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Mantra Viability - Let's Theorycraft!

in Mesmer

Posted by: Haftoof Dustpaw.2936

Haftoof Dustpaw.2936

Honestly I don’t know of anyone that ever whined about mantras… There was some hidden group that thought that the power of mantras were ever to stronk? If so I’ve never heard it. Mantra’s have always been underpowered because of their “Precast” nature. The fact that they are one of the few “Interruptable” spells… makes them just like every “Long cast time spell”, except I can’t name a single spell that has a long cast time that can’t be stupidly covered (I’m looking at you earthruption elementalists).

Mantra Viability - Let's Theorycraft!

in Mesmer

Posted by: Haftoof Dustpaw.2936

Haftoof Dustpaw.2936

True but what does it really gain you? It’s not like mantra’s are doing anything spectacular compared to other abilities that have “bonus effects”. I think that’s what’s most underwhelming about mantras. They have this pre-cast time vs their ability to be instant cast, but they have always been underwhelming. Even when you pair the mantras with other traits in the trees they are underwhelming.

Pretty much all of the above is understood, which is why I like the healing mantra paired with the condition removal on heal + 3 use to basically free up a slot for something else. Even the daze is underwhelming because when paired with “interrupt” abilities you cry because most abilities are instant cast anyways.

So essentially mesmers are being turned into a “win harder” class in pvp support where having a mantra mesmer frees up slots in other peoples skills for more powerful effects since the pocket mesmer can cleanse everything 3 times instantly without a problem! It’s just unimaginative and weak and shows the basic weakness of the mantra concept.

Where’s the “Mesmer” part in mantras? Give the abilities more juice, a blink mantra, or a mantra that gives stealth. How about a mantra that gives chaos shield or perks that augment mantras with additional effects. Honestly go back to the mesmer class and read what you defined them as… Illusionists, tricksters, magical duelists where misdirection and confusion is everything! To bad thieves do all that better from a “feels right” standpoint.

(edited by Haftoof Dustpaw.2936)

Mantra Viability - Let's Theorycraft!

in Mesmer

Posted by: Haftoof Dustpaw.2936

Haftoof Dustpaw.2936

I think Matra’s are solid, I like them but I don’t think that the “Mantra” related perks are in the right trees. Currently they are spread over 3 entire trees! that’s redic. 2 Uses of a mantra is never enough imo and honestly they need to have a perk that grants stability while casting a mantra. I think there are a lot of things wrong with the class right now and these changes are not them… I do like the changes though, they make some definite power in PVP and WVW and honestly they are just less “combo” combo fields… On demand removal of that much is like a pure counter to necro condition builds.

My problem with any “Support” build is always that it finds itself lacking compared to more damage, that’s just the nature of the game right now. Organize the mantra perks into 2 trees max and move the 3 use down a slot into a tier 2 perk in a tree, making it more accessible because honestly asking 3 into dominion is a lot for such a core aspect of using mantras.

(edited by Haftoof Dustpaw.2936)