Build Diversity

Build Diversity

in Mesmer

Posted by: SagaraSouske.8457

SagaraSouske.8457

I think mesmer as a class at the moment lacks build diversity for tPVP. A few tweeks here and there can probably greatly enhance several builds that could have been viable but not at the moment.

Mantra build:
Biggest problem with mantra build at the moment is the 4 sec channel to recast the mantra. There is also the issue that other then Mantra of Recovery, the other mantra are not good enough to outweigh the drawback.

This can be address in a couple of ways:
Existing traits can be modified to address the short comings or mantras themselves can be improved to make them attractive to use, or a combination of both.

For example, Empowering Mantra, being a grandmaster trait, is pretty weak and does nothing to enhance mantra build, I would change it to something like “Reduce Mantra Channel Time to 2 Seconds.”
Protected Mantra – Gain 1 second of distortion while casting Mantra.
These changes will greatly reduce the risk of channeling mantra.

For Mantra themselves, Mantra of Concentration -> Power Break can prob add 3 second regeneration on top of 3 sec stability (Thinking of Earth Shield here) -> allowing the chaos 15 trait to synergize nicely.
Mantra of Pain -> Power Strike can prob add might on top of pure dmg.
Mantra of Resolve -> Power Cleanse can prob add Vigor.
Mantra of Distraction -> Power Lock can prob add weakness or vulnerability.

There is also Glamour build: (For better team support build)
A few trait tweaks:
Dazzling Glamour could cause blind to anyone in the effect the field or enter/leave the field for the remaining duration of the field rather then just 2 sec for those that the field is casted on. (Combining effects from this trait and Confusing Enchantments) So if a field with 6 sec duration, those initially hit or enter/leave will get 6 sec blind, 3 sec later, anyone moving into the field gets 3 sec blind (remaining duration of the field.)
Confusing Enchantment could have same type of effects.
Temporal Enchanter could extend the duration of certain glamour longer then others (percentage based as suppose to flat 2 sec). 6 sec to 9, 4 to 6, 8 to 11.5, etc.

Fixing some of the support skills such as phantasm granting regen, increaseing range of restorative mantra, vigorous revelation and Phantasmal Healing, etc will also help diversify builds.

Build Diversity

in Mesmer

Posted by: Qelris.6901

Qelris.6901

I’d like to see some changes about Mantras too.

I like the idea about Protected Mantra, but that could be exploited by cancelling the skill right after distortion ends and then use it again 4s later, and repeat, with mutiple mantras. I think I’d rather have the charges be AoE than single target than anything else. Like..

Mantra of Resolve:`Removes 1 condition from yourself and nearby allies.
Mantra of Concentration: Break Stun and grants self and nearby allies Stability for 3 seconds.
Mantra of Distraction: Daze target and blind(or confuse) nearby foes for 3(if confusion, 5) seconds.
Mantra of Pain: Inflict damage to the target and nearby foes. (This would give us a nice AoE to use to tag during DEs)

Does anyone even use Mantra of Pain? How strong is it?

I’m only responsible for what I say, not for what you understand.

(edited by Qelris.6901)

Build Diversity

in Mesmer

Posted by: Tevesh.1265

Tevesh.1265

Mantras are intended to be availible once per fight, basically, however long that takes. However, they have never really been powerful enough to begin with, but now the recent change of having two charges instead of one goes nowhere to address that issue. Also that was probably intended as a nerf to that +1 charge trait since it now adds 50% down from previous 100% efficiency increase on mantras. Also some of the traits suggest that you should not use mantra charges at all for passive benefits, but unlike warrior signets that provides no inherent benefit outside of wasting your utility slots and really has little options while in combat.

Does anyone even use Mantra of Pain? How strong is it?

Garbage. Like 1/4 of iwarlock’s damage per hit/charge. So even if you fully trait it and use all three charges (which takes 3 seconds due to internal cooldown) it STILL fails to outperform one shot from a lasting phantasm that can shoot more.