Showing Posts Upvoted By Menaka.5092:

[Concern] Will Anet actually fix the Mirage?

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Posted by: Fay.2357

Fay.2357

Literally my only complaints with Mirage are that mirrors don’t persist long enough in the world, and that infinite horizon feels mandatory.

Idk why so many of you seem to be under the impression Mirage is just completely worthless and unusable, it seemed very solid to me, just different due to the dodge mechanic.

The problems with mirage:

  • All ambush skills except for sword are utterly abysmal.
  • The mirror mechanic is fundamentally flawed. Who wants to go chasing their dodges around the map? Nobody, that’s who.
  • The axe skills are weak, buggy, and clunky
  • The deception utilities are largely weak and clunky
  • At least 1 trait at every level is utter garbage

[Concern] Will Anet actually fix the Mirage?

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Posted by: Levetty.1279

Levetty.1279

… and a general history of how our development has gone down, it’s not unexpected to just get one or two underwhelming changes as the expansion drops.

For plain old balance patches I would totally agree with you, but not for X-pacs!

I remember Chrono was one of the cooler new elites in HoT, and was mostly well received from the start, but I remember especially DH triggering a huge kitten-storm of negativity.

Then in one patch Anet simply hugely over-tuned some of the numbers of the DH skills, traits, and utilities without changing anything about the base mechanics at all. Suddenly most people were happy, and it went on to become one of the most popular professions to this day. (And it received a continual stream of nerfs ever since…and sadly well deserved ones.)

Anet also caught a LOT of flak about HoT being too much of a power-creep, so I don’t blame them at all if they are more careful this time around. I’d rather end up with a balanced or even slightly underperforming Mirage that ends up getting buffed up, then getting a clearly OPd Mirage that ends up being nerfed over and over again.

We as players are often quite schizophrenic. We want an expansion to be cool, we gripe when our class doesn’t get clearly OPd stuff handed to it, and then when we do, we gripe about power creep! (Because naturally all the other classes had to get OPd stuff as well to be cool and enjoyable to play.)

The difference is that DH wasn’t fundementally broken from a design point to begin with and was sitting on a solid base in core Guardian.

Mirage cloak is worse then a normal dodge in any way that matters. The mirror mechanic doesn’t work. It isn’t a good fit for the game in any mode. Running around to hit the mirrors to get a cloak throws away the advantage they claim mirage cloak gives you with being able to carry on attacking while dodging. Core Mesmer has a massive problem with its Phantasms vs Shatters design and now Mirage makes it worse by making it Phantasms vs Shatters vs Clones. Throwing endurance away for damage isn’t the best idea on a class as squishy as Mesmer.

This is all before we get to how undertuned the weapon, traits and utilities are.

This is before we even get to what new ways to play Mesmer this spec is supposed to add.

[Concern] Will Anet actually fix the Mirage?

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Posted by: Mikkel.8427

Mikkel.8427

The “Mirage is junk and needs to be completely re-designed” crowd will almost certainly be disappointed and to them Mirage will likely never be a play-style they enjoy.

My problem is – Scourge feels more Mesmer-y them Mirage :/
On the other side – it is not a real problem as I can simply play my Necro… <shrug>

Several of the new elites felt Mesmer inspired. The best part was watching them complain about their Mesmer-y mechanics.

Renegade- Why are our utilities destructible!!!?!!?

Scourge- Feels bad using so much resource and time setting up and moving these pillars…

Spellbreaker- Damage feels kinda weak and the utility this spec provides is super niche.

[Feedback] Mirage Traits

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Posted by: Ansau.7326

Ansau.7326

Mirage clock: The new dodge is weird to deal with, but eventually we will get around it. I think it should give full 1s of evasion since we lose so much mobility.

Nomads endurance: Instead of more vigor (we have been able to perma vigor since ever) this trait should restore endurance with shatters.

Speed of sand: Again superspeed should be increased to 1s to match full evasion.

Self deception: Since deception skills are so bad, there’s not good feedback of this trait.

Renewing oasis: Condi duration reduction is pointless nowadays when lots of stacks are applied. This trait should reduce condi damage instead.

Riddle of sand: Not a fan of this trait, since I sacrifice utility or passive defense for meaningless damage.

Shards of glass: Remove RNG and limit it to phantasms.

Mirage Mantle: I feel protection doesn’t match with the elite. Mirage is all about avoiding damage and confusing the enemies, not tanking damage… Aegis fits much better.

Mirrored axes: The issues are with the axe itself, not this trait.

Infinite Horizon: Fine. A lot of people ask it to become baseline. I instead prefer to buff Ambush skills and let this s an option.

Elusive mind: Probably my favorite trait.

Dune cloak: Lesser trait compared to the others GM, might need some more damage or radius. Not a fan neither of its mechanics.

Ansau – Sylvari Mesmer – Exiled Warriors [wE] – Gandara

i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz

Spoiled by Mirage

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Posted by: Carighan.6758

Carighan.6758

Yeah well, no. If anything I feel convinced I’ll just stick to Chrono or base Mesmer, because they are much more well thought out and play better than Mirage did.

If I wanted what Mirage provides now, I’d play Scrapper in PvE. Similarly broken setup.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Mirror on Mass Invis

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Posted by: Jace al Thor.6745

Jace al Thor.6745

Hmm you do realize this is Anet you are referring too. Not making sense makes sense to them.

Sachyi Asuna. A [KING]’s Mesmer Unified Kingdom

[Feedback] Axe and Ambush Skills

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Posted by: RBMoose.1439

RBMoose.1439

Apologies ahead of time if someone already made this comparison, i’m at work and don’t have time to read it all:

If axe is going to remain a melee range condi based weapon it needs to have some additional evade mechanics. The primary reason sword works is because of #2 attack. That same rule should apply to axe if not more-so since it’s a condi based attackers. The idea that the #3 is going to mitigate dmg is ludicrous with the amount of cleave and AoE attacks that immediately destroy clones.

  1. should also more consistently create clones, against the golems it works fine, but against other players it seems to fail a lot, unless that’s just because the clones die before they even appears.
    Fixes:
    1. Give it some range so that you don’t have to be on top of your opponent. This would allow for space between clones and the enemy and yourself, potentially reducing avoidable cleave deaths of clones, and actually make #3 work more like it’s supposed to.
    2. Give #2 evade frames
    3. Do both because right now the utilities and other aspects of the spec leave us terribly exposed.

[Feedback] Mirage Traits

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Posted by: Arshay Duskbrow.1306

Arshay Duskbrow.1306

Elusive Mind is the only trait out of any of them I considered a draw for the traitline. However, I have no useful remarks to make on the rest since my hope – and the only hope for this spec – is that it is reworked so completely that the current traits will, by necessity, cease to exist.

What Mirage Needs

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Posted by: Fay.2357

Fay.2357

I still dislike clone death traits. I’d much rather have an elite spec mechanic something along the lines of…

Your illusion skills no longer summon illusions but provide a temporary boost or effect depending on their original function. iLeap becomes a on-target teleport, phantasms become skills that the mesmer actually uses i.e. spinning through mobs with GS, leaping attack with sword, etc. Skills that summon illusions would fill up the illusion counter for a short time (3-10 seconds? Idk) and you could then use modified shatters with an amped effect depending on the current illusion counter.

I love the feel and idea of mesmer but I hate the extreme limitations of the illusion mechanic.

Start Mirage over from scratch, PLEASE.

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Posted by: Arshay Duskbrow.1306

Arshay Duskbrow.1306

Please, please go back to the drawing board on this spec. There are so many things wrong with it it simply cannot be salvaged. Please design us another spec that:

1. Is not a condi spec. We have one of those already, and every other profession is getting specs that offer them something new and different.

2. Does not rely on clones for offense when they do not have the longevity and cannot be produced sufficiently quickly to perform in this role.

3. Does not require spending our dodges on offense.

4. Does not remove the movement from dodge rolls, which is key to moving quickly out of AoE.

5. Does not use Mirage Mirrors, which are a terrible idea. Having to slowly walk over to touch a thing which gives us nothing more than another dodge is simply ludicrous.

6. Does not use Axe, which is an unthematic weapon for Mesmers (and for condi specs, incidentally). Back before HoT, you teased us that the initial idea was for a rifle spec. Or for “Mirage”, the supposed “thief hybrid” that has a hit-and-run playstyle, what about mainhand pistol? Honestly this is one of the most confusing parts of the whole mess. Axe??

7. If it still has Ambush skills, allow us to use them without spending our dodges AND make them actually worth using AND make the use window bigger than the blink of an eye it currently is.

8. Has utility skills that are actually worth using, and are not overpriced on recharge. A 30 second recharge for a “evade backwards, if you walk back to where you were you get a dodge” skill is not something that will ever be competitive for the tiny number of utility slots we have available.

There is just so much wrong here. Please just scrap this jumble of bad and awkward ideas and start over. It’s not too late, but it soon will be.

Mirage feedback and suggestion

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Posted by: Tzozef.9841

Tzozef.9841

This is my personal reaction when playing with and against Mirage-

“Huh, the Core Mesmer can do this already, arguably do this playstyle better as core, might as well stick to that.”

With the Mirage, Core Mesmer already did Condi Spec super well and efficiently, Mirage adds nothing and rather just makes running the same type of spec inconvenient to begin with and subpar traits (Weaver has same issue, I’ll get to that in a moment)

In regards to Ambush and The Mirage’s dodge mechanic. These at best are nice cosmetic changes. There is SOME potential, which is controlling clones to change different targets.

Playing against this class, it’s just a condi mesmer with an awkard dodge mechanic with a visual difference, but the playstyle is still virtually the same.

When i fight against a Firebrand, Scourge, Spellbreaker YOU FEEL THE DIFFERENCE, both playing it, and fighting against it. This is important. And they clearly do something the core prof could not do.

Suggestion -

Again, it is NOT a Concept issue… it’s WHAT IT DOES.

Right now it doesn’t have enough Clone generation for the whole Mirage mechanic to matter. And the dodge is inconsequential to the point Core Mesmer was equally more deceptive and illusive than Mirage already is. It’s just a Mesmer in the desert, does nothing different.

A lot like the edition of Continuum Split from Chronomancer, the Mirage gets something new in its Mechanic bar. TWO New CLONES

So when you look above your shatters, there are 3 circles representing the amount of phantasms/clones you have present. NOW you have 5!

With the Two Mirage Clones represented by this Diamond Shape.

How does this interact differently? When you click any of your Shatter skills, Three of your core clones/phantasms shatter, but NOT your Mirage clones (which are generated by your dodges alone)

What this does you have Two extra clones, not designed for damage, but for DEDICATED DECEPTION.

Emphasis on Dedicated!

What this does you have extra TWO clones at all times that can be used to delude and deceive your enemies, trying to guess which one is which.

This is a playstyle Mesmer don’t have, Mesmers always at some point have to shatter their Clones/Phantas to get the most use out of it. If you gave us extra two Mirage type clones designed for deception specifically via dodging. It would DO something different as intended.

Mirage Feedback - WvW Based

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Posted by: Levetty.1279

Levetty.1279

Since there is a 0% chance they will completly scrap this and give us an actual elite spec, I can get behind these ideas.

Mirage Feedback - WvW Based

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Posted by: Cyninja.2954

Cyninja.2954

Overall Feel

The overall feel of Mirage is….okish. 4/10 at best. It has a lot of clunky mechanics, a lot of really bad traits, and overall just doesn’t really feel smooth to play. The mechanics don’t combo well with any other classes and overall seem more like gimmicks than actual usable mechanics.

This summs up how I felt about Mirage myself.

It’s getting annoying that mesmer need to play against their own class mechanic in so many forms.

Chrono put bandaid fixes on some issues. Mirage was the possibility to remedie some of the others or straight up fix some of the issues but instead feels like a step in the wrong direction. Instead of less convoluted, prohibitiv and unfun mechanics we get more.

This is how I feel the design process for Mirage went:

Idea A: Let’s give the mesmer some thief like ambush abilities to up their personal damage and move away from their main damage coming from phantasms.
Amendment A: Great Idea, but let’s have clones do the damage, I’m sure their 0.5 second survival won’t be an issue. Also let’s not let the ambush skill last to long, wouldn’t want to have any type of strategic play be required.

Idea B: Mesmer love being all over the place (no we don’t), let’s give them a new class mechanic where they have to run through crystals in order to use their offensive ability.
Amendment B: Love it, but let’s make sure the crystals first have to spawn and only remain active for 4 seconds. Let’s also f-up their dodge skill to make movement more of a hassle.

Idea C: Guys, we’ve trolled mesmer hard enough. Let’s give them the ability to retarget their clones midfight. It’s been an issue for so long, they’ll love it.
Amendment C: Okay, but put it on the new weapon so they are forced to use the new elite spec and this issue isn’t resolved longterm meaning we can take it away next elite specialisation. Also don’t forget to take away any type of defensive skill for the new weapon, make them use the new dodge mechanic.

Idea D: What about mesmer elites, now without chrono they are left with their 180 second Timewarp and Moa, we’ve given other classes similar yet way more powerful abilities on shorter base cooldowns. Let’s give mesmer some type of movement ability to compensate for some of our earlier design decisions.
Amendment D: Fine, but make it 400 range and keep the damage low. It’s a mesmer elite after all, expectations aren’t to high.

Random Person overhearing the design team: Guys, are you sure this is fun. Has anyone actually playtested the class in this state?
Design team: Playtested? Are you nuts? No one here plays mesmer.

(edited by Cyninja.2954)

Mirage Feedback - WvW Based

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Posted by: Fay.2357

Fay.2357

Overall Feel

The overall feel of Mirage is….okish. 4/10 at best. It has a lot of clunky mechanics, a lot of really bad traits, and overall just doesn’t really feel smooth to play. The mechanics don’t combo well with any other classes and overall seem more like gimmicks than actual usable mechanics.

Axe Skills

Autoattack: The auto is rather weak. The power coefficients are very low and the conditions it applies are ok but not great. The third skill in the chain is quite good, but it takes a while to get there, especially with all the other skills you need to be using.

Suggestion: The power coefficients here need to be increased. The action speed of the attacks should probably be boosted slightly, and the conditions should be increased either in duration or potency.

Axe 2: This skill feels really clunky. It feels like it should have an evade…but has no evade, so you’ll take a lot of damage from this skill if you’re not careful. The dps it does is reasonable for a fairly spammy skill, but the slow animation combined with locked in movement and no evade just makes it very unsatisfying to use.

Suggestion: This skill requires either an evade frame while using it or a much much faster animation.

Axe 3: This skill is just flat out non-functional. On a featureless flat plain it works great, but any sort of terrain will completely ruin it. The initial leap backwards has a wonderful habit of knocking you off of whatever you’re standing on, and the secondary leap forwards will usually just faceplant you into a wall and miss the target. On top of that, it doesn’t even have any aoe component, so you’re getting a really janky leap that doesn’t work for the possible reward of a single target hit of confusion.

Suggestion: This skill needs to get an aoe component to the attack. Additionally, the leap forwards needs to be a proper blink, otherwise it will never function. Remember old iLeap? Yeah, that’s what’s happening here.

Heal and Utilities

Heal: It’s ok. It heals for a decent amount and provides vigor…but it’s on a very long cooldown. This would be more reasonable at a 20s or 25s cooldown, but 30s is really a stretch.

Suggestion: Lower the cooldown to 20 seconds to make this a viable heal skill.

Illusionary Ambush: See axe 3.

Mirage Advance: The cast time on this skill makes it feel really clunky. This would be reasonable with a .25s cast time, maaaybe a .5s cast time, but .75 seconds for a shadowstep is really odd. Additionally, not being able to use it when out of range or out of LoS makes it essentially unusable in many situations.

Suggestion: Allow the skill to be used while out of range and out of LoS. Additionally, lower the cast time to .25 or .5s.

Sand Through Glass: This is ok, it’s a 30s stunbreak. It’s not great, the mirror is a bit clunky of a mechanic, and if I’m putting a 30s stunbreak on my bar, it’s going to be blink instead.

Suggestion: Lower the cooldown to 20s to make this competitive with blink.

Crystal Sands: This skill is really underwhelming. The little bolts do very weak damage and have extremely poor coverage. The reward for properly placing it and getting a shotgun at the center is just really poor. Additionally, almost any terrain will totally brick this skill and make the little bolts not work at all.

Suggestion: Increase the number of bolts from 6 to 12. This increases the coverage and boosts the overall utility and reward for proper placement. Additionally, figure out how to fix this skill when it’s used on terrain.

Jaunt: The range on this skill feels really really bad. 400 is so short it’s nearly unusable. If this were a direction based dash, 400 range might be reasonable (but still short), however as a gtaoe skill, this absolutely requires at least 600 or 700 range to feel anything close to ok. The radius, damage, confusion, etc are all fine, the range is what makes this horrid.

Suggestion: Boost the range to 600-700.

Ambush Attacks

Axe: This is ok, but having all the axes be projectiles basically makes it unusable in WvW.

Suggestion: Make the axes unblockable.

Sword: This is good, but buggy. The sword clones don’t proc interrupt traits, so this needs to be fixed.

Scepter: This is insanely clunky. The blink is very short range, and then it forces you to stand still for a full 1.5 seconds. It’s extremely vulnerable and extremely lackluster for how long it takes to execute.

Suggestion: Allow movement while channeling the orbs and increase the amount of conditions they apply.

Staff: Again a clunky projectile. This is totally useless in WvW because of how narrow the hitbox is, how awkward the targeting is…and it’s a projectile.

Suggestion: Make this a wave attack in front of the staff instead of a traveling projectile. This will make it an actually solid area attack instead of what it is now.

Greatsword: This attack is really bad. I’m not sure what to say.

Suggestion: Rethink this one from the ground up please.

Mirage Demo Weekend Feedback

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Posted by: SuinegTsol.1729

SuinegTsol.1729

sword ambush creates a clone…
since now swort is and i guess in future it still will be the direct dps weapon of choice, which considering latest patch changes means, you wan to have phantasms (from offhand sword) and keep them alive to get max dmg boosts
but now you cut down you dmg a lot every time you dodge due to replacing one max stack phantasmn with one clone…

working as intended?

Mirage Demo Weekend Feedback

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Posted by: Arshay Duskbrow.1306

Arshay Duskbrow.1306

Honestly, as a Mesmer fanatic since the beginning of GW1, this spec is terrible. All other professions are getting sweeping changes and new mechanics. We got another condi spec with dodges that don’t move. That’s it. I simply do not understand how, with all the possibilities they could’ve gone with – the early-idea rifle spec that they teased us with during HoT, illusionary weapons as kits, or a genuine punishment spec like Spellbreaker – we get something this dull, this plain. I am so astounded and disappointed.

Mirage Demo Weekend Feedback

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Posted by: Zarathustra.1458

Zarathustra.1458

I will be honest, I do kinda like the sword ambush skill, but it feels like it should have been part of the base sword kit from the beginning… The other thing that gets me, it feels like we are not getting enough endurance. We ultimately seem to now have a second resource to manage for our damage, and like our clones it is again tied to our defenses. This is kinda insane… Would probably feel much better with a third dodge…

Mirage Demo Weekend Feedback

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Posted by: musu.9205

musu.9205

after testing all elite spec , i can fairly say mirage is trash tier in all game mode , have fun guys

Mirage Demo Weekend Feedback

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Posted by: Levetty.1279

Levetty.1279

Phantasms should just be retooled.

Make them a one strike summon, despawning after their strike. Lower the cooldown on them to 8-10 seconds cd and buff the damage of their attacks to compensate.

Guardian spirit weapons are now a better Phantasm then what we are forced to use.

Mirage Demo Weekend Feedback

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Posted by: quaniesan.8497

quaniesan.8497

The only reason a mesmer ever ever ever should wield an axe is when his mom told him to chop some firewood.

If ya no longer see me after this post,
it means THEY got me for " neg criticism in clever disguise".
Know that it has been fun and I love ya all.

Mirage Demo Weekend Feedback

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Posted by: Levetty.1279

Levetty.1279

I don’t understand why people have already bought PoF. Even if Mirage didn’t look terrible from the reveal, it did, you shouldn’t really throw your money away at products you don’t know much about. Should have waited for the demo weekends.

TBH mounts and new maps are far better than hot , mob design is big off but bounty bosses are interesting.

many people do not care about raid or high level pvp anyway .

It’s ok they are preordering for things they enjoy . It does suck for mes main . all in all mmo generally value more contents than balance .

Thats the whole thing though, the content is open world PvE and story, Mesmer is kitten at it, the very mechanics of the class work against this. Mirage does nothing to fix that. How am I meant to enjoy the new content as a Mesmer?

It has been 5 years I’m fed up of slogging through content, I want to be on par with other classes. I want massive stat boosts stuck on random traits, I want 20 stacks of AoE burn, I want short cooldowns, I want passive healing out the kitten I want a mechanic that works in the game, I want multiple fun and strong builds, I want them to treat Mesmer the same way they treat every other class, I want them to start balancing Mesmer around Guild Wars 2 instead of the imaginary game they think its in and I want an elite spec that isn’t based around a name and an art asset they had lying around.

Mirage Demo Weekend Feedback

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Posted by: theYiazmat.9084

theYiazmat.9084

First of all I would like to discuss 2 gameplay problems that I saw on mirage during this beta then i would do some general suggestion.


Problem 1 :

new dodge mecanic is original but present some issues :

Lateral and back mouvements are very slow compared to a forward move, which means that when you gain mirage cloak (by dodging or hit a mirage mirror) if you wants to take a little distance from your opponent, the only effective way is the forward move.

However, in combat, you have to face your opponent in order to be able to attack him, which means that using an ambush’s skill on your opponent equal losing a lots of mobility since you are forced to perform lateral or back movements. We can not take advantage of the super speed during these movements.

We are then almost motionless when we ambush, except that having no mobility facing an opponents is a bit like being a punching ball waiting to be shaken.

Moreover, ambush ‘s animations last too long compared to the time of invulnerability provided by mirage cloak and only begins when the animation of the skill that you launch before it’s finished, which can be problematic in view of the short ambush’s launch window, the gameplay thus loses nervousity and reactivity.

To correct this, in my opinion we should make sure that :

  • Ambush can be launched even by turning back on your opponent (360° degrees possible activation) and must have an animation time of ½s maximum.
  • the ambush’s activating window must be changed from 1¼s to 1½ s.
  • the trait “speed of sand” should give 1½s or 2s of superspeed instead of ¾s in order to exploit its real potential.

Problem 2 :

Mirage spec is very good in hybrid or condi build and could easily be very good also in power build if some change in the traits / functionings of the skills are brought.

The power stat scale very badly on clones so the condi’s ambush have the advantage, we must make sure that ambushs are viable even if you play power either by increasing the power scale on the clones or giving them an interesting effect that could fill their Lack of dps while remaining useful, so that the mirage have a real interest to launch his power ambush with clones.

Some of my suggestions below answer this problem.


General suggestions

  • “mirage mirror” currently remains 5 sec, should be 8sec or 10sec.
  • Mirage’s elite spec shouldn’t force you to use clones instead of phantams, both need to be useful.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Traits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  • “Infinite horizon” should be baseline and would be replaced by an effect on clones death which favors both dps and condi build (if we put damage on clone death it will be an easy way to reveal mirage so it’s a bad idea / if we put conditions that tick it will benefits only condi builds).
    So i guess the new trait would be something like, “When a clone die it inflicts weakness (3s) + crippled (3s) to 3-5 targets around it” or “crippled (3s) + 3 stack of vulnerability (6s)” or why not “suppresses a random advantage at 3-5 target” or maybe “confers a buff (random or wanted) to near allies (300 range)”
  • “Self deception” is very good as it is, very useful if you don’t play with the “duel” trait line, you can eventually put the 20% faster recharge on deception’s skills or add something like “using a deception skill restore a small amount of endurance (15 points)”.
  • “Mirage mantle” is just pure trash, should be rework to be as good as “Shards of glass”, then that will be an hard choice. Maybe something on superspeed or movement speed ?
  • “Nomad’s endurance” should give +100 condi and +100 power on vigor.
  • “Mirrored axes” should be rework if the axe is rework.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Weapons =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  • Axe Auto Attack is not that good, ambush is weird and not really efficient and you are too much vulnerable when using « lingering thoughts ». + need clone’s power scale buff.
  • Scepter’s ambush : should remove the short back teleport and alow us to using it while moving. + need clone’s power scale buff.
  • sword’s ambush : really cool actually, need some more damage + clone’s power scale buff.
  • Greatsword’s ambush : need damage buff + maybe clone’s power scale buff or put an extra effet on it (apply vulnerabily or suppress advantage or give you advantage, maybe something like that)
    and by the way, am i the only one to think that the animation is just recycled Auto attack ? It’s not that cool
  • Staff’s ambush : projectiles need to fly away faster, it’s literraly easy to avoid them just by running on the left/right. Need some damage buff + clone’s power scale buff.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Skills =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

  • “False oasis” should heal in one step and not in 5 times, make sure it is an area as large as the heal fountain of ranger, which pulses 5 times (3sec) vigor to 5 allies present on it + Mirage mirror spawn at the end. Why not an area of effect too? Light / fire seems roleplay, water a bit overpowered, ethereal seems not that good since we have got plenty of them.
  • “Jaunts” is very cool but should have 500-600 range.
  • “Mirage advanced” should be a targeted location and have a shorter or instant animation + the distance from tp back is currently shorter than tp forward, it should be equal.
  • “Sand through glass” should have a roll back of 400 and 25 sec cd instead of 30 sec.
  • “Crystal sand” need something more.

That’s all for me, wish they will do some adjustement for the 22 september !

(edited by theYiazmat.9084)

All Mirage Skills and Traits

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Posted by: Aluren.1896

Aluren.1896

Edit Thanks to AresFyra.3570 for finding the stats, updated mantra, scepter ambush skill, and utilities.
Edit 2 Thanks to Dethl.2875 for finding the range on the elite!
Edit 3 Mirage Wiki is up! thanks everyone for finding the initial stuff on Mirage!
https://wiki.guildwars2.com/wiki/Mirage

“Power 1000 Condi Dmg 1225 Condi Duration 52.33% and Master of Misdirection."

Source: https://www.youtube.com/watch?v=FOr-LO38Mts
From 2:07:03-2:14:20 for Mesmer.
Second Source: https://www.youtube.com/watch?v=nqj-yOPEudA
Starting at 54:31-56:30

Ctrl+F for the known ambush skills. Word body limit prevents them from being added to this post.

Axe Auto:
1. Lacerating Chop
(.5s cast)
Inflict bleeding on your target.
• Dmg:178
• Bleed (1 stack, 3s): 291 Dmg
• Number of Targets: 3
• Range:130
2. Ethereal Chop (.5s cast)
Inflict Torment on your target.
• Dmg:178
• Torment (1 stack, 3s): 217 Dmg, 433 if Moving
• Number of Targets: 3
• Range: 130
3. Mirror Strikes (.5s cast)
Inflict Bleeding and torment on your target.
• Dmg (2x):356
• Bleeding (1 stack, 9.25s):873 Dmg
• Torment (1 stack, 9.25s): 650 Dmg, 1299 if Moving
• Number of Targets: 3
• Range 130

Axe 2: Lingering Thoughts (.5s cd)
Spin forward and strike multiple times, inflicting conditions and leaving a mirage at
your starting position. If an enemy is near the mirage when it expires, a clone is
summoned.
• Dmg (3x): 426
• Cripple (3 stacks): 1.5s
• Torment(3 stacks): 6s. 1299 Dmg, 2597 if moving
• Number of targets: 3
• Count Recharge: 8s
• Combo Finisher: Whirl
• Range: 130

Axe 3: Axes of Symmetry (.75s cast, 10s cd)
You and all your axe clones shadowstep to a random location around your target
and apply confusion. This attack breaks enemy targeting and your illusions change
focus to the targeted foe.
• Dmg: 533
• Player confusion (5 stacks, 7.5s): 631 Dmg on Skill Use, 1960 Dmg
• Clone confusion (1 stack, 7.5s): 127 Dmg on Skill Use, 392 Dmg
• Evade: .75s
• Combo Finisher: Leap
• Range: 600

Specialization Trait:
Mirage Cloak
Gain Mirage Cloak instead of dodge rolling. Ambush skills become available for a
short time whenever you gain Mirage Cloak. Gains access to Deception skills.
• Mirage Cloak (.75s): Evade incoming attacks.
• Ambush Attack Window: 1.25s

First Traits
1. Self Deception: Using a deception skill will summon a clone if you have exactly 2 illusions active.
2. Renewing Oasis: Gain regeneration when Mirage Cloak is active. The duration of damaging conditions is reduced while you are regenerating.
• Regen (4s).
• Condi duration reduction: 20%.
3. Riddle of Sand: When entering combat, your first Ambush attack applies confusion. This ability refreshes when you use a Shatter skill.
• Confusion (2 stacks, 7.5s)

Minor Trait: Nomad’s Endurance
Shatter skills give vigor, which grants condition dmg.
• Vigor (3 sec): Grants 150 condi dmg and 50% endurance regeneration.
• Attribute Adjust: 150

Second Traits
1. Shards of Glass: Shattered Illusions have a chance of becoming Mirage Mirrors (33%).
Reformed Mirage Mirror (20s cd): Your shattered illusion reforms into a mirror.
Touching the mirror shatters it, granting Mirage Cloak to you and weakening foes.
• Dmg: 80
• Weakness: 6s
• Mirage Cloak: 1s, evade.
• Number of Targets: 5
• Radius: 180
2. Mirage Mantle:
Gain Protection when Mirage Cloak Ends.
• Protection (1.5s)
3.Mirrored Axes:
Reduces recharge of Axe skills. Axe skills generate an additional phantasmal axe.
Recharge reduction 20%.
Phantasmal Seeking Axe: Release a phantasmal axe that seeks out a target after a
delay, inflicting conditions.
• Dmg:107
• Seek Range: 400
• Torment: kitten
• Range: 200

Minor Trait: Speed of Sand:
Gain Superspeed (.75s) when you gain Mirage Cloak.

Third Traits
1. Infinite Horizon
When you gain Mirage Cloak, the trait is also applied to all of your illusions.
2. Elusive Mind
Dodging breaks stun and removes conditions.
• Conditions removed: 1
• Breaks Stun
3. Dune Cloak
Use Sand Shards when you gain Mirage Cloak. Conditions applied to bleeding foes
have increased duration (20%).
Sand Shards- Strike nearby foes, inflicting bleeding.
• Dmg: 133
• Bleeding (2 stacks, 9.25s): 1746 Dmg
• Number of Targets: 5
• Radius: 180

Utilities
False Oasis (.75s cast, 30s cd)
Deception. Create a mirage at your current location and heal over time. When the mirage expires, it spawns a mirage mirror.
• Healing:1620
• Vigor: 5s, 150 condi dmg, 50% end regen
• Pulses: 5
• Mirage Duration: 3s
• Interval: 1s
Sand Through Glass (30s cd)
Deception. Evade backward and leave behind a mirage mirror.
• Distance: 300
• Evade: 0.5s
• Breaks Stun
Crystal Sands (.25s cast, 20s cd)
Deception. Draw in shards of crystal sand that confuse foes they pass through on their way to your targeted location. The shards form a Mirage Mirror upon reaching their destination. (Typo)
• Dmg (6x): 636
• Confusion (1 stack, 7.5s): 127 Dmg on skill use, 392 Dmg
• Range: 900
Elite Skill: Jaunt (.5s cd)
Deception. Shadowstep to a target location and confuse nearby foes.
• Dmg: 266
• Confusion: 3 stacks, 7.5s
• Conditions Removed: 1
• Maximum Count: 3
• Count Recharge: 20s
• Radius: 180
• Combo Finisher: Leap
• Range: 400

Server: Crystal Desert
-Timelys [Pdox][OMFG]

(edited by Aluren.1896)

Mirage dodge?

in Mesmer

Posted by: Levetty.1279

Levetty.1279

Your first mistake was presuming Anet wanted Mesmer to be good.

How are Mesmers supposed to keep up?

in Mesmer

Posted by: Fay.2357

Fay.2357

Just to prove my point, the latest Living Season episode featured a kill room where waves upon waves of normal mobs and then a boss that spawns infinite waves until you kill it. You had to defend yourself and the object. If you died you failed the achievement and you had to replay the entire episode all over again.

How are mesmers supposed to deal with this?

I partied with a revenant.

Server Linking Discussion

in WvW

Posted by: Jayne.9251

Jayne.9251

Hey everyone,

I wanted to address the idea of moving world linking to monthly instead of every 2 months, since it is being brought up more and more frequently.

The team isn’t opposed to this idea; we actually think it would be beneficial to move to monthly because it would allow us to iterate faster on how we are calculating which worlds should be linked. However, the main reason for not doing this right now is the matchmaking algorithm, Glicko. Each time we shuffle worlds via world linking it takes about 4 weeks’ worth of matches before Glicko begins to reliably match make those new worlds into balanced matches. If we did world linking monthly, Glicko would not be able to create balanced matchups.

Our next priority poll is going to be asking if players would rather have us work on adding rewards to skirmishes (and possibly other feedback items being collected from this thread) or replace Glicko matchmaking with a 1-up 1-down system (wherein the winner moves up a tier and the loser moves down a tier.) The 1-up 1-down system should work better with monthly linkings than Glicko, so we are most likely going to hold off on 1 month linkings until that system is in.

Another possibility we could pursue is 1 month linkings, but use the Glicko offset system to guarantee the matches. Alternatively, we could manually change Glicko ratings to what we believe they should be for each world. Either option would force worlds to start out closer to being in the correct tier and thus give better matches faster. These options are contentious, so even if everyone on the forums seemed to like this idea it would be something we would poll on.

This needs its own thread please. Not buried in the middle of a long one.

L’enfer, c’est les autres

Server Linking Discussion

in WvW

Posted by: Adzekul.3104

Adzekul.3104

I would like to add my voice to the discussion.

I play on Seafarer’s Rest [EU]. We were formerly a heavyweight in the WvW community, but due to numerous reasons, SFR is now a low population WvW server. We have a huge total population, and a strong EotM population, but neither of these should count when it comes to matchups or pairings, in my humble opinion. The current match-up system is simply not providing meaningful fights or fun, and I am mystified as to why we have not already been relegated to the pool of servers who get linked with “bigger” servers.

Right now we are matched with Ruins of Surmia, which is even smaller than we are, so whoever we fight, we will automatically lose (well, except Gunnar’s Hold, maybe — I have been following threads on them lately). They are another example of a server for whom the current matchups system is completely failing.

Frankly, I am surprised that I even need to post any of this. What population numbers are Arenanet using to determine pairings and matchups? I would ask you to be more transparent in this regard because the system just seems to be very bad for high and low population groupings right now. We have all seen the befuddlement over the pairings at the high end.

So I would ask the WvW team to assign numbers like this for calculating matchups and pairings …

<server name> <casual mist war population> <active mist war population> and ignore all other population numbers.

“Active Mist War population” should be the number of players who play a certain minimum number of hours per day in WvW (say, 6 or 4 or something). Alternatively, consider hours per week. This excludes time spent in Edge of the Mists and PvP and PvE.

Now I would do pairings on the basis of combined “active mist war population” only (multiple servers), or maybe a weighted calculation of 80% active + 20% casual. And then matchups should be about getting roughly equal populations to fight each other. Variance should be within +/- 5%. And here is the key, you reduce (or increase) the number of tiers to ensure you have equal populations in each tier. Let the server/player skill be the key to determining which tier the server plays in, rather than allowing the active population to determine whether a server goes up or down.

If you tell me this is exactly what you are doing already, I would be reluctant to believe it. However, maybe there is a time-of-day or time-of-week variable in the population. This makes calculations more complicated I guess and would require further thought.

Official Feedback Thread: WvW Skirmishes

in WvW

Posted by: Artemis Thuras.8795

Artemis Thuras.8795

VP subtraction would be very interesting. The last skirmish potentially holding heavy weight in theory means they (Skirmishes) should still matter late in the week ( one could gain a lead of say 5-6 points) giving them a buffer to secure their win.. But they have to keep holding it.

I would be interesting to see how +x/0/-y (x,y being arbitrary numbers, maybe the same), or +2/ -1/-1 would work out too.

edit: nothing to stop a server starting on say 10 VP at the beginning of the week, so initially losing has some impact also.

While it may not alter the outcome, it may make later in the week not feel like “the match is won/lost, no point playing/trying”. That should be a good thing.
It also may be worth thinking about Saturday resets again too if the last few hours can sway a match.

This coupled with per skirmish rewards, and the 1up/1down could be interesting.

I know I’ve already posted this elsewhere but its nice to have thoughts in one place..
monthly re-linking, with a placement reward for the month would also be quite interesting. ( participation used to calculate number of shares /player, world placement determines the treasure chest being shared).

Co-Leader of The Mythical Dragons [MYTH],
Advocate of learning and being a useful party member.
http://mythdragons.enjin.com/recruitment

(edited by Artemis Thuras.8795)

Official Feedback Thread: WvW Skirmishes

in WvW

Posted by: bigFM.8642

bigFM.8642

I don’t feel like anything has really changed. It is still the PPT server that wins the matches.

Fort Ranik [FR] & Fels der Weissagung [FR] & Vizunah-Platz [FR]
Kills: 21,931
Deaths: 36,231
Ratio: 0.61

And yet they are leading by 41 victory points, cause all they do is cap empty objectives and siege them to high heaven.

We have already witnessed servers hiding and running away from fights in the last phase of a skirmish because they were afraid to be overtaken. ^^

Official Feedback Thread: WvW Skirmishes

in WvW

Posted by: Ansau.7326

Ansau.7326

Those who say Skirmishes are a good thing are only speaking subjectively. But the truth is Skirmishes are technically a worse system than the previous total war score. This can be seen by analyzing some of the highlights of Skirmishes and look how badly they have transformed by lanalyzing how servers and matchups are performing:

  • “Reduce the need of 24h coverage by reducing the effects of off-hours capping ".
    But the reality is stacked servers are more powerful with this new system, making global coverage more important and enhancing the population imbalance.
    Moreover, nightcapping/off hours based servers are doing as good as before. In EU, servers like Baruch, Jade Sea or Desolation are doing very well compared to the previous system. I cannot see the supposed punishments on their strong off-hours capping, aside from the imbalance of strong-weak servers in matchups skirmishes introduce.
  • “Give players a real opportunity to make a comeback”.
    Yet distances are similar or greater than before, but now caching up is much more difficult, because the comeback rate is now locked. How can you say Skirmishes are a real opportunity to make comebacks if they limit them and secure the win of stacked servers?
  • “Matches are often decided in the first few days, making playing in the final days feel pointless”.
    There’s only 3 close matchups in both Eu and NA, with the particularity that with the older system they would still be close. But it got worse, because if before Thursday was the day on giving up, now it’s Wednesday or even Tuesday, half the week. Also, with the previous system there would be 2-3 more matches with potential catch ups of 6-8h ticking 450-500, now they need 25-30 hours winning all skirmishes and forcing the superior server to be 3rd in all of them, aka impossible mission.
  • “Updating Scoring allows us to decide a winner of a match more fairly”.
    If by fairly you mean now numbers are even more important, ok… A system where strong competitors excel for being strong and encouraged to become even stronger, while weaker competitors are punished for being weaker and crippled from becoming stronger, cannot be, by definition, a fair system.
Ansau – Sylvari Mesmer – Exiled Warriors [wE] – Gandara

i7 5775c @ 4.1GHz – 12GB RAM @ 2400MHz – RX 480 @ 1390/2140MHz

(edited by Ansau.7326)