So what? That’s how confusion used to work. Still does. Only back then we’d stack high and drop people caught out before they realized what was happening.
Should we queue tears?
Who cares about precursors, exotics, and rares. Arent we all here to just have fun?
Right guys?…
Guys?…..
So in conclusion, there are plenty of “official” ones, and countless more non-guild, pug, or casual 5 man groups out there.
Yeah, it’s so dead it’s walking.
If you were really SoR’s friend, you’d repent your PvE ways and enlist in a WvW guild today.
Seems like the perfect opportunity to drop a stealth trap. You know the best part about a stealth trap? Not only are the thieves revealed, but they’re tagged on your minimap.
Good question is: why not?
Here’s a condition option
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Poisoned-Apples/first#post2381371
search for The Immortal Mesmer build for ideas
the only fix both of these need is longer duration on confusion. Confusion as it is now is nearly useless…run up against someone with melandru runes -even with +duration food/gear, and you may as well just breath on them. Against others, its a difficult setup for maybe 1-2k damage. If confusion durations were doubled for both of these weapons they would really go a long way towards making confusion based builds a viable option. It already does damage that is on par with bleeding (unless someone is spamming skills)…so why not make confusion last like bleeding does…or at least better than stuns/fear does?
I normally don’t like comparing classes, but considering necros have such great access to fear, and can do great damage with it, while also providing a hard CC, I think it’s fair. Confusion is meant to be a soft dillemma / CC condition, but as it stands, it’s not…it’s just a little bit of bonus damage, and a condition that the opponent mostly ignores. It doesn’t even really register unless they have like 20+ stacks, and as a mesmer that is tough to accomplish (post blinding beffudlement nerf). Making the duration decent means that the opponent would be forced to recognize when confusion was being applied and adjust accordingly (start cleansing/running away). I don’t mind if it takes a while to get to a dangerous level of it, or if it just winds up being something that you keep on at moderate levels to maintain pressure throughout a fight. I also don’t think it’s a problem to slowly buff individual confusion skill durations – like the torch phantasm – just buff his duration, so the easy counterplay is destroy him early…which is easy. It’s not like it would all of a sudden be powerful enough that everyone would be playing it, it’d just be strong enough to form a foundation for a condition/pressure build.
Confusion caps at 10 seconds duration. Scepter 3 can easily be made to achieve this. iMage, with 100% condition duration, can land 6 seconds of confusion. He attacks every 6 seconds (or there abouts), thus an iMage can keep 3 stacks on a target with 100% uptime.
Can it be buffed? Yeah why not. Whatever. But built right, I’d argue mesmer is the strongest condition class in the game (now, with torment).
I was trying a similar build last night, having a blast!
One question, does sigil of doom work on OH weapons? I have it on my scepter and on the torh on the other weapon set, sometimes it seems to work and give me the little circle above my skills and sometimes not… unless it just does mothing when not in any form of combat?
But yeah nice build
Weapon swap sigils don’t do anything when not in combat.
I’ll have to test this out.
This is true, you need to be in combat. Pro tip: always do a weapon swap after defeating your enemy, but before “combat” ends for your toon. That way you’ll get the poison ready for the next fight.
Pro tip: don’t run past the next critter and attack it on the way…
But that bunny was looking at me funny.
Oh, I tested this last night with sigil or corruption on my mainhand and doom on my offhand, works fine.
Corruption, and all “on kill” sigils have no internal cooldown. So it’s to be expected :p
Ah ok cheers for that! Yeah I was trying it before going into combat so i could poison them from the start, I’ll have to remember to swap at the end of any combat then. or just jump off things
At the moment I have the two dooms, one air and corruption but I’m probably gonna switch out the sigil of air since I don’t have like any crit chance (i have some carrion in the set too for more power instead of crit and sit at around 2700 power)
You guys think they will bring out a sigil to increase torment duration by 10%? They have it with the other conditions and that would be great on the scepter
Condition duration maxes at 100%, so the question is, do you need it?
I put up a condition build here
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Poisoned-Apples/first#post2374134
If you scroll down the page I put a post up in response to someone asking about a staff based variation. I provided a build and put the link below. To give you a short answer, 30 in chaos for Prismatic understanding. Given it’s a condition build, put the last 10 in power gives you more condition duration, and the torch condition removal (which you will need in the current meta). However, if given the rest of your setup that extra 10% condition duration doesnt equate to an extra second on your conditions, you might consider something else.
A stack of Confusion is capped at 10 seconds. So if you already have enough bonus condition duration to hit the 10 second cap, adding something like the +33% confusion duration isnt going to have any effect.
Using givers, 20 in power, 2x lyssa and 2x mad king you can get 100% condition duration as is. Making the +33% more than null and void.
Because he used his illusionary leap to dart over it quickly for the swap, but it got caught on the curb :/
I was trying a similar build last night, having a blast!
One question, does sigil of doom work on OH weapons? I have it on my scepter and on the torh on the other weapon set, sometimes it seems to work and give me the little circle above my skills and sometimes not… unless it just does mothing when not in any form of combat?
But yeah nice build
Weapon swap sigils don’t do anything when not in combat.
I’ll have to test this out.
This is true, you need to be in combat. Pro tip: always do a weapon swap after defeating your enemy, but before “combat” ends for your toon. That way you’ll get the poison ready for the next fight.
Pro tip: don’t run past the next critter and attack it on the way…
I was trying a similar build last night, having a blast!
One question, does sigil of doom work on OH weapons? I have it on my scepter and on the torh on the other weapon set, sometimes it seems to work and give me the little circle above my skills and sometimes not… unless it just does mothing when not in any form of combat?
But yeah nice build
Yes they work on the offhand. What you have to watch out for is conflicting sigils. What others are you running? If the other sigils have internal cooldowns, then no other sigil can proc its effect before that cooldown has worn off. So if on one set you generate a flame blast on crit, then swap weapons before the 5 second cooldown has run its course, you wont get the “on swap” effect of your sigil on the second weapon set.
Safe options are on swap, or on crit with ‘permanent effect’, such as +5% crit chance, or on swap/on crit with on kill.
Goodbye, BG. We needed to put you in your place.
Why good bye? We are here.
Btw, nice coverage SoR, gg.
This is funny. When I logged into SoR BL 3 hours ago I was outmanned, though we (SoR) owned the whole map. There were zero rallians on the map. I had to hold SW tower by myself for 40 minutes against a BG havok that logged into the map.
Amazing coverage. BG had 500% more guys on the SoR map than we did at that time :p
Nice playing. The twitching is abysmal though. As a general rule of thumb, if you put in effects, make sure they are there for a reason, to bring attention to something or enhance the video, not just for the hell of it.
When using staff, make sure you don’t have any of your autoattacks bouncing around when you use a stealth skill. If you do, the next time they hit something, you’ll immediately get unstealthed. I saw that happen a couple times to you.
Signet of inspiration does nothing for you. Take something useful instead.
Thanks but why singet of inspiration does nothing for me? random swiftness or let’s say block is always awesome
Signet of inspiration has a random chance to give 1 of 8 boons every 10 seconds. The vast majority of the time it will be completely useless. You don’t take that signet for the random boons, you take it for the team utility that the boon share provides. 1 random boon every 10 seconds is incredibly weak.
You will do as Pyroathiest says or there’ll be no desert.
I’ve been running/promoting this condition build for about a week
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Poisoned-Apples/first#post2367125
When someone asked if staff could be used in place of one of the weapon sets, I suggested this
http://tinyurl.com/kn5b6c3
However there are downsides to a staff + stealth build you have to watch out for. You also lose out on some condition duration.
Here’s what I said
You’ll have the 100% condition duration with the scepter/torch, but only 90% with the staff. What you want is to get 2 seconds of burning off the staff instead of 1. So, forgo the poison on weapon swap and take the +10% burning sigil. That’ll give you 100%, and a full 2 seconds burn (awesome). Now you have the option to spam staff clones and staff auto when you want to kite, then burst with the prestige/scepter/iMage confusion once the enemy is in a tricky spot.
Don’t be surprised if your opponent wigs out though and runs away. Something about staff clones spamming attacks feels overwhelming to people, and they’re smart to listen to their fears and run away.
One other thing I always watch out for with staff is my timing going into stealth. You always have to make sure your last auto attack has finished its course before entering otherwise you’ll break your stealth. Same thing for chaos storm.
The one other thing I’d do is take Compounding celerity for the Inspiration Adept. That way in escapes, I could keep spamming staff 2 for the blink away from the target while gaining 10% more move speed for every active clone still on the field.
It was me on my mesmer Evie that asked ya about staff, but as you said with staff if u dont time thigns right with your stealths youll break them and with that i probably wont be using staff in pvp. But i will use it for pve ^^ tbh i think thats why i asked you about it. Anywho thank you for putting the effort into that =).
The one other thing I’d do is take Compounding celerity for the Inspiration Adept. That way in escapes, I could keep spamming staff 2 for the blink away from the target while gaining 10% more move speed for every active clone still on the field.
There’s a bunch of vids in this thread with me using it
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Poisoned-Apples/first#post2362434
It’s a strong condition, but you need a build that’s going to make the most of it, and keep you alive.
I have it on a 9 1/2 second cooldown with a 16 second duration. So I have the opportunity to get 10 stacks.
Anyone who’s used scepter knows what you’re talking about. It’d be nice if it got cleaned up, but in the meantime it’s better to grasp some pro tips.
1) Stand still while casting. No matter where your target goes (even through you), you will track them. This includes during stealth (great way to see their bearing).
2) Create space before casting. That way you can a: stand still, or b: not worry about them moving through you to break LoS while traveling. They’ll be to far away to get to you in time.
3) Cast from stealth. That way you’ll be hitting them before they can be on you to mess it up anyway.
4) Use a CC before casting. Temporal curtain works wonders, pull them into the void
In the end it all boils down to LoS. So take control of the battle and ensure LoS before firing.
Spear is amazing. 2 and 4 sooo awesome, faster than swiftness
Yes but spear 2 and 4 are even more amazing with swiftness. Both are interpretable too with underwater drags.
So in the case of other classes, they not only have their swiftness etc, they stack that on top of their own propel skills.
Someone asked if this build would work with staff. Obviously you have to give up two weapons, and some condition duration if you want to do this, not to mention sigils. The question is what do you give up, and what do you keep?
It’s up to the individual but here’s what I’d do-
http://tinyurl.com/kn5b6c3
You’ll have the 100% condition duration with the scepter/torch, but only 90% with the staff. What you want is to get 2 seconds of burning off the staff instead of 1. So, forgo the poison on weapon swap and take the +10% burning sigil. That’ll give you 100%, and a full 2 seconds burn (awesome). Now you have the option to spam staff clones and staff auto when you want to kite, then burst with the prestige/scepter/iMage confusion once the enemy is in a tricky spot.
Don’t be surprised if your opponent wigs out though and runs away. Something about staff clones spamming attacks feels overwhelming to people, and they’re smart to listen to their fears and run away.
One other thing I always watch out for with staff is my timing going into stealth. You always have to make sure your last auto attack has finished its course before entering otherwise you’ll break your stealth. Same thing for chaos storm.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
Mesmers don’t transform. We crate images of ourselves.
Gotta make the most out of what you’re given.
TimeWarp = Haste + etheral field
Mass invis = ambush tool, escape tool, breathing space, boon generator with 30 chaos.
Moa = Sesame Street based Big Bird party.
You should read the entire thing.
You’re right, there is nothing cheap or unfair about the mesmer mechanics, and learning to play is what’s tantamount in this issue. In fact, until both parties can get on with playing to win, this will never happen.
Question: You said you couldn’t agree that “winning is all that matters”, so that’s made me wonder, what else would you say matters to you?
sorry I haven’t read it yet but I will, however I have to say that question is a little jokes bc… Skill aside, good players and bad players, games are played to have fun, some people play to take their mind off of work or school, some people play with friends to laugh and enjoy themselves, some people play for the thrill for excitement. Winning is only a byproduct and a possible result during the game. Win or lose u should still be playing to enjoy urself. Laughing when you lose, or whatever response you might have that doesn’t negatively affect you.
What else matters? Everything else matters, and winning shouldn’t matter as much.
That said I have nothing against being a good player and learning to play well and people definitely shouldn’t complain about being cheap or something lol. If that’s the case that also is playing “to win” focusing too much on how one lost or can’t beat someone…
I really recommend you do read it but to give you a hint of a response- It’s interesting that you say games should be played for fun because really that’s at the heart of it. Playing to win doesn’t at all mean that fun is sacrificed. On the contrary, arguably the most enjoyment that can be achieved from playing a game, i.e. the most fun, comes through exploring a games depths, and striving for its heights. Finding success, and defeating your opponents, “winning” produces greater satisfaction, and a deeper sense of joy than “playing for fun” could ever achieve.
I generally use menders purity 10 point inspiration trait to remove 1 condition when I heal, but apart form that and lemongrass you really need to practice avoiding the heavy condition attacks which is easier said then done, but you are only level 38 so expect it to take time. conditions are one of the mesmers major weaknesses.
-Priest of Lyssa
I’ve come to believe this is only true if you’re going for the typical high dps’esque builds. The more power/crit, the less hp’s, toughness, and condition removal options.
Anyone ever go for a swim across a lake, possibly with 10 enemy invaders frothing at the mouth behind you, and realise how much you’d like to swap to your focus, or lay a chaos storm for some swiftness, and not have anything? Only to be rundown by all that passive run speed and utility swiftness coming up your behind? Obviously we get our stealth skills, and our portal for a bit of cleaver maneuvering, but doesn’t it seem in place to add swiftness to spear 4, or 2? Without something like that, in water is the one true place mesmers have no access to swiftness or increased speed unlike everybody else.
Thoughts?
Should have put PvE in the title.
I read the “Why Zerker” paragraph then scrolled down to the bottom and read your post. Without reading the whole thing you summarized my suspicions :p
I suggest you have a read of this http://www.sirlin.net/ptw/ and perhaps pass it on to your guardian friend too.
In particular you may want to look at this http://www.sirlin.net/ptw-book/intermediates-guide.html to find out what’s going on with your friend.
While I believe the claims that the OP was “cheating” by merely playing his/her Mesmer to the best of his/her ability, I can’t agree at all with the extreme “winning is all that matters” attitude of the writer on those articles, much less with his generalization that everyone who doesn’t play “cheap” is a scrub (because winning is all that matters, so one “should exploit” every opportunity to win.) I just believe there’s nothing “cheap” or “unfair” about Mesmer mechanics, and that while they may be hard to counter by many players, the Profession is a far cry from “unbeatable.” Learning to play better is the cure to Mesmer “cheap” tactics. True cheapness is stupid, though-and in no way am I a so-called scrub for believing so.
Of course, I am not advocating being whiny in defeat, like that person in the OP’s post.
You should read the entire thing.
You’re right, there is nothing cheap or unfair about the mesmer mechanics, and learning to play is what’s tantamount in this issue. In fact, until both parties can get on with playing to win, this will never happen.
Question: You said you couldn’t agree that “winning is all that matters”, so that’s made me wonder, what else would you say matters to you?
I suggest you have a read of this http://www.sirlin.net/ptw/ and perhaps pass it on to your guardian friend too.
In particular you may want to look at this http://www.sirlin.net/ptw-book/intermediates-guide.html to find out what’s going on with your friend.
Definitely going to give this a try, have you considered boon duration runes? My Rabid set is still sitting in storage after Confusion nerf, it has Superior Undead which I will replace, would like to hear your thoughts on same build but with boon duration to maintain more swiftness and benefits from PU. Cheers.
For my old confusion build pre confusion nerf, rabid gear, scepter/torch staff, I was running 20 chaos with 2x monk, 2x water, 2x pirate etc for 20% might. On my scouting tanky power/crit shatter build (my old confusion build used shatter), I was also running the same boon duration runes. So when I started this condition build I had the 2x monk, 2x rune, 2x pirate, with superior sigils of battle. Unfortunately I couldnt have the weapon swap might sigils AND the poison on weapon swap. I wanted to have a strong condition build, and the one thing Ive always seen mesmers wanting is poison. 10 whole seconds of poison every 10 seconds is mighty powerful in a condition build because it essentially shuts down the opponents healing. You have to keep in mind that the problem with conditions over power/crit is sustaining enough damage to ensure your target goes down. Power/crit is the fast track compared to conditions, at least without poison in the mix shutting down the players healing.
In my initial videos I was running superior runes of the undead (I grabbed the wrong set from my bank). I hit harder, but lost that survivability the additional seconds of protection and regeneration I was getting while in stealth.
So right now the decision for me is between either 60% boon duration with 90% condition, or 45% boon duration with 100% condition. I’ve gone with the latter.
-So what do I gain? 1 second more on all conditions. 6s burning from prestige, 10 seconds confusion from scepter 3, 6 seconds every 6 seconds of confusion from iMage. 10 seconds poison without the need of a 10% bonus poison sigil (so I could take corruption sigils without sacrifice), 16 seconds of torment every 9.5s.
-What do I lose? 1 second of retaliation from iMage, 1 second from regen procs, 1 second from protection procs, 1 second of Aegis procs. 2 seconds of swiftness from temporal curtain.
So it’s up to you. What seems more valuable to you? On the one hand you get that extra tick/s of damage across the board. On the other you get an extra tick of sustain. The question I’ve found myself asking is: What, or how much of X, do I need in order to survive? Anything past that is a waste and could be spent on the offense.
So, my current runes are 2x lyssa for +10% condition duration, 2x Mad king for another +10% condition duration, and 2x water (or monk) for the extra 15% boon duration to get that little bit extra out of the stealth trait boons.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
Rofl, id put this post in another window~
It looks like a glass cannon GS build, which you’ve thrown mantras on for the extra damage. Of course you get the daze and Pain shots.
Also your rematch against the shatter mesmer: you shared a group making his stealth obsolete. Unfair advantage there.
This is a good roaming build imho. If running with any sort of group larger than, say, five or so, I would feel the low health pool though (and would worry about dying and potentially rallying opponents). Also, having run a similar build in the past, condition classes tend to be problematic (again, just talking from my experience here). I’ve never taken the torch trait before – does The Prestige act as a condition clear altogether, or does it only remove a set number of conditions?
Great write up, thanks for sharing!
Yeh, I find that I’m mostly roaming around by myself, and I believe the torch trait removes 1 condition each time, but I’ll have to test this when I get home
Boo. The torch trait would be much more appealing to me if it was a condition clear rather than just a single condition removal.
I don’t have a link to my build atm (posting from my phone), but I run a 0/20/30/20/0 build with a few pieces of PVT armor to boost my health a bit. That build seems to work well for both roaming (has enough condi dmg to hurt, and can trait prismatic understanding and the scepter trait for more condi dmg) and for ZvZ for when I’m with my guild group (I swap out Prismatic Understanding for Bountiful Interruptions as might is easy to come by in a ZvZ, swap the torch for focus, and trait the focus for reflects). The only sad part is that I can’t trait the torch with that build.
Yeh its a shame the torch doesn’t remove all conditions, but 2 every 25 seconds or so is still helpful, and it also adds with the sceptres purity sigil, which is another condition every 10 seconds
Casting iMage removes a condition, then the iMage bounce cures a condition. If you keep the iMage up, he’ll remove another condition on bounce every 6 seconds.
Let’s be fair here. Yes there are main forces- “zergs”, but for every successful server running its zergs there are scouts in tower/keeps, field havok squads denying supply, and leading scouts putting eyes ahead of the zerg.
If you’re real cleaver your zerg might also be broken down into melee and ranged. And, pre zerg clash, if you’ve got the right players with the right builds and skills, sappers able to mess with the enemy zergs formations/plans.
There’s tons going on within any given map. All you have to decide is where you’re going to be.
Sadly yes its zerg vs zerg vs zerg, I would love to see 30 teams of 10 people running around doing different stuff and roaming. But the mechanics and mainly the general populace are stuck in a zerg mode of 1 team of 300. :/
Like in the movie, it effectively countered the mindless Persian ocean.
You can take stealth heavy thieves down with conditions. It just takes 10 minutes of them not leaving you alone. Ten long minutes.
Could you update your build with the new runes, sigils, etc.?
The build as I’m currently running it (as seen in vs condition/fear necro, and vs stealth thief)
http://tinyurl.com/lwz679j
Updated the link in the top post too.
There’s also the iDefender who, while not reflecting attacks, will absorb all projectiles (amazing against pistol thieves, rangers, engies in particular). Like with all changes made in any build, it always comes down to damage vs survivability.
Here’s what I’d offer your build. Forgo the 20% might duration, keep the 2x Lyssa, and add 2x Mad King.
So yeah, plenty more that can be gone into but there’s a lot of fine tuning that can be done depending on what you want.
I didn’t realized you used idefender in videos. I only saw the build xd
The pistol change is a personal opinion. I have both, focus for fig scale fights and pistol for more 1vs1.
And finally, the mad king runes are the best change, even +45% of boon duration is good enough.
I was running iDefender on the first night. Since then I swapped it. With the toughness and +3% per illusion damage absorption, plus the regen and healing, there’s way more sustain than is necessary without having the Defender in there.
I swapped to the mad king tonight. It amounts to a -1 second from boons for a +1 second to conditions (except curtain swiftness which is -2s). Got a new vid of a 10 min bout with a pesky stealth thief.
**Silly me, when I said iDefender I meant iWarden.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
WvW?
Most WvW’rs don’t even know what a legendary is, let alone revolve their play time around grinding one :p
Join a guild. Become a legend yourself?
Another thing I was thinking about is that the Adept Inspiration trait is a “free trait” meaning whatever your flavor happens to be you can put that in there. If traiting glamour mastery that’ll give the reduced cooldown for portal. Or, if you want even more stealth to hide in, veil.
Nice build, but I’ve got some changes that, at least for me, will bump this build to an upper level xd
Here is my version:
http://tinyurl.com/qz2q67r1- I’ve put all inspiration points into duel. That’s cause only with critical infusion and sharper images you will have a much better performance. First will provide you nearly perma vigor, so you’ll be able to roll much more than you do now. The second will give you a lot more bleeding stacks, and with that cond. damage, it will be a good dps boost.
For inspiration line, Vengaful images was nerfed, so now phantasms don’t have perma retaliation. Persisting images does only a good job in PvE, where phantasms have a very high based hp, but for WvW/PvP, phantasms have around 3000 of health, so just a +20% of it won’t do a big job. Phantasmal healing is the only one that is worth. And finally, scepter trait is good, but with trait changes, you can have, sword or/and pistol traits.2- Changed all defensive rabid trinkets for a variation of a rabid, which gives less precision, but also vitality. With thos change you’ll have all ofensive infusions, so a little bit more cond damage, plus you recover nearly all of that vitality lost with traits.
3- Pistol instead of focus. Focus is only good for 2 reasons: Its trait, which not only makes this weapon faster, but also you can reflect projectiles. And it gives you all his powerwhen you’re in big fights. But as this build is meant for small scale fights, pistol will make a better job. iDuelist does a lot of damage and puts like 4-5 stacks of bleeding. Then there’s ibullet, one of the best ways of cc for mesmers.
4- Drop signet of domination for blink. That’s a personal change, since I can live without it xd. Also, with ibullet, you don’t need the signet for the stun. With pistol’s trait you can have 2 stuns every single signet stun.
5- Some trait changes that takes advantatges of previous remakes. Empowered illusions (With Phantasmal fury, phantasms will have 60% critical chance and 20% critical damage). And master of manipulation, since I have blink and arcane thievery, I get more benefits that a ~7% reduced damage (Note that will only reduce direct damage, not condition damage, and with a lot of toughness it’ll be less).
6- Changed Rune of Lyssa for any rune that gives +20% might. That extra 10% of condition duration is not worth, as condition only struck every second.
7- Sigils changed. I think that not having condition damage stacking sigil is an error. 25 stacks brings more than scepter trait or signet. Also, condition sigils don’t do a good job as they only buff one condition in particullary, and inyour build, those conditions are only put not very often.
They are some good suggestions, and a lot of variation. It introduces crit damage (and those bleeds) to the mix. The only major change is swapping focus for pistol. What you lose is the swiftness and cripple, condition removal, along with the aoe pull (as said in a recent thread, temporal curtain is the hardest hitting skill in the game, at least with the help of a friendly cliff). There’s also the iDefender who, while not reflecting attacks, will absorb all projectiles (amazing against pistol thieves, rangers, engies in particular). Like with all changes made in any build, it always comes down to damage vs survivability.
Here’s what I’d offer your build. Forgo the 20% might duration, keep the 2x Lyssa, and add 2x Mad King. That’ll give you 100% condition duration for the full extra second on all conditions across the board. What you lose is 15% boon duration. That’s 10 seconds of confusion from scepter 3, 16 seconds of torment every 12 seconds (under your build), full 10 seconds of poison without extra sigil (what ive been looking at to get those corruption sigils in the mix), 6 seconds of burning from prestige, 2 seconds of cripple from iLeap (o:), 4 seconds Imobalise from iLeap (:o o:), and here’s the best part (if all that wasnt good enough)- 6 seconds of confusion from iMage who fires, more or less, just over every six seconds.
So yeah, plenty more that can be gone into but there’s a lot of fine tuning that can be done depending on what you want.
Bump for the guy who was asking for some updates.
I made this build the other night and it has a ton of condition removal.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Poisoned-Apples/first#post2339508
Focus 4 light field with focus 5 phantasm cures conditions
Traited torch cures conditions on activation
iMage with traited torch cures conditions on bounce
Arcane Thievery transfers conditions
Also, lots of HP’s,
lots of healing.
Might I suggest if you are using the Phantasms for damage, changing out the Crippling for Empowered Illusions, since that will directly contribute to your damage output from the sustained phantasms. (The crippling will be a situational buff, but you’ve got control of the EI
)
p.s. At work, cant view videos
Is Empowered Illusions really worth it on such a condition based build? 2100 power aint bad, and 40% isnt terrible crit chance, but there’s no bonus crit damage or the like. Crippling dissuades targeting illusions, and punishes melee aoe attacks and the like. Though stacking more damage is always nice. I’ve never used it, so I’m really wondering just how much of a difference it’d make?
Come to think of it, I’d take Bountiful interruption over Master of Manipulation. You can get very high might stacks very easily with it (on a good duration), and with the sheer amount of condition removal flying around with this build you don’t expressly need the reduced cooldown.
I clicked on this just for the cool name
Question – are you using your ph/clones for shatters or keeping as many ph’s out for damage?
If for shatter – Can you give your reasoning behind picking Sig Mastery?
If Phantasm – Same question
Good questions.
1)As you’ll see in the vids, I was using phantasms and not shattering at all. In fact I think the only time I shattered was for distortion on stomps. So Phants for damage/utility
2) Reason for sig master? I actualy chose that last night during the theory crafting, went into WvW thinking I might use the stun at some point, and never once did. The reason being that I haven’t used the sigil since the first couple months of release, and with so much new stuff to in the new setup I was overwhelmed. So, a better option would probably be crippling dissipation BUT, the signet stun might be worth using, and the reduced cooldown, to help ensure applying some condition or another. Or interrupting a heal etc. Thus why’d I might have it.
Last night I was also running bountiful interruption, grabbing might stacks off of temporal curtain pulls, and wasn’t using arcane thievery nor reduced cooldown on manipulations. But, why make your own might stacks when you can steal everybody elses right? Anyway, onward!
(P.s. I’ve updated and put crippling dissipation in there just for users sake.)
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(edited by Ross Biddle.2367)