Showing Posts For Felme.9638:
I’m still skeptical about the block of the utilities but we’ll see what happens.
I thought utilities weren’t being blocked, just traits/armor/weaps/amulets.
They aren’t currently blocked but they’re supposed to be per Tyler’s post in the other thread about this same topic.
I never knew that I was able to counter the entire planet by simply swapping weapons.
This nonsense about ’’you’re now forced to make balanced builds’’ are words from pure ignorance and they make me wonder why you keep repeating this uninformed nonsense.
If you were truly a pro player you would create a balanced build and youtube tutorial for everyone to copy that makes this argument work. If you can’t accomplish at least that much then your QPs don’t mean anything.
Ah well, there’s so many reasons this change favors established teams over casuals in the first place it’s pretty sad that so many people think they’ll even gain the slightest competitive advantage. I truly hope Anet does not decide to start dumbing down tPvP when the competitive community thus far is already nearly too small to even necessitate strategic play in most matches.
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this is what every “wanna be pro” should have written just after patch in every QQ thread.
Your post reminded me of the Dot Dot Dot flash review from a year ago. Thanks to that I spent a good few minutes today getting a great laugh in.
It’s a strangely good summary for most of this thread so for anyone that hasn’t seen it:
http://www.youtube.com/watch?v=4Z2Z23SAFVA
I normally don’t post much on the forums but this change warrants it.
Worst change to date. Never mind utilities and traits, everyone relies on weapon swapping in PvE, WvW, Dungeoning, sPvP, every facet of the game, why would decide to just disable it for tPvP?
Multiple developers have stated on multiple occasions the desire to create a pathway for new players to get into the tPvP scene. Why would you just now decide to go and break the golden rule of Design Anything 101; consistency?
This change hurts casuals more than it does anyone else. Simply put, fewer weapon sets = less build diversity = less opportunity = less intricacy.
My eyes are bleeding from all the “Pro vs Casual” and “Less is More” BS in this thread. It doesn’t matter whether you play 8 hours a day or 8 hours a week, less is less and more is more. It’s that simple, they’re mutually exclusive by definition. If you remove the ability to swap weapons, players will either A. Design their builds around weapons that give swiftness. B. Forgo their maximum amount of mobility for the utility provided by a different weapon set. Ultimately everyone is going to be designing tPvP builds for 2 weapon sets as opposed 3, 4, or however many they were using before. Regardless of how much play time you put in weapon-locking hurts everyone equally.
The weapons in GW2 are designed to serve different functions and thus designed to be interchangeable. At least half the classes in the game have a weapon whose only useful function is a swiftness buff. It means more time is spent running from point A to point B which is not fun for the player or a spectator. The more time you have to spend setting up a strategic attack the less strategy you get in a timed match. The more one sided the math becomes.
I sincerely hope Anet refrains from keeping this terrible, terrible change in game.
Basically, Mesmer is just one of the couple strongest dueling classes in the game if you build for it.
I think there is a perception the class is stronger than it really is because it’s easily the hardest class for noobies to learn how to fight. When I fight someone who knows how to leverage their abilities against my cool downs the fights are a lot closer.
That said, something you’ll find consistently throughout the game is that trying to run glass cannon or full bunker against 1v1 builds is an exercise in futility. Almost every time I solo queue for a tournament I get thrown in with 4 glass cannon dps which gives me a good enough idea about what most players like to run.
Regarding Mesmers specifically, no matter what build they’re playing they’re weak against conditions. The tankier Mesmer builds that chain chaos armor for protection and regen—what I typically run—are also weak against boon removal (though you only get that from Necros and other Mesmers). Now the thing with 1v1 builds is that they tend to have pretty good damage for how tanky they are so that doesn’t necessarily make condition classes my hard counter in 1v1.
Necros, Engies, and trap Rangers are the big condition classes to worry about but I still tend to beat them 1v1 through attrition and some good timing on Null Field although it does tend to depend on their builds. The absolute worst scenario for me is to be forced into holding a node while a condi class is raining small pox down from a ledge or off point somewhere which making 1v2 or 2v2 extremely challenging.
Coral is typically one of the better choices (the pre, condi, pow), since whether you want to play a power or condi centric build you still have to beef up your crit rate. You can mix in maybe one or two jewelry items of your preference with vitality on them to round it out a little better.
It seems to teleport you more reliably now compared to the number of times I was left standing in the same spot after using the skill. As fate would have it, I got a good laugh last night when—for the first time in weeks—I phase retreated under them map while fighting at the quarry on Foefire.
Thanks for the videos, they were really informative and helped me iron out some issues I had starting off with the Ele in sPvP. I was actually running d/d with an identical point distribution but more offensive majors. Your tutorial convinced me to try out s/d and I’m holding my own a lot better now. I still like d/d but it seems like it’s just not as well rounded for roaming dps in retrospect.
I did end up modifying the build a little bit and dropped 5 from air to get Final Shielding for some added survivability since I tend to solo/pug a lot. I don’t know that the vulnerability was really that worthwhile to begin with it seems to be one of the “deceptive” traits where—in practice, the effective application rate ends up being much lower than advertised after it gets eaten by dodges and aegis all the time.
It was interesting to see your perspective since my main is also a Mesmer and when you opened up your pvp tab the gameplay split was almost identical to mine though I’m sure I have way fewer games played. I tend to think the abilities are more straight forward for Eles but the attunement switching throws a wrench in clockwork you don’t see in classes like rangers, thieves and warriors.
I actually had a much easier time learning to play my Mesmer than I did the Ele. With the Mesmer I pretty badly neglected using my shatters when starting out and with the Ele the main thing I found myself neglecting was properly using my elite which lost me a ton of fights lol. I guess it just helps to be able to neglect your class’s F-abilities while you’re familiarizing yourself with the playstyle. It seems like there’s some sort of misguided expectation from a lot of people that class abilities shouldn’t be required use to play at a high level. Anet’s buffs for the derpspam builds of numerous classes from BWE3 to live came as a big surprise to me. They made some bad choices imo; I’d have much rather seen some damage nerfs to Mesmers and Warriors than the crazy buffs to Retal, Thieves, Engies, etc.
anywho, thanks for the vid and don’t forget to mind your ratios! For every 5-6 troll posts from the same person there’s a new random person popping in for a shout out which isn’t too bad of a ratio for an official forum of a game this size.