Master of Illusions

Today, we explore the early leveling experience of the mesmer.  Both San and Star have some experience with this class, running both modified shatter builds and mantras on max level characters.  This test gave Star an opportunity to further explore a class she had only recently started playing while San, who has a love affair with this class, got a chance to put the class to the test and see what adjustments veteran players might have to make in the new leveling environment.

New mesmers begin with a sword instead of a scepter as they did previously, giving them a straightforward, basic attack, and also one of the most popular and powerful melee weapons of the class.  The initial heal skill has also been changed from Ether Feast to Mirror which offers the shortest cooldown of all the heals and foreshadows some of the later power of the class, reflecting projectiles and healing the caster.  However, Star and San both found Ether Feast to be more practical at the earliest levels because of its higher heal value, and think Mirror might be more useful in later levels for certain play styles.

Phantasmal Duelist, the pistol unloading illusion.

Phantasmal Duelist, the pistol unloading illusion.

One of the features of mesmers are the illusions they create from weapon and utility skills to distract, damage, and inflict conditions on enemies.  If a player new to the class isn’t aware of this feature, their sudden appearance before level 5, when the first profession skill opens, may be confusing, as Star’s newbie friend, who’d initially played Guild Wars 2 after the September Feature Pack brought this New Player Experience, found during her recent experience with mesmer.  Given that illusions aren’t explained beyond the tooltips on skills, their mechanics can take a bit of getting used to. Because of this, Star felt that illusions were little more than a novelty early on, serving only as distractions during encounters.  Once the profession skills begin to open, however, their usefulness becomes clear to players new to the mesmer.

Star felt that the methodical pace of NPE would serve players well the first time they tackled this profession as the variety of weapons and the creation of illusions leads to a slow unfolding of new skills and tactics.  However, veteran players may be likely to find the lack of utility skills and off-hand weapons in early levels limiting, perhaps to the point of boredom.  San, for example, found the NPE’s hand-holding excessive and took to swapping weapons out of her inventory as the situations called for in order to assist her mesmer’s survivability.  Once again, armor and weapon drops focused on +power stats making her low-level mesmer glassy and prone to taking more damage than during the old leveling environment.  To help her mesmer’s success, then, San often opted for the sword/torch combination before weapon swapping opened at level 15 primarily for the stealth ability that The Prestige affords.

Managing illusions.

Managing illusions.

Another key mesmer mechanic is the use of shatters, the profession skills that open at levels 5, 13, 17, and 19 respectively.  These introduce additional direct damage (F1, Mind Wrack), condition damage (F2 and F3, Cry of Frustration and Diversion), and a mesmer unique boon (F4, Distortion).  While it’s understandable why there’s an eight-level gap between when the first and second profession skills open, given that the NPE tries to gate you away from condition damage, San felt this gap locks new players out of practicing when to use a second shatter which might be problematic.  Moreover, since three of the four profession skills open over six levels, San felt that the pacing here felt unbalanced when compared with other caster classes, like elementalist whose second profession skill opens at level 5. An earlier second profession skill would help smooth this pacing and not later overwhelm a new mesmer by opening three quite close to one another.

Managing illusions can also be important in how they benefit the mesmer’s health since two of the four possible heal skills depend on the number of active illusions a mesmer has summoned. Because San swapped to Ether Feast as her heal skill, after level 13 she began to focus on a combination of utility skills that created illusions as well as offered direct damage, particularly Mantra of Pain, using a hybrid style of her max level mesmers (one a shatter mesmer and the other a mantra mesmer).  The ability to have illusions out in the world allowed Ether Feast to have a greater heal value when needed, and also afforded San the option to use the shatter skills selectively to help her mesmer succeed.  This selectivity itself was very different from her normal use of shatters on max level mesmers, and was different even than how she used shatters in the old leveling environment. Previously, those mesmers could shatter illusions without worrying about whether their destruction would put the mesmer in danger.  Now, San felt leveling mesmers need to time their shatters for effectiveness and to make sure a new illusion can be summoned soon after for consistent and maintained pressure.  This may, however, be another by-product of relying on armor and weapon drops rather than on crafted gear since San’s mesmer was often kitted out in dropped gear that was several levels lower than her mesmer, up to ten levels lower in some cases making her mesmer feel glassy and often underpowered.

The journey to 80 is worth it.

The journey to 80 is worth it.

Beginning story steps at level ten, Star became acutely aware of how glassy the mesmer can be and detoured from the story in order to purchase additional weapons and armor from vendors.  It is likely that this would not be necessary if players were crafting armor as a way of leveling but for this experiment we did not craft.  With the opening story arc completed, Star retreated to mapping cities as a safe route toward reaching higher levels in order to open utility skills and improve her mesmer.  However, as utility slots began to open, she returned to the open world, working through early level maps in order to collect skill points.  Armed with the extra points, Star found the break between story steps offered her an opportunity to further explore the mesmer’s unique abilities, and she experimented with mantras, glamour and signets, along with the various clones and phantasms that can be summoned.  Despite the possibility that these doldrum levels can be used to improve a new player’s understanding of a class, Star felt the extra time would not be needed for a veteran player, especially someone who is familiar with the profession.  However, to take true advantage of these levels and spend time learning the skills that become available, a player must consciously choose to hunt skill points through the early maps, a strategy that might not be apparent to a new player.  Of further note, due to the level-gating of stat points, a glassy character may be better off waiting until level 22 before beginning the level 20 story steps, in order to take advantage of the “+40 to base” stat reward that hits at that level.  Otherwise, it is quite possible the level 20 steps will prove frustratingly difficult.

As the mesmer grows into its full potential, the versatility of the profession shines.  Armed with illusions and their shatter skills, they are deadly opponents in any situation.  Their ability to pass boons and conditions to party members and foes respectively, and their wide array of area-of-effect barriers and reflections also make them invaluable support in group situations. It may be a challenge if you’re new to the class or not as familiar with how they play to keep them alive if you’re not used to using the shatter skills.  Still, players in map chat continue to recommend mesmer to others, noting that mesmer can be challenging at lower levels but are still a lot of fun.  Like thief, mesmer has multiple stealth skills available to it as well as condition damage, crowd control, and illusions to distract and confuse enemies.  Given the stat slump periods, the NPE will require veteran players to adapt and change tactics while leveling a mesmer, but the class is still very fun and rewarding to play which only grows more rewarding once all profession skills and utility slots are open.

Next time, we gallivant with guardians!


Necrotic Persuasion

In exploring the necromancer class, Star and San had a wealth of experience to draw upon as both run necromancers on a regular basis. Star chose to avoid her normal builds and weapon sets, using the NPE study to explore unfamiliar aspects of the class. San hoped to gain some insights about how to fix her main 80 necro who’d been broken by previous profession balance passes and nerfs to necros.

Necromancers begin with an axe and are soon rewarded a slightly better one. Given the half-range of the axe, the scepter or staff may be a better weapon for early levels, especially when the lack of Death Shroud and life force skills are factored in. An added bonus to switching to scepter is the ability to stack condition damage on higher-level enemies, damaging them even when direct attacks are only glancing, as we saw in our warrior study. By switching to the long-ranged staff, enemies may be kept at a safe distance while additional weapon skills, followed by the profession skills that unlock at level five, become available. In addition,the healing skill was changed with the introduction of the NPE, swapping the blood fiend minion for Well of Blood. This allows new necromancers to begin exploring wells and staff marks which will later allow the necromancer to control enemies and apply conditions (wells), and also gain sustainability if they so choose (marks).


Dagger for the kill!

San did not switch to scepter during this test, choosing to stay with axe/dagger and then dual daggers when weapon swapping unlocked and she could swap to staff. This allowed her to experiment with skill rotations that helped power her test necromancer through stat slumps and take the profession to the edge of survivability on several occasions. At nearly level 3, San took her necro to Mepi’s moa ranch in Queensdale. Against level 5 bandits, any direct damage resulted in glancing blows which did practically no damage. Testing positioning in three attempts at these bandits, the necromancer died each time, something that rarely happened to necromancers against enemies 2-3 levels higher before the introduction of the NPE. Taking one shot regularly halved his health in this instance despite having Well of Blood active. Level 4 increases primary attribute numbers and the difference is palpable. San’s necro didn’t suffer or take nearly as much damage from level 3 enemies (elementals at Western Divinity Dam). That he took any damage, though, was rather shocking. Leveling necromancers definitely need coddling now which San finds utterly disappointing for a class that’s supposed to be the master of death.

One solution, however, comes in adjusting skill rotation and knowing how to effectively incorporate Death Shroud, which unlocks at level 5, into one’s rotation. Once offhand weapon skills open at levels 4 and 7, combining these with Death Shroud helps make the necromancer feel incredibly powerful. Axe skill 3 (Unholy Feast) activates retaliation while skill 1 (Rending Claws) inflicts vulnerability. When used in an effective sequence, then, changing the skill rotation allows the necromancer to have better survivability. The rotation of axe 3, then dagger 4 (inflicts blindness), then axe 1 to stack at least 10 vulnerability, then axe 2 for damage or into Death Shroud for skill 4 (Life Transfer) for life steal and 2 (Dark Path) for bleeding and freezing enemies, then skill 1 (Life Blast) at mid to melee range = necro bad ass. This rotation is not quite as impressive as previous necromancer iterations (San sometimes had to pop Well of Blood typically at half health), but the rotation was effective against enemies of the same or maybe one level higher. Stat bursts brought her necromancer back to impressiveness and the rotation kept him a threat with lots of kiting, making him more menacing.

Death Shroud, then, allows the necromancer to access the spectral skills that help define the class. After several changes to the necromancer build, most players will find that they must learn to incorporate these skills into their play if they are to survive. Players new to the class, or returning players who were used to the old necros, may find incorporating Death Shroud into their rotation tricky. Star has slowly started to do this after infrequent use in the past. As with weapon skills, the life force skills are level-gated. Be aware that skills 4 and 5 are not available when Death Shroud first opens. This does give a new or new-to-necro player a chance to understand how Death Shroud can work in their skill rotation.

Once utility skills open at level 13, Well of Power is awarded for condition removal. Opening the heal skill Consume Conditions is another option for condition removal, as are dagger skill 4 or staff skill 4 by transferring conditions to your enemy. Because of this, using gained skill points to unlock different utility slot skills is much more viable for necromancers than for some other classes. Skills like Signet of Power for passive additional power and active condition damage, and Spectral Armor for protection and life force gain while taking damage are useful choices among the variety of wells and corruption skills also available. Finding the combination that works best for you, while also rotating between weapon and Death Shroud, can ensure necromancer victory, even when mobbed.


Steal life to kill and live!

Star felt the leveling experience went quickest while completing maps – filling hearts, participating in events, and collecting waypoints and points of interest. While exploring, she noted that karma merchants who are available after a heart is filled, may provide a player with another source of armor. However, depending upon what level a player is when they complete the heart, and whether or not they have opened up armorsmith, the karma armor may be only of limited use. Regardless, players should keep in mind the Fashion Forward achievement category while exploring and use these resources to improve their standing in it. Star felt that armor continued to be an important aspect of play as extra survivability and offensive skills were limited by the locked utility skills and inevitable stat slumps.

An interesting thing to note about leveling rewards for necromancers is that, when awarded staves, early necromancers get a choice of +power, +vitality, or +toughness and no sigil, whereas when other professions are awarded staves, the stat boost was always the same (+power), only the sigil changed. This is an interesting way to try to help balance a class now so vulnerable to taking damage.


Overall, necro needs care and expertise to play well. They take damage that brings their health down pretty quickly but if you can learn how to rotate your weapon skills with Death Shroud and effective sustaining and damage slot skills, this class is still a lot of fun. This test taught San where her max level necromancer broke and what she needed to do to fix her and bring back that bit of her awesomeness which got lost in the nerfs. For Star, beginning a new necromancer provided her with the opportunity to improve her understanding of the life force skills and their importance to the class, something she had less understanding of previously. Both of us ran this study without minions proving our persistent belief that curse and condition builds are still viable ways to play necromancer without relying on minions to tank and steal health for you.

Next time, we meander with mesmers!


Elementalist Expedition

Magic users who wield elemental power are a fantasy staple.  In Guild Wars, the part is played by the Elementalist and this profession presented an interesting dichotomy.  For Star, our study presented a unique opportunity. Although she is a veteran player of both Guild Wars games, she has never played an elementalist before her experimental character.  This provided us with a chance to explore how veteran players might use the NPE system to learn a new class.  Unlike Star, San had finished leveling an elementalist a few months before the September Feature Pack dropped, a journey she’d taken slowly and enjoyed immensely as she got to know what her charr elementalist could do.  She was in the middle of leveling a second when the NPE and its stat slump made this alt no longer viable in a map for which she was supposed to be ready (early 30s in Lornar’s Pass, a level 25-40 zone).  The change was so noticeable that San’s new ele had to be moved back into Snowden Drifts in order to be effective, despite running double dagger, conjure weapons, and arcane skills for spike damage.  For our study, then, San decided to try and mimic this mid-level elementalist’s build in order to try and figure out how to make the rest of the journey to 80 less painful lest she close the door on GW2 forever.


The elegant elementalist

Elementalists begin the game with a dagger and the Fire attunement.  The first three weapon skills open quickly, allowing elementalists to experiment with a handful of weapons and the various skills they have available.  Even with only one attunement and a few weapon skills, Star found enough variety to stave off boredom.  At level 5, the Water attunement opens, allowing for another entire set of weapon skills. Some are similar – ice breath vs. fire breath – but others add survivability, shields, healing, boons, or area-of-effect damage.  Star felt that if people new to Guild Wars were beginning with elementalists, it is easy to see how they may have been overwhelmed by the number of attacks, their variety, and the amount of time it would have taken to open those skills under the original weapon system.  Air opens at level 13, adding more variety to the elementalist’s repertoire.  However, waiting eight levels for a third attunement when the second opened only five levels after the first felt like an overly long time to wait for the new options.  As this opens at the same time as the first utility skill, this inadvertently piles two different learning objectives on top of each other.  It should be noted that Star felt the wait between these F2 and F3 skills was too long.  Waiting another four levels – until level 17 – for Earth to open also feels too long.  San, however, found that having weapon skills and elemental attunements open more slowly also meant that she could take her time refining her skill rotation, learning too how to better time switching between attunements to maximize this class’s direct and condition damage, as well as its survivability and healing.


Bring the fllames!

Star found that by changing attunements, she was able to hold her own in most situations, even wandering into higher level areas and tackling enemies two or three levels above her own. However, she still found the elementalist to be extremely disadvantaged while under the effects of the stat slump.  To combat this, she turned to crafting her own weapons and armor during this experiment, despite our normal avoidance of this tactic.  This gave her access to decent armor at level 15 and level 20 in order to counter the lack of attribute points.  People leveling characters may want to consider adding crafting to their schedule as a quick experience boost and a way to earn extra coins from selling items on the trading post.  Star felt it might be beneficial to craft through each stat slump.

In addition to crafting, mapping the cities has been an interesting diversion for Star. These tours have given her an opportunity to explore some of the mini stories various NPCs tell as they wander the streets.  In her elementalist travels, she encountered an asura who had grown to distrust sylvari after Scarlet Briar’s attack on Lion’s Arch.  In other cities, spouses speak of their partners and children can be heard playing.  These little touches add both whimsy and reality to the living world experience.  Mapping might also be a valuable strategy for safely leveling through stat slump levels.

After reaching the teen levels, elementalist utility skills offer a variety of attacks and survivability options. Signets of the various elements provide passive and active buffs.  Arcane powers and glyphs add even more attacks to the elementalists’ arsenal.  Finally, the elementalist has the ability to conjure elemental weapons: frost bows, flame axes, earth shields, and lightning hammers.  Through exploration of this variety, Star concluded that elementalists could create a wide array of skill sets.  She attempted two different builds, one focusing on glyphs and sigils and another that added arcane skills to her normal weapon attacks.  Throughout her experimental leveling of elementalists, she berated herself for never trying this class before.

In addition to the land-based attacks, the elementalist has equally diverse attacks underwater that open as the weapon skills become available.  San’s ele performed well underwater with only three skills open per elemental attunement, but she found that success depended more on switching between all of the attunements more rapidly underwater than when all these weapons skills are open.  The constantly evolving options available throughout the early levels chased away the doldrums Star often felt between levels 12 and 20.

Being familiar with this class definitely has its advantages and San zoomed through the first 10 levels, and the journey to 23 also felt less tedious since she used a second starter map to level from 18 through 23 after running through the level 10 and 20 personal story chapters when they became available.  Where Star felt her ele was a bit squishy, turning to crafting to help strengthen her character’s stats, San relied on drops and rewards, choosing gear that boosted toughness and healing power whenever possible  in order to help her character from becoming too glassy.  One thing to note about level rewards and the drops (at least for San) is that they are +power and +precision heavy.  This is an interesting design choice when taking into account the stat boost/slump and the many debates about moving away from the ‘zerker meta.  Boosting power and precision can certainly feel much more powerful and rewarding, but if you’re one- or two-shot when fighting an enemy one level higher (or when being sidekicked down), that rewarding feeling can turn to frustration quickly.


In Star’s opinion, veteran players exploring new classes might find the slower pace for opening weapon skills helpful.  However, experienced players may not benefit from the prolonged pace for opening utility skills; they are already familiar with the various concepts found in all utility skill sets – survivability, spike or AoE damage, buffs, and conditions.  These players may have to find alternative ways to level through to the opening of the elite skill and beyond.  The options San chose with that mid-level ele, for example, were to get her through the level 40 personal story chapter and then switch to crafting, getting to level 400 in two disciplines.  Using crafting boosters, this brought San’s ele into the mid-60s when she switched over to the abundant stack of Tomes of Knowledge in her bank to push this alt to 80.  Despite already having a max-level elementalist, the thought of grinding through another 30-odd levels on an immensely fun (and OP) class was too much for her; she wanted this alt in dungeons now.

The awesomeness

OP at level 6! … Ok, maybe Star killed two fireflies at once, but still!

Once our experiment was over, Star started playing a permanent elementalist.  Although she has continued enjoying the class, she finds that she has to stop at regular intervals – levels affected by the stat slump – and find a different way, other than killing, to level.  She has not been using Tomes but usually turns to crafting and mapping instead.

Next time: Rising with the Necromancer.