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[OMFG] BotM Contest - Dec'13 *final results*

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Pyroatheist.9031

Merry Mantras

Overall Impressions
This build is generally just a slightly defensive take on a standard mantra nuker archetype. There are a lot of drawbacks to it; having very limited defensive options, and once the mantras are discharged, there’s a really awkward time where you’re trying to get them back up. Certain classes/builds can really capitalize on this time to a nasty extent (lockdown builds anyone?). While the stability mantra helps protect the recharging, ultimately a build this fragile can’t afford to tank through hits while trying to recharge.

WvW
This build is pretty reasonable in a Zerg situation actually. The mantras allow the greatsword autoattack to do quite decent long range damage, as well as mirror blade. That being said, being locked into mantras makes it suffer greatly in the group utility aspect, being unable to take the general glamour set that is most effective in large fights.

In roaming and smaller fights, it has a few more problems. In a 1v1 situation, the greatsword attacks really won’t cut it for all aspects of a fight. Unfortunately, since it lacks both mental torment and empowered illusions, neither phantasms nor shatters will do particularly high damage, although shatters will benefit from the mantra damage boost. In general though, it really lacks the damage and defense to spar effectively with something like a thief/PU Mesmer/engineer or other strong roaming builds.

5/10

PvE
While the mantra boost is very nice in PvE, the offhand torch, reliance on greatsword, and lack of projectile reflection make it quite substandard.

3/10

PvP
This build actually suffers from some interesting problems in PvP. It has low mobility, although high long range damage, and that damage can be really helpful in a team fight. However, the mantras actually end up causing an interesting effect. Mantra based mesmers are known to be very fragile, having gone deeply into the offense trait lines. Even if someone doesn’t know the specific reasons, most people know that a mantra Mesmer will squish rapidly (obviously this doesn’t exactly count bunker mantra builds). What this ends up meaning is that fast moving kill classes (usually thieves, or another Mesmer, or even the occasional ele) will specifically target you as a good way to get a fast advantage in a fight. With your limited defensive capabilities, this really cripples the potential effectiveness in a team fight.

4/10

Overall: 4 points awarded. While doing decent long range damage, that’s pretty much all this build does, ending up with little to no defensive options, and suffering greatly because of it.

[OMFG] BotM Contest - Dec'13 *final results*

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Pyroatheist.9031

Phantasmic Interruptions

Overall Impressions

This build is quite interesting actually. The phantasms give it a quite strong damage source, and the interrupt traits provide some surprising lockdown potential. While you won’t manage to proc chaotic interruption every time, even a single proc can easily compound into a nasty chain of interrupts while the phantasms chew on you.

WvW
Like many phantasm builds, this build doesn’t perform well in a Zerg. However, it does work very well in solo roaming, and also fits into a havok group nicely. It has very strong 1v1 ability, has the offense to take out camps reasonably quickly, and when working with friends, just 1 successful interrupt can easily be converted into a kill.

7/10

PvE
Another build that’s pretty heavy on interrupts. Interestingly though, interrupts still work in PvE, while lockdowns don’t (an important distinction to make). While obviously not optimal (i.e. colesy would probably kick you from his party), it definitely works.

5/10

PvP
This is a tough build to run in PvP. All phantasm builds are varying degrees of difficult to use effectively, and this one is no exception. It has very limited mobility, but it does make a good impact on a fight, especially with the interrupts. Interrupting ressing/stomping/other important actions is a very strong boost to this build. Additionally, chaotic interruption actually provides a very strong decap if you land the interrupt with illusionary wave, pretty much guaranteeing a decap between the knockback and the immobilize, especially if chained into another interrupt.

7/10

Overall: 7 points awarded. This build is a bit more versatile than the others, due to its workability in PvE. It has the normal strengths and weaknesses of a phantasm build in PvP, but the interrupt traits give it a bit more added utility, providing for a few more tricks than usual.

[OMFG] BotM Contest - Dec'13 *final results*

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Pyroatheist.9031

Holy Hell: Advanced Scout

Overall Impressions

This build is an interesting hybrid mix of offense and defense. The choice of PU and a boon stacking rune mix is a strong defensive choice, but the weapons and stat choices are highly offensive. It has deceptively high damage potential combined with some non-negligible condition pressure for an overall effective build.

WvW
This is where the build really shines, but it does have a limitation. It has very limited potential to scale up into a large-scale fight, but that’s one of the only limitations. It has strong defense for surviving nasty 1vX engagements, as well as good aoe output for rapidly clearing camps. Focus and double traited blink make for excellent mobility. It is a versatile roamer and a strong addition to a havok group.

8/10

PvE
Similar to Shatterlock, this build really is not designed for PvE, and it shows. Hybrid, high defense, it really doesn’t work effectively.

N.A./10

PvP
This build is interesting in PvP, not least because of the limited stat distributions. However, despite that drawback it’s still a strong build. It has very limited teamfight potential, but the aforementioned very high mobility make it an excellent roaming build. It can rotate quickly and effectively, seize opportunistic back-caps, and doesn’t have too much to worry about from an enemy in a 1v1 fight on point. Overall a build that does well in less organized groups, or groups that are specifically using its mobility potential.

5/10

Overall: 6 points awarded. This build performs very well in WvW solo/havok roaming, but once you take it out of that comfort zone it loses effectiveness rapidly.

I’m going to bed. More to come in the morning.

[OMFG] BotM Contest - Dec'13 *final results*

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Pyroatheist.9031

Shatterlock

Overall Impressions

An interesting and rather versatile build. It requires more care to play than standard shatter builds due to the limited illusion production, and will be getting nerfed significantly with the Chaos Storm fix. It has good damage though, and strong aoe lockdown potential. Basically has all the good stuff of a standard shatter build plus a bit on the side.

WvW Potential

This build simply isn’t optimized for either very large fights or the nasty 1v1s encountered while roaming. Chaos Storm is a very potent aoe lockdown skill, but it does suffer from a 5 target cap and long cooldown. The low illusion production also makes it difficult to do any real damage in a big fight. However, it does have a great place as a control/damage role in a small havok team or slightly larger group even.

6/10

PvE
It’s really not a good build for PvE. Shatters, interrupts/lockdowns, and lack of reflects all combine to make it very suboptimal. Thankfully, it’s not designed for PvE at all.

N.A./10

PvP
This build is a strong addition to an organized team. It suffers from the normal drawbacks of a shatter build, and draws from the same strengths, but has a unique aoe lockdown potential. It can be devastating in team-fights, but it won’t work nearly as well in an unorganized group due to the need for team effort to capitalize on that lockdown.

8/10

Overall: 7 points awarded. A strong build for what it is designed, but does come with some caveats.

Resto Mantras + Mender's Purity

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Pyroatheist.9031

Does Mender’s Purity only proc on the #6 Heal and not on the mantra heals?

also, On heal rune effects does not proc trough mantra heals?

I just wanted to know if this was working as intended since the beginning of time. This is the very first time I tried Them.

Tested them on PvP earlier.

For any and all effects that occur ‘on heal’, they will only occur when actually activating the #6 skill.

[Poll] Dodge

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Pyroatheist.9031

I used ESDF for movement because 1) there are more keys to hotkey and 2) it keeps my fingers on the home row.

With ESDF for movement, I use “A” for dodge. Works great.

That’s….unique and interesting. I sorta like that idea.

Anyone trying an interrupt build?

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Pyroatheist.9031

Dat necro.

/15char

mantra build pve

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Pyroatheist.9031

and if i have 2 rediad mantra of same type (2 stacks of heal one as example) do i get 8% or is it for 1 mantratype?

The boosts are multiplicative, and it is per slot on your bar.

If you have 2 mantras ready, the boost is 1.04*1.04=8.16% boost.

What's wrong with Spirit Watch, exactly?

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Pyroatheist.9031

It’s because it’s different, and people don’t like different. They don’t want to have to bend their strategies to account for another major variable. They don’t like trying to come up with new and interesting ideas.

People are lazy and boring, and so they don’t like spirit watch.

Rate my WvW solo Roaming build

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Pyroatheist.9031

I clearly stated I havent played mesmer much.

I understand that, which is why I’m asking you: how do you see yourself applying conditions/accomplishing an attrition fight with that build? Where do you want the condition pressure to come from?

Rate my WvW solo Roaming build

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Pyroatheist.9031

Note the almost 1800 condi dmg before corruption+guard stacks. It’s an attrition build.

Condition damage doesn’t do much without a good way of applying conditions. How do you propose to manage that?

Edit: Also, what are you getting out of signet of the ether?

(edited by Pyroatheist.9031)

Rate my WvW solo Roaming build

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Pyroatheist.9031

Seems to me like you have no way to do damage. How were you intending on doing damage?

Stealth Buff to Mantra?

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Pyroatheist.9031

Yeah, it’s been like this for quite a while, many months I think.

[Poll] Dodge

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Pyroatheist.9031

I like double-tap because it lets me dodge directionally

For folks who have dodge on only one key, does it dodge in the direction you are moving if you’re holding a movement key?

Yes.

[Poll] Dodge

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Pyroatheist.9031

I always use shift for it.

In any event, double tap to dodge is really bad, it’s imprecise and can be activated by accident, or not when you need it, etc. Definitely bind it to something.

Most OP spvp build

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Pyroatheist.9031

Note that my build referenced there is OP in 1v1 situations, not necessarily in tPvP. It does perform well if used properly, but it’s definitely not OP.

[Guide] Overpowered PvP Phantasm Build

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Pyroatheist.9031

So, I’m trying this build for roaming and it seens very good so far, but I feel that the toughness is pretty low. My status with buffs are:

power: 2065, precision: 1900, toughness: 1368, vitality: 1772, critical damage: 86%

Armor all exotic berserker but the chest which is knight’s.

Trinkets all exotic: cavalier’s amulet, rings and one accessory. One accessory and back are soldier’s.

Weapons are all exotic berserkers.

So, the low toughness is expected? The equipments are OK? Should I change something? Remember, I’m using it for WvW only, nothing else. I want it to be good at solo roaming and small group fights, don’t care about zergs. Thanks!

Yeah, low toughness is expected, this is a very glassy build. Your defense comes more from damage avoidance and the distraction of hard-hitting phantasms than from toughness. I recommend the cavalier’s trinkets simply to bring the toughness up just a bit, giving you a little leeway on absorbing the stray hit here and there.

Build types of the mesmer

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Pyroatheist.9031

Well first of all i wrote “…” under each list (that does mean that there are more) and pls tell me what else is there?

  • let your phantasms alive
  • shatter your illusions
  • use clones, phantasms and shatters (i called this hybrid)

Clonespammers count as hybrid since they DO use phantasms and also have good effects with shatterskills.

You’d be right, except that you’re wrong. Yes, clone spamming builds …cast phantasms. That doesn’t make them built around the effects of phantasms. Additionally, they don’t have good effects with shatter skills. As a matter of fact, using shatters other than distortion/diversion will always negatively impact your play.

Well yeah, you could say that it’s a group of builds but since there are only traits that inflict conditions on your illusions death so that makes almost every clonspam a conditionbuild.

Yes, that makes clone spam builds a condition build. You still seem to be ignoring the fact that they are neither shatter builds, phantasm builds, or somewhere inbetween shatter and phantasm that you have termed hybrid (that doesn’t actually exist much. Phantasm/shatter hybrids are incredibly rare).

There are many builds that use conditions in combination with 2-3 iDuelists and “Sharper Images”. I dislike that some call this “conditionbuild” and some call it “phantasmbuild” since it does include BOTH it’s a kitten phantasmbuild with conditiondmg or however you’d like to call it. just mention both aspects of the build.

So that would be a build that utilizes phantasms to do condition damage, or a phantasm condition build.

  • Shatter: You shatter them almost everytime after their first attack
  • Hybrid: You shatter them if you think that you benefit more of that than letting them life.
  • Phantasm: Only shatter them if it’s needed or your enemy is almost down

These classifications just make no sense. That’s not how shatter builds work. I suppose that’s sorta how phantasm builds work. Your ‘hybrid’ definition is simply the definition of how literally every non-phantasm build works.

Again, I still fail to understand the purpose this thread serves.

WvW Zerg Build

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Pyroatheist.9031

Pyro had a zerg build at https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-Build-The-Zergmower.

I have no way to compare to other people and other classes, but using clones that explode for conditions, the +33% confusion duration trait, the minor that clones cause confusion on kill, and traited staff, Illusionists celerity, and deceptive evasion .. (in a full condition build and equip) .. I spam chaos storm, and then spam as many clones as I possibly can into the opposing zerg .. it seems to get a lot of bags.

Not the strongest in a zerg for sure.

Btw I run a strange 0/25/30/0/15 condition build much of the time.

I like the clone-death zerg build as well. Just an fyi though: +condi duration is wasted in zergs (for the most part) because of all the aoe cleansing. Short, hard-hitting conditions are thus best, like burning and torment. Geomancy is good as well.

I use +condition duration in my build to ensure that the burns from the guardian runes will tick even on someone stacking -duration.

Does anyone play without a speed buff?

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Pyroatheist.9031

I play almost exclusively Pu conditions in tpvp nowadays. I swap a focus for swiftness at the start, but that’s pretty much it.

However, 1200 range blink and phase retreat allows me to move very rapidly between points.

In wvw I just hotswap a focus every 25 seconds when I’m on the move.

Build types of the mesmer

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Pyroatheist.9031

never saw a mesmer that doesn’t use phantasms

The act of using phantasms does not make a phantasm build. Your list is woefully incomplete.

Edit: What exactly was the purpose of this whole thread again?

Looking for a PvE build

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Pyroatheist.9031

10/20 is common among people who don’t understand how good mantras are. 10/30/0/20/10 is more meta though.

If OP is insistent on use of staff, they can go sw/f + staff since sw/sw is normally the dps set so staff replaces it with the phantasmal warlock.

And just note that these are both phantasm based builds, not shatter. In general, shatters will only lower your dps in dungeons.

Finally a good meta!

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Pyroatheist.9031

Having enemy castbars which are readable and easily clickable in a huge brawl would probably instantly fix the whole screen clutter issue.

Just out of curiosity, how on earth do you think that adding more information to an already overloaded screen will make it less cluttered?

Saw these Mesmer triplets in LA

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Pyroatheist.9031

What armor is on the pic?

Human tier 3.

Mesmerized: Episode 18 'Mesmer Puppets'

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Pyroatheist.9031

Very entertaining. Though the comment on confusion being such a terrible nerf in pvp/wvw I can’t agree with.

Quick Ver:
Confusion is easily viable/effective in pvp/wvw still, even after the nerf. It would be entirely overpowered in pvp/wvw if it did the same damage listed on the skill while in pve.

Slight Rant:
I can constantly keep 10+(150dmg/s per) stacks on an individual and 2-5 stacks aoe, even more if others are firing through ethereal fields or if you/group have chaos armor. Add that on top of several bleeds and 5 stacks of torment 1v1 in most cases ends up relatively easy. Even in a team situation it tends to slow opponents effected by the fields down from using skills which gives your team/group time to burst them down.

Well, confusion has always been nerfed in PvP. In WvW though, there were lots of interesting glamour builds/variants that were strong and effective in large scale fighting. The confusion nerf completely neutered those.

Keeping 10 stacks on 1 person isn’t actually possible unless they’re either afk or actively dodging back and forth over glamour fields as much as possible, especially since perplexity runes don’t actually add duration. Other than glamours/confusing images, all mesmer confusion is very low duration, so keeping any sort of reasonable stacks on someone is almost impossible.

dungeon/fractal build

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Pyroatheist.9031

Drop 10 in illusions for 10 in dueling and take empowering mantras, then replace the strength runes with scholar runes. Use perception stacking instead of bloodlust and swap duelist’s discipline for blade training. Possibly swap off-hand pistol for off-hand sword, though either is fine.

You were pretty close to the mark though, I know I’d be pretty hopeless at coming up with builds myself – I prefer to look at metas and understand why rather than create my own.

http://gw2skills.net/editor/?fgEQNAs8dl4zqqHVTgGa9IxZGMf5oPg9SPwNvlNA-jAyAYLiMaKCAVI0JvioxWcLiGraBTVSEV7NKiWNA-e

hm this looks way better than what i made though im wondering is phantasmal haste not worth it?and i switched my healing to go with the new trait but im wondering if i should give up on might stacking and switch out to sigils of force and is SOI worth keeping on or is there something else more effective

P.Haste is not worth it due to being all sorts of bugged. It doesn’t work with the swordsman, doesn’t work with the zerker, doesn’t work with the warden. It only works with the duelist and warlock.

dungeon/fractal build

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Pyroatheist.9031

http://gw2skills.net/editor/?fgEQNAs6dnUEVVbUNC0gWbk4MDmvc0Mwu3LpA35G-jAyAYLiMaCCAJK0JvioxW5KiGraBTVSEV7NKiWNA-e

Wondering if everything looks ok plannig on doing dungeons and fractals.Basically the plan is stacking might with weapons and skills then spreading it around with Soi while also having reflects to back up team mates.Is there anything i need to change around?

So in general, mesmers just aren’t very good at might stacking by themselves. SoI is very potent at capping out stacks, but it’s better at doing that with stacks that someone else gave you. You have to sacrifice too much of your damage and utility to really get anywhere close to decent might stacking, so I’d probably steer clear of that sort of concept.

Mesmerized: Episode 18 'Mesmer Puppets'

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Pyroatheist.9031

At long last, our podcast is up. Shan and myself handed out some year-end awards for both stinking and shining.

http://sittingonacouch.com/guild-wars-2-mesmer-podcast-mesmerized-episode-16-mesmer-awards-2013/

Past episodes can be found here: http://sittingonacouch.com/podcast/guildwars2/mesmer-gw2/

The podcast stream can be found here: twitc.tv/soacgaming

The next podcast will go live on Sunday, January 12th, at 6:30 pm EST. Our guest will be Sensotix.

New to mesmer -WvW

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Pyroatheist.9031

  • With the bloodlust buff is too easy to find the real mesmer ( unintended nerf ? )

There’s many ways to find the real mesmer, and bloodlust stacks are only one of them. Ultimately any competent opponent will locate the real mesmer rapidly, no matter how hard you try, so play assuming that.

  • Perplexity runes seems a bit OP, even after the nerf, with them I could stack up to 15 stacks of confusion and reapply them few seconds leter if cleansed.

Perplexity runes are…interesting, but less op on mesmer than on many other classes with more spammable interrupts.

  • Arcane thievery seems bugged, few times it didnt gave me any of the enemy boofs and I’m pretty sure I was in range and the foe didn’t dodged it. The condi cleanse works good.
  • Torment with around 2k condi dmg is impressive ! the tooltip says 15k dmg if moving and the enemys drop like flies, isn’t it too much damage ? between confusion and torment the foe can’t attack or run without killing himself in the process.

Remember that the 15k damage occurs over the course of 12 seconds. It’s an application that is really vulnerable to condition removal, but if they have no removal or choose not to remove it, it’s very punishing.

  • Blink seems to work only on flat land, I tought it was like lighning flash and this one it’s not bugged.

Blink works exactly the same as lightning flash. Not sure where you’ve seen it bug out.

Stun/Daze Duration

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Pyroatheist.9031

@Simplicity: Control effects other than daze and stun have never been affected by any duration increasers. They work in a different way, and are standalone effects.

Is Torment Damage Too Low?

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Pyroatheist.9031

Just stop responding. I think it’s obvious that this person is beyond hope.

Is Torment Damage Too Low?

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Pyroatheist.9031

Well, you’re entitled to your own opinion. Lets just agree to disagree, shall we?

Is Torment Damage Too Low?

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Pyroatheist.9031

You don’t see anyone making a ‘torment build’ or a ‘bleed build’ or a ‘burn build’ or a ‘poison build’. Know why?

Because those builds are stupid and won’t work. They are completely ruined by any condition removal at all. The reason you don’t see any death blossom thieves is because it’s a horrible build. You aren’t meant to be able to stack 25 of a condition on any given target by yourself. That’s just how it works.

As alanis said, you’re complaining about a problem that doesn’t exist. I guarantee that nobody here is going to agree with you because you’re wrong. The torment block is incredibly powerful, you simply have wildly skewed expectations of how you think that conditions and skills should work.

(edited by Pyroatheist.9031)

Is Torment Damage Too Low?

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Pyroatheist.9031

What do you get significant stacks of Torment from though?

From the scepter block, where else?

Is Torment Damage Too Low?

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Pyroatheist.9031

Torment damage is fine, and the Mesmer torment application is incredibly powerful, ticking for over 1000 damage on a moving target while lasting upwards of 12 seconds.

Edit: Torment on sword auto chain…lolololol

Stun/Daze Duration

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Pyroatheist.9031

So…..

  • Blowout
  • Launch
  • Knockdown
  • Pull
  • Knockback

These are all control effects. They are not affected by any type of duration increase. They can be broken with a stun breaking skill.

  • Daze
  • Stun

These are control effects. They are affected by various duration increases, which is the subject of this thread. They are broken with a stun breaking skill.

  • Fear

This is a control effect and a condition. It is affected only by condition duration, but can be broken with a stun breaking skill, as well as removed with a condition removal skill.

  • Bleed
  • Burn
  • Poison
  • Torment
  • Immobilize
  • Cripple
  • Chill
  • Weakness
  • Blindness
  • Confusion
  • Vulnerability

These are all conditions. They are affected only by condition duration. They can only be removed by a condition removal skill.

Hope that clears things up.

New to mesmer -WvW

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Pyroatheist.9031

  • Is Healing power usefull as it is for rangers ? I was theory crafting with Settler’s equip and it seems pretty good for a bunker condi build ( I’ve not tested it yet )

Mesmer actually scales quite well with healing power. Ether feast scales 1.0 + .1 per illusion, and regen scales 2.8 per 20 seconds. That being said, usually you don’t want to build for healing power unless you really want to go for bunkering, as it’s just not necessary.

  • It looks like regen is almost permanent ( is it enough ? )

It is permanent. Whether it’s enough depends on how you play.

  • Mirror or Ether feast ? mirror grants less healing, roughly – 60 heal per second without illusions, but with Mender’s purity I can remove 2 conditions + reflect projectiles every 15 seconds instead of 20.

In general you’ll basically want to figure the amount of damage avoided with that reflect, and see if that makes up the difference. If you’re going zerging, it may well be worth it, or against a pistol mainhand thief or something, but against a backstab thief it wouldn’t be. It’s sorta situational.

  • is Phantasmal disenchanter viable for stripping boons from enemys ( like stability ) and also as a condi removal ?

Very.

New to mesmer -WvW

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Pyroatheist.9031

Thanks for the replies guys, very appreciated.

@ Mango. Changing utilities will actually help me a lot in some cases, like using mimic when the warrior is casting kill shot.

  • Any tips for condi mantra build ? I always hate to spend points in power/crit traits when im focused on toughness/condi dmg.

Right now I have this build, is it any good ? :

http://gw2skills.net/editor/?fgAQNAW7fl4zyoHSzoGb9IhpHBH5An0jS/6VXqwtB-jkCBoOCy0CwkHBKTqIasF4RrsJIVWhV3ATxiIq2joIa1SBoo0I-w

Or should I use perplexity runes ? :
http://gw2skills.net/editor/?fgAQNAW7fl4zyoHSzoGb9IhpHBH5An0jS/6VXqwtB-jECBoOCy0CwkHBKTqIasl1FRjV3ATxiIq2joIa1SBoo0I-w

Honestly, that build is horrible.

Your rune choices are really schizophrenic. You’ve got 3 random runesets, and I can’t figure out why you’re using a mix.

How exactly are you planning on doing damage? You’ve got crippling dissipation and debilitating dissipation, but you can’t really use those without deceptive evasion. You also don’t have sharper images (and you’re using dire gear) so a lot of bleed pressure from illusions is gone. A warrior with healing signet could literally go afk, and you would be unable to kill them.

You’ll be pretty tanky certainly, with the 3 tap condition removal mantra and heal mantra, but that’s about it. Your build has almost 0 damage potential, will be slow, and will be really vulnerable to interrupts when you try to recharge your mantras.

New to mesmer -WvW

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Pyroatheist.9031

Disenchanter could work in your build for small group play. Phantasms are generally ineffective in zergs, since they get killed so quickly.

This is quite true.

Disenchanter, especially, needs to stay up for quite some time if you want it to be more effective than, say, null field or arcane thievery.

This is really false.

Similarly if your opponent is good at kiting, since phantasms move very slowly.

So is this.

Phantasms move at about normal movement speed. However, they all either use ranged attacks or have some sort of gap closing leap (other than the warden) which allows them to hit reliably. In the case of the iDisenchanter, it has a ranged attack, making its movement speed completely irrelevant.

On average, the iDisenchanter does more in 1 attack than null field does if you stand in the field for the full duration, and it absolutely does more than arcane thievery. The iDisenchanter uses a bouncing attack that will hit a total of 5 targets, removing 2 boons from enemies hit and 2 conditions from allies hit. It uses this attack every 4 seconds, and is on a 20 seconds cooldown, compared to 40 seconds for null field and 45 seconds for arcane thievery. You do the math.

Phantasms dodge as mesmer dodges

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Phantasms already use their mesmer owner buffs such as might/stability/etc

No they don’t. They inherit the mesmer’s basic stats, not buffs at all.

Mesmer Help

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Yo, unnecessary new thread. Just keep it in your other one.

Edit: the reason people weren’t answering is because basically nobody actually ins 30/30/0/0/10. It’s a bad build.

How should I play against a mesmer?

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Thanks it’s really helpful
Another question if u dont mind :
what will you trying to avoid of , when you are playing a PU mesmer against a Necro?

A condition necro only has 1 important skill: signet of spite. Everything else is more or less a spammable low intensity condition application. This is countered with spammable condition removal.

What destroys a conditionmancer is the disenchanter. It removes conditions at a very high rate, and completely nullifies most of your condition application. If you see that out, it has to be killed.

Other than that is more general advice. Avoid exploding unnecessary clones, don’t proc the scepter block, don’t burst yourself with confusion, etc.

Phantasms dodge as mesmer dodges

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Anet would avoid implementing it because they’d have to be creating a completely new implementation in multiple ways.

Firstly, npcs connected to players don’t dodge. Minions don’t dodge, ranger pets don’t dodge, and illusions don’t dodge.

Next, illusions are even more separate from mesmers than ranger pets/minions are from the ranger/necro. Once summoned, they simply use their own skills on their own timers on their own target. There is currently no possible way to affect what a phantasm does once it is summoned. In order to make this work, Anet would need to completely rewrite the interactions between a mesmer and the illusions.

tl;dr: $$$$$$$$$$$

Best dps build?

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

In what game type for what purpose?

Phantasmal Warden bugged

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Posted by: Pyroatheist.9031

Pyroatheist.9031

We’ve reported this many times through many channels. All we can do now is hope that the balance team decides to stop twiddling their thumbs and actually does something useful.

Why does Anet ignore cheating?

in WvW

Posted by: Pyroatheist.9031

Pyroatheist.9031

The thing is, the proper channels aren’t working. There’s a certain mesmer player that most NA T1 servers will know of (he’s transferred through a few of them) who’s been a known cheat for over a year using the flying hack (will fly over towers/keeps walls with the super jump/fly hack and then portal in a zerg) and a year later he’s till in game, still doing it.

With how extremely public the hacks are (ie see youtube) and how long they persist in game, it’s extremely poor form from Anet to do next to nothing about it or react in a timely fashion.

The thing that will make Anet take action on a hack like that is frequency of use. If 1 person does it, they don’t care. If you post the videos of how it works and how to do it all over reddit/gw2guru forums/etc, and people use it more, it’ll get fixed faster.

Sigil of sup hyrdromancy not applying chill

in PvP

Posted by: Pyroatheist.9031

Pyroatheist.9031

Must be in combat. Additionally, all runes share recharges of course, so if you have an on-crit in your other set, that can ruin it.

Why is NA and EU separated?

in PvP

Posted by: Pyroatheist.9031

Pyroatheist.9031

That is a made up excuse from anet. You can run both regions on one. They just chose to separate for other reasons.

are you a network protocols specialist or engineer?

perhaps the reason why the physical game servers are located in europe, so that the players in europe can have better latency, less lag in the game, etc?

And this is pretty easy to see too. Play on an EU server from NA and you’ll experience lag. The same goes for the other way too.

Mesmers needs buff

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Not sure if serious…but I’ll bite.

maybe I should be a little more specific… I am increasingly finding that

blurred frenzy has no effect against rangers, warriors, guardians, and elementalists even if using full berz gear which is only when I am camp capping.

Has no effect? Are you missing? Blurred frenzy does a ton of damage.

illusionary leap fails about 60% of the time because of a slight bump in the ground

…yeah. No arguments here unfortunately.

phantasmal duelist is increasingly difficult to get off the 1 second cast time for 50% of the time is more like 3 seconds

What? 1 second cast time is 1 second, just like most phantasms. It’s never changed, it doesn’t get longer…

Magic bullet and signet of domination does not work on elementalists, warriors, and guardians – and sometimes rangers too.

…lol. Yes, those classes have access to stability. Mesmer has access to the most powerful boon stripping in the game, hands down. Strip the stability and stop wasting your lockdowns on it then whining about it.

Chaos Storm – aegis, retaliation, and chilled almost never works while swiftness NEVER works

Not sure what to tell you here except that you’re hilariously wrong. A 10 second test is enough to show that.

Underwater – the problem is not so much the mesmer skills but that other classes now have better skills – I only play mesmer so not sure what the name of those skills are but elementalists now seem to have the equivalent of Vortex. I always had good fights against rangers under water but now I find that it is difficult to impossible to now kill warriors, elementalists, rangers, guardians, and engineers underwater. Before I was undefeatable under water – I spent a lot of time there but since they changed the borderland map to remove most of the water, I have found that other classes are now a lot more powerful underwater to the degree that I am now lucky to win a fight there and have had to change my tactics to running away.

Sooo…the Elementalist skill similar to vortex happens to be an elite. In general, Mesmer has one of, if not the most, strongest underwater skill set, with lots of stunbreaks, powerful burst skills, and strong conditions. You simply need to learn to play it.

Plus I agree with others that the recharges are too long… after a short while of fighting I am left with almost nothing and by the time my skills recharge the opponent has healed to full health again. If I am just coming out of a fight with anything, I am extremely vulnerable – most of my deaths are because someone has jumped me after I’ve just killed something.

So most of your deaths happen when someone jumps on you after you’ve used all your skills? I’m going to go ahead and call this one working as intended.

Wand and focus is more or less useless.

Scepter is very strong in condition builds, though it definitely could use some work.

Focus is an incredible weapon, with aoe interruption, pull, cripple, swiftness, damage, and nonstop projectile reflection.

Summary

You have no idea what you’re talking about. Actually learn this class before coming to the forums to complain.

fractal/dungeon build help

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

10/30/0/20/10 is good as well. Spec for damage and cooldowns on phantasms, use sword/sword and sword/focus.

That is worse than 0/30/0/25/15. You’re trading 20% cooldowns on all phantasms and illusion skills for 100 power (aka ~3% damage).