Posted 03 December 2012 - 08:29 AM
I am currently meddling with some build options for a Mesmer. I like to be up in the action so I use a sword/pistol combo as main with a Staff for group actions. Since I mainly do PVE I usually rely on phantasms instead of clones, but obviously that is problematic against groups because my phantasms go down before they can do any real damage.
So I thought about making a build that focuses on being able to quickly replace phantasms:
It utilizes any cooldown reduction trait for illusions of phantams while also grabbing most of the damage increasing traits.
My question is two fold: First will this increase phantasm cooldowns (mainly on the duelist, Warlock and Guardian) to be usable in "standard", PVE, i.e. against small groups of enemies?
Secondly: Should I keep the 20 points in Chaos to get the staff cooldown reduction or am I better of putting these points into power, since the latter increases phantasm damage and the warlock already is on the lowest cooldown of the set?
Thanks for any Input!
Posted 03 December 2012 - 12:13 PM
Posted 04 December 2012 - 08:44 AM
Perhaps I should put them into inspiration, which allows me to focus my gear on Power and a bit of precision and gain the necessary def via traits?
Posted 09 December 2012 - 10:14 AM
Two of your utilities are for your phantasm defender, if a mob attacks a phantasm it will die anyway. The recharge times are already quite low with phantasml haste and duelist's discipline so it aint hard to get it back up. Etheral field is handy for dungeons, blink is simply a life saver and feedback is simply awesome for confusion, damage and protection.
Here is mine:
Short: I put more focus on glamour and confusion.
Feel free to comment on my build aswell.
Posted 18 December 2012 - 06:21 PM
I rarely if ever shatter in boss fights. And depending on my group setup I switch between having my staff or pistol phantasms up. (low debuffs I go gun, high I go staff)
Edited by Bojmir69, 18 December 2012 - 06:26 PM.
Posted 18 December 2012 - 06:31 PM
Posted 19 December 2012 - 05:54 PM
GS + sword/pistol
GS + staff
GS + sword/focus
Posted 20 December 2012 - 07:09 PM
Depending on where I go, I replace iDefender with iDisenchanter. Dunno how effective the former is when it's beside melee players in the enemy's face, but I keep it around as the traits do help it somewhat.
Posted 21 December 2012 - 09:41 PM
Traiting into power doesn't make something glass cannon. If you're not already using the trait points, then adding to your damage does nothing but improve your build. But if you're building for phantasms, then putting into toughness isn't a bad idea. But I've come to realize that building defense is less effective overall than building offense and using proper play techniques simply to avoid hits. I stay ranged, use plenty of clones/phantasms to draw/keep aggro off of me, and use my utility skills to further protect myself and my party, all the while specced for enough DPS to actually help remove the threat altogether.
I do have heavy vitality traits which help protect against any burn-blocking and other conditions that might befall me, but toughness doesn't seem to be an issue even with my melee-range phantasms. Plus their cooldowns are so short I don't really notice if they're killed or not. I usually end up shattering or overwriting them with new phantasms anyway.
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