Showing Posts For RBMoose.1439:

[Feedback] Utilities, Cloak, and Mirrors

in Mesmer

Posted by: RBMoose.1439

RBMoose.1439

Assuming the utilities themselves don’t change in the actions they do, the mirrors themselves absolutely need to interact with enemies and such. For the evade utility the only logical reason to leave a mirror at the start of the evade is if it can be triggered by an enemy chasing you. Every mirror should create a clone by default, and should have some movement impairing affect, most likely cripple.

Additionally, like others have said, they should be buffed by traits that make them either buff allies, damage enemies further, or maybe create combo fields.

On a separate note, I haven’t run number or anything, but given the cast time and minor dmg increase, without infinite horizon, I am questioning the basis of the ambush attacks being any kind of dmg buff for anything other than condition spec. They take so long to cast compared to AA, and generally do 2x dmg compared to AA. I get that the axe is a condition specced weapon, but why is the entire elite spec revolving around that entire premise, the mirrors (and traits) should be targeted at enabling multiple builds.

[Feedback] Axe and Ambush Skills

in Mesmer

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] Utilities, Cloak, and Mirrors

in Mesmer

Posted by: RBMoose.1439

RBMoose.1439

Mirrors do not work, and were tagged onto utilities in a way that does not make sense.
Sand through glass is my favorite example of this:
1. You evade backwards and leave a mirror at the location YOU JUST EVADED AWAY FROM, in other words, you felt it necessary to use your OS skill to get away from the target, and now the mirror that you want to activate is back with the enemy/AoE field you escaped from.
2. The mirror has a short life span so you either run back to where you just evaded from, or let it expire and serve no purpose…
3. The mirror does nothing to the enemy by default, doesn’t shatter on them releasing a clone or causing conditions, just…. disappears.

Other utilities can be entertaining, but are generally gap closers for a lightly armored melee condition class, what could possibly go wrong…

Attack speed modifiers question

in Warrior

Posted by: RBMoose.1439

RBMoose.1439

Hi,

I’m sure this has already been investigated, but I have tried using search for the forums and it’s coming up empty. I’ve had a warrior for a while, but I never really got into him until berserker came out. I think it’s because I can never help myself and must play the underdog, so I’m trying to create a viable viper style berserker.

Anyways, I’m looking to maximize attack speed and I know there’s 3 ways to increase warrior attack speed:
Berserker mode = 15% increase
Dual Wielding = 15% increase
Quickness = 50% increase

Can anyone explain how these work together or if they overwrite each other?
Can I have 30% increase with berserker and dual wielding?
Is there a hard cap of 50% when quickness is on, negating the other 2, or would have potentially have some super fast attack speed like 80% or more?

Thank you in advance,
Hubris Godcrusher

Visual nerfs [Merged]

in Guild Wars 2 Discussion

Posted by: RBMoose.1439

RBMoose.1439

My problem is the graphics change has either broken or reduced effects into being invisible. 2 specific instances within 15 minutes of playing:
1. When I was running around with my engineer, and whipped out bombs, I could not see any explosions. I was fighting by myself, and was causing damage, but could not see any explosion at all anymore.
2. When I was in Auric Basin I decided to fight a thresher, they created their vampiric ground effect, and I could not see it at all. I was being damaged by it, and it was being healed by it, but I could not see anything. I was curious so i waited until it did it again, and the 2nd time it appeared.

Personally, I do not like the visual reduction, and I think these changes should’ve been toggle-able, but it has also lead to invisible attacks.

Please revert the build until a more thoroughly tested, toggle-able implementation has been completed.

Another main hand weapon would be fun

in Mesmer

Posted by: RBMoose.1439

RBMoose.1439

Pistol mainhand. I’m thinking of Grammaton Cleric style shooting movements. Also, they should all be range 900 max, otherwise it’s easily stepping on the other weapons toes. It should be more direct damage centered, and the sceptor can be adjusted to be more condition centered.

  1. it should be a chain of shots that cause some vulnerability at the end, or some crippling with the 3rd shot.
  2. should be similar to leap, but have a clone spawn to the left or right randomly, and then we can switch with that target.
    Alternative: rush into melee range, and then cause blindness while creating a clone behind the target with the ability to switch with the clone
  3. would be a gap creator. blink to roughly 900 range from the target with the creation of 2 clones at 120 degrees from target, and all do an identical unload effect. This would be on a fairly long cooldown to offset it’s upside.

help with shatter for fotms

in Mesmer

Posted by: RBMoose.1439

RBMoose.1439

@Alissah: I agree with you. I’ve been trying phantasm builds for the past couple weeks. I get the reduction in danger, but proper shatter tactics are minimally more dangerous while supporting plenty of damage. Also, phantasm builds are great for hammering single targets, but when you have groups you turn into a poor man’s shatter mes if you want to try to AoE. That being said, it’s always good to try new things, and experimenting with them gives you more tools and tactics to play with.