Where to make a mesmer?

S!carius

Lion's Arch Merchant

Join Date: Nov 2005

Germany

Force of Arms [FoA]

Mo/

I have decided to create a mesmer but I'm not sure where to make him (Cantha or Tyria). Which location would be better for a relatively new mesmer?

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

I can say its your choice.

I know in Cantha, you start with Shatter Hex at the begining thought, which you havent for awhile in Prophecies. If you want to rush to lvl 20, Cantha. If not, Prophecies.

You can learn the profession in Tyria thought without rushing.

Cymboric Treewalker

Cymboric Treewalker

Krytan Explorer

Join Date: Apr 2005

Imperial Palace - Cantha

[SFK] Sacred Forge Knights (founder)

Me/Mo

Well... this is two fold:

I personally prefer Tyria for creation if I want to enjoy my stay and learn a profession. If I am looking to get level 20 super fast and know the skills I want or want to play with Canthan skills then I create a character in Cantha.

Basically Tyria is better at teaching you the skills and Cantha is better for power leveling.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Sadly, it depends on what type of 2nd profession you want as well. If you want to be a ritualist or assassin, then you are pretty much stuck with Cantha's base character (unless you don't care when you get that 2nd profession).

But as both Francis Demeules and Cymboric Treewalker said, if you want to achieve level 20 fast, Factions is the way to go. If you want to learn how a Mesmer is played and take your time, then go with Prophecies.

To quote Francis Demeules, "its your choice."

Have fun in the decision you make.

S!carius

Lion's Arch Merchant

Join Date: Nov 2005

Germany

Force of Arms [FoA]

Mo/

Thanks alot for the help. I have made a mesmer before so I have basic understanding of how the class works so I think I'll create a character in Cantha.

Montolioo

Academy Page

Join Date: Apr 2006

Hey i just made a Canthan mesmer and am enjoying it emensly.

But i really want to learn the mesmer class and not just rush it through the game. What should i do? Play slowly through Cantha learning the class? Or switch over to Tyria ASAP.

THx for any help.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

You can always return to Tyria when you arrive at Keineng Center if you want to keep your Cathan Mesmer, gain skills there (still have some skills quests after Lion Arch) and take your time there.

Robin_Anadri

Robin_Anadri

Krytan Explorer

Join Date: Jun 2005

Atlanta, GA

Girl Power [GP]

Me/Mo

I like the appearance options of the Canthan mesmer better, but it really bites having to buy so many of your skills to be effective. You get *tons* of skills for free in Tyria, coming up through the quests, plus learn how to play better. If you don't want to be /Rt or /A, i'd definitely go Tyrian and choose /N or /Mo for sub. /Mo is more self sufficient, but there are some wicked spike and degen builds with /N.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

I really dislike conjure *anything* spammers; so Tyria is the way to go imo ^_^
Create in factions->tyria is cool though. Remember; no conjure spamming past yak's bend!

Montolioo

Academy Page

Join Date: Apr 2006

I decided to recreate my mesmer in tyria since he wasnt that far, and i really want to learn this class. THanks for the advice guys!

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by Eaimirth Etaivella
I really dislike conjure *anything* spammers; so Tyria is the way to go imo ^_^
Create in factions->tyria is cool though. Remember; no conjure spamming past yak's bend! You really have a look of someone who got bad exp with Phantasm Spammers in PuGs. Am I wrong?

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Lets just say we took 3 mesmers other than myself; of those three mesmers...all of them were not 2 skills shy of this build
Energy Tap
Energy Drain
Ether Feast
Ether Lord
Arcane Theivory
Arcane Mimicory
Conjure Phantasm
Illusion of Weakness

I personally thought Dunham could do a better job; at least they yell at the monk less often due to the fact that they died while tanking 3 mobs. Sure they have 1 1/2 self heals, but that will not stop you from dying standing under 2 meteor showers. I certaintly wouldn't want any mesmer to be associated with them.

But lets look at my perspective on the skill itself.

I find that people who rely on conjure phantasm as damage are generally not all that far from above. Its not that good of a spell to begin with. Honestly; it will deal 150 damage to a target IF they live that long. First off; they shouldn't. Second, if there was a target that "was" to live that long, empathy would do more in the time frame mentioned. So now that we have completely ruled out conjure phantasm as "significant" dps; it can be nothing more than a spam skill-which IoR does more efficiently (although it did not exist at the time).

Illusion hexes ignore armor, but at the cost of lasting to their full duration to ignore that armor. You are trading a armor ignoring spell, for a degen cap, and the promise that a. the target does not somehow remove the degen (dying, hex removal, or otherwise), and b. that the damage is delt over time.

B. is the problem we are {most} concerned with. We {people in general} find it effective to kill targets quickly; this has a two fold benefit. First it stops them from killing you (which is good) by crippling their offensive line (or defensive if its a monk but you get the point nonetheless). This in tern prevents additional healing from your monks, etc. etc. and is good relief for your team. The second benefit, is that as they have less men, you have more. This increases the ratio of "what is killing what" or net dps in the favor of your group. Of course this is very similar to the first point, and placement of dps is crucial (why was just explained).

In order to "bypass" this "called target" as many of you know it; you have to efficiently kill, or practically disable another target of higher rank, or importance. Thus interrupters are born. Interrupting and disabling the target is more powerful or useful, than the power lost in concentrated damage due to the net dps ratio mentioned. Because of them interrupting the target they are assigned (usally a monk) the ratio shifts more so in their favor than if they were to coordinate damage with the rest of the group.

Simply put; conjure phantasm can do neither of these things in high lvl areas. It cannot dramatically shift net dps in your favor, nor can it take down the called target with quick reletivity. Clumb. is fine, block one gain one, can be used on called target; great. Ineptitude is fine, block one gain one, can be used on called target AND disable front line; wonderful. Conjure phantasm, cannot be used on called target to great efficeincy, cannot dramatically shift dps=not so great. IoR can take down the called target with more efficeincy due to the +damage, heck so can Wastrel's Worry for that matter.

In this perspective degen is "fundamentally flawed" if "mass" spreading of degen was possible through some sort of aoe means similar to suffering it would again be plausible. If empathy and SS get a nerf, it might be usable. Yet, on these terms, I have yet to see conjure phantasm of any use other than a spam skill, one to use while Clumb+Inept are recharging. Of course IoR slams phantam's only hope of being into the ground as being a "replacement" spam skill...which of course is redundant having a backup spam skill for a spam skill, thus I hope it doesn't see much use.

Maybe conjure nightmare will get an aoe boost; who knows?

-edit-
The reason I say stop at yaks is because this is the point when dps on called target begins to lag and become ineffective

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Phantasm isn't that bad. It's nice for NPC killing. :P

And some tiny pressure.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

I can buy solo npc killing if you give me 10% off ^_^;;...and throw in a few slow spells =p

Shadow monks arn't pressured; but players can be. I can see its uses in pvp; just not in pve.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Meh, conjure = cover hex. Easy to see when it comes off, easy to put back on. Spirit shackles, fragility, and mind wrack can also be used as covers but there are upsides and downsides to all of these. Honestly it depends on what you are running. I always take a cover hex, normally it is conjure.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

You're looking at Conjure Phantasm in isolation, disregarding all the contexts in which it is useful. It is like saying Power Return is worthless because it returns energy to your target. Sure, if you're basing an entire build around that one skill, you would end up with a pretty crap build. But that's not the case here, you're saying that Conjure Phantasm is crap, full stop, which I don't agree with.

Quote:
Originally Posted by Eaimirth Etaivella
Honestly; it will deal 150 damage to a target IF they live that long. First off; they shouldn't.
So you can kill an entire group of half a dozen level 24s in under 15 seconds?

Quote: Originally Posted by Eaimirth Etaivella Second, if there was a target that "was" to live that long, empathy would do more in the time frame mentioned. I don't see how you can accurately compare Conjure Phantasm and Empathy in terms of DPS. CP provides unconditional damage, Empathy is dependent on your target attacking (casters wand only between spells = less damage). CP is twice as spammable as Empathy.

If you're going to be comparing CP to anything, let it be IoR or some other degen skill, and if you want to compare Empathy to anything, try Insidious Parasite or SS or some other punish-on-activation skill.

And, another point here, why not use both Empathy and CP?

Quote: Originally Posted by Eaimirth Etaivella So now that we have completely ruled out conjure phantasm as "significant" dps; it can be nothing more than a spam skill-which IoR does more efficiently (although it did not exist at the time). Stack CP with IoR, don't use CP in isolation.

Quote: Originally Posted by Eaimirth Etaivella
B. is the problem we are {most} concerned with. We {people in general} find it effective to kill targets quickly; this has a two fold benefit. First it stops them from killing you (which is good) by crippling their offensive line (or defensive if its a monk but you get the point nonetheless). This in tern prevents additional healing from your monks, etc. etc. and is good relief for your team. The second benefit, is that as they have less men, you have more. This increases the ratio of "what is killing what" or net dps in the favor of your group. Of course this is very similar to the first point, and placement of dps is crucial (why was just explained). Yes, spiking things dead is nice.

Quote:
Originally Posted by Eaimirth Etaivella
In order to "bypass" this "called target" as many of you know it; you have to efficiently kill, or practically disable another target of higher rank, or importance. Thus interrupters are born. Interrupting and disabling the target is more powerful or useful, than the power lost in concentrated damage due to the net dps ratio mentioned. Because of them interrupting the target they are assigned (usally a monk) the ratio shifts more so in their favor than if they were to coordinate damage with the rest of the group.

Simply put; conjure phantasm can do neither of these things in high lvl areas. It cannot dramatically shift net dps in your favor, nor can it take down the called target with quick reletivity. Clumb. is fine, block one gain one, can be used on called target; great. Ineptitude is fine, block one gain one, can be used on called target AND disable front line; wonderful. Conjure phantasm, cannot be used on called target to great efficeincy, cannot dramatically shift dps=not so great. IoR can take down the called target with more efficeincy due to the +damage, heck so can Wastrel's Worry for that matter. Degen isn't for spiking. It's for softening up off-targets while the rest of your team spikes. With that said, you can fit both spiking power and degen in the same build.

Quote:
Originally Posted by Eaimirth Etaivella
In this perspective degen is "fundamentally flawed" if "mass" spreading of degen was possible through some sort of aoe means similar to suffering it would again be plausible. If empathy and SS get a nerf, it might be usable. Yet, on these terms, I have yet to see conjure phantasm of any use other than a spam skill, one to use while Clumb+Inept are recharging. Of course IoR slams phantam's only hope of being into the ground as being a "replacement" spam skill...which of course is redundant having a backup spam skill for a spam skill, thus I hope it doesn't see much use. Use both IoR and CP. Nothing's forcing you to use just one (except perhaps for the lack of Factions).

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

I've been in the deep using degen MoR ior+cp. I've been there with dom too. Degen wins for spammability and multi-target nature.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Degen is really good against every professions. In Domination line however, each skills are specific against some professions and another one for others. In Faction, you generally fight most all these professions in one mobs if we compare Prophecies.

wilson

Krytan Explorer

Join Date: May 2005

aggro bubble

[RD];[FW];[GOTS];[baed];[kiSu]

i would chose tyria to start a new charakter, for several reaons.
first, i always liked and still do like pre-searing, one of the most beautiful areas in game, and always worth an exploration, even if you knoe the map by heart the monastry and the island its on is nice to see once, but i did not enjoy as much as pre searing
tyria has a "softer" approach to the game, as has already been said before. you can learn your new profession, and develop your skills at a slower pace. in cantha you go from "student" to mighty hero in just a couple of hours
another big difference is character progression. In tyria it takes a while before you hit lvl 20. in cantha it goes extremely fast, the entire campaign being laid out for level 20 characters
a big difference imho make the mobs you are about to fight. Tyria offers less choices, its basically always the same types of foes thrown against you. In cantha theres more mixed groups
i also liked the skill trainer updates over in tyria. the skills you already unlocked (- the elite ones of course) are available at every skill trainer, which is pretty nice and lets you have a bigger choice regarding skills and how you would like to develop your character.
and of course, theres the world you play through. it's just my opinion, but tyria is much nicer to explore than cantha will ever be. you go from burned and arid land to the mountains, into the jungle, through a desert to end on an erupting volcano cantha just offers less, imho, 3 factions with 3 different homelands, thats about it.

if you want everything very fast, go for cantha, and travel to lion's arch to buy the skills you need, if you already unlocked em. if you prefer to take your time, id chose tyria to start a new character.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by LuxA
So you can kill an entire group of half a dozen level 24s in under 15 seconds? Short version:yes.
Long version: hell yes.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Quote:
Originally Posted by Eaimirth Etaivella
Short version:yes.
Long version: hell yes. Fine print: you need all the enemies to be bunched up, you need hexes on your one tank, you need 20+ energy on one foe, and perhaps a spell or two to interrupt. Not to mention that the rest of your team needs to know how to spike.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Just a skill to interrupt and 2 hexes, no problem.
2 shatter hex=240
2 energy surge=160
1 cry of frustration=44
bottom line=444

I'm sure the rest of the group, or a ss necro, can come up with the rest of the damage. This spike takes no longer than 5 seconds.
SS dps ratio=first 2 seconds 41~dps+stance usage, after first 2 seconds 81 dps +stance usage
assuming the enemies have 550 hp~ it will take about 7.5 seconds for them to hit the floor. Half the time of conjure's duration...from 1 ss. We can take another for the group of casters/rangers/whatever if you like. Although a tank can get them all bunched up quite easily I might add.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

I keep forgetting the Prophecies context in which you're discussing. In Factions:

- Most of the time you'll be facing a balanced group (e.g. 2-3 melee, 2-3 ranged, 2-3 casters/healers)
- They'll be spread out
- Many races don't rely on hexes, or when they do, two NPCs you're often forced to take with you (Mhenlo and Togo) will remove the hexes before you do
- Gathering aggro isn't straightforward - enemy mobs tend to go for different targets

Those are cases where conditional damage fails, and simple degen excels.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

If anyone can remove a hex before a mesmer they must have crazy psychic skills >.>
I agree that the AI is better in factions; and that enamies are more aggressive if you will in their assults; but in the beginning missions that I played it could still be controlled.
Yet; even if they spread out, killing a single target will prove more effective than damaging several as it most always will. PvE monks do not care about pressure, nor do they attempt to deal with it.
"Aggro-backlash" as I like to call it, still exists as the primary AI attack program. A target enters aggro range; casters/rangers will approach target and attack target just within shooting range. However "direct" class units will run past the aggro'er for about 1 aggro circle; hence the dubbing of "backlash". If they find new targets; they will latch onto these targets and focus attack on them, if not, they will return their attack to the aggro'er. Once this has been accomplished, the aggro'er should move towards range group one, usually the closest to him/her and will allow the fastest killing. Two benefits as always.

Conditional damage is fine; just as long as either choice is a bad one. I would like to note that phantasm is a conditional skill as well; it must stay the duration of the hex.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Yes, spike damage is good, and degen can assist in doing that. You can apply degen to off-targets which lowers their HP, and make spiking them that much quicker after the called target is dead.

And technically every skill is conditional. I was referring to the highly conditional spells, namely Shatter Hex, which requires a hex on your tank to function, and Cry, which requires the target to use a skill and needs you to interrupt it (not to mention that Cry's damage is pathetic, and should be used only for AoE interrupting). Having degen stay on a target for its duration is much less conditional than that, and even if it is removed prematurely (or the target dies), the degen has still done part of its job.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Not to mention that spikes are less effective in cantha with mobs that hard res, packs of Jade mesmers that spam power return on everything, ritualist mobs, etc.

Using all energy in a conditional manner is excessively ineffective, especially as Jade knights don't care about surges when they're coming to unleash triplechop-cyclone spike on your team (possibly the most co-ordinated mob packs ever, esp. with chained dragon stomps right after that).

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by Avarre
Using all energy in a conditional manner is excessively ineffective, especially as Jade knights don't care about surges when they're coming to unleash triplechop-cyclone spike on your team (possibly the most co-ordinated mob packs ever, esp. with chained dragon stomps right after that). When I played factions the tank method I described worked very well vs the jades; maybe it was just the beginning jades or maybe it was fixed. Someone fill me in on that if they could.

I'm not mentioning "spike damage" just quick damage; there is a difference.
If we had 1 warrior and 7 mes-those 7 mes could easily cast e surge and kill the entire opposing group. Sure it would need to be well coordinated, possibly vent, but it could work...been done actually. My point being is that degen is necessarly ineffective due to "the target must be alive x amount of time" clause, and the damage could be put to better use on the called target, rather than the mesmer just damaging enemy units at random.

But if your group can't call targets...and they cannot coordinate damage for some silly reason, and everything is a chaotic blitz cause vent went down and both monks just died and the dog outside the window will not shutup the power went out and the only reason you are online is because you're using a laptop and the neighbor's internet is still up and you are using their hotspot instead of your by some happenstance and the whole thing doesn't make sence at all and the chaos is overwhelming and you cannot concentrate on squat and the same thing happened to all the other group members as well...

Then blind random damage assisted with MoP might be useful; but only in chaotic scenarios in pve(like that mentioned above; exaggerated alittle bit though, maybe some pugs...)

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Eaimirth Etaivella
.
If we had 1 warrior and 7 mes-those 7 mes could easily cast e surge and kill the entire opposing group.
7 eles could do that too... or 7 necros with DE... or 7 rangers... or 7 rits with gaze / rift... or 7 wars with triplechop... or 7 monks with signet... sorry assassins, nobody likes you.

Quote:
cause vent went down You use vent while grouping normally? Cancel that, you need vent in pve at all?

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Sucks to be an assassin primary.
Meh makes fow clearing more tolerable.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

I'd doubt that, after clearing fow with 3 people we were raving lunatics on chat, having voice at that time would have been... odd... your eardrums can only take so many 'ZOMG ORLY!!' after all

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Hey all mesmer fow groups on vent ftw!

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

1 heal 1 prot 1 tank 1 dom 1 illu 1 interrupt/dom 2 nuke.

Works Lotsa other stuff possible though.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Actually ours was much more simple;
one tank-must be stupid...
one mesmer running spell breaker-must be really stupid...
Everyone else-bring energy surge rofl
-and arcane echo
-and arcane mimicary

6x2x2=24 surges or 24x80=well decent non-flee-triggering-aoedamage =/

SpeedyKQ

SpeedyKQ

Krytan Explorer

Join Date: Dec 2005

E/Me

One important difference between the two continents is the bosses. In Tyria, hexes last half as long on bosses, but bosses cast at normal speed. In Cantha, hexes run for the full duration but bosses cast twice as fast.

So interrupt heavy builds are better in Tyria, and hex heavy builds are better in Cantha. I enjoy Cantha more for this reason, but it is a matter of taste.

Also, in Cantha you get to buy your skills WHEN YOU WANT THEM instead of waiting through 2/3rds of the game, and to me this is a big plus.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Eaimirth Etaivella
Actually ours was much more simple;
one tank-must be stupid...
one mesmer running spell breaker-must be really stupid...
Everyone else-bring energy surge rofl
-and arcane echo
-and arcane mimicary

6x2x2=24 surges or 24x80=well decent non-flee-triggering-aoedamage =/ Energy surge is stupid.

You could just play a me/e and have hugely higher dps, rather than building a damn shrine to surge and making everyone run it. Esp as your build has no monks, and clear disregard to the capabilities of a mesmer tank (which aren't really that restricted tbh).

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

For me, E-Surger Mesmers in PvE is a little... useless. Not every monsters have 64 high energy though.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Quote:
Originally Posted by Avarre
Energy surge is stupid.

You could just play a me/e and have hugely higher dps, rather than building a damn shrine to surge and making everyone run it. Esp as your build has no monks, and clear disregard to the capabilities of a mesmer tank (which aren't really that restricted tbh). Firstly if you notice I said 6x...which means that there are two unaccounted for persons who did not use surge.

Secondly off I never said we all surged the same target; with "within the area" aoe range we really don't have to.

Thirdly; we did this for fun, it was highly successful, so who really gives a damn? We sure don't, we had fun, and most importantly it worked.

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Quote:
Originally Posted by Eaimirth
Actually ours was much more simple;
one tank-must be stupid... [Why?]
one mesmer running spell breaker-must be really stupid... [And is]
Everyone else-bring energy surge rofl [..zz] Show me those unacounted people, hmm?

Don't try the 'we had fun so it was good' point either, because it won't stand up to anything. Else IWAY haters would have died out a lonnng time ago.