Mesmer Midline

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A Mesmer Midline is a component of team builds that features two to three Mesmer heroes, which deal high armor-ignoring damage and can keep a large portion of enemies in control at once. This setup is popular for tackling Hard mode content, such as elite missions and vanquishing.

Mesmers are excellent at controlling enemies and preventing them from executing skills and other actions through the use of Domination Magic and Illusion Magic. Due to their primary attribute Fast Casting, it is difficult to prevent their many hexes and other skills from being applied. Heroes have much faster reflexes than players, which allows them to use the appropriate skills on enemies to keep the latter from using skills of their own. A Mesmer midline combines these artificial reflexes with fast activation times to keep many opponents in check.

Overview[edit]

Advantages[edit]

  • Low activation time and recharge time due to Fast Casting.
  • High area of effect damage potential.
  • Can easily substitute damage with additional shutdown spells, if content is too challenging.
  • Keeps groups of close enemies from using skills and attacks with little effort.
  • Very strong energy management through Inspiration Magic skills.

Disadvantages[edit]

  • Hex prevention and removal can reduce the effectiveness.
  • Each hero is catered towards a single attribute line, making skills such as Power Block a threat when successful.
  • With a base armor rating of 60, Mesmers tend to struggle with received damage.
  • When one or more of the heroes are dead, enemy actions will become much harder to deal with.

Skills[edit]

The heroes are split between Domination Magic and Illusion Magic Mesmers, to provide control for respective opponents and higher attribute points allocation in those lines. Either one can function well without the other. Three (or more) Mesmers can also be used. A third Mesmer hero tends to duplicate Domination Magic build(s), with some skill variety to avoid overlap. As these builds provide control and damage in favor of self-sufficiency, a healer of some kind will usually be required.

Domination Magic[edit]

Energy Surge.jpg
Energy Surge
Mistrust.jpg
Mistrust
Unnatural Signet.jpg
Unnatural Signet
Cry of Frustration.jpg
Cry of Frustration
Optional.jpg
Optional
Optional.jpg
Optional
Optional.jpg
Optional
Power Drain.jpg
Power Drain
Options

Illusion Magic[edit]

Ineptitude.jpg
Ineptitude
Wandering Eye.jpg
Wandering Eye
Clumsiness.jpg
Clumsiness
Arcane Conundrum.jpg
Arcane Conundrum
Optional.jpg
Optional
Optional.jpg
Optional
Optional.jpg
Optional
Power Drain.jpg
Power Drain
Options

External links[edit]


Team roles (edit) (category)
Type General team roles Specific team roles Hero team roles
Damage SpikerNuker BomberDagger spammerTouch rangerStarbursterTrapper Signet of Spirits hero
Pressure Lineback BarragerBeast masterCripshot RangerPressure Ranger
Support HealerProtection BatteryBonderFlag runnerHybrid monkImbagonInfuserOrders Necro healerSoul Twisting prot
Control ShutdownTank Minion masterPermaSpirit spammer Mesmer Midline
Utility CallerToolbox Gimmick