Every stealth speel still got an extra stealth sec, if it snot a buff, then tell me what it is.
So yeah its not “base line” but its not far from it, and the trait himself receive a huge buffMesmer is getting a lot of buff for no kittening reason at all (and when you look at how much chronomancer enhance every current mesmer build … its almost disgusting (#chronoshatter))
We don’t even know the traits for chronomancer, so how can you say it will enhance every current mesmer build? Just because you have a new specialization, doesn’t mean you have to go into that trait line.
Mesmer is getting a lot of buff for no reason? That’s jokes. I’m not even going to comment further on that because its obvious that you have no idea what you’re talking about.
How EAtt can be considered not baseline worthy while at the same time making the 2 strongest mesmer GM traits, IP and PU, baseline (plus 1 master and 3 adept traits as well)?
Wait what? Please stop spreading misinformation. PU – Prismatic Understanding is not being made baseline for mesmer
http://dulfy.net/wp-content/uploads/2015/04/gw2-mesmer-chaos-specialization.jpg
Part true – they made the extra second of stealth from PU baseline. The new PU doubled the amount of stealth. Going to be so OP.
Bottom line: mesmer is getting (effectively) 2x GM, 1x master and 3x adept traits all made baseline. It’s a huge power jump.
Part true. Baseline means you don’t have to trait to get the effect such as IP. You have to trait PU if you want the extra stealth.
“Traits that are made baseline: Illusionary Persona, Illusionary Elasticity, Protective Mantras, Phantasmal damage boost traits,Manipulation range.” -Taken from Livesteam notes
First, Robert Gee is our “class dude”, as far as I can tell. Rubi, the presenter, doesn’t have a ton to do with class development, so it doesn’t matter too much if she “likes” the profession or not. Robert’s our man, our main man dude.
I think Robert did an excellent job on the new class design – including the baseline traits offered and changes to others. The problem was the professionalism of the presentation and the fact that we were not shown our traits.
Some of the new guardian abilities are way over the top especially the 17second CD tether virtue, insane burning damage (it will also probably track you through stealth). 25 Instant stacks of vulnerability trap?
Also, why are they asking guardians if they like the changes to their traits? Whatever happened to asking us about the mimic rework for example?
(edited by Jedge.3619)
Jon said in the chat that traits would be released at a later date.
I just wish they’d show the traits so we can actually being theorycrafting.Released on a later date? why? why didn’t guardians have theirs released on a later date?
putting The specialization feature in POI is a bad idea, Ready Up waaasss wayyyy better.
Trust me. I’m not happy about it either. I asked if it would be a blog post or later in the video and he responded with “later.” So basically Later™
Every profession reveal should have been hosted on Ready-Up, NOT Points of Interest. At least they corrected their mistake. You give Rubi much too much hate…
Next profession reveal will be on Points of Interest I believe…….
Jon said in the chat that traits would be released at a later date.
I just wish they’d show the traits so we can actually being theorycrafting.
How EAtt can be considered not baseline worthy while at the same time making the 2 strongest mesmer GM traits, IP and PU, baseline (plus 1 master and 3 adept traits as well)?
Wait what? Please stop spreading misinformation. PU – Prismatic Understanding is not being made baseline for mesmer
http://dulfy.net/wp-content/uploads/2015/04/gw2-mesmer-chaos-specialization.jpg
(edited by Jedge.3619)
@Kelthien:
Heck, we may even have a Phantasm-Shatter hybrid thanks to Chronomancer.Might be a Phantasm build centered less on keeping phantasms up and more churning through them.
Back when GW2 was in beta, there were whole threads on trying to get the optimal balance of shatter timing so you could benefit from shatters and get potentially more attacks out of your phantasms through proper timing of shatters and resummons.
This could be interesting. I feel like phantasm builds are (currently) going to be significantly weaker than they were previously unless a good number of traits are moved/combined though. Just in the base mesmer traitset, they’re too spread out to take in one build. Adding in chrono means you’ll sacrifice even more.
I think phantasm builds will be extremely interesting. For example:
You take, Heal Signet, Signet of Inspiration, Decoy, blink, mass-invis and greatsword. Signet of inspiration (assuming its perma movespeed) will allow you to take runes other than traveler or centaur (wvw focused anyway) so more damaging or for utility. Sword and possibly shield
For traits you go into domination, inspiration, and the chronomancer.
For domination take – illusions deal more dmg, blurred inscriptions, and GS training.
For inspiration, take power cleanse, restorative illusions, and illusionary inspiration (summon a phant would cleanse conditions and provide you with distortion with that trait) Signet recharge is also reduced.
Essentially, every time you activate a signet you get 1 second of distortion and 1 condition removed. If you pop your heal signet for example, its 1 second of distortion and 3 conditions removed through traits. The signet heal also refreshes your phantasms. If you go into the chronomancer tree, you can now shatter phantasms. Phantasms also now get 1 second of distortion upon summon and provide you with permanent regen and have increased HP.
but can’t say for sure until we see all the traits.
Well we know a number of traits already. There’s a few we can speculate
Minor Traits – alacrity
Sheild trait minor or master
Two Grandmaster traits were previewed
Wells will likely get a trait so minor or master
This leaves possibly 7 traits we are unsure of.
If I had to guess, one trait would be based off illusions shattered so 6.
I think illusions will not be taken if alacrity proves to be better for cooldown’s overall.
No traits!? whatttttt????!!!
Yep. Disappointment.
That girl tho, I think she was bored to death because she didn’t like mesmer. What a joke.
Well she plays a ranger, what’d you expect? :P
Consume plasma is another issue. 10sec of almost all the boons in the game.
This is about to become even more of an issue, right?
http://dulfy.net/wp-content/uploads/2015/04/gw2-improvisation.jpg
Yeah. I was upset when I saw that on stream.
No traits!? whatttttt????!!!
Yep. Disappointment.
you guys talk until as if thieves totally own mesmers…i think its a matter of learning to play.
It’s not a L2P issue. Thieves just have the resources to beat mesmers. Its our counter class. We create a rich environment for their CnD for example with our clones. Want to know why CnD procs when you have DE on – because the clone popping out when dodging will enable the thief to hit it. The amount of blinds also means our phantasms are less effective. Consume plasma is another issue. 10sec of almost all the boons in the game. Instant teleports (sword 2, steal) cannot be countered except for preemptive dodging.. They also have an insane amount of dodges and stealth capabilities – can break immob etc. There’s a reason Mesmers complain about thieves.
I’m still shocked after all the forum feedback, they never did pistol mainhand.
Prior introducing pistol mainhand they should change how the auto-attack with 1-handed-weapons work. IF the offhand is from the same weapon type, it should be included in the auto attack animation.
Currently the only Pistol-Pistol attack animation that looks good is unload because it is a dual weapon skill and designed to use both weapons. Auto-attack on thief and engi just looks really really bad.
(The problem is not limited to pistol, same problem with auto-attack with two 1h-swords and so on.)
I was honestly hoping for another mainhand since our options are limited in that regard. I think the auto attack animation would’ve just been similar to the duelist with a different sound effect.
I’m still shocked after all the forum feedback, they never did pistol mainhand.
F5 will probably only last maybe 8 or 12 seconds. For each illusion you shatter, assuming IP works with it, you’d get 2 or 3 seconds each time you’d use it. If it lasts longer, i’d be extremely surprised. Possibly 20secs? But anything over that it’d be extremely overpowered. You only recharge the skills you use during the duration of F5. It’d be an interesting skill for duels depending on how many illusions you shatter. I also think the counterplay to this ability will be bursting down the mesmer before he/she can react. Ideally you’d want to pop this skill at a higher hp with minimal cooldowns used. I think its an amazing addition to mesmer and we’ll have to see how it plays out.
@Jedge:
That is not passive gameplay. That is the effect of active gameplay.Whether an ability does 1,000 damage instantly when you land it or does 1,000 damage over 5s when you land it … does not make that different as far as active vs passive.
Passive gameplay requires no action from the player (example: turrets attacking). Active gameplay requires action from the player (example: applying conditions with an attack.)
Once I use a skill, the condition is applied and therefore remains on a person/field such as a turret until removed. When I use a damaging skill without conditions, the ability to have another reoccurring effect is immediately gone. I agree, “Fire and Forget” – conditions, phantasms, turrets etc. are passive.
Good job Slynn
-snip-
@Jedge:
There is a difference between my applying conditions to you and things like Engineer turrets that sit and wait for someone to shoot at.To get those conditions on you, I have to do something. An attack, skill, etc. to apply them. This is no different than doing direct damage to you. The only difference is that that damage I apply per hit is spread out over a period of time instead of being applied upfront.
Applying conditions is not passive.
Summoning a couple AI that just sit and wait for someone to shoot at … that is passive.
Applying conditions is passive. You forgot to mention one thing about the damage being spread out over a period of time. Sure, there is the active component of being applied upfront. However, once I apply a condition on someone or phantasm or clone, I can just walk away and it’ll still do damage – that is the passive component. For direct damage, I have to actually be actively hitting the person continuously. I’d rather not get into a debate about the passivity of GuildWars2. This discussion is about the removal of on-clone death traits.
Those that spam dodging to get the clone death proc are bad. Mesmers are also not just type casted to being “deceptive”….misdirection…punishment for actions?….
The use of “active play” also works against anyone who uses crit sigils, runes that proc an effect not within your active control, AI that auto attack, every class trait that provides a “passive” boost to attributes or a proc effect that is not in your direct control, boons that provide passive effects such as “regen or protection as examples”, healing skills that passively heal you such as “healing signet” and skills that require an active use but are passive straight afterwards such as elementalists “meteor shower” (called fire and forget, which has been applied to a mesmers “shattering”).
Oh wait what are conditions…they are applied actively but passively cause damage over time to said target or targets.
Majority of these are used in supposed “high” tier game play. This game is full of passive effects that no one wants to acknowledge or consistently complain about.
But hey…death to clone death trait points just means something else taken away from the mesmer…again (though you would have to be a noob to have a problem with it, since the traits have already been nerf hammered and anet are simply finishing off what they started).
This of course will not stop there as those nice and shinny traits (e.g. confusing combatants) will be nerf hammered into the ground. That is just an example, because we also know a few others will obviously be nerf hammered as well or not turn out as expected.
The passivity of GuildWars2 is unreal. Conditions are essentially fire and forget, buffs such as retaliation exist. Perplexity runes, I could go on for days. I also agree that a large portion of the new traits will have to be toned down (nerfed into oblivion) in the final release. I understand that something was taken away from mesmer, but I strongly believe that the amount of other buffs we got to condi and other builds more than makes up for this change. It hurts dire more than anything.
You can’t balance instant teleports (thief s/d); Its just not possible – there’s no way to react to it except preemptively. S/D and D/P will be extremely strong still. I’m just extremely happy with the shatter changes
I dont think that PETA would approve of the vast extermination of all living creatures that is likely going on in the Maguuma Wastes as of about 2 hours ago (well maybe everything except the legendary sand giant). I wonder if Anet is keeping a tab of how many creatures are exterminated in these zones for however long this event lasts. That would be an interesting number to see.
That’s funny because they said the Sand Giant always drops one. People should get on that. I know I will once I get home from work.
I joined a Sand Giant kill when it was under 1/2 health. I don’t recall if I got silver or gold credit. I certainly didn’t get a portal.
You must have done it wrong, cause it is definitely a guaranteed drop.
Just did giant and didn’t get the beta invite
I’m really happy with these changes
uhhh, phantasms are just as passive as clone death play.
if not more so.I have a mesmer, i dont play clone death style because i am an offensive type player. that doesnt mean a defensive attrition based style should not exist within the class.
i have also played against it. It is annoying, it is supposed to be annoying. just like the tanky eles, the tanky guardians, the tanky thieves, necros etc.
just because i dont play it, doesnt mean it should not exist. Just because it is annoying to fight doesnt mean it should not exist.
Do you actually know which illusion will die last to proc DD when you dodge (DE)? Do you have a choice which illusion dies when you use an illusion summoning skill? The answer is: no. The original intention of DE was as you’ve stated, to punish those killing illusions. However, the main issue with DD in its current form is that you have very little control and it is being abused. If you have 3 illusions up – and you use an illusion summoning skill, why should your opponent be punished with DD because you removed a clone, not them. Mesmer’s are getting extra free conditions from that trait which is the main problem.
because any clone that is destroyed is using up a resource. if you are destroying clones by burning clone generators, you are wasting your generators.
If you chose to slot clone on death traits, you gave up some other traits that were most likely just as strong.
It isnt “free” the mesmer decides how deadly he wants his clone to be, and what the best way the opponent has to deal with them, based on his build.
phantasm build has weak fodder clones
shatter is going to try to blow you up/burst
on death is attrition basedignore phantasm clones (if they even exist)
dodge shatter clones at the key moments
out sustain on death clones.you may hate attrition builds, but everyone else has them. and the attrition concept definately fits the mesmer range of playstyles.
The only trait you lose by not going into that tree is either manipulation cooldown or illusionary defense. You’re really not losing anything. You never really answered my original argument – please re-read what I said. I never said killing clones wasn’t bad and shouldn’t be punished, I’m saying the way DD currently functions is not right.
uhhh, phantasms are just as passive as clone death play.
if not more so.I have a mesmer, i dont play clone death style because i am an offensive type player. that doesnt mean a defensive attrition based style should not exist within the class.
i have also played against it. It is annoying, it is supposed to be annoying. just like the tanky eles, the tanky guardians, the tanky thieves, necros etc.
just because i dont play it, doesnt mean it should not exist. Just because it is annoying to fight doesnt mean it should not exist.
Do you actually know which illusion will die last to proc DD when you dodge (DE)? Do you have a choice which illusion dies when you use an illusion summoning skill? The answer is: no. The original intention of DE was as you’ve stated, to punish those killing illusions. However, the main issue with DD in its current form is that you have very little control and it is being abused. If you have 3 illusions up – and you use an illusion summoning skill, why should your opponent be punished with DD because you removed a clone, not them. Mesmer’s are getting extra free conditions from that trait which is the main problem.
I play clone death and it’s not passive at all.
Wait what? The point of shatter is to shatter your clones to deal extra damage, not watch them die to do damage. Any spec can put on debilitating dissipation (which is random btw, no guaranteed bleed) and just wait for their clones to die. The point of a Mesmer’s mechanics is to shatter your clones – its a class mechanic. They want you actively deciding whether or not to interrupt, deal damage/condi damage/ or save yourself with distortion. That is an active playstyle. Which is why IP is being made baseline. Dodge-rolling with 3 clones up and spawning more clones just to get “conditions.” Btw, do you actually know which clone dies last to proc DD when you dodge or create a clone at 3, the answer is probably not. I’m extremely glad they’re removing this trait from the game. i’m sure you can come up with other trait lines in the new chaos tree to suit your playstyle.
no, one aspect of your clones is to shatter them.
there is a reason they look exactly like you.
they also supposed to be deceptive.a tank/distraction mesmer actually wants his clones alive, and taking damage until the moment they die. Shattering all your distractions/meat shields at once, is only a good idea when the benefits outweigh the loss.
Now, i personally never really used the build, but to claim its pointless, or against the class design is foolish. Mesmer is not defined as being a explosion factory.
Mesmers are magical duelists who wield deception as a weapon. Using powerful illusions, clones, and phantasmal magic to confuse and distract their foes, mesmers make sure every fight is balanced in their favor and their opponents can’t believe their eyes.
deception as a weapon: nothing deceptive about blowing up every illusion you have
confuse and distract: yup taking damage for attacking the wrong guy is confusing and distracting
cant believe your eyes: yup once again decieving the enemy/making the wrong choices.clone death is very much one part of the idea behind mesmer.
If you’ve never used the build before, how can you either argue for or against it unless you’ve experienced it – maybe you’ve fought it before? A good player, will rarely pick the wrong mesmer – its pretty easy to tell who the real one is. There’s nothing deceptive about dodge-rolling or creating a new clone and having it explode causing new conditions. Sure, killing a clone is “deceptive” but doing the former is not. That is the main issue is the passivity of that specific playstyle. Phantasm/staff mode builds want their illusions alive possibly. There’s a reason they’re also adding in new traits to promote shattering even when you have phantasms – they want a more active playstyle. I’m not saying playing phantasm is wrong, but the way clone-death was abused needed to be changed.
So they’re removing attribute boni from traits, and they’re raising base and equipment attributes to compensate. But what about the Shatter Skill Recharge Rate attribute?
http://i.imgur.com/h7a0WHQ.jpg
Shatter skill recharge is now also added to the grandmaster minor for 15%
(edited by Jedge.3619)
They completely got rid of glamours’s zerg potential memories, kind of sad I had hopes of a comeback so GWEM can happen.
I think you mean GWEN
I play clone death and it’s not passive at all.
example:
I shatter, knowing full well that the guard I’m targeting will pull an aoe to destroy the incoming clones.
example 2:
I’m up against an elementalist in fire attunement. I switch to scepter and pound them from afar. Fire field comes up. I switch to staff and run in. Chaos Storm, Phant, dodge and phase retreat out, gaining chaos armor and watching the ele kill my two clones and phant.
Example 3:
I get jumped by a thief. Chaos storm, phase retreat,phant, decoy. Run back to my clones. Thief pulls dagger storm to destroy the clones so I won’t shatter on them and bleeds themselves down in the process.
I could go on. The point is that the thing “grouch” complained about, simply dodging to kill clones, is the crudest form of clone death play.
In reality, clone death is a very good add to shatter if played well.
I love the idea of a baseline clone death penalty.. but that is far too much consideration to ask of anet
Wait what? The point of shatter is to shatter your clones to deal extra damage, not watch them die to do damage. Any spec can put on debilitating dissipation (which is random btw, no guaranteed bleed) and just wait for their clones to die. The point of a Mesmer’s mechanics is to shatter your clones – its a class mechanic. They want you actively deciding whether or not to interrupt, deal damage/condi damage/ or save yourself with distortion. That is an active playstyle. Which is why IP is being made baseline. Dodge-rolling with 3 clones up and spawning more clones just to get “conditions.” Btw, do you actually know which clone dies last to proc DD when you dodge or create a clone at 3, the answer is probably not. I’m extremely glad they’re removing this trait from the game. i’m sure you can come up with other trait lines in the new chaos tree to suit your playstyle.
Because they ended up with extreme tunnel vision on shatter and interrupt at the expense of everything else. Clone death gone, glamour bomb gone, phantasm has no choices and will end up having to take a load of interrupt or shatter traits., nothing to help in large scale WvW or PvE, no new types of builds . Everything is now shatter, interrupt or shatter and interrupt.
You forgot condition builds. Clone death was a no-skill playstyle that needed to be removed. Glamours get a free 20% CD and can now potentially apply super speed? The amount of baseline traits we got more than compensated for anything. Some classes are never going to be effective as others in pvp or pve.
No… just no…
I’m sure you can live without it
Clone Death is the most passive gameplay and unskilled (imo). Robert’s arguments towards wanting mesmers to use their profession’s mechanic is on point. I disagree, it is a good thing to be getting rid of.
Thank-you! Well said.
Jedge, I agree with you about DE. That’s why I’m pitching it as an Adept major rather than a minor.
Honestly, I would love if it was moved to either a major or grandmaster minor trait. I just think that adding it as any minor trait would be extremely strong.
Sure, but what does it mean when a trait is now “Baseline” vs on the specializations? Does that mean that all mesmers get those traits regardless of specializations?
This thread is going to be brought up 5000x over the course of several months.
Yes. Baseline means everyone gets those traits…………..
A lot of the new trait stuff offered feels like Magical Christmasland. Look at the way IP is baseline, look at the new Prismatic Understanding, look at Evasive Mirror. All kinds of goodies. It’s definitely a power-up.
But I wanted to bring this up now, fairly early in the development process, because I think there’s some realignment here that restricts builds a bit…
1. Halting Strike moved into Power Block.
2. Harmonious Mantras competes with Deceptive Evasion.
1. Halting Strike
2. Deceptive Evasion
-snip-
I think halting strike was an overpower trait to be perfectly honest. It gave Mesmers an additional source of damage with no ICD other than the amount of interrupts you can apply. The trait can also crit (fire + air sigils) causing a lot of damage to more squishier targets. Moving DE to a minor is just asking for too much. The problem with DE is it essential to almost every mesmer build. However, without DE you can dodge things such as thieves CnD and you’ll actually dodge the attack and they won’t go invis. Mantra builds are being punished the most with DE being grandmaster. Sure most builds will still have to take DE. I don’t think you could ever eliminate DE unless you either make it a class mechanic or increase mesmer clone generation; out of all the amazing changes we get, people are still complaining about DE. If you move DE around all you are doing is just buffing the class even more than it potentially has. Making it a minor trait would be absolutely insane – at that point you’d have to add an ICD of 10secs on it to make it even balanced. Doesn’t matter which traitline DE goes, mesmers will follow or will have to adapt.
Mental Torment/GS training/Power block all seem really strong
I really like how they added mirror into a variety of traits
Manipulation range + IP will be amazing
Still no reliable condi removal in trees other than in inspiration
The trait I’m most excited for is blinding dissipation.
I think the illusions tree could be improved with illusionary invigoration.
Overall, I’m extremely excited with the mesmer changes
Every mesmer is now absolutely going to have to go all the way into dueling just to get any mesmer build every to work. So now all classes are going to have 3 lines they can use freely. Mesmer might have two.
IP is now baseline!
We’re getting IP for free and you’re complaining about DE? what…..
I added that after. However, we still absolutely require DE to get anything to work. So mantra builds? Nope can’t have those anymore.
I think DE is still a crutch, but out of all the different possibilities we get new and improved condi, shatter, and interrupt builds. Zerg builds will also be interesting. Mantra’s will be an interesting choice between either that or DE
Every mesmer is now absolutely going to have to go all the way into dueling just to get any mesmer build every to work. So now all classes are going to have 3 lines they can use freely. Mesmer might have two.
IP is now baseline!
We’re getting IP for free and you’re complaining about DE? what…..
Too bad Thieves are still powerblock proof.
Revenant will be next in line for power block proofing.Irrelevant if you’ve got CS and CI mixed in to the same build. Power Block is also Halting Strike, and weakness. Which will hit thieves hard. So the PB timer might not effect Thieves 0 cd skills, but the rest of it will hurt.
I get your point ross, but what I dont get is why still exclude classes on a GM trait?
Thieves are also immune to chill. Just accept it and move on.
I know this was addressed in the stream, and written down by Jon? I think he wrote down that it should be looked, but I would prefer this not just be looked at but added either to a trait or as a stand alone master trait.
Citizens who play any form of shatter will probably agree with me when I say it is an absolute staple to the build and a large portion of the survival and rapid shatter outputs especially when playing any form of zerker shatter.
The mesmer changes in general I feel have been very thoughtful ( with the exception of DE not being a baseline) but thats whatever.So this is my petition to make sure this trait is added back into its traitline.
-Thanks
I also think its an essential survival trait for shatter and it would create a lot of synergy with a number of traits. Move phantasmal haste out and add illusionary invigoration in
Illusionary Invigoration missing is a Huge loss imo. I hope they add it back in as was mentioned in the stream.
This x100
Yeah, they definitely need to bring it back into the illusion trait line. I think it has good synergy with shatter builds. Getting 5 stacks of confusion on someone and only applying 1 stack of torment is currently underwhelming. Hopefully they bring back illusionary invigoration or adjust that trait. Phantasmal haste should have been added into inspiration possible. I also wish they reduced the cooldown on mirror of anguish. Some way of removing conditions would’ve been appreciated in illusions other than torch for the master trait. Overall, I’m really happy with these changes, although I believe there could be a few tweaks here and there before the final version.
I’ve put over 2000 hours into my mesmer. Mesmer is a class that isn’t good against attrition or thieves. I’m mainly a wvw roamer and yes I’ve struggled against various builds/classes. At the end of the day you have to realize that mesmer is broken and won’t ever really be fixed, just have to work with what you’ve got. I tried killing a turret engineer the other night and it was extremely frustrating. Would you mind posting a link to your build if possible?
Standard GS/S/F Shatter.
Try this build and see how you do – http://gw2skills.net/editor/?fhAQNAR8flknpRtlpxINcrNipxg6yqbOSGQDlslxB-TpBFwACuAAy3fo9BBYxRAoaZAAPAAA
Trying again to play shatter, my only motivation ow nice my mesmer looks in his chronomancer outfit.
Every game I’ve played today has been a 4v5 on my end. Simply because no one can kill celestial classes. I play as aggressive as I can with them and wait for water attunement to burst. And even with that they still don’t die, both classes just outlast me.
In both games, they proceed to trash talk in a 500-64 4v5. I can turn off chat but I still see it and it wont stop. Its bad enough I’ve struggled emotionally in the 1k hours on my Mesmer because no matter what I do, I cant win.
I’ve put over 2000 hours into my mesmer. Mesmer is a class that isn’t good against attrition or thieves. I’m mainly a wvw roamer and yes I’ve struggled against various builds/classes. At the end of the day you have to realize that mesmer is broken and won’t ever really be fixed, just have to work with what you’ve got. I tried killing a turret engineer the other night and it was extremely frustrating. Would you mind posting a link to your build if possible?
when Mesmer receives another OH as a new weapon, you already know Anet is treating this class as a joke…
Thank-you. Someone finally said it.
I couldn’t think of anything beyond Bountiful/Chaotic.
It’s interesting to see though how people summarily dismiss the good we’ve received and instead rally together in an aura of negativity and commiseration, claiming we’ve received nothing.
Sure. A lot of people were asking for mainhand pistol. Are we getting that? No. Was the new “mimic” change beneficial for our class? No. Breaking phantasms, signets are useless, and our “new” grandmasters are horrible. Oh, arcane thievery still misses half the time. Portal still has no range indicator. I don’t understand how people can still be positive or be hopeful given the direction of our class. Sure you can list the good in an overflowing sea of bad that still needs to be addressed.
What people are forgetting is that even if the shield skills are good (which is highly doubtful) then we are still stuck with what weapon to use it with. Scepter will still be bad outside of its little niche leaving us with just sword. So what happens if we want to use another one of our off hands as well? Go S/Sh S/x? The diversity of the class!
This post is absolutely correct. We needed more mainhand options. Not another off hand option that will still force our class to use sword.
Mainhand – Sword / scepter
Offhand – Sword / torch / focus / pistol
-snip-
The sound of reason.
If you can’t play mesmer effectively its your fault
This has to be the… no… just no……….
They really do hate Mesmers.
I don’t think its even hate. At this point – they just have no idea what to do with our class or even how to properly play it. For example, if you check out our grandmaster traits that we received, they are an absolute kitten
(edited by Jedge.3619)
Where is my kitten mainhand pistol?