(edited by Nitrosol.3801)
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Dedicated PvP Conditions Build.
The build focuses on stacking up conditions on the enemy and simply outlasting them.
Staff clones are by far your most useful clones, as they stack on conditions just as effectively as you do, so its important to refresh them when possible. This isn’t hard thanks to the 6.5 second cooldown on Phase Retreat.
You can kite your foes with ease using this build, as they simply must kill your illusions unless they want to eat 10+ stacks of bleed and your illusions, conveniently, cripple enemies on death.
Be sure to place your Chaos Storm so that you and your enemy are inside it, making sure your clones are inside it too is great as well, as it will keep them alive.
Summoning a Phantasmal Warlock will come in handy, it applying regeneration will begin to remove conditions from you and grant you protection, making you unbelievably tanky with your high toughness and vitality.
For utilities, I take Signet of Domination, that stun is fantastic and more condition damage is just what you need. Apart from that, Decoy, Blink and Mirror Image al come on handy. Either decoy or blink is pretty much required for escaping and confusion purposes, personally I use Decoy on maps where you can’t blink over cliffs or onto platforms because it helps drop target and creates another illusion for you.
Mirror Image is your best bet for pure firepower, though, as instantly generating two winds of chaos spamming illusions is just great for your condition stacking.
For Runes, I personally like Runes of the Undead for the bonus toughness and even more Toughness -> Condition Damage conversion, but Runes of the Nightmare are also an option.
For Sigils, I like Sigil of Battle on my Staff, so swapping back to it gives me a very nice offensive boon for a short time. On my sword, I like to have a Sigil of Geomancy, as im only going to be swapping to it after my bleeds are already stacked and the enemy has closed in. This will just chuck even more bleeds on them and make their life harder.
Your offhand weapon set is really up to you, but I’d avoid greatsword and focus.
Scepter is a decent option for the high confusion damage you can cause, but the fact that the amount of clones it generates is really high and that they override your WoC spamming clones is not good.
For Amulet, I personally like Carrion for the Additional Power and the Vitality to make your toughness and protection boons to really shine, but Shaman’s Amulet is also an option if you just want to focus on more toughness (Generating more condition damage and more overall stats from a single amulet) and the bonus healing power.
I wouldn’t recommend it due to you being rather vulnerable to condition damage yourself if you have little vitality, and Condition Removal on Heal isnt going to be enough, you would have to carry Null Field.
Mass Invisibility is taken because its awesome, enough said. Its also taken due to the way your damage is not bursty and you aren’t exactly having trouble surviving in a 1v1 scenario, so Moa really is redundant. Mass invisibility gives you a free stomp or revive in a firefight and becoming invisible while your conditions tick down on a foe is really mean. Time Warp is also an option, as your WoC spamming clones and iWarlock will really pump out the conditions and damage while within the area, but considering how fragile they are without Signet of Illusions, I wouldn’t recommend it.
The final 10 points in illusions doesn’t really seem to be serving much of a purpose, as shatting your illusions doesn’t seem like your top priority, as you seem to be focusing on stacking up Sharper Images and are using compounding power.
I’d move them into Chaos and pick up Illusionary Defense (Since you won’t be shattering all that much) or Chaotic Dampening for the bonus toughness and the 20% Cooldown Reduction on staff.
Personally, it seems like the final 20 points you’ve placed in Illusions seems entirely for the purpose of Illusionary Elasticity, which is a decent boost to Mirror Blade.
Thing is, Elasticity doesn’t affect your clone’s use of Winds of Chaos, only your own, so it’s really only useful for Mirror Blade.
Depending on what you’re planning on using this build for (Phantasms/Burst, Condition Damage, or PvP) either replace Illusionary Persona with Phantasmal Haste (it is only really useful for the bonus Distortion stack unless you plan on being in melee range of your opponent).
If this build is for PvP, consider moving all 20 of those points from illusions. 5 points to chaos for Illusionary Membrane, and 15 to Inspiration, for the Phantasm regeneration to grant you the membrane boon.
Getting the Vigor on Shatter trait here will also give you more evades to generate more clones post-shatter.
These inspiration points along with the Phantasmal healing + Membrane combo will give some very good survivability.
Overall, if you just want more damage, shift those final 10 points into Domination, picking up either 15% more illusion damage, 20% mind wrack damage or -20% Greatsword cooldowns.
Overall it comes down to what you want to use the build for.
Two bugs here that actually have a huge impact on gameplay, but frankly they don’t need fixing just need to be added to tooltips, because they’re actually really useful and would be enormous nerfs if fixed.
Clones spawned while wielding the Trident will use an old version of Song of the Siren, that confuses enemies and grants a boon to allies on bounce (Aegis, I think?).
The + Range and – Cooldown for Pistol trait in the Dueling tree gives the Phantasmal Duelist 100% combo finisher chance as apposed to the 20% stated on the tooltip.
This means that with one of the many ethereal combo fields we can create, you can easily chuck 8+ Stacks of confusion on an enemy.
Honestly, I think that pistol bug at least needs to stay because its actually making confusion builds viable, Phantasms do need nerfs, but not ones that will directly damage condition builds too.
2 Phantasms + Confusing images + Confusion on Glamour = 20+ Stacks of confusion, actually decent damage.
Underwater combat manages to not be super-terrible for condition mesmers because of the confusion as well. Underwater condition Mesmers should be using the Trident anyway, and the trident has zero conditions, only a condition inducing phantasm, and that’s just boring.
(edited by Nitrosol.3801)
I might be the only one, but I kind of like the idea behind shatter, tossing away your illusions and your psychological defences for an immediate payoff.
But I would like a new form of “Shatters” to something more like this:
F1 – Shatter
Shatter your illusions, destroying them in exchange for a powerful, final effect.
Clones: Moves towards your current target and explode, dealing damage.
Phantasmal Warlock: Fires a final bolt of energy at your current target, dealing damage based on the number of conditions on the foe and making them vulnerable. Bounces twice. Projectile Finisher.
Phantasmal Berserker: Blinks to your current target and detonates violently, dealing large damage and knocking enemies down. Blast Finisher.
Phantasmal Swordsman: Sacrifices itself to grant the Mesmer fury and several stacks of might for 10 seconds, compounds in duration per active Swordsman at time of Shatter.
Phantasmal Warden: Sacrifices itself to place a bubble in a large area around the Mesmer’s feet, applying Aegis to all within it every few seconds, compounds in duration per active Warden at time of Shatter. Combo Field: Ethereal.
Phantasmal Duelist: Fires off a Magic Bullet at your current target. Multiple duelists will stagger their Magic Bullet shots with a 1 second delay each, allowing a maximum of 4 seconds of stun.
Phantasmal Mage: Blinks to your current target and detonates, applying 2 stacks of confusion to all nearby enemies.
Illusionary Mariner: Sacrifices itself, granting Quickness to the Mesmer for 2 seconds. Compounds per active Mariner at time of Shatter.
Illusionary Whaler: Fires an illusory harpoon at the target enemy, applying several stacks of bleed and bouncing to nearby enemies.
Phantasmal Disenchanter: Sacrifices itself, purging all conditions from the mesmer. Grants an additional 1 second of Condition Immunity per additional active Disenchanter.
Phantasmal Guardian: Sacrifices itself, granting 2 stacks of aegis to the mesmer per Guardian active at time of shatter.
Phantasmal Rogue: Shadowsteps to your current target and backstabs them, dealing high damage and dazing.
You get the idea, and to obviously save on tooltip space, the Shatter effect of each phantasm would be listed in the Phantasm’s tooltip, not the Shatter tooltip.
Numbers probably need tweaking, hence the reason I added few tweaks at all.
The idea is that shattering your Phantasms is no longer treated equally to shattering clones, Phantasms really should offer a greater effect.
This also allows a much greater variation between phantasms. I mean, the only real difference between Phantasmal Warlock and Phantasmal Duelist when it comes down to it is the rate of fire.
Cooldown is unlisted for balance reasons.
The following are my ideas for how the F2-4 keys should function.
F2 – Shuffle
The Mesmer immediately swaps location with one of his clones, randomly. He and all of his clones experience the same particle effect (Most likely that of blink) to hide the Mesmer’s new location.
I think this would just be great for the confusion lover, lets you really play around with the “Which Mesmer is real?” side of things. I’d think this skill would have a shortish cooldown, but if it were too short and had no cast time like the current shatters do, it would probably be too easy a Get out of Hundred Blades Free card.
This would obviously have no interaction with Phantasms, as whatever clone you swap with will most likely end up destroyed.
F3 – Diversion
Imbues all active Illusions with Diversion. When an Imbued illusion dies, is replaced or is shattered, the current target of the illusion is Dazed for one second.
Technically similar to the original, as it serves the same purpose, but isn’t useful as an on demand daze unless shatter is off cooldown. Unless of course you have all three illusions up and are able to summon another, detonating the oldest.
F4 – Distortion
Sacrifice all active illusions, granting the Mesmer with 1 second of Distortion per clone and 1.5 seconds per Phantasm destroyed.
This is obviously just spiced up to make shattering a Phantasm equal with shattering a clone. I’d like to rework the Sacrifice part of this, because I’d like if Shatter were the only ability that actually destroyed your illusions, but Distortion is just such a powerful effect I don’t see a way around it.