Phantasm Mesmers
Can someone post, for comparison; a phantasm build and then the shatter build. I’m a relative SPvP noob and I could tell you real quick if the mechanics of the phantasm build is too noob friendly.
Pick and choose one. I recommend the shattercat original if you just want to take a quick look at it.
My personal take on the phantasm build. There is no known counter to it other than another phantasm build.
regardless of build, phantasm damage is simply too high for a skill that has 900-1200 range, requires no aiming only LoS, has virtually no cost to the Mesmer, is an AI element that requires no input from the player, and will persist on the battlefield and pursue the target unless actively destroyed by the opposition. there’s no reasonable explanation for skills of this kind to deal damage of 4k or better.
personally, I’d like to see the summon skill and the attack skill split into two separate skills the way other AI summons work making the attacks require the players input. There also needs to be a more significant cost/reward for using Phantasms so that it isn’t just fire and forget as it currently is.
I’ve stayed at this party entirely too long
How can you balance a game in 5vs5 if it is not balanced on 1vs1 before..?
I mean, if 1 mesmer can beat any other proffesion/build out there, what would 5 of the same mesmers do against 5 random proffesions?Balance starts from the minimun(1vs1) and ends on the maximum(5vs5). Once you balance proffesions on 1vs1, you have balanced the XvX .
Thats simply not true….. How can u possibly believe that?
It is pretty simple actually, if we take away the parts which you(most of the time) face 1vs1 or 2vs2 on PvP we are left with the aspect of spiking.
If your teams overall spike is bigger than the enemy team, and the overall damage your team takes is lower than the enemy team, then your team will win.
When you start something, you start from the basics, you balance the classes as units(this is not pokemon, water beats fire etc.) and you synergize them on different scenarios of XvX,until you succeed the bigger number of scenarios balanced.
And it is pretty hard to balance 30vs30(wvw) at the same time of 5vAI(dungeons) and 5v5(pvp) if you aim for the specific values each time and not at the very base(1vs1).
The only scenario a 5 phantasm mesmer team could lose, is the scenario facing 5 grenades engies(or 5 more skilled phantasm mesmers).
Officer of Spartians GR[SPGR]
Gandara EU
(edited by natsos.3692)
How can you balance a game in 5vs5 if it is not balanced on 1vs1 before..?
I mean, if 1 mesmer can beat any other proffesion/build out there, what would 5 of the same mesmers do against 5 random proffesions?Balance starts from the minimun(1vs1) and ends on the maximum(5vs5). Once you balance proffesions on 1vs1, you have balanced the XvX .
Thats simply not true….. How can u possibly believe that?
It is pretty simple actually, if we take away the parts which you(most of the time) face 1vs1 or 2vs2 on PvP we are left with the aspect of spiking.
If your teams overall spike is bigger than the enemy team, and the overall damage your team takes is lower than the enemy team, then your team will win.When you start something, you start from the basics, you balance the classes as units(this is not pokemon, water beats fire etc.) and you synergize them on different scenarios of XvX,until you succeed the bigger number of scenarios balanced.
And it is pretty hard to balance 30vs30(wvw) at the same time of 5vAI(dungeons) and 5v5(pvp) if you aim for the specific values each time and not at the very base(1vs1).
The only scenario a 5 phantasm mesmer team could lose, is the scenario facing 5 grenades engies(or 5 more skilled phantasm mesmers).
1) All AoE-effects like DMG, Shouts, Healing etc.
2) Condition-stacking.
3) Chain-CC.
4) Effects that depend on Teammates being there (like traits that affect rezzes).
5) The fact that in this game, dps scales way better with more Players than healing.
6) Any kind of Movement or Objective based advantages.
7) The fact that Chars can compensate for flaws in one build by teaming up with others.
All are almost completely neglected in 1v1’s……
@Power
All your points are fillers(except 5) to the XvX balance right after 1v1 balance has achieved. 5 is the reason why a team of 5 mesmer can -in theory- beat any other combination, and it proves exactly the point of my above post, that spike>all .
If you can turn a 5v5 battle into 5v3 battle(call it moa, call it spike, call it however you want) within a matter of few seconds,then something is wrong with your basic balance.
Actually:
1)AoE effects is the only possible way to negate the phantasm builds
2)Won’t be fast enough if you get spiked
3)Spike>CC(unless its mass, and it is long)
4)No matter how many people you rez,a good spike will keep bringing them down, with you also, making your rez time go to waste.
5)See above
6)Running away from a fight won’t make you win, when you come back spike will still be there
7)There is no flaw when the AI makes damage for you, while you can dodge/stealth/invu.
All are fillers on the XvX balancing state, 1v1 balance is what matters most.
Officer of Spartians GR[SPGR]
Gandara EU
phantasm mesmers do not take anyone any time 1v1 regardless what ppl here try to make it look like to be a fact its simply not true.
sure in a empty server when you duel someone its great but this isnt a live tournament with ppl in it to stop you(sucks in team fights) and can expolit your weakness and you have an objective to stay on a point its not as easy as ppl think with a squashy mesmer geting bombarded with aoe and the slot skills phantasm take its all against you when you fight a point.
a good nads/bomb engi-gs guard-necro (wall,mm)-s/d ele-shatter/phantasm mesmer can get you down 1v1.
hell even a lucky warrior that lands a burst can 2 shot you.
a s/d thief can also kill you 1v1 if he have a good spot to los you with is/sr,niflhel on the pillers in henge, foefire in water down the ledge you just pull the ai to you and tele up to a lonely mesmer w8ing to be killed works on every ai you want to troll.
anyway its very simple phantasm dmg can be easily avoided berserker(if he feels to not bug out)/duelist you may get hit from 2 hits if you are not aware but anyone with a brain will dodge/block w/e as soon as he sees a 6k dmg on his way to him.
warlock you just need to run and he will miss every time,warden and mage…do i need to say more…
and 3 phantasms out for more then 5 sec is very rare just fyi (fifo from skills,dmg to the phantasms and so on)
the only op yes op phantasm is swordsman hard to avoid hits very hard and fast and have a leap so if a nerf ppl want this is the place to start.
and i do get why ppl get angry with this build its like the ai is doing all the work and its somewhat true but the mesmer needs to stay alive with active def so its not like he just stand push a button and win.
all in all its a strong build not op as a whole but some things are, i do agree this need to be tuned down a bit——- key word a bit——-.
@natsos
I really have no clue what you are talking about. If I understood you correctly, you stated that 1v1-balance is necessary to get a decent balance in 5v5. I stated the points, where 1v1 balance is extremely skewed and doesn’t offer any insight into what a Teamfight-Scenario might look like; I wasn’t talking about Phantasm-Mesmers or other specific builds, but balance in general.
Yes, 1v1 balance is a very basic step to achieve balance, but theres no way you’ll get a good balance if you only look at 1v1. In fact, it might be the case, that even if you have the perfect 1v1-balance, the game might be totally broken in 5v5.
1) 1v1 doesn’t account for a lot of the Potential of AoE-DMG. Yes, it’ll have a certain effects on builds with Pets, Minions or Illusions, but AoE will likely be most useful in Situations where Multiple Enemy Players have to ball up, because they need to rez, because of the Map-Layout etc. Now if you take a HGH-Engi and balance him according to 1v1’s, ppl might think that his DPS is okay, but when you look at an actual Teamfight, he’ll likely do double or tripple the amount of DPS he’d do in most of 1v1-Situations.
2) What I wanted to express here is that Conditions don’t get better linearly in most Situations when you add more Condition-Spammers together, because the Amount of additional Condition-Uptime will very likely be higher than the additional amount of Condition-Removal you get with more Players. Yes, there is a Potential for a high amount of Condi-removal if you really want to go for it, but in most builds, you’ll have an easier time getting more Conditions, than COndition-Removal. Even builds that are strong against Conditions (like Cantrip-Ele), don’t offer as much Condi-Removal for their Teammates as for themselves. Thats why Conditions might easily reach a point where they get too strong of you have multiple spammers if you only balance them around 1v1’s.
3) This is a very basic example of why you can’t balance a game around 1v1’s that is a Team-Game. 1 Stun of 2 Seconds in a 1v1 is sth. completely different than 2×2 Seconds of Stun when chained together with good timing. Also, there are no Stunbreakers a Player can give to his Teammates, so while the Amount of Stuns scales with additional Players, the Amount of Stunbreakers doesn’t.
4) I really don’t know why you keep talking about spiked DMG as if it would solidify your Argument, when it’s actually a major part of why GW2 has to be balanced around Team-Compositions and not 1v1’s. With this point I simply wanted to show that there a re a multitude of Skills, Traits, etc. that don’t do anything if you don’t have Players around. Let’s say theres a class that can Fullheal Teammates every 5 Seconds instantly, well, in 1v1, this class might be underpowered and needed to get buffed, but in Teamfights, it would already be heavily broken and each additional buff would just make it worse.
5) For example Spiked DMG: The amount of Healing doesn’t scale all to well with additional Players, but the DMG can scale more than proportionally (cuz there are also AoE-Buffs, Vulnerability etc.) balancing around 1v1 wouldn’t help this fact at all and you can literally get nowhere if you simply look at 1v1’s.
6) Running away from a fight might very well win you the game. Actively avoiding Teamfights with more than 3-4 Players actually was a very common Strategy in GW1 to beat Necro-Spikes, Ranger-Spikes and other very strong Teambuilds in GvG. This game isn’t Deathmatch, there are strategic Objectives, so it’s never simply about winning a Teamfight. It’s a big part of it, yes, but stuff like a Portal, which is clearly one of the best skills in the Game in structured PvP, would get completely laughed at in 1v1 and ANet might think; Why does nobody use that cool Skill? – I guess we’ll have to reduce the cooldown to 10 Seconds!
7) Again no Idea why you start talking about Phantasm-Mesmers specifically… What I wanted to say here is a simple concept that in a Teamgame, not every Char needs to be able to do and deal with everything. While in a 1v1, it would be completely unacceptable if a Char has very bad Condition-Removal, it might work in Teamfights, because other Chars in the Teamcomp can make up for it with Shouts and other AoE that removes Conditions. Same goes for the Guardian: Many ppl build him that tanky, that he does very very little DMG, but because he’s so tanky and has excellent Support, they let other Chars in the Teambuild worry about dealing DMG.
@Power
Mate , we are basically saying the same thing in the long term.
I never said that 1v1 balance is the only thing that matters, no , of course it is not but if you want to build a pyramid, you start from the base and not the top.
I will go a little general talking here.
The outcome of a team fight is decided by a simple formula which is:
Damage you did/Damage you took.
If you are not a 1.000.000 HP monster then look below.
Damage you did is pretty raw, anything that deals damage or increase the damage done increases this factor,while damage you take is more complicated and in goes the ability to mitigate or completly negate damage.
I focus so much on the spike, because a spike is the biggest amount of damage within the least possible amount of time.
I focus so much on the mesmers because they are the best spikers while avoiding damage like no other proffesion(it is the combo that it matters,not one of the two aspects)
As time passes you are going to take damage, if you can deal a lot damage, while avoiding most of the damage coming to you, then you are going to win a fight.
We have a hole on the basic principals here, and that is how phantasm mesmer works,it is not a matter of 1v1 or 5v5, it is a hole in the basics.
You just can’t leave the computer do all the damage for you while you take no damage, even thieves can’t do that(not as well as mesmers).
Now imagine what would happen if thieves could do 3-5k dmg while not breaking stealth and while dodging/evading
I hope you are still with me.
What I am describing here is the reason why necromancers don’t have and will never get access to vigor and minions that the cooldown timer starts with the minion summoning.
If you had a necro with vigor and minions ready to spawn the moment they died,you would have an OP necro that avoids most of the damage while his minions tear you apart. And in a 5v5 situation this would still be OP.
Officer of Spartians GR[SPGR]
Gandara EU
(edited by natsos.3692)
http://wiki.guildwars2.com/wiki/Cluster_Bomb
although pretty situational there has to be a few thieves out there who drop stealth to spam clusterbombs which can often times crit for those figuires you listed.
previously rank 2 on old leaderboards
EG.secret.OG.NAVI.sorrychief
^They will still get out of stealth after one(2 if lucky) cluster bombs. The mesmer (not situational) will throw the phantasms to you and they will keep hitting you even if the mesmer goes to stealth.
This is exactly why a talk about mesmers is going on right now,because there is no real counter to that rotation.
Mesmer spawns clones, mesmer hides, clones damage you, you have the choice to either kill the clones(if you do that mesmer will spawn them again in almost no time) or you have the choice to wait for the mesmer to be in line of fire, so you can kill him, while you still take damage from his clones.
It has no real counter.
The only situational counter is a very high bursting aoe build that will negate the effects of the clones right when they spawn.
A very good solution to this would be that the recharge time of illusions to start the moment they die, and not the moment they spawn(already suggested by other people)
Officer of Spartians GR[SPGR]
Gandara EU
As a phantasm mesmer, I’ve met some real tanky minion masters whose health just doesn’t seem to drop and it gets back up really quickly. If you’re in a sort of closed space with them, it’s hasta la vista baby. My phantasms die so fast they don’t even seem to complete one attack!
Other soft counters are blinding thieves who constantly vanish and regenerate. They won’t kill me, but they stay in stealth for so long and vanish instantly and also blind me constantly and my summons get screwed up.
Now and then a well played guardian with blinds will keep staying on top me with teleports (and blinds) regardless of my efforts to get away. If the blinds are well timed, I have nothing.
Warriors…it’s surprising but a well played warrior will kill your phantasms as soon as they appear. And they have have immobilize, stuns, and cripples and charges. It all depends on whether or not I’m able to confuse them with stealth and getting distance. Distance = I win. If they stay on me = I lose. Not easy for the warrior but if they manage to keep their cool and stay on me it can be a tough and very irritating fight for me.
Having said that I still win most of my 1v1s. I don’t often meet good minion master, guardians, or warriors.
Having played a minion master necro myself, I have to say that I don’t fear phantasm mesmers. My health just doesn’t seem to drop. Plus I have good access to AOE conditions which I know the phantasm mesmer is susceptible too.
As a phantasm mesmer, I’ve met some real tanky minion masters whose health just doesn’t seem to drop and it gets back up really quickly. If you’re in a sort of closed space with them, it’s hasta la vista baby. My phantasms die so fast they don’t even seem to complete one attack!
Other soft counters are blinding thieves who constantly vanish and regenerate. They won’t kill me, but they stay in stealth for so long and vanish instantly and also blind me constantly and my summons get screwed up.
Now and then a well played guardian with blinds will keep staying on top me with teleports (and blinds) regardless of my efforts to get away. If the blinds are well timed, I have nothing.
Warriors…it’s surprising but a well played warrior will kill your phantasms as soon as they appear. And they have have immobilize, stuns, and cripples and charges. It all depends on whether or not I’m able to confuse them with stealth and getting distance. Distance = I win. If they stay on me = I lose. Not easy for the warrior but if they manage to keep their cool and stay on me it can be a tough and very irritating fight for me.
Having said that I still win most of my 1v1s. I don’t often meet good minion master, guardians, or warriors.
Having played a minion master necro myself, I have to say that I don’t fear phantasm mesmers. My health just doesn’t seem to drop. Plus I have good access to AOE conditions which I know the phantasm mesmer is susceptible too.
Probably one of those bunker mm leeching hp from minion attacks…but dunno, i don’t play necro..
BM rangers have a small chance of beating a phantasm mesmer. To do so the BM must use his/her pet to attack the phantasms while he/she focuses on the mesmer. There is a small window in which the phantasm is not affected by the signet of illusions (since the buff reapplies every 10s if summoned at second 4 you have 6s to kill the phantasm with ease) so your pet can basically one shot the phantasm. In the meantime, the ranger micro manages his/her pet like crazy (the hardest thing to do because the ranger must click the phantasm use f1 then click back on the mesmer to reengage and must do this every time a phantasm is summoned). Of course, if a good player actually got his/her hands on the mesmer then the chances of the BM succeeding significantly drop. So there isn’t really a counter… but a way to fight them at least.
Also, blinding the mesmer as they try to summon their phantasm makes the skill fail.
Am I good?… I’m good.
I can crush a Phantasm Mesmer with my Sword/Dagger Thief. Cake.
I can crush a Phantasm Mesmer with my Sword/Dagger Thief. Cake.
While an incredibly well played s/d thief does have a chance of beating a phantasm mesmer, I highly doubt that one as arrogant as you could do it effectively.
I must admit I am at a bit of a loss as to what to do against Phantasm mesmers too.
I play a necro and while I am aware that I can make it uncomfortable for them, my conditions don’t kill the phantasms fast enough (I am talking about aoe applied condis since the main focus should obviously be the mesmer himself).
The CD on phantasms spawns are simply too low for me to be effective.
I am not whining here I am just saying that the dmg they do to me is incredible.
And another thing, I don’t find them to be that ineffective in tournaments either. Even in a team fight, they can usually get off quite a few hits before the phantasms die and it seems like they can usually respawn them as soon as they are down.
And in fact i’ve found that phantasm mesmers are most dangerous in 2v2 situations rather than 1v1s.
I can crush a Phantasm Mesmer with my Sword/Dagger Thief. Cake.
While an incredibly well played s/d thief does have a chance of beating a phantasm mesmer, I highly doubt that one as arrogant as you could do it effectively.
OOOOOOOOOOH SNAP! ^^’
Srsly though: A good S/D-Thief can probably beat everything atm, but I think that certain Phantasm-Builds do have a decent chance against it. Certainly a better chance than Shatters, cuz you probably won’t catch the S/D-Thief with an Immobilize-based burst. :P
I can crush a Phantasm Mesmer with my Sword/Dagger Thief. Cake.
While an incredibly well played s/d thief does have a chance of beating a phantasm mesmer, I highly doubt that one as arrogant as you could do it effectively.
OOOOOOOOOOH SNAP! ^^’
Srsly though: A good S/D-Thief can probably beat everything atm, but I think that certain Phantasm-Builds do have a decent chance against it. Certainly a better chance than Shatters, cuz you probably won’t catch the S/D-Thief with an Immobilize-based burst. :P
Immobilize based burst? Like a sword 2 coupled with the spam of 3 iduelists?
Am I good?… I’m good.
I can crush a Phantasm Mesmer with my Sword/Dagger Thief. Cake.
While an incredibly well played s/d thief does have a chance of beating a phantasm mesmer, I highly doubt that one as arrogant as you could do it effectively.
OOOOOOOOOOH SNAP! ^^’
Srsly though: A good S/D-Thief can probably beat everything atm, but I think that certain Phantasm-Builds do have a decent chance against it. Certainly a better chance than Shatters, cuz you probably won’t catch the S/D-Thief with an Immobilize-based burst. :P
Immobilize based burst? Like a sword 2 coupled with the spam of 3 iduelists?
Nope, I was comparing how a Shatter-Mesmer would do against an S/D-thief compared to a Phantasm-Mesmer and I think a Phantasm would do better, because the S/D-Thief has such an easy time escaping shatterspikes. And with the Phantasm-Mesmer having much better sustained-DPS, I guess it would do better.
I wonder why Shatter-Mesmers atm don’t use the Pistol anymore anyways; just add the Trait for Fury on your Phantasms (the cloak or 8s Blurred Frenzy are decent, but not crucial) and while the focus-pull is amazing, the Pistol-Stun is good as well and you can just add tons of ranged sustained DMG in between spikes with the Duelist. Especially if you are in a Teamfight and stay at Range with GS, an additional Duelst placed on a hard to reach place can simply add tons of DPS.
Besides, ppl seem to forget that the Mesmer and every other class as well, has another Option to get Quickness (which is even AoE), with the Centaur-Runes.
Besides, ppl seem to forget that the Mesmer and every other class as well, has another Option to get Quickness (which is even AoE), with the Centaur-Runes.
You mean Swiftness? Cos quickness would be sort of overpowered.
Besides, ppl seem to forget that the Mesmer and every other class as well, has another Option to get Quickness (which is even AoE), with the Centaur-Runes.
You mean Swiftness? Cos quickness would be sort of overpowered.
yepp, i always mess up the terminology of the 2. ^^
I can crush a Phantasm Mesmer with my Sword/Dagger Thief. Cake.
While an incredibly well played s/d thief does have a chance of beating a phantasm mesmer, I highly doubt that one as arrogant as you could do it effectively.
OOOOOOOOOOH SNAP! ^^’
Srsly though: A good S/D-Thief can probably beat everything atm, but I think that certain Phantasm-Builds do have a decent chance against it. Certainly a better chance than Shatters, cuz you probably won’t catch the S/D-Thief with an Immobilize-based burst. :P
Immobilize based burst? Like a sword 2 coupled with the spam of 3 iduelists?
Nope, I was comparing how a Shatter-Mesmer would do against an S/D-thief compared to a Phantasm-Mesmer and I think a Phantasm would do better, because the S/D-Thief has such an easy time escaping shatterspikes. And with the Phantasm-Mesmer having much better sustained-DPS, I guess it would do better.
I wonder why Shatter-Mesmers atm don’t use the Pistol anymore anyways; just add the Trait for Fury on your Phantasms (the cloak or 8s Blurred Frenzy are decent, but not crucial) and while the focus-pull is amazing, the Pistol-Stun is good as well and you can just add tons of ranged sustained DMG in between spikes with the Duelist. Especially if you are in a Teamfight and stay at Range with GS, an additional Duelst placed on a hard to reach place can simply add tons of DPS.
Besides, ppl seem to forget that the Mesmer and every other class as well, has another Option to get Quickness (which is even AoE), with the Centaur-Runes.
Pistol OH is basically only damage weapon and no team utility, focus OH is mainly a utility weapon.
Focus 4: stomp/rez interrupt, AoE pull for teamspike, pull to get those nasty spammers off the ledge, team swiftness, directly counters shadow refuge.
Focus 5: free stomp against warriors/engys, quite ok as damagedealer since you can pull people into it, but mainly good for negating ranged spammers.
I regularly play phantasm mesmer. Particularly sword/pistol. I agree they can be powerful in 1v1. I am not the most competent player. My rank is 22 dolyak. However in many matches I have had my “Kitten” handed to me using this build. It has no team buff benefits, it contributes below poorly to group fights. It is almost impossible to engage more than one player at a time, it has no condition removal, it has no speed buff, very limited buff, limited grand master trait point allocation, no combo fields…all it has is its phantasms, which like every other profession apart from thief are on a cool down. It’s phantasms are vulnerable to PbAoE, vulnerable to AoE in general, easily confused and stop attacking when a player jumps down a ledge, won’t attack if they don’t have line of sight, their attacks are not unblockable. Their projectile can be reflected. So your major complaint is that they do damage in accordance to mesmers gear allocation. Berserker they do more, knights they do less. lot of builds do high damage, that is not excuse enough to nerf them. Your second complaint is that the mesmer need only defend after casting..well this is what BM rangers do. Their pet delivers the damage and they concentrate on evades and CC’ing their opponent and have very high toughness. This is also what a minion master does, although their minion can heal them for all damage they do while they cast marks to CC you and defend. This is what Thieve pets do as well..low hit point, high damage while thief CC’s and/or defends.
I am not trying to troll you, but it sounds like your the ideal candidate for this build. It excels at dealing with solo roamers who move from one point to another on a map to contribute to node taking and/or defense or people who man trebs’ or solo defend nodes.
I can a test this build takes unusually long times to down state guardian/engi/necro bunker builds and is worthless against burst warrior who can eliminate each phantasm in turn in near single hits leaving either scepter to attack or sword and engage up close and personnal. It also get punished by any skill that refects damage or has high use of ground targeted AoE.
sorry fellow player. It is far from O.P..it is build designed for one purpose only..eliminate solo roamers.
Also I will remind you, the entire can’t be based on PvP experience alone. Try using this build in any dungeon or higher leveled area. Your phantasms are gone in seconds and you have all of the same issues as stated earlier making you a very undesirable person to have on board a team. I will also remind you, your not obligated to fight every person who comes your way. When using this build I regularly will avoid and kite players moving towards a specific point together, so players who have shown in previous engagements they know how to successfully manage down stating this build.
(edited by CntrlAltDefeat.1465)
the only thing that annoys me more than ezmode untargetable phantasm mesmers facerolling through pvp without a counter are the people who come to these forums and actually have the audacity to defend this blatantly op bunny stew.
if you are the master of 1v1 and can obliterate any class than you are op. kitten quit trying to defend this crap. just because you die when someone sneaks up on you while youre already facerolling someone else and cant take out three players by sneezing on your keyboard doesnt mean youre on par with everyone else.
seriously im to the point where i think anyone who runs phantasm mesmer is a kitten because no one could possibly play this class anymore without understanding how ezmode it is.