6/25/13 patch discussion thread [merged]

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Eclispo.2703

Eclispo.2703

There is no difference when you factor in that ele’s get 3 heals total plus damage minus via protection all on a short cooldown yes we evaded everything but after we got lit up. Yes having it on a 8sec (if specced) was a little much but the evading everything was needed us being squishy and being in a melee range just like ele’s need 3 heal protection and a way to escape which no one can catch up with(actually 2 rotl and there slot 5 skill in air attunment) o ya we have invun from everything but remember we have 1 heal pretty much no wait to actually escape combat unless we spec into it and our protection has to be specced into too with a 15sec cooldown or via stealth which again needs to be heavily specced into.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Menaka.5092

Menaka.5092

The only improvement I’ve seen is some love for interrupt builds (that are really fun to play, in spvp at least)

Our condition builds are effectively useless in any game type (PVE, sPVP/tPVP, WvW)

Our WvW builds and role are confined to a very tiny niche (boon stripping + veil/portal)

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Relshdan.6854

Relshdan.6854

I cried over the nerfs, but at some point the period of mourning ends and we move on.

for the heck of it, switched PvE build to a Staff-Sw/T 20/20/30/0/0 prismatic understanding/boon sharing build……it seams pretty good (though i’m still getting used to slower CDs on many skills). having a few different rune sets lets you fine tune it pretty well on demand (4 air/2 water for open world swift on heal….2water/2monk/2 grove for perma-prot….2water/4 altrusim +30%boon and aoe 3might stacks on heal….6 lyssa for mass boon spreading).

i think this is a new legitimate build type that will get stronger as more folks test it out.

Chaos Organ (Ele), Pistol Opera (Thief), Modular Man (Eng)
MARA (EU) Gunnar’s Hold

(edited by Relshdan.6854)

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: chat.4062

chat.4062

This patch is an epic fail. but i m not surprised, put together spvp and WvWvW is a mistake, in one hand little fight in the other hand huge fights. The balance of skill can t be good.

Comunication of the patch : diversity of build and gameplay. Outch arena is worst than politics… How can you tell that and destroy a weapon of our class ( mh sword).

as a WvWvW i ve lost all the fun of the gameplay tyvm.

More over they don t test their own patch, daze interrupt is an other epic fail, try to daze/interrupt a warband under stabilty… Every organize warband is buff and under near perma stability.

As Menaka said we are confined to veil/ portal, buff bot that s all. that s so fun. Keep spit on the WvWvW mesmer comunity Arena net.

Kwaz mesmer
Vizunah Square

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Eclispo.2703

Eclispo.2703

Anyway what do you guys think of the changed (imo nerf) to mind spike. I feel it’s more of a nerf due to the fact that the main damage on it got a nerf but its damage is suppose to be higher when the target has no boons but in spvp or wvw people always have a boon on them which means that we actually took a 20% damage nerf on a skill that didn’t need any nerfing.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: AndrewSX.3794

AndrewSX.3794

I still feel wrong with pacing since patch.

IC atm is far too expensive, so in my theorycrafting and testing i decided to drop it.
No problem to manage.

BUT, all the increased CDs has really hampered the flowing of combat. Before i was able to use decent chains of skills w/o much “death times” when you autoattack w/o any skill to fire off.
Now i see a lot of times the need to wait for skills.
Granted, this makes firing them more meaningful, but considering that illusions are the main mechanic (and dmg source. and defence. and utility. and and and and…) of mesmers and that they’ve been balanced using the IC traited CDs as reference, i feel the pacing really off now.

And i realize that it’s been 10 months of nerfs due to spvp crying – and that it won’t stop.
It’s bad.

Seafarer’s Rest EU – PvE/WvW – 8 × 80 chars.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Winds.3087

Winds.3087

There is no difference when you factor in that ele’s get 3 heals total plus damage minus via protection all on a short cooldown yes we evaded everything but after we got lit up. Yes having it on a 8sec (if specced) was a little much but the evading everything was needed us being squishy and being in a melee range just like ele’s need 3 heal protection and a way to escape which no one can catch up with(actually 2 rotl and there slot 5 skill in air attunment) o ya we have invun from everything but remember we have 1 heal pretty much no wait to actually escape combat unless we spec into it and our protection has to be specced into too with a 15sec cooldown or via stealth which again needs to be heavily specced into.

Why in the nine hells are you even comparing proactive defense(mesmer’s) to reactive defense(the one elementalist has)?
Avoiding damage entirely will always be better, then soak-and-heal and soak-33%-less-damage. Heal can be interrupted, protection can be shredded, invulnerability and evade on the other hand doesn’t care how much punching you’re about to receive. It soaks 100 and 10000 damage with equal efficiency.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Carighan.6758

Carighan.6758

spvp – It’s bad.

Reduced it to the relevant part.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Winds.3087

Winds.3087

And? It’s also on a melee weapon, on a cloth caster.

And that’s the reason why berserker mesmer survive better in melee than berserker elementalist or berserker necromancer. Even warriors would sell their soul and 50% of hb damage for this fabulous skill. I don’t agree with making it evade instead of invulnerability though(obviously because I frequently play melee mesmer), but elementalists need better defenses too, maybe 5(five for kittens)-hit arcane shield instead of 3-hit.

(edited by Winds.3087)

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: ozzieballista.8015

ozzieballista.8015

It seems to be that balancing and changes with regards to the mesmer class are being made while completely out of touch with the reality of this game. This patch only exemplifies that more.

Good Changes

  1. The Phantasmal Berserker was fixed. This is a good change. Unfortunately, it comes 6 months too late to deserve any applause or thanks.
  2. Bounce logic was fixed. This is a good change. Unfortunately, similar to the phantasmal berserker, this is a bug fix, and deserves only minor applause and thanks.
  3. Interrupt traits were significantly boosted. Unfortunately, due to the nature of interrupts, most of these traits still aren’t strong enough to base a build around.
  4. Phantasm hp was significantly increased in PvE and slightly increased in PvP. A good change, but more on this later.
  5. Signet of illusions was fixed so that it applies immediately. A good change but again, more on this later.
  6. Shattered conditions is now aoe

That’s about it. Now for the bad changes.

  1. Blurred frenzy is now an evade. It also has a its base cooldown increased by 20%
  2. Signet of illusions passive effect reduced to 50% down from 200%
  3. Vengeful images now only applies retaliation for 5 seconds after the summon of a phantasm
  4. Illusionist’s celerity moved from 5 point minor to 25 point minor

These are abbreviated versions. There are obviously more changes that I didn’t touch upon, but these are the only changes that (in my opinion) actually make a difference.

Here is the main issue. The positive changes to our traits and skills are relatively minor or are complete bug fixes. On the other hand, the nerfs are massive. Anet is obviously spending developer and programmer time figuring out effective ways to nerf mesmers, while completely ignoring the parts of our class that are still completely broken. I will now list the largest offenders.

  1. The iMage could be replaced with a placeholder saying “This skill does nothing” and nobody would care
  2. The scepter (even after this addition of torment) is completely useless. There are 0 situations outside of a glamour build in wvw that the scepter is better than the sword, greatsword, or staff unless one ignores all functions of the scepter other than the block itself.
  3. Phantasmal haste still does not apply to 2 of our phantasms: Swordsman and mariner
  4. Illusionary elasticity still does not apply to staff clones
  5. Wastrel’s punishment is still useless
  6. Mantras are still extremely underwhelming with underwhelming and poorly designed traits
  7. Due to the nature of interrupts, the interrupt traits are still of very limited use

These are a lot of massive problems. However, instead of fixing these problems, Anet decides to hand out significant nerfs. The nerf to signet of illusions, in my opinion, is reasonable, but that’s pretty much it. Blurred frenzy is nerfed twice, once in evade and once in cooldown. Vengeful images is, for all intents and purposes, no longer a trait. Lastly, Illusionist’s Celerity is moved from 5 point minor to 25 point minor, nerfing every single build that is not shatter.

And as if all that weren’t enough, these changes are made in the name of build diversity. Anet is telling us “These changes are actually good for your class. We are doing this to help you.”

Build diversity eh? These changes make a tank build very difficult to play effectively now. They vastly remove potential diversity from both PvE and PvP phantasm builds. They significantly nerf the already very weak condition builds that mesmers have. Across the board, all non-shatter builds that mesmers have are negatively impacted, most in very significant ways.

The small buffs that they gave us are insignificant. Shattered conditions is nice, but with the other changes, it’s now much more difficult to use it effectively. The interrupt traits are nice, but when you couple that with the other changes they just become another shatter variant. Bounce logic was fixed, but builds that rely on that (conditions) are even weaker now.

On top of all this, the phantasm builds that were stupidly overpowered in a 1v1 are still stupidly overpowered in a 1v1. A small cooldown nerf won’t change that. People are still going to get facerolled by any competent phantasm build player and they’ll just cry for more nerfs.

Summary
These changes accomplished nothing positive for the mesmer class. The fact that they were made in the name of build diversity is insulting to every intelligent mesmer player. These changes, far from providing build diversity and flexibility, have significantly lowered the diversity of the mesmer class and restricted the flexibility our builds have. This is far and away the most devastating and most ill-conceived patch since this game was first released.

/sign ^

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Reesha.7901

Reesha.7901

It seems to be that balancing and changes with regards to the mesmer class are being made while completely out of touch with the reality of this game. This patch only exemplifies that more.

Good Changes

  1. The Phantasmal Berserker was fixed. This is a good change. Unfortunately, it comes 6 months too late to deserve any applause or thanks.
  2. Bounce logic was fixed. This is a good change. Unfortunately, similar to the phantasmal berserker, this is a bug fix, and deserves only minor applause and thanks.
  3. Interrupt traits were significantly boosted. Unfortunately, due to the nature of interrupts, most of these traits still aren’t strong enough to base a build around.
  4. Phantasm hp was significantly increased in PvE and slightly increased in PvP. A good change, but more on this later.
  5. Signet of illusions was fixed so that it applies immediately. A good change but again, more on this later.
  6. Shattered conditions is now aoe

That’s about it. Now for the bad changes.

  1. Blurred frenzy is now an evade. It also has a its base cooldown increased by 20%
  2. Signet of illusions passive effect reduced to 50% down from 200%
  3. Vengeful images now only applies retaliation for 5 seconds after the summon of a phantasm
  4. Illusionist’s celerity moved from 5 point minor to 25 point minor

These are abbreviated versions. There are obviously more changes that I didn’t touch upon, but these are the only changes that (in my opinion) actually make a difference.

Here is the main issue. The positive changes to our traits and skills are relatively minor or are complete bug fixes. On the other hand, the nerfs are massive. Anet is obviously spending developer and programmer time figuring out effective ways to nerf mesmers, while completely ignoring the parts of our class that are still completely broken. I will now list the largest offenders.

  1. The iMage could be replaced with a placeholder saying “This skill does nothing” and nobody would care
  2. The scepter (even after this addition of torment) is completely useless. There are 0 situations outside of a glamour build in wvw that the scepter is better than the sword, greatsword, or staff unless one ignores all functions of the scepter other than the block itself.
  3. Phantasmal haste still does not apply to 2 of our phantasms: Swordsman and mariner
  4. Illusionary elasticity still does not apply to staff clones
  5. Wastrel’s punishment is still useless
  6. Mantras are still extremely underwhelming with underwhelming and poorly designed traits
  7. Due to the nature of interrupts, the interrupt traits are still of very limited use

These are a lot of massive problems. However, instead of fixing these problems, Anet decides to hand out significant nerfs. The nerf to signet of illusions, in my opinion, is reasonable, but that’s pretty much it. Blurred frenzy is nerfed twice, once in evade and once in cooldown. Vengeful images is, for all intents and purposes, no longer a trait. Lastly, Illusionist’s Celerity is moved from 5 point minor to 25 point minor, nerfing every single build that is not shatter.

And as if all that weren’t enough, these changes are made in the name of build diversity. Anet is telling us “These changes are actually good for your class. We are doing this to help you.”

Build diversity eh? These changes make a tank build very difficult to play effectively now. They vastly remove potential diversity from both PvE and PvP phantasm builds. They significantly nerf the already very weak condition builds that mesmers have. Across the board, all non-shatter builds that mesmers have are negatively impacted, most in very significant ways.

The small buffs that they gave us are insignificant. Shattered conditions is nice, but with the other changes, it’s now much more difficult to use it effectively. The interrupt traits are nice, but when you couple that with the other changes they just become another shatter variant. Bounce logic was fixed, but builds that rely on that (conditions) are even weaker now.

On top of all this, the phantasm builds that were stupidly overpowered in a 1v1 are still stupidly overpowered in a 1v1. A small cooldown nerf won’t change that. People are still going to get facerolled by any competent phantasm build player and they’ll just cry for more nerfs.

Summary
These changes accomplished nothing positive for the mesmer class. The fact that they were made in the name of build diversity is insulting to every intelligent mesmer player. These changes, far from providing build diversity and flexibility, have significantly lowered the diversity of the mesmer class and restricted the flexibility our builds have. This is far and away the most devastating and most ill-conceived patch since this game was first released.

I couldn’t agree more.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Evo Sapien.5298

Evo Sapien.5298

Is trhe period of mourning over now?
Can we get back to theorycrafting and the inevitable minmaxing that comes with it?
Can anyone who used Blurred frenzy as an excuse to go full glasscannon reevaluate and move on?

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Evo Sapien.5298

Evo Sapien.5298

Is trhe period of mourning over now?
Can we get back to theorycrafting and the inevitable minmaxing that comes with it?
Can anyone who used Blurred frenzy as an excuse to go full glasscannon reevaluate and move on?

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Carighan.6758

Carighan.6758

Oh I never was glass cannon. One nice side-effect is that when people say how quickly you go down in the new dungeon, I don’t get what they are talking about.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: hardloop von edgehoven.8512

hardloop von edgehoven.8512

It seems to be that balancing and changes with regards to the mesmer class are being made while completely out of touch with the reality of this game. This patch only exemplifies that more.

Good Changes
…r

These are abbreviated versions. There are obviously more changes that I didn’t touch upon, but these are the only changes that (in my opinion) actually make a difference.

Here is the main issue. The positive changes to our traits and skills are relatively minor or are complete bug fixes. On the other hand, the nerfs are massive. Anet is obviously spending developer and programmer time figuring out effective ways to nerf mesmers, while completely ignoring the parts of our class that are still completely broken. I will now list the largest offenders.

  1. The iMage could be replaced with a placeholder saying “This skill does nothing” and nobody would care
  2. The scepter (even after this addition of torment) is completely useless. There are 0 situations outside of a glamour build in wvw that the scepter is better than the sword, greatsword, or staff unless one ignores all functions of the scepter other than the block itself.
  3. Phantasmal haste still does not apply to 2 of our phantasms: Swordsman and mariner
  4. Illusionary elasticity still does not apply to staff clones
  5. Wastrel’s punishment is still useless
  6. Mantras are still extremely underwhelming with underwhelming and poorly designed traits
  7. Due to the nature of interrupts, the interrupt traits are still of very limited use

These are a lot of massive problems. However, instead of fixing these problems, Anet decides to hand out significant nerfs. The nerf to signet of illusions, in my opinion, is reasonable, but that’s pretty much it. Blurred frenzy is nerfed twice, once in evade and once in cooldown. Vengeful images is, for all intents and purposes, no longer a trait. Lastly, Illusionist’s Celerity is moved from 5 point minor to 25 point minor, nerfing every single build that is not shatter.

And as if all that weren’t enough, these changes are made in the name of build diversity. Anet is telling us “These changes are actually good for your class. We are doing this to help you.”

Build diversity eh? These changes make a tank build very difficult to play effectively now. They vastly remove potential diversity from both PvE and PvP phantasm builds. They significantly nerf the already very weak condition builds that mesmers have. Across the board, all non-shatter builds that mesmers have are negatively impacted, most in very significant ways.

The small buffs that they gave us are insignificant. Shattered conditions is nice, but with the other changes, it’s now much more difficult to use it effectively. The interrupt traits are nice, but when you couple that with the other changes they just become another shatter variant. Bounce logic was fixed, but builds that rely on that (conditions) are even weaker now.

On top of all this, the phantasm builds that were stupidly overpowered in a 1v1 are still stupidly overpowered in a 1v1. A small cooldown nerf won’t change that. People are still going to get facerolled by any competent phantasm build player and they’ll just cry for more nerfs.

Summary
These changes accomplished nothing positive for the mesmer class. The fact that they were made in the name of build diversity is insulting to every intelligent mesmer player. These changes, far from providing build diversity and flexibility, have significantly lowered the diversity of the mesmer class and restricted the flexibility our builds have. This is far and away the most devastating and most ill-conceived patch since this game was first released.

I couldn’t agree more.

me too.
maybe i can add to it, that my mesmer build, which was build not on minmax, but playstyle is now at the point that i dont know for which CRAP i wanna spent my last 15 points…it seems all more or less pretty useless besides statspushing.

before patch it all made SENSE.
good that i leveld an engineer and guardian before. but tbh after years of being kittened up with my warlock in wow, with my HoX in AoC i tend to quit the game in a whole insted of sitting their watching the same sad scenarios again with a fav class/profession or doodling around with a second one…

(edited by hardloop von edgehoven.8512)

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Softspoken.2410

Softspoken.2410

Anyway what do you guys think of the changed (imo nerf) to mind spike. I feel it’s more of a nerf due to the fact that the main damage on it got a nerf but its damage is suppose to be higher when the target has no boons but in spvp or wvw people always have a boon on them which means that we actually took a 20% damage nerf on a skill that didn’t need any nerfing.

I’m not totally certain the changes match the patch notes. I was trying to test this in Heart of the Mists earlier (Steady weapons, my best friend for doing math!), and it seemed like the base damage (when it removes a boon) on Mind Spike wasn’t reduced much, but that the no-boon-to-rip version of the damage isn’t working quite right. The tooltip is only a 33% boost in damage, and the actual damage coming out wasn’t matching that.

Right now it looks to me like they nerfed its base damage by 10%, and the bonus damage for your target being boonless is 20%. Anyone else seeing this? Or at least seeing weird stuff with this chain?

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

(edited by Softspoken.2410)

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: hardloop von edgehoven.8512

hardloop von edgehoven.8512

Blurred frenzy used to evade EVERYTHING for it’s duration! Not some limited hits, not some damage-minus-protection, everything! Don’t you see a difference?

evryone complaining about blurred frenzy beig too strong maybe never used dodge…
even in pve combats blurred frenzy sometimes to often is nothing else than a protected windmill.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Zelotes.1570

Zelotes.1570

It seems to be that balancing and changes with regards to the mesmer class are being made while completely out of touch with the reality of this game. This patch only exemplifies that more.

Good Changes

  1. The Phantasmal Berserker was fixed. This is a good change. Unfortunately, it comes 6 months too late to deserve any applause or thanks.
  2. Bounce logic was fixed. This is a good change. Unfortunately, similar to the phantasmal berserker, this is a bug fix, and deserves only minor applause and thanks.
  3. Interrupt traits were significantly boosted. Unfortunately, due to the nature of interrupts, most of these traits still aren’t strong enough to base a build around.
  4. Phantasm hp was significantly increased in PvE and slightly increased in PvP. A good change, but more on this later.
  5. Signet of illusions was fixed so that it applies immediately. A good change but again, more on this later.
  6. Shattered conditions is now aoe

That’s about it. Now for the bad changes.

  1. Blurred frenzy is now an evade. It also has a its base cooldown increased by 20%
  2. Signet of illusions passive effect reduced to 50% down from 200%
  3. Vengeful images now only applies retaliation for 5 seconds after the summon of a phantasm
  4. Illusionist’s celerity moved from 5 point minor to 25 point minor

These are abbreviated versions. There are obviously more changes that I didn’t touch upon, but these are the only changes that (in my opinion) actually make a difference.

Here is the main issue. The positive changes to our traits and skills are relatively minor or are complete bug fixes. On the other hand, the nerfs are massive. Anet is obviously spending developer and programmer time figuring out effective ways to nerf mesmers, while completely ignoring the parts of our class that are still completely broken. I will now list the largest offenders.

  1. The iMage could be replaced with a placeholder saying “This skill does nothing” and nobody would care
  2. The scepter (even after this addition of torment) is completely useless. There are 0 situations outside of a glamour build in wvw that the scepter is better than the sword, greatsword, or staff unless one ignores all functions of the scepter other than the block itself.
  3. Phantasmal haste still does not apply to 2 of our phantasms: Swordsman and mariner
  4. Illusionary elasticity still does not apply to staff clones
  5. Wastrel’s punishment is still useless
  6. Mantras are still extremely underwhelming with underwhelming and poorly designed traits
  7. Due to the nature of interrupts, the interrupt traits are still of very limited use

These are a lot of massive problems. However, instead of fixing these problems, Anet decides to hand out significant nerfs. The nerf to signet of illusions, in my opinion, is reasonable, but that’s pretty much it. Blurred frenzy is nerfed twice, once in evade and once in cooldown. Vengeful images is, for all intents and purposes, no longer a trait. Lastly, Illusionist’s Celerity is moved from 5 point minor to 25 point minor, nerfing every single build that is not shatter.

And as if all that weren’t enough, these changes are made in the name of build diversity. Anet is telling us “These changes are actually good for your class. We are doing this to help you.”

Build diversity eh? These changes make a tank build very difficult to play effectively now. They vastly remove potential diversity from both PvE and PvP phantasm builds. They significantly nerf the already very weak condition builds that mesmers have. Across the board, all non-shatter builds that mesmers have are negatively impacted, most in very significant ways.

The small buffs that they gave us are insignificant. Shattered conditions is nice, but with the other changes, it’s now much more difficult to use it effectively. The interrupt traits are nice, but when you couple that with the other changes they just become another shatter variant. Bounce logic was fixed, but builds that rely on that (conditions) are even weaker now.

On top of all this, the phantasm builds that were stupidly overpowered in a 1v1 are still stupidly overpowered in a 1v1. A small cooldown nerf won’t change that. People are still going to get facerolled by any competent phantasm build player and they’ll just cry for more nerfs.

Summary
These changes accomplished nothing positive for the mesmer class. The fact that they were made in the name of build diversity is insulting to every intelligent mesmer player. These changes, far from providing build diversity and flexibility, have significantly lowered the diversity of the mesmer class and restricted the flexibility our builds have. This is far and away the most devastating and most ill-conceived patch since this game was first released.

Nice, thorough, rational assessment. +1

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: keenlam.4753

keenlam.4753

The way i see it, the only way to tank now is to go for stealth-heavy build which doesn’t work in PvE since you lose aggro.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Nuka Cola.8520

Nuka Cola.8520

It feels SOOOOOOOO GUD seeing iZerker hit for 6k on my main build holy crap… Now anet, make it so Mind Stab auto targets the enemy as it was in betas, make it so it removes 3 boons, steal 1-3 boons or increase its damage significantly. Something must be done with this crappy skill. I would really like to have some kind of aoe such as chaos storm but instead of being defensive, its fully offensive.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Eclispo.2703

Eclispo.2703

So i’ve been thinking maybe this might sound a little op you guys tell me, but how about instead of boon stripping for Mind Spike why not have it so that it randomly applies aegis ,protection, some other boon but it has to be at least 3 for a random affect because how it is now or even before a lot of people never actually used the move since it was a huge risk being in close combat. So with this change it gives us more of a reason to stay in close combat and have the offhand sword skill 4 have the block affect but on block it also strips a boon. Scepter has Torment on block and it seems like sword is suppose to be our boon strip type weapon anyway so now we have a way to stay in close combat longer and you can get a defensive boon strip along with a daze.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Eclispo.2703

Eclispo.2703

There is no difference when you factor in that ele’s get 3 heals total plus damage minus via protection all on a short cooldown yes we evaded everything but after we got lit up. Yes having it on a 8sec (if specced) was a little much but the evading everything was needed us being squishy and being in a melee range just like ele’s need 3 heal protection and a way to escape which no one can catch up with(actually 2 rotl and there slot 5 skill in air attunment) o ya we have invun from everything but remember we have 1 heal pretty much no wait to actually escape combat unless we spec into it and our protection has to be specced into too with a 15sec cooldown or via stealth which again needs to be heavily specced into.

Why in the nine hells are you even comparing proactive defense(mesmer’s) to reactive defense(the one elementalist has)?
Avoiding damage entirely will always be better, then soak-and-heal and soak-33%-less-damage. Heal can be interrupted, protection can be shredded, invulnerability and evade on the other hand doesn’t care how much punching you’re about to receive. It soaks 100 and 10000 damage with equal efficiency.

See I would agree with you if and I mean if those skills didn’t act like an invul in their own way yes you still take damage but the thing is with the amount of damage reduction and heals the damage you are taking is pretty much nonexistant not to mention the fact that conditions are pretty much worthless on an ele. Then you also have a long regen in which you are still healing its like you they never stop healing or have some way to keep damage off them. Anyway look I dont want to argue about this anymore, but I would be happy if you gave me some input on my Idea for Mind Spike and I Riptose

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Posted by: XRay.1920

XRay.1920

another idea would be to leave.my.sword.alone -.-

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Posted by: Winds.3087

Winds.3087

See I would agree with you if and I mean if those skills didn’t act like an invul in their own way yes you still take damage but the thing is with the amount of damage reduction and heals the damage you are taking is pretty much nonexistant not to mention the fact that conditions are pretty much worthless on an ele. Then you also have a long regen in which you are still healing its like you they never stop healing or have some way to keep damage off them. Anyway look I dont want to argue about this anymore, but I would be happy if you gave me some input on my Idea for Mind Spike and I Riptose

In order of all this to be true, elementalist must spec meta 20water30arcane and gear quite a good chunk of healing power with s\d or d\d weaponsets. Now try doing that on full berserker elementalist and in first encounter you’ll see that your heals are lacking and your protection only helps so far, but won’t save you from instagibs, so your only real protection is dodge and therefore vigor! I’d say, leave elementalist alone and focus on mesmer, those lolcantripbunkers already took a big hit.

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Posted by: mugen.4763

mugen.4763

You could come up with great changes for any class but the fact is it doesn’t matter. If gw1 taught me anything its that anet is very bad at skill balancing;
Second Wind was useless for over 7 years, they were too lazy to come up with a change to Smite’s Boon (PvP) so they made it ridiculously long recharge and short as duration with a note saying “we know ppl wont use this in pvp now, in the future we might think about changing it” and been like that since 2008. Then they gave us some ridiculously overpower elites like Panic so ppl could farm up their titles to get rdy for gw2 essentially. Paragons were nerfed to dust in PvP that ppl rage quited Random Arena teams if they saw a paragon in their party and the only thing that made they viable was a skill that wasn’t even their profession’s to begin with..

They say they don’t want ppl to play dedicated healers and give guardians +250 healing power on mace, now ppl get healed for almost 1k/sec by standing next to me and me tapping 2 every now and then..gg. Dont even need to dodge to tank bosses since protection + all that healing is enough. Thnx for bringing 55 monks to gw2 I guess ^^.

Anyways, I get what they are trying to do with mesmers and interrupts but it just doesn’t work. Most of the rupt skills take too long to activate or takes a while to get to the target so the only time u get an interrupt is 1. Shear luck, 2. NPC behavior i.e heal at <20% ish 3. Long as cast like barrage 4. Illusionary Persona. Interrupts wont work like gw1 no matter how hard they try to bring back the gw1 mesmer feel to the game. To be perfectly honest, IC really did need a nerf but the way they are trying to balance is totally wrong.

And lastly:
[img]http://img111.imageshack.us/img111/632/nerfclockeb7.jpg[/img]

Mugen Tsukuyomi [ABC]
Sorrow’s Furnace

(edited by mugen.4763)

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Posted by: Eclispo.2703

Eclispo.2703

Don’t let this thread die

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Posted by: Eclispo.2703

Eclispo.2703

Thats why I believe they should make it so that the auto attacks gain you a random def boon so you can stay in close range combat.

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Posted by: Mess Mash.7098

Mess Mash.7098

Man idk what to do now with all these nerfs from the patches around May and June till now. I think I will have to probably switch main also because I stand these nerf making my Mesmer so weak now.

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Posted by: mugen.4763

mugen.4763

Mesmers are still strong actually. But I don’t wanna grind another set of ascended gear each time they decide to nerf the living kitten out of builds only to make a couple of builds viable, there by forcing me into a playstyle I don’t necessarily enjoy playing.

Mugen Tsukuyomi [ABC]
Sorrow’s Furnace

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Posted by: Advent.6193

Advent.6193

Mesmers are still strong actually. But I don’t wanna grind another set of ascended gear each time they decide to nerf the living kitten out of builds only to make a couple of builds viable, there by forcing me into a playstyle I don’t necessarily enjoy playing.

QFT.
I mean, hells, had I sensed the oncoming Nerfageddon on this class … I’d have emulated another of our profession what ground all his Trinkets as Divinity spec.
At least THOSE are pretty much nerf-proofed. The only “good” part in my case is that I can still use Rabid spec for most build options.

Malegryne (Sylvari Mesmer), Lannka (Asura Thief) – Ferguson’s Crossing: [PRD/BRB/OMFG]
Other 80s: Any but Warrior

(edited by Advent.6193)

6/25/13 patch discussion thread [merged]

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Posted by: Eclispo.2703

Eclispo.2703

Dont let this thread die!!