Which stats combination is better for a condition build, need some help thanks!
Pls help ticket #549714 haven’t got a reply from customer service. It been almost a week.
The ticket is about duplicate gem store item refund(costume and skin etc), could you look into it, thanks!
yah i have most of the weapon , i may need to get another new sword that all =D for 3 sword build. Can some 1 link me the build on a calculator would be great so i can see what is taken.
Another question, is there a viable condi build, i like to play around with different builds, what would be the suggestion?
thank you, a question is condition viable in wvw and what build?
The fact is that Diversity isn’t granted by the game mechanics, but is forced by devs.
Let’s use WoW as an example: in theory, it had a high build diversity pre WotLK thanks to 71 talent points. In thruth, balance FORCED you into investing heavily in one out of 5 trees, thus narrowing down the builds to 3, with very few variatons, for build defining talents were deep in the tree. Take paladins as an example: Before Wrath of the Lich King, you could build paladin as a tank, a healer or a melee dps. But there was also a very odd burst focused hybrid (shockadin) whe acted more like a caster/healer pvp hybrid. Blizzard decided they didn’t want such a build in the game and made sure the build could not be achieved.
Morale of the story: as a dev, you have to predict which build types can be achieved, and then decide which should be effective and which shouldn’t.
Ya, i agree with that. If the devs have a really good grasp of their own game they can mostly predict most of the build achievable and set the base for the players to stomp out and create the meta.
Just looking a WoW or even MOBA games, MOBA games have more than 10 hero class and alll feel different(mostly) and there are more roles[support(soft/hard),carry, nuker, ganker, tanker, innitiator…etc]. WoW have 10 classes and 1 hero class and each class have 3 specs each and in each spec you can have variety of them.
In GW2, what do we have. 8 profession. In each profession we have about 1-3 viable spec or just 1 viable spec. Some classes are just stuck to a certain type of build fully burst or fully condition. I just find the diversity here is so bad.
Discuss.
ok, do you have a condition base build that is quite good, i like to have different spec to try out.
any other build other than full zerker?
dungeon too if thats not counted under pve build.
dungeon too if that not counted as pve.
what build is viable for pve and what stats combination (i.e:zerker,rampager)?Would like to know what will be good, it been a long time since i played, not sure what different now.
How many pve build do thief have and what combination of stats do they use(zerker,rampager)? Just returning and haven’t got a clue from where i left off, i used to run full zerker but not sure whats viable now.
I sent in a ticket and gotten a auto reply but no contact from a customer service. I tried your step on the forum and still to no avail getting any response. So here i am on the forum, would A-net pls help me check my previous purchases of skin and be able to refund me the duplicate to my account. Thanks in advance!
i fully support this idea but:
How do we determine whats balanced and what not?
Who get to choose what balanced whats not?(pro or public.)
It most likely need a solid body/group to host this matches.
One main thing that also make mantra balance is that most of them are single target spell compare to the strength of aoe abilities and even if the leak patch note states that Mantra of Concentration and Resolve are getting aoe option their still not that strong as we are not guardian we can’t always be standing near a player at all time, most of the time mesmer are dodging, blinking and moving away from aoes and cleave that what make us survive being a soft glass cannon support.
@Xaylin:
Mantra of Pain: True, using restorative mantras it may be powerful with a 1sec cast time. The sec i specify are just example, need more experiment to test what would be a good cast time for mantra of pain but 2.75 sec is too long. You also won’t be able to heal ur party every 1-2sec, u must take into account that u have to use up the charges depending if u had it traited which would take up to 6-8 sec to heal ur party in a small aoe which is really hard in fast pace pvp.
MoC,MoRes and MoD – Not true, with the current cd and cast time, it already really hard to get them up for every battle. If u have used ur charges in a battle and then cycle it to have them up for recharge. You have to wait for your mantra cd and recast them before being able to rejoin the fight. So why don’t just have that remove and place it into cast time.
Mantra of recovery – traited give an 8sec cd, with it cooldown and cast time move to a 3sec-4sec cast time. It will allow us better control, with a stealth u still be able to pull off the cast with a 1sec reaction time for opponent to counter(which is already really small). If having no cd and no longer cast time the skill will simply be op.
Mantra of Distraction – normally you won’t be able to recharge it or recast it in a fight. If your traited for all mantras, you still have to wait about 20sec to recast. Its also a strong skill with 5sec cd in between charges. So if you are able to find time or pull off a long recast in mist of battle with the propose changes then i say you should be rewarded for good positioning and map awareness. Having it un-counterable with no cd and short cast time under stealth is op.
Mantra of Concentration and Resolve – their strong breaker and cleanse, and like stated above in Mantra of Distraction, if you are able to pull of a recast in mist of battle then you should be rewarded, with their current cd, if you have used a charge in previous battle you either have to go into battle with less charges or sit out of battles till your cd comes off, which neither are good in fast action pvp. You have to rotate to node and assist as soon as a battle end, no other skill need you to wait for cool down and need you to prepare it just to enter battle.
So some longer cast time is needed to off-set for having no cool down and cooldown removed so that it bring mantra up to having only 1 set of limiter on the skill.
@Kaiyanwan:
^^
@Alissah:
I just mean pull as much dps and still be able to heal XD. Since i like to help support a bit in combat and since phantasm mesmer have phantasm dealing the dps i think the main mesmer can help with some support.
yeah VII to X sound good. I plan on using VII as sometimes some mob need their boons rip so that just situational.
what do you guys think of this?
http://tinyurl.com/ktmpv8h
I would like to maximise dps output while still able to take the restorative mantra to help with some aoe healing. I would like a take on how would others spec for a build like this.
i posted it on the pvp forum as it more for pvp related.
Mantra have to many downside to it:
1) Cooldowns.
Like all skill, it has a cool down which stop the mesmer from recharging it after they have finish casting it.
2)Charge time.
Every time a mantra comes off cd, we mantra mesmer have to recharge them before we can used them in combat.
These are the obvious flaws of mantra, it have to many mechanics tying it down, though being able to use it in the middle of other actions without interrupting them seems strong their effect aren’t that overpowered when considering each mantra,
1)Mantra of Recovery – heals way less than other heals, and only heals better if traited and take at most 4 sec to heal it full amount
2)Mantra of Pain – deals really minimal dmg if it doesn’t crit and if we are not traited power and geared zerker.
3)Mantra of Distraction – it has a cooldown in between the charges that keep it balance.
4)Mantra of Concentration and Resolve – these a situational abilities, and charges prevent them from being overpower as u can’t unlimitedly spam them.
Therefore with 2 limiter on mantras is too much, which make mantra not as lucrative compare to other skills.
Propose Change to Mantras – Remove cooldown in between emptied/used mantra and charging(cd in between charges for distraction and concentration is fine). Vary the charging time of all mantra depending on their power/strenght.
- this will give mantra a distinct flavour.
- limiter will be how will the mesmer recharge these mantra after used.
- counter will be to stop the channeling of mantras
- mantras will always be ready in between battles for mesmer as we can always recharge them before going to a new battle(no cd).
my take on their channeling time change is (just some estimation):
Mantra of Pain- 1sec, this only offer dps and not by much so it would be better if it’s down time is short
Mantra of Recovery – 3sec(or maybe more), so that players can interrupt it and not too long that a mesmer cannot recharge it in battle.
Mantra of Concentration and Resolve – 5-6sec, just to make it a bit tougher to have in back in battle.
Mantra of Distraction – 7-8sec, as this is a strong mantra if used right.
TL;DR: Too many limiter on mantras, so remove cooldown between used and charging of mantras, and vary the mantra recharging/channeling time to buff mantras.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Stats-Boon-and-condition/first#post2789280
I gave some suggestion here to help diversify stats, protection and weakness to help reduce the high dmg every1 dishing out.
Vit: In addition to granting 10 health per point, vit now grant some passive resistant to condition dmg,.
Toughness: In addition to granting 1 armor per point, it now reduces some percentage of crit dmg, so that mean the higher your toughness the lower the crit dmg % will be done to the player. Value must be tweak though so that it won’t affect crit dmg to much that it’s useless vs high toughness and protection players
Protection: In addition to reducing physical dmg, protection also reduces condition dmg on the target during it’s duration or simply just reduces all dmg taken during the duration. (Initially i though letting protection reduces the condition duration but it won’t be too goood against condition in the heat of battle, where a bunker is being pressure by condition on the node.)
Weakness: Weakness now i think counter the extreme end of the spectrum, it should reduces the crit rate of players, decrease the condition duration of conditions and it lock out half the endurance bar refraining endurance regeneration from filling the second bar but still allow the user to us the second endurance bar if he/she still haven’t uses it. For endurance regeneration, you may need to test out what would be the best % for it if weakness should lock out half of the endurance bar. Maybe still let player regen at 100% with no vigor but only let them regen at 150% if they have vigor and all endurance refill(swap weapon and gain a bar of endurance) now would only fill half of what it does.
(If weakness did change to this, it may help counter against s/d thief over abundance of dodging.)
my post didn’t only state about conditions, its about both physical burst and condition and i am a shatter mez. =X
I love gw2 and it’s pvp, with it’s flaw and weakness i still see a great potential in gw2 engine and the style of gameplay. The recent meta change kinda ruin it for many of us, the condi aoe are unstoppable, that what ruin it for me. There are a few thought going through my mine, how current stats and boon and condition interact with pvp.
I think condition is good, same for burst but at least burst have more counter to it, it require skill and awareness to counter it while currently condis are really hard to avoid and there no stats to counter it what so ever. So i thought what if currently what if we revise the stats and buffs and certian condition to help balance the game instead of nerfing the dmg and the amount of application(though some do need some revision).
Defensive stats:
Vit: In addition to granting 10 health per point, vit now grant some passive resistant to condition dmg,.
Toughness: In addition to granting 1 armor per point, it now reduces some percentage of crit dmg, so that mean the higher your toughness the lower the crit dmg % will be done to the player. Value must be tweak though so that it won’t affect crit dmg to much that it’s useless vs high toughness and protection players.
Now then i have a dilemma, as you see we still have condition duration, i thought of applying this to vit but it will empower vit too much as a counter condition stats, but then i don’t think it’s good to have it be given to healing power or maybe it can. Then something cross my mind, the build that get effected the most by condition are the the high precision builds that are glass cannon, with condition being applied so readily and this build have no way to survive in this meta with limited condition cleanse, i feel that maybe having precision reduces some of the condition duration. It will help them fare better in fight where condition are hard to avoid.
On to boons:
Now with stats change to fit condition it, i think boons should too.
Protection: In addition to reducing physical dmg, protection also reduces condition dmg on the target during it’s duration or simply just reduces all dmg taken during the duration. (Initially i though letting protection reduces the condition duration but it won’t be too goood against condition in the heat of battle, where a bunker is being pressure by condition on the node.)
For condition
I find weakness punishes physical dmg user’s too much and we already have retaliation that punishes sustain atk, i think weakness function have to change.
Weakness: Weakness now i think counter the extreme end of the spectrum, it should reduces the crit rate of players, decrease the condition duration of conditions and it lock out half the endurance bar refraining endurance regeneration from filling the second bar but still allow the user to us the second endurance bar if he/she still haven’t uses it. For endurance regeneration, you may need to test out what would be the best % for it if weakness should lock out half of the endurance bar. Maybe still let player regen at 100% with no vigor but only let them regen at 150% if they have vigor and all endurance refill(swap weapon and gain a bar of endurance) now would only fill half of what it does.
That end what i feel stats, boons and condition should undergo to help balance the game. Discuss!
Sry forgot to add some stuff.
PvE and their encounter.
Lot of the pie encounter seems dull, shallow mechanics, and lots of zerging. Most of the bosses that are hard are not really hard, their hard because of the restriction Anet placed on the camera, the abundance of useless animation and little to no tell single hit KO abilities the bosses have. The revamp AC was better, but it stop there, what happen. Now Living world just added more instant kill bosses and more zerging. No uses of the strategic component, no uses of the object lying on the world( like what they did in some encounter that u need to use some abilities that object give you like boulders or guns that help create a diversity in the encounter.), almost requires so little team work. I am sure A-net you can do better than that.
(edited by LonelyReaper.8075)
PvP,PvE and WvW
I like all of them although i prefer pve and pvp as i prefer a more strategical pvp in a smaller scale that let me interact with my party better than playing with big numbers and zerging down stuff in big number. They all are plague by the same thing, A-net try to balance all of them together. No, i think they should be split and balance accordingly to their needs. No single play style fit for another(maybe pve and wvw may share some), they all play differently. PvE mobs hits, so hard, react so slow and have so much hit points, is different than PvP that players are smart, adapt quick and play mind trick with you, and is totally different than WvW where it all about the resources, the timing, the zerg, the aoes, the mobility. They all play differently, when i play my character in pve in have to relearn how to play my character when i go to pvp. So why not let the player learn it the correct way, let the veteran guide the new players how to play with guides or through trail and error to learn from your mistake. Instead of giving them a false thought of how the game is and come into the different game mode and expect it to be the same. We need a split between game modes, you could create a in game guide that notify the players of the abilities split in the different game mode so that they are aware of it and create a build in peer guide system that let veterans create guides in game so that new players can access it and learn from them.
We need Public Test Server
I think a lot of players have brought it up, let players test it 1st, so you can prevent some of the bugs and unintended or unforeseen effect of the new patch to be pass onto the real server. It create undesirable effect(mass gold inflation, over the top new abilities) which create a lot of dissatisfaction among the players and destroy the fun and balance of the game.
Class Balance
It feel like a whack a mole balance from the few balance patches(the nerf and the buff). Now classes feels like dull, their either almost alike or left with 1 desirable spec. Lots of players have given their feedback but most of the changes don’t include much of it. Players are really good at bringing the profession to their limit, so let them tell you what they feel and discuss on some of the changes before implementing it.
Lastly with all the changes in the game, i don’t feel like i am playing the way i want to play without being left out of some of the perks that are being implemented with living world and new patches.What do the other feel, feel free to discuss and share how you feel about the recent changes
(edited by LonelyReaper.8075)
I like the game a lot, but the game is changing a in a way i didn’t expect it to be when i read and bought the game. It have change so much and yet so little. It took a year but the game still feels lacking of stuff some times. Living world, pve vs pve vs wvw and class balance and the way to play the game just doesn’t feels right.
Living World:
When living world 1st appear, it was a great concept. It tell a story and help make the world feel likes its changing. The 1st few Living world was fun, engaging and different but as it progress things started to get dull. Now with 4 living world team, each new 2 week living world patch feels shallow and some what not connected and stuff to do feel a bit similar to previous weeks activities. Minor achievement that need grinding like collecting stuff from npc, killing hundreds of similar mobs for some new shines. The new story appear so quickly out of thin air and disappear into thin air like how it came about. It doesn’t give an epic feeling like fantasy story, it feels like a weekly parade, circus or fun fair on every new living world story.
What i wish is that Anet will have a big living world team that creates a large permenent content that changes the world every 2 to 3 month. The content tell a larger and more engaging story line that guide players on a quest trail through tyria. While a few smaller living world teams that creates smaller living world events that provide the smaller thrills and minor story plot that supplement these larger living world story plot or to add these fun fair events. The larger living world will provide new long term goals like some new nice armors and weapon skin or ascended gear or even new resources, while the minor living world can provide fun stuff like minis, town clothing or even fun boxes or buffs. These will help ease the stress of what some players are feeling of forced to grind all the stuff in 2weeks before the event ends not being to do their story quest or things they feel like doing on their free time.
-story for living world
I feel if that if a larger team creates a more consistent and engaging story plot. You can further develop the key npc characters and the role of the players as the story progresses. Lead the players on a story trail and let the play out the story. Make most of the main story available in games instead of bit and pieces on forums, gw2 main pages. Create suspense and twist in the story line. I love those cutscene, they should also be more of it in the living world to help bring out the best of gw2. Take the players across tyria finding for clues, killing npc, fighting challenging encounters while progressing the story instead of clumping every 1 together and zerg down npc in almost all new living world quest.
-dungeons (solo and group)
What i like about dungeon in mmo is that it let players come together and through trail and error overcome difficult encounters together. Some part of it, it also lets the developers create a control environment for them to deliver a story that trigger changes as the players progress on the objectives and prevent new comers disturbance. New Explorable dungeons can also be introduced, it would be great for us dungeon lover to run them for new challenges. Dungeons for story mode should also introduced a single man instance and a party instance for players that prefer to solo and players that like to party. Let the party dungeons require more team interaction and team work to succeed in progressing, harder difficulty and of course better loot. While the single man instance for casual players and solo players to experience the while being able to play the way they like and being able enjoy the story line. You can split them by just tweaking the difficulties of both dungeon and some mechanic to suit the each type of dungeons.
We soloq added and template being brought up by anet. We need ways to make the game more intriguing and a sense of balance. I remember reading a good thread that brought up an interesting idea that template can be used to help balance the game and diversify the team comp and builds. The idea was to allow players to be able to view the build and the profession of the player’s choice at the start of the match like in MOBA tournament matches, where players can ban and counter pick. Although i think banning(i think we can allow a single profession build to be ban on a single game, 1 by each team if we can get a whole lot more solid build that what we have now.) may or may not be suitable in this scene but counter pick will surely bring a whole lot of diversity into the game.
With that in mind, some thing also pop into my mind, with a system like that, balance patches can be tune in a similar way. Instead of nerfing the hell out of a single op build, the dev can use that build in mind, and create a specific counter to that build on another profession or build. It will help open more build into the game and build won’t go disappearing into the void.
Discuss!
(Edit: and of course, splitting spvp from pve and wvw is needed for spvp to advance, even if the skill a similar, pve players still have to relearn their skill in pvp in order to play properly in spvp. So i don’t see why should they make it even harder for the spvp department to implement good changes into spvp just becuz it will be hard for pve players to jump into spvp to be put down by how different the game is even with the same set of skill.)
(edited by LonelyReaper.8075)
yeah i have a zerker set for pve, but was wondering of going condition as an off-set for maybe pve and wvw for a change of pace.
What traits and stats(amulet,earring etc.) will be good?
Edit: Can some 1 guide me!!!
(edited by LonelyReaper.8075)
Pls dont move this to suggestion forum, it more of a pvp side of discussion for viability.
Can we have Empowering Mantras and Mantra Mastery combine Harmonious Mantras and make mantras a 2 sec change to make mantra more viable as to spec into mantra we need other trait lines to supplement it ,if not we lack usefulness in fights. I think mantra and interrupt build go hand in hand but to make mantra useful mesmer need those 3 traits.
This could open up more build as to make mantra viable, we lose a lot of defensive and utilities skill and traits to buff mantra to usefulness. If those 3 traits are combine it could make it easier to supplement mantra weakness with some traits or buff like interrupt or some clones on dodge for boon hate mechanics.
We could also replace Empowering mantra with something like venom share like mantra share with a cool down like 3 sec. That share the effect of mantra on activate on an area depending on skill and a short cd to prevent mantra share spamming.
Backstab and heartseeker do more damage with less effort, so I see no issue here…
Sry i think u got your info wrong, fire grab burning +1 skill and ele have swiftness
thief have to
1)pre cast CnD > Steal > chase after target without swiftness that need to position behind them
2)black powder > heart seeker > may add steal > chase after target without swiftness that need to position behind them
I don’t see how fire grab need less effort
Edit: For that much of work, it only hit around 5-6k being an all zerker gc on another gc but fire grab hitting around 7k using a soldier amulet on a gc is insane.
(edited by LonelyReaper.8075)
the weird part is that a bunker hitting for almost 7k with crit using a soldier amulet is stupid. They should scale this to a make it hit hard with crit dmg but not just pure power.
“Condition thief”. That’s cute.
Call it what it is – Bleed thief. It’s the only damaging condition thieves can apply with any regularity.
You can add all the tricks in the world, it doesn’t matter – when your spec has 1, UND ONLY VONE! condition to do damage with, it’s nigh worthless in the current meta.In addition to that, our only consistent access to “cover” conditions (you know, crappy conditions we don’t really care about because they’re literally just there to eat cleanses instead of bleed) is limited to venoms… which are currently ridiculously kittenty, unless you dedicate at minimum 50 trait points AND all your utilities AND generally your Elite just to using venoms. Then they become kind of Ok…at the cost of a completely dicated setup (which surprise surprise, doesn’t mesh well with condition specs).
Adding burn to a specific weapon ability won’t do a kitten thing. The initiative system practically guarantee’s that the duration will be laughably short (or else it would be overpowered), so how do we fix this situation?
IMO, traits. Give us traits that expand our access to damaging conditions. Something along the lines of
“whenever you apply bleeding to a target, they also suffer confusion for X seconds, 5s internal CD”
“Venoms also apply burning for Xs on application” (lets roll that one into the might on venom trait, so as to make it suck less)
Change Lotus poison (since Anet kittened it up, like they do most things) to add torment whenever a target is poisoned instead, with no ludicrous internal CD.Make venoms less god-kittening-awful in general. Give trickery more condition damage traits (Since its our kittening condition damage traitline, you mooks)
Here’s another brilliant one – Normalize Venom applications. Make every single venom have the same number of applications – adjustdurations and Leeching venom as needed, but cut this kitten out where spider venom applies 5 times, and devourerers applies twice. Make all venoms apply 5 times. Duh.
Yeah very true, and i forgot to add that bleed will most probably be cleanse off the bat on p/d as your normal atk refreshes the bleed too often, and taking ensoriki feedback i think they should change sneak atk bleed duration to 3 sec but let it stack it up to 10 or 12 stacks. and make AA for pistol#1 stack bleed on 3-2 sec but with each shot apply 2 bleed or maybe have is atk speed increase.
Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.
If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.
That it true.
Conditions are too much forgiving for stealth builds.
While Necros and Engineer are always on sight when conditions are taking effect, any decent thief can just stealth, wait for stealth do end, apply conditions and stealth again.
That’s pretty the same situation of Caltrops thieves. Nobody wants to come back to those old, dark, days.
Stealth is not the question, see your complain is about good escape, engineer possess them too. Stealth does not guarantee that good player don’t kill in while your stealth. Engineer can stealth too, they are even better in a senese they can trait for perma vigor and swiftness, fast weapons swap. they can escape much better with block and perma dodges while keeping you at bay with their kits and cripple, immobilize and stun.
Necro and engineer have more conditions but they give up alot to get it. Both the engi and the necro are very easy to kill if focused. They have no stealth, no shadow steps. little vigor, little or no invuln.
If thief was given such conditions it would be utterly broken and insanely OP. They would appear, load these conditions and then vanish before doing it again. You ideas would be game breaking.
being in stealth does no dmg, if you want to have that amount of condition on thief u have to give up 2 utility slot too have spec for all that misc condition on crit and application, end up they will give up a lot of stealth to achieve it too, for them to apply condition like engineer and necro. Engineer though doesn’t give up much, their 1 kit and p/p alone can stack multitude of condition with 2 adept trait line or i may be wrong 1 adept and 1 major.
With all other condition spec , every 1 knows that the class that can offload and variety of condition at any given amount of time whenever they want is the best condition build. Look at engineer in 5-6 sec you get all the condition covering up the best condition burn while it tick you off at 1k per sec. So now p/d and d/d + venom is so weak, they mostly stack bleed and venerability and they don’t have excess to burn. Body shot is still useless with a 3 sec duration and torment barely seem to tickle with especially hard to reapply on a skill with such a long cd. Why thief don’t get stunbreakers on variety of skill like other classes do, wish 1 of our poison stun break. Can we have some cooldown changes on poison too having spider venom on a 15 sec – 20sec and other poison on different cooldown depending on how strong they are but i think skale venom now need to have a shorter cooldown too if condition thief are to be able to reapply it at a more decent rate. In short,
1) condition thief need burn, all decent condition spec need excess to burn. Best way is to let thief apply burn through pistol #2 and remove body shot.
2)Some poison must be more accessible and much shorter cooldown especially spider venom.
3) Let thief be able to apply some RNG condition, so that we can use it as a condition protection for the useful dmg condition like burn or bleed.
Just saying the new grandmaster trait is nice that makes it a bit more spammable.
10(III)/30(III, VI, XI)/0/0/30(V, VII, XII)
Now d/p thief can help with interrupts stability stomp and they can heals,dmg,rib boons,share boons, give boons, and regain initiative with steal. Way cool!!!
10(III)/30(III, VI, XI)/0/0/30(V, VII, XII)
Now d/p thief can help with interrupts stability stomp and they can heals,dmg,rib boons,share boons, give boons, and regain initiative with steal. Way cool!!!
I agree on most part, but i already place my feedback on the pvp forum on their mistake, on build diversity and interrupt build should go hand in hand with mantra but no the important skill are all over the place, u have to go 30/x/30/x/x for a full use of interrupt. Interrupt is lack luster with most skill having short cast time, instant, evasive and stability here and there. So unless they move mantra armor and the cooldown reduction to the mantra grandmaster traits and let mantra a way of removing some boons there no way interrupt build will work unless we can get deceptive evasive and the shatter remove boons on hit skill to help out, then interrupt build may work on mesmer.
I wonder what people said about LoL when that first started stepping into esport territory…..
LoL was essentially an offshoot of DotA, which already had a large following. Plus it’s “free to play.”
Dota was a free fun game create by fans of warcraft 3, so as long it is fun and some balance is achieve, i don’t see why gw2 can go export.
Isn’t it suppose to be part of aetherblade release?
Patience is a waste of time, i demand the patch now XP
Well i wouldn’t say deceptive evasion is op. It strong in a sense it play with your eyes and mind and it annoying to deal with but it needed for shatter spec to work. Illusion without the extra health trait and signet illusion and phantasm dies to quick, deceptive evasion makes up for it. It also needed for the attrition spec to gradually wears your down with condition. Most profession have some strong 1v1 spec, that range for strong heals to major evades spam or dodge and mesmer’s have 1 that is condition on clones death, but its not a really strong build just annoying.
So in short i think deceptive evasion is more of a l2p issue to counter it, it does a lot of annoyance but who gonna make it easy if u want to beat them.
Edit: Dunno if u knew, clones summon through deceptive evasion have almost no dmg except if traits in someways that is condition on death or bleed on crit(this is only good on the gs clones).
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This is by FAR the worst nerf any class has gotten since the beginning of the game.Do we play same game???? Mesmer is on top of the food chain.
Worst nerfs since beginning? Ever heard about warrior?
Warrior (worst pvp profession) got another nerf in this patch (huge one now).
Why comparing with a broken class, do u wish to play a broken game or would you like to give constructive feedback that will help improve them game.
Ok, remove warrior, but mesmer is still on top of the food chain.
Not really, but their one of the better profession, if i would say the best balance class with more diversity will be guardian. they have a variety of bunker, balance and burst spec with some variation but they still are one of the best and more balanced profession offered atm.
Traits that build diversity should be something like “Fear does damage” not “hurr durr 20% skill recharge”. There are too many unimaginative/terrible traits.
That wrong too, then every class will have to many hidden mechanic that make it harder to balance, traits should give a variety of hidden mechanic and buff to existing abilities. I did some detailed explanation in this thread https://forum-en.gw2archive.eu/forum/pvp/pvp/RIP-Phantasm-Mesmers/page/2#post2278975 you can read on how i present a solution to an easier balancing effort.