Sybol – Healing Bunker Charr Mesmer (80)
Dresdon Honorclaw – Zerk All-Ranged Charr Warrior | Hawke Fullmoon – Melee Ranger
I’ve been running full mantras as of late for wvw and dungeons, and I’ve fallen in love with the things.
I heal every time I cast a mantra for a good amount each time, I can interrupt even when downed, condition removal on command…I love it! The best part is this current build runs full Dwayna Runes so I can arguably get 3 triggers for the regen on heal ability from the rune set.
Running:
-mixed AC/TA and Cleric set – switching over the the AC/TA set stats as I get the emblems, will be using the precision to run lifesteal
-Scepter/Pistol for sustain/tank, GS for damage or if I need to sweep a defensive wall with a berserker
20 Duelist – dodge to clone is pretty much why it’s there. The bleed will come in handy when I get my AC/TA set
15 chaos – regen at 75% health and protection when I gain regen, ties in nicely with the inspiration tree and dwayna
30 Inspiration – This is where the fun is, I run condition removal on heal, healing mantras, and shatter heals. this shines when I can place two phantasmal duelists and stand between them, letting me stack a bunch of protection and regen until they pop.
5 Illusions – reduced illusion summoning comes in handy
anyone else try running full mantras?
Feel like playing my Mesmer again now! I’m only lvl 19 on it but why not.
Feel like playing my Mesmer again now! I’m only lvl 19 on it but why not.
going to warn you though, mantras are weak as hell until later on, although mantra of pain is nuts on low level mobs XD
Feel like playing my Mesmer again now! I’m only lvl 19 on it but why not.
going to warn you though, mantras are weak as hell until later on, although mantra of pain is nuts on low level mobs XD
Really don’t care Fun is fun. Going to try level to get a real taste of this for myself.
Could we have a link to your exact build? Color me curious.
http://gw2skills.net/editor/?fgIQNAR7al4zionRTkGZNJi5DB3pHQnz9coFUSRsdhA;TkAqbM3Iuxej7G5NrNGYs/A
That’s for the most part my build, just add in full cleric’s exotic armor and cleric’s accessories and you’ll see where this is going.
Tons of interrupt capability too, great for dungeons.
If you’re looking for hard damage you could take 10 points out of inspiration and put them into duelist for 4% damage per prepared mantra, you can just about double your total damage with that. Havn’t tested with a Domination/Duelist build yet, but that could be pretty wild with 3 mantra casts and increased damage per mantra
(edited by TheComet.6471)
Yes I am, good to see more mantra users.
It does not seem to be overly popular but you hit the nail on the head with a healing bonus.
Also using “cleric” titled gear.
My most mutable build so far is 0/20/30/20/0.
Lots of traits I can switch around in that.
The right side hotbar is 3 mantras, decoy and group stealth.
All the talks about null field/portals/moa/time warp are always foreign to me though reading the forums you would think all mesmers trait them, don’t use them here. I’ve tried them but I just like mantras better and stealth.
When I stealth people, it’s usually front line so that they know it’s time to pull back some, they usually get the hint. During that time I turn and instantly start refreshing mantras, in turn, healing all of us.
I probably rely on decoy too much tho because I find myself using it as a way out to push someone to death in enemy lines that keeps back peddling, almost dead. At some point I just swig my courage juice (pepsi), then chase them until I’m half dead relying on decoy to let me clean up conditions and recharge while moving back to my side or they are dead. Really depends on if the zerg will focus fire whether I need to duck and move or can stay on their side.
Sometimes I like to just use power spike (mantra of pain) until it needs recharging, then heal while going left and right in the group randomly healing people to keep our line solid and pushing forward. Doing that repeatedly you can watch the line slowly keep progressing toward the enemy. I’m essentially doing a 2k+ heal every 7 seconds while buffing my toughness by about 200, not shabby for the front line.
Fiddled around with the damage % buff with mantras in queue but I didn’t think I was doing enough damage to warrant it’s usage when I wanted maximum toughness because I’m not built for damage but defensive standing power. All my gear is green except for an orange scepter I got this week so it isn’t just gear taking over. I can solo near anyone, it’s only the rare players that eat me up with well timed interrupts and lucky crits. More of my solo matches end in standoffs so I’m not as weak at roaming solo as a pure dps would be. With stealth I can outrun some small groups although the zerg usually catches up with me, been thinking about those centaur runes but they are too expensive for me right now.
Once I’ve gone mantra, I can’t use anything else, it all feels so weak and lacking utility in comparison. I tried mantra because people talked down on them and I was convinced that on paper they showed potential. Since I played a healer most often in other games, healing my team taking trickle dmg fits my playstyle too. Forever an underdog cheerleader I suppose to try mantras though people downplay them.
Since I don’t rely on my pets as much for my playstyle, I don’t get as wound up about phantasm nerfs as others might. My pets are more fodder than the individuals leading this team or defining my output because I will blow them up in a second if I want an evade buff. I do think there is room for all playstyles tho, if someone wants to be super glass cannon, fine for me, they can do my damage while I take the stomp on the target.
(edited by psirca.9452)
I think mantras are fine, i just focus on illusions because they are more fun.
I do admit though that sometimes I want to play around with a mantra or signet build….
Mantras will be sub-par until there is some type of sustainability in terms of fighting. You get into a fight that lasts longer than 30 seconds and you have to run away to cast all your spells for 20 seconds.
Not to mention empowered mantras is a really silly idea for a trait. Lets see, lets encourage people to use mantras so that when they have more of them charged they do more damage— except that in order to keep that higher damage they can’t use their mantras they have charged…. so essentially empowered mantras encourages people to use mantras as their utilities and then to not actually use the mantras.
Thus, the longer the fight goes on the weaker you get. This applies to using mantras as a whole. Not a good concept.
You don’t run away to cast mantras, you do it in combat. While casting a mantra you can use another mantra already stored to heal, remove conditions, or attack and they are inst-cast skills. There is always the opportunity to blow up any pets in that time too and a split second to decide what you want them to do for you. Is the enemy attacking fast? Use confusion debuff. Are you out of heals? Use evade buff. Is the enemy channeling something? Use a daze. Nothing of interest? Blow them up for a bit of damage or get closer for healing if you have that traited. All 4 of those work while channeling your mantra. If you do trait for healing on mantra cast then you got a heal too, not just 2 or 3 more shots of the skill stored.
(edited by psirca.9452)
I don’t run a Mantra build, at least I don’t think of it that way, but I do have Mender’s Purity, Restorative Mantras, and Mantra of Recovery in my current PvE/WvWvW build so far.
1) Restorative Mantras makes Mantra of Recovery heal just as much health as Ether Feast with 3x Illusions. Sure, taking 4.5 seconds to charge is a risk and initially painful, but once I got used to it, the fact it has a 10 second CD vs. Ether Feast’s 20 second CD means I can start healing sooner rather then later again. Besides, I rarely ever got a 3x Illusion Ether Feast when I was hurt … my Illusions would be dead then, anyways.
2) AoE Healing. This is actually nice for allies/illusions. 2600+ per recharge is over 10% the health of most players, and basically the entire health pool of any Illusion but the I.Defender. In comparison, Regeneration would need to take 20 seconds to heal the equivalent amount. Considering my Phantasms are granting Regeneration … all the better.
3) Instant Healing & Condition Removal. Knock-downed, Stunned, Petrified, etc. If I have Mantra of Recovery, I can use my 2x uses of Power Return in the attempt to live through it if my normal breakers are down. Besides, while Reviving an ally this can buy you a few more seconds in the attempt to pull your ally to their feet when you are attacked.
Further, instant Condition Removal helps when something immobilizes you and you need to dodge fast. That second can count a lot! 2x Condition Removal with MoR vs. 1x with Ether Feast is a win for MoR. Using it back to back, to remove conditions has saved my Mesmer from being downed quite a few times already.
Though what do I do when trying to charge Mantra of Recovery? Kite likely, as I would have anyways between Blurred Frenzies with the MH-Sword.
I get a laugh out of the lack of sustainability you guys mention with mantras – with healing power gear on, they turn me into an absolute tank.
I use my regen bonuses from Dwayna runes to give me frequent protection, which in turn piles on top of the +200-300 or so toughness you get from traits while casting mantras, meaning when I need to get a quick mantra of pain heal off, I can do it safely with minimal risk.
Dungeon running as of late has shown me that if you run Scepter/Pistol+Greatsword with a mantra build, you have 5 interrupts available for a fight, with some cooling down fully when you reach the last one. Breeders as so easy to fight with this build in AC
edit: also this makes running Warband Support worthwhile (I play a charr), the healing and regen being spread around keeps those troops alive for their full duration so they can take aggro off of me
I started using mantra build with lots of healing power items yesterday and ive liked it. I find it really useful when you can heal everyone around you each time you cast mantra’s, it gives you maximum of 4 AoE healing skills which are semi-spammable.
Going to play around with it for a while, it’s a nice change from my usual sword+pistl/Greatsword build
Yay, MOAH healing mantra users !!!
Personally I recently started using the “+4% dmg for each mantra” and run around with healing mantra and in a party with Mantra of pain. Depending on the environment I also add the other Mantras and bam +12% dmg.
But I’m not sure, if I stay with this trait. -20% Mantra CD is awesome, too.
With my twink I always whine, when I have conditions. “Remove condition on heal” is SO comfortable with healing mantra. I feel like I’m spoiled.
I run a glass cannon mantra build for spvp and roam/snipe people down as great sword has one of the better ranges in this game. I’m almost rank 21 now.
I have decided to level my mesmer now to 80 because I think this is probably one of the few viable crit. range builds in this game and max pve gear is so going to make my crit. go out of control. Mantra weak later? Opposite.
I’ve figured out something, and thise specifically goes towards mantra of recovery.
Restorative mantras grants about the same healing as a single charge of power return. If you then add the harmonious mantras trait, you then have double the healing from a single healing skill.
On top of that, if you take mantra mastery trait, the fastest recharge for a heal in the game will be even faster, bringing down that 10 seconds to 8 seconds.
And with mantra of pain, you have an aoe heal about ever 6 seconds if you use nothing else (5 seconds without harmonious mantras).
add phantasmal healing and you’re well on your way to becoming a great support for your team, even more so with phantasmal defender.
also, time warp is priceless for mantras, especially if your group needs quick aoe healing with mantra of pain.
At one point haste didn’t work on casting mantras.
I remember testing it and being let down.
Good to read so they must have edited something quietly.
Something else of note if people don’t know is that you can use 2 staff skills while casting a mantra without incurring a timeout and restart for the cast.
Phase retreat and chaos armor, along with the up to 3 other mantras you have stored if you go full mantra hotbar skills. Makes the staff even more synergistic for mantra users. If you dodge, yes you drop your channel and have to restart.
Basically, anything you can find that is insta-cast can be weaved into mantras. That’s what makes them fun if you are able to multitask well and keep timers in mind. If you plan things during the fight, you don’t have to be stagnant just because you are channeling, look above, someone even suggested you stop fighting when they run out and pause, not needed. You can stay quite active. That seems to be part of the misconceptions about them – why people don’t see their perks, they only fiddled with them instead of digging in. Probably why arenanet hasn’t jumped to alter them to be faster casting, they are aware you aren’t dead while casting, just able to be interrupted. I’m ok with that, people that interrupt are my counter, makes sense.
The only real complaint I can muster for them is the constant, “heal, vital, recovery” type talk constantly, don’t call out when I am casting something, there is already an icon overhead, it probably bugs my neighbors.
(edited by psirca.9452)
It works but the castbar is quirky under quickness.
Oh, oh I thought of something else people should know but it doesn’t show me edit icons for my earlier post.
The mantra heal will heal escort NPCs (including dodo dolyaks) and your own pets when solo. Every once in awhile I bring a phantasm back from the brink but it’s not easy to time depending on how fast the enemy hits.
Could you possibly renew the entire Build for us? I am thoroughly intrigued.
yeah if you’re running Dwayna runes you also cause regen each time you chant mantra of healing and each use between cooldowns, I play with a necromancer and elementalist, everyone charr with warband support in my usual dungeon groups and with my heals timed for when we all summon at once, they all survive their full duration
I’m curious if the Sigil of Water scales with healing power…I’ve been running that on my scepter for awhile and if it does, sweet jesus I’m going to start running it on everything
Edit: The Monk runes also look pretty tempting, also some pretty heavy heals out of that set although you don’t have that awesome +20% regen duration bonus
(edited by TheComet.6471)
I only use mantras as needed. I use them to stunlock and interrupt. Sometimes if necessary I put points in mantra group healing to heal groups in dungeons. The one I use the most though is the one that removes conditions.
My god…I tested something.
Run Flock or Water runes with healing power gear on.
Enjoy your 8-9k self heal per healing mantra use and a 5-6k AoE heal.
Just a question on “superior rune of the Dolyak”
the final part of the set bonus states “gain health regeneration”, does this mean during combat my health regens steadily 100% of the time?
My god…I tested something.
Run Flock or Water runes with healing power gear on.
Enjoy your 8-9k self heal per healing mantra use and a 5-6k AoE heal.
How do you exactly heal that much? I have a full healing gear, the exact same build which you linked above and I heal 2 to 4k per self heal and ~2.5k AoE.
I had always been curious to try a mantra build with vampire runes. Life steal after every heal… more life and more damage x3 mantra heals? I’m not sure what the exact amount is but someone said 900ish flat damage/heal. I’ll get around to it one day.
My god…I tested something.
Run Flock or Water runes with healing power gear on.
Enjoy your 8-9k self heal per healing mantra use and a 5-6k AoE heal.
How do you exactly heal that much? I have a full healing gear, the exact same build which you linked above and I heal 2 to 4k per self heal and ~2.5k AoE.
bad math on my end XD
Still an extremely potent heal though.
I’ve recently been dabbling with Signet of Inspiration in place of mantra of pain when running dungeons (I use mantra of pain for rapid AoE heals in a zerg in wvw though), works nicely with on heal triggers, although it’s not a mantra o.o;
I have some questions:
What weapons do people normally use?
And,
What stat does each Mantra scale with?
I just started Mesmer recently, and I have been slowly gravitating toward the Mantra build. However, I just don’t know what the heck the thing scales with. And word on that?
bad math on my end XD
Still an extremely potent heal though.
I’ve recently been dabbling with Signet of Inspiration in place of mantra of pain when running dungeons (I use mantra of pain for rapid AoE heals in a zerg in wvw though), works nicely with on heal triggers, although it’s not a mantra o.o;
So it heals no more than that in your case as well? I mainly went with this build in hope of such gigantic heals, but it’s fine this way as well.
I use a Mantra/phantasm build.
10/30/0/20/10
Mantra healing, Empowering mantras, Compounding power, Empowered ilussions, Phantsmal fury, Deceptive evasion.
Cleric armor with Dwayna runes. Weapon, rings and such with Berserker.
My build it’s a mix of dmg and healing as you can see. Weapons are Greatsword, sword/pistol. As utilities i usually use a full mantra build with Mantra of Pain always being in use for constant healing.
It has worked well for me so far :P
What about the healing on shatter trait at the end of the Inspiration tree? Could that increase the healing more or is it too much to fit in alongside the mantras?
As utilities i usually use a full mantra build with Mantra of Pain always being in use for constant healing.
Am i missing something on the tooltip?
I thought mantra of pain was a damage spell not healing.
As utilities i usually use a full mantra build with Mantra of Pain always being in use for constant healing.
Am i missing something on the tooltip?
I thought mantra of pain was a damage spell not healing.
With Healing Mantras, all mantras heal on the 4sec cast.
i run them when farming lodestones but in wvw/spvp its a joke.
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