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[Guide] Staff Elementalist sPvP Guide

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Posted by: chaosmike.8405

chaosmike.8405

Hey so I’m a returning player who left a little before HoT came out. Back then ele’s were at their prime! but they don’t seem so popular anymore.

I’m trying to understand why the S/F build is the most popular one now. I recall back in the day S/F was the weakest weapon set, unless u were zerk fresh air. I tried running the popular auramancer build with S/F and it just felt lackluster to me. Maybe i wasnt playing it to its fullest potential, idk

I’m currently running mender staff tempest with max water, evasive arcana (great with staff for that earth dodge blast finisher). Granted I’ve been running it in unranked, but it’s been doing pretty well so far. The new overloads, especially air and fire help support your damage output.
Staff ele has a lot of great options. AoE CC with air 5 and earth 4. AoE heals and condi cleanse. nice single CC with air 3 and earth 5 to help with node capture.

I understand that not all their spells hit, but i feel like people are vastly underestimating the power of area denial, especially in a node capture playstyle.

Dilemma, I'm fed up of deciding! Help Me!

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Posted by: chaosmike.8405

chaosmike.8405

ele and engi (not turret) imo. Especially their more standard builds. Both are good at 1v1 and can survive well 1v2. Both have some access to speed and have ways of escaping fights. And both can support mid and can even tank if the the primary tank goes down.

Actually warrior would fit too, they’re just not as supportive.

Celestial Mesmers?

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Posted by: chaosmike.8405

chaosmike.8405

Celestial is not even remotely viable on Mesmer because Mesmer has no reasonable way to stack might.

Celestial on its own is lowish condition damage and power, producing a build with no offensive teeth at all. Celestial when running with 20-25 stacks of might, however, suddenly has highish condition damage and power, producing a build with good offense of all types, along with reasonable defense, a very strong build.

Mesmer can’t stack might, therefor Mesmer can’t use celestial.

While might stacking is a good reason, it’s not necessarily true.

Example: I run a mean celest staff ele. I can hold 1v2s and sometimes down one of the enemies. Yet I have little to no might stacking. I only get 1 stack from fire attunement, and an occasional 3 stacks from a lone blast in a fire field. I rarely have more than 5-6 stacks of might at a time (unless there’s a bunker guard :P ).

The reason why celest is so effective is because the huge variety of skills and functionalities on ele. The few condis i have are very damaging: burn and 6 stacks of bleeding on churning earth. That kitten hurts with some condi damage. And a lot of of my skills naturally have high flat damage, like meteor shower. Finally, the additional healing power helps with all my water traits, and makes me quite resilient with the added toughness and vitality.

Celest works on ele cuz it can take advantage of all the stats. Warrior and guard are similar in that sense.

Mesmer doesn’t have a huge variety of skills. A lot of them are control effects with low damage or clone summons which are NOT boosted by any stat. Examples are phase retreat, chaos armor, iWave, iLeap, focus curtain, pistol stun, decoy, blink, portal, etc. With so many skills that are unaffected by celest stat boosts, it just isn’t worth it.

PU getting nerfed Sep 9th

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Posted by: chaosmike.8405

chaosmike.8405

lol what is everyone crying about?

The PU nerf was hardly a nerf. It only sucks because you won’t get aegis as frequently anymore. But swiftness and might are nice too. The only issue I have with this is that the might should last at least 10sec, not 3…

As for clone death, really? First of all, if you’re relying on clone death for your damage, that is a terribly bad AND passive strategy. It makes 100% sense for the death attacks to be avoidable, allowing for more counterplay.

Think about it this way: now a clone death can soak up a blind or aegis, allowing you to hit with phantasms or some other more important skill. It can even force an evade. I think this adds more strategic depth.

Overall, I think these nerfs were warranted especially considering the buffs to scepter and staff clones. My only question is: when they say clone deaths can be blinded, does that mean that it’ll miss if you or blinded, or if that clone is blinded?

New Mimic. Will you run it?

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Posted by: chaosmike.8405

chaosmike.8405

Nope, terrible change. At least it was somewhat creative before. Now it’s just a boring effect that will be overshadowed by Arcane Thievery.

I had a different idea of how Mimic could work.

“This skill is replaced with the next skill you use for 10/5 seconds” (2 second channel) (60 second cool down)

Now whether it should copy elite skills or heal skills which might make it OP is still a mystery but would be cool to get double chaos storms or three phantasms if combo’d with Signet of the Ether.

I think it would give the Mesmer an awesome buff. CAN YOU IMAGINE DOUBLE NULL FIELD XD!

edit: Sort of like how Arcane Echo worked in Guild Wars 1

I actually think this is a fun/creative idea! Probably would need to exclude healing/elites but yea. sounds fun and I’d definitely try it out.

Forest of Niflhel kill stealing

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Posted by: chaosmike.8405

chaosmike.8405

Question: Does the last “hit” include Svanir/Chieftain dying due to conditions? Or must be an actual weapon hit that does him in?

Whomever is the source of the damage which drops the boss below 0 health is considered to have made the last hit. This includes condition ticks, minions, retal, etc…

ok…what if both teams apply bleeding to the monster and it dies from bleeding ticks?

I like the intense strat behind it, but sometimes I feel that the result could be a big load of bs. Like if ur about to get the last hit but then an opponents burning procs or some crap like that.

Mesmer Poll: Scepter Auto-Attack Torment

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Posted by: chaosmike.8405

chaosmike.8405

No. This will result in a perma 5+ torment on the enemy.

The scepter changes should have just sped up the AA and should have made #2 and #3 more reliable. At this point, a mesmer won’t even have a reason to use his other scepter skills because he can have more reliable condition dmg just using scepter AA.

( Videos) Lockdown Mesmer in the Mists

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Posted by: chaosmike.8405

chaosmike.8405

i understand that interupts are strong.. but are the traits strong enough to build your whole build around it? is an imob and a chill / blind that important over something else? if they are already interupted and dazed is them being stunned/imob instead of just dazed going to be the fight turning moment. im in no way saying disables/interupts are not good.. but wouldnt it be a better choice to just run the interupts and not go so deep into making it the central focus of the entire build?

This was my exact line of thinking before I tried it out for myself. Truth is, the immob really is amazing and is one of the best ways to increase memser’s dps. Phantasms can connect better and more importantly, shatters can hit. I find that I spike much more reliably with this than a shatter build because my enemy is rooted in place (and then I extend that immob with sword, hehehe).

I have tried the build with some success over the last days in soloQ-the skill cap is high, and I do have some questions.

When I am facing a 1v1, I just cant seem to put out enough dmg with staff/sw+focus. especially against bunker/DD hybrid warriors and guardians Im having a hard time, since I try to play half-melee range and still cant seem to put out enough pressure. What I always try to do is “curtain-warden-curtain pull at half warden cast-ileap swap-blurred-weapon swap-chaos storm-warlock”
But even this combo doesnt seem to put enough pressure on my enemies. I tried to switch to GS instead of staff, but then I have even less room for mistakes and am thief-fodder again.

Any advice?

I’ll admit that sometimes it does take too long to bring those builds down. I eventually win the 1v1, but sometimes it takes so long that another enemy comes in and overwhelms me. Your dps is really hampered if you can’t get those interrupts in, and it’s hard to interrupt warriors and d/d eles with their short casttimes and passive heals.
One thing I did notice in your chain is lack of shatters. My style usually involves pressuring the enemy with phantasms, then chain dazing, followed by a b-frenzy shatter combo.
so for example, after phantasms and some AA, I would use Chaos Storm or Diversion to daze lock them. Then I quickly summon more clones and use sword #3 —>#2 and shatter. That usually deals a real nice chunk of hp.
If they’re still hanging in there, pressure them until mind wrack is half way off CD, then repeat with the other daze skill u didnt use.

FINALLY I-LEAP~

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Posted by: chaosmike.8405

chaosmike.8405

best part of all the mesmer changes imo

Skill Bar: Patch Notes (Updated)

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Posted by: chaosmike.8405

chaosmike.8405

eh most of these changes are meh, imo. The only thing I was truly excited about was the improvement to iLeap and offensive mantras and iElasticity.

scepter: people are overreacting. its 2 sec of torment from clones. big whoop. I would have rather had #3 reworked (shorter windup) than condis on AA.

GS #3 buff was really boring lol. I was hoping for some kind of functionality change, not just dmg and bigger radius. WHERES MAI BLAST FINISHER?

but mostly I’m just bummed that they didn’t tackle on other useless GM traits. hopefully that’ll be addressed somewhere.

( Videos) Lockdown Mesmer in the Mists

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Posted by: chaosmike.8405

chaosmike.8405

err that’s def not what I’m running, at least.

http://en.gw2skills.net/editor/?fhAQNAsdWlknpMt1oxUNcrNipxY6biJHSGQDlMkxB-TJxHwADeCAq2fAwpAQZZAA

you can play around with runes/sigils (havent found my fav combination yet)

Main hand Pistol!

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Posted by: chaosmike.8405

chaosmike.8405

You need to add an defense skill.

All mesmer main hand weapons have these elements

A defense skill, clone generation, special utility and attack.

Main hand sword
special utility is boon removal
defensive and attack skill is 2
3 is just a mandatory melee gap closure and clone generation

Specter
1-2 chain is attack
1-3 is clone generation
2 defense
Special utility is confusion, I guess.

2 weapons hardly set a rule. And as xev said, stealth is pretty defensive (especially with PU). Stealth is more defensive than confusion is utility anyway :p

His #2 is already defensive – clone + stealth. Although I have no faith that these ideas will ever be implemented, I think chaosmike’s suggestions are perfect.

yay but yea, it doesn’t seem like they’ll ever add additional weapons…

#3: Blast finisher? How about the mesmer spins their gun and fires upward. Right after, a purple, ethereal effect lands on the target for large AoE damage. I’m thinking the blast could look like that particle stomp in pvp, but more smoothed out, and pinkish-purple of course.

Make it a giant purple butterfly… PLEASE DO IT! DO IT! DO IT!!!1111!!11!

WISH GRANTED! (if I were a dev, lolz)

Nerv Condition "Burning"?

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Posted by: chaosmike.8405

chaosmike.8405

I don’t think burning is op. The whole point of it is to be higher base dps, at the cost of not being able to stack like bleeding or have secondary effects like poison.

The issue is its ease of application.

Warrior: burning is not the issue. the issue is that its a 10sec field on 7sec CD that pulses burn, in addition to the burn combo projectiles.

Guard: lol no. Aside from blind, guards don’t apply any other condi consistently. I’m surprised guards are even being complained about for this lol

engi: more so an issue with balth runes having IP allow almost permanent burn.

ele: most of their burns have obvious tells.

( Videos) Lockdown Mesmer in the Mists

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Posted by: chaosmike.8405

chaosmike.8405

4/4/6 CI is by far my fav build of mesmer. I’ve been running with sword/focus and staff for quite a while…any other weapons you recommend? I guess I should try GS? I am finding trouble catching people who run away, where as GS would have brought them down. But at the same time I don’t wan to give up my staff skills :s

That immob tho. makes it so easy to hit shatters

Main hand Pistol!

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Posted by: chaosmike.8405

chaosmike.8405

I would love a MH pistol

One possibility could be a ride the bullet skill. To teleport you closer to an enemy and leaving a clone behind would free up a slot in the utility bar as you would not need blink so much plus it would speed us up in WVW

that sounds too close to sword imo. People want a ranged set, not a gap closer.

some ideas:

Auto: fire a butterfly purpley bullet. I say let’s add some mesmer-type fun to it. Mesmers lack swiftness, right? make it such that when fired, they gain a bit of swiftness, and when it connects, it does a short cripple. damage can be a bit lower to compensate.

#2: Mirage Shot. Fire a purple’y bullet. The animation could be something cool like having the mesmer shoot from behind their back (we could even call this skill Backfire, ho ho ho). If it hits, you stealth for 2 sec and a clone appears 400meters from your target, on the opposite side. So essentially your target would be in between you and your clone. I think that would be fun and confusing

#3: Blast finisher? How about the mesmer spins their gun and fires upward. Right after, a purple, ethereal effect lands on the target for large AoE damage. I’m thinking the blast could look like that particle stomp in pvp, but more smoothed out, and pinkish-purple of course.

Mesmer Balance in September Feature Patch

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Posted by: chaosmike.8405

chaosmike.8405

  • Disruptor’s is either: reworked to be worth a darn, or replaced
    .

Disruptor’s can be reworked to reset your heal on interrupt, would that make it worthwhile as grandmaster trait?

How about just heal you on interrupt? Anything less heal-y and id still never take.

Heal on interrupt is probably at best 2k per interrupts. Resetting heals on the other hand…imagine signet of the ether (resetting phantasms) or ether feast (5k+ heals). I’d say that outweigh your choice

EDIT: come to think about it, 2k per interrupt is a bit optimistic lol. Anyway if it is decent enough maybe mesmer can stay at the point a bit better? not saying they can bunker though lol.

I think 2k heal is fair. Considering that lockdown mesmers rarely even touch the inspiration line, there has to be enough incentive to go all the way down to the GM trait. It’ll reward players who can interrupt multiple foes with our weapon skills.

I mean warriors and guards get 2k heals from shouts/meditations, and they dont even have to pay attention with wats going on their screen to receive them.

Signet for 25% movement speed please!

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Posted by: chaosmike.8405

chaosmike.8405

focus with an increased swiftness rune?

but yea, aside from guardian, mesmers are the only others that don’t have a base movement speed trait/signet

Mesmer & Elementalist Preview This Friday

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Posted by: chaosmike.8405

chaosmike.8405

my 2 fav classes! Excited

Sword-Focus / Staff ... A Melee Set?

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Posted by: chaosmike.8405

chaosmike.8405

@chaosmike Have ya tried Runes of the Pack? Glorious with Focus and 30 Chaos.

Nope I’ll try it out!

But then there’s the tradeoff of having no form of ranged pressure, that was the reason Warlord and Supcutie had tried to push me towards the greatsword in the first place. We can cut someone down to half or less life almost instantly from 1200r with the GS before they even know we’re there, this swings most fights into our favor pretty quickly and forces the opponent into an uphill climb. If only staff had ONE decently damaging ranged attack (Warlock notwithstanding)…

wait how? Mirror Blade + shatter? lol

Sword-Focus / Staff ... A Melee Set?

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Posted by: chaosmike.8405

chaosmike.8405

This is almost the exact same build I run for lockdown (pretty much my fav build). The only difference is I run the trait in dueling that increases range of manipulations instead of blade training (for the longer tele).

I really like it, and yes, it does perform better in closer range. But that doesnt mean im in complete melee range. Ex: against warriors (i almost always beat them), i stay approximately at the range of a node. That way I can still hold the point while shutting him down.

But yes the closer range allows:

- phantasms to hit easier
- shatters to be more sudden
- more burst with sword #3 —> #2

Even though warden is meh, i still prefer focus for the utility in #4. It’s so easy to cap/decap points when you get them good with the pull followed by 2 sec immob. Plus the warden does take up a good amount of space in the node, so i wouldn’t say he’s useless. The synergy with immob allows him to hit more often anyway.

I’m still playing with runes/sigils though. Interesting choice will lyssa. I was running with pirate runes and the bird really added to my DPS. I just tried with travelers and i think its…ok.
Next time I’m gonna test Hoelbrak and see if I can take out null field for decoy.

I’m also running double energy sigils and no fire/air. I might change that (was using battle and generosity). However, i do think the dual energy sigils help A LOT.

(edited by chaosmike.8405)

Mesmer Balance in September Feature Patch

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Posted by: chaosmike.8405

chaosmike.8405

Mimics usefulness will def depending on cast time and CD. As of now, arcane thievery still sounds like a better option, especially against enemies like Lich Form, Ranger elite. I’d much rather rip the boon and gain theirs, rather than just the latter.

[PVP.. sorta ] Theorycrafting Mesmer-Style

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Posted by: chaosmike.8405

chaosmike.8405

@Chaosmike: I’ve run a couple different types of bunkerish Mesmer, and it can definitely work. In checking out your build, I’m wondering if Signet of Inspiration is really a good choice here. With so much phantasm focus, and with a bunkering intent, it looks to me like you’d be better off with Phantasmal Defender. Defender absorbs 50% of damage from all attacks from 5 nearby targets, protecting you AND your other phantasms (or other players), it also has a much larger HP pool than other phants. Also, I don’t think Blade Training is the best use of your trait points for your goal. I’m thinking Empowered Illusions (Dom III) or Chaotic Interruption (Chaos XI) would serve better. Empowered speaks for itself, Chaotic would help your phantasms deal more damage by immobilizing opponents in C-storm and with your curtain pull (compounding power may also be a decent choice). You may wanna give Runes of Mercy or Melandru a look too.

Heres a link to the variant of your build that I would run.
http://gw2skills.net/editor/?fhAQNAsdWnsISpa2hGWqBzaGB3IM9UT1pLnPLVAA-TpgRABAs/wnlBAA

I chose Medic’s Feedback over Glamour Cooldowns because Medic’s Feedback is on a low (10s) cooldown and can actually be really useful in a teamfight since you don’t actually have to fully revive someone, just tap a downed body, especially paired with runes of Mercy and maybeee Dazzling Glamours.

Thanks for the feedback chaos! My idea was to play bunker but also support the team with boons using sigil of inspiration. I haven’t played this set in a while but from what I remember, I wasn’t using the active portion of this skill much…

so maybe you’re right in that the phantasm that minimizes damage could actually be a more effective defensive option. I’m excited to try it out!

My idea with blade training was to be able to using b-frenzy every 10 sec…but you have a point that getting 1 trait just to reduce the CD of 1 skill by 2 sec is kinda wasteful.

rune of melandru is a good idea to help me out with my lack of condi removal and no stun breakers. knights is a decent ammy, but i’ve been thinking that maybe i should run something like soldiers or valkyre and use sigil of intelligence for the crits to proc vigor. What do you think of that? I don’t know how phantasms work with that. The other sigils could be Energy or Battle.

I didn’t envision this to be a semi-lockdown build, but it can definitely work with the weapons i current have that can easily proc interrupts.

Overall great ideas! ima try this out soon

edit: it’s also nice that i’m maxed out in inspiration and chaos, which gives me a nice amount of defensive stats (toughness, vit, healing, and boon duration)

Tips vs MM Necros? (s/tPvP)

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Posted by: chaosmike.8405

chaosmike.8405

fight AI with AI. If they’re gonna make u deal with minions, then instantly drop 2 phantasms on the necro while ur kiting their minions. lmao

Traits and Skills Discussion

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Posted by: chaosmike.8405

chaosmike.8405

Wastrel’s Punishment – something like “5-8% more damage vs vulnerable targets.” Synergies with the other dom minors and rewards you for successfully interrupting by further increasing damage after high vuln stacks.

Confusing Combatants – not only is this skill lackluster, but it doesn’t even make sense in this traitline. This should be an adept trait in illusions or something. Also bump the stacks to 2.

Confounding Suggestions – conflicting trait. Either have the stun chance increased to 100% or scrap that altogether and increase daze duration by 50% or even 75% (it’s a kitten GM anyway).

Chaotic Interruption – this skill is fine, but I like the suggestion of scraping the random conditions and always adding 2sec immob, 3 sec chill.

Dazzling Glamours – move this up to master and have glamours pulse blind, every 2 seconds. This would encourage mesmers to build around glamours and provides more usefulness for Blinding Beffudlement, which I would buff to 2 stacks of confusion.

Chaotic Revival: lol why? How about something interesting like “daze everyone in 360 degree radius for 1 sec when beginning to res an ally.”

retal demise: Give you and your ally 8-10sec of retal when reviving an ally. 60 sec CD. This could be a great counter to people trying to dps you down when you’re trying to res.

Imbued Diversion: like the AoE daze, but not GM worthy imo. I agree with whoever said to have it also reduce the CD of Diversion by 20%. This would give Diversion a total CD of 27.6 sec. Sounds OP, but you have to consider that most interrupt mesmers don’t even touch the illusion line, so they’ll have to choose between important traits like DE, CI, and remove boon on shatter in addition to this.


Mantras. I’ve played a dedicated mantra build. I agree that we should either:

1) have 3 charges per mantra baseline. In this case, the trait that adds an additional charge should be reworked because 4 charges is over the top.

or

2) have harmonious mantras reduce activation time of mantras by 1 sec or maybe 50% in addition to an extra charge. That would make it GM worthy.

Protected Mantras: provide 2-3 sec of stab while charging mantra in addition to toughness boost. Another interesting option could be to provide 3-5 sec of retal when charging.

I also agree with those who said all mantra effects should be AoE ( except maybe MoD).

Mesmer clone/invis abuse

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Posted by: chaosmike.8405

chaosmike.8405

-Various weapon skills produce clones, non of these skills are spammable as all have cd’s, the minimum of which you will see is treated staff phase retreat at about 5 sec, or if you let the mesmer sit back and auto attack you with scepter you will see a clone generated every third attack (but I’m sure you’re not talking about this, which never happens).

Actually, as far as I know, the minor illusion trait and weapon CD traits do NOT stack, so the lowest you can get phase retreat to is 8 sec CD.

Anyway, it’s clear the OP is not reading everyone’s answers. Not only is mesmer clone generation not spammable, but it requires us to use a dodge (one of the best defenses all classes have) in order to generate one.

Furthermore, clones are really only a threat when shattered, and these shatter skills have similar functionality to skills of other classes, EXCEPT ours requires clones to use.

Mesmer Buff Ideas

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Posted by: chaosmike.8405

chaosmike.8405

Rework mantras. Make them basically 3 charges. And the trait which increased their numbers previously, should make them stronger. Like healing mantra heal more (and % of heal for others in aoe), condi mantra strip more condis, stability mantra break stun from others and longer stability + vigor, distraction mantra stunning target, pain mantra more dmg, aoe, stripping boons.

And add elite mantra that launches target away. (force unleash)

Another idea, or rather bug fix: make phantasms and clones use our % dmg increase! Phantasm is MY attack, MY spell, why doesn’t it deal 10% more dmg? sigil says it increases MINE dmg and phantasm is obviously my dmg….

I like the mantra idea, although ur buffs to the trait are a bit much. Maybe something like 20% more effectiveness on pain and healing, 50% longer on daze/stab, and 1 addn condi removal?

And yea, I think it’s weird that phantasm don’t proc certain sigils. I noticed i also won’t get vigor on crit from phantasm attacks. Although i guess phantasms procing air/fire sigils might be too op in pvp lol

[PVP.. sorta ] Theorycrafting Mesmer-Style

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Posted by: chaosmike.8405

chaosmike.8405

Interesting topic and a good, quick analysis, Chaos.

Sadly, reading this just made me reconfirm to myself that so much of a mesmer build is predefined. As you said, 1/3 of your utility slots more or less must be Blink or Decoy. Another 1/3 must be a condi removal (unless you have Harmonious and Mender’s). That leaves us with 1 actually flexible utility slot.

As I have gotten more into a few other professions recently (mostly Guardian and Elementalist) I’ve realized that the build diversity is so tiny for mesmers. That’s the real shame of our profession, IMO.

Eh i disagree, at least in pvp. With Ele as my other main, Ele’s are almost always pigeonholed into cantrip utilities (and maybe arcane shield).

But yea, every other class has more options for utilities depending on the build. And the fact that mesmer has literally the worst options for condi removal forces us to go out of the way for traits/utilities to be self-sufficient.

On death trait only applies to clones. Except for dueling 25.

Oh shoot, didn’t notice that. Well I’d still be summoning clones via weapon skills. Otherwise, i’d just change it to the trait when u reduce incoming damage based on # of illusions out.

On another note, this build is great at guarding mid in Khyoto while enemy treb is firing thanks to b-frenzy lolol

(edited by chaosmike.8405)

[PVP.. sorta ] Theorycrafting Mesmer-Style

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Posted by: chaosmike.8405

chaosmike.8405

wait so can we post some of our ideas here? Either way, I have one so here it goes :P


I wanted to challenge people who’ve said a mesmer bunker is not viable. Obviously this probably wouldn’t work out well in tpvp but I had some success in soloq!

http://gw2skills.net/editor/?fhAQNAsdWnsISpa2hGGoBzaGB3IM5UzpTnPLZSAA-TZQ5AAQZAA

Essentially it works as a phantasm build but uses them for both offense and defense.

Offense:
- phantasm have 15% more damage and fury. Also bleed on crit. When killed, punishes foes with condis
- decent power, so pretty good damage with bFrenzy

Defense:
- phantasms have more health (50% from signet, 20% from trait) and have retal.
- focus skills reflect projectiles
- sword traited, more uptime of bFrenzy which = more evasion uptime
- vigor on crit
- gain prot when gaining regen
- defensive staff skills such as chaos armor, phase retreat

Team Support and Utility
- phantasm grant perma regen to nearby allies
- Bounti Interruption grants lots of boons, which synergies with Sig of Inspiration to share boons with allies
- glamours traited to keep higher uptime of nullfield for more group condi removal
- chaos storm provides boons to allies and debuffs foes

Still working on runes/sigils/ammy. Originally had knights ammy but celest may be better haha.

Why do you still play Mesmer?

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Posted by: chaosmike.8405

chaosmike.8405

I honestly think the gw2 mesmer is the realization of what arenanet wanted to do with the gw1 mesmer, but didn’t have the capacity to do it yet.

Mesmer is just the most fun and the most creative of the bunch. An illusionist that creates clones of himself, disappears, teleports, and then blows up his clones? awesome. lol

Also the mesmer has a certain finesse to it. Maybe that was ArenaNets intention after all with the mesmer: you have outwit your opponent to win. :P

[Feedback] State of the Mesmer

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Posted by: chaosmike.8405

chaosmike.8405

aha anet does this a lot…

confusion, clearly a mesmer condition, what do they do?

give warriors: http://wiki.guildwars2.com/wiki/Distracting_Strikes

aegis, clearly a guardian boon, what do they do?

give engineers: http://wiki.guildwars2.com/wiki/Armor_Mods

it’s kind of funny actually. at least necros are the masters of their own fear condition. And even that’s debatable because “fear me” is a more potent AoE fear skill. lol

Anas Tarcis' Perspective of Warrior Changes.

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Posted by: chaosmike.8405

chaosmike.8405

I was happy with the adrenaline changes but upset with the weapon changes.

hammer – untouched
longbow – untouched

You can’t really be serious. With the adrenaline changes, they will not be able to spam F1. Blind, evades, blocks will counter earthshakers.

Yea but the adrenaline change applies to all weapons. This doesn’t allow for more diversity in builds. Decreasing effectiveness of hammer and longbow would. All this change does is make all weapons collectively, slight worse.

In fact, longbow and hammer got the better end of the deal. Longbow will create the field regardless (I think), and earthshaker is still an AoE hit. If anything, axe was the only meta weapon hit hard by this change imo.

Anas Tarcis' Perspective of Warrior Changes.

in PvP

Posted by: chaosmike.8405

chaosmike.8405

I was happy with the adrenaline changes but upset with the weapon changes.

hammer – untouched
longbow – untouched

OP Ranger and War

in PvP

Posted by: chaosmike.8405

chaosmike.8405

In my experience:

Playing mesmer vs warrior 1on1, I tend to win because of clone/shatter pressure and interrupts. Yea he’s more resilient, but i can avoid all of his key skills.
In larger battles though, im screwed if a warrior catches me offguard. 1 eviscerate and bam -3/4 my life. Or I’m hit with 6 bleeding, 3sec immob, and 5 stacks of torment and I can’t do kitten cuz mesmers have no decent condi removal.
Of course this is different in a dedicated tpvp team with mates that can remove conds for u

Personally, I think ranger actually slightly counters mesmers. Either they play longbow and outkite them, or they run insane condi pressure, and again, mez dont have much vs condi

Mesmer Buff Ideas

in Mesmer

Posted by: chaosmike.8405

chaosmike.8405

- more accessible condi removal
- more effective, or at least more creative, healing skills
- improve elite skills:
*Mass Invis: lower cast time.
*Moa: make it unblockable.
*Time Warp: Decrease CD to something more reasonable, but also decrease duration to balance it out. Something like 8secs; 180s CD or 5 secs; 120s CD is more viable.

- iLeap: make it iPort. Same cast time, but the clone ports to the target, similarly to the thief’s Sword #2. This allows it to bypass the terrain issues, while also giving the mesmer more mobility and slipperyness.

- Sword #4 (iRiposte?): holy hell, the aftercast if the counter procs takes forever. I feel so vulnerable when that happens. Also reduce the cast time of the second part of the skill so that people could reliably interrupt with it.

- iMage: not sure how to fix this…perhaps increase the duration of confusion/retal?

- Mimic/Echo: more incentive for this skill? Perhaps have Echo double the damage/effect of the projectile absorbed?

Personally, I’m not a fan of the phantasm utility skills and think they should be scraped altogether lol. at least reduce their cast time to the weapon phantasms: 1 second.