Mesmer Rune/Insig options?
Keero89
For the Mesmer players as a whole, can some people give advice on what to choose and what to avoid? I'm currently running a Dom build, and I'm not sure on what to choose. Thanks.
Dean Harper
Just take some Radiant insignias, and for runes, you only need +1 FC, +1 Insp, and +1 Dom (sometimes +2 or +3) and if you have either of those, its really nice to have a major or sup bigor rune.
Keero89
How many Insignias or runes can I have on one peice of armor? o_o I'm not to sure on that part.
Rayne Nightfyre
One rune, one insigina on each piece of armor.
My personal preference is to have 3 minor Mesmer runes, and one superior (as well as one Vigor rune). I switch off depending on what build I'm running. I have 4 different masks, one for each superior rune setup. And as far as insignias, I always use Radiants for my Mesmer. More energy can never hurt!
My personal preference is to have 3 minor Mesmer runes, and one superior (as well as one Vigor rune). I switch off depending on what build I'm running. I have 4 different masks, one for each superior rune setup. And as far as insignias, I always use Radiants for my Mesmer. More energy can never hurt!
Keero89
What does the Non-stacking mean for runes? I got a Dom +1 Rune in my Imposing mask, so if I add another Dom +1 Rune into say my gloves, will it still be just +1, or can I continue adding +1 to all my armor?
Dodo The Extinct
Run Survivor and Vitae insignias. You can possibly run a Stalwart on your chest if you want. You should usually run a Minor for your main attribute as well.
Don't run Energy Insignias or Attunement Insignias generally, and almost never use Superrior Attribute Runes on a Mesmer. You're already soft as it is.
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Don't run Energy Insignias or Attunement Insignias generally, and almost never use Superrior Attribute Runes on a Mesmer. You're already soft as it is.
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This also means you cannot have a Major Domination Rune and a Minor Domination Rune. Well, you can, but you will only get the effects of the Major Domination Rune. Thus, the Minor would be useless.
However, your headgear can stack with a Minor Rune. That is the exception. Thats how you can get 16 in an attribute. 12 (max points) + 1 (headgear) + 3 (Sup Rune)
Utaku
What dodo said. 600 hp is what you should aim.
Rayne Nightfyre
It really depends on how you want to manage your effectiveness. If you can't seem to get out of the firing line when you play, a setup that gives you more health and armor would work. But as you figure out how to avoid attacks (namely, staying back), you'll find you can be much more effective using energy insignias and an attribute at 16.
Avarre
Having a set of +health and +armor is generally a good idea. For areas where you know you will face armor-effected damage, the armor is best. For general use, use the +health.
+armor is also good until you get DP, where you should change to +health, as DP works off the base health and does not reduce your +health bonus.
+armor is also good until you get DP, where you should change to +health, as DP works off the base health and does not reduce your +health bonus.
joemanstar
5 x Radiant
1 x +3 Domin
1 x +1 FC
1 x +1 Inspire
1 x Vigor
1 x Attune
You don't stand on the front line, stay back and cast, run away to avoid melee and nuke
1 x +3 Domin
1 x +1 FC
1 x +1 Inspire
1 x Vigor
1 x Attune
You don't stand on the front line, stay back and cast, run away to avoid melee and nuke
Shuuda
Survivor insignia will always be vastly better than Radiant.
Good Energy management > having lots of energy.
Good Energy management > having lots of energy.
joemanstar
Quote:
Originally Posted by Shuuda
Survivor insignia will always be vastly better than Radiant.
Good Energy management > having lots of energy. Good energy management is a must. Mesmers shouldn't be having trouble in energy management.
If having trouble staying alive, Prodigy for extra armor will be more effective in long run.
60AL cannot take much damage, survivor gives 40HP won't make much difference(can take ~1 more critical hit). I'd rather avoid taking damage and have expand the energy cap for more choices of high energy spells.
Good Energy management > having lots of energy. Good energy management is a must. Mesmers shouldn't be having trouble in energy management.
If having trouble staying alive, Prodigy for extra armor will be more effective in long run.
60AL cannot take much damage, survivor gives 40HP won't make much difference(can take ~1 more critical hit). I'd rather avoid taking damage and have expand the energy cap for more choices of high energy spells.
Shuuda
Quote:
Originally Posted by joemanstar
Good energy management is a must. Mesmers shouldn't be having trouble in energy management.
If having trouble staying alive, Prodigy for extra armor will be more effective in long run.
60AL cannot take much damage, survivor gives 40HP won't make much difference(can take ~1 more critical hit). I'd rather avoid taking damage and have expand the energy cap for more choices of high energy spells. Suvivor is much better when you get death penalty.
If having trouble staying alive, Prodigy for extra armor will be more effective in long run.
60AL cannot take much damage, survivor gives 40HP won't make much difference(can take ~1 more critical hit). I'd rather avoid taking damage and have expand the energy cap for more choices of high energy spells. Suvivor is much better when you get death penalty.
joemanstar
Quote:
Originally Posted by Shuuda
Suvivor is much better when you get death penalty.
When you get DP, it'll always lower both your max HP cap AND max Nrg cap
Nightshaper
if you have the cash and crafting mats, or just a few Runes/insignia laying around, i would suggest you make 3 sets of armour, 1 for + armour(either +while enchanted, +while in stance or + to physical would do), as well as a HP set (full of survival insignia and Vitua runes with a sup Vigor rune some where in there,) and a energy set (full radiant insignia and att. runes). as for masks, i generally have 4 1+ 3 masks on hands for which ever build i am running, but you can do 1 + 1 if you would perfer, and run which ever insignia you feel would benefit you best for which ever build you end up running.
guppychk
Of course you can have 3 different armor set for 3 different effects but remember that it needs a little time to change the armor (in pvp its even impossible) and the effect can end during that time.
I usually use Radiant because i trust in my prott hero and you never know whether you hit an e-drainer. If there is a death penalty (in Pve) i use candy i :P
Runes are a little FastCast, 2 Attunements, one sup Vigor and 4 Masks with 4 sup runes for each attribut.
Iam going to try a signet mesmer in the next time... then i will use armor insignias
-guppy
I usually use Radiant because i trust in my prott hero and you never know whether you hit an e-drainer. If there is a death penalty (in Pve) i use candy i :P
Runes are a little FastCast, 2 Attunements, one sup Vigor and 4 Masks with 4 sup runes for each attribut.
Iam going to try a signet mesmer in the next time... then i will use armor insignias
-guppy
moriz
mesmers generally should use radiant armor.
mesmers cast in big bursts, which benefits from additional energy. this is unlike monks, who usually cast continuous streams of low energy spells, and can ride along on natural regen. mesmers on the other hand, typically "unload" a bunch of spells every once in a while, and then regens that energy. having a deeper energy pool allows them to push a little harder, which can be just enough to break that key target to force a win.
mesmers cast in big bursts, which benefits from additional energy. this is unlike monks, who usually cast continuous streams of low energy spells, and can ride along on natural regen. mesmers on the other hand, typically "unload" a bunch of spells every once in a while, and then regens that energy. having a deeper energy pool allows them to push a little harder, which can be just enough to break that key target to force a win.
Dodo The Extinct
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=DNC=Trucker
In general, I have run the entire game with radiants and 3 attunements. One FC minor rune and 4 major headpieces to swap (rarely I run a sup on my headpiece, there just doesn't seem to be any "must have" breakpoints in dom/ill by going 15->16) Then again, I am a very defensive player so sitting at 500/515 HP has worked fine for me. PvP is a different story...
moriz
600 hp is a pretty arbitrary breakpoint, and can be pretty easily reached without survivor armor, by using a caster sword+shield swap and a vitae rune. as such, having that additional 40 hp doesn't make a whole lot of difference.
having more energy does help quite a bit though. in the situation that additional health doesn't matter much, it's usually best to go for the extra energy.
having more energy does help quite a bit though. in the situation that additional health doesn't matter much, it's usually best to go for the extra energy.
Avarre
Quote:
Originally Posted by moriz
600 hp is a pretty arbitrary breakpoint, and can be pretty easily reached without survivor armor, by using a caster sword+shield swap and a vitae rune. as such, having that additional 40 hp doesn't make a whole lot of difference.
having more energy does help quite a bit though. in the situation that additional health doesn't matter much, it's usually best to go for the extra energy. And you can't swap to an energy set? More health/armor always matters, otherwise you would play without any.
having more energy does help quite a bit though. in the situation that additional health doesn't matter much, it's usually best to go for the extra energy. And you can't swap to an energy set? More health/armor always matters, otherwise you would play without any.
Biostem
I usually get headgear of the attribute I'm focusing on, and put a major rune into it. IMO, superior runes aren't worth the -75. I'm sure there are *some* cases where you really need to max it out, but I've found the major's to be cheaper and just as good.
Other than that, it comes down to what you're looking to do - if you need more survivability, then go w/ the insignias that give extra armor and health. If you are having problems w/ a specific condition, like being dazed/crippled/bleeding, then there are runes to reduce the time it lasts.
To me, I like the extra 5 energy you get from using a radiant insignia and an attunement rune on your chest armor, but other prefer an extra armor or HP one, since you're most likely to get hit there. It's all a matter of preference, but the ability to choose is one of the strengths of the game.
Other than the head gear w/ a rune of the same attribute in it, it's all up in the air...
Other than that, it comes down to what you're looking to do - if you need more survivability, then go w/ the insignias that give extra armor and health. If you are having problems w/ a specific condition, like being dazed/crippled/bleeding, then there are runes to reduce the time it lasts.
To me, I like the extra 5 energy you get from using a radiant insignia and an attunement rune on your chest armor, but other prefer an extra armor or HP one, since you're most likely to get hit there. It's all a matter of preference, but the ability to choose is one of the strengths of the game.
Other than the head gear w/ a rune of the same attribute in it, it's all up in the air...