Post by Daisy on May 18, 2015 10:20:12 GMT -5
Mesmers are masters of Illusion, able to create clones and phantasms to confuse and confound the enemy. They are also masters of time, they can bend it to their will and make others use skills faster by use of Quickness but, soon, they will also be able to fully manipulate the concept of time. They will gain the ability to have a buff called "Alacrity" and be able to give it to anyone within a certain range, and it makes all skill cooldowns faster. Skills cooldown faster, allowing for the chance of quicker bombs in World vs. World; the zerg that takes full advantage of this buff once Heart of Thorns comes out will have the upper hand once Mesmers choose to become a Chronomancer or not; which most probably will. You will have the chance to create a Mesmer while deciding what you want to do; most will probably create a Mesmer just for the Off-Hand Shield's OP factor since it's a new thing and been proven to be a very OP weapon.
Your F1, F2, F3 and F4 skills are used to shatter the Illusions and Phantasms you have created for the best effect, certain traits will give you buffs when you use each shatter - a different buff for each one in particular - and/or give the enemy a certain condition. In the Illusions trait line if you go Grandmaster in it (6) and get the trait Maim the Disillusioned then, on shatter, you give a condition called Torment. On Melee, this is a great buff as it causes more damage when the enemy is moving rather than when they are standing still and most Melee cannot stay still because of their attacks; well, really, no melee can unless they have a ranged weapon and a close-range weapon. If you run this trait, it is advisable to also run Scepter which, on auto attack, gives 2 stacks of Torment and a clone that casts Ether Bolt - the first of the Auto Attack chain - that gives Torment as well.
Your weapons include the Greatsword, a common Melee weapon, which allows the Mesmer to attack at range. Your auto attack is a ranged attack, your second skill sends your Greatsword flying at the enemy which gives them vulnerability and you another clone to cast auto attack and - it bounces. If you have more than one enemy trying to fight you, use your Greatsword 2 and you will hit both of them. Your Greatsword 3 attack, called Mind Stab, is an AOE (Area of Effect) attack. When used, you will slam your Greatsword into the ground and, at the area in which you selected, an Illusional Greatsword end will stab up through the ground and attack all enemies in the area. Greatsword 4 skill summons a Phantasm - an Illusion, but it does more damage than a clone (which do little to no damage) - that does a whirling attack every few seconds to cripple your foe and any foes in its path allowing for them to be slowed and give you time to get at range. Finally, your Greatsword 5 skill is called "Illusionary Wave" and it will knockback foes that get too close to you. Mesmers are better at range than they are close up unless you use a sword, then you need to get at close range to be able to attack properly.
The main hand weapons the Mesmer can use are Scepter and Sword; the two handed weapons the Mesmer can use are Staff and Greatsword; the off hand weapons are Focus and Torch. Soon, however, in Heart of Thornes the Mesmer will gain the ability to use an off hand Shield to deal the "Alacrity" buff mentioned earlier and they will also get a well that looks like a clock.
Your F1, F2, F3 and F4 skills are used to shatter the Illusions and Phantasms you have created for the best effect, certain traits will give you buffs when you use each shatter - a different buff for each one in particular - and/or give the enemy a certain condition. In the Illusions trait line if you go Grandmaster in it (6) and get the trait Maim the Disillusioned then, on shatter, you give a condition called Torment. On Melee, this is a great buff as it causes more damage when the enemy is moving rather than when they are standing still and most Melee cannot stay still because of their attacks; well, really, no melee can unless they have a ranged weapon and a close-range weapon. If you run this trait, it is advisable to also run Scepter which, on auto attack, gives 2 stacks of Torment and a clone that casts Ether Bolt - the first of the Auto Attack chain - that gives Torment as well.
Your weapons include the Greatsword, a common Melee weapon, which allows the Mesmer to attack at range. Your auto attack is a ranged attack, your second skill sends your Greatsword flying at the enemy which gives them vulnerability and you another clone to cast auto attack and - it bounces. If you have more than one enemy trying to fight you, use your Greatsword 2 and you will hit both of them. Your Greatsword 3 attack, called Mind Stab, is an AOE (Area of Effect) attack. When used, you will slam your Greatsword into the ground and, at the area in which you selected, an Illusional Greatsword end will stab up through the ground and attack all enemies in the area. Greatsword 4 skill summons a Phantasm - an Illusion, but it does more damage than a clone (which do little to no damage) - that does a whirling attack every few seconds to cripple your foe and any foes in its path allowing for them to be slowed and give you time to get at range. Finally, your Greatsword 5 skill is called "Illusionary Wave" and it will knockback foes that get too close to you. Mesmers are better at range than they are close up unless you use a sword, then you need to get at close range to be able to attack properly.
The main hand weapons the Mesmer can use are Scepter and Sword; the two handed weapons the Mesmer can use are Staff and Greatsword; the off hand weapons are Focus and Torch. Soon, however, in Heart of Thornes the Mesmer will gain the ability to use an off hand Shield to deal the "Alacrity" buff mentioned earlier and they will also get a well that looks like a clock.