RandolfRa, on 23 August 2012 - 11:33 AM, said:
You have to realise that if a thiefs combo hits he has already won a round, extra survivability merely makes that mistake slightly less costly. Depending on the situation I did something like this: Decoy when the thief attacks to break possible stun and to cause misdirection, dodge back and follow with signet of domination chained with the stunning pistol skill. Then daze once that last stun is about to end, either via diversion or power lock. If you had friendlies nearby like you should have had*, the thief is dead by now unless if he had a stun break. They don't always have.
If I was really badly f*cked, I'd use distoration. With DE it's easy to maintain 3 clones just in case you get jumped on.
*The first and foremost of all defence is placement in the battlefield. As a mesmer, no matter how you spec, you can't endure much damage and hence you should try to stay at the backline if there is one.
I have survived plenty of times against a thief pulling combo with quickness on me due to increased survivability.
You know that the damage formula is Weapon damage * Power * Skill coefficient (0.2-1.2 for most) / armor. That means that if a thief can pull 20k damage on you using Signet of Assassin and Haste in the 2 seconds you are unable to react, 200 toughness more + illusionary membrane that will pop at 75% health when regeneration starts will give you of upwards of 5k hps remaining instead of being dead.
That is enough for you to survive and even fight back instead of running for the rest of the match till your heal is up shouting to your team mates help me!.
P.S. Decoy isn't gonna cut it. The new thief trend is the dazelockers using Mesmer runes. Try to use Decoy through that.
Edited by Delolith, 23 August 2012 - 11:50 AM.