Revert Blurred Frenzy changes
I’d go one further. As long as you’re hitting something, you’re invulnerable. Expand it to 3s total. If you fail to hit something, the effect stops. Make it 15 hits of 0,2s invul each, balance damage accordingly.
Awesome invul, but not usable as a purely defensive tool. That could also be used to balance Sword vs Scepter better.
The random passive stuns (Shocking Aura, Engie stuns) going through I can live with, but retal is simply baffling to me.
This is one of the worts issues in my opinion.
Especially the fear of nightmare rune.
It simply sucks to get feared out of it and maybe even die to this, as you arent able to complete your damage rotation.
The fear of the runes rewards players who dont react (fast enough) and punish you for landing your own skills.
Slightly off topic, but has anyone tested the full ruleset for this “evade”? Because at least Tequatl’s wave attack goes right through it every time (I have accounted for the 0.5s cast time), while regular dodge roll “evasion” works normally.
And yes, in PvE the random Static Aura stuns and getting gibbed on retaliation are quite annoying. Maybe it was needed for PvP but mode-specific balance changes exist for a reason.
If theyre going to stick with this, atleast give it a 20% or so damage buff.
In pvp, swapping to sword on a berserker build is practically suicide, except in perfect situations. Its just too much risk, while it only removes like 15% of that warrior’s hp, that they regem back in several seconds.
And compared to others, mesmer has quite low dps in dungeons.
I wouldnt mind having the old CD, but new blur. Or the old blur and new CD, buth not both.
Or they can make the auto attack higher damage, but not up to par with warrior axe or something. Just higher, anything that makes being in melee less of a suicide mission will do.
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.