Showing Posts For Raawk.7584:

why no division lock is not good either.

in PvP

Posted by: Raawk.7584

Raawk.7584

If you were to implement such a system, you would also have to implement a system where your rank starts to degenerate after a period of inactivity.

[sPvP] Dealing with necro pressure?

in Elementalist

Posted by: Raawk.7584

Raawk.7584

You can’t really kill anything playing the meta build. The best advice I can give you is how to defend against them.

First off, I know the meta build says to take aura share, but I actually feel cleansing water is a better option. That gives you an extra condi clear every time you use an aura.

When they go reapershroud the only thing you can really do is try to dodge the damage. Reapers get most of their damage in shroud from landing the kitten and then whirling on their staff 3 for poison stacks. Watch for them going into shroud and coming at you. It almost always means they are trying to land a hit on you. Either time a dodge roll or just run away and chill them.

Soft cc is a better option since you can’t take away their stab.

Long story short. Avoid being near them when they go reaper, maintain at least 400-600 range at all times.

Depends if you’re using dagger or scepter too.

Mesmer needs a massive nerf.

in PvP

Posted by: Raawk.7584

Raawk.7584

LoL. Mesmer just got alac nerf. Has had a significant power nerf with mirrorblade reduction since HoT. So after alacrity trait becomes almost useless, and gs is pitifully weak we now use staff sword/whatever and condi’s. Yet, necro’s can easily send all of the condis from a mesmer back to itself and the rest of the mesmer’s team = GG. Ele and ranger can clear and cleave mesmers and their clones very easily. The only favorable matchup is probably Thief because they have little condi clear.

Is this post just a bunch of thieves raging because they are not superior master race? IDK.

There are so many ways to make moa ineffective by preventing it using blocks, aegis, dodging, blind, and obviously watching for the animation which is literally telegraphed and easy to dodge. OH WAIT, you got moa’d? Panic, hit 2 and point in an open direction, then use #5, and dodge, dodge. You are now so far away that you wont die. too hard.

So, our best build?

in Mesmer

Posted by: Raawk.7584

Raawk.7584

I’ve been running these builds (both with mercenary amulets Power, Condi, Vitality, Toughness) or you can switch out the offensive build with a different amulet.

Defensive Build ( Team Oriented )
http://gw2skills.net/editor/?vhAQNAreWncfC1fi1qB+fCEgiFlj6MAWgIDtyGoLoORn0KF-TZBCABzXGwn9Hq4IAAwJAwiHBAA

Offensive Build (pug roamer)
http://gw2skills.net/editor/?vhAQRAre8ancfClph1qB+fCEgilcjqMAOgWruVr1dF92KpcA-TpRHABEcEAG4gA4dZgAOBAhs/AAPAAA

Symptoms Nerf, Not the root cause

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Our stab is very selfish. Same as our healing.
And I question what a couple of stacks of stability really means in a fight with ChronoBunker.

Compared to Ele, we don’t output nearly the same amount of boons to the team.

Our condi-removal was also not particularly amazing.

Better than some classes, worse than others.

Certainly enough to deal with classes that only throw 1-2 types of conditions on you in a burst.

Alacrity was a problem in PvP.
A small reduction first, and some player testing would have been best.

After all, we’re also losing the bunker amulets, so the spec is actually a bit riskier anyway.

But no. 50% reduction. No talking on the mesmer forums. Presumably no talking on reddit about it.
No pre-patch CDI. (IS ANET EVER GOING TO USE THIS ANYMORE?!)

And I highly doubt they’re even reading anything anyone here has posted.
Else they’d at least respond a bit.

I also highly doubt that anything positive for mesmer is going to come before the season starts.

Very true that the benefits were mostly selfish and worked really well with the bunk amulets but since they are being removed… The alacrity nerf is absolutely going to demolish this class spec. But honestly, since they are removing the bunk amulets i’m not sure why they would even have to nerf anything on the mesmer class. As posted in other threads, it seems like a huge overkill. I guess we can only hope that they nerf some of the power creep but.. not likely.

Symptoms Nerf, Not the root cause

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Before bunker chrono was a thing I was using BD and Inspiration in my zerker shatter builds. Why? Because stability stopped me getting locked down and Inspiration kept the condi’s off my back.

But yeah, thanks for nerfing shatter builds with your well thought out, timely suggestions.

Honestly, who lets these people on to the forums -_-u

Or, instead of simply getting rid of it, reduce the stability proc from all shatters to 3-4 stacks on distortion to prevent spamming stability for yourself as well as your team. Especially with CS, you can easily lay down a full shatter set of stability plus all utilities and elite and have those instantly up.

(edited by Raawk.7584)

Symptoms Nerf, Not the root cause

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Troll in the dungeon! The issue was chronobunk not the damage.. Completely disregarded the post and you decided to troll a constructive thread, contribute or gtfo. You probably dont even play mesmer anyway so why should you care.

Symptoms Nerf, Not the root cause

in Mesmer

Posted by: Raawk.7584

Raawk.7584

So the well of precog was a much need hotfix a few weeks ago as well as changing block durations for shield but now as a result we see WoP pretty much non existent. The upcoming nerf/buff is intended to nerf alacrity but that wasn’t the problem… Entirely.

The real root cause of the bunker mesmer was stability stacks on shatter, healing and condi removal on shatter, resistance as well as boons + sharing. Alacrity should have recieved a minor reduction in effectivness and we should have seen nerfs coming to bountiful dissilusionment and inspiration trait lines so that other mesmer builds…shatter etc do not gwt nerfed into the ground as a result.

Reapond with your ideas either about the root causes of the broken mancer or nerfs to lines other than chronomancer ie inspiration and chaos.

(edited by Raawk.7584)

Fun skill idea for mesmer. SHUFFLE

in Mesmer

Posted by: Raawk.7584

Raawk.7584

I’m going to take this one step further, put it on a 70 sec cooldown and instead of teleporting you to a random position you swap positions with your target. You do not spawn clones but could synergize well with other skills.

An advancd version of Ileap.
70 CD may be long though… 50?
And put it in manipulation.

Yea it would definitely be part of the manip utilities. The high cd was because you could reduce manipulation cd’s by 20% so yeah 70 is high but 50 might be too low with 40 s cd. Sweet spot may be in the range of 50-60.

Fun skill idea for mesmer. SHUFFLE

in Mesmer

Posted by: Raawk.7584

Raawk.7584

I’m going to take this one step further, put it on a 70 sec cooldown and instead of teleporting you to a random position you swap positions with your target. You do not spawn clones but could synergize well with other skills.

Upcoming Changes to PvP Runes/Sigils/Amulets

in PvP

Posted by: Raawk.7584

Raawk.7584

This removal of bunk amulets will allow the dev team to see the balance of the elite specs more easily in terms of sustainability. DPS and burst i’m not so sure but I think it will be healthy to have meta builds with multiple weaknesses instead of being able to trait for toughness and vitality alone.

Core mesmer vs chronomancer balance

in Mesmer

Posted by: Raawk.7584

Raawk.7584

I’m going to try and be realistic about this since I highly doubt Anet will gut key features of chronomancer ie. continuum split. Removing it because someone doesn’t like that it can cast 2 elites is ridiculous. CS is what makes the chronomancer unique.

It’s already well known that in all game modes mesmer has one of the lowest DPS’s in terms of sustained damage although in PvP it has a very fast burst coupled with interrupts and a well timed shatter that can turn some builds to dust.

The philosophy of the mesmer profession since guild wars 1 has always been about well timed skill casting. Whether in the form of support, interrupts, damage, or conditions.

Thus far, it has extremely good support and interrupts. In terms of conditions it has unique access to loads of confusion and torment, but it seems underwhelming unless it is stacked behind other conditions. A rework of the scepter will help bring more build diversity to mesmers in terms of conditions however the chronomancer trait line has awful synergy choices i.e Delayed Reactions, Danger Time, and Lost time. These choices need to also be reworked if a condition build is to become more viable.

Since support is inevitably going to be nerfed, the block skills on the scepter should be removed (we already have the shield for melee defense) and replaced with a blind or some type of phase retreat skill that would suit the play style of not getting hit versus trying to get in melee range to make the skill effective.

What I would like to see is a condition on the scepter that when applied interrupts the next skill (like clumsiness from gw1).

In terms of the core mesmer, malicious sorcery is redundant if you have quickness and ineptitude is underwhelming if you bring blind on shatter from the dueling line. In most cases, the dueling line is essential for illusion creation and should be made baseline.

Nerf blurr, not aclarity!

in Mesmer

Posted by: Raawk.7584

Raawk.7584

If infact they do nerf alacrity… take signet of illusions and you’ll be fine. They should definitely tone down alacrity to 30-50% recharge instead of the current 66% or just decrease uptime alacrity. Either will work but i feel nerfing both of those things will make chrono much less viable.

(edited by Raawk.7584)

Nerf blurr, not aclarity!

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Blur is only on sword skill #2 and it’s not spammable. Might as well nerf unrelenting assault to prevent capture by your logic and any other evade skill for that matter.

Catastrophic Matchmaking

in PvP

Posted by: Raawk.7584

Raawk.7584

The change to long queue times went out last night, so this is the result of that. The search range is clearly expanding too much, so we’ll reconfigure it to be a tighter search again.

Why can’t we merge the eu and na servers so that the player pool is bigger? I know that might result in latency issues but isn’t there a system that estimates player inputs that could reduce that discrepancy?

Oh there would be such huge issue like with guild halls. If you have players from eu and na in your guild and for example NA player in in guild hall, then EU players get insta booted out of instance if they try to enter same guild hall. They would have to change how instances work for it~

I could see the issue in pve but finding players in tyria has never been a pronlem. I was thinking it should be implemented for pvp only.

LoL you really don’t understand do you? PvP match is nothing else but an instance. They would have to change how instances work, even if just for pvp.

It’s a more viable solution than crying about it.

Catastrophic Matchmaking

in PvP

Posted by: Raawk.7584

Raawk.7584

The change to long queue times went out last night, so this is the result of that. The search range is clearly expanding too much, so we’ll reconfigure it to be a tighter search again.

Why can’t we merge the eu and na servers so that the player pool is bigger? I know that might result in latency issues but isn’t there a system that estimates player inputs that could reduce that discrepancy?

Oh there would be such huge issue like with guild halls. If you have players from eu and na in your guild and for example NA player in in guild hall, then EU players get insta booted out of instance if they try to enter same guild hall. They would have to change how instances work for it~

I could see the issue in pve but finding players in tyria has never been a pronlem. I was thinking it should be implemented for pvp only.

Catastrophic Matchmaking

in PvP

Posted by: Raawk.7584

Raawk.7584

The change to long queue times went out last night, so this is the result of that. The search range is clearly expanding too much, so we’ll reconfigure it to be a tighter search again.

Why can’t we merge the eu and na servers so that the player pool is bigger? I know that might result in latency issues but isn’t there a system that estimates player inputs that could reduce that discrepancy?

No details yet, but...

in Mesmer

Posted by: Raawk.7584

Raawk.7584

In terms of traits, most of the lines work well together except the illusion line which seems to be underwhelming at this point with the introduction of the chronomancer specialization.
The problem with this line is that it relies too heavily on other trait lines,

Persistence of memory and illusionist’s celerity are overshadowed by the chronomancer trait line which utilizes alacrity.

The pledge cd reduction relies on stealth, which isn’t that viable since the Mesmer doesn’t rely on stealth and is ultimately negligible.

Ineptitude only works with blind so you either bring dueling and blind on shatter but this trait doesn’t allow you to blind a foe more than once during the interval.. or you bring sword offhand which gives you a blind with the #4 skill.

The improvement it brings is minor compared to the domination.

While the illusion line does bring condi damage to the table, the Mesmer does not have utilities or weapons that synergize well with the line. I feel as though it should be able to synergize with the chaos or domination line more so than it does, focusing on condition damage, evades such as phase retreat and maybe interrupts.

In terms of weapons, scepter definitely needs to be reworked as stated previously. The block skill seems out of place with the Mesmer play style and I feel like the shadow step should work more like phase retreat than #2 on sword main hand.

Again, sword off hand skill #4 seems out of place as well and could be changed to bring more utility since the Mesmer playstyle is more suited towards avoiding getting hit.

Druid H-Bomb Hfixed, Chrono CS borked?

in PvP

Posted by: Raawk.7584

Raawk.7584

From patch notes:
Bug Fixes:
•Chronomancer—Continuum Shift: Fixed an issue that prevented this ability from destroying the continuum rift when the ability expired naturally.
•Druid—Ancestral Grace: Fixed a bug that allowed this skill to blast finish multiple times in a single casting.

They didn’t “bork” CS, they fixed it.

They didn’t adjust CS for the amount of illusions. If you have 3 illusions it will still only be up for 1.5s.

How to triple blink?

in Mesmer

Posted by: Raawk.7584

Raawk.7584

He could have phase retreated using staff 2 after mimic blink

Mesmer/Chrono kinda sucks

in Mesmer

Posted by: Raawk.7584

Raawk.7584

After the nerf, it still has some face tanking ability but not nearly as much as before. The shatter build is most definitely sub optimal and can work while running it against marauders comp, it falls flat to anything mildly bunky.. engi auramancers even some DH builds.

It’s been effectively nerfed into a support role only at this point imo. Because of the alacrity, quickness, and stability on shatter it can be extremely useful as a teamfight supporter. I threw together a build that specializes in sharing boons with the team during the teamfight and can work very well in outnumbered fights if you play it correctly with ~ 68% boon upkeep + 3% for every boon on you, you can get very close to 100% boon duration increase if you time your continuum splits with signet of illusions.

http://gw2skills.net/editor/?vhAQNAW8encfCdoh1fC+fCEgilej6cDKhWzMAugMqeUb1ZF-TJxHABD8EA2uMAAXEAx3fAA

Improve this broken MMR system, please

in PvP

Posted by: Raawk.7584

Raawk.7584

It doesn’t take a player long to find out that the current MMR PvP system is not working for hardcore players or the casual user yet tries to mesh everything together and ultimately fails at providing a balanced system on both behalf’s of those respective players. You simply cannot argue that the players are happy, see links below. These are just recent responses but there has been a continuous flow of unhappy criticism about the current system dating back to 11 months ago.

11 month old post
https://forum-en.gw2archive.eu/forum/game/pvp/Premades-vs-soloers/first

Recent Posts
https://forum-en.gw2archive.eu/forum/game/pvp/From-someone-who-s-never-tried-sPVP-before/first#post5785567

https://forum-en.gw2archive.eu/forum/game/pvp/Matchmaking-20

See the image at the bottom of the post for a visual representation of the modified solo queue MMR distribution.

The problem with these one sided games is not so much because of premade vs. soloers but the vast difference in skill between novice and veteran players. The current MMR treats everyone in a normal distribution according to only one set of MMR (1,2,3,4,5). When it should be considering two sets of MMR pools, Novice and Veteran players. This would effectively limit the amount of one sided games because it is clearly evident that a team of 5 with 3 queue can dominate the game versus 5 solo queues even though their MMR’s are seemingly matched up.

The MMR at this point, with the new influx of novice players due to HOT is NOT taking into account this current imbalance of players on the learning curve.

If we assign the two pools Novice and Veteran a respective variable, let’s say N and V.
Where the pool of N is 1,2,3,4,5 consisting of the skill level of novices within the pool.
And the veteran pool V 1,2,3,4,5 consisting of veteran skill.
And we clearly know that N(1) does not equal V(1). The MMR of these two different pools would need to be weighted for more balanced games.

The overlap of these two curves would consist of novice and veteran pools in between each of the curves and are not novice but they are not quite veterans yet. Their MMR will change according to which pool they are selected to play with. If a player in this area of the curve has a Novice MMR of 4, their Veteran MMR would be 1. a Novice MMR of 5 would be Veteran 2.

A Novice playing with the Veteran pool has a chance to increase but not decrease their MMR (depending on Win or Lose) and playing with a Novice pool will allow them to sustain or decrease their MMR (win or lose).

This ideally would work perfectly for a solo queue only type of game mode. The problem arises in this system when you have a team of 5 veterans trying to queue and the wait time would be very long because of their high weighted MMR and not enough players in the entire pool to choose from to match their combined MMR.

Which is why we need to bring back a solo queue and team queue type of PvP queue.

The team queue can still use the current MMR system since it will always be a full premade vs a full premade. This would consist of taking the solo queue MMR and adjusting it back to the current scale of 1,2,3,4,5 which would disregard the novice and veteran pools for two reasons.
1) Their wouldn’t be a big enough pool of players to use the solo que mmr system which would increase waiting times which we don’t want.
2) The players are more likely to be organized and be aware of the map, gameplay etc, and would full well know the competitive nature of team play.

This system would allow for casual players and veteran players to enjoy solo queue and gain their dailies etc while still allowing competitive play for more experienced players in team queue.

Attachments:

(edited by Raawk.7584)

Premades vs soloers.

in PvP

Posted by: Raawk.7584

Raawk.7584

Welp, guess i’ll make a new topic and see if it gets any response >.>

Premades vs soloers.

in PvP

Posted by: Raawk.7584

Raawk.7584

Some of these are really hard to make tangible in code.

The problem with these one sided games is not so much because of premade vs. soloers but the vast difference in skill between novice and veteran players. The current MMR treats everyone in a normal distribution according to only one set of MMR (1,2,3,4,5). When it should be considering two sets of MMR pools, Novice and Veteran players. This would effectively limit the amount of one sided games because it is clearly evident that a team of 5 with 3 queue can dominate the game versus 5 solo queues even though their MMR’s are seemingly matched up.

The MMR at this point, with the new influx of novice players due to HOT is NOT taking into account this current imbalance of players on the learning curve.

If we assign the two pools Novice and Veteran a respective variable, let’s say N and V.
Where the pool of N is 1,2,3,4,5 consisting of the skill level of novices within the pool.
And the veteran pool V 1,2,3,4,5 consisting of veteran skill.
And we clearly know that N(1) does not equal V(1). The MMR of these two different pools would need to be weighted for more balanced games.

The overlap of these two curves would consist of novice and veteran pools in between each of the curves and are not novice but they are not quite veterans yet. Their MMR will change according to which pool they are selected to play with. If a player in this area of the curve has a Novice MMR of 4, their Veteran MMR would be 1. a Novice MMR of 5 would be Veteran 2.

A Novice playing with the Veteran pool has a chance to increase but not decrease their MMR (depending on Win or Lose) and playing with a Novice pool will allow them to sustain or decrease their MMR (win or lose).

This ideally would work perfectly for a solo queue only type of game mode. The problem arises in this system when you have a team of 5 veterans trying to queue and the wait time would be very long because of their high weighted MMR and not enough players in the entire pool to choose from to match their combined MMR.

Which is why we need to bring back a solo queue and team queue type of PvP queue.

The team queue can still use the current MMR system since it will always be a full premade vs a full premade. This would consist of taking the solo queue MMR and adjusting it back to the current scale of 1,2,3,4,5 which would disregard the novice and veteran pools for two reasons.
1) Their wouldn’t be a big enough pool of players to use the solo que mmr system which would increase waiting times which we don’t want.
2) The players are more likely to be organized and be aware of the map, gameplay etc, and would full well know the competitive nature of team play.

This system would allow for casual players and veteran players to enjoy solo queue and gain their dailies etc while still allowing competitive play for more experienced players in team queue.

See the image for a visual representation of the solo queue MMR distribution.

Attachments:

[PvP] [NA] Comp. Team LF for Exp. Ele

in Looking for...

Posted by: Raawk.7584

Raawk.7584

We are a team of four looking for any ele/engi to complete our team composition. We are looking for active players with experience to compete with us in the upcoming tourney matches. We play on EST time zone and will be holding tryouts Thursday and Friday. Pm me raawk.7584 in game or on the forums to set up a time.

Cheers.

(edited by Raawk.7584)

[PvP] [NA] Team lf a 5th player

in Looking for...

Posted by: Raawk.7584

Raawk.7584

We are a team of four looking to fill a fifth spot in our team comp preferably an ele aura or d/d with exp of rotations and general pvp mechanics. pm me in game raawk.7584

lf comp. pvp team NA

in Looking for...

Posted by: Raawk.7584

Raawk.7584

I main mes shatter and roam with portals. Looking for a serious team to practice with. I can switch roles depending on team composition. pm me in game I usually play in the mornings 10 est and at night 8 est ~ raawk.7584

PvP Leaderboard Rank Not Updating

in Bugs: Game, Forum, Website

Posted by: Raawk.7584

Raawk.7584

Hi so my rank has not been updated since April yet it says the leader board was updated recently on 10/6 and I’ve played many more matches in ranked than it displays. Is the leader board locked still or is it a problem with my account?

im looking for a staff/gs build (hybrid?)

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Gandy, I run this build in most dungeons. Sometimes I will switch out phantasmal defender for feedback in specific fights if we need it but this build will allow you to do high damage spikes with your shatters and have tons of boon support and might stacking potential for your team.

If your team is condi heavy, you can put up 2 phantasmal warlocks which do huge damage per condition and if you trait phantasmal haste in illusions they will attack alot faster.

The signet gives you instant recharge on all of your phantasms, so you can shatter all your phantasms and heal up and shatter them again. With the 20% reduction in cd for signets it can be very useful. The signet of inspiration is optional but I like to be able to copy all my current boons to party members especially if we dont have a might stacking ps warrior or ele.

Have fun! XD

http://gw2skills.net/editor/?vhAQJARWnsICFohVqBGqBUrhFVDy8E94noV/6ZnMAjo4A-TBSBAB0s/wDPAAKV/xMlgXp8LiLAAGHBAAOEAAA-e

(edited by Raawk.7584)

Save My Build

in Guild Wars 2 Discussion

Posted by: Raawk.7584

Raawk.7584

Yeah, it definitely seems like they just forgot or didn’t care. It’s just really disappointing to see a good feature left out for unspoken? reasons, and would seem like a relatively simple concept to implement into the current system and probably would have a one or two week development cycle. =/

Save My Build

in Guild Wars 2 Discussion

Posted by: Raawk.7584

Raawk.7584

I’m kind of curious as to why build templates weren’t implemented at the beginning of the game and if we will ever see this feature put in especially with the new expansion and the number of synergetic builds increasing… it would really make it useful to be able to save builds and load them especially in PvP, dungeons, wvw… can’t really think of any aspect that wouldn’t benefit from this feature other than maybe the RP’ers, sorry XD

So devs, will we ever see this feature or am I just throwing dust to the wind?

Can we please not panic? (Movement Changes)

in PvP

Posted by: Raawk.7584

Raawk.7584

I’m not sure why everyone is making such a big deal about this. They are simply changing the distance you travel so that it is the same whether you are fast or slow. You will still be slowed down though…so as long as your faster than the opponent, they won’t be able to get away any faster than usual.

MMR based Leaderboards. Now.

in PvP

Posted by: Raawk.7584

Raawk.7584

I still don’t think using MMR directly is a good idea for a leaderboard, but I fully understand why people would want it: It is perceived as a better indicator of skill most of the time.

Here is why it doesn’t work well:
Random jumps: Glicko is used to make the best match possible. It does this by adjusting quickly which can result in very large jumps up and down before settling.
No Decay: We can’t decay MMR directly, which causes the problem of people sitting inactive at the top of the leaderboard.

Our best bet is to create a system that lives side-by-side with the Glicko MMR. The original system does its thing and makes good matches while the new one can be a new algorithm, or a filtered glicko algorithm to give us more friendly numbers without negatively affecting matchmaking.

Thoughts?

Why couldn’t a system be implemented based on kills, deaths, direct stomps, wins losses, and point captures (or something similar). Each category would be assigned a number points out of a total and the higher percentage results in a higher ranking.

So four categories, K/D ratio 35 points, stomps 15 pts, W/L 35 points and point captures 15 points. Then we set the minimum number of games where you are unranked, then once you hit this threshold the system calculates your points and percentages and assigns you a rank based on the points and percentages of other players. I also think the top leaderboard could definitely be narrowed down to 100 and you become unranked say after 1000 or 2000 (depending on the player pool size) no matter how many games you’ve played.

Patch download exceeding 2000mb, only at 8%?

in Bugs: Game, Forum, Website

Posted by: Raawk.7584

Raawk.7584

How big is this file… or did my patcher do something real funky and start updating the game from the beginning of time?

Ideas for New Traits and Skills

in Mesmer

Posted by: Raawk.7584

Raawk.7584

I loveee the idea of being able to clone a downed player, like shooting fish in a barrel haha!

Ideas for New Traits and Skills

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Hey everyone! I’d like to hear some ideas from you about balances and or new skills/traits that wouldn’t be overpowered but would provide even more diversity to the mesmer profession.

Wave Distortion
I think this would serve best in the chaos or illusion trait line for support in team fights. The name isn’t so important so I’ll call it wave distortion. The idea behind this would be that selecting this trait would allow you to apply distortion to your teammates within a specific radius, maybe 500? This trait in turn however, would increase the recharge time for the distortion skill (72-90s?).

Phantasmal Warden
Another change I thought would be interesting would be to allow the focus skill #5, phantasmal warden, to be applied to a target or if a target is not selected, could be placed at a point on the ground much like skill #4 temporal curtain.

Implementing Templates into the Trait System?

in Guild Wars 2 Discussion

Posted by: Raawk.7584

Raawk.7584

The title says it all, I think it would be extremely useful if you were able to save a build and load it on the fly. Versus having to refund traits and remember the build. I think this would make PvP team compositions more flexible and versatile. It was implemented in GW1 but not sure why it didn’t make it to this game?

Torment-Boon Blast Build

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Ya by all means go ahead. So BD in the grandmaster slot was a way to provide some regen and protection which is why i didn’t want to choose prismatic understanding since its buffs are weak compared to BD.

For the Debilitating dissipation, it would be much more useful when your soloing and have to keep your illusions up. As for mobs and shatters, it could be replaced on the fly with master of manipulation when using blink instead of feedback.

@Sreb
Ya, now that you say it, chaotic dampening would be much more useful instead of the interruption trait.

(edited by Raawk.7584)

Torment-Boon Blast Build

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Build Details

Domination

Selected Traits: I or II

Mental Torment (I): Mind Wrack deals a 20% increase in damage.
This could be supplemented with…

Halting Strike (II): Which Deals damage when interrupting a foe. (Which you will be doing a lot but its preference.)

Chaos

Selected Traits: V|VIII|XIII

A full trait line in chaos allows your character to have significant toughness while increasing your boon durations.

Debilitating Dissipation (V): Clones apply one of three random conditions to nearby foes when killed… Bleeding, Vulnerability, or Weakness
Bountiful Interruption

Bountiful Interruption (VIII): Upon interrupting a foe, you always receive might, power, and a huge increase in condition damage.

Bountiful Dissillusionment (XIII): Gain four boons (Retaliation, Might, Fury, Regen) every time a shatter skill is used.

Illusions
Selected Traits: II|I|XIII
Confusing Cry (II): Shatter Cry of Frustation grants retaliatin. This is preference and could be substituted for IV or V.

Precise Wrack (I): Because mind wrack has the shortest cooldown, it will be heavily used to shatter illusions especially during long boss battles.

Maim The Disillusioned (XIII): Enemies hit by shatter skills are inflicted with torment.

Skill Summary

This setup allows the most number of conditions per set. It also allows you to pump out illusions to utilize your shatter skills.

The staff skill 5 provides boons and when well placed, the daze will provide interruption thus activating your other boons from the chaos trait line.

Chaos armor grants regeneration and protection as well as activating a random condition when struck. Skill 3 is a phantasm that deals 10% more damage per each unique condition.

The scepter-torch combo allows for a block skill that applies torment (~ 12s) and is crucial for dealing tons of damage over time.

The prestige allows you to get out of sticky situations since you will need to be up and close to apply torments effectively.

Playing the Build

Getting up close and personal with enemies is the key to this build. The toughness allows your to moderately tank enemies while still being able to dodge. It is also important that you heal within range of nearby foes to stack torment which will provide you with considerable damage over time.

Using the illusionary counter on the scepter should be your go to when your out of dodges and clones are recharging. Illusionary counter followed by the prestige allows you to get away and prepare for another counter.

Every third hit of ether bolt 1 on the scepter provides a clone and only takes a few seconds to stack 3 clones for an effective shatter.

Start with laying down a feedback-chaos storm combo which will give chaos armor when they are overlapped and entered.

Mirror Images > Phase Retreat > Shatter > Phantasmal Warlock > Swap > Phantasmal Mage > Confusing Images> > ether bolt 9 times > shatter > swap.. Rinse and repeat.

Torment-Boon Blast Build

in Mesmer

Posted by: Raawk.7584

Raawk.7584

Zoaha’s Torment-Boon Blast Build

With the new spring update there have been a lot of major tweaks to the traits. With a new grandmaster trait for each trait line a lot of versatility has been introduced.

This build focuses mainly on condition damage and maintaining stackable torment while also being able to stay alive even against the heaviest hitters with considerable boons.

Admittedly, spamming skills will turn this build into a crowd control frenzy for party support but for soloing, maintaining illusions and timing your shatters will be an integral part to fully utilize this build.

Once the build editors catch up with the new update, I will provide a link to the guide.

Also feel free to critique the build, I would love to hear your suggestions !

Trait Distribution

2/0/6/0/6

  • Domination: I or II
  • Chaos: V | VIII| XIII
  • Illusions: I | II | XIII

Quick Overview of Important Skills

Utility Skills: Mantra of Recovery | Signet of Domination | Mirror Images | (Your Choice.. I like Feedback) | Time Warp

Armor Selection
Since there is no points in vitality I am using settler’s armor which provides

  • Toughness
  • Healing Power
  • Condition Damage

Chrysocola Amulets, Accesories, and Spineguard.

  • Power
  • Vitality
  • Condition Damage

Runes

Superior Rune of Tormenting

It is the bread and butter of this build with a +30% increase in torment duration along with applying two stacks of torment to nearby foes every time you use a heal skill. You also get +175 condition damage which is a nice added bonus.

Weapon Selection
Staff -/- Scepter&Torch

  • Power – Vitality – Condition damage (better survivability)
    or
  • Power – Precision – Condition Damage (more critical hit chance).

Superior Sigil of Energy on Staff and and scepter or torch.
Superior Sigil of Corruption on free weapon, scepter or torch.

Conditions Applied: Chilled, Poison, Weakness, Blindness, Cripple, Confusion, Torment, Bleeding, Burning, and Vulnerability.

(edited by Raawk.7584)