Showing Posts For Titus.2085:
I can go full cosmic with Sunrise/Twilight/Eternity and Astralaria.
In short, I want suggestions of a cosmic-themed male asuran name. Any suggestions?
Somewhat long, when I was playing with my asuran Revenant, I fell in love in the idea of the character “interacting” with various legends. I really like Shiro’s attitude and Jarlis’ eccentricness. It’s somewhat sad that I don’t have access to Glint or that Ventari doesn’t speak much [ >:( ], but that doesn’t stop me from loving the Revenant!
Not only that, I’m gonna try and push for the legendary axe Astralaria to complement with the cosmic-theme of my asura.
So can anyone in the community make up astronomy-themed asuran male names for my Revenant?
Out of curiosity, how much is your tax? Ours is 24%.
Mine was I think around 8.25%. 6.25% is the standard for internet purchase sales tax in Texas, and then certain areas (like ours) make you pay a local sales tax (up to 2%, I think).
It’s 8.24% tax. So around USD $54.11 is what I have to pay.
For something minor (at least for me), I couldn’t believe that this thread got a lot of responses. Usually it’s a “tax” question and I thought that a few stragglers would point out the obvious “duh” and that’d be the end of that. But this entire question was about trying to buy the pre order with only my $50 gift card. It may not cover a lot… but I have other plans for me to get Heart of Thorns! xD
Thanks!
Welp. Tried preordering. There’s a tax.
Thanks for the answers guys.
But what about for those who live in Texas?
Did you guys paid any taxes of any kind? I’ll explain later why it’s an important question if anyone answers.
A quick question: Do I need all 5 core specializations unlocked before I can unlock the elite specialization? Or I can unlock the elite specialization anytime?
40% Chaos
40% Dueling
20% Inspiration
Almost accurate but somewhat on point. I love Eternity that much and it’s awesome to see my clones have the Eternity footfalls as they run towards the shatter.
When my mesmer wields a weapon, a black line appears out of the weapon.
Also the Victory or Death story is bugged. I can’t control the cannons to reflect the projectiles the Risen giants shoot.
Stuck. Says “Ranked in progress” even though I tried logging out and logging back in.
Well in PvP your phantasms don’t last very long to dps. Since clone death traits have been removed, it is better to shatter them than let them go to waste to aoe etc.
The distortion (if you trait them right) helps them survive better than ever. And by the time your phantasms die, you’re seconds away from summining another one.
Trust me Phants still don’t last very long in sPvP even with protection and distortion traited.
The distortion and protection help with making phantasms longer. But it isn’t to make them alive like minionmancers. You deal out large amounts of damage over time, which is the point. You pressure opponents with phantasm attacks, not so much to keep them alive. You can resusmmon them easily by the time you already pressure them with sustained damage.
Well in PvP your phantasms don’t last very long to dps. Since clone death traits have been removed, it is better to shatter them than let them go to waste to aoe etc.
The distortion (if you trait them right) helps them survive better than ever. And by the time your phantasms die, you’re seconds away from summining another one.
- One sentiment I’ve read is that mesmer has gotten a LOT easier to play. Are you enjoying this?
HELL YEAH! And they’re much more enjoyable now to play!
- For me, the grandmaster mesmer traits have been an absolute candy store. Which GM traits have been your favorite?
Definitely the Imagined Burden and the Illusionary Inspiration. Master of Fragmentation makes an honorable mentino.
- Prismatic Understanding (PU) has proven to be a really strong trait for shatter builds (PU shatter). Do you think this needs adjustments?
No. I believe it’s fine as it is.
- Another build I’ve seen around is a power block/Chaotic Interruption build. Have you tried this out?
Pre-specialization? Yes. Post-specialization? No. I’ve been trying out phantasm builds in PvP to prove its effectiveness.
- Normally, mesmers really only took Dom, Dueling, Illusions in PvP. Are you taking Chaos and Inspiration at all?
In my two phantasm builds that I use, it’s generally a staple and I love it. Inspiration makes it more supportive to phantasm and support biulds and chaos adds a lovable mix to the mesmer’s tactics.
- Mesmer got a lot of conditional recharge abilities (reduced recharge on staff when you have chaos shield for example). Are you liking these?
I haven’t tried out those yet so no comment.
- Mimic got a huge change. Are you using this at all?
Yes. I can double Blink, double Decoy in a PU build, or use double Signet of Midnight. All those are pretty fun.
- Time Warp gained slow and now can be traited for resistance and super speed! Are you using this at all? Would you take this over the other elites?
Honestly, no. I see it in PvE but not in others. Signet of Humility and Mass Invisibility make it better.
- How have your fights against other mesmers been? Do they feel skillful?
Feel skillful? Wrong word. Feel more fun? Yes.
That’s actually close to what I’m running now actually
. Pity the duelist trait is bugged and doesn’t stack bleeds like it should. Also, I would use decoy and mantra of recovery instead of the signet and daze.
The Mantra of Recovery can help boost the Rune of Balthazar proccing burn. But I’m not a use for Decoy for a bit. Mass Invisibility would be better than Time Warp if you want stealth.
Also, we just need to pressure Anet into fixing that stupid bug!
Anet pls nerf unicorns
I’d like to input my thoughts but would you mind linking your build bhagwad?
I’m curious to see what exactly you’re running that wouldn’t benefit from shattering.
Well, I’m still figuring out the best build with the new specializations. But used to be celestial with sc/pistol + sword/focus. I use reflects, bleeds, and focus CC to make opponents stand still. Plus my phantasms used to give me regen/protection and I used rune of the Undead for condi damage.
Now with the specializations I’m still wondering on what tradeoffs fit my playstyle best.
Your next post which I quoted below shows that you don’t want to shatter and that’s fine. However, it’s going to be VERY HARD to make a Celestial phantasm build without using shatters once in a while. You’re not incorporating the condition part of the build, which (I think) is where phantasm builds fall off.
I GOT IT!
http://intothemists.com/calc/?build=VRFR3d;0VPV11Q7BWV71;9;4STU;0158257146;4TF37K;15NV05NV00s
What’d you think?
It’s the classic risk/reward situation. Sure, I may be able to get off my final burst (presuming you’ve traited your shatters to do high damage, which I haven’t)…but if I miss, I lose a much nicer DPS later.
I personally don’t like to take risks. If we were chess players, I as a phantam mesmer would be Petrosian, whereas classic shatter mesmers would probably be Tal or some other guy who liked to take risks.
Actually I use phantasm builds to pressure my opponent. They’re forced into either killing my phantasms, which I can easily recharge, or deal with me and get blasted away by my duelists. I’m very offensive when it comes to a naturally defensive gameplay lol
(edited by Titus.2085)
Actually it allows phantasm builds to be more versatile than ever. And trust me, changing one trait or two (for me) gives the impression that their playstyle has a certain uniqueness to the usual thing that you’ll see.
To put it short, phantasm builds are more diverse than before. We have better acces to increase phantasm damage and still have room to choose whatever the hell we want. If you want the traditional phantasm, go Inspiration! If you want to shatter in a phantasm build, take Illusions and that line will open up new possibilities to screw your opponent! You want to cc your opponents? Take lockdown!
Also Anet ISN’T forcing us to shatter. They’re encouraging us, but they know how much some people would shy away from shattering in a phantasm build and so they gave us nice alternative options. I’ve made threads about praising phantasm builds and finally I hope that it gets some light on it!
@Chaos
I wanna say that there should be… at least three variations.
Sigh. I’m not gonna read all the responses in the thread cause I don’t know where it actually headed off to. So I’m just going to answer the OP’s question:
When Anet comes into working with phantasm builds, they knew that they are shatter adverse. They know that our DPS comes from phantasms and we rely heavily on them. Now with the new specialization builds, they’re not forcing us to shatter but rather encouraging to do it once in a while. The IP becoming baseline alone makes it encouraging to shatter cause we have technically an “increased amount of damage” compared to the pre-specialization shatter attacks without IP.
And with the new Inspiration traits, they’re reaching out for those who STILL don’t like shatter with other supports. Know that phantasm builds aren’t very good in supports back at the pre-specialization builds. Now with signets becoming more prominent and such, we can support as much as a shatter user and the specialization builds allows some who like to shatter in a phantasm build… to shatter and there are traits that mitigate or remove punishments for those who shatter in a phantasm build.
Think of it as more pieces to play around in a chess game. Before, you can only play this opening, do these types of tactics, and only reach a certain endgame. Now you have multiple ways to open up the game, multiple ways to integrate and fight in the middlegame, and the endgame will be the same… except that the endgame will be a bit more interesting.
And why is there an arguement at all? Phantasm builds can reach out to other branches of mesmeric play, even at shatter and lockdown. We’re pretty static and boring before, now we’re versatile as we see fit. Even the safe play of phantasms have become high skilled.
Neat take on a phantasm-style build for the first one. My main question is why take the pistol when you don’t take Duelist’s Discipline? If you want to stick with Fencer’s Fury, try going for dual swords. You can still summon the phantasm from 1,200 range (and also start the block-daze combo) from that range too.
Duelist’s Discipline brings no advantage in my phantasm-centered build. The daze and conditions isn’t really my concern when it comes to this type of build and the playstile that comes with it.
I chose the pistol over the sword offhand because the phantasms can safely range agaisnt other players. I… haven’t experimented using sword offhand yet, but I hypothesized that using it can be counterproductive when using a greatsword (and I love my greatsword lol).
http://intothemists.com/calc/?build=VRg-FR;0k2W11C7sUF71;9;4STV;0146058257;4INl6W;1l3IBl3IBa0S
Let’s hope that the link works. If it doesn’t, then I got it prepped and listed thigns out here below:
Weapon Sets and Sigils
- Greatsword (Superior Sigil of Air and Superior Sigil of Fire)
- Sword/Pistol (Superior Sigil of Hydromancy and Superior Sigil of Energy)
Utility Skills
- Signet of the Ether (Healing skill)
- Blink
- Mimic
- Decoy/Signet of Midnight
- Signet of Humility (Elite skill)
Traits
- Domination: Empowered Illusions, Blurred Inscriptions, Imagined Burden
- Dueling: Phantasmal Fury, Fencer’s Finesse, Deceptive Evasion
- Inspiration: Persisting Images, Protected Phantasms, Illusionary Inspiration
Armor and Runes
- Marauders
- Rune of Air or Rune of the Pack
This build that I have played at least a lot today consists of abusing Signet skills and the summoning of our own phantasms for dealing massive damage. The point in this phantasm build is to let our phantasms hit like a truck while we have to worry about our own defense. It’s a simple yet effective strategy back at the pre-specialization times and is still effective today.
The signets we have synergize very well. I focus on the combination using the traits Blurred Inscriptions, Illusionary Inspiration, and when we summon a phantasm. With these, when we summon our phantasm, the Illusionary Inspiration will trigger. This not only spreads boons to allies, but also activates the Blurred Inscriptions line. This gives us a condition removal and a nice second of distortion, which can disrupt critical enemy plays and benefit us and our allies.
The second is how we spread our distortion. Remember that any signet activation gives us distortion. The Inspiration Minor trait Inspiring Distortion will spread our distortion buff to other players, which gives them an extra tempo in fights. Our phantasm summons, Signet of the Ether, Signet of Midnight (if chosen), and Signet of Humility will give us distortion while creating advantages in team fights.
To further assist us in our “burst” damage (more like sustained but with bigger power damage from phantasms), the traits Imagined Burden and Fencer’s Finesse helps us. The Imagined Burden trait gives us access to might and inflicts cripple on enemy players. Fencer’s Finesse helps us boost our ferocity stat and with our Sword Skill 2 Blurred Frenzy (name correct?), it can easily give us a total of 10 stacks of these. The Signets of Air and Fire help us adding extra damage. The other Signets of Hydromancy and Energy gives us more defensive advantage, the former inflicts chill to nearby enemies and the latter gives us increase endurance.
As for the armor, Marauders is best chosen. Choosing Berserker only leaves us about 15K health and we might not survive much if we’re hit with a powerful burst. The Rune of Air helps us with the ferocity problem by giving us a 50% boost in our ferocity. If you think that the ferocity without the Rune of Air is fine, I’d recommend the Rune of the Pack.
If you think that this build prohibits any shattering, a simple reshuffling of traits can help while we keep our signet distortion advantage.
Traits (Shatter Variant)
- Domination: Empowered Illusions, Blurred Inscriptions, Mental Anguish
- Dueling: Phantasmal Fury, Blinding Dissipation, Deceptive Evasion
- Inspiration: Persisting Images, Protected Phantasms, Illusionary Inspiration
Armor and Runes (Shatter Variant)
- Marauders
- Rune of the Pack
This allows you to get a high damage shatter attack. Blinding Dissipation gives us defense against thieves and any nearby enemies while inflicing blindness. It is best to shatter whenever your phantasm cooldown is near to ready or you’re confident that you can survive without relying on phantasm damage.
Anyways, I really hope that there are other phantasm users out there! It’s getting lonely to find out that there are seldom few or just me at all. Criticisms? Suggestions? Comment away!
They’ve explicitly stated on their Points of Interest video (?) that they will not change the cooldown of Time Warp, for balancing issues. 180 seconds will stay as 180 seconds and this elite skill won’t be affected by cooldown reduction modifiers.
It is insanely strong. I got at max, 4 invulnerability spreads in a team fight and some of them actually nulled a fatal damage.
Or have it in a stacking effect that takes IP to account. Make it as more shatter hits, the more damage and torment the attacker should be rewarded with. For this example:
1 – 1 stack of torment
2 – 3 total stacks of torment
3 – 6 total stacks of torment
4 – 8 or 10 stacks of torment
I prefer that before they nerf it, the devs better wait till the MtD’s practiced en masse. Cause without that torment, we mesmers have horrible condition damage. Not even confusion can cover up our weakness in that.
That makes me extremely curious about Chronophantasma. It essentially allows us to summon, shatter and have the phantasms attack again, shatter, use signet to summon them again..
And then with Continuum Shift in the mix? Possibilities, yo.
I’ve looked at the possibilities of a Chronomancer phantasm build.
Burst Chronophantasma
http://dulfy.net/gw2traits#build=AgMBqAJcBmg~
- Domination: Empowering Illusions, Blurred Inscriptions or Shattered Concentration, Imagined Burden or Mental Anguish
- Dueling: Phantasmal Fury, Blinding Dissipation, Deceptive Evasion
- Chronomancer: Time Catches Up, Improved Alacrity, Chronophantasma
This is an example. This focuses on the quick and powerful shatter but the problem is that you lose the Illusions benefit of phantasm summon cooldowns in exchange for the extra gamit on the Chronophantasma resummon.
Assume a mesmer with three phantasms out on the field. The mesmer decides to shatter with Continuum Shift, which the Chronophantasma trait brings them back. First “burst” comes with the phantasms unleashing their salvo of damage. Second burst comes from the Mind Wrack. Third attack comes with the quick resummoning of the phantasms (if possible) from your two weapons. Then the Continuum Shift ends and the cooldowns have been reverted to back when it was before, which means you can have your phantasms ready out again. It’s a nice possibility with plenty of combo bursts. This doesn’t include the Signet of the Ether, which benefits from the Blurred Inscriptions.
Tormenting Chronophantasma
http://dulfy.net/gw2traits#build=AgMF-ALcBmg~
- Dueling: Duelist’s Discipline, Blinding Dissipation, Deceptive Evasion
- Illusions: The Pledge, Maim the Disillusioned, Ineptitude or Malicious Sorcery
- Chronomancer: Time Catches Up, Improved Alacrity, Chronophantasma
This is another variant, but using conditions and Chronomancer.
The same kind of combination could be applied as if playing a Chronomancer phantasm power mesmer, but you have more options of using Mind Wrack or Cry of Frustration. With this, you can inflict:
- burning from the Phantasmal Mage
- bleeding from the Phantasmal Duelist and autoattacks
- confusion from the Phantasmal Duelist and shatter attacks
- torment from Maim the Disillusioned
- blind from Blinding Dissipation
This doesn’t include the possible other conditions from sigils and runes, like poison.
Unfortunately, it’s going to be difficult creating Chronomancer builds using the Chaos line or the Inspiration line. I’ll have to look more into that.
Oh sweet! Posts! Alrighty… time to get to replies…
I’m not sure if this solves the basic problem of shatters destroying our damage dealers. Phantasm builds are based on out-pressuring the opponent over time instead of dealing all of it in one burst. Shattering gives you a short term benefit at the cost of destroying your long term fight prospects.
For me, the only shatter trait relevant here is the one where phantasms respawn the first time they are shattered. Otherwise, I don’t see giving up 2-3 phantasms to obtain a fleeting beneficial effect. My phantasms are there to DPS over time – shattering cripples that DPS.
I realize Anet doesn’t like phantasm builds because they don’t shatter. Well…tough luck for them. Shatter is a key mechanic of a Mesmer, but so are phantasms. Unfortunately they are both antithetical to one another.
The Illusions traits Persistence of Memory and Illusionist’s Celerity helps a lot with the cooldown reduction of phantasms. Much of our offensive bonus that’s difficult to get in the pre-specialization build is now easily accessible to the post-specialization build. Not only that, but the easy access gives us room to incorporate otehr tactics. So while we have the sustainability damage from phantasms, we can have the option to shatter as well.
Two shatter attacks with the two Illusions traits that I listed means a 12 second cooldown reduction and with Illusionist’s Celerity, we can easily and readily get our phantasms out again. With the shatter burst damage and the phantasm sustainability damage, not only do the “shantasm” mesmer become versatile, but also unpredictable to the enemy becaues they don’t know if that mesmer will keep the phantasms or shatter.
I have my doubts.
I have been playing phantasm Mesmer on silverwaste for a short while now and in most situations, the phantasms got wiped before they could pull off a 2nd attack. Phantasm build just lack sustainability in certain high lvl PVE content, and if HoT is as challenging as Anet as hyped it to be, I could see phantasm builds losing some of its’ appeal.
Can’t speak for PvP or WvW though.
The Inspiration trait Protected Phantasms solve it as the short time Distortion immunity ensures that summoned phantasms get their attack out quickly. Usually what happens in those types of PvE fights where phantasms may die before a second attack’s released is when you’re facing multiple foes, some with potentially damaging AoE attacks.
Now I’ll be set against phantasm builds losing appeal in HoT. In the pre-specialization PvE and even post-specialization PvE, phantasm builds will be sought out for because it’s easy to keep the actual mesmer in track of its defenses and surroundings while the phantasms deal damage. The Mind Wrack shatter attempt against PvE foes wouldn’t be effective as you have to wait for 8-10 seconds to take down a foe while there’s a chance that they can kill your illusions and not work on the burst. The mantra build may not solve it because mesmers have a innately low autoattack damage.
Condition Phantasm
http://dulfy.net/gw2traits#build=AgMC3AOoBeQ~
- Dueling: Phantasmal Fury or Duelist’s Discipline, Blinding Dissipation or Evasive Mirror, Deceptive Evasion or Mistrust
- Chaos: Illusionary Defense or Master of Manipulation, Mirror of Anguish or Chaotic Transferrence, Prismatic Understanding
- Illusions: The Pledge or Persistance of Memory, Phantasmal Haste or Maim the Disillusioned, Ineptitude or Malicious Sorcery
If not shattering, then our main phantasm attacks will come from the Phantasmal Mage and the Phantasmal Duelist. The former gives out burns and the other gives out bleeds and confusion. This alone has its own paragraph of what you can do when it comes trait choosing. PU for defense, Deceptive Evasion or Mistrust to keep opponents on their toes. The Illusions line is special because you can choose to generate a lot of phantasms or shatter them, proccing Maim the Disillusioned and possibly Persistance of Memory. Signet of the Ether can help a lot because you gain passive healing from having 3 condition damaging illusions on the battlefield.
Cosmic Offense
http://dulfy.net/gw2traits#build=AgMBtAKsBaQ~
- Domination: Empowered Illusions, Furious Interruption (sadly any Domination master trait doesn’t help us a lot), Imagined Burden
- Dueling: Phantasmal Fury, Fencer’s Finesse or Evasive Mirror, Deceptive Evasion (or Harmonious Mantras if you have mantra skills)
- Illusions: Compounding Power or Persistance of Memory, Phantasmal Haste, Ineptitude (or Master of Fragmentation if you plan to shatter)
This has a few shatter related things, but this focuses more on the traditional phantasm pre-specialization roots. The boost we have is that we get the boosted damage and passive cc from our Imagined Burden trait while we get the means to pump out phantasms faster than ever! This has very few shatter skills, but if we do shatter then, then Persistance of Memory, Master of Fragmentation, and Shattered Concentration will help us a bit.
Shantasm
http://dulfy.net/gw2traits#build=AgMBmAKcBag~
- Domination: Empowered Illusions, Shattered Concentration, Mental Anguish
- Dueling: Phantasmal Fury, Blinding Dissipation, Deceptive Evasion
- Illusions: Compounding Power or Persistance of Memory, Phantasmal Haste, Master of Fragmentation
We already have our phantasm sustaining damage from our Empowered Illusions and Phantasmal Fury! Let’s add more to the fun by having shatter skills as well so that we can bring in the sudden burst when we need to. This combines the shatter burst skills that pre-specialization phantasm builds are hesitant to do plus the phantasm bonus damage that pre-specialization shatter builds don’t have. The fun part in shattering is that Persistance of Memory and Phantasmal Haste will bring our phantasms back quickly, especially if any of our phantasm skills are on low cooldown. If their cooldown are still high, we can use multiple shatter attacks to our benefit.
Conclusion and Notes
I hope I presented a nice arguement to show that Phantasm builds can be versatile. Sadly, this entire thread’s rushed and it’s really more of speculization than researched theorycrafting. I also ignored the other things like armor, sigils, runes, and skills to focus on the traits because the mesmer is very reliant on their traits. The weapon sets should have a separate paragraph because a combination of them generally defines what kind of phantasm users they are.
Anyways, critiques and your (educated) thoughts please! Thanks for reading all of it! May phantasm builds rise!
A Few Prototype Builds to Share
We’re no longer limited to those two builds that are terrible to shatter and terrible to support. With the new specialization traits, we can open up more versatility to phantasms.
I will focus on the traits only. Adding stuff from sigils, runes, and armor will be different and I think it won’t change much from other mesmer builds just pertaining to the three. Weapon sets will have its own separate section when I create a proper phantasm guide.
THIS IS NOTHING BUT A SAMPLE. THE FOLLOWING BUILDS ARE SPECULATIONS AND HAVEN’T BEEN FULLY THOUGHT OUT/DEMONSTRATED TO SHOW THE ACTUAL EFFECTIVENESS.
Cosmic Inspiration (my personal favorite)
http://dulfy.net/gw2traits#build=AgMBpAJ8BPg~
- Domination: Empowered Illusions, Blurred Inscriptions, Imagined Burden
- Dueling: Phantasmal Fury, Fencer’s Finesse or Evasive Mirror, Deceptive Evasion (or Harmonious Mantras if you chose Restorative Mantras)
- Inspiration: Persisting Images (or Restorative Mantras if you chose Harmonious Mantras), Protected Phantasms, Illusionary Inspiration or Mental Defense
This is a standard phantasm build now revamped with nice amounts of support and healing power. As I said before, the sigils from the Sigil of Inspiration (this part’s subjected to correction) and our Sigil of the Ether will give us distortion, condition removal, and boonsharing to the rest of the teammates. I grabbed Deceptive Evasion because I like to generate clones but it’s your preference. If you don’t, Harmonious Mantras help and it’s better if you have the mantra heal skill and the Restorative Mantras as your trait.
Phantrump Asskicker (Ross Birdle’s build, speculative until he gives it to me)
http://dulfy.net/gw2traits#build=AgMBvAJ8A9Q~
- Domination: Empowered Illusions or Compounding Suggestions, Shattered Concentration or Furious Interruption, Power Block or Imagined Burden
- Dueling: Phantasmal Fury, any of the Master traits, Deceptive Evasion or Mistrust
- Chaos: Master of Manipulation, Mirror of Anguish, Chaotic Interruption
The pre-specialization build Ross Birdle (or Biddle?) combined the raw power of phantasm damage with interruption. It’s a beautiful hybrid build that I felt that has a lot of potential. ChaosArchangel went through the apex of lockdown builds so you should read up on that. But on this one, the only problem I have is that you can only choose 3 traits when we want to chose so much more. But interrupting while giving ourselves phantasm sustaining damage allows us to cc enemy players while giving out damage from our interrupt attacks and phantasm damage.
Chaotic Inspiration
http://dulfy.net/gw2traits#build=AgME5AJcA7g~
- Dueling: Phantasmal Fury, Fencer’s Finesse or Evasive Mirror, Deceptive Evasion (or Harmonious Mantras if you chose Restorative Mantras)
- Chaos: Illusionary Defense or Master of Manipulation, Chaotic Dampening, Prismatic Understanding or Bountiful Disillusionment
- Inspiration: Persisting Images (or Restorative Mantras if you chose Harmonious Mantras), Protected Phantasms or Restorative Illusions, Illusionary Inspiration or Mental Defense
This is more on the support side and it might be better to grab a healing armor set or go celestial. This is also where I’ll get a lot of criticism from, but it’s worth noting to try. Our damage is from Phantasmal Fury and the baseline Phantasmal Strength. Now support will come from a plentiful of things. One is to shatter immediately, healing allies and using Bountiful Disillisionment to gain some boons, which we can summon our phantasm for Illusionary Inspiration to spread the boons to nearby allies. OR we can use PU to gain random boons, and then abuse Illusionary Inspiration. Mental Defense is another good option to get ourselves 2 Phantasmal Defenders on the battlefield (one from utility and the other from traits) which will allow us to survive more in teamfights.
We Can Shatter
Now this is where I’ll get the backlash criticism from, but I welcome it. It gives a better understanding of phantasm builds in post-specialization builds as whole.
First and foremost, Anet devs are slightly displeased that phantasm builds cannot shatter. For them, it’s like “let’s play a powerful mesmer build without being a mesmer at all”. We’re not using shatters and that’s a big criticism for phantasm builds. Now I seek to incorporate shatter specs into our phantasm builds to make us more versatile (until HoT and that CM Chronomancer trait’s out as well).
To cherrypick some…
Chaos Minor:
- Metaphysical Rejuvenation: Gain regeneration for 10s when you are struck while below 75% health (15s ICD).
- Illusionary Membrane: Gain protection for 3 seconds whenever you gain regeneration (15s ICD)
- Chaotic Persistence: Each unique boon on you increases the duration of your outgoing condition and boon duration by 3%.
Chaos Master:
- Chaotic Dampening: When you gain Chaos Armor you also gain protection for 5 seconds. While you have Chaos Armor your staff and trident skills recharge by 5% of their full recharge every second.
Chaos Grandmaster:
- Bountiful Disillusionment: Whenever you use a shatter skill you gain 1 stack of stability for 5s. Based on the shatter used allies around you can gain Might, Vigor, Fury or Regeneration.
This ignores PU and goes for the equally awesome Bountiful Disillusionment. Assuming you use a staff, the Staff 5 and 4 skills will give out a plentiful of boons to ourselves. Shattering them will give us stability and other boons we can get based on our shatter. Going to our Illusionary Inspiration, summoning a phantasm can share stability, regenration, might/vigor/fury, and protection.
But the Chaos line isn’t the only one. For a more supportive role, we can also choose the Illusions line to add to our already chosen (assuming) Inspiration and Chaos.
Illusions Minor:
- Illusionist’s Celerity: Reduces recharge of illusion-summoning skills by 20%.
Illusions Adept:
- Persistence of Memory: When a phantasm shatters all phantasm skills have their recharge reduced by 2 seconds.
Illusions Master:
- Shattered Strength: Gain 1 stack of might for 10 seconds per illusion when you use a shatter skill.
Illusions Grandmaster:
- Master of Fragmentation: Enhances the effect of shatter skills. Mind Wrack has a 10% increased critical hit chance. Cry of Frustration inflicts cripple for 3 seconds on struck foes. Diversion hits up to 5 targets. Distortion reflects projectiles.
I ignored the Phantasmal Haste from the spoilers just to focus on shattering.
The Persistence of Memory help us get our phantasm back up quickly and with the Illusionist’s Celerity, we don’t have to worry much about losing our phantasms and waiting for a long time to summon them again. Plus when we shatter, we give ourselves might as well as gain extra effects thanks to the Master of Fragmentation trait. We can inflict crippple, Diversion hits up to 5 targets, and the Distortion effect reflects, which the pre-specialization shatter builds can only obtain and virtually no one else.
But having gimmicky boonsharing shattering or extra effect isn’t the only option. For a more offensive role, we can add in the traditional shatter roots as well and the Domination line has that.
Domination Master:
- Shattered Concentration: Shatter skills remove 1 boon from foes they hit.
Domination Grandmaster:
- Mental Anguish: Shatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
Another problem phantasms face is that their “burst” comes in unpredictable (and sometimes unreliable) sustaining damage thanks to their attack speed. Now this gives us more reason to shatter. Not only we can strip boons from other people, we can also deal an extra 15% damage whenever we use a shatter skill. We don’t have to worry about the abysmal shatter damage from the pre-specialization build. With the Illusionary Persona and Phantasmal Strength as baseline, we can be more confident in shattering if we use those traits. Now the debate is no longer why phantasms can’t shatter. It’s now if we want to shatter, and when we do… when. If we shatter, we should make sure that our phantasm summoning is ready again and think about this: we have the burst from shatter and the powerful sustaining damage from phantasms.
We Can Support Our Teammates
The “support” of phantasm builds pre-specialization is that phantasms give out passive heailng. That’s not a good support if only one boon’s given out and that boon comes from a profession with terrible healing power. In other words, this support generally does not exist.
The support to other teammates we got are beautiful! Let’s start with what happens when we summon a phantasm using the post-specialization build. I won’t bother with Empowered Illusions and Persisting Images since I think they’re innate and not in the user’s will.
Inspiration Master:
- Protected Phantasms: Newly summoned phantasms gain distortion for 1 second. When you use a shatter skill, all illusions gain protection for 2 seconds.
Inspiration Grandmaster:
- llusionary Inspiration: Phantasms grant 3 seconds regeneration to allies near them every 3 seconds. If you have any boons when you summon a phantasm you cast Signet of Inspiration. This trait benefits from the recharge bonus provided by Blurred Inscriptions.
When we summon our phantasms, these things immediately come to play. Summoning a phantasm means that the Signet of Inspiration is casted to nearby allies. Protected Phantasms get distortion for 1 second, which gives them time to bring out a full attack. So whenever we have a bunch of boons we generated from ourselves or from other teammates, we can copy that back to the other teammates in return just by summoning a phantasm. I will assume that the Illusionary Inspiration has a ICD of 30 seconds, which is good. If there isn’t one, it’s better. xD
We can also cross the line by picking up the Chaos line instead of the Domination line to focus on the Prismatic Understanding. Using the elite invisibility skill with PU will give us 10 seconds to gather up as many boons as possible. Then summon a phantasm, proccing Illusionary Inspiration, which will distribute boons to nearby allies.
But boonsharing isn’t the only thing that benefits we have for supporting the teammates.
Domination Master:
- Blurred Inscriptions: Reduces recharge of signet skill by 20%. Gain distortion and remove 1 condition when you use a signet.
Inspiration Minor:
- Inspiring Distortion: Whenever you grant distortion to yourself, you also grant it to nearby allies for 1 second (5s ICD)
- Healing Prism: Each illusion you control grants you 100 healing power. Whenever you heal yourself, you heal nearby allies by a small amount.
These above, I coupled them together to explain better.
We already have the boonshare support from our previous spoilers. Now we can give out healing support and distortion to teammates. This means that using Signet of the Ether helps us a lot! That Signet will gives us distortion when we use it, plus a boosted 300+ healing power when we control 3 illusions. Not only that, when we heal, we also heal other teammates as well. When we gain distortion, we also give distortion to everyone else as well.
Now I didn’t mention the Illusionary Inspiration and Signet of Inspiration because I don’t know if the Illusionary Inspiration proccing Signet of Inspiration will also trigger the Blurred Inscriptions, which in turn will proc the Inspiring Distortion. If it does, you’ve already seen how good it would be!
So let’s review the buffs we got related to phantasms and things that can help our phantasm builds to a greater height! Also I’m going to copy ChaosArchangel’s writing style when he defined the future of Lockdown builds… I’m not regretting this! Just to let you know, this will focus on PvP. When I make a proper phantasm guide, I will extend it to WvW and PvE (including dungeons).
_______________________________________________________
Pre-Specialization Phantasm Builds
There are two ways to build into phantasms. Both are great in 1v1, but terrible in the meta game due to the lack of team support and we are very limited in using shatter skills.
http://gw2skills.net/editor/?fhAQBYkUDBlfXTyBBK9HhA
http://gw2skills.net/editor/?fhAQBgEVD5sNfiuukKQJ7A
Things to note on these two:
- I left out the weapons, utility skills, runes, sigils, and armor stats to focus only on the traits, since I think they’re the important part of what we’ll be discussing.
- The master trait in the Dueling line is left blank due to that choosing Deceptive Evation (Dueling X in the Pre-Specialization) or not choosing it doesn’t really affect the entire phantasm build and gameplay as whole.
They are super well made because the mesmer only needs to focus on surviving. However, they’re terrible in the meta game because of their terrible support to the rest of the team. The wrong assumption about phantasm builds is that they’re terrible. The correct assumption one should make about phantasm builds in the pre-specialization state is that they’re incredibly selfish and teamfights as a whole are NOT meant to have selfish… types in a fight.
It’s the reason why the power shatter pre-specialization builds and by a lesser extent, the lockdown build, is in the meta because they can support the team with high damage, boonstrips, and in the case for lockdown, immobilization and crowd control. Phantasm builds in this state cannot! We can lazily deal high damage, but outside of that we have nothing to bring to the table.
And I WON’T go to other problems phantasm builds face in other environments like WvW and PvE! There are numerous of others that make a mesmer’s experience undermining.
But this all changes!
_________________________________________________
Post-Specialization Phantasm Builds
The new specialization traits bring in new and fresh power ups to all the mesmer builds. Shatter builds now have a versatile way to deal high damage to enemies. Lockdown builds are now more volatile to enemies than ever. Prismatic Understanding builds can make a comeback since now that this GM trait doubles the stealth duration. Condition builds are deadlier because they have different ways to deal conditions and are not limited to Torment and Confusion.
And then we have phantasm.
Before, those two builds that I linked above were technically the only viable ways to become as good as the other mesmer builds. Now with the Inspiration rework, the Phantasmal Strength becoming baseline, and other buffs, the specialization traits now allows us to do what we cannot do before: support other teammates and shatter. Yes, shatter. I’ll get more into that why.
http://dulfy.net/gw2traits#build=AgMBpAJsBPg~
This would be my new build. I might even move away from a shatter build back to my phantasm build roots. It’s really exciting imo and now phantasms can do what they couldn’t do before: support the team. They can support with distortion everytime a signet’s proc’d and the GM for Inspiration will give extra boon support to the team.
Yes, we cannot shatter but this doesn’t mean that phantasm builds can’t shatter anymore! I can make up builds that allow phantasm users to shatter without penalty. And this is without the Chronomancer line.
I don’t really see it as a nerf, rather than we get an extra condition attack (the strongest one now) cause we already can get confusions from the Pistol crit chances and shatter attacks. It’s… really super awesome!
I think many will ignore it because of the lukewarm reception of the personal story. But for those that have a degree of appreciation of the PS, I’m in the part where you choose your preferred order. I’m playing as a male mesmer asura btw.
Reasons to go Priory:
- My 1st character’s part of the Priory
- The Personal Story instance where the Priory asura scholar hosts a press conference is better than the instance story of choosing the Whispers (it’s where you kill Rakt)
Reasons to go Whispers:
- Tybalt. Just Tybalt.
- It’s interesting to know which NPC’s reveal to you that they’re part of the Order
So for those who listen, which of the two orders did you choose and why? BTW: I didn’t choose Vigil cause it’s the least interesting for me, pertaining to my male mesmer asura.
I’ll answer as a Phantasm mesmer and a Power shatter mesmer:
For me as a phantasm mesmer, I have the most trouble against warriors and guardians. Warriors, especially those ham/bow ones stun me a lot and the DPS meditation guardians will kill me quickly before I get out my necessary phantasms to fight back. My build’s 4/6/0/0/4. Ironically, I have no problems against AoE opponents like the engi and elementalist. Usually my answer would be to stay back and let my phantasms do the work. They kill it, spawn them again.
As a power shatter mesmer, going against theives is bad. No need for explanation there. My build’s 4/4/0/0/6.
So if LS2 does assume, do those characters call the future character I might create “the Scarlet killer” or not?
Plus (and this is more to your preference), the character I’m going to delete has 80% map completion. Would you mind or would you not mind if you delete your character that has an 80% map completion?
Engineer is apparently getting an aoe [Polymorph Moa] a signature power of the Mesmer.
Hmm… I’m not going to complain that a bit. For now, it just feels indifferent.
Other classes now generate Chaos Armor, once the sole province of Mesmer.
I feel like even if we’re the only class with only the Ethereal Field and any thing to proc Chaos Armor, we’d be limited on our choice of methods. Very bad blast finishers and the leap feels lackluster at best. Plus Chaos Armor doens’t always help in some situations.
Other classes now generate confusion better than Mesmer can. R.I.P. another unique power of Mesmer.
Actually, I think the mesmer can do the best confusion than the other classes now. But remember while we have good confusion, our class also has the deadliest means to bring tons of Torment into other players. No other, not even the necromancer, can inflict Torment as much as we can.
I think that ANET is “generating content” by thoroughly watering down the individual classes and distributing the traits to other classes.
This shows basic laziness and a very low level of respect for any RP quality of a given class. I don’t want a game in which the classes are basically the same, differing only in minor detail.
I’ll have to disagree. They haven’t been lazy and they always strive to keep their customers and loyal fans of the game satisfied 110 percent. I mean the difference between LS1 and LS2 has been substantial. Not only that but we got two new regions for free and soon we will have a new expansion that may have 3-5 maps, each with 3 different layers. I bet it’ll be mind boggling to see what they did when HoT comes out.
Now for how the classes might not be different as any other anymore, again I’ll disagree. Even with other classes doing a few stuff other classes would be normally doing, there’s a lot of things that differ with them. A mesmer will not get the elementalist’s 4 attunements, the ranger will never get the guardian’s virtues, and the necromancer will never have initiatives. Plus I think it’ll be near to impossible to do that, because skills and traits are tied to their respective class’ core mechanic.
Plus a final addition, if what you said is true… I’m willing to sacrifice it in order for the mesmer class to rise to prominence again!
So I’m a very picky person that wants to change one of my characters because I want a different part of the Personal Story than the one I have. I decide to ask here cause it’d be stupid to ask anywhere else lol
Anyways, if I do create a character, would that character have been assumed to have done the entire LS Season 1? Or at the least slain Scarlet Briar? Or would the “lore” that the new character created didn’t participate in any of the LS1? (Hopefully you understand THIS question)
Also if at least one of my characters has done the entire Living Story Season 2, is it unlocked for all my characters? Even if I delete that character that has done the entire thign?
Let me try my best to explain why each of those builds do wonder agaisnt thieves in general. I don’t really care if I’m overdoing it, but I like to give the full thing (from me, as best as possible) as much as I can!
DISCLAIMER: Much of my arguement is still speculative and is subjected to correction. In other words, I don’t know much about mesmer vs thief gameplay.
Know that the core mechanic for thieves is to quickly take down enemies and then find some other poor lost soul for them to take out, Assassin’s Creed style. Essentially it’s why thieves have lots of good stealth, powerful bursts, and unique ways to dodge potentially fatal attacks from enemies. While this makes them formidable foes, they can’t stay in a prolonged fight. They are innately squishy and if the fight drags on (assuming no outside interruptions), the thief becomes vulnerable each moment.
From what I understood from my matches, thieves trump over Power Shatter mesmers because they can simply evade the frequent 10 second spike bursts. Not only that, but in this partcular fight, mesmers don’t have a lot of defense agaisnt a thief and this sentence is just the blurb of it. Thieves can infamously reset fights if they want to with their stealth and then come back to restart and win this time. A Power Shatter mesmer’s defense (shatter invulerability and 2 stealth skills) don’t amount enough for us to take them on at equal footing.
These builds help out to beat up thieves 1v1:
Prismatic Understanding Condition – Mesmers have stealth too! Only this time we get 60% chance of defensive boons and a buttload of stealth! In this build, a mesmer’s 3-4 stealth (max if taking Torch 4, Decoy, Veil (it’s the line stealth), and Mass Invisibility) is a significant amount to a thief’s 2 stealth skills. Even though one’s a healing/prolonged stealth utility skill for a thief, a mesmer can simply pop in and out of stealth while being defensive and inflicting conditions. And conditions are sustained damage attacks which the thieves can’t handle neatly. I’ll get to the sustained damage part later. The stealth isn’t the only defensive part for the PU Condi. Staff skills give Chaos Armor and the Scepter skills give defensive blocks. With these, you give no leeway for thieves to use their coup de grace.
Shatter Condition – Now with Maim the Disillusioned, we’ve become the masters of Torment. Thieves pride themselves in moving around the battlefield like a maniac. If we give them a condition that doubles the damage because they move, then their core mechanic is under threat. Unlike power shatter, where they rely on a single powerful burst, shatter effects are consistenly sustaining damage. Plus unlike power shatter, we gain block skills and an extra stealth skill to guard ourselves against them, assuming Scepter and Torch. The Staff skills help because they give out conditions and a good niche of Chaos Armor. It’s a more offensive version unlike the PU build, but an equally potent one.
Lockdown – If a thief can’t do anything, it’s a sucky thief. And this is what our lockdown has an advantage against thieves in general. We have 5 lockdown skills: 2 from our weapon sets, 2 from our mantra, and 1 from our shatter. That’s more than enough for us to interrupt the thief and make them truly vulnerable. Our best defense against bursty thief, in this particular build, is also a full on offense. If one traits Chaotic Interruption, we not only root them but give out another condtion where they can’t maneuver much. With these, they become sitting ducks if they’re not careful. What not better way to do than to make sure that their skill sets useless like fish?
Power Phantasm – The classic phantasm and the reason I love using this build against thieves. This is the reciprocal to the Power Shatter, but our ‘burst’ damage comes from our phantasms. The key tactic to a phantasm user is to let our phantasms do the work and we just fend for themselves. A ‘Pure Phantasm’ build, which has Sword+Sword/Scepter+Pistol, has the two most powerful phantasms in the mesmer kitten nal, 2 blocks from each weapon set, and other fun utilities that we can use to counterattack. A ‘Offensive Version’ helps as the phantasms do damage and we can dodge roll/stealth whatever we want. If the thief attempts to restart the fight, the phantasms will be there waiting.
If I didn’t explain well, I understand. Much of it’s a summarized blurb of why these things are good against thieves.
The way I saw it was that chronophantasma, since its shattering the butterfly tell around the phantasms, means that the butterflys would be shattered and the phantasms would just stay there, they wouldn’t respawn or reset their CD for their attacks (please correct me if I’m wrong about this).
You also have to predict that the butterfly effect will put a huge tell on the phantasms that the mesmer is likely going to shatter them, so that could make things easier to dodge for the enemy.
I like that. The butterflies should move to shatter close to the target just like how the illusions run to shatter at their target. The butterflies move but the phantasms stay. This solves:
- the unnecessary burst that can happen when the phantasms run towards the target. They shatter and then respawn on the spot they were shattered, which can bring in too much burst against the target, or
- fail to make the extremely powerful burst and be killed once thier invulnerablity ends.
Both ways are bad in terms of balance and if the devs do think of this, they can bring better consistency to phantasm play, shatter, and not errenously tip any balance.
Not many people talk about the full implications of Chronophantasma for phantasm builds. There’s a thread I made, which I couldn’t find, that attempts to detail why Chronophantasma does well in phantasm builds in PvP and possibly PvE and WvW (though I went more on the PvP side).
Or maybe I’ve been ignorant about it, people answered it already and that this grandmaster trait only works well for shatter builds. But I want to think of the possible things using Chronophantasma and I tried to incorporate the main phantasm build (post HoT) with shatter mechanics.
So the main thing is: What are the pros and cons of Chronophantasma for phantasm builds in PvE/PvP/WvW? Does the pros outweight the cons? If you also want to add pros and cons of this trait for shatter builds, that’s great too.
Here’s my arguement.
Advantages:
- ability to shatter
- opportunities for instant burst, which normal phantasm builds lack
- Chronophantasma with Protected Phantasms give invulnerability upon resummon as a result of a shatter attack
Disadvantages:
- shatter and phantasm (attempts to fuse them) are like repelling magnets
- Deceptive Evasion is used for shatter buids, but detrimental when having 3 phantasms out
- poor synergy between traits as one person calls it, you’re just “choosing the least bad option”
(In all honesty, the arguement’s hastily made but I’m still sticking to that it gives a nice boost for phantasm builds.)
(edited by Titus.2085)
I am a phantasm user and so here’s my initial thought on this:
1) This might be too powerful for my taste. Sword 2 is around a 10 second cooldown, which means you’re asking that phantasms have invulnerability for every 10 seconds.
2) We already have that (in a weird sense). It’s already called Illusionary Inspiration, but that requires a phantasm summoning. This trait will come out when the specialization trait system is implemented in the system. Basically, when we summon a phantasm, we automatically cast Signet of Inspiration, spreading around the boons to nearby allies. Note that living party members will be a first priority before pets (this includes illusions and phantasms).
3) Ehh… I’m not worried about the Guardian shield skills.
In the off chance, only one can be doing condi-spec in a dugeon team. Sadly, other classes can do it better.
Now this build can’t be well used. Guild Wars 2 breaks the MMO tradition of the so-called “Holy Trinity” of builds: DPS, support, and tank. Thing is about Guild Wars 2 is the evasiveness. This game gives the ability to evade, a skill that allows a momentarily invulnerability. This and other skills/traits that self sustains a person, makes the support role and tank role obsolete (there’s actually more reasons for it). This makes the DPS role the only reasonable role for anyone and generally meta in the PvE section of the game. This build can work in other modes like WvW and PvP, but not in this type of environment.
- WoodenPotatoes makes a more detailed reason which outlines why the “Holy Trinity” MMO doesn’t work in this game.
(edited by Titus.2085)
Then there’s two that I recommend:
- Standard Phantasm: http://gw2skills.net/editor/?fhAQNAR8alknpMtFpxVNUrRiqxc2nGCddRqAKZHbD-TBCBwAGV+JRJI29Hwp+DgnAQKdDJM/F4iAAA-e
This relies on your phantasms to deal damage while your only concern is to dodge/block/tank attacks. Very simple mechanic and it’s a core one in PvE. This allows you for extra room to choose whether to keep surviving attacks and/or look for opportunities for you (yourself) to deal damage. If a phantasm dies, just summon anohter one. Not much to explain as your role in this standard build is to survive while your illusions do the work. This is the build that I currently main at.
This focuses more on relying on your unspent use of Mantras to buff up your damage. The Harmonious Mantras (Dueling XI) allows you 3 uses of any mantra, the Empowering Mantras (Domination XI) gives you a 4% increased damage for each readied mantra. Note that this doesn’t affect illusions and the number of charges left in a mantra doens’t matter. But having 4 readied mantras (or 3) can give you an increased 12-16 percent increase in damage. The Compounding Power (Illusions III) give 3% increased damage per illusion. So at its most potential, you can have a total of 25% increased damage at a certain time.
These are BUT a skeleton for you to mess around and see fit which makes sense to you. If, for example, the Illusions III isn’t your choice, find another trait that makes sense to you and stick to it.
(edited by Titus.2085)
Hey Lucky!
I recommend the standard phantasm build for beginners and the clone death. Officially, the clone death is the one I started when I first started PvP.
Phantasms isn’t well sought out in top play PvP, but it will be a good start and in many other matches, it will be enough and can play well. If you do seek out being on top, at some point (I will emphasize this) you have to grow out of phantasms and start learning the shatter mechanics. Even I, who officially aligns himself as phantasm user, used more of interrupt and standard shatter.
A mesmer’s survivability doesn’t come from its innate stats like toughness and vitality. It’s from its useful skills that make a mesmer durable and powerful. For example, the Sword skill 2 gives invulnerability for a short time. Feedback is another skill that renders all enemy projectiles useless (it’s this skill that gives Mesmers a lot of credit).
It’s better off that you go “glass-cannon” in this game. The game is primed for it; it breaks the MMO trio (support, tank, DPS). Going full on DPS won’t hurt you more than going tank, but you will benefit more as a DPS.
So lemme reply to both of you without all the quotes caues both look too long for me to quote! Haha!
First and foremost, I should have said that the build is PvP heavy. Both the arguements from you guys hold a lot of merit if it’s applied in the PvE environment, which I think is the most dominant out of the three (speculation btw). Phantasms can die easily to AoE, especially when at melee range of the opponents. PvE wise, I think it’s better to follow what Krispera said and use her specialization build. Mine’s very simmilar to it as well in the PvE environment.
On a PvP perspective, I’m very optimistic that this build can work because now it gives phantasm mesmers more fluidity in fights. Plus the burst becomes concentrated at the shatter because the phantasms rush quickly, shatter, then respawn to unleash their attacks again given that the opponent fails to dodge.
WvW, I have little to no say in it. I don’t do much of WvW except for finding and taking on 1v1 fights.
You’re risking by using CP (Chronophantasma), because your phantasms will go in a melee range where AoE and cleaves kill your phantasms. Most of phantasms are at range when they finish their animation, except Defender, Desenchanter (depends) and Warden. Berserker and Swordman are in mid range and can, sometimes, be in a safe spot. Warlock and Duelist are at range.
Now, your phantasms or clones need to not die before shatter and if they do, your trait is useless. If they didn’t kill your phantasms yet, they are now in melee range and at mercy of AoE and cleaves. That’s why I believe the trait is superior to a shatter mesmer than a phantasm mesmer.
Depending of your weapon/phantasm choices (Warlock, Duelist), the trait is not good. I will try Chronophantasma trait for sure, but I’m not sold yet. Yes, it gives you an opportunity to do more damage, but at what cost ? I believe they won’t let your duelists/phantasms fire a second time after just shattering it. Just thinking at the spike : phantasm attack, shatter, phantasm attack. It’s making traits like Phantasmal Haste and Alacrity useless. If it stays the same (attacking after shatter), I will of course use it.
As for me, I will go Domination/Dueling/Inspiration for pure raw damage. If I want to do a more support oriented phantasm, I’ll go Domination/Chaos/Inspiration. Chaos and Inspiration works well together, they have traits synergy (Perma regen and protection, Chaotic Persistence + Illusionary Inspiration)
You’re right about that. They immediately respawn at the opponent’s melee range, which leaves them vulnerable. The goal of a phantasm mesmer is to keep the phantasms alive for them to deal damage while you can fend yourself and/or deal damage as well. While going Domination/Dueling/Inspiration is an equally good choice, I would have to argue that Chronophantasma helps for phantasm mesmers nicely. The potential problem in a traditional phantasm mesmer is two things:
- They can’t use their shatter skills. It feels restrictive sometimes.
- The total amount of DPS a phantasm mesmer deals is equal to a burst from any other class, but it’s spread out. And that can a problem.
Now those problems aren’t always a nuincanse, but there will be cases where phantasm users are outright at a disadvantage because of the two. The burst (especially in PvP since I’m going to refer to it a lot) from a phantasm mesmer is “spread” out sort to say. Any other “bursts” from other classes happen at an instantaneous moment. The phantasm burst is spread out because the attack speed varies from the mesmer itself to the various phantasms with their varius attack speeds and DPS. This results in a slow attrition fight, which I don’t think a mesmer should be in because how innately vulnerable it is.
Chronophantasma solves that. The first is that it frees phantasm users to shatter into any of the special shatter skills it wants to. The second is that even though the respawned phantasms are now vulnerable, the build I have solves much of the problems of trying to summon it again. In the case that they destroy my phantasms at melee after the attempted shatter, my cooldowns from my Alacrity, the Persistence of Memory (Illusions II), and the Illusionists Celerity (Illusions adept trait) helps reduce the cooldown by a significant amount. Soon you can respawn the phantasms again, proccing the benefits from the Inspiration lines.
(edited by Titus.2085)
Why would you take Compounding Celerity when you have 25% perma-speed from Chrono? I think I would much rather have Warden’s Feedback or most likely Restorative Illusions for a heal-on-shatter.
I haven’t made much thought about that line but I actually like that option better than the Compounding Celerity. As for Warden’s Feedback, I’m not keen on taking that. I think that the Phantasmal Warden (PvP) is terrible since it needs to be stationary.