(edited by ControllerJacobs.2843)
Showing Posts For ControllerJacobs.2843:
I think Decoy is a nice 1-point skill to get early on with Mesmer. Gives you some experience using your illusions defensively, and can give you space to watch your offensive illusions and see what they’re doing.
Weapon-switching can be important to learn early on, gives you more interesting illusion combos and (usually) a block.
For Greatsword (a ranged weapon for Mesmers), I like to focus gear on power/precision. Staff has a lot more condition damage to it, so you’ll want to spread out more. I would recommend not putting too many points in Toughness/Vitality, as you can end up feeling like you don’t do any damage.
I see this GS AoE sequence (mixing in GS1/GS4 wherever):
cluster targets -> GS2 -> GS3 -> GS5 -> back out ->
cluster targets -> GS2 -> GS3 -> Decoy/Mirror Images/Torch4/Focus4 -> back out
I’m sure some people can rock this or something similar, but there are reasons I personally prefer staff/condition damage in the mob scenario:
1. I don’t want to always back out while keeping everybody in view (which is probably going to be the most efficient GS approach, keeps GS1 going), I like to mix it up and bounce around inside when it feels right.
2. I like to weapon switch, and with condition damage I’m now layering my damage.
3. As I referred to earlier, I don’t like it when being downed is a big disadvantage. With condition builds you rally much more often, and particularly so with large mobs.
eta: regardless, I do appreciate the info to ponder
I could see mobs being a problem on a GS build, particularly one where you have focused your traits on power/precision and minimized condition damage.
With a staff/condition damage build, the approach is more straightforward:
1. Switch targets, put two conditions on as many as possible, using illusions, movement + dodge to avoid attack.
2. Once cornered, switch to sceptre/sword, block and shatter (and stealth, if you have torch).
Even if overwhelmed, if there are enough targets with multiple conditions (plus maybe an offensive illusion), you’ll rally and can use illusions to sneak around and repeat the process.
But of course that’s staff. I’ve been playing GS/Sceptre with no condition damage, and could see eventually switching to staff/sword because of the potential mob issue. I think it’s fair to pose the question to the GW2 devs about whether they considered the impact of fairly common build having little/no aoe and little/no condition damage.
I’d say Mesmers can do fine DPS, but it takes a little more experience than with other classes I’ve played. It’s easy to get fooled into thinking the class has low DPS when you first start it –
- Mesmers don’t need as much toughness/vitality due to the illusions and all the great defensive slot powers, so you’re more able to pump the offensive traits.
- Sceptre is a defensive weapon,
- GS doesn’t utilize condition damage and requires using illusions or allies to keep some range,
- Staff makes good use of condition damage, but better once you can crit illusions for bleeds.
When you’re starting a ranger, it’s easy to spot a solid weapon combo (bow/melee), you can run with balanced traits, shortbows do their full damage at point blank, and there are a lot of low-maintenance condition damage powers. And the ranger pets are very low-maintenance compared to illusions.