(edited by Sinaya.4201)
What is there to compete for? Sure if your end game goal is to be the richest person in game, then you have already lost.
Or if your goal is to have all legendaries for your class, sure.
I suppose competition wasn’t the proper word. What’s frustrating is that folks who use things like multi-client programs, macros, farm bots, speed hacks and other game-altering programs ultimately ruin the experience for the rest of us.
It’s not simply that they have more gold, but it’s the impact it has on the rest of the community. A small number of people (who utilize third-party programs to get an edge) can and do manipulate our markets, causing inflation. People call it supply and demand, but it’s really more like cheating and greed.
It’s one thing to put in the effort to collect items, do the research to figure out what’s profitable, and then sell to get in-game currency. It’s another to download cheating programs to do all of the work for you.
From what I can tell, Chaos line really shines in sPvP and WvW builds, where defense and interrupts are more desirable. The infamous “Prismatic Understanding” (PU) builds I’m sure you’ll eventually read a lot of whining about requires 30 points in Chaos.
Dungeons and Fractals tend to emphasize direct damage, (and reflection) rather than defense or condition damage. Builds that are more effective in that kind of play (mostly PvE) tend to use little or no Chaos line at all.
Videos like this really discourage me from ever trying to do anything in the trading post. How are “regular” players supposed to compete with players who do this kind of stuff?
Edited: Whoops, apparently I was mistaken.
What is even more frustrating for me about these recipes is that normally if you don’t have the required crafting level to use a recipe, you won’t be able to scribe it.
However, I accidentally consumed a recipe for the wrong crafting discipline that I meant to move to another character due to an errant double-click. It didn’t ask for a confirmation, and didn’t disallow my character from using it despite having 0 levels in the required skill.
Was this an oversight? It’s very frustrating.
Edit: My mistake – apparently you CAN consume a recipe for a discipline that your character has no levels in. Has this always been the case?
Thanks for the feedback all! A lot to think about and toy around with.
I’m both elated and disappointed that there isn’t a be-all end-all build for this purpose the same way that there seems to be for Prismatic Understanding or Shatter-type setups. I’ll just hafta tinker with all the pieces and see what works.
Hi, Mesmer Community.
So, I was fortunate enough to pick up some Ascended Weapon Chests in World Versus World and Fractals of the Mists, but am not sure if I can really use them with my Mesmer. Mostly I’m interested in small-scale WvW play, (typically 3-5 person roaming group)
The three I’ve gotten so far are:
Grizzlemouth’s / Rabid (Condition Damage, Precision, Toughness)
Zintl / Shaman (Vitality, Healing Power, Condition Damage) &
Leftpaw’s / Settler (Toughness, Healing Power, Condition Damage)
Rabid is sort of a no-brainer, (Yay Condition Build) but I’m left a little perplexed with the latter two. My Mesmer is the only character I really play outside of structured PvP, so I’m trying to find a way to make these freebie ascended weapons useful somehow.
I’m thinking of building up an Apothecary set to use as a support build for WvW. Rune choice is a little tricky with the upcoming balance patch, but I’m tentatively leaning towards Grove (That Root is sort of appealing). I realize that I’ll have nowhere near the damage potential as a build that isn’t polluting their stat pool with so much heal power, but ideally I’d like to at least apply a little pressure alongside my more DPS-oriented party mates. My main goal though is to survive by being tough / slippery and to offer Regeneration, (Phantasmal Healing) Mantra of Restoration Heals, (Restorative Mantras – Inspiration X) Condition Removal, (Shattered Conditions – Inspiration XI,) Vigor, (Vigorous Revelation – Inspiration III,) and some degree of crowd-control support (Chaos Storm, Temporal Curtain / Into the Void) to the group where I can.
One of my biggest concerns is party make-up though – we’ve got some high mobility warriors and thieves who don’t typically stay very tight on the rest of the group, which I’m concerned will make the majority of my support skills sort of moot. I’m also conscious of the fact that a Guardian is likely to do the job I’m trying to do more effectively with less effort, so perhaps this is all more or less for naught?
Any input is appreciated! Again, main goals are to support and stay alive. Outgoing damage potential is pretty low as a result.
Experimental Build link for reference: http://tinyurl.com/l6lxqrn
(edited by Sinaya.4201)
I was very happy to see this one in the shop yesterday. Bought one for me and for my wife!
I personally would pick up some of the old stuff if it were re-released. Folks make new characters and such, but things become soul-bound, or perhaps we missed out on items because real-life stuff, etc. etc.
I’d love to see some of the gem store items from this story arc from the parts that I missed back in the store again!
Is there any chance at Gem Store Weapon Skins from previous events returning at some time?
Specifically, I’m trying to get my hands on Kasmeer’s Staff, but unfortunately missed out on its release.
Thanks ahead of time for your attention!
I’ve changed it up a little and moved 20 points from Domination into Dueling, making the build now 0/30/0/25/15.
This allows for higher precision and a greater variety of Dueling Traits, (1-hand Sword Cool downs, 1200 Range Blink, and Fury for Phantasms) rather than just having to pick one trait. The loss of Power is mitigated by the increase in Precision and Critical Damage, and although the build’s Condition Damage isn’t that high, my Illusions can now apply Bleeds on Critical Hits and apply Confusion when they die.
I usually sit around 3000 Attack with 1500 Toughness, 18k Health. Critical Damage is 100%, but Critical Chance without food or stacks is only around 35%-45%. (50%+ with Stacks and Oil) I’d still love any feedback or tips regarding gear though! Thanks for reading.
Hey y’all,
I’ve started playing again after a bit of a hiatus and could use a hand getting in touch with the new meta. I’m deliberately trying something without Prismatic Understanding, but am painfully aware that Conditions and lack of Stealth can be pretty rough to deal with.
Here is the build: http://tinyurl.com/SinomiSwordie
For quick reference: 20 (III, X), 10 (IV), 0, 25 (IV, VII), 15 (III)
Utilities are: Feedback, Blink, Decoy, Mass Invis
Weapons are Scepter / Sword, Greatsword with Force, Accuracy and Fire Sigils
Equipment is a mix of Berserker, Cavalier, Celestial and Valkyrie, (although the latter two are admittedly just one piece of each)
Centaur Runes (May upgrade to Traveler when I have the gold to support it, but Centaur is a nice budget option for now)
Most of my emphasis is on active defense and phantasm damage, preferably from afar. Quick cool downs on all weapon skills allow for speedy Berserkers, Swordsmen, Mirror Blades and Blocks. It has a little bit of Condition Removal via Mender’s Purity, and offers Swiftness for the group via Centaur Runes.
Sometimes I run Sword/Focus instead of Scepter/Sword, particularly when our group gets pretty large. I’ll change Inspiration traits around accordingly too, for extra reflects via the Focus. I also dig Far-Reaching Manipulations, and will run that instead of the Sword refresh trait if not using Sword as a secondary weapon.
I’d appreciate any feedback on improving damage while still maintaining decent surivivability. I’m concerned that there may be some new stat combinations on gear that I’m not aware of, or other sigils and / or runes that could better fit my build.
Thank you ahead of time!
(edited by Sinaya.4201)
Understood, thank you!
Just to check, are retail-purchased gem cards still working?
Generosity’s price is more due to market manipulation than its actual power. The cool down limits its effectiveness and its condition-transfer effect doesn’t suit every build.
There are individuals who are sitting on literally hundreds of the sigil that only put a few on the trading post at a time. It’s just a matter of an extremely limited supply being controlled by a handful of people that makes it expensive – not that it’s the best sigil out there.
This is very helpful and in-depth. Thank you for sharing it!
Ah, gotcha. I’m also curious as to which heal skill you’d recommend, given the new signet we have access to now.
Are conditions difficult to deal with while using the build? I feel like conditions are pretty popular within the meta game right now and am curious if it would work to swap in Inspiration IV for condition removal coverage.
I like the update to this build, but what does Illusions VI (Dazzling Glamours) do for this setup?
Which heal skill to you recommend running with this version of the Maestro? Do the Might stacks from your Altruism Runes help much, or are they just kinda gravy on top of the sweet Boon Duration?
I’m also curious as to how this build handles Conditions, since they seem to be pretty popular within the current meta game. (Potentially swap to Inspiration IV?)
(edited by Sinaya.4201)
20 (III, IX) / 20 (IV, X) / 30 (V, VII, XII) /0/0
Sword / Torch & Scepter / Sword.
Berserker Gear all around, Runes of your choice. (Traveler, Centaur, or Air are my offensive recommendations for punch and mobility utility)
Cavalier trinkets (Toughness, Power, Critical Damage) are optional Armor boosters if you’re feeling squishy at the cost of some power and precision.
Make Swordsmen and Stealth around. Scepter #3 can pack a bunch at 900 range, but is obscenely telegraphed. Riposte with Scepter #2 or Off-Hand Sword #4 as needed. (The latter does a ton of damage when it connects) Main-Hand Sword #2 is also strong active defense + AoE damage. Torch #4 does decent AoE direct damage too once the stealth breaks.
It’s definitely viable, especially for duels. If anything, having all of that Stealth and Boon generation (+duration from Chaos line) makes it even easier to sacrifice toughness and vitality for more damage. It likely isn’t as easy to play as a Condition + Bunker + Stealth build that one would typically run with the torch, but it can be a nice change of pace if you wanna switch things up and like seeing really big numbers.
Other trait options can be Desperate Decoy, Retaliation on Block, etc. etc.
Arcane Thievery works pretty well, and / or having Condition Duration food / runes.
I use Melandru Runes (-25% Condition Duration) and Leek and Poultry Soup (-36% Condition Duration) and between the two, it’s very difficult to keep Conditions on me for long.
And if they stack up, Arcane Thievery gives your target three conditions (including all of their stacks) and takes three of your target’s boons (including all stacks). It’s pretty funny snatching away someone’s Aegis, (Since Arcane Thievery is Unblockable) Swiftness, and 12 stacks of Might while sticking them with 8 Stacks of Bleeds, a long duration Poison and a bunch of Vulnerability or something.
That all said, the 20/20/30/0/0 Torch / Condition Mesmer is definitely a low-risk, easy to play, and frustrating to face setup. It’s incredibly easy to troll with, and is annoyingly dangerous if you’re unable to handle conditions. It can be beat, but not every build is going to be able to deal with it, but they can’t deal with each opponent universally either. They’ll likely just run or stall until help arrives, in which case it’s probably best to just allow discretion to be the better part of valor and chalk it up as a draw.
For the record, Staff clones apply conditions, (Burning, Bleeding, Vulnerability) and any Illusion can apply Bleeding on a critical hit if you’ve put 15 points into your Dueling trait line for the Sharper Images trait. (This is particularly potent with Greatsword clones as their auto-attack hits frequently)
If you’re running a condition damage build, this could be an argument for letting clones linger instead of shattering them, especially if the particular shatter you want to use is still on cool down.
Particular traits, (Illusionary Defense, Chaos IV – Compounding Power, Illusions III – Compounding Celerity, Inspiration VI,) also boost your defense, offense, and in-combat forward movement speed respectively based on the number of Illusions you have up at any given time, which is another potential benefit for leaving Illusions up instead of shattering them.
A few other traits, (Crippling Dissipation, Domination V – Confusing Combatants, 25 points into Dueling, Debilitating Dissipation, Chaos V,) trigger specifically when a clone is killed, or when a clone “pops” because you’ve summoned another Illusion already reached the maximum number of Illusions allowed. There’s a few builds focused on this mechanic (“Clone spam” types) that also typically only use shatter skills in emergencies.
In short, whether or not you want to shatter your Illusions or let them hang out depends entirely on your build and the situation you’re in. Most of the traits I’ve mentioned are generally more useful in PvP than PvE, but it’s all about play style and preference!
Ah, see this post was all kinds of confusing.
First of all, “BF” wasn’t obvious, even in context.
Second, yeah… it looked kind of like a new change had come or something.
A damage buff would be nice.
… what’s “BF”?
And this is why all you guys are virgins
Fail troll. You know nothing, Jon Snow.
Edit: I can’t spell fantasy names.
(edited by Sinaya.4201)
Armor: 6
Berserker (Centaur)
Knight (Air)
Soldier (Melandru)
Apothecary (Altruism)
Rabid (Perplexing)
Celestial (Air / Ruby Orbs)
+1 Cavalier Pants (Bizarre Exotic drop from Fractals)
I have some extra pieces with runes that I swap in to mix, like a Celestial helm with Centaur, etc.
Trinkets: 6
Ascended Berserker / Valkyrie
Ascended Cavalier
Ascended ??? / Rabid (Condition, Toughness, Vitality, Precision)
Exotic Settler
Exotic Soldier
Exotic Rampager
Weapons: 7 (Most weapons)
Berserker
Valkyrie
Knight
Giver
Rabid
Carrion
Soldier
(edited by Sinaya.4201)
Out of curiosity, do you focus more on condition damage or power (power, precision, critical damage)?
My impression is that the counter attacks (Scepter 2, Off-Hand Sword 4) are most useful in PvP, mostly due to the slow attack rate of PvE enemies. You’ll find that sometimes the scenario you described will happen – you’ll set up the block, but the opponent attacks so slowly that by the time they hit you, your block/riposte duration has expired.
That said, PvE enemies’ slow attacks can be pretty easy to recognize and riposte since big hits are typically telegraphed, but the impact is most noticeable in duels etc.
One thing you can watch for in case the animation isn’t clear, if your opponent has Torment on them and you’re the only person attacking, then your Scepter 2 skill has landed. (It’s the only means we have of applying Torment without using a special rune set or being tricky with Arcane Thievery)
Sigils of Accuracy are viable choices on Phantasm (and even Shatter) builds, since they are confirmed to work on Phantasms (and Clones) with a recent change.
Source? I was under the impression that increased Precision applied to Phantasms / Clones, but effects that directly affect Critical Chance (i.e., Fury on the Mesmer, Sigil of Accuracy) did not.
Um… thanks, Nretep – I guess? I wasn’t asking how the skills currently work. I was mostly just reinforcing the original poster’s sentiment that the skill is less useful now than it used to be.
I also wanted to show that there are other skills that were also reduced in effectiveness that are comparable to the mantra in question.
Your suggested approach of dealing with Fear still doesn’t deal with all of the other conditions that a necromancer, engineer, ranger, etc. is likely to be stacking up. I think that the original poster’s point is valid and that a rework is warranted. Two Power Cleanses and two Power Returns (With Inspiration IV) will clear six conditions – which are likely to be almost instantly re-applied. Meanwhile, our mantras will be on a 10-20 second cool down (Unless traited) plus the time spent channeling them again.
In light of the recent popularity of condition and / or condition+bunker builds, (They’re popular because they’re overpowered,) I think that condition removal in general is something that should be looked at. Folks shouldn’t be required to wear Melandru / Hoelbrak Runes and eat Poultry Soup to win the rock-paper-scissors match.
Actually, the only class that has no stability (outside of a useless mantra) is mesmer.
/edit: Could be nice if Protected Mantras gave stability while casting mantras (possibly also protection, removing the flat +400 toughness). Mantras need some buffs to be viable outside of MoP heal spamming.
We have access to some pretty nice invulnerability (F4 Distortion, possibly signet traits too) but I am pretty bummed that our access to Stability is restricted to a very short duration and generally unpopular mantra.
Its attack is almost as telegraphed as a big Warrior hit, with nowhere near the same impact. A big wind-up for a slow, mid-range, multi-hit attack is pretty frustrating.
That said, it deals really nice damage if you can get every one of its damage hits to land. It’s just a pity that this will rarely ever happen in most PvP / WvWvW settings unless you’re attacking someone who doesn’t or can’t dodge.
I think Arcane Thievery and Null Field both also used to remove all conditions. (Or steal / remove all boons, depending)
I’m not sure if these would still be considered to be overpowered abilities in light of how condition damage sort of dominates the PvP meta right now, especially since it seems like Melandru Runes and Condition Duration Reduction soups are really popular.
Even if we do clear conditions, they can and do get re-applied pretty quickly anyway.
I’d love it if these skills were reverted to their original state. It would reinforce the “we don’t nerf if we can avoid it, we bring other skills up to par in order to promote balance” mantra that I thought was supposed to be part of this game’s design philosophy.
I looked at your other skirmishing build too, and I’m a little confused by the Rune choice.
I think you’ll find that you can have more swiftness more reliably if you drop the 2 Runes of Air and finish out the Runes of the Centaur 6/6 bonus instead.
What you’ll lose:
2% Critical Damage
20% Swiftness Increase
What you’ll gain
90 Power
12-17 seconds (Depending on traits and food) of Swiftness whenever you cast a heal that will stack on top of your Focus Swiftness.
The “proc” from Runes of the Centaur is available on-demand, as long as you can cast a heal. With an internal cool down of ten seconds, you can basically trigger this any time you cast either Ether Feast or Mirror, and it can also be triggered by the Mantra of Recovery charge-up. It works for each use of Power Return as well, as long as you respect the 10 second internal cool down.
It’s also an aoe boon that applies to up to five allies within a 600 meter radius. Whether your goal is to assist a skirmish group or run around solo, you can keep Swiftness up all the time by using Runes of the Centaur and having enough Boon Duration to make it last for the healing ability of your choice.
Also, I think that 90 Power is likely to grant more consistent damage than 2% Critical Damage, although I may be mistaken.
I sort of wish it was referred to as a “damage shield” or something similar to what thorns are generally called in other fantasy games. “Reflect” sort of implies that some if not all of the damage would be prevented – whereas with Retaliation, it doesn’t matter how hard they hit you – you’re going to hit back for a static amount unless your Power changes.
We had 25 against what we were told by CD was 50, and CD sat in the camp behind carts and ballistas we had to keep killing.
If CD wants to know their weakness, it’s that they won’t move without a queue behind them during NA, while other servers are splitting into 20/30 mans. EK probably didn’t want a million pubbies nuthugging them at SW camp, but that’s definitely what happened.
thats nearly the same build i’m using, its so much fun! i swapped out some berserks for rampagers because you can put up a lot of conditions and works fine too. Full celestials would be working to….
I might try a piece or two of Rampagers for the extra crit chance… I usually stack up with Perception Sigils, but it might be nice to have even more Precision from the get-go.
Thanks for reading!
Looks nice.
With Prismatic understanding i;m sure u are hard to take down coz the prot effect and also nice for Sigil of Hydro. With ur Torch and Prismatic understanding i;m sure u can go melee and go out easily. Well some 2small questions if i may..
1. Stun sigil +15%, Is it good? 2,3s Stun then from magic bullet?
2. Tell me ur thought about Torch Phantasm in this Build. Simply to shatter?
Thanks, Nevhie! The Chaos minor traits and Prismatic Understanding buffs definitely make this build a little tankier than it might seem with nearly full Berserker gear. To answer your questions:
1. I honestly am not sure if it makes a real difference or not. I know that you don’t need the full second in order to have an effect like with damage-based conditions, (Burn, Bleed etc.) but I can’t really say if that 0.3 seconds makes a huge difference or not for the Stun. (I’ll have to try using it without the signet to see if I notice a real difference)
2. Since I use the Torch trait out of the Domination line, the Phantasmal Mage’s bouncing attack also removes conditions, which I find really useful. It’s also nice because the Mage’s beneficial effects can still affect you even when you’re invisible, as long as you’re close enough to the target for the bounce to affect you. (Granting Retaliation and removing conditions)
Its damage is admittedly low though. Due to lack of much Condition Damage with this build, the 3 second Confusion it applies isn’t that useful, and the base damage only crits for 1-2k on its attack. It’s decent shatter fodder though, (long cooldown unfortunately) but luckily it it isn’t seen as much of a threat most of the time and gets left alone.
Thanks for the feedback and questions!
Also, just in case it comes up… the Celestial Helm is an experiment. I swapped out my Berserker’s for it, resulting in the following stat change:
-25 Power
-12 Precision
+1% Critical Damage
+20 Toughness
+20 Vitality
+20 Condition Damage
+20 Healing Power
+3% Magic Find
The Celestial helm has the semi-anomalous increased critical damage stat when compared for Berserker, Valkyrie or Cavalier helmets so I thought I’d try it out. (It results in less power / precision lost than the Top or Trousers would cause)
Hi, fellow Mesmers.
I’ve been reading a lot of y’all’s posts and have been messing around with my own build a bit. It definitely has aspects of multiple builds already posted, but I was hoping to get some feedback in case I missed something obvious, or perhaps some advice for fine-tuning.
I typically roam solo, roam in small groups, (2-3 people) or sometimes larger mini-zergs (6-8 people)
I’m admittedly sort of on the phantasm / stealthy bandwagon at the moment, although the torch is something I’d entertained myself with even before the new Prismatic Understanding buff.
Here’s a link to my current build:
Breakdown
Gear
Armor – All Berserker, except Celestial Hat
Runes – Centaur
Weapons – Sword (Knight) / Torch (Berserker) & Scepter (Valkyrie) / Pistol (Berserker)
Sigils – Accuracy / Hydromancy & Force / Paralyzation
Trinkets – Cavalier Accessories, Berserker/Valkyrie Combo Amulet and Rings
Traits
20/20/30/0/0
Domination – Empowered Illusions (III), Cleansing Conflagration (IX)
Dueling – Far-Reaching Manipulations (I), Duelist’s Discipline (IX)
Chaos – Master of Manipulation (III), Illusionary Defense (IV), Prismatic Understanding (XII)
Utilities
Mirror, Arcane Thievery, Blink, Decoy, Mass Invisibility
Gameplay
My role is mostly to distract and then surprise with bursty damage. The Prestige offers a nice 4-second, (traited) instant-cast stealth that also provides an AoE blind on cast, allowing plenty of time to get into position for a quick burst or phantasm cast.
Casting Phantasms does not break stealth, nor does using Arcane Thievery. I try to use this to my advantage as much as possible. Scepter / Pistol is generally use for ranged attacks and chasing people down, which seems to end up being the case somewhat often for me. The extended Range on Blink and Arcane Thievery help with chasing down runners since I can steal their boons, (usually including Swiftness or Stability,) Stun them with Magic Bullet, Decoy, Duelist, weapon swap for Chill, make short-range madness with Blurred Frenzy, Prestige, Illusionary Leap, etc.
Sometimes I drop Arcane Thievery for Feedback to allow for Ethereal Field combos (Chaos Armor, Confusion), but I like to utilize my Manipulation traits if possible so usually prefer the Boon / Condition swap of Arcane Thievery.
I’d love any opinions or insight that might be shared! I have a pretty good time with this build, enjoy the mobility granted by the Centaur Runes and Blink, and generally feel like I can get away when I want to and can deal good damage when desired. (I miss some of the support capability of the Inspiration line, but it doesn’t fit with this build very well.)
Thank you for reading!
I thought I was Eeyore.
This is pretty nit picky of me, but if you want to optimize stats:
Knight’s Chest instead of Berserker Chest
Berserker Shoulders, Gloves and Boots instead of Knight’s.
Comparison:
Zerk Chest + Knight’s “small pieces”
173 Power
144 Precision
102 Toughness
5 Critical Damage
or
Knight Chest + Zerk “small pieces”
174 Power
144 Precision
101 Toughness
6% Critical Damage.
So basically,
Lose 1 Toughness
Gain 1 Power and 1% Critical Damage
Unless my math is incorrect, which is possible! It’s a minor change, but if you wanna min-max to your full potential, this gear combination will net you a tiny amount more damage!
Can anyone convert the tabs for “Frog’s Theme” from Chrono Trigger? I’d love to play it as inspirational music for my group!
Is he supposed to be able to use his signature ability so often? Also, is he supposed to have extra health? Grr…
This part of the event is extremely frustrating and a huge time sink. I hope that this is changed.
Mimic is amazing in PvP, if you can time it right. I’d give it a situational 3/5 at least, although 1/5 makes more sense in PvE. (So an average of 2/5? Still seems sort of low.)
This is a really ambitious project!
I’d love a link to a builder setup (into the mists, buildcraft, etc.) with this, as seeing the setup in a video isn’t convenient or user friendly for everyone.
Meanwhile losing every map but the jumping puzzle
The WubWub window in your screenshot seems to indicate otherwise.
You havent seen the horrors we’ve seen over the last 5 weeks. the 3 TC/DB/SOR players that suddenly morph into a 20+ zergball in an instant. Yes openfield/camp siege may be overkill vs you guys but there’s no reason to get complacent. Complacency leads to bad habits which leads to getting crushed even harder next week when the RNG throws us back against one of the top4. Besides if the siege is there may as well use it.
For the record, Crystal Desert has faced both Tarnished Coast and Dragonbrand in the past few weeks. In fact, we were against Dragonbrand just a few days ago.
So, um… check your facts.