(edited by FJSAMA.2867)
Mesmer changes september 29th
Also, Disenchanter is nuts. Attack every 2.46 seconds with PH, which is more or less the same as sword AA rate! 2xDisenchanters (with mimic) with your sword AA now strips 2 boons every second!
Those cute necromancers in the necromancer forums who say necro does boon strip best
To be fair, with 2 disenchanters, the DPS drops quite considerably… Without DPS loss, we have sword AA, necros have well of corruption, which is probably somewhat similar. I think at the end the difference is like druid vs ventari: necro can remove many boons in a burst, mesmer usually takes more time (+corruption is a bit more potent than plain removal)
Did pledge bug get fixed?
Did you try reading the notes?
I’m not understanding the patch notes, was it just the tooltip that was bugged?
Did pledge bug get fixed?
Did you try reading the notes?
I’m not understanding the patch notes, was it just the tooltip that was bugged?
Yep, just a tooltip bug.
Anyway, regarding the pDisenchanter:
pDisenchanter is still awful. Phantasm builds aren’t viable in PvP for a lot of reasons, so that means you’re taking it in a shatter build. Taking it in a shatter build means you can’t just have it sitting around chewing on stuff, because you’ll shatter it. So the alternative is you bring it out when you need it. Seems fine?
Nope.
When do you need it? Well, you need it when you’re condie loaded. If you’re condie loaded, 95% of the time you’re blinded, which means you can’t bring it out. Additionally, depending on the severity of the condie load (burn guardian burst anyone?) you need that removal now, not 1.5s cast time, .5s for it to gain a target, and another second for the attack to execute, and then hope that they didn’t dodge it, blind it, block it, or reflect it.
It’s too unreliable. It doesn’t fit the mechanics of the builds you have to use it in, nor does it just function well in general.
I appreciate Robert’s attempt… but the disenchanter is still not worth using.
On the other hand, I’m surprised by how much I’m liking the Signet change… Even though the extra healing I’m getting out of it borders on inconsequential, it just feels so much better.
Off topic – I was that noob condi Necro that sent you a tell like a fan girl, Fay. I was testing out the scepter changes.
Anyway, regarding the pDisenchanter:
pDisenchanter is still awful. Phantasm builds aren’t viable in PvP for a lot of reasons, so that means you’re taking it in a shatter build. Taking it in a shatter build means you can’t just have it sitting around chewing on stuff, because you’ll shatter it. So the alternative is you bring it out when you need it. Seems fine?
Nope.
When do you need it? Well, you need it when you’re condie loaded. If you’re condie loaded, 95% of the time you’re blinded, which means you can’t bring it out. Additionally, depending on the severity of the condie load (burn guardian burst anyone?) you need that removal now, not 1.5s cast time, .5s for it to gain a target, and another second for the attack to execute, and then hope that they didn’t dodge it, blind it, block it, or reflect it.
It’s too unreliable. It doesn’t fit the mechanics of the builds you have to use it in, nor does it just function well in general.
I think before changing its attack rate, the priority was to reduce its cast time. Both utility phantasms have currently a 1.5s cast time, which is insane. Their strength does not justify it. We already have mantras if we have a strong taste for long cast time.
Then, I guess like all phantasms, you would need to have high toughness and invest in the full inspiration line and maybe even bring signet of illusion to keep them alive… But if you’re into inspiration, you don’t really need iDisenchanter anymore…
If at least those were like ranger spirits that you can just hide them somewhere and get the AOE benefits (when you’re hoping something is as good as a ranger spirit, you have hit the bottom). Instead, they need to stand in the field because LoS…
I am not a fan at all at the invisible decrease at all. That was a big hit in my opinion. Please tell me what you guys think.
I only miss old PU in the labyrinth on Silverwastes lol.
Right now I’ll just go back to tossing coins on a wishing well for a dev epiphany where my PvE experience can stop being black balled by PvP balance.
I am not a fan at all at the invisible decrease at all. That was a big hit in my opinion. Please tell me what you guys think.
PU was broken. 50% nerf is probably too much, but in line with other nerfs to mesmers (OMG MESMERS KILL IT KILL IT!). On another note, torch trait is confirmed as “working as intended”, so you have that.
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Would be interesting to know what their rationale is for the PU nerf. Do they actually have one, aside from “too many forum threads with PU in the title”? After all they increased the duration originally, presumably having done some testing on it, so what was the big issue that was later discovered which was not found during the original testing and was subsequently sufficient grounds for a nerf?
A considerable number of the buffs the trait rework granted us to much Mesmer community applause has been nerfed to near-uselessness, and the only reason I can think of for the lack of appropriate uproar is that people are still in a state of quasi-orgasmic excitement over the prospective Chronomancer builds.
Until those get promptly nerfed 3 hours after release.
~ There is no balance team. ~
Anyway, regarding the pDisenchanter:
pDisenchanter is still awful. Phantasm builds aren’t viable in PvP for a lot of reasons, so that means you’re taking it in a shatter build. Taking it in a shatter build means you can’t just have it sitting around chewing on stuff, because you’ll shatter it. So the alternative is you bring it out when you need it. Seems fine?
Nope.
When do you need it? Well, you need it when you’re condie loaded. If you’re condie loaded, 95% of the time you’re blinded, which means you can’t bring it out. Additionally, depending on the severity of the condie load (burn guardian burst anyone?) you need that removal now, not 1.5s cast time, .5s for it to gain a target, and another second for the attack to execute, and then hope that they didn’t dodge it, blind it, block it, or reflect it.
It’s too unreliable. It doesn’t fit the mechanics of the builds you have to use it in, nor does it just function well in general.
You’ve really come full circle with this, used to be such a staunch defender of it.
Anyway, regarding the pDisenchanter:
pDisenchanter is still awful. Phantasm builds aren’t viable in PvP for a lot of reasons, so that means you’re taking it in a shatter build. Taking it in a shatter build means you can’t just have it sitting around chewing on stuff, because you’ll shatter it. So the alternative is you bring it out when you need it. Seems fine?
Nope.
When do you need it? Well, you need it when you’re condie loaded. If you’re condie loaded, 95% of the time you’re blinded, which means you can’t bring it out. Additionally, depending on the severity of the condie load (burn guardian burst anyone?) you need that removal now, not 1.5s cast time, .5s for it to gain a target, and another second for the attack to execute, and then hope that they didn’t dodge it, blind it, block it, or reflect it.
It’s too unreliable. It doesn’t fit the mechanics of the builds you have to use it in, nor does it just function well in general.
You’ve really come full circle with this, used to be such a staunch defender of it.
When anet removed all viable non-shatter builds, they removed the viability of phantasms as a whole. Phantasms are useless when they only stay alive for 5 seconds before being shattered, and this is all the more noticeable when they have an insanely long cast time like our utility phantasms do.
Ultimately, by making all viable builds into shatter builds, Anet has said, even if unintentionally ‘If you want to use phantasms in PvP, you must go chrono, otherwise you’ll suck’.
Phantasms just aren’t a concept that has much of a place in GW2, not with the sheer amount of cleaves and massive AoE “dodge or die” attacks.
I wish they’d do the rest of our Phantasms like the Shield one. Make the Phantasm a side effect of another core action. I always liked the idea of the Mesmer performing a spell/action then summoning a Phantasm that repeated the action. So the Disenchanter should appear after the Mesmer has already cast a cleansing spell (getting rid of the potential blindness on himself).
So Blurred Frenzy is now a dps loss?
I also have no idea why they think Condi Mesmer is so strong when its one of the worst condi builds.
They were so stingy with the autoattack buffs, a 10% buff is marginal when mesmer mainhand sword is so far behind, and the fact that pistol whip is blurred frenzy on steroids, and Unrelenting Assault does roughly three times as much damage as blurred frenzy, teleports you, and stacks might is a joke.
Necro also got a pitiful 10% on axe auto, when the weapon is so behind the other classes, their scepter changes amount to less ramp up but the same mediocre condition dps due to nerfs to lingering curse that still make engineers and rangers and guardians far better condition classes.
Meanwhile thieves got buffs on the line of 25%+. A total joke, considering most thief weapons vastly outdamage mesmer and necromancer autoattacks and other skills. But I fear this is all done with pvp balancing in mind where they don’t want to buff mesmer or necro.
And rangers, the class with some of the worst autoattacks, including all their power weapons besides longbow, got no buffs to the autoattacks.
If they think raids will release with anywhere close to fair class representation at this level of power imbalance between classes, they got a surprise coming to them.
I agree 100% about how stingy they were with the buffs, considering how far behind on damage mesmer melee is…compared with the alternative choices to bring to raids/groups. Not only were they unspeakably stingy, they apparently only applied the damage increase to our auto attack and not to blurred frenzy…which may as well be a part of our auto attack.
I’m assuming they are still wanting to delude themselves into believing that phantasms are going to be a significant part of our dps, but they are forgetting or ignoring several key things.
1. The nerfs to chronophantasma and illusionary reversion.
2. The unavoidable damage they have been telling us will be present in the new raids.
3. The already fragile nature of illusions…and what will happen to them with this unavoidable damage in raids
I’m guessing they are thinking we will be shattering all of our illusions much more frequently since they nerfed pure phantasm builds while strengthening shatter builds. That would probably work out if we are going to be able to actually keep both clones and phantasms alive long enough for them get a few attacks in and then shatter them. Not sure how they expect that to work, especially since they are so focused on esports like you said and are refusing to go as far as they need to fix us because of that.
I’d also like to chime in about my continued irritation with time warp. This is more of a fairness comparision with time warp versus feel my wrath. This is a pretty 1:1 comparison since both are elites and both are primarily about quickness. The only differences really are duration, cool downs, and secondary effects. The duration difference is fine…10 sec tw versus 5 sec fmw…especially considering the fury duration of fmw is actually 10 seconds….same as tw duration. Secondary effects are fine….slow for tw and fury for fmw. The problem is the cool down difference. FMW with 45 second base/36 second traited cd now…versus TW with static 180 second cd. The only real differences are 5 seconds of quickness….for 4 times the cool down! You can do FMW 4 times in the span that you can do TW. That is not balanced. At most, TW should be a 90 second cool down. Twice the cool down of untraited FMW since the quickness duration is double. I said this a long time ago when they first nerfed TW by 50% effectiveness but left the duration the same. I guess they may be factoring in the fact that TW has an ethereal combo field, but that’s not really a strength to put out a combo field that other players don’t want…that covers up combo fields they do want.
Dislike the change of stealth duration. .__.
At least we know why Blurred Frenzy wasn’t buffed, Roy was scared it that it would raise it up to be only half as bad what the Rev can do.
Even with the addition of a passive heal on Signet of the Ether, the healing it provides is pitiful compared to Ether Feast. Aside from niche uses in certain dueling builds and instanced PvE, it isn’t really used by experienced players. Signet of the Ether needs either a cooldown reduction or increased healing rate wiith illusions (better as to differentiate from Ether Feast) in order to be competitive with the alternatives.
edit: grammar
(edited by expandas.7051)
You can forget about that. Since it was used for PU duelist builds, ad this game is balanced around 1v1 PvP QQ, you can rest assured no such buff will come to the skill.
I’m not sure entirely i’m gonna agree with the PD statements made here. I’m running a build that uses PD & it seems to have a rate of great success. But it’s still to soon to say. I’ll keep you guys informed.
Only thing up to now is it needs to be summoned in 1/4 sec instead of 1 1/2. To many times it miscast cuz it needs a target. & when target disappears (inv) or other odd reasons, it miscast. That don’t make it interesting.
Also should transfer 2 condi to make it worthwhile.
(edited by Vieux P.1238)
I really hope they change Prismatic Understanding back to 100% stealth. I am very upset with this change. no point in playing if you are only in stealth for 4 seconds………….. smh.
Does the thief Unload 26% damage buff translate to Illusionary Duelists?