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Showing posts with label mesmer guide. Show all posts
Showing posts with label mesmer guide. Show all posts

Tuesday, April 7, 2015

Guild Wars 2 - Mesmer WvWvW Zerg Guide by Elusive

Hey Guys,
I'm Elusive, TC commander and long-time exclusive WvWvW player. I've been playing a lot of mesmer in zergs lately when I'm not pinned up and I've noticed a general lack of knowledge among mesmer players, as well as the misconception that all mesmers are good for is veil and timewarp. It doesn't help that (on TC at least) there are very few consistent mesmer zerg players, and of those only a few fully utilize the class to its potential.

While it is true that having a mesmer for veil is imperative for engages, and having a timewarp is nice for fights, scaling a bomb's damage up, and speeding up golem assaults, there are lots of other things that a well played mesmer can bring to the table. That's the reason for this post - to clarify some of the uses of skills and to share what I've learned with the playerbase. I'll be satisfied if each person reading this learns something that they didn't know previously.

So, let's get down to it!

Generally, a mesmer's primary role is utility/support. We all know that, but here are a few things you might not have thought of:
  • Using temporal curtain (focus 4) to pull enemies back into a bomb. When your commander calls for a bomb, usually damage is fairly focussed in a specific area, ie a choke, corner of a wall, etc. When enemies are caught, they try to run out. Your goal is to drop your curtain on your zerg's side of the bomb, and activate it quickly to pull enemies back in. To help with this, you can save null field an drop that on the other side of the bomb, where enemies are fleeing into, and hope that this strips stability so your pull will connect. If you are trying to focus a specific player (commander, in regular wvwvw zergs, or maybe a specific ele/necro/backliner in a gvg setting) you can run Arcane Thievery to strip their stability and ensure your pull connects and drags them back into the bomb. Usually being caught by this will ensure death on even the most tanky characters, as they will be in the bomb for much longer and assuming you have more than a few necros/eles the damage will just be too great for them to withstand.
  • If you're having trouble tagging enemies for rallies/bags/proccing Triumphant Distortion run GS and target people at it's max range. This is useful because gs1 hits enemies in the "beam" meaning more tags/more loot/more distortion procs.
  • Learn how to place a proper 2nd/3rd veil, in case there is more than one mesmer and the commander wants to chain. This is something that is trickier than it sounds, and usually comes with experience. I've found the best way is to watch my stealth on my bar and place veil a short distance in front of the front line when there is about a half a second of stealth left. Ideally, the zerg should be visible for a very short time.
  • Know portal's max range (fully zoomed in mini-map, make sure you keep track of where you drop and can still see it at the edge when you open. With a max range portal you can actually cause a loading screen so when portalling into towers/etc its best to avoid those absolute max range portals just incase you fail and to give your friends time to react on the other side. Most mesmers have a pretty good grasp on portal distances so this is hopefully a given.
  • Learn how to stack stealth - carry a torch, and swap skills to decoy and mass invis for long range portal bombs or stealthy hiding in keeps.
  • Utilize "fake" portal bombs to scare enemies. Place your portal somewhere out of sight, make your push for the choke obvious (run right up to it before stealthing/blinking through marks) and then open it right on the enemies backline. You can take the portal back to safety but it's best to stand on it for a few seconds so the enemy sees some red and drops some skills. This rarely used form of baiting is super effective against disorganized pug zergs and inexperienced commanders.
  • its possible to run a mantra-healing build, such that you can cast healing mantra and damage or daze mantra on resets to heal your nearby allies for ~6k. Mantras are fun to experiment with because the healing skill can be great for condi cleanse and heals for a lot if you spec for Harmonious Mantras.
  • Swap skills and traits often. Put on feedback if the enemy is pirate-shipping or there is a golem rush. Swap on Warden's Feedback for additional reflects.
  • Take off Deceptive Evasion if you are portal bombing because your dodge clones can break your stealth. Be careful with The Prestige (torch4) because that can destealth you too.
  • Using timewarp on your backline eles/midline necros for a bomb can make the damage drop so much faster. If your backline is organized try to drop your timewarp such that you get all of your eles and a few necros in it right when the commander calls for meteors/icebows/wells.
  • Timewarp can also be used for cleaning up downs, or to speed up an in-fight re-empower where there are fields down and a water wouldn't be blasted anyways. Cutting empowers time in half means your group can have a second or two jump on the enemies group.
  • If you're facing particularly hard fights/fighting outnumbered and getting rekt/lack warriors who can banner well Illusion of Life can save a wipe. When traited for manip cooldown this skill is basically a banner on a 96 second cd - meaning you can use this skill almost 3x as often as a warrior can banner. Only rallies 3 allies but if it can save your commander/frontline you can turn the tide of a fight with one skill. 99% of the time allies will "full rally" from this skill due to the active number of enemy players dying on all sides during a zerg fight.
  • Veil should always be on your bar, unless your group has 3+ mesmers (and even then I'd still probably take it.) The value and utility of veil is unrivaled because its useful for so much. If your commander utilizes fake pushes you will need veils often, and its good to have a defensive veil ready in case of an assjam or flank from another guild.
  • Moa can really ruin a commander's day. It goes through stability but can be dodged or blocked, so use has to be carefully monitored (I like to target the enemy driver if we are running with our own tag up) once s/he has dodged twice, start casting that moa. A good moa on a driver's push usually results in a retreat and some free downs, or the commander even suiciding with the moa5 skill, a dash that goes a good distance and I've seen many commanders accidentally use this and end up in the middle of our group alone. Side note to other commanders, if you're moa'd don't use any of the skills except the 1 skill, because they all lock you in place and have cast times. You can use the 5 skill with an about-face to retreat back the way you came swiftly, but make sure you alert your frontline so they arent caught.
  • Traiting blink for the extra range is really useful for repositioning/escaping/portalbombs/pretty much everything. If you can get by without it, that's better, but it really is great to have.
  • Running an interrupt build with chaotic interruption can absolutely devastate an enemys backline. Pull em together with temporal curtain, drop chaos storm, mantra daze, etc, and they will be stuck there for easy pickings by your necros.
  • If you are running deceptive evasion and getting focused a quick double dodge + distortion shatter can give you a few seconds to reposition and heal.
  • Do not underestimate the utility of a well-placed nullfield. It's probably one of the strongest zerg skills in the game. Use it often, place it well. Trait for extra 2s duration if you're using this well. If you're traiting duration also use feedback liberally on enemy backliners.
  • Use temporal curtain on fleeing enemies to pull them into a clump in front of your advancing frontline. A little anecdote - when I play Ashe in League Of Legends, I always try to land clutch cross-map arrows. I miss. A lot. I really only land, like, one or two really epic ones per match. I feel like that is how I am with mesmer pulls when they aren't on walls or into bombs with the addition of null field like specified at the top of this list. I land one or two really epic pulls per raid, catching a full 5 enemy squishies and getting them stacked right in front of our melee. There's nothing more satisfying, I tell ya.
  • Don't trait for blinding glamours or confusion on blind/confusion on glamour. It just isn't worth it. It would be if the blind pulsed but it is only on the first cast, and the confusion is only for enemies entering/exiting the field.
  • There's many places where using feedback without a target can be more useful than with one. Landing a feedback inside a narrow choke ensures no projectiles will pass for the duration, so run a ways back, center yourself and after a bit of practice, you'll be able to land these awesome feedback bubbles. Using them on a targeted enemy on the other side is not the best idea because the enemies can just move out.
  • If you're playing pick you should be in a periphery party aiming to take out specific targets in the enemy back line. Don't bother grouping with frontline as you'll be out of range of buffs. Try to organize with like-minded players, thieves, engis, d/d eles, etc. Pick team is really important to organized group.
That's all I can think of right now, Hopefully you learned something.

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Thursday, February 12, 2015

Guild Wars 2 - Lockdown Mesmer, the Mantra variant: A Brief Guide by 6xFPCs


Introduction: Counting might in fives

The lockdown mesmer is a mesmer that relies on phantasm damage (or more rarely, shatter damage) and interrupts from Mantra of Distraction to defeat a foe. The core build uses two traits that improve interrupts, Bountiful Interruption and Halting Strike (which were heavily buffed a long time ago). From these traits, the mesmer derives significant benefits from performing an interrupt, beyond those inherent to the interruption of an enemy skill.

Because lockdown centers on interrupting enemy skills, strong lockdown play requires an understanding of all other professions and builds, or at least their core skills. As such, lockdown is recommended for players with a broad knowledge of Guild Wars 2 professions and skills.

The mantra mesmer uses Mantra of Recovery, Centaur Runes, and the trait Mender's Purity to eliminate two key mesmer weaknesses: lack of swiftness and lack of condition cleanse. This particular build goes further by taking the trait Harmonious Mantras to mitigate a serious problem inherent to mantra skills: the inability to sustain mantra use over the long term due because of the need to rechannel before the active skill is available again.

This particular variant is optimized for WvW roaming and havoc. It solos camps just fine (especially now that the daze mantra is AoE), it gives group swiftness, it has a skill slot for portal/veil/feedback when those are needed, and it can fight it out against any other build you encounter. No need to run from condi necros, no need to run from d/p thieves. You can even go toe-to-toe with your local twice-told legend of a d/d ele, though at a disadvantage (as should be expected when using a non-PvP build against an sPvP meta build).

About me: I have played more than 500 hours of WvW using a lockdown/mantra mesmer, about 300 of which are using this exact mantra build in a roaming or havoc setting. I play on the character Beatrice Vita Nuova on the Dragonbrand server. Possibly you know me because I routinely attempt to solo towers with an alpha golem. I wrote this short guide because after playing several builds for each profession, I keep coming back to play this particular build. It is a unique style of play that is very, very fun, comparing favorably with such awesomeness as d/d ele and SD engi. I am sharing this build because there has been a constant clamor for non-shatter mesmer builds, and because I want you guys to experience the fun, too.


 The Build, the Traits, and the Reasons

2/6/4/2/0 Weapons are zerk. Armor and jewelry is 70-30 zerk-soldier. You can tweak this to your tastes; the goal is to be deadly without insta-dying to glass builds.

While weapon choices are more flexible for a lockdown mesmer than for arguably any other build, my personal choice is greatsword and sword/pistol ("gs", "s/p") by a large margin. Feel free to swap the off-hand to focus, especially if you are addicted to pulling people off walls and cliffs. Swap out sword or gs at your peril.

Ok yeah, I know 2/6/4/2/0 sounds like weird, off-brand crap. But please read at least the next part on traits before you start screaming about my commoner status (or whatever the insult du jour is).


Trait explanations:

No Shattered Concentration: Shatter mesmers shatter. Lockdown mesmers keep phantasms up, and thus do not shatter. Plus, you're running mainhand sword and greatsword, probably the two best boon-stripping weapons in the game, so pushing for a boon-strip trait is a weak choice. An easy no, but one that needed to be said.
Duelist's Discipline over Deceptive Evasion: probably the most controversial choice at first glance, but I stand absolutely firm here. pistol at 1200 range (up from 900 untraited) gives you incredible initiative when starting a fight, and the 1200 range stun acts as a ranged snare, a fast interrupt (focus 4 is beyond slow now that the chain skill has a short buffer cooldown), and one of the hardest CCs in the game (so your phantasms actually hit). The recharge reduction on top of this makes for an impossibly good trait, and it edges out deceptive evasion because lockdown doesn't shatter, so we could care less for clone generation.
Harmonious Mantras over Furious Interruption: 3 seconds of quickness every 15 seconds can be crazy good, I admit. Quickstomp, quick mantra channel, phantasms that come out too quickly to dodge, a quick sword autoattack chain to strip a boon, it's all wonderful. However, Harmonious Mantras not only increases your mantra active skill count by 50% per channel, but it also front-loads that benefit. Furious often activates at inopportune moments--in the middle of an enemy distortion or endure pain, for instance. The unpredictability of the quickness proc makes it worth much less than the potential 20% uptime would otherwise suggest. If you play around the quickness, then it might be worth it. But rarely does the cooldown AND enemy skill use AND quickness benefit line up so well in fights.
Finally, in my experience, the third mantra uses (heal and daze alike) often make the critical difference in a fight, while the quickness rarely does.
Phantasmal Fury over Desperate Decoy, Far-Reaching Manipulations, or Blade Training: your phantasms are almost half your damage output, and this an important way to increase your offensive pressure, especially with air/fire sigils and the Sharper Images minor trait. All three other traits are decent, but my experience suggests that PFury is difficult to pass up.
No Chaotic Interruption: A great skill at first glance, immobilize is awesome. then you realize that ALL the random effects have an overlap with the immobilize. The blind is quite short and immobilize often stops them from hitting you anyway. The chill only lasts the length of the immob, making the snare component worthless. And the cripple only lasts 1 second longer, do you really want an extra second of cripple? And this is a grandmaster trait!
So all things considered, I would not trade out Harmonious Mantras or Mender's Purity for it. Also note that the associated minor traits (Confusing Combatants and Vengeful Images) are better than Chaotic Transferance (you don't have the toughness to benefit much, and you don't really want condition damage).
Illusionary Defense over Debilitating Dissipation: We keep illusions up all the time. Debilitating is only ok for a power build (vuln and weakness are nice, bleed not so much), only helps when you're losing illusions, and is less useful because phantasms have retaliation from the Vengeful Images minor trait anyway. And the first time you have two phantasms idling while you wait for a thief to backstab you, you will remember this trait and you will be very, very happy. Leave Debilitating Dissipation to the PU clonespam guys, we are busy actually killing things.
Mender's Purity: with Mantra of Recovery, this trait gives you two (or three) instant condition clears that remove two conditions each (note that the channel part doesn't cure conditions, despite what the tooltip says). You can eat a necro's signet of spite and come out fine. You can clear a shatter mesmer's immobilize without blinking (literally or figuratively). Fear means little to you; likewise chill. Make no mistake, this trait turns the mesmer into one of the best condi-cleansing professions out of the box, no poultry-based food necessary. In this build, this adept-level trait becomes one of the best in the game.
No mantra recharge reduction, no toughness during mantra channel, no heal at end of mantra channel: No room for mild benefits that only help after you've used up all charges. There is more to say on the subject, sure, but it really comes down to the fact that these are a bit lackluster, and we have no room left.


Skill Choices

First, a quick word on mantras. Mantras suck because they don't recharge normally, they also require rechanneling to become anything more than a dead skill slot. Mantras rule because they are instant activation. That is, the active skill can be used at any time, and cannot be interrupted or prevented via stun.
More succinctly: they are amazing until the active skill runs out.

Heal: mantra of recovery First utility: blink Second utility: mantra of distracction

The heal mantra and daze mantra are core components of the build, and blink is an integral part of all mesmer play. Don't touch those unless you know what you're doing.

Third utility: Signet of Midnight is my personal default choice--short cooldown stunbreak and blind means you often nullify a big CC and a big followup melee attack with one skill use. In addition, the +10% boon duration is nice for Bountiful Disillusionment procs, and to a much lesser extent for the swiftness from Centaur runes. Don't forget the insta-blind for stomps. Also don't forget that it applies a 360 radius PBAoE blind--that downed guardian's buddy might catch a blind, too, if he's not careful while running up to CC you. Also the blind is unblockable, and the skill is instant like all stunbreaks. What a great skill, despite the fact that it seriously looks like every low-tier benefit was shoved together in a box and someone put a stunbreak bow put on top to try to make it look respectable.
Other viable fight-oriented choices include Mantra of Concentration (many stunbreaks and short stability, but beware the triple mantra recharge situation!) and signet of domination (ridiculously offensive, and makes for a great 3.9s stun).
Decoy is a bit worse than signet of midnight for this build because it lacks the damage mitigation of the blind and has a longer cooldown. Run if it you want, but I can't say I recommend it.
Viable WvW support skills should be put in this slot. Strong choices include portal, veil, feedback, and null field, taken as appropriate.

Elite skill: Mass Invisibility ("MI") is the most flexible elite skill, and my default choice. Hide whole groups of friendlies for an ambush, secure stomps, deny stomps, escape foes, save dolyaks, sneak up to the enemy for a supply trap or disabler. Hard to argue with it, especially on a 90sec cooldown.
Time Warp ("TW") admittedly does the stomp stuff of MI (differently), AND it has direct combat benefit. Plus, TW makes golems attack faster. It's a solid choice if you like it.
Polymorph Moa ("moa") is great way to secure a kill. But ineffectiveness of its transform (doesn't really help with killing, the best use is simply to stop another elite, e.g., lich form), coupled with the fact that lockdown mesmer shuts down a lot of stuff anyway, means I never use it.


Runes and Sigils

Centaur runes are a core component of a mantra mesmer in WvW. Effective roaming is about moving fast. Centaur runes are the difference between perma-swiftness and zero swiftness.
Non-roaming or sPvP players could consider other runes (i.e., probably Strength or Hoelbrak). I can't say that I would recommend a non-power rune, and I can't say I'd pick anything but Strength, even after the recent nerf to might.
Air/fire on gs is hard to argue with, because the autoattack's triple hit makes both sigils proc rather consistently. I have never replaced them, nor have I felt the desire to.
Air/paralyzation on s/p is very flexible; you could swap them both out if you like. Paralyzation makes pistol 5 stun for 2.6 seconds (tooltip displays 2.5s), up from 2.0s, which can be an extra 4k or more of phantasm damage. While it's apples to oranges, my experience suggests that fire isn't objectively better, just different (more offensive and bursty, to be precise). I can definitely see some people wanting fire instead. And I can also see arguments for energy, and for renewal. Pick your favorites and enjoy.


How to Play

Always prep both mantras when you zone in. When your swiftness has less than 4 seconds left, activating your heal will refresh swiftness (rechanneling the mantra will always refresh it due to the mantra and rune bonus both having a 10s cooldown). Your swiftness is applied in 600 range PBAoE, so make sure to give friendly stragglers some swiftness, and whip any nearby yaks into a run.
To get back to full charge on mantras without triggering full cooldown: swap to another skill, then swap back to the mantra. wait out the 5 second cooldown that might have been triggered. channel mantra.
Make sure you also go underwater somewhere and set your water skills to the correct mantras, in the same slots. This way, you will maintain the active skills when you go in and out of the water. Otherwise fighting in bay becomes a nightmare.

Start fights in s/p, and start off by using your duelist--1200 range makes this easy enough. Immediately follow up with pistol 5, then swap to gs and get berserker in there, too.
The rest of the fight varies wildly depending on the matchup, but as you might expect, it revolves around landing interrupts on key skills and getting phantasm attacks to hit. Every interrupt you hit with is like a third-chain autoattack hit, plus a huge boost of might. But those benefits aren't worth it by themselves, so you must still aim to interrupt key skills.
Balance your weapon swaps between constant swapping to get as many phantasms as possible, and having the defensiveness of sword ready when you need it. Sword 2 beats most other 2 skills (guardian whirl, warrior 100 blades); sword 3 is your fastest access to a clone, for that emergency distortion or daze, and the sword 3 chain skill is a stunbreak. Yes, that's right, an extra stunbreak.
Remember that you have three mantra uses before you need to rechannel. That is the window in which you gain all of the benefits of mantra activations without any of the drawbacks of rechanneling. Mete out your uses intelligently. Do note that a three-illusion Distortion (F4) is three seconds long, and mantra channels take 2.75 seconds. In addition, traited and sigil'd pistol 5 stuns for 2.6 seconds. You can use those to reset your mantras if necessary.


That pretty much covers it. I will add a few more sections on fighting specific builds in the comments. Thanks for reading, and I'll see you in the Mists.

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