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Mesmer Personality Quiz! Exclamation Points!
(edited by Chaos Archangel.5071)
Hey guys, I know I’m not the best elementlist in the world but I can pull off some shenanigans here and there. I was wondering if you guys could check out some vids and help point out any gameplay improvements I could make. This is a heal/support build that has to build about 12x Might before pulling off noticeable damage. I feel like I could be more effective if I played better, so I’m hoping someone could point out anything I’m missing/lacking.
Here’s the build
What I’m Supposed to Do
- Focuses on Blasting Fire/Water Fields
- Blasts Ice fields for Fury/Swiftness
- Dodges into water for burst heals.
How I should Improve
- Summon Elemental More
(edited by Chaos Archangel.5071)
Well, these crickets have been keeping me company for months.. I think it’s time to attempt a bump. =P
Anyone out there? Any advice? Help!
I don’t know much about running staff (only use it when sieging towers/keeps in WvW) but in your tPvP video, it seemed that you blew through your utilities very quickly during the first fight – you used your blast finishers on a well-positioned water field, but then you popped Cleansing Fire and Arcane Shield when you didn’t really need to. Your Unsteady Ground was still up if you had to move out of the fight to heal (you didn’t) and you weren’t really in danger from conditions at that point.
I’m fairly new to the profession as well, but I suggest going over your fights to see what could have gone better. Did you use any dodges when you didn’t really need to? (This is a pretty common problem with everyone taking Evasive Arcana; the spell procs are good, but you can mitigate more damage by dodging a burst than by popping the EA Cleansing Wave.) Are you using all of your utilities when they’ll contribute the most? Do you know your skills well enough to pull off the combos without glancing at the tooltips? I find that the best way to learn a class is practice.
On a side note, your build seems pretty focused on field blasting, so you might want to consider running Blasting Staff over the Arcana trait. I’ve found that the larger radius is very helpful when healing or stacking might/swiftness in groups, especially since everyone will be moving around in fights and might not remain inside the field.
Good luck!
Mind sharing your build? I saw you stacked a ton of might yet you play support. I watched the pvp video briefly and the only thing I noticed was you where in the middle of the fighting when you didn’t need to be. Also, keep in mind classes that have ranged weapons can use the terrain to their advantage.
Thanks for the replies guys! Here’s the build
@Torqiseknite Appreciate the tips! A couple things I here I wanted to explain, and hopefully my logic is correct:
it seemed that you blew through your utilities very quickly during the first fight – you used your blast finishers on a well-positioned water field, but then you popped Cleansing Fire and Arcane Shield when you didn’t really need to. Your Unsteady Ground was still up if you had to move out of the fight to heal (you didn’t) and you weren’t really in danger from conditions at that point.
You’re right about me wasting Cleansing Fire and Arcane Shield in the beginning, I play Mesmer 90% of the time, and as a result sometimes I reflexively hit skills that I would’ve used on my Mes.
As for Arcane Brilliance, I often use it for the blast if I see an ally who needs the boost since a quick swap to water attunement and EA Water dodge can usually compensate when my heal (which recharges pretty quickly) is on cooldown.
On a side note, your build seems pretty focused on field blasting, so you might want to consider running Blasting Staff over the Arcana trait. I’ve found that the larger radius is very helpful when healing or stacking might/swiftness in groups, especially since everyone will be moving around in fights and might not remain inside the field.
It is, but I like the smaller radius for a couple reasons (namely Meteor Shower hitting more and Static Field trapping better) but more importantly, I run 3 arcane skills. It’s a hard choice, but I’d rather cooldown the majority.
@FrownyClown: Frowny! You and KFC are like my elemental heroes. This build actually came about from advice I received from y’all.
As for positioning, that’s actually a pretty big problem I have with this build. Being support (and rather tanky) I want to be near my allies as much as possible for Elemental Attunement’s AoE boons and Evasive Arcana’s water heals and Earth blasts. Also, when I begin stacking might I usually wanna be in proximity of my allies. I know it’s a dangerous spot to be in, but I’m actually pretty durable and often can’t be killed unless focused down.
I feel as if I lose out on my potential support when fighting from ranged, yet I feel in a dangerous position striking out in melee. Thoughts?
From what I have seen, your build fares better on point during team fight than off point and when getting focused. The might stacking is what stands out the most and you may have a bit of disadvantage by having to fight relatively close to your allies and enemies. However, Arcane Brilliance heals a lot if it hits 3 or more targets and a good burst heal when blasting the water field.
Your first problem is not the condi cleanse. It’s to disengage when the fight isn’t in your favor. As you’re more experienced in mesmer, I think Lightning Flash works better for you than Cleansing Flame.
Secondly, I think you overestimate how tanky you are. You clearly want a bit of everything, doing damage (traited for Piercing Shards, use of Arcane Skills), support (stack might, heal allies – Aquatic Benevolence) and… tank? (elemental shielding, even though you only have limited access to Frost Aura via blasting the Ice elemental and your ice field). However, you are heavily dependent on thieves for Vuln as you don’t generate Vuln by your own. Your might starts to drop the moment you get focused or busy healing and you lack a quick burst when your thief friend successfully landed vuln on your enemy.
Well, imo, Piercing Shards doesn’t do much for you. I would pick Cantrip Mastery, as the longer the fight, the better the support role becomes.
Thanks for the replies guys! Here’s the build
@Torqiseknite Appreciate the tips! A couple things I here I wanted to explain, and hopefully my logic is correct:
it seemed that you blew through your utilities very quickly during the first fight – you used your blast finishers on a well-positioned water field, but then you popped Cleansing Fire and Arcane Shield when you didn’t really need to. Your Unsteady Ground was still up if you had to move out of the fight to heal (you didn’t) and you weren’t really in danger from conditions at that point.
You’re right about me wasting Cleansing Fire and Arcane Shield in the beginning, I play Mesmer 90% of the time, and as a result sometimes I reflexively hit skills that I would’ve used on my Mes.
As for Arcane Brilliance, I often use it for the blast if I see an ally who needs the boost since a quick swap to water attunement and EA Water dodge can usually compensate when my heal (which recharges pretty quickly) is on cooldown.On a side note, your build seems pretty focused on field blasting, so you might want to consider running Blasting Staff over the Arcana trait. I’ve found that the larger radius is very helpful when healing or stacking might/swiftness in groups, especially since everyone will be moving around in fights and might not remain inside the field.
It is, but I like the smaller radius for a couple reasons (namely Meteor Shower hitting more and Static Field trapping better) but more importantly, I run 3 arcane skills. It’s a hard choice, but I’d rather cooldown the majority.
@FrownyClown: Frowny! You and KFC are like my elemental heroes. This build actually came about from advice I received from y’all.
As for positioning, that’s actually a pretty big problem I have with this build. Being support (and rather tanky) I want to be near my allies as much as possible for Elemental Attunement’s AoE boons and Evasive Arcana’s water heals and Earth blasts. Also, when I begin stacking might I usually wanna be in proximity of my allies. I know it’s a dangerous spot to be in, but I’m actually pretty durable and often can’t be killed unless focused down.
I feel as if I lose out on my potential support when fighting from ranged, yet I feel in a dangerous position striking out in melee. Thoughts?
Try to utilize your CC for when you plan on being in closer proximity to the enemy. I have found that if you put unsteady ground behind them then follow up with a gust it pushes them passed the barrier. The downside to fighting on points is with aoe cc such as frozen ground and static shield. If you are planning to lay down a water field and blast it for heals make sure it is placed on top of frozen ground. I also feel that CC is used ineffectively by 90% of the community in group fights. Let’s say you are in a 3v3 and one of your teammates is being focused hard. In a panic, you throw down all of your CC in order to ineffectively shut them down. Now lets re imagine the scenario, but this time you are focusing your CC on one of the enemies and you shut him down so your buddy has an easier time recovering. I believe our CC should be focused and not blindly put down. Also, another neat trick is if your ally is being shot down by a lb ranger. If you stand in the line of sight (and they dont have piercing arrows trait) and you pop magnetic aura it will reflect off of you instead.
Very entertaining videos. I enjoyed watching the 2v2 one the best.
I agree with a lot of the comments here. I was going to mention that it was odd you were running the trait for 20% more damage while attuned to water (and vuln). I think there’s a lot of interesting interactions with that trait, but you really need to build for it and I don’t know if it makes sense here unless you have a teammate stacking vulnerability.
You seem to play the support staff pretty well though. It’s a tough job chasing down your teammates to heal/support them—least of all a thief
My only advice would be to pair up with a bunker build or hybrid power warrior/guardian. They’re really easy to keep track of (they stay on point) and they give you lots of time to set up full healing blasts.
But even then, expect the enemy team to figure you out pretty quick and come hunting for blood after one or two ‘Run in/full heal/run out’ maneuvers
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