Showing Posts For Raiz.2478:
It will remove 1 condition when you summon the iMage and 1 condition when the iMage’s bouncing attack hits you; it removes two conditions in total.
I’ve tested it by summoning a Mage, THEN having an enemy apply bleed stacks. The bleeds were removed when the bounce attack hit me.
Also:
https://forum-en.gw2archive.eu/forum/professions/mesmer/How-does-Cleansing-Conflagration-Work
I believe the iDisenchanter removes two conditions when it hits you? (at least the last time I had looked into it) The iMage removes 1 condition when you summon it, and 1 condition when its projectile hits you…so same as the disenchanter in the short term. You’re correct that the disenchanter wins out in the long run with number of conditions removed per unit of time.
I also find it slightly superior to the disenchanter (imo) for one simple reason; you have an instant condition removal when you summon the Mage regardless of whether its projectile finds you. Which means you can cleanse an immobilize/torment/confusion stack etc without waiting/hoping on a projectile bounce which can be unpredictable.
Also, with my style of play, I usually prefer to shatter the iMage unless I have 1-2 iSwordsman out with good health picking away at the enemy. Most players I face make my phantasms a priority so any long term condi removal from either phantasm (Mage or Disenchanter) seldom works. In the short term, they are relatively equal aside from the Mage instant 1 condition removed on summon.
I’ve been running a build (i use this term loosely) extremely similar to this one for the past couple of months…its a (20/20/30/0/0) direct damage, sword/sword & scepter/torch. Traits are DOM (III, IX), DUEL (IV, X) CHAOS (III or V, VIII, XII). I know its not re-inventing the wheel and I can hardly call it a new build as only weps and gear really vary from previous builds.
I personally recommend traveler’s runes. It helps a lot with chasing people down. I usually cant cc them enough to kill them, but I can keep up and keep them in combat. If you are persistent most will give up and fight you. Some classes you just have to let go, like warriors and thieves. If you find your toughness too low after switching to travelers I’d recommend a gear change. I run a gear set up similar to what seven mirror used a while back (mix of soldier, valk, cavalier). With precision stacking sigils (followed by a swap to battle + accuracy sigils at 25 stacks) and food I have a 56% crit chance.
If you are having issues with iLeap in general and not just in the chase. I find sometimes not hitting the swap right away is a good way to land it. A lot players know its coming when the clone goes running out. You dont have to hit it right away. Sometimes I like to hit a diversion shatter to stack vulnerability, then hit the swap followed by blurred frenzy. If you time it just right (as they go for a heal, and if you have bountiful interruption like osicat suggested) you can get an interrupt on the heal (+5 might which if you use battle sigils means at least 11 stacks of might as you should always have a base of 6 stacks) plus if you land all your diversion shatters you’ll be pushing 25 stacks of vulnerability.
The other thing I’ll do sometimes if I’m facing a lot of runners is swap mass invis for moa. I prefer mass invis for 1vX but if you know its going to be a 1v1 or 1v2 and you think the guy might run, just moa him and end it. Most people don’t run right away. A nicely timed moa to prevent their heal comboed with iswordsman damage, blurred frenzy and confusing images is usually gg. Ever since they shortened the flee distance of moa its become a lot more powerful in stopping runners. I usually dont use it as I find it cheap, but if they are going to run I figure they deserved to get moa’d.
I hope some of those suggestions help in reference to your original post about wanting more speed and cc. Sword/pistol is also something to consider, but I prefer iswordsman and dont think the pistol stun is necessary and is on too long of a cd compared to counterblade.
Id also like to add that a lot of people seem to shoot down this “build”, at least the scepter/torch wep combo for a power build. I use confusing images for its raw dps, the confusion it adds is just icing on the cake. Confusing images does about as much damage as blurred frenzy if it crits. Also torment from counter does decent condi damage even when not spec’d for condition. I also get about 700-800 damage per skill when I stack 8 stacks of confusion on an opponent. I chose torch for the condi removal when traited the iMage is your own personal iDisenchanter without having to waste a utility slot. Also prestige has a nice blast finisher and decent burn damage. That being said I wouldnt add corruption or anything to the condi damage. Hybrids rarily work, stick with power and let the conditions just be extra icing on the cake. In my experience they do great additional damage even without extra condi damage. Trying to take a middle of the road approach usually gets middle of the road results. You have the makings of a great build, I think if you stick with raw power as the center of your build you’ll do great.
Best of luck to you buddy, cheers.
(edited by Raiz.2478)
I don’t understand why skale venom wasn’t working in wvw…then I came to this thread. Why did it get banned? It’s a consumable that everyone has equally opportunity to and it’s a replacement for oil. Maybe some people like the idea of inflicting weakness over having their power buffed….what is so wrong with that? Everyone has access to it. I can understand getting rid of items that summon a creature to fight with you, but a simple 10% chance to cause weakness…..come on….
So I’m disclaiming this with the fact all zergers will disagree but I don’t care because Zerging is the first step out of like 20 to becoming a good pvper. That being said, Zergs are fixed very easily, knock off the Aoe cap, downed state players can only be rezzed out of combat, and objectives are basically meaningless to take other than for up levels who need the exp. This is a TRUE fix for Zergs but 90% wont like that because 90% don’t actually know how to play in player vs player environment. They want easy mode sit on an arrow Cart all night or run with 30 people to feel “epic” and buffer their inexperience so they don’t die in first 10 seconds of a fight.
I couldn’t agree more. Probably the one thing that rewards grouping up more than any other is the AoE cap. An end to, or at the very least an increase in, the AoE cap would solve quite a few problems. It would no longer be viable to cluster up and brute force your way into towers or keeps as a small group of defenders using focused AoE could have the potential to wipe the entire zerg.
You would also see that small groups of highly skilled players would have the potential to kill much higher than their number in open field combat (though the advantage would still be with the zerg)
Overall I see it as the perfect way to increase the effectiveness of small groups without directly punishing zergs. It shouldn’t be too much to ask that people running in zergs pay attention to the red circles on the ground or the players they are fighting.
Should also noted that you can swap portal into the mix if you want to optimize the trolling potential
Hey Osicat and Mesmer Community,
Since the confusion nerf I’ve been trying to come up with a new viable GvG or Zerg build and have been tossing around a few ideas. I really want to like the new build Osicat posted as it is pretty awesome, but unfortunately I’ve just never gotten around to liking GS or Focus (personal preference). I’m posting hoping to get some suggestions/feedback to help theory craft a new build.
I don’t know if anyone has tried to make a build like this or not (if it exists, my apologies to the creator). I got the idea from a variety of sources and it plays like a modified Shatter Cat Mist/block build. What I wanted was to make a build that was more of a front line fighter with a lot of relatively reliable active defense. What I came up with is a mesh between a shatter and block build. The build is really meant to be part of a zerg. To survive, deal as much damage as possible, and provide support to the group.
Build Prototype:
0/20/20/0/30
Dueling: III (or IV), X
Chaos: III, X
Illusion: IV, VI, XI
*The Dueling III or IV traits depends on how I think the fight will go…If I think I’ll be getting hit a lot and have a lot of allies healing, I’ll go for retaliation stacking, if I think I’m going to play more on the sidelines with occasional bursts I’ll take IV for the CDs and precision.
Weps: Staff + sword/torch
Armor: Mix of Berzerker, Valk, Knight, & cavalier (just use shatter cat mist spec armor)
Runes: Superior Runes of the Guardian x 6
Sigil: Staff-Generosity, Sword- Accuracy, Torch-Fire (stack 25 stacks of precision then switch to these) *Still playing with sigils to be honest.
Slot Skills: Mimic (the only must use skill for this build), Blink (I prefer it, but its not always needed), The last one (or two if you didn’t take blink) go for helping the group (Null field, Feedback, Veil, Illusion of Life depending on what is needed)
*In PUG zergs I’ll take Mimic, blink, decoy for the added stealth or extra clone generation
Elite: Time Warp or Mass Invis (depending on situation)
Play-Style:
-Provides support to the main “zerg-ball” with skills like veil, feedback, null field, illusion of life (been playing around with this one possibly for GvG).
-Zerg bursts:
1.) Standard Shatter Burst w/ The Prestige:
Preload “The Prestige” (gives you about 1.4-1.8k AoE burn damage + blast finisher), leap + blurred frenzy + MW (preferably with clones up…possible if you come into the main fight from the side), dodge roll + CoF.
2.) Mimic Burst: It’s worth noting with the traits that mimic is on 20s CD (it’s a manipulation skill
Either catch a projectile (can be your own from Winds of Chaos or the bounce from torch phantasm) then rush into the zerg (can also use blink while channeling mimic) if you catch one projectile you will trigger 4 seconds of blocking/reflect. This will stack retaliation if traited for it (but not activate it), reflect all projectiles, and deal 1sec of burning damage per melee to anyone that hits you.
The second option if you cant catch a projectile from safety is to just hit chaos armor for protection while in the zerg and then hit mimic….odds are you will hit a projectile nearly immediately…but if not the protection and 2.7-2.8k toughness helps a lot.
Other than that you can play it just like a shatter build, picking off wounded targets with blink + leap + BF. Or you can use support skills to help your team.
Perks:
-4 sec on demand immunity (Illusionary persona + 3 clones)
-2 sec on demand immunity from Blurred Frenzy
-4 second (semi) on demand block/reflect/burning damage with mimic every 20 sec
-100% retaliation uptime (if traited)
-1-3 cloaking skills (mass invis, decoy, prestige)
-protection on high up time (reduced staff CD/fields (null and feedback if used)/minor traits in Chaos line
-All of the annoy mobility that phase retreat and blink have to offer
The Link:
That’s all I have….It’s still in the works of theory crafting and would love some constructive feedback. Unfortunately I don’t have video capture software (maybe I’ll get it soon-ish) so no videos
…..I apologize.
iMage is nothing more than a clone on a long cool down. Actually I’d rather get fury from my staff clone. Which is too bad because I really like The Prestige torch skill.
It would be nice if they rethought this phantasm. Maybe replace confusion with burning damage or some other useful condition. Also reduce the cool down.
Dear Anet,
Since confusion damage is now nerfed to the ground, maybe it is finally time to rethink the iMage. The long cooldown, low damage / condition damage makes many steer away from this weapon. I think most people would agree that this phantasm is in much need of improvement.
Some possibilities:
-replace confusion with burning to go along with the theme of torch as a weapon
-make the phantasm inflict daze or immobilization
-buff the confusion to 5 stacks / or make it last longer (like the engi prybar)
-reduce the cooldown drastically
Hi Osicat,
I have two questions for you:
1.) what build do you think contributes best in Zerg fighting or a 20 v 20 GvG? I was using glamour, but after the nerf I’m not sure if its the most viable.
2.) I’ve also been experimenting with the mist spec and found that I enjoy sword/torch + staff (I still use sword sword for dueling if I find I need additional burst). I was curious if you have tried torch and what your experience was. It seems to lack the condition removal of focus, and the iMage is kind of underwhelming, but I’ve noticed with the added stealth I don’t get as many conditions to begin with, and the prestige can also be preloaded so that you deal added burning damage on your standard burst. I’ve been trying it out in 1vX and have been having really good results.
Oh and I also posted a while back about a 10/20/10/0/30 mist hybrid and you asked me to post about what my experience was. I liked the added shatter damage, but the lower CDs on staff are just too valuable to give up.
(edited by Raiz.2478)
Hi Osicat,
I love the guide and had a question about the shatter cat mist spec. Do you find that it has enough burst damage to deal with classes like a skilled d/d ele in a 1v1 match? They seem to out heal my damage when I’m playing the shatter cat mist spec (granted I’m new to the play style). I’ve seen your video on fighting d/d eles and timing your burst after they use water. I was just wondering what your experience has been.
Also I was wondering what you thought about using a shatter hybrid spec with portal, decoy, and blink or a (10/20/10/0/30) with blink on lower cool down and either (I or III) in the domination trait line. I love the play style of the shatter cat mist, but am having a difficult time letting go of the high burst damage. I’m looking more for a solo or small group roaming spec that can survive in a 1v2 or 1v3 match and be adaptable to 1v1 duels as well.
Thank you for your time and the amazing guides.