Showing Posts For HorridForm.5926:
What is the nerf and where was the information originally posted?
Thanks I will take it into consideration.
2 former Officers of [HOPE] Spirit of Faith on Fort Aspenwood LF Competitive WvW / GvG Guild. Prefer a guild with a presence and above average GvG record that plays NA prime time.
-Have been members of HOPE since the reform.
-Class Leaders of Mesmer/Necromancer/Warrior.
-Have designed multiple WvW / GvG builds for HOPE currently used by HOPE.
-2000+ hours of WvW and TPvP experience
-14 Level 80’s with full exotic/partial ascendanded gear. Can play any class required.
-Champion titles from PvP
-Willing to transfer.
We are the type of players who enjoy designing competitive profession builds, and appreciate the spirit of competition. We enjoy honing our skills in PvP, and putting those skills to work in an organized fashion on the world versus world battlefields.
We are team orientated and operate on the motto, “you are only as strong as your weakest link.”
If you are looking for these types of players for your guild then please send me a private message, and we will be glad to talk in game.
(edited by HorridForm.5926)
It does bother me that necro has the least utility and defense and is the most selfish class yet its not the strongest for damage. Honestly if the devs want us to be so selfish they should buff the dmg in power builds to be much stronger than other classes. Then necros would atleast be taken for a strong dps role.
I thought we had the highest DPS in the game? The only profession that can pour as much damage as us onto the field at 1 time is maybe the elementalist.
- Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
(Not sure what the viability of Minion Masters are in PVE. What if this power summoned 2 Jagged Horrors instead of 1?)
a jagged horror has 0 use. 2*0=0
wont change a thing.Staff: Mastery and Greater Marks
Dagger: Mastery and Quickening Thirst
Scepter: Mastery is only one, but wouldn’t be too hard to add cooldown reduction here too (more preferably increased range, but that might be deemed too powerful).You forgot Soul Marks and +10%markdamage (i forgot the name). could be merged aswell.
hell, it boggles my mind how something like this can still be in the game… 4 traits, spread across 3 different traitlines. just for 1 kittening weapon.
Jagged Horrors can proc Death Nova, Necromantic Corruption, and Fetid Consumption. These traits are useful for MM Bunker in PVP.
- Mark of Blood. Removed 1 bleed in PvP only.
(For a 6 second cool down I always thought this power was strong in PVP. I would rather lose some damage here then in other areas.)
- Signet of Spite: Removed one bleed.
(Signet of Spite is still very strong, and most good players recognize it by now and will attempt to dodge it.)
Increased conversion from 5% to 7%
(The scaling on Necromancers healing is so low that this buff will have very little impact on anything. At a minimum the conversion should be 10%. It would be nice if the trait was reworked to combo off of Parasitic Bond, Vampiric traits or the Blood Magic line. )
- Spite X – Chill of Death. Increased trigger threshold from 25% to 50%.
(I’m indifferent about this. A single target is most likely to attempt a flee when he is down on health. I guess it has the potential to activate more often. So its not a bad change.)
- Curses IV – Weakening Shroud. Increase recharge from 15 to 25.
(I really like this power, but hardly use it anymore due to the current meta of WvW, and PvP. I’m sure it will still get some use in both WvW and GvG.)
- Curses VIII – Banshee’s Wail. Increase cooldown reduction from 15% to 20%.
(I really wish this was Path of Midnight! Nice to see our traits are more in line with other professions.)
- Death 5 – Reanimator. Decreased cooldown from 30s to 15s.
(Not sure what the viability of Minion Masters are in PVE. What if this power summoned 2 Jagged Horrors instead of 1?)
- Death VIII – Reaper’s Protection. Decreased the cooldown from 90s to 60s.
(A solid improvement.)
- Death 25 – Deadly Strength. Increased conversion from 5% to 10%.
(Very nice for several builds in all forms of game play.)
- Blood Magic 25 – Blood to Power. Decreased health threshold from 90% to 75%. Increase Power from 90 to 120.
(Its nice to see adjustments are still being made to Blood Magic. I occasionally run Blood Magic over Spite in WvW depending on the match ups. Hoping this trait line will see a buff eveyr month.)
- Soul Reaping II. Vital Persistence. Increased reduction of life force drain from 25% to 50%.
(I just might consider Vital Persistence for SMC and Gari claims in WvW.)
The changes aren’t bad.
Anyone know if the new weapon skins (IE: taeres’s shadow) are a permanent loot drop? Meaning after Queens Jubilee we can still farm them off of champions?
Illusions
Minor Traits
Adept – Illusionary Retribution: No Changes
Master – Shattered Strength: No Changes
Grand Master – Illusionist Celerity: No Changes
Major Traits
1. Precise Wrack: No Changes.
2. Confusing Cry: No Changes.
3. Compounding Power: No Changes.
4. Masterful Reflection: No Changes.
5. Master of Misdirection: Confusion you inflict lasts 25% longer.
6. Phantasmal Haste: Phantasms Recharge 20%
7. Bouncing Elasticity: No Changes.
8. Dazzling Glamour’s: No Changes.
9. Illusionary Invigoration: Reduce cool down of Shattered Skills by 20%
10. Imbued Diversion: No Changes.
11. Blinding Befuddlement: Cause Confusion for 5 seconds when you blind a target. Removed Cool Down.
12. Illusionary Persona: No Changes.
Great Sword
Spatial Surge: No Changes
Mirror Blade: No Changes
Mind Stab: Increased Radius to 240
Phantasmal Berserker: No Changes
Illusionary Wave: Increase Range to 900. Increase Cool Down to 35 Seconds.
Staff
Winds of Chaos: No Changes
Phantasmal Retreat: No Changes
Phantasmal Warlock: No Changes
Chaos Armor: Reduced Cool Down to 30 Seconds
Chaos Storm: Chilled, Poison, Weakness Durations increased to 3 seconds.
Scepter
Ether Bolt: Attacks 1&2 inflict torment for 4 seconds (1 stack). Attack 3 inflicts confusion for 3 seconds (1stack) and summons a clone that casts ether bolt.
Illusionary Counter: No Changes.
Confusing Images: Increased attack animation by 25%.
Sword
Mind Slash: No Changes.
Blurred Frenzy: Increased Cool Down to 15 seconds.
Illusionary Leap: No Changes.
Sword – Offhand
Illusionary Riposte: No Changes.
Phantasmal Swords Man: No Changes
Pistol
Illusionary Duelist: No Changes.
Magic Bullet: No Changes.
Focus
Temporal Curtain: No Changes
Phantasmal Warden: Reduced Cool Down to 20 seconds.
Torch
The Prestige: Reduced Cool Down to 25 seconds.
Phantasmal Mage: Reduced Cool Down to 20 seconds.
Utilities
Decoy: No Changes.
Mirror Images: No Changes.
Phantasmal Defender: No Changes.
Phantasmal Disenchanter: No Changes.
Feedback: No Changes.
Null Field: No Changes.
Portal: Increase number of portal charges to 30.
Veil: In addition to current effect, enemies passing through the wall will be revealed for 3 seconds.
Arcane Thievery: Range 900, Radius 240, Duration 5 seconds, Target area pulses removing boons on target foes, allies gain removed boons. Increased Cool Down to 50 seconds.
Blink: No Changes.
Illusions of Life: No Changes
Mimic: Target an ally, replace mimic with targets elite skill. Increase Cool Down to 210 seconds.
Mantra of Concentration: Reduced Casting Time to 1 second.
Mantra of Distraction: Reduced Casting Time to 1 second.
Mantra of Pain: Reduced Casting Time to 1 second. Increased Cool Down to 15 Seconds.
Power Spike: Radius 180.
Mantra of Resolve: Reduced Casting Time to 1 second.
Signet of Domination: No Changes.
Signet of Illusions: Reduced Cool Down to 60 Seconds.
Signet of Inspiration: Passive – Movement Speed Increased by 25%, Activated – No
Changes. Reduced Cool Down to 40 Seconds.
Signet of Chaos: Passive – +10% Condition Increase, Activated – Range 1,200, Radius 240, Blindness – 5 seconds, Chill – 3 seconds, Confusion – (2 Stacks) 4 seconds, Torment – (3 Stacks) 5 seconds, Vulnerability (3 Stacks) 5 seconds, Damage Coefficient – 0.35, Cool Down – 90 Seconds.
Little frustrated with Mesmer’s lack of build depth. Decided to rewrite the profession just for fun. Maybe the developers will be inspired. Oh, I do like the class! I just feel like we have been nerfed 3 consecutive patches in a row, and haven’t received much in terms of replacement traits/skills. The below changes would open up a variety of builds for all modes of play without breaking game play. Maybe the topic will be fun to discuss.
Domination
Minor Traits
Adept – Dazzling moved to Adept Tier from Master
Master – Illusions of Vulnerability: Illusions inflict vulnerability on critical hits.
Grand Master – Confounding Suggestions: 20% Chance to apply 1 second stun
whenever you daze a target.
Major Traits
1. Mental Torment: No Changes.
2. Mantra Mastery: No Changes.
3. Rending Shatters: No Changes.
4. Crippling Dissipation: No Changes.
5. Signet Mastery: No Changes.
6. Shattered Illusions: No Changes.
7. Confusing Enchantments: No Changes.
8. Cleansing Conflagration: Now effects up to 5 players. Radius:
9. Great Sword Training: Increase range of Great Sword Skills. (+150) Reduces Recharge of Great Sword Skills by 20%
10. Harmonious Mantras: No Changes.
11. *New* Dazing Strike: As Halting Strike except the following: Deal Damage when dazing a foe.
12. *New* Total Insanity: +25% Confusion Damage.
Dueling
Minor Traits
Adept – Critical Infusion: No Changes
Master – Sharper Images: No Changes
Grand Master – Confusing Combatants: No Changes
Major Traits
1. Cleansing Inscriptions : Activating a Signet removes 2 conditions.
2. Empowered Illusions: No Changes.
3. Retaliatory Shield: Gain 5 seconds of retaliation when you block an attack.
4. Blade Training: No Changes.
5. Desperate Decoy: No Changes.
6. Protective Mantras: Gain 3 seconds of protection when you cast a mantra. (Cool Down: 10 seconds)
7. Phantasmal Fury: No Changes.
8. Blurred Inscriptions: Gain 2 seconds of Distortion when you activate a signet. (Cool Down: 10 Seconds)
9. Duelist Discipline: No Changes.
10. Deceptive Evasion: No Changes.
11. Furious Daze: Gain 3 seconds of quickness when you daze a foe. (Cool Down: 15 Seconds)
12. *New* Concussive Strike: Deal 20% more damage to target that has confusion on them.
Chaos
Minor Traits
Adept – Meta-Physical Rejuvenation: No Changes
Master – Sharper Images: No Changes
Grand Master – Confusing Combatants: No Changes
Major Traits
1. Chaotic Revival: No Changes.
2. Descent into Madness: No Changes.
3. Illusionary Defense: No Changes.
4. Debilitating Dissipation: No Changes.
5. Retaliatory Demise: No Changes.
6. *New* Lingering Malady: Winds of Chaos, and Chaos Storm have a 30% chance to inflict Torment (2 stacks) for 3 seconds on critical hit.
7. Master of Manipulation: Manipulations have increased range and 20% reduced cool down.
8. Mirror of Anguish: No Changes.
9. Bountiful Daze: Gain Might (3 stacks) for 5 seconds and a random boon when you daze a foe.
10. Chaotic Dampening: No Changes.
11. Chaotic Daze: Inflict Blindness, Torment (3 stacks), and Cripple for 5 seconds when you daze a target.
12. Prismatic Understanding: Stealth Skills last 1 second longer (This benefit affects allies when you apply stealth). You gain Protection, Aegis, and Swiftness for 3 seconds when you are cloaked.
Inspiration
Minor Traits
Adept – Vengeful Images: No Changes
Master – Phantasmal Healing: No Changes
Grand Master – Phantasmal Strength: No Changes
Major Traits
1. Medic’s Feedback: No Changes.
2. Glamour Mastery: No Changes.
3. Vigorous Revelation: No Changes.
4. Menders Purity: Remove a condition from allies when you heal.
5. Shattered Conditions: No Changes.
6. Compounding Celerity: Gain 5 seconds of swiftness when you create an illusion.
7. Malicious Sorcery: No Changes.
8. Wardens Feedback: No Changes.
9. Temporal Enchanter: Glamour Skills last 50% longer.
10. Restorative Mantras: No Changes
11. Restorative Illusions: Heal nearby allies when you shatter illusions.
12. New Forceful Mantras: Create an area of effect knock back when casting a Mantra. (Cool Down: 10 Seconds) Radius: 180, Damage Coefficient: 0.65, Cannot Critical
(edited by HorridForm.5926)
Signet of Progenitor
(Signet)
Casting Time: 1 Second
Cool Down: 120 Second
Passive Effect: Create a clone every 30 seconds
Activate Ability: Create 3 clones, all clones gain invulnerability for 4 seconds.
Total Insanity
(Glamour)
Casting Time: 1 3/4 Second
Cool Down: 120 Second
Range: 1200 (Large AoE)
Duration: 6 Seconds
Foes who enter or exit the area suffer 5 conditions.
Blindness: 5 Seconds
Confusion (3): 5 Seconds
Fear: 1 Second
Torment (5): 5 Seconds
Vulnerability (10): 10 Seconds
I updated the build based on some feedback and in game experience.
Lunar
The attack requires some degree of skill. I suspect that anyone not playing with key binding will struggle to make everything go off as intended. If done correctly you will get some nice tags. At least more then the current state of confuse/glamour bombing.
To the best of my knowledge each interrupt will yield 5 stacks of might. It has been difficult for me to determine with 100% accuracy due to the multiple factors involved, but I have hit a zerg with multiple interrupts and have gone from 7 stacks of might to 25 in a flash.
The up time on the might stacks is actually 80% once you include trait. The only time I really notice that the might stacks are low is when there’s 2-3 enemies on field. At this point you’re less likely to activate massive stacks. So I feel the duration is adequate.
Mighty Mesmer
Please substitute Chaotic Interruption for Bountiful interruption.
The damage/tagging comes from might stacking off of Bountiful interruption.
- You can build might in the following ways.
1. Winds of Chaos (1 stack for 9 seconds on successful bounce.)
2. 30% chance on critical hit (1 stack for 18 seconds)
3. Swap to second weapon set (3 stacks for 36 seconds)
4. Dodge Roll (1 stack for 9 seconds)
5. Interrupt a target with a.) Chaos Storm b.) Into the Void (5 stacks per player interrupted for 9 Seconds)
(edited by HorridForm.5926)
Fellow Mesmers (wvw/pve) rejoice. There is a new hidden build that is OP. The build has been made possible by new dynamics in the patch. Just today I dropped 5k damage on 15+ enemies wvw zerg in under 3 seconds . Look for the build and don’t talk about it with anyone. Keep it a secret.
I see your points. I thought about deceptive evasion. It just seems like clones die instantly in large scale wvw.
What if I run Berserk Weapons, Knights Armor, and Caviler Trinkets, with Sentinel Gems?
I’m a post confusion nerf refugee who needs a new lease on life. At the end of the day I realize that my guild mates want a mesmer for veil, temporal curtain, and occasional portals.
My goal is to make a WvW build that can easily survive while providing these elements as well as tagging.
I run mantra of recovery and mantra of pain for fast heals when rallying. I have empowered illusions, and phantasmal strength for damage boosts (especially on iZerker) to help with tagging.
My defense is a combination of everything niche. (melandru’s, lemon poultry, sentinels, sigils of energy, and restoration)
Thoughts?