Showing Posts For Hockmed.9417:

Need help getting into Elementalist!

in Elementalist

Posted by: Hockmed.9417

Hockmed.9417

I learned to play ele on dagger/dagger setup. It forced me to learn how to use the attunements effectively, how to combo different skills together, and how to sustain myself.

At first, I died. A LOT. With practice and a little research about how to rotate skills/attunements, you’ll get it. It’s a little different than other mmo’s take on the mage, so if you are playing it like a WoW mage, you’ll struggle.

The raids need an easy "story mode"

in Fractals, Dungeons & Raids

Posted by: Hockmed.9417

Hockmed.9417

Good question. Why should you need to raid, if the thing you are interested in is not raid itself, but merely something that has been packaged together with it?

I have yet to hear a good answer to this one.

If it has been packaged in the raid, it is meant to be raid content. Why else would it be in the raid? It seems you are saying that if it isn’t a boss it shouldn’t be in the raid. That’s not good raid design. While rewards for killing a boss is good motivation, so is finding the lore specific to the raid and the raid story inside the raid.

The raids need an easy "story mode"

in Fractals, Dungeons & Raids

Posted by: Hockmed.9417

Hockmed.9417

There is something to be said for a barrier to entry for some aspects of the game. Whether it is gear, lore, or unique skins it is all equally applicable. Removing motivation to participate by giving things away in easier ways takes away desire to improve or access that content as originally envisioned.

What do I mean by that? If you can get what you are interested in from raids without raiding, why bother with creating or running raids? If all you are interested in is lore, there are plenty of youtube videos to deliver what you are asking for here.

If you are only interested in “seeing the content” (an argument used by WoW players to justify LFR level raids), you can find ways to do it that don’t involve lowering or removing difficulty.

There are many side effects to giving access to raid-only content (including lore) without actually having to do the raid. This is rampantly on display in WoW as a direct result of the LFR system by the way. Some of these side effects include a decline in participation for content, a decline in player base skill, a decline in player base desire to clear content, and perhaps most detrimental – an expectation that because you have the game you are entitled to everything in said game regardless of dedication, skill, desire, ability, or even play time.

I realize that WoW and GW2 are different games. I also realize that the aforementioned side effects took years to develop into the monster currently there. It is a slippery slope, and if Anet starts down it, it will not be stopped.

tldr: I think raid-only content is not just fine, but is necessary for the health of the game and the game mode.

Edit: This is coming from someone that has not done any of the raid content yet, but would like to get started.

(edited by Hockmed.9417)

Incorrect Stats on Vial of Salt [Merged]

in Bugs: Game, Forum, Website

Posted by: Hockmed.9417

Hockmed.9417

yeah, i caught it after i thought about it. maybe it has something to do with path of acquisition? only real difference i could figure.

Incorrect Stats on Vial of Salt [Merged]

in Bugs: Game, Forum, Website

Posted by: Hockmed.9417

Hockmed.9417

i must be missing something. how is 108 < 102? are you counting the upgrade? because i don’t think those are included in the 5% ascended stat increase.

Suggestion: Remove ELE attunement recharge

in Guild Wars 2 Discussion

Posted by: Hockmed.9417

Hockmed.9417

Only if I get insta weapon swap. O wait, don’t we have a few sigils that react on weapon swap? Sigil of Renewal, Sigil of Battle, Sigil of Mischief, etc will certainly not break the meta.

sigils have cooldowns built in now too.

Volunteer to Change Map Wipes Participation

in Bugs: Game, Forum, Website

Posted by: Hockmed.9417

Hockmed.9417

During the day, I’ve repeatedly seen this occur:

Working through meta events in Verdant Brink, an event finishes, everyone leaves/ports out.

I get a volunteer to change maps notification due to low population, and accept it.

After accepting, my meta participation is completely reset.

Is this working as intended? If it is, it’s pretty crappy as volunteering is helping anet reduce unnecessary world instances in the server. It’s also intended to give the player a little bonus as a thank you for said help. However, wiping event participation progress screws the player out of rewards.

If it is not intended, it should be fixed asap.

Suggestion: Remove ELE attunement recharge

in Guild Wars 2 Discussion

Posted by: Hockmed.9417

Hockmed.9417

On another note, if attunement swaps had no cooldowns, there would be significant balancing required in the form of skill cool downs. Individual skills would have to be adjusted with much longer cooldowns to keep things under control (think minutes for the 4 and 5 skills), and the synergistic traits would have to be nerfed into the floor.

What would this all lead to, you might ask? Ele players spontaneously combusting, the most boring gameplay ever conceived, and basically deleting eles from the game because nobody would play them.

It’s obvious there is a skill level/lack of experience issue here. Maybe the thread should be closed before there is too much toxicity?

Why can't we move around the UI elements?

in Guild Wars 2 Discussion

Posted by: Hockmed.9417

Hockmed.9417

The original talking points from launch followed the “we put a lot of time into the UI to balance both information availability as well as to allow you to see all our cool kitten” mantra. So yes, the devs decided what was important and not. And relatively they did a great job.

Here’s where I see the catch. The game has been out long enough now that players know what they need and want to see on the screen. It’s time to allow us to adapt the UI to what we find effective to how we play the game.

I don’t think we need the full customization of WoW or even GW1. But at least let us separate chats, put things where we want them, and individually scale elements.

The devs could even bury all the full customization behind a toggle in the options like they already have with so many things. Call it “Unlock UI elements” and let us make the game even better for our unique experiences.

[Re-Build] Beastmaster Power Ranger

in Ranger

Posted by: Hockmed.9417

Hockmed.9417

I think I’ve been seeing this more and more. Playing as a Mesmer, is the Shared Anguish trait why I see so many immunities to interrupts and knocks? Just trying to figure out where those immunes are coming from, and I don’t know a lot about rangers.

Revert Maim The Disillusioned

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

2 stacks for 4 seconds should be a perfect balance.

1. Plenty of counter play from dodging/immune/blocking shatters and condi removal/immunities. not to mention most illusions getting scragged by random aoe fields during fights.

2. Maintains the bursty effectiveness of skillful play by the mesmer – either from baiting dodges/immunities, or smart play in team fights etc.

I had a third point, but I think I’m skating close to infractions in other places and don’t want to push it past the line lol

What’s the hang up Anet? Too scurred a skillful class will actually be playable competitively with the braindead nade/mortar spam and shoutbows?

Healing Prism + Vampiric Presence

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

10 sec icd not only breaks support synergy from vampiric aura (sure it needed an adjustment), but now mantra heal support is also screwed.

Another over-nerf from unexpected synergy. Every day proves why mesmers are so kitten salty. EVERY SINGLE PATCH BRINGS NERFS FOR MESMERS. While all the other classes stay as OP as they are, or get slight changes from bug fixes (usually making them stronger rather than weaker).

Seriously. Lots of headway to make before I’m confident enough to pre-purchase. This is getting kittening ridiculous. AGAIN.

And yet another Mesmer nerf

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

On the other note.
I have noticed a lot of classes can 100-0 people.
Or perma stun them
Or burn them for 3k+
OR condi load them in a second

Everything is powerful, not just us.

But therein lies the problem. Everything else is working as intended, at least in the general sense. Compare what will happen to other classes, and what will happen to Mesmer. The scales won’t even be near equal.

Mesmer, when it performs like everyone else, is broken beyond game breaking.

It is a carry over from GW1, where Anet caved constantly to low level players that couldn’t figure out how to beat a well-played mesmer. And they are still scared to death of what an equally tuned well-played mesmer would be capable of doing.

While my opinions are more biased toward sPvP, they also apply to WvW and PvE. PvE especially will suffer, as Anet refuses to separate their balancing. Mesmer, due to class mechanics and PvP/WvW capabilities, will always be kitten in PvE until they reverse that stance – competitive damage in PvE is totally overscaled for PvP/WvW.

Revert Maim The Disillusioned

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

My entire problem with this nerf, regardless of how OP it seemed (and it wasn’t, considering mesmer is about bursting with completely avoidable cool downs and destructible fuel for those coold downs), was that it happened based on golem fights.

Not only was it based on golem fights, but it was done within 12 hours of patch.

And not only was it based on golem fights and nerfed within 12 hours of patch, it was done while EVERYONE WAS TESTING BUILDS WITH ALL THE NEW STUFF.

Seriously, so many builds with less than ideal utilities, traits, and gear. BECAUSE PEOPLE WERE TRYING NEW THINGS. SHINY NEW THINGS.

Nothing was allowed to settle, builds are still in process of testing and developing, and people that were completely not spec’d for condi at all were getting destroyed by condi.

But of course, none of this was taken into consideration, and now mesmers are yet again prematurely nerfed with no compensation. Based on 3 years of history, it will never be undone, and it likely isn’t the last major nerf we will have.

It should be reverted and allowed to be tested for at least 2 weeks while everything is sorted out. Then stepped down, not cut off at the kittening knees.

Back to 2 stacks on shatter, duration to 4 seconds.

Counter play – dodging the shatter, condi cleanse (which will again be plentiful soon enough, along with all the immunities that are prevalent now).

(edited by Hockmed.9417)

Patching begins at 400-500KB/sec and then....

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

It’s the asset server your client is connecting to while it is updating. In the thread mentioned above I believe there are instructions on how to temporarily force a different server connection.

This happens nearly every time they update. But they blame your isp. Even though it has been demonstrated otherwise every single time.

edit: ok, not in the above link. scroll through some of the other can’t update posts and you will find it within a few pages.

(edited by Hockmed.9417)

Connection error(s) detected. Retrying...

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

Try to put this: “C:\Guild Wars 2\Gw2.exe” -assetsrv 93.188.135.37:80

On: right click on the shortcut -> destination

That worked for me.

Can someone tell me what this means? I have no experience with coding what-so-ever. My C drive is a Solid State Drive, so I put everything on my D drive instead. Do I have to do something differently? I’d appreciate any help, as every time I try to launch the GW2 launcher now it fails and I have to restart my whole system. -_-

Someone beat me to the explanation above. That should do the trick. I just made a new shortcut from the main directory to the desktop and changed that one. If the speed isn’t better, try a different asset server address from http://gw2status.de/ (3rd party(?) anet server status page for gw2)

(edited by Hockmed.9417)

Connection error(s) detected. Retrying...

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

after a couple more server changes, got it working finally. little slower than it should have been, but much better than 100kb/sec lol

Connection error(s) detected. Retrying...

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

finally got to the update. still can’t get the speed to change. even modifying the asset server. i bet it’s my isp. even though nothing else in my house is having any trouble.

Can't download patch

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

i wouldn’t do that. this has been an issue for over a fricken year now. let it run for 10 minutes, close it, try again. if that doesn’t work, do it again.

if it still doesn’t work, anet will say it’s your isp and tell you to call them. which is not true, but hey, it beats fixing the issues that plague every update.

Start up Client stuck at 0kb /s

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

Just on a hunch I tried completing the download again. Magically, no connection issue, and I’m certain ISP’s did nothing within about hour of Anet posting.

Wonder how many borked updates it will take to get it straight.

Start up Client stuck at 0kb /s

in Account & Technical Support

Posted by: Hockmed.9417

Hockmed.9417

I also am having this issue. While my wife is streaming netflix on the smart tv in the same room. And while literally every other online service in our house is working perfectly fine. Including other games that are online only.

As mentioned before, ISP tech support will laugh and say it’s not us. Especially if it is only effecting one particular connection/game.

(edited by Hockmed.9417)

So whats going to happen to PU mesmers?

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

i guess i was trying to imply that since there will be less penalty, people won't think much of cleaving them mindlessly anymore.

If they ever really did outside of maybe thieves.

So whats going to happen to PU mesmers?

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Runners will have it slightly harder with the Torment from Scepter AA & Clones, and overall you’re not as reliant on the clunky/situational Scepter #2 block to get decent damage output. Both the Staff and Scepter will be able to do significant damage on their own, without relying on Clone deaths.

My guess is, despite the nerfs, it will still be stronger 1v1 then the current PU, and most likely also a tad stronger still in 1v2 or even 1v3. Although, survivability will suffer quite a bit, so 1v3 is a bit harder to judge until we play the changes.

The torment damage is going to be far less impactful then all the fear mongering on the forums would have you believe. Given a skillful opponent, the block will hardly land and our clones will die faster since now the on-death effects are avoidable.

From people that have allegedly tested this on the ANet server, 5-6 stacks is about what you will see – giving the benefit of the doubt to the mesmer let’s put that at 8 stacks. The damage output of those stacks according to the wiki formula is 685 dps standing or 951 dps moving, with 1430 condi dmg (max i could pull together in mists to test).

While not insignificant, a condi necro can do almost double that with scepter 1&2 only. I think the on-death changes are going to hurt far more than the torment will make up for, but again, that’s assuming everything stays as is on paper. I guess it will depend on IE to make up the remaining gap, but again, that will still be reliant on clones being able to withstand a sneeze in their general direction.

We will mostly likely still have IE and Warden bugs and be nerfed (from the initial skill bar) further within 24 hours of the patch landing, as per the last two years of mesmer experience.

(edited by Hockmed.9417)

Best pve classes

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

Best pve is definitely subjective. Of the classes I’ve played, guardian was the easiest, engi was just fun with all the kits to change up the playstyle, mesmer has the most fun mechanics once you figure them out (plus you feel like a boss in orr farming constant mobs with no break when everyone tells you how much mesmers suck at solo open world). Ele is kind of delicate but mobile and interesting with the fast paced class mechanic. warrior and ranger i haven’t done, and thief has been pretty easy so far, but again you have to get used to the mechanics – plus invisible ninja.

max level – up to you what you find fun for what you do. personally, i enjoy the challenge of mesmer group pve, and trolling in wvw.

Mesmer: Change the changes!

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

There are no numbers in this thread. I’m not a theorycrafter, but I gave it my best shot. May need small adjustments, but let me know with FACTS and I’ll compare what I did.
Comparison is as apples to apples as I could come up with: Condi necro with rabid amulet and 2/6/0/6/0 with earth sigil, using only scepter 1&2. VS condi mesmer with 4/4/6 build and rabid gear using scepter 1&2 for torment. both using undead runes as that’s what i could find as max condi dmg.
from wiki: dmg/sec PER STACK = base+(coefficient*condidmg)

necro – Scepter AA is 1.5 chain, avg bleed is 1 per .75 sec. scep2 is 3 stacks/10sec. with a 49% crit chance, I was able to get an avg of 13 stacks. dmg/sec=[42.5+(.05*1513)]*13=1535.95

mesmer needs some assumptions. no aftercast, all skills cast instantly, perfect casts on cd, 3 clones, scepter only. in short – absolutely ideal conditions for the mesmer, scepter 2 always lands torment. torment dps=32+(.0375*conddmg). double base while moving. 1430 condi dmg with same runes&armor, and build traits.

scepter 2 always up – permanent 5 stacks of torment. scepter1 is 2 sec chain, giving 2sec stack on first, 4 second stack on second, and clone on 3rd. clone has same attack rate, each attack giving a 2sec stack. 6 stacks from clones, 4 stacks from AA, 5 stacks from block. throw in 3-4 more stacks from condi duration from traits, and you end up with about 16 stacks.
stationary dps=[32+.0375*1430]16=1370
moving dps=[64+.0375
1430]*16=1882
avg between moving and stationary=1626

while it can be given that moving will be more prevalent in a given fight, this is absolute ideal for the mesmer. it will end up being much closer to a necro scepter than the ideal situation when aftercast, weapon swaps, and realistic scenarios are considered.

disclaimer – all chain times are from the wiki. if they are wrong, blame the wiki.

We need a public testing server

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

I support a public test server as well. However, it tends to become a cluster of people that aren’t actually testing, but rather just want to see the new content and post youtube vids for free views.

If you restrict access to certain parties, you are basically doing the same thing the devs already do – small, narrow focused people testing only what they want to see. After all, many players on top teams, while certainly good at the game, are that good with only 1 or 2 professions, and they tend to be the same professions as everyone else. Where would that leave the non-guardians and -warriors and -thieves?

Community lets make this happen!!

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

The problem with unique weapons having unique skills is that players would then be required to farm for certain weapons. This goes against the entire design philosophy Anet created the Guild Wars franchise upon. Your ideas are certainly interesting, but it would only lead you to a larger pool of the staleness that you call out.

They would not be able to logistically create unique skills for each weapon, so that would mean that each attribute would be the same across any weapon type. In essence, once you got all the skills, you would still be using the same ones over and over – let’s face it, there would be a best combination, and using anything else would be limiting yourself.

The problem with the combat isn’t the skill system or how it ties into weapons. The problem is the lack of change in the actual enemies and mechanics. Very little has changed in 2 years mechanics wise. The challenge is not avoiding damage, but draining enemy health pools before you fall asleep and get hit by the one shot mechanic because your face was blocking the dodge button on the keyboard.

Living story slightly addresses this issue in season 2, but still, it’s mostly the same stuff over and over with different skins and environments. The revisions required are to the encounter designs. If mechanics were freshened up, and required different skill and gear builds in different places, you would see much more of the variety that you are seeking.

The combat and weapon system in Guild Wars 2 is very flexible, quite inventive, and very interesting, not to mention fast paced when utilized properly. Lack of need to customize and change aside from a skill bar slot or 2 for any encounter is what is killing the experience, at least on the PvE side.

tldr: The combat and weapon/skill system are fine; it is what we have to use it against that is stale and in need of updating.

dreams of a mesmer with purpose !

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

I know, OP, I wish GW2 had Mesmers, too.

i laughed. until i cried.

RIP Mesmer. I miss the nerdrage tears, they sustained me.

New condition to counter conditions

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

Currently condi mesmers and necros are the kings of 1v1

this game is not, and never will be, a 1v1 game. your argument is completely invalidated.

if you choose to play 1v1, and lose to a necro or mesmer with conditions, it is working as intended. condi specs mostly gear for sustain/survival and condi dmg. it is balanced around group play.

stop trying to force the game to do something it isn’t meant to do, and complain about it afterwards.

Continuity issues with personal story Maps

in Living World

Posted by: Hockmed.9417

Hockmed.9417

I don’t know if there would be IP issues with something like this, but WoW has tech that allows for phasing terrain and locations to suite the current story that the character is working on. For instance, a zone might have 4 story hubs, each with multiple distinct phases as the player accomplishes goals.

It sounds like that kind of thing may be what you are looking for, but it is a technical limitation due to required systems, and may have some IP conflicts as far as coding and design. It also can separate the players depending on implementation (players that advance past a certain point cannot see/interact/help with players that are not as far into the quest/story line).

Amazing tool, but with the trouble ANET has fielding bug fixes and balancing cycles, my bet is that their budget/time creedos that are pushed all over the place will come into play – whether valid or not, it’s starting to sound like excuses to me. But that’s off topic.

Looking for PVE guild [NA][JQ]

in Looking for...

Posted by: Hockmed.9417

Hockmed.9417

Hello all.

I have been playing Guild Wars 2 on and off since launch, although I have played other mmos including Guild Wars 1, WoW and Lineage 2. I have multiple 80s, and would like to get into dungeons and fractals. I have some experience, mostly with the special event dungeons from living story.

I feel I would fit best with a guild that is more about running together than running meta. Although I have nothing against meta, I like to mix things up to keep them interesting. On that note, most of my gear is not meta, and while learning the runs I would be collecting gear. All my characters I would run on right now have exotics, though not berserker – if it is a deal maker, I would be able to get a starter set of berserker gear if necessary.

My home server is JQ, and I would rep while running with you. Feel free to message me in game or reply here. I look forward to our future adventures.

(edited by Hockmed.9417)

[PvX] Balance, Iteration, Wrongdoing

in Profession Balance

Posted by: Hockmed.9417

Hockmed.9417

I just found this post today, but remember many posts similar to this a year ago. There is a lack of transparency, an unwillingness for discussion and feedback, lack of player inclusion in decision making, and a complete and utter failure to respond to lackluster fixes or implementations.

This has been true of Anet since the beginning of GW1. The differences there were quite large though – mainly in terms of skills and builds. Each profession used to have hundreds of skill choices, not a couple dozen. Anet could afford to blast around like a bull in a china shop, because there were enough fall back skills to cover up the balance ineptitude.

But they carried the same ideas and proccesses forward into GW2, with a system that can’t handle the same ineptitude and absorb the failed output of the “fixes.”

The only thing that can fix this issue is implementing a public test realm, where people can actively try to break things before they are introduced live. That way polish is there from the beginning, and doesn’t need to be added in months later when the 4 people that do balance and bug fixes can find time to take off from the living story constant updates.

Anet needs to adapt forward-looking practices and ideologies that modern gamers have come to expect, and rightly so. I am not saying that we should get everything that the forum goers demand, but that Anet not be so rigid in what they give us that they can’t take the time to find out whether or not it is beneficial to the game from the player’s standpoint. After all, we pay their paychecks, and if they ignore us long enough, even that stupid little fuzzy hat on the TP isn’t going to make ends meet anymore.

6/25/13 patch discussion thread [merged]

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

You guys seem to forget ANet’s wonderful history of “balance” – in GW1 when a build got OP or abused, they nerfed the skill that was the basis of the whole thing into unusable kitten. It wasn’t enough to fix it, they broke it beyond even usability. When they were done, there were about 4 builds that were effective enough to be consistently used in most classes, with the others marginalized by mediocrity and certain situational usefulness.

It seems that with an end goal of esports in mind, ANet is focusing balance into the idea that you will always know what to expect from each class in every situation – because there is only one or two ways to effectively play in that given situation. Instead of making players learn what EVERY class can do in a variety of builds/situations, ANet is bowing to lazy whiners that get outplayed by better prepared and more knowledgeable people – and go to the forums to whine that mastery of a class is OP. Yes there are bugs, but the lack of vision for where things are going is frustrating to say the least. And if there is a vision, the lack of communication of the vision is causing player/dev separation.

As you can clearly see, there are many players passionate about this game. Maybe if ANet included us in some of this vision and let us help sculpt these changes via a test server, there wouldn’t be so much alienation and frustration felt here.

Some skill slot(Phantasms) consistency?

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Anet doesn’t seem to be interested in user convenience. The UI is not customizable, skill bars change weapon to weapon on almost all professions (as your argument here shows), plus many more irritants that most players have just learned to put up with.

Definitely a different experience from GW1, and definitely moving in the wrong direction from where anet was 4 years ago.

I am lost! Looking for a WvW build.

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Toughness and vitality usually work best together, but if you have to pick one or the other, toughness usually wins out.

Reasoning behind that is because stacking high amounts of vitality gives you a big health pool that can be burned through easily, but your heal doesn’t scale with vitality so you can’t restore it effectively in combat. Toughness allows you to maintain a reasonable amount of hp while making it harder for enemies to burn through it, and keeping your heal scaled better relative to hp amount.

Precision is valuable too, for the above-mentioned reasons. Don’t be afraid to find a base build that sounds good and experiment with traits and gear to work out what’s best for what you want it to do. It’s a synergystic puzzle – traits are the framework, with armor and runes and sigils filling out the whole picture. It’s a pretty flexible system, just have to put the pieces together the right way. There’s a lot that probably hasn’t been tried (mostly for obvious reasons) and you might hit on the next big build combo.

Advanced Mesmer meta sPVP Build Discussion

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

The people that post guides have solid builds. I tend to try out the build as posted, then modify it to make it work better for me. My current build is based on countless’ i think, but I’ve done phanstasm, pure shatter, and support a bit as well.

Best bet – try a bunch of stuff and find what works for you. I understand that people want unique builds that aren’t “cookie cutter” but the “cookie cutter” gets popular because they work so well. However, using what works for someone else usually gets me into trouble and frustrated because I don’t play exactly the same way.

Forums and Listening do you think it happens?

in PvP

Posted by: Hockmed.9417

Hockmed.9417

Most of forum posts are people that lost a fight and come to QQ about it. Most of those are people that haven’t taken the time to figure out how things work in the game, and just assume that there is a bug or OP exploit.

That being said, I think there are plenty of good suggestions that are being considered. However, it takes time and resources that may not be there yet. After all, PVE/WvW is by far the favored area of the game, and is currently the money maker.

It is unfortunate, because the resources are probably allocated to what makes more in the gem store – sPVP is getting strangled by policy. They aren’t making money so they dont put resources into it like they should, and players are leaving because the necessary development resources aren’t getting put into play, preventing the growth that is needed to bring people into/back to spvp.

Shame. sPvP is a blast in this game, but I am almost ready to go back to WoW just for variety instead of the same 4 classes with the same 4 builds on the same 4-5 maps all the time.

Which traits for a condition build?

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Traits give more power to the weapons, and give you the template of how everything fits together. If you want a condition damage build, your traits will empower the staff and whatever other weapon choice you make – essentially giving you more conditions for what you do with your skills.

Armor, sigils, and runes will fill in the rest. That is where most of your condition damage will come from as a mesmer. You also have to decide what stats other than condition damage you will want – ie toughness for durability, power for buffing your direct damage components, etc.

Many condition damage builds focus on staff, and usually have either gs due to range, or sword/pistol or scepter/pistol for the duelist and either a bit of burst or additional conditions from confusion. But I recommend trying a few different options and find the combinations that work best for you.

(edited by Hockmed.9417)

Mesmers get too much

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

My biggest beef with the mesmer class is that they aren’t punished for shattering clones as they should be. Many builds actually encourage it. I like the idea of the class and played it in spvp and leveled a little.

This is probably the dumbest thing I’ve seen on these forums. Punishing a class for using it’s prime mechanic?

Right after Thieves get punished for stealth, ele’s get punished for changing attunements, and your beloved engineers get punished for changing kits or using toolbelt.

Yeah, like 3 second global, where nothing can be done. Kind of like what happens when mesmers blow almost all their cooldowns to summon every clone they can to pull this burst off, not to mention at least half their shatter cooldowns.

Fix the bug. Stop complaining about being terrible. Learn to deal with a best-case mesmer burst that can only be done once every ~45 seconds.

Sorry if this is a necro, but the kitten in this thread is intolerably ignorant, bordering on incompetent OP.

Mesmer LoS

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

I’d be interested to see if character model size has anything to do with it as well. I would assume it’s standardized so one race is not disadvantaged, but it would be nice to see if testing could verify it. The charr was slightly larger than the human mesmer in the vids here.

I would think it’s more the projectile vs non-projectile rules in the environment though.

''No weapon swapping hurts competitive play''

in PvP

Posted by: Hockmed.9417

Hockmed.9417

I skipped a bunch of stuff. But let me say that one of the main arguments is that this will hurt streamers. Do you forget that ALL high level pvp matches were streamed (in a fashion) in GW1? Granted, it wasn’t real time but that is something you will have to make decisions about.

My point is that all top pvp was viewable by the entire player base if they chose to watch it. You had a reasonable idea of what the teams you were likely to face were going to be running. The top teams didn’t win by secret, they won because they knew what they were doing, build-wise, team-wise, strategy-wise. Everything was built to work together and cover as many voids as possible (short of gimmick builds).

Builds were set when you went into a match, you had to adapt within a set of pre-determined conditions to win. And the best did. Right now, you can freely change from one gimmick to another to abuse whatever combination is more op. In the long run, freezing builds like they did will be a better place for GW2 gameplay, especially if there is an esport future.

Trait suggestion for phantasm builds

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Scepter improvement AND AoE in one go.

Scepter #1 chain attacks are turned into explosive shots that hit up to 5 targets.
For a ranged attack, they are already hindered by being a max of 900 units, relatively slow projectiles, and having a casting time ALONG WITH the inability to start casting the next bolt while the previous is still in the air.
This would give Scepter Clones a place of their own as well, AoE Bleed chance from Sharper Images.

I could get behind this.

Trait suggestion for phantasm builds

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Mesmers can suffer in DEs, true. This solution, however, is the wrong way to do it. Why would you want more eggs in one basket? Too much is already tied into our illusions. I think a trait is probably something workable, but not to add more to phantasms that already have enough problems.

Maybe something that would be applied at the end of a dodge roll, or added to a 1 attack. If we could preplace our aoe it would be fine (or at least much better). However all but 1 of our most powerful aoe needs an existing target to even fire. And all the other aoe from others prevents that after considering the rendering bug built into the game engine. Chaos Storm is just too slow for tagging as well.

So, I think there is a better way than just traiting more into our phantasms. I think other things could be tweaked to give us more flexibility.

What race do you think suits an ele the most?

in Elementalist

Posted by: Hockmed.9417

Hockmed.9417

I have a fascination with a plant starting things on fire. I dont know why. Just dont tell my doctor.

The real reason elementalists go D/D

in Elementalist

Posted by: Hockmed.9417

Hockmed.9417

I always feel better when i log in to mine. lol

So many redundant utilities

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

I think the problem is two-fold.

1. If they let mesmers truly do what their vision said they want mesmers to do, noobs and bads would never be able to beat one. It’s hard enough picking traits and utilities on your own, let alone actually learning how to play with more than 3 buttons. Even ignoring the fact that the mesmer was arguably one of the most difficult but rewarding professions in gw1, it still took a long time for anet to grow some backbone and stand up to the crying and whining and make people actually learn how to play against one.

2. They are trying to balance like wow – everything at the same time. They are still hesitant to balance each category of the game seperately – and we all know that is the only way to make it work. Yes, a few skills have been separated for spvp/tpvp and the rest, but it’s not enough. They figured out a good way to do it in gw1, they just have to learn from what they did wrong with it and get it right here.

Mesmer is still a powerful class – I’m not a pro by any means, but I can get out of almost any situation in pve. Pvp and wvw I’m not as experienced with do to system limitations and time, but I can see where there would be issues. Hopefully Anet will actually start standing behind their statements and follow their vision with a little backbone.

Phantasmal Mariner

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

You’re right, my mistake. I was thinking celerity.

Good thing they always nerf damage first, instead of actually fixing things.

Phantasmal Mariner

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

From the patch notes: Phantasmal Mariner: This phantasm now attacks more often, but does damage in line with its attack rate.

I do not have a record of the damage it did before the patch, so I am unable to say whether or not the damage was affected. However, I extensively tested the recharge times, and I can say with 100% accuracy that it does NOT attack faster. Prior to the patch, the skill recharge was at 10.4 seconds, both with and without phantasmal haste. After the patch, this is exactly the same. Not only did they fail to make it work with phantasmal haste, they also failed to even change the basic skill attack timer.

Cooldown and attack rate are not the same thing. Saying the cooldown did not change, while saying that you have no idea how fast the actual attacks were or how much damage they did makes you look like you have no idea how to construct an argument.

I did as little water combat as I could, so I cant comment about the damage. The Phantasmal Haste is a valid note – but has it ever worked with mariner? Most underwater skills seem to work differently than on land, and that’s been across most classes.

Auto attacks for clones have an effect?

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

Phantasms are for damage. Clones are for utility/shatters. Plus when traited properly, they DO do stuff. This is the way they are balanced, and it’s not UP or OP. At least, as long as anet stops breaking them, or actually fixes them.

When people stop trying to force things to be what they aren’t, and embrace what we have – the real potential of things are opened and you realize that we are in a good place (as I said before, as long as anet fixes what they broke).

Why would someone do this to a Charr?

in Mesmer

Posted by: Hockmed.9417

Hockmed.9417

It’s like when those people put silly hats on their cats and dogs. And you can see the embarrassment in their eyes.

That’s not embarrassment. That’s RAGE.