Now that you have a good idea of the history of Mesmers, and how Mesmers fit into GW2. It's time to get more analytic around here and go into the gritty details of traits, and builds, and stats. This will most definitely be the longest post of the ones to date, but I promise if you read through it the information will be well worth your trouble.
(Note: I realize it's probably worth mentioning that until Guild Wars 2 actually releases the trait lines will most likely change, so take this information with a grain of salt. Depending on when you're reading this it may or may not be completely accurate to the current state of the game. Because of this I'm going to try and be as general as I can with the builds and trait suggestions. That way if the trait lines change during the course of later Beta Weekend Events, and the eventual Release sometime in 2012, at least some of this information will still be pertinent.)
Starting out, and leveling
I'm a firm believer that when leveling up in PvE you should always put your first five points into the Chaos trait line. Metaphysical Regeneration is simply spectacular for starting out leveling. The regeneration this gives you means that you can run through larger mobs, and even higher level mobs, without having to worry about your health as much. Furthermore, you have the freedom to be a little more careless with the encounters you engage in. If you take an extra hit that puts your health below 75% the regen can almost completely negate the damage you just took.
After those first five points the rest of your point allocation has a lot to do with how you plan to flush out your character. Keep in mind though that until you get to level 40 you'll be limited to 10 points in any one trait line, so at the earlier levels it can be fun to diversify a little (you're somewhat forced to, actually) and find out what some of the trait lines you hadn't been considering have to offer. Once you unlock the major traits at 10 points you are free to change them whenever you're not in combat. Go ahead, experiment around, use all the major traits and find out which ones work best for you. It doesn't cost you anything. One person may really enjoy the traits that give them bonuses for interrupting foes, but if you find that interrupts are a little challenging for you then maybe it would be a better idea to go for some of the passive abilities. A 30% bonus to your Mind Wrack damage can definitely finish off mobs quickly with a well timed spike.
With all that being said though, here's some basic builds I've put together that should serve as a good starting point for pretty much anyone who wants to give Mesmers a try. I feel that there's enough utility and variety here to cover pretty much everything, but if you've got a great build idea that isn't covered here feel free to let me know. I'm always open for ideas and suggestions.
So without further ado, let's get right to it.
The Melee Mesmer
30/30/0/0/10
Primary Stats: Power, Precision
Weapons: Sword + Torch // Greatsword
Many of you have read my previous post about the Melee Mesmer so this may be more of a refresher, but for the sake of completeness I figure it merits including so everything can be together in one place.
Initially I had thought up this as a PvP build. The rational was that the Mesmer has enough survivability and escape options that if you used good tactics it would potentially be possible to stand toe to toe with any class. Furthermore, the ability to use dodge as a method for Illusion generation meant that you could free up some utility slots for escape skills. I still have to do some testing with some of the more specific aspects, especially whether or not the stealth at 25% trait will allow you to survive one of the many "one shot warriors" running around right now or not. The questions is that if a warrior slaps you for a 17k crit, or a serious hundred blades hit, would the stealth override it and negate the damage that goes past 25% of your health? Or would you straight up die? I feel it's worth some looking into, because if you can survive their initial hit then I feel the Mesmer has a distinct chance of taking a warrior on straight up. Though it definitely wouldn't be all that easy and you'd have to be a boss at utilizing Distortion at the right times. It's possible, that in the current meta game a warrior would probably be the hardest 1v1 match up right now (probably for anyone actually).
At any rate, when I thought up this idea I was mainly doing PvE content with my guild I figured I'd branch out a little and see if maybe I could get a Melee idea to work in PvE. And it did. Since most mobs don't have the capacity to one shot you, apart from some bosses, you don't need to slot in as much survivability and can instead focus on increasing your damage output, though having a high vitality and toughness is definitely a good idea. Other things that change in PvE is that you no longer need to focus heavily on traits that drop conditions, or increase mobility since mobs generally don't kite you much. The one issue with this build is that given the prominence of ranged classes right now in GW2 it can be tough getting a hit in before everything dies, which can potentially limit your 'contribution value' for dynamic events. Once ArenaNet fixes Illusionary Leap, and the subsequent swap skill, I don't think that will be as much of an issue though. If it was up to me the range could be increased as well, I feel it's a little short to act as a true gap closer and as it stands right now if I keep running at my target then by the time the Illusion has leapt I'll already be on top of the mob anyway.
Either way I've still been having fun with this build. It definitely gives the Mesmer some good straight up damage potential. It also feels like something you shouldn't be doing, which I really like.
The Condition Mesmer
10/0/30/0/30
Primary Stats: Toughness, Vitality
Weapons: Staff // Scepter + Pistol
Without question I was using a build like this for much of my leveling. Back in my WoW days I had fantasies of playing a warlock, but for whatever reason I never stuck with leveling one up much past the 50s. This build definitely feels like it fills that void. It's got some serious survivability (so much so that I could even argue that with some minor tweaking it could be great in PvP) you just have so much toughness. It can, however be rough starting out because it won't be until you get to lvl 60 where your toughness will start to contribute towards your condition damage. But after that point you get some serious damage output. It's pretty stupid actually. Though, even at low levels (~25) I've soloed champion mobs with some effective use of kiting.
Something worth pointing out is that you absolutely have to get Illusionary Elasticity. Remember the primary staff attack is actually a bounce attack, so that extra bounce means more conditions on your foes or an extra might on an ally. Also because of this if you're soloing mobs it's actually a good idea to try and stay just outside of melee range that way the bounce of your staff will bounce off of you as well and really mess some stuff up. You don't really have to worry about getting hit because with all that toughness you've been stacking you're going to have a lot of damage reduction.
As a final note I've got a plan to play around with Decent Into Madness in PvP. On paper it sounds like it could make for a lot of fun. There's enough height in the Battle of Kyhlo that you could easily take fall damage when you initiate on someone. Land on someone's face with a surprise chaos storm and then start wrecking. It might work?
The Healing Mesmer
10/0/30/30/0
Primary Stats: Healing, Vitality/Toughness
Weapons: Staff // Scepter + Focus
ArenaNet lied. There are totally healers in GW2 and I feel like there's a lot of merit to the healing Mesmer. If you're running a lot of dungeons, or dynamic events you can help out a ton of people given that there's no upper limit to how many people can currently benefit from the Phantasmal Healing, they just have to be in range.
With the right Phantasm generation skills you could essentially keep regeneration up 100% which is super awesome in fights that have constant DoT pressure such as the Lovers in Ascalon Catacombs. You just have to make sure to take Persisting Images, that way your Phantasms will actually stay alive long enough to help. I also recommend going with ranged Phantasms, they tend to do a much better job of not getting dead.
Then if you want to further go crazy with the healing you can take advantage of mantras, which are super fun by the way, as a way to actually heal your party. It takes a little bit of planning, but since the Mesmers have mantras up the wazoo you can really start going crazy with the healing. And with a mantra for a healing skill combined with being able to trait most mantras to activate twice it can get totally nuts. Heal yourself, heal your party. Interrupt the boss, heal your party. Remove your conditions, heal your party. Kill a mob, heal your party.
Talk about Synergy! I Love It! It's like being a freaking priest. A confusion generating, damage dealing, phantasmal arcane death priest. Totally Boss.
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And there you have it. Hopefully by now you'll have some ideas on how to go about playing a Mesmer, or maybe I just confused you even more. Heck there's so many options that honestly I don't even know which way I'll end up going in the end, but that's half the fun. The ability to have so much diversity in one class is simply amazing. And that's what makes GW2 worth playing. Regardless who you are there's guaranteed to be a class that fits your play style.
Have fun out in Tyria my Mesmers! From here on out Madame Valerian will be on Sorrow's Furnace. Don't be a stranger!
Showing posts with label testing. Show all posts
Showing posts with label testing. Show all posts
Monday, May 28, 2012
Friday, May 25, 2012
GW2 a Mesmer's Role pt.2
Previously I went through a small history on Mesmers and Guild Wars so in part two of this Mesmer bonanza I'm going to look at the new Mesmer and how she fits into GW2 ecosystem.
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If you're part of the 13% of the Guild Wars 2 population who's already decided that a Mesmer is the class for you then that's awesome. I'm glad you're here. But maybe you're on the fence and haven't decided? Maybe you previously played a heavy class and are considering changing it up with a caster this time. Maybe you really love casters, but are put off by the complexity of a Mesmer? Worry not weary traveler by the end of this you'll have a better idea of what a Mesmer is and be fully capable of experiencing one of (IMHO) the most rewarding classes in GW2. So hang on to your butts kids because we're going for a ride.
Mesmers, an Introduction
Mesmers are casters and as such they aren't specifically designed to stand on the front lines and deal with their foes directly That being said, they sure do have plenty of ways to evade, redirect, interrupt, and avoid damage. I've even made an argument for their viability in melee before. But in their purest form Mesmers are actually unique form of hybrid support class. I feel that best way to put it is as follows.
The Mesmers' primary role is to prevent their foes from fighting effectively and to increase the effectiveness of their allies.
Though their support methods can be strange at times primarily Mesmers function to distribute boons, spread conditions, interrupt attacks, or trick foes into killing themselves. There's a number of different ways Mesmers can achieve this goal and Illusions are definitely one of my favorite.
These are not the Mesmers you're looking for
I've said it before, and I'll say it again. Illusions are amazing. Illusions deal damage, cause conditions, and can buff your allies. They love distracting enemies, and they're more than willing to die in order to save you. Through traits Illusions can be augmented to do any number of awesome things. Some Illusions even tank damage for you. And the best part is you don't have to get your hands dirty to use them.
Say your party is getting annihilated by Ettins? A timed diversion will interrupt their attacks and prevent them from doing anything for another second. Plenty of time to send them to the grave. Or you could change it up and run for the hills while your Illusions act as a distraction to help you escape. OR you could start the fight entirely differently. Summon the Illusions first and then make your party invisible and sneak up on the Ettins. Kill em before they saw it coming! That'll show those pesky Ettins!
The options are endless. I love having options. The problem is, for a new Mesmer, understanding how to make sense of all this madness. There's currently 17 different skills that create Illusions. Many of them are bound to weapons, but plenty of them are utility skills? Mesmers have a TON of utility skills. Heck, you could fill your bar with just Illusions and still have some leftover. So how do you even make sense of all this?
Well here's a good rule of thumb I've developed.
Focus, Focus, Focus
Find a play style you like and focus on it. Despite what your mother always told you. Do put all your eggs in one basket. Don't diversify your portfolio. Specialize on one thing and do it right. If you're ok at everything, you'll be great at nothing. Be great, be amazing, be spectacular! As an example, if you find yourself always rushing headlong into fights then pick skills that work for you. Fit in skills that stun, stealth, interrupt, and daze. Make sure that your foes are attacking you for as little time as possible. That way you can stab them in the face without retaliation. Lovely!
And when in doubt. Turn it into a moa. Everyone loves roast moa for dinner!
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Originally I had only planned to make this a two part series, but in my writing, rewriting, and revising, I realized that I had enough different content to merit a third part! Lucky you! So stay tuned, next time I'll be looking at how to maximize your Mesmer and even give you some build suggestions as you level through Tyria.
----
If you're part of the 13% of the Guild Wars 2 population who's already decided that a Mesmer is the class for you then that's awesome. I'm glad you're here. But maybe you're on the fence and haven't decided? Maybe you previously played a heavy class and are considering changing it up with a caster this time. Maybe you really love casters, but are put off by the complexity of a Mesmer? Worry not weary traveler by the end of this you'll have a better idea of what a Mesmer is and be fully capable of experiencing one of (IMHO) the most rewarding classes in GW2. So hang on to your butts kids because we're going for a ride.
Mesmers, an Introduction
Mesmers are casters and as such they aren't specifically designed to stand on the front lines and deal with their foes directly That being said, they sure do have plenty of ways to evade, redirect, interrupt, and avoid damage. I've even made an argument for their viability in melee before. But in their purest form Mesmers are actually unique form of hybrid support class. I feel that best way to put it is as follows.
The Mesmers' primary role is to prevent their foes from fighting effectively and to increase the effectiveness of their allies.
Though their support methods can be strange at times primarily Mesmers function to distribute boons, spread conditions, interrupt attacks, or trick foes into killing themselves. There's a number of different ways Mesmers can achieve this goal and Illusions are definitely one of my favorite.
These are not the Mesmers you're looking for
I've said it before, and I'll say it again. Illusions are amazing. Illusions deal damage, cause conditions, and can buff your allies. They love distracting enemies, and they're more than willing to die in order to save you. Through traits Illusions can be augmented to do any number of awesome things. Some Illusions even tank damage for you. And the best part is you don't have to get your hands dirty to use them.
Say your party is getting annihilated by Ettins? A timed diversion will interrupt their attacks and prevent them from doing anything for another second. Plenty of time to send them to the grave. Or you could change it up and run for the hills while your Illusions act as a distraction to help you escape. OR you could start the fight entirely differently. Summon the Illusions first and then make your party invisible and sneak up on the Ettins. Kill em before they saw it coming! That'll show those pesky Ettins!
The options are endless. I love having options. The problem is, for a new Mesmer, understanding how to make sense of all this madness. There's currently 17 different skills that create Illusions. Many of them are bound to weapons, but plenty of them are utility skills? Mesmers have a TON of utility skills. Heck, you could fill your bar with just Illusions and still have some leftover. So how do you even make sense of all this?
Well here's a good rule of thumb I've developed.
Focus, Focus, Focus
Find a play style you like and focus on it. Despite what your mother always told you. Do put all your eggs in one basket. Don't diversify your portfolio. Specialize on one thing and do it right. If you're ok at everything, you'll be great at nothing. Be great, be amazing, be spectacular! As an example, if you find yourself always rushing headlong into fights then pick skills that work for you. Fit in skills that stun, stealth, interrupt, and daze. Make sure that your foes are attacking you for as little time as possible. That way you can stab them in the face without retaliation. Lovely!
And when in doubt. Turn it into a moa. Everyone loves roast moa for dinner!
-----
Originally I had only planned to make this a two part series, but in my writing, rewriting, and revising, I realized that I had enough different content to merit a third part! Lucky you! So stay tuned, next time I'll be looking at how to maximize your Mesmer and even give you some build suggestions as you level through Tyria.
Tuesday, May 22, 2012
Portal 2 Lessons in Perpetual Testing
A few weeks ago Valve announced the Portal 2 Perpetual Testing Initiative and ever since the Initiative launched I've been neck deep in figuring out new and unique ways to kill my friends. That is, of course, what Portal 2 is all about. I actually now realize how Wheatley feels (spoilers?) as I build my very own test chambers and then send my friends to their certain peril while I look on and chuckle manically at their deaths or praise them for their successes.
The trick to building test chambers can sometimes get lost in the journey. It's all about simplicity. I've found that some of my chambers, while clever, unique, and challenging, are much too complex for people to grasp. A problem that one wouldn't often think about while building the chamber. The solution always seems obvious to the one who designed it. The challenge is making it complex enough that the solution isn't obvious at first but becomes clearer as the subject learns your chamber. You're aiming to reward your test subjects with the 'Ah! HA!' moments. When suddenly everything clicks together and they just get it. Sometimes death is a very good method of encouragement. I really like it, but as my friends have told me my chambers are vicious and unforgiving, so maybe I enjoy killing them a little too much. I also like to force subjects into uncomfortable situations. The feeling of knowing that there's turrets aiming at you and no way to get at them can make for some interestingly tense moments.
So if you're interested in a challenge, and are more than comfortable getting stranded, gunned down by turrets, and flung into deadly goo by all means check out the Foundry. I built it, so you know it's going to be tough.
Here's a teaser I put together so you can get an idea of what you'll be getting yourself into.
Labels:
chamber,
foundry,
fps,
gaming,
lesson,
lessons,
perpetual test,
perpetual testing,
portal,
puzzle,
test chamber,
testing
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