Showing Posts For Zeropass.4137:
I'm seeing a lot of sadness about Scepters. Here's a 101 on them if it's a weapon you've never really used.
in Mesmer
Posted by: Zeropass.4137
the biggest problem with the scepter is it’s 900 range imo… I mean, if it had some amazing ability that was better than the GS or Staff for damage output, or clone creation.. or even AOE, then i could see the 900 range justified…
just my own opinion, feel free to explain why may be wrong.
I love “the prestiege”… but the phantasm ability on the torch seems mostly useless. I would much rather it burned my opponents rather than confused them.. Confusion is on sooo many mesmer abilities, I really don’t feel that I benefit from a phantasm casting it on things, and the damage from the phantasm alone isn’t worth it either.
There are so many other things that could be done with this…
and I feel like a torch should kinda stick to fire/burning things.. especially since there is only 1 other ability in the mesmer’s arsenal that can guarantee burning.
your thoughts?
The GS is designed for offensive clone use… shatters and such…
the staff is designed to trick people.. I think the GS statistically tends to be a little stronger than the Staff, but as far as real fights, I always tend to last longer with a staff (which in the end makes me do better overall)
Just my own recent experience- nothing stated for fact.
you guys realize that you can still take damage while stealthed right?
Just saying, the blind has a purpose… Still I say even if OP’s changes are made, (which I think they should) then a 30 second cooldown is still too much. Maybe 20 would be good. The damage isn’t high enough, and the stealth isn’t long enough to justify that cooldown… noway.
Not sure if you guys knew this, but if you timed it correctly before they fixed it, you could actually incur the 4 second cooldown and get the flame burst, and the full length of stealth every time by swinging a 1 hand sword right as the fire came out.
But now that it is fixed to always incur the 30 second cooldown, the ability is just useless. I’m not saying that a 4 second cooldown was fair, but I have to say that I enjoyed the reward for using precise timing to do something.
Anyway.. 30 second cooldown is absurdly too much. The torch is completely not viable as a weapon at this point, and as such… a mesmer is mostly useless with the 1 handed sword as well, because now a mesmer has no method which allows survival in melee range.
Anyway.. 30 second cooldown is absurdly too much. The torch is completely not viable as a weapon at this point, and as such… a mesmer is mostly useless with the 1 handed sword as well, because now a mesmer has no method which allows survival in melee range.——-EDIT: Also, the illusionary mage is pretty terrible too.. can you just make the mage do some burning damage instead?? and make the torch strictly for invisibility, and give it a 10 or 15 second cooldown for a 3 seconds stealth?
(edited by Zeropass.4137)
I am from HOD and our group of people typically focus on red borderlands, which, at this time is JQ. JQ is usually a softer target than SBI right now. We have a hard time attacking past bluelake, let alone the hills. (sometimes we try to do ninja sieges at hills if we can manage to cut them off at bluewater) Anytime we try to attack and take the hills it is because JQ is launching an assault on EH and we want to see if we can get anything out of the combat.
There is simply no alliance with any of the SBI guys. We want to backstab SBI as much as we would want to backstab JQ, but in reality SBI simply has much better response times when they have people and we are forced to abort many attack attempts on them. We don’t like to waste time and lives attacking something that we don’t have the confidence in taking, so we abort these attacks to do more meaningful things.
By other meaningful things, one example is that we often see JQ smacking their faces into Dreaming Bay. Of course Dreaming bay is well supplied as we usually do keep watch of greenvale, and yes we do have scouts and people spotting large assaults.
Once we see these things and SBI turns out to be too messy to gamble with, we simply turn our backs to SBI and come and wipe you outside/inside Dreaming bay, depending on if you actually got through the outer door or not.JQ should be relatively more difficult to take as JQ is an attack up the hills into some cliffs that we cannot scale. However, it is quite interesting the number of times our siege up the hill into garrison and/or longview/cliffside works after we wipe at Dreaming Bay like the last example. It shouldn’t be hard for JQ to hold the two keeps and the garrison given the geometry of the map. But interestingly JQ loses garrison once too oftenly to HoD and sometimes to SBI. Stop zerging around and actually do some defense like SBI does and maybe HoD will leave your keep and towers alone for a while and go for SBI. I’m not sure if this is the same case as in EB, but from other posts JQ in EB seems to be suffering the same problems.
This – This – This All day. But still this does give us the main reason we are being double teamed.