Showing Posts For Void.4239:

Scepters in sPvP? How about Staff?

in Mesmer

Posted by: Void.4239

Void.4239

Am i the only 1 that is using scepter in a zerker shatter setup (Spvp) ?
It feels a lot more damaging then when using conditions builds.
And it doesn’t force you into close combat like sword does.
( and dont get me started on sword 2 …. just isn’t reliable enough and seriously who still falls for the immobilize swap even from stealth ?)

  • scepter 3 = 5-6 k damage
    ( ranged multihits , not even counting the confusion after-damage)
  • scepter 2 = 1.5-2 k damage ( closecombat block /clone generator )

Just compare them to sword 2 and 3 .

I’ve been playing around with the following build.

http://gw2skills.net/editor/?vhAQNAR7/ENqxy0gnascaQoRo7fnMALY5ljo5hD-T5wHwAn3fAwTAQZZAA

Could even use Mtd instead of SS just to help pressure enemy’s in wasting time and cooldowns cleansing . ( but its not really needed, you already got confusion anyway )

Ow and I’m playing a lot with mirror images for the fast aoe daze burst, but its more a utility slot that’s free to chose depending your situation.

Cheerz

Game sending me a message...

in Necromancer

Posted by: Void.4239

Void.4239

Here’s a fun build I’ve been messing around with the past few days. Pretty much “Perma” chill / vulnerability spam.
Fast passed game play will be needed .
It’s a surprisingly survivable build that messes up the other teams skill-rotations and has a nice damage output depending on what amulet you going with.

http://gw2skills.net/editor/?vRAQNAoYGjc0QxN2bDu24AXogXdA0CxNIf/AaaEHfBA-TZxFABfXGIhzAwK7PAwDAAhDBAA

Hope you’ll enjoy it as much as I’ve been doing.
Just keep in mind that its really totally different from minion builds.

Feelin down, my mes kinda sucks now

in Mesmer

Posted by: Void.4239

Void.4239

I’ll get this out of the way before I begin, before this patch I was punning PU with sword/pistol and sceptor/torch. While it certainly didn’t kill the fastest, it was without a doubt my most useful character. Great in 1v1s, took 2-3 people to take him down in tpvp, condi damage was good, he was just really useful and my favorite character to play.

Since this patch though, he seems to have suffered a bit. For some reason, he’s been having a lot more trouble in 1v1s especially, I’ve been trying out shatter and zerker builds but no build so far has even come close to what he used to be and tends to lose a lot now.

Any tips on a really good mesmer build?

It might be wurth trying my build seeing you already accustomed to the weapon sets

Here is the build i’ve been playing for the past 6 months, if not longer

http://gw2skills.net/editor/?fhAQRAsa7flknpRtlpxUNcrNSpxYqcI9CBURpfp8UA-TJxHwADeCAn3fAwJBgZZAA

Now understand that the build revolves around rotating skills without much space for error !!

But when done successfully , you’re opponent will have a really hard time pinning you down, while you are just insanely pressuring him with a mix of power and condi damage.

Here’s the rotation.: ( trick is to manage your evade/target drops(stealth) so that your enemy has almost no opening to hit you )

  • Pistol 5( stun ) / iduelist / sword3&swap / sword 2 (evade)
  • Then how ridicules it may sound double random dodge!!

FOLLOWed fast with weapon swap

  • Torch 4(stealth) / image / use rest of stealth to start channel of scepter 3 / wait for them to swing at you and scepter 2
  • Then again empty leftover endurance with random dodges and switch back to pistol /sword
  • USE DECOY after weapon swap ! nullfield / iduelist /pistol 5(stun)/sword3&swap/sword2(evade)
  • repeat ( and rotate skills at a decent rate )
    !! USE shatters only when the time is wright !!!
    and try to use stealth as a means to use the skills with long cast times.

That’s the starters rotations , once you get the feel of things you will be able to experiment a bit out of the rotation.

Hope you enjoy

cheerz

<< illusionary Triplet >>

(edited by Void.4239)

12.8k warlock hit, I am clearly the best

in PvP

Posted by: Void.4239

Void.4239

12.8k warlock against a thief, because anet

Good try to get a class nerfed. but you failed on several parts.

1) How many conditions did the necromancer put on you in that fight before the mesmer joined in ?

2) How many stacks of vuln /might where in that fight ?

3) you yourself using a full glasscanon thief build…….

So basicly for me this looks like the following situation.

A necro and mesmer stacking vulnerabilety and might , then the necro does spite, and

the mesmers phantasms ( that where already spawned before the necro spite) hit the thief ( that could not be anymore glassy ).

What i find strange tho is that you got hit twice from iwarlock / twice from isword without you doing anything in that timespan, not even hitting a clone or anything.

Smells like a max damage test that needs 2 opponents to pull it of , and alot of time stacking vuln/might/ bloodlust. In hopes that mesmers would be nerfed even harder.

turrets = poor man's phantasms?

in Profession Balance

Posted by: Void.4239

Void.4239

they dont move, dont follow the target. their damage is probably lower than that of phantasm’s. and they have way longer CD’s.

is engi 2nd grade citizen?

erm sorry but u have strong other attacks. your aa is strong and an engi can hit like a truck. mes cant as our aa is terribly weak cause phantasms are our dps.

This is exactly what every person complaining about phantasms seems to forget.

People should look at it this way:

Mesmer presses a skill = phantasm needs to spawn => phantasm needs to get in range of target => phantasm deals damage => probably will not be around to do a second attack.
( phantasms and shatter are our only source of real damage , and we can only have 2 maybe 3 phantasm skills )

Other proffessions press a skill = instant damage ( probably even more then a phantasm could do and on a shorter cooldown then the phantasms )
AND they got way more then 2-3 skills that can do real damage.

So conclusion other professions have instant “phantasms aka real damage skills” and way more of them.

If a phantasm can hit you 2 twice , than its the opponents fault for not hitting it once.

Sadly no1 other then people that have played mesmer before realize this.

[PvP][WvW] The Invincible Mesmer

in Mesmer

Posted by: Void.4239

Void.4239

Why go so defensieve ?

Here’s a link to my build. Its important that you read how the skills are rotated.

Hopefully you’ll see why PU is totally NOT needed for mesmer.

https://forum-en.gw2archive.eu/forum/professions/mesmer/SPVP-Max-Hybrid-Build-no-PU/first#post3850094

Try it out in spvp, if you got the rotation in your fingers. You’ll be really surprised how hard it is for multiple folks to damage you while pumping out a lot of pressure.

PU is trait that is usefull IF the enemy can hit you.

Nerf them!!! Discuss!! [ELE/NEC/WAR/ENGI]

in PvP

Posted by: Void.4239

Void.4239

why just healing signet on the warrior list?
hambow and condi war are still as faceroll as ever.

He probably used to play 1 and couldn’t handle the complex faceroll.
And he also realized that he would not be taken serious if warrior was not on the list

1 thing i do agree on. Engy’s passieve burning procs needs to be nerfed like necro’s dhumpfire.
( make it a grandmaster trait / or make it only proc while using a kit )

5g says this guy is pistol whip thief

Dont know about pistol whip, but i would definitely also say he’s a thief.

[SPVP] Max Hybrid Build (no PU)

in Mesmer

Posted by: Void.4239

Void.4239

The build would definitely be powerful, but it really seems to lack defensive characteristics, and very little condition removal.

Why do Scepter/Torch + Sword/Pistol instead of Sword/Torch + Scepter/Pistol? It seems the scepter/pistol combo would work better:
iDuelist -> Pistol 5 -> Scepter 3 -> Swap ->Sword 3 + Swap -> Sword 2

Also, why Blade Training over Phantasmal Fury? With PF, you’re iDuelist would have 75% crit chance, which would give you lots of bleeds.

Do you think the run speed bonus really beats out having Lyssa runes?

you kinda answered your own questions , I highlighted it for you.

Now to explain.

The hole defense of the build rely s on reducing the amount of time the enemy has to actually hit you . ( hence sword/ pistol & scepter / torch )

Here’s my rotation for example :

  • pistol 5/ iduelist / sword 3/swapclone/ sword 2/dubble dodge ( to get 2 sword clones and a clone on death trigger)

Then swap weapons and immediately

  • torch 4/ torch 5/ scepter 3 ( starts channel in stealth )/ (at this point i haven’t met a person that didn’t want to hit me while channeling ) so scepter 2 / dodge /dodge

Then swap weapons and immediately

  • decoy/ iduelist / pistol 5 / sword 3/swapclone/sword2/dodge/dodge

Repeat

To finish them off

  • shatter burst combo f3/mirror /f1 / /dodge as much as you can/ f4

I use nullfield for the second source of condi removal if needed. But sometimes it really isn’t needed.

The blade training and all the other cooldown reductions are needed to keep the rotation possible.

Stealth for me is for drop target and precasting casting times.

Hope my reasons are sane

[SPVP] Max Hybrid Build (no PU)

in Mesmer

Posted by: Void.4239

Void.4239

hi all Tripp here , just wanted to see what folks think about the build .

Its a Hybrid build in all ways. ( condi/ power/ stealth/scatter/ phantasm/ clone death)
and it actually works pretty well in spvp for me.

IMPORTANT , if you are used to take your sweet time to act , this is not your kind of build , its a really really fast pace of play ( in other words , if you stand still visible you’ll die, upside is you wont be standing still if played wright )

http://gw2skills.net/editor/?fhAQRAsa7PlknpRtlphbtRKNGTlDpXIgKK9LpUOA-T5wHwAn3fAwTAgZZAA

- 3the utility slot is for : nullfield ( if you need the condi cleans ) or mirror images ( to be able to do a scatter combo burst.

- if using mirror images , you should swap out empowered illusions( +15% illusions ) for mental torment( +20% mindwrack )

- Energy sigils are a must , other sigils you can chose freely

cheerz Tripp ( aka Illusionary Triplet)

(edited by Void.4239)

Dragon finisher should be for Rank 70's only

in PvP

Posted by: Void.4239

Void.4239

It is very important to remark that anet needs to reconsider this dragon giveaway and mistreatment with all players at 60’s/70.

Tell me how many rank 60-70 didn’t do skyhammer exploit farm. I bet all of them did it at least once.

All i see are folks that are realizing that they spend weeks grinding skyhammer exploit for nothing.

I see it as a punishment for all those that exploited rankpoints in some way.

Hugh Norfolk - Look Into My Eyes

in PvP

Posted by: Void.4239

Void.4239

I wonder how many folks where thinking the same thing , when Hugh said he’s main was a warrior en then talked about shaving.
Look at grouch , he mains engy , and thats how you shave ….

All in favor of banning warrior from Hugh’s character list ?

+1

(edited by Void.4239)

Why Warrior Stacking Should be Bad -

in PvP

Posted by: Void.4239

Void.4239

PVP Tenet: Every build should bring benefits and weaknesses to a team. Stacking builds should drastically increase the team weakness and only marginally increase team strength.

Example: Dhuumfire Necromancers. Even prior to the broken Warrior buffs, no team double stacked Necromancers. The reason was simple: Necromancers melted under CC and focus fire. Two Necromancers would increase condition damage, but a team would not have enough support to protect 2.

Warriors violate this tenet. Warriors have high speed, high sustain, high armor, high CC, high damage, ample condition cleansing.

The additional ‘shaves’ don’t address this fundamental problem.

i vote for making:

- healing signet ’s 8% reduction into 12% reduction
- 20% damage to stunned enemy to 15% damage
- drop a few stacks of torment on the sword ( and reduce the tick time to 5 secs total instead of 10 )

additionaly :

- remove a few stacks of bleeding from pin down plz
- and make hammer the weapon that does not do alot of damage but is aoe CC utility.

I would love that all weaponsets that have alot of hard CC’s would not be allowed to do high burst across all characters. ( pistol wip / decap engy/ hambow are all resulting problems of this )

Pistol Whip

in PvP

Posted by: Void.4239

Void.4239

The W/L does not say anything about the effectivity of the class. =/
If you want to get taken srs by ppl then try to argue more srs. (dunno what you wrote)

I really wonder why ppl try brag with stats which results are based on a whole team.

were you actually going to argue anything yourself or just keep insulting everybody?

Don’t mind me folks, continue your "DIScussion ".
<<quietly grabs some popcorn , sits-back and is ready to enjoy the show>>

Just to keep you motivated .
He did say that stats where teambased . you could say that’s his argument .

cheerz Trip

Pistol Whip and Decap Engineer

in PvP

Posted by: Void.4239

Void.4239

so void is basically listing all classes except for guards as problems?

come on guys, maybe it’s not as bad as you guys present it.
For example, if decap engineering is so powerful, why isn’t everybody playing it?

If Pisolwhip is so overpowered, how comes Illusion Mesmers don’t need much skill to get me into big trouble, just because of their illusions and their constant porting and stealthing around.

In my view, sPvP is balanced quite nice at the moment.
In fact it is a bit similar to GW1, a specific build is good against certain classes and sucks against others.

What you guys want, is one build which can kill every other class, no matter how they are speced. That just can’t work.

By the way, this is the first time, I don’t attack the devs lol.

And by the way, if Anet nerfs Pistolwhip, thieves can’t keep any point anymore, because then we need to play D/P and have to stealth all the time.

Only the evades of Pistolwhip can keep us alive.
So I suggest, if you nerf pistolwhip, please nerf Stealth as well and give thieves a 50% chance to block and the ability to dodge 5 times in a row, because otherwise we are just rallybots for the enemy.

I only listed the things that most "raged against builds " have in common .
and by " raged against builds " i mean the builds that people complain about on the forums.

Half of the time, i myself dont consider the "OP builds " to be that troublesome.

Tho, I noticed that to much access to Hard CC is 1 of the major complains of “no-fun” gameplay on the forums at this time. ( not considering more gamemodes and all , but pure balance issues )

cheerz

Pistol Whip and Decap Engineer

in PvP

Posted by: Void.4239

Void.4239

So, let’s say we wanted to look into decap engineer, where would we start? I’ve heard a few different opinions on the topic, and I have a few opinions of my own as someone who has played against decap in top 100 rated solo/team arena games and also played the build myself.

In the same way that it was difficult to look at the September ’13 Hambow warrior and point out a single specific key to its strength, I think decap engineer is much the same.

I think it’s important to understand the areas in our game where decap engineer is strong, and then go from there:

  • Conquest
    • Situations where communication is difficult (solo arena)
    • Against teams that have difficulty rotating appropriately

So, with the above in mind, what are some ‘low-hanging fruit’ type of suggestions for changing the way decap engineer works, without affecting existing builds unrelated to decap? That is to say, suggestions that would not require significant amounts of development time to implement.

We’ve already seen a few threads on PW, so I’ll focus on decap for now. ^^

Here a few things i noticed lately.

  • Problem builds number 1 : hambow warrior / decap engy / PW thief / “old” necro fear condition builds /….

All these builds had in common that they had to many ways to apply a stun/knockback/launch/ fear / ……
Some had it tru to short cooldowns(spammable skills) or tru to many skills that had access to hard CC.

  • Problem builds number 2 : spirit ranger / phant mesmer / minion necro /….

Dont think i have to say what all these builds had in common .

tho i havent really got a problem with AI builds myself , might be good to max out pets to max of 3 ( same as the number of illusions), so max 3 minions or max 3 spirits.
( more then 3 makes it to chaotic of a fight )

  • Problem builds number 3 : anything else thats not included in 1&2 and has passive immunities/ and to many passive heals

Traits that make you immune to something should have a duration attached to it like invulnerability. ( as example : once it triggers => 8 sec immune with cooldown of 30 secs or so )
That way the immune traits will be easier to out play.

Thats my guess at whats making the gameplay experience in spvp kinda un-fun
Hope my view of things will have brought you some ideas on how to better the balance.

cheerz Tripp

How long are we supposed to wait?

in PvP

Posted by: Void.4239

Void.4239

The pvp community is so toxic.

Uhm, that’s what happens when any game is dying.
People act kitteny when a game is dying.

The community wasn’t near so bad around launch, actually the community was the best community I’ve ever seen around launch (constant thought out well meaning posts, the community in general actually scoffed-at/downvoted/ignored anyone saying anything bad about the game or the devs).

Right now the ball is in Anet’s court, if they want to bring that good community back, they easily can, they just have to make GW2 a game worth supporting…

The ball was in Anet’s court , +-8 months ago.
Anet then decided to mutilated the ball with a knife , tourched it and said “oeps”

Still the pvp community hanged in there, they bought a new ball and again gave it to anet……. and we haven’t seen any balls from anet since .

Pretty sure that ball should be flat by know. Same as the pvp scene

[pvp] mesmer unable to move BUG

in Bugs: Game, Forum, Website

Posted by: Void.4239

Void.4239

Hi guys , no idea of this has been brough up yet or not. Here goes.

If a mesmer uses phase retreat at the same time a thief uses basilisk venom on the mesmer.
The mesmer will do the teleport but will get stuck in place till she dies ( switching teams / spectating / all these things do not remove the bug ) only dieing/ rejoining the game fixes the bug.

Now i noticed it on basilisk venom , but could also have been an imobilize that triggered the bug.

Wondering of devs could take a look at this problem , seeing its kinda giving thiefs another huge advantage toward mesmers….. ( already happened 3 times today )

And for all the trolls, no i was not stunned or imobilized ……….. it was bugged , couldnt even move at spawn when i switched teams to see if that would break the bug.

cheerz Tripp

Osicat's Hidden Cat 4.0, Power GS PU

in Mesmer

Posted by: Void.4239

Void.4239

Nice vids

Tho a quick question.
Have you found a way to make it work in Spvp/tpvp ? I kinda lack damage output or survivability if i try any kind of power/crit Pu build.
Ending up relying heavily on the teamm8’s. Where a condition PU build does not have that problem .

cheerz Tripp

"Deceptive evasion " Mesmer nerf fiasco

in Profession Balance

Posted by: Void.4239

Void.4239

Hello fellow frustrated gw2 fans , ( Probably talking about the full gw2 community by now )

This is just a reminder for devs to check out mesmer forums asap, before launching any balance changes.
You never know , maybe by miracle they havent noticed the feedback on “DE” fiasco yet.
( miracles do happen , sure they maybe happen a tiny bit to often in gw2 …. )

Cheerz " a Race formerly known as mesmers "

All bow for Sir Roy , bringer of peacefull minds, cleanser of the evil nerfs.
Ty and sry about the topic , i probebly posted at same time you did in another topic.

(edited by Void.4239)

Utility recharge

in Necromancer

Posted by: Void.4239

Void.4239

When I come out of DS my utility skills load a lot slower than my weapon skills. It almost feels like I have to wait an entire consume condition cast time to use any of my other skills.
I am wondering if this is supposed to happen?

Also I have been having a problem with Dark Path lately. I know the radius is only 240 but I have noticed its really delayed. I have even seen it pop when I am out of DS.

Its amazing the more you play PVP the more you notice nuance problems with certain skills.

You are not alone

I can confirm that utility skills do load 1-2 secs slower then weapon skills when leaving deathshroud.

Havent seen " dark path " beeing cast outside DS yet , tho i do know that the channels ( LT ) will continue even if your DS runs out.

Finally a good meta!

in PvP

Posted by: Void.4239

Void.4239

yeah MM necros do bring a lot of clutter to the field.

but to be honest 2 wars / 1 guard / 1 mesmer , against 3 MM necros with a war , should be more then doable.

- The aoe alone from longbow/hammer warriors and guard can kill those minion in around 10 secs => 3 useless necros ( without any screen clutter )

- Mesmer has moa morpf => USE it on the MM necro = byebye minions

You guys had so many ways to counter those MM necros, that i have to say the better players/team won.
Sure they used a build thats lame , but hey so are most warrior builds to atm

Wasnt that why you switched from ele to warrior in the first place? You saw 3 necros and all of a sudden you wanted to play warrior ( the hard counter of most necro builds ). To bad it failed

Hope you learned your lesson , do not switch to warrior for whatever reason .

cheerz

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

Lets imagine one thing. Warrior with berserker stance up and healing signet active and 1 or 2 engineers nuke the point. That warrior is going down = no invul. The same hapens with the other stances. Fight a necro with only endure pain and healing signet = you will get damage. Now do the same with other classes invulnerability and doesn`t matter how many are attaking or the tipe of damage they are using because none of de damage will get you. And that its the diference from other invul skill to warrior imunities.
I agree with you when warrior uses all stances at the same time = invulnerability for 4-5 seconds and in that time they should not cap. Other than that i cannot see any comparison with the other invul skills.

^^ you kidding wright ?

If the warrior uses his stances wrong then he should die.
Who in his wright mind would pop endure pain against condi classes , and bezerker stance against power classes ? ( a tad smarter person would do it the other way around.)

I kinda find it hilarious that warriors are being so scarred about this topic.
Its a small adjustment, that would not break warrior at all. But still a lot of scarred negative reactions from warriors on something that wont change that much for them.

Just shows how mature most warrior players are.
And how important balance is for them in this game. ( sarcastic if you cant sense it )
Not speaking about all warriors here , there still a few good warriors out there that know how cheez there character really is, and they are mostly the once trying to play without the cheezy aspects of the warrior atm.

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

those stance’s CD are like 60 second and 5 sec , 10 sec duration

if you have some skill you would be able to kite ….

healing signet is just a joke if you do enough dps or throw poison in the mix.

How long are the cooldowns of the other classes invulnerability’s ? i thought it was around 60 secs to for mostly less then 5 secs ……

Kite what ? you seem to forget that the fights take place on a small capture point.
Or are you suggest to freely give the warrior your capture point ?

Poison ?? you’ll need to have constant uptime of poison on the war to have same resuslts as having 2 secs of poison on another character before they heal…. And that on a class that with cleansing ire has pretty much THE BEST condition removal in game.

ow and damage , you also forgetting that you playing against warrior , pretty sure they can trow out more damage then most other professions. Damage that you’ll have to kite on that small capture point …..

Anything else you would like to say ? :P

Gw2 spvp: the comunity is kind of kittenty

in PvP

Posted by: Void.4239

Void.4239

You kinda said it yourself , playerbase aint that big anymore.
There is a reason why that is , and it has brought a lot of frustration the past year to the players that are still hoping that change is comming.

1 ) Balance patches that aren’t really balancing but just moving the OP’ness from character to character.

2 ) Good suggestions that are ignored at first , and implemented 6 months later when its to late. Ow and even then its implemented with flaws : soloque with synching …. how long did we have to wait for them to implement soloQue , and how long did we have to wait again for a decent matchmaking ?)

3 ) finally some rewards for playing pvp …… only took them a year to find some.

4 ) Exploits where allowed to be abused and even rewarded with the last patch. ( skyhammer glory farm => new glory merchants )

and the list goes on.

So dont blame the playerbase for having some ju rks , Arenanet created them.

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

yet that’s not the problem with warriors.
Sacrificing utility for that leaves the blank for other useful utilities.
A mesmer gets it on the fly. a Guardian gets it on his elite.

Just running endure pain allows condis to still be applied. Berserker stance needs another slot gives adrenaline and makes you immune to condis but it doesnt to burst damage.

The real problem comes down to the fact they have amazing removal through cleansing ire on a really, really really short cooldown.
With suspecible short cooldown stuns on a swap.

Like why would it even matter to another class if i would take immunity? as soon as its gone im in trouble.

There’s plenty of other targets to go for,

ele / engy also have it as utility and wont allow them to cap/decap
warriors have it as utility and traits ….. and allows them to cap/ decap…………………….

In those 5 secs that you are invulnerable a good player will make there opponents go from the offense to a defense playstyle, and once you have to go play defensive against a warrior he already won cause most defensive playstyles cant out damage healing signet.

i’m not saying that warriors dont have other issues that need to be resolved.
I’m just pointing out that stances need to be looked at to cause of there semi invulnerability that becomes a “full invulnerability” with healing signet.

It’s not that it would break warriors, it would bring them on par with the rest of the characters concerning the cap/decap while invuln.

But i understand that warriors dont want to loos there advantages toward other characters that are not allowed those advantages. Even small corrections like this.

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

That its not invulnerability and we know that sooner or later HS will be nerfed, so that aproach will be even worst for warriors.
If that aproach risk vs reward is done to all classes then i can agree (ofc only seing the classes afected and how). Only to warrior no.

risk vs reward is already dont to the other classes …. ( only warrior does not have it yet )
Invulnerability does not let you cap/ decap
Stealth does not let you cap/ decap

But somehow warriors are allowed to have semi invulnerability’s with a passive healing able to heal up the low damage from the secondary damage source of your opponent.

  • Endure pain + healing signet = imune to burst specs ( even there low damage condi’s )
  • bzerker stance + healing signet = imune to condition specs ( even the low pure power dps those specs still have )
  • in teamfights they pop both when focussed and are imune to all damage from your full party while able to cap/decap points.

Its either all classes get to cap/decap while invuln. Or no1 should.

warriors are not overpowered

in PvP

Posted by: Void.4239

Void.4239

Warrior are always OP for the noobs. Even before the patch for Healing signet , Berserker Stance , Cleansing Ire , Dogged March , Destruction of the empowered , Burst Mastery every time i read the forum they always say Warriors OP but after playing it, it’s not really that OP like they said the truth is other players who said it’s OP usually those guys who wants their 1 build to face roll every classes builds just like other korean MMO where you can rush and kill every class spamm every skills you have on your skill bar.
like this guy i fought in solo pvp i’m using a hammer and we all know that hammer is easy to dodge this guy is not dodging and i’m like wtf he eats all my hammer attack and mace attack then told me your class is OP. and for those people that QQ about hammer stun thank you because now hammer is nerf well their reason is 4 warriors in tpvp are OP but 4 minion master and 1 spirt rangers or 4 mesmer with illusions and clones is not that’s logic i don’t know why anet listen to those QQ in this forum maybe they are scared to lose players, but i agree LB is OP just a tip if you see a hammer warrior DODGE don’t go here in the forums and ask for nerf noobs.

How many stuns do you have on warrior , how many times can a person dodge ?
If you blow all dodges on hammer , how easy will it be to avoid pin down ?
Now say sry for your " dodge it excuse "

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

I actualy could agree with that in the time the warrior has all stances active. That gives 5 sec max every minute.

Did you read the part of how healing signet kinda makes the semi invulnerable => full invulnerable ? If you facing a 1 vs 1.

It would add a bit more thinking of when to pop stances, => risk vs reward

1) they risk dieing if they want to keep the point(reward),
2) they wont die( less risk ) but wont be able to hold points ( less rewards )

warriors are not overpowered

in PvP

Posted by: Void.4239

Void.4239

Warriors are not the only culprit. All characters are on the same boat. Minion and Condi necros can build tanky and dish out a lot of damage. Tanky condi Mesmers can build tanky and rely on confusion. Also, Spirit Rangers.

Confusion mesmer in pvp…..
el
oh
el

still waiting for double mesmer teams in top tier…masochism of those running double war is just unbelievable, why not going for two condition/confusion/whatever mesmers facerolling zerk stance/cleansing ire/perma 600hp regen wars is beyond me…

lol

yeah some folks dont really get it .

If a condition mesmer kills a warrior , its the warriors own fault.

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

Far from a great idea. All they need are a few healing/damage adjustments and once they are implemented, your idea will break warriors on nodes. Plus this doesn’t change anything on fights outside a node.

maybe it would promote warrior to take other utility’s ?
and read my post above yours , and explain to me how that is fair ? seeing every invulnerability does not let you cap / decap points , but warriors can get the same result and are allowed to cap/ decap with it ….

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

Ok this is getting truly troll thread. If you want far better ideas for helping warriors read warrior forums. The issue is too much damage with too much sustain. These stem from healing signet, stuns, and 50 crit chance bonus to stuns. The balance with other professions though becomes difficult.

Yeah i know they got to much damage for the sustain they got .
But i did not want to go into a nerf traits /HS topic, devs should know by now what is wrong with the traits on warrior.

I’m looking at the semi invulnerability from some stances that actually kinda are unfair compared to other invulnerability’s , sure they only semi’s but they can be popped together for full invulnerability.

And another thing , if the war is facing a condition spec player alone , bezerker stance and healing signet will make him “immune” to that person.
=> bezerker stance makes him immune to the high dps from condi’s , and healing signet healsup the low dps from power

same goes when the war is facing a burst spec player alone , endure pain and healing signet will make him “immune” to that player.
=> endure pain makes him immune to the high burst from power , and healing signet heals up the weak conditions that player still has .

hope i made my view a bit clearer

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

Thats a ridiculous nerf. You already cant cap points when stealthed or invulnerable, but on stance is like saying necros cant cap a point if theres a minion on it.

you said it yourself , invulnerable doesnt cap / decap

I thought bezerker/endure stances are semi invulnerable ? ( popped together thats +-8 secs invulnerable to all damage )

Then you have balance stance , thats pretty mutch invulnerable to CC.

I think it would give the warrior a better risk/reward factor then it has today.

Great Idea on how to balance warriors

in PvP

Posted by: Void.4239

Void.4239

Hi there everybody,
I think we can all agree that warrior is kinda broken in Spvp

So i thought about how to balance the class without nerfing healing signet or hammer or longbow or cleansing ire or…..

Here’s the idea :

Stance = like stealth , you cant cap / decap points while in a stance.

so when they use a stance, they wont be able to cap/decap a point.
This way it will require a bit more skill/timing on warriors side to be effective in spvp.
Increasing the skill neded to play a warrior.

feel free to leave feedback. or a +1 if you like the idea and would like it to be suggested to the developers.

cheerz Tripp

"Mesmers are bad, suck and need no skill"?

in Mesmer

Posted by: Void.4239

Void.4239

After playing 20/20/30 PU Condi Mesmer with sword/pistol and scepter/torch I can safely say generally the reward given for such minimal skill put into it is astounding. I have never played such an easy, yet INSANELY overpowered and effective setup among all the classes I’ve played and I sPvP regularly with all of them. This is purely from a duel perspective though involving 1on1 situations. Second on that list would be 10/030/0/30 p/d d/p condi thief and then maybe spirit ranger after that, but the gap between those 2 and PU mesmer builds whether condi OR direct dmg is astounding in terms of risk/reward.

10$ for , you are a warrior .

Seeing warrior is nowhere to be seen in your post about risk / reward.
And
Warrior is nowhere to be seen in your post about risk / reward.
And
WARRIOR is nowhere to be seen in your post about RISK / REWARD

Nope, doesn’t get less funny the more you say it

Mesmer - Invulnerability and Stealth

in PvP

Posted by: Void.4239

Void.4239

Warrior detected?

Yes!

But i can join me to stealth and AI party anytime

Seriously ? …..

Let me explain why you just failed for a big part of the pvp community.

1 ) PU mesmer = High stealth build = Pretty USELESS in " hold the point" kind of game.
=>Balanced for Spvp/Tpvp cause of stealth downside

2 ) Warrior = High almost everything build = TO USEFULL in " hold the point " kind of game.
=> Unbalanced for spvp/tpvp cause it can do to much for what he has to sacrifice.

3 ) Try building a full Bunker warrior with condition damage , and see how hard folks will have it trying to kill you. Cause that is pretty much what the Mesmer had to do to get that survivability.

4 ) Playing a warrior and complaining about a Mesmer Bunker build that cant even Hold points, in the SPVP section of the forum ……..Its just LOL

But i guess that to be expected from " Overpowered character hoppers "

cheerz LOL

Warriors in PvP, this is just silly.

in PvP

Posted by: Void.4239

Void.4239

If the warriors are playing a build that counters your build then you’re obviously at a disadvantage, I play ele\thief\eng\warrior and don’t have much of a problem with warriors, dual swords \ longbow in a 1v1 situation can be annoying, but most warriors nowdays are running hammer\longbow, and all of the hammer stuns are very predictable especially the F1, its incredibly easy to dodge roll cause of the animation. I dont know what to tell you as a necro, but when i play my warrior i feel its about 50\50 with necros 1v1.

1) Warrior counters more then just condi necro. ( its more like a warrior can do it all without any downsides that other characters get. No risk for the reward they get )

2) Every john doe is currently playing warrior( guess why ). It also makes it that there are a lot of bad warriors that still get downed by better players. ( tho with equal skilled players , the warrior will always win )

3) Tired of the “dodge it” excuses. In teamfights animations are not clear ( to much chaos cause of big aoe fields ), AND you can only dodge 2-3 attacks in a row on most characters.

Conclusion:
- The more warriors you have in a team the bigger your advantage gets.
- The more warriors you have in a team the more weak minded players you’ll have in that team. ( thats how easy warrior has gotn )

Attempting to create a 'true' mesmer build.

in Mesmer

Posted by: Void.4239

Void.4239

get a name with: Illusionary …….

I got Illusionary Triplet , and from what i noticed it helps in the confusion part of the mesmer. Tho its only a very small add , and it wont really fool an experienced player
i would like to think that it makes it harder for them to target you and your phantasms

Illusionary Leap

in Mesmer

Posted by: Void.4239

Void.4239

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Be creative and its a easy fix.

Adjust how the skill works if the original skill doesnt go together with the games pathing design. ( thinking outside of the box )

like this:

1 ) first activation = send out a clone.( like it does now )
2) secondary activation = teleport to target and imobilize them ( put the clone on the spot you teleported from )

( They can recycle a lot of coding from thief sword )

There you go its fixed. ( Only devs need to want to do it )

You have to be a bit more careful when planning implementation reworks.

For example, your implementation would destroy the unique potential of that skill. Currently you swap places with the clone, wherever it is. This allows you to use it as a gap closer, or a gap opener, or simply just a disorientation technique. If you simply teleported to the target you would lose much of that functionality.

There is no simple fix. If there were, it would be fixed already.

Initially the clone is programmed to jump to the target , so your clone is gone be close to target anyway when you swap places. The only reason why the clone is not gone be near the target is when it bugs out.

Gab opener ? plz explain how your clone is not going to run to the target ? ( sword clone )
and teleporting kinda is the best gab closer there is, so cant agree on that 1 either.

And you would loos the disorientation effect only when the clone bugs out.

Only thing i agree with you is that the original illu leap cant be fixed easily, does not mean they should not look at alternatives. Like the 1 I suggested.

So you can skillfully use this ability to do different things as I said.

The clone initially leaps to the target (in theory). That allows you to use it as a gap closer if you swap at that point.

The target will then run away from the clone, and the clone lags in following, or the target that dodge away or use a movement skill, and the clone can’t keep up with that. At this point, you can use swap to produce a gap opening effect.

Additionally, you can simply use it to teleport behind someone once they move a little bit, or target someone behind you, use leap, target someone in front of you, use a phantasm or something, then swap and move backwards away from your current target.

None of that relies on the clone bugging out.

There is an incredible amount of variety in the tricks and uses of the skill currently that would be completely removed with your implementation. Simply because you don’t use it that way or don’t understand how it can be used doesn’t mean that more skilled players don’t see the potential in it.

Don’t get me wrong i’ve used it that way to ( and only when the clone bugged out ), but i also know that the immobilize would have given you the same result if the clone was closer to the target. So the immobilize would make it the gab opener for you.
It would actually make it more reliable to use as gab opener if you wanted to.
Besides the life span of a nonbugged illu leap clone in spvp/tpvp is not that high, to produce a big enough opening that the immobilize would not fix.( maybe at a 0.1 sec stun to it just incase the target is swinging his weapon )

You kinda surprised me that you didnt think about this.

Mesmers really lame in PVP?

in Mesmer

Posted by: Void.4239

Void.4239

Mesmers rely heavily on AI driven damage. It really isn’t that hard to let your clones apply bleeds and phantasm damage while you kite and use stealth/deception/invulnerability. On top of this the class has so many stun breaks it’s silly (not counting phase retreat which has a ridiculously low CD). I can’t believe people think mesmer is a difficult class, it’s comparable to spirit ranger or minion master in terms of skill in my opinion.

I agree staff is easy play , but try playing a non staff mesmer , and you’ll see that the skill lvl needed to pull it off successfully is gone be way higher ( and i’m talking about spvp/tpvp )
Not every1 takes the easy way out

Illusionary Leap

in Mesmer

Posted by: Void.4239

Void.4239

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Be creative and its a easy fix.

Adjust how the skill works if the original skill doesnt go together with the games pathing design. ( thinking outside of the box )

like this:

1 ) first activation = send out a clone.( like it does now )
2) secondary activation = teleport to target and imobilize them ( put the clone on the spot you teleported from )

( They can recycle a lot of coding from thief sword )

There you go its fixed. ( Only devs need to want to do it )

You have to be a bit more careful when planning implementation reworks.

For example, your implementation would destroy the unique potential of that skill. Currently you swap places with the clone, wherever it is. This allows you to use it as a gap closer, or a gap opener, or simply just a disorientation technique. If you simply teleported to the target you would lose much of that functionality.

There is no simple fix. If there were, it would be fixed already.

Initially the clone is programmed to jump to the target , so your clone is gone be close to target anyway when you swap places. The only reason why the clone is not gone be near the target is when it bugs out.

Gab opener ? plz explain how your clone is not going to run to the target ? ( sword clone )
and teleporting kinda is the best gab closer there is, so cant agree on that 1 either.

And you would loos the disorientation effect only when the clone bugs out.

Only thing i agree with you is that the original illu leap cant be fixed easily, does not mean they should not look at alternatives. Like the 1 I suggested.

Enemy Players on Minimap, thoughts and gripe

in PvP

Posted by: Void.4239

Void.4239

Mesmer’s initially just showed on the mini-map as the Mesmer himself. I felt this was unfair to them exclusively because their class mechanics rely on deception. It made it so you basically ALWAYS knew which one was the real Mesmer because you just had to simply look at the map.

If you guys can provide a reasonable and better solution in terms of what we could do for Mesmer’s feel free to lay it on the table and we will consider it. Clutter is definitely an issue in itself; one we haven’t really solved in other areas of the game either.

Seeing opinions are divided , might be best to put an on/off option in it somewhere. So folks can chose.

And reducing the size of the icons could help clean up the clutter a bit.

but i have to say , I love the feature

Enemy Players on Minimap, thoughts and gripe

in PvP

Posted by: Void.4239

Void.4239

remove mesmer clones and dead players from the minimap pls … it’s extremely annoying

Then remove the real mesmer from the minimap for enemy players.

Minimap should not be used as a tool to figure out where the non clone mesmer is.
Hence clones show on minimap.

Good Joke, if you can pick out the real mesmer using the minimap you deserve to kill him every time.

:D
If they cant figure out that 4 mesmers at 1 point is actually 1 mesmer , he deserves to confuse the enemy players.

the problem is that I only see mesmer-symbols and nothing else because of the cluttering. Sometimes I can’t even see if there are friendly players or let’s say how many.

So the mesmer confused you before you even got to the fight ? Isnt the point of a mesmer to confuse enemy players ?

btw you got 5 teamm8’s , if you can see 2 on your map away from the fight and another 1 is respawning( dead ) then its a fairly good chance that there is only 1 teamm8 left fighting the mesmer.

people can still count to 5 cant they ?

Illusionary Leap

in Mesmer

Posted by: Void.4239

Void.4239

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Be creative and its a easy fix.

Adjust how the skill works if the original skill doesnt go together with the games pathing design. ( thinking outside of the box )

like this:

1 ) first activation = send out a clone.( like it does now )
2) secondary activation = teleport to target and imobilize them ( put the clone on the spot you teleported from )

( They can recycle a lot of coding from thief sword )

There you go its fixed. ( Only devs need to want to do it )

Enemy Players on Minimap, thoughts and gripe

in PvP

Posted by: Void.4239

Void.4239

remove mesmer clones and dead players from the minimap pls … it’s extremely annoying

Then remove the real mesmer from the minimap for enemy players.

Minimap should not be used as a tool to figure out where the non clone mesmer is.
Hence clones show on minimap.

Good Joke, if you can pick out the real mesmer using the minimap you deserve to kill him every time.

:D
If they cant figure out that 4 mesmers at 1 point is actually 1 mesmer , he deserves to confuse the enemy players.

Enemy Players on Minimap, thoughts and gripe

in PvP

Posted by: Void.4239

Void.4239

remove mesmer clones and dead players from the minimap pls … it’s extremely annoying

Then remove the real mesmer from the minimap for enemy players.

Minimap should not be used as a tool to figure out where the non clone mesmer is.
Hence clones show on minimap.

The Death of Zerk Hammer

in PvP

Posted by: Void.4239

Void.4239

Lol anyone stupid enough to throw bolas before immobing someone first is asking to be dodged.

That’s your only hint

Made my day. I will put that into my signature so everyone can laugh just like me. I think i been running bolas for some time and it tend to fail even when i was in melee range..Seriously? Anyway..ty for sign

/shrug I’ll make it work on you, just like the rest of the hotjoin heroes who get baited like accountants at a poker table.

Good to know sir, i can go hide now /laugh
With that logic i gotta say gl, ppl like ya holding this class back, read it again:
“to use a immobilize skill first u have to immobilize” just facepalm, u just proved that bolas is useless. Hf hotjoin hero, rebember to visit skyhammer for some extra glory

Im not even going to reply to u anymore, waste of time.

Immobilize stacks in duration …..

Now apologize to the man

[Build] Need advice! (CloneSpamThing-PVE/WVW)

in Mesmer

Posted by: Void.4239

Void.4239

Anybody able to help? =o

i would take travelers runes , so you could drop focus.

Then go for scepter torch for wvw . ( Sw/ pistol & Sc/torch )
And greatsword for pve ( Sw/pistol & greatsword )

I would also suggest going 30/30/10/0/0 so you can get reduced recharge on torch or greatsword depending what you are doing.

( PU is is to defensief , best defense is still a better offence )

Mesmers really lame in PVP?

in Mesmer

Posted by: Void.4239

Void.4239

i cant say anything about that it is lame in PvP cuz dont play it anymore as competitive..
But in large scaled fights as in GvG, or WvW Mesmer is Lame..

That is not only for mesmer

Zerg vs zerg is a always gone be lame for people that want to win fights thru skill. Instead of thru numbers.

Yeap.. btw GvG..
still messy but Fair match.. than wvw.. and required more skill and organization

havent done any GvsG , so would not know

but i can asume the downstate/res is gone be problem with high number fights

Mesmers really lame in PVP?

in Mesmer

Posted by: Void.4239

Void.4239

i cant say anything about that it is lame in PvP cuz dont play it anymore as competitive..
But in large scaled fights as in GvG, or WvW Mesmer is Lame..

That is not only for mesmer

Zerg vs zerg is a always gone be lame for people that want to win fights thru skill. Instead of thru numbers.

The Death of Zerk Hammer

in PvP

Posted by: Void.4239

Void.4239

10 skills is half of available ele weapon skillset, aka = 1 warrior weapon.

yeah but the boons you ask for they get from traits,
so you basically want to trade GS only if you get ele’s traits + ele’s weaponskill

5 skills for 10 skills
and
a little less vitality and toughness for 10 skills and +- 6 traits of ele that you probably do not want to slot to get the effects off

take about greedy