Showing Posts For Devicus.8326:
Hello, I was getting 30-90FPS depending what was going on but now it’s more like 3-9. Actually probably less when it’s really busy. This was apparent immediately after the 8th July Patch. I’ve checked my settings (turned them to best performance, auto detected etc), updated my drivers, repaired my installation and it’s still unplayable.
I’ve very suddenly lost a lot of FPS and the hard drive thrashes quite a lot more than it used to when running the game.
My system is an i5 2500K at 3.3ghz
4GB RAM (1333mhz)
HD5970 GPU
The mesmer rage is because bugs which have been around since beta are not getting fixed, we’re taking nerfs based on stuff that isn’t even working right yet like minor traits in the same line that over write each other and stuff like that. I think the nerfs would have gone over fine if they’d done anything to address anything that concerns mesmers desires. Notice that the mesmer patch changes are entirely about what everyone except mesmers wants while mesmers are waiting a month for some stupid bugfixes.
Also mesmers are the weakest pve class and nerfing our ability to benefit from events further is horrible. We already have to time these long cooldown abilities perfectly to tag mobs (literally 1 second either way and it fails) in events where the window of opportunity is maybe 1.5 times the cast time of a phantasm or ability to get credit. Nerfing this further is outright brutal.
I leveled my mesmer to 80, he’s more than half exotic but I dunno if I can bring myself to finish it while most of the builds I would play are underpowered or broken and I already feel like my value in 5 mans is iffy at best compared to any other class. I can’t set of loads of finishers and I can’t spam smoke and dark fields to set up those combos and my burst damage is limited.
No doubt shatter will have a nerf (though they’ll never fix the issues with clones not always getting there) soon.
Arena Net would rather pander to pvp whiners even though it’ll nerf an already underpowered class in pve than fix bugs. GG
You forgot that zerker also has a cast, I’ve found that on some events if I don’t time him perfectly his target dies before he spins and I get nothing, or he slices a load of immune mobs while the most other classes just spam nonstop. Staff’s attack is useless, it’s slow travel, most targets are dead before it lands and you need about 3 hits to count for anything. It’s terrible for tagging things.
I was going to say this too. It’s not a game breaker.
More annoyed that the inspiration minor traits are still over writing each other and the duelist trait for fury on phants. Cannot wait until my phantasms do proper damage and at least hurt my enemy a little when they pop them and they actually have fury. Frustrating in the mean time that we’re only getting bug fixes which nerf and none of the ones which would bring us back up at the same time.
Some of the armour is awful, some is good. I know that the level 80 exotic stuff is proper trousers though, so at least when you’re fully kitted you won’t creep your entire 5 man party out every time you jump. Which I did when I ran Arah a couple of days ago. I got complaints about it. I just told them imagine how I felt having to see that constantly.
They said they fixed range issues on phantasms, I’m not sure if that’s another nerf or it means the warden will follow targets properly now. I hope the latter, if not then it’s a bit sad that they’re only fixing the bugs which make us stronger but not the ones which leave us weak enough that those bugs are “compensating”. Our bugged traits issues are still present which is pathetic, especially when a minor trait is over writing another minor from the same line.
It’s possible to still succeed in events without spammable aoe though, you just have to time your abilities perfectly to get the same results others get with spam.
This is applicable to pve and pvp. Not going to do more than bump it and say that people who do non damaging debuffs, buff others etc should be as much credit if they’re working just as hard. In any situation.
The warden is anti ranged really. It’s pretty win/win. Either he’s in melee hurting them or they’re ranged mobs and he’s reflecting them which is even better. You just pop him and stand on him (if you’re full inspiration this will be doubly amazing when the traits aren’t over writing each other and fury). I feel like the focus is good at anti ranged (and can be specced to be even better) combat and not bad up close. If it’s a melee enemy, then kite them on to the warden I guess. As a one shot aoe though, given the cooldown he has, he’s still pretty awesome.
I’m enjoying the class but do bear in mind people offering constructive criticism don’t necessarily hate or dislike it, they can just see ways in which it could obviously be better. Useless and broken abilities and the like don’t stop a class being playable and fun by any means but a lot of people see them and say “I like what they’re trying to do here but it doesn’t work” and try to help.
I played mesmer in beta, ANet announced it was the least polished class in July. It shows. But then they basically fixed every other class and left mesmer till last despite it needing most work (this was a really questionable decision even at the time it was obviously happening and confused everyone, mesmer was literally left alone for a month after they admitted it needed the most work, they worked like mad in the last couple of weeks but that leaves little time to test), and that shows beyond the patch notes we open beta players could see too. It does just need polish now but despite how much fun it is to play they (both the class and the game itself) are great and fun but feel like they came out the oven a little early and still have plenty of room for improvement and as players we’re here trying to help make sure that happens correctly.
But that applies to all classes. If you’re not specced for damage mitigation, you’ll get smacked. Having skills completely mitigate damage while saving your endurance is huge.
Some classes have 20k hp and heavy armour or are glass cannons but can chain stealth and avoid fights most of the time. Most classes have some form of defense.
I’ve seen a lot of mesmers in pvp but nowhere near as many as warriors or even thieves. I’ve seen a decent number of guardians but most other classes aren’t a given in an 8v8. The only classes (if I ignore myself there’s always one mesmer if I count me, but more than that isn’t a given) that I always see in pvp are warriors and thieves. This forum is not about them however, but those classes scale much better to running in packs.
This isn’t a bug, it’s a tooltip error. Confusion being up all the time without a concerted effort would be a bit OP though as it’s quite powerful, merely being up a fair amount and in that time either destroying an enemy or forcing them to throttle their damage is already pretty powerful. Shame it’s so weak in pve though (perhaps a damage boost would be due here, like a flat 1.5 multiplier or something). Confusion was buffed a lot after it was removed from scepter which I think is no coincidence as the combination of those two moves changed it’s role without breaking it (in pvp anyway, it’s weak in pve as I said)
You’ll be able to seriously increase the uptime if you shatter a lot and increase the mage.
Also OP, maybe I’m wrong but are you under the illusion that intensity stacking debuffs refresh when re applied? I thought that for a while because of the way confusing images worked but they don’t. They treat each stack as a separate debuff essentially with it’s own timer and damage, all the stack counter shows is how many debuffs are in effect, it’s not rolled into one eternal, refreshed buff. Which is why rangers who can spam bleeds still cap out around 10-15 stacks rather than hitting the cap and staying there. Which would be a bit silly. That’d require a lot more effort to balance than having an ability which does 300 damage plus a bleed for say 20 + 0.05 condition damage a second for a few seconds because they it does a discrete amount of damage (which can be partly reduced by a removal, but it’s still simpler to balance than rolling stacks)
Funny how there’s still a mention about the Guardian full heal even though it’s impossible to get off now. Love it.
Ofc, but Moa can be cast, seeing how difficult it is to interrupt.
Biased, much?
I gave up on Moa. I found it wouldn’t go off about 2/3 of the time. Most of the time it was just a short cooldown but sometimes it just got wasted. Obviously this was partly my fault but my enemy seemed to have little trouble dodging it. I imagine they weren’t even trying and it just happened though.
Of course that’s my own experience and I’m still pretty lousy at this pvp thing (I’m not finding mesmer pvp to be OP faceroll so by most people’s standards I suck, of course).
OP has the most elegant solution. I assume the blind on stealth is so any attacks right after you stealth miss and you can escape. OP’s solution just makes it so you have a skill which is good for both escape and damage.
I understand the concept, wait a while then POOF the payoff, but it’s too limited in the current form. Also the mage sucks. Others have suggested all sorts of things. Maybe buff his attack rate, maybe make him only attack, and then look at damage numbers (obviously account for confusion)
If mages are buffed a bit and/or re worked and prestige is worth using then we might have a really nice off hand weapon for condition damage mesmers there.
10 dom, 15 duelling, 25 inspiration, 20 illusions will give insane phantasm DPS and DPS in general however it’s presently bugged and you’re better off dumping the 25 from inspiration elsewhere until they fix it. Or going with it and knowing it’ll work as intended later. It only has moderate amounts of support though.
I’m not sure on a definitive dungeon mesmer but I suspect in strong groups we’ll be a 4th or 5th man, someone you take when you’ve already got a smoke or dark field spammer and appropriate finishers. We can deliver damage, or we can focus on support but regardless of that we’ll always have quite a bit of support. Even as a damage dealer our allies will be buffed and our enemies debuffed and we’ll usually have a little control even if it’s limited.
Regardless of build intent I strongly suggest getting 20 Dueling for the clone on dodge trait. The additional clone generation is extremely useful. To point that I personally would call it the single most useful trait for Mesmers, no contest.
I disagree. Dodging is important and for a lot of fights you need to dodge merely to avoid damage. However there is a second problem, if you’re running a phantasm build (which seems to be the best DPS) then this is especially bad as you will keep over writing your phantasm when you dodge, costing you damage. However for clone spamming builds or ones where clones die like flies it’s not a bad trait at all.