Love the title Chaos
I’m free to test out awkward builds, after all nothing will be saved for your beta character. I also will be testing out revenant and reaper exclusively so we could have some duels.
Its midnight at OCX time is it? Gotta be hard to stay awake :S
If you want to play zerker, I think sword/axe + staff will be the way to go. Staff provides moderate damage, decent healings and condi removal, deflection and block against attacks and staff 5 actually hit tons if you landed right. You can still keep or swap legends/traits and runes of rage/pack can be helpful. Food will probably be a bit more lenient but I still prefer lemongrass in case I got condi bursted.
For gear:
Very good idea with the trait yearning empowerment and torment runes, you’ll get 78% condi duration without invest in any food. This is actually more than enough consider the CD in skills. You should save food slot for lemongrass or some -40% condi duration etc, as you won’t be able to cleanse them at the current state. The idea of revenant is to outlive condi with resistance (immunity to immobilize condi etc or DoT) or healing etc , so decrease condi duration will be vital in your survival.
For traits:
- Your devastation is decent, if you run rapid laceration you may consider sword/axe + mace/sword combo.
- For Corruption, the benefit from venom enhancement won’t outweigh demonic stance, as your set only inflict poison when land AA#3, and even then you only improve poison duration by 1.5s. Again demonic stance will allow you to survive condi much easier in Mallyx, you just have to be very careful of when to swap legends or how much skill to use. Diabolic inferno is very weak as a GM, 1 stack of burn for 4s per 10s (and lots of energy investment) is not master trait worthy even for condi build. I’d suggest pulsating pestilence but that’s more because there are no other good options.
- For invocation, rolling mist only make fury grant you 30% increased crit chance, so you’ll get 81% crit rate. Still decent compare to other GMs, just not exactly GM worthy. The rest of your traits are pretty good.
I recommend sword/axe + mace/sword.
- Axe 4 allows you to quickly gap close to utilize sword and its chill works well with sword 2, preventing your foe from escaping your sword AA or other sword skills. Axe 5 can again stop your opponent’s action.
- On the other set sword 4 immobilize works alright when you want to land mace 2 properly, I say alright because axe 5 can really do the same. Some smart sword 5 can drag opponent into your fire field as well.
The only thing which seem useful is the alacrity on shatter which it seems is 1s per illusion. In that case, this is potentially powerful. But the non-shatter alacrity seems currently low (we’ll have to see how the phantasm does).
Do we have a source on that? The wording in the wiki (“when you shatter, do x”) implies you get the effect once when you cast a shatter (like Blinding Dissipation), versus effects you get per illusion shattered (“your shatters do x”, like Maim the Disillusioned and Illusionary Retribution). That being the case, it would only be 1s per shatter.
4s per shatter would change things, though, maybe enough to make it worthwhile.
See roughly 6:00-6:15 in the POI video, the alacrity applies when each clone ran toward enemy and shattered and it also applies 1s immediately due to baselined IP.
I was thinking more about the offensive AoE pressure now that chaos storm is not as accessible, not so good if we are always on the defensive…wells perhaps? Alternatively Sword/shield (for AoE stun) + glamour builds could work with inspiration granting resistance and chaos armor granting protection + defensive boons.
Sucks that I transferred to SoS with my guild now…that makes me a traitor to OMFG? Haha xD
I won’t do anything to interfere with you guys (even if I am I’m but a lone roamer with few guys haha), though YB has be dominating us after they got several big guilds. Love to see more zerg actions before people started to give up and T2 WvW ended in total collapse.
Though you guys may need to shift chaos armor strategy with the nerf, any alternative plans for mesmer zerg Pyro?
I’ll try to record some stuff for you buddy. Unfortunately I always manage to ruin my gameplay with stutters if I start on that record button, which is why you never really see me record stuff. Stream is entirely out of the option for me, but hopefully I’ll get some decent stuff.
100% crit chance is tempting Iavra. I’ll be sure to check out that 1v1 situation and make opponent suffers eternity with slow xD.
I’d love to try out mesmer without dueling, we may be able to leave rabid and try out full dire gear with chronomancy. Just have to see how much pressure we can put out with the currently kitten Maim.
For persistence of memory and chronophantasma, is it a good choice to get iMage out? It’d definitely be interesting to test if you can maintain the longest CD phantasm mesmer has but that is a DPS loss :O
1 condi removal per 10s (CD for invoke legend) is far from powerful in cleansing channel…
Spot one thread in necro forum and I thought to myself: how come mesmer forum doesn’t have one? xD
Anyways with the upcoming beta weekend we’ll be able to test out chronomancer. What are you excited for? Anyone not excited for the potential that continuum shift brings? Any build (just provide link) you want to test out? What traitline will you sacrifice for chronomancy or wells? What runes will you use now that we’re free from travelers/speed? Do you think wells will completely change the roles (or create a role lol) of mesmer in zerg? Can we finally become a loved one in PvE using our high quickness access?
Share your idea! I’d love to test out your fun build in a beta weekend!
If you don’t know what to say you’re free to bash the builds in my signature, which consist of chronomancy builds any theorycrafting players can easily think of. Please be constructive though, not “OP MESMER OVER THE TOP TROLOLOLOL”
BTW we should totally get an OMFG event happening this week, I demand it guys >:O
Just to reinforce few things that had been mentioned.
As mentioned charr only walk on 4 legs if OOC. Even if your clone survive when your opponent flee (possible), they’ll assume battle stance when the next opponent comes. So I’ve yet to see charr clones run in 4 legs.
I can tell you as a sylvari mesmer that sylvari clones glow at night.
There’s a pvp option that change all races to human, so for those who can’t exactly tell asura animations they might click on these.
Sooooo I haven’t tried transmutation or spending money on WvW food for revenant yet, since I’m mainly just using rune/sigils from chest and PvP amulets. Just want to confirm, I know any reward won’t be recorded, but if I invest gold/transmutation into revenant would I lose those things forever?
Please don’t use exaggeration, you won’t convince me that way Kidel :P. I don’t think sigil of cleansing is useful, its hard to control what it cleanse and when it cleanse. So I wouldn’t bother with that sigil.
I definitely agree other legends need more reliable condi removal or stun breaks, since they’re the necessities in any balanced build. Jalis’ condi removal is located in an awkward position, being a 30s heal that removes 3 condi only; Shiro has no condi removal against DoT; Ventari is pretty much the only robust condi removals around but the legend is specialised so much into healing you’ll lose a lot of offensive drive.
While I also agrees that you can’t get resistance all the time in other legends, I still stand that resistance from pain absorption can keep you alive from condi specs in Mallyx. You’ll want to use it when you have condi on you, which makes it 5 or more seconds of total immunity against any conditions (immob/chill/cripple/DoT). That is definitely not a short duration, it shares the same or longer duration than most condition application skills (ignoring food ofc). This is especially true now that all DoT stacks in intensity rather than duration, and I’m not counting additional resistance for other condi your opponent wants to add on you.
Without actually trying out weapon swap, none of the players here can make an accurate prediction on how it’ll turn out. Maybe we will get different skills for each legend, maybe swapping weapon provide sufficient diversity to make up specialised utilities.
Nice video, always happy to see revenant fighting against skilled opponents. Anguish is such an awesome troll skill against melee opponents. 
Regarding conditions, I don’t think you use pain absorption enough in your actual demonstration video. With demonic stance and its self-inflicted blind you’re guaranteed to have 5 or more seconds of resistance. It’ll come in really handy against engi/necro/mesmer where multiple different condis are applied. Though I agree it is hard to use that in the right moment. Each legend are just too specialised in what they do, sometimes I feel that its not exactly balanced in some essentials like stun breakers or condi removal.
I might go for sword/axe + mace/sword, shiro/mallyx with sinister or zerker with devast/corrup/invoc when it comes out. Shiro may provide the stun breaker + evade + CC condi removal you needed, but who knows, we’ll have to see in actual beta testing.
Some improvements that may address condi in traits are cleansing channel, make it remove 2 condi on swap? Or alternatively you can try staff in your second set. Some defense against pew pew rangers and condi cleanse.
(edited by NICENIKESHOE.7128)
Can we move on from this thread, it brings nothing new to the table and it even fails at forming a valid, constructive or supported argument on why mesmer carry bad players now.
@Esplen
You can’t really stack TW though, since each pulse only gives 1s quickness and its pulses every second. Unless I misunderstood your suggestion :O.@Pyro
Well that’s a pity, the quickness part still stands though. So the only way to share alacrity is via well?Drop 2 TW, they each pulse every 1s for 1s duration, therefore every 1s, you get 2s Quickness and the enemy gets 2s Slow.
Test it in a party with 2 Mesmers, they almost always stack TW nowadays (unintentionally) but it no longer lowers DPS (unless the Slow lowers DPS, but that’s a different matter entirely).
Thanks for the explanation! This makes TW really useful
@Silverkey
Ok once I have a look it says here “Alacrity is a buff right now and not a boon. You can’t increase it via boon duration buffs.”. Sooooooo I guess it works like warrior stances? Robert did specifically say “right now” at 8:03 in the video but he later said this was done intentionally.
Gosh looking back a that PoI makes me cringe at how much that hostess dislike mesmers getting good stuff.
(edited by NICENIKESHOE.7128)
@Esplen
You can’t really stack TW though, since each pulse only gives 1s quickness and its pulses every second. Unless I misunderstood your suggestion :O.
@Pyro
Well that’s a pity, the quickness part still stands though. So the only way to share alacrity is via well?
Mesmer has 2 skills that stack decent confusion, shatter and confusing images. Former one involve in clones running towards you, latter on involve in starwars lazer beam shooting at you.
Mesmer has 2 skill to stack torment. One is a block skill called illusionary counter and it gives out 5 stacks of torment, the other one is shatter that only stack 1 torment per illusion. Scepter clones may stack torment, but their projectile speed is horrible at times, especially against a ranger at decent range.
Few tips on ranger vs mesmer, if you’re running LB stay on range. Most mesmer skills can’t reach you. If you’re running SB condi with empathetic bond then your pet should be able to draw condi from you shortly. Either way you should have some way to clear condi and won’t be killed by confusion (only decent damage when you attack) or torment (only surpass bleed damage if walking) if you think of your battle-style a bit.
Yeah I’m really looking forward to it. Hopefully alacrity won’t be horribly bugged or anything. I think signet of inspiration is definitely worth it for utilizing your shatter though, the real question is if inspiration traitline worth it for that additional signet cast, especially since mimic and F5 allows you to cast it again anyway.
If you want your party to quickly clear boss you will be:
1. getting 3 illusions (double dodge + iLeap? iLeap + iRiposte + dodge?)
2. F5
3. mimic
4. signet of inspiration
5. Immediately cast mirror images and another illusion (phantasm preferred as this shares whatever alacrity and quickness you have left again)
6. Shatter F1 first for damage, then shatter absolutely everything for additional alacrity and quickness. Since those will be refreshed after F5 there’s no point holding them.
7. Cast signet of inspiration again.
This should give party around 12-15s of alacrity and 8-12s of quickness from 2 sets of signet casts and one additional cast from phantasm cast.
8. Then cast time warp before F5 ends (wasted around 5-6s of quickness though as TW can’t stack with 1s pulses)
9. Attack with whatever skills you have until F5 wears off.
10. Time warp again to finish off the boss.
11. Repeat 1-7 with F1 and F2 for burst support or just do normal F1 rotations.
You’ll be giving around 25s-35s of quickness and 20s of alacrity with shatters and time warps. By this time if you have 3 competent eles friends and you’ll probably clear most bosses under 30s without doing much damage yourself. Maybe more or less, I’m just guessing the time.
(edited by NICENIKESHOE.7128)
I’m going to put this video to clarify Silverkey’s queries on alacrity stacks on shatter. Specifically look at 6:00.
As you see you actually get 1s alacrity for each illusion shatter, provided that illusion hit opponent. So 5s alacrity is achieve-able as long as you don’t let your illusions die on the way.
Edit to put up the correct time, silly me
Edit again, so forum does funny things to linking youtube on certain time…anyway just click on 6:00 after you open it please lol
(edited by NICENIKESHOE.7128)
They were bad no question about it but it was still clear that it wasn’t the skill level that was getting the result here. Playing anything else, even with a lot more skill all things being equal, would have had it’s limit very fast.
But build aside. This behavior here, that you and the OP think is awesome, really doesn’t help the hate vs the profession.
I don’t find the video that amusing, but the opponents he faced are so bad that you need a much better video to prove that mesmer needs a nerf. And I say this with an agreement that PU needs to tone down. No personal disrespect or anything, but with no condi clear shown by his opponents and no coordination…any condi specs will handle them well. A condi thief can achieve the same result, a burn guard can handle them when they’re scattered and only run in twos and threes, an engi can also do the same with enough environment utilization. Even in the video his necro partner manage to wipe 4 men after they got up from rally as well.
In all honesty mesmer’s DPS role is always overshadowed by ele, why not think outside of the box and go for other niche? This could create a new role outside of reflect if achieved, and I’m definitely looking forward to shatter in PvE with this song
Totally out of curiosity, if mesmer is constantly shattering like a mad man and runs Illusionary inspiration. Giving 5s alacrity and 4s quickness each time he shatters then cast a phantasm or use signet of inspiration. Would the team support output overcome guardian’s feel my wrath (6s quickness)? The party will have extremely high quickness uptime (potentially near “perma” quickness with a smart guard, since quickness stacks in duration), but everyone also gets a piece of alacrity
Alternative build will be changing dueling to domi for signet CD. You’ll have less sustain and no sword stacks but the loss is slightly made up by increased MW and illusion damage.
Weapons will run sword/sword for DPS and easy 3 illusions. I know everyone will be saying “why not shield” but sword CD is very very low so it’s more suitable for constant shattering. Utilities will run mantra of recovery for condi removals, signet of inspiration for party boons, mirror images for continuous shatters, and mimic for signet of inspiration again. Plus F5 for repeating all those or other shatters if you want faster supply (less DPS though).
Very gimmicky to test out but definitely interesting. Not to mention signet of inspiration will copy every boon your party gives you, making fury/might stacks easily if you have a guard/PS war/ele around. Also quickness and alacrity as explained above.
I wouldn’t say perma +30% crit, the ICD prevent you from inflicting slow on multiple opponents, what if you encounter multiple foes or mesmer clones trigger your slow proc? Plus everything is still under development and numbers will most likely change.
Mallyx is heavily tied to condi melee. So unless we have new legend or each legend has another set of skills (which I want to see), we’ll be pretty limited in condi range. Frigid Blitz is a 900 range shadowstep + chill though so you can gap close relatively easily.
Beating Chaos Archangel!!!!
…in hotjoin…while he’s testing build…as a necromancer…and outnumbering him. Just joking for lols Chaos, don’t kill me please :P
Back to topic, I probably mentioned the 15 min duel so I’ll say another one. Surviving a 40+ blob without PU by going towards them after chain stealths and hide behind a structure (I swap to PU afterward just to ensure not being detected though). Then portal people in to take the keep. Gives me chuckle because for some reason people just want to k-train and forget to sweep the keep properly.
Can we get a stun break in Ventari and Mallyx? Currently you have to swap to other legends have stun breakers and this becomes redundant when you can trait to break stun when swap legends. Just for diversity sake so you’re not forced into that traitline or legends.
In PvP I slot in domi/dueling/inspi whenever I want to have mantra of distraction and not being a liability to someone else (in condi sense). See Ross’ video about that, I’m pretty much running the same.
In WvW though, PU has become so powerful that you’re almost at a disadvantage for not slotting domi/dueling/chaos for power or dueling/chaos/illusions for condi. Inspi is still strong, just overshadowed by Chaos. But I still enjoy having domi/dueling/inspi or dueling/inspi/chaos (chaotic interruption) whenever I’m roaming with a group, those stuns/interrupts at key moments are important in focus fires.
…And this is all the more important against foes that abuse golem buff (+100% speed & +100% damage) who just spam skills and tried to kill people in vicinity. Been encountering those foes alot lately and without the right interrupts my group could die even when outnumbering them.
Have a play around necro signet build to get a bit of idea on condi transfer build, particularly in teamfight where you are eating all sorts of pleasant condis on yourself to fire onto target. Unfortunately this build relies on absorbing lots of condi on yourself, so I think necro will excel at this with their high HP pool and actual transferring condi (instead of copy and tried to outlive opponent). Still the AoE transfer means its fun to go kamikaze and grab everyone down with you using embrace the darkness, combine that with jaded wind trait and people will love you for Mallyx.
Just some random idea since someone talks about stealth haha. Not really being serious here tbh.
Call upon the mist and reveal stealth players for 2s when hit (also make it hit stealthed player), and probably elevate energy cost to 8 and CD to 10s in return?
oh nvm I just notice someone clarify rolling mist :P, it only give 30% crit chance in total
sorry I type invocation as invigoration xD
Just some theorycraft to help people when revenant comes out
Traits
Devastation is a must have for damage multipliers.
Minor traits
- Mutilate Defenses (25% vuln when hit opponent)
- Targeted Destruction (7% damage multiplier against foes with vuln)
- Focused Siphoning (siphon health from vuln foes) – should be very useful to you alive if it really has no ICD. Especially when you’ll be inflicting yourself with condi on Mallyx elite.
Major traits
- Assassin’s Presence (150 ferocity to party) – can be changed to Rapid Lacerations (maximum 10% increase in attack speed), but I think party ferocity increase wins out overall.
- Ferocious Strikes (150 ferocity when dual wield) – pretty much no competition when you have a PS warrior, ele or guardian to stack might around you.
- Swift Termination (20% damage multiplier against foes below 50%) – no competition here as well tbh, you won’t be doing much CC except against boss defiance.
Invocation is a must have for multipliers and fury, minors traits worth much more than major except Roiling Mists.
Minors traits
- Invoker’s Rage (5s fury when swap legends, roughly 7s with runes of rage) – if you have no guardian to grant you fury, you’ll have to swap legends continously to maximise its effect.
- Ferocious Aggression (7% damage multipliers when in fury)
- Empty Vessel (Stun break when swap legend)
Majors traits
- Cruel Repercussion (50% extra damage if attack is negated) – alright skill I think, you can swap it with Fierce Infusion if you’re too lazy to press F1/F2 every 5s.
- Incensed Response (10s fury when break out of stun by changing legends) – I thought about changing this with Equilibrium, but I notice you’ll swap legend so much that when you finish using other energy skills you probably don’t have enough energy to surpass the threshold and damage foes.
- Roiling Mists (fury has 50% increase effectiveness on critical chance) – a must have, this means fury will grant 30% crit chance so no other explanation needed lol.
Corruption is rather optional, I choose this over retribution simply because of the last damage multiplier out of other specialization lines. You can swap to retribution if you find yourself dying too much.
Minors traits
- Rampant Vex (33% to inflict 4s torment chance when crit) – You’ll be doing A LOT of crit with 80% crit chance and dual sword’s quick attack autos. Though you won’t have any condi damage to make it worthwhile, at least its better than nothing right

- Opportune Extraction (50% remove one boon every 10s)
- Yearning Empowerment (33% increase in torment duration)
Majors traits
- Replenishing Despair (incoming condi heals you) – just to keep you alive you condi manage to overwhelm your siphons.
- Bolstered Anguish (3% damage multiplier for each condi on you) – only reason I take this line to be honest. And 3% for each condi really makes it worthwhile.
- Pulsating Pestilence – (when struck copy all condi from you to nearby foes) – small extra, though nothing major.
Equipment
Weapons will obviously be sword/sword, second weapon optional as you’ll never really swap to it lol. Legends are Shiro for quickness and Mallyx for attributes. Both of which have nice upkeep skills to boost your DPS.
Borrowing gear stats calculation from warrior, go straight to equipment section please!
- Sigil of frailty is exchangeable if party stack vuln easily.
- Battle if your party have no PS warrior/guardian/ele.
In total, with 25 might (easily achieve by PS warrior) and fury (guard or yourself) you’ll have
- 3500 power with 7% damage multiplier from vuln foes, 7% from fury, 10% from scholars runes, 5% on sigil of force, 3% on every condi on you, 20% against foes below 50% hp.
- 80% crit chance provided that you keep up the fury from swapping legends.
- 245% crit damage with dual wield and party ferocity.
- 750 condi damage for torment on crit. Kinda meh but welcome nonetheless.
- 60 hp siphon per hit on foes with vuln to keep you healthy from condi in Mallyx elite and maintain multipliers from scholars.
(edited by NICENIKESHOE.7128)
Due to how specialised each legend’s utilities are, certain legends have no stun breaks at all. The rest of the legends require huge expense of energy to stun break, such as 35 for riposting shadows and 40 for rite of the great dwarf. This makes incensed response (fury when break out of stun) really underused as revenant won’t have much chance of stun breaking.
On the other hand, even our dodge rolls, which grant stability when traited, may not be sufficient as revenant has little access to vigor. You’ll have to run double energy sigil as well as trait into retribution, which severely limit build diversity. On top of that you have to anticipate stuns (2.5s before stun!) and dodge beforehand, which you probably already dodge the stunning skill. This makes stability on dodge way too gimmicky and unrewarding. Even with enduring recovery, it is not rewarding enough to compensate vigor as gaining 25 endurance when get hit per 10s is very unpredictable.
I think we should start by lowering energy on those 2 stun break skills first to 30 energy. 35 and 40 practically make you defenseless or unable to launch any useful attack other than auto attack, especially in the middle of battle where you’re throwing other skills.
Lowering energy on stun break skills is one option, but players will still be limited to Jalis and Shiro. Maybe add stun breakers to banishing enchantment (Mallyx #7 ) and purifying presence (Ventari #8 )? We’ll have to remove cast times for them to be stun breaks though.
Adding it on banishing enchantment fits the theme as your confusions will punish people who want to attack you while you’re stunned. Adding it to purifying presence also justify its 35 energy cost as oppose to renewing wave (staff 4 only cost 15 energy and heals more), which helps you recover from stun. I know having instant condi cleanse is a bit powerful but given the skill requirement if you’re close enough to tablet is enough to justify it.
What do you guys think? Any other solutions that can address this?
About a year ago I was dueling this condi warrior as a typical shatter mesmer (yeah, I know its not a good), who manage to get a good start against me and push me to 15% (40% after I mistakenly use heal while poisoned).
For some reason I start getting the pace of the duel and manage to rotate my defensive abilities, heal and condi cleanses. That duel lasted for about 15 minutes and I only notice the time when my friend tell us to stop haha. There are dozen of occasions when I’m down to 10-20% but manage to heal back up. Eventually the warrior downed me, but I was strangely satisfied by how long I can last with such a poor start. Probably because of that duel, I become much more careful with condi cleanse management.
Somehow I got different results than Alpha :P, when using prestige alone with PU and torch trait my CD goes from 30s to 15s in full 6s stealth, meaning it is pretty much plus 1.5s instead of 1.5%. My line of thinking is something like this: The prestige originally have 30s CD, but 30s – (1.5s traited recharge + 1s actual time pulse) * 6 result in 15s.
Just some interesting discussion on which opponent skill that…
- is easiest to interrupt
- you will save an interrupt skills for (MoD, void, magic bullet blah blah blah)
- is NOT a healing skill (because everyone will say that except for thief and guard lol)
To me would be
1. Mesmer mantra charges
2. Necro life transfer
3. Warrior burst skills except combustive shot
And while we’re onto this, what are the skills you find them hard to interrupt but you’ll save an interrupt skill for it and attempt to stop those anyway?
Because mantra of healing recharges at background (10s CD), there’s rarely a time when I find that I don’t have a condi cleanse. That’s how powerful mantra of healing + inspiration are. Shatter helps as well though, but mantra of healing should be sufficient unless you got condi burst too frequently.
We all know staff trait reduction is over-nerfed, where conditional recharge is even worst than flat recharge at this state. But I like the protection uptime upon chaos armor, just wondering if staff trait will be better if you’re running this glamour build.
- Glamour trait and skills are requested from a friend who really want to use it
- Since I mention glamour build, its a no brainer that this is about zerg/raid fights
- Trying to build enough chaos armor and protection from leap skills
- Range interrupts from rotating between mantra of distraction, counter blade/curtain void and chaos storm (which hopefully recharged enough for glamours to be worth it)
—————————————————— - Lack stun breakers, hence you’ll probably see my rune and food choices. Accompanying guardians also rotate stability stacks.
- 4s mirror reflect on 12s CD, healing is somewhat subpar so changeable with mantra of healing
- Sword OH can be changed to focus (+trait), you miss out one leap for more reflects.
Haven’t tested yet, what do you guys think about this build in zerg?
Forgot to add, feedback can be changed to veil if the raid party doesn’t have a mesmer doing that (someone’s gotta be that kitten lol).
(edited by NICENIKESHOE.7128)
PvP is usually toxic, you need some laugh.
https://www.youtube.com/watch?v=n0v8HgcXEU4
I had 2 more games in our second group, didn’t record it though. We didn’t win but had plenty of fun with 4 or 5 mesmers, I must say I’m sorry guys I was too sleepy to do anything decent ><. Some of us received some lovely messages from opponent team though, so that must be a good sign for mesmers aye?
I’m running this build in the first vid before forming a second group, but you can tell I’m a bit delusional that I wondered around the battlefield lol.
P.S. anyway to bargain the time?
Nice. Consider cross-posting to this thread? It looks like the Illusionary Riposte and Illusionary Leap bugs aren’t listed there yet.
thanks for mentioning this, didn’t notice we have one in bug forum already
- Illusionary riposte doesn’t generate clone when wielding scepter at mainhand.
- Players can’t activate iSwap after generating a clone from iLeap, even when the clone is alive. eg. when dodge after casting iLeap, but this happens by chance.
(edited by NICENIKESHOE.7128)
Well ANet seems to be pretty keen on fixing mesmer bugs, let’s make their job easier by compile them here! I’m no expert or something, if I miss something, or it has already been fixed, or there’re something you want to add, please put them here.
- Malicious Sorcery has no effect on attack speed.
- Duelist Discipline doesn’t proc 2 stacks of bleed even when considering 33% proc per crit.
- Mender’s Purity doesn’t proc power cleanse with mantra of recovery from time to time.
- iLeap can’t be activated from time to time.
- Illusionary Riposte doesn’t generate a clone when wielding scepter in mainhand.
that’s not a friendly time for kiwis!
I understand that not everyone used it in conjunction with PU, but it doesn’t change the fact that dueling/chaos/illusions with maim and PU needed to be nerfed. The point I was trying to make is that because the trait system changed so drastically, builds that used MtD before the big balance patch couldnt afford to take things like PU due to how many points were needed for MtD and Deceptive Evasion. MtD wasnt all that OP before because in order to use it you had to give up significant traits. Now, you dont need to sacrifice as much to use it, making it a problem. Anet has already changed the original PU at least 3 times, and being that they had already moved MtD down from a grandmaster trait it wasn’t unreasonable for them to come to the conclusion that changing it was their best bet of fixing these absurdly overpowered builds. Mesmer has been my main since the 3 day headstart weekend before the official release of gw2, so believe me when I say I am not in favor of anet destroying the Mesmer profession, but in this case I believe the nerf was beneficial for the game and mesmer players as a whole. Prior to the nerf, it was fairly easy for anyone with a mesmer to slap a build together using MtD and carelessly spam illusions and shatters while better players than them died on the receiving end. The DPS from MtD in its current state is still high enough to justify taking the trait, the difference is that you actually have to think before you press f1-3.
No one doubt your love or your time in mesmer, but you’re missing the point entirely. There are many other builds that synergise well with PU. Pure glass power mesmer who takes domi/dueling can still one shot player while hold PU to reset fights and survive, should we nerf mental anguish instead? You can camp in stealth once you hit your opponent with confusing images (6 stacks) and scepter block (5 stacks), should we nerf those 2 skills instead?
If PU is the problem then by all means nerf it, 100% duration increase is the reason why mesmers can reset the fight if they want to. MtD has always been the same and the power creep caused by 3 traitlines is the same across all builds. Players can stack up to 12-18 stacks of torment prepatch if they want to unload all shatter skills, but no smart players will do that as most competent opponents will cleanse all torment in one go. Somehow “unloading every shatter to achieve high stacks” only warrant a nerf right now is beyond me, particularly when most builds have better access to condi removals.
And no, having DPS gutted by 50% does not make its “DPS still high enough to shatter”. If you are talking about launching every shatter from F1-F3 to achieve 12 stacks of torment max at ideal situations, you’re thinking about a very niche, one trick pony playstyle that will only hit a target golem. If we’re talking about a single shatter, then any illusion can deliver sufficient DPS from incorporated conditions and sharper image to match your shatter damage. Why let your illusions run towards enemy like the self-destruct golem in CoE, when they can deal the same damage and survive from range? As it stands right now even GS clone can stack enough bleeds to overcome your single torment stack, the only clone that can’t achieve this is sword clone.
I’ll be honest here, looking at the DPS output and potential for opponent to dodge and cleanse. If you’re shatter one at a time then you’re a fool. If you shatter every skill to achieve high stacks, then you have very high risks of looking like a complete fool. This standard applies to the gameplay level before power creep occurs, it looks even more silly after power creep brings the entire game to a whole new level.
Saying MtD is OP because you can trait it with PU is a straw man argument. Not everyone trait them together and nerfing other traits because of how well PU synergies with other traits is an ill thought out action. You’re only hurting diversity by taking the many wrong medicines to fix the problem.
In case you haven’t notice, MtD itself is unchanged by the patch. It is the same as before, and IP baseline only boost its effectiveness in ideal situation. How many times do you see condition mesmer, wielding condi range weapons, run into enemies to deliver that extra 2 stacks of torment? Hitting it with a 50% reduction nerf bat gutted MtD, and mesmers are encouraged to leave their illusions alive because live illusions deal more damage than shattering. This is a change no one want, you can’t out cleanse constant conditions nor can you dodge illusion autos.
Hey ANet, guardians with rune of the guardian can stack burning up to 5k per tick, nerf plz?
Why in earth and sky they feel the urge to nerf mesmers after less than one day
Because it was planned beforehand. Because they feel the need to address it in a livestream, the day before the population try it out. I doubt they have valid data on the other professions’ “broken mechanics” yet, and we’re probably looking at couple more days before they consolidate their thoughts.
