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Mesmer Personality Quiz! Exclamation Points!
(edited by Chaos Archangel.5071)
Lockdown Mesmers are still one of the more less-understood build types for a number of reasons. While I admit I don’t play nearly as often as I used to, I still have some time here and there to write up my perspective and experiences as a lockdown Mes and wanted to hopefully help out people who don’t quite understand how lockdown builds & mechanics work. This is the second part of another thread of the same name, which is linked below, so any information that isn’t explained here could be found there.
MAKING PEOPLE HATE YOU ... PART DEUX
1) CC. Soft or Hard? That’s wut she said.
2) Weapons from a Lockdown Perspective
3) The Chain-Daze Method
4) The Interrupt Method
CC. SOFT OR HARD?
If you snickered at the title, you’re officially twelve years old again. CC stands for “Crowd Control” and is a staple component of most MMOs. CC is meant to hinder the opponent’s abilities and make it a challenge for them to function normally, granting an advantage to you and your team and comes in two forms: Hard CC such as pushes (Greatsword 5), Pulls (Focus 4), Reflects (Feedback), and Dazes/Stuns (Pistol 5) as well as Soft CC which comes in the form of conditions such as Blind, Cripple, Chill, Poison, Confusion, Torment, Weakness, Vulnerability … pretty much everything but Bleed and Burn.
Both forms of CC go hand-in-hand for a lockdown Mesmer, and knowing when to use which is very important. Sometimes letting Temporal Curtain linger for a while to inflict cripple or reflect projectiles is more important than activating it’s pull effect. “Clone Death” abilities (Domination V / Chaos V) inflict invaluable Weakness and Cripple in an AoE which could be more meaningful than Daze [F3] shattering them at the time. Some of the best ways to add soft CC into your repertoire is with:
Cripple – Crippling Dissipation (Domination V)
Weakness – Debilitating Dissipation (Chaos V)
Vulnerability – Dazzling (Domination 15)
Chill – Sigils of Hydromancy / Runes of Grenth
Poison – Sigils of Doom
(Note: Sophisticated words like “repertoire” also tend to confound and confuse people. Mesmers should talk with big words. )
(edited by Chaos Archangel.5071)
WEAPONS FROM A LOCKDOWN PERSPECTIVE
Every Mesmer weapon, even the torch, can work in a lockdown build. While some are more effective than others, knowing the uses for each goes a long way in forming the lockdown Mesmer that fits you. It’s important to look at weapons from a “lockdown” perspective to help form new strategies that you wouldn’t otherwise consider, such as mixing Scepter + Torch with CI and Signet of Midnight for massive blind application. (Following writeup inspired by Jurica )
Sword is pretty important for a lockdown build, not only is iLeap an AoE immobilize but sword allows you a variety of offhands to chose from. Scepter offers a ranged piercing blind and it’s confusion beam works pretty well in both power/condition builds as well as often forcing a dodge. Offhand Sword, Focus, and Pistol all make for good choices, but Greatsword and Staff also provide a hefty amount of control.
THE CHAIN-DAZE METHOD
Mesmer have some of the best chain-dazing potential in the game, capable of leaving a target unable to fight back for over 10 seconds without using Moa Morph. While it’s not hard to learn how to chain dazes one after another, knowing how to effectively daze while still dealing damage can take time and practice.
One of the more difficult aspects of chain-dazing is knowing how to do damage while we keep the opponent locked down. A brute warrior with a hammer can mash away on their skills and do considerable damage while keeping an opponent stunlocked, conversely most Mesmer stunlocks do little to no damage at all, which is why auto-attacks, phantasms, and proper shattering all come in to play. Take the following rotations for example (special thanks to Veruah for inspiring me to write these)
(Confounding Suggestions)
Summon Phant > WeaponDaze > Mantra Daze > (Swap/Dodge) > Daze Shatter > Summon Phant + Mantra Daze > Mind Wrack after lulz
This rotation, performed with CS (Domination XII), keeps the opponent incapacitated while you hit them with heavy damage.
Most Lockdown builds that go into CI builds have superior defense, but CS lockdown have better damage and somewhat more reliable control. The CS chain displayed will likely kill or put near death almost any opponent that isn’t a bunker when executed properly. Confounding Suggestions kind of trips over itself by turning stuns into dazes, but a 2s daze in my opinion isn’t as strong as a 1s stun so both effects are welcome. Confounding is considerably more forgiving than Chaotic since it doesn’t rely on interrupts but an opponent can still kite you if they’re lucky. What I like about confounding is how well it synergizes with weapons like Offhand Sword and Pistol. Too many times have I been able to iLeap(2s Immob) >Pistol Phant > MantraDaze(Stun) > Pistol 3s Stun > Sigil of Dom 5s Stun to keep someone locked down for 11 freakin seconds!
So you know, of course.. once in a while I’ll Moa Morph that same person afterwards.
(edited by Chaos Archangel.5071)
THE INTERRUPT METHOD
Interrupting an opponent can be difficult for a number of reasons: quick cast times, screen clutter in group fights, worrying about survival, cast times on interrupt skills, ect. Luckily you can receive substantial rewards for nailing a single interrupt, and you don’t actually have to aim to interrupt everything your opponent does. While it can be very daunting to learn to use interrupt traits at first, the experienced gained from learning to play an interrupt mesmer will often stick with a player and prove useful for nearly every class and any build. Some things to keep in mind:
There are a couple ways to predict an interrupt, and a few techniques to help make interrupting easier but none of these techniques can replace tried-and-true experience. The road to mastering lockdown Mesmer can be painful, especially when relying on interrupts, and after a time you’ll simply learn to identify enemy weapons and common rotations and begin to predict their movements. These following strategies should help make the bumpy road a bit smoother.
Reflexive Interrupting
This is the good ol’ interrupting based off quick reflexes and a bit of intuition. Like all interrupts, it helps to be able to put yourself in the opponents’ shoes and “guide” them into playing your game. Stand at a certain distance to force a leap, watch when they get to 50% life to interrupt a heal. Reflexes will take you far, but smart play makes a big difference. As a general rule, ¾ cast time is easy to interrupt, ½ should be standard for a skilled interrupt Mesmer, and less than that would be difficult.
Blind Interrupting
This involves staggering your interrupts. Rather than chaining daze after daze, allow a split second between one interrupt in the next, something I call “Blind Interrupting”. This gives your opponent wiggle room to attempt to use a skill –which is usually what they’ll do after being dazed- only to have whatever they were about to do get stuffed. In my experience, this is one of the best ways to land constant interrupts but you have no way of knowing what exactly it is you’re going to interrupt.
Interrupting Heals
Interrupting heals can be difficult but is extremely important. Besides Poison, a well-timed interrupt of a heal can be life or death for an enemy. This mostly applies to fighting Mesmer, Necro, Elementalists, and Rangers as other classes generally have easier time healing or covering their heals. Always keep in mind when an enemy gets to about half life that they’re bound to heal soon, and always save an interrupt for that occasions (Mantra of Distraction is best). Remember that they’ll heal again after 5 seconds, so either prepare an interrupt or try to burst them down in that time.
(edited by Chaos Archangel.5071)
Of all weapons, I personally feel the Focus and Offhand Sword offer the best interrupts. The sword’s projectile daze recharges quickly and is pretty reliable while the Focus’s terrain interrupt is instant and AoE.
(Chaotic Interruption)
Mantra Daze > iLeap > Swap+BlurredFrenzy+MindWrack > Dodge + Daze Shatter > Summon Phant > Mantra Daze
In the rotation I mentioned above, the CI chain starts from an interrupt and leave the opponent immobilized throughout the chain, but requires better timing. This chain works well with teamfights since most of the time you’ll be doing that combo on a marked target, keeping them from escaping the rest of your group. CI synergizes well with soft other soft CC abilities like Temporal Curtain, iLeap, Runes of Grenth/Sigils of Hydromancy, and offers more potential AoE control with skills like Temporal Curtain’s pull. I personally think CI to be more profittable for people who have better ability to predict/time interrupts, giving substantial rewards for being able to interrupt atleast once every ten seconds or so.
Also.. CI works really well with Phantasm builds because of it’s ability to immobilize. Stickerhappy’s Phantasmic Interruptions makes really good use of this concept. Staff and Focus phantasms, being so painfully inaccurate, are prime examples of this: A well-timed focus pull into Phantasmal Warden + iLeap/Blurred Frenzy can land almost all 12 of the Warden’s. CI adds atleast 2 conditions onto the opponent per interrupt, boosting iWarlock’s damage by 20% everytime it strikes an interrupted opponent. (Daze Mantra recommended)
I hope this article helps out a bit, the Part 3 will discuss lockdown strategies vs specific builds and classes. A big thanks to all you lockdown Mesmer in the lockdown Mesmer Thread for adding your support and ideas that helped forge this guide!
(edited by Chaos Archangel.5071)
umm chaos, I am having a big debate on Pistol and Sword OH, As youve said the daze on sowrd 4 is on a lower cd so i can abuse it much more, but at the same time, sword phant only delivers 1 hit, making it easier to dodge.
BUT, If i take 6/2/6/0/0 I would not get sharper images making the Iduelist Xhits useless right? So.. whattya think. Im really torn atm.
iSwordman isn’t neccesary easy to dodge though. People I face usually respond to pistol barrage after taking 2-4 hits, rendering iDuelist less useful than it is expected to be.
I’d go with Swordsman, both because it’s actually more likely to do more damage (attacks more frequently and one big hit is harder to avoid than a flurry of smaller hits) and the sword counter would proc more often, allowing you to interrupt more frequently.
Also, in my experience 6/2/6 was realllyyy difficult and I couldn’t tell if Power Block was actually effective or not. In duels it seemed to be pretty promising, but losing out on DE means losing some shenanigans with [F3]Diversion and [F4]Distortion.. and I don’t like that tradeoff.
BUT! It did work, I just personally didn’t enjoy it much. However I felt the same way about 6/4/4 and 4/4/6 at first until it grew on me.
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