Focus and feedback
Mesmers are pretty much getting everything they’ve ever wanted baseline for the next patch compared to all the other classes so I honestly don’t think we need anything else baseline.
IP and Ielast being baseline means we don’t need illusions to have an effective build anymore. For other classes, it was more minor things, like focused ritual for necromancer and blasting staff for elementalist. Both of those were minor traits easy enough to just allocate the min points you needed to get it, meanwhile we’re getting a GM and master trait baseline, that we previously needed to allocate much more trait points for.
So to be quite honest, I really think it would be selfish at this point to ask for anything else to be baseline.
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Selfish is a wrong way to look at it. We are receiving traits baseline to make our class viable. The one key item is de. De needs to become baseline. Then shift damage from phantasms to us. They wanted active gameplay in order to achieve this we need ammo. Also de baseline would finally open true build diversity allowing us to cut the chain that is the dueling line.
Making Focus reflect baked-in might actually hurt you quite a bit in PvE.
For example, there’s a thread up right now about bosses that reflect stuff, so when you reflect their projectiles they just bounce back at you anyway (with better tracking than the original, according to some posters).
The favored solution is to change your traits for that encounter so that your Wardens are just the projectile-destroying vanilla version instead.
Selfish is a wrong way to look at it. We are receiving traits baseline to make our class viable. The one key item is de. De needs to become baseline. Then shift damage from phantasms to us. They wanted active gameplay in order to achieve this we need ammo. Also de baseline would finally open true build diversity allowing us to cut the chain that is the dueling line.
DE shouldn’t be baseline. Wouldn’t be fair to people running Phantasm builds.
It’s just a symptom of a larger problem; we need better forms of clone production. Trait scepter to produce a clone on the second hit, the chronomancer traits, clone-on-interrupt, whatever. We need other viable options.
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I agree that DE baseline would be bad for Phantasm builds … unless they coded it to only summon a clone if you didn’t already have 3 illusions out.
I agree with Chaos that it would help with build diversity (and power) quite a bit to have even more options for generating clones. We already have cooldowns on our shatters to prevent us from just constantly shattering on our opponents. In fact, despite the setup required for a 3-illusion Mind Wrack, it has a longer cooldown than several other classes’ skills that do similar (or better) damage and require no setup.
<edit>I think traits should only be baselined if at least one of these is true:
- Without it some mechanic does not work or “sucks”.
- It it too weak to warrant being a trait
I don’t think focus reflects fall into either of those.
</edit>Try your best to not make mistakes, but, when you do make mistakes, learn from them.
Better yourself.
(edited by Sebrent.3625)
Why I offered a suggestion to those in pve. Make our phantasms do far less damage and we pick up the slack. A simple fix. Then we can use our class mechanic and choose any trait line.
Why I offered a suggestion to those in pve. Make our phantasms do far less damage and we pick up the slack. A simple fix. Then we can use our class mechanic and choose any trait line.
Hahahaha, have you looked at our devs? Thats far too much work for them. All thought to be fair the process of balancing 8-9 classes across all game modes is not an easy task whatsoever, but massive reworks that scrap fundamanental class mechanics for a base profession will never happen.
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The suggestion was to appease that portion of the game. The balance would be across all game modes. Just lowering the damage from phantasms and increasing our (Mesmer) damage. Would also help because placing phantasms in pve to ramp up dps is slow. We would do the damage, and clones phantasms could be shattered.
The suggestion was to appease that portion of the game. The balance would be across all game modes. Just lowering the damage from phantasms and increasing our (Mesmer) damage. Would also help because placing phantasms in pve to ramp up dps is slow. We would do the damage, and clones phantasms could be shattered.
but then shatter damage would have to be reduced to compensate, and thats probably not a good thing for pvp considering how the meta is either burst damage or be a celestial build facerolling on a point.
Its a fundamental tradeoff between sustained damage and burst damage, so by buffing mesmer sustained damage to appeal for PvE, you’d have to nerf its burst damage in pvp, which would greatly hurt it in that game mode. You could solve this by splitting damage between game modes, but that would still take a lot of resources for something anet views as relatively minor.
Taking a break from GW2 to play various
Nintendo games..