A Better Illusionary Warrior Build
Apotheosis
Ok, so I've been playing as an illusionary weapons user for a long time. In fact, I have a character named Illusionary Warrior, after the build itself. I've done enough tinkering in areana and with PvE set ups to build, I think, the best mesmer/warrior I could. Here's what I've got.
Illusionary Warrior's Versatile I-Weaponeer
Attributes:
Fast Casting: 4 (3 + 1 mesmer rune of minor fast casting)
Illusion: 16 (12 + 3 mesmer rune of superior illusion + 1 costume mask)
Domination: 8 (7 + 1 mesmer rune of minor domination)
Tactics: 8
Gear:
Rogue's full set (Droknar's) 60AL (+10AL vs physical attacks)
Feiry Dragon Sword of Defense (+4AL) (15-22 damage)
Tall Shield: 16AL (8 tactics)
Skills:
Flurry
Clumsiness
Empathy
Arcane Conundrum
Power Spike
Illusionary Weaponry
Illusion of Weakness
Healing Signet
From here we can see that this is a versatile character. The idea is to maximize the power of illusionary weaponry by putting as much focus into illusion as possible. This pays off for us well, and here is why: With a 16 in illusion, illusionary weaponry will deal 42 damage per melee attack. That damage will not be affected by armor in any way, so that much damage per attack is already on par, if not superior to the amount of damage a primary warrior is putting out. Flurry is the logical capitalization of that advantage and it can be cast repeatedly every 5 seconds. It has a 5 second cooldown and I've notice that's about exactly how much energy I regenerate every 5 seconds as well, so I can cast it non-stop while illusionary weaponry is going. I typically want to focus on doing so once I do cast illusionary weaponry. However, illusionary weaponry is not the first skill I usually open up with.
Before combat begins I try to leave myself time to cast illusion of weakness and heal myself. With 16 points in illusion that gives me a buffer of more than 250 health points once my health drops below 25%. This is excellent for me because as you can see, I'm focusing on taking out the casters and rangers of the enemy team. Casters and rangers will probably be in the back, behind the tanks. That means that I'll be going in deep and I probably wont have monk heal support, and other characters like our team's tanks will need that anyway. So illusion of pain lets me live a little long than normal and survive the cooldown time for Illusionary Weaponry.
Ah the cooldown time. This is where you have to catch the learning curve of a proper illusionary warrior build. For 10 seconds, every 30 seconds, your character suddenly loses the power to dish out more damage than a primary warrior and becomes a caster. So this reason, I usually have a backup weapon like a cane with max damage and armor bonus. For ten seconds I try to pull back, and hopefully I will lure someone to follow me. As I backpedal for ten seconds, I have two ways to disrupt the enemy, and I can disrupt both warriors/rangers and casters/healers. This same disruption is what I will usually begin with, before I cast illusionary weaponry on myself.
As the combat round begins, while I'm buffering health and healing, I'm looking at the enemy team to find their healers, casters, and rangers - usually in that order. If I've picked a healer or a caster, I'll open with arcane conundrum and wait for them to cast so I can follow with a power spike. Here is the beauty of the synergy between both of those skills. With a 16 in illusion, arcane conundrum will double the casting time of any spells the enemy casts for the next 16 seconds. That gives me plenty of time to cast power spike while they're casting and pop them for 64 damage. But even supposing they're smart and wait to cast a spell, I've locked them down - denied them the ability to play their strongest opening moves long enough for me to kill them with illusionary weaponry. Done effeciently, nobody on the enemy team can stop it unless their entire team diverted and attacked me simultaneously. Otherwise, I will remove at least one of their support characters before they catch on or do anything to slow me down, and possibly even two.
But supposing that they dont have heavy caster support, or instead of a nuker they have a ranger or two. This is where the second disruptive aspect of this character comes into play. Empathy at domination of 8 will last for 14 seconds and the attacker will take 21 damage everytime they attack. I usually throw culmsiness ontop of that, and if I do, they dare not attack for 8 seconds. With illusion at 16 clumsiness will last for 8 seconds and will deal 97 damage to the attacker - as well as interrupt their attack - and if they are under the affect of empathy, that stacks with the other 21 damage for a whopping 118 damage. That's a hell of a lot of damage for a ten second interval while my illusionary weaponry cools down, or for an opening combo against an enemy ranger I've targeted for an illusionary weaponry assassination.
The energy curve takes getting used to. You dont have alot because of the rogue's set, but I felt that the bonus to armor against physical attacks was essential to this build. Most of the skills this build fields are in the ten spot, and that's not hard to sustain. As long as you always leave yourself 10 or 15 energy to cast or re-cast illusionary weaponry, you'll never have to worry.
If you wanted you could play with this build as well. If you wanted to drop the empathy/clumsiness combo, you could replace either of those two skills with sprint, or imaginary burden. You could also drop the caster disruption from the conundrum/spike combo if you wanted. Ultimately, however, the build hinges on the incredible effectiveness of illusionary weaponry, so you'll always want to bring that and flurry/frenzy. Personally, I prefer flurry because illusionary weaponry ignores the drop in damage from flurry, and also because with this skill set-up, I dont have an effective defensive stances. That might be another consideration for skill choice if you wanted to drop the empathy/clumsiness or the conundrum/spike combos.
However, the importance of having those two combos is in the fact that without illusionary weaponry up you're just a mesmer again. That's why I bring both combos. If, by some fluke of logic on their behalf, they decide to pop my illusionary weaponry enchantment, they'll probably pop my illusion of weakness enchantment instead. But, assuming THAT has already been popped, then I'll be stuck without illusionary weaponry for awhile. So that's why I keep both combos to fall back on as opposed to other skills. With the kind of mesmer synergy between those four skills happening, it's almost impossible to ignore them.
Illusionary Warrior's Versatile I-Weaponeer
Attributes:
Fast Casting: 4 (3 + 1 mesmer rune of minor fast casting)
Illusion: 16 (12 + 3 mesmer rune of superior illusion + 1 costume mask)
Domination: 8 (7 + 1 mesmer rune of minor domination)
Tactics: 8
Gear:
Rogue's full set (Droknar's) 60AL (+10AL vs physical attacks)
Feiry Dragon Sword of Defense (+4AL) (15-22 damage)
Tall Shield: 16AL (8 tactics)
Skills:
Flurry
Clumsiness
Empathy
Arcane Conundrum
Power Spike
Illusionary Weaponry
Illusion of Weakness
Healing Signet
From here we can see that this is a versatile character. The idea is to maximize the power of illusionary weaponry by putting as much focus into illusion as possible. This pays off for us well, and here is why: With a 16 in illusion, illusionary weaponry will deal 42 damage per melee attack. That damage will not be affected by armor in any way, so that much damage per attack is already on par, if not superior to the amount of damage a primary warrior is putting out. Flurry is the logical capitalization of that advantage and it can be cast repeatedly every 5 seconds. It has a 5 second cooldown and I've notice that's about exactly how much energy I regenerate every 5 seconds as well, so I can cast it non-stop while illusionary weaponry is going. I typically want to focus on doing so once I do cast illusionary weaponry. However, illusionary weaponry is not the first skill I usually open up with.
Before combat begins I try to leave myself time to cast illusion of weakness and heal myself. With 16 points in illusion that gives me a buffer of more than 250 health points once my health drops below 25%. This is excellent for me because as you can see, I'm focusing on taking out the casters and rangers of the enemy team. Casters and rangers will probably be in the back, behind the tanks. That means that I'll be going in deep and I probably wont have monk heal support, and other characters like our team's tanks will need that anyway. So illusion of pain lets me live a little long than normal and survive the cooldown time for Illusionary Weaponry.
Ah the cooldown time. This is where you have to catch the learning curve of a proper illusionary warrior build. For 10 seconds, every 30 seconds, your character suddenly loses the power to dish out more damage than a primary warrior and becomes a caster. So this reason, I usually have a backup weapon like a cane with max damage and armor bonus. For ten seconds I try to pull back, and hopefully I will lure someone to follow me. As I backpedal for ten seconds, I have two ways to disrupt the enemy, and I can disrupt both warriors/rangers and casters/healers. This same disruption is what I will usually begin with, before I cast illusionary weaponry on myself.
As the combat round begins, while I'm buffering health and healing, I'm looking at the enemy team to find their healers, casters, and rangers - usually in that order. If I've picked a healer or a caster, I'll open with arcane conundrum and wait for them to cast so I can follow with a power spike. Here is the beauty of the synergy between both of those skills. With a 16 in illusion, arcane conundrum will double the casting time of any spells the enemy casts for the next 16 seconds. That gives me plenty of time to cast power spike while they're casting and pop them for 64 damage. But even supposing they're smart and wait to cast a spell, I've locked them down - denied them the ability to play their strongest opening moves long enough for me to kill them with illusionary weaponry. Done effeciently, nobody on the enemy team can stop it unless their entire team diverted and attacked me simultaneously. Otherwise, I will remove at least one of their support characters before they catch on or do anything to slow me down, and possibly even two.
But supposing that they dont have heavy caster support, or instead of a nuker they have a ranger or two. This is where the second disruptive aspect of this character comes into play. Empathy at domination of 8 will last for 14 seconds and the attacker will take 21 damage everytime they attack. I usually throw culmsiness ontop of that, and if I do, they dare not attack for 8 seconds. With illusion at 16 clumsiness will last for 8 seconds and will deal 97 damage to the attacker - as well as interrupt their attack - and if they are under the affect of empathy, that stacks with the other 21 damage for a whopping 118 damage. That's a hell of a lot of damage for a ten second interval while my illusionary weaponry cools down, or for an opening combo against an enemy ranger I've targeted for an illusionary weaponry assassination.
The energy curve takes getting used to. You dont have alot because of the rogue's set, but I felt that the bonus to armor against physical attacks was essential to this build. Most of the skills this build fields are in the ten spot, and that's not hard to sustain. As long as you always leave yourself 10 or 15 energy to cast or re-cast illusionary weaponry, you'll never have to worry.
If you wanted you could play with this build as well. If you wanted to drop the empathy/clumsiness combo, you could replace either of those two skills with sprint, or imaginary burden. You could also drop the caster disruption from the conundrum/spike combo if you wanted. Ultimately, however, the build hinges on the incredible effectiveness of illusionary weaponry, so you'll always want to bring that and flurry/frenzy. Personally, I prefer flurry because illusionary weaponry ignores the drop in damage from flurry, and also because with this skill set-up, I dont have an effective defensive stances. That might be another consideration for skill choice if you wanted to drop the empathy/clumsiness or the conundrum/spike combos.
However, the importance of having those two combos is in the fact that without illusionary weaponry up you're just a mesmer again. That's why I bring both combos. If, by some fluke of logic on their behalf, they decide to pop my illusionary weaponry enchantment, they'll probably pop my illusion of weakness enchantment instead. But, assuming THAT has already been popped, then I'll be stuck without illusionary weaponry for awhile. So that's why I keep both combos to fall back on as opposed to other skills. With the kind of mesmer synergy between those four skills happening, it's almost impossible to ignore them.
Nessaja
If you bring a perfect "of enchanting" mod for your sword you will have 6 seconds extra on IW effectively making the downtime only 4 seconds
Ñaz
Ñaz
Makkert
yep. and allthough this looks a very nice IW, it has a problem: it uses Illusionary Weaponry. The second i see an IW, i'll try to disenchant. and that leaves you in a somewhat problematic situation. looking at your skillchoices, i think this one is build for random arena, where enchant removal is still 'tech'. but people will take more and more an enchantment removal to disrupt.
the build IW is just fragile on its own, centering around one skill.
granted, this build has some tricks still going, but having half of dominations max power won't compensate that.
the build IW is just fragile on its own, centering around one skill.
granted, this build has some tricks still going, but having half of dominations max power won't compensate that.
Van the Warrior
you forgot blind, cripple
ICURADik
Blackout seems godly on any warriorish character.
Apotheosis
Well, if you've noticed, the build doesn't really rely on illusionary weaponry.
Really, if the enemy drops my illusionary weaponry that only means that flurry becomes useless to me for awhile. I can still hang back and hex away with my cane.
I dont use illusionary weaponry as an opening move, as I think I said. I use it as a surprise move. Something you dont expect. When you see me casting hexes and acting like a normal mesmer, you probably aren't expecting that I'll suddenly whip out a sword and slice some vulnerable character to ribbons.
If you notice, this build, although tweaked to make illusionary weaponry as effective as it can be, does not RELY on illusionary weaponry for its effectiveness. Illusionary weaponry is merely a part of this build. The high score I have put into illusion magic is something I would invest in anyway, since the illusion skills are, in my opinion, highly desirable above most of the domination skills anyway. With the exception of possibly one or two good interrupts in the domination tree, I dont really need much that it has to offer me. Honestly, in all the matches I've been in using this build, which has been somewheres around 23 now (I'm always trying new things), I've always accomplished my goal of disrupting the enemy team's support by killing off their healer or caster faster than they can stop me.
EVEN IF they were able to remove my illusionary weaponry the very moment I cast it - which requires that they remove my illusion of weakness first - you have to understand that that is the very reason why I put arcane conundrum/spike in the build. I'm not going to cast illusionary weaponry on myself until I've hexed their mesmer or enchantment removal with arcane conundrum, which will make their spell take twice as long to cast, giving me PLENTY of time to pop it with a spike. I'd really have to suck not to be able to stop a mesmer from casting enchantment removal on myself when it takes them twice as long to do it. The whole concept of this build is speed-kill.
Anyway, that said, I totaly agree that most illusionary weaponry builds are shitty because they focus so totaly on using IW to disrupt the enemy. That's why I tried something different.
Really, if the enemy drops my illusionary weaponry that only means that flurry becomes useless to me for awhile. I can still hang back and hex away with my cane.
I dont use illusionary weaponry as an opening move, as I think I said. I use it as a surprise move. Something you dont expect. When you see me casting hexes and acting like a normal mesmer, you probably aren't expecting that I'll suddenly whip out a sword and slice some vulnerable character to ribbons.
If you notice, this build, although tweaked to make illusionary weaponry as effective as it can be, does not RELY on illusionary weaponry for its effectiveness. Illusionary weaponry is merely a part of this build. The high score I have put into illusion magic is something I would invest in anyway, since the illusion skills are, in my opinion, highly desirable above most of the domination skills anyway. With the exception of possibly one or two good interrupts in the domination tree, I dont really need much that it has to offer me. Honestly, in all the matches I've been in using this build, which has been somewheres around 23 now (I'm always trying new things), I've always accomplished my goal of disrupting the enemy team's support by killing off their healer or caster faster than they can stop me.
EVEN IF they were able to remove my illusionary weaponry the very moment I cast it - which requires that they remove my illusion of weakness first - you have to understand that that is the very reason why I put arcane conundrum/spike in the build. I'm not going to cast illusionary weaponry on myself until I've hexed their mesmer or enchantment removal with arcane conundrum, which will make their spell take twice as long to cast, giving me PLENTY of time to pop it with a spike. I'd really have to suck not to be able to stop a mesmer from casting enchantment removal on myself when it takes them twice as long to do it. The whole concept of this build is speed-kill.
Anyway, that said, I totaly agree that most illusionary weaponry builds are shitty because they focus so totaly on using IW to disrupt the enemy. That's why I tried something different.
Kaleban
Isn't the Rogue's Armor a dead giveaway? Or do you switch to a different set when you go to your cane and focus?
Apotheosis
Actually, as I said in the beginning, the very name of my character is a dead giveaway. The character is named Illusionary Warrior.
So I'm not using stealth to duck enchantment removal. I just built the character to be able to deal with it in case it happens.
And yes, I bring a secondary set of armor for casting. If I find that they have strong removal and using illusionary weaponry isn't going to help much I dont even bother to use it at all. I just hex and disrupt the enemy team from a safe distance and switch to a second set of armor.
You might argue that it would be a good idea to start with different armor on, but like I said, the character's name tells you what the build does, so that would be pretty irrelevant, unless I decided to build a completely different character and rely on my name to confuse them.
So I'm not using stealth to duck enchantment removal. I just built the character to be able to deal with it in case it happens.
And yes, I bring a secondary set of armor for casting. If I find that they have strong removal and using illusionary weaponry isn't going to help much I dont even bother to use it at all. I just hex and disrupt the enemy team from a safe distance and switch to a second set of armor.
You might argue that it would be a good idea to start with different armor on, but like I said, the character's name tells you what the build does, so that would be pretty irrelevant, unless I decided to build a completely different character and rely on my name to confuse them.
Apotheosis
Quote:
Originally Posted by Makkert
yep. and allthough this looks a very nice IW, it has a problem: it uses Illusionary Weaponry. The second i see an IW, i'll try to disenchant. and that leaves you in a somewhat problematic situation. looking at your skillchoices, i think this one is build for random arena, where enchant removal is still 'tech'. but people will take more and more an enchantment removal to disrupt.
the build IW is just fragile on its own, centering around one skill.
granted, this build has some tricks still going, but having half of dominations max power won't compensate that. Then do you think it would be a good idea to switch the mesmer rune of superior illusion to a mesmer rune of superior domination, using a minor illusion rune instead?
That would balance the character more. That would make illusion 13 instead of 16, and that's not bad. Since I'm not relying completely on illusionary weaponry anyway, it doesn't hurt at all really. Domination would then be 10 instead of 8. Still not super impressive, but a 10 is a good score. It's solid and it will work. A 12 would be better, but I dont want to drop illusion anymore than that, really. And not because I dont want to weaken illusionary weaponry, although that is part of it, I also dont want to decrease the length of arcane conundrum that much, nor do I want to drop the power of clumsiness too much.
the build IW is just fragile on its own, centering around one skill.
granted, this build has some tricks still going, but having half of dominations max power won't compensate that. Then do you think it would be a good idea to switch the mesmer rune of superior illusion to a mesmer rune of superior domination, using a minor illusion rune instead?
That would balance the character more. That would make illusion 13 instead of 16, and that's not bad. Since I'm not relying completely on illusionary weaponry anyway, it doesn't hurt at all really. Domination would then be 10 instead of 8. Still not super impressive, but a 10 is a good score. It's solid and it will work. A 12 would be better, but I dont want to drop illusion anymore than that, really. And not because I dont want to weaken illusionary weaponry, although that is part of it, I also dont want to decrease the length of arcane conundrum that much, nor do I want to drop the power of clumsiness too much.
Excer
well, from the skill setup, it looks like your build will only work if you're not being attacked heavily. unfortunately, mesmers are the next targets after monks, and in random arenas, you might not have a monk. the point is that even with illusion of weakness, you'll be dropped really quickly, even if you're using healing signet.
and you say if your IW gets stripped, you'll switch to disrupter, but if your stripped, that means you're being targeted, and you'll prolly be dead before you can fully setup your strategy, even if you're really quick.
and you say if your IW gets stripped, you'll switch to disrupter, but if your stripped, that means you're being targeted, and you'll prolly be dead before you can fully setup your strategy, even if you're really quick.
flyingbunnys
I think the build looks decent and capable of handling multiple situations. I might try it in the arena to see how it works out, as soon as i get all the skills.
I like that empathy is on there since warriors will probly be the main worry. You could also consider backfire, if you want to try sneaking around back to get casters, perhaps replace power spike with it, in which case Arcane Conundrum wouldn't be the best idea since they would cast less. That would open you up for another skill. Try an skill that could allow you to escape or perhaps a life draining skill. Might want to consider blackout or phantom pain.
You could also try using wary stance or definsive stance to runaway instead of clumsness. or another life draining skill.
However, I have not tested it in a duel so I am not sure how well it would work, I could be completely off. I think its a good idea could use some tinkering as every build when first put together. If I get to try it in battle I will report back.
I like that empathy is on there since warriors will probly be the main worry. You could also consider backfire, if you want to try sneaking around back to get casters, perhaps replace power spike with it, in which case Arcane Conundrum wouldn't be the best idea since they would cast less. That would open you up for another skill. Try an skill that could allow you to escape or perhaps a life draining skill. Might want to consider blackout or phantom pain.
You could also try using wary stance or definsive stance to runaway instead of clumsness. or another life draining skill.
However, I have not tested it in a duel so I am not sure how well it would work, I could be completely off. I think its a good idea could use some tinkering as every build when first put together. If I get to try it in battle I will report back.
Blow_Holez
I defianately need to start up my mesmer again (i was stupid and changed the slot into a warrior). this build really interests me in the fast that you can suprise your opponent in so many ways.
The Linguist
This build is worthless. Wanna know what combo beats it?
W,A,S, and D. No cripple for the lose.
W,A,S, and D. No cripple for the lose.
Man With No Name
If I had to make an IW "warrior" ( by being forced at gunpoint, for example ) then I'd probably use:
Spirit of Failure + Distortion and keep it up continuously when being attacked -- rather than Power Spike + Conundrum.
....Just don't step outta Arena
Spirit of Failure + Distortion and keep it up continuously when being attacked -- rather than Power Spike + Conundrum.
....Just don't step outta Arena
fenix
Ineptitude is very handy. Maybe you should use that. The build seems pretty good I think. A lot of them use Echo and IW, so they can recast if it gets removed, but I think thats a waste of a spot.
Morganas
You won't have the energy to use half those skills, flurry alone will practically negate your natural regen, you have no cover enchant (like channeling), and, though I guess this ones debatable, you don't use blackout, which is the staple of most IW builds. Complete shutdown, AND you can still do damage.
Also, like someone else said, bring a max enchant mod on your weapon. I'm assuming this is a pvp character and you can just remake it with a different sword, since bringing any mesmer into PVE melee without distortion is dangerous.
Also, like someone else said, bring a max enchant mod on your weapon. I'm assuming this is a pvp character and you can just remake it with a different sword, since bringing any mesmer into PVE melee without distortion is dangerous.
Almighty Zi
Enchantment removal is the key flaw in any IW build. It was IW warriors when I first stated delving into PVP that made me bring drain enchant and since then its never off my skill bar. Even at 0 inspiration its free to use.
More people should bring enchant removal and I think that because not many do, your build may have some success in the random arenas. Having said that, I think it would still be wise to invest in a cover enchantment such as sympathetic visage as the folk that do bring enchant removal, in my experience, bring skills like drain enchantment or strip enchantment which will only remove the top enchantment. At least with sympathetic visage, if you do not bring distortion, the pesky paladins swinging away at you wont be able to gain adrenaline so easily for their adrenaline attack skills.
More people should bring enchant removal and I think that because not many do, your build may have some success in the random arenas. Having said that, I think it would still be wise to invest in a cover enchantment such as sympathetic visage as the folk that do bring enchant removal, in my experience, bring skills like drain enchantment or strip enchantment which will only remove the top enchantment. At least with sympathetic visage, if you do not bring distortion, the pesky paladins swinging away at you wont be able to gain adrenaline so easily for their adrenaline attack skills.
glenn_rolfe
I tried running a team in tombs the other day based on IW. WIth some tinkering we could have won a few times. Basic tactic was to spam out hex degens and energy denials, and use a warrior to go out after a monk. Basically trying to look like a soft team. Try to "imagine burden" another soft target and then spam out 4 IW's on them. We got the first couple of kills but the team wasn't using their skill set-ups properly.
I'd cast arcane echo - IW - channeling - flurry when I went for the IW kill. With 4 of us hacking there was a good chance that 2-3 of us would survive the enchant stripping. Worked ok. I needed to change the war to knock down to limit the heals from the 2nd healer. I might try it again this week.
Think you could get a few laughs from it, but don't expect a lot of success in 8x8. But it would sure embarass the other side if you beat them.
Thinking of a version specifically as an IWAY killer that I might try.
I'd cast arcane echo - IW - channeling - flurry when I went for the IW kill. With 4 of us hacking there was a good chance that 2-3 of us would survive the enchant stripping. Worked ok. I needed to change the war to knock down to limit the heals from the 2nd healer. I might try it again this week.
Think you could get a few laughs from it, but don't expect a lot of success in 8x8. But it would sure embarass the other side if you beat them.
Thinking of a version specifically as an IWAY killer that I might try.
smurfhunter
why doesnt anyone take hammer bash into an IW build? i mean you dont absolutely have to use a hammer the entire time, just switch to a hammer when it charges up and then you have a few more seconds to unload IW onto them.
maybe.
maybe.
Savio
Hmmm...
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Apotheosis's Avatar
Last Activity: 07-13-2005 05:27 PM Somehow I don't think the original poster is getting all of your good advice. Anyhow, you don't get Adrenaline while IW is up (no melee damage = no Adrenal), so Hammer Bash is out of the question.