[PvE] Some mesmer issues

[PvE] Some mesmer issues

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Posted by: Rennac.4957

Rennac.4957

TDLR ; PvE mesmers, just play, but don’t expect too much from this profession.

Before all :

  • PvP or WvW players, sorry I have nothing for you here
  • This not de dev-hater post
  • English is not my native language, sorry

After 3 years and 2997 hours of fake hopes playing this profession I have to face there are so many problems that it almost does not really worth playing it in PvE. I’ll still try to be constructive and make a lot of suggestions (because I love throwing bottles in the sea).


F1 for direct damages, F2 for condition, F3 for control, F4 for survival. Despite the fact they are providing a lot of effects, they have 2 defects :

  • They’re all shatters ! From F1 to F5, the only way to use illusions is to destroy them. Expansion doesn’t bring anything new : F5 is just another one. For 3 years, this mechanism is incompatible with phantasm-oriented mesmers whom damages and survival rely on the fact that illusions must be active. The future « chronophantasma » trait won’t save them : the phantasm will die after 2 shatters instead of 1, but in the long term, it’s still the same : shattering is shooting a bullet in one’s foot. Why can’t we see farther ? Why F1 can’t multiply the illusion’s next attack by 1.5 ? Why can’t F2 multiply conditions damages caused by illusions by 2 for the next 10 seconds ? Why can’t F3 call a hidden skill from an illusion ?
  • They are incoherently connected. When one chooses it’s build, most of the time, we have to choose beetween direct damages and conditions, but infrequently both. Most of the mesmers play with direct damages, so F2 is never used. Same for F3 (1 sec daze for 3 phantasms : such a fair deal). F4 is OK, for every situation we have a pantie problem so we are ready to sacrifice every single illusion to stand still.

For 3 years, mantras have known many good changes : casting time reduction, effect sharing, damage increase… However, they’re still looking less attractive. Why ? Because of the way they work, other skills are more convenient.

  • 2,75 secs casting time is awful. Playing exclusively with mantras consists in spending your days casting them without hitting a single target with your weapon. Anyone who would say the opposite hasn’t played this way for more than 1 week without being really frustrated. 2,75 secs, when anything can happen. Interrupted on healing-mantra casting ? Well, RIP.
  • 4% damage increase benefits only to the mesmer, not illusions.
  • Burning a mantra stack invites players to burn the last ones in order to recast the full mantra and be at their peak for the next encounter.

Mantras should work more conveniently. For example, they should passively accumulate stacks every 10-20 seconds as long as we stay in combat. Out of combat, in order to prevent abuse, stacks could fade away progressively at the same rhythm. (Sorry for the fake hope, but when I see the Revenant, I dream that everything is possible)


Mesmers have plenty of powerful traits triggering on interruptions. That’s a waste considering that most of the hardest encounters involve a champion or a legendary boss whom ignores 3/4 of them. Not to mention some like Lupicus, who is simply invulnerable to crowd control.
Changes to be brought on the defiance system do not guarantee that things will get better : will the interruption provide the effects even if the mesmer doesn’t have the final word on the break bar ?


I invite you to see the price of the runes ont he trading post to realize that rune system is completely unbalanced. Only a dozen seem interesting, and allow you not many choices to customize your character.
This is particularly true for mesmers. Illusions have a painful congenital disease which prevent most of the runes to provide their effects. Rune of the eagle ? Rune of the pack ? Rune of infiltration ? Examples won’t miss, because almost all of them are concerned. Same problem for sigils : generosity, purity, earth…
I understand that it could be too powerful to apply rune and sigil effects to illusions, but this have a drawback.
Finally, mesmer will always be incited to use a rune which provides « raw stats » (power, toughness…) because they’re the only things that apply to illusions. So orbs look sexy. Should they ?


Incongruity that has always been there. Why mesmer’s illusions’ health does not rely on mesmer’s vitality ? « So power, ferocity, precision are OK but get rekt illusions, no vitality for you dummies » ? Based on what ? Why can’t we create illusions whose life depends on a percentage of the mesmer’s health ?
Same for weapon strength… did you forget ? Phantasm’s weapon strength is base on an exotic weapon, not on the mesmer’s actual weapon. Ascended craft for your mesmer ? For what ?


With the mesmer, everything rely on the illusions. When illusions are out of order, the mesmer itself is out of order.

  • One does not simply play as a mesmer without sighing when seeing an illusion going straight in an AoE, and simply die. But what can we do ? Shatter it ? Well… or may we have a little F-smthg to make it roll backward. Too complicated ? OK. So why can’t we just reduce damage inflicted by foes who weren’t targeting the illusion ? Same mechanism exists in fractals.
    Most of high level difficult encounters involve large AoE spells. Mesmer have a really bad time in there.
    I’m surely asking to much, but why clones can’t imitate the mesmer ? Blurred Frenzy, or Illusionary Counter at the same moment ? As clones do little damages, it shouldn’t be unbalancing. We can order them to shatter, so what about using the same skill as the mesmer ?
  • The second solution I want to put forward is for the case where we can’t apply one of the first solutions, and consists in bypassing the problem. If we can’t have better control on our illusions, and if illusions can’t have better baseline/passive survivability, what about transfering damages dealt by illusions to the mesmer itself ? As I said, “if illusions are out of order, the mesmer itself is out of order”, and when a single mob sweeps the entire place with an AoE and kills all illusions, this is very frustrating… Not because all illusions died ! But because there was nothing we could do ! Transfering damages dealing from illusions to the mesmer would allow us to be more responsible for our actions, and doing things that depend more on personal gameplay than battlefield’s weather.

As the site describes the mesmer, you should quickly find the « good » one is you don’t want to pay the high fee.
In fact, it works exactly the opposite. Since June 23 th, killing illusions doesn’t inflict any condition or any damage to the one who did the wrong choice. Remember the topic on this forum ? A true riot. Changes ? Nope.
For the record, mesmer’s damages and survival rely on illusions.


  • Foe affected by slow prepares to hit, you anticipe. Slow fades away, you’re struck sooner than you expected, didn’t have time to dodge.
  • Foe unaffected by slow prepares to hit, you anticipate. Slow procs, and you dodge to early, so you’re hit.

This condition, very impressive on paper, actually is a great pain for the caster. Furthermore, it is incompatible with confusion oriented-builds.
The condition shouldn’t appear/disappear in the middle of the foe’s move, because it messes up anticipations. It should work like the blind condition : on the next skill. Too powerful ? Nerfbat ! Limits !


On June 23 th, stealth duration has doubled. I think it’s like hunting mosquitos with a catapult. Only the Invisibility Veil (actually a Shadow Refuge in the mesmer presentation on this site, yeah like we would never notice!!) had a 2-seconds-stealth-versus-90-seconds-cooldown’s problem. Was it very usefull to improve Mass Invisibility or Decoy ?
Now we have daily riots of thieves screaming at our faces that we’ve stolen their job.


Duel specialization allows you to improve sword skills. However, mesmer’s sword hits 3 targets. Am I the only one bothered ?
As a duel weapon, shouldn’t it hit just 1 or 2 targets, and have a 0.9 ratio (like the guardian) to compensated instead of this ridiculous 0.6 ?


Since april 2012, before game release, I started to think about making a mesmer as my first character, and reading the wiki, you quickly realize that you’re strongly incited to choose one kind of gameplay :

  • clones-oriented builds
  • phantasms-oriented builds

However, I found odd that there was one phantasm skill on every weapon set.
As we consider there are conditions-oriented weapons and direct-damages-oriented weapons, why can’t we consider there are clones-oriented and phantasms-oriented weapons ?
For now, I feel like we have weapons which are able to do a bit of both, but none dedicated to do efficiently one in particular. So whatever build you choose, you always find yourself with at least one skill which doesn’t match to your build. Such a waste !


Many think illusions are the core of the mesmer, and they are perfectly right. With illusions, mesmer is nothing. So mesmer is more an illusionist.
So, we can mesmer foes with illusions. Thanks to the chronomancer, now we can mesmer allies with wells (“Illusion of Life” ? Never heard anything about it), and specializations brought distorsion too !
Personally, I would throw all my illusions and shatter skills to the trash if I could get a F1-blade-endowing boon, which confuses/life-steal foes on each swing.

As a conclusion : the table is huge

I know developers are doing the best they can to improve the game and provide us the best gaming experience and fun. I’m grateful. I also used to know that deeps changes in this game are really, really slow. Now there are too many problems and inconsistencies on the mesmer to deal with, that will probably never be fixed. That’s why I stopped playing this profession.

(edited by Rennac.4957)

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Posted by: frifox.5283

frifox.5283

Well informed critique. Sword cleave is not pretty horrid due to the target limit, but also the radius. It’s pretty sad doing Arah p1 entities with all classes cleaving the champs down while strafing while I’m swinging there at nothing simply because my sword side-cleave is too 2@#$$!@n narrow.

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Posted by: Fay.2357

Fay.2357

I don’t agree 100% with 100% of this post, but I do agree 90% with 90%. Overall well informed and eloquent critique.

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Posted by: apharma.3741

apharma.3741

Yes it’s incredibly frustrating playing on mesmer in PvE for the reasons above. Especially when classes like guardian do 90% of what a Mesmer does, are much more straight forward, pay off more and do more damage.

I very rarely play Mesmer in PvE because of this and would love for this to change.

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Posted by: FJSAMA.2867

FJSAMA.2867

Yup, exacly what i feel in PvE. I can also add that not only our damage is balanced in having phantasms, but also phantasms own damage is balanced in the fact they can do more than one hit, they stay alive and keep attacking.
Yet in PvE this last fact is so untrue… They can be simply cleaved down or at the time we finish the phantasm casting time, the mob is already at half hp, phantasm attacks once, phantasm gets destroyed because mob is dead and we have the cooldown smiling at us.
(x1)We can just keep the phantasm and poke with sword auto-attack… but kitten … that damage… feels like we arent doing anything (again, our damage is balanced in addition to phantasms) when the goal is clean a straight forward trash mob(s). We cant even stack vuln properly with it…
(x2) Actually in those short fights we rarely use auto-attack at all… between phantasm>wep swap>phantasm>signet>phantasm and our utility ( thats why we are included for) >block/evade big attack > we rarely complete an auto-chain and our dead phantasm are in need to be resummoned.
Will raids be different? Perhaps we wont be more than just alacrity bots… Cause our utility can be mimic by other more reliable classes or even they can adapt for the fact they dont have that utility. Anyone tried lupi without reflects? Ye, dont be sloppy, it also works, you just need to dodge / block and you are fine… And will it worth to have just an alacrity bot?

are much more straight forward, pay off more and do more damage.

So ye in conclusion i think others being much more straight forward is the key sentence. They are much more short term viable (cause we always aim to do things faster and faster, check (x1)(x2)) and in theory we can peak perform(x3) at long term but our phantasms are the way they are, little flowers, so others are also in long term fights. Even in buffing/selfbuffing they perform it more reliable..
Blasting fire fields for fury (and ofc might), aura 150 status in combat and lets just compare our harmonious mantras 8 seconds per stack and our fencer finesse 6 seconds per stack with ele arcane lightining (elemental surge trait) 15 seconds full bonus no stacks or warrior signet mastery 100 status for 60 seconds when he can use 20 seconds recharge signets for permanent uptime without effort (or even the trait own passive 20 seconds CD).

Yup, feelsbadman. But hey, we are a minority elite of purple butterflies… And we are hated for it.

PS: (x3) I meant peak perform considering mesmer reportoire.. NOT outperforming other classes.! Ye, our motto: x2 work for 1/2 results.

(edited by FJSAMA.2867)

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Posted by: Azathoth.2098

Azathoth.2098

@Rennac:
I 100% agree with you!

Let me add this:

Illusions:

  • Illusions die too fast during fights.
    This has be addressed so many times before; but still no changes.
    So for PvE and WvW (not PvP):
    Increase the health of Illusions.
    Illusions take less damage.
    Illusions take less aoe-damage.
    Illusions are invincible until they have done their first attack.
  • Clones attack more often than Phantasms.
    So additionally add an auto-attack to the Phantasms which they can use between their main-attacks.
    With this change, Bleeding, caused by critical hits, could be stacked better.
  • When Illusions die during fight, or when Illusions disappear after an enemy’s death, they should explode and cause damage and conditions.
  • Decreases the damage and condition damage of Phantasms by 50%. So the overall-damage of all 3 Phantasms will be about 25% (instead of 50%).
    This should not affect trait-skills, just like “Sharper Images”.
    Increases the damage of the Mesmer by 50%. So the overall-damage of the Mesmer will be 75% (instead of 50%).
    With this, the main-damage is caused by the Mesmer.

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Posted by: Scapper.4236

Scapper.4236

Although I enjoy the challenge of mesmer PvE this is a comprehensive summary of what we lack. +1

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Posted by: redcomyn.4651

redcomyn.4651

Well, since damage and conditions on illusion’s death was just removed, because of pvp balancing, Anet will never put it back. It would be admitting to a mistake, which isn’t going to happen.

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Posted by: Embolism.8106

Embolism.8106

Well, since damage and conditions on illusion’s death was just removed, because of pvp balancing, Anet will never put it back. It would be admitting to a mistake, which isn’t going to happen.

They’ve admitted their mistakes quite a few times, such as removing the channel on Torch 4 and reducing Mantra cast time from 4s back to what it was. It just takes them at least 1+ year to do it.

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Posted by: Fay.2357

Fay.2357

On-clone-death was useless in PvE regardless, so it doesn’t really make an impact on mesmer play in PvE.

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Posted by: redcomyn.4651

redcomyn.4651

I didn’t remember them because those didn’t effect my builds. I tend to be pessimistic because of the history of changes to mesmer, because they refuse to separate pvp balancing from pve balancing.

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Posted by: Mordy.6780

Mordy.6780

Very well put.
I hope we’ll see some minor changes in pve that could help mesmer gets in a better place.
With things like the Scrapper’s reveal I hope Anet is considering adding a huge chunk of HP to ALL minions in PVE.
It felt really sad seeing phantasms and illusions die istantly during the wyvern fight in the BWE, it just goes against the whole profession’s mechanics.

Also, if they really don’t want to split pve and pvp balance i’d just be happy with damage modifiers and weapon quality working on phantasms in pve, really.
Plus the aforementioned buff to HP.

(edited by Mordy.6780)

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Posted by: skcamow.3527

skcamow.3527

Even though this was a PvE focused thread, much of it applies to PvP/WvW as well. Nicely written.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Rennac.4957

Rennac.4957

@all : thank you very much for your opinions. At the begining I wasn’t too self-confident posting, but now it’s OK because you too agree on a lot of things, so I feel less alone. I hope we will continue then achieve to build a tough and consensual reflexion.

@Azathoth : when I first read your post a saw a personnal suggestion. But at the second look, your idea of transfering damages from the illusions to the mesmer is totally rightful in the way we don’t have enough control on our illusions. We have damages, but no means to preserve it ! I’ll add your suggestion by editing my first post, for more visibility.

@Mordy :

It felt really sad seeing phantasms and illusions die istantly during the wyvern fight in the BWE, it just goes against the whole profession’s mechanics

So true. It joins the point just above. I don’t think it’s normal that a single mob can be abble to destroy an entire profession mechanic just with a flick of the finger, and nothing we can do.

Edit : first post edited !

(edited by Rennac.4957)

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Posted by: flog.3485

flog.3485

On the one hand, I also agree with what Azathoth wrote, that illusions needed to survive longer against AOE cleaves, with immune to first attack and less AOE damage
On the other hand I kinda feel like the sustainability of the illlusions are increased when you take the inspiration line. So here is my question, don’t mean to offend you, do you guys ever run inspiration in pve content? Or the way to go is obviously Dom/duel/illus and I am a noob for not choosing it?
Because looking down at this line you can choose to make your illusion spawn with retaliation and increased health, make them immune when they first appear and also increase their survivalibity with superspeed and resistance. Isn’t it enough or did u, OP, created this topin with the inspiration line in mind?
On the subject of damages split between you and your illusions I kinda disagree with the buffing of our auto-attack…..I personally play mesmer because I want to rely on my illusions to make damage and because the I like rotation challenge of it. If I wanna rely on some auto-attack then I would rather play warrior or thief and this is the main reason why I don’t like these classes so much. I kinda feel like you want this increase because we feel cheated for the lack of survivalibility of our illusions and I would be very sad to loose that illusionist identity that is tied to mesmers in general.
As a side note I would also add that thre significative buffing of our illusions could be a nice concept to develop for Anet as a future elite spec for mesmers. What do you think about that?

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Posted by: Fay.2357

Fay.2357

Inspiration has a negligible effect on illusion survivability. Phantasms normally have 5.8k hp, and with both 20% from inspiration and 50% from the signet, that only gets up to 9.86k. Ultimately, any boss of reasonable difficulty is going to 1-2shot that, particularly big world bosses like wyvern or more difficult dungeon bosses/higher fractals.

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Posted by: Rennac.4957

Rennac.4957

@flog

  • I played phantasm-oriented mesmer for 3 years with the inspiration traits, so yes I had it in mind when posting.
  • You’re right, Inspiration traits increase illusion survivability, but as Fay said, they almost worth nothing. Not to mention the too-short 1 sec distorsion upon phantasm creation, which is often not enough to allow the illusion to perform its first skill. Retaliation doesn’t increase survivability, but damages. Also, the regeneration boon applied by phantasms (with the trait) doesn’t apply to illusions around in priority. Remember that few of us take the signet of illusion to increase illusions’ health by 50% (there are often better skills to take), and even if we had 9,86k health phantasm, it is still like if you had a tiny elementalist/thief on your side incapable of performing a single dodge, block, or placing itself wisely in combat. In other words, illusions are sitting ducks, getting 1-2shooted by big mobs.
  • I could agree with you that buffing auto-attack is losing a part of mesmer’s identity, sort of. But if we want to stay viable in PvE, this is definitely one of the solutions.

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Posted by: Embolism.8106

Embolism.8106

IMO the answer to the paper-thin Phantasm problem is not to beef them up: I don’t think anyone wants the Mesmer to be a pet class: but to balance them around the assumption they won’t last more than a few seconds, which is currently the case most of the time anyway. This could include frontloading Phantasm functionality (extra conjuring effects à la Echo of Memory) and make Phantasms produce extra effects on Shatter.

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

Well informed critique. Sword cleave is not pretty horrid due to the target limit, but also the radius. It’s pretty sad doing Arah p1 entities with all classes cleaving the champs down while strafing while I’m swinging there at nothing simply because my sword side-cleave is too 2@#$$!@n narrow.

Why not mantra of pain spam with some aoe healing to survive the green light?

Anyhow, I agree with problems but don’t think the base class will get a fix. I still think the best hope is an elite spec that changes phantasms/illusions and shifts dmg to Messner.

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Posted by: frifox.5283

frifox.5283

Why not mantra of pain spam with some aoe healing to survive the green light?

No math or science to back myself up but I did try that quite a times. The gut feeling was that the dps lost while channeling the mantra is too much even if you pull off few more hits with higher light stacks due to mantra healing. Where I did find mantra heals useful is where you intelligently spam all 4 mantras to keep your whole party alive at higher stack count. Which, is not really a problem in organized guild runs and those “meta” pug runs but may be a problem in a pretty bad pug run.

For that encounter I usually equip Ether Feast and Mental Anguish & Master of Fragmentation traits. Once I’m about to die, I summon 3 clones, heal up, blow all my mantras, and shatter with F1. 3 clones provide me with quite impressive heal and a shatter that hits pretty kitten hard. That is enough healing & dps that I don’t even bother going the healing through mantra route.

(edited by frifox.5283)

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Posted by: frifox.5283

frifox.5283

Also, consider this.

Decent party sustains about 40k dps and bursts around 100k dps for ~7 seconds. One frost spirit adds 7% dps which roughly equals to 2.8k dps sustain and 7k dps burst increase for the party. Buffed swordsman does around 1.7k dps and has no burst. Waiting 13 seconds for 3x swordsman dps is not really an option in dungeons…

Base HP

  • Phantasm – 5,821
  • Spirit – 7,415

Traited HP

  • Phantasm – 6,985
  • Spirit – 14,832

A spirit that can be summoned on demand, doesn’t die when enemy dies, follows you around or can be summoned at a static location of your choice, has more HP than phantasms, provides more dps than your swordsman but has the exact same base cooldown as that swordsman. Yeah, sounds very balanced to me…

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

Wiki doesn’t have the power coeff for MoP but I’m pretty sure it’s ~1. Quick math:

(3 charges x 1 × 5 targets)/2.75 =5.45
vs
[(.6+.6+1.1)*3 targets]/2.48 = 2.78

So in a way it’s much better than the sword auto given mostly due to the 5 targets it can hit and just larger aoe. I just fill in the MoP discharge time with sword auto and shatters. And as you mentioned, it does keep a few of my not as scrubby teammates alive.

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Posted by: frifox.5283

frifox.5283

3x MoP rate is not 2.75, 2.75 is the activation time which is only part of the attack cycle. The time to blow those 3 charges is a minimum of 3 seconds in addition to the activation time. This does lower the dps number by quite a bit but after quick math its actually not too bad (just a little lower than the sword aa). On paper this is starting to look quite appealing, especially since you can channel your healing mantra while blowing MoP charges, for more Harmonious Mantra stacks and sustain.

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Posted by: skcamow.3527

skcamow.3527

How do the MoP numbers change with a high uptime on quickness?

Kortham Raysplitter (Yak’s Bend)

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Posted by: frifox.5283

frifox.5283

Quick answer would be “2.75 / 1.5” seconds faster. Long answer, would have to actually test it in game… However, swords AA would benefit from quickness much more since it doesn’t have the 1s cooldowns between hits like the mantra does.

(edited by frifox.5283)

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

Quick answer would be “2.75 × 0.5” seconds faster. Long answer, would have to actually test it in game… However, swords AA would benefit from quickness much more since it doesn’t have the 1s cooldowns between hits like the mantra does.

Since quickness is a 50% increase in the casting rate, rather than a 50% reduction in the casting time, you have to divide the initial casting time by 1.5 to get the final casting time.
1/1.5 = 2/3, so you can multiply 2.75*.667 to get the final channel time.
In other words, it’s 33% shorter.

That does theoretically still correspond to a 50% increase in dps though :P

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

3x MoP rate is not 2.75, 2.75 is the activation time which is only part of the attack cycle. The time to blow those 3 charges is a minimum of 3 seconds in addition to the activation time. This does lower the dps number by quite a bit but after quick math its actually not too bad (just a little lower than the sword aa). On paper this is starting to look quite appealing, especially since you can channel your healing mantra while blowing MoP charges, for more Harmonious Mantra stacks and sustain.

It’s worth thinking of MoP as a 2.75 channel damage spell with a 3s cooldown (though not reduced by alacrity, lol), as it functions just the same: you can be doing other things during the cooldown.

I would also point out that during that 3s, you can be casting Confusing Images as well. I expect the exact weapon choice at that point depends almost entirely on the secondary skills, with the AA being a very minimal consideration.

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Posted by: frifox.5283

frifox.5283

you have to divide the initial casting time by 1.5 to get the final casting time.

Correct, doing math in my head while working on 3 different things at once while still at work was a bad idea.

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

3x MoP rate is not 2.75, 2.75 is the activation time which is only part of the attack cycle. The time to blow those 3 charges is a minimum of 3 seconds in addition to the activation time. This does lower the dps number by quite a bit but after quick math its actually not too bad (just a little lower than the sword aa). On paper this is starting to look quite appealing, especially since you can channel your healing mantra while blowing MoP charges, for more Harmonious Mantra stacks and sustain.

It’s worth thinking of MoP as a 2.75 channel damage spell with a 3s cooldown (though not reduced by alacrity, lol), as it functions just the same: you can be doing other things during the cooldown.

This ^

I would rather have 2.75 seconds of nothing then (5.45+2.78) DPS for ~3 seconds instead of just 2.78 dps from only sword auto. Mix shatters in for both of them. Especially considering the 2.6k heal to counter the green light which let your damage go even higher. The numbers fall off especially when there are 3 or less targets but for 4/5, I think MoP is a much better alternative.

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Posted by: Rennac.4957

Rennac.4957

I really appreciate your dedication for maths and your gameplay suggestions but I’d like this topic to talk more about general mesmer’s issues, and not 1 or 2 particular skills and a specific encounter.

I edited my first post to add one more spoiler : the mandatory phantasm on every weapon set. Some of my guild members reminded me of it, and I know I’m not alone in considering we must mention it.

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Posted by: apharma.3741

apharma.3741

You could also mention that a lot of phantasms are single target in nature, have fairly hefty cast times, cool downs and die as soon as the mob dies which makes them very frustrating to use on anything that isn’t elite or boss.

Added to that is that as has been said earlier our auto isn’t that great and we kinda have to rely on casting mantra between mob groups which sometimes isn’t long enough to cast the mantra.

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

Ok no math now but the fact that we have to do math is based off of a problem that will likely become larger in the future: Specific mechanics in fights that give bosses phases or immunity to damage unless condition x is met.

In the above example of arah, the green light buff is required to do damage. In p2 there is also the boss that requires a buff to do damage to her. In the living story glint cave, there is a boss that requires a buff to do damage to it. Illusions never get this buff!

Mesmers already require a build up time to start doing damage. There are phases for the newer bosses where they have short burn windows. Since these bosses tend to be invulnerable during non-burn phases/spam aoe, no illusion will survive. This means that each burn phase requires the slow build up of phantasms first. Meanwhile an ele, for example, is able to save the MS/IB combo and blow their load during the burn phase. Burn phase ends and they get to kite around while MS/IB recharge.

This isn’t a mesmer exclusive problem; it sucks for rangers too. I fully expect challenging group content to follow a similar boss design from the new story releases which will continue to prevent mesmer phantasms from doing anything. This is why I don’t think a 10 mesmer party is going to be able to do raids.

[PvE] Some mesmer issues

in Mesmer

Posted by: Fay.2357

Fay.2357

Tbh I see that as a bug and feel it should be reported as such.