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GW2 Challenge #2: PsionicFox's Condition Mesmer!

PsionicFox

Future Man
Condition Mesmer.

Here will be my wall of text for the Condition Mesmer build above. Make comments below if you wish. I'm not 100% certain of how good this build yet, but it has some nice synergy so far.

Will be here.
 
Here's my own build: Condition Glamour Mesmer

Maxed condition damage/duration with condition-causing weapon skills. Traits are geared towards glamour utility skills - all enemies are blinded and take 2x different confusion effects and blindness by touching the utility skill fields.
 
Can someone explain the different terminology.

Lke glamour skills. The mesmer uses weird words I haven't been able to immediately understand yet.
 
List of Glamour skills....
Mirrored Feedback Create a dome around your foes that reflects projectiles.
Null Field Create a field of energy that removes all boons from enemies, and removes all conditions from allies.
Portal Entre Create an entry portal at your location that teleports allies to your exit portal.
Portal Exeunt Create an exit portal.
Veil of Invisibility Create a wall that grants stealth to you and your allies.

You have 2 traits dedicated to these skills. Of the skills on the list I only plan on using Null Field so that seems like a heavy investment to me.
 
Yeah, Null Field is boss. To the point where in group play (like WvW), I would swap my Signet for Null Field. You'll do less damage, but you can cause some serious problems via condition/boon removal.
 
Here's my own build: Condition Glamour Mesmer

Maxed condition damage/duration with condition-causing weapon skills. Traits are geared towards glamour utility skills - all enemies are blinded and take 2x different confusion effects and blindness by touching the utility skill fields.

http://en.gw2codex.com/build/9222/show

This is the build I plan on using; I'm noticing some differences with the build you chose to run, specifically in the fact that I'm running a 20/0/0/20/30 build where you chose to run a 30/0/0/10/30 build. I'm not entirely sure why you went for the IX trait in the Domination tree, since it seems to me a condition removal trait that affects only you, removes only one condition at random AND only has two skills that can trigger it, each on a 30 seconds cooldown, is a bit lackluster.

Plus, I don't know that I like the Wastrel's Punishment passive third tier trait in Domination all that much.

I personally decided to go for the longer-lasting Glamour trait in Inspiration to maximize the duration of Null Field and Feedback, both of which I think can be key to achieving large scale victories. A lot of people underrate Feedback as it's currently designed, I think, but here's how I see it work: you have some melee attackers on your allies, and some ranged enemies are shooting at said allies. Feedback your friends, what happens: the Illusion traits blind and confuse the Melee, the Feedback bubble starts reflecting the spells onto enemies which, before they realize it's a harmful bubble, might actually dent themselves harshly.

Now, add to this the use of Chaos Storm/Null Field for even more devastating effects, literally locking down enemies because of Confusion and pressuring them with random conditions.

Top it off with the fact that, thanks to the Inspiration tree, my Phantasmal Mage and Phantasmal Warlock spells grant my allies regeneration and themselves have retaliation.

Your build and I are very, very similar in their intents, I think; however, I really can't see what 30 points in Domination bring that's worth sacrificing the longer-lasting Glamours and regeneration-granting Phantasms from Inspiration.

That being said...it's a really good thing I looked at your build; I hadn't looked at Time Warp the way you apparently did. I figured mass stealth might have some use, but I realize now that Time Warp would secure victories much better than mass stealth. At best, Mass Stealth could be good for ambushes but...sigh, I actually can't decide, and I don't want to switch any of my current skills for Veil.

I don't know if you'll read this, ever, but if you do, let me know your thoughts. I've not really taken part in any GW2 discussions yet, and I'd like to share ideas, moreso regarding this Mesmer archetype!
 
Short post cos i should be asleep right now, but my brain refuses to shut down:

We have different goals in our builds I think. You want the utility of your long lasting glamours and the strategic effects while I want to make them weapons. That's fine, I may want that after extended play testing...but not right now. If I'd discovered a better build calculator at the time you could see how much extra condition damage I'm stacking. Check out my build in the main profession thread (link tomorrow)

This build is about making people kill themselves with confusion. I think you underrate the attribute bonuses of domination magic and just look at the traits. Domination magic giving 10% longer conditions is more important than glamours lasting longer. You really can't get condition duration from any source other than runes.

The torch skill condition removal is simply because nothing else fit into the build and I think everyone needs some condition hate in their build.
 
Oh, and at the time I was making a build for personal satisfaction rather than group play. I will revisit this build along with my others at launch.
 
Yes, I think I see your point regarding the play style difference... Makes sense.

I aim to have people kill themselves with Confusion as well, but it's more of a side-effect of field control; use Scepter/Torch to increase Confusion on specific targets when needed in order to apply pressure, but overall just force opponents to, as you said, have to deal with long-lasting and field-controlling Glamours that Blind and Confuse.

I found this calculator to show what I think would work with my build:

http://gw2skills.net/editor/en/?fgAQNAW7flwziqXVTrGa9IxJFMv5oecdrXdSKgNqB;T8AgyyuEcJ5S1liLqvMFJKy l7L5XrCGfsLA

I assume you and I are both using Condition-damage stacking Runes and Accessories. Oddly enough, I decided to use two Superior Runes of Lyssa for a straight up 10% Conditions Duration bonus, along with four Superior Runes of the Nightmare for yet another 10%. I don't get the extra 100 damage from having 5 Nightmares, nor do I get the 90-second cooldown protection from having 6 of them, but I get a total of 20% extra duration on Conditions, which actually brings me up to the same duration a 30-Domination build would have if they were to use 6 Nightmare runes to get the added 100 Condition damage.

However, I guess if you did go for the same rune set-up, you'd still be ahead by 10% in Durations at the cost of 100 Damage, which seems like a decent trade-off. I guess it all boils down to whether I want slightly longer field control over slightly longer conditions; over all, the builds are still excessively similar, and it's kind of funny to see someone thought of this as well.

Do you think you could recreate your build in this calculator ? I'd REALLY like to see what you end up doing; already I swapped out Mass Invisibility for Time Warp, and I could use other ideas.
 
http://gw2skills.net/editor/en/?fgA...icnKwcoegdZ33B;TwAAzyrEWJtSdlyKqmMNJay2krJZTA

I was messing around with it mesmer builds. I liked the idea of the 5% of toughness being converted to condition damage. Tho it doesn't really add much. 5% of the toughness I had was only 123. Which only added like 10 more damage for confusion (I didn't check the rest). But I found the a set runes did the same thing, so it would add another 5% of my toughness to condition damage. I also didn't add any signal because I forgot about them. I'd probably add some stuff the causes a condition when you switched to the weapon, as I would switch weapons a lot with this build.

I liked the torch over pistol because the torch had a blast finish vs just projectiles. And area chaos armor sounds like it could benefit the team vastly. (which is also why I had null field.)

This might not be an over all burst damage build. But I do believe you would be able to hold your own in a fight and maybe out last the other person.

Feel free to tell me what I did wrong in the build, I like feedback and what others would do.
 
http://gw2skills.net/editor/en/?fgA...icnKwcoegdZ33B;TwAAzyrEWJtSdlyKqmMNJay2krJZTA

I was messing around with it mesmer builds. I liked the idea of the 5% of toughness being converted to condition damage. Tho it doesn't really add much. 5% of the toughness I had was only 123. Which only added like 10 more damage for confusion (I didn't check the rest). But I found the a set runes did the same thing, so it would add another 5% of my toughness to condition damage. I also didn't add any signal because I forgot about them. I'd probably add some stuff the causes a condition when you switched to the weapon, as I would switch weapons a lot with this build.

I liked the torch over pistol because the torch had a blast finish vs just projectiles. And area chaos armor sounds like it could benefit the team vastly. (which is also why I had null field.)

This might not be an over all burst damage build. But I do believe you would be able to hold your own in a fight and maybe out last the other person.

Feel free to tell me what I did wrong in the build, I like feedback and what others would do.


Well, heck, that's a really creative approach to Condition Damage; some sort of tanky Ranged Mesmer that uses the Staff's auto-attack to have random conditions spreading all over, on top of a Chaos Storm. This seems like a solid premise, but what I'm not sure about is the follow-up.

From the 30 Points in the Chaos trait tree, you get 30% Increased Boon Duration. However, you do not take advantage of the Phantasm's regeneration-granting ability in the Inspiration tree, along with a condition-removing effect every time you heal.

Skill-wise, I'm a bit sceptical in the face of Decoy and Archane Thievery, but I think Null Field is perfect. Decoy doesn't seem to accomplish much here besides Breaking stuns and allowing you to run away, but you're already resistant enough that I feel it might be a bit overkill. However, you could instead go for a more versatile option by taking skills that have both a defensive AND offensive purpose. As for Moa Morph, I think it's a decent Elite skill and can definitely emphasize your role as a support-focused Mesmer that still poses a threat, what with all the conditions.

As for Runes and Accessories, I think I'd just use the Shaman's Amulet instead of the Rabid one.

I really, really like the idea you had. Here's what a similar build would look like, if I were to change it:

http://gw2skills.net/editor/en/?fgQQNAW7flwziqHQToGZ9IiZG9GFe+Azh6B2ldfHA;T8Ag2yrEWJtSdlyKqmMNJay2krJZTLRGisFB

It uses the Staff to apply random conditions with bounces and Chaos Storm, also granting defense with Chaos Armor and Phase Retreat. The Scepter purpose, just like in your build, is to provide two escape routes as well as some single-target pressure capability through Counter Spell and Confusing Images. The Burn effects from The Prestige benefit strongly from your condition damage increase.

The utility skills aim to keep allies clean of conditions and to strip enemies of their boons; the Signet of Inspiration may seem out of place, but it is synergistic with the Inspiration traits that seek to keep regeneration up on you and your friends, which also benefits greatly from the Healing Power of your accessories. To top this Signet's use off, you also have the Weapon sigils that stack up Might passively, which you can then give to all your allies by activating the Signet.

I moved 5 Trait points from Chaos and put them in Inspiration, because I felt as though the last 5 points didn't accomplish as much in Chaos as they could in Inspiration. 50 Toughness might seem like a big loss, but really it's just 5 Condition Damage and some marginal INDIVIDUAL survival. From a group PvP's standpoint, the extra healing granted by Inspiration both to you and your party seemed more beneficial. If we sum up all the skills, you have access to the Phantasmal Warlock, the Phantasmal Mage and the Phantasmal Disenchanter. That means you have three phantasms that can grant nearby allies Regeneration on top of doing what they typically do.

So long as you play smart with the use of your Staff's condition-applying effects and don't end up overcommitting to either defense or offense, you're really going to be a valuable asset to your party.
 
I explain every step of my build choice in this thread towards the end.

That thread is slightly more recent (and I wasn't looking for it at 1am!). Overall I'm not a fan of splitting trait trees. I prefer specialization. Take a look at the build in the link and see what you think. For this build of ours there is NO choice Ouse than to take a glamour. Anything else it too inefficient given out traits.

I should probably list my own biases on builds, which won't be changed until release and possibly not then:

Specialisation always wins against generalisation. EXCEPT possibly in a coordinated team build. These builds of ours are not team efforts. It is far better to do your chosen specialisation (conditions) than it is to worry about helping your team mates with a very minor regen. Let dedicated tank/healer builds worry about that! The link above goes into this in a lot more detail.
 
I explain every step of my build choice in this thread
http://alttabme.com/forum/index.php?threads/theorycrafting-a-beginners-guide.894/
Towards the end.

That thread is slightly more recent (and I wasn't looking for it at 1am!). Overall I'm not a fan of splitting trait trees. I prefer specialization. Take a look at the build in the link and see what you think. For this build of ours there is NO choice Ouse than to take a glamour. Anything else it too inefficient given out traits.

I read it all, and I very much understand the reasoning and thought process; don't get me wrong, I understand the notion that putting 10 points in each tree is simply suboptimal.

In this case however, I don't think going for a 20/0/0/20/30 build actually hinders you in any way. You can get another 10% duration on Conditions from Runes themselves, which makes it unnecessary to put 10 more points in Domination for simply that 10% extra chance; rather, you can allocate these 10 points in Inspiration to get additional duration on Glamours, which complements their 20% faster recharge, resulting in higher relative uptime. On top of that Glamour duration, you also get extra Vitality and some party utility through Regeneration granted by your Phantasms... I don't know that I'd sacrifice that for an extra 10% duration on Conditions, not considering the uptime on Glamours which Blind/Confuse opponents.

We can probably agree to disagree though, as I think the call is a marginal one, more so since I can't find information regarding the extra duration granted from Temporal Enchanter as of yet, if not for the fact that it was bugged during the Beta, and so were the Glamours' displayed and actual durations.

http://gw2skills.net/editor/en/

Using this build editor, you can see the Runes and Sigils! That is in case you didn't know about it, otherwise disregard this last sentence v_v
 
Yeah, we've taken this conversation as far as we can be pre-launch, when we can test some of these things. I simply value 10% condition duration more than health and healing in terms of use - let's face it - you can get those 100 points from your amulet jewel if you really want them. Yes, glamour time extension (20% I think) does directly benefit the build, but glamours are only one three of your tricks. Extra condition duration benefits nearly every skill. Oh, and in this build, there is no such thing as 'enough' condition duration extension.
 
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