Mesmer, AoE, What needs to be done
Just raise number of Winds of Chaos bounces to two and let it prioritize hitting multiple targets instead of bouncing back to the same guy twice. Fairly easy fix.
Care to explain what this will do other than making condition mesmers stronger in small-scale fights?
Hits 3 targets, four with Elasticity, plus conditions inflicted by clones and phantasms and you’re in pretty good shape for multi-target damage.
I’ve thought of the same thing for awhile now. Making Warden invulnerable until the first attack is finished. It’s not OP, just dodge roll out of the way, or heck just walk away from it.
I mainly play PVE, so I don’t have a lot of experience in PVP. This would be great for Dungeons/Fractals.
Non AI AOE damage would be great though, Phantasms are just too buggy.
The amount bugs that Mesmers still have since release, I wouldn’t hold my breath on any significant changes..
Both suggestions by Ross are great.
Invulnerability window on phantasm summon sounds good, but it should only be applied to Phantasmal Berserker and end immediately after the first attack. I just don’t like the idea of duellists and Wardens being invulnerable for the durations of their long attacks as that would definitely have an adverse effect on smaller encounters. However, Berserker has a short attack duration and is almost never killed before attacking anyway in small encounters, so would be fine for this buff. It would be nice to see the AoE phantasm actually perform its tasks in larger battles.
I’d happily see Crippling Dissipation replaced with a direct damage on clone death trait.
What issue do you see with the iWarden in particular?
Consider for a moment it’s projectile destruction. If a ranged target were to stand and attack from within an iWarden for the duration of it’s attack, or outside on the opposite side to whoever they’re trying to attack, is it not the same thing as an iWarden who’s immune to taking damage from melee attacks? An iWarden, while running it’s attack cycle, is immune to projectile damage/death by projectiles. Of course I’m not suggesting iWarden destroy melee attacks, but rather be immune to them up until and during its first attack cycle. Considering it’s already immune to projectile damage, and destroys the projectiles, it’s not a big step to some form of invuln vs melee attacks.
I’d like Mind Stab to be redesigned to deal damage over a larger area. As a ranged weapon, change it to channel over 3 seconds and have it deal awesome aoe damage over time. Animation of the blade could have it spinning or multiple blades.
[TTBH] [HATE], Yak’s Bend(NA)
I use clones traited to damage on death. When the zerg kills them, they suffer.
I use clones traited to damage on death. When the zerg kills them, they suffer.
Being able to deal aoe damage shouldn’t be trait dependent. Just my opinion.
[TTBH] [HATE], Yak’s Bend(NA)
will try to make in objective/functional way,
X=anet
Y=gw2 players
A) GW2:
X= (From anet) = Money in long term = which is effects/requires of gloabalization/capital system
Y= (From customers) = Satisfaction
A 1) GW2:
X=Satisfy your customers
Y=Remember A 1)X
(offical say from ready up: balances should be in all modes in gw2..)
- Seperately, or;
- All inclusive,
A 2)Gw2:
X=Requires from players in terms of them making profit with (gems,tp,e-sport,womm etc..)
Y=Casual&Competitive, Fair, Balanced = FUN
so from my side.. my satisfaction will be the same/similar as:
BlackDevil.9268
I’m fine with anything that makes mesmer more viable in raids as long as it doesnt make mesmer become another ‘’spam aoes to win’’ prof like guardians and warriors, but sadly areanent can’t be kitten d with ’’WvW’’ because ‘’its supposed to be unbalanced’’. Pathetic to fully ignore the biggest part of your game and put the full focus on a game mode that has been going on for 2 years now, which is really boring and only promotes AI play.
- my goal: Competitive Play With my Friends in Large Scale not just 5 players[requires innovation]
- X=you(anet) already said balances includes WvW(Zergs[Large Scales])
- Y=GvG, Guild Raids
Efficient=Risk/Reward*Challenge(possibility of getting sufficient in `will`with trade offs)
- X= Mesmer: Veil Bot (only truth in wvw with anets offical say)
- Y= Mesmer: Veil Botting is just against of nature of playing game compare to other classes (skipped Ranger Eng dunno them)[in other words: i trust my skills i played mesmer %80 of my 3k+ hours play however when i play another classes with lower game play experiance i feel i am more usefull/efficient to my group organization]
Veil Bot=Mesmer is not required/dont have any seats in any organized groups in terms of `OVERALL EFFICIENT`+ in any Role[which mesmer is not better in any role compare to other classes]
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dunno why i repeat them again probably cuz of not to hear something as `i hit 541241231 to… Rabbit`sarcasm..
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lets be on topic,
Critizing,
Phantasms getting invul until finishing its hit..
Lets try to theory craft it: and i wanna try to compare iZerker(iZ) vs Lava Font(LF)
it will be Powerfull in this state,
wiki note:
iZ: Cleave(3) + Whirlwind attack (co efficient = 0.55)
LF: AoE(5) + Pulses(4) (co-efficient = 0.9
so guess that both skills triggered max efficient (LF: 4x AoE) and (iZ: doesnt die until its 1st hit)
LF= 4[Pulses]5[AoE]0.90[co-eficient] = 18co-efficient(20hits*0.9)
iZ= 3[Cleave]= 26.4co-efficient (48hits0.55)
will be iZ have
+ %46 more damage than LF
+ easy access of getting of +%damage on phantasms with traits
+ Cripple
+ easy/low challenge of use shatters
- 20 to 6 sec cd %233 more cd than LF
+ Burst factor (LF has 3 sec for finish all his damage[if 1st aoe would insta]) izerker is just have whirlwind channel
+ access of improvements with sinergy traits..
etc….
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Meta atm: most efficient uses at the moment: excatly in competition
iZerker: Damage to max efficient is;
0 to 1 2 6 7 hits?? Annoying… if like to say subjectively avarage efficient iZvsLF in competitive Large scale fights is
- iZerker to periphery (4 hit if lucky)
- LF to train ( insta + 2 sec aoe if lucky)
damage will be LF will have, %513 more damage with 6 sec cd skill[which iZ is 20sec]
if spammed(included cd) LF has %29.4k more efficient to damage to other group
The reason i wrote them is..
We can be better in theory craft to accomplish mission..
so in conclusion TLDR, getting invul is not enough, we will need onjective balance/adaptation from mesmer to Large Scaled organizations..
extra how iZ hits[old as +1 year but i think ve not changed yet]
“There Is No Shame In Not Knowing; the Shame Lies In Not Finding Out.”
(edited by Azo.5860)
I use clones traited to damage on death. When the zerg kills them, they suffer.
Being able to deal aoe damage shouldn’t be trait dependent. Just my opinion.
While non-trait dependent aoe would be nice, I have no problem with the concept.
Mesmer is a highly trait dependent class that utilizes traits to drastically change how it functions, performs, and plays. Having access to traits that form an aoe powerhouse spec seems right in line with class design.
How about a grandmaster trait that adds 300 AoE range to all mantras but 4s cd more between casts? This can make mantra mesmers very versatile in zerg fights.
So single target mantras can become AoE like healing (maybe 3 target cap? 5s cd between each power return), dazing (3 target cap, 9s cd) and direct damage (5 target cap, 5s cd). And with 540 range it’s much easier for backline mesmer to grant stability and cleanse conditions for the zerg.
The AoE power return/healing can potentially make healing power more appealing to zerg mesmers. Could potentially synergies with that interrupted healing power trait even though that trait is just lol.
The 4s extra recharge may seem intimidating, but I felt that it encourages you to do something else during the cd, like weapons skills etc. So mesmers don’t have to spend all their time micromanaging mantras like many people reported. This also reduces mesmers’ “advantage” in instant cast in the balance perspective.
Don’t forget its a grandmaster trait so we don’t have to choose it. Thus it can introduce a new WvW meta without disrupting the current builds.
(edited by NICENIKESHOE.7128)
Kinda what I suggested long time ago yes;
’’I would switch up mantra of distraction first.
Atm:
30 seconds cooldown – 2.75 sec casting time
Meditate, charging a spell that will daze your target.
Number of casts: 2
1 second Daze – 1200 yards
Change it to:
25 seconds cooldown – 2.25 seconds casting time (*please note that mantra casting time should be 2,25 instead of 2,75 Imo. 2.25 is just still a little bit too much. 2.5 would do too.)
Meditate, charging a spell that will daze your target.
Number of casts: 2
0.25 second daze – 1200 yards
GM trait dueling Illusioned Mantra’s
Makes all mantra’s area of effect.
- Mantra of distraction:
25 seconds cooldown – 2.25 seconds casting time
Meditate, charging a spell that will daze your target.
Number of casts: 2
0.25 second daze – 1200 yards
360 radius around selected target up to 5 targets
- Mantra of concentration
Breaks stun and grants stability to nearby allies.
30 sec cooldown – 2.25 sec casting time
Stability: 2 s
Number of Targets:5-> 10 (Increased amount of targets due the low duration of the stability. Could potentially also see this being increased in duration from 2 to 4 seconds and leave it to be 5 targets)
Radius:240-> 900
Breaks stun
Range: 1,200 (??? which range, wiki wut lol)
- Mantra of Resolve:
Remove conditions from you and nearby allies.
20 seconds cooldown – 2.25 sec casting time
Conditions Removed: 2
Number of Targets:5-> 10 (Increased amount of targets due the lack of support this skill brings compared to other supportive condition removals in larger scale groups)
Radius:240-> 900
- Mantra of Pain:
1-> 5 seconds cooldown – 2.25 seconds casting time
Damage your foe.
Damage:324-> 405 (Increase of 25% since I really feel this skill is a lackluster in damage. Maybe if they change up the mantra healing a lot this could be reverted. Also made the cooldown longer to prevent spamming it as aoe attack.)
Range: 1,200
Damages up to 4 more targets around your target
Radius: 360
When putting 30 points in dueling it leaves you up to 2 options: either go 30 in domination for power lock or go 30 in chaos for chaotic interruption. This makes the trait not synergise too well with the rest of the traits so it wont be too overpowered. (looking from an interrupt perspective)’’
Anyway, just a start of what should be changed. Signet cooldowns, functions and the traits of mantra’s & signets.
(edited by BlackDevil.9268)
New Dueling GM:
Destructive Dissipation- Clones deal damage to nearby foes when they are killed.
This should be able to crit (since its in the Precision+Crit Damage Line) but the base damage number should be calculated/lowered to compensate for that. And since clones are always dying in PvE, this trait gives Power mesmers a way to benefit from their dead clones.This would be amazing for hybrid clone-on-death builds and I find it a real shame that none of the new GMs benefit any form of clone-on-death builds. Dueling would be the perfect line to place this trait in because it’s only 10 pts away from Deceptive Evasion, would work in a 10/30/30/0/0 PU mesmer build (not sure if any PU would go hybrid), and as mentioned before it matches well in a Precision and Crit. Damage line over a Power and Cond. Duration line.
If there are any Anet thread-manager reading this, please makes this a trait and gives us clone-on-death mesmers a GM we can destroy our enemies with!
On the damage on clone death, this is the post I wrote before and I would kill for that trait to be made.