Skills


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Mesmer (click to hide)

Mesmers have four attributes all of which revolve around their command and control of magic and of others. Their primary attribute is Fast Casting and the other three are Domination Magic, Illusion Magic, and Inspiration Magic. Fast Casting is linked to a single skill while the others have full skill lines. Having only three attribute lines means that the skill lines of a Mesmer are larger in comparison to other professions so there’s a lot more diversity in terms of the skills to pick from even though they have no more actual skills than anyone else.



Domination (click to hide)

Domination Magic is an attribute linked to skills. Domination skill are skills that force your opponent into certain actions either by denying them the ability or punishing them for taking that action. Especially if that action is casting a spell. As a line, Domination offers a lot to those who are looking to stop casters from sapping energy to preventing spell casting to locking skills. It’s also a line that offers some good opportunities for conditional damage letting a Mesmer punish a foe if they catch them in the right circumstance.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Arcane Larceny - Spell
For 5-29 seconds, one random Spell is disabled for target foe and Arcane Larceny is replaced by that Spell.
10 1 10
Arcane Thievery - Spell
For 5-29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell.
10 1 10
Backfire - Hex Spell
For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage.
15 3 20
Blackout - Hex Spell
For 2-6 seconds, all of touched target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
10 1 12
Chaos Storm - Spell
Create a Chaos Storm at target foe's location. For 10 seconds, foes near this location suffer 5-12 damage each second. Chaos Storm drains 1-6 Energy whenever it strikes a foe casting a spell.
15 1 30
Complicate - Spell
Interrupt target foe's action. If that action was to use a Signet, it and all other Signets are disabled for 1-13 second.
10 1/4 20
Cry of Frustration - Spell
If target foe is using a skill, that foe and nearby foes are interrupted and suffer 10-37 damage.
15 1/4 20
Diversion - Hex Spell
For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge.
10 3 10
Empathy - Hex Spell
For 8-18 seconds, whenever target foe attacks, that foe takes 10-26 damage.
10 2 10
Energy Burn - Spell
Target foe loses 3-7 Energy, and takes 10 damage for each point of Energy lost.
10 2 20
Energy Surge {Elite} - Spell
Target foe loses 3-7 Energy. For each point of Energy lost, that foe and all foes in the area take 10 damage.
10 2 20
Guilt - Hex Spell
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.
5 2 30
Hex Breaker - Stance
For 15-75 seconds, the next time you are the target of a Hex, that Hex fails, the caster takes 10-39 damage and Hex Breaker ends.
5 0 15
Ignorance - Hex Spell
For 8-18 seconds, target foe cannot use "Signet" rings.
15 1 10
Mind Wrack - Hex Spell
For 20 seconds, the next time target foe's Energy drops to 0, that foe takes 15-75 damage
5 1 5
Overload - Spell
Target foe takes 5-17 damage. If that foe was casting a spell, you deal +5-41 damage.
5 1/4 5
Panic {Elite} - Hex Spell
For 10-22 seconds, target foe and all nearby foes suffer Energy degeneration of 2 and take 10-68 damage whenever they use "Signet" rings.
25 2 10
Power Block {Elite} - Spell
If target foe is casting a spell, that spell is interrupted. The interrupted spell and all spells of that attribute are disabled for 3-13 seconds for that foe.
15 1/4 30
Power Leak - Spell
If target foe is casting a spell, the spell is interrupted and your target loses 10-22 Energy.
10 1/4 20
Power Spike - Spell
If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage.
10 1/4 12
Psychic Distraction {Elite} - Spell
All of your other skills are disabled for 8 seconds. If target foe is using a skill, that skill is interrupted and disabled for 5-11 seconds.
10 1/4 2
Psychic Instability {Elite} - Hex Spell
For 5-17 seconds, anytime target foe is interrupted that foe is knocked down
5 2 20
Shame - Hex Spell
For 4-9 seconds, the next time target foe casts a spell on an ally, the spell fails and you steal 5-12 Energy from that foe, and Shame ends.
10 2 30
Shatter Delusions - Spell
Remove one Mesmer "Hex" from target foe, that foe takes 15-63 damage.
5 1/4 10
Shatter Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, that foe takes 14-83 damage.
15 1 25
Shatter Hex - Spell
Remove a "Hex" from target ally. If a Hex is removed, foes near that ally take 30-102 damage.
15 1 10


Fast Casting (click to hide)

Fast Casting, the Mesmer’s primary attribute, affects the way a Mesmer will cast their skills. As you might imagine it makes them cast faster. The increased casting speed only affects those skills, which are classified as spells. Fast Casting is a difficult attribute to see the immediate effects of due to the way casting times work – something complicated enough to leave to a more detailed article – and the fact that Fast Casting doesn’t scale as cleanly as other attributes but, in general, it’s worth about 3% faster cast spells. Fast Casting is helps a Mesmer to get a counter in. their spells will land first and take effect first letting them win a duel with another caster. The attribute is also linked to the sole skill of Mantra of Recovery, an elite and extremely useful skill.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Arcane Languor {Elite} - Hex Spell
For 1-7 second, all Spells cast by target foe cause Exhaustion.
10 2 15
Mantra of Recovery {Elite} - Stance
For 5-17 seconds, spells you cast recharge 50% faster.
10 0 20
Power Return - Spell
If target foe is casting a Spell, that Spell is interrupted and target foe gains 10-6 Energy.
5 1/4 7


Illusion (click to hide)

Illusion Magic is an attribute linked to skills. The skills in Illusion magic are a mixed bunch. There are skills like Arcane Echo, which copies the next spell you cast for a brief time, that allow the Mesmer to circumvent the game’s normal rules – in this case that you can only have one of each skill on your skill bar at a time. And there are skills like Conjure Phantasm, which causes your target to suffer health degeneration, that let the Mesmer, cause some damage. Its skills work mostly indirectly, slowing an opponent or causing them to lose health over time or otherwise weakening them or strengthening the caster. Overall, if Domination is the anti-caster line, then Illusion is the anti-melee line as it includes both ways of slowing foes to prevent them from closing to melee range as well as ways of avoiding damage once they actually do.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Accumulated Pain - Spell
Target foe takes 10-30 damage. If target foe is suffering from 2 or more Hexes, that foe suffers a Deep Wound for 5-17 seconds.
10 2 20
Ancestor's Visage - Enchantment Spell
For 8-18 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy.
10 1 30
Arcane Conundrum - Hex Spell
For 5-13 seconds, "spells" cast by target foe take twice as long to cast.
10 2 20
Clumsiness - Hex Spell
For 4-7 seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers 10-76 damage.
10 1 10
Conjure Nightmare - Hex Spell
For 2-12 seconds, target foe suffers -8 Health degeneration.
25 0.04/4 5
Conjure Phantasm - Hex Spell
For 2-12 seconds, target foe experiences health degeneration of 5.
10 1 5
Crippling Anguish {Elite} - Hex Spell
For 8-18 seconds, target moves 50% slower and suffers health degeneration of 1-3
15 1 20
Distortion - Stance
For 5 seconds, you have a 75% chance to "Evade" attacks. Whenever you evade an attack this way, you lose 4-2 Energy or Distortion ends.
5 0 5
Ethereal Burden - Hex Spell
For 10 seconds, target foe moves 50% slower than normal. When Ethereal Burden ends, you gain 10-20 Energy.
15 3 45
Fevered Dreams {Elite} - Hex Spell
For 10-22 seconds, whenever target foe suffers from a new "Condition," all foes in the area suffer from that Condition as well.
10 2 10
Fragility - Hex Spell
For 8-18 seconds, target foe takes 5-17 damage each time that foe suffers or recovers from a new "Condition"
10 1 5
Illusion of Haste - Enchantment Spell
For 5-10 seconds you are no longer Crippled, and you move 33% faster than normal. When Illusion of Haste ends, you become Crippled for 15 seconds.
10 1 5
Illusion of Pain - Hex Spell
For 10 seconds, target foe has -3-9 Health degeneration. When Illusion of Pain ends, that foe is healed for 20 Health for each point of Health degeneration caused from this Spell.
10 3 15
Illusion of Weakness - Enchantment Spell
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.
10 2 30
Illusionary Weaponry {Elite} - Enchantment Spell
For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8-34 damage.
15 1 40
Images of Remorse - Hex Spell
For 5-9 seconds, target foe suffers -1-3 Health degeneration. If that foe was attacking, that foe takes 10-44 damage.
5 2 5
Imagined Burden - Hex Spell
For 8-18 seconds, target foe moves 50% slower than normal.
15 1 30
Ineptitude {Elite} - Hex Spell
For 4-9 seconds, if target foe attacks, that foe takes 30-114 damage and becomes Blinded for 10 seconds.
10 1 20
Kitah's Burden - Hex Spell
For 10 seconds, target foe moves 50% slower. When Kitah's Burden ends you gain 10-20 Energy.
15 3 45
Migraine {Elite} - Hex Spell
For 5-17 seconds, target foe suffers health degeneration of 1-3, and takes 100% longer to cast spells.
10 2 15
Phantom Pain - Hex Spell
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.
10 2 15
Recurring Insecurity {Elite} - Hex Spell
For 10 seconds, target foe suffers from -1-3 Health degeneration. If that foe is Hexed again, Recurring Insecurity is reapplied.
10 1 45
Shared Burden {Elite} - Hex Spell
For 3-14 seconds, target foe and all nearby foes move 50% slower.
15 2 25


Inspiration (click to hide)

Inspiration Magic is another attribute linked to skills. Of the three Mesmer attribute lines, Inspiration is the most inward looking. Inspiration skills are the ones most concerned with boosting and protecting the Mesmer rather than affecting their opponent. It’s also the line that includes the most efficient and powerful energy tapping skills in a Mesmer’s arsenal as Inspiration energy affecting skills often not only take energy away from the target but give it to the caster as well.

Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Auspicious Incantation - Enchantment Spell
For 20 seconds, the next Spell you use is disabled for an additional 30 seconds and you gain Energy equal to 110-182% of that spell's Energy cost. The recharge for Auspicious Incantation is reset, and it has an additional recharge time equal to that Spell's Energy cost.
5 1 25
Channeling - Enchantment Spell
For 8-46 seconds, whenever you cast a spell, you gain 1 Energy from each foe in the area.
5 1 15
Drain Enchantment - Spell
Remove an "Enchantment" from target foe. If an Enchantment is removed, you gain 10-20 Energy.
10 1 25
Elemental Resistance - Stance
For 30-78 seconds, you gain +40 Armor against elemental damage, but you lose 24-14 Armor against physical damage.
10 0 20
Energy Drain {Elite} - Spell
Target foe loses 4-9 Energy. You gain 2 points of Energy for each point of Energy lost
5 1 25
Energy Tap - Spell
Target foe loses 4-6 Energy. You gain 2 points of Energy for each point of Energy lost.
5 3 25
Ether Feast - Spell
Target foe loses 3 Energy. You are healed 17-41 for each point of Energy lost.
5 2 8
Ether Lord - Hex Spell
You lose all Energy. For 5-9 seconds, target foe suffers Energy degeneration of 1-3 and you experience Energy regeneration of 1-3.
5 2 20
Ether Signet - Signet
If you have less than 5-9 Energy, gain 10-18 Energy.
1 90
Feedback - Spell
Target foe loses one Enchantment. If an Enchantment is removed in this way, that foe also loses 4-9 Energy.
10 2 30
Hex Eater Signet - Signet
Target touched ally and up to 2-4 adjacent allies each lose one Hex. You gain 1-6 Energy for each Hex removed this way.
2 45
Inspired Enchantment - Spell
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.
10 1
Inspired Hex - Spell
Remove a Hex from target ally and gain 3-13 Energy. For 20 seconds, Inspired Hex is replaced by the Hex that was removed.
5 1
Keystone Signet {Elite} - Signet
All of your Signets except Keystone Signet are recharged. All of your non-Signet skills are disabled for 17-7 seconds.
2 30
Leech Signet - Signet
Interrupt target foe's action. If that action was a spell, you gain 3-13 Energy.
1/4 45
Lyssa's Aura {Elite} - Enchantment Spell
For 3-9 seconds, whenever you are the target of an enemy Spell, you steal up to 1-6 Energy from the caster.
5 1 15
Mantra of Concentration - Stance
For 60-156 seconds, the next time you would be interrupted while performing a skill, you are not interrupted, and Mantra of Concentration ends.
5 0 20
Mantra of Earth - Stance
For 30-78 seconds, whenever you take earth damage, the damage is reduced by 26-45% and you gain 2 Energy.
10 0 20
Mantra of Flame - Stance
For 30-78 seconds, whenever you take fire damage, the damage is reduced by 26-45% and you gain 2 Energy.
10 0 20
Mantra of Frost - Stance
For 30-78 seconds, whenever you take cold damage, the damage is reduced by 26-45% and you gain 2 Energy.
10 0 20
Mantra of Inscriptions - Stance
For 30-78 seconds, your Signet rings recharge 25-45% faster.
10 0 20
Mantra of Lightning - Stance
For 30-78 seconds, whenever you take lightning damage, the damage is reduced by 26-45% and you gain 2 Energy.
10 0 20
Mantra of Persistence - Stance
For 30 seconds, any Illusion Magic Hex you cast lasts 20-84% longer.
15 0 20
Mantra of Recall {Elite} - Enchantment Spell
For 20 seconds, you gain no benefit from Mantra of Recall. You gain 13-25 Energy when Mantra of Recall ends.
10 1 20
Mantra of Resolve - Stance
For 30-78 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 10-5 Energy or Mantra of Resolve ends.
10 0 20
Mantra of Signets - Stance
For 10-22 seconds, the next time you use a Signet ring, it recharges immediately, and Mantra of Signets ends.
15 0 30
Physical Resistance - Stance
For 30-78 seconds, you gain +40 Armor against physical damage, but you lose 24-14 Armor against elemental damage.
10 0 20
Power Drain - Spell
If target foe is casting a spell, the spell is interrupted and you gain 1-25 Energy.
5 1/4 25
Power Leech {Elite} - Hex Spell
If target foe is casting a Spell, that Spell is interrupted and for 10 seconds whenever that foe casts a Spell, you steal up to 1-6 Energy from that foe.
10 1/4 15
Revealed Enchantment - Spell
Remove an Enchantment from target foe and gain 3-13 Energy. For 20 seconds, Revealed Enchantment is replaced with the Enchantment removed from target foe.
10 1
Revealed Hex - Spell
Remove a Hex from target ally and gain 3-13 Energy. For 20 seconds, Revealed Hex is replaced with the Hex removed from target ally.
5 1


Mesmer General (click to hide)



Energy

Casting Time

Recharge Time

Adrenaline

Energy Upkeep




Arcane Echo - Enchantment Spell
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.
15 2 30
Arcane Mimicry - Spell
For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally.
15 2 60
Echo {Elite} - Enchantment Spell
For 20 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds.
5 1 30
Epidemic - Spell
Transfer all negative "Conditions" and their remaining durations from target foe to all foes adjacent to your target.
10 1/4 5
Expel Hexes {Elite} - Spell
Remove up to 2 Hexes from target ally.
5 1 8
Lyssa's Balance - Spell
If you have fewer Enchantments than target foe, that foe loses one Enchantment.
5 1 15
Shatter Storm {Elite} - Spell
Target foe loses all Enchantments. For each Enchantment removed this way, Shatter Storm is disabled for an additional 7 seconds.
10 1



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