Class Traits

Role: Controller. The Mesmers are masters of illusion and control, subverting the enemy’s powers for their own use, and that of their allies
Power Source: Arcane. Mesmers gain their powers through years of training and performance.
Key Abilities: Intelligence, Charisma, Wisdom

Armor proficiences: Cloth
Weapon proficiences: Simple melee
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Arcana. From the class skills listed below, choose three more trained skills at 1st level.

* Arcana (Int), Acrobatics (Dex), Intimidate (Cha), Insight (Wis), Diplomacy (Cha), Streetwise (Cha), Perception (Wis)

Build options: Dominating Mesmer, Illusionary Mesmer
Class Features: Ritual Casting, Fast Casting, Mental Implement Mastery

A master of illusion, misdirection, and control, the Mesmer subverts the damage-dealing capabilities of others, manipulating their perceptions to achieve personal goals.

[edit] Creating a Mesmer

The Mesmer has two builds.

Dominating Mesmer
This build focuses on the damage dealing capabilities of the Mesmer, while stripping away the powers of their opponents. Intelligence is the primary score, with Wisdom as your second highest to enhance the effects of your spells on your allies. Charisma is last, and is best to supplement skills and if you decide to dip into Illusionary powers. You should choose the Rod of Domination form of Mental Implement Mastery to ensure your powers connect.
Suggested Feat: Improved Rod Mastery
Suggested Skills: Arcana, Perception, Insight, Diplomacy
Suggested At-Will Powers: Shatter Hex, Shatter Enchantment
Suggested Encounter Power: Power Spike
Suggested Daily Power: Drain Enchantment

Illusionary Mesmer
The Illusionary Mesmer prefers a subtler role, disabling his foes and granting power to his friends. Charisma is the most important ability, as weaving illusions is a matter of personal expression. Wisdom is the second highest, and Intelligence will be needed if the Mesmer were to use Domination powers. Mask of Illusion is the preferred form of Implement Mastery for this build.
Suggested Feat: Improved Mask Mastery
Suggested Skills: Arcana, Intimidate, Insight, Acrobatics
Suggested At-Will Powers: Ether Feast, Conjure Phantasm
Suggested Encounter Power: Fragility
Suggested Daily Power: Empathy

[edit] Implements

Mesmers make use of Masks and Rods to help channel and direct their powers. Without an implement, the Mesmer can still make use of his or her powers, but doe not gain from the enhancement bonus of a magical implement, and cannot use the implement mastery power without that implement.

[edit] Mesmer Class Features

Ritual Casting
Starts play with a ritual book and two rituals of First Level. At level 5 and every 5th level afterward they can choose two more rituals they qualify for.

Fast Casting
Mesmers can take as many immediate actions they like in a turn, as long as the immediate action comes from a racial power or Mesmer or Mesmer paragon path power. These powers do not count towards their one immediate action per round.

Mesmer Powers
Level 1 At-Will Spells

Shatter Hex
Int vs Will
Hit: Deals 1d8 + Intelligence modifier damage, and an ally you can see gains an immediate saving throw against an effect the target caused.

Shatter Enchantment
Int vs Ref
Hit: Deals 1d6 + Intelligence modifier necrotic damage, and the target makes a saving throw; failure results in them losing an aura, power bonus or conjuration tied to them.

Ether Feast
Int vs Fort
Hit: Deals 1d4 + Charisma modifier damage, and yourself or one ally you can see gain temporary hit points equal to your Charisma Modifier + 1 half your level.

Conjure Phantasm
Int vs Will
Hit: Deals Charisma modifier psychic damage, and if the target's next attack does not hit, the target grants an Opportunity Attack to its target.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License