Showing Posts For Arkk.3509:

[OMFG] Official Mesmer Forum Guild

in Mesmer

Posted by: Arkk.3509

Arkk.3509

Name: Arkk Spanner
Server: Stormbluff Isle (US)
Playstyle: PvE/WvW
Role: Scholar
Playtime: EST, evenings and weekends

@ANet: Illusionary Leap

in Mesmer

Posted by: Arkk.3509

Arkk.3509

I myself have pondered this exact issue, along with others, and I have also come to the conclusion that Feigned Surge is, in fact, what Illusionary Leap should be. In essence, the player should leap forward, execute a crippling attack, and create a clone (thus also solving the “no clone creation” issue). Then the skill should sequence into a return-type skill that teleports the user to the origin.

The largest benefit of this change is that it gives the mesmer a much faster and more reliable way to close distance, which the current version has issues with. However, it should be noted that there is a loss of immobilization when using this implementation. I feel this is a fair trade for the increased mobility, but perhaps some players feel otherwise?

In any case, the clone issue needs solved. Honestly, at this point I’m sure many mesmers would be happy if the clone just spawned next to the targed before leaping, as long as we can reliably get the clone to spawn in the first place.

Also, why is there a cast time on this skill if the clone is summoned at the start of the cast? It simply makes for an annoying pause between summon and swap.

Asura Mesmer & Spatial Surge

in Asura

Posted by: Arkk.3509

Arkk.3509

I was just coming here to make the same statement. I’m glad I’m not the only one here who would rather see our sword do a little spin like for other mesmers. Also, our spatial surge animation would appear to cause quite a bit of wrist strain as is.

[Suggestion] Cleaning up the Mesmer

in Mesmer

Posted by: Arkk.3509

Arkk.3509

The problem with it activating out of combat is that the audio cues get a bit ridiculous, as you got a buff every ten seconds. I’m pretty sure that’s the main reason they changed it from it’s original functionality. The only thing I really want (as most people seem to) is the move speed while out of combat back, which my suggestion solves.

Mind stab

in Mesmer

Posted by: Arkk.3509

Arkk.3509

We are already short on skills that can be used without a target, so I think it needs to remain GT (either that, or we’ll start having to look into GT phantasms). However, because of this, it needs it’s area increased, as currently it’s far too unreliable to land in the heat of combat.

Are we really this slow? (movement)

in Mesmer

Posted by: Arkk.3509

Arkk.3509

I have been advocating giving signet of Inspiration a 10% passive move speed component while removing swiftness from it’s in-combat buffs. People used the skill in beta because it helped us move around, but since they made it only active in combat we’ve been short general movement increasing options.

[Suggestion] Cleaning up the Mesmer

in Mesmer

Posted by: Arkk.3509

Arkk.3509

I’m surprised you didn’t address Signet of Inspiration. My suggestion for it would be simple: Remove swiftness from the potential buffs granted and add a passive 10% move speed buff, much like signets and traits available to other classes. This makes the skill do exactly what people used it for when it’s passive procced out of combat (i.e. accelerate travel).

Secondly, the trait Illusionists Celerity needs something done. I propose making it’s effects inherent (reduce all illusion CD by 20%) and replace it with something more optional. As is, this trait is overpowered compared to the others. It affects more of our skills than any other trait, affects both utilities and weapon skills (of every weapon even), and helps every possible Mesmer build. There is no reason not to go 5 in Illusions. In fact, it’s almost as if we are REQUIRED to invest 5 into illusions, this trait is just that good. The reason I suggest making it’s effects inherent rather than just removing it is that (most of) the current cooldowns are balanced around having this trait available, and without it are generally too long, especially for PvE trash fights.

Is it me or did they do something to iBerserker ?

in Mesmer

Posted by: Arkk.3509

Arkk.3509

I was understanding it to be the minor trait Vengeful Images (5 in Inspiration) that caused them to have an accelerated attack time. I’ll have to test tonight and see if either/both have this bug associated. However, phantasms should attack immediately upon summon no matter what. As you described, when you don’t have this trait, they die often without doing anything.

Lockdown Build

in Mesmer

Posted by: Arkk.3509

Arkk.3509

I personally would use harmonious mantras over confounding suggestions, as the chance for stun isn’t as great as an extra heal and an extra daze off of each mantra charge-up.

Furthermore, rather than blade training, grab inspiration 10 and get menders purity. This turns your instant heal into an instant heal+condition removal, that can be used thrice per charge-up. Especially as you do not have any other way of removing conditions with the clone-generating utilities.

Either that, or drop 10 from illusions and go duelist 20 for clones on dodge. This would free your utilities to be something useful, such as the condition removal mantra (which could then be used thrice, like the others). You would be sacrificing shatter cdr tho.

You certainly have the best weapons for this tho, as the knockback plus the stun from pistol can put someone out of a fight for a while. Any reason you didn’t go with MoaMorph? As lockdown, I’d consider it crucial to winning against more than one opponent.

Mindstab

in Mesmer

Posted by: Arkk.3509

Arkk.3509

As others have said, this skill is the worst one currently available to the greatsword bar. Even so, the greatsword is one of our best weapons. Still, it would be nice to revert it to being auto-target or increase the size. Bringing back the daze is trouble tho, one because it reduces our already slim aoe potential (AoE daze would need a massive increase to the cd), and two because it would make lockdown mesmer too strong. We already have a signet, a mantra, moa morph, magic bullet, GS knock back, focus pull, etc etc.

Scepter and its current state.

in Mesmer

Posted by: Arkk.3509

Arkk.3509

I’ve been thinking about it, and I had an epiphany while playing my warrior and elementalist. With it’s long timer for the third swing on the 1 chain, would it not be justifiable to make the third hit a small AoE in addition to clone generation (similar to the elementalist’s fireball)? Those little balls of pink energy are perfect for a little “poof” of AoE anyways. In any case, if it doesn’t get buffed in some way, that whole chain should definitely be faster.

The block needs to be more substantial. Scepter plays at range, and should generally not close enough for those big one-hit attacks, which are what one-shot blocks are best for. In my opinion, the block should be adjusted to the following:
On successful block, create a clone and gain distortion for 1s. This way, we only block one attack, but do not suffer subsequent hits from multi-attack skills like Unload.

For Confusing Images, I would just say to reduce it to three hits (thus faster), and make each hit proc 2 stacks. Blocks/evasions would then be more effective against it, but it would take less time to use. It would deal less direct damage, but more condition damage if all three hit, going with (what seems like) the theme of the weapon.