Healer's Bane
Originally Published by Freyas
Professions: Mesmer/Monk
Tired of the enemy healers keeping their teammates virtually invincible in Player versus Player combat? Well, this character is based around stopping an enemy healer in their tracks, and making them useless to the rest of their team, allowing your taeammates to slaughter the enemy at will.
Attributes
Fast Casting {P}: 8 (7+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 12 (10+2)
Smiting Prayers: 10
Points Spent: 198
Points Unspent 2
Skills
Migraine {E} (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Imagined Burden (Illusion Magic)
Leech Signet (Inspiration Magic)
Power Drain (Inspiration Magic)
Mantra of Persistance (Inspiration Magic)
Ether Feast (Inspiration Magic)
Scourge Healing(Smiting Prayers)
Gear
Armor: Level 20 Virtuoso's Set (60AL +15AL while casting)
Headgear: Costume Mask (Illusion Magic +1)
Runes: Fast Casting(+1), Illusion Magic(+1), Inspiration Magic(+1)
Wand
Focus
This build is based around shutting down an enemy healer or other spellcaster while you kill them with health degeneration from your hexes. As a healer needs to cast spells in order to do any significant healing for their party, your goal is to prevent them from casting. Unfortunately, you probably won't be able to stop every spell that they want to cast, but you can severely limit their healing output. Your goal is to stop the healer from doing much in the way of healing their teammates, and make their teammates not want to heal them. The main skills that accomplish this are Migraine and Scourge Healing.
When you engage the enemy, choose a monk to pick on. You can be useful by either helping your teammates focus on one healer, or by stopping a healer from coming to the aid of whatever target your team is focusing on. At the beginning of the battle, use Mantra of Persistance, which will greatly aid you with some of the spells you'll be casting later. Once the battle starts, you'll want to use Migraine, which will double the time that it takes them to cast a spell, as well as giving them -3 health degeneration. Next, hex them with Conjure Phantasm to give them an additional -5 health degeneration, taking the damage that you're doing to them up to 16 life per second. This doesn't seem like much, but when you consider that without healing, they'll be dead by these two spells alone within 30 seconds. Once their life starts dropping, you'll want to cast scourge healing on them, which will deal 58 damage to them or another healer whenever they are healed. The net effect of this is that if they cast orison of healing or another healing spell on themselves, they'll generally get less than half the effect from their healing.
You may be wondering why you've got leech signet and power drain in the build, since they won't be doing much damage, and the spells your casting on them aren't likely to run you out of mana, especially with the longer duration on Migraine and Conjure Phantasm from your Mantra of Persistance. However, these spells can be used for great offensive purposes, as well as allow you to spread some of your damage to other targets as well. If the healer attempts to cast a spell to remove the hexes that you've placed on them, or use enchantments such as healing breeze to counter your health degeneration, you can stop them from casting them using the interrupts, and use the mana that you gain to give another caster on their team a Migraine, or use Conjure Phantasm on other opponents to help dwindle the enemy life total. One advantage for the interrupts on this build is that they will be taking twice as long to cast their spells than they would normally do, so quick spells that are normally difficult to interrupt become fairly easy to stop. Some important spells to interrupt are: Remove Hex, Healing Breeze, Purge Signet(use leech signet to interrupt this if they try to use it), and any expensive spell that they attempt to use to heal themself or others. The interrupts have fairly long recharge timers, however, so you've got to be fairly picky about stopping the important ones. Interrupting an orison of healing is not extremely helpful, but stopping a healing hands or healing seed, or other powerful enchantments can really be helpful. Each spell that you interrupt deprives the opposing team of the benefits of that spell as well as the mana that the spell took to cast, while giving you more mana to fuel your efforts.
One of the problems that you run into is that if the enemy team sees that you are harassing a healer, that some of the opposing damage-dealers will decide to try to pick on you in order to get you to leave their healer alone. This build doesn't have much in defensive skills, so you can't stand toe-to-toe with a warrior while he beats on you. However, you do have imagined burden, which you can cast on an enemy warrior and run around a bit to keep them just out of attack range while you maintain your focus on the enemy casters. If you start getting injured some, that's not a real problem- you can use Ether Feast on the healer that you've been picking on and steal some of their mana that they'd be using to try to heal, and heal yourself up a significant amount. If you've got a damage dealer trying to injure you while you're able to keep yourself healthy will help out your team significantly by keeping that characters damage from being applied to one of the other members of your team.
Some additional skills that can work well with this build are:
Arcane Conundrum - similar effect to Migraine, but without the life degeneration. Very useful, especially if you want to slow down multiple spellcasters.
Inspired Enchantment - you're unlikely to be able to use the enchantment that you steal very well, but you'll remove an enchantment from them, and to make it even more attractive, you'll even gain mana by casting this.
Arcane Echo - This would be good for either copying Migraine to use on multiple casters, or by copying power drain to give yourself an extra interrupt. In the case of Power Drain, the mana cost on Arcane Echo is negligable, since you'll be gaining more mana than that by interrupting a spell.
Sympathetic Visage - If you have a hard time being picked on by warriors, or if a teammate is getting focused and needs help, this spell is excellent for defense against warriors. You'll rid them of all their adrenaline, and drop their mana rapidly if they try to keep attacking you or whoever you cast this on.
Other interrupts- Even without having points in the linked attributes for the other mesmer interrupts, they can still come in useful. For example, Power Leak will still interrupt the spell and they'll lose an additional 10 mana, even with no points in domination. Power Leak and Power Spike are attractive as additional interrupts to bring along, simply due to their relatively fast recharge times.
Tired of the enemy healers keeping their teammates virtually invincible in Player versus Player combat? Well, this character is based around stopping an enemy healer in their tracks, and making them useless to the rest of their team, allowing your taeammates to slaughter the enemy at will.
Attributes
Fast Casting {P}: 8 (7+1)
Inspiration Magic: 10 (9+1)
Illusion Magic: 12 (10+2)
Smiting Prayers: 10
Points Spent: 198
Points Unspent 2
Skills
Migraine {E} (Illusion Magic)
Conjure Phantasm (Illusion Magic)
Imagined Burden (Illusion Magic)
Leech Signet (Inspiration Magic)
Power Drain (Inspiration Magic)
Mantra of Persistance (Inspiration Magic)
Ether Feast (Inspiration Magic)
Scourge Healing(Smiting Prayers)
Gear
Armor: Level 20 Virtuoso's Set (60AL +15AL while casting)
Headgear: Costume Mask (Illusion Magic +1)
Runes: Fast Casting(+1), Illusion Magic(+1), Inspiration Magic(+1)
Wand
Focus
This build is based around shutting down an enemy healer or other spellcaster while you kill them with health degeneration from your hexes. As a healer needs to cast spells in order to do any significant healing for their party, your goal is to prevent them from casting. Unfortunately, you probably won't be able to stop every spell that they want to cast, but you can severely limit their healing output. Your goal is to stop the healer from doing much in the way of healing their teammates, and make their teammates not want to heal them. The main skills that accomplish this are Migraine and Scourge Healing.
When you engage the enemy, choose a monk to pick on. You can be useful by either helping your teammates focus on one healer, or by stopping a healer from coming to the aid of whatever target your team is focusing on. At the beginning of the battle, use Mantra of Persistance, which will greatly aid you with some of the spells you'll be casting later. Once the battle starts, you'll want to use Migraine, which will double the time that it takes them to cast a spell, as well as giving them -3 health degeneration. Next, hex them with Conjure Phantasm to give them an additional -5 health degeneration, taking the damage that you're doing to them up to 16 life per second. This doesn't seem like much, but when you consider that without healing, they'll be dead by these two spells alone within 30 seconds. Once their life starts dropping, you'll want to cast scourge healing on them, which will deal 58 damage to them or another healer whenever they are healed. The net effect of this is that if they cast orison of healing or another healing spell on themselves, they'll generally get less than half the effect from their healing.
You may be wondering why you've got leech signet and power drain in the build, since they won't be doing much damage, and the spells your casting on them aren't likely to run you out of mana, especially with the longer duration on Migraine and Conjure Phantasm from your Mantra of Persistance. However, these spells can be used for great offensive purposes, as well as allow you to spread some of your damage to other targets as well. If the healer attempts to cast a spell to remove the hexes that you've placed on them, or use enchantments such as healing breeze to counter your health degeneration, you can stop them from casting them using the interrupts, and use the mana that you gain to give another caster on their team a Migraine, or use Conjure Phantasm on other opponents to help dwindle the enemy life total. One advantage for the interrupts on this build is that they will be taking twice as long to cast their spells than they would normally do, so quick spells that are normally difficult to interrupt become fairly easy to stop. Some important spells to interrupt are: Remove Hex, Healing Breeze, Purge Signet(use leech signet to interrupt this if they try to use it), and any expensive spell that they attempt to use to heal themself or others. The interrupts have fairly long recharge timers, however, so you've got to be fairly picky about stopping the important ones. Interrupting an orison of healing is not extremely helpful, but stopping a healing hands or healing seed, or other powerful enchantments can really be helpful. Each spell that you interrupt deprives the opposing team of the benefits of that spell as well as the mana that the spell took to cast, while giving you more mana to fuel your efforts.
One of the problems that you run into is that if the enemy team sees that you are harassing a healer, that some of the opposing damage-dealers will decide to try to pick on you in order to get you to leave their healer alone. This build doesn't have much in defensive skills, so you can't stand toe-to-toe with a warrior while he beats on you. However, you do have imagined burden, which you can cast on an enemy warrior and run around a bit to keep them just out of attack range while you maintain your focus on the enemy casters. If you start getting injured some, that's not a real problem- you can use Ether Feast on the healer that you've been picking on and steal some of their mana that they'd be using to try to heal, and heal yourself up a significant amount. If you've got a damage dealer trying to injure you while you're able to keep yourself healthy will help out your team significantly by keeping that characters damage from being applied to one of the other members of your team.
Some additional skills that can work well with this build are:
Arcane Conundrum - similar effect to Migraine, but without the life degeneration. Very useful, especially if you want to slow down multiple spellcasters.
Inspired Enchantment - you're unlikely to be able to use the enchantment that you steal very well, but you'll remove an enchantment from them, and to make it even more attractive, you'll even gain mana by casting this.
Arcane Echo - This would be good for either copying Migraine to use on multiple casters, or by copying power drain to give yourself an extra interrupt. In the case of Power Drain, the mana cost on Arcane Echo is negligable, since you'll be gaining more mana than that by interrupting a spell.
Sympathetic Visage - If you have a hard time being picked on by warriors, or if a teammate is getting focused and needs help, this spell is excellent for defense against warriors. You'll rid them of all their adrenaline, and drop their mana rapidly if they try to keep attacking you or whoever you cast this on.
Other interrupts- Even without having points in the linked attributes for the other mesmer interrupts, they can still come in useful. For example, Power Leak will still interrupt the spell and they'll lose an additional 10 mana, even with no points in domination. Power Leak and Power Spike are attractive as additional interrupts to bring along, simply due to their relatively fast recharge times.


MMO Guru Network