May 26, 2010, 02:14 PM // 14:14
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#21
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Atra esternĂ ono thelduin
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
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meh, maybe keep an eye out for any changes that might be made in the coming weeks. otherwise, creating a new mesmer that is now more powerful might be an exciting way to re-enjoy the game ;-)
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May 26, 2010, 02:47 PM // 14:47
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#22
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Academy Page
Join Date: Jan 2006
Guild: Serenity of the Night [Moon]
Profession: W/Mo
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Quote:
Originally Posted by FoxBat
VoR is just very conditional. You need to hit mobs that actually spam skills, you need to hit them in a ball, and you need to avoid loading the rest of your bar/team with too many mesmer hexes. Under ideal conditions you can get a mob to wipe themselves before the battle starts, but that isn't always. Still in general it seems superior to any one-shot nuke like esurge, because getting at least 2 triggers is pretty easy.
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I agree with this. I still find myself using Visions of Regret a lot. The damage is conditional, but most PvE enemies do like to spam skills a lot, especially high-end enemies in HM, so the cumulative damage tends to add up to more than what Energy Surge would do in some cases. And even though Visions of Regret hasn't changed in the latest update, I find that it synergizes better with other Domination skills now, like Mistrust and Wastrel's Worry in particular.
Of course, the new Illusion just beats any Domination build now in PvE, it seems. Ineptitude + Clumsiness + Wandering Eye = ~350 unmitigatable AoE spike damage that's fairly spammable. I think Ineptitude is definitely the Mesmer's strongest PvE elite right now.
Last edited by Bitoku Kishi; May 27, 2010 at 03:15 PM // 15:15..
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May 26, 2010, 09:39 PM // 21:39
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#23
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Wilds Pathfinder
Join Date: Nov 2007
Guild: Still looking
Profession: Rt/
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Quote:
Originally Posted by Lishy
Long Answer: Mesmers just took the position of top tier material in Guild Wars. They are now the ultimate in high armor ignoring damage making them a must for Hard Mode, and their new skills give them the ultimate "Tank n' Spank" build material!
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Sorry if I'm the pessimist but this recent update allowed mesmers to be accepted into groups; nothing more, nothing less.
Quote:
Originally Posted by Lishy
Furthermore, besides the high end uses, a Mesmer now have more than enough countless amazing builds to both support your team and thwart enemies. They will keep you busy for a loooooong time with their numerous playstyles, and gimmicks varying from getting a taste of an armor ignoring melee like Illusionary Weaponry, to gimmicks like being a jack of all trades to every single caster in the game through things like Signet of Illusions, amongst other things.
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They are gimmicks, but the builds you cited are very weak in pve or pvp. Illusion weaponry turns mesmers into tanks, but the damage is pretty poor unless you're abusing mystic sandstorm. Sig of illusions makes you a mediocre version of another caster.
Mesmers have gotten a bit of a damage buff, but AP is still superior in terms of dps.
Human mesmers can now interrupt groups, however they are still useless against large mobs and mobs with multiple caster copies.
Quote:
Originally Posted by FoxBat
VoR is just very conditional. You need to hit mobs that actually spam skills, you need to hit them in a ball, and you need to avoid loading the rest of your bar/team with too many mesmer hexes. Under ideal conditions you can get a mob to wipe themselves before the battle starts, but that isn't always. Still in general it seems superior to any one-shot nuke like esurge, because getting at least 2 triggers is pretty easy.
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Echo Vor isn't that bad, run that with deep freeze and chaos storm and you can make a pretty nice dent in mobs.
Is it worth it?
If you like shutting down foes, mesmers are now better off than rangers. However, if you're looking for damage, sins or necs are still superior.
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May 26, 2010, 10:36 PM // 22:36
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#24
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by The Drunkard
Sorry if I'm the pessimist but this recent update allowed mesmers to be accepted into groups; nothing more, nothing less.
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The changes seem that way. The high numbers on some of the skills give the appearance to other players that you're could do a lot of damage. Overall damage wise I'd say they're fair but nothing broken.
It'll be nice knowing that I won't have to argue with people, stand around forever, have guildies ping me terribad bars, or see others suffer from similar fates.
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