Showing Posts For Speedfire.6732:

Vista of Destruction

in Battle for Lion’s Arch - Aftermath

Posted by: Speedfire.6732

Speedfire.6732

Saw some destroyed ships and planks … thought I’d go check how it looks from up above. Improvised vista turned out pretty nice.

If anyone needs tactical advice: I Shall Lead Thee From Above!!

Let’s remember this fest of fire and destruction with screens of smoldering despair! (a.k.a. Post nice pics)

PS: Yes, that is Trahearne behind me … Shall I push him off the edge?

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Profession specific legendary animations

in Suggestions

Posted by: Speedfire.6732

Speedfire.6732

True but, to be honest, that one was a bad decision of them.

I opt for animations beyond the range of replacing projectiles. I suggest “additions” or “improvements” rather than simple changes to auto-attacks (and the occasional projectile beyond that).

(Yes one of my suggestions changes the mesmer GS auto-attack. But unlike the bifrost, it does not nullify different animations. I only play ele occasionally, but I feel for all bifrost ele’s who suffer from this. )

Profession specific legendary animations

in Suggestions

Posted by: Speedfire.6732

Speedfire.6732

Yea it would take some effort. But seeing how they already put in animations on throwing, and added more animations in the latest update (Bifrost projectile for example) I think it should be very doable. Moreover, I think people would appreciate a wider variety in their “legendary” effects.

On the finisher suggestion. Yea why not I’m more of a PvE guy, but why shouldn’t WvW’ers get some love as well? ^^

Profession specific legendary animations

in Suggestions

Posted by: Speedfire.6732

Speedfire.6732

Hey all,

in the light of the upcoming legendary polishes, I thought I’d share this suggestion/request with you and ANet.

Legendaries are awesome and all, thx for them ANet, but they sometimes and up being underwhelming. I appreciate the constant updates to them, perfecting them etc., but I feel like there could be so much more possible to show them off.

Footprints and trails are all nice, but thanks to the differences in how different professions fight, some professions profit more from this than others. An obvious example would be the trail of Twilight/Sunrise/Eternity, being awesome for warriors/guardians but much less noticeable on mesmers.

What I suggest is too add more profession specific animations, so to enable every profession to uniquely show off their awesome weapon, during combat. The nature of combat in this game, often has the side effect of hiding your nice weapons behind flashy (not complaining, I like flashy) animations. There are already effects like this, I know, but I feel like they are mostly restricting to throwing and projectile animations (mostly the smallest of all animations).

This way, not only are legendaries generally more legendary in combat, in addition people don’t feel like they shouldn’t make a certain legendary because the skills don’t really allow to fully show it’s awesomeness (like the already mentioned dilemma some mesmers have/had with twilight).

Suggestions could be:
- A black/light beam for the mesmer’s Spatial Surge with twilight/sunrise/eternity (*)
- The actual blade coming out of the ground on Mind Stab
- Chaos storm containing crystals and/or rainbows on mesmers with Bifrost
- A whirl of pages around the guardian’s Shield of Absorption with Flameseeker Proph.
- A book instead of a shield flying outward on the guardian’s Shield of Judgement
- Eels instead of chackles on sink/float skills with Kraitkin
- Big quicksilver splashes/pools on heavy hammer jump attacks with Juggernaut

(Yes, I main a mesmer so most of my imaginations goes in that direction.)

I don’t have a legendary myself (yet close to twilight on my mesmer) but I generally would like to see animations like this when fighting, even if they don’t come from me.

So what do you guys think of the idea, and what animations should your legendary or any other legendary have. Time to let your imagination go crazy.

(*) I have to credit this idea to someone else on the forums. Sadly I don’t remember where I read it. So whoever you are, genious idea!

Elite phantasm

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

Before game release always dreamed of an elite phantasm. And it really surprised when there was none x(.

How about (like already mentioned) an elite phantasm that looks like the caster. Health pool/damage options have been discussed enough above ^^ . So Illusionary Doppelgänger:

The same ideas we all have about a strong clone with a variety of skills (Or let him wear your weaponry for purpose of confusion).

Also maybe let him live outside of the 3 illusion slots? More like a companion, so you don’t accidently shatter him.

But (this I really wanted badly all along) you can switch with him. So while the phantasm is alive, the skill slot switches to Illusion becomes reality or Vice versa (you get the idea): “Switch places with your Doppelgänger” (1 or 2 sec CD or something like that).

(edited by Speedfire.6732)

[Build] Very High Condition |sPvp/WvW/PvE|

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

Also note that if you go 0/20/0/25/25 (and take berserker gear for strength), you have a solid phantasm build. I play this in pve atm. (sword/focus and greatsword with sometimes something else for focus according to the needs and fancies)

Now for conditions in pve, I used to have rampager gear.
Confusion’s rather dissapointing seeing the small amount of attacks npcs do in an unpredictable fashion.
The bleeds on crit on the other hand are strong.
But all in all I don’t recommend it for pve since there are more effective, stronger builds there. (imho) That does not mean it wouldn’t be good at all! It’s a solid build also in pve, but for pve there just are better. (again imho)

(edited by Speedfire.6732)

This patch has made mesmer the joke of pvp

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

We can get hit by retaliation now during a frenzy. Nothing too harsh imo, I don’t like it but the immunity was too much in terms of being off balanced. Dodge away or pop some distortion and you’ll be fine.

@Cadwall if you point at the position of the traits rather than the traits themselves. Yes they are very often in very strange places indeed.

This patch has made mesmer the joke of pvp

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

A picture of you not being first for a time does not indicate a nerf. Nor does the fact that a warrior and or necro are before you, if you’re implying on that. Maybe they capped more than 1 point?

Oh and how exactly did your shatter build get nerfed by the last update, I’m really interested …

deleted

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

I changed back to my old 0/20/0/25/25 for phantasms. You basicly take all points from domination from the orginal build and put it in illusions to get the recharge trait.

You lose a (very?) small amount of damage and the ability to cause extra vulerability on shatters. But tbh, you’re a phantasm build, no shatter build. You’ll pop phantasm damage to compensate for that.

Rest stays the same and you still have access to all recharge reduction etc that you want except maybe the greatsword training, but those skills have a very nice recharge on their own, certainly with illusionary celerity.

I recommend keeping the 20 in dueling thx to the extra crit damage and the nice traits like fury on phantasms , deceptive evasion and blurred frenzy.

(edited by Speedfire.6732)

Public dungeons like "mad king labyrinth"

in Sky Pirates of Tyria

Posted by: Speedfire.6732

Speedfire.6732

The halloween event is still my favorite. Everything was created to create a full experience together. I found the Mad King Realm to be extremely fun.

Not that this and other previous events are bad. The story just doesn’t feel completely right with me, don’t know why but I always seem to miss that little bit of actual event feeling. I think it is because it’s all just added to areas in the sense of “this part is decorated”, “there’s a new npc”, “there’s a dungeon npc added”.

Also, while halloween and christmas are just holidays full of ‘fun’ and events (in tradition with gw1). The other events are more “story-driven” and I think they lack a bit in terms of actual story content (in game that is, they add enough story to read on the website).
It’s all features, no decent context (with southsun being the pinnacle of story without context).

(Still think Anet is awesome for constantly giving content though)

What did you name your Mesmer?

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

Gwen Phasmatis

Gwen as a not so little reference to gwen from GW1.
Phasmatis as a Latin reference to “of the spirits/phantasms”

Moa Nerf

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

Lately I use Tuna Morph on Malchor in PVE. Just for lolz. The whiner deserves the embarassement.

But seriously, it may contribute to your death but the same counts for other class elites like i don’t know let’s say thief Basilisk Venom? I mean come on! It completely stones me! All the damage I take during those 1.5 secs contribute to my death! …

See my point? It’s the purpose of every skill to “contribute to your enemies death” in some way or the other. The skill has already been nerfed to be blockable/dodgeable to make smart play in 1v1 rend this skill useless. And as already stated above, the value of this single targeted skill in group fights is rather insignificant compared to others. If you die, that does not mean your team dies. It just means you had bad luck/ didn’t play well enough and need to respawn and help the rest of your team again.

(edited by Speedfire.6732)

Final Phantasmal Berserker video

in Mesmer

Posted by: Speedfire.6732

Speedfire.6732

First of all gratz on The Predator

I agree with the developers that the iZerker may hit 0-4 times. It’s simply the nature of a whirlwind in one direction, here as well as on warriors.

But this vid shows the problem, that in my opinion makes everyone talk about a big “bug”. The fact that he misses when clearly going through the enemy (something I had to experience a LOT myself -.-).

Now I’m just curious if this really is a “bug” in the sense that something causes the program to make faulty decisions. It could as well, something I rather think it is, just be a not so optimized hit calculation.

A developer (don’t ask me who, I can’t remember) made a picture in the main iZerker post about the hitpoints of the whirlwind. Looking at that picture and seeing all the vids makes me think that those 4 hitting points are just programmed in a way that the iZerker will miss from certain spots. In your vid for example it would mean that the hitting spot came right before and/or right after the golem.

Now don’t get me wrong, I don’t think this is good at all. But if it’s not a bug, like the developers seem to think, it would be good to try and make them see this is a faulty calculation instead due to too fixed/too variable (i don’t know how they programmed it) hitting points instead of for example calculating if there has been an intersection between whirl and enemy somewhere in 1 full whirlaround.

Also I note this here instead of on the other post because that one, although it’s good for reference, has in my opinion degraded too much in a spam and discussion of the same screenshots over and over.

(edited by Speedfire.6732)