Showing Posts For Stievie.6128:

What weapons do you use?

in Mesmer

Posted by: Stievie.6128

Stievie.6128

dagger+pistol, because i realized theres no point in playing a shatter mesmer when you could just play a thief

Do not make scepter 1 useless plz

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Posted by: Stievie.6128

Stievie.6128

Scepter weak? Are you sure we are playing the same game?

The weapon has insane condi spike.

And the problem isnt that DE is too strong, the problem is every shatter build currently in use just does not work without DE as it is now. If you lock away shatter chain you kill the last active build mesmers still have and isnt about clones dying left and right from cleave and spamming conditons all over the place with AI clones.

Mesmer-Design Problems[PvP]

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Posted by: Stievie.6128

Stievie.6128

I dont think phantasms need any buff in their current state
I also think clones are fine as they are now, they could use shifting their condi application from a passive state onto more active skills (shatters) as stated in my previous post.

the biggest problem for shatter , in its current state and among all classes , while the spike damage it provides is reasonable, it allready takes a huge amount of coordination to pull off the spikes compared to skills like eviscerate/backstab/pistolwhip. Without sufficient clone generation this build would be dead the moment deceptive evasion got removed.

Thats why deceptive should be baseline, so you can actually start working builds around it. because as it stands , phantasm aside, not a single build realy works without DE.

Mesmer-Design Problems[PvP]

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Posted by: Stievie.6128

Stievie.6128

Now some brainstorming from my side:

Inspiration GM trait- Shattered Phantasms deal 30% extra damage on Mindwrack

Deep investment for phantasm builds, would draw some points out of other lines that would otherwise buff Illusion dmg (sustain vs burst)

Illusions GM trait- Shattered Clones become invulnurable until they reach their destination

Could still be dodged and be highly telegraphed, maybe add a sparkle animation?
Would fight for the same spot as Illusionary persona , so you cant get both. Wouldnt see much use in sPvP but would improve WvW shattering alot in mid-to zergscale scenarios

Chaos GM trait- Cry of Frustration causes random Conditions (torment, bleed, burning) based on how many clones got shattered:
1 clone: 2 stacks of bleeding for 4 seconds
2 clones: 2 stacks of bleeding for 4 seconds 1 stack of torment for 7 seconds (per clone)
3 clones: 2 stacks of bleeding for 4 seconds 1 stack of torment for 7 seconds 1 second burning (per clone)

again this would fight with the same slot as prismatic understanding, opening up options for condition builds and give a reasonable condition burst over extra defense.

those arent exact values ofc, just some things ontop of my head

[PvX] Mesmer-Illusionary Leap fix

in Profession Balance

Posted by: Stievie.6128

Stievie.6128

shameless selfbump

Mesmer-Design Problems[PvP]

in Mesmer

Posted by: Stievie.6128

Stievie.6128

Nerf the bleeds on Debilitating Dissipation

Move Sharper Images (clones bleed on crit) into trait line and replace it with DE.

DE will be what it will be. (I assume clone will be able to die when using clone generation skills, i.e GS #2).

Buff Illusionary Retribution (shatters inflict confusion) by applying 2 stacks.

Buff Confusing Combatants (clone’s death applies confusion) by applying 2 stacks.

My 2 cents!

I would be okay with illusionary retribution since it would advertise using shatters over letting blones die traited with confusing combatants, but i dont think clone death traits should be buffed, rather make it worth shattering illusions over letting them die.

A main tool for this could be giving some sort of added condition function to cry of frustration via a trait located into chaos as an option for more condi heavy shatter builds.

Mesmer-Design Problems[PvP]

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Posted by: Stievie.6128

Stievie.6128

So with the upcoming DE changes alot of turmoil has started on the forums, for good reasons. The mesmer in itself is a design catastrophe at this point for multiple reasons. Mainly because of our class ability Shatter not interacting with all builds the way it should. We have exactly 1 valid pvp build that makes “real” use of shattering multiple times in a drawn out fights, the other builds (Phantasm/Pu/Clonedeath) are more hurt by shatters than what they get out of it.

This is a big problem concerning longterm design changes. Because we have a very narrow use for our class ability across all builds. A phantasm build is essentially a build that doesnt make use of its class ability(aside from distortion), that would be the same as designing thiefs around not using steal, warriors not using burst skills or necros not using death shroud. See how silly that sounds? But the reality is that we are essentially designed that way in every build that isnt centered around shattering.

I understand that decision making should be involved in all builds, but at the moment shatterign 3 phantasms for example will always be a decision you wont make for offensive purpouses (Mindwrack, Diversion, Cry of Frustration) in phantasm builds.

The same is true for clonedeath/condi builds, when having clone death traits equipped shattering illusions results in less damage than the enemy actually killing them, again bad design. The passive function of abilities should never outweight those of active ones with lenghty cooldowns that involve a high risk , like shatters.

Heres a small list of traits that advertise to basicly ignore shatters:

Empowered Illusions
Crippling Dissipation
Sharper Images
Debilitating Dissipation
Phantasmal Strenght
Compounding Power
Phantasmal Haste

On the other end of the spectrum we have a ton of traits that only take effect when we actually shatter, standing in a huge contrast to those other traits, ontop of it most of those share the same lines as traits that advertise shattering. This leads to the state we are in now, basicly you either shatter or you dont shatter, there is almost nothing in between.
Something needs to be done here, traits that buff Phantasms and Shatters should be split into different trait lines and made easier accessable to increase build vaerity.
For example shatter bunkers could be a thing but get completely hindered by trait placement.

As a shatter mesmer you NEED Deceptive Evasion and you NEED Illusionary Persona, theres no way around that, leaving you with 20 points to spend in other builds.
If we take a look at the current most used pvp build for shatter we are gonna end up with the 20/20/0/0/30 build. Now why is this one so effective? Because you can grap 2 major traits in the Domination line that hugely improve the build. Inspiration has some very strong traits for shatter builds, but they are placed to far down the line. Restorative Illusions and Shattered Conditions would be both exceptional tools for shatter mesmers but they are both grandmaster traits, leading back to the problem of relyance on Illusionary Persona and Deceptive Evasion.

Now there are 2 solutions concerning this particular problem, either move those traits in a way that they are accesable by builds that run DE and IP or , and im going to get alot of hate for this, make Deceptive Evasion a baseline ability.

Now this sounds insane I know, but just think about it for a second. There is a reason why every build thats used in PvP uses Deceptive Evasion, its not because the trait is overpowered by itself, it is because every build using shatters is basicly designed around Deceptive Evasion at this point. And this is what hinders the Mesmer class and build diversity the most.

Shatter Mesmers NEED the clone generation , otherwise Shatters wouldnt do sufficient damage in their current state, the same is true for mesmers who want to utilizy more defensive shatter traits, without DE chaining shatters is naught impossible because you would be bound to cooldowns from weapon skill that produce clones and shatters, making the whole concept more and more difficult to pull off.

Of course that would mean that all other damage values and abilities like clone death would need to be readjusted accordingly , but in the long run and for the sake of a class that should actually be able to utilize their class ability at all times and across all builds it is the only option to realy fix the mesmers.

Ontop of that we finally need a good reason to actually shatter phantasms.
Move all the phantasm traits to trait lines that fit them more, add traits that give added damage if you shatter phantasms for example, this could be a grand master trait.

I could go on but I´d like to hear what the Mesmer community and Anet thinks about this. This issue has been here since release and never realy got adressed, if at all it got worse.

Celestial & Ferocity = nerf?

in Profession Balance

Posted by: Stievie.6128

Stievie.6128

If celestial gear doesnt get the adequate amount of ferocity id like to file a refund:

2 celestial earrigns
1 celestial staff
2 celestial armor pieces (crafted 1 week ago gg anet)

oh wait thats just my mesmer

5/6 celestial trinkets
2 celestial weapons
2 celestial daggers

..
..

and so on.

hope anet combensates, I dont have the nerv to farm all those stuff again, especially the ascended armor. Im close to quitting anyway, so meh whatever..

Deceptive Evasion nerf

in Mesmer

Posted by: Stievie.6128

Stievie.6128

Besides the vigor nerf (which I can kinda live with), I would like to have clarification regarding DE.
As of Jan 21st, when does your number of clones count as 3?
Is it, when you actually have 3 illusions out and all are attacking or just standing somewhere?
Is it, when you have 3 clones out, and all are attacking or just standing somewhere?
Is it, when you got 3 phantasms up and all are attacking or just standing somewhere?

The 3 cases above are pretty similar to each other, but it still needs some form of clarification. Nonetheless, what I really care about is the latter:
Do already shattered clones, which didn’t hit the target yet, count as dead?
Because currently they do. Will Anet change this with the upcoming patch? If yes, this would hurt even more then the DE nerf already does.
I main a shatter mesmer and is vital for me to line up daze and shatter chains for decent CC+burst or Cry of frustration 3 clones do strip stability and then dodge for a daze while those CoF clones didn’t hit yet.
This would seriously hurt shatter mesmer gameplay. Hopefully Anet keeps this as it is.

Grouch we know you are there give us an awnser to this issue allready!

http://www.reddit.com/r/grouchpls

Mesmer balance : nerf OK, but improvements ?

in Mesmer

Posted by: Stievie.6128

Stievie.6128

There might be some buffs coming since they only announced the big changes, not all of them.

The nerfs are questionable but I don’t think they will destroy the Mesmer like some people do. You will still be able to use the same builds and some of them will be weaker.

Giving Mesmers more ooc mobility would be nice (although that’s a big change which would have been announced). Your idea seems to be too strong though. 25% speed boost + a random boon is better than any other speed boost signet in the game.

you wont spawn any illusions from DE anymore if you shatter from range for example, allready shattered illusions count towards the new DE cap. so yeah shatter mesmer is dead basicly unless we get a big effin buff somewhere else

Proof? I was hoping this wouldn’t happen….

Good bye Bolt!

i got it from an insider, but out of respect i wont reveal his name.
the source is legit , I can say that much.

And this will be the sad truth

Deceptive Evasion nerf bad, misguided

in Mesmer

Posted by: Stievie.6128

Stievie.6128

I do wonder why our class ability (shatters) revolves around killing off our clones ourselfs but they keep pushing builds that dont shatter at all, while nerfing shatter

I´ve lost my faith in anet

Deceptive Evasion-Clarification

in Mesmer

Posted by: Stievie.6128

Stievie.6128

Got some intel from a person who spoke to a dev:

Allready shattered Illusions will count towards the new DE cap.
If you have 3 clones up and shatter them , you cant produce new clones with DE until the shattered ones explode.

Lets all play PU I guess

Wow. Way to kill a build that is already struggling. Most impressive knowledge the developers are showing in their design decisions……

im seriously baffled by this.

their intend was to nerf on clone death i get that , i realy friggin get that. but in doing so they leave PU/phant builds basicly untouched while making shatter considerably harder to play , if not almost unplayable in the current meta.

i´ve always stood by anets decisions but this just kills the game for me. i dont want to be forced into playing some kittened AI builds because the one build that isnt AI gets killed off for no reason.

Mesmer balance : nerf OK, but improvements ?

in Mesmer

Posted by: Stievie.6128

Stievie.6128

There might be some buffs coming since they only announced the big changes, not all of them.

The nerfs are questionable but I don’t think they will destroy the Mesmer like some people do. You will still be able to use the same builds and some of them will be weaker.

Giving Mesmers more ooc mobility would be nice (although that’s a big change which would have been announced). Your idea seems to be too strong though. 25% speed boost + a random boon is better than any other speed boost signet in the game.

you wont spawn any illusions from DE anymore if you shatter from range for example, allready shattered illusions count towards the new DE cap. so yeah shatter mesmer is dead basicly unless we get a big effin buff somewhere else

Deceptive Evasion-Clarification

in Mesmer

Posted by: Stievie.6128

Stievie.6128

I think this is the most important question for Mesmer in relation to the upcoming changes and the question has been posed in the deceptive evasion thread Josh Davis posted in, so I imagine people are hoping he will respond to it.

its indeed the most important question about the DE change regarding shatter builds. I know those 3 illus at range situations dont come up often, but they do come up in drawn out duells.

with shatter allready getting slowly pushed out of the spvp/wvw meta this could be the final nail in the coffin.

Edit:

Got some intel from a person who spoke to a dev:

Allready shattered Illusions will count towards the new DE cap.
If you have 3 clones up and shatter them , you cant produce new clones with DE until the shattered ones explode.

Lets all play PU I guess

(edited by Stievie.6128)

Deceptive Evasion-Clarification

in Mesmer

Posted by: Stievie.6128

Stievie.6128

Shameless selfbump, no one else wondering?

Deceptive Evasion nerf

in Mesmer

Posted by: Stievie.6128

Stievie.6128

What if you have 3 clones out and you press a shatter… and while these clones are running to the target, you dodge to produce more clones? Will it actually produce clones?

this issue needs way more attention

The unlocks are a BAD idea

in PvP

Posted by: Stievie.6128

Stievie.6128

Realy unlocks in spvp are such a bad idea.

Unlocking runes/amulets ? realy? REALY?

I play spvp because i dont have to grind, i dont care for my rank going up it just happens along the way and thats fine, because you dont require rank for anything else than cosmetics so I can shoose to play the spvp mode in my own pace.

And now they are adding a grind requirement?

Please Anet just give them to us without any unlocks like it is supposed to be, we dont want unlockables aside from cosmetics. We want to play new builds without having to grind for it. Skillpoints for spvp unlocks was allready bad enough and now this`??

Im speachless…

Deceptive Evasion-Clarification

in Mesmer

Posted by: Stievie.6128

Stievie.6128

I am aware that we allready have a thread about the DE nerf but i have a rather specific question regarding the new DE for shatter builds.

What happens if i have 3 illusions out, shatter them and before they reach their target, I dodge?

Technically those 3 clones are “dead” allready since they got shattered but they still show up in the Illusion cap. I know that other abilities still produce clones without destroying the allready shattered ones.

Will we still be able to shatter 3 illusions from range and then dodge to create a new clone before those other 3 illusions reach their target?

That would be a rather big issue if we wouldnt get clones from those dodges for shatter builds, wich allready recieve a big hit with the vigor nerf.

So could I get any awnser to this ?

Grouch leaked something nice on twitch!

in Elementalist

Posted by: Stievie.6128

Stievie.6128

@Infantrydiv – Ok. Since it’s a PvP stream, I guess appropriate to mention that Signet of Restoration will be restored to full effectiveness in pvp

rejoice eles!

Warrior Sword Skill - Impale Keep or Revert?

in Profession Balance

Posted by: Stievie.6128

Stievie.6128

I personally think it doesnt need a revert. Its fine if it does torment damage, the problems are the insane duration(i think with spvp stats it does around 11k dmg?) wich goes along with the reapply making it hard to cleanse effectively on many classes(mesmer, ranger for example).

My biggest gripe with the skill however is that it is inconsistent with other projectiles in this game, unlike any other projectile attack Impale can be thrown while not facing your target , coupled with the 1/4 cast making it extremely hard to dodge.

My suggestion would be:
Applys 5 torment stacks immediatly
Cast time upped to 1/2
Need to face target
Slight reduce in duration to be more consistent with other torment attacks (Illusionary counter from mesmers for example)

that way pulling the sword back out would also be a worthwhile damage boost.

[PvX] Mesmer-Illusionary Leap fix

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Posted by: Stievie.6128

Stievie.6128

Illusionary leap isnt actually a teleport , also as far as I know Thiefs sword 2 almost always works. The problem is that leap isnt a teleport, only the second part is, the first part sends out a clone that flys across terrain but not on the Z axis, making him movestuck all the time. making leap into savage would temporarly fix this problem, thats here since more than 1 year, until other fixes are found.

[PvX] Mesmer-Illusionary Leap fix

in Profession Balance

Posted by: Stievie.6128

Stievie.6128

So everybody pretty much knows that Illusionary Leap (MH sword 3) is horribly bugged since release, using that on a slope/hill in spvp literally results in failure/completely missing the skill making the mainhand sword pretty unrelyable as the “gapclosing” weapon mesmers have. This also affects WvW and to a lesser extend PvE, so i propose a simple change:

Make the clone leap like Savage Leap (MH sword 2 , warrior) this way it could cross the Z axis and would actually make Illusionary Leap work on terrain that isnt completely flat, second part of the chain should stay the same as it is at the moment. This could fix alot of problems for melee heavy mesmers that want to close gaps without wasting blink or keep targets in place more relyable, the skill would remain easy to dodge as it would still be heavily telegraphed.

opnions?

MM necro is getting ridiculous..

in PvP

Posted by: Stievie.6128

Stievie.6128

Full glass longbow rangers with bears which I reckon most players on this forum are running, considering the amount of random complaints about everything that ever existed in this game.

that sounds beautifull

[PVX][warrior]pls buff Sword in power builds.

in Profession Balance

Posted by: Stievie.6128

Stievie.6128

how does buffing sword not affect condi warriors who run with carrion? nty
if i see another warrior buff im gonna quit this game for good, they are in such a godmode state atm and people still want buffs, unbelievable.

Why Not Vit For Valkyrie?

in PvP

Posted by: Stievie.6128

Stievie.6128

The real question is, why is there no Power/Precision/Toughness gear in pvp?

do you realy want warriors with max toughness , zerker crit chance and decent power? nty

Healing Signet

in PvP

Posted by: Stievie.6128

Stievie.6128

yeah too bad poison prolly is the least effective vs HS out of all the heals , since you need long duration vs 2 sec duration on burst heals and then keep in mind that warriors have the best condition cleanse in the game…

awnser like this just show how clueless you are about other professions or the state of the game

You do realize that 2s of poison isn’t kitten vs any heal right? And maybe some of us play professions that DO have perma poison duration so just slapping poison on a warrior really isn’t even an issue? And if you think that ALL we are applying is poison you’re kidding yourself, maybe in your kittened up Vacuum where you’re only applying poison to a warrior who is using a condi cleanse every 7s it doesn’t work, but in actual combat it’s been working fine for me, and clearly others.

To put some math in here, assuming 0hp and 0 condi damage HS heals for 392 per second, poison reduces that amount by 33% which brings it down to 262.64 healing per second, then you factor in that poison does 4*your level* (10% of your condi damage), or. 320 damage in this situation, and you’re left with that warrior getting no more healing.

If you’re like me and you’re NOT a condi build, you just have a lot of poison uptime cause kitten your heals, then that warrior is going to be in a whole world of hurt because they aren’t being healed at all, where as with another heal you can still heal with poison up and just get less healing as a result.

The more you know!!

you are just nitpicking and taking my comment out of context.
the guy i responded to said poison is a counter to healing signet, well FLASH NEWS: POISON IS A COUNTER TO ACTIVE HEALS TOO

and guess what those condis also tick on other classes that have LESS CLEANSE and LESS HPS and LESS HP so realy maybe you should be the one coming out of his little vaccum.

Healing Signet

in PvP

Posted by: Stievie.6128

Stievie.6128

yeah too bad poison prolly is the least effective vs HS out of all the heals , since you need long duration vs 2 sec duration on burst heals and then keep in mind that warriors have the best condition cleanse in the game…

awnser like this just show how clueless you are about other professions or the state of the game

Healing Signet

in PvP

Posted by: Stievie.6128

Stievie.6128

Had to comment on this…

Mesmers? Ether Feast True

Elementalist? Ether Renewal Signet is used fairly often, and Glyph is a good option to avoid the ridiculous vulnerability of ER

Engineers? Healing Turret Not true- some HGH/elixir builds run Elixir H

Ranger? Healing Spring While this tends to be true a lot of the time, all of the heals have their own uses in different builds- none are necessarily bad.

Guardian? Shelter Mostly true, though guards have another 163835284 sources of healing anyways

Necromancer? Consume Conditions Not necessarily true of MMs

Thief? Withdraw if S/D, Hide In Shadows if D/P Withdraw is used even in many stealth builds, though HiS is generally reserved for D/X, true. But you have to consider that our two other heals are absolutely godawful, except in a few highly specialized builds.

So you’re basically agreeing with me.

There are rifle warrior builds who use Surge as well, but as it stands pretty much all professions have a prevalent heal they use in their builds and not just by a small margin either.

Not all, ranger is pretty 50/50, they use either TU or Healing Spring, only time HaO is used is for EXTREMELY glassy builds that need the big healing and can’t try to wait for it to tick up.

Engis are also pretty evenly split, med kit, turret and elixir are all used quite a bit, same with thieves.

Mesmers, Guardians, Warriors, Necros (with the exception of MM), and eles I’d agree fully with you on though.

actually many mesmer use signet of ether these days, because its utility is good.
also not every ele runes ether renewal, many still rung signet and staff eles run arcane brilliance, the glyph is pretty much the one heal no one uses.

Does engi really haz high skill floor?

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Posted by: Stievie.6128

Stievie.6128

It’s in the middle. It’s not a complete faceroll class like ranger, thief and hammer warrior, but it doesn’t take much skill to play effectively. No real skillshots and mostly just spams things off cooldown. I would put it about the same as necro. Maybe a little easier because you don’t have to keep track of cooldowns on weapon swap and death shroud.

im not sure how u think thiefs are more braindead than necros? MM is pretty much one of the most braindead speccs around just sayin.

anyways for engis it highly depends on the build.
the bomb/nade spam build is pretty much a spam 1-5 build on points and make enough pressure to drive people offpoint so yeah thats pretty braindead.

then you have the decap build that just spams knockbacks all day, more in the middle field, actually needs to watch out for stab ect, vs no stab classes its more on the nobrainer side of things.

then you have high skillcap builds like static discharge or HGH wich require alot of micro and reflexes/aiming.

it all depends on the build for engis realy, but they have a semi braindead build too now that actually works.

Tournament match without warriors?

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Posted by: Stievie.6128

Stievie.6128

Yes, invul works the same way on warriors and still you have to build for that. Mesmers dont need to. Correct me if i am wrong but blurried frenzy evade last longer than the skill itself. I agree with you when you talk about what warriors bring to a match, but there are other professions that should be also toned down if they nerf warriors.

happy to correct you , actually you get locked in place after the animation ends for 0.2 sec in wich you cant dodge and the evade isnt up. and saying you have to build for it is a moot point, as a mesmer you have to take a weapon for it, also to compensate mesmers have less HP and less base armor and nowhere near the sustain of a warrior. Complainin about blurred frenzy further gets devalued by the point that as a mesmer at the moment going into straight melee combat is a horrible choice and as a defensive weaponset the staff is far better. there is a reason you see so many high skill mesmers like helseth, sensotix ect running gs/staff vs competent opponents going melee for blurred frenzy usually results in more damage taken that it avoids.

So i was right about the evade last longer than the skill.
And no, you can dodge even with the evade animation after the skill ended. You lose the evade animation at the middle of the dodge. (just tested it, you can also do it).
Ok. lets put stances on warrior weapons/or give them f2/f3/f4 skills to be easier to get those defenses.
Mesmer have ports/clones/stealth, protection, so they should have less HP and less armour.
Comparing endure pain with mist form is not the best thing to do also (not you, but OP) and thats why i told him that blurried frenzy was a bigger ofender than endure pain. .

you are still completely missing the point that NO MESMER that runs a competive tpvp build runs around with 1h sword, so how is blurred frenzy an offender? if we talk about short duration evades then s/d and PW are the real offenders but you see thiefs sprouting out of nowhere in tpvp? going melee as a mesmer in teamfights is simpy put suicide or tradign damage in an unfavourable mannor. as i said before it isnt a problem of single skills but the interactions among those.

warrios still do the same or similar damage than mesmers/thiefs while beeing more forgiving to play. the point pressure they put out is ridiculous compared to other professions coupled with their tankyness and CC+passive regen. warrios are simply put too forgiving in the bigger picture. i dont have a problem loosing to good warriors, you actually notice the difference there, but its ridiculous that even bad or mediocore warriors still put up a fight simply because of their class.

also a big difference here are tradeoffs, is mesmer 4 sec diversion strong? hell yes , but we sacrifice 3 clones for it and no spamming evades to get more clones up afterwards doesnt get you anywhere since you essentially just burned all your defense and thats the big thing, a warrior using zerker stance or endure pain (endure pain is the least offender imo) doesnt give up any of his offensive potential. and just in case i´ll say it again here, invulnurbility doesnt stop conditions from damaging you, just stops new one beeing applied.

im not advocating for a “make warriors trash again” nerf, I´d rather see a balance shift into the direction that forces warriors to make more choices that actually allow counterplay. Make HS trigger on attacks, Make zerker stance reduce condition dmg to 0 but dont prevent conditions to get applied. those are all good suggestions that could actually shift warriors back to a more active class again and have been mentioned multiple times on these forums, while i dont completely agree with those , they are better than what we have now.

and we are talking about tpvp builds here , so please refrain from bringing PU mesmers into this, its a despiceable build but atleast its near useless in tpvp atm.

Tournament match without warriors?

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Posted by: Stievie.6128

Stievie.6128

Yes, invul works the same way on warriors and still you have to build for that. Mesmers dont need to. Correct me if i am wrong but blurried frenzy evade last longer than the skill itself. I agree with you when you talk about what warriors bring to a match, but there are other professions that should be also toned down if they nerf warriors.

happy to correct you , actually you get locked in place after the animation ends for 0.2 sec in wich you cant dodge and the evade isnt up. and saying you have to build for it is a moot point, as a mesmer you have to take a weapon for it, also to compensate mesmers have less HP and less base armor and nowhere near the sustain of a warrior. Complainin about blurred frenzy further gets devalued by the point that as a mesmer at the moment going into straight melee combat is a horrible choice and as a defensive weaponset the staff is far better. there is a reason you see so many high skill mesmers like helseth, sensotix ect running gs/staff vs competent opponents going melee for blurred frenzy usually results in more damage taken that it avoids.

Please do something about spirit rangers

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Posted by: Stievie.6128

Stievie.6128

I would much rather see spirit rangers on the enemy team than mm necros or warriors which is pretty much all I ever see anymore. Have to blame anet for 90% or rangers playing spirit rangers though the other ranger builds are terrible.

that is exactly my point. i dont know how other classes fare against spirit rangers , but as a shatter mesmer they are perfectly beatable , even though its tough (like it should be). you cant blame a class for playing their stronges build, no matter how passive it is, if they dont have any other build that could compensate

Please do something about spirit rangers

in PvP

Posted by: Stievie.6128

Stievie.6128

you didnt seem to understand my point very well, so please let me take a more simple approach:

theres is no reason to bring any other ranger than spirits at the moment because other ranger variants get outshined by builds in similar roles, for high lvl play it doesnt matter if you can beat thiefs 1v1, this was just an example of one of the design flaws rangers have at the moment.

the problem isnt the dmg power ranger put out , but rather their lack of team utility or CC while doing so. this game isnt centered about 1v1 and never will be and in the light of teamfights spirit ranger is the only build that brings something to the table other than just tanky or just damage. I believe spirit rangers are fine the way they are now, by no means an unbeatable build but effective. I just wish for rangers to have a broader spectrum of builds that function outside of 1v1´s on the same lvl as other professions do.

and when i said i dont play ranger, i meant i tried ranger on various accounts, it just isnt a profession i play regulary mainly because i feel ineffective playing anything else than spirits, i mainly play shatter mesmer and there is no reason for me to bring a power ranger, when i could just play the mesmer, do the same range dmg while removing boons left and right and porting between close/mid in the blink of an eye.
as said 1v1 doesnt reflect anything in terms of actually winning games.

Tournament match without warriors?

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Posted by: Stievie.6128

Stievie.6128

Too bad invuls still dont stop conditions from ticking on you, it just stops new ones from beeing applied. Same with blurred frenzy and funny that you mentioned it because warriors/necros are kinda the reason why you dont take 1h swords anymore on mesmers in tpvp, as soon as your blurred frenzy ends you just eat damage that instantly gibs you on small point teamfights , for example CT in khylo.

The problem isnt that warriors are unbeatable , the problem is that they are far more forgiving than other zerker professions and yes you can compare classes, even though they are unique you can still compare their worth by their effectiveness. As it stands warriors are flat out the best power/zerker profession you can bring for teamfights because of their inherent tankyness. I wont point my finger at single skills here , because quiet frankly no single skill/trait is a problem , its more that warrior traits, utilities and weaponskills complement each other without alot of work. From a design standpoint, skillsets complementing each other is a good thing , just not when they outshine skill interactions or achieve the same results of classes that put in twice the work.

Please do something about spirit rangers

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Posted by: Stievie.6128

Stievie.6128

stop the qq’s already. i play both glass cannon and spirit build on my ranger. if you want to get insane dps, you go power build but dont expect to get that toughness that a spirit ranger has. people wont get satisfied with the things that they have.

btw, i can beat engineers, guards, and thieves 1v1 on my glassy ranger. rangers are in a really good place right now. stop asking for the nerfbat already.

Its funny because even a staff elementalist doing the same dps as a power ranger, but AoE, while providing waterfields he can blast himself up to 4 times , AoE frostarmors , AoE CC´s still isnt viable for high tpvp play….

Ranger is in a bad place atm, saying “i can beat random guys 1v1” doesnt reflect the state of the ranger at all, there are power builds for superior in terms utility while doing similar dps , that still arent viable vs competent opponents. Some random 1v1´s dont say anything about actualy balance or teamplay, a ranger if he isnt traited for spirits, doesnt provide anything to his team outside of a waterfield on 30 sec cd…
Ontop of that the pet AI still behaves horrible with a plethora of pathing issues.
There are so many problems with rangers at the moment its not even funny.

I believe its a design problem but number tweaks could still do alot, but even that wouldnt go the whole way, heck even thieves are better rangers than rangers.
Like why is it that thieves can do up to 2k auto crits with their shortbow, spam 4k clusterbombs while the ranger shortbow does 500 crits at best if you go full zerker, dont even get me started on SB 3 from thief vs SB 3 from ranger, both are backwards 3/4 sec evades, the rangers does lower dps, doesnt cripple and isnt spammable.

As it stands rangers just get outclassed by about anything in this game due to their relyance on pets. Trap ranger? why not bring a necro? Longbow Ranger? Why not bring a Mesmer/staff ele/Rifle warrior? shoutregen ranger? why not get a bunker engi or guard? All those are more effective, the only realy good build , or better said competive build, they are left with is a passive AI build and that leaves a bitter taste in my mouth. They could buff longbow damage by 50% on all abilities and it still wouldnt change a thing in high lvl tpvp, rangers are in dire need of a complete rework, as they are now they are just a hollow shell of the once great gw1 ranger.

tl;dr:
Rangers are outclassed by almost anything and their design is horribly flawed atm.

PS: I dont play ranger

(edited by Stievie.6128)

Show off Your PvP Armor *^*

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Posted by: Stievie.6128

Stievie.6128

my ghastly mesmer

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(edited by Stievie.6128)

6 things I learned from reading the Forums.

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Posted by: Stievie.6128

Stievie.6128

10. no one loves skyhammer

[merged] The Skyhammer Thread

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Posted by: Stievie.6128

Stievie.6128

I honestly get that Anet doesnt want to remove skyhammer because some people like it , but please for the rest of us give us the option to not que for this map in soloque. Honestly this map is a piece of kitten when it comes down to competive play and im getting sick of relogging onto troll chars whenever the que says skyhammer.

so please give us the option, like any competive or even non competive pvp game does to not que for certain maps.

6 things I learned from reading the Forums.

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Posted by: Stievie.6128

Stievie.6128

add to point 4
thief, necro, guardian and ranger

only mesmer, ele and engi is for pros in this forum :P

Mesmer is now a face roll class as well.

faceroll with useless PU build? yes

faceroll with shatter? no

Devs: Ele's too good, nerfs incoming.

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Posted by: Stievie.6128

Stievie.6128

The one and only warranted nerf against bunker eles would be to fix their condition removal . like said countless times before the pvp trinity of guild wars should be bunker>glass cannon, condition> bunker, glass cannon> condition.

If you nerf eles condition removal , wich is absurd as it is now playing one myself, you basicly keep everything that makes this skill setup viable for tanking burst but it opens them up to more condition builds other than necros with corrupted boon.

I completely agree on that D/D eles survivability is too good as it is now but that isnt because of the sustained heals but because of a kittenton of condition removal ontop of it.

If you take away the heals/tankability and leave the condition removal as it is you basicly solve nothing other than keeping eles somewhat good vs condition specs (that arent necros) while making them bad vs glass cannons , i dont see the point in that. I hope the dev´s make the smart decision and take some of our condition removal and actually try to establish some kind of PvP dynamic instead of nerfing yet another weapon set to oblivion.

What condition removal? Outside cleansing wave, d/d got nothing to cleanse conditions and not everybody run with 3 cantrips+30 water

From the wiki:
Grandmaster Trait:

Cleansing Water
Remove a condition when granting regeneration to yourself or an ally.

Huh? You’re talking about a trait like everybody use it, I was talking about the weapon set itself, there is almost no condition removal at all on d/d

the thing is looking at other bunker builds their condition removal just isnt as good.
like for example look at a bunker mesmer (granted mesmers have kittening good utilitys) they have null field and the boon/condi swap on lengthy cooldowns while attunement switching and evasive arcana dodges are semi spammable.

Arguably bunker D/D or S/D eles perform great vs sustained and burst dmg atm, the sustained healing and condition removal and even some kind of burst healing via attunement switch/dagger5 (~4.5k). I just think our good condition removal coupled with the tools we have to avoid/reduce incoming burst (mistform, earth armor, shock aura ect) and the mobility is a bit over the top even if it comes at the price of dmg output.

Id just rather see a dynamic established where bunkers are just bad vs condition specs and so on (like i said in my first post) because then we can talk about further rebalancing. Destroying another weaponset(or better said build) completely doesnt solve anything in the long run.

As for the glasscannon D/D´s there isnt realy much to worry about since generally as a glass cannon you win with burst vs conditions not with cleansing and outsustaining and that is very well possible as an D/D ele.

Another thing id like to point out concering builds in general is: why are all the stun breaks cantrips? i get why obsidian armor and mistform have that effect but cleansing fires? Like shift atleast 1 stunbreak from cantrips onto arcanes to give more offensive D/D builds something to toy with .

Devs: Ele's too good, nerfs incoming.

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Posted by: Stievie.6128

Stievie.6128

The one and only warranted nerf against bunker eles would be to fix their condition removal . like said countless times before the pvp trinity of guild wars should be bunker>glass cannon, condition> bunker, glass cannon> condition.

If you nerf eles condition removal , wich is absurd as it is now playing one myself, you basicly keep everything that makes this skill setup viable for tanking burst but it opens them up to more condition builds other than necros with corrupted boon.

I completely agree on that D/D eles survivability is too good as it is now but that isnt because of the sustained heals but because of a kittenton of condition removal ontop of it.

If you take away the heals/tankability and leave the condition removal as it is you basicly solve nothing other than keeping eles somewhat good vs condition specs (that arent necros) while making them bad vs glass cannons , i dont see the point in that. I hope the dev´s make the smart decision and take some of our condition removal and actually try to establish some kind of PvP dynamic instead of nerfing yet another weapon set to oblivion.