(edited by Pyroathiest.4168)
Patch Summary
Mesmer clones doesn’t show the outfit that the mesmer is wearing, but the equipped gear. What is plain stupid if it’s intended.
Mesmer clones doesn’t show the outfit that the mesmer is wearing, but the equipped gear. What is plain stupid if it’s intended.
This is some A++ quality control
You forgot that we’re now OP, with our new interrupt healing builds we not only contribute so much to zerg and group fights, but we’re basically core. Mesmer Heal OP power of destiny → New Meta.
Fort Aspenwood
I also suspect phantasms aren’t inheriting ferocity correctly.
yeah so all they did is try to fix a few bugs, braking other stuff and not giving us anything. REALLY ANET? hello dev could u at least try to understand this class and actually put work into this class?
since glamour all we saw was nerf after nerf after nerf and increase of bugs, nothing has been given back to us to make us viable in wvw…all other classes got attention. we get bug fies and now we have to wait for another 6-10 months till anything gets maybe done for mesmers…ugh im done with mesmer!im tired of veilbot and tired of being useless in wvw, tired of the bugs.
this class used to be awesome, not there is nothing left! ill go warrior ele and necro now. i wanna actually have fun in wvw and not be a servant!!!
[AVTR]
Isle of Kickaspenwood
They also buffed kits and conjured weapon to ascended level. I haven’t checked yet but I doubt that phantasms were included in this.
I can confirm that phantasmal warden is not fixed, tested on orrian guard turrets in Arah.
The only reason I was looking forward to this patch was the illusionary elasticity bug fix that was promised. That’s what I get for reinstalling before getting patch feedback.
+1 for 3v3 or 2v2 deathmatch
warden is now even worse, it only reflect the target you casted it on. so its kinda pretty much useless. cast a warden on 2 turrets, it only reflects one. fail.
warden is now even worse, it only reflect the target you casted it on. so its kinda pretty much useless. cast a warden on 2 turrets, it only reflects one. fail.
holy crap, can anyone confirm? even harder fail if this is true.
warden is now even worse, it only reflect the target you casted it on. so its kinda pretty much useless. cast a warden on 2 turrets, it only reflects one. fail.
wow! thats terrible. it used to be my favorite phantasm….if this is intended then the devs really dont want us to ever play wvw…seriously mesmers should go on strike! stop veilbotting, stop portaling stop timewarping. anet refuses to put work in this class. anet refused to help us to get something back for wvw raids and group play. anet only fixed a few bugs, of course nerfed us as usual and then added 1 ok trait and the rest useless leftover traits from other classes.
walk your golems in future!
[AVTR]
Isle of Kickaspenwood
The untraited warden does block projectiles from Alphard’s clones, have not tested traited.
In the nearly 2 years that i’ve been playing GW2 I’ve never posted on the forums. But this patch. My God, this patch.
I’m not one for hyperbole so i’ll say it straight. Shatter is no longer a viable build. I’ve been running shatter for the past few months in a group composition, typically 5-8 going up against 15-20, and doing very well. In fact, I’d say that Shatter was one of the most powerful builds to run in that environment. But not anymore.
To those unfamiliar with the role of a shatter mesmer in the group, its to be full-glass and down a cluster of 4-5 people as quickly as possible. That’s the job and shatter did it extraordinarily well. Not anymore.
Now, I’ll be lucky to do 75% of a cluster’s life (this is with ~25 stacks of might). This allows a competent zerg ball to regroup and heal. Additionally, I’m much harder pressed to live as I’m highly reliant on dodges/invluns to survive. This is due to the halved duration on critical infusion, hamstringing both my defenses and my clone production (which was already hard-pressed while fighting a zerg).
I would like to stress that I’m running full glass. Its supposed to be a trade off of durability for damage, which it certainly was. Now I’m doing mediocre damage with terrible durability.
Perhaps, once I’ve stopped fuming I’ll reassess the situation and see that all is not lost. Perhaps. But shatter was not a build that required nerfs and yet got its teeth knocked out by this patch.
Tested Warden vs Ele + Icebow and Ranger + Longbow, both auto and non auto-attack skills. Here’s a vid of the Ele test:
- https://www.youtube.com/watch?v=9JKHnfJ0uCw
In fact, while testing with a ranger even targeting the warden still didn’t proc the reflects. The animation happened, but not the dmg.
Tested Warden vs Ele + Icebow and Ranger + Longbow, both auto and non auto-attack skills. Here’s a vid of the Ele test:
- https://www.youtube.com/watch?v=9JKHnfJ0uCwIn fact, while testing with a ranger even targeting the warden still didn’t proc the reflects. The animation happened, but not the dmg.
Oh wow. This. sigh
Post it in my bug thread, would you?
Tested Warden vs Ele + Icebow and Ranger + Longbow, both auto and non auto-attack skills. Here’s a vid of the Ele test:
- https://www.youtube.com/watch?v=9JKHnfJ0uCwIn fact, while testing with a ranger even targeting the warden still didn’t proc the reflects. The animation happened, but not the dmg.
Ok, I couldn’t repro this, even with an ice bow. I tried in pvp.
Nm, just got a repro, but it isn’t consistent.
Ok, got a consistent repro. The reflect won’t hit properly unless the source of hte projectile was right on top of the warden.
(edited by Pyroathiest.4168)
Try in WvW. Also, same build? I did pop the trait window for a sec so you can copy it.
On another note, a video of warden not spinning (dungeons),
- https://www.youtube.com/watch?v=e9wC0qQEseo (at 0:28)
Thanks for testing frifox. How ridiculous.
In the nearly 2 years that i’ve been playing GW2 I’ve never posted on the forums. But this patch. My God, this patch.
I’m not one for hyperbole so i’ll say it straight. Shatter is no longer a viable build. I’ve been running shatter for the past few months in a group composition, typically 5-8 going up against 15-20, and doing very well. In fact, I’d say that Shatter was one of the most powerful builds to run in that environment. But not anymore.
To those unfamiliar with the role of a shatter mesmer in the group, its to be full-glass and down a cluster of 4-5 people as quickly as possible. That’s the job and shatter did it extraordinarily well. Not anymore.
Now, I’ll be lucky to do 75% of a cluster’s life (this is with ~25 stacks of might). This allows a competent zerg ball to regroup and heal. Additionally, I’m much harder pressed to live as I’m highly reliant on dodges/invluns to survive. This is due to the halved duration on critical infusion, hamstringing both my defenses and my clone production (which was already hard-pressed while fighting a zerg).
I would like to stress that I’m running full glass. Its supposed to be a trade off of durability for damage, which it certainly was. Now I’m doing mediocre damage with terrible durability.
Perhaps, once I’ve stopped fuming I’ll reassess the situation and see that all is not lost. Perhaps. But shatter was not a build that required nerfs and yet got its teeth knocked out by this patch.
I play a shatter mesmer too. When I read about the change to Critical Infusion, I almost had an heart attack. Personally I think the shatter build was at the right place. Not sure if the change is necessary,
I play a shatter mesmer too. When I read about the change to Critical Infusion, I almost had an heart attack. Personally I think the shatter build was at the right place. Not sure if the change is necessary,
To be fair, 5 points was way too easy for near perma vigor. But shatter needs perma vigor like Miley Cyrus needs attention. Its almost as if the Devs forgot shatter was still a build (lol @ forgetting the fundamental mesmer build) and neglected to add in a way for mesmers to get reasonable access to vigor.
In a build already constrained in traits, asking mesmers to put 10 points into a line totally unrelated to shatter just to get the vigor they need is absurd. Its not a question of a trade off between that and stripping boons. I need to strip stability and protection, it isn’t debatable. Frankly I’d be much happier if they put Vigor in as the adept trait in Illusions, it would at least makes sense there.
I play a shatter mesmer too. When I read about the change to Critical Infusion, I almost had an heart attack. Personally I think the shatter build was at the right place. Not sure if the change is necessary,
To be fair, 5 points was way too easy for near perma vigor. But shatter needs perma vigor like Miley Cyrus needs attention. Its almost as if the Devs forgot shatter was still a build (lol @ forgetting the fundamental mesmer build) and neglected to add in a way for mesmers to get reasonable access to vigor.
In a build already constrained in traits, asking mesmers to put 10 points into a line totally unrelated to shatter just to get the vigor they need is absurd. Its not a question of a trade off between that and stripping boons. I need to strip stability and protection, it isn’t debatable. Frankly I’d be much happier if they put Vigor in as the adept trait in Illusions, it would at least makes sense there.
Assuming CI is not going to change, how best to maintain a good vigor uptime? Or a good level of clones production? And is a good shatter template still: 20/20/0/0/30 (having not come around to the new system yet, sorry).
I was using 20/20/0/0/30 glasscannon shatter spec earlier today, feels the same as it did yesterday and the day before I guess ^^
this empowered mantra trait move is driving me insane. destroyed my build
Tried Power Block in WvW… friends say interrupting a stomp prevents them from stomping anyone else for some time
D:
GS auto attack on the same target will now sum up the total damage dealt, rather than displaying damage dealt per surge.
I was using 20/20/0/0/30 glasscannon shatter spec earlier today, feels the same as it did yesterday and the day before I guess ^^
I was playing this in sPvP last night, and while I did notice the critical infusion nerf, I had no problem getting kills. If anything the rune and sigil changes have strengthened the build slightly. (I was running dual energy, dual fire sigils with infiltrators runes. The fire sigils proc practically every shatter combo and the % damage vs players under 50% HP seems nice on paper)
(edited by Neurophen.9738)
Tried Power Block in WvW… friends say interrupting a stomp prevents them from stomping anyone else for some time
D:
That’s hilarious.
I play a shatter mesmer too. When I read about the change to Critical Infusion, I almost had an heart attack. Personally I think the shatter build was at the right place. Not sure if the change is necessary,
To be fair, 5 points was way too easy for near perma vigor. But shatter needs perma vigor like Miley Cyrus needs attention. Its almost as if the Devs forgot shatter was still a build (lol @ forgetting the fundamental mesmer build) and neglected to add in a way for mesmers to get reasonable access to vigor.
In a build already constrained in traits, asking mesmers to put 10 points into a line totally unrelated to shatter just to get the vigor they need is absurd. Its not a question of a trade off between that and stripping boons. I need to strip stability and protection, it isn’t debatable. Frankly I’d be much happier if they put Vigor in as the adept trait in Illusions, it would at least makes sense there.
Assuming CI is not going to change, how best to maintain a good vigor uptime? Or a good level of clones production? And is a good shatter template still: 20/20/0/0/30 (having not come around to the new system yet, sorry).
You could go 10/20/0/10/30 where you traited for vigorous revelation, which combine with CI will make up for the 10s CI cooldown. But frankly shatter mesmer can’t sacrifice more damage now.
You could also go for double energy sigil. Its like a mini-vigor.
(edited by NICENIKESHOE.7128)
I have tried a build that I came up with before the patch and it felt underpowered so much so, you really couldn’t run it. Now I noticed, after the patch that condition damage is working and the build that was underpowered is amazing after the patch. Also, Powerblock is the bomb!!
I think the skills will take a time to get used to but they do seem to be working.
Power Block makes interrupts on bosses with defiant stacks work!
I’ll just upload a vid I recorded!
Equinox [EqnX]
Riverside[DE]
(edited by Me Games Ma.8426)
PowerBlock is sure to get changed, although it would be awesome if that took 6 months
i ran a Power PU build pre patch with full zerk, post patch i tried the same build. my crit dmg was reduced from ~245% to 214% which seems to be ok, but now i have a problem and i dont understand this.
My Phantasmal Berserker did 7k – 9k crits pre patch, now I have 1,5k – 3k crits? this is more then the crit reduce displayed? It seems there is something wrong but i dont understand this :o
can anyone explain this to me or confirm this? i really dont understand whats wrong here but i cant play the power PU build like this :/
So they broke warden even more. That takes some skill.
I think they broke crits in general. Everyone is complaining about burst skills hitting for dramatically less than before.
[TTBH] [HATE], Yak’s Bend(NA)
Regarding grandmaster traits Harmonious Mantras and Empowering Mantras being swapped – this is intended. Apologies for the missing release note.
Say bye to your builds.
17.04.2014
Ohh a hotfix! _
let me see the patchnotes! :-)
…..
Warden is still broken
IE is still broken
Hey Anet go home you are drunk!
| Failture Patch 15 April |
17.04.2014
Ohh a hotfix! _
let me see the patchnotes! :-)…..
Warden is still broken
IE is still brokenHey Anet go home you are drunk!
^This! Same here!
Equinox [EqnX]
Riverside[DE]
Is it me, or have they still not bothered to put this in the patch notes!?
Smells like a bug they didn’t want to admit to if you ask me…. :-)
This was my favorite hotfix patch notes. Update – April 16, 2014
Bug Fixes
The Witch’s Broom item now properly grants protection only in costume brawl.
Hurray, Costume brawl bugs have higher priority than addressing Mesmer bugs.
Sure, Anet may be getting thousands of complaints by every class, from the patch but I don’t think anyone else got lied to, three times (IE, Warden, Distortion trait) Horrible hidden trait swaps (The intentional empowering mantra swap)
The power block things being non-intentional kind of took the wind out of my sails. Critical Infusion nerf hits wvw mesmers harder than it does spvp I feel, but it by no means makes shatter impossible to run. It just makes it harder for us (like it wasn’t already).
So is it safe to assume I shouldn’t undust my mesmer this patch? Ugh my favorite class but it never works right.
I find the Torment trait to be rather lacking, like REALLY lacking for a Grandmaster trait. 3 stacks is rather too low. I think it should have been 6 stacks.
Something like:
1st illusion: 3 Stacks
2nd illusion: 2 stacks
3rd illusion: 1 stack
I wouldn’t even mind it being on like a 5 second cool down. It just doesnt feel threatening enough. When for example a Warrior can proc FIVE stacks of Torment for TWELVE seconds every 15 seconds (with 0% Condition duration and no trait) it is rather poor that a Grandmaster trait is a mere 3 stacks for like 4 seconds….
They could make it so the more illusions that are shattered the more stacks and the longer duration it is. something like:
1 Illusion = 5 seconds
2 Illusions = 7 seconds
3 Illusions = 9 seconds
Though i am not sure if this would be possible. They could make it that each Illusion procs the stack and somehow a duration increase on the current and previous stack?
I am rather disappointed in the Torment Runeset as well, I had real hopes they would make it worth taking but it is still rather lacking. 2 stacks of Torment on heal is rather poor. Plus no stacks on hitting an enemy either
This would have been mine:
+25 Condition Damage
+10% Torment Duration
+50 Condition Damage
+15% Torment Duration 20% Chance on hit to inflict 3 stacks of Torment for 5 seconds(15second cool down)
+100 Condition Damage
+20% Torment Duration; when you use a Elite skill, apply 5 stacks of torment to nearby foes. (Cooldown: 90seconds)
This would have been a GREAT runeset.
I find the Torment trait to be rather lacking, like REALLY lacking for a Grandmaster trait. 3 stacks is rather too low. I think it should have been 6 stacks.
Something like:
1st illusion: 3 Stacks
2nd illusion: 2 stacks
3rd illusion: 1 stackI wouldn’t even mind it being on like a 5 second cool down. It just doesnt feel threatening enough. When for example a Warrior can proc FIVE stacks of Torment for TWELVE seconds every 15 seconds (with 0% Condition duration and no trait) it is rather poor that a Grandmaster trait is a mere 3 stacks for like 4 seconds….
They could make it so the more illusions that are shattered the more stacks and the longer duration it is. something like:
1 Illusion = 5 seconds
2 Illusions = 7 seconds
3 Illusions = 9 secondsThough i am not sure if this would be possible. They could make it that each Illusion procs the stack and somehow a duration increase on the current and previous stack?
I am rather disappointed in the Torment Runeset as well, I had real hopes they would make it worth taking but it is still rather lacking. 2 stacks of Torment on heal is rather poor. Plus no stacks on hitting an enemy either
This would have been mine:
+25 Condition Damage
+10% Torment Duration
+50 Condition Damage
+15% Torment Duration 20% Chance on hit to inflict 3 stacks of Torment for 5 seconds(15second cool down)
+100 Condition Damage
+20% Torment Duration; when you use a Elite skill, apply 5 stacks of torment to nearby foes. (Cooldown: 90seconds)This would have been a GREAT runeset.
yeah but for the most part as far as i’m aware, rune only have “when struck/hit” for stuff like that, tho i like the torment on elite.
yeah but for the most part as far as i’m aware, rune only have “when struck/hit” for stuff like that, tho i like the torment on elite.
Yeah Perplexity did have but the change to when hit does make sense as it should be used to punish them attacking. While conditions like Torment should be on hit. Yeah i think it would be a great 6/6 The 90 second cool down would make it so that it can’t be abused by the low cool down elite skill classes like Warrior and Thief.
I think they wimpped out a bit when it came to changes for some of the Rune sets. Some could have been made SO useful for certain builds but they were a bit scared (or lazy?) Balt is a decent change but others could have been improved as well