Showing Posts For Oliver.7201:
Can we see this “OP” build?
Or maybe a long stream in WvW/PvP?
I have also noticed this but on the staff clones
The lack of understanding in these forums is astounding some times. I mainly WvW but I can see how map completion would be almost impossible depending on the server you’re on because certain locations hardly ever become available.
I have to agree, I’m from Furguson’s Crossing; us and ET have a horrid time of things but we will prevail, rank#22 here we come.
Its not a matter of having to do some WvW they would have to be doing it for a large proportion of the time, which is clearly not reasonable. And its not their fault, its the way anet have set up the game.
Yes this is exactly the point. I love WvW, its all I play now that I’ve done the “borring” part of PvE but once you need to get that 1% on a “stagnent server” it just becomes a waiting game, this is needlessly frustrating and disheartening. I help our team, I fight but overall what most players are up in arms about is the fact that their personal world completion depends on other players getting up off their kitten and doing things. As Morrolan said its not the players fault its they way ANet have designed it.
So here’s the thing WvWvW is great but every time I go there I seem to be doing the same thing: Find commander, follow commander, kill or be killed. That or I’m just roaming the rather large landscape doing not much of anything.
My suggestion is to bring large scale world events to WvWvW; like the dragons for example. It would be really cool to pop into wvwvw to find a dragon (or two) has besieged a tower or fort leaving it open for retaking. Or to find that the risen have amassed in a zombie invasion of the borderlands.
I really feel this would add another dimension to world verses and encourage people who aren’t generally pvp orientated to join. This could also tie with the theme of a living world that is changing.
I saw another suggestion like this not long ago, the person suggested that not only could you learn about previous events but go back and replay missions or instances from the personal story or special events, in a library format like you said. I’ll give this +1 especially if it make the home instance somewhere I want to go again.
Mesmers have some really cool utility skill types ranging from: glamour to manipulation, from clones to mantras but our elites seem to have skipped this trend and gone for some less popular options, in fact none at all. I know many other classes also have the same deal, elites not having a utility type, but I also know most other classes have elite signets or such; that tie in with themes and builds.
- RANTING & RAVING BEGIN
The Mesmer elites do not tie in with any build or theme, and I wouldn’t mind so much that they don’t; but not having at least one, not even for mantras a Mesmer unique skill is a bit saddening. An overview of what a Mesmer has:
- Moa morph: Fun rating 10/10, Useful? In pvp yes, in wvw 50/50, in PvE no
- Time Warp: Fun rating 10/10, Useful? When is it not.
- Mass invisibility: Don’t get me started
So Mass invisibility, 5 people, 5 seconds Elite material? Well I prefer Veil. Whats Veil? As many who can get through in 6 seconds, last 4 and is a combo field, PLUS its a glamour which can be traited to do even more. I tried using mass invisibility in pvp, but veil or torch 4 could do better. I tried using it in wvw, but it doesn’t last long enough to be viable for anything. I tried using it in PvE, again I don’t need to make 5 people invisible might as well use the torch or veil. - RANTING & RAVING END
My suggestion would be to remove mass-invisibility and replace it with something that ties in better with other utilities, Maybe a mantra or a signet. Or and this is a big OR, make it a more viable option over veil. Buff the time, the people, the anything; make it glamour, make it cripple, make it reveal other invisible people, make it something unique, interesting and exciting. For anyone else reading this please post your suggests for a replacement or buff to the skill, please help fix a redundant elite.
Its also quite flexible by changing a couple of traits you make into a shatter build or a semi-phantom build.
I run this exact same build, tho in the inspiration tree I usually go for VII for the staff or IX to make the glamour fields last longer
I use a Phantom GS/Sword & pistol build in PvE
But in WvW and sPvP I run with a glamour build, Staff/scepter & torch
Illusionary Kitten
Do you find the lack of speed without focus an issue with this build ?
Only in WvW and sometimes in PvE, but if I have the time I swap out for the focus for the speed and swap back after. As EasymodeX.4062 said the focus is better in WvW, I prefer the torch for PvP and PvE, gotta love that prestige.
4. Using the same 20/0/0/20/30 trait setup, you can full swap to power gear and GS for a power-based Shatter build (with Warden’s feedback instead of Deceptive Evasion).
I’ll have to try that out it, I was running a shatter build before this one but I wanted to mix things up a little.
yah, like others said, pretty bad in 1v1, Glamour skills all have extremely long CD. Portal used to be a bit better with only 60s CD and you create essentially 2 glamour feilds, but at 90s, I go with Veil now.
Those were the days \sigh* portal was fun for misleading opponents ^^; But yeah veil is a much better choice now, especially in pve. I just can’t resist rolling though it in PvP while fighting people.
Lol no, I main a Mesmer; avoiding/escaping mobs is something I do well. And I’m not trying to say there is anything wrong with the mechanic, for what it aims to do it does the job, and as you stated works well in situations. All I’m trying to suggest is that it could be improved made more flexible, I’m now solidly of the opinion that the speed change can be a viable mechanic if its optional. As I suggested above many times with the weapon sheathing. You can’t attack/use skills with your weapon in there holster, and it makes sense that you’d move slower with your weapons drawn. Apply a balanced cooldown or condition and a simple mechanic, like being slowed in combat, becomes an exciting, strategic part of the game. Rather then something that you deal with.
For a game that is based in a large open world where mobility is a must, being slowed under any circumstance can be painful process. And in a game that is 99% combat, I should not feel the need to avoid it, if anything there should be a greater insentive to openly engage in every fight; but that’s another topic. Point being that this mechanic makes me feel limited or forced into certain situations. Combat would feel allot more dynamic, smooth, tactical and exciting if your opponent could quit the field trying to escape as you launch into hot pursuit. Or if you could disengage battle to protect an ally in need and save them in an heroic effort.
Back in PvE trying to escape a mobs agro range is silly, its horrible. Especially in the situation where you enter and combat and the only way to leave is an invisible line somewhere over the hill is a bit far fetched. Whether your twice or half your speed you’ll reach that line if you really want; the only difference is the time factor. It feels slow and heavy from the normal pace of the rest of the game. Suddenly the only options are fight or flee… slowly to an invisible line.
I’m not trying to compare this to anything or place the current system on an uneven field of play but I am saying its a personal annoyance and something I feel that could be improved upon to make the game better.
Hrm yeah it being exploited like that does sound bad. Maybe if the cool down could be balanced like weapon swapping; slowing in combat, and faster out of combat. Although it would have to be a fair few seconds out of combat before the cool down accelerated. Or if the cooldown was long enough to deter such behavior but short enough to use nicely.
This problem is perspective. The technic is that you move faster out of combat, not that you move slower in combat, which is in place solely for the sake of travel. It can also be viewed as a way to slow down people you’re trying to ambush – or, inversely, you can purposely time evades and the like to stay out of combat so that you can catch or get away from those who are already in it.
I can relate to the slight frustration of it, but I don’t consider it wrong or broken because it’s not hard to understand why it’s there.
I don’t think its broken, for what it intends to do it does the job. Maybe my perspective is a bit bias, but I also believe its poorly optimized. I can see where you coming from with ambushing people or avoid those in combat, and I agree in this is does well; but how the game decides your in combat is plain bad, sure its gotten better at deciding when your out of combat but the fact its deciding for you is horrible.
In a real situation I can break combat with someone and run after someone else just as fast as they’re getting away. I might never catch up but I can try and thats the point I can try.
This problem is perspective. The technic is that you move faster out of combat, not that you move slower in combat, which is in place solely for the sake of travel.
I agree. The alternative to slowing down during combat is to move at current combat speed all the time, even out of combat. I prefer the current situation (being allowed to run from WP to WP quickly).
As I suggested above instead of an even speed all the time, they could also make the speed change viable or optional. The way the game works at the moment is if you get hit/use a skill, you take out your weapons and are in combat and naturally when your out of combat your character automatically sheaths their weapons. Now there is an optional keybind to sheath or unsheath weapons. Since you cannot use skill without unsheathing weapons would it not be nice to have this also break combat and thus change the speed.
So in what situation would this actually be of use?
EG: I’m in combat my commander runs past shouting retreat, I use a stun on my opponent, sheath my weapons and run. Now my opponent can chase me with weapons drawn and take the movement penalty(but use skills) or sheath them and pursue me(but can’t use skills).
Opposed to: I’m in combat my commander issues retreat, I slowly make an escape while being attacked by every kitten. Very boring, very un-immersive.
So this issue has got my back up for a while now and I just can’t take it; watching my character running nicely one moment just to be attacked and slowed to a snails pace. Shouldn’t it be up to me when I slow down? Or in fact when I want to enter/leave combat?
While I’m actually in-combat being slowed isn’t so notable and in game-modes like PvP it isn’t too bad, perhaps its even good; but in PvE and WvW, where the leg work matters, its a killer and it gets me every time. Suddenly its become a chore to move and I actively avoid combat for this reason. And I can’t help feeling that i’m avoiding playing the game because i avoid combat because I get slowed; I can’t stress that enough, its an immersion breaking mechanic.
Realistically I see no reason for this to be in the game, if I was running and got hit by something I wouldn’t slow down, in fact i might speed up. And if I didn’t keep running I would engage in combat but I wouldn’t forcibly make myself move slower, i’d move less but not slower.
Mobility is a big thing in MMOs and slowing someone is the greatest of all punishments. My suggestion would be to level the playing field here, one speed in and out of combat (whether is be the slower or faster version I don’t care as long as its the same). Or make being slowed in combat a viable/optional thing (I know I get slower when i have my weapons out, but I also know I can put them away) Maybe we could tie weapon sheathing and unsheathing to slowed movement. Its an equal trade off, I can’t engage in combat with my skills if I don’t have my weapons out but I’m faster for doing so.
if ANYONE agree BACK ME UP here, it won’t change unless we say something.
may i recommend you look at videos of Kyliad, he has a build very similar to this and he gives a lot of tips on it
wow your right, he has some really good videos for glamour
you might have some issues 1v1 with this build bec. as Ojimaru said they have long cooldowns. Also the glamour skills are more effective against large groups, and i really think feedback and null field are enough. i say drop veil for another utility.
Yeah it is a bit hard 1v1, I was thinking of dropping veil but i’m not sure if I should go for mirror images or blink, signet of midnight and portal entre don’t look to bad ether.
This kind of build is EXTREMLY strong if you run in a guild group. If you run with a unorganiced team its value lesser. If you time glamour with 10 other players aoe and aim on a same position the enemy group cant do alot exept hand over the lootbags.
Yeah, In pve I was running with a couple of rangers and those combos hit real hard
If your looking for condition damage you should go for the Illusions trait line. And if you haven’t got Illusionists celerity(Minor trait in inspiration) it might be worth a good look at. Unless your running a mantra build I wouldn’t max the power tree leave it at 20 and put use the points to max another tree. Chaotic Transference is a another good minor trait to take a look at near the end of the chaos tree.
So the theme of the build is very confusion heavy, using glamours to blind foes that stacks confusion. I usually keep to the scepter/torch, switching to the staff if i need a quick escape or skill. I start of battle by using torch 4 and scepter 3 then scepter 2. At that point I’ll pop off null field or feedback. I tend to not use veil as much but its good to get out of the heat and get a look at the battle field.
I use the build in both pve and pvp, although in pve I don’t do as much damage my glamours act as aoe blind/confuse. So I generally tag quite a few mobs. In pvp its much more effective, I tend to die less and I can take one or two people but my damage is completely tied to them skill spamming.
I use a scepter/torch and staff weapon combination, and have 30 in Illusions, 20 inspiration and 20 in domination. Getting all the glamour related traits; here’s a link to the build:
http://www.gw2build.com/builds/simulator.php#1.8.2.7.17.0.0.0.0.0.180.199.200.202.204.0.0.0.529.533.0.0.0.0.0.0.0.572.579.0.590.593.594.20.0.0.20.30
I would really like some opinions on what people think of this build, even if its bad.
Trying to keep in theme with not getting hit:
“Blade training” is a good trait in the dueling tree especially if you use the sword more then the staff. If your using glamour for blind “Glamour mastery” in inspiration might help. If you don’t shatter often “crippling dissipation” in domination would slow your enemies down. There is always “Metal torment” as well for the extra power if you need it.
I’m calling a corvette a bus
- it has an engine
- it has 4 wheels
- it’s ridden by a driver
- etc, etc
Semantics, man.
The two things are completely unrelated. My lamp emits light, so does the sun, hence my lamp is the sun; therefore illusions are summons? Well if you like but we could go on like this all day.
Haviz I challenge you to list five reasons an illusion is not summon. (Plasma listed 5)
Personally I believe illusions are summoned spells, whether anet decides illusions have the proprieties of one or the other is up to them and what they think illusions are.
I.E. Spells that act like summons for all intent purposes
They can deal with enemy boons better than most classes, but enemy conditions can often be a problem.
That makes me worry a little, honestly Mesmers should be the best at dealing with boons and conditions, not just better then most. Illusions are cool and stealth is nice but most if not all our damage is indirect, through conditions and boons.
Illusions do not only get their physical form from the mind of the target but also their behavior; if the clone or phantom was to stay conjured after combat they would be like an empty shell with no will of their own and hence we shatter them, Mesmers are not minion masters we’re just not tailored for that type of magic.
As said above I completely agree that “illusions are not pets” and should not be treated as such. Personally I like to believe clones are just tokens used for shattering and distracting, and phantoms are just long lasting spells.
I can’t explain why Illusions can attack mindless/inanimate objects, I can only assume it because in the game engine illusions are skills and skills can hurt inanimate objects. Realistically Mesmer should as useless as a wet towel where inanimate objects are concerned.
Has anyone else seen this since the patch?
I was in a 5v5 hot join and a mesmer was teleporting 10 feet every single second.Of course the player that was doing it plays dumb and says “come on you guys 56k is outdated”….
{I had the most points on my team and we won, so I sure wasn’t lagging}
If you have trouble identifying a Mesmer look for the health bar, their health bar is usually the lowest mid-fight. The more they teleport, the less their attacking you; my best advise is that they can only teleport for so long, wait for the opening then immobilize them. OR lure them towards you, when they teleport away move back make them come forwards then take the offence.
What if we could summon phantoms with radials, like mind stab? After being summoned they’d act the same as they do now(attack target and die with target), but we’d have control of the location. This would also remove the whole “line of sight” argument. Plus we could do with a few more AOEs casts, why not phantoms.
So just for the hell of it I thought I’d test out the Mesmer’s clone agro conditions and it turns out summoning the clone or phantom does not agro the target, meaning it is not considered to be an attack; at least a direct one. Also clones do not disappear out of combat. And because I could:
!http://i.imgur.com/MMzhyh.jpg!
!http://i.imgur.com/z1fXRh.jpg!
!http://i.imgur.com/JG0gDh.jpg!
If I remember correctly, mesmers create “hard light” by manipulating the opponent’s mind. So it’s basically all three.
That makes sense and sounds really awesome, >_< I wish ArenaNet had played more on that theme
I think it might have to do with doors being counted as objects not terrain
Just tested it now, targeted and non-targeted, no change in the camera. Blinking or using phase retreat.
Exactly, but then how does a Mesmer combat an inanimate object(as nice as key-bind 1 is), most don’t take condition damage as is. This also comes back to: does making the illusions more realistic/logical deprecate gameplay or make it better?
Only problem there is how do you deal with inanimate objects? The Mesmer could keep constant pressure on a siege engine or door with no one being able to stop them.
If I remember correctly in the original Guild Wars Memser’s had the unique attribute of fast casting, right? Well maybe in light of recent patches maybe it should make a return. As it goes we don’t do much damage directly forcing the condition build down our throats, but with fast casting, other builds that don’t rely on conditions would become more viable, in fact it would open a whole new world for the Mesmer. And if done right wouldn’t be OP and bring some balance to the class.
Looking at the traits we already have a form of fast casting (guile) but that only applies to shattering, now it wouldn’t be hard nor take to long to change it a little to make it fast casting. But that’s just a suggestion.
Considering recent patches, I’ve starting wonder what Illusions really are. Are they mind tricks in someones imagination, mirages a trick of the light or plain simple summons?
1) If they’re mind trick why can others attack and kill them, let alone see them.
2) If they’re meant to be a mirage why do they die with a target.
3) If they’re summons the same deal as above.
Lastly does making Illusions 100% realistic and logical mean they’ll play better or be better for us overall? I think that game mechanics and game-play should take precedence over trying to make the illusions something that’s not going to work or be fun. And that’s what it comes down to right, I play video games because reality is boring. I don’t need anymore of it here. And in a world of magic why can’t we twist and turn the genre more to our liking.
Really Mesmers are more a 1v1 class, meaning we excel in events that pertain to a single enemy or boss. On the flip side in large groups, where there is little time to make clones, our role is best suited for support; striping/adding boons and conditions.
In terms of PvE and farming… we don’t suck, its just more difficult given the Mesmers unique style of combat. I think over all its down to the weapons you use and how you manage them with weapon swapping and cool-downs.
I prefer to think of builds and classes like a game of rock, paper, scissors. One will always have an advantage over the other. And memsers are no exception. They are made to be tricky and controlling; just like warriors are made to be sturdy and unrelenting. Every class has an OP build and no matter how much nerfing is done there is always going to be another OP build. By this very logic we could keep nerfing all the classes down to nothing. >_< Now thats no fun is it?
Also it helps if you stop thinking of clones and phantoms like pets, they are spells which are no more different to that of any other spell caster. Now you don’t stand inside the red circle when a elementalist fires off a storm, nor do you try killing all a necromancers minions, nor do you focus on the rangers pet while they kill you from afar. Well the mesmer is no different.
On the topic of mesmer being no different. I agree completely with whats been said above; the mesmer has a step learning curve, and nerfing damage or timing on any skill will only make that curve bigger, causing those in PvE to suffer. The mesmer will always be the class that flicks around the field causing absolute chaos, and for lack of a better word trolling, thats what they do; it’s in-build, you can’t change it, no more then you change the fact scissors will always beat paper. No more then you can change thieves going invisible. Thats what the class does, Nerfing Anything Won’t Change It. What your looking at is a complete redesign, and I say NO.
Huff Puff
1) I don’t know if its intentional but standing before the clock tower face renders the player invincible to the green mist, consequently in rare cases a player can jump back down the tower die/respawn and end up back on the tower run with their weapons and skills. (Also after continually falling/respawning on the tower, in sometimes random locations, I found it hard to get back to the waiting room >_<)
2) In the waiting room there is a rock to the right of the gate which can be jumped on and with a speed bost a player can jump over to the other side and into the ocean bellow, and then swim into glitched areas; which was odd.
3) Not really a bug but I noticed if I switched over to my wireless, and thus gaining 2 seconds of lag, made it imposible to jump through the clock face ^o^ Took me about 3 to 4 dozen runs to figure out what was wrong. (Tho I could jump through the tower and respawn after the next run started in the waiting room)
The secret of clock tower (seriously I dont know how to produce this, but kicked outside of the map)….
There is a rock to the right of the gate you can jump on, then using a speed boost you can jump to the left and over the edge. Also has anyone got that weird bug where you stand before the clock and don’t die?