Signets
Each of your Signets provides a passive effect as well as an active effect. While the active effect is on Cooldown, the passive effect will be disabled. Understanding the effects of your default skills will help improve your overall performance.
- provides passive healing for each Blade you create. If you already have 5 Blades you cannot create another one, so wont gain passive Healing. Make sure to use your Bladesongs! When activated, the signet will provide a bigger Heal but will also reset your Phantasm skills and cast a . This skill provides random boons, conditions, and a small amount of Defiance Break.
- passively generate a Blade at a slow rate. When active, it will reset all of Bladesongs. Do not hesitate to use this effect if needed. If you need to swap out a Utility skill, this should be the one you switch out first.
- passively increases your Condition Damage. When activated it will provide decent Defiance Break at a long Cooldown. Only use this in an emergency.
- passivley increases your Condition Duration. Its active effect is a Stun Break and should only be used in emergencies.
- passively reduces the duration of hard control effects. The active effect provides a massive 600 Defiance Break and is the main reason you take this skill.
Alternate Skills
One of the advantages of playing a Mesmer is the variety of utility available. Swap out as appropriate for each encounter to help the squad. Some important suggestions to know:
- is a great skill for providing more Defiance Break and damage. If you find yourself not needing to active , consider taking this skill by default instead and using it when available.
- is a Ground-Targeted skill that will Reflect Projectiles.
- is useful for squad mobility.
You can also swap out your Elite Skill to if you do not need the extra Defiance Break. This skill provides a massive amount of damage over 10 hits which will be enough to generate 2 Blades.