My mesmer PvP build
I would pick illusion or inspiration over the chaos line myself.
May I ask why? I personally prefer chaos because you get tonnes of protection from it, and reduced recharge on manipulations goes really well with Blink, Illusion of Life and Mass Invisibility.
1. invis is not the best way to go in pvp.
2. Chaos offers little team support and adds little to damage.
3. chaos your condi remove is poor to none, that makes dealing with burns rather hard and limits you to play outside the pt and burst once in a while.
illusion adds a LOT more punching power via more shatters and better shatters. Inspiration get you a lot of team support and a lot more defense compared to chaos. So if you want to go all out dps illusion us better and if you want to add extra toughness and team support insp is better. Just my 2c, I know a lot of mesmers run something close to what your build and they do just fine.
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I know a lot of people think that Illusion of Life is a poor utility choice, but what made it suddenly become unfavorable? There is no set-in-stone opportunity cost for taking IoL because the third utility skill is pretty much a free choice. Since it benefits from reduced recharge and is hard to interrupt since you’re at range, why not?
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I know a lot of people think that Illusion of Life is a poor utility choice, but what made it suddenly become unfavorable? There is no set-in-stone opportunity cost for taking IoL because the third utility skill is pretty much a free choice. Since it benefits from reduced recharge and is hard to interrupt since you’re at range, why not?
Because
A: Long CD
B: Condi cleanse is more important than IoL, and Portal is more important than condi-cleanse <- -_-u
C: Mantra of Daze offers far more utility in terms of res stops, and hard resses than IoL can. It can also function in place of condi-cleanse since offense provides the best defense. MoD also has unparallelled uptime
I run zerker ammy. I go in for hard resses all the time, even in rediculous 1v4vdowned situations ;D
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I think you are too in love with chaos line. iullsions will add massive damage based on just diversion hitting 5 targets alone on an interrupt build. Add in 15% reduction on shatter skills and 3% extra damage per clone you’ll see a very noticeable increase to your damage. Going Chaos you pretty much give up a slot for condi cleanse and more defense for yourself mostly.
I think you are too in love with chaos line. iullsions will add massive damage based on just diversion hitting 5 targets alone on an interrupt build.
Not really. You’re assuming that 1. You don’t have any other aoe interrupts (hint: you do) and 2. you’re getting interrupts from all of them (hint: you won’t).
Add in 15% reduction on shatter skills
This is certainly nice, but overall not a huge deal.
and 3% extra damage per clone you’ll see a very noticeable increase to your damage.
This is unimportant.
Any flat boosts in damage obtained by going into illusions are more than negated by the loss of burst windows that CI provides. It’s all well and good to theoretically have the ability to hit harder, but it’s useless without actually having an avenue to unload that damage. CI provides that avenue.
There’s a very good reason pretty much no power shatter mesmers use illusions right now. Chaos is just far better, no matter what variant of build you go for.
I’d argue inspiration is better but that’s my 2 cents.
I’d argue inspiration is better but that’s my 2 cents.
Inspiration contains support, healing, and condition removal.
It doesn’t contain anything boosting lockdown or interrupts whatsoever.
Saying inspiration is better is like advising someone to take greatsword in a condie build because it has a phantasm that cripples. While technically true, it’s completely missing the point of the build.
The build lacked condition removal. Removing iol and taking resolve could help. Just Inspiration like you meantioned allows more sustain along with team support.
The build lacked condition removal. Removing iol and taking resolve could help. Just Inspiration like you meantioned allows more sustain along with team support.
Lacking condition removal isn’t a fatal flaw in a build, it’s more of an accepted vulnerability. I usually run power shatter builds without condition removal now, favoring MoD over removals of any sort.
However, even if you really wanted a removal, taking the mantra is a far better choice than going into inspiration for this type of build. Inspiration is a very viable and strong choice….for a totally different build. What has been shown here is an interrupt build. If you drop chaos in an interrupt build, it’s no longer an interrupt build. If you don’t want to run an interrupt build, then knock yourself out and take inspiration.
So by your assumption going all in for lockdown means you trait all lockdown traits then. Sorry I though to trait another line.
I think you are too in love with chaos line. iullsions will add massive damage based on just diversion hitting 5 targets alone on an interrupt build.
Not really. You’re assuming that 1. You don’t have any other aoe interrupts (hint: you do) and 2. you’re getting interrupts from all of them (hint: you won’t).
Add in 15% reduction on shatter skills
This is certainly nice, but overall not a huge deal.
and 3% extra damage per clone you’ll see a very noticeable increase to your damage.
This is unimportant.
Any flat boosts in damage obtained by going into illusions are more than negated by the loss of burst windows that CI provides. It’s all well and good to theoretically have the ability to hit harder, but it’s useless without actually having an avenue to unload that damage. CI provides that avenue.
There’s a very good reason pretty much no power shatter mesmers use illusions right now. Chaos is just far better, no matter what variant of build you go for.
No power shatter use illusions because inspiration is simply too good to pass up not because chaos is better. The only build on metabattle that uses chaos is for PU not CI. In pvp you simple do not need the extra CC to land your spike because your target will most likely not 100% looking out for you only. All of our spike damage are instant or near instant, it’s not hard to land it in a fight for pt. There are other ae interrupts but that’s beside the pt. AE daze from 3 clones + yourself is huge, if you manage to interrupt and do damage on some of them is even better.
15% decrease on shatter recharge once again is huge because ip is now baseline you don’t need to make a clone to shatter, now you can shatter for ae blindness more or less anytime you want. Shatter is simply awesome after the patch everytime you shatter you trigger 3+ effects regardless of your build, the more often you can shatter the better imo.
illusions is good for some condies you put on your enemy so he can start panic because tbh he dunno whats your condi dmg and he has to use condi cleanses = you forced him to use his CDs and your team will take him down more easily……also reduced recharge on decoy is nice and improved shatters are great….
PU is good vs new players maybe but veterans know how to prevent the stealth burst from mesmer…….I think mogar is right go inspiration for condi cleanses or illusions for better spike dmg…..depends whats your role in team.
I think you are too in love with chaos line. iullsions will add massive damage based on just diversion hitting 5 targets alone on an interrupt build.
Not really. You’re assuming that 1. You don’t have any other aoe interrupts (hint: you do) and 2. you’re getting interrupts from all of them (hint: you won’t).
Add in 15% reduction on shatter skills
This is certainly nice, but overall not a huge deal.
and 3% extra damage per clone you’ll see a very noticeable increase to your damage.
This is unimportant.
Any flat boosts in damage obtained by going into illusions are more than negated by the loss of burst windows that CI provides. It’s all well and good to theoretically have the ability to hit harder, but it’s useless without actually having an avenue to unload that damage. CI provides that avenue.
There’s a very good reason pretty much no power shatter mesmers use illusions right now. Chaos is just far better, no matter what variant of build you go for.
The only build on metabattle that uses chaos is for PU not CI.
Metabattle is so far behind the curve it’s not funny. When they finally catch up to the Mesmer community as it stand right now, they’ll be newbies by comparison.
Which isnt to be to harsh on them. That’s the nature of their game. Providing standard builds for newbies to pick up and get into the game with. Spreading themselves thin over all classes will have that effect.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
PU is good vs new players maybe but veterans know how to prevent the stealth burst from mesmer…….I think mogar is right go inspiration for condi cleanses or illusions for better spike dmg…..depends whats your role in team.
Veterans can anticipate, but they can’t prevent the burst. If they use a cd before I burst, I use another stealth and burst them later when their cd is gone with PU. Unless you are a mesmer, it is a matter of time before I will burst you and kill you.
IMO, Chaos=Inspir>>>>>>Illusions. I see nothing in value in illusions compared to what chaos and inspir give.
Retired.
IMO, Chaos=Inspir>>>>>>Illusions. I see nothing in value in illusions compared to what chaos and inspir give.
Yep, and chaos vs inspir is just a matter of what you’re looking to do.
IMO, Chaos=Inspir>>>>>>Illusions. I see nothing in value in illusions compared to what chaos and inspir give.
Yep, and chaos vs inspir is just a matter of what you’re looking to do.
I love both lines so i find it hard to pick one also. When in doubt, just pick both I guess
Retired.
IMO, Chaos=Inspir>>>>>>Illusions. I see nothing in value in illusions compared to what chaos and inspir give.
Yep, and chaos vs inspir is just a matter of what you’re looking to do.
I love both lines so i find it hard to pick one also. When in doubt, just pick both I guess
It becomes easier to make the choice when you broaden picks within a team scenario. Like when we OMFG 5 Mes comp, my running Illusions can allow up a lot of freedom and aggression for someone running Chaos, simply because those cleanses and extra healing from mantras is there. A CI user can get all up in the foes face, and make it personal.
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I know a lot of people think that Illusion of Life is a poor utility choice, but what made it suddenly become unfavorable? There is no set-in-stone opportunity cost for taking IoL because the third utility skill is pretty much a free choice. Since it benefits from reduced recharge and is hard to interrupt since you’re at range, why not?
Because
A: Long CD
B: Condi cleanse is more important than IoL, and Portal is more important than condi-cleanse <- -_-u
C: Mantra of Daze offers far more utility in terms of res stops, and hard resses than IoL can. It can also function in place of condi-cleanse since offense provides the best defense. MoD also has unparallelled uptimeI run zerker ammy. I go in for hard resses all the time, even in rediculous 1v4vdowned situations ;D
I actually disagree. The cd is ~96s for a potentially game changing skill with a not-so-long cast time. The skill’s potency is ever greater in a coordinated team because team members can be encouraged to down close to each other. Overall team DPS increases as a result of allies not having to hard res each other and it is very easy to take allies off point after IoL to rally them again. Any skill that saves lives is worth a lot of scrutiny IMO, and IoL happens to be one of the better ones.
Mesmers have always been weak to conditions, so it’s not massively an issue for myself.
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STV;0038038046;4Twl3L;1jzyvjzyva0R
I’ve actually switched to this and so far it’s working very, very well.
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I know a lot of people think that Illusion of Life is a poor utility choice, but what made it suddenly become unfavorable? There is no set-in-stone opportunity cost for taking IoL because the third utility skill is pretty much a free choice. Since it benefits from reduced recharge and is hard to interrupt since you’re at range, why not?
Because
A: Long CD
B: Condi cleanse is more important than IoL, and Portal is more important than condi-cleanse <- -_-u
C: Mantra of Daze offers far more utility in terms of res stops, and hard resses than IoL can. It can also function in place of condi-cleanse since offense provides the best defense. MoD also has unparallelled uptimeI run zerker ammy. I go in for hard resses all the time, even in rediculous 1v4vdowned situations ;D
I actually disagree. The cd is ~96s for a potentially game changing skill with a not-so-long cast time. The skill’s potency is ever greater in a coordinated team because team members can be encouraged to down close to each other. Overall team DPS increases as a result of allies not having to hard res each other and it is very easy to take allies off point after IoL to rally them again. Any skill that saves lives is worth a lot of scrutiny IMO, and IoL happens to be one of the better ones.
Mesmers have always been weak to conditions, so it’s not massively an issue for myself.
MoD serves me in every situation throughout an entire match
- But here’s an epic MoD save into a hard res. If I’d thought about it on the way down I’d of burned the last charge and recharged my mantras, which would have given me more control while I was ressing (though it wasnt needed).
https://youtu.be/jGL-vOw9So8?t=429
- Earlier in the match, MoD allows me do do things like this
https://youtu.be/jGL-vOw9So8?t=340
Oh, and Mesmers have been weak to conditions, but they don’t have to be anymore. To trait Manips you have to go Chaos, so unless you’re willing to give up Domination (DPS, CC) or Dueling (everything else) you’re choosing to go without condi cleanse to appropriately bolster your IoL. Harmonious Mantras synergies with MoD, and Healing Mantra, which incidentally means you can heal and cleanse conditions while ressing (remove poison), on top of your lockdown while ressing, and your F4 will grant 1s of invuln to your res target too. If you really want you can trait for ressing too.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STU;0038038256;4Twl3L;1jzyvjzyva0P
This is what I run which I believe to be well balanced for tournament PvP. Thoughts and ideas?
Hi, I have some thoughts on it.
25% movement buff is a total waste for SPVP mesmer in a tourney. Get something more useful. the SPVP maps are so small that it is just irrelevant, not like WvW, and in a tourney you’ll be part of a team, not mostly solo flying, your team mates will provide swiftness which will override and thus further negate the need for the 25% speed increase.
I assume this is a lockdown build to be used on team focused targets, otherwise it is very weak. Lockdown mesmers are very easy to beat for me in 1 vs 1, on my mesmer as well as my other toons. If you get caught in less then optimal situation you’ll be in trouble.
You intend to portal yourself + team mates around to cap or defend points quickly ? It may be OK, but its a very niche role that makes you weaker by having to have portal on your utility bar, and you will not always be able to execute it properly, double that due to your lack of stealth.
Build also lacks stealth, both PU and stealth generation which right now are mesmers strongest points. If all you run for stealth is MI, you are omitting your strengths greatly and replacing them with far lower end choices.
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STU;0038038256;4Twl3L;1jzyvjzyva0P
This is what I run which I believe to be well balanced for tournament PvP. Thoughts and ideas?
Hi, I have some thoughts on it.
25% movement buff is a total waste for SPVP mesmer in a tourney. Get something more useful. the SPVP maps are so small that it is just irrelevant, not like WvW, and in a tourney you’ll be part of a team, not mostly solo flying, your team mates will provide swiftness which will override and thus further negate the need for the 25% speed increase.
I assume this is a lockdown build to be used on team focused targets, otherwise it is very weak. Lockdown mesmers are very easy to beat for me in 1 vs 1, on my mesmer as well as my other toons. If you get caught in less then optimal situation you’ll be in trouble.
You intend to portal yourself + team mates around to cap or defend points quickly ? It may be OK, but its a very niche role that makes you weaker by having to have portal on your utility bar, and you will not always be able to execute it properly, double that due to your lack of stealth.
Build also lacks stealth, both PU and stealth generation which right now are mesmers strongest points. If all you run for stealth is MI, you are omitting your strengths greatly and replacing them with far lower end choices.
You know what, I totally agree on the Traveler’s Runes. It’s for solo q atm because you can’t rely on having team members with swiftness. If it were a team situation I’d likely run Pack/Vampirism.
I’ve been really trying to consider what I use most in the build at the moment and because of it, actually dropped the Chaos bar altogether. This is what I’d probably run in a tournament right now:
http://intothemists.com/calc/?build=-Rg-Z;1VPV1127JV-71;9;4STV;0038038046;4LBW6U;1F-03F-03a0k (The middle utility slot is basically a free slot — it depends on the enemy team)
It doesn’t evoke the same assassin based play that comes from using PU/Decoy/Torch but I’ve messed with that build and personally find sword/torch wildly inferior to the staff (Mesmer staff is the best weapon in the game in my biased opinion). That’s why I’ve built around ranged shatter/cc/support. What do you think to the new build?
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STU;0038038256;4Twl3L;1jzyvjzyva0P
This is what I run which I believe to be well balanced for tournament PvP. Thoughts and ideas?
Hi, I have some thoughts on it.
25% movement buff is a total waste for SPVP mesmer in a tourney. Get something more useful. the SPVP maps are so small that it is just irrelevant, not like WvW, and in a tourney you’ll be part of a team, not mostly solo flying, your team mates will provide swiftness which will override and thus further negate the need for the 25% speed increase.
I assume this is a lockdown build to be used on team focused targets, otherwise it is very weak. Lockdown mesmers are very easy to beat for me in 1 vs 1, on my mesmer as well as my other toons. If you get caught in less then optimal situation you’ll be in trouble.
You intend to portal yourself + team mates around to cap or defend points quickly ? It may be OK, but its a very niche role that makes you weaker by having to have portal on your utility bar, and you will not always be able to execute it properly, double that due to your lack of stealth.
Build also lacks stealth, both PU and stealth generation which right now are mesmers strongest points. If all you run for stealth is MI, you are omitting your strengths greatly and replacing them with far lower end choices.
You know what, I totally agree on the Traveler’s Runes. It’s for solo q atm because you can’t rely on having team members with swiftness. If it were a team situation I’d likely run Pack/Vampirism.
I’ve been really trying to consider what I use most in the build at the moment and because of it, actually dropped the Chaos bar altogether. This is what I’d probably run in a tournament right now:
http://intothemists.com/calc/?build=-Rg-Z;1VPV1127JV-71;9;4STV;0038038046;4LBW6U;1F-03F-03a0k (The middle utility slot is basically a free slot — it depends on the enemy team)
It doesn’t evoke the same assassin based play that comes from using PU/Decoy/Torch but I’ve messed with that build and personally find sword/torch wildly inferior to the staff (Mesmer staff is the best weapon in the game in my biased opinion). That’s why I’ve built around ranged shatter/cc/support. What do you think to the new build?
Looks like its straight out of metabattle :)
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STU;0038038256;4Twl3L;1jzyvjzyva0P
This is what I run which I believe to be well balanced for tournament PvP. Thoughts and ideas?
Hi, I have some thoughts on it.
25% movement buff is a total waste for SPVP mesmer in a tourney. Get something more useful. the SPVP maps are so small that it is just irrelevant, not like WvW, and in a tourney you’ll be part of a team, not mostly solo flying, your team mates will provide swiftness which will override and thus further negate the need for the 25% speed increase.
I assume this is a lockdown build to be used on team focused targets, otherwise it is very weak. Lockdown mesmers are very easy to beat for me in 1 vs 1, on my mesmer as well as my other toons. If you get caught in less then optimal situation you’ll be in trouble.
You intend to portal yourself + team mates around to cap or defend points quickly ? It may be OK, but its a very niche role that makes you weaker by having to have portal on your utility bar, and you will not always be able to execute it properly, double that due to your lack of stealth.
Build also lacks stealth, both PU and stealth generation which right now are mesmers strongest points. If all you run for stealth is MI, you are omitting your strengths greatly and replacing them with far lower end choices.
You know what, I totally agree on the Traveler’s Runes. It’s for solo q atm because you can’t rely on having team members with swiftness. If it were a team situation I’d likely run Pack/Vampirism.
I’ve been really trying to consider what I use most in the build at the moment and because of it, actually dropped the Chaos bar altogether. This is what I’d probably run in a tournament right now:
http://intothemists.com/calc/?build=-Rg-Z;1VPV1127JV-71;9;4STV;0038038046;4LBW6U;1F-03F-03a0k (The middle utility slot is basically a free slot — it depends on the enemy team)
It doesn’t evoke the same assassin based play that comes from using PU/Decoy/Torch but I’ve messed with that build and personally find sword/torch wildly inferior to the staff (Mesmer staff is the best weapon in the game in my biased opinion). That’s why I’ve built around ranged shatter/cc/support. What do you think to the new build?
Gear wise, I would get rid of the superior sigil of fire because you use ranged a lot and the sigil procs only melee, so this can be optimized further. maybe even sigil of accuracy or force. Accuracy for extra crits is actually a really nice one here.
Runes, forget swiftness altogether, pack is better then travelers for your situation, but still, go with something like strength or ogre or alike for DPS, or Melandru or alike if you find yourself in downstate too much. Or maybe go with one of the runes that gives + power or might or any sort of damage and – condi duration on you. So you have nice adjustment room there.
Trait wise, get rid of Mental Defense. With either null field or feedback on your bar you will get a TON more use out of Temporal Enchanter. Especially because staff + longer fields = more chaos armor for everyone on top of the other benefits.
I would debate the usefulness of portal, especially since you are running blink, unless your team as a whole is dead set on it and uses specific team tactics revolving around it.
If you switch the traits and get Temporal Enchanter I would stick feedback there. Feedback is great all around, very strong vs ranged, nice counter to lichform necros or DS necros spamming 4 or running dhumfire , etc. And on top of that makes your staff more effective cause again more chaos armor and the buffs from temporal enchanter trait for the whole team.
Gear wise, I would get rid of the superior sigil of fire because you use ranged a lot and the sigil procs only melee,
I have no idea how you decided on that, but roughly 2 seconds of testing will show that statement to be blatantly false.
Trait wise, get rid of Mental Defense. With either null field or feedback on your bar you will get a TON more use out of Temporal Enchanter. Especially because staff + longer fields = more chaos armor for everyone on top of the other benefits.
I would debate the usefulness of portal, especially since you are running blink, unless your team as a whole is dead set on it and uses specific team tactics revolving around it.
If you switch the traits and get Temporal Enchanter I would stick feedback there. Feedback is great all around, very strong vs ranged, nice counter to lichform necros or DS necros spamming 4 or running dhumfire , etc. And on top of that makes your staff more effective cause again more chaos armor and the buffs from temporal enchanter trait for the whole team.
I’m running vamp runes atm, I find they work well.
I need to way up my options:
- Temporal Enchanter: short super speed and resistance every 32s and every 180s + 2 condis + boons shed for 5 allies and enemies respectively
- Phantasmal Defender: extra illusion for shatter that deals low damage and soaks damage at 900 range for 5 targets every 25s
Even when I rationalise it like this I find it hard to come to a conclusion. I’m going to give Temporal Enchanter a try for a while and see how it goes. This would probably also make Time Warp a must so I’ll spec that; it’ll be sad not to have stealth in the kitten nal.
(edited by Matty.1953)
Gear wise, I would get rid of the superior sigil of fire because you use ranged a lot and the sigil procs only melee,
I have no idea how you decided on that, but roughly 2 seconds of testing will show that statement to be blatantly false.
lol I was scratching my head on that one as well
Update: loving Temporal Enchanter — I’m probably going to stick with it. I tried recording my last ranked game so you could see it in use; I’m currently uploading the video to youtube and will link it when it’s done. It’s my first ever recording and the gameplay isn’t too bad, I get a good few kills in
(edited by Matty.1953)
Enjoy!
Gear wise, I would get rid of the superior sigil of fire because you use ranged a lot and the sigil procs only melee,
I have no idea how you decided on that, but roughly 2 seconds of testing will show that statement to be blatantly false.
lol I was scratching my head on that one as well
A looooooooooooong time ago it did proc on the user, not the target. So maybe he’s a time traveler who skipped a few patches.