(edited by skcamow.3527)
Mesmer December balance updates-OP edit 11/5
Finally I can get my ideal build with those extra 5pts. 0/20/0/30/20. Dual CD reduction for iDuelist and iWarden and all glamour reflect traits, along with the usual phantasm buffing traits. Can’t complain
the upcoming changes are amazing
i already have an idea what to play with my team..this will be awesome!
you can expect a lot more build guides etc on my youtube channel by then
http://www.youtube.com/user/OfficialSensotix
Sensotix’ Builds & Tutorials Collection
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Learn 2 Play Mesmer Here! || Lookit! Gots me a youtube!
Mesmer Personality Quiz! Exclamation Points!
yep, i approve of all the changes. I like the daze duration increase as well. My current builds will get buffed from the Chaotic Transference increase as well.
http://intothemists.com/
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Yep, i knew you wouldn’t like that. Perhaps it’s an addition rather than a switch.
http://intothemists.com/
Majors buffs, love it
This preview looks pretty good for mesmers so far. Also changes to other professions should make mesmer feel fine in the relative sense from my limited understanding.
Hopefully those changes will get released without additional nerfs.
Reworked Diamond Skin trait for elementalist is making some necromancers nervous. Should condition mesmers feel the same?
Also warrior control builds have their damage nerfed and Skull Crack will finally have animation that will be easier to read. /cheer
(edited by kubetz.3058)
omg I’m really excited for this :D
I just hope they don’t nerf our perma vigor, as Jon said they didn’t like people having it perma :/
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Yep, i knew you wouldn’t like that. Perhaps it’s an addition rather than a switch.
I think I originally interpreted this one incorrectly, but yeah, if the intent of the change is to do away with the current functionality completely – in favor of increasing daze duration globally by 25%, it seems like a bit of a nerf. But that said, with our many ways to proc daze, this could be pretty good. At least there would be no more RnG, which I do like.
I just hope they don’t nerf our perma vigor, as Jon said they didn’t like people having it perma :/
Agree.
1) Jon doesn’t like perma vigor
2) some people in the original thread mentioned that mesmers still have perma vigor
3) Jon is reading posts in that topic
So he either switched his main from warrior to mesmer and don’t want to nerf it or we may see some additional changes to go into the patch.
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Yep, i knew you wouldn’t like that. Perhaps it’s an addition rather than a switch.
All of the changes are kind of awesome, but Confounding Suggestions barely merited Grandmaster as it is. What makes it so good is that the 50% stun chance makes it MUCH easier to chance down fleeing opponents as well as escape crappy situations. Increasing daze duration takes that away, but gives us the potential (w/Mesmer runes) for a near 2-second daze, making the DazeMantra → OH SwordDaze → DazeMantra combo into a beastly 6-second daze… assuming they don’t just run away from you.
I’d much rather them make the 25-point in Domination grant a 20% daze duration increase. The Confounding change is still barely grandmaster-worthy IMO, if its an addition to the stun chance, then it becomes freakin’ glorious and totally worth the 30 points.
Learn 2 Play Mesmer Here! || Lookit! Gots me a youtube!
Mesmer Personality Quiz! Exclamation Points!
sounds like I’ll be playing 10/20/0/25/15 then
All of the changes are kind of awesome, but Confounding Suggestions barely merited Grandmaster as it is. What makes it so good is that the 50% stun chance makes it MUCH easier to chance down fleeing opponents as well as escape crappy situations. Increasing daze duration takes that away, but gives us the potential (w/Mesmer runes) for a near 2-second daze, making the DazeMantra -> OH SwordDaze -> DazeMantra combo into a beastly 6-second daze… assuming they don’t just run away from you.
I’d much rather them make the 25-point in Domination grant a 20% daze duration increase. The Confounding change is still barely grandmaster-worthy IMO, if its an addition to the stun chance, then it becomes freakin’ glorious and totally worth the 30 points.
This is a well written feedback and I would like to suggest to post it into the original thread as Jon is (pretending to be?) reading all the posts there.
Honestly even though I play more than just mesmer it feels like vigor fits the mesmer playstyle best, I don’t know what it is. I hope it isn’t reduced too much.
Really happy about the illusionist’s celerity move. To me it’s not only good for phantasm builds to have thait trait, but also the hybrid builds so that you are penalized less for using shatter to burst (obviously you still plan the shatters but unexpected things happen). I think that location is a good trade off between investment vs yield, 5 points was too little but 25 was too much.
Looks great, especially the IC move and the buff to Menders Purity. I was kind of expecting to see Critical Infusion and Prismatic Understanding toned down also, but I guess there’s still time for that.
Mesmer just became godlike in 1on1s
Sigh =[
Maguuma
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.
To be fair:
Yes, Mesmer has good access to vigor,
BUT
Mesmer hast almost no access to swiftness, which makes kiting less easy.
You don’t need to dodge, if your enemy can’t reach you.
Btw, does Menders Purity work with Mantra of Recovery?
We would be able to remove 4 Conditions every ~12 seconds O.o
because mesmers still won’t be used in tpvp and their roaming/1on1 builds just got insanely stronger and they honestly did not need a buff in the roaming/1on1 department, they needed buffs exclusively for tpvp and zerg situations in wvw.
Maguuma
(edited by Ryan.8367)
FINALLY some build diversity is being opened up!
It’s really the one thing I was wanting as a Mesmer, and now it’s here
Great job Anet!
To be fair:
Yes, Mesmer has good access to vigor,
BUT
Mesmer hast almost no access to swiftness, which makes kiting less easy.
You don’t need to dodge, if your enemy can’t reach you.Btw, does Menders Purity work with Mantra of Recovery?
We would be able to remove 4 Conditions every ~12 seconds O.o
That’s a good point. I’ll keep that crazy Vigour uptime until Mesmer gets more swiftness options. And yes Menders Purity does work with Mantra of Recovery, so yep 2 condis removed whenever you use Power Return.
Wohoo, Chaos wrote his feedback into topic created by Jon and even got an answer. He is even more e-famous now! But I am not sure how I should feel about the reply itself. Source
Also not sure if people noticed, but guardians got a interesting change for their swiftness symbol.
Symbol of Swiftness: This skill now applies 4 seconds of swiftness per pulse, rather than 8 seconds if you have no swiftness and 1 second if you have swiftness.
So if they want to get their original 8s, they will have to stand there 1 extra tick, but this allows multiple guardians to stack swiftness to people pretty well.
The thing is if they have any plans to make changes to the Temporal Courtain to allow stacking too. But I hope they won’t ask people to run through the “line” multiple times to get the original duration as that is way more annoying that just standing in symbol extra second. We’ll see.
(edited by kubetz.3058)
Well that IC change alone will certainly strengthen the viability of a 20/0/30/0/20 dire geared condi build versus the ever popular Blackwater. It will also bring the utility phantasms back into the picture a little bit more. I certainly hope it makes it through as it was an overreaction to place it so high in illusions to start with.
Lots of good stuff. Thanks for your post, skcamow.
Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
I will start praying from today to make these two happen.
(edited by keenlam.4753)
FINALLY some build diversity is being opened up!
It’s really the one thing I was wanting as a Mesmer, and now it’s here
Great job Anet!
This is how i feel!
Finally i can have my lowered weapon cooldowns with my on kill effects again with out gimping my build. (sword/* & sword/* builds have to have both weapon cooldowns to remain even remotely playable.)
Like i said in the main thread, only thing left on my GW@ Christmas list, is that shiny new Primary Hand Pistol.
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
I’m actually really disappointed with the proposed changes…. oh well…
Fort Aspenwood
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
I’m actually really disappointed with the proposed changes…. oh well…
Why is that? As you are the creator of one of the first stun-focused builds (Stunway) I would be interested in hearing you expound on this.
I don’t think mesmer will get perma vigor nerf. I mean, yes they have perma vigor but that means you have to boost up a lot of crit chance, pretty much running zerker to get perma vigor and it’s a huge tradeoff. If you take a look an engineer they can gain perma vigor with sacrificing only 20 points which go into defensive build anyway. In addition, mesmers have to constantly engage in fighting to get the so called perma vigor. Engineers get in on demand.
Different.
(edited by DavyMcB.1603)
Why is that? As you are the creator of one of the first stun-focused builds (Stunway) I would be interested in hearing you expound on this.
If assumptions are right, and they trade the stun for daze duration, the lockdown capabilities drastically change. Although their skills are on a longer shutdown, they’re still able to move, dodge, etc etc. As opposed to being forced to sit through the relentless attacks.
Not just that, I feel as if Arenanet’s really focusing in on a “dueling” identity in terms of building the mesmer skillcase, through buffed mantras, phantasms etc. Now I wouldn’t have this problem if this were GW1, but it’s not. Team play starts to lack and the viability and massive input that mesmers bring to “group play” and “zerg play” are only really utility.
I don’t know what I was really expecting, but I really felt like a shatter buff would’ve been nice, or mantra viability if they’re expecting us to go down that track. But I mean, mantras in its current state, no matter how much you think are “viable”, really aren’t in group play. The meta, in it’s current state, is rather disappointing. We have this massive focus on “bunker” and “survivability” which is fine, but the fact that you can build tanky, while outputting out enough DoTS to kill everything and anything is just imba. Yeah you can build just to fit in with this meta, but lets be honest here, that’s stale and boring. With these changes, yes mesmers are able to survive the meta more, but to a cost of DPS and having to really build into those areas. It kinda really pigeon holes you.
I’d like to also see an addition to the stun trait, something that increases the cooldown after interrupting an ability, because 3 seconds is just… lame.
So yeah, that’s why I’m kinda disappointed with the to-be changes.
Fort Aspenwood
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Yep, i knew you wouldn’t like that. Perhaps it’s an addition rather than a switch.
All of the changes are kind of awesome, but Confounding Suggestions barely merited Grandmaster as it is. What makes it so good is that the 50% stun chance makes it MUCH easier to chance down fleeing opponents as well as escape crappy situations. Increasing daze duration takes that away, but gives us the potential (w/Mesmer runes) for a near 2-second daze, making the DazeMantra -> OH SwordDaze -> DazeMantra combo into a beastly 6-second daze… assuming they don’t just run away from you.
I’d much rather them make the 25-point in Domination grant a 20% daze duration increase. The Confounding change is still barely grandmaster-worthy IMO, if its an addition to the stun chance, then it becomes freakin’ glorious and totally worth the 30 points.
I’m with you on this one. Stun > Daze. I play S/S interrupt build often in hotjoins to practice my re-activeness and it is a nerf. It should be buff to daze duration + 50 % stun.
It was RGN enough to get a stun with 50 %, now we only have Magic Bullet and Signet of Domination with stun. I should have made a Warrior and play mace if I wanted to play old style shut down mesmer I guess.
I don’t think mesmer will get perma vigor nerf. I mean, yes they have perma vigor but that means you have to boost up a lot of crit chance, pretty much running zerker to get perma vigor and it’s a huge tradeoff. If you take a look an engineer they can gain perma vigor with sacrificing only 20 points which go into defensive build anyway. In addition, mesmers have to constantly engage in fighting to get the so called perma vigor. Engineers get in on demand.
Different.
IMO mesmers have better vigor trait. It’s more passive so you don’t have to worry about it.
Your perspective is pretty biased anyways. Engineers get perma vigor for only 20 points? And mesmers get it with 5 points.
Also look at what you get by putting 20 points in dueling, like most mesmers do.
Swiftness and vigor on kit swap is sweet, but it does cost a lot.
Oh, and you don’t need full zerker to have as high vigor uptime as engineers have.
WvW Roaming with Mesmer
I wish they’d at least talk to us about movement speed. I mean, our only on demand swiftness puts us in combat if anything happens to stumble through the curtain. The continued silence is really frustrating. Open a dialogue and let us know their side of things, at least.
These changes are interesting. Quite honestly, I feel that many are either unnecessary or unimportant.
The boosts chaotic transference and mender’s purity are awesome, but quite honestly not necessary.
The change to IC is great, no arguments there.
The change in dazzling glamours changes nothing. Chaotic revival, mirror of anguish, and illusionary invigoration ditto.
The shattered conditions change is interesting, but it’s still not a viable trait to take. It works pretty well, but the problem is you end up in a build that does pretty much 0 except remove conditions. In some really niche situations that might be ok, but for the most part it’s not.
Confounding suggestions change is interesting. Not entirely sure what to think of it.
The mantra trait changes are disappointing. The problem with mantras is not the traits really, it’s the fact that you can’t afford to be charging them up in combat. That just doesn’t work well (in tpvp at least). The traits also have some issues, but they pale in comparison to the functionality problems of the skills themselves.
The most disappointing thing is that they continue to ignore the glaring problems of the abominable scepter autoattack and the phantasmal Mage.
Now, I obviously won’t turn my nose up at buffs, but I can’t help but think that the devs seem not to really understand where the Mesmer is lacking.
The most disappointing thing is that they continue to ignore the glaring problems of the abominable scepter autoattack and the phantasmal Mage.
Ironically, they want to boost our condition damage yet ignore those longstanding core issues you mentioned with two of our primary condition weapons. Maybe we can try to talk the devs into looking more closely at scepter AA and the iMage (always the optimist I guess). But I just read that Jon Peters promised to read every single post (11 pages and counting …)
When I read the part about Menders Purity I spat out my drink and started cackling.
These changes are interesting. Quite honestly, I feel that many are either unnecessary or unimportant.
The boosts chaotic transference and mender’s purity are awesome, but quite honestly not necessary.
The change to IC is great, no arguments there.
The change in dazzling glamours changes nothing. Chaotic revival, mirror of anguish, and illusionary invigoration ditto.
The shattered conditions change is interesting, but it’s still not a viable trait to take. It works pretty well, but the problem is you end up in a build that does pretty much 0 except remove conditions. In some really niche situations that might be ok, but for the most part it’s not.
Confounding suggestions change is interesting. Not entirely sure what to think of it.
The mantra trait changes are disappointing. The problem with mantras is not the traits really, it’s the fact that you can’t afford to be charging them up in combat. That just doesn’t work well (in tpvp at least). The traits also have some issues, but they pale in comparison to the functionality problems of the skills themselves.
The most disappointing thing is that they continue to ignore the glaring problems of the abominable scepter autoattack and the phantasmal Mage.
Now, I obviously won’t turn my nose up at buffs, but I can’t help but think that the devs seem not to really understand where the Mesmer is lacking.
Pretty much this entire post, especially the scepter auto, using it in a fight is a literal waste of time.
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Yep, i knew you wouldn’t like that. Perhaps it’s an addition rather than a switch.
All of the changes are kind of awesome, but Confounding Suggestions barely merited Grandmaster as it is. What makes it so good is that the 50% stun chance makes it MUCH easier to chance down fleeing opponents as well as escape crappy situations. Increasing daze duration takes that away, but gives us the potential (w/Mesmer runes) for a near 2-second daze, making the DazeMantra -> OH SwordDaze -> DazeMantra combo into a beastly 6-second daze… assuming they don’t just run away from you.
I’d much rather them make the 25-point in Domination grant a 20% daze duration increase. The Confounding change is still barely grandmaster-worthy IMO, if its an addition to the stun chance, then it becomes freakin’ glorious and totally worth the 30 points.
If you are going to use the daze mantra as your main daze source, you will take the other GM trait instead, which gives you another cast. That is a 50% increase in duration, double of the new confounding suggestion.
The best skill to take advantage of the new CS is diversion (if it works), especially if coupled with shattered concentration to strip stability. It gives the normally rather glassy shatter builds another way to squeeze in a bit of a breathing room when the spike didn’t kill immediately. For people who care, it works. Personally I find it too much work for too little gain. Hammerstun warriors work better in group situations. Doubtful this will catch on.
====
Overall pretty underwhelming updates. The half-unnerfing of IC is… soothing, but it basically just means Anet has accepted that the mesmer will always be dependent on this trait. I’d much rather they give us alternate means of sustaining illusions, and the GM inspiration trait slots could have filled that role.
I think it’s a bad idea for the line with all 3 minor traits dedicated to buffing phantasms to have only shatter GM traits. In fact they don’t even feel like viable traits themselves, but just something to sort of but not quite tide you over those times where your phantasm build just couldn’t keep phantasms up and you’re forced to shatter.
I’d like to see one of the traits (probably restorative illusions) reworked to automatically restore a phantasm upon shatter with something, maybe a bunk phantasmal something, maybe something else, that allow us to continue to chain illusions, without having to re-conjure (and hence dependent on IC).
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis
(edited by Heinel.6548)
/grumble
Confounding Suggestions.. Ugh. I’d rather the stun. The daze duration synergizes beautifully with Runes of the Mesmer (which also needs a buff)
Yep, i knew you wouldn’t like that. Perhaps it’s an addition rather than a switch.
All of the changes are kind of awesome, but Confounding Suggestions barely merited Grandmaster as it is. What makes it so good is that the 50% stun chance makes it MUCH easier to chance down fleeing opponents as well as escape crappy situations. Increasing daze duration takes that away, but gives us the potential (w/Mesmer runes) for a near 2-second daze, making the DazeMantra -> OH SwordDaze -> DazeMantra combo into a beastly 6-second daze… assuming they don’t just run away from you.
I’d much rather them make the 25-point in Domination grant a 20% daze duration increase. The Confounding change is still barely grandmaster-worthy IMO, if its an addition to the stun chance, then it becomes freakin’ glorious and totally worth the 30 points.
If you are going to use the daze mantra as your main daze source, you will take the other GM trait instead, which gives you another cast. That is a 50% increase in duration, double of the new confounding suggestion.
The best skill to take advantage of the new CS is diversion (if it works), especially if coupled with shattered concentration to strip stability. It gives the normally rather glassy shatter builds another way to squeeze in a bit of a breathing room when the spike didn’t kill immediately. For people who care, it works. Personally I find it too much work for too little gain. Hammerstun warriors work better in group situations. Doubtful this will catch on.
In essence the defense you would gain from CS would be equally served by IP, as would the potential offensive capability (Wastrel’s + 100 power vs. an extra illusion on shatter). I think it’s a wash from a purely shatter PoV.
You could theoretically take both traits, or take both Confounding and imbued diversion. In havoc groups, Confounding, Imbued diversion can be useful. It’s niche, one I’d probably not bother with, but it’s there.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis
Really great changes.
Hypercrushed
Overall, great stuff!
Mesmer:
- Looks like 10/20/0/25/15 will be the new dungeon phantasm build.
- Shattered Conditions change is great; it’s still a little tricky to proc it, but at least it’ll help the team more consistently when it does. I’d still like to see this work with Illusionary Persona.
- Agreed w/ Chaos Archangel about Confounding, pure daze duration is kinda useless for a GM trait.
- Mirror of Anguish – 60s is still too high for anyone to take this; in team situations you have many CC sources incoming. Mirroring a single one isn’t so overpowered that it needs a whole minute cd, specially when it doesn’t even stop you from getting hit in the first place.
I’ll crosspost this to the feedback thread.
Now I have to rewrite my leveling guide AGAIN.
Time to get back on the white board…
I need to see the complete set of changes first though, who knows what will get changed beside these things…
The Leveling & Open World Compendium
I’d like to also see an addition to the stun trait, something that increases the cooldown after interrupting an ability, because 3 seconds is just… lame.
Love this suggestion. Would love if it turned interrupts into something more like counterspell from WoW: http://www.wowhead.com/spell=2139/counterspell
GW2 version: “interrupts prevent casting of skills of the same type (i.e. if signet interrupted couldn’t cast other signets) and weapon swapping for 6 seconds”
Champion Illusionist
Stormbluff Isle
Why is that? As you are the creator of one of the first stun-focused builds (Stunway) I would be interested in hearing you expound on this.
If assumptions are right, and they trade the stun for daze duration, the lockdown capabilities drastically change. Although their skills are on a longer shutdown, they’re still able to move, dodge, etc etc. As opposed to being forced to sit through the relentless attacks.
Not just that, I feel as if Arenanet’s really focusing in on a “dueling” identity in terms of building the mesmer skillcase, through buffed mantras, phantasms etc. Now I wouldn’t have this problem if this were GW1, but it’s not. Team play starts to lack and the viability and massive input that mesmers bring to “group play” and “zerg play” are only really utility.
I don’t know what I was really expecting, but I really felt like a shatter buff would’ve been nice, or mantra viability if they’re expecting us to go down that track. But I mean, mantras in its current state, no matter how much you think are “viable”, really aren’t in group play. The meta, in it’s current state, is rather disappointing. We have this massive focus on “bunker” and “survivability” which is fine, but the fact that you can build tanky, while outputting out enough DoTS to kill everything and anything is just imba. Yeah you can build just to fit in with this meta, but lets be honest here, that’s stale and boring. With these changes, yes mesmers are able to survive the meta more, but to a cost of DPS and having to really build into those areas. It kinda really pigeon holes you.
I’d like to also see an addition to the stun trait, something that increases the cooldown after interrupting an ability, because 3 seconds is just… lame.
So yeah, that’s why I’m kinda disappointed with the to-be changes.
This whole game is being pushed more and more in a disgusting, boring, tank condi meta. Not just mesmer sadly
ERP guild looking for members.
- Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
I don’t like it. Dazes on Mesmers are so short it does not make any difference. Make it 50% or even 100% so it is worth the Grandmaster slot
- Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Wow. Fail. While perma-stability while recasting might be too strong they really should have thought about something else. The toughness does not help at all. Maybe projectile absorbtion or even reflection to reduce the interrupt sources?
- Dueling VII – Mantra Mastery. Moved to Adept Tier.
I don’t care. This change is reasonable but it does not improve the viablity of Mantras.
- Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Nice.
- Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
I couldn’t care less. Most downed or rally related traits are totally useless.
- Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
I don’t care.
- Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Very nice and probably the best buff for Mantras in this whole patch.
- Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Very nice.
- Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Nice for shatter builds.
- Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
As Pyro said, doesn’t change anything. Glamour traits need to be re-designed regarding their functionality to make them useful again.
- Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
- Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
Nice but I personally get along without it.
Regarding Vigor: They better don’t nerf our Vigor trait. Dodging is so important for Mesmers (damage mitigation and DE). Besides that, almost every class got this kind of trait. I don’t think they are going to nerf it.
Regarding Diamond Skin: Considering the small health pool of Elementalists it should not be that bad. I also think that condition Mesmers might be better of than Necros because of Scepter #3. However, Bunker Eles might become very very annoying for condition builds.
The mantra changes aren’t going to make mantra builds viable in sPvP. I do like the swap of the two traits but the toughness one is still lackluster I would remove it entirely and change it to a trait that reduces mantra cast time by a second if you use 3 or more mantras and probably put this trait into grandmastery, inspiration maybe?
I also second Pyroatheist in saying that I get the impression that when we do get buffs it’s in odd places where we didn’t necessarily need it or don’t really make sense half the time which makes me wonder if they actually pay any attention.
I mean if elementalists can stack burn/bleed on auto-attack surely we could get some better reliable conditions on scepter? Right now sword is preferable or staying mostly on staff.
Also being able to blind utility phantasms putting them on full cooldown is absurdly annoying seeing how much blind is going around in general and how important these phantasms are for survival. I would say that the utility phantasms should only go on half the cooldown time when disabled with blind or more equivalent to daze/stun.
• Have you heard of the city? The ancient uru? Where there was power to write worlds •
(edited by Fay.2735)
- Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
I don’t like it. Dazes on Mesmers are so short it does not make any difference. Make it 50% or even 100% so it is worth the Grandmaster slot
- Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Wow. Fail. While perma-stability while recasting might be too strong they really should have thought about something else. The toughness does not help at all. Maybe projectile absorbtion or even reflection to reduce the interrupt sources?
- Dueling VII – Mantra Mastery. Moved to Adept Tier.
I don’t care. This change is reasonable but it does not improve the viablity of Mantras.
- Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Nice.
- Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
I couldn’t care less. Most downed or rally related traits are totally useless.
- Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
I don’t care.
- Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Very nice and probably the best buff for Mantras in this whole patch.
- Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Very nice.
- Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Nice for shatter builds.
- Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
As Pyro said, doesn’t change anything. Glamour traits need to be re-designed regarding their functionality to make them useful again.
- Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
- Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
Nice but I personally get along without it.Regarding Vigor: They better don’t nerf our Vigor trait. Dodging is so important for Mesmers (damage mitigation and DE). Besides that, almost every class got this kind of trait. I don’t think they are going to nerf it.
Regarding Diamond Skin: Considering the small health pool of Elementalists it should not be that bad. I also think that condition Mesmers might be better of than Necros because of Scepter #3. However, Bunker Eles might become very very annoying for condition builds.
Uhm, Dodges are important for every class the problem is not every class gets access to: Distortion, decoy, blink, torch #4 , veil , mass invis, blurred frenzy , phase retreat, chaos armor , high aegis uptime as defensives and/or ways to avoid taking damage.
If you don’t think it’s just a little kittened up that every class got vigor/endurance regen nerfed except for guardians and mesmers, then I really don’t know what to say.
Maguuma
I actually like the idea of getting stability while charging mantras. Dont think will be OP. you maybe able to be permastable but you will be channeling so…
- Domination XII – Confounding Suggestions. Changed to increase daze duration by 25%.
I don’t like it. Dazes on Mesmers are so short it does not make any difference. Make it 50% or even 100% so it is worth the Grandmaster slot
- Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
Wow. Fail. While perma-stability while recasting might be too strong they really should have thought about something else. The toughness does not help at all. Maybe projectile absorbtion or even reflection to reduce the interrupt sources?
- Dueling VII – Mantra Mastery. Moved to Adept Tier.
I don’t care. This change is reasonable but it does not improve the viablity of Mantras.
- Chaos 25 – Chaotic Transference. Increased conversion from 5% to 10%.
Nice.
- Chaos I – Chaotic Revival. Reduced cooldown from 35s to 10s.
I couldn’t care less. Most downed or rally related traits are totally useless.
- Chaos VII – Mirror of Anguish. Reduced cooldown from 90s to 60s.
I don’t care.
- Inspiration IV – Mender’s Purity. Now removes 2 conditions.
Very nice and probably the best buff for Mantras in this whole patch.
- Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Very nice.
- Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Nice for shatter builds.
- Illusions VIII – Dazzling Galmours. Moved to Adept Tier.
As Pyro said, doesn’t change anything. Glamour traits need to be re-designed regarding their functionality to make them useful again.
- Illusions 15 – Shattered Strength – Moved to Grandmaster tier.
- Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
Nice but I personally get along without it.Regarding Vigor: They better don’t nerf our Vigor trait. Dodging is so important for Mesmers (damage mitigation and DE). Besides that, almost every class got this kind of trait. I don’t think they are going to nerf it.
Regarding Diamond Skin: Considering the small health pool of Elementalists it should not be that bad. I also think that condition Mesmers might be better of than Necros because of Scepter #3. However, Bunker Eles might become very very annoying for condition builds.
Uhm, Dodges are important for every class the problem is not every class gets access to: Distortion, decoy, blink, torch #4 , veil , mass invis, blurred frenzy , phase retreat, chaos armor , high aegis uptime as defensives and/or ways to avoid taking damage.
If you don’t think it’s just a little kittened up that every class got vigor/endurance regen nerfed except for guardians and mesmers, then I really don’t know what to say.
Rangers and thieves can dodge three times before needing to recharge.
I want it to make sense right away, then another sense later. Murkiness =/= quality "
- CCP Abraxis
I actually like the idea of getting stability while charging mantras. Dont think will be OP. you maybe able to be permastable but you will be channeling so…
It would definitely be OP.
As someone mentioned, reflection or block for projectiles would be better. Or, maybe, 3s Aegis. It would stop the first attack/skill that lands while channeling, but after that you would still be vulnerable.
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
disappointed that still there is no balance spec for large scaled groups, fair mathces as a deathmatch mode.. GvG..
or i should digest that we are ignorant community.. that game is pvp, or pve..
so i can just in discussion with mechanic..
imo..
o Dueling VI – Protected Mantras. Moved to Master Tier. Increase Toughness from 400 to 600.
- cuz of for messy environment(where u can get random attacks) in wvw, or in gvg u would need minimum Health pool with spec of tou or vita.. so think as a mesmer with 2400 armor (%23.5 Damage Reduction) so give it 400more armor (2800 Armor) Damage reduction ll be %34.43 [%10.93 more(somehow as frost armor] or make it 600armor Damage Reduction ll be %38.8 [%15.30more than 2400armor]
o Dueling VII – Mantra Mastery. Moved to Adept Tier.
… can edit later
“There Is No Shame In Not Knowing; the Shame Lies In Not Finding Out.”