Legendary SoloQ
Blast finisher
Legendary SoloQ
Using Torch, with it’s #5 skill (The Prestige I believe?), when you come out of stealth it acts as a blast finisher. As far as I know, that’s the only Blast finisher available to Mesmers.
Also: not sure what you mean by “healing fields” but we can AOE heal using either Restorative Mantas (heal in an AOE whenever you charge a Mantra) and technically you could get Regen on yourself somehow and then use Signet of Inspiration.
Unless they fixed the blast finisher on the Prestige you actually have to be within the field for the whole of the ability. So from stealthing till you see the fire. This could be changed by now since I am hoping it was a bug. We do not have water fields for healing blast finishers. We have Light and Ethereal fields.
The Prestige should really blast on cast and not after you spent 3s in stealth and the field already vanished -.-
Also, GS #3 could be a blast finisher, but would need a higher cd.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
Also, GS #3 could be a blast finisher, but would need a higher cd.
Why would it need a higher cooldown? Ignoring the obvious flawed prestige that doesnt work as a blast finisher (seriously, it dont), Mesmer has NO finisher.
Giving them 1 finisher on 1 weapon would hardly be unbalanced. Especially not since for example Guardian can do a blast finisher on hammer 2 with less than half the cooldown as GS 3. Lets not even begin to argue Thief shortbow that has zero cooldown.
So I do not see why you reason GS 3 would have higher cd just because its turned into a blast finisher.
In terms of “healing fields”, a Mesmer can AoE heal 2.7K HP (without healing power) around every 4s and have constant AoE regen up from Phantasm.
(edited by Dawdler.8521)
Blast Finisher is what anet forgot to add to Mind Stab.
The Prestige is a blast finisher. You just have to be in the field for the whole time of it from stealth to fire.
Also, do me have any healing field of AoE heals that are not based on pure luck?
For a Mesmer, our only two dependable options for healing fellow players are through Regeneration Boons and the 20 point Inspiration Trait Restorative Mantras. Regeneration Boons can be applied dependably with the 15 point Inspiration Trait Phantasmal Healing; however, it takes some tactical planning with other players to get it to work since you cannot move your Phantasms wherever you please. Restorative Mantras can also be bothersome because you have to track down healing targets.
Not sure why you’d want to use a blast finisher in an ethereal field though. Chaos Armour is terrible since the recent nerf. In fact when I see someone else blast finish my ethereal fields, I cringe, because they just wasted a blast finisher in the wrong combo field.
If you’re going to blast finish a Mesmer field, do so in a light field for AoE Retaliation. The only good thing about Chaos Armour on Staff4 since the nerf is that it is still instant cast, meaning that it gives has the chance to give you a low duration boon or two without having to stop you from doing something useful, like auto attacking, or /dance, etc.
Blast Finisher is what anet forgot to add to Mind Stab.
Omg so true… I still try to do this knowing full well it won’t work. At least it’s good for testing to see if a visible surface area is physical or not… “Oh boy, this Zephyr Sanctum ship is cool. I’m pretty high up, but I’m sure I can walk on that rope there…”
http://intothemists.com/
Mind Stab is dying to be a blast finisher, and I don’t think it even needs a cd adjustment seeing how guards get a 4-second (traited) hammer blast..
Not sure why you’d want to use a blast finisher in an ethereal field though. Chaos Armour is terrible since the recent nerf. In fact when I see someone else blast finish my ethereal fields, I cringe, because they just wasted a blast finisher in the wrong combo field.
This is so wrong. Staff#4 got a bit of nerf with no on demand protection but Chaos Armor as a whole got a buff cause it never before gave protection on being struck.(well it did in the beta but they switched it and now they switched it back) Now it does. Chaos Armor from finishers saw a HUGE buff.
Only Staff#4 gave protection before this buff to chaos armor. Blast finished armors would only get regen or swiftness when struck. ^^
Staff#4 got a bit of nerf with no on demand protection
Or better put: “The staff now has 4 skills instead of 5”. On-demand protection was huge against thieves to get back control over the situation. Now it’s mostly useless.
https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
This is so wrong. Staff#4 got a bit of nerf with no on demand protection but Chaos Armor as a whole got a buff cause it never before gave protection on being struck.(well it did in the beta but they switched it and now they switched it back) Now it does. Chaos Armor from finishers saw a HUGE buff.
Only Staff#4 gave protection before this buff to chaos armor. Blast finished armors would only get regen or swiftness when struck. ^^
Correct me if I am wrong, but the internal cool down that was applied to Staff4 also applies to the Chaos armour from combos.
Why would it need a higher cooldown?
To not unbalance our weapons?
This is so wrong. Staff#4 got a bit of nerf with no on demand protection but Chaos Armor as a whole got a buff cause it never before gave protection on being struck.(well it did in the beta but they switched it and now they switched it back) Now it does. Chaos Armor from finishers saw a HUGE buff.
Only Staff#4 gave protection before this buff to chaos armor. Blast finished armors would only get regen or swiftness when struck. ^^
Correct me if I am wrong, but the internal cool down that was applied to Staff4 also applies to the Chaos armour from combos.
True. But personally I still like the protection the way it is even with the ICD.
I agree, the new Chaos Armour is better. Even with the nerf to Staff #4 as a result, since we ourselves already have plenty was to get combo Chaos Armour, it’s a buff.
Why would it need a higher cooldown?
To not unbalance our weapons?
And how would it unbalance the weapons? Would blast finisher on mind spike suddenly make the greatsword OP compared to other Mesmer weapons? Its already the most used Mesmer weapon! They could just say damage reduced by 20%, blast finisher added if they want to take something in return.
But I would agree to a compromise – give blast finisher to GS 5 instead. Higher CD and something you generally want to hold on to until you need it.
Would blast finisher on mind spike suddenly make the greatsword OP compared to other Mesmer weapons? Its already the most used Mesmer weapon!
You already wrote your answer right there.