Reserved for more guide/videos if I can ever figure out how to make them.
Reserved for more in-depth guide.
Gear:
This build is outside the normal “stack crit for bleeds” phantasm build in that it is drastically more survivable. As such you will be taking Soldier’s Amulet with a Soldier’s Jewel. This will give you a good amount of T and V but also a very nice chunk of power to increase your phantasms steady but not burst damage.
Runes = 6x Rune of Melandru. This will give you an extra 165 more toughness as well as giving you -25% condition duration and -30% stun duration. This is vital when dealing with condition builds because even running away and hiding won’t save you from a massive tick bleed.
Sigils: GS – Sigil of Superior Battle
MH Sword – Sigil of Superior Battle
OH Sword – Sigil of Superior Bloodlust
Spear – Sigil of Superior Battle
Trident – Sigil of Superior Battle
* The reason for the Sigils of Bloodlust is that you are going to be switching weapon sets pretty much as soon as they are able to be swapped to replace dead phantasms as well as for other reasons but mainly for the phantasms. This will give you a constant 6 stacks of might for an extra 210 power which will increase your own damage as well as your phantasms damage AS WELL AS your retaliation damage that they phantasms are doing.
* The Sigil of Superior Bloodlust is there for the extra 250 power once you kill 5 people but even just getting 5 stacks for a single kill is still an extra 50 power and that is nothing to shack a stick at.
Pros:
- Good sustainable damage over time.
- Retaliation damage on all phantasms at all times. This is a large source of this builds damage. Which phantasms receving my power and toughness not only do they last a pretty good length especially if they get a SoI pulse but their retaliation hits for around 365. Because a lot of attacks are short range AoE they will be taking a lot of retal hits. Staff eles and long bow rangers are a joke for this build. And yes the phantasms do last plenty long enough for their CDs to be back up.
- Crazy amounts of toughness and vitality to survive even against burst classes.
- A few interrupts that when used right can make things an easy win.
- You can run away and hide while the phantasms do everything. Or just run to the max distance of your GS and sniper then off from a far while they deal with your phantasms.
- Several ways to break target and stealth away.
- Catching up to enemies is made easier but crippling from iZerker and the increased movement speed from Compounding Celerity
Cons:
- No form of on call condition removal. Not that bad with the Runes of Melandru but condition builds can be annoying.
- Absolutely NO self-applying form of swiftness. This isn’t that bad. What I usually do for my team is I take the “home” or closest point and pretty much bunker on it. Depending on the map I can do other things as well such as killing the PvE mobs in Nifhel Forest or taking the concentration points in the Temple. Specifics will be addressed later on.
Basic Battle Strategy:
- Run with your GS out. Your iZerker is your farthest ranged summoning you have so you can cast it as soon as you can and then move on.
- Next summon the iDefender. You want to summon him at a distance to give him enough time to hit a pulse of the SoI so that he gets his health boost.
- Hit Mirror Blade and give your enemy 3 stacks of vulnerability and yourself or the closest phantasm 3 stacks of might (even though it does nothing ).
- Swap to sword and summon iSwordsman.
- Survive and replace phantasms when needed.
- You will want to interrupt certain moves and for this you have the daze on Counter Blade, Illusionary Wave on GS and the f3 shatter. Because this build takes all possible CD reductions for phantasms you can shatter pretty frequently and not have to worry about your phantasms being on cool down. Do not be afraid to shatter with this build.
- If you are in an area where you can like at the Henge in the Forest of Niflhel you should try you’re your hardest to stay behind something. If you are defending a spot you want to stay in the circle as much as possible but when attack and taking a point killing and then taking the circle is going to be the easier way for you to do it till you get more used to using your survival abilities.
*I will add in specifics on fighting the various classes/builds of those classes if people seem to take a liking to this build as I have. *
(edited by Hexxen.7216)
Inspiration 25:
Major Traits:
V- Persisting Images: Phantasms have 20% more health.
-Your main source of damage is from phantasms that have horrible low natural HP pools so this is very important for keeping them around long enough to do their thing.
VI- Compounding Celerity: Move faster for each active illusion.
- Many may find this not the greatest of traits since it doesn’t increase your backwards or strafing speeds but it does affect your forward speed which is important enough. You can summon phantasms without actually looking at the enemy if they are behind you as long as a “line of sight” would exist if you turned around. This means that if you need to run that you can summon phantasms on the pursuing enemy and thus run away faster. Because, this build also focuses on survival this helps in running behind obstacles to wait while your phantasms chip away at the enemy. I personally love this trait and wouldn’t change it for anything. Also, it helps immensely when chasing people down. Because of the range you have on your GS, you can be chasing someone and summon your iZerker and use Mirror Blade to get a clone out and now the enemy is crippled and you are moving 10% faster.
Minor Traits: (Only minor traits but are probably the core of any phantasm build)
-Vengeful Images: Grants retaliation to Phantasms.
- This is a constant retaliation. Because you are stacking power and your phantasms receive your power their retaliation damage will be top notch. And because you have two different ways to drop target and many auto attacks are AoE on top of outright AoE skills this will really give you a nice boost in damage.
-Phantasmal Healing: Phantasms grant regeneration to nearby allies:
- This includes other phantasms. Even though I am not stacking up the healing power like I said before regen is never something you would ever say “No, I am good.” to.
-Phantasmal Strength: Phantasms do 15% more damage.
- This stacks with Empowered Illusions to equal 30% damage increase. WOOT!!!!
Illusions 5:
Minor Trait: (Again minor trait but acts as a major factor)
-Illusionist Celerity: Illusion-summoning skills recharge 20% faster.
- This stacks with the weapon cool downs giving your iZerker and iSwordsmen a 40% CD reduction. Cannot express how important this is. This also gives your iDefender and Decoy a 20% CD reduction which is again AMAZING!!!!! Your phantasms will die but you will also want to be able to use them kittenters once in a while so being able to summon them out as fast as possible is a major strong point of this build.
Utility Skill Breakdown:
-Ether Feast: There are no other heals worth mentioning when running a phantasm build.
-Decoy: Reduced CD thanks to Illusionist Celerity. Can be used in a tight spot to give you heal time to CD, used to counter another stealth by stealthing a few seconds after they do, good way to break target and run behind something so the enemy is left with just your illusions.
-iDefender: Because this is a survivability build this is a no brainer. With the highest natural HP of any phantasm as well as taking half the damage dealt to surrounding allies including your other phantasms he is all around good. Thanks to a high toughness he lasts rather long as well and thanks to constant retaliation does nice damage to the enemy while allowing your more damaging phantasms to live longer.
-Signet of Illusions: even with the awkwardness of the 12s pulsing timer this is more good than it is bad. Because of a very high toughness that your phantasms have thanks to this build and the fact that the enemy will be targeted on you for the first few second of the fight your phantasms have more than enough time to get the pulse and receive their HP. I have never used this for the shatter recharge.
-Mass Invisibility: This is to break target but is also extremely useful in dealing with stealthing thieves. If your Illusionary Wave is on CD on your GS when the thief goes into shadow refuge you can use this to help with dealing with the incoming backstab. It is also a long enough invis to run a bit away and get behind something to make it harder for the enemy to find you.
This is the build I use for tPvP and sometimes hot join. This is my first major guide right up so I am sorry if I am wordy. Suggestions are always welcome.
This is a tanky version of a phantasm build: http://tinyurl.com/TankyPhantasm
Traits Breakdown:
Domination 20:
Major Traits:
III- Empowered Illusions: Illusions inflict 15% more damage.
- This is a pretty obvious choice for any phantasm build.
X- Greatsword Training: +50 power while wielding a GS. Reduces CDs by 20%.
- This is drastically important to this build. Even though iZerker has sporadic damage when fighting a single target the cripple he causes is very important. Also, the range on the GS is of great help when chasing an enemy of running into combat. The other advantage is the decreased CD of “Illusionary Wave”. This is simple a great ability and will be discussed more below.
Minor Traits:
-Illusion of Vulnerability: Inflict 5s of vulnerability when you interrupt a foe. This build has three forms of interrupts in the forms of GS’s “Illusionary Wave” which has a reduced CD, the f3 shatter and the second ability of the off-hand sword’s “Illusionary Riposte”. This trait just makes those three better by adding vulnerability.
-Dazzling: Inflicting daze also causes 5 stacks of vulnerability for 8s. You have two dazes with this build, f3 shatter and the off-hand sword’s “Counter Blade” (this is currently bugged and the counter blade skill doesn’t trigger Dazzling BUT Anet did say this coming patch would be focused on bug fixes so here is hoping this is included.
Dueling 10:
Major Trait:
IV- Blade Training: +50 precision while wielding a sword or spear. This isn’t really all that important for this build as I don’t use critical damage at all. This is for the CD of 20% on the sword and spear. This is simply an amazing trait since it covers two weapons. Mesmers are ridiculously strong in underwater combat and this just helps even more.
Minor Trait:
Critical Infusion: You won’t be critical hitting much so this is useless but is nice when you do get the eventual crit.
Chaos 10:
Major Trait:
IV- Illusionary Defense: 3% reduced damage for each illusion you have in the world. This build is about survival with sustainable damage with phantasms so you will always have three out nearly all the time so this is an amazing trait.
Minor Trait:
-Metaphysical Rejuvenation: Gain 10seconds of regen when your health reaches 75% (30cd) Pretty much regen is never something to shake a hat at.
(edited by Hexxen.7216)
You can’t have a manta that grants swiftness on a CD that is as low as MoP. MoP might not do a ton of damage but that isn’t why we use it. We use it in Mantra healing builds. Please don’t suggest they replace it cause what ever they give us will have a much higher CD and severally hurt a major support build that we can got.
3v1 is how I usually get beatn with my tanky phantasm mesmer in tPvP. When fighting other mesmers only phantasm mesmers give me an issue. I have played pretty much every major build for mesmer and know how to counter them. Bunker Guardians take a while to kill but if left alone I kill them but usually they can last long enough for someone else to come in. Bunker Rangers are probably the funnest fights though I would say its like 50/50 if I can beat them I have never played ranger though so I don’t know the class very well.
Bunker Eng are a joke. D/D eles are a joke.
The most annoying fight is for sure against Condition Necros with those giant staff marks they do. Even with 70% HP bonus if my signet goes off the necro usually can take care of my phantasms with little trouble. Luckly Necro is probably the least played class in PvP that I have seen. ^^
(edited by Hexxen.7216)
Blinking in front of the enemy and than immediately phase retreating to get even further ahead of them is a personal favorite. ^^
OK I take back the switching out of your revive trait but not the switching out of veil for feed back. I took the liberty of assuming you wanted to be max support with this and took your link and made it WvW and added in the armor and runes I would use.
I love hydromancy runes because you are always going to be in the middle of the ball with your healing might as well aoe chill everyone every 9 seconds. The runes let you raise faster to increase your support role.
I still really don’t like your 3 charges for a mantra cause it slows down your healing but if you like it then ok. If you would considering getting rid of it switch out the ten points to inspiration and get focus skills reflect as that will further your ability to support cause you have two more reflects.
(edited by Hexxen.7216)
And actually I would replace your glamour exit/enter skill with the number 5 clones cripple on death. That way you cripple your enemies anytime they kill a clone or you replace a clone which happens a lot with scepter auto and staffs retreat skill.
Also, it doesn’t seem like you are going to be able to stack enough toughness or VIT to be able to really stop moving and raise someone in the middle of a zerg ball. I would replace the feedback on revive with galmour recast down and replace veil with feedback.
Scepter is also a far cry from being of any use in WvW or pretty much any aspect of the game in its current state.
Actually, if you use a Scepter with MoP, you can guaranteed cast-cancel the third strike every time, giving you a reliable ranged auto attack with an off-hand while spamming MoP.
Why would he want to cancel the third strike? He doesn’t have hard hitting phantasms. He didn’t take reflect on focus (cause he couldn’t with his current set up because it would replace his mantra medic). Having that one clone replacing every third strike wouldn’t hurt him at all. And since he took the vulnerable on shatter I am assuming is is wanting to shatter a lot and his scepter auto is one of his fastest clone generations hes got.
If you are mainly going for the healing aspect the Grandmaster Trait that gives you three charges actually slows you down. You said yourself that you are not doing much damage with it so other than the one extra charge on your own personal heal from the heal mantra I would say this trait is actually hurting you.
Scepter is also a far cry from being of any use in WvW or pretty much any aspect of the game in its current state. I would switch to sword. The iLeap from it can give you Chaos armor from your ethereal fields and the blurred frenzy is a nice few seconds of invulnerability which can be very useful when in the middle of a zerg ball.
Also you take the confuse on exit/enter trait for your glamours but are you stacking enough condition damage to even make this worth it? You don’t have any of your gear listed on that link. If you could go and put that up we could give you some better comments.
(edited by Hexxen.7216)
Cool, ty. Why the #6 trait in inspiration?
I actually think this makes a huge difference. Because I am mainly running around the whole time ducking behind things to get out of line of sight while my phantasms kill the enemy the extra speed really does help with that. If doing Spirit Watch then the extra speed helps even more while running with the orbs while you have enemies on you.
Says the link is bad
Copy and paste the link instead of clicking on it.
Future use when I feel like writing up more detailed post. ^^
The build:
http://tinyurl.com/TankyPhantasm
Been running this in tPvP and hot join for the last two days. The key to this build is to kill off the enemy THEN take the point. Trying to stay in the circle while trying to kill the people there is very doable but focusing on killing and then claiming really makes this build shine.
A lot of Phantasm build rely on heavy crits for damage. This is a sustained damage/survival version.
The thing I love about this build is the tankyness. With the extra survivability this build breaks out of the stereotype of phantasm builds being duel builds. I often take out 2v1. 3v1 is rougher to win but this build can easily delay those 3 people for a very long time thus giving the rest of your team time to take other points. (The delay of players is a huge help in PvP but it doesn’t give points and people often equate the amount of points you get with how much you contributed. STOP THINKING LIKE THAT PLEASE, thank you.)
In general run with GS out because you can get your iZerker out from a longer distance away. As I run in I cast iDefender and then switch to sword and go iSwordmen. With three phants out you have 9% less damage taken on top of the iDefenders heal share. All phants also have retaliation and thus the enemy hurts themselves pretty bad since this build focuses on power.
Once the first phantasm dies I usually iLeap in and Frenzy then shatter because by this time all the CDs are done and a next round of phantasms can be summoned.
The two invis abilities are there to drop target when you either need to wait a bit on a CD or if you need some breathing room.
Because this isn’t burst but sustained damage this build has no trouble taking out bunkers. It does take time like I said but it is easily done.
Cons:
This build has no natural swiftness which can suck a bit. However, in maps like Spirit Watch having an enemy on you isn’t all that bad because you can summon your phants on him and this build takes the move faster with more illusions out trait.
Other than the Runes of Melandru I have on this build lacks condition cleanse. This isn’t as bad as you may think though. Melandru helps a lot and because I am focusing on staying alive while my phantasms really do EVERYTHING for me it is very easy to beat people out even on condition builds.
Oddly enough this build is much weaker in sPvP do to numbers of the enemy. In tPvP ,where you will very rarely run into any fight with more than three people, it really does seem to shine though.
Finally, if you do try this build give it a go with trying to kill and stay in the claiming circle the whole time. It is doable but when TAKING a point, not defending when defending stay in that circle, it is much easier to kill and then take it.
Anyway, this is slightly different then the phantasm builds I have seen mentioned and written about so here it is. ^^
(edited by Hexxen.7216)
I may be in the minority with this idea, but I honestly wouldn’t mind having my phantasm’s damage reduced and my auto attack’s damage buffed to compensate. I don’t know if it’s even possible for a trait to be available in the future that would allow this, but having more of my damage transferred directly to my sword would make me happy.
I think that would be taking away from our lore a bit. Mesmers are illusionists. Look at any other MMO or any kind of RPG. Illusionists always deal damage indirectly. I happen to always play these kind of characters if they available so I am slightly biased maybe. I simply do not like that idea though.
The OPs post in the Thief forums is hilarious. Calling for a nerf on bunkers because Thieves can’t kill them. ^^ I did face my first bunker/regen ranger in PvP last night while on my shatter build. Great freakn fight. ^^
Yeah. you’re definitely right about the lore. it’s not that I don’t love phantasms, because I do, but I just had an experience where I wished my sword autoattack wasn’t sooo weak. I was in arah path 2, fighting the last boss and the sole survivor of the group cause the rest all stood on circles and died >< But all illusions do 0 damage in there and it felt like the longest fight of my life hacking away at that boss with just the sword attacks. So even though I love phantasms, the option for a more direct approach for our damage appeals to me also for times like that.
You will find that most of the main Mesmer posters keep gear for about 5 or more builds that we change through based on the situation. I agree that phantasms on path 2 of Arah are kinda pointless. But I usually run my immortal build in there. You can trait to make yourself stronger and ignore phants.
I may be in the minority with this idea, but I honestly wouldn’t mind having my phantasm’s damage reduced and my auto attack’s damage buffed to compensate. I don’t know if it’s even possible for a trait to be available in the future that would allow this, but having more of my damage transferred directly to my sword would make me happy.
I think that would be taking away from our lore a bit. Mesmers are illusionists. Look at any other MMO or any kind of RPG. Illusionists always deal damage indirectly. I happen to always play these kind of characters if they available so I am slightly biased maybe. I simply do not like that idea though.
The OPs post in the Thief forums is hilarious. Calling for a nerf on bunkers because Thieves can’t kill them. ^^ I did face my first bunker/regen ranger in PvP last night while on my shatter build. Great freakn fight. ^^
If you reduced the cooldown they would have to nerf the buffs/traits that activate on swap or you are going to be pretty crazy with the buffyness.
It is hilarious how bad is scepter now, it was almost useless with 100% confusion dmg, after nerf it’s just crap.
Nice one. Now let’s all remember that the nerf was in WvW, not PvE.
Except that a mobs slow use of skills had it pointless to start with at max damage. ^^ I thoroughly enjoyed scepter even without thinking about confusion damage because even though it took much longer to kill it was much safer with the constant clone spawn on the third swing.
I totally agree that it sucks though and am personally also baffled how you are doing better with it than the GS.
This is what I use. I am crazy support with the amount of reflects I can do with feedback and focus skills. I do pretty good damage with GS at a distance which saves me from my own squishyness. Switch out Cavaliers trinkets for zerker ones if you want to be full glass but I like a little more toughness
You get glamours on shorter cooldowns and null field is also a great saver. You also give regen with your phantasms. Cripple with the iZerker as well. I LOVE this build for Fractals.
Unless the tool tip is wrong it is unblockable all together as that is was unblockable means.
I really do have to disagree with you on the stomping part. It is potentially that I am lagging but I have seen them stomp in my original location and I still get stomped where I teleported to. Very possible a lagging issue but it does not make me bad player. ^^
they dodged or blocked or obstructed or not in range etc etc..
it is unblockable. but yeah they can dodge it or you can be outa range or like you have probably noticed sometimes it just doesn’t feel like working even if you are staring them in the face a cm away.
Switch the Scepter out for the sword. Using a scepter even in PvE is like swinging a feather at the enemy. This is honest advice not just hating on the scepter here. I used to be a scepter mesmer when I was leveling cause the clones from the auto attack made me able to solo harder veterans but really once i switched to sword I could still do it and it was lots faster.
(edited by Hexxen.7216)
in PvP it is a delay tactic at best. Anet seems to think they need to point out the real mesmer to enemy and ally so the clone is pointless. and even if they didnt point it out with a giant red triangle we are always the second one to appear. Even after using it sometimes though the people will still get the stomp off for some reason.
Shortbows aren’t dueling weapons that is why I don’t want one or think we will get one. Now Great Sword I believe was given to use just to give us a super long range power based weapon so that we felt “balanced”. I personally don’t use it and find it stupid looking to have a duelist running around with one.
Bows have never been a dueling weapon throughout all of history. It won’t happen. Even though it’s a game they like to keep some of reality intact.
I only play mesmer and my encounters have been very different from yours. I hardly see mesmers. At most me and maybe 2 more. Guardians and Engineers with there absolutely amazing ability to bunker down while staying mainly stationary are by far the most frequent I see.
When I mentioned iDefender I didn’t mean it to sound like I thought it got any of your HP I know that it doesn’t. I was saying that with even more HP from this set I felt even safer not taking the Mendure’s Purity trait and instead taking the +20% HP trait for Phantasms which I have been doing the whole time really just feel even better about it now.
So with the confusion nerf I was still able to kill people but it was definitely a bit harder. However, because I couldn’t spike damage out with it I decided to take this the other way. I switched out all my soldiers gear for Sentenel’s gear. I have 208 less power which hardly affects my damage at all since retaliation still hits for 330 instead of 357 if you use the damage calculations. However, the Sentinel gear gives me 3 more toughness (WOOT) and 226 more vitality which brings my HP up from 25,939 to 28,375 which is a pretty big difference when even glass cannon thieves can’t spike me with back-stab for more than about 3.5k.
I have been holding camps much easier and when actually trying to kill people it has been longer but easier. Because of being even more tanky usually I can either simply out last them and eventually kill them or because the battles last longer wait for them to make a mistake and take advantage of that.
On top of that I never took Mendure’s Purity before and withe extra HP I feel even safer without it and totally happy with 20% more HP for my iDefender. ^^
I really do enjoy the Sentinel gear much more for my tweeked version of this that I run. ^^ Just a thought.
I should mention that I use an Ascended Solider/Solider Amulet and one Ring still though, so not FULL Sentinel’s stats .
(edited by Hexxen.7216)
As it is without this signet our Clones are ridiculously weak. As soon as you summon them their hit points are super low to start with its like they have one foot in the grave already.
You already mentioned that you know that this signet doesn’t apply immediately. And honestly from my testing it seems that the phantasms receive the effects less often than they get it.
Our damage phantasms also don’t have a huge HP pool. Our iDefender has a pretty ok HP and with this signet and proper activation of it his HP gets to be around 11k. Now if we are the only ones around that is a fairly good boost but since the iDefender takes damage for all allies around it he dies very VERY fast even with this signet if you are with more than one person.
I am surprised how you say Mesmers can accomplish so much without utilities though. If you look through the forums there are tons of discussions of how many of the main builds have issues with conditions. Most shatter builds for instance usually have an issue with them. I think you will find very few people are going to agree that we have an absorb amount of utility without our utility slots.
All and all I guess I totally disagree with you. If you are talking about dueling then maybe you have an argument but GW2 isn’t balanced on 1v1 situations so I am sorry to say that your argument is faulty if you were thinking about duels when you made this thread.
If I didn’t lag out so bad during larger fights this would sound like a really fun build.
The enter and exit trait is for glamour skills. The chaos storm isn’t a glamour. But he is still right in saying if you want to tag as many as possible than this trait is your best bet.
Traited torch still makes the iMage pretty nice. I really like a single skill that does four things. Confusion, retaliation, condition-removal and shatter fodder. Even with confusion and retaliation hitting for less I still really like him.
One thing though: ANET PLEASE MAKE PHANTASMS AND CLONES GET THE EXTRA BOUNCE FROM THE ILLUSIONS TRAIT FOR SAKES ALIVE.
After playing with this build after the Nerf it is now totally useless I can still stack confusion but not like I could with the Befuddlement CD. And with confusion hitting for less.
I REALLY enjoyed this build but it simply isn’t viable when its two key components, befuddlement and confusion damage, were both nerf hammered
It sounds like you just have super lazy friends.
A lot of people ran glamour cause it was so good and so ridiculously low skill level to use effectively. That will change with this update.
@Hexxen Those are pretty much the skills that we use to make clones. Decoy clone also casts winds of chaos, I believe. Can you list the clones that don’t cast winds of chaos that you spawn with staff?
Sorry I wasn’t clear. When I said TRUE Winds of Chaos I meant that the clones done get the additional bounce from the Illusions Master Trait.
Final Fantasy 14 ARR comes out near August I think. Going to be SO much better this time around with what they have released and what I have played in the betas. That’s why I am not up in flames over this cause I am just biding my time anyway. ^^
yes i use staff so which condition does more than nothing dmg with it?imagine a bleeding spec thief…and now thake the mesmer that speced into condition dmg…after the nerf….sooo what condtiotn are we talking about?
Pop 3 staff clones and you can put up pretty good stacks of bleeding, and burning on top of that.
oh and because there are 3 staff clones i should spec into condition dmg?Have u seen cond. mesmers in spvp?they are a joke.all of them are plain shatterers.
Also other than the Staff2, DE and Mirror Images clones don’t cast a true staff attack.
Why is it a cheat? You don’t always have a mesmer so you gota learn the hard way but when you do have one our portal makes a few things easier. Why is it cheating using a game mechanic that is working perfectly?
This effectively take away our main build “Glamour” that deals with large groups of people. Our other builds, though freakn sweet mind you, to me at least seem more based around solo and small raid groups. Even with the healing mantra and mantra cool down I simply don’t see use being of much use in zergy situation anymore. Not that I ever participated or ran up again zergs since my internet can’t handle it and I just lag out anyway.
Yes, it’s not like Glamour skills have any other uses.
I never said there wasn’t I use them without the confusion in my Phantasm Build for Fractals just saying that it took out, to me at least, viable mass zergy build. ^^
1500 is the perfect amount of toughness for a shatter Mesmer.
One thing from this update is for sure, even though it is already broken the torches phantasm is even more useless and that sucks cause I really liked torch broken and all.
This effectively take away our main build “Glamour” that deals with large groups of people. Our other builds, though freakn sweet mind you, to me at least seem more based around solo and small raid groups. Even with the healing mantra and mantra cool down I simply don’t see use being of much use in zergy situation anymore. Not that I ever participated or ran up again zergs since my internet can’t handle it and I just lag out anyway.
Neither are Glamours so no they are unaffected.
Everything Rabid. Runes of Undead or Nightmare. Sigil of Corruption and then whatever you want on the other weapon set. The basic glamour build is to just take every trait that has some effect to a glamour and then take the Confusion on Blind Trait.
Yes. We Asurans are very small but we also have massive egos and over compensate for this with our mystically floating names and titles that are the same size as the other races.
If your eyes are not magical enough (because you set you games options that way) to be able to see our mystical floating name tags and titles that the divines have said should be displayed at all times causing a massive block of text that totally ruins the game since you can’t see the hard work they put into the environmental design during larger fights in WvW, then that is your own fault. ^^ Seriously though those freakn titles.
You don’t need to worry about telling if we are L,M or H from our armor cause more than likely by the time you have seen us you have either clicked on us to see our job or we have started attacking already which you should know which job has which kind of attacks.
I will give you that in the big battles the mystical floating name tags and titles that I mentioned earlier hardly make it easy to track us because there are so many other neon signs, but really during fights that are that big do you really single out any one person in particular or just spam as many AoEs as you can trying to take out as many as you can with no regards to stature.