MESMER GUIDE
So you wanna be the very best? Like no one ever was? I'll teach you mang.
ArmorSpiker armor doesn't really make a difference, if you want +8 energy run radiant, if you don't care, run survivor, if you're cool run fucking blessed. I don't care. The extra energy from full radiant never hurts though. The VoR and Esurge need a sup domination headpiece and a minor Fast Casting somewhere on your armor. You could probably sub in a major FC if you want to be brave, but the cast time won't really make a difference. Fill the rest of the armor up with attunements. Keystone mesmers need a sup FC Headpiece, with the rest of the armor filled with attunements.
EquipmentVoR/Esurge: VoR or Esurge needs a 40/40 domination set, this is what you'll be using pretty much the whole run. I also have a high energy staff just in case i need to swap to get a spike off if I'm low on energy.
Keystone: Either a FC Enchanting staff or a martial weapon with enchanting inscription and a FC focus. You can also sit on shield set if you want. But prot bond really makes this pointless.
VoR MesmerThe VoR will be the mesmer that leads the Main Team, you should be very experienced in DoA, and should know our guilds current tactics. Don't go on a run as VoR unless you're absolutely confident in your ability to lead the team.
We'll start off with the builds. This build is the one that I prefer:
8 – VoR My Preference  | |  | | | | 
 Core PvE only | Glyph of Lesser Energy Glyph. For the next 15 seconds, your next 2 Spells cost 10..18 less Energy to cast. (Attrib: Energy Storage) |
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 Nightfall PvE only | Visions of Regret Elite Hex Spell. For 5..20 seconds, target foe takes 30..120 damage whenever that foe uses an adrenal Skill. (Attrib: Domination Magic) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Factions PvE only | Unnatural Signet- 40
 - 1
 Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly. (Attrib: Domination Magic) |
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 Nightfall PvE only | Mistrust Hex Spell. For 6 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and all nearby allies take 15..75 damage. (Attrib: Domination Magic) |
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 Core PvE only | Empathy Hex Spell. For 5..15 seconds, whenever target foe attacks, that foe takes 15..45 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | Air of Superiority- 20
 - 5
 Skill. For 10..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. (Attrib: Asura rank) |
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You should be running this build if one of your keystones have tryptophan signet, because deep freeze won't be needed. I prefer this build because it has both empathy and mistrust on the VoR bar, which makes your job of making sure everything dies on the spikes easier. If you have to bring Deep Freeze drop either mistrust or unnatural signet. I usually drop Unnatural Signet.
CallingAs just stated, the main job of the VoR is to make sure that everything in the spike is going to die. This means picking the best targets and paying attention to the balls. Picking a good target is one of the harder things to learn, but once you've gotten it down you can do it fairly quickly. A trick that usually works for me is choosing a target that you assume will be in the middle before the ball is done and hoping that target will be good for your VoR. Generally casters are in the middle of the ball and I'll usually have one targeted before the ball is ready.
PROTIP: Don't be afraid to use your keys to find a better target. If your target is a little off center hitting tab once or twice will usually put you on a target that is better for the spike.
DOUBLE PROTIP: Don't be afraid to use your mouse either faggot, if you hold control and look at the ball you can pick a target with your mouse that will be in the middle by picking one of the red names in the middle of the line.
Have glyph and AoS up before the spike so you won't be wasting time casting it, and when you've got your target ping your VoR. As your VoR finishes cast hit BUH and pretty much go down the skill order. If you've targeted a caster use mistrust before unnatural, sometimes they'll try to cast a spell and the 250 dmg from mistrust will finish the ball faster. If you know something is going to be out of the ball and that eoe won't finish it off hit it with an empathy. Call your VoR on the center target and then swap to the target out of the ball, use empathy and then CoP to get it below 90% for eoe. Then just hit "t" to go back to your original target, and finish out the spike if its not already done.
PROTIP: Make sure eoe is up before your spikes, if you notice your eoe mesmer is being slow then tell them where to lay eoe before spikes. Also, The Game.
Area Specific TacticsCity: This area can be hard on energy, so always remember to use your glyph before your skills. The first ball of city will sometimes have one or two Tuks (rangers) out of the ball. This is where the empathy split tactic will help out. Just tell your tank you'll get the Tuks and he'll leave them out of the ball. After this first spike you'll be killing the wall. This is where your energy will pretty much get fucked. Stop using AoS while on the wall, its upkeep will hurt your energy and it doesn't really help on the wall. Also, make sure to use your glyph on recharge, two free spells will keep the wall moving so you don't lose any time. Ask the E/Mo bonder to drop your prot bond so you can be killed and UA'd on the wall. To kill the wall use empathy->BUH->CoP on the Tuks them move on to the Sus. For the Sus use Mistrust->VoR->Unnatural then move on to the next Tuk. If you have good mesmers on your team they will be moving along with you and finishing the people behind you.
Veil: Veil is mostly pull throughs and doesn't really need many specific tactics. Just make sure you know the names of the mobs. A nicely placed mistrust can speed up the kills on the larger pull throughs, but only if you use it on the right target. Water/Mind Tormentors will eat mistrusts constantly and are usually good targets for it. Be patient on the pull throughs, casting your VoR early and not getting half the mob isn't worth the 2 seconds earlier that you called. Also, Hungers won't die to our spike if they don't have VoR on them. VoR offsets the heals they get from the touch skills, and without VoR the hungers will sit their pounding on your tank/team, make sure if a hunger is leftover or gets aggro of your team that you throw a VoR on it. Don't be stingy.
Gloom: The spike outside of cave is one of the biggest in all of DoA, make sure your tank is done balling it before you rush in. Let your tank ping you a target if needed, this ball is especially hard to get to all die at the same time and your tank has a better view point then you on what is in the middle. After this spike, be a boss and run to the Deathbringer Company pop and get the NPCs killed. The rift doesn't need you. The Greater Darkness group should be killed together, and then the Darkness' will pop. Make sure your VoR hits all of the Darkness, or you're pretty much buttfucked. If you know one of the Darkness didn't get hit throw empathy/mistrust spam on it and pray it dies. When earths pop target whatever and call VoR, tab empathy on recharge and spam your shit until everything is dead.
Foundry:
First Room-Let the tank dc onto the first group before calling, if the Vu runs at you then empathy it, the Ruk or Tuk may be in the back and didn't get hit by VoR, so throw empathy or anything else you have on it. When the Titans pop target the Despair Titans and lead with mistrust and use it on recharge, if a chilblains is coming up and you don't have mistrust on the despair use CoP to interupt it, this means save your CoP faggot.
Second Room-The first pop will pop on the team about 90% of the time. Make sure to target the Ki and ping it like a motherfucker. The more you ping the faster it dies. It also helps to yell on vent at your spikers. After the Ki is down find either Dryders standing on eachother or Riders on eachother. Kill the balls first, then get stragglers. Use your empathy on the Ruk when your other skills are on recharge, and on the Vu after the Ruk is dead. The second pop is basically the same. If it doesn't pop on you let the tank get it as balled as he can before going in. If you get Pblocked, look around for the 20 seconds and tell everyone what their doing wrong.
PROTIPS-Always remember that YOU'RE the leader of the spikers. If you see someone doing something wrong, tell them. Don't be a douche about it, but don't let them slow down the run.
-The speed of the run is based off you. You set the tempo. If you don't want that responsibility then run a keystone. Or UA. Like Barbie does. Every. Run.
-Know your keys. Being a boss and using your keyboard keys for targets and swapping targets makes shit easier. Target-Nearest Foe is your best friend when cleaning up spikes or when something breaks towards the team. Have your keys in comfortable spots so you can get to them quick.
-USE YOUR SKILLS. I know it sounds derp. But you should never have skills sitting their not being used if monsters are still alive. If you get a VoR recharge throw it one something, if your empathy is recharged use it on whatever is still alive, even if its a caster. Don't trust your spikers to finish things for you.
KEYSTONE EoEAfter the VoR, the Keystone EoE should be the most experience in DoA and the guilds current tactics. The EoE has to be paying attention to the balls to know where to lay the EoE so the team isn't slowed down by 5 seconds per spike.
Here is the build:
3 – Me/R NEAR TK EOETemplate code: OQJSAYLT8U/Api2i5ZmOylQH
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| | Mesmer / Ranger | 12 Fast Casting 12 Beast Mastery
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 Nightfall PvE only | Symbolic Celerity Enchantment Spell. For 5..20 seconds, all of your Signets activate 25..50% faster. (Attrib: Fast Casting) |
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 Prophecies PvE only | Keystone Signet- 10
 - 1(0.64)
 Elite Signet. All of your Signets except Keystone Signet are recharged. All of your non-Signet skills are disabled for 17..5 seconds. (Attrib: Inspiration Magic) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Eye of the North PvE only | Tryptophan Signet- 15
 - 1(0.64)
 Signet. For 10..20 seconds, target touched foe and all adjacent foes move and attack 10..40% slower. (Attrib: Ebon Vanguard rank) |
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 Nightfall PvE only | Signet of Clumsiness- 15
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 Signet. If target foe is attacking, that foe is interrupted and takes 15..60 damage. (Attrib: Illusion Magic) |
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 Factions PvE only | Unnatural Signet- 40
 - 1(0.64)
 Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly. (Attrib: Domination Magic) |
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 Eye of the North PvE only | Pain Inverter Hex Spell. For 6..10 seconds, every time target foe deals damage that foe takes 80..140% of the damage it causes (maximum 80 damage). (Attrib: Asura rank) |
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 Prophecies PvE only | Edge of Extinction Nature Ritual. Create a level 1..10 Spirit. If a non-Spirit creature within range dies, Edge of Extinction deals 14..50 damage to all creatures of the same type that are below 90% Health and within range of the Spirit. This Spirit dies after 30..150 seconds. (Attrib: Beast Mastery) |
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General UsageMaintain your Symbolic Celerity, this is the key to the whole build. If you get it ripped off just go stand in a corner and think about what you've just done. When you've apologized to the team for your insolence you can come back and continue. Have keystone up before your spike, this will allow it to be recharged by the time you finish spiking with your three skills, so you can use it and recharge your skills for another spike. Just follow the VoR's target and lead off with Tryptophan->Sig of Clumsiness->Unnatural. You can use BUH if you want also. That was a test, always have BUH up you asshat.
EoE PlacementEoE's spirit range is about your radar + another half a radar. If you're too derp to guestimate you can download a texmod which shows you spirit range. But I cba to link you to it. EoE needs to be up for a majority of spikes, with only a few spikes being "special". I'll mention the special spikes in the area specific sections.
AreasCity: Don't drop an EoE on the
RIGHT side group inside of City. You'll be spiking this first, and your eoe most likely won't be recharged in time for the left group.
Veil: Maintain EoE at the vagina for the pull throughs. Don't lay EoE for the Dervish Underlord platform popping, save it for the Underlord group spike. If your tank does 2 pulls for the Ranger Underlord you need to drop EoE for the first Hunger/Brute spike, but not for the underlord. When popping trench you drop EoE right when you stop with the rest of the team. Try to place your EoE in the middle of everyone, as far back as possible. If its off to the side or in the front it will be killed instantly. Inside of trenches use EoE for the large Mesmer Lord pull, and thats pretty much it. The other spikes are small running spikes that don't really need it. Your tendril is the Front tendril for both sides. Drop your eoe either in the back of the platform or in the trench next to the platform that the team pulls to. Basically for tendrils, one of the mesmers will count down or just say go, PI the front tendril and make sure you're standing next to the Necro Keystone. When the tendrils die run THROUGH the tank. Don't run to the side of it. Literally run through the tank. Pretend its a ghost or something mang. Casper the friendly ghost up in hurr.
Gloom: If you spike the first group drop EoE for it. EoE up for the big spike outside cave. For the deathbringer company group you can do one of two things. You can either lay eoe way off to the left side, but still in range of where the darkness' are spiked, or just save it and drop it behind the spikers when the tank is pulling the darkness groups to the team. When spiking the Darkness' make sure to have one in the center targeted, your VoR should have a good target pinged, but double check. If you get ignorance on you, call it out on vent so it can be converted off you. Don't be shy to yell at the UA/Seed about it. It is imperative you get rid of it asap or the spike can get fucked up.
Foundry: No eoe in the first room. Lay your eoe outside the gate of the second room before going in. The third room you will need to drop your eoe for the big spike of titans that is being held on the wall. Fourth room don't use EoE on the first spike, but lay it down before you spike the group of over 9000 dementia titans. In big room we'll be spiking the big ball, which needs EoE. The Arggh and Fury groups will also need EoE.
PROTIP: Follow your VoR. More then likely he's way smarter/cooler/sexier/proerer and cuter than you. He'll be pinging targets and cleanup targets. Follow his shit. He knows what he/she is doing.
DOUBLE PROTIP:Use pain inverter for cleanup. Its not on the bar just for tendrils. A PI on dryders will drop them in one or two hits.
Keystone NecroBuild:
4 – Me/N MID TKTemplate code: OQRBAMxT9DkKmnZ6MVJXeDC
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| | Mesmer / Necromancer | 12 Fast Casting
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 Nightfall PvE only | Symbolic Celerity Enchantment Spell. For 5..20 seconds, all of your Signets activate 25..50% faster. (Attrib: Fast Casting) |
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 Prophecies PvE only | Keystone Signet- 10
 - 1(0.64)
 Elite Signet. All of your Signets except Keystone Signet are recharged. All of your non-Signet skills are disabled for 17..5 seconds. (Attrib: Inspiration Magic) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Nightfall PvE only | Signet of Clumsiness- 15
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 Signet. If target foe is attacking, that foe is interrupted and takes 15..60 damage. (Attrib: Illusion Magic) |
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 Factions PvE only | Unnatural Signet- 40
 - 1(0.64)
 Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly. (Attrib: Domination Magic) |
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 Nightfall PvE only | Signet of Sorrow- 30
 - 1(0.64)
 Signet. Target foe takes 15..75 damage. If target foe is near a corpse or has a dead pet, this Skill recharges instantly. (Attrib: Soul Reaping) |
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 Eye of the North PvE only | Pain Inverter Hex Spell. For 6..10 seconds, every time target foe deals damage that foe takes 80..140% of the damage it causes (maximum 80 damage). (Attrib: Asura rank) |
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 Nightfall PvE only | Necrosis Spell. If target foe is suffering from a Condition or Hex, that foe suffers 40..90 damage. (Attrib: Sunspear rank) |
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This position is fairly straight forward. Follow the VoR's target and use your spike skills. Maintain Symbolic Celerity and use the basic Keystone spiking tactics mentioned in the EoE build. One thing different about this build is its use of Signet of Sorrow. After a spike, if something is still alive you can spam Sig of Sorrow like a motherfucker on it because of the instant recharge effect. Just make sure your keystone/celerity is up and click the skill as fast as you stroke your dick while thinking about Barbie at night. This build kills the Middle Tendril in Veil.
ESURGEThis roll has many different builds that could be used.
This one is used when wiggles feels like running with the speed of 1000 of his beaner brethren:
5 – Me/P FAR TKTemplate code: OQljAsCspRwlpinAmOTPylcA3Y
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| | Mesmer / Paragon | 11 Fast Casting 12 Domination Magic 6 Command
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 Eye of the North PvE only | Air of Superiority- 20
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 Skill. For 10..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. (Attrib: Asura rank) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
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 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Core PvE only | Energy Surge Elite Spell. Target foe loses 3..8 Energy. For each point of Energy lost, that foe and all nearby foes take 12 damage. (Attrib: Domination Magic) |
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 Factions PvE only | Unnatural Signet- 40
 - 1(0.67)
 Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly. (Attrib: Domination Magic) |
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 Nightfall PvE only | Mistrust Hex Spell. For 6 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and all nearby allies take 15..75 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | Pain Inverter Hex Spell. For 6..10 seconds, every time target foe deals damage that foe takes 80..140% of the damage it causes (maximum 80 damage). (Attrib: Asura rank) |
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 Core PvE only | Backfire Hex Spell. For 10 seconds, whenever target foe casts a Spell, that foe takes 35..140 damage. (Attrib: Domination Magic) |
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 Nightfall PvE only | "Make Haste!"- 10
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 Shout. For 5..20 seconds, target other ally moves 33% faster. This Skill ends if that ally successfully hits with an attack. (Attrib: Command) |
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For this build Make Haste is used on the snakes in Foundry, which you will be popping. You simply walk up to Silzesh and once the team is clear talk to him and update the quest. Use Make Haste on him and run. If you're using this build you'll have to pop a cupcake to break aggro. Or you could run this:
5 – Me/A FAR TK | | |
| | Mesmer / Assassin | 12 Fast Casting 12 Domination Magic
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 Eye of the North PvE only | Air of Superiority- 20
 - 5
 Skill. For 10..30 seconds you gain a random Asura benefit every time you earn experience from killing an enemy. (Attrib: Asura rank) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
 - 5
 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Core PvE only | Energy Surge Elite Spell. Target foe loses 3..8 Energy. For each point of Energy lost, that foe and all nearby foes take 12 damage. (Attrib: Domination Magic) |
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 Factions PvE only | Unnatural Signet- 40
 - 1(0.64)
 Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly. (Attrib: Domination Magic) |
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 Nightfall PvE only | Mistrust Hex Spell. For 6 seconds, the next time target foe casts a Spell that targets a foe, the Spell fails and all nearby allies take 15..75 damage. (Attrib: Domination Magic) |
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 Eye of the North PvE only | Pain Inverter Hex Spell. For 6..10 seconds, every time target foe deals damage that foe takes 80..140% of the damage it causes (maximum 80 damage). (Attrib: Asura rank) |
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 Core PvE only | Backfire Hex Spell. For 10 seconds, whenever target foe casts a Spell, that foe takes 35..140 damage. (Attrib: Domination Magic) |
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 Factions PvE only | Recall Enchantment Spell. While you maintain Recall, nothing happens. When Recall ends, you Shadow Step to the ally you targeted when you activated this skill. |
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Instead of Make Hasting the snake you would just tank the titans for a few seconds and then recall to someone on the team when the snake is safe. There is also a variant where you would drop one of your spike skills and bring Arcane Echo to get two copies of Esurge. Its all up to the leader of the run/your preference. The esurge is the Far Tendril Killer in Veil. Meaning you'll be standing with the tank and using PI. You should be the one who counts down for the PI's. When doing tendrils the recall build makes it easier because you won't get stuck behind the middle and front tendril pops. You would simply kill your tendril then recall back to the main team. For general spiking just follow the VoR's targets and use your skills down the line. Mistrust should be used wisely on casters, and Backfire also. In foundry and city, Ki's have top priority for Backfire.
PROTIP: Don't suck.
UA SPIKERLast and certainly most bitch roll is the UA mesmer. This mesmer doesn't know whether it wants to be a faggot monk or a legit spiker. So it just does both. Which is worse imo. Here's the build:
6 – Me/Mo ua tk nearTemplate code: OQNCA8zEPVqopTemNYM5rDDB
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| | Mesmer / Monk | 12 Fast Casting 12 Protection Prayers
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 Nightfall PvE only | Symbolic Celerity Enchantment Spell. For 5..20 seconds, all of your Signets activate 25..50% faster. (Attrib: Fast Casting) |
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 Eye of the North PvE only | "By Ural's Hammer!"- 30
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 Shout. For each ally within earshot who is under 50% Health, you have 5..10 seconds of +2 Health regeneration and do 25% more damage. (Attrib: Deldrimor rank) |
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 Factions PvE only | Unnatural Signet- 40
 - 1(0.64)
 Signet. Target foe takes 15..75 damage. If that foe was a summoned creature, this Signet does double damage and recharges instantly. (Attrib: Domination Magic) |
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 Nightfall PvE only | Signet of Clumsiness- 15
 - ¼(0.16)
 Signet. If target foe is attacking, that foe is interrupted and takes 15..60 damage. (Attrib: Illusion Magic) |
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 Nightfall PvE only | Cry of Pain Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40..100 damage. (Attrib: Sunspear rank) |
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 Eye of the North PvE only | "Finish Him!"- 15
 - 10
 Shout. If target foe has less than 50% Health, that foe takes 20..80 damage and suffers from Cracked Armor and a Deep Wound for 5..20 seconds. (Attrib: Norn rank) |
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 Factions PvE only | Extinguish Spell. Remove one Condition from each party member. Party members relieved of Burning are healed for 10..100 Health. (Attrib: Protection Prayers) |
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 Prophecies PvE only | Unyielding Aura Elite Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura does not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) (Attrib: Divine Favor) |
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This build is pretty easymode. Maintain UA the whole run and rez people when they die. Maintain your Celerity at all times also. When on city wall it may help to swap to a 40/40 divine set when casting UA, to get a faster recharge if people are dropping fast. But they won't be. Prot Bond ftw. Use Finish Him to finish low targets, and Extinguish when people are walking like derps and are crying on vent for it.
Gloom: In Gloom you will be the quest runner if the team is using single tank. Basically you're going to run to front of the cave, avoiding aggro of the patrols. When your tank is ready you will trigger the spawns to start coming. Wait outside cave in your tanks range and use extinguish when he gets dazed. When he's on the last pop or so, run back inside the cave and wait at the NPC. Once the group outside is spiked, update the quest and take the new one. Then run back to the beginning of Gloom. The group at the start should be either glitched or killed. You'll be waiting for the Main Team to cap rift and kill the Deathbringer company pops. When this happens the NPC at the start is going to jizz his pants and start running towards his spot in gloom. In order to take his quest fast you'll need to block him. You do this by taking 2 large steps off the wall that is on his right side. There is a bush you can use as a reference point for standing on. He will run into you and get stuck, allowing you to take the quest without having to chase him across gloom.

After this just run back to the team. If they aren't done with Darkness yet then help them kill. If they're already finished then just start running towards foundry.
DISCLAIMER: Barbie has had this position on every single run the guild has done since she joined it. So don't worry about having to run it. She blows her load all over the place to get her super special spot.
Huge Foundry Ball/Fury GroupThese two balls are the two toughest spikes in the run and I felt they deserved their own section detailing what to do. The Foundry Ball is pretty much every titan and margo in the big room of foundry, save a few. For this reason, the spike is either quick and orgasmic or something goes wrong and you wipe. This ball takes time to get right on the wall, so let your tank do his job and get it perfect. Your tank will tell you which direction he wants you to spike from. This is so Dream Riders won't run straight at the team and interupt the spike, they will run into the tank and get stuck on the wall. Do exactly what the tank says, and make sure everyone is ready. Popping a Ghostly Summoning Stone on this spike helps alot. When you go into spike try to spread out, don't stand right on top of eacother. You don't want all 5 spikers eating the same meteor and the spike completely failing. But also keep in mind the direction you need to spike in. Be mindful of where the riders are, and don't stray too far to the left or right of the group.
The Fury group isn't nearly as dangerous as the large ball, but it still is challenging. Once again make sure everyone is ready and eoe is up before going in. You'll need to drop the Ki's fast so make sure they will be affected by the target being pinged. If you have special skills on your bar such as Backfire, you need to use them on the Ki's. This group has alot of rupts, and thus needs to be killed quickly. Generally whoever goes in first is going to be constantly rupted which is why I send the VoR in second instead of having him lead the call. Focus Fire when your VoR pings a certain target, and don't pull onto the E/Mo or the Seeder if the team wipes. Just die calmly. And we'll try the spike again.
This concludes the Mesmer Spiker Guide. If you have any questions post in this thread or ask me or one of the officers in game. But me if you can. Since I'm the best.
I'll leave this Topic open for a bit just in case people have any questions.