Quote:
|
Originally Posted by Mithie
Probably because there are a host of mesmer players out there that have no clue on how to play his/her character class to its full potential. Heck, one time, I played against this mesmer who did nothing but cast conjure phantasm over and over again.
|
I just did this yesterday -- spammed phantasm. I was explicitly asked by the group leader pack Soothing Images / Sympathetic Visage to handle adrenaline based warriors; I don't argue with team builds if the leader knows what they want -- it is very hard to coordinate 8 random people, and I'm not about to make it more difficult. Since Soothing Images has a 2 second cast time, and since Quickening Zephyr and Nature's Renewal are so prevalent these days, you also need a high fast casting (10+1) and inspiration (10+1) in order to use cast these hexes. Further, since my only superior rune for Mesmer is Illusion, I maxed that attribute (11+4). He was in a bit of a hurry, so the build I came up with was:
Ineptitude [E]
Soothing Images
Conjure Phantasm
Power Drain
Spirit of Failure
Inspired Hex
Mantra of Persistence
Res Signet
Basically, I'd use Soothing Images on the warriors; and while I'm targeting them, I add Spirit of Failure (unless Nature Renewal is up, in which case SoF takes far too long). When I'm running low on Energy, I switch Foci and cast Ineptitude -- blind the warrior almost instantly for 10 energy, and switch back -- if I'm lucky, the warrior continues to attack and fills my energy bar for me; and then I go back to spamming Conjure Phantasm.
I used Inspired hex for the added energy, and the potential to pull down a good hex -- quite often the near useless Backfire. However, if Nature's Renewal wasn't up, I'd use Backfire on their monk -- and he'd stop healing, not realizing that he could cast right through backfire and take almost no damage. That was funny, actually (but this was a particularly poor team, so it wasn't suprising). After I did a phantasm, I'd swap over to the monk and wait for Remove Hex or Healing Breeze (both very interruptable) and use Power Drain to waste his time/energy and fill my mana pool so I can continue to spam Conjure Phantasm.
I'm sure if you were watching opponent's bars, the most "visible" thing you could see is "Conjure Phantasm", and yes, since the recharge is 5 seconds, it is quite spammable. CP is a good solid skill for spreading damage causing added stress on a monk. CP isn't going to kill anyone, but with a high illusion, it will cause many monks to waste 3 valueable seconds on Remove Hex; or countering with a 10 energy Healing Breeze. Not a bad compromise, if you ask me. Especially not bad if you have a stupid warrior who is willing to refill your energy bar when you need it refilled...
That said, you're right, often a "illusion" mesmer is a bad mesmer. I mostly play inspiration and/or interrupt domination. As another rule, you might want to ask your mesmer if they use Backfire -- if so, ask them why. With Nature's Renewal the cast time is 6 seconds (minus fast casting) and 15 energy; a good monk will remove it with a 5en contemplation of purity or cast through it with an inspired hex if they arn't targeted. So, against a excellent team, Backfire is just a waste of mesmer's time and energy; and your team should be able to beat a good/poor team without Backfire. In short, as Ensign would say, "its crap". So, if your mesmer has it... kick him if he can't completely justify it with a very high fast casting and some other good excuses (it could just be a filler, not-thought-through skill choice in a otherwise strong build). If it the basis of a Mesmer's build (some fella was using Echo+Backfire), I wouldn't even consider him further.