Levelling a Mesmer

Levelling a Mesmer

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Posted by: Riddemax.3981

Riddemax.3981

Hey guys,
I’m currently working on leveling a mesmer to run dungeons in the future. I currently use PvP to test out weapon combos for what I like. I’m looking for tips, suggestions, or just overall help on this expedition I’m about to take off on. I currently use Sword/focus and Staff. Looking forward to hearing back from the community!

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Posted by: Avandor.5743

Avandor.5743

Just join the zerg in EotM and get to 80 in no time.

80 Human Druid of Piken
Stomp for PĂ­ken [PS]

Levelling a Mesmer

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Also, PvE/leveling guide in sticky section of forum.

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Posted by: Lanhelin.3480

Lanhelin.3480

I recommend sword instead of focus, because the mobs tend to move around much, especially as a mesmer who’s there in four. The Wardens attack is stationary and often doesn’t hit mobs that move away, but the Swordsman in 99% of all his leap attacks doesn’t miss a moving target. This leap also counts as finisher, so you can combine it with chaos storm from staff to make the Swordsman get chaos armor.

Until you reach lvl 60 your illusions will be pretty weak, regardless of the signet a/o trait, and you will have to resummon them more often during a fight. But as soon as you hit lvl 60 put at least 3 points into the Inspiration tree, because the second minor trait is one of the most useful ones and will noticably change combat experience: As long as you are close to a phantasm a/o the phant close to another one they will be constantly healed over time which will make them (and you) stay alive much longer. So two (or three) iSwordsman close together in most cases are not necessary to be resummoned, while you can either fight in melee too or stay in range and use the staff.

For the build it depends on the playstyle you prefer. Be it power or condition, shatter, mantra or a hybrid one, there are different builds. For leveling purpose I had the most fun with a non-shatter hybrid build: 0/2/5/3/4, because it doesn’t force to rely on phant damage only, but also allows to count in the staff clones to get good results, especially against champs and groups. When I want to use more phants, I simply take the fifth point out of Chaos and put it into Dueling for Sharper Images.

Mind that if you like a condition build, the third minor Chaos trait grants more condi dmg than additional two points in the “condi dmg” tree (Illusions) – so if not for the major trait slot but for condition damage only Chaos 5+Illusions 4 is better than Chaos 4+Illusions 6. Six points in both trees would be best for condi dmg boost, but then there are only two points left that don’t last for all the other (more) useful traits.

For condition removing either use Inspiration IV and Ether Feast or the Phantasmal Disenchanter, who also does a bit of damage and heals nearby allies (and grabs the aggro astonishingly often, despite of other dmg phants summoned). Only use the Mantra if you choose your traits for a mantra build. Two or even three PDs with Phantasmal Haste (Illusions X) against one or more mobs that apply many conditions, can support a party far superior than any other profession with condi removing capability I dare to say.

And some general tips:

  • The order mobs in most cases will attack is: Phantasm > Mesmer > Clone
  • If you have three illusions summoned and summon a fourth, either a clone will be replaced or, in case there is no clone, the phantasm you summoned first.
  • Staff clones summoned by Phase Retreat do not need an obstacle-free line of sight to the target (eg. at the bottom of stairs, behind a wall, aso), while every other clone/illusion skill in such a case will go on cooldown but with no illusion summoned.
  • Your illusions profit from all your stats except vitality (if you want to boost their vitality you’d have to choose the related traits a/o the signet): power, precision, condition damage, condition and boon duration, armor, critical damage and healing power. Whether they profit from toughness or not, I don’t know.
  • Runes that affect these stats also have an impact on illusions. Sigils have no effect.
  • Mesmers have no trait that permanently increases walking speed. There are just the Focus skill #4 and the Signet of Inspiration as source for the swiftness boon, so either on long cd or uncontrollable (but it occurs quite frequently). And the Superior Rune of the Traveller ofc.
  • Mobs that you turn into a moa/tuna will attack with moa/tuna skills, which occasionally is far more dangerous than attacks in their normal form. Most players on the other side will just run away.
  • All of your illusions’ and your own direct attacks will bypass any other (own) illusion standing inbetween, but mobs or other players (except Rangers with the trait) cannot shoot through your illusions to hit you, except for AoE attacks ofc. So you can also use them as a shield to absorp a few direct attacks like arrows, bullets, magic bolts or melee hits.

Levelling a Mesmer

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Posted by: Riddemax.3981

Riddemax.3981

I recommend sword instead of focus, because the mobs tend to move around much, especially as a mesmer who’s there in four. The Wardens attack is stationary and often doesn’t hit mobs that move away, but the Swordsman in 99% of all his leap attacks doesn’t miss a moving target. This leap also counts as finisher, so you can combine it with chaos storm from staff to make the Swordsman get chaos armor.

Until you reach lvl 60 your illusions will be pretty weak, regardless of the signet a/o trait, and you will have to resummon them more often during a fight. But as soon as you hit lvl 60 put at least 3 points into the Inspiration tree, because the second minor trait is one of the most useful ones and will noticably change combat experience: As long as you are close to a phantasm a/o the phant close to another one they will be constantly healed over time which will make them (and you) stay alive much longer. So two (or three) iSwordsman close together in most cases are not necessary to be resummoned, while you can either fight in melee too or stay in range and use the staff.

For the build it depends on the playstyle you prefer. Be it power or condition, shatter, mantra or a hybrid one, there are different builds. For leveling purpose I had the most fun with a non-shatter hybrid build: 0/2/5/3/4, because it doesn’t force to rely on phant damage only, but also allows to count in the staff clones to get good results, especially against champs and groups. When I want to use more phants, I simply take the fifth point out of Chaos and put it into Dueling for Sharper Images.

Mind that if you like a condition build, the third minor Chaos trait grants more condi dmg than additional two points in the “condi dmg” tree (Illusions) – so if not for the major trait slot but for condition damage only Chaos 5+Illusions 4 is better than Chaos 4+Illusions 6. Six points in both trees would be best for condi dmg boost, but then there are only two points left that don’t last for all the other (more) useful traits.

For condition removing either use Inspiration IV and Ether Feast or the Phantasmal Disenchanter, who also does a bit of damage and heals nearby allies (and grabs the aggro astonishingly often, despite of other dmg phants summoned). Only use the Mantra if you choose your traits for a mantra build. Two or even three PDs with Phantasmal Haste (Illusions X) against one or more mobs that apply many conditions, can support a party far superior than any other profession with condi removing capability I dare to say.

And some general tips:

  • The order mobs in most cases will attack is: Phantasm > Mesmer > Clone
  • If you have three illusions summoned and summon a fourth, either a clone will be replaced or, in case there is no clone, the phantasm you summoned first.
  • Staff clones summoned by Phase Retreat do not need an obstacle-free line of sight to the target (eg. at the bottom of stairs, behind a wall, aso), while every other clone/illusion skill in such a case will go on cooldown but with no illusion summoned.
  • Your illusions profit from all your stats except vitality (if you want to boost their vitality you’d have to choose the related traits a/o the signet): power, precision, condition damage, condition and boon duration, armor, critical damage and healing power. Whether they profit from toughness or not, I don’t know.
  • Runes that affect these stats also have an impact on illusions. Sigils have no effect.
  • Mesmers have no trait that permanently increases walking speed. There are just the Focus skill #4 and the Signet of Inspiration as source for the swiftness boon, so either on long cd or uncontrollable (but it occurs quite frequently). And the Superior Rune of the Traveller ofc.
  • Mobs that you turn into a moa/tuna will attack with moa/tuna skills, which occasionally is far more dangerous than attacks in their normal form. Most players on the other side will just run away.
  • All of your illusions’ and your own direct attacks will bypass any other (own) illusion standing inbetween, but mobs or other players (except Rangers with the trait) cannot shoot through your illusions to hit you, except for AoE attacks ofc. So you can also use them as a shield to absorp a few direct attacks like arrows, bullets, magic bolts or melee hits.

Thank you very, very much!

Levelling a Mesmer

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Posted by: Kaiyanwan.8521

Kaiyanwan.8521

Nah, go with the focus, it has so much more utility while leveling.
The speed buff alone is worth it. I explained it in my leveling guide a bit.

If you want to level fast, follow the zerg in Edge of the Mist (WvWvW).
If you want to level in the open world, I still recommend my leveling guide (even though it got hit hard with the feature patch thanks to the totally ridiculous changes to the trait system).

(edited by Kaiyanwan.8521)

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Posted by: Matt Stacey.7415

Matt Stacey.7415

Here’s the best I advice I can think to give to you in regards to weapon choice, in the most condensed manner.
Main Hand
Sword: 5/5
best DPS, auto attack strips boons, blurred frenzy has unlimited uses (dmg, avoiding anything, acts as a third dodge, etc..), iLeap is decent enough – it creates a clone, can close a small gap, immobilize, and be used as a finisher
Greatsword: 4/5
Damage isn’t too bad, iZerker is still one of my favorite Phantasms even though I only use GS in dungeons where range is mandatory, little utility other than knockback, animation looks cool (that counts for something), lacks AOE
Scepter: 1/5
Speaking from a PvE standpoint, you should never touch the scepter. Torment and confusion are pointless in PvE, dmg is awful, can be good to spam clones, but it’s not worth sacrificing all your dmg
Staff: 3/5
Great utility, poor damage, and long cool downs. There are times I used the staff and believed it was a smart thing to do, then I realized the utility I gained wasn’t enough to chose using a staff. In solo PvE, giving yourself boons is pretty good, but we are mesmers not guardians. The staff is very defensive, and we should focus on being offensive in PvE. In dungeons I see mesmers who use staffs as amateurs who are afraid to use swords up close and personal, because at first I was afraid of using swords in dungeons. In group scenarios let other people provide the buffs (which last longer than 3s)
Off hand
Pistol: 4/5
Great single target phantasm damage, magic bullet is questionable and often avoided in dungeons for risk of aggroing other creatures
Focus: 5/5
Provides swiftness and can be used to pull enemies. I will just stop here because the things you can do with focus pull will make you a favorite in nearly any dungeon run. Traited for reflections temporal curtain is another mini feedback.
Sword: 5/5
Very strong block (a damaging block? love it. creates a clone? even better) which could also be used to stun foes, phantasmal swordsman provides excellent single target dmg while remaining a safe distance away, double swords look sweet
Torch: 1/5
Like the scepter, this is awful in PvE. In about the 1k hours I have on my mesmer I can tell you the only time I equip my torch is for some Arah death runs (trash skipping) for the mediocre 3s stealth. The phantasm is laughable.

In all honesty I played with a GS/Staff all the way until 80, then started doing dungeons and realized the error of my ways :P anyhow that’s my rant, if you have any questions add me ‘Matt Stacey.7415’

Oh yah. Here are two quick builds – traits only. Gear should be berserker.

Dungeon build (reflect and phantasm heavy):
http://gw2skills.net/editor/?fhAQJAsPIR1QOdxhHRVXSFokdKB-e

Solo PvE:
http://gw2skills.net/editor/?fhAQJAsPGp0YQ1ZkehA2o0n8S5A-e

I generally don’t ever used mantras, and in the solo build I swap it out a lot, however in PvE content running around with 3 mantras charged for 12% dmg (don’t bother using them, and I only keep 3 not 4 because I can’t stand not having blink) extra is very nice

(edited by Matt Stacey.7415)