Fikfain — Little Purple Sylvari Mesmer
Ascension [WAR] of Borlis Pass
Our #2 ability should stop at least ONE person from downing us immediately otherwise, we are the most defenseless class on the ground. However, I have found that if the person downing me has another person between us, my spear won’t reach them correctly even if they are targeted correctly. It also has a tendency to say “miss” at times even though I’m not blinded. And stability keeps it from functioning too.
So many other class #2 abilities let them escape regardless of stability, positioning, etc. and even a few handle multiple people trying to finish them. We have a single target pull interrupt and that’s it until #3 comes up.
Can we get a little parity here? Make #2 unblockable, unavoidable, and direct targeting. We’ll still die if they start finishing us right away again. We’ll still die if there are 2 people trying to finish us. We’re still the worst downed class in the game. However, we will at least slow ONE guy down guaranteed.
Our number 1 and 2 are prolly the worse in the game. I concure.
Downed #3 is good, but by the time you can use it… you no longer need it.
Elementalists’ downed skills were horrible at release, like ours still are.
Theirs got upgraded, a long time ago, ours got ignored.
I would be happy if they nerfed mesmers and thief’s abilities and shorten the time on our explosion before we can use it.
Our booby trap needs to happen quicker, it sucks that it still has to be setup when we are downed, and on top of that it still has a near second cast time. The few times i have survived long enough to get it off cooldown I die during the channeling of it. >.>
Or better yet completely replace it with something else.
skill 3 (booby trap?) is never a reason for any opponent not to just run to us and ram a flag into our hearts. this is why it needs a buff. either cooldown wise or damagewise.
Imo the downed mechanic has no buisness in any PvP setting the way it is now.
In sPvP and WvW the downed mechanic should really only be the heal skill for every profession so if you get downed in a teamfight you have a chance to get rezzed.
Otherwise the whole downed system is just a whole load of cheap stupidness. Why is it that some professions can seem to hit me harder with their downed attack then I can hit them with my autoattack!? I am forced to use CDs on someone that I have already beat.
Why is it that some professions have a gauranteed way to distract ppl for another 10 seconds or so. In sPvP you can really see the complete unbalance of classes like Mesmer and Ele who you can get downed but then they can use their downed skills to disract you while teammates capture points. Whereas if you are an Engineer and you get downed you can only hope to prolong your life as long as it takes someone to do the spike animation twice.
The Downed mechanic either needs to stay in PvE only or it should be changed in PvP so that all professions have EQUAL skills.
My suggestion would be everyone only gets 2 downed skills.
-1 skill being a single target interrupt.
– 2 skill being heal self.
(edited by CriSPeH.8512)
Only having the heal for pvp I think would make sense.
Only having the heal for pvp I think would make sense.
I know it’s a weird idea, but i would actually consider this:
- only a heal as you say
- but you are immune to damage
so either you have enough time to heal because your team interrupts them etc… or they have the window to stomp you.
We would have to adress those that can stomp uniterrupted too often of course.
Stomping uninterrupted once a minute with an elixir seems ok, stomping from stealth each time would make you too strong…
Changes like this won’t happen, so to be realistic: just improve engineer downed #2 and #3.
Worst downed state? A warrior says hi.
The ‘3’ is awesome, not every class needs to be able to interrupt or stop 5+ players of downing them the first time.
Worst downed state? A warrior says hi.
The ‘3’ is awesome, not every class needs to be able to interrupt or stop 5+ players of downing them the first time.
thing is: by the time you can use it, you’re already downed.
Unless they ignore you for some reason. But you can’t design a mechanic on the basis of ‘it works if the enemy ignores you first’.
After you used #2 they have time to try a few times before you even can use #3… that simply is too long.
And don’t forget that #2 is a nice interrupt, but it also positions the enemy right at your body so they can immediately try again.
Downed #3 would be great if it was usable a bit sooner.
Not immediately, just ‘sooner’.
I’d consider it a buff if the #3 ability let us kill ourselves so we can waypoint faster.
Change Number 2 to what Number 3 is now. Make Number three:
Drop Elixir
Toss an Elixir R, Elixir U(Smoke Screen), or Elixir S(Stealth) at your location.
Don’t like number 2, feels like it shouldn’t be a downed skill at all.
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