I’ve tried out about almost every combination of traits with sword/sword and sword/pistol and was left mostly underwhelmed. Chronomancer will bring some nice changes like increased speed which is crucial for a melee player to close gaps or dance around harder hitting melee like guardians, thieves, and warriors. But melee mesmer needs much more.
My biggest gripe with using mainhand sword is that it’s incredibly hard to stay on the target. Before clone death traits such as cripple on clone death, or weakness on clone death, in combination with poison on doom sigil gave amazing control to make being a melee mesmer viable.
Melee needs to be able to close gaps and stay on the target to apply pressure. Also, being a low armored class, melee mesmers need to be able to do some kiting to dance around the other heavier hitting melee classes like thieves, warriors, and guardians. Currently, it’s incredibly difficult getting in and out of their range to deal damage and avoid their very hard attacks.
I’d like to propose some buffs for melee mesmers.
Melee mesmers desperately need is much more access to cripple and weakness. Dueling is the sword tree, but the traits aren’t practical in pvp for a melee mesmer. The trait, Imagined Burden, that applies cripple to all greatsword skills should have gone to sword. Greatsword mesmers were already, arguably, the best kiters in the game. You need to stay on the target to proc vigor and get ferocity stacks. But it’s inconsistent with melee attacks if there’s no way to reliably snare the target. Snares also helps melee mesmers dance around harder hitting melee like thieves, guardians, and warriors to be able to get close and create gaps to avoid their big attacks. Currently, it’s not very feasible to to get close and get away easily from those very hard hitting attacks.
Sword ileap clone should have distortion for at least 4 seconds after spawning, so the teleport isn’t wasted before you can use. The teleport from ileap is super important for melee with a range of 130 to close gaps with ranged targets. But it’s also extremely important and can be used strategically to deal with other melee whose attacks destroy it instantly.
Blurred Frenzy needs to give invulnerability instead of evades like it used to. Half of the time you can’t use it because you’ll do more damage to yourself than to the target because of retaliation.
All phantasms should spawn the way Phantasmal Disenchanter does, in relation to the target’s location and not the caster. Too often the Phantasmal Swordsman waste a lot of time trying to get into position to attack the target.
The trait, Maim the Disillusioned, that applies torment on shatter should also allow sword auto attacks to apply torment, so it can be possible to make a viable melee-condition build. Currently, swords only stack well with power, and this change will make swords a viable option for players who prefer the general feel of just being melee.
I personally don’t like using scepter or staff, would love the option to run a condition build using swords.
These improvements will only increase the variety of viable builds in pvp. More options and build variety only adds to the gameplay and quality of the game.
Thank you
Let me know what you think of my suggestions.
(edited by Hot Boy.7138)