Mesmer


Masters of illusion that cleverly cast spells of deception and confusion to defeat their enemies. They create clones of themselves and other illusions to trick the enemy into falling into their traps. The thought of causing so much confusion and chaos is very tempting, forcing enemies to pay close attention to their surroundings to even stand a chance against you.

Illusions: An illusion created by the mesmer to cause confusion. There are two types of illusions, clones and phantasms, and the mesmer can maintain up to three illusions at once. Clones are exact replicas of the mesmer, they have low health and deal little damage, but do their job in wreaking havoc and causing confusion. Casting clones will cause the mesmer's enemies to break their target on the mesmer, and they'll need to find and retarget the real mesmer when they find him. Phantasms take on the appearance of the caster, but have their own names and take on a a purple glow; they have higher health and deal more damage than clones. The mesmer can also shatter these illusions to create even greater effects that can deal more damage, cause even MORE confusion, daze enemies, or gain a defensive ability. The abilities of the illusions will be determined by the weapon that the caster is using when they cast the illusions. A full list of illusion types can be found here at the trusty Guild Wars 2 Wiki.

     Illusion shattering abilities:
          Mind Wrack - Destroy all your clones and phantasms, damaging nearby foes.
          Cry of Frustration - Destroy all your clones and phantasms, confusing nearby foes.
          Diversion - Destroy all your clones and phantasms, dazing their target.
          Distortion - Destroy all your clones and phantasms, gaining distortion (attack evasion) for each one shattered.

Mantras: Mantras are special skills that consist of two phases. The first phase has a longer cast time while you "charge" your mantra, this can be done out of combat, so that you have the mantra already charged when you enter combat. Once charged, the mantras will enter the second phase, which grants a powerful instant cast "Power" ability that can also be used while casting other spells and without interrupting those spells.

     Mantra of Concentration - Meditate, charging a spell that will grant you stability and break stuns.
          Power Break - Gain stability and break stuns.
     Mantra of Distraction - Meditate, charging a spell that will daze your target.
          Power Lock - Daze your foe.
     Mantra of Pain - Meditate, charging a spell that will damage your target.
          Power Spike - Damage your foe.
     Mantra of Recovery - Meditate to charge a spell that will heal you when activated.
          Power Return - Instantly heal yourself.
     Mantra of Resolve - Meditate, charging a spell that will remove all of your conditions.
          Power Cleanse - Remove all of your conditions.

Traits Lines:
     Chaos
     Dueling
     Domination
     Illusions
     Inspiration

Weapons:
     Main Hand: Sword, Scepter
     Off Hand: Focus, Pistol, Sword, Torch
     Two-Handed: Staff, Greatsword
     Aquatic: Spear, Trident

Armor Type: Light

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