My problem is not with Decoy in isolation; it is Decoy + Blink combined. Two very powerful defensive utilities, both stunbreakers, both give us high utility. They are that good combined, that they mask some problems mesmer has (simply because you have one utility slot if you use both; also, I didn’t realize why Sc/Sw has no defenses until I dropped Decoy). So, one wants both for full defensive efficiency, which hits build diversity.
Decoy + Blink offer very nice self-sustain. But they do not provide high utility. If you choose to be strong solo and sacrifice group utility for this purpose, then you should be strong solo.
You are obviously bothered by the defense of the Sc/Sw combo. I took the time and watched your video. So I know you have been talking about the delay of the block + clone spawn. I agree with you on this one. This should be worked on. But it is no reason to nerf defensive utilities just to make people aware of something else which doesn’t work properly.
Stealth, although a core mechanic of the Thief, is a very important defensive mechanic of the Mesmer. Because he is squishy and needs to drop the target on him from time to time. This is how the class is designed. So if you want to use an offensive armor set you will have to pick defensive skills. If you don’t want to run stealth you might not be able to run full berserker. That’s how it works for every class. Besides Warrior maybe.
Blink has a counter – enemy mobility.
And so does Decoy. Area effects (damage, cripple and immobilizes) or cleaving attacks and channeled attacks which will still hit you after stealthing. Many people just fail to realize that you can hit stealthed people if you predict their actions. Stealth indeed makes you slippery and hard to taget. But it doesn’t make you invulnerable. Mesmer stealth is easily counterable because it is not spammable. You just have to know how.
Experimental build example for teamplay (to show what I mean):
Sc/Sw + Sw/T, 10-20-0-25-15, Berserker > Soldier, Traveller runes, [Blink Decoy ? MassInvis], 2* Sigils of Energy, 2* Sigils of Force.
Phantasm builds are by design more passive than other builds. I guess this makes those builds rather “easy” to play. But that is no bad thing per se. They also are very strong in small group fights but quite useless in large scale fights. That’s how it has been for a while now. I haven’t seen any complains about Phantasm builds for months, though. And I haven’t seen that many Phantasm builds in PvP either.
The most important question is: Where could the 15 points for Illusions come from?
- Duelling: 10 points. Not the case for this build but might be the case when using a pistol. Result: Less range and less cc.
- Domination: 10 points. Maybe the case for this build. Result: Fewer condition cleanses, less stealth and blind from Prestige.
- Chaos: 15 points. Maybe the case for this build. Result: Most likely less Blink or Retaliation, 15% less boon duration, 12s less Protection per minute.
The build you posted indeed will receive certain improvements when compaired to current Phantasm builds. Mostly cooldown reductions on weapon skills. IC makes it easier to recast the iSwordsman which might translate into more damage. You also got slightly more defense because of the blocks. However, using them more frequently will also diminish your gain on the shorter Phantasm cooldowns.
Considering the loss from switching 15 points into Illusions I’m not sure if the change really is as big as you think it is. The build will gain some flexibility because of the shorter cooldowns but it might actually be squishier especially when the points were invested in Domination or Chaos before. The change is more likely to offer some diversity among Phantasm builds.
The buff to Chaos25 doesn’t matter, true. Yet the buff will improve something which does not need improving, while there are other things for which improving would be better. I mean, ANet designed the game in a way that bunker doesn’t really lose condition damage (3 offensive stats for power, 2 for condi and only one is available in equipment in sane amounts). Why buff it?
You missed the context here. They didn’t buff a specific build or class. They just improved those kind of traits in general so they feel less useless.
About utility slot to interrupt… I don’t want another Mantra of Distraction. I want a skill which interrupts and if it interrupts, does something.
I guess I get where you are coming from. I’m afraid that ANet wants you to use the traits for achieving anything when interrupting.