5 mesmers and the headache it presents
Gabs88
Well, i decided to test 5 mesmers. So i spendt 7 hours leveling up 3 characters, which BTW was a COMPLETE waste of time. As I could simply have made a pvp char, deleted it, made another, deleted it, made another and deleted that too. Result? 3 merc heroes! You dont have to level em up yourself
But anyhow, this is absolutely messing too much with my head! It's ridicilous... Adding 1 mesmer to a team is easy, 2 is allso rather easy.. 3, well, it's not too bad. 4, aboslute headache! 5 twists your head in directions that isent supposed to be possible! In short the problem is that the more mesmers you add the more problems arise and the more complicated things become, the skill that wouldnt have been sucessfull if it was sucessfull gets rupted and there's too little skills to rupt which resoults in energy management problems. Key skills get messed up and bla bla bla bla bla bla blablablaba. In short, I dont think 5 mesmers is really going to be a good idea! But im still hoping somebody here has a good enough grip on mesmers to figure a way to add 5 to the same team without messing everything up in every imagineable direction!
So in short, 5 mesmer hero bars. 1 team, where do you add healing, what kind of energy management on which chars and stuff like that.
But anyhow, this is absolutely messing too much with my head! It's ridicilous... Adding 1 mesmer to a team is easy, 2 is allso rather easy.. 3, well, it's not too bad. 4, aboslute headache! 5 twists your head in directions that isent supposed to be possible! In short the problem is that the more mesmers you add the more problems arise and the more complicated things become, the skill that wouldnt have been sucessfull if it was sucessfull gets rupted and there's too little skills to rupt which resoults in energy management problems. Key skills get messed up and bla bla bla bla bla bla blablablaba. In short, I dont think 5 mesmers is really going to be a good idea! But im still hoping somebody here has a good enough grip on mesmers to figure a way to add 5 to the same team without messing everything up in every imagineable direction!
So in short, 5 mesmer hero bars. 1 team, where do you add healing, what kind of energy management on which chars and stuff like that.
Taurean
Does it work in pvm though? Trial and error is usually better than twisting your mind out before setting out..
MaxMurderMan
5 keystone sig mesmer? Might be interesting but not likely
Why?
less interrupts, but more of the other mesmery goodness. Keystone is a good place to start. But remove the all the million interrupts.
Life Bringing
couldnt finish the fifth bar, but i have four fairly solid bars here.
LifeInfusion
I don't think 5 non-keystone mesmers is a good idea and after the 2nd keystone it's hard to run Illusion attack "interrupts" if the targets use attack skills since you need targets to attack (they don't do that while knocked down). The energy management of interrupts (Power drain) more or less disappears unless you're running mostly Keystone bars. You could sub in Waste Not, Want Not but that's only better @ 6 inspir or so.
Elites:
Panic --> Psychic Instability becomes pointless
E-surge --> all the nonelites will basically be on the Panic bar (Unnatural signet, cry of frustration, mistrust, etc.)
Keystone --> 550 armor ignoring per 10 seconds
Tease --> Restoration magic? (not better than Mo/Me Tease Protter)
Ineptitude --> less triggers with Panic, but when there's no skill spam it's fine
You could probably do FD (Fevered Dreams) solely for condition spread, but dazed is useless when you have Panic and also heroes don't run it well. Also Arcane conundrum is better overall on multi-mesmer teams unless you manage to get mobs with heavy hex removals, as it is energy management when used on multiple mobs.
Keystone spam is the highest damage mesmers can put out without energy management skills cluttering 1/3 to 1/2 of the bar. Ineptitude + Clumsiness + Signet of Clumsiness + Wandering eye are close.
With Keystone signet, the main damage other than Keystone itself is Signet of Clumsiness x2, Unnatural signet x2. If >2 copies of Signet of Clumsiness is used you have potential knocklock (2s knockdown, each Keystone mesmer has it on ~5 cooldown).
@ Kaida: physic Instability at breakpoint of 12 is 4s knockdown on ~8 cooldown. After the 2nd copy you have diminishing returns, similar to after the 2nd Keystone with signet of clumsiness. You could probably spam Wastrel's Worry and Wastrel's Demise with a setup like that though.
Elites:
Panic --> Psychic Instability becomes pointless
E-surge --> all the nonelites will basically be on the Panic bar (Unnatural signet, cry of frustration, mistrust, etc.)
Keystone --> 550 armor ignoring per 10 seconds
Tease --> Restoration magic? (not better than Mo/Me Tease Protter)
Ineptitude --> less triggers with Panic, but when there's no skill spam it's fine
You could probably do FD (Fevered Dreams) solely for condition spread, but dazed is useless when you have Panic and also heroes don't run it well. Also Arcane conundrum is better overall on multi-mesmer teams unless you manage to get mobs with heavy hex removals, as it is energy management when used on multiple mobs.
Keystone spam is the highest damage mesmers can put out without energy management skills cluttering 1/3 to 1/2 of the bar. Ineptitude + Clumsiness + Signet of Clumsiness + Wandering eye are close.
With Keystone signet, the main damage other than Keystone itself is Signet of Clumsiness x2, Unnatural signet x2. If >2 copies of Signet of Clumsiness is used you have potential knocklock (2s knockdown, each Keystone mesmer has it on ~5 cooldown).
@ Kaida: physic Instability at breakpoint of 12 is 4s knockdown on ~8 cooldown. After the 2nd copy you have diminishing returns, similar to after the 2nd Keystone with signet of clumsiness. You could probably spam Wastrel's Worry and Wastrel's Demise with a setup like that though.
Kaida the Heartless
Just run 5 PI Mesmers? Now running DuckDuckGooseway.
Edit:
Also, what ever happened to VoR? Is Panic really the better option when you could simply have another char shut down the monks?
Edit:
Also, what ever happened to VoR? Is Panic really the better option when you could simply have another char shut down the monks?
Aly Lightningstorm
The solution to the problem is... add a necromancer with Blood is Power and restoration spirits? 
But yeah, it seems difficult to put 5 mesmer heroes together without causing all sorts of problems. Without having them constantly interfering with each other. Especially if you give panic to any of them.
Maybe it's just too much of a good thing...
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But yeah, it seems difficult to put 5 mesmer heroes together without causing all sorts of problems. Without having them constantly interfering with each other. Especially if you give panic to any of them.
Maybe it's just too much of a good thing...
AlsPals
I folded a few hours ago and went for the 3 merc bundle with an old giftcard I had lying around, and am currently testing 5 mesmers in various places. Notable places include FOW which I can do most of in 50 minutes(will probably update something about that later) until the battlefield where for some reason I just get wiped every time. The melee guys chew you up very fast while trying to keep icehands from putting Maelstrom on you. What I have is far from optimal, but you can do lvl 1 of Bogroots in 4-5 minutes if you have more than one condition removal, and 6-8 with the following setup.
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Lvl 2 was a total of 15 minutes IF I didnt wipe to random Incubi patrols, the very first patriarch mob on lvl 2, and the room immediately after. I am 100% positive with a basic Hero makeup, the entire run can be done in 12-15 minutes. Having Xandra drop spirits to distract patrols is a boon, then you hit "Fall Back!" Add in the 2 minutes, and you can do ridiculous runs alone. Too bad it still sucks unless you get a froggy. BTW, im thinking 2 keystone instead of the E-Surge I ran.
Edit:if you cant see bars
http://s1238.photobucket.com/albums/...rent=gw094.jpg
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Lvl 2 was a total of 15 minutes IF I didnt wipe to random Incubi patrols, the very first patriarch mob on lvl 2, and the room immediately after. I am 100% positive with a basic Hero makeup, the entire run can be done in 12-15 minutes. Having Xandra drop spirits to distract patrols is a boon, then you hit "Fall Back!" Add in the 2 minutes, and you can do ridiculous runs alone. Too bad it still sucks unless you get a froggy. BTW, im thinking 2 keystone instead of the E-Surge I ran.
Edit:if you cant see bars
http://s1238.photobucket.com/albums/...rent=gw094.jpg
AndroBubbles
I just use 3 mesmers. One panic, one esurge, one ineptitude. 3 is pretty much the perfect number for me. I don't really find that panic interferes too much with the others, and most of their skills compliment each other aside from that. I've successfully done NM DoA with them, though I have yet to try it in HM.
Then I just fill in with a SoS/smite hero, offensive communing spam with ST for more mobility, a minion master, and a paragon hero with anthem of envy/weariness+stand your ground for epic spirit damage+party defense. The last two slots are optional for the most part.
Then I just fill in with a SoS/smite hero, offensive communing spam with ST for more mobility, a minion master, and a paragon hero with anthem of envy/weariness+stand your ground for epic spirit damage+party defense. The last two slots are optional for the most part.
Xsiriss
The key to guild wars has always been balance. This means having support roles (ie mesmer,ritualist) and primary roles (healers,a frontliner and DPS).
Gabs88
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Originally Posted by Taurean
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been using topk hm as a testing ground since i believe the groups are hard enough to punish you severely for any mistakes on the bars and go down very smoothly when things work.
i am however starting to think this may just not work out though
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