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Guild Wars 2

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Professions »  Mesmer  » Stay Away! Take Two of the mesmer builds

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23 posts found
  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

 
OP  3/18/13 10:26:50 PM#1

So my first build worked well for solo farming and larger WvW groups but i still can't really get into the melee mesmer as much as I can the ranged mesmer.. especially in WvW.. I honestly don't know how these people lock down others to get blurred frenzy off so often.. i'd say 75% of the time they break out of the immobilize from illusionary leap and any mobile class I just can never lock down long enough to get the whole duration of the skill off(my reaction time just doesn't seem quick enough). On top of all that i miss staff.. it's probably my favorite weapon in the game. So in lieu of that I decided to keep my berserker gear and work on a build built around range. I settled in with GS/Staff as maybe i'm just not that great at playing a close-in mesmer with mostly berserker gear. Once i finish out this set Ill try more of a knight gear setup and revisit melee.. 

The Build for WvW

The Build for PVE

 

Trait wise only difference is I swap to desperate decoy in WvW as in PVE i don't get below 25% enough to feel the need for it.

So main difference between the builds is the utility skills.

My favorite rotation with this build is start with GS throw out your berserker---> feedback bubble---> mirror blade(which will give confusion)---> run into the bubble and swap to staff---> Phase retreat out to give chaos armor---> mind wrack---->mirrior images--> dodge--->cry of frustration--->warlock--->chaos storm--->get in storm and phase retreat out for another chaos armor

looks long but is pretty easy to pull off and can do a lot of damage.. if after that whatever I'm fighting is still alive I switch to GS knock them back with wave, bring out another berserker and burn them down the rest of the way.

In WvW it works a bit differn't and I'm still working on what sequence I like best but really will depend who you are fighting and if you are in a group or alone.

Anyway this is a great all around build I enjoy a great deal and is ideal for those who are having troubles with staying in melee range with a more glass canon type mesmer build.

Again any suggestions I'd love to hear them.

 

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  FlawSGI

Hard Core Member

Joined: 8/14/10
Posts: 1431

All of history is a lie. The truth depends on who does the listening, and who does the telling...

3/18/13 11:24:06 PM#2

My only suggestion is be careful what you wish for. With you guys preaching in the past that  GW2's combat is so different than any other MMORPG in the fact that the limited abilities are actually more strategic because the system is a reactionary one and not a rotation bassed one is kinda hard to buy if you put in your build  a rotation. Not trying to be rude but I can see all your effort going to waste when other posters latch on to that and disregard everything else you wrote.

 

I played my mesmer as a melee and I also noticed that the illusionary leap fails to stop things so I really had to rely on timing more than its movement impairment. I also ran with my wife who was rolling as an ele so you can imagine how annoying it was leveling conciddering that every mob just chased her around. Ovell I felt I did better just using the GS and making up the damage lost from being out of ranged.

RIP Jimmy "The Rev" Sullivan and Paul Gray.

  mazut

Advanced Member

Joined: 4/23/08
Posts: 837

3/19/13 5:55:54 AM#3
^ GW1 is way better in that direction. You need to pay attention when you use your skills and in what "rotation". GW2 is more button mash. This is step back, but what can we do :/
  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

 
OP  3/19/13 6:50:24 AM#4
Originally posted by mazut
^ GW1 is way better in that direction. You need to pay attention when you use your skills and in what "rotation". GW2 is more button mash. This is step back, but what can we do :/

it's not really at all unless you have no clue what you are doing especially in PVP...gw1 wasn't any differn't and you were even more limited in gw1 to # of active skills you could use in combat

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  aesperus

Elite Member

Joined: 1/04/05
Posts: 4846

3/19/13 7:04:00 AM#5

Not bad, though I'd honestly suggest taking out the last 10 points from domination, and putting them into illusions. The traited vulnerability you get from 30points in dom is kinda useless, as you can already stack up 25 vulnerability pretty easy with diversion shatters.

With the extra 10 points in illusions, you'll have stronger confusion, faster recharge on your shatters (which is huge for a shatter build), and furthermore you can either get +10% crit to mindwrack (again, a VERY useful trait), or illusionary elasticity for the extra bounce (which is actually surpisingly good for GS or Staff users). Also, your current setup works great for backline shattering, but if you ever find yourself shattering from close range, I'd highly recommend looking into getting Illusionary Persona. That trait alone can boost your dmg output by ~50-100% depending on your setup & how often you're shattering.

  sargey123

Novice Member

Joined: 7/23/12
Posts: 104

"The sacrifice of hiding in the light is living with your shadows."

3/19/13 7:14:21 AM#6

Hey again !,both builds are prety nice,keeps u survival and u can keep dpsing and causing vanrubility for support ~!

too bad meele mesmer u didnt like so much,i mainly use 1 meele/1ranger weapon with mes depends on situations,so far I wish I could help you a bit but seems I cant,overal GS/STAFF combo for mesmer isnt bad,keeps u lots of clone/phantasm skills to maintain dmg and survival so they both pretty good ! just 1 question in build u took the trait ,Cause random condtions to enemies when they are killed,are u a bersker mesmer or condtion one I havent noticed~! since this trait is mostly benefits the condition one? since u said in topic u use bererker gear?

Now bout meele mes

about blurred frenzy,the best moment to use that when u stun/daze or criple ur target,f3 wil help in that if  u have problems and I usually start my combo with GS 4th skill to cripple,then use 2nd one,2 clones are up already,switch to sword / focus use the 3rd sill to criple and use it again to immobilze,this way he is cripple+immobized and then use blurred frenzy and use f1 to kill,then just dodge backwards and keep rotating,ur gs+sword/focus combo,another way to put him into ur blured frenzy is used focus pulling skill criple target usually, then stand on i and use it again for pulling he will get interrupted+ pulled and u can use your blurred frenzy and f1/f2 to shatter

sargey123 Xfire Miniprofile
  aesperus

Elite Member

Joined: 1/04/05
Posts: 4846

3/19/13 7:22:31 AM#7
Originally posted by FlawSGI

My only suggestion is be careful what you wish for. With you guys preaching in the past that  GW2's combat is so different than any other MMORPG in the fact that the limited abilities are actually more strategic because the system is a reactionary one and not a rotation bassed one is kinda hard to buy if you put in your build  a rotation. Not trying to be rude but I can see all your effort going to waste when other posters latch on to that and disregard everything else you wrote.

 

I played my mesmer as a melee and I also noticed that the illusionary leap fails to stop things so I really had to rely on timing more than its movement impairment. I also ran with my wife who was rolling as an ele so you can imagine how annoying it was leveling conciddering that every mob just chased her around. Ovell I felt I did better just using the GS and making up the damage lost from being out of ranged.

I think you & mazut are kinda missing the point of these 'rotations'. Basically, the rotation of a class in this game works somewhat similar to how it did in GW1, or how it does in MOBA games (though a bit more complex). It's essentially the optimal combination of skills to use to do a specific thing you're setting you're class up to do.

However, where this differs from most MMOs, is many of the skills have multiple uses. Mesmer is a great example of this. Using Aerowyn's example.. if she was to pull off a full rotation and either miss, or have the opponent negate the damage, what's the result? She's already burnt a dodge, and 2 blinks offensively. This means that if her opponent was to then turn around and start focusing her, roughly half of her survivability is now gone (depending on utilities). Furthermore, phase retreat is one of the few target drops mesmers get, so she'd have to burn additional cooldowns to force enemies to have to retarget her / rediscover her vs. her illusions. She's also burnt all her AoEs, making group fights that much harder.

Now, those same skills can also be used defensively. GS has some good skills for slowing down opponents (berzerker / wave). Chaos storm can be used to cripple enemies, or to buff / speed up yourself. Leap can be used both for shattering and escape (especially useful against immobilize / basilisk venom thieves). All of the clones / phantasms can be used to distract & give the mesmer some breathing room while waiting on cooldowns.

Basically, whenever I play a shatter build (or really my mesmer in general), I always have my optimal rotation for damage / confusion stacking / chain-stunning / diversions / etc. in the back of my mind. However, I'm also using those same skills to do everything from interrupting my opponent, to keeping myself alive, to finishing off an opponent quickly so he can't rally. It's all a juggling act basically. Do you want to go in (and use your full rotation), or do you want to keep some of those tricks up your sleave for when you might need them.

Most MMOs don't have enough depth to allow for that type of combat. You basically have 'this is my most damaging skill(s)' 'this is my best heal' 'this is my oh sh@* button'. It can be fun, but it makes it really hard to do creative stuff in such games. So far I've managed about a half-dozen viable mesmer builds, using roughly the same setup (and just modifying stats, weapons, and major traits a bit), and yet they all play very different from one another.

  Zeus.CM

Advanced Member

Joined: 6/13/10
Posts: 1800

www.croatian-maniacs.com

3/19/13 7:40:21 AM#8
Originally posted by Aerowyn
Originally posted by mazut
^ GW1 is way better in that direction. You need to pay attention when you use your skills and in what "rotation". GW2 is more button mash. This is step back, but what can we do :/

it's not really at all unless you have no clue what you are doing especially in PVP...gw1 wasn't any differn't and you were even more limited in gw1 to # of active skills you could use in combat

Yes, you need to pay attention in both GW1 and GW2, however I do feel that GW2 will punish you less for your mistakes than in GW1. However, GW1 is holy trinity based mostly (or at least healer based), GW2 is not so that's a step forward in my book.

  aesperus

Elite Member

Joined: 1/04/05
Posts: 4846

3/19/13 8:42:45 AM#9
Originally posted by Zeus.CM
Originally posted by Aerowyn
Originally posted by mazut
^ GW1 is way better in that direction. You need to pay attention when you use your skills and in what "rotation". GW2 is more button mash. This is step back, but what can we do :/

it's not really at all unless you have no clue what you are doing especially in PVP...gw1 wasn't any differn't and you were even more limited in gw1 to # of active skills you could use in combat

Yes, you need to pay attention in both GW1 and GW2, however I do feel that GW2 will punish you less for your mistakes than in GW1. However, GW1 is holy trinity based mostly (or at least healer based), GW2 is not so that's a step forward in my book.

Honestly, I feel it's not that much different (in terms of how much you get punished for mistakes). Most of it depends on the class matchup (i.e. if you go up against a backstab burst venom thief, and you screw up the initial invuln / black / blink, you're usually dead). It's similar to how in GW1 if you wasted that elite / defensive skill / heal, or it got disabled, it usually spelled your death. However, in more prolonged fights (in both games) you generally had more opportunities to make a mistake, as such fights tended to encorperate builds which had a lot of very reliable / reuseable skills.

The biggest difference is that skills in GW1 got defused amongst many more build loadouts, and in GW2 you get a lot more skills, but there's also a lot more overlap between builds.

  Loke666

Elite Member

Joined: 10/29/07
Posts: 16835

3/19/13 8:51:47 AM#10
Originally posted by mazut
^ GW1 is way better in that direction. You need to pay attention when you use your skills and in what "rotation". GW2 is more button mash. This is step back, but what can we do :/

I dont agree, both games are p retty similar in that aspect.

Skill rotation will get you killed in either.

Now, I dont play a mesmer myself but I learned the hard way that mesmer is the class my thief have hardest with.

Good timing is the right way to play any class, figure out the best time to use any skill and use it then, it is what will win the day in WvWvW and structured PvP.

What is a step back is structured PvP, no guild Vs guild suck. I also liked the PvE difficulty a lot better in GW than GW2 (even though they made GW1 far too easy the last few years as well.

But the way you use skills are fine, we just need some more skills for the first expansion.

  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

 
OP  3/19/13 10:26:54 AM#11
Oh also wanted to mention I know on traits I took some that trigger off shatter and some that trigger off illusion death..I noticed especially in wvw unless I'm roaming solo with this build clones get killed a lot but I shatter a good amount. With how quick I generate illusions I like having both... I might move ten points from Dom to illusions though

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  FlawSGI

Hard Core Member

Joined: 8/14/10
Posts: 1431

All of history is a lie. The truth depends on who does the listening, and who does the telling...

3/19/13 10:42:47 AM#12
Originally posted by aesperus
Originally posted by FlawSGI

My only suggestion is be careful what you wish for. With you guys preaching in the past that  GW2's combat is so different than any other MMORPG in the fact that the limited abilities are actually more strategic because the system is a reactionary one and not a rotation bassed one is kinda hard to buy if you put in your build  a rotation. Not trying to be rude but I can see all your effort going to waste when other posters latch on to that and disregard everything else you wrote.

 

I played my mesmer as a melee and I also noticed that the illusionary leap fails to stop things so I really had to rely on timing more than its movement impairment. I also ran with my wife who was rolling as an ele so you can imagine how annoying it was leveling conciddering that every mob just chased her around. Ovell I felt I did better just using the GS and making up the damage lost from being out of ranged.

I think you & mazut are kinda missing the point of these 'rotations'. Basically, the rotation of a class in this game works somewhat similar to how it did in GW1, or how it does in MOBA games (though a bit more complex). It's essentially the optimal combination of skills to use to do a specific thing you're setting you're class up to do.

However, where this differs from most MMOs, is many of the skills have multiple uses. Mesmer is a great example of this. Using Aerowyn's example.. if she was to pull off a full rotation and either miss, or have the opponent negate the damage, what's the result? She's already burnt a dodge, and 2 blinks offensively. This means that if her opponent was to then turn around and start focusing her, roughly half of her survivability is now gone (depending on utilities). Furthermore, phase retreat is one of the few target drops mesmers get, so she'd have to burn additional cooldowns to force enemies to have to retarget her / rediscover her vs. her illusions. She's also burnt all her AoEs, making group fights that much harder.

Now, those same skills can also be used defensively. GS has some good skills for slowing down opponents (berzerker / wave). Chaos storm can be used to cripple enemies, or to buff / speed up yourself. Leap can be used both for shattering and escape (especially useful against immobilize / basilisk venom thieves). All of the clones / phantasms can be used to distract & give the mesmer some breathing room while waiting on cooldowns.

Basically, whenever I play a shatter build (or really my mesmer in general), I always have my optimal rotation for damage / confusion stacking / chain-stunning / diversions / etc. in the back of my mind. However, I'm also using those same skills to do everything from interrupting my opponent, to keeping myself alive, to finishing off an opponent quickly so he can't rally. It's all a juggling act basically. Do you want to go in (and use your full rotation), or do you want to keep some of those tricks up your sleave for when you might need them.

Most MMOs don't have enough depth to allow for that type of combat. You basically have 'this is my most damaging skill(s)' 'this is my best heal' 'this is my oh sh@* button'. It can be fun, but it makes it really hard to do creative stuff in such games. So far I've managed about a half-dozen viable mesmer builds, using roughly the same setup (and just modifying stats, weapons, and major traits a bit), and yet they all play very different from one another.

 And I think you read way to much in my responce. I wasn't arguing that the rotation was even remotely the same as other systems, only that by including one you are giving trolls something to discuss other than what was actually intended, which was her build. I have supported the title without being overly supportive (blind) to it's faults so I was in no way making that post to talk down on the combat sysytem. I appreciate your reply but I think you came to the defence a little to fast and heavy. I am an avid GW2 player so I am fully aware of how the comabt system works and I am aslo fully aware of Memer mechanics (Mines 80 and retired).

 

 I also agree with an above poster that more points would be better spent in Illusions after playing with enough builds I get more out of the extra GS bouce on mirror blade and self shatter than I ever did out of Rending Shatter and Crippling Dissipation. All of this is a matter of taste however so if the shoe fits......

RIP Jimmy "The Rev" Sullivan and Paul Gray.

  Maephisto

Novice Member

Joined: 2/15/12
Posts: 653

3/19/13 10:43:27 AM#13

If blurred frenzy is anything like the warriors 100 blades, then I would not expect to unload a full channel on many people.  Even with the warrior's bulls' charge + 100 blades doesnt cut it.

If you use blurred frenzy as a burst finisher to quickly put someone in down state, I might suggest the sigil of hydromancy.  The shortcoming  would be you would have to be closer to the your enemy ( I think the range on hydromancy is 300 iirc) when you swap to your sword.  The sigil of hydromancy also hits for ~ 500 and can crit (iirc, it also scales with power). 

More often times than not, when you put hydromancy on your higher DPS burst weapons, it is pretty much a death sentence for those around you.  

My main is a necro, I can confidently say that freeze is the bane of so many players.

  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

 
OP  3/19/13 3:53:30 PM#14
Originally posted by Maephisto

If blurred frenzy is anything like the warriors 100 blades, then I would not expect to unload a full channel on many people.  Even with the warrior's bulls' charge + 100 blades doesnt cut it.

If you use blurred frenzy as a burst finisher to quickly put someone in down state, I might suggest the sigil of hydromancy.  The shortcoming  would be you would have to be closer to the your enemy ( I think the range on hydromancy is 300 iirc) when you swap to your sword.  The sigil of hydromancy also hits for ~ 500 and can crit (iirc, it also scales with power). 

More often times than not, when you put hydromancy on your higher DPS burst weapons, it is pretty much a death sentence for those around you.  

My main is a necro, I can confidently say that freeze is the bane of so many players.

yea it basically works like 100 blades but frenzy also causes distortion so you take no damage during the channel and as people are getting better and better at pvp its getting harder and harder to get people with the rooted attacks like 100 blades and frenzy.. unless you are effected by quickness its hard to get this off on decent players.. i also do use hydromancy on one of my weapons

 

oh also i updated the build to 20 20 10 0 20

I'm also debating which trait will be most useful in the chaos line if i should just drop the chaos line and add those points some where else

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  avalon1000

Novice Member

Joined: 3/04/08
Posts: 731

3/19/13 4:21:58 PM#15
Originally posted by Aerowyn
Originally posted by Maephisto

If blurred frenzy is anything like the warriors 100 blades, then I would not expect to unload a full channel on many people.  Even with the warrior's bulls' charge + 100 blades doesnt cut it.

If you use blurred frenzy as a burst finisher to quickly put someone in down state, I might suggest the sigil of hydromancy.  The shortcoming  would be you would have to be closer to the your enemy ( I think the range on hydromancy is 300 iirc) when you swap to your sword.  The sigil of hydromancy also hits for ~ 500 and can crit (iirc, it also scales with power). 

More often times than not, when you put hydromancy on your higher DPS burst weapons, it is pretty much a death sentence for those around you.  

My main is a necro, I can confidently say that freeze is the bane of so many players.

yea it basically works like 100 blades but frenzy also causes distortion so you take no damage during the channel and as people are getting better and better at pvp its getting harder and harder to get people with the rooted attacks like 100 blades and frenzy.. unless you are effected by quickness its hard to get this off on decent players.. i also do use hydromancy on one of my weapons

 

oh also i updated the build to 20 20 10 0 20

I'm also debating which trait will be most useful in the chaos line if i should just drop the chaos line and add those points some where else

I like the 20 20 10 0 20 build idea and will adopt it for my level 30 Mesmer I am leveling up (now at 5 5 5 0 5). Toughness is important for this class or leveling will be frustrating. So far using a high quality GS/Staff combo I can take on mobs I would not have tried with my ranger, thief, or engineer. Mesmer is an awesome class and I am enjoying playing it (my glad is languishing now as I have little interest in leveling it).

  Aerowyn

Novice Member

Joined: 2/20/12
Posts: 7969

 
OP  3/19/13 4:24:26 PM#16
Originally posted by avalon1000
Originally posted by Aerowyn
Originally posted by Maephisto

If blurred frenzy is anything like the warriors 100 blades, then I would not expect to unload a full channel on many people.  Even with the warrior's bulls' charge + 100 blades doesnt cut it.

If you use blurred frenzy as a burst finisher to quickly put someone in down state, I might suggest the sigil of hydromancy.  The shortcoming  would be you would have to be closer to the your enemy ( I think the range on hydromancy is 300 iirc) when you swap to your sword.  The sigil of hydromancy also hits for ~ 500 and can crit (iirc, it also scales with power). 

More often times than not, when you put hydromancy on your higher DPS burst weapons, it is pretty much a death sentence for those around you.  

My main is a necro, I can confidently say that freeze is the bane of so many players.

yea it basically works like 100 blades but frenzy also causes distortion so you take no damage during the channel and as people are getting better and better at pvp its getting harder and harder to get people with the rooted attacks like 100 blades and frenzy.. unless you are effected by quickness its hard to get this off on decent players.. i also do use hydromancy on one of my weapons

 

oh also i updated the build to 20 20 10 0 20

I'm also debating which trait will be most useful in the chaos line if i should just drop the chaos line and add those points some where else

I like the 20 20 10 0 20 build idea and will adopt it for my level 30 Mesmer I am leveling up (now at 5 5 5 0 5). Toughness is important for this class or leveling will be frustrating. So far using a high quality GS/Staff combo I can take on mobs I would not have tried with my ranger, thief, or engineer. Mesmer is an awesome class and I am enjoying playing it (my glad is languishing now as I have little interest in leveling it).

yea my mesmer can pull off some amazing encounters none of my other classes could.. as long as nothing hits you,  you don't really need toughness:P:) i had almost no toughness when I leveled

I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg

  aesperus

Elite Member

Joined: 1/04/05
Posts: 4846

3/19/13 4:37:16 PM#17
Originally posted by FlawSGI

 And I think you read way to much in my responce. I wasn't arguing that the rotation was even remotely the same as other systems, only that by including one you are giving trolls something to discuss other than what was actually intended, which was her build. I have supported the title without being overly supportive (blind) to it's faults so I was in no way making that post to talk down on the combat sysytem. I appreciate your reply but I think you came to the defence a little to fast and heavy. I am an avid GW2 player so I am fully aware of how the comabt system works and I am aslo fully aware of Memer mechanics (Mines 80 and retired).

 I also agree with an above poster that more points would be better spent in Illusions after playing with enough builds I get more out of the extra GS bouce on mirror blade and self shatter than I ever did out of Rending Shatter and Crippling Dissipation. All of this is a matter of taste however so if the shoe fits......

Good point, though (especially on these forums) I don't think there's anything that can't be troll bait anymore. Trolling has gotten absolutely ridiculous these passed few years, and especially when it coems to this game, they seem content w/ using anything (or even just blatantly making stuff up). It's not even worth worrying about anymore imho.

And ya, most of the best mesmer builds atm revolve around a 20/20/0/0/30 setup in one fashion or another. I've found a few viable ones outside that trait setup, but they aren't good for higher end PvP, they're just extremely fun to play and troll people with (when I'm just messing around I usually either go w/ a condition build, or a retaliation build on mesmer, hilarious against thieves and rangers).

I dunno if you guys have seen it yet, but Anet just talked about changing all that though in their latest 'state of the game' video.

  aesperus

Elite Member

Joined: 1/04/05
Posts: 4846

3/19/13 4:43:19 PM#18
Originally posted by Aerowyn

yea it basically works like 100 blades but frenzy also causes distortion so you take no damage during the channel and as people are getting better and better at pvp its getting harder and harder to get people with the rooted attacks like 100 blades and frenzy.. unless you are effected by quickness its hard to get this off on decent players.. i also do use hydromancy on one of my weapons

oh also i updated the build to 20 20 10 0 20

I'm also debating which trait will be most useful in the chaos line if i should just drop the chaos line and add those points some where else

Chaos is mostly for condition builds.

You honestly don't really need it for the setup you're going with. Most builds would take those 10 points and either put them in Inspiration (for some added survivability / condi removal), or illusions (for illusionary persona).

 

  aesperus

Elite Member

Joined: 1/04/05
Posts: 4846

3/19/13 4:45:28 PM#19
Originally posted by Loke666
Originally posted by mazut
^ GW1 is way better in that direction. You need to pay attention when you use your skills and in what "rotation". GW2 is more button mash. This is step back, but what can we do :/

I dont agree, both games are p retty similar in that aspect.

Skill rotation will get you killed in either.

Now, I dont play a mesmer myself but I learned the hard way that mesmer is the class my thief have hardest with.

Good timing is the right way to play any class, figure out the best time to use any skill and use it then, it is what will win the day in WvWvW and structured PvP.

What is a step back is structured PvP, no guild Vs guild suck. I also liked the PvE difficulty a lot better in GW than GW2 (even though they made GW1 far too easy the last few years as well.

But the way you use skills are fine, we just need some more skills for the first expansion.

More skills is definitely something I hope they add in the near future. However, I don't see that happening until they are more or less content w/ the balance of the skills already ingame.

Sadly enough, going off of recent talks, it doesn't sound like an expansion will be coming out anytime soon. If anything probably not until next year. They're more focused on fixing what's currently in the game (which is definitely a good thing), but it's slowing down their ability to pump out newer content.

  fiontar

Advanced Member

Joined: 4/07/04
Posts: 3713

3/19/13 10:05:45 PM#20

As to skill rotations in this game, there are alsways going to be certain rotations that make sense a good portion of the time, but there are many situational skills in the game along with a requirement to utilize movement, positioning and dodging in combat. A rotation may be fairly intact vs. scrub mobs, but tougher opponets or an add or two and your rotation is going to have to be modified on the fly.

Different professions offer different levels of complexity and flexibility, as do builds with in a profession. In most MMOs, "the rotation" is not only the most efficient rotation, but often there is very little viable variation even if you would like to mix things up to keep them fresh. In GW2, everyone has to be able to adapt to various situations, but there are also builds that allow players to play very dynamically, to the point where there is no set rotation.

I'm currenty leveling up a second Elementalist atm, my first was my first character and I wanted to re-experience the profession from the perspective of a vet of the game. I've learned to make fairly heavy use of conjured weapons this time around and the four elemental attunements and conjured weapons, there is a lot of complexity and flexability, which I love. You can still change attunements while using a conjured weapon, not for skill swaps, as conjured weapon skills don't change with attunement, but for the "on attunement" bonuses/effects. I can follow an opening rotation, until I need to react to something, but I can also change up my approach to battle fairly significantly from encounter to encounter with out sacrificing effectiveness.

So, yes, there are rotations that make sense, just as in any other MMO, but there is not only much more demand on players to be flexible, but there is more room for players to put togehter additional rotations for variety, or to just play in a very dynamic manner with out falling into habitual rotations.

There are also some builds that rely heavily on reactionary skill choices. My Mesmer build makes heavy use of block skills, which are purely reactionary and since block timing and dodge timing are always a primary focus, it's actually counter-productive to fall into any kind of habitual rotation.

It's possible to "be lazy" and pick a build that allows you to spend most of your time running through a fairly set rotation, but that's not the only way to play this game and even if you rely on a rotation in GW2, there will be situational demands that any player needs to pay attention to. I find this a very refreshing change. I beta tested three of GW2 comptetitors while it was in the final year of developments and played two of them for a month or so each in retail release. All three games had some nice elements, but all three also relied on extremely rigid, mind numbing rotations. As I approach 1,100 hours played on GW2, I can give a fair amount of credit for the longevity to the much more dynamic combat!

Want to know more about GW2 and why there is so much buzz? Start here: Guild Wars 2 Mass Info for the Uninitiated

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