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This is a mid-line support build that can assist with both defense and offense in Heroes' Ascent.

Attributes and Skills[ | ]

ElementalistMesmerElementalist / Mesmer Attribute Rank
Earth Magic 12 + 1 + 1
Energy Storage 11 + 1
Air Magic 6
Earth Attunement

Earth Attunement

Arcane Echo

Arcane Echo

Gale

Gale

Sandstorm

Sandstorm

Ward Against Melee

Ward Against Melee

Ward of Stability

Ward of Stability

Ward Against Foes

Ward Against Foes

Resurrection Signet

Resurrection Signet

Equipment[ | ]

  • Armor: Minor Runes + Radiant Insignia + Superior Vigor
    • A superior Earth Magic Rune can be equipped. In this case, switch to Survivor Insignia to make up for health loss
  • Weapons: +5 Energy Axe/Sword/Spear of Enchanting / +30 health and 20% HSR on Earth Magic Focus item
  • Alternate weapon sets: 1 high energy set (+30/-2) and 1 low energy set (-5 Energy Axe/Sword/Spear of Enchanting and +30 health shield)

Usage[ | ]

  • Place wards to protect your team. Know your enemy to better manage your energy:
    • Use Ward Against Melee to protect against melee-heavy teams, use Ward of Stability to prevent knockdowns (i.e., Hammer Bash from a Thumper) and use Ward Against Foes near your backline, so the monks can kite away from melee trains faster.
  • Use Ward Against Foes to snare relic runners.
  • Try to ensure optimal ward coverage (protect healers if they're targeted, etc.)
  • Use Sandstorm on bunched up foes (i.e., two teams fighting on the Altar, or a team body-blocking your relic runner)
  • Use Gale to knock down key foes (e.g. Ghostly Hero when using Claim Resource, or a relic runner)

Counters[ | ]

  • Enchantment removal leads to energy problems
  • Disruption is easy and effective as most of your skills have both high activation and recharge times
  • All standard caster counters (Backfire, Arcane Languor, Dazed, etc.)

Variants[ | ]

Gale can be replaced with:

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