Illusion Build - Please Provide Feedback
Posted 29 December 2012 - 01:07 AM
Essentially, I want to use my illusions and keep them alive as much as possible. That's the style I seem to be leaning toward as I level. So I figure I might as well pick traits that help my illusions, and I'll only shatter them either when they're about to die anyway, or it's advantageous for me to do so due to what the mob is doing at that particular moment.
For weapons, I will have GS and Sword/Focus. Sometimes I'll swap to Staff in situations where that's more advantageous, such as defensive or boss fights. But typically, my play style is I'll have my 3 illusions up keep mobs busy, while I kite around at range with my GS.
For bosses, 3 x Phantasmal Warlocks. Nuff said.
I'm a great fan of reflection, as I've seen a mob do great damage to himself with the guardian's Wall of Reflection.. And I traited it (Warden's Feedback) so my Into the Void ability basically becomes like the guardian Wall of Reflection, though it only lasts 5 seconds to the guardian's 10 second one. But ours cripples the enemy and speeds us up, so I guess it's worth it.
Thank you in advance for any feedback.. bear in mind that I've tried the other styles of play, such as shatter and condition damage.. and at the moment, this particular style seems to be the one that I'm gravitating toward naturally, so I figure I might as well see if I can make it viable.
For skills, I chose Decoy for the added survivability while leveling, and Mass Invis for my elite for the same reason. Arcane Thievery because I often find myself bogged down with poison and other stuff.. I need a way to get rid of them.
For dungeon runs, I'd of course be replacing those with more useful support skills, such as Feedback, maybe Illusion of Life, Phantasmal Disenchanter, and Null Field.
Posted 06 January 2013 - 10:32 PM
Posted 07 January 2013 - 10:00 AM
Hope this helps some.
Edited by Axel Raix, 07 January 2013 - 10:02 AM.
Posted 11 January 2013 - 03:58 PM
I run a Power Shatter build on my Mesmer so i don't have a lot of experience with Phatasms DPS build like yours. Still i got some input for you.
1) The Focus' Warden is really nice, but he usually don't stay alive very long (if you compare to other phantasm) and he don't move. That make it perfect for shatter build since he only need to stay alive and do dmg for a short period of time before we shatter him. But if you go for sustain dps from you phantasm you better go for the Pistol's Duelist. In range he gonna stay alive for longer time and with good critical he do really nice amount of DPS.
2) I would go Power/Precision/Critical if i was you. In PvE confusion is not that great, you gonna do more dmg with these stats.
3) I would only put 10pts in Domination. +50 power with greatsword its good at low level, but at level 80 its nothing. Also with your greatsword you gonna mainly use skill 1 (auto-attack) and skill 4 (Berserker). So you put 10pts in domination for mainly 4 second less cooldown on your Berseker. You better spend these 10pts in Duelist. First you got precision/critical over power/cond duration. Two good stats agains 1 good and 1 not that usefull stats (if you go criticals and not confusion build). Also you choose II for phantasm got fury with is a huge dps booster for your Phantasm.
4)I would put only 25pts in inspiration and use only the number V and VIII. Remove a condition when heal is not that great since there is a good chance that often you gonna use your heal without having any condition to remove. You better put these 5pts in Duelist to gain illusion cause bleed on criticals. Your Duelist and Berserker gonna put a lot of bleed with is great (even if you don't go condition).
Posted 11 January 2013 - 08:01 PM
Posted 12 January 2013 - 07:02 AM
Firstly, I use two swords, rather than a focus offhand, and that is my main weapon set as opposed to a greatsword. I prefer the two swords because it has a greater emphasis on melee damage and versatility rather than the support offered by the focus. For playing a more supportive role, I use a staff as my alternative weapon set. However, if you want to be attacking from afar rather than up close, the greatsword will do just as well for phantasm'ing I think. As for differences with traits...
Domination: I only went 10 points instead of your 20 here, because I'm not using the greatsword. However, that 20% increased recharge rate could be especially useful for your Phantasmal Berserker, so this is not necessary.
Dueling: I put 10 points here to get Phantasmal Fury, because giving my phantasms a 20% extra critical strike chance is a huge potential damage increase.
Inspiration: I elected to take Compounding Celerity over Warden's Feedback here, again because I'm not using a focus. Not a huge difference, but it's useful with both weapon sets rather than just one. This is the most important trait line for phantasm builds, though, so the 30 point sink is a must.
Chaos: I elected to take Compounding Power over Masterful Reflection, because I think that the focus of this build is on keeping up phantasms. Given that in any given encounter you will have 2-3 up, that's a 6-9% increase to damage, which can be pretty significant. This is not a very important difference, though.
With slot skills, I just swapped out Decoy for Phantasmal Disenchanter. Because it's on the same cooldown as Phantasmal Berserker/Swordsman, and that cooldown is reduced by traits, you can bring out both of them in the same instant, rather than having to wait. Additionally, the bouncing attack and utility that the Disenchanter brings to the fight can be extremely useful.
So yeah. Take it as you will.
Posted 16 January 2013 - 12:43 AM
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