Showing Posts For Rell.8395:

EU Pro League Meta

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Posted by: Rell.8395

Rell.8395

The biggest problem with these new elites is that 4 utilities and one ultimate are locked behind that trait. If they weren’t, then there would definitely be more builds out there without the elite trait line. You would want 4 more utilities and the ultimate even if you have to sacrifice something from another trait line, and you’re not sacrificing much. That’s the problem! By using the elite trait line, you lose almost nothing but gain 4 utilities and an ultimate to pick from.

To fix this, remove some utilities when you pick the elite trait line or make those elite utilities available without trait restriction. This will make other trait lines just as good as the elite.

Another way to fix this is to release more elites to counter balance the current elite. The regular trait lines will be phased into minor trait lines with elites determining everything. I think this is what the GW2 staff planned to do and we’re just at the point where we’ve too few elites to make this work and it’ll take a while before new elites will be released.

DH untouched & another Druid nerf

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Posted by: Rell.8395

Rell.8395

yep … because of this type of guy we got nerfed x) incredible
dude just lemme tell u something , if u die against a druid support dat goes condi with sword/torch , u’r just a very bad player , this spec is not meant to kill , it’s meant to assist

Are these 3 guys imbeciles by any chance and unaware of concepts like CC, because if not, 3 players > 1 druid.

There are 2 druid build that are god mode 1 on 1 and 1 vs many. Why are you not familiar with it? Well those ppl wont give you their builds ( I know I wont) couse it would be nerfhammered

DH is easy to counter : put some condi pressure and he’s down.
cele reaper
cele scrapper
cele tempest
???
counter DH easily.

Go fight a good DH and let me know how that goes, even condition pressure, which is the most viable option, is still difficult to deal with.

-they still have a decent condi clear that heals them a fair amount for being marauder, that’s not even counting blocks. A guardian’s usual weakness is that they’re slow, but that is migitated with the longbow and it’s many features including an unblockable shot at 1200 range that does 4-6k with only a 4 second cd. They will kill you before your conditions even make an impact.

-Dragonhunter rewards passive play way too much, I’m alright with setting traps to do damage and stuff that’s cool, but it’s entirely too faceroll. I gave the meta build to my friend who doesn’t even really pvp and she was destroying people in team matches multiple times. It shows just how easy to pick up it is, which wouldn’t be a bad thing if it wasn’t an apex predator.

true shot is not unblockable and has never been unblockable.

deflecting shot is the unblockable one and that’s on a 10 sec cooldown and has an awkward ground target function.

Uh…check patch notes maybe.

LOL, so these noobs are the people that complain about DH? They don’t even play the class or play against the class and yet complain 24/7 about DH based on a bad patch note. TY.

Auramancers everywhere!!

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Posted by: Rell.8395

Rell.8395

The biggest problem I’ve with the build is that it counters everything. Constant up time on earth auras that destroy ranged along with Air4 and Earth4. The 90% condition immunity is ridiculous with the amount of heals they got. And the most important part is this build has 100% protection up time, 100%! Protection is a very powerful boon and I don’t think there’s another class that can do this currently.

Auramancers everywhere!!

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Posted by: Rell.8395

Rell.8395

Here, to save you time I give you the the most ridiculous bunker/team fighting build there is currently: http://metabattle.com/wiki/Build:Tempest_-_Celestial_Auramancer

Completely immune to condition build, completely immune to ranged attacks, permanent 33% dmg reduction from protection buff. Only real weakness is 3v1 or 2v1 which is the solution to every build.

This is beyond kittened and it’s been catching on lately. I’ve met teams with 2 or 3 of these which are worse than druids/scrappers/dh’s or any other combo because they can apply auras to each other which heal, give protection, give might and negate ranged hits.

Solo they are still okay and can be called a weakness (they are not weak solo just not unkillable), but when these things go into team fights, my god. The auras are everywhere, heals are everywhere, condition removal are everywhere, and protections are everywhere. You can’t even strip their boons fast enough due to the sheer amount of auras which constantly reapply every boon.

Discuss, has the elemantalists era really ended or has it just been replaced with auramancers?

DH: hearing extreme opposite reviews

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Posted by: Rell.8395

Rell.8395

Assuming someone knows where you laid your traps, yes they can be countered. however:

1: traps cover 90% of a point. (with he exception of Foefire mid) If i want to cap that point, i have to risk the damage. The counter to this is to dodge into every point you try to cap. This will cause the trap to miss if there is one there. Not bad. The problem there is the secondary effects of the traps.

2: Traps can be dropped on top of you. While traps can be used to secure a point prior to a fight, the can be dropped mid fight. for melee classes such as Warrior, or theif. this is a huge advantage. A Warrior has no choice but to get up in your face to deal damage. this means they cannot reliably avoid your trap damage. Sure, warriors have stability, they also have a block and they have endure pain, but that amounts to a total of 10 seconds of sustain vs your many more seconds of damage.

3: The longbow is more powerful than the ranger long bow. it is literally the most hard hitting weapon in the game, has a ridiculous cooldown and gives you the advantage in Ranged, therefore you now have the advantage at both melee and ranged.

4: The Sustain and support on zerker DH is greater than that of a warrior build for it. This means that not only does a zerker DH have the advantage in ranged damage and melee conflicts, but also in sustian and support.

Overview of the DH

Ranged DPS: A+
Melee DPS: A+
Sustain: A+
Support: B

This the equivalent of making a and character with 5 stats at 18 and one stat at 16.

3) is completely wrong. If you haven’t seen revenant hammer you’ve not seen what strongest 1200 ranged attack is like. Hammer 1 crits for 3k’s easily while DH LB 1 can only crit 2.2k. Hammer 2 crits for 7k easily and if you get the right spot it double hits and crits for 13k+ along with its 2 second cd. DH LB can barely hit 6k and 8k+ if you get vulnerability on the target. Hammer 3 and 5 both do about the same as Hammer 2 while LB 3 and 5 do half of LB 2. Revenant hammer is the best ranged burst there is. It doesn’t help that hammer 4 completely negates any ranged attacks which makes revenant hammer an auto ranged killer. You’ve to get into melee range if you want to have any chance against hammer revenant.

Premades against SoloQueue

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Posted by: Rell.8395

Rell.8395

Get rid of this kittened kitten kitten or make it so that if your enemy is premade, your team has at least 3-4 premade. I’ve never seen any PvP game that lets premade steam roll full solo queue like this before. It’s better to just AFK the game.

Elementalist the anti DH

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Posted by: Rell.8395

Rell.8395

Surprisingly, aura elementalists actually straight up counter DH’s with magnetic auras. It’s simply pain in the kitten . They also have decent mobility to get around the traps.

Revenant Hammer 2 needs to GO

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Posted by: Rell.8395

Rell.8395

Revenant Hammer 2 makes any other skill look like a baby’s toy. It crits people for 7k with GIANT kitten AOE and 1200 range with 2!!! 2!!!!! seconds cd and you can even move while casting. It’s kittenin ridiculous. Now that people finally figured out this piece of kitten skill they come in groups spamming this at anyone and you die instantly. It doesn’t help that sometimes the animation and dmg bug out making you unable to judge the dodge timing. Even when you can dodge, it doesn’t help because it has 2!!!! 2!!!! 2!!!!! SECONDS cd. If it had 15 or 20 energy usage maybe it’s balanced but instead it has 5! This is the most broken skill in this game currently.

Broken Assault

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Posted by: Rell.8395

Rell.8395

Unrelenting assault is not the issue. It’s the 0 cost constant buffs with the 4 heals if you go with shield. Shield 5 needs reduced healing and shield 4 heal simply needs to go or reduced base amount with an increased +healing. I don’t mind the burst from revenant at all as long as they don’t have so many massive heals along with block. They’re basically pure DPS with massive amounts of survivability through 4x heals and 2 or more blocks depending on their setup.

Druids broken even without minstrel

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Posted by: Rell.8395

Rell.8395

No thanks, classes need nerfs to fix power creep.

L2P then. Or i suggest playing reaper, scraper, chrono, dragon hunter. They counter druid well.

Not really. Scrappers don’t have enough burst, Reapers can be kited pretty easily and DH is a worse version of Ranger if you dodge the traps. When I run Druid it takes a small army to kill me, its almost impossible to die 1v1. Chronos might be a threat, I don’t see enough of them to judge.

I’d bet a good amount of gold Druid has the highest win rate among the new professions, it certainly does for me, and by a pretty wide margin.

This. Immobilize absolute destroy reapers while they’re in shroud.
Chronos are annoying too but they can be dealt with if you pay attention to the new alacrity buff and the aoe cc well.
DH is definitely OP as hell with the traps. They need cast times or remove the daze from instant cast.
Scrappers is on par with Druid in terms of self survivability but in no way do they heals others like druids. In 2v2 a druid can keep himself and one other alive. Don’t give me the focus the druid crap. Do you think the other person is just sitting idly by watching you guys try to kill him?

Druids broken even without minstrel

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Posted by: Rell.8395

Rell.8395

man put any 2 bunker builds and dd on a point and you cant just roll over them ,guard engi and ele can do even beter job, than 2 druids with thief.

That’s the issue, the two bunkers you said don’t do dmg and can’t heal others as well. Thief in this case actually kills people. Even certain bunker builds can be taken down easily with roots + thief burst.

Druids broken even without minstrel

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Posted by: Rell.8395

Rell.8395

if u still cant kill a druid 2 v 1…its must be a l2p issue….druid before nerf they are kitten OP but now they are tanky but killable

Lol. This is the worst argument ever given. You think only I can “l2p” and the druid can’t? By using sword as a weapon they get 2 evades along with their vigor buffs plus sigils they can practically dodge any amount of “cc” you throw at them. Just because they’ve very few stun break choices doesn’t mean they’re susceptible to stun because by default GW2 gives everybody the ability to dodge cc’s. It doesn’t help that most hard cc’s have their own cast times and animations which makes it even worse. It’s not a learn to play issue, it’s a kittenin kittened design issue.

And the issues I brought up were not 2v1 or 1v1 issues but team fights 3v3 2v3 up to 5v5. Druids simply brought unbalanced mechanics that require a druid on opposite team to compete due to the share amount of healing they bring. The worst case I’ve ever seen was 2 druids + a thief on a conquest point. There’s literally no way to contest even with 5 people because the 2 druids keep each other alive along with thief. Thief goes in and out as he pleases while dealing damage. If your team doesn’t have a druid for the sustain, you’re toast! And don’t say, just switch to another conquest point, well Mr captain obvious, they’re going to switch to another conquest point too!!!

(edited by Rell.8395)

Druids broken even without minstrel

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Posted by: Rell.8395

Rell.8395

Title.

They’re worse than elementalists and guardians by 100 fold especially on the new stronghold map. If you haven’t met some of the most annoying builds yet, get ready. 2x druids means it takes more than 4 people 5 mins to kill just 2 door guards. Lords become unkillable basically. On conquests they’re just plain ridiculous by keeping evade spamming zerk thieves alive. Even elementalists weren’t as bad as this.

I thought gw2 wouldn’t have the “holy trinity of tank, heal, dps”. We’re almost there with a healer that’s druid and existing dps. We’re only missing tanks and there’s already some form of it with the “taunt” crap.

They should not have removed minstrel in the first place instead they should’ve fixed the kitten broken class. I’m just glad the smoke pet got nerfed already because otherwise they would’ve been able to deal damage and heal at the same time.

We need to talk about invuln

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Posted by: Rell.8395

Rell.8395

Mesmers have one evade on one weapon – blurred frenzy, on a base 12s cooldown, which is usually left untraited because Blinding Dissipation is superior to take.

They have one evade on a utility, providing they trait Chrono – well of precognition (which if they take often means they don’t take decoy – a significant loss of stealth).

Distortion is on a long cooldown, and only reduced if a player takes the Illusions line – which few if no power builds take over any three from Dom/Duel/Chaos/Insp/Chrono, and condi builds have other problems.

There are a maximum of 4 stealth skills, most of the time the maximum used will be 3 – prestige, decoy and Mass invis. If a player uses torch, they are very likely not using shield which means no channeled block defence, or aoe stun/interrupt.

Personal alacrity generation through flow of time and if specifically taking improved alacrity requires frequent shattering to maintain decent up time – but spamming shatters is usually not a smart idea against any decent opponent, especially if playing a power build. For condi builds, even with shatter “spam”, the damage/application is still mediocre and easy to either avoid or counter.

The only way to generate significant alacrity is through traited wells and shield phantasms – but that means a player will sacrifice their utitlity skills (decoy, blink, portal, Condi cleanse, mantra of distraction, time warp, mass invis, superior heals, etc) in order to take sufficient wells – and the playstyle requires standing in a well when it ends to reap the benefit – easier to predict and counter.
As for shield phantasms – again most players running a build with shield don’t use Torch, so that’s at least one less source of stealth (max two others, decoy and mass invis).

Scepter block is single target, single block and pretty useless against multiple hits. Few people use offhand sword, and again if they do that means either no shield, no torch or no two handed weapon (most use at least one lf the two handed weapons in any build). Aegis on PU is random – and if a player is using PU it means one out of either no Chrono, no Deceptive Evasion/Blinding Dissipation, or no torment shatter/ineptitude – a significant tradeoff.
Aegis from chaos storm is also random and has a long cooldown.

There are significant holes in every Mesmer build once you realise the weapon set, utilities and traits they’re running and there are straightforward ways to figure this out quickly from watching what they do in a fight.

The only argument I can accept is CSplit back to back shatter spam – but this is a one trick pony which also requires destroying one or two illusions first to get any decent use from it. Bait it out and once it’s been used up it has a very long cooldown.

A 12s CD on sword #2 is hardly a factor. 4s of Alacrity will fully recharge it, and you cannot seriously imply Alacrity is something that is hard to come by. You also cannot boonstrip it, meaning even cele signet necros aren’t going to help you in this scenario.

And i’m not complaining about stealth. I didn’t even mention that, or Aegis. Stealth can be countered with a plethora of abilities and Aegis can be boonstripped. Straight up blocks require you running anti-block INTERRUPTING abilities, some classes have very easy access to this kind of stuff, like Necro. Other classes aren’t so lucky. Signet of Power, for example, is hardly ever used. Throw mine is hardly ever used. You can maybe make an argument for Spike Trap, but I can’t even remember the last time I saw it.

Once again, I never brought up Aegis or Stealth or whatnot. I’m talking about abilities that basically just read “Block for a long time or become invulnerable.” These abilities need to become less frequent, the more you give to a class the longer they can cycle them. Engineer is the best example of this with them cycling two 4s invulns with a 3s block so they can get off a free, riskless heal and essentially make you have to kill them twice. That isn’t fun. That isn’t esports.

I don’t want to play a game where every other character plays like Puck, and half their play-style revolves around becoming invulnerable long enough to wait for cooldowns or allies to show up. Like I said, defensive abilities need to be less reward, or more risk. There is no risk to just hitting “Blurred Frenzy” and living for two seconds, either you were dead anyways or you potentially turn the fight.

Blurred frenzy is a risk in itself. You root yourself meaning it’s easy for an enemy to wait out the evade and cc/burst as soon as it ends. The damage of blurred frenzy is pitiful and it is also susceptible to retal.

I don’t understand your criticism of blurred frenzy.

I brought up aegis because you talked about blocks in your OP – therefore aegis is relevant as a block. And as stealth is an often complained about mechanic when it comes to Mesmer defence I felt it relevant to discuss when also talking about blocks/invuln/evade.

The only relevant block in that case is Shield 4, which could do with a reduced channel duration.

Blurred frenzy has been nerfed enough over the years – there are plenty of other defensive weapon skills available to spam on a other classes and honestly blurred frenzy is the least worrying of the lot.

Now if we look at revenants UA on the other hand…

Uh? No? Aegis and Block are different things entirely.

Aegis can be countered. I hit them with some kitten-poor attack that hits a million times, IE Warrior Axe, Flamethrower #1, Revenant Staff, and I just burned the Aegis. Despite that it is STILL countered by anti-block abilities. It is also countered by boon stripping/boon corruption.

Block abilities that read “Block for x seconds” are not the same. I can hit a Guardian with Shelter up or an Engineer or Mesmer with his shield up 1000000 times in the span of the skills duration, it will NEVER expire unless I explicitly not only find an ability that bypasses block itself, but also INTERRUPTS him.

It is much easier to counter aegis than it is to counter gear shield or deja vu.

As for Blurred Frenzy, like I said, its no risk with a huge potential reward. “Lmao rooted in place” is just as stupid a counter argument as people who say “Elixir S removes the ability to do anything”

Yeah, but guess what? You’re still invulnerable. Chances are if Elixir S or Blurred Frenzy won’t save you, nothing will, and you were dead anyways.

So that means nothing to lose —-—> everything to gain

Going along with this line of thinking, there should be a number of blocks limit to every kind of block skill(3x or 5x or 8x). It’ll allow more than just unblockable counter play like with aegis.

The invulnerable skills should also go away from weapons and back to the utility skills section which actually forces the user to make a choice. Right now there are too many invulnerability skills that are on the weapon that has short cool down with zero down side.

Seperate sPvP and tPvP ranking (glory lvl)

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Posted by: Rell.8395

Rell.8395

It’s simply ridiculous how different these two areas are and yet some noob that lvled all way to 20-30 in sPvP waltz into tPvP, gets kitten and proceeds to taunt about his lvl. And there is absolutely no way to balance sPvP (8vs8 zerg fest) and tPvP (5v5 team oriented) in one go. Might as well do what you do best, separate the different genres like you did with pve, wvw and pvp.

PS.
Holy kitten free tPvP has gotten so much worse since paid tourney because people HAVE to actually farm it for tickets now as opposed to being relaxed, carefree or not giving a kitten.

(edited by Rell.8395)

Paid Tournaments: Can we blame them?

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Posted by: Rell.8395

Rell.8395

How the hell is the theory sound? It’s just plain stupid. Half the teams (4/8) are left without tickets and they are forced to buy more or farm them off free tPvP. Of course they’ll stay in free tPvP.

Things have been MUCH MUCH worse after the paid tourny update

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Posted by: Rell.8395

Rell.8395

This is coming from a solo queue tPvP perspective. Since the introduction of paid tournaments and the ability to view ranks after each map, there has been a huge influx of noobs trying to win tickets and join paid tourney. Interestingly enough there are WAY MORE decent teams farming the free tPvPs, but there are fewer utterly atrocious ones that go for 500 to 0-100. It is ridiculous how paid tournament was introduced first instead of a ranking system (half of the teams are always left to buy tickets or farm them off free tPvP). For almost every single match there are ranks 1-10’s mixed with 30’s and even up to 40’s. Since it gets harder and harder to lvl up, the lvls actually much more than usual. The new qualifying points are completely useless. Wtf is the use of another currency? Seriously? To spend it like tickets? To use it for ranking? Glory serves as a better ranking than qualifying points. Besides how hard can it be to implement one? It has been done in other games and they had more modes. I don’t even want think about why there is only mode available right now.

What's is up with tPvP ranks????

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Posted by: Rell.8395

Rell.8395

Now that ranks are shown after each match, I have to ask, WTF IS UP WITH THIS SCREWED UP MATCH UP? RANKS 20-30 ON ONE TEAM AND RANKS 5-20 ON THE OTHER. Is this a joke? You have the ranks already, you just need to put together an appropriate match up, at least spread them out to even up. Yes team ques can mess it up but every match I have come across had huge disparities. If one team has a huge gap, don’t queue them against other team with such low ranks. Unless of course only the “QUALIFYING POINTS” count toward team making. I’d use the glory level instead of that any day.

Can you fix the channel bug with stealth already

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Posted by: Rell.8395

Rell.8395

It’s been here for almost 2 months now. How hard can it be to fix it? It’s like pvp’s the back seat of everything else. All the major game breaking bugs were left alone. Stealth not revealing, guardian block bug, thief infilt anywhere they want (AND YES THEY ARE STILL THERE ON THE 2ND MAP!!!), starting outside of starting area (YES IT’S EASY AS HELL TO REPLICATE, I have seen a whole team do it) and so many others. It’s just ridiculous. It seems unless they become popular and be abused over and over and over, nothing will be done.

Sigil of Superior Fire/air working as intended?

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Posted by: Rell.8395

Rell.8395

Here https://daguild.enjin.com/forum/m/4653968/viewthread/4040374-weapon-sigils-explained-xpost-from-blackgate-forums

Just about everything’s correct except for a few that have 2 seconds cd (such as life steal on crit). Surprisingly paralyzation sigils stack and the stun/daze (yes it works on daze and possibly knock down) time extends without being rounded.

Guardian block bug needs to go

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Posted by: Rell.8395

Rell.8395

How long does it take to fix such a game breaking bug? It’s been here since fricken release and it still hasn’t been fixed. They block up to 10 seconds. It’s completely ridiculous and there are people that can do it regularly.

RANDOMIZE tPvP Maps

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Posted by: Rell.8395

Rell.8395

At least make it so for free tPvP where most people solo queue. Half the time people never make it to 2nd map and 75% of the time people never make it to 3rd. Which means majority of the solo queue population has no idea how to play properly on 2nd or 3rd map. On first map they do fine and then drops like dead weight on 2nd or 3rd. Sure in sPvP you can play any map you want but there’s no way they are the same as tPvP.

Is it no longer possible to get shards from salvaging?

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Posted by: Rell.8395

Rell.8395

extracting
copper chests = orbs only
silver chests = orbs or shards
gold chests = shards or slivers

copper = low tier items, can only extract orbs
silver = low/mid tier items, mid tier can extract orbs or shards
gold = low/mid/high + extra tier items, high tier can extract shards or slivers, extra tier extracts sliver

crafting
orbs → low tier → crits into mid tier
shards → mid tier → crits into high tier
sliver → high tier → crits into extra tier

Merge Heart of the Mists Servers

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Posted by: Rell.8395

Rell.8395

How many times must this be asked? Even if you combine the community, they will be split among overflow servers where the split will be even worse. Would you want to be the only person on an overflow for hours at a time?

Bunkers are ruining tPvP

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Posted by: Rell.8395

Rell.8395

Most of this is coming from a 2-1 or 3-1 scenario where the bunker was left alone. The necro was the worst due to so many kitten lives (shroud, walk, and ultimate). Changing from one form to the next and fear in between. If you focus, a guardian (their knocks can be easily resisted through stability) will die faster b/c he doesn’t have enough invul to get out of critical situations.

Bunkers are ruining tPvP

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Posted by: Rell.8395

Rell.8395

Get bunkers or lose in a proper tPvP plain and simple. Several classes have outrageous bunker builds: necro, engineer, ele, guardian. The order is from the worst to ok. Surprisingly, guardian bunkers (might be b/c of the low hp and lack of multiple invul) are much easier to nail down. To all those people crying that necros are weak, they’ve no idea how powerful necs are in proper team. The most ridiculous thing are the invul abilities. Those few seconds can make them go from close to dying to full hp. I thought GW2 was supposed to have less heal and be more action/reaction oriented. This is more like grabbing every reg/passive proc reg/heal possible and just run around inside a kitten circle.

Why did they split up the Mists by server?

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Posted by: Rell.8395

Rell.8395

It’s been stated before. The reason the mists are split up is because everyone will be sent to different overflow servers anyway if all the mists are combined into one.

Thief stealth bug

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Posted by: Rell.8395

Rell.8395

It no longer only happens in WvW anymore. I’m not sure if recent patch did anything but in sPvP (5v5) thieves take atleast 2-3 seconds to fully reappear. Most thieves get 2-3 regular HS or 1-2 hasted PW in. It’s fricken ridiculous. I can understand if it’s inside a giant WvW zerg that it takes that long for reappearance but this is a map with only 10 people.

Why doesn't a stealthed rogue count toward capturing a point???

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Posted by: Rell.8395

Rell.8395

My thief is a bunker build. I can take heavy damage and heal with each hit while having almost permanent Endurance for dodging. I’m basically unkillable 1v1.

But you still rely on dodging which is extremely hard for bunkering since it’s easy to roll out of the point.

Why doesn't a stealthed rogue count toward capturing a point???

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Posted by: Rell.8395

Rell.8395

Then that means thieves will never have a bunker build. Unless there’s some other way for thieves to survive that I do not know about.

Why doesn't a stealthed rogue count toward capturing a point???

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Posted by: Rell.8395

Rell.8395

Almost every other class has some kind of bunker build but thieves don’t because while in stealth, it doesn’t count toward capturing a point. Thieves get survivability mainly through mobility, dodge and stealth. You can’t hope to bunker using mobility or dodging which leaves stealth/reg, but that doesn’t work…

Mesmer Illusion Damage

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Posted by: Rell.8395

Rell.8395

The damage isn’t the worst it’s the fact they get survivability + burst + mobility all in one build! They need to nerf two areas or make it so they can’t have all in one build.

Mesmers the ultimate beat all class?

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Posted by: Rell.8395

Rell.8395

Here are a few tips for trying to avoid frustrating situations like this in the future. I’ve been on both ends of the Mesmer poop train, so I completely understand what it’s like to get shut down COMPLETELY and not even be able to find the right one before you get killed.

Some of this has already been posted, and I apologize, I just wanted to be thorough.

1) Watch the Mesmer, carefully!
Moa Morph does have a 2 second cast time, and it is possible to avoid because of this. The only things a Mesmer has that takes more than a second are the phantasms, I believe. Those are good to dodge, too, because if you dodge, the direct-targeted phantasm won’t be summoned. So if you do see a Mesmer casting for more than about 1 second, mash your dodge key. It will always be a good idea.

2) Reconsider your tanky/healy build.
You can’t outheal anything, directly. Your build may or may not be very powerful. I’ve never played Necro so I can’t make any claims, but I will say that the tanky condition stacking ones are the main types I have problems with as a Mesmer. That being said, focusing too far into your healing and regeneration will probably leave you disappointed because Anet is trying very hard to avoid any type of powerful healing system in which you can facetank damage and outheal it. Now I understand that this may be frustrating to you, considering the build you’ve described, but this is a large part of what keeps GW2 combat dynamic. You have to move and run and dodge and do stuff! You cannot facetank anything, as any class, against any class (or PvE mob). I would suggest splicing in some other offensive capabilities. Don’t completely change your build all at once, pick and prune out the skills or traits that might not be as beneficial as another, and exchange it for something more offensive until you find a balance that leaves you “tanky” enough to survive well, but more capable of doing damage.

3) Practice, practice, practice!
I’m not saying this in a rude way like “L2P you newb!” I’m saying it because specifically Mesmers are one of the hardest classes to play and to fight against. 4 hours of PvP won’t even scratch the surface of Mesmer strategy, especially if you haven’t had the opportunity to really examine their abilities in a controlled environment (dueling with a friend or something).

Now all that being said, a screenshot of the death screen or a short video of the fight (very short from your description) would really be helpful. I would love nothing more than to sit with you and talk about the abilities that did so much damage, because like I said, Necros are honestly one of the toughest classes for me to beat, so I would love to see how to get rid of them!

1). Any good mesmers throws down clones or goes invis before actually casting the ultimate. No one’s just going to stand there and cast his spells waiting for you to interrupt it. Not all builds have interrupts.

2). You need a certain degree of survivability or you’re just going to get facerolled before you can do anything.

3). Sure you can practice but who’s stopping the MESMER PLAYERS from practicing?

Mesmers the ultimate beat all class?

in PvP

Posted by: Rell.8395

Rell.8395

Mesmers right now simply have it all. By using portal they get outrageous mobility and defense capabilities. The clones provide the BEST survivability simply because humans can only take in so much information at once (and we suck at MULTITASKING). Plus mesmers have a base hp of 15K!!!!! 15K!!!!!!!!! That’s higher than guaridans.Then comes the phantasms with their over the top damage (5.5k crits by staffs and 6k crits by sword offhand. If you want to see those numbers just get all the traits that give phantasms %dmg and go power+prec for stats). Even going full out offense build they still get 20k+ health. Not to mention thekittensword 2 skill that gives invul on such a SHORT cd. GUARDIAN GET A STUPID 3 SECOND INVUL ON A 90!!!!!! SECOND cd. kitten This is all not including thekittenMOA which is THE single mostkitten ultimate (besides Guardian FULL team heal) ever because it’s almost impossible to interrupt since the mesmers can just use clone/stealth to distract you. All of the above traits don’t require different builds. You get 10k+ bursts with 20k health or higher and the portal only TAKES 1 support slot. Simply most ridiculous kitten in sPvP right now making other classes subpar. Just the mere fact that for Khylo you need a mesmer to win points at how unbalanced portal is.

Giant rant ftw!

(edited by Rell.8395)

PVP loading upon death

in Account & Technical Support

Posted by: Rell.8395

Rell.8395

This only happens in pvp. When I die and click teleport to nearest waypoint, I get stuck in the loading screen indefinitely. I have to restart client everytime but lose all of my glory. During the load I can hear background noise as if I was still at the place I died. It started happening since 2-3 days ago.