Mesmer Downed Skills are broken

Mesmer Downed Skills are broken

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Posted by: robbie.7806

robbie.7806

Hi Fellow Mesmers,
I wanted to talk about the Mesmer Downed Skills,
Well, let’s review each skill and see why it is broken:
1) Mind Blast – Puts confustion on the target. Arenanet has made confusion practically useless and officially turned the Mesmer to one of the bleeder classes in the game.
2) Deception – creates a downed clone and teleport the mesmer 12.567 inches away. Seriously??? if the rouges can teleport up to 600 feet, why can’t we!!!!
3) Phantasmal Rouge – Creates a useless illusion that practically does nothing. also on a long cool down.

How to fix them:
Well, let’s say that the first thing Arenanet should look at is comparing the mesmer downed skills across the board with all the other classes. they are clearly outdated and unbalanced.
My suggestions are:
Skill # 1 – Change confusion to bleed. At least we can do some dps if we are bleeder mesmers.
Skill # 2 – Creates two clones that attack the target and as long the clones are alive, the mesmer is invisible.
Skill # 3 – Teleport the mesmer to a random location within a radius of 600 feet and create a Phantasmal of Regeneration that heals the mesmer for 928 health per second and as long as the illusion is alive the mesmer is invisible.

I honestly don’t think this is OP because the illusions can be killed and the mesmer will be exposed. Also, players can blow their aoes and kill us. So it’s balanced. These kind of skills will increase our chance to survive and rally.

Let me know your thoughts. Just don’t scream OP like a little girl. Explain your reason!!!

(edited by robbie.7806)

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Posted by: Ethics.4519

Ethics.4519

To me it seems a little OP. I think the only tweaking it needs is that the teleport should be 300-700 range and random (if you make it 600 people will be better able to guess where you’re going).

RIP in peace Robert

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Posted by: Esplen.3940

Esplen.3940

To me it seems a little OP. I think the only tweaking it needs is that the teleport should be 300-700 range and random (if you make it 600 people will be better able to guess where you’re going).

Both you and the clone have a random spot to be in 0-600 range. Albeit, the clone tends to plop near where you casted, I have very little trouble in ending up far from where I casted. I usually just get dinged by range aoe.

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Posted by: Dawdler.8521

Dawdler.8521

How about just one skill that create an illusionary thief already in stealth, which proceed to spike you (gets quickness on default) and automatically respawn you at the nearest waypoint.

Saves everyone the trouble.

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Posted by: Curunen.8729

Curunen.8729

The only thing necessary is for #2 to teleport you away from your target, like phase retreat – not closer to danger as it does most of the time…

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Posted by: robbie.7806

robbie.7806

Why people bother with these type of posts? You know they won’t modify the entire skills to what your desire. Specially 2 skills that makes you invincible… really?

I don’t hold my breath but hopefully someone in Arenanet will read this post and re-evaluate the skills.
It doesn’t mean they have to implement EXACTLY as I suggested. That is not my goal here. I wanted to make them aware of the fact the the Downed Skills for the Mesmers are messed up and they need to be fixed!!!

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Posted by: wads.5730

wads.5730

people that think mesmer downed state is bad is either

1. new to game
2. bad at game
3. only PVE and bad at it.

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Posted by: Ansau.7326

Ansau.7326

You may not think it’s op, but actually it is.

I only support the change on skill 2. That extremely shot range is annoying. Also 15s of cd is quite a lot, since only teleports you and creates a clone, which can die easily.

Confusion is not a problem, since you can permanent put nearly 8-9 stacks. Also note that downed clones also applies confusion. Otherwise, confusion deals much more than bleeding, so your change would nerf damage for downed memers.

Phantasm is fine for me, but it has to be counted as a phantasm and take benefit from traits.

Ansau – Sylvari Mesmer – Exiled Warriors [wE] – Gandara

i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz

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Posted by: Bumbler.7581

Bumbler.7581

Aside from sometimes teleporting myself closer to the target with #2 (which can be annoying), I’ve always thought #3 was an excellent downed ability. When I am just roaming solo PvE and I go down to a veteran, I typically always rally against it if I am alive long enough for #3 to be available; which is why I have always thought it’s long cooldown was justified.

Your suggested #2/#3 both seem OP, in my opinion.

That said, I don’t really do any PvP, so I have no opinion toward the mesmer downed state on that front.

In Chancery (Jade Quarry, NA) – The Instance Mesmer
#readingLFGisOP #savethewarden
#wallsfixdungeons

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Posted by: Durzlla.6295

Durzlla.6295

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Beta Sprite.4169

Beta Sprite.4169

#1 is good as it is.
#2 could have much better teleportation mechanics (moving away from the target or allowing you to place a reticle for destination of the teleport would be nice) or a different mechanic entirely, but what is suggested in the OP is pretty broken.
#3 is crazy damaging, and that is occasionally what gets me off of my downed state. I agree that it needs to cause regen and such when phantasms are traited if it doesn’t, but I’ve never really noticed.

~Beta

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Posted by: azuzephyr.7280

azuzephyr.7280

people that think mesmer downed state is bad is either

1. new to game
2. bad at game
3. only PVE and bad at it.

It is factually and empirically the worst downed ability amongst any profession within GW2. Now, although your post lacked any form of evidence or credentials, here’s why you’re wrong;

Every other professions’ stomp-blocking downed ability requires an application of stability, stealth, blindness, block or a teleport in order for the stomping character to counter the stomp-block. Unless it’s a Mesmer. The only thing you need to roll the Mesmer’s attempt at stomp-blocking is to cancel and then recast the cast of stomp when they begin the animation for using decoy, this causes them to reveal from stealth before your cast finishes, bam – you have your stomp, no stealth or stability required, easy access to any profession/any circumstances.

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Posted by: azuzephyr.7280

azuzephyr.7280

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

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Posted by: wads.5730

wads.5730

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

take your own advise, interrupting the stomp to restomp only works if you dont wait until the last second to decoy.

and guess what, if you do that, it’s essentially the same as a guaranteed interrupt.

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Posted by: Iavra.8510

Iavra.8510

I’m okay with our downed skills…#2 stops a stomp 100% of the time if not used too early and if theres nobody nearby to ress you, you are dead anyway after getting downed.

Also remember that your clones and phantasms are still fighting while you are downed.

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Posted by: Crossplay.2067

Crossplay.2067

The problem with #1 is the change to confusion. Many times I’ve been downed and in battles of attrition, only to lose because I couldn’t squeak out 10 more damage. The confusion nerf will only make that worse.

I’d be okay with #2 if it was a guaranteed teleport AWAY from the target AND the mesmer stayed stealthed the entire time limit, regardless of what the clone does. There’s no point in having a stealth ability if the clone always breaks it before the time limit is up.

Skill #3 is fine as is. That thing hits like a mac truck carrying hydrogen bombs! If you manage to get a clean hit and still can’t kill your opponent, you were going to die anyway.

Skill #4 has a problem that I have with ALL professions. It heals way too slowly. It’s extremely rare that I’m able to get myself back up from using it while in battle. It’s even worse if everything around you is dead and you have to use it to get back up. It just takes way to long.

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Posted by: wads.5730

wads.5730

The problem with #1 is the change to confusion. Many times I’ve been downed and in battles of attrition, only to lose because I couldn’t squeak out 10 more damage. The confusion nerf will only make that worse.

I’d be okay with #2 if it was a guaranteed teleport AWAY from the target AND the mesmer stayed stealthed the entire time limit, regardless of what the clone does. There’s no point in having a stealth ability if the clone always breaks it before the time limit is up.

Skill #3 is fine as is. That thing hits like a mac truck carrying hydrogen bombs! If you manage to get a clean hit and still can’t kill your opponent, you were going to die anyway.

Skill #4 has a problem that I have with ALL professions. It heals way too slowly. It’s extremely rare that I’m able to get myself back up from using it while in battle. It’s even worse if everything around you is dead and you have to use it to get back up. It just takes way to long.

illusions damage does not break your stealth.

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Posted by: Benji.9203

Benji.9203

people that think mesmer downed state is bad is either

1. new to game
2. bad at game
3. only PVE and bad at it.

It is factually and empirically the worst downed ability amongst any profession within GW2. Now, although your post lacked any form of evidence or credentials, here’s why you’re wrong;

Every other professions’ stomp-blocking downed ability requires an application of stability, stealth, blindness, block or a teleport in order for the stomping character to counter the stomp-block. Unless it’s a Mesmer. The only thing you need to roll the Mesmer’s attempt at stomp-blocking is to cancel and then recast the cast of stomp when they begin the animation for using decoy, this causes them to reveal from stealth before your cast finishes, bam – you have your stomp, no stealth or stability required, easy access to any profession/any circumstances.

Engineer says hi.

: ^ I

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Posted by: Crossplay.2067

Crossplay.2067

illusions damage does not break your stealth.

Unless that change was extremely recent, it always has for me.

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Posted by: Durzlla.6295

Durzlla.6295

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

In what scenario does hittin 2 NOT interrupt a stomp? Are you one of those silly mesmers that blow their #2 faster than a horny teen? Because that’s the only scenario I can think of.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: wads.5730

wads.5730

illusions damage does not break your stealth.

Unless that change was extremely recent, it always has for me.

this has never been the case. you’re probably mistaking damage done by illusions themselves (shatter damage included) or inflight projectiles, rather than the attacks that illusions do.

the autoattacks that clones and phantasms do have never counted as your own damage.

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Posted by: Dhampyr.2104

Dhampyr.2104

I mentioned this the last time this topic was discussed. My solution is simple and fixes ALL of the problems with mesmer downed state.

QUIT DYING.

this has never been the case. you’re probably mistaking damage done by illusions themselves (shatter damage included) or inflight projectiles, rather than the attacks that illusions do.

the autoattacks that clones and phantasms do have never counted as your own damage.

The easy proof for this is to check your combat log. Illusion damage isn’t listed.

(Of course, that may only mean the combat log is broken, which wouldn’t really surprise me.)

Eve Morrow, Mesmer, Eve Flamescythe, Ele
Tarnished Coast

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Posted by: azuzephyr.7280

azuzephyr.7280

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

take your own advise, interrupting the stomp to restomp only works if you dont wait until the last second to decoy.

and guess what, if you do that, it’s essentially the same as a guaranteed interrupt.

It isn’t a guaranteed interrupt, if you are being interrupted 100% of the time it is used against you then it’s you.

This isn’t debatable

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Posted by: azuzephyr.7280

azuzephyr.7280

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

In what scenario does hittin 2 NOT interrupt a stomp? Are you one of those silly mesmers that blow their #2 faster than a horny teen? Because that’s the only scenario I can think of.

Well then point proven. You obviously didnt read first post, so here it is again in plain terms;

What you are doing: Try to stomp mesmer/they cast decoy#2/your stomp misses/cry

What you should be doing: Try to stomp mesmer/they cast decoy#2/you hit esc when they start to cast/hit stomp again/win

It’s not our fault if you aren’t doing anything to improve your own performance.

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Posted by: wads.5730

wads.5730

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

In what scenario does hittin 2 NOT interrupt a stomp? Are you one of those silly mesmers that blow their #2 faster than a horny teen? Because that’s the only scenario I can think of.

Well then point proven. You obviously didnt read first post, so here it is again in plain terms;

What you are doing: Try to stomp mesmer/they cast decoy#2/your stomp misses/cry

What you should be doing: Try to stomp mesmer/they cast decoy#2/you hit esc when they start to cast/hit stomp again/win

It’s not our fault if you aren’t doing anything to improve your own performance.

the point is, as long as you wait until the last second, their first stomp attempt, which takes 3 seconds, will not kill you.

and they have to restomp.

pressing esc after you spent 2.9 seconds in the stomp animation is the same as interrupting the stomp. you have to stomp again, effectively having to stomp twice regardless of what you do.

what you are saying is only true if the mesmer is bad, and decoys too soon.

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Posted by: azuzephyr.7280

azuzephyr.7280

Totally wrong. Being interrupted by another class’ #2 would add a minumum of 1 extra second, sometimes more, meaning 2.9 second stomp, interrupt then 3 second stomp. Ours adds far less and does not require blowing a utility to gain stability or teleport in order to counter.

It’s the least punishing downed ability by comparison to any other class.

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Posted by: wads.5730

wads.5730

Totally wrong. Being interrupted by another class’ #2 would add a minumum of 1 extra second, sometimes more, meaning 2.9 second stomp, interrupt then 3 second stomp. Ours adds far less and does not require blowing a utility to gain stability or teleport in order to counter.

It’s the least punishing downed ability by comparison to any other class.

except other classes #2 can be avoided completely by blind/invuln/aegis/stability/blink/stealth.

meaning you can’t interrupt the first stomp. this is why people say mesmers #2 is 100% guaranteed to interrupt first stomp., the ONLY other class that can do this is elementalists, but their #3 is terrible.

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Posted by: azuzephyr.7280

azuzephyr.7280

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

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Posted by: loseridoit.2756

loseridoit.2756

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

mesmer down state is not the worst in the game.

the down #2 is a near guarantee anti stomp that can delay a kill.

Because of this guarentee, mesmer down state is just as good as a guard.

Down state from best to worse
Ele
Thief
Ranger
Guard and Mesmer
Necro
Engineer and Warrior

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Posted by: Super Riceman.8702

Super Riceman.8702

I think they can revert the nerf to confusion dmg and every time you take dmg from confusion your character will shout something loud and annoying that indicates you are hurting yourself.

That way people will learn to spam less and live more.

There is only one god and its name is nerf. There is only one thing we say to nerf, not today

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Posted by: azuzephyr.7280

azuzephyr.7280

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

mesmer down state is not the worst in the game.

the down #2 is a near guarantee anti stomp that can delay a kill.

Because of this guarentee, mesmer down state is just as good as a guard.

Down state from best to worse
Ele
Thief
Ranger
Guard and Mesmer
Necro
Engineer and Warrior

This list looks based in facts and evidence

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Posted by: loseridoit.2756

loseridoit.2756

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

mesmer down state is not the worst in the game.

the down #2 is a near guarantee anti stomp that can delay a kill.

Because of this guarentee, mesmer down state is just as good as a guard.

Down state from best to worse
Ele
Thief
Ranger
Guard and Mesmer
Necro
Engineer and Warrior

This list looks based in facts and evidence

well. this is how i rate down states

Elementalist #2 is just ridiculously good. Invulable and able to move around as you wish

Thief down states are so annoything that some players gave up stomping and just 1 attack in thin air

Ranger #2 is a near guarantee stun and #3 lick wounds res the ranger fast

Mesmer #2 teleport is buggy but it works most of the time

Guardian #2 is an aoe knockback

Nerco is pretty bad because DS shroud bug but AOE fear is nice

Engineer is just playin kittenty. #2 pull your enemy toward you…….

Warrior #2 cast time is horrendous and single target…. Vengence is a guarentee death

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Posted by: wads.5730

wads.5730

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

if the mesmer isn’t bad, regardless of how you stomp, it takes minimum of 2 stomp attempts to finish a mesmer.

while other classes only takes 1.

not sure if i’m getting trolled or you’re just that dumb. i’m done.

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Posted by: azuzephyr.7280

azuzephyr.7280

You were done a long time ago, you just kept peddling.

Utilities required to stomp by class;
Thief 1
Warrior 1
Ranger 1
Engineer 1
Necro 1
Elementalist 0 [yay for invulnerability + movement]

Mesmer 0 [we aren’t as lucky as elementalists]

It does not take two stomps to get a mesmer down, stop trying to push this.

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Posted by: Durzlla.6295

Durzlla.6295

It -does- take 2 stomps though…. I use my #2 and you can no longer stomp me, so you need to use another one, not to mention stealth lasts a little bit so you can just lay there and hide.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: MysticHLE.7160

MysticHLE.7160

They should just make it so that all our confusion skills apply 2x the number of stacks as they do currently.

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Posted by: Crossplay.2067

Crossplay.2067

Gonna test the down skill stuff now. In the meantime, the #2 skill summons a clone. You need a target to summon most clones. You also have to have line-of-sight and not be blinded or summon on a blocking opponent. How is that a guaranteed interrupt?

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Posted by: wads.5730

wads.5730

Gonna test the down skill stuff now. In the meantime, the #2 skill summons a clone. You need a target to summon most clones. You also have to have line-of-sight and not be blinded or summon on a blocking opponent. How is that a guaranteed interrupt?

true that you need a target, but you do NOT get blocked by line of sight, blind,block, anything.

you will always be able to cloak with #2 as long as you have a target, even if the target is like miles away, or even invuln

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Posted by: Crossplay.2067

Crossplay.2067

Wiki says it’s suppose to be a 3-second cloak. I might get one second, if I’m lucky, even if I don’t attack at all. However, I’m not sure it is my clone causing me to unstealth now. I’ll have to test this further.

Edit: Nope, I was right the first time. I cloak, the clone attacks and as soon as it hits, I lose stealth. The max has been 1.5 seconds.

(edited by Crossplay.2067)

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Posted by: bhagwad.4281

bhagwad.4281

Hi Fellow Mesmers,
I wanted to talk about the Mesmer Downed Skills,
Well, let’s review each skill and see why it is broken:
1) Mind Blast – Puts confustion on the target. Arenanet has made confusion practically useless and officially turned the Mesmer to one of the bleeder classes in the game.
2) Deception – creates a downed clone and teleport the mesmer 12.567 inches away. Seriously??? if the rouges can teleport up to 600 feet, why can’t we!!!!
3) Phantasmal Rouge – Creates a useless illusion that practically does nothing. also on a long cool down.

How to fix them:
Well, let’s say that the first thing Arenanet should look at is comparing the mesmer downed skills across the board with all the other classes. they are clearly outdated and unbalanced.
My suggestions are:
Skill # 1 – Change confusion to bleed. At least we can do some dps if we are bleeder mesmers.
Skill # 2 – Creates two clones that attack the target and as long the clones are alive, the mesmer is invisible.
Skill # 3 – Teleport the mesmer to a random location within a radius of 600 feet and create a Phantasmal of Regeneration that heals the mesmer for 928 health per second and as long as the illusion is alive the mesmer is invisible.

I honestly don’t think this is OP because the illusions can be killed and the mesmer will be exposed. Also, players can blow their aoes and kill us. So it’s balanced. These kind of skills will increase our chance to survive and rally.

Let me know your thoughts. Just don’t scream OP like a little girl. Explain your reason!!!

Dude…are you insane? I play a mesmer almost exclusively, but this is just obscenely overpowered.

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Posted by: loseridoit.2756

loseridoit.2756

You were done a long time ago, you just kept peddling.

Utilities required to stomp by class;
Thief 1
Warrior 1
Ranger 1
Engineer 1
Necro 1
Elementalist 0 [yay for invulnerability + movement]

Mesmer 0 [we aren’t as lucky as elementalists]

It does not take two stomps to get a mesmer down, stop trying to push this.

By that logic,

all classes do not need utilities to stomp.

You just wait after the initial CC then stomp them again.

it does take two stomp to stomp a mesmer.

Anet fixed alot of bugs with the #2 skill so its kidda reliable

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Posted by: Iruwen.3164

Iruwen.3164

Fix #2 so it doesn’t require a target and works like phase retreat. Basically, make it phase retreat. Remove the invisibility if you like, I don’t care.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: Palu.3405

Palu.3405

The one thing I want is for the giant red arrow over my head to also appear over my clone for #2. I don’t have a giant arrow over my head when I’m fully up and alive, and this forces people to actually figure out which one is the real mesmer. Granted, that’s not that hard currently since one can look at boons/food/etc. However, when the real mesmer always appears second and with a giant arrow over its head, the ability’s purpose (to confuse the enemy) is completely defeated when playing against any competent player.

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Posted by: Curunen.8729

Curunen.8729

The one thing I want is for the giant red arrow over my head to also appear over my clone for #2. I don’t have a giant arrow over my head when I’m fully up and alive, and this forces people to actually figure out which one is the real mesmer. Granted, that’s not that hard currently since one can look at boons/food/etc. However, when the real mesmer always appears second and with a giant arrow over its head, the ability’s purpose (to confuse the enemy) is completely defeated when playing against any competent player.

This is true as well.

The downed state does not need to be completely overhauled, only needs one or two small changes to make it more consistent/effective – mainly on #2:
- red downed arrow also over clone
- teleport away from target

In fact if the downed arrow showed over the clone, then maybe the random teleport would be better, because whoever’s trying to stomp you would know which direction you have ported in – unless you switched target before casting #2, thus controlling the direction.

Skill #3 is very powerful – the problem is because #2 does not afford you enough time to get to use it when against competent players.

Skill #1 is hard to change because it is great underwater, especially combined with the #2 clone.

Edit: silly formatting…

Mesmer Downed Skills are broken

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Posted by: Benji.9203

Benji.9203

Ele down state is only good in certain situations. Like with a team or an ally. In solo situations (away from tower doors and water) it can probably be considered one of the worst downed states in the game. The downed damage #1 isn’t anything worth mentioning and the #3 is rather useless.When an ele goes down solo it’s gg. Teamfights are another story. When a mesmer goes down solo or even in team fights the confusion in combination with the teleport plus phantasms is something to be wary of.

P.S. Engi down state is terrible in both team fights and solo. When you go down it’s always gg. Warriors as well to an extent.

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Posted by: Durzlla.6295

Durzlla.6295

Ele down state is only good in certain situations. Like with a team or an ally. In solo situations (away from tower doors and water) it can probably be considered one of the worst downed states in the game. The downed damage #1 isn’t anything worth mentioning and the #3 is rather useless.When an ele goes down solo it’s gg. Teamfights are another story. When a mesmer goes down solo or even in team fights the confusion in combination with the teleport plus phantasms is something to be wary of.

P.S. Engi down state is terrible in both team fights and solo. When you go down it’s always gg. Warriors as well to an extent.

Engi downstate is actually really strong, it’s used for a more “support” role, IE someones trying to finish off another player whose downed you can drag em over to you, your auto applies chilled and weakness, and then you have an AoE blowout which essentially gives you a second interrupt, which no other prof has (sure thief has stealth but he’s not fooling any good player whose just gonna burst his area).

In 1v1 the engi is on the stronger side still since if you time it right you will always be able to get your #3 off. However you make it a 1v2 or a 2v2 and it becomes significantly weaker.

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As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Benji.9203

Benji.9203

The reason I find Engi down state weak is:

1. The damage from #1 is nothing to write home about. In a downed fight vs any class at around the same downed hp you will lose. You cant even use the #2 as a means to interrupt downed players and if the downed enemy isn’t near you #3 becomes useless as well.

2. Both interrupts from #2 and #3 can be mitigated through blind, invul, stability etc

3. Engi #2 has an obvious tell and cast time like Warriors #2 and in some scenarios even misses through “obstruction”. So even if you wanted to use it for “support” you have to risk a hit/miss or just get mitgated by step 2.

4.(Personal Note) When downed as an engi I have never felt more hopeless. I could have been playing like a pro during a 3v1 to then finally get downed and now I’m just reduced to being your kitten. The enemy knows it. I know it. Its rather humiliating.

Enemy downs Engi

Enemy: So much for that. If it means anything you were rather annoying (smirk).

Downed Engi: YOU THINK THIS IS OVER!?! TASTE MY GRAPPLE HOOK FIEND!!!

Engi throws grapple hook but misses due to “obstruction”

Downed Engi: …

Enemy: …

Enemy: LMAO

Enemy stomps the Engi

Back at the waypoint

Engi: Fml….

(edited by Benji.9203)

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Posted by: Iavra.8510

Iavra.8510

In a downed fight vs any class at around the same downed hp you will lose.

Looks like someone should try to get some clones/phantasms out before getting downed…

/edit: nvm, you meant engi…but my argument still holds it value. Our downedstate can’t be as op as ele’s is currently because our illusions keep on fighting until we die and are actually able to put out a lot of damage while the opponent effectively immobilizes himself by trying to stomp us.

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Posted by: Simonoly.4352

Simonoly.4352

With Deception, they need to remove the big red arrow over the Mesmer’s head. It completely undermines the purpose of the skill if you’re always being told which one is the real Mesmer. Deception should also make the clone and Mesmer appear at the same time.

Gandara

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Posted by: Aberrant.6749

Aberrant.6749

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

mesmer down state is not the worst in the game.

the down #2 is a near guarantee anti stomp that can delay a kill.

Because of this guarentee, mesmer down state is just as good as a guard.

Down state from best to worse
Ele
Thief
Ranger
Guard and Mesmer
Necro
Engineer and Warrior

Warrior’s downed state is not as bad as eng’s… it’s one of the better ones. you use #2 to delay a person long enough to pop #3. Being able to get up again and use all your skills and move around is pretty epic.

That being said, mesmer’s downed skills aren’t great aren’t super horrid. My only gripe is that #2 doesn’t move you AWAY from the target. Please at least make it 180 degrees in the other direction so that I don’t tele into the middle of a group -.-

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