Showing Posts For EvGenius.6208:

Weapon skill reduction traits

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Currently we have really unfair situation with weapon skill reduction traits.

Focus and pistol only affect 2 skills each.

Scepter affects 3 skills

Great sword, 1h sword and Staff affect 5 skills each. (well in fact iLeap cooldown is not reduced so 1h sword is only 4 skills, hoping to get that fixed)

The bonuses on all of them are approximately the same (+50 to some stat, i.e. +50 malice scepter or +50 power GS or +50 toughness scepter)

The ‘focus skills reflect projectiles’ effect is bugged (the wall is too small to reflect any)

The +20% range on pistol is working but it’s the only trade off for the trait affecting just two skills, which is not enough at all.

My suggestion: give focus and pistol traits more significant bonuses. Give scepter trait better bonus too.

On the side note: please fix the bug when iLeap cooldown is not reduced by sword trait please.

Mesmer Damage Nerf

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Posted by: EvGenius.6208

EvGenius.6208

What really bothers me is the fact that they are quick to nerf Mesmer but they aren’t quick to fix actual bugs (traits simply not working, grandmaster traits are all bad except illusionary persona, scepter being bad wep etc. etc. etc.) so we receive all nerfs but none of fixes. That’s very disappointing.

The people who balance and bug fix are two different teams. The bug fix team has to work on all the bugs in GW2, not just professions so it may take them a long time. Though sometimes it really bothers me, the completion star bug for the mesmer has been known since about three weeks after launch and yet every time we bring it up they go “Oh, we didn’t know about that, we will look into it.” A month later and we mention it and it’s the same message.

It’s just one of many examples. Other sad facts: chaos armor from combo field is beta version of spell, clones don’t have 2nd wep equipped, not sure if still true, clones use old version of winds of chaos, sword -20% traits don’t decrease iLeap cooldown, scepter trait also don’t seems to decrease block cooldown, you can’t take phantasm regen and phantasm fury at the same time, etc etc etc. These are all bugs that were reported at least 1.5 months ago and still not fixed.

Mesmer Damage Nerf

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

What really bothers me is the fact that they are quick to nerf Mesmer but they aren’t quick to fix actual bugs (traits simply not working, grandmaster traits are all bad except illusionary persona, scepter being bad wep etc. etc. etc.) so we receive all nerfs but none of fixes. That’s very disappointing.

State of mesmer - Post Nov. 15 updates

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Let’s discuss here state of mesmer after recent big PvP patch.

My 2 cents:
1. I don’t mind ‘fix’\‘nerf’ to phantasms as it was a bit OP to summon zerker on someone who’s LoS
2. But that means our weapons need to be fixed, i.e.:
- Staff #1 needs to have vulnerability removed so it does more damage
- 1h sword need to have #2 affected by Dueling trait that reduces 1h sword CD’s by 20%. As of now it’s not
- Scepter needs to be more viable. Right now scepter #1 is simply the worst #1 of all weapons no matter what build you’re trying (condi, tougness, vitality, power, precision, it doesn’t matter it’s still the worst)
3. Currently mesmer is in situation where our ‘too much damage-dealing’ bugs were fixed but the traits that are supposed to work properly in order to assist our damage are not fixed. Examples:
- Weapons bugs I described
- Other trait bugs, i.e. regeneration on phantasm trait cancels out fury on phantasm trait

We, mesmer players really want to enjoy our class and not to end up in a ‘broken’ state when some of our bugs are fixed decreasing our damage significantly (berserk unintended damage nerf) and others that if worked properly would increase our damage are still bugged.

Edit:
Also since the nerf to phantasms we need some sort of fix for Mantras. As of now they are just worse then other utilities and mechanic isn’t well though.
Reasoning:
- Used only 1 charge of Mantra in combat? Want to recharge it after? Sure, first you need to use all 2\3 charges and then wait for cooldown, unless it’s mantra of pain
- Running 4 mantra build? Used all of them in combat? Now you have to wait for the cooldowns and then start recharging them. Effectively wasting 20-30 seconds of time. This combined with the first point is just horrible
- Mantra of concentration stability duration is too short. On 2 usages it’s 4 seconds then Mantra goes on CD then you have to re-charge it. Very short stability.
- All mantras seem to be balanced around being able to use 3 times. Only Mantra that is somewhat usable without the 30 domination trait is Mantra of Resolve.

All this and some other things make Mantras unattractive.

All of the above combined with the recent fixes gives a feeling that Mesmers fell to people who cried that mesmers were ‘OP’

(edited by EvGenius.6208)

Are Mesmers OP? Or am I just fighting bads?

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

with this build how do you do any damage? Can you link your build? It doesn’t look like it’s able to provide any significant damage.

Sword/Torch Sword/Pistol

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

nothing to discuss using same weapons in both sets is let’s say not very smart.

Vulnerability MUST be removed from Winds of Chaos.

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

completely 100% totally absolutely agree. aNet please do it.

Winds of Chaos - discuss

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Posted by: EvGenius.6208

EvGenius.6208

I’d like to bring up an idea about changing Winds of Chaos a little bit.

It’s a great spell but the weakness seems to be well, too weak compared to bleed or burn so it effectively decreases staff’s DPS (by approx 25-30%).

If we could have a trait to swap out weakness to something else or just get rid of it all together it would make staff even better.

Also I’d like to thank aNet for fixing phase retreat – it’s such an amazing spell now.

New Glamour Skill: Chaos Field

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Sounds too OP to be implemented

News Mesmer Ability Idea - Wall of Misdirection

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

That is crowd control EvGenius. Even if they’re just forced to turn around and walk away, it’s really no different from any other CC in the game.

I hope I don’t need to explain the difference between daze, stun, knock back and change of the movement direction?

Technically yes this is a form of crowd control but ‘mild’ as it doesn’t cause you to lose control of your character. After being misdirected you still can use all of your skills as well as move in any direction and perform dodge rolls.

Torch Skills - Change Needed

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

iMage is fine, it’s just harder to notice it than other phantasms (And requires a condition/power stat distribution to be effective which not that many people use).

Would you post a build and then tell us how much exactly damage iMage can do? Or you’re just telling about what you feel, not what actual statistics show?

News Mesmer Ability Idea - Wall of Misdirection

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Posted by: EvGenius.6208

EvGenius.6208

45s recharge if it lasts less than 2.0 seconds. For better usability, I would say a 3-4s duration with a 180s recharge.

180 sec for such ability is too high recharge. This ability doesn’t apply any conditions or crowd control on foes.

So it’s almost just like a Guardian wall, except it ignores Stability.

There is no knockdown – players don’t lose control of their character – that’s a huge difference. They just start walking opposite direction they entered the wall.

News Mesmer Ability Idea - Wall of Misdirection

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Posted by: EvGenius.6208

EvGenius.6208

1. Utility or Elite slot so it at least vaguely competes with Feedback and other stuff.
2. Recharge >45 seconds at a minimum.

I like it. Elite with 45 sec recharge like one of thief’s.

I don’t think there’s any existing flag in the game (that is apparent to players anyways) that indicates a player “in fast motion”.

No, it’ll redirect any motion, not just fast motion. But it’d make less sense to use it on regular motion because it’ll be easy to counter while the fast motion leaves less time to react.

like the idea, but you also have to consider that most mesmer abilities have a “good for me/bad for you” concept. In sticking with that, what benefit would this provide for the user’s allies? Also, could this also be used in a combo field (ethereal or light)?

Providing some sort of boon might make this ability too strong.
Combo field definitely yes.

(edited by EvGenius.6208)

News Mesmer Ability Idea - Wall of Misdirection

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Hello everyone!

Today I’d like to introduce an idea of a new mesmer ability.

Ability that has a chance to become one of the staple and most often used mesmer abilities that at the same time takes skill to use properly.

Wall of misdirection
Place a wall on the ground that changes movement direction of foes who enter to the opposite.

Usage
Use against enemies who popped charge/speed boost skills like “Ride the Lightning” and “Bull’s Charge”. That will cause foe to charge in the opposite direction from where they hit the wall effectively being a counter to those abilities.
Use in the middle of the fight to cause confusion between foes – but at the same time they won’t get any conditions or crowd control effects on them.

Interesting points
*This skill unlike guardian walls and bubbles wouldn’t require any boon to pass through – just backpedal or reverse dodge roll into it. That will cause you to change your movement direction and you’ll reach the target behind the wall.
*This skill feels very mesmer-y and would be a great addition to the mesmer set of abilities.
*The right usage of the skill would be a trademark of good mesmer players – for example pop it right before being hit by charge and enjoy the confusion of enemy.

Your feedback
Please give your input about which slot this skill should be put in (weapon slot, which #? Utility slot?)

Please suggest good recharge time for this skill. I personally think it should be 30+ seconds.

Torch Skills - Change Needed

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

The stealth from prestige is still good, but man I wish the Mage was actually worth casting it. Just did few games today with torch to see if may be it’s not that bad but meh – pistol damage is and utility is SO much better.

ANET, please buff phantasmal mage, please.

Torch Skills - Change Needed

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

>>As for the Mage, you have to accept that its damage is indirect through its buff. It will >>be best utilized when in close combat, particularly in PvP situations.

What do you mean I have to accept? I know how confusion works, no worries. Even if they spam their skills like crazy the damage will be much lower then other phantasms would do in the same amount of time.

Torch Skills - Change Needed

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Ok, may be not a swap on Prestige.

Good to know everyone agrees on Phantasmal Mage

Torch Skills - Change Needed

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Hello everyone. Today I’d like to discuss changes long desired by community for torch skills.

Long story short:

Torch #4 – Swap between burn and blind is needed.
It just makes way more sense to burn first and deal damage and then reappear near them and have them blinded. The way it is set up now minizes the potential of this skill, which I personally don’t see any reason for – unless it’s intended to underperform it’s full potential

Torch #5 – Phantasmal Mage buff is needed badly.
Let’s be honest the Mage is just inferior compared to ALL other phantasms summoned by weapon skills. The best way to use it right now is to shatter right when it’s summoned – it’ll do way, way more damage then if it lived average mesmer phantasm lifespan. This is wrong when we talk about phantasms. Phantasms supposed to be more attractive to keep them alive then to shatter – and it fully applies to Phantasmal Warlock, Phantasmal Berserker, Phantasmal Duelist and Phantasmal Swordsman. Phantasmal mage is a one very very sad exception from this rule making Torch #5 just another ‘Mirror Image’ kind of skill used just for shatter and nothing else.

Anvil Rock - [TBK] - The Backpedaling Kids - Recruiting

in Guilds

Posted by: EvGenius.6208

EvGenius.6208

Also if there are any questions ask away in this thread.

Anvil Rock - [TBK] - The Backpedaling Kids - Recruiting

in Guilds

Posted by: EvGenius.6208

EvGenius.6208

Bumping thread. I’m online right now – message me

Anvil Rock - [TBK] - The Backpedaling Kids - Recruiting

in Guilds

Posted by: EvGenius.6208

EvGenius.6208

Hello everyone!

My name is Evgenius, I’m the starter of The Backpedaling Kids: a PvP tournament play focused guild.

My current goal is to have a team of dedicated players worth of consistently winning paid tourneys.

Right now we’re focused on getting right people together. We have a small number of people in the guild and it will keep being small.

Please send me message or in game mail if you’re interested. Most of the time tourney played together will be required before guild invite.

Additional information:

Scheduled practice times:
9 pm Pacific Time on Saturday and Sunday. Subject to change.

Website:
http://thebackpedalingkids.com

(edited by Moderator)

My opinion: Great Sword #3 needs some work

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Feels good to have some support

My opinion: Great Sword #3 needs some work

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Thanks for input. Is there any way to point ANet’s attention to it other then hoping that they have read this thread

My opinion: Great Sword #3 needs some work

in Mesmer

Posted by: EvGenius.6208

EvGenius.6208

Great Sword #3 skill definitely needs some change or improvement.

Right now it’s nearly impossible to damage somebody with it in the PvP setting.

- It takes too long between choosing area on the ground and the actual damage to happen
- The AOE is VERY small. Make AOE bigger keep the maximum of 5 targets affected