Victory or Death [VoD] – Yak’s Bend
(edited by Myrias.8732)
Next balance patch:
Mesmer
Portal: Enemies can now use opponent portals in SPvP.
thats how it should’ve been from the beginning
Care to justify that assertion?
Oh, silly me, of course not.
being able to be present simultaneously at 2 locations is a very huge advantage in sPvP: decaping/capturing a point and instantly returning back into the fight creates extreme pressure on enemies
people complain about double moa because, well, its the most obvious thing to do with continuum split but they have no idea how powerful double portals are
Having the capability to be in 2 places at the same time is the only reason Mesmer has been able to hold a spot on SPvP teams consistently through balance patches. Mesmer needs to undergo some core class changes before we can discuss essentially neutering Mesmers main offering to a PvP team.
If you find a situation where you F5, actual do something useful, and then use a double portal effectively let me know.
(edited by Myrias.8732)
Next balance patch:
Mesmer
Portal: Enemies can now use opponent portals in SPvP.
Forgot to mention there are a couple berzerker sets from dungeons too.
Only one I remember is Citadel of Flame. I think Crucible too.
I would assume you mean runes + exotic armor?
Use chronomancer runes with exotic berzerkers.
If you can’t afford with gold, you can buy berzerker’s karma gear from the Grenth temple vendor.
100% uptime is completely viable… what changed is the following:
When each player in a raid enters combat, their boon prioritization will be locked in based on the composition of the subgroup they are currently in. That prioritization will not change until the player has left combat, even if their subgroup composition changes while they are in combat.
For Mesmer, this means that our wells and Time Warp strictly prioritize the people in your group. The reasoning for 100% boon duration was because it was possible for a single mesmer to get high up time on the entire raid of 10-people. More boon duration helped this immensely.
Now that we got pseudo shot in the foot, up time on our group of 5 people is all that matters.
I’d like to see how target swaps in a 10-man Mesmer team goes. Mesmer has horrible ramp up time, so any target changes especially hurts them.
Well obviously feedback is still ground targeted underwater because we’re supposed to be with the bottom feeders anyways.
Working as intended
Meh, actually my issue with this is independent of Mesmer-specific changes: This is it?
This tiny piece of balance changes for each class is the much-hyped “quarterly balance patch”? With half the skills of every class practically being never used, that’s not even to mention traits, we get 1-2 dozen changes per class? Ugh.
At this dev speed, there’s no way they can keep up with a changing game. I was expecting balance changes per class as long as the entire all-classes list. :’(
I agree that I was expecting more damage modifiers to a broad range of skills, CD tweaks… that sort of thing. Just making bad traits marginally less bad is not a balance patch.
Well I’ll be… this is quite the clusterf of changes
SPvP:
So we get a very significant nerf (alacrity & quickness rez/stomp), and a couple of buffs to fairly niche traits makes that better? Also nerf some other traits, because reasons (glamour GM)
PvE:
We literally only got one actual damage buff in DD… Our support gets wrecked but we don’t get actual damage concessions to keep viable?
Scepter:
Scepter buffs look like bandaid cover-ups to convince people its not bad. Glad it’s more torment as it’d be a shame to have a broader range of conditions. When am I going to sit on Scepter with 3 illusions just for a couple torment?
Then she uses her condi removal: dying! Poof! All the conditions are cleansed. That is not fair. Here you try to apply conditions on her, and she goes and dies on you. “Uncool” bro.
Yeah it’s crazy effective.
It’s like they stealth for 20+ secs and come back with full hp…. Definitely needs a nerf
Usually the Mesmer reaches the chest/etc. Then drops A on that point.
You drop B after dropping down/waypointing/etc. Have to make sure you don’t out range it of course.
Agreed, all phantasm skills could use an update to make them more than shatter fodder after 1 attack (PvP). Or immediately cleaved, which is super cool for a high-ish CD skill
It’s decent if like me you sometimes play condi with pistol (I prefer it to torch). It is mostly good for the skill recharge on interrupt, but it does also add some condi damage.
Wasn’t it proven that phantasmal fury was strictly better than DD bleed-wise? The only thing DD offers is the CDR on interrupt.
Please name this track record that anet has.
Maim the Disillusioned nerfed before it made it to live.
Duelists Discipline nerfed before it made it to live.
Confusing combatants removed before it made it to live.
Lost Time ICD added which killed its use most anywhere over Chronophantasma
Phantasmal Mage is still terrible
Scepter AA is still terrible
Most changes can be argued either way, so who am I to say which changes are inherently bad/good. I personally view the above as being the most pressing and recent changes made that are questionable.
The wording is extremely vague for sure. Could mean…
– reduce alacrity effective-ness
– revamp which abilities give alacrity and how much
– revamping alacrity-based traits
– limiting/eliminating shared alacrity
If I was a betting man, I’d wager the last point is most likely. Removing shared alacrity definitely fits the “easier to balance” portion of their statement as you only have to consider the casting mesmer for balance.
Actually not. Because the 40% increase DPS is counting quickness + alacrity, so halving only alacrity does not push the result to 20%. And even if it did, that would give us 80% (halved alacrity+quickness) + 40% (our own DPS) = 120%.
So still above average.
This calculation is assuming we can maintain 100% alacrity still.
If alacrity’s effect is halved, then the cooldowns of said skills that provide alacrity are increased. Longer CDs = reduced up time.
The question is if “bringing alacrity in-line” means literally reducing alacrity’s effect or just reducing the ways in which we apply alacrity.
Finally, I want to say that alacrity should NOT be the sole solution to chrono PvE viability. All classes should be able to have a DPS role, and not be forced into an exclusive support role. As people mentioned, our damage in PvE is too low, but guess what, in PvP too. A good balance would not only reduce our alacrity efficiency, but also increase our sustained damage.
This is what I have the most concerns about. The blip on Mesmer balance doesn’t mention anything on actually bringing Mesmer dps in line with other professions to offset the hit to support.
Agreed Gilburt, 10 uses would be better than what we have now by far.
Ironically the people who would most likely use these kits are people with legendary gear… Seems bad that the players who invested a lot in their gear are the ones most effected.
The other choices (in terms of requiring extractors) are karma gear (I’m not aware of any of them having runes worth more than a few silver) and WvW gear…
I’m still rather baffled by the WvW one. Just remove ectos from their drop table and let people salvage them… done.
In this day and age the Upgrade Extractor really needs an update…
wiki link: Upgrade Extractor
250 gems for 1 use fyi (I wonder what the numbers are for people actually buying these)
Keep in mind the following has changed:
– ascended gear can now be salvaged (has anyone NOT gotten sigil/rune back??)
– Fractal mastery allows purchase of cheap extractor to remove infusions
The reasons for needing the gemstore extractor have gotten even more limited, and honestly a change should be made. I feel like the following changes make the most sense:
– lower price of the single-use extractors by a factor of 10 (25 gems is roughly 4 gold, and still not worth it 95% of the time)
– release an unlimited use extractor, and add a cost per use (like salvage-o-matic) (yes I know this has been suggested before)
An unlimited seems like the best option given the following:
– removing infusions can already be done cheaply
– sigil/runes can be returned from ascended gear via salvage cheaply
Concerns against unlimited:
– karma gear runes can be extracted and sold
– ???
Adding a cost per use (make it 1g, same as an ascended salvage kit), you would lose money by extracting karma runes/sigils. Buying gear off the TP to salvage and sell mats is already not cost effective, so that isn’t a concern either.
What’s everyone’s thoughts on something like this? I know Anet would get more gems out of me if these were implemented.
In this day and age the Upgrade Extractor really needs an update…
wiki link: Upgrade Extractor
250 gems for 1 use fyi (I wonder what the numbers are for people actually buying these)
Keep in mind the following has changed:
– ascended gear can now be salvaged (has anyone NOT gotten sigil/rune back??)
– Fractal mastery allows purchase of cheap extractor to remove infusions
The reasons for needing the gemstore extractor have gotten even more limited, and honestly a change should be made. I feel like the following changes make the most sense:
– lower price of the single-use extractors by a factor of 10 (25 gems is roughly 4 gold, and still not worth it 95% of the time)
– release an unlimited use extractor, and add a cost per use (like salvage-o-matic) (yes I know this has been suggested before)
An unlimited seems like the best option given the following:
– removing infusions can already be done cheaply
– sigil/runes can be returned from ascended gear via salvage cheaply
Concerns against unlimited:
– karma gear runes can be extracted and sold
– ???
Adding a cost per use (make it 1g, same as an ascended salvage kit), you would lose money by extracting karma runes/sigils. Buying gear off the TP to salvage and sell mats is already not cost effective, so that isn’t a concern either.
What’s everyone’s thoughts on something like this? I know Anet would get more gems out of me if these were implemented.
Windsagio is correct in that the only way to determine if its worth stripping is by comparing prot up-time.
If I assume I’m a Mesmer only running dis-enchanters to boon strip, I can still use wells to keep alacrity up. Quickness up-time should be largely unaffected too.
Lets assume I contribute 20% of the dps to a party (I don’t) (alacrity and quickness is negligible as my up-time should be similar for both setups).
Phantasms only count for roughly 40% of that number. So 8% of the party dps is from my phantasms.
If replacing them with disenchanters results in at least 8% more damage from the party, then its worth it correct? 8% more damage would equate to 75% up-time of protection compared to 100%.
I can’t do the actual math, but having run 3 disenchanters several times I can attest that prot uptime was much less than 75% in those particular groups.
Do take all of this with a grain of salt, but wanted to chime in my thoughts.
This is a good change considering, but I’m not going to be surprised when people foaming at the mouth go ballistic about how it wasn’t enough, etc.
It’s like a drop of blood in the water; brings out all the piranhas.
The Chosen is literally the same skin without any of those opulent effects whatsoever, so good news!
But in all honesty, I would like to see options for the legendary effects when they implement particle effect options. Removing footsteps would be a great option to have available.
I like the level the foot steps are at honestly. It has always been the least flashy legendary for the most part, so I think keeping on the side of not-so-flashy was the right call.
Since I’ve noticed no one has posted this on the forums yet….
The Flameseeker Prophecies now has footfalls, and a “burst” effect when drawing it out/swapping. Info on the gw2 wiki page, including pictures of the new effects.
Pretty surprised this wasn’t explicitly stated on the Dec 1 patch given how a lot of people wanted this forever.
I for one love it. Anyone have any opposing thoughts, etc?
As a Mesmer who loves this shield, thought I should put it out there that The Flameseeker Prophecies was buffed in the Dec 1st patch.
Now has glowing footfalls with New Krytan Symbols, as well as a similar burst effect when you equip it.
FINALLY.
I like it, it gave making the old one a purpose.
Agreed, you’d have no reason to make it post-HoT unless you just really liked the skin that much.
In practice its odd, but given the legendary is tied to fractals it only makes sense at the same time.
I will note that this way you can have one geared for agony and the other straight stats. Or can do power/condi.
He is referring to the actual collection requiring the prototype fractal capacitor and it’s various forms.
So while making an ascended precursor backpack, you’re also making the fractal capacitor by default.
Open that specific acheivement and it lists all the fractals with checkmarks next to the ones you’ve completed.
I was pointing out that for every action there needs to be counter play. Stuns have stunbreaks, blocking has unblockable moves. Remove unblockable moves and blocking will be OP. sPvP doesn’t need to be any slower with everyone hiding behind shields, etc.
What exactly is strong about Mesmer and in what game mode? sPvP is largely lacking, our presence in PvE is 90% because alacrity (and nerfing this is just another case of give mesmer something decent, and then take away 110%) , and WvW is barely even a game mode right now.
Edited because I forgot to finish my thought, lol
If people want to get rid of unblockable, we better get rid of stunbreak too. I think its OP that when I stun people they can get away. Nerf please
Condi is the number 1 build for soloing, tho.
Just thought I’d point that out.
Why u do dis Alpha. Why.
I’m at work, and I imagine a lot of forum goers are atm. Work frowns upon me installing GW2 on their computers.
For PvE you will almost exclusively want to use a power based build because (as you’ll hear around here often) condition mesmer just isn’t a (competitive) thing in PvE.
If you’re just messing around with friends though, spec however you want. But I wouldn’t waste a whole ascended set for a condition spec in that case.
All my opinion, of course.
What will you be playing? Raids? WvW?
Torch does need a buff, but I don’t think survivability (via more cleanse) is the way to go.
Agreed. It’s not like its hard to dodge the skill in its entirety, let alone the 4th bounce.
Just curious, while in Open world Post 80, besides wielding a GS; do you recommend using an offhand sword or focus?
And.. what offhand weapong is recommendable for open world once you access the chrono? Shield? Since you receive a perma movement speed bonus anyways..
edit: and whilst in dungeons / Fractals using the builds of metabattle, should I always bringt out my illusions ( sword and focus 5) and let them “fight” until the fight is over? or should I keep shattering ?
Focus and shield are roughly the same imo. If I’m running a marathon across the map I put focus on, but otherwise I prefer shield for great damage on groups.
In regards to bosses, with CP you can shatter once for a dps gain if its right after they attack. If you have signet and F5 off CD you can then shatter again while summoning 3 more pretty quick. Not that its is really necessary though, as our dps is lackluster at best.
F5 → phantasm → Signet of Ether → phantasm → F5 → phantasm
Changing the orb color between clones, phantasms, and CP phantasms would be great. Adding a hover over to state what phantasm(s) are up would be a welcome addition as well.
+1
Three iAvengers means permanent alacrity for the party (higher dps) and permanent slow on the boss.
I’m confused, are you agreeing with me due to 3 avengers giving a lot of breakbar damage via slow?
I would not call this a bug. The trait is on torch skill usage: the resummoning of the phantasm is something entirely different.
So the stun every 5 seconds is the only real benefit of this trait? Seems meh considering most all breakbars melt to Shield 5, F3, etc. as is.
Realistically Mesmer is a class that performs best in melee but lacks the sustain to stay in melee. Staff and GS are ranged weapons per se, but benefit the most from being in melee range due to bounces and maximizing shatter burst. Generally you sit in midrange until its time to burst. This is neither here or there until you hit harder content though.
Leveling is a pain due to illusion generation not keeping up with how fast mobs die imo. I personally found using CD reduction traits to help with this, as well as keeping weapons fairly up to date. DE in dueling is a must while leveling.
I would suggest unlocking dueling asap as deceptive evasion and reduced sword CD help in open world by upping clone generation while moving from mob to mob. Open with GS CDs and dodge prior to shatter for another clone. Swap to sword for utility, CDs, and better damage while GS is on CD. Swap back when possible. rinse repeat. Buying a sigil of fire and air to put on GS (highest level you can afford) will help with the inital burst.
Domination is good for the GS CDR, Inspiration is also good for focus CDR and survivability (if your gear isnt’ great for your level). Between fixed focus 4 and signet of inspiration you can keep perma swiftness up which is nice while leveling.
To put it by training:
- unlock Dueling
- unlock Signet of inspiration and Blink, whatever you want for 3rd utility & elite
- unlock domination (once you can use two traitlines)
- unlock whatever else you really want
- unlock desired third traitline when you can use (i would suggest inspiration as 3rd)
With all this though your mileage may vary, to each their own. Hope this helps.
On a similar thought, is there any good reason to take Confounding Suggestions on a PvE setting? Usually we lack dazes in this environment. Does increasing daze duration affect the amount of breakbar taken due to a daze?
I would assume empowered illusions is almost strictly better.
All ‘interrupt’ traits are now effectively garbage tier in pvp because of the prevalence of breakbars (beyond some niche use as savacli says).
Just to prevent someone from being dumb, Alpha means PvE. Power Block is very competitive in PvP vs Mental Anguish :)
Also, if your trying to maximize quickness its almost criminal not to share it.
Personally, I would use the signet even without Blurred Inscriptions due to the passive healing and the active really helps with your ramp up time.
With that said, Well will give group alacrity, group healing, and condition cleansing. If you run with people that will make the group share worth it (i.e. they stand in wells) then I would say both are equal.
If your group doesn’t stand in it I would stand by Signet for the dps increase alone. If you need more healing then I’d use Well.
Side note: I would venture to say Empowered Illusions beats Confounding Suggestions when it comes to PvE content. Your only daze is F3, and you already have Shield 5 and gravity well for CC.
What kind of content are you doing? Have the options of open-world, dungeon, high-level fractal, or raids. All would have better or worse options.
For the most part though Signet of Ether is always the best heal either way, but well is pretty good in group content with the AWTEW trait.
I presume (if elite specs continue) we would get axes next because we have a “mists” version with Reaver of the Mists. This would leave harpoons as the only mists weapon we can’t use…. but lol @ harpoons
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