Ever since the confusion-nerf patch the group play mesmer in WvW has been extremely underpowered compared to other caster classes (ele/necro). I’m talking about group play as in guild groups of 20-25.
Pre-patch (confusion) a guild group would easily have 3 mesmers on their team, sometimes even up to 5. After the patch the mesmer’s damage was halved, combined with the internal cooldown on confusion and now an internal cooldown on chaos armor most guild groups only run 1 mesmer, just for the one reason, veil.
Mesmer isn’t a class anymore, it’s a utility bar:
- Veil (nerfed from 4s to 2s)
- Portal (nerfed to 20 players)
- Timewarp (nerfed to 50% quickness)
- Null field (buffed to 40s cd)
- Feedback (useless vs organized groups as most run 75% melee)
I have loads of armor sets, trinkets and I have tried almost every build possible but nothing seems to do what another class can do without any issues.
Mesmer builds (these are examples, ofc there are missing):
- Confusion
With the internal cooldown on apply confusion when blinding a foe makes it impossible to stack enough confusion to deal any damage, on top of that the damage has been nerfed by 50%.
Confusion hits for 65 + (0.075 * Condition Damage), which in reality would be around 150 damage per hit, if lucky someone would have 2 or maybe 3 stacks on him, so that would be 300 or 450 damage.
Confusion is the main burst of a mesmer, but the damage is negligible. Compared to a necromancer’s burst the mesmer burst is a joke, and not even a good one.
The biggest problem with the confusion was small scale, it was easy to stack 10+ confusion on a single target and therefore it was really strong, right now for small scale it’s fairly balanced, especially for duels. However in group combat it’s extremely underpowered.
- Phantasm
If confusion is not your burst damage, then your phantasms are, it’s on every weapon the skill that does the most damage and it can do alot of damage. For duels and small skill this build is even overpowered, for group combat however, it doesn’t work.
The healthpool of the phantasms and clones is too small, they will die because of random aoe on the ground before they even start attacking.
- Shatter
Same problem with the phantasm build, it’s strong in duels, but useless in groups. You are very lucky if you have 2 clones to be shattered, as they will die in less than a second after creation. Most shatter mesmers in groups will shatter the clone that they created right away, but this damage compared to having 3 clones up is nothing.
- Interrupt
I was very excited when I heard about the buffs for the interrupt builds, The idea is awesome, but then again.. Just as useless as any other build for group combat.
Being reliant on interrupts for your burst/might/immobilize makes the build random, when fighting 20 vs 20, or even more you won’t be able to spot any animations, it’s just too hard to see and the pace of the game is too fast.
This means the interrupt build relies on random interrupts, which is fine, but then again.. Most interrupts a mesmer has are single target.
The only aoe interrupts a mesmer has are:
- Diversion ( if traited 30 points into illusions AND requires a clone)
- Chaos storm (daze is random)
- Greatsword #5 (600 range)
- Focus #4 (1sec cd on pull)
