to Fast Casting, and that is Mantra of Recovery (Elite). It is a stance, as almost all Mantras are, and it costs quite a bit of Energy to use. Unlike most of the Mantras, this stance has a relatively short duration, and it only serves one purpose: it halves the cooldown time of your spells. This makes it similar to the Ranger skill, Quickening Zephyr, but without the associated 30% increase in Energy costs. The short duration pretty much kills this particular stance, and thus it is probably not a good Elite to pick for your toolbar, especially with so many other useful stances like Distortion and Physical Resistance. ---------------------------- - Illusion Magic (gwmeg3c) - ---------------------------- Illusion Magic is a different avenue of damage available to a Mesmer. Most Illusion hexes are Damage over Time spells, applying pips of Health Degen rather than straight damage numbers. Illusion Magic also has several utility spells that are unique to the grouping, including some of the best Snares in the game. Damage over Time (DoT) spells ============================= Mesmers are well-known for their ability to quickly apply Health Degen through DoT spells. Conjure Phantasm is one of the first spells you get in the game as a Mesmer (primary or secondary), and just a few points of Illusion Magic makes this particular hex a very powerful killing tool in the early PvE game. While the increased Health of later enemies in PvE reduce the utility of Conjure Phantasm and other DoT spells, they still penetrate armor which can make it useful in both the late-game PvE and PvP. Remember that DoT maxes out at -10 Degen, and also that the final Degen is the sum total of all Health Degen and Regen (making Degen above -10 useful at times against Troll Unguent and Healing Breeze). Conjure Phantasm is one of the iconic skills of the Mesmer, and it does the most Health Degen out of the Illusion Magic DoT spells. It doesn't take many points to be effective at using this spell, and it has a quick casting time and fast cooldown. Phantom Pain has a longer cooldown and casting time, and does less DoT damage. However, it has the interesting and unusual effect of applying a Deep Wound when it ends. One combo to end it prematurely is to apply a Shatter Delusions, causing more "kicker" damage and quickly applying that Deep Wound effect. Migraine (Elite) takes up your Elite slot, but combines both DoT and the effect of Arcane Conundrum, all for the same cost as Phantom Pain. It is quite efficient, and it increases your ability to interrupt other people's spells. Crippling Anguish (Elite) also does some damage over time, and is quite an effective snare to boot. It does take up your Elite slot, however, and the cooldown and 15 Energy cost may be a bit high for its effect. Snares ====== Illusion Magic has three useful snares, Imagined Burden, Ethereal Burden, and Crippling Anguish (Elite). Crippling Anguish (Elite) applies Damage over Time, as stated above, and is a great way to combine DoT with snaring. Ethereal Burden is expensive, like Crippling Anguish, and has an unbearably high casting time and cooldown, but it gives back the Energy at the end of the fixed 10 second duration, which may make it a more Energy-efficient snaring skill. Imagined Burden is the typical snaring skill, with a reasonable Energy cost, Casting time, and duration for its effect, and is probably the snare of choice. Distortion ========== This stance is very similar to the Ranger and Warrior defensive stances, as it gives you a 75% chance to dodge an attack. Each time this happens, though, you lose some Energy, making it impractical to use against multiple opponents. However, you can use it to dodge the attacks of a single Warrior attacking you. It has a very short duration and an equally short cooldown. Most Mesmers spam this skill while trying to get away from their opponent as the 5 Energy cost, while cheap, is not sustainable over an extended duration of time. Illusion of Haste ================= The only sprint skill for the Mesmer, Illusion of Haste provides a substantial boost to speed, and removes the Crippled condition as well. It applies the Crippled condition at the end of its duration of 5-10 seconds, but with the low cooldown, you can keep using it to remove the Crippled condition that you gain from the end of it, as long as you can keep up your Energy cost. It's a good way to either retreat from combat or rush to an objective or through an area. Illusion of Weakness ==================== One of the few self heals available to a Mesmer, Illusion of Weakness is an enchantment that initially does damage to you, but if you are reduced to below 25% Health, it gives back the same amount in healing. It works great as an "emergency heal" of sorts, although it is a temporary solution at best, like the Warrior's Endure/Defy Pain skills. If Illusion of Weakness is dispelled, you still get healed as it heals you when it ends, regardless of whether it ended from dropping below 25% Health or being stripped away. It isn't a good spell to use in the middle of battle, but given enough preparation time, it can give you an edge in Health. A side benefit is the fact that it's an enchantment and thus it can potentially last several minutes (as there is no set duration for this enchantment), giving you the benefit of the "while enchanted" mod for a very long time. Illusionary Weaponry (Elite) ============================ This is probably one of the most controversial skills among Mesmers, as it is a sort of one-trick pony that is both effective and easily countered. There are many long arguments as to how useful this skill really is, but most of it just boils down to personal preference. Illusionary Weaponry (Elite) does Chaos damage instead of your regular damage on every swing of a melee attack. It instantly turns your character into a melee specialist, as Illusionary Weaponry always hits for a set amount of damage (34 points of damage at Illusion Magic of 12), regardless if you are blinded or your target is evading/blocking. Every time you swing, whether or not you hit or miss, it does 34 points damage. You'll never do a critical hit, but you'll never have that damage reduced by armor, either. Because it is an enchantment, and the duration is slightly less than the cooldown time, you might either want to bring skills to reduce the cooldown time or have an "of Enchantment" suffixed weapon to increase the duration of the spell. Another option is to use Arcane Echo to copy it, thus giving you a second version to use to buffer the duration. Also, you will want to use the fastest weapon you can get your hands on, which is either a sword or an axe. Damage range doesn't matter, as Illusionary Weaponry substitutes its damage for your weapon's damage. Since the weapon doesn't actually deal any damage, you won't gain any Adrenaline, which is a disadvantage for Warrior secondaries. Despite this, most IW specialists are Warrior secondaries, to take advantage of Flurry and Cyclone Axe. As with other Elites, this skill precludes your use of any other Elite skill in your skillbar. However, you should keep it in mind if find yourself in melee combat often. ------------------------------- - Inspiration Magic (gwmeg3d) - ------------------------------- Inspiration Magic is mostly used for helping the Mesmer rather than harming the Mesmer's foes. In this line, you will find various spells for Energy reclamation, stances (called Mantras) which aid in defense or spellcasting in some way, and spells which remove Enchantments and Hexes. There are even two interrupts, Leech Signet and Power Drain. In general, you don't need to put many points into Inspiration Magic to get a beneficial effect out of it. This makes the Inspiration Magic line an ideal place to "dip" into for non-Mesmer primaries with a Mesmer secondary. Channeling ========== This is a cheap Energy management skill that draws Energy from nearby enemies. Since the radius of this effect is very close (no more than the radius of a typical AoE spell), it isn't very useful for most primary Mesmers, as a typical primary Mesmer is not supposed to be so close to the enemies. However, this spell excels with just a few points of Inspiration magic when combined with other classes. Point-blank Area of Effect spells are great combined with Channeling, as you are likely to be near many enemies when activating these spells like Symbol of Wrath or Aftershock. You also can get up-close and personal with many of the Touch range spells like Vampiric Touch, making Channeling more useful. The Mantras of Resistance ========================= There are two Mantra stances that add armor, Physical Resistance and Elemental Resistance. They both add +40 Armor, which reduces their respective damage types by half. However, Physical Resistance lowers your Elemental Armor, while Elemental Resistance lowers your Physical Armor. In general, these stances probably have more utility than the Mantras of the Elements. They have very long durations, even with no points in Inspiration Magic, and they cost a paltry 10 Energy. You can use Physical Resistance to make a W/Me even more of a tank than it already is, or use Elemental Resistance to help buffer the damage from Hydras, Drakes, and Aeromancers. Because of the extremely long duration of these stances, the "while in a stance" modifiers benefit greatly. The Mantras of the Elements =========================== There is one Mantra for each kind of Elemental Damage. They provide a percent reduction (rather than increased armor level) in damage from one specific type of Element. The main question to ask when deciding on a Mantra of an Element is "Will this help me more than Elemental Resistance?". In most cases, Elemental Resistance will be the more versatile and superior option, but you may be in an area where the Energy gain from taking the elemental damage will be much more noticable (Ice Imps/Fire Imps and Hydras come to mind). ---------------------------------- - Non-Attribute Skills (gwmeg3e) - ---------------------------------- There are also a few oddball skills that aren't linked to any Attributes. These include some interesting Signets and the two "Copycat" skills that are used to duplicate spells or skills. Arcane Echo/Echo (Elite) ======================== Mesmers have two "copy" spells which allow you to duplicate a spell or skill that you have in your skillbar. Arcane Echo only works for spells, has a fairly high Energy cost, and a long casting time, and it fails prematurely if you use a non-spell skill. Despite the drawbacks, the possibilities linked to Arcane Echo make it an effective tool. Imagine double Meteor Showers or double Chaos Storms. Also, you can use it to "reduce" the cooldown of a long cooldown spell by having another copy of the spell to use. Echo (Elite) is the Elite version of Arcane Echo, and it works for any skill. It is far more Energy-efficient and quicker to cast. The only problem is that it's an Elite, and thus takes up your Elite slot. Still, with Echo, you can copy all sorts of fancy skills like Debilitating Shot or Blackout. Arcane Mimicry ============== This unusual skill allows you to "borrow" a friend's Elite skill for several seconds. This makes Mesmers the only class to consistently utilize multiple Elites, and thus they are able to make combinations of several Elite skills. For example, you can borrow Illusionary Weaponry (Elite) from a Mesmer friend and use it with Hundred Blades (Elite) to deal lots of damage. Note that the skill that is borrowed uses your own attributes rather than your ally's, so if you borrow a skill that is highly dependent on an attribute that you don't have (say, a Water Trident (Elite) when you aren't a secondary Elementalist), you will get a weak copy of that ability. While the description of Arcane Mimicry states that it only copies Elite SPELLS, it actually can copy any Elite skill, including non-spell skills. Signet of Humility ================== This signet has only one purpose, and that is to shut down an Elite skill for 15 seconds. It has a long 2 second casting time not reduced by Fast Casting and a 20 second cooldown time (longer than the 15 second duration). The list of must-stop Elite skills is surprisingly small, especially in PvE. To get the most benefit out of this signet, you need to be able to support it with some other skill, namely Echo (Elite) or Keystone Signet (Elite) or perhaps Mantra of Inscriptions. Still, even in PvP, this signet has very limited utility due to its long casting time and limited use. I'd leave this one at town. Signet of Midnight (Elite) ========================== At first glance, this Signet doesn't seem to provide a whole lot of benefit. At zero Energy, it can blind an opponent for 15 seconds, but you are also blinded, and it's an Elite as well, taking up your Elite slot. However, it is a great way to quickly shut down an incoming warrior. Since the duration and the cooldown are identical, the Signet can be used practically indefinitely on a single opponent. You can also combine this with certain skills to either transfer the Blind condition to someone else, or spread the Blind condition to others, giving a "group" Blind. For example, you can use this Signet along with Plague Touch (a Necromancer skill) to shut down two separate Warriors. However, since Blind is a condition, it can easily be removed by Mend Ailment or Antidote Signet, so keep that in mind. Also, Signet of Midnight is Touch range, making it less useful against Rangers. Ineptitude (Elite) might be a better choice for ranged opponents. ====================== = Equipment (gwmeg4) = ====================== ------------------- - Armor (gwmeg4a) - ------------------- Body Armor Sets =============== Stylish Set ----------- The Stylish armor set has no bonuses or penalties. It is generally cheaper in materials than the other armor sets, but there's no reason to get this armor unless you receive it from a collector (practically free!) or you can't afford the other sets. Enchanter's Set --------------- The Enchanter's Set gives bonus energy, which is always a great benefit, making the Enchanter's Set often the set of choice for many Mesmers. Rogue's Set ----------- The Rogue's Armor set provides an additional +10 AL vs. Physical damage, at the cost of some Energy. It is probably the best set for a Me/W who is intending to do a lot of melee fighting, but not a great choice for other Mesmers because of the Energy hit. Noble/Performer's/Virtuoso's Set -------------------------------- All of these armors give a bonus +15 Armor Level when casting spells. While the extra armor level is appreciated, the condition for gaining it is not as frequent as needed during most combats. Still, it's better than no bonuses. Headgear ======== Each Mesmer mask offers a bonus to a different Mesmer attribute. The Sleek Mask, for example, adds +1 to Fast Casting. In general, it is wise to choose a mask that gives a bonus to your highest attribute, or the attribute that is used most frequently in your character. List of Masks: Animal Mask +1 bonus to Inspiration Magic Costume Mask +1 bonus to Illusion Magic Discreet Mask No bonus Imposing Mask +1 bonus to Domination Magic Sleek Mask +1 bonus to Fast Casting Runes ===== Mesmer Runes can be socketed in Mesmer Armor (and as a side note, you can ONLY use runes of your primary class/armor). A Minor Rune increases a skill by one, a Major Rune increases a skill by two and subtracts -50 from maximum health, and a Superior Rune increases a skill by three and subtracts -75 from maximum health. In general, it's NOT a good idea to stack multiple Major/Superior runes, as it will make your character too fragile for combat. Stick with a single Major/Superior rune for your character, if at all. Runes that modify the same attribute do NOT stack. Only the highest bonus applies. Thus, you won't gain more than a +1 bonus from having two identical Minor runes, nor will you get a +3 to an attribute from having a Major and a Minor rune for that attribute. Runes can be used (similar to Masks) to increase your attributes above the in-game limit of 12, and can also be used to offset points from an attribute at the high end. Due to diminishing returns and the exorbitant cost of an attribute above 8, the points saved by using runes can easily shore up the points in other attributes, especially secondary class attributes. There is no reason NOT to use Minor runes for all of the Mesmer attributes that you are using, so be sure to seek out and collect the Minor runes that you need. I find that most Minor runes go for 100-300 gold in-game from sellers. Also, be sure to invest in a Vigor rune of some sort (which can be used by all classes). A Minor Rune of vigor gives +30 to maximum health, a Major Rune of Vigor gives +41 to maximum health, and a Superior Rune of Vigor gives +50 to maximum health. Not only can these runes offset your health loss from Major/ Superior runes, but they provide more survivability and staying power for your Mesmer. --------------------- - Weapons (gwmeg4b) - --------------------- Cane/Staff Damage Equations =========================== This is based on the excellent work done by SonOfRah, but it is subject to change. This information is accurate and tested as of June 2005. For a more detailed look at damage, check out SonOfRah's guide at: http://www.rpgstars.com/articles/guildwars-damage.php The basic equation for Cane/Staff Damage is as follows: Actual Damage = (Base Damage) x (Bonuses) x (Character Level vs. Armor Level) The Base Damage is picked from the effective damage range of the cane/staff. For a max damage cane/staff, this range is between 11-22. Actual damage for the attack is based on a complex equation, but a couple of general rules apply: * Armor Level of 60 is the "base" armor level. An attack against an AL 60 does 100% of its usual damage, at a character level of 20. * Every 40 points above the "base" armor level halves the damage. Every 40 points below the "base" armor level doubles the damage. For example, Healing Signet causes one to take double damage because it reduces armor level by 40. * Every Character Level offsets 3 points of Armor Level in both directions. If you are level 20, and you are hitting against an Armor Level of 20, then you will do double damage, because your Level x 3 is 40 points greater than the Armor Level of 20 on the target. If you are Level 10, and you are attacking against a target with an Armor Level of 70, then you will be doing half damage because your Level x 3 is 40 points less than the Armor Level of 70 on the target. * Damage from Canes and Staves are NOT linked to any attribute. They are based solely on character level. Customization bonuses are multiplied with this along with the Armor Level calculation. All damage is rounded to the nearest integer. Mesmer Canes and Staves all do Chaos damage, and as far as I know, they are not reduced by Elemental Resistances nor are there vulnerable targets against Chaos damage. Hit Locations ------------- Guild Wars uses a Hit Location system. This means that each piece of armor has a chance of being struck individually, rather than an abstract armor level from the pieces summed as a whole. In general, these are the percentages: * Chest is hit 37.5% of the time. * Leggings is hit 25% of the time. * Feet, Gloves, and Head are hit 12.5% of the time. These percentages are augmented by positioning. It is said that hitting the head provides an increased or automatic chance for critical hits, but this has not been confirmed. Critical Hits ------------- Critical Hits always do maximum base damage of the weapon. They also give the equivalent of -20 Armor Level reduction, increasing your damage by 41.42%. Situational Damage ------------------ Attacking from the flanks of a target gives a small (perhaps 5%) damage bonus, while attacking directly behind a target gives about 10% damage bonus, and greatly increases the likelihood of a critical hit. Also, the opponent will not get the benefit of a shield when attacked from behind or the flanks. Attacking from an elevated position has a greater likelihood of hitting the head. It also has a greater likelihood of garnering a critical hit and gives a small damage bonus, although it is not known whether or not this is due to hitting the head or a bonus inherent to superior position. Being above your target increases your range somewhat. Attacking from a lower position has a greater likelihood of hitting the legs and feet. No damage bonuses are known for this position. Being lower than your target reduces your range somewhat. Bonus Damage from Skills ------------------------ The bonus damage from skills is generally applied AFTER all armor and damage percentage bonuses from the weapon are calculated into the equation. However, there are really no skills which do additional cane/staff damage for a Mesmer. Damage Absorb ------------- Absorption provided from Runes of Absorption, certain item properties (Received damage -2, for example), and Ascalon/Knight's armor is directly subtracted from the damage after all armor and damage percentage bonuses are applied, similar to the bonus damage done by skills. When up against non-Warriors, very few things give a Damage Absorption bonus. Damage Absorption is mostly in the realm of primary Warriors, who have Knight's/Ascalon Armor which gives a -2 Damage Absorb, Absorption runes (from -1 to -3 Damage Absorb), and magical Damage Absorb mods on shields. You will usually face between -3 to -8 Damage Absorb on any particular warrior. Damage Absorb from a shield applies to all damage done to the target, even cutting back on damage that ignores armor. Damage over Time ---------------- The Damage over Time done by Hexes such as Conjure Phantasm are at a rate of -2 Health per second per "pip" of degeneration, up to a maximum of 10 "pips", or -20 Health per second. This is not reduced by armor nor are there any bonuses/penalties that augment this rate. Conditions and Hexes stack with each other but not themselves. The final Health Degeneration is determined by the sum of all the Health Regeneration bonuses and the sum of all the Health Degeneration penalties, so while you cannot go below 10 pips of Health Degen, you can apply more health degen to offset gains from Healing Breeze, Mending, etc. List of Mesmer Hexes that have Health Degeneration -------------------------------------------------- * Conjure Phantasm -5 pips or -10 Health per second * Crippling Anguish (Elite) -1 to -3 pips or -2 to -6 Health per second * Migraine (Elite) -1 to -3 pips or -2 to -6 Health per second * Phantom Pain -1 to -3 pips or -2 to -6 Health per second List of Health Degeneration Conditions -------------------------------------- * Bleeding -3 pips or -6 Health per second * Poison/Disease -4 pips or -8 Health per second * Burning -7 pips or -14 Health per second Getting a good Staff/Wand ========================= The best staves and wands can be found off of the Crystal Desert and Southern Shiverpeaks collectors. A table of many of these can be found in the Collectors List Appendix [gwmeg9c]. For an alternate weapon, especially for Me/W Illusionary Weaponry specialists, there is a sword that can be made in the Henge of Denravi that gives Energy +5. ------------------ - Foci (gwmeg4c) - ------------------ For those folks who don't use a Staff, there are many good foci available to increase your Energy stores. Most of the Mesmer foci fall into the category of Inscribed Chalices/Chakrams and Jeweled Chalices/Chakrams. If you don't meet the requirements of the Focus, then it behaves as a "starter" item (+3 to Energy) of the same type. Getting a good Focus ==================== The best foci can be found off of the Crystal Desert and Southern Shiverpeaks collectors. A table of many of these can be found in the Collectors List Appendix [gwmeg9c]. There are Energy +10 Foci that can be crafted and bought at the Henge of Denravi that also give Armor +5. This is a good additional bonus for Mesmers who find themselves in melee combat or simply targeted all the time. An Me/W with this Focus, Rogue's Set, and Physical Resistance can take several hits easily in melee combat. =================== = Builds (gwmeg5) = =================== -------------------------------- - Mesmer-only Themes (gwmeg5a) - -------------------------------- Rather than defining builds by certain skillsets, I will attempt to explain the combinations of skills that are effective "Themes" when designing a mesmer build. While there will be examples of full skillset builds, these are only used for illustration purposes and should not be considered a definitive build. The Mesmer is a complicated and versatile class on its own, and hopefully, the sample builds and the themes will give you inspiration to create your own effective Mesmer build. Anti-Caster Shutdown ==================== Mesmers shine the most when put into an anti-Caster role, as they can punish and shutdown spellcasters with just a few hexes. Sample Build: The highest attribute should be in Domination Magic, as that provides the most bang for your buck against casters. Some points in Inspiration Magic may be helpful as well. 1) Backfire - Punishment 2) Chaos Storm - PvE AoE damage 3) Power Block (Elite) - Shutdown 4) Power Leak - Interrupt 5) Guilt - Interrupt/Punish 6) Shame - Interrupt/Punish 7) Ether Feast - Self heal 8) Free Slot (Res Signet or Signet of Capture) Other useful skills: Arcane Conundrum, Arcane Thievery, Migraine (Elite) Anti-Warrior Shutdown ===================== This theme is designed to minimize the impact of Warriors and to a lesser degree, Rangers. By reducing the Warrior's effectiveness through anti-Adrenaline spells and removing the Warrior's ability to hit a target, Anti-Warrior Mesmers can easily take the Warrior out of the game until his/her teammates can deal with them. Sample Build: 1) Soothing Images 2) Sympathetic Visage 3) Distortion 4) Signet of Midnight (Elite) 5) Spirit of Failure 6) Spirit Shackles 7) Empathy 8) Free Slot (Res Signet or Signet of Capture) Other useful skills: Clumsiness, Ineptitude (Elite) Damage Over Time ================ This theme utilizes Illusion Magic to max out the Damage over Time on an opponent. Illusion Magic excels in the early PvE game, due to the low health of Monsters and the prevalence of good Illusion spells given to a starting Mesmer. Sample Build: This build focuses mostly on Illusion Magic, as high as you can afford to go. 1) Conjure Phantasm - Main skill 2) Phantom Pain - More DoT 3) Crippling Anguish (Elite) - Snare and DoT 4) Shatter Delusions - Ending Phantom Pain 5) Imagined Burden - Snare 6) Distortion - Defensive skill 7) Illusion of Weakness - Self-heal 8) Free Slot (Res Signet or Signet of Capture) Other useful skills: Migraine (Elite) Energy Thief ============ This theme uses skills that drain an opponent of Energy, either giving the Energy to you or damaging the enemy in the process. Some of these builds use Arcane Echo to copy Energy Burn or Energy Surge. Most builds also invest a few points into Fast Casting to improve the spellcasting speed of the Energy Burn/Surge attacks. Mind Wrack is often cast first as a "prep", anticipating the removal of all of the opponent's Energy. Sample Build: 1) Signet of Weariness - drain energy 2) Energy Burn - Damage, drain energy 3) Energy Surge (Elite) - Damage, drain energy 4) Mind Wrack - Damage 5) Energy Tap - drain energy 6) Power Leak - Interrupt, drain energy 7) Ether Feast - Self-heal, drain energy 8) Free Slot (Res Signet or Signet of Capture) Other useful skills: Wastrel's Worry (damage them if they can't do anything), Guilt, Shame, Energy Drain (Elite), Ether Lord Interrupter =========== The ultimate anti-spell Mesmer, the Interrupter focuses on countering spells and the occasional non-spell utility skill (with Cry of Frustration or Leech Signet). Sample Build: 1) Leech Signet 2) Power Block (Elite) 3) Power Drain 4) Power Leak 5) Power Spike 6) Cry of Frustration 7) Diversion 8) Free Slot (Res Signet or Signet of Capture) Other useful skills: Hex Breaker, Guilt, Shame, Migraine (Elite), Arcane Conundrum --------------------------------- - Mesmer-Elementalist (gwmeg5b) - --------------------------------- The ability to combine the Mesmer's Fast Casting ability with Elementalist spells is quite tempting. While the Elementalist primaries generally have an Edge as far as Energy, much of this can be alleviated by Inspiration magic and wearing the Enchanter's set of Armor (since Elementalist armor does not have an inherent Energy bonus beyond the usual caster Energy +10). However, where the primary Elementalist really has an edge is the fact that they can use Runes and Headgear that augment their attributes. Getting the most out of any of the Elementalist attributes means sinking many valuable points into maxing out a single attribute, and even then, you will never be as effective as a primary Elementalist at Elemental spells. You will be able to cast them faster, and augment your Energy and Mesmer skills much more effectively. ------------------------- - Mesmer-Monk (gwmeg5c) - ------------------------- It is said that there is no such thing as a bad Monk secondary, and it is true with the Mesmer primary class as well. The extra Resurrect spell and healing is very appreciated in many teams, and the Monk secondary also provides decent self-heals, of which the Mesmer is lacking. -------------------------------- - Mesmer-Necromancer (gwmeg5d) - -------------------------------- Necromancers also have good Damage over Time spells, and have several useful hexes. A Mesmer-Necromancer combination has probably the largest arsenal of hexes available to any single character. This also means that the Mesmer and Necromancer combination can seem mostly redundant, but there are several unique skills in the Necromancer line that prove to be useful. Plague Touch/Plague Sending =========================== Mesmers have two skills that cause conditions to themselves, Illusion of Haste and Signet of Midnight (Elite). Plague Touch and Plague Sending allows the Mesmer/Necromancer to take these self-applied conditions and spread them to an opponent. This is a good combo for Signet of Midnight (Elite), especially, since you can blind two Warriors instead of just one. Virulence (Elite) ================= This skill has a cheap Energy cost, and applies both Disease and Weakness on an enemy who already has a condition applied. There are many ways for a Mesmer and Necromancer to apply a condition, but a good tactic is Phantom Pain followed by Shatter Delusions, which will apply a Deep Wound. The only real problem with the skill is the fact that it's an Elite. Virulence apparently does three "attacks" when combined with Fragility, making it a very powerful skill in a Fragility build. Not only would you apply the effects of Weakness and Disease, but you'll also do a lot of damage through Fragility. Sample Build: Death Magic is kept intentionally low to have a low Virulence duration. 1) Fragility 2) Phantom Pain 3) Shatter Delusions 4) Virulence (Elite) 5) Conjure Phantasm 6) Energy Burn 7) Arcane Echo 8) Free Slot (Res Signet or Signet of Capture) The casting order is pretty much as listed in the Sample Build. Arcane Echo can be used to copy Energy Burn, if you have the Energy. This build deals an extreme amount of damage to the hapless target. --------------------------- - Mesmer-Ranger (gwmeg5e) - --------------------------- There is considerable overlap in the role of the Anti-caster Ranger and the Anti-caster Mesmer. However, with the Ranger class, a Mesmer also gains Troll Unguent (a great self-heal skill), along with many ways to apply conditions through either traps or bow attacks. You can also drag a pet along to help you. Unfortunately, a Mesmer-Ranger combination does not get access to Expertise, which locks out many useful Ranger skills like Throw Dirt and Whirling Defense. All in all, it is a good mix, although there are many skills that you may find to be redundant between the two classes. Damage over Time, Redux ======================= While Mesmers are pretty good at dealing DoT alone, a Mesmer-Ranger has both conditions and spells to easily apply a massive amount of DoT very quickly. Typically, the core of this theme centers around Conjure Phantasm and Apply Poison/Poison Arrow (Elite). Sample Build: 1) Conjure Phantasm - Main DoT skill 2) Apply Poison - Poison preparation 3) Hunter's Shot - Bleeding 4) Epidemic - Spreading conditions 5) Distortion - Defensive skill 6) Troll Unguent - Self Heal 7) Illusion of Weakness - Self-heal 8) Free Slot (Res Signet or Signet of Capture) Fragility ========= Fragility is an Illusion Magic spell that does damage whenever the hexed foe has a condition applied or removed. Since Rangers have the greatest variety of ways to apply conditions, Fragility can be used quite effectively with this class combination. Sample Build: This particular variant uses Incindiary Arrows (Elite). Ironically, you may want to have low points in Wilderness Survival for this build so that you maintain a 1 second burning time and thus maximize the effectiveness of Fragility. 1) Fragility - The basis of this build 2) Pin Down - Cripple 3) Hunter's Shot - Bleeding 4) Incindiary Arrows (Elite) - Burning! 5) Barbed Trap - Cripple/Bleed 6) Dust Trap - Blind 7) Troll Unguent - Self-Heal 8) Free Slot (Res Signet or Signet of Capture) Other useful skills - Signet of Midnight (Elite), Throw Dirt, Phantom Pain, Concussion Shot, Crippling Shot (Elite), Spike Trap (Elite), Apply Poison, Poison Arrow (Elite) Mantra of Concentration/Resolve =============================== Both of these stances are very useful to a Trapper character, since Traps are so easily interrupted. They both also have decent duration. Use these stances to lay down traps without fear of interruption. They are probably less useful than a defensive stance or the Blind condition, but Trappers tend to be highly specialized characters anyway. Dryder's Defenses ================= An alternative to Distortion, Dryder's Defenses is certainly more efficient in terms of both duration and Energy consumption. It also applies bonus Elemental armor, useful for weathering Elementalist spells. It is linked to Wilderness Survival (unlike most defensive stances in the Ranger line), and thus is accessible to the canny Mesmer player. Greater Conflagration (Elite)/Winter ==================================== Greater Conflagration (Elite) is a Ranger Nature Ritual that turns all physical damage to Fire damage. Winter is a Nature Ritual that turns all elemental damage to Cold. while most primary Rangers utilize specialized armor to take advantage of these damage types, Mesmers can also take advantage of these spirits by bringing along the appropriate Mantra or Elemental Resistance. ---------------------------- - Mesmer-Warrior (gwmeg5f) - ---------------------------- The warrior skills have very little to offer to a Mesmer. While the added protection of the Tactics line is nice, Mesmers generally don't do well as front-line combatants, lacking the armor and the tanking abilities of a warrior. Still, Mesmers are always full of surprises, and there are several ways that one can integrate Mesmer abilities with Warrior skills and melee combat. The Illusionary Weaponry build ============================== This is the iconic Me/W build... when you have a Me/W, this is the build that people will expect you to use, simply because IW meshes so well with the various Warrior skills. Sample Build: Max out your Illusion Magic for the most damage per strike. 1) Illusionary Weaponry (Elite) - The basis of this build 2) Arcane Echo - Copy Illusionary Weaponry to buffer/extend the duration 3) Distortion - Defensive stance 4) Physical Resistance - Tanking stance 5) Flurry - Speed-up stance 6) Sympathetic Visage - Anti-Warrior Adrenaline drainer 7) Illusion of Weakness - Self-heal enchantment 8) Free Slot (Res Signet or Signet of Capture) Other useful skills - Frenzy, Soothing Images, Cyclone Axe You might want to get the Henge of Denravi longsword for this build, as it gives +5 Energy. Alternatively, any axe or sword with an "of Enchantment" upgrade is helpful due to extending the duration of IW. ----------------------------------- - Mesmer as a secondary (gwmeg5g) - ----------------------------------- Because very few people rely on Fast Casting as a primary attribute, Mesmers make an excellent secondary class, especially for primary spellcaster classes. The utility spells in the Mesmer line add versatility to pretty much any spellcaster build, and there are quite a few skills that do not require much of a point investment to be effective (like the Interrupts, for example). ----------------------------- - Things to Avoid (gwmeg5h) - ----------------------------- Mesmers can be a difficult class to play, at times, because to utilize them effectively, the player needs a good grasp of all spells available to all classes (mostly to counter them). Mesmers also have a wide variety of spells that are attuned to different tactical situations, making them somewhat of a Swiss Army Knife of utility spells. Here's some advice on some things to avoid when you first start playing a Mesmer. You can't counter everything ============================ Because Mesmers have a versatile and wide array of skills designed to shut down all classes, some players are tempted to try to counter everything. However, with only 8 skill slots, this simply isn't possible. You're either going to do a half-hearted job at shutting down a variety of people (which is easily countered by Hex removal) or a good job at shutting down a specific group (for example, Anti-caster or Anti-Warrior). A Mesmer who tries to counter everything will quickly find him/herself being able to counter nothing. Focus your build at shutting down casters, or preventing hexes, or interruption, or any of a variety of niches that can be filled by a Mesmer. Static Skillbar =============== Another common problem is trying to come up with a perfect build that you never have to change. While it may be convenient and lazy to do so, most Mesmers should probably take stock of their situation in either PvP or PvE and determine the most effective skills for any given location. In other words, change up your skills depending on the situation. If you know that there are going to be lots of Hexes due to a high amount of Necromancers and Mesmers, then bring along Shatter Hex and Inspired Hex. If you know that the current metagame favors Earth magic, bring along Mantra of Earth. An adaptable Mesmer is a good Mesmer, and Guild Wars is designed such that one can always adjust their build to any given situation. Don't be afraid to be a Pure Mesmer =================================== Mesmers have a wide variety of skills and are quite versatile. While all characters are required to carry a secondary class, you are not required to utilize it. Some situations may call for a selection of skills from both your Mesmer and secondary classes, but you can always go along with a Pure Mesmer build, choosing the right skill combinations for the situation. Half of the fun in making builds is figuring out how well a primary and secondary class can mesh together, but concentrate on being a good Mesmer first, and worry about your secondary when all of the basics are covered. Mixing a secondary is more of a problem with the Ranger and Warrior subclasses than the other spellcasting classes. ================ = PvE (gwmeg6) = ================ For a checklist guide to going through the PvE campaign, look in Appendix: Mesmer PvE Checklist [gwmeg9e]. It lists the most efficient way to unlock all of the Mesmer skills in the game in order. ------------------------------------ - General Mesmer Tactics (gwmeg6a) - ------------------------------------ Focus Fire ========== The most efficient and effective way to deal damage to enemies is to have all of the party members attacking a single target, typically in the order of Healer, then Spellcasters/Archers, then Warriors. The easiest way to have everyone attack the same target is to "Call" a target by holding down CTRL and double-clicking on an enemy. Everyone can target the most recently called target by pressing T, then spacebar or a hotkey to attack. Rangers are in a good position to call targets, as they often don't have to move to attack a target, and they generally don't have to watch health bars or the skill bar. It is important that there is only ONE target caller... having multiple targets is confusing and not a good idea in general. Mesmers, however, often can benefit the team better by not focusing on the target that everyone else is attacking, as a Mesmer can often shut down an opponent one-on-one while the rest of the team kills a different opponent. A good Mesmer shutdown build can stop 2-3 spellcasters or 2-3 warriors (but probably not both). In any case, to get the maximum benefit out of hexes, it is often best to "soften" other targets up, while the team deals with the target that is being focused. Mesmers can also identify the most dangerous target and solely act as a guardian, preventing the dangerous foe from using its skills. This is often called "Babysitting". Status Reports ============== If you hold down CTRL and click on various places, you can relay important information to your team. For example, holding down CTRL and clicking your Energy bar will announce your current and maximum Energy to the team. While doing this many times in a row can be annoying and detrimental to teamwork, it is a quick and efficient way of telling your teammates that you have low Energy or you are Crippled or you are using a Resurrect on a fallen teammate. Often, you can agree ahead of time that when someone uses CTRL-click to show that he or she has low Energy, the team will then take a breather and let the Energy regenerate. It also avoids the confusion of multiple people Resurrecting a fallen teammate. ---------------------- - Questing (gwmeg6b) - ---------------------- Pre-Searing Ascalon =================== The beginning of the PvE game starts you off in an easier version of the game often called Pre-Searing Ascalon. Before you leave Pre-Searing and go into Post-Searing, be sure you've gained your secondary class, done the Resurrect Signet quest, and found all of the quests that give Mesmer skills: * Mesmer Test (from Sebedoh the Mesmer outside Ascalon City gates) * A Mesmer's Burden (from Lady Althea in Lakeside County) * Domination Magic (from Vassar in Foible's Fair) I would also do as many quests as you can handle, but this is purely for experience points. One of the quests in Pre-Searing Ascalon also gives a skill point, so you should probably complete that one as well. I typically don't leave Pre-Searing Ascalon until I've hit at least level 7, as it will make the going easier on the initial missions. Gaining Skills ============== Remember that gaining skills as a quest reward does not cost skill points. There are many skills that are offered by both a Trainer and a quest. It is almost always better to get it as a quest reward than using up skill points to buy them from a trainer. Be sure to look at your whole quest list before you buy a skill and make sure that skill isn't on any of your rewards. Trainers tend to only offer skills that are rewarded before you meet the trainer (i.e. skills that you "missed"). When in doubt, delay buying the skill until you reach the next big town. The Mesmer PvE Checklist [gwmeg9e] that I've written in the Appendices can be helpful in this regard. Any time you get a new skill, re-evaluate your build... is your build better with this skill? Can you start a new build entirely? How can you best integrate the skill into your style of play? Capturing Elites ================ Starting in the Crystal Desert (the pre-Ascension missions), Mesmers can start to capture Elite skills from the Bosses. They have a purple glowing aura around them, and are found throughout the missions and areas after the Amnoon Oasis. All you have to do is kill a boss, then use a Signet of Capture while you are near its dead body. A menu will show up, and you can select a skill from the boss's list. Elite skills are bordered in gold. The Doppelganger battle ======================= The Mesmer battle against the Doppelganger can be difficult without some knowledge and preparation. Distortion will allow you to dodge the Doppelganger bow attacks. Empathy and Backfire can be used to give the Doppelganger some damage, while you take along worthless enchantments (like Soothing Images) to cast on himself to trigger Backfire. One trick to handle the Doppelganger is the fact that you can use skills on yourself just before you enter the Doppelganger's chamber by stepping on the third rune. Thus, you can prepare yourself with Stances and Enchantments, then wait for your Energy to recharge before taking on the Doppelganger. A good way to exploit this is to use Illusion of Weakness, Distortion, or Physical Resistance just before you enter. Illusion of Weakness can also be used to kill the Doppelganger, as it is not triggered by DoT. Just bring Conjure Phantasm, Phantom Pain, and Illusion of Weakness. You can use Illusion of Weakness before you enter, and regain your Health and Energy before starting combat. Then simply lay on Conjure Phantasm and Phantom Pain on the Doppelganger. You can use Distortion to dodge the arrows, and if the Doppelganger uses Illusion of Weakness, it will take a lot of damage, probably killing it in the process. --------------------- - Farming (gwmeg6c) - --------------------- ================ = PvP (gwmeg7) = ================ ------------------------------------ - General Mesmer Tactics (gwmeg7a) - ------------------------------------ PvP is where a Mesmer really shines. All of your abilities are geared toward shutting down player-controlled opponents. You have a wide variety of tools at your disposal to shut down casters, or weapon-users, or perhaps a little bit of both. You have spells that ignore armor, a wide variety of interrupts, and significant ways to manipulate Energy, both yours and your opponents. Hex Bluffing ============ This "trick" relies on the fact that people generally don't pay attention to the exact amount of damage that a Hex is doing during the heat of battle. If you have few/no points in Domination Magic, sometimes you can bluff an opponent into thinking that your hexes are more powerful than they really are. You cast a common hex like Empathy or Backfire. The opponent, glancing up at the condition monitor, sees the icon and makes a snap judgment, thinking either "I need to get this removed" or "I'd better stop attacking/casting until this wears off". Note that this bluff fails to work on experienced players (who often glance at the damage of the hex while they are CTRL-clicking) or players who often use Mesmers (oldest trick in the book), but sometimes it can just as effectively shut someone down as if you had a high Domination Magic rating. Bait and Switch =============== Another technique is to cast a moderately powerful Hex on an opponent who you know has some Hex Removal. They use their Hex removal to remove that Hex, and you follow up with a different Hex, effectively using the first Hex to soak their Hex removal. Or alternatively, you can cast two Hexes in a row, your desired Hex followed by the "buffer" Hex, as Hex removal always removes the last Hex applied. ------------------------------------ - Dealing with opponents (gwmeg7b) - ------------------------------------ Mesmers ======= The first thing to do when dealing with other Mesmers is to identify what kind of Mesmer your opponent is playing. With your own experience at playing a Mesmer, you should quickly try to identify what sort of tactics the opponent will be using. Remember that as a Mesmer, part of your strength is the ability to keep your opponent guessing, and that strength will be an obstacle in facing other Mesmers. Once you have identified the opponent's build, you can set about countering it. Interrupts are always an option to counter Hexes and other spells, and even with Fast Casting, there's a window for you to interrupt a Mesmer. Hex Breaker is the ideal counter-stance against most Hexes that are tossed at you, while Guilt and Shame combined with Energy denial can keep your opponent bogged down. Shatter Enchantment and similar anti-enchantment spells are needed to take out IW specialists. Remember, though, the same defenses you can use against other Mesmers are going to be used against you. Expect Hex Breakers and Shatter/Inspired Hexes when facing other Mesmers (especially Mesmer secondaries). The pure spell duels between two Mesmers are a sight to behold, as they are difficult tests of subterfuge and skill. Rangers ======= Rangers are a tricky opponent to face in PvP, as they are quite versatile and good at mitigating or avoiding damage. They also have interruption abilities, and thus can be a threat to prevent you from casting your spells. However, Mesmer DoT spells and Chaos damage ignores armor, which allows a Mesmer to deal effective damage against a Ranger (as opposed to Elementalists, as Rangers have increased Armor against Elemental damage). Conjure Phantasm, Phantom Pain, and Crippling Anguish (Elite) can deal effective DoT while Empathy and Energy Burn can deal direct damage. As far as defense against Rangers, Ineptitude (Elite) can blind them. Signet of Midnight (Elite) can also be used, but it has a touch range, which makes it difficult to use against the bow-wielding Ranger. Clumsiness stops one attack and deals a lot of armor-ignoring damage. Distortion can help you avoid a Ranger's arrows (although some Preparations will still get through). Spirit of Failure is another option to reduce the effectiveness of a Ranger. Rangers, while having the primary attribute of Expertise to reduce Energy costs, are still just as dependent as a primary spellcaster on Energy, but they also have to rely on their bow for damage (most of the time). Thus, Spirit Shackles can drain their Energy if they attack, while Energy Tap and Ether Feast can drain them of their meager Energy supply. Note that Rangers only have one skill to remove Hexes, making them particularly vulnerable to Hexes. Often, a Ranger will have to rely on the secondary class for Hex removal, so remember to watch for Remove Hex/Smite Hex from R/Mo and Hex Breaker/Shatter Hex from R/Me. Another threat from the Ranger PvP bag of tricks is something making the waves in the Metagame, Nature's Renewal. Not only does it strip all enchantments and hexes, but it doubles the casting time of said spells, to boot. You might want to babysit a Ranger that is spamming this ritual, and use Leech Signet or Cry of Frustration to prevent it from being used. Warriors ======== There are a few ways to deal with Warriors. Since Warriors are often the last targets in PvP due to the "standard" attack progression (Monks are targeted first, followed by Spellcasters, followed by Rangers/Warriors), they often stick around for a while. Thus, most of your efforts against Warriors are probably going to be focused on attenuating the threat rather than eliminating it. In other words, you are probably going to nullify the Warrior's effectiveness until your team can focus on the Warrior and kill him/her. If you are being directly attacked by a Warrior, Signet of Midnight (Elite) and Ineptitude (Elite) can Blind while Distortion can keep you safe. A warrior's effectiveness is directly tied to how quickly the warrior can gain adrenaline, and Mesmers have two spells that can prevent adrenaline gain, Soothing Images and Sympathetic Visage. You can use Empathy or Clumsiness to damage a warrior, punishing him for attacking. Spirit Shackles removes 5 Energy per attack, and Spirit of Failure gives you Energy while adding a miss chance to the enemy. Finally, if all else fails, you can use Physical Resistance to halve the damage being done to you. -------------------------- - The Metagame (gwmeg7c) - -------------------------- The Metagame is a difficult abstract concept to explain, but it is an easy concept to grasp, and it is of utmost importance in a competitive game with such tactical and strategic variety and balance as Guild Wars. Basically, while many combinations of skills can be powerful, all combinations of skills can be countered in some way by some class combination. By following trends in which combinations are popular in PvP, one can figure out which combinations of "counters" to bring to a match. For example, currently in late May of 2005, Aeromancer Elementalists were popular in PvP matches because of their ability to quickly "spike" damage. If an Aeromancer or a group of Aeromancers all focus on one opponent (usually the Monk), then they can quickly take that player out of the action at the beginning of the match, forcing an early game resurrect (which makes the team lose tempo) or even unraveling an entire game plan. Folks are starting to either "Fight fire with fire" by bringing their own or finding ways to counter the Aeromancer horde (a Mesmer solution would be to bring Mantra of Lightning to defend against Lightning damage while bringing along Power Block (Elite) to shut down the Aeromancer completely). I don't play enough PvP to follow the Metagame, nor is it useful to write down the current state of the Metagame in a Mesmer guide, as it relies on both up-to-date information and discussion of techniques to counter as of now unknown strategies. But if you play a lot of PvP, you need to be aware of the changes in the metagame, so you can more effectively counter your opponents even before they enter the arena. ================ = FAQ (gwmeg8) = ================ This section covers any and all questions not covered by the above guide, including a lot of general questions not necessarily pertaining to Mesmers. General Questions ================= Q. How can I get Fur Squares? A. There is a collector that trades 4 Charr Hides for a Fur Square in Ascalon City. Also, one can salvage Fur Squares from armor pieces and hides using an Expert Salvage Kit with limited success depending on the value of the armor. More expensive armors are more likely to give Fur Squares. Q. What is the 15k Armor? A. Armor that is bought at Marhan's Grotto and Granite Citadel costs 15,000 gold per piece, along with a huge amount of crafting materials. Generally, they have the same armor level as the 1,500 gold armor bought at Draknor's Forge, but are cosmetically different in some way. There is also a forge in the Fissure of Woe that crafts even MORE expensive armor. Q. I'm at Level 20. Why do I only have 170 attribute points? A. The last 30 attribute points are gained from two different quests that give 15 attribute points each: Forgotten Wisdom (in the Crystal Desert after you complete the Forgotten Ones), and Hero's Challenge (in the Southern Shiverpeaks after you complete the Hero's Journey). Q. Why am I not getting +60 health from my two Minor Vigor Runes? A. Runes do not stack with the same type. You can get multiple bonuses from runes of different types, but you can't stack, say, two Minor Vigor Runes or a Minor Vigor Rune plus a Major Vigor Rune. A Mesmer typically will have one of each rune pertaining to his/her class and one Vigor Rune. With the exception of Vigor Runes and Absorption Runes, all Major and Superior Runes subtract health. It's generally a bad idea to use more than one Major/Superior RUne as it brings your health down by a significant amount. Q. What is WPE? What is BWE? A. They stand for World Premiere Event and Beta Weekend Event respectively. Guild Wars was extensively tested during its Beta period by casual gamers to balance and hone the various skills in the game. Much of the information out there right now is based on the BWEs, and thus, may be out of date. Q. What is "infusing"? How do I infuse my armor? A. After Ascension, you will face a brand new enemy called the Mursaat. They and their Jade Armor and Jade Bow warriors have an attack called Spectral Agony which does an extreme amount of damage to you very quickly. Infusing your armor protects you against the Spectral Agony attack. To infuse your armor, you need to find a Seer, who will take the Spectral Essence of an Eidolan and infuse it into your armor. The first place that most people find the Seer is the Iron Mines of Moladune mission near the end of the mission. Note that now your armor is infused all at once instead of piecemeal as it was in May 2005. Fully infused armor cuts the damage of Spectral Agony by about 1/10th. Whenever you pick up new pieces of armor, those pieces need to be infused again. Q. What are Faction points? A. In the June 29th update, a brand new method of unlocking PvP options called "Faction" was introduced. It works similar to Frequent Flyer Miles, except that Faction points are earned through any PvP combat in which the player participates. Full details are available at the official Guild Wars website, but basically the more you play PvP, the more Faction that you earn, with more points being earned for Guild vs. Guild combat and higher level arenas. You can exchange Faction points at Priests of Balthazar scattered in all of the "main" cities in Tyria. Faction points are best used to gain a specific upgrade that is difficult to find randomly in-game (like Fortitude bowgrips or Superior Vigor Runes, for example). Items/Skills/Runes unlocked through the use of Faction are NOT given to your PvE character...instead, they are unlocked for your PvP-only characters to choose from at the inventory/skill screens during character creation. Q. How do I change my Secondary class? A. In the Crystal Desert, there are a series of quests in the outpost non-mission towns, one for every class. To access these quests, you must first complete The Hero's Journey quest from Vanyi in Droknar's Forge. If you complete the requirements of the quest, then you can freely change to that secondary class at any time. You do not lose any skills for changing your class, you simply switch over to the new secondary class. Note that if you want to change back to your original Secondary, you'll have to complete that Secondary's quest as well. Also, you won't ever get the quest that corresponds to your Primary class, obviously. The quests are: * The Elementalist's Path - Cembrien in Heroes' Audience * The Mesmer's Path - Eulenias in Destiny's Gorge * The Monk's Path - Nausuan in Seeker's Passage * The Necromancer's Path - Kratha Kor in Heroes' Audience * The Ranger's Path - Telius in Seeker's Passage * The Warrior's Path - Agastos the Brave in Destiny's Gorge Q. Why can't I enter the Underworld/Fissure of Woe? A. The Underworld and Fissure of Woe are special locations that until July 13th could be accessed by anyone who went to the Temple of the Ages while their country has the favor of the gods. Now they can only be accessed by ascended characters (those who have completed the Crystal Desert Ascension missions), in a party without henchmen. If you can't enter, either your country does not have the favor of the gods, or you aren't ascended. Elite Skills and Bosses ======================= Q. What is an Elite skill? A. Guild Wars characters can only have ONE Elite skill in their skillbars, making the selection of such skills a careful decision in most builds. In general, Elite skills are Elite because they are either more powerful than other similar skills or they can be combined with other Elite skills in devastating ways. You can only capture Elite skills from Boss monsters using the Signet of Capture. Q. Where can I find a Signet of Capture? A. Signets of Capture are first found in Lion's Arch, as the quest reward for the second quest given by Magi Malaquire (the first quest is called Orrian Excavation). After you complete that quest (which is simply to capture a skill), he gives you another one (and some XP). After that, you can purchase Signets of Capture for one skill point and a handful of gold from him. You can also purchase a Signet of Capture at any skill trainer AFTER Lion's Arch. You can purchase as many Signets as you have skill points to spend, so be sure to purchase at least 4 or 5 to capture all of the Elites that you want. Q. Why can't I get (insert Elite skill here) from (insert Boss)? A. There are no Elite skills before the Crystal Desert in the game. All of the Elites that used to be on earlier creatures were removed. Most of the fansites out there have outdated information from the last Beta and the first month of release, back when pre-Crystal Desert bosses had Elite skills. Q. Where is (insert Boss here)? I can't find him! A. Many of the bosses actually have random spawn locations, and thus do not consistently spawn in the same area every time, and sometimes do not spawn at all. However, there are a few key spots where a Boss of some kind will always spawn, and you can often find your Boss by visiting all of these spots. It's a bit tedious at times, but you'll find the Boss eventually. Mesmer-specific Questions ========================= Q. What does DOT mean? A. Damage Over Time. These are spells/conditions that cause Health degen, removing 2 Health per second per "pip". The maximum Damage over Time through Health Degen is -10 pips or -20 Health per second, but this is determined after the sum of all Health Degen and Health Regen. Q. When you "borrow" a skill through Arcane Thievery, Inspired Hex, Inspired Enchantment, and Arcane Mimicry, what attributes are used for damage, duration, etc.? A. The borrowed skill uses your own attributes. Thus, borrowed skills often will have the equivalent attribute rating of 0, unless you happen to have points in that attribute. Q. Where is Confusion/Unnatural Signet/? They aren't on your list. A. There were many skills from the Beta Weekend Events that were tweaked or cut from the final release of Guild Wars. Here is a partial list of Mesmer skills that were removed before the final release: * Confusion * Disappear * Mantra of Distortion - Changed to "Distortion" * Mantra of Hex Reflection * Mantra of Hex Shattering - Changed to "Hex Breaker" * Mirror of Delusions * Mimic - Changed to "Echo"? * Signet of Illusions * Unnatural Signet Technical Questions =================== Q. How do I display the FPS on my screen? A. You can see the Frames Per Second of your game by adding the parameter -perf to the end of the command line shortcut. In other words, right-click your Guild Wars shortcut icon and choose Properties. Under "Target", add -perf to the end of the line, like so: Target: "C:\Program Files\Guild Wars\gw.exe" -perf Q. Is there a way to automatically enter my password into the Guild Wars client? A. Yes, there is. The parameter -password "YourPasswordHere" at the end of the command line shortcut will automatically enter your password when you boot up your Guild Wars client. In other words, right-click your Guild Wars shortcut icon and choose Properties. Under "Target", add -password "YourPasswordHere" to the end of the line, like so: Target: "C:\Program Files\Guild Wars\gw.exe" -password "YourPasswordHere" Q. I see folks with unusual symbols in their chat text, like stars and hearts. How can I do this? A. The characters that you see are found in the Unicode character set, which is supported internationally by most fonts, including the font used by Guild Wars. You can put these in your chatbar by copying and pasting them from an outside source, like the Character Map program available under Start > Programs > Accessories > System Tools directory on Windows computers. You can also go to these websites for a whole list of them: http://unicode.coeurlumiere.com/ http://www.fileformat.info/info/unicode/char/search.htm Simply select the character that you want, CTRL+C to copy them to your clipboard and go into your Guild Wars game, click on your chatbar, and CTRL+V to paste the character into your chatbar. ======================= = Appendices (gwmeg9) = ======================= ------------------------ - Skill List (gwmeg9a) - ------------------------ Domination Magic ================ Arcane Thievery --------------- Energy Cost: 10 Activation Time: 1 Second Recharge Time: 10 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Tengsao in Amnoon Oasis Quest Reward: The Price of Steel (Alari Doubleblade, Silverwood) For 5-29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell. Backfire -------- Energy Cost: 15 Casting Time: 3 seconds Cooldown Time: 20 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Sir Bertran in Ascalon City Quest Reward: Domination Magic (Vassar, Foible's Fair) For 10 seconds, whenever target foe casts a spell, that foe takes 35-119 damage. Blackout -------- Energy Cost: 10 Casting Time: 1 Second Cooldown Time: 10 seconds Linked Attribute: Domination Magic Skill Type: Skill Trainer Location: Bartoch in Droknar's Forge Quest Reward: The Lost Princess (Watchman Arad, Fisherman's Haven) For 2-6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds. Chaos Storm ----------- Energy Cost: 15 Casting Time: 2 seconds Cooldown Time: 30 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: Trying Times (Vassar, Sardelac Sanitarium) 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. Cry of Frustration ------------------ Energy Cost: 15 Casting Time: 3/4ths of a Second Cooldown Time: 20 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Ephaz in Beetletun If target foe is using a skill, that foe and nearby foes are interrupted and suffer 10-37 damage. Diversion --------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 5 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: Unnatural Creatures (Erudine, Serenity Temple) For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge. Empathy ------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 20 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Sir Bertran in Ascalon City Quest Reward: Mesmer Test (Sebedoh the Mesmer, Lakeside County) For 8-18 seconds, whenever target foe attacks, that foe takes 3-25 damage. Energy Burn ----------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 20 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: A Cure for Ralena (Vassar, Sardelac Sanitarium) Target foe loses 4-9 energy and takes 8 damage for each point of energy lost. Energy Surge (Elite) -------------------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 20 seconds Linked Attribute: Domination Magic Skill Type: Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Melek The Virtuous (Ring of Fire), Balasi the Arcane (Iron Mines of Moladune), Mercia the Sing (Abaddon's Mouth) 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. Guilt ----- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 30 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Bartoch in Droknar's Forge Quest Reward: The Misplaced Sword (Yort the Bronze, Heroes' Audience) 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. Hex Breaker ----------- Energy Cost: 5 Casting Time: None Cooldown Time: 5 seconds Linked Attribute: Domination Magic Skill Type: Stance Trainer Location: Tengsao in Amnoon Oasis Quest Reward: Eye for Profit (Trader Versai, Druid's Overlook) 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. Ignorance --------- Energy Cost: 15 Casting Time: 2 seconds Cooldown Time: 10 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Thengen in Port Sledge For 8-18 seconds, target foe cannot use signet rings. Mind Wrack ---------- Energy Cost: 5 Casting Time: 1 seconds Cooldown Time: 5 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Bartoch in Droknar's Forge Quest Reward: The False Gods (Brother Mizar, Temple of the Ages) For 20 seconds, if target foe's energy is zero, that foe takes 15-75 damage and Mind Wrack ends. Panic (Elite) ------------- Energy Cost: 25 Casting Time: 2 seconds Cooldown Time: 10 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Moles Quibus (Hell's Precipice) 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. Power Block (Elite) ------------------- Energy Cost: 15 Casting Time: 1/4th of a Second Cooldown Time: 30 seconds Linked Attribute: Domination Magic Skill Type: Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Lyssa's Cursed (Perdition Rock) 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. Power Leak ---------- Energy Cost: 10 Casting Time: 1/4th of a Second Cooldown Time: 20 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: Mesmerizing the Enemy (Vassar, Sardelac Sanitarium) If target foe is casting a spell, the spell is interrupted and target foe loses 10-22 energy. Power Spike ----------- Energy Cost: 10 Casting Time: 1/4th of a Second Cooldown Time: 15 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Firstwatch Sergio in Lion's Arch Quest Reward:Stone Summit Champion (Sebedoh the Mesmer, Yak's Bend) If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage. Shame ----- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 30 seconds Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Captain Greywind in Ascalon Settlement, North Kryta Province 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. Shatter Delusions ----------------- Energy Cost: 5 Casting Time: 1/4th of a Second Cooldown Time: 10 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Sir Bertran in Ascalon City Quest Reward:Domination Magic (Vassar, Foible's Fair) Remove one Mesmer hex from target foe, that foe takes 15-63 damage. Shatter Enchantment ------------------- Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 25 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Firstwatch Sergio in Lion's Arch Quest Reward:Hungry Devourer (Master Saberlin, Beacon's Perch) Remove an enchantment from target foe. If an enchantment is removed, that foe takes 14-83 damage. Shatter Hex ----------- Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 10 seconds Linked Attribute: Domination Magic Skill Type: Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: Experimental Elixer (Erudine, Serenity Temple) Remove a hex from target ally. If a hex is removed, foes near that ally take 22-116 damage. Signet of Weariness ------------------- Energy Cost: None Casting Time: 1 Second Cooldown Time: 30 seconds Linked Attribute: Domination Magic Skill Type: Signet Trainer Location: Steig in Camp Rankor Target foe and all nearby foes lose 3-9 energy. Wastrel's Worry --------------- Energy Cost: 5 Casting Time: 1/4th of a Second Cooldown Time: 1 Second Linked Attribute: Domination Magic Skill Type: Hex Spell Trainer Location: Sorim (Quarrel Falls), Master Scout Kiera (Henge of Denravi) Quest Reward: The Ascalon Settlement (Damaris, North Kryta Province) After 3 seconds, target foe takes 8-53 damage. Wastrel's Worry ends prematurely if that foe uses a skill. Fast Casting ============ Mantra of Recovery (Elite) -------------------------- Energy Cost: 15 Casting Time: None Cooldown Time: 30 seconds Linked Attribute: Fast Casting Skill Type: Stance PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Goss Aleessh (Thirsty River), Tiss Danssir (Elona Reach), Ayassah Hess (Dunes of Dispair) For 5-17 seconds, spells you cast recharge 50% faster. This is an elite skill. Illusion Magic ============== Arcane Conundrum ---------------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 20 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Bartoch in Droknar's Forge Quest Reward: Into the Unknown (Jorn Kudebeh, Augury Rock) For 5-13 seconds, spells cast by target foe take twice as long to cast. Clumsiness ---------- Energy Cost: 10 Casting Time: 1 seconds Cooldown Time: 10 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Gammel in Copperhammer Mines For 4-7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 10-76 damage, and Clumsiness ends. Conjure Phantasm ---------------- Energy Cost: 10 Casting Time: 1 Second Cooldown Time: 5 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Sir Bertran in Ascalon City Quest Reward:A Mesmer's Burden (Lady Althea, Lakeside County), Mesmerizing the Enemy (Vassar, Sardelac Sanitarium) For 2-12 seconds, target foe experiences health degeneration of 5. Crippling Anguish (Elite) ------------------------- Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 20 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Fuury Stonewrath (Thunderhead Keep), Yxthoshth (Salt Flats), Barl Stormsiege - (Frozen Forest) For 8-18 seconds, target moves 50% slower and suffers health degeneration of 1-3. This is an elite skill. Distortion ---------- Energy Cost: 5 Casting Time: None Cooldown Time: 5 seconds. Linked Attribute: Illusion Magic Skill Type: Stance Trainer Location: Captain Osric in Yak's Bend Quest Reward: Supplies for the Duke (Gate Guard Hollis, Old Ascalon) 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. Ethereal Burden --------------- Energy Cost: 15 Casting Time: 3 seconds Cooldown Time: 45 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Tengsao in Amnoon Oasis Quest Reward: Mysterious Message (Envoy Ero, Druid's Overlook) For 10 seconds, target foe moves 50% slower than normal. When Ethereal Burden ends, you gain 10-20 energy. Fevered Dreams (Elite) ---------------------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 10 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Plexus Shadowhook (Abaddon's Mouth) 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. Fragility --------- Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 15 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Firstwatch Sergio in Lion's Arch Quest Reward:Stone Summit Champion (Sebedoh the Mesmer, Yak's Bend) For 8-18 seconds, target foe takes 5-28 damage each time that foe suffers or recovers from a new condition. Illusion of Haste ----------------- Energy Cost: 10 Casting Time: 1 Second Cooldown Time: 5 seconds Linked Attribute: Illusion Magic Skill Type: Enchantment Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: A Cure for Ralena (Vassar, Sardelac Sanitarium) 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. Illusion of Weakness -------------------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 30 seconds Linked Attribute: Illusion Magic Skill Type: Enchantment Spell Trainer Location: Sorim (Quarrel Falls), Master Scout Kiera (Henge of Denravi) Quest Reward: The Hot Springs Murders (Inspector Caleb, Nebo Terrace) 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. Illusionary Weaponry (Elite) ---------------------------- Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 40 seconds Linked Attribute: Illusion Magic Skill Type: Enchantment Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Seer Windlash (Talus Chute), Didn Hopestealer (Snake Dance), Digo Murkstalker (Iron Mines of Moladune) 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. Imagined Burden --------------- Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 30 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Sir Bertran in Ascalon City Quest Reward:A Mesmer's Burden (Lady Althea, Lakeside County), Mesmerizing the Enemy (Vassar, Sardelac Sanitarium) For 8-18 seconds, target foe moves 50% slower than normal. Ineptitude (Elite) ------------------ Energy Cost: 10 Casting Time: 1 Second Cooldown Time: 20 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Wyt Sharpfeather (Mineral Springs) 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. Migraine (Elite) ---------------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 15 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Pytt Spitespew (Ring of Fire) For 5-17 seconds, target foe suffers health degeneration of 1-3 and takes 100% longer to cast spells. This is an elite skill. Phantom Pain ------------ Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 15 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: Caravan in Trouble (Cynn, Eastern Frontier) 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. Soothing Images --------------- Energy Cost: 10 Casting Time: 2 seconds Cooldown Time: 5 seconds Linked Attribute: Illusion Magic Skill Type: Hex Spell Trainer Location: Harnil in Marhan's Grotto For 8-18 seconds, target foe and all adjacent foes cannot gain adrenaline. Sympathetic Visage ------------------ Energy Cost: 10 Casting Time: 1 Second Cooldown Time: 30 seconds Linked Attribute: Illusion Magic Skill Type: Enchantment Spell Trainer Location: Mazzim in Fisherman's Haven For 8-18 seconds, whenever target ally is hit by a melee attack, all nearby enemies lose all adrenaline and 3 energy. Inspiration Magic ================= Channeling ---------- Energy Cost: 5 Casting Time: 1 Second Cooldown Time: 15 seconds Linked Attribute: Inspiration Magic Skill Type: Enchantment Spell Trainer Location: Firstwatch Sergio in Lion's Arch Quest Reward:Stone Summit Champion (Sebedoh the Mesmer, Yak's Bend) For 8-46 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe. Drain Enchantment ----------------- Energy Cost: 10 Casting Time: 1 Second Cooldown Time: 25 seconds Linked Attribute: Inspiration Magic Skill Type: Spell Trainer Location: Marna in Ice Tooth Cave Remove an enchantment from target foe. If an enchantment is removed, you gain 10-20 energy. Elemental Resistance -------------------- Energy Cost: 10 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Bartoch in Droknar's Forge Quest Reward: The Forgotten Ones (Annelle Fipps, Destiny's Gorge) For 30-78 seconds, you gain +40 AL against elemental damage, but you lose 24-14 AL against physical damage. Energy Drain (Elite) -------------------- Energy Cost: 5 Casting Time: 1 Second Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Gambol Headrainer (Ice Floe), Snik Hungrymind (Perdition Rock and Witman's Folly) Steal 8-18 energy from target foe. This is an elite skill. Energy Tap ---------- Energy Cost: 5 Casting Time: 3 seconds Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Spell Trainer Location: Captain Osric in Yak's Bend Quest Reward: Helping the People of Ascalon (Ambassador Zain, Old Ascalon) Steal 8-13 energy from target foe. Ether Feast ----------- Energy Cost: 5 Casting Time: 2 seconds Cooldown Time: 8 seconds Linked Attribute: Inspiration Magic Skill Type: Spell Trainer Location: Sir Bertran in Ascalon City Quest Reward: Mesmer Test (Sebedoh the Mesmer, Lakeside County), A Mesmer's Burden (Lady Althea, Lakeside County), Mesmerizing the Enemy (Vassar, Sardelac Sanitarium) Target foe loses 5 energy. You are healed 8-24 for each point of energy lost. Ether Lord ---------- Energy Cost: 5 Casting Time: 2 seconds Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Hex Spell Trainer Location: Bartoch in Droknar's Forge Quest Reward: A Belated Betrothal (Tirzah, Seeker's Passage) You lose all energy. For 5-9 seconds, target foe suffers energy degeneration of 1-3, and you experience energy regeneration of 1-3. Inspired Enchantment -------------------- Energy Cost: 10 Casting Time: 1 Second Cooldown Time: None Linked Attribute: Inspiration Magic Skill Type: Spell Trainer Location: Sorim (Quarrel Falls), Master Scout Kiera (Henge of Denravi) Quest Reward: The Undead Hordes (Elder Hezron, Beetletun) 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. Inspired Hex ------------ Energy Cost: 5 Casting Time: 1 Second Cooldown Time: None Linked Attribute: Inspiration Magic Skill Type: Spell Trainer Location: Firstwatch Sergio in Lion's Arch Quest Reward: The Deserters (Master Saberlin, Beacon's Perch) Remove a hex from target ally and gain 3-13 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed. Keystone Signet (Elite) ----------------------- Energy Cost: None Casting Time: 2 seconds Cooldown Time: 30 seconds Linked Attribute: Inspiration Magic Skill Type: Signet PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Rune Ethercrash (Spearhead Peak) 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. Leech Signet ------------ Energy Cost: None Casting Time: 1/4th of a Second Cooldown Time: 45 seconds Linked Attribute: Inspiration Magic Skill Type: Signet Trainer Location: Sorim (Quarrel Falls), Master Scout Kiera (Henge of Denravi) Quest Reward:The Last Hog (Farmer Dirk, North Kryta Province) Interrupt target foe's action. If that action was a spell, you gain 3-13 energy. Mantra of Concentration ----------------------- Energy Cost: 5 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Captain Greywind in Ascalon Settlement, North Kryta Province For 60-156 seconds, the next time you would be interrupted while performing a skill, you are not interrupted, and Mantra of Concentration ends. Mantra of Earth --------------- Energy Cost: 15 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Bartoch in Droknar's Forge Quest Reward: The Royal Papers (Watchman Arad, Fisherman's Haven) For 30-78 seconds, whenever you take earth damage, the damage is reduced by 26%-45% and you gain 1 energy. Mantra of Flame --------------- Energy Cost: 15 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Captain Osric in Yak's Bend Quest Reward: Trying Times (Vassar, Sardelac Sanitarium) For 30-78 seconds, whenever you take fire damage, the damage is reduced by 26%-45% and you gain 1 energy. Mantra of Frost --------------- Energy Cost: 15 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Firstwatch Sergio in Lion's Arch Quest Reward: Helping the Dwarves (Grand Mason Stonecleaver, Yak's Bend) For 30-78 seconds, whenever you take cold damage, the damage is reduced by 26%-45% and you gain 1 energy. Mantra of Inscriptions ---------------------- Energy Cost: 10 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Steig in Camp Rankor For 30-78 seconds, your signet rings recharge 25%-45% faster. Mantra of Lightning ------------------- Energy Cost: 15 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Thengen in Port Sledge Quest Reward: Graven Images (Archivist Ithimar, North Kryta Province) For 30-78 seconds, whenever you take lightning damage, the damage is reduced by 26%-45% and you gain 1 energy. Mantra of Persistence --------------------- Energy Cost: 15 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Bartoch in Droknar's Forge Quest Reward: Ghostly Vengeance (Marchena, Augury Rock) For 30-78 seconds, any illusion magic hex you cast lasts 20%-84% longer. Mantra of Recall (Elite) ------------------------ Energy Cost: 15 Casting Time: 1 Second Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Enchantment Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Featherclaw (Snake Dance), Facet of Chaos (Dragon's Lair) For 20 seconds, you gain no benefit from it. You gain 20-30 energy when Mantra of Recall ends. This is an elite skill. Mantra of Resolve ----------------- Energy Cost: 10 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Harnil in Marhan's Grotto 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. Mantra of Signets ----------------- Energy Cost: 15 Casting Time: None Cooldown Time: 30 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Gammel in Copperhammer Mines For 10-22 seconds, the next time you use a signet ring, it recharges immediately, and Mantra of Signets ends. Physical Resistance ------------------- Energy Cost: 10 Casting Time: None Cooldown Time: 20 seconds Linked Attribute: Inspiration Magic Skill Type: Stance Trainer Location: Taltosh in Grendich Courthouse For 30-78 seconds, you gain +40 AL against physical damage, but you lose 24-14 AL against elemental damage. Power Drain ----------- Energy Cost: 5 Casting Time: 1/4th of a Second Cooldown Time: 25 seconds Linked Attribute: Inspiration Magic Skill Type: Spell Trainer Location: Avena in Maguuma Stade If target foe is casting a spell, the spell is interrupted and you gain 1-25 energy. Spirit Shackles --------------- Energy Cost: 10 Casting Time: 3 seconds Cooldown Time: 5 seconds Linked Attribute: Inspiration Magic Skill Type: Hex Spell Trainer Location: Tengsao in Amnoon Oasis Quest Reward: Blood and Smoke (Deep Root, Ettin's Back) For 8-24 seconds, target foe loses 5 energy whenever that foe attacks. Spirit of Failure ----------------- Energy Cost: 10 Casting Time: 3 seconds Cooldown Time: 10 seconds Linked Attribute: Inspiration Magic Skill Type: Hex Spell Trainer Location: Tengsao in Amnoon Oasis Quest Reward: Dropping Eaves (Deep Root, Ettin's Back) For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1-4 energy whenever that foe misses in combat. Other Skills ============ Arcane Echo ----------- Energy Cost: 15 Casting Time: 2 seconds Cooldown Time: 30 seconds Linked Attribute: None Skill Type: Enchantment Spell Trainer Location: Ephaz in Beetletun If you cast a spell in the next 20 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill. Arcane Mimicry -------------- Energy Cost: 15 Casting Time: 2 seconds Cooldown Time: 60 seconds Linked Attribute: None Skill Type: Spell Trainer Location: Avena in Maguuma Stade For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally. Echo (Elite) ------------ Energy Cost: 5 Casting Time: 1 Second Cooldown Time: 30 seconds Linked Attribute: None Skill Type: Enchantment Spell PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Rwek Khawl Mawl (Perdition Rock) For 20 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds. This is an elite skill. Epidemic -------- Energy Cost: 15 Casting Time: 2 seconds Cooldown Time: 15 seconds Linked Attribute: None Skill Type: Spell Trainer Location: Taltosh in Grendich Courthouse Transfer all negative conditions and their remaining durations from target foe to all foes adjacent to your target. Signet of Humility ------------------ Energy Cost: None Casting Time: 2 seconds Cooldown Time: 20 seconds Linked Attribute: None Skill Type: Signet Trainer Location: Mazzim in Fisherman's Haven Target foe's elite skill is disabled for 15 seconds. Signet of Midnight (Elite) -------------------------- Energy Cost: None Casting Time: 3/4ths of a Second Cooldown Time: 15 seconds Linked Attribute: None Skill Type: Signet PvP Unlock Priest Location: Dakk in Droknar's Forge Capture Boss: Malus Phasmatus (Perdition Rock) You and target touched foe become blinded. This is an elite skill. ------------------------ - Armor List (gwmeg9b) - ------------------------ Starting Armor (Base AL 5) --------------------------- Dilettante's Vest Starting Armor Dilettante's Gloves Starting Armor Dilettante's Hose Starting Armor Dilettante's Footwear Starting Armor Ascalon City ============ Banoit (Base AL 15) Each piece costs 50 gold -------------------------------------------------------- Discreet Mask 1 Pile of Glittering Dust Rogue's Gloves 2 Bolts of Cloth Rogue's Attire 6 Bolts of Cloth Rogue's Hose 4 Bolts of Cloth Rogue's Footwear 2 Bolts of Cloth Stylish Gloves 1 Bolt of Cloth Stylish Attire 3 Bolts of Cloth Stylish Hose 2 Bolts of Cloth Stylish Footwear 1 Bolt of Cloth Corwen (Base AL 30) Each piece costs 150 gold -------------------------------------------------------- Animal Mask 4 Bolts of Cloth, 1 Tanned Hide Square Costume Mask 4 Bolts of Cloth, 1 Feather Discreet Mask 2 Piles of Glittering Dust Imposing Mask 4 Bolts of Cloth, 1 Steel Ingot Sleek Mask 4 Bolts of Cloth, 1 Bolt of Linen Rogue's Gloves 4 Bolts of Cloth, 1 Leather Square Rogue's Attire 12 Bolts of Cloth, 3 Leather Squares Rogue's Hose 8 Bolts of Cloth, 2 Leather Squares Rogue's Footwear 4 Bolts of Cloth, 1 Leather Square Stylish Gloves 2 Bolts of Cloth Stylish Attire 6 Bolts of Cloth Stylish Hose 4 Bolts of Cloth Stylish Footwear 2 Bolts of Cloth Piken Square ============ Harlan (Base AL 15) Each piece costs 50 gold -------------------------------------------------------- Discreet Mask 1 Pile of Glittering Dust Rogue's Gloves 2 Bolts of Cloth Rogue's Attire 6 Bolts of Cloth Rogue's Hose 4 Bolts of Cloth Rogue's Footwear 2 Bolts of Cloth Stylish Gloves 1 Bolt of Cloth Stylish Attire 3 Bolts of Cloth Stylish Hose 2 Bolts of Cloth Stylish Footwear 1 Bolt of Cloth Yak's Bend ========== Breyshaw (Base AL 30) Each piece costs 150 gold -------------------------------------------------------- Animal Mask 4 Bolts of Cloth, 1 Tanned Hide Square Costume Mask 4 Bolts of Cloth, 1 Feather Discreet Mask 2 Piles of Glittering Dust Imposing Mask 4 Bolts of Cloth, 1 Steel Ingot Sleek Mask 4 Bolts of Cloth, 1 Bolt of Linen Courtly Gloves 4 Bolts of Cloth, 1 Bolt of Linen Courtly Attire 12 Bolts of Cloth, 3 Bolts of Linen Courtly Hose 8 Bolts of Cloth, 2 Bolts of Linen Courtly Footwear 4 Bolts of Cloth, 1 Bolt of Linen Rogue's Gloves 4 Bolts of Cloth, 1 Leather Square Rogue's Attire 12 Bolts of Cloth, 3 Leather Squares Rogue's Hose 8 Bolts of Cloth, 2 Leather Squares Rogue's Footwear 4 Bolts of Cloth, 1 Leather Square Stylish Gloves 2 Bolts of Cloth Stylish Attire 6 Bolts of Cloth Stylish Hose 4 Bolts of Cloth Stylish Footwear 2 Bolts of Cloth Lion's Arch =========== Samuka (Base AL 30) Each piece costs 150 gold -------------------------------------------------------- Animal Mask 4 Bolts of Cloth, 1 Tanned Hide Square Costume Mask 4 Bolts of Cloth, 1 Feather Discreet Mask 2 Piles of Glittering Dust Imposing Mask 4 Bolts of Cloth, 1 Steel Ingot Sleek Mask 4 Bolts of Cloth, 1 Bolt of Linen Courtly Gloves 4 Bolts of Cloth, 1 Bolt of Linen Courtly Attire 12 Bolts of Cloth, 3 Bolts of Linen Courtly Hose 8 Bolts of Cloth, 2 Bolts of Linen Courtly Footwear 4 Bolts of Cloth, 1 Bolt of Linen Rogue's Gloves 4 Bolts of Cloth, 1 Leather Square Rogue's Attire 12 Bolts of Cloth, 3 Leather Squares Rogue's Hose 8 Bolts of Cloth, 2 Leather Squares Rogue's Footwear 4 Bolts of Cloth, 1 Leather Square Stylish Gloves 2 Bolts of Cloth Stylish Attire 6 Bolts of Cloth Stylish Hose 4 Bolts of Cloth Stylish Footwear 2 Bolts of Cloth Bergen Hot Springs ================== Kailan (Base AL 39) Each piece costs 250 gold -------------------------------------------------------- Animal Mask 6 Bolts of Cloth, 1 Tanned Hide Square Costume Mask 6 Bolts of Cloth, 1 Feather Discreet Mask 3 Piles of Glittering Dust Imposing Mask 6 Bolts of Cloth, 1 Steel Ingot Sleek Mask 6 Bolts of Cloth, 1 Bolt of Linen Courtly Gloves 6 Bolts of Cloth, 1 Bolt of Linen Courtly Attire 18 Bolts of Cloth, 3 Bolts of Linen Courtly Hose 12 Bolts of Cloth, 2 Bolts of Linen Courtly Footwear 6 Bolts of Cloth, 1 Bolt of Linen Performer's Gloves 6 Bolts of Cloth, 1 Bolt of Silk Performer's Attire 18 Bolts of Cloth, 3 Bolts of Silk Performer's Hose 12 Bolts of Cloth, 2 Bolts of Silk Performer's Footwear 6 Bolts of Cloth, 1 Bolt of Silk Stylish Gloves 3 Bolts of Cloth Stylish Attire 9 Bolts of Cloth Stylish Hose 6 Bolts of Cloth Stylish Footwear 3 Bolts of Cloth Beetletun ========= Shanda (Base AL 39) Each piece costs 250 gold -------------------------------------------------------- Animal Mask 6 Bolts of Cloth, 1 Tanned Hide Square Costume Mask 6 Bolts of Cloth, 1 Feather Discreet Mask 3 Piles of Glittering Dust Imposing Mask 6 Bolts of Cloth, 1 Steel Ingot Sleek Mask 6 Bolts of Cloth, 1 Bolt of Linen Rogue's Gloves 6 Bolts of Cloth, 1 Leather Square Rogue's Attire 18 Bolts of Cloth, 3 Leather Squares Rogue's Hose 12 Bolts of Cloth, 2 Leather Squares Rogue's Footwear 6 Bolts of Cloth, 1 Leather Square Stylish Gloves 3 Bolts of Cloth Stylish Attire 9 Bolts of Cloth Stylish Hose 6 Bolts of Cloth Stylish Footwear 3 Bolts of Cloth Quarrel Falls ============= Saphir (Base AL 39) Each piece costs 250 gold -------------------------------------------------------- Animal Mask 6 Bolts of Cloth, 1 Tanned Hide Square Costume Mask 6 Bolts of Cloth, 1 Feather Discreet Mask 3 Piles of Glittering Dust Imposing Mask 6 Bolts of Cloth, 1 Steel Ingot Sleek Mask 6 Bolts of Cloth, 1 Bolt of Linen Enchanter's Gloves 6 Bolts of Cloth, 1 Pile of Glittering Dust Enchanter's Attire 18 Bolts of Cloth, 3 Piles of Glittering Dust Enchanter's Hose 12 Bolts of Cloth, 2 Piles of Glittering Dust Enchanter's Footwear 6 Bolts of Cloth, 1 Pile of Glittering Dust Stylish Gloves 3 Bolts of Cloth Stylish Attire 9 Bolts of Cloth Stylish Hose 6 Bolts of Cloth Stylish Footwear 3 Bolts of Cloth Ventari's Refuge ================ Hanita (Base AL 45) Each piece costs 400 gold -------------------------------------------------------- Animal Mask 8 Bolts of Cloth, 2 Tanned Hide Squares Costume Mask 8 Bolts of Cloth, 2 Feathers Discreet Mask 4 Piles of Glittering Dust Imposing Mask 8 Bolts of Cloth, 2 Steel Ingots Sleek Mask 8 Bolts of Cloth, 2 Bolts of Linen Courtly Gloves 8 Bolts of Cloth, 2 Bolts of Linen Courtly Attire 24 Bolts of Cloth, 6 Bolts of Linen Courtly Hose 16 Bolts of Cloth, 4 Bolts of Linen Courtly Footwear 8 Bolts of Cloth, 2 Bolts of Linen Enchanter's Gloves 8 Bolts of Cloth, 2 Piles of Glittering Dust Enchanter's Attire 24 Bolts of Cloth, 6 Piles of Glittering Dust Enchanter's Hose 16 Bolts of Cloth, 4 Piles of Glittering Dust Enchanter's Footwear 8 Bolts of Cloth, 2 Piles of Glittering Dust Performer's Gloves 8 Bolts of Cloth, 2 Bolts of Silk Performer's Attire 24 Bolts of Cloth, 6 Bolts of Silk Performer's Hose 16 Bolts of Cloth, 4 Bolts of Silk Performer's Footwear 8 Bolts of Cloth, 2 Bolts of Silk Rogue's Gloves 8 Bolts of Cloth, 2 Leather Squares Rogue's Attire 24 Bolts of Cloth, 6 Leather Squares Rogue's Hose 16 Bolts of Cloth, 4 Leather Squares Rogue's Footwear 8 Bolts of Cloth, 2 Leather Squares Stylish Gloves 4 Bolts of Cloth Stylish Attire 12 Bolts of Cloth Stylish Hose 8 Bolts of Cloth Stylish Footwear 4 Bolts of Cloth Henge of Denravi ================ Alemeth (Base AL 45) Each piece costs 400 gold -------------------------------------------------------- Animal Mask 8 Bolts of Cloth, 2 Tanned Hide Squares Costume Mask 8 Bolts of Cloth, 2 Feathers Discreet Mask 4 Piles of Glittering Dust Imposing Mask 8 Bolts of Cloth, 2 Steel Ingots Sleek Mask 8 Bolts of Cloth, 2 Bolts of Linen Courtly Gloves 8 Bolts of Cloth, 2 Bolts of Linen Courtly Attire 24 Bolts of Cloth, 6 Bolts of Linen Courtly Hose 16 Bolts of Cloth, 4 Bolts of Linen Courtly Footwear 8 Bolts of Cloth, 2 Bolts of Linen Enchanter's Gloves 8 Bolts of Cloth, 2 Piles of Glittering Dust Enchanter's Attire 24 Bolts of Cloth, 6 Piles of Glittering Dust Enchanter's Hose 16 Bolts of Cloth, 4 Piles of Glittering Dust Enchanter's Footwear 8 Bolts of Cloth, 2 Piles of Glittering Dust Performer's Gloves 8 Bolts of Cloth, 2 Bolts of Silk Performer's Attire 24 Bolts of Cloth, 6 Bolts of Silk Performer's Hose 16 Bolts of Cloth, 4 Bolts of Silk Performer's Footwear 8 Bolts of Cloth, 2 Bolts of Silk Rogue's Gloves 8 Bolts of Cloth, 2 Leather Squares Rogue's Attire 24 Bolts of Cloth, 6 Leather Squares Rogue's Hose 16 Bolts of Cloth, 4 Leather Squares Rogue's Footwear 8 Bolts of Cloth, 2 Leather Squares Stylish Gloves 4 Bolts of Cloth Stylish Attire 12 Bolts of Cloth Stylish Hose 8 Bolts of Cloth Stylish Footwear 4 Bolts of Cloth Stingray Strand =============== Crafter (Base AL 57) Each piece costs 1000 gold -------------------------------------------------------- Courtly Gloves 11 Bolts of Cloth, 3 Bolts of Linen Courtly Attire 33 Bolts of Cloth, 9 Bolts of Linen Courtly Hose 22 Bolts of Cloth, 6 Bolts of Linen Courtly Footwear 11 Bolts of Cloth, 3 Bolts of Linen Amnoon Oasis ============ Kathir (Base AL 51) Each piece costs 700 gold -------------------------------------------------------- Animal Mask 9 Bolts of Cloth, 3 Tanned Hide Squares Costume Mask 9 Bolts of Cloth, 3 Feathers Discreet Mask 8 Piles of Glittering Dust Imposing Mask 9 Bolts of Cloth, 3 Steel Ingots Sleek Mask 9 Bolts of Cloth, 3 Bolts of Linen Courtly Gloves 9 Bolts of Cloth, 3 Bolts of Linen Courtly Attire 27 Bolts of Cloth, 9 Bolts of Linen Courtly Hose 18 Bolts of Cloth, 6 Bolts of Linen Courtly Footwear 9 Bolts of Cloth, 3 Bolts of Linen Enchanter's Gloves 9 Bolts of Cloth, 3 Piles of Glittering Dust Enchanter's Attire 27 Bolts of Cloth, 9 Piles of Glittering Dust Enchanter's Hose 18 Bolts of Cloth, 6 Piles of Glittering Dust Enchanter's Footwear 9 Bolts of Cloth, 3 Piles of Glittering Dust Performer's Gloves 9 Bolts of Cloth, 3 Bolts of Silk Performer's Attire 27 Bolts of Cloth, 9 Bolts of Silk Performer's Hose 18 Bolts of Cloth, 6 Bolts of Silk Performer's Footwear 9 Bolts of Cloth, 3 Bolts of Silk Rogue's Gloves 9 Bolts of Cloth, 3 Leather Squares Rogue's Attire 27 Bolts of Cloth, 9 Leather Squares Rogue's Hose 18 Bolts of Cloth, 6 Leather Squares Rogue's Footwear 9 Bolts of Cloth, 3 Leather Squares Stylish Gloves 8 Bolts of Cloth Stylish Attire 24 Bolts of Cloth Stylish Hose 16 Bolts of Cloth Stylish Footwear 8 Bolts of Cloth Droknar's Forge ================ Seifred/Mogren (Base AL 60) Each piece costs 1,500 gold -------------------------------------------------------- Animal Mask 25 Bolts of Cloth, 4 Tanned Hide Squares Costume Mask 25 Bolts of Cloth, 4 Feathers Discreet Mask 11 Piles of Glittering Dust Imposing Mask 25 Bolts of Cloth, 4 Steel Ingots Sleek Mask 25 Bolts of Cloth, 4 Bolts of Linen Courtly Gloves 25 Bolts of Cloth, 4 Bolts of Linen Courtly Attire 75 Bolts of Cloth, 12 Bolts of Linen Courtly Hose 50 Bolts of Cloth, 8 Bolts of Linen Courtly Footwear 25 Bolts of Cloth, 4 Bolts of Linen Enchanter's Gloves 25 Bolts of Cloth, 4 Piles of Glittering Dust Enchanter's Attire 75 Bolts of Cloth, 12 Piles of Glittering Dust Enchanter's Hose 50 Bolts of Cloth, 8 Piles of Glittering Dust Enchanter's Footwear 25 Bolts of Cloth, 4 Piles of Glittering Dust Performer's Gloves 25 Bolts of Cloth, 4 Bolts of Silk Performer's Attire 75 Bolts of Cloth, 12 Bolts of Silk Performer's Hose 50 Bolts of Cloth, 8 Bolts of Silk Performer's Footwear 25 Bolts of Cloth, 4 Bolts of Silk Rogue's Gloves 25 Bolts of Cloth, 4 Leather Squares Rogue's Attire 75 Bolts of Cloth, 12 Leather Squares Rogue's Hose 50 Bolts of Cloth, 8 Leather Squares Rogue's Footwear 25 Bolts of Cloth, 4 Leather Squares Stylish Gloves 11 Bolts of Cloth Stylish Attire 33 Bolts of Cloth Stylish Hose 22 Bolts of Cloth Stylish Footwear 11 Bolts of Cloth Marhan's Grotto =============== Karl (Base AL 60) Each piece costs 15,000 gold -------------------------------------------------------- Enchanter's Gloves 50 Bolts of Cloth, 5 Piles of Glittering Dust Enchanter's Attire 150 Bolts of Cloth, 15 Piles of Glittering Dust Enchanter's Hose 100 Bolts of Cloth, 10 Piles of Glittering Dust Enchanter's Footwear 50 Bolts of Cloth, 5 Piles of Glittering Dust Rogue's Gloves 50 Bolts of Cloth, 5 Elonian Leather Squares Rogue's Attire 150 Bolts of Cloth, 15 Elonian Leather Squares Rogue's Hose 100 Bolts of Cloth, 10 Elonian Leather Squares Rogue's Footwear 50 Bolts of Cloth, 5 Elonian Leather Squares Granite Citadel =============== Hagen (Base AL 60) Each piece costs 15,000 gold -------------------------------------------------------- Noble Gloves 50 Bolts of Cloth, 5 Bolts of Damask Noble Attire 150 Bolts of Cloth, 15 Bolts of Damask Noble Hose 100 Bolts of Cloth, 10 Bolts of Damask Noble Footwear 50 Bolts of Cloth, 5 Bolts of Damask Virtuoso's Gloves 50 Bolts of Cloth, 5 Bolts of Silk Virtuoso's Attire 150 Bolts of Cloth, 15 Bolts of Silk Virtuoso's Hose 100 Bolts of Cloth, 10 Bolts of Silk Virtuoso's Footwear 50 Bolts of Cloth, 5 Bolts of Silk Fissure of Woe ============== Eternal Forgemaster (Base AL 60) Each piece costs 15,000 gold -------------------------------------------------------- Enchanter's Gloves 50 Bolts of Cloth, 5 Piles of Glittering Dust, 15 Obsidian Shards, 15 Ectoplasms Enchanter's Attire 150 Bolts of Cloth, 15 Piles of Glittering Dust, 45 Obsidian Shards, 45 Ectoplasms Enchanter's Hose 100 Bolts of Cloth, 10 Piles of Glittering Dust, 30 Obsidian Shards, 30 Ectoplasms Enchanter's Footwear 50 Bolts of Cloth, 5 Piles of Glittering Dust, 15 Obsidian Shards, 15 Ectoplasms Rogue's Gloves 50 Bolts of Cloth, 5 Elonian Leather Squares, 15 Obsidian Shards, 15 Ectoplasms Rogue's Attire 150 Bolts of Cloth, 15 Elonian Leather Squares, 45 Obsidian Shards, 45 Ectoplasms Rogue's Hose 100 Bolts of Cloth, 10 Elonian Leather Squares, 30 Obsidian Shards, 30 Ectoplasms Rogue's Footwear 50 Bolts of Cloth, 5 Elonian Leather Squares, 15 Obsidian Shards, 15 Ectoplasms Noble Gloves 50 Bolts of Cloth, 5 Bolts of Damask, 15 Obsidian Shards, 15 Ectoplasms Noble Attire 150 Bolts of Cloth, 15 Bolts of Damask, 45 Obsidian Shards, 45 Ectoplasms Noble Hose 100 Bolts of Cloth, 10 Bolts of Damask, 30 Obsidian Shards, 30 Ectoplasms Noble Footwear 50 Bolts of Cloth, 5 Bolts of Damask, 15 Obsidian Shards, 15 Ectoplasms Virtuoso's Gloves 50 Bolts of Cloth, 5 Bolts of Silk, 15 Obsidian Shards, 15 Ectoplasms Virtuoso's Attire 150 Bolts of Cloth, 15 Bolts of Silk, 45 Obsidian Shards, 45 Ectoplasms Virtuoso's Hose 100 Bolts of Cloth, 10 Bolts of Silk, 30 Obsidian Shards, 30 Ectoplasms Virtuoso's Footwear 50 Bolts of Cloth, 5 Bolts of Silk, 15 Obsidian Shards, 15 Ectoplasms ----------------------------- - Collectors List (gwmeg9c) - ----------------------------- Work in Progress Maguuma Jungle ============== Mamnoon Lagoon -------------- * Vargil the White trades 5 Ancient Eyes for a Cane Chaos Dmg 7-13 (req. 8 Domination Magic), Energy +15 Energy regeneration -1. Silverwood ---------- * Lady Engelram trades 5 Maguuma Manes for a Cane Chaos Dmg 7-13 (req. 8 Illusion Magic), Energy +15 Energy regeneration -1. Crystal Desert ============== Amnoon Oasis ------------ * Ardenoth Oakenshield trades 5 Bleached Shells for ? Mask (AL 60) * Ekimeel Trueshot trades 5 Forgotten Seals for ? Mask (AL 60) Arid Sea -------- * Sir Kaufman trades 5 Massive Jawbones for Stylish Footwear (AL 60) * Sir Pohl Sandbert trades 5 Dune Burrower Jaws for a Cane Chaos Dmg 11-22 (req. 9 Illusion Magic), Improves skill recharge using Illusion Magic skills (Chance: 20%). Destiny's Gorge --------------- * Barton Smallwood trades 5 Shriveled Eyes for ? Mask (AL 60) Diviner's Ascent ---------------- * Cinder Linnwood trades 5 Bleached Carapaces for a Jeweled Staff Energy +10 Chaos Dmg 11-22 (req. 9 Illusion Magic), Improves Casting speed using Illusion Magic skills (Chance: 20%), Improves skill recharge using Illusion Magic skills (Chance: 20%). * Luven Underwood trades 5 Minotaur Horns for a Cane Chaos Dmg 11-22 (req. 9 Domination Magic), Improves skill recharge using Domination Magic skills (Chance: 20%). Prophet's Path -------------- * Gustov the Silent trades 5 Dune Burrower Jaws for Stylish Footwear (60 AL) * Kyle the Rich trades 5 Losaru Manes for Stylish Attire (60 AL) * Winfield Michelson trades 5 Bleached Carapaces for Stylish Attire (60 AL) * Fenster the Golden trades 5 Minotaur Horns for Stylish Gloves (60 AL) Salt Flats ---------- * Kelsay Pradist trades 5 Jade Mandibles for ? Mask * Sir Norrington trades 5 Shriveled Eyes for Stylish Gloves (AL 60) The Scar -------- * Cedrick Rogers trades 5 Losaru Manes for Stylish Hose (AL 60) (just outside of Thirsty River) * Jamie the Wanderer trades 5 Dune Burrower Jaws for Stylish Hose (AL 60) * Lord Dorn Lendrigen trades 5 Bleached Shells for a Cane Chaos Dmg 11-22 (req. 9 Illusion Magic), Improves Casting speed using Illusion Magic skills (Chance: 20%). Skyward Reach ------------- * Arliss Vaughn trades 5 Iridescent Griffon Wings for a Jeweled Chalice Energy +12 (req. 9 Illusion Magic), Improves Casting speed using Illusion Magic skills (Chance: 20%), Improves skill recharge using Illusion Magic skills (Chance: 20%). * John Verado trades 5 Topaz Crests for an Inscribed Staff Energy +10 Chaos Dmg 11-22 (req. 9 Domination Magic), Improves Casting speed using Domination Magic skills (Chance: 20%), Improves skill recharge using Domination Magic skil