Sanctum of Rall since beta 3. Mesmer since 1070 AE
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Far too much focus on DPS is being spread all over the place on these forums. Faster doesn’t always mean better, or even more fun.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I don’t suppose it would bother anyone if Mind Stab had more in common with Mind Spike and dealt 33% more damage when its target has no boons.
When Mind Spike was changed, I had to re-read the notes because I thought it was Mind Stab that got the damage boost. It needed it then, and it still needs it.
As it is now, Mind Stab is the skill you use when everything else is on cooldown.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
I don’t use PU in SPvP, TPvP, WvW, or PvE specifically because it’s so gloriously underwhelming and unnecessary.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Focus, I’d like to introduce you to my friend, Black Lion Salvage Kit.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Unfortunately it’s bad for power builds too, since it basically reduces your DPS by a ton if you’re spamming it. Its best use is AOE healing with the Restorative Mantras trait, but that’s only if you feel like doing absolutely nothing but pressing whatever key you assign it to. (P.S. No, I’ve never actually done that. I was already a Refresh/Regen/Haste ‘bot’ in Final Fantasy XI, and it wasn’t fun then, either.)
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Three things to learn from this thread:
1) A mesmer’s best defense is a good offense.
2) A mesmer’s second-best defense is prevention-before-cure.
3) A mesmer must be capable of predicting what their enemy will do.
In fewer words, this means that mesmer doesn’t have as much active defense as other professions and we have to learn to deal with that. ArenaNet feels this is fair (apparently) because we have a higher amount of passive defense. Once you learn how to predict, you no longer have to react.
While this is kittened, it does mean that playing mesmer will make you better at every other profession.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
It is phenomenal how quickly the bugs that benefit the mesmer are fixed.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Celestial is terrible.
And for Fractals, every class goes Berserker.
…which is why I’m always res’ing people in ‘pick-up’ Fractals runs.
ATT Forum Regulars: please, please stop recommending Berserker’s gear to people who don’t know how to play well defensively.
(JFYI, OP: Celestial armor/weapons using trinkets to alter your builds is fantastic on mesmer. All stats benefit all mesmer builds all the time. Bigger damage floater numbers are not everything. Not everything is a speed run.)
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Web of Disruption
Elite Skill: (replaces Moa Morph)
Place a web of disruption on the ground that removes stability and causes random effects to disable your foes.
- Web duration: 10 seconds
- Interval: 2s
- Fear(1s): flee
- Daze: 1 second
- Stun: 1 second
- Knockdown: 1 second
- Launch: 450
- Knockback: 300
I wholeheartedly approve. bump
Missing one thing though. Effect radius ‘skill fact.’
1200 would be lovely. 900 would be plausible.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I have a strong feeling that the results of this thread are going to closely reflect the most-played profession statistic.
1. Mesmer (by far the most bugs and generally-unfavorable skills (what is staff 4 for again?), and aimlessly-aligned traits)
2. Necromancer (no equally-viable power/precision type builds are possible)
3. …
I’ve played them all, and I can’t think of a valid reason why any other professions need any kind of intensive reworking.
Three professions that play exactly as I’d expect them too and certainly do not need any developer attention whatsoever in their current state:
1. Warrior
2. Elementalist
3. Thief
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
Here’s a fun way to stop the melee trains in WvW…
implement ‘friendly fire.’
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Still kinda miss these guys, too, while we’re at it. My current GW1 mesmer (with 7 heroes, all R/N and N/Rt) is the destroyer of all things PvE using these two skills (and a few more, of course).
Sanctum of Rall since beta 3. Mesmer since 1070 AE
“interrupt next skill your opponent uses and deal X damage”
You just described some of my favorite GW1 mesmer skills.
- Wandering Eye
For 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 30…94…110 damage.
- Mistrust
For 6 seconds, the next spell that target foe casts on one of your allies fails and deals 10…82…100 damage to that foe and all nearby foes.
- Wastrel’s Demise
For 5 seconds, target foe is hexed with Wastrel’s Demise. Each second while hexed, target foe and all foes adjacent to that foe take 1…8…10 damage and an additional 1…8…10 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill.
I’m really looking forward to seeing what mesmer will have available in 2014-15…
Sanctum of Rall since beta 3. Mesmer since 1070 AE
People really, really overestimate the damage that phantasms are capable of. Kill them, outrun them, or dodge their attacks. Phantasms are not all that threatening. Mesmer is one of the professions I never have a problem tackling in SPvP or WvW. Thieves remain my biggest gripe and they will continue to be as long as stealth has no counters… which goes full circle back to the reason why I started using PU. Guess who the majority of PU complaints are coming from?
Thieves are everywhere in WvW. The only way to beat them is with counter-stealth mind games. It works very well when they aren’t actively trying to (and successfully) predict what you’re going to do next. A very good thief will always (always) beat anything you can throw at it in a 1v1 contest, however… and they still have more mobility than we do.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
This was, if I recall correctly, a mix of Vigil and T1 norn cultural armors. I created this character when I had an empty character slot to see what I could do with a norn mesmer. I originally had planned for my mesmer to be a norn male… but with the addition of the sylvari (and because of how cartoony and He-Manish norn males are), I didn’t. The character slot I used is now occupied by an asura engineer.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I realize this doesn’t address the vast scope of this topic, and I may post again later, but… I still want an elite phantasm skill.
- A high-attack rate, heavy-CC hammer phantasm…
- A lower-attack rate, high-damage dagger phantasm…
- A skill that summons two or three phantasms on use of your next phantasm skill.
I’ll even allow ArenaNet to take away Moa Morph AND Time Warp for these.
coughs
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I have a traveler’s rune currently stuck in an un-salvageable item. Anyone know whether these things will remove the rune?
I’ve already tried transmuting it onto salvageable equipment. Twice.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Lately I’ve been trying out confusion builds for mesmer and i came to the realization that confusion doesn’t do as much damage as it should.
Once upon a time, in the land of common sense… fast-attacking, bursty professions (or playstyles) had hard counters called retaliation and confusion. Sadly, many thieves and warriors (and even a few rangers) invaded the land of common sense and cried loudly for the ability to win more easily against such counters, arguing that they should be allowed to deal 10-20,000 damage without impunity or risk… and they won.
Confusion and retaliation have both been severely nerfed.
Hopefully, Guild Wars 2 will not need its “n00b tube” professions/play styles forever and things will return to balance… all styles should have a counter-style.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
All I see in this and the last update are more ways for enemies to distinguish us from our clones: signets and readied mantras. Signets and mantras penalize a core mechanic of the mesmer. A similar situation would be if a thief’s utilities caused him to be slightly more visible while stealthed, or reduced a warrior’s adrenaline gain rate. I maintain that mesmer needs a thorough re-imagining and I hope ArenaNet is already hard at work on this. Maybe they could hire Shawn Schuster (or some other long-time mesmer fanatic) to consult on the changes. :P
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
I agree with you, actually. That was only subtly conveyed by my reply, though. No profession should have powerful status effects available without a cooldown, and in my big book of games development, the thief (or rather the way stealth and initiative are implemented) is ArenaNet’s greatest sin.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Your suggestion is wildely overpowered. Blind on AA.
Engineers apply blind on critical hits with a rifle when traited
Guardians apply chill on critical hits with a hammer when traited
And if we include venoms, thieves (and allies, if traited) can apply weakness, chill and immobilize on AA.
<sarcasm>It’s really only when mesmer does it that it’s overpowered, though.</sarcasm>
Sanctum of Rall since beta 3. Mesmer since 1070 AE
GMs in Final Fantasy XI would often act as regular players, not displaying their status as GMs, and blend into ‘linkshells’ (think ‘guilds’) and listen for talks of hacks or sharing third party software that’s against their TOS.
Final Fantasy XI’s GMs would also do as was suggested a few posts up and monitor various large scale events and instances — while invisible to regular players — for unusual server activity and inconsistencies.
There was also a particular ‘puzzle’ that could only be completed by the use of speed hacks/position hacks. Anyone who completed that puzzle was instantly banned. People caught on quick, though.
Square-Enix’s GMs weren’t perfect, but they did more to solve this problem. Take notes, ArenaNet.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
It boggles the mind that you’re proud of that.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Spawn camping solo players trying to reach a karma train on reset night before reset? Only Blackgate™. Stay classy.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Only piece I have that glows now is the male T3 light body armor. My glow is white. It’s working out pretty well. The way dye affected it before was a little odd, anyway.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
While we’re comparing Scarlet to other video game villains, it seems like everyone is missing the completely obvious 100%-exact-match parallel between Scarlet and this guy.
Attachments:
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Ya know what would’ve made Scarlet more interesting to {nearly} every player?
If we had gotten to know her through all of those stories in the OP.
If she had been in the grove since betas, learning.
If she had then moved on to Rata Sum, telling all of us all about her amazing discoveries.
..et cetera, et cetera…
Speaking of things like that… whatever happened to the female sylvari NPC that was put into the game to represent the girl that traveled the country on foot with her dog in order to experience a real world adventure?
Sanctum of Rall since beta 3. Mesmer since 1070 AE
It doesn’t really do anything Entangle doesn’t already do, so it’s really not that big of a deal.
…except that Entangle is an elite on a giant cooldown.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
colesy reminds me of someone that I and the rest of the impossibly-mathematics-heavy FFXI community argued with for about 2 of the 9 years I played that game. He eventually gave up, and now I don’t even remember his in-game name. DPS isn’t everything. Having said that, I’d love to run a dungeon with him sometime before I say anything else. More than one, actually… and definitely not CoF.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
It’s a lovely time playing a profession that doesn’t have to worry about cooldowns.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I hate to bump my own posts, but I’d hate even more for this one to go unnoticed. It’s pretty important to me (and I’d imagine to anyone else who plays with the UI off).
Anyone else out there wanna +1 this thing? :\
Sanctum of Rall since beta 3. Mesmer since 1070 AE
When a certain number of dead bodies are lying around within a 2000 unit radius of Tequatl, Tequatl sends out a large wave that does a little damage and knockback to living players, but washes all of the corpses back to the little asura lab.
Lore-friendly and easily-implemented solution. :P
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I feel quite lucky to have had 5 traveler runes on my magic find set (which is now an equally unused rabid set).
Since the change, I’ve replaced the centaur runes on my main/hybrid/wvw set and have been quite comfortable. Not having to use a heal for swiftness is the biggest benefit, but you do sort of notice the -8% movement speed.
Oh, and there’s that little bit about not being able to grant swiftness to everyone around you, too…
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I love playing with the UI off.
This game is beautiful and that aspect of Guild Wars 2 is much easier to appreciate without much of the usually-necessary information given via the UI out of the way… however:
There’s no way to know when you need to heal with the UI off.
All I ask is that the reddened border remain with the UI turned off.
Another suggestion I’ve thought about submitting is a third setting when toggling the UI. A ‘minimal UI’ in-between completely on and completely off… a transparent chat window and a simplified party UI made smaller/less opaque and aligned along the bottom of the screen perhaps…
…but that first idea is all I’m really after.
I just want to know when to hit the healing skill with the UI off.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
Think of your opponent dodging as psychologically ignoring the shout.
Think of the effect of blind on your shouts as your opponent seeing you shout in some random direction and laughing it off. “Who is he shouting at?”
#anetapologist
Sanctum of Rall since beta 3. Mesmer since 1070 AE
We aren’t now, we weren’t 5 months ago (check OP date, Darksteel), and we won’t be for a long time to come.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I’d really love to hear a dev saying something about this… It’s been 14 pages already!
I don’t want to hear a dev say anything until what they say is “the official supported (or unsupported) Guild Wars 2 Linux is ready! Click here to download a .deb or .rpm.”
Sanctum of Rall since beta 3. Mesmer since 1070 AE
I was in WvW for about 3-4 hours last night and.. I never experienced this despite seeing Bloodlust change hands a number of times, even during a siege of the enemy’s Keep on Eternal Battlegrounds wherein all three worlds were competing for that location.
Strange.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
sorry that your karma/wxp train is taking a momentary break from running around in circles doing PvDoor.
I am sure it will be back to the regular pattern of combat avoidance in the near future.
“Miagi say best way to avoid punch is no be there.”
But more seriously, avoiding combat as a way to win is also part of ‘The Art of War’ if I recall correctly; an accepted (and preferred) strategy in reality back then, and even moreso today. Another similar option is to make your enemy your friend or to cause them to depend on you. We’re not quite there yet in PvE, but it has been tried incidentally. Even in tier 1.
(…and speaking of avoiding punches… this guy … gonna miss him. Shame he became so easily bored.)
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
I believe you meant Taquito the Salsaless… carry on.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
i think its 200 minimum for human to avoid inbreed penalties according to one of my lectures, statistically speaking. dont have the source tho
Pardon the intrusion (and bump), but I was compelled to point out the irony of your username in the context of this thread…
Sanctum of Rall since beta 3. Mesmer since 1070 AE
Wastrel’s skills in Guild Wars 1 meant that your opponent wasn’t using any skills. The effects are still active if the opponent is moving. I wouldn’t be surprised that yet another mesmer trait is bugged.
The intended (or at least what should be intended) effect should be that enemies not performing any actions (not using skills) take 5% extra damage. If it only affects dazed/stunned/knocked down/etc enemies, the damage bonus should be greater.
Warrior’s Merciless Hammer trait is 25%, and justified because of the very brief window of opportunity to damage a disabled opponent without several other players attacking the same target.
Sigil of Impact, the only other example I could find in <5 minutes, is 10% extra damage.
On another note… it’s staggering how many “more damage” traits other professions have (looking through the list for other traits that affect disabled opponents). Sickening, actually… and the only one we have allegedly doesn’t even work properly.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
(edited by Aneirin Cadwall.9126)
We’ll still have the nuisance of ‘readied mantra’ icons giving away which of us isn’t a clone. Should be first on the priority list for any mantra changes.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
i5 3570K@4GHz. 4GB DDR3-1600@6-6-6-15.
NVIDIA GTX 660 Ti@950/3200.
All plugged into an ASRock Z77 Mini-ITX motherboard.
60 FPS everywhere (VSync/frame limiter turned on)…
except where there are a few thousand models to be rendered.
I then turn off shadows and reflections and I get 30-50 FPS or so.
No complaints.
Guess I can be glad I went with Intel/NVIDIA.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
_quite a few build posts _
…says nothing good about the state of mesmer.
Many, including myself, are struggling to find viable builds and trying every possible combination of everything in a tree of traits and stats that make very little sense right now.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
It must be time to bump my old thread again.
Here’s a quick copypasta of the OP:
Gonna try to keep this concise. :P
Two questions to start
…
For ArenaNet:
Is it plausible to alter the animations of a mesmer’s
greatsword skills to better match those of Sunrise?
For players:
Would other mesmers who have obtained Sunrise
be interested in these changes?
Including:
- Spatial Surge’s purple beam changed to match the color palette of the particle effect trail of Sunrise
- Illusionary Wave’s spread-pattern effect changed to match the color palette of the particle effect trail of Sunrise
- Mind Stab altered such that what is rising from the ground matches the appearance of Sunrise (or, again, Sunrise’s color palette used for the effect)
- Phantasmal Berserker altered such that the phantasm is holding a phantasmal image of Sunrise (still purple and “illusionary,” but the same model as sunrise and leaving the same trail; this one is the hardest to pull off :P)
Just some ideas I would’ve implemented from day one. Not all mesmers are scepter/torch shattercats, you know (in fact, very few are).
Currently the only effect Sunrise alters on a mesmer is Mirror Blade, and the effect change is well-implemented… but it’d be nice to have such changes applied to all of the weapon’s skills as well. It’s all about getting noticed, after all.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
You’re doing it wrong.
You’re understanding me wrong.
Sanctum of Rall since beta 3. Mesmer since 1070 AE
With scepter auto, you can spam clone death…
…12 painfully-slow auto-attacks later… Cripple! Vulnerability! Rawr!
Sanctum of Rall since beta 3. Mesmer since 1070 AE