Credit where Credit is due. I-Warden

Credit where Credit is due. I-Warden

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Posted by: Daishi.6027

Daishi.6027

Since the update that made it so that Class AI units would try to stand more behind their targets, I-Warden was spawning in a very difficult place to make use of his utility. However I noticed (but never said anything till now) that the warden now spawns more off to the side but atleast it’s relatively infront of your foe enough to block most projectiles and able to be utalized as a projectile blocker from just side stepping.

Despite the nerfs and the bugs and the OP status that was given to necros and still stands with rangers, just want you to know that the little things like this do matter and don’t go unoticed. Thank you Arena-net.

“I control time and space; you can’t break free.~”
“Maybe I was the illusion all along!”

Credit where Credit is due. I-Warden

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Posted by: Dastion.3106

Dastion.3106

The Mesmer community as a whole tends to overlook seemingly minor buffs, granted it doesn’t help that ANet doesn’t put things like this in patch notes.

For example, we had a few weeks where Illusions suddenly started being hit by bouncing skills and they took just as much priority as any other target. There was a lot of uproar because it seriously hurt staff and great sword, since Illusions were almost always closer than you or an ally and so stole bounces.

Turns out, this was a precursor to new bounce logic that was implemented soon after, whereas before illusions were ignored by bounces, they are now a valid target if no other valid target is available. This means GS now has greater ranged ability because you can bounce mirror blade off your zerker while maintaining max range. Previously the GS was counter intuitive since, while solo, you had to be 900 units away for max auto attack damage but had to be within 600 units to allow mirror blade to get all of its hits. This was incredible to me… The Mesmer community barely noticed.

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Posted by: Esplen.3940

Esplen.3940

I feel like the Warden has some sort of system where any target it hits will get any projectile it shoots reflected. I’ve been spawning Wardens behind my targets, yet they still hit themselves while shooting at me.

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Posted by: Helios.3598

Helios.3598

@Dastion: You can hardly blame the mesmer community given the extreme amount of nerfs we’ve been subject to. Painting us as a ungrateful is unfair given that we are typically just happy to have no nerfs and that the buff you speak of was fairly stealth and abstract…

mesmer of Blackgate
http://intothemists.com/

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Posted by: Dastion.3106

Dastion.3106

@Dastion: You can hardly blame the mesmer community given the extreme amount of nerfs we’ve been subject to. Painting us as a ungrateful is unfair given that we are typically just happy to have no nerfs and that the buff you speak of was fairly stealth and abstract…

I did not ‘paint you as ungrateful’, I simply pointed out human nature. We rarely appreciate the good as much as we disdain the bad. And I did qualify my statement by pointing out that ANet tends to not announce changes.

Yes we have had more than our fair share of nerfs, but we’ve also gotten some rather nice quality of life buffs too, which is more important to me. My only real issue with the profession currently revolves around limited viable build options.

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

The Mesmer community as a whole tends to overlook seemingly minor buffs, granted it doesn’t help that ANet doesn’t put things like this in patch notes.

For example, we had a few weeks where Illusions suddenly started being hit by bouncing skills and they took just as much priority as any other target. There was a lot of uproar because it seriously hurt staff and great sword, since Illusions were almost always closer than you or an ally and so stole bounces.

Turns out, this was a precursor to new bounce logic that was implemented soon after, whereas before illusions were ignored by bounces, they are now a valid target if no other valid target is available. This means GS now has greater ranged ability because you can bounce mirror blade off your zerker while maintaining max range. Previously the GS was counter intuitive since, while solo, you had to be 900 units away for max auto attack damage but had to be within 600 units to allow mirror blade to get all of its hits. This was incredible to me… The Mesmer community barely noticed.

The only issue with this is we don’t receive the might stacks when staying at max range. I would still love to see some sort of change to this.

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Posted by: Esplen.3940

Esplen.3940

Nah, just press 4—>2, the Zerker gets the Might so it’s almost as good as you getting the Might.

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Posted by: Ramiah.5648

Ramiah.5648

I am super happy about the new bounce mechanic. Too bad the hybrid conditions/power build I was trying to create is dead in the water since the Illusionist Celerity nerf. Does like… ANYONE play anything other than Phantasm or Shatter nowadays? I’m so very confused. How did this add to build diversity?
It’s things like this that make us forget the little things they add to help us out. It’s awfully hard to notice you were given a small cookie (clone bounce mechanics are awesome now) when they hit you really hard in the face with a shovel (and Illusionist’s Celerity is now out of reach for most builds) at the same time.

Thy faithful servant asketh for thy blessing. Honor us with the splendor of thy song.
Protect us… Holy Song!

(edited by Ramiah.5648)

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Posted by: ShadowPuppet.3746

ShadowPuppet.3746

Nah, just press 4—>2, the Zerker gets the Might so it’s almost as good as you getting the Might.

Not even close to being as good, why would having might on a destructible damage source that only attacks every 5 seconds and only affects that one attack be even in the ballpark as having it on yourself which would then still apply it to the phantasm through your increased stat pool? Don’t get me wrong, it’s better than nothing but it is far from the optimal choice.

(edited by ShadowPuppet.3746)