Rune of perplexity is broken, it grants 0 confusion duration.
I like how they give the best grandmaster traits to the trait lines which already got the best current GM traits.
Mesmer in raid vs big blobs gonna be… ’’fun’’ lol. Just facetank everything with perm immunity.
Are…….are you trolling? I can’t tell…
No? https://www.youtube.com/watch?v=EmJ1QZ_aPqc&list=PL8ED62A3D9F4A3742
Every time exp pops up I get 3 sec immunity. Add that with the dodges you get with perm vigor and the distortion from yourself + blurred frenzy. Perm immunity while in combat isnt that hard to obtain like that.
That only proves the point I’ve been making about this trait. That video is just non-stop RG facerolling over everything else. The trait only starts activating significantly once the enemy group starts melting, at which point it’s irrelevant.
Edit: As a matter of fact, in that entire video, the amount of times where you got kills and it would have actually protected you from something happened maybe 3 times.
(edited by Pyroathiest.4168)
He said pve…
Also from what I understand it’s still just a standard phantasm build with sw/focus + sw/x.
Funny, from what I’ve seen in pve so far its either a proper shatter build or a berserker/ swordsman combo.. which would imply GS+ x/sword.
That said, they only really want you for projectile reflects and quickness as a mesmer.. if you really want to pve now you need a warrior or a guardian.
Not accurate even in the slightest.
The PvE meta has never used shatter, and I doubt it ever will. It’s a 0/30/0/25/15 or 10/30/0/20/10 phantasm builds using sword/sword+sword/focus for the most part.
Sounds interesting, unique, and would make playing with confusion gain a lot of potential effectiveness and in-depth strategy.
Never gonna happen.
Edit: Boy my cynicism is really showing through lately.
(edited by Pyroathiest.4168)
So, where’s this guy who said “The only buffs we’ll get will be bugfixes”?
Oh man, that’s really bad. They actually tried to pass off bug fixes as buffs. What a bunch of [redacted to avoid infraction].
You just need to have insane survivability, mesmer having lowest armor stat along with engineer isn’t the best choice. Mesmers also lack aoe but I guess you can be quite supportive with portals.
wat
At any rate yeah, mes can command pretty well. Take a look at my zergmower build, that works quite well for commanding.
Compared to warriors and guardians, mesmers won’t survive as well as them by far.
Warriors:
AoE attacks
Endure Pain/Berserker Stance
Heal Signet
High Armor/Health
Cleansing Ire
High Stability Uptime
Blocks
Guardians:
AoE attacks
AoE Heal
AoE condi clear
High Armor
Blocks
AoE Boon Support
Mesmer:
Stealth
Portal
Or you use my build, get high stab uptime, higher uptime on blocks than any other class, stunbreakers…and that’s it.
You’re commanding, you don’t need to be a bundle of utility, you just have to survive and truck around on the battlefield.
You just need to have insane survivability, mesmer having lowest armor stat along with engineer isn’t the best choice. Mesmers also lack aoe but I guess you can be quite supportive with portals.
wat
At any rate yeah, mes can command pretty well. Take a look at my zergmower build, that works quite well for commanding.
The thing about shattered conditions is that it actually meshes really well with shatter builds, in that it forces you to choose between shattering for offense or defense.
Sorta true, but actually not.
The thing about shattered conditions is that taking it means you can’t shatter for offense because your shatters don’t hurt at all.
It’s…ok. The problem is that compared to say, the staff, it’s much more 1-dimensional. You don’t have the burns at all, just bleeds. You also lose mobility and defense from chaos armor, chaos storm, and phase retreat.
Overall, it’s absolutely a worse condition weapon than the staff. That said, it does sorta work, and due to that I’ll use it when I’m on skyhammer with a condie build.
For those who hasn’t seen this yet:
In the April 2014 Feature Pack, we’re focusing on giving the mesmer a few more options for applied conditions and support/survivability. Clones and phantasms will receive some updates and bug fixes, including the repair of the Illusionary Warden. Along with a few other bug fixes, the mesmer will benefit greatly from the changes to sigils, especially now that they can equip two sigils to their greatsword or staff. We’re also quite excited about a few new mesmer traits that are becoming available, such as Maim the Disillusioned, which has a great name.
- https://www.guildwars2.com/en/news/runes-sigils-and-balance-updates/
We already knew this. Look a page back at all the lovely communication Tyler Chapman gave us in his last couple days at Anet.
What OP has described is basically GW2 Combat Mode. This works in games built around it (Dragon Nest, ESO) but really doesn’t work in one that isn’t, such as GW2.
Thats true, but i still think if you coordinate well this could be really powerful. Since once you kill the first guy you can just use the distortion as a free stomp against any other dead players, which just increases the time of distortion, which lets you kill even more players.
And multiple mesmers with this? Who cares about a hammer train
If you try to confront a hammer train with glassy mesmer builds, you’ll never see this trait activate because you’ll all be dead.
I seriously cant believe no one has mentioned this yet. Imbued diversion+new dueling GM+masterful reflection. Basically, mesmers just became amazing in a zergs frontline and in havoc groups as well. With no ICD this could be almost permanent.
What if you get a 5+havoc group with full zerker just looking for massive zergs. Once you kill just one guy (easy with 5+ in full zerker) youd become this unstoppable, invulnerable, reflecting, massive dmg dealing ball of death. With only 5 people. (Hell, you could do it with one)
Once you kill one guy…you’d have 3 seconds of distortion. That doesn’t last very long.
Yeah, but then another guy drops, then another, and it just keeps snowballing until theres a dead zerg
Yeah…somehow I doubt it’ll work out quite like that. Remember, it’s distortion on kill not on down.
I seriously cant believe no one has mentioned this yet. Imbued diversion+new dueling GM+masterful reflection. Basically, mesmers just became amazing in a zergs frontline and in havoc groups as well. With no ICD this could be almost permanent.
What if you get a 5+havoc group with full zerker just looking for massive zergs. Once you kill just one guy (easy with 5+ in full zerker) youd become this unstoppable, invulnerable, reflecting, massive dmg dealing ball of death. With only 5 people. (Hell, you could do it with one)
Once you kill one guy…you’d have 3 seconds of distortion. That doesn’t last very long.
Mesmers are extremely powerful healers and have only gotten moreso with every balance pass. Theres always a little support/mantra buff in there somewhere and this pass is no exception. The problem isn’t the capacity – the problem is the need: there is none in most play-modes.
Spamming the hell out of mantras isn’t thrilling gameplay, but it turns over some excellent green numbers both in sustained pulses and in panic healing chaining up 2-3 mantra reloads in a row.
Note that mesmers are extremely powerful healers with 0 investment into healing power, and healing power scales poorly with the extremely powerful healing. This makes the trait useless.
Honestly, PvP eles won’t ever be going 30 into fire anyway, so it’s a non-factor.
Sitting in earth isn’t viable unless the ele wants to be completely useless, so I’m seeing that more as a instant defense that they can flash into to avoid a large burst from a shatter mes or a backstab thief or something of that sort. Not too bad, just a bit more skilled counterplay.
@Pyroatheist: The Duel trait could be useful for the Zergmower, if you could live without the last two traits in Chaos.
Not really. Here’s the problem. The dueling trait only becomes effective in a zerg fight if the enemy group is starting to get demolished…at which point it becomes superfluous.
Doing some basic numbers, I’m getting maximum critical damage modifiers around +85%. Currently you can boost that to 110% or so if you’re full out crit damage. Keeping in mind that there’s a base +50% to all crits, the overall change is roughly a 15% reduction in critical damage.
This will hurt. It won’t destroy shatter mesmer, but it certainly will hurt all bursty/power builds. I honestly don’t think the devs really thought through this idea with respect to WvW at all.
Overall, shatter mes already isn’t in a great place, and this’ll put it in a slightly worse place. A poor balance decision, aka fully expected and not a surprise at all.
I didn’t like it that much at first. But this might actually enable Mesmers to bunker in PvP. I thought about a x/30/x/30/x and mainly Mantras as utilities. With Furious Interruption you will be able to recharge Mantras without stealthing or wasting your stunbreakers. In combination with the iDefender, permanent high Regeneration, Retaliation on Block (Sc/Sw Blocks and Chaos Storm Aegis) and constantly using Restorative Mantras you could be a pain in the butterfly to get off of a cap point. Sprinkle some Protection runes on top, maybe add Heal or Chill sigils (which will become on hit with the patch) and you’d become even more durable. For example like this.
Sorta? You could just take something else and get more mileage out of it though. Interrupts are still unreliable to hit for most things, so you’re taking a trait that’s already unreliable. Then you remember that it’s only useful if you’re able to heal in that 4 second interval. So it’s useless if you had to heal before, or if there’s nobody to interrupt when you want to heal, etc. It’s just not good.
Does it stack +1000 per interrupt? I may be mistaken but wouldn’t this give you a massive heal with ether feast?
I highly highly doubt it stacks +1000 per interrupt. If it does….it’s potentially almost useful.
Um… if you’re running mantra healing and can easily interrupt with mantra of distraction before reloading a mantra for the heal, I’d think this could be quite strong.
I get it this game has bred a culture of every man for themselves sociopaths with its near complete absence of healing/support roles, but “useless” is a little strong. The use is fairly obvious.
Problem is that the mantra heals scale horridly with healing power. Only .2, so that 1000 healing power suddenly becomes a 200 addition heal on something that’s already around 2400 base….useless.
Provides 1000 healing power for 4 seconds on interrupt.
This trait is completely useless. As a matter of fact, all (3) of the inspiration grandmaster traits are eminently and completely useless. I was hoping that with this new patch there would be an actually desirable trait put into the inspiration grandmaster trait slot, but I guess I was wrong.
Any chance of this trait being removed and replaced with something else? I’m guessing not…but it’s worth a shot.
The Chaos trait gives PU trait spreads a very interesting PvE replacement for the PU slot. It’s not dependent on interrupting like BI is, plus you can simply combine them if wanted.
I fail to see how. Shatter is horrible in PvE even in a full damage build, and if you’re 30 in chaos you won’t be doing much shatter damage. Basically, running that trait and 30 in chaos in PvE would make you contribute literally nothing to a party. No support, no damage, no nothing, just dead weight.
I wonder if that Dueling trait will stack the invul. So if I were to tag 10 people in wvw… will I get 30 seconds of distortion if they all died?
Distortion doesn’t stack.
I’m actually liking the sound of the illusions one, because it definitely opens the door to shatter condie specs. I’m just witholding judgement until I get info on stack number and duration.
ONE. THOUSAND. HEALING POWER ON INTERRUPT!?!? No ICD!?
All I gotta say is… dat focus pull. Ima become the best support Mesmer on the planet. =D
For 4 seconds. I can guarantee you it doesn’t stack in either duration or power. So how is that going to help you? It’s nearly useless in PvE as always, and in PvP you can’t reliably apply aoe healing right after an interrupt like that, and healing power sucks anyway because everything except regen scales horridly with it.
Lets see here.
- Domination: Interrupted skills will go on 10s cooldown instead of 5s
This guy has been discussed to death, back to life, and to death again already.
- Dueling: Get 3s of distortion after killing a foe.
I need information about the internal cooldown before I can make a judgement here.
- Chaos: Grant boons on shatter activation (F1: 3s Retaliation, F2: 15s Might(x3), F3: (forgot it but i think it was vigor), F4: 8s regeneration)
My initial reaction is that it’s total crap. Retaliation is easily obtained through many means for mesmer, we don’t need a grandmaster for that. 3 Might for 15s is nice…but not particularly impressive. Vigor? We’ve already got vigor, and I’m not gonna waste an interrupt for vigor, nor save it for when vigor might be useful. We fart regeneration more than any other class besides maybe guardians, we don’t need that.
- Inspiration: +1000 healing power after interrupt (4s)
I fail to see how this is helpful at all. Just file it under ‘useless inspiration grandmaster traits’ with the other 2.
- Illusions: Torment on Shatter hits (no values confirmed)
Gonna need more information on this one.
Maim the Disillusioned sounds like a reverse Compounding Power – Targets do less damage based on the amount of illusions summoned on them.
Actually sounds like a damage amp based around confusion, or potentially some sort of compounding debuff based on confusion stacks maybe?
Note that I gave a couple options there, and also note that needing more practice is not a bad thing.
From your explanation, you sound like you were running a very glassy build. Not everyone can just jump into a super glassy build like that. I know that I didn’t, my main build was the Immortal build for a long time, before I expanded my playstyle to include more glassy builds.
I know many mesmer players that are able to take apart most classes at will. While warriors and whatnot are undoubtedly easier to play and pick up, past a certain level of skill that stops mattering. See, in 1v1 fights, most any fighting build and class is viable. The differences between classes matter much less, and the individual skill level of each player starts to matter much more. Even when someone is running an “overpowered 1v1 build” such as MM necro, there are counters to that that a skilled player will know and use. Ultimately, the more skilled player will win the 1v1.
It’s possible you simply got outplayed. It’s possible that you happen to be using a horrific build. Either of those are possible, and there’s no shame in being outplayed, it just means you have room to improve. I don’t win every fight I enter, but I don’t treat that as a personal offense, I see it as a learning experience.
In almost every thread here people complain about our bugged features, don’t pretend that it’s not a big thing!
It’s big that they’re fixing them, but it’s hardly something they should tout.
“Hey guys, as a special treat, we’re fixing the things we broke months ago!!!”
Carighan, you’ve said that multiple times now. Define “proper”? I should be the obedient wife and hide behind my warriors in shining armor perhaps?
What is it that you mean by playing “properly” and “to win”?
I think the take-home message is that 1v1 fights are one of the areas of this game that mesmer absolutely excels. A well played mesmer of any effective build can demolish almost any other class and build. Problems in winning 1v1 fights are always due to one or both of two things:
- Using a really bad build
- Not skilled enough
The first is easily solved with quick trip to the build list, but the second simply requires practice and experience.
Confirmed fake.
Shatter mes is a really hard matchup against pistol whip. You sorta have to outplay instacast skills…which is really hard.
Normal infiltrator strikes —> pistol whip combos can be easily avoided with blurred frenzy, but the tough one is pistol whip + shadowstep or steal. Those are hard. You have to either bait out the steal earlier (and then keep a thought about the cooldown of it) or predict that opener and be ready to dodge it, as it’s an instant interrupt + damage.
Overall, it’s not a friendly matchup. Something to keep in mind is that you can interrupt pistol whip between the time of the stun and the hits with something like diversion. That can sometimes give you enough time to do a counterattack.
This matters a lot in WvW, releasing something what is not tested in the middle of competitive event is going to be a disaster. Enjoy all the leaving players Anet.
competitive event.
wat.
I’m completely fine with the trait taken alone.
The main issue is Chaos Storm, tough. I really don’t want to have AoE lol-stupid insane lockdown in this game, I prefer something similiar to Power Block or Psychic Distraction back in GW1, that if you failed the interrupt you have to deal with drawbacks of the skill.
Power Block costed loads of energy and had an high cooldown while Psychic Distration costed a little bit less of energy, really low cooldown but disabled any other skill on the caster.You failed the interrupts? Now deal with the drawbacks.
With Chaos Storm is something more on the line “use the skill and wait for it to interrupt for you”.
Remember that Chaos Storm is a blindingly obvious animation, and so if you’re walking around in it and not protecting your casts from potential interrupts, you’ve made several mistakes already.
here’s the citation:
https://www.guildwars2.com/en/news/get-ready-for-wvw-spring-tournament-2014/the “Pre-tournament sale” chart says below it that prices will be based on the rankings on March 14. the chart also says that this pricing will be in effect from March 18 through March 27.
just below that, the “Tournament pricing” chart says that prices will be based on the rankings at the start of the tournament, March 28.
the March 14 rankings don’t determine the tournament brackets, they only determine the pre-tournament transfer pricing. that is all.
the March 28 rankings will determine the tournament brackets, and also the price of transfers during the tournament. transferring to servers at the top of each bracket will be the most expensive, and servers at the bottom of the bracket will be least expensive.
-ken
As others have mentioned, that doesn’t actually prove anything.
I’m not looking for syntactical analyses of blog posts, I’m looking for a red post that actually answers the questions.
I love this build! Thanks for putting it up. My question is what is the best way to deal with condition necromancers that throw your conditions back at you?
Dodge. Condimancers have a limited number of condition transfer, so learn them and dodge them. Generally the big ones are putrid mark (often will blow up on clones, but be careful of all marks) and the dagger 4 skills (looks like a cloud of green that travels from them to you). If you dodge those, not only will you avoid the condition transfers, but they’ll also keep the conditions on the necro.
it was broken… you think I come on here complaining for nothing?
Yep
At 42 seconds, I gain swiftness from chaos storm. At 1:45 I gain swiftness from chaos storm. At 1:49 I gain swiftness from chaos storm.
That video was made by myself over a year ago. It has been working the entire time. You’re wrong.
All of the rest of your complaints are hilariously wrong too (with the exception of leap/swap). I honestly don’t know how you came up with those things, they’re so off the wall crazy.
(edited by Pyroathiest.4168)
lol – I guess someone does listen… after months of speed boost not working with chaos storm… I go into wvw tonight and behold its finally fixed…. (unless it is just a random thing again). Veil appears to be fixed too.
I don’t mind looking the fool if it gets stuff done. Now to get chill fixed too… because chaos storm is supposed to apply chill too and I am not seeing it.
No, you aren’t looking the fool because stuff is getting done. You’re looking the fool because [redacted to avoid infraction]. This stuff was never broken. Refer to my previous post on wrongness.
this has been discussed before. it is already decided. based on march 14th.
if you think about it, why would ANET grant free transfer to servers of certain ranking but then only decided the league ?
what they are doing now is :
1. determine which server goes to which league, and then
2. grant free transfer to servers of certain rank in those league.
…. which is correct way.so, since it is already determined which servers get the free transfer, it conclude that the league are already decided.
[citation needed]
Again, I’ve seen lots of these threads, and I’ve seen lots of people claim lots of things, but I’ve yet to see a single dev response, nor have I seen a single person cite an official statement to back up their claims.
My question is why take it out before the 15th of April? Why not just do a swapperoo at once? What does this gap period “do” exactly?
This is the question that’s been bothering me as well.
As much as people hate Anet and many of their decisions, I don’t believe that they make decisions purely with the intention of antagonizing the playerbase…but I can’t seem to find another reason for this gap period of no rewards. It doesn’t make any sense to me.
league placement will be determined on March 28.
the March 14 rankings were used only to determine pre-tournament transfer pricing which is in effect from March 18 through March 27.
-ken
[needs citation]
No dev responses stating they play mesmers in a frequent/constant capacity…
Answer obtained!
Because they totally have the time to respond to some insignificant person demanding to know what classes they play.
Well, the interesting thing is that the answer truly is a massive no. This is absolutely evident based on many aspects of how the devs have made changes to the class, how they’ve discussed it, and other things as well.
However, the OP has completely missed every aspect of the game that mesmer actually needs help at, and has instead decided to complain about the bits that mesmer already excels at, which makes little sense.
-snip-
Not sure if troll or just seriously misguided.
Basically every single word you typed in that wall of text was wrong. You’re so incredibly wrong I don’t even know where to start, so I won’t even try.
You’re wrong. Wrong/lying/exaggerating/trolling, pick one or more. Nobody should take anything you say seriously.
Short answer: No.
Engineers would be forced to waste all of their utility slots to get projectile reflects. This means giving up those combo fields and finishers you mentioned.
Could add in my solo queue guide for what it’s worth.
25/30/0/0/15 – open world pve
0/30/0/25/15 – dungeons (mantra)
10/20/0/25/15 – dungeons (non-mantra)All are sword/sword + sword/focus.
Almost. For open world PvE, greatsword + s/f is highly recommended. The gs allows you to get rapid long-range tags in events and such.
Well, this is basically just a hybrid phantasm-signet build. This has been tried before with somewhat less than average results.
Basically, you run into multiple problems. The biggest problem with this build is that you have neither signet of illusions nor the phantasm hp trait. This means that your phantasms will be incredibly fragile. Anyone you face will be able to destroy them with just a couple of hits. Your offense will therefor be incredibly fragile and transient. Unfortunately, your offense is also a good part of your defense, since if your opponent doesn’t have to deal with your phantasms, they can easily chase you down and kill you.
This build has other problems as well. I don’t recommend usage of the signet heal in any PvP build, and the choice of that signet instantly makes this build worse. The signet has very substandard healing, and if you burn it in the first seconds of the fight for an initial burst, you’ll be absolutely destroyed by anyone that manages to kill your phantasms (not hard, as discussed).
Lastly, your utilities make no sense. This is caused by the fact that you’re trying to shoehorn a bunch of signets with differing uses into the same build simply because they’re signets. Lets actually look at them. You’ve got 1 breakstun that also happens to be a small aoe blind and is passive boon duration, one stun that passively provides condition damage, and one signet that passively gives you a boon per 10 seconds and copies boons to allies on use.
These have no coherent qualities between the three of them. They don’t work well with each other, they don’t work well in a phantasm build, and they definitely don’t work well in this build.
Overall, this build really isn’t good. Your offense is extremely limited, and your defense is almost non-existent (1 second of situational distortion doesn’t count). Any competent player will destroy you.
I’m rather a fan of 0/20/0/30/20, for pve work. High support via Inspiration (I remember when I frigging hated that Traitline), faster Phantasm attacks(or better bouncing attacks), and I can still slip in a S/F;S/P spec with all needed weapon Traits.
Phantasmal haste is still totally broken, so 20 in illusions is a total waste. Once the feature build hits, perhaps that can be revisited.