As the title says, is mesmer viable when balancing damage between crit/power/condition (not to confuse with balance between off/def). This is the build I will try out:
http://gw2skills.net...HbOuck5sEZIy0CA
The point is to be able to do decent damage from multiple sources rather than rely mainly on condition damage or raw damage. There is a focus on shatters, though.
You get bleed damage from Sharper Images, which should do some decent damage with 869 condition damage (though iDuelist would propably be better at stacking bleeds, but I really like the focus and its great against ranged projectiles with feedback trait and helps with kiting against melee). The staff + staff clones also benefits from the condition damage.
At the same time, there is some decent, though not high, power which can give some burst with mind wrack and decent damage with sword attacks so they wont be totally useless.
I would love to hear any thoughts on this, not just my suggestion for a build, but the balancing out of damage between different sources? Does it work?
Do you guys think phantasms/illusions persisting after an enemy dies is necessary?
in Mesmer
Posted by: Superkav.5012
I support changes to the mantra system. Ideally, I would love to see it being possible to recharge all mantras at once (as a trait) or perhaps reducing the recharge time in proportion with the number of mantras equipped.
There is nothing worse in spvp to have 3 mantras equipped and standing around 15 seconds to be viable again.
Those of you who have tried a heavy mantra build have probably come to the conclusion, that it is simply not duable (at least in spvp) due to the very long mantra recharge time when having more mantras.
First, I suggest to reduce the mantra recharge time from 5 to 4 sec.
A possible solution could be a percentage-wise reduction of recharge time for each mantra equipped, either as a standard or a trait, thus reducing the problem with heavy mantra builds and a total very long recharge time:
- 1 mantra: normal recharge time (4 sec)
- 2 mantras: 15% reduction (3,4 sec – 6,8 sec in total)
- 3 or more: 30% reduction (2,8 sec – 8,4 sec for 3 mantras)
I can see this may cause issues with heal, for example being able to spam it more often. Alternatively have a trait that provides for all mantras to be recharged at the same time.