Note: This is still a work in progress. I’ll continue to update this over the coming days. If you have a suggestion for something, please post a comment.
Mesmer Basics
1. Class Mechanics
Mesmers class mechanic primarily revolves around Illusions and shattering them. Illusions are broken down into two categories:
- Clones (which are copies of you in every way, even your guild tag!), and
- Phantasms (which are specialist copies of you that generally perform a specific move and tend toward higher damage or utility).
We have four shatters (illusion destruction) that we can perform:
- Mind Wrack – deal damage to your target and nearby foes; the more illusions, the more damage.
- Cry of Frustration – cause confusion (causes damage to your target when it uses a skill) on your target and nearby foes; the more illusions, the more stacks of confusion.
- Diversion – dazes (interrupts?) the targets of your illusions for 1 second per illusion shattered.
- Distortion – causes distortion (invulnerability) on yourself for 1 second per illusion shattered.
2. Game Mechanics
Game mechanics that specifically relate to playing the Mesmer profession. Any suggestions for relevant info to go here?
3. Weapon Skills
Mesmers can use:
- Main Hand – Sword or Scepter
- Off Hand – Sword, Pistol, Focus or Torch
- Two Hand – Staff or Greatsword
- Aquatic – Trident or Spear
4. Slot Skills
Healing
- Ether Feast – Heals more for every illusion you have out. 20 second cooldown.
- Mirror – Heals and reflects projectiles (heals less than Ether Feast). 20 second cooldown.
- Mantra of Recovery – As with all mantras, you have to charge it in order to use it BUT you can cast a mantra while casting other spells. Charging takes 5 seconds, but you can use it twice between each charge (you can trait later on to get 3 uses between each recharge). 1 second cooldown (for each use). Doesn’t heal as much as Ether Feast each time, but you get two uses out of it.
Utility
a) Signets – Signets have a passive effect that always applies. They can also be activated for an effect. When a signet is activated it has a cooldown and while on cooldown, the passive effect ceases to apply until the cooldown has worn off.
- Signet of Inspiration. Grants random boons to yourself every 10 seconds. Activating it copies your current boons to nearby allies.
- Signet of Domination. Increases your condition damage. Activating it stuns your target for 2 seconds.
- Signet of Midnight. Increases boon duration by 10%. Activating it blinds nearby foes for 3.5 seconds (i.e their next outgoing attack will miss) AND breaks any stuns on you.
- Signet of Illusion. Increases the health of your illusions by 50%. Activating it recharges any shatter skills that are on cooldown.
b) Mantras
- Mantra of Pain
- Mantra of Distraction
- Mantra of Resolve
- Mantra of Concentration
c) Manipulation
- Blink
- Arcane Thievery
- Illusion of Life
- Mimic
d) Clone
- Decoy
- Mirror Images
e) Glamour
- Null Field
- Feedback
- Portal Entre
- Veil
f) Phantasm
- Phantasmal Defender
- Phantasmal Disenchanter
g) Elite
- Moa Morph
- Time Warp – This is hands down one of the best elite skills you can use. It doubles attack speed for 10 seconds.
- Mass Invisibility
5. Traits
Domination
- Increases Power.
- Increases Condition Duration.
Dueling
- Increases Precision.
- Increases Critical Damage.
Chaos
- Increases Toughness.
- Increases Boon Duration.
Inspiration
- Increases Vitality.
- Increases Healing.
Illusions
- Increases Condition Damage.
- Increases Shredding Recharge Rate.
6. Race Selection
I don’t see any major benefits in race selection for the Mesmer.
(edited by Illurim.6059)