Mesmer sPvP help
Mediguards and thieves pretty much kill mesmers 80% of the time. Fighting a shouting 1v1 takes ages and should be avoided if possible. Make sure your mindstabbing SR and using knockbacks. If the thief enters melee use blurred frenzy and interrupt any heartbreaker you can. If you must fight a medi guard kite them as much as possible.
(edited by Sadrien.3470)
1. Thieves
You should prepare yourself when a Thief is near.
Position yourself on a spot where steals and teleports fail.
If no such spot is within reach, try to stick with teammates.
After the initial spike and or Basilisk Venom/Panic Strike, use stealth to immediately counterspike.
Use Diversion or Illusionary Wave to prevent the Thief from entering stealth.
When you use GS2 and the Thief is mobile, release movement keys. So that your character will automatically turn when the thief positiones himself behind you.
2. Medi Guards
They will immob you and wear you down from a distance. And when they swap to hammer they will spike you. So having 3 clones out for Distortion is the best thing to avoid the one spike + Ring Of Warding.
After the spike, the Guardian will use his heal (which blocks attacks). You can proceed using attacks, and shatter after the block ends.
3. Shoutbow
Fight shoutbow on point to deal more shatter damage, then kite and damage him from a small distance. Line up your clones to chain interrupt for more Halting Strike damage.
Dodge weapon swaps + Pin Down.
It takes a little while, and unless the warrior can los you, he will die eventually.
I have tried both traditional shatter (my favourite), the double ranged shatter and the condi shatter and I am having trouble with some classes.
So the first thing to note is that as a power shatter build, you should very rarely be engaging anyone in a 1v1. Your job is to unload heavy aoe damage into a teamfight to secure kills and protect stomps/ressing. That being said, sometimes a 1v1 is unavoidable, so…
1. Thieves – I basically have two choices run or die, I have tried dodging their stealth opener, using cc to hold them off bursting them first and I feel like I can’t do anything if I dodge their opener twice how do I punish them for missing it?
Thieves are squishier than you. If you land a solid burst, they will die. Depending on their weaponset, you’ll need to take a somewhat varied approach. If d/p, then you’ve got a really juice target for interrupting. They’re going to try to stealth up with bp→hss, so interrupt it with whatever you’ve got. If that gets interrupted, they’re really vulnerable. They’ll be low on initiative, not in stealth, and burstable. A good burst at this point will often kill them.
S/d thieves are a bit more challenging, because they have no really nice burst windows. The best you’ll get is right after flanking strike, where they’re trying to land larcenous. Interrupting that can be nice, but bursting during that can be good as well.
Additionally, doing a really fast instant burst right after they’ve opened with some sort of cc (steal/basi/sword stealth attack). The thief generally won’t be thinking about damage avoidance at this point, so a fast stunbreak into a burst can be really effective.
2. Med guardians – I think their just really good against anything in zerker amulet but with the passive blocks and double invulnerably even if I land a full shatter on them they just outlast my burst and I’m dead.
So guardians are similar to mesmers in how they work. They have a high close range burst damage combo deal. Additionally, they’re almost as squishy as thieves. Glass amulet and low base health means they can drop fast. The difference is that after that combo is finished, the guardian still has high sustained close range damage, and the mesmer has nada. If you stay close vs a guardian, you’ll die fairly quickly. You need to get close for a burst, then get yourself back out to range immediately. The passive blocks aren’t really an issue since both your clones and the gs autoattack are great at popping them. Your primary concern is not dallying at close range where the guard can just keep chewing on you.
3. Shout bow – They can’t kill me but I will never kill them either do I just walk away from this one?
There’s never a good reason for you to be 1v1ing a shoutbow. Theoretically speaking, it’s possible to kill it eventually, but the time you waste doing that isn’t even remotely worth it, and you’ve got basically a 100% chance of getting +1’d and killed at some point.