snip
Tomes are their F skills.
Yes, after see a capture of the Firebrand in action… it seems that. Which does not give me much hope. If that axe icon is to F skills, we’ll still be tied to illusions, I don’t see them programming a new version of all skills/utilities due to one single specialization.
Unless you turn the phantasms into clones when you activate the specialization (copy paste code), and make the F skills your main dps source. Plus the new healing skill, utilities and elite. Who knows.
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I saw it yesterday. The first icon (gray) is the main weapon like in all professions, the second icon represents different things depending of the profession, but like Firebrand and Spellbreaker, in our case is the off-hand weapon, so we’ll wield two axes. If I’m right.
My doubt is if it’ll be ranged or melee.
While I would like dual axes since Warrior gets dual daggers, If it works like the first lot of elite specs the second icon will be the first minor trait that just gives us access to the new/replacement F skills.
Uhmmm in the Firebrand you can see the tome there and a dagger in the Spellbreaker. We’ll see, they are changing the system in some way, at least the location of the icons, so nothing is sure, of course.
I saw it yesterday. The first icon (gray) is the main weapon like in all professions, the second icon represents different things depending of the profession, but like Firebrand and Spellbreaker, in our case is the off-hand weapon, so we’ll be able to wield two axes. If I’m right.
My doubt is if it’ll be ranged or melee.
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Sure, they always do the best for us. Improving portal to avoid stomp on portal. Adding “amazing” functionalities to phantasm’s skills to prevent their cast from stealth, etc. How condisered with us they are.
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B – Of course if you trigger an effect to cleanse by using a skill then you will take the condition damage. If you use a skill that cleanses first this wouldn’t be a problem.
Cleanses still trigger confusion damage. Which is kinda illogical.
Because is how the condition was designed. You received the contidion first so it must trigger. A lot of skills that clean do damage too, why? For the same reason, other thing is if you don’t like it and would like to change how it works.
Pick a Profession
Next you’ll choose a profession for your character. While each profession has its own set of exclusive skills, which gives them each a distinct playstyle, they all have a wide range of abilities that makes them versatile and self-sufficient. ( no comment)
Mesmer
Magical duelists who wield deception as a weapon, mesmers use powerful illusions, clones, and phantasmal magic to confuse and distract their foes. (no comment)
“Play your way”
lol
Is sad see the state that we have reached today. The threads itself, the mood among those that still are here, etc.
I’m still testing new games out there, if you search in google “cooperative games”, you can find an interesting web with a lot of alternatives.
About our game here, I finally builded my scrapper with ascended gear and oh my… this week I dedicated one whole night in WvW really shinning. Remembering myself the best days roaming with my mesmer. But with a substantial difference. You can play in GvsG optimally, roaming, solo things when needed, all in one. The kits and utilities make you really versatile, even you can change the behavior of your build changing only two traits on the fly, incredible. Make your own useful combos all the time invaluable. I wish that too for mesmers, kitten kitten ******….
That was my answer to you. I’ll answer him edit yours.
Edited:
When I was testing the “on weapons swap” sigils something was going bad in WvW. I didn’t saw one of them proceeding several consecutive times while testing. So I went to the PvP with the bad luck to choose one sigil that works different in WvW and PvP without remember it, so that contributed to counfound me.
Now after a new test, I see them working ok, so I suppose I had some communication error, lag or something else. Next time I’ll test things at different times to avoid posible eventual situations.
My apologizes and Regards.
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In the gated new maps and events my feeling is a lack in general. In pre – HoT maps I’m agree.
But at the same time in high skilled environment, while your illusions continue dying like now, your contribution to a mach is outclassed/outperformed easily. If you use the traits/signet to reinforze them you sacrifice your own survivability and team contribution in the same trait line, so you are against the same problem plus one less utility slot. And the more specializations will be added to reinforze the core ones the less unique things will be or at least replaceable. Yerterday, the gyros and AoE Moa were really usefull, etc. So the topic of be the utility class… the utility of others is just out there plus more things.
If devs increase the survivability of the illusions be prepared to the flames and qq even if it’s understood by few.. And how much? I see better a rework of our mechanic, but probably too much work to be realizable.
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Even with some shaves your illusions will still be cleaved and die in one hit or two, the traits to give them surviability requires too much sacrifice, so your contribution in a teamfight (decisive to win as we saw) is really low. The condi shatter build that actually is the best that mesmer/chrono has was unable to decap the defended nodes even against 1vs1 rev/herald and eaten by the reaper.
At least yesterday, the only thing that chrono provided was cap empty nodes and be able to defend them.
Today you need a frontline with cappers/decappers that are able to decap and defend nodes some time, at least. (heralds), a self-sufficient bruiser (scrapper), some one able to share cleanse, healing, damage… (tempest) and the killer (reaper, the weaker yesterday in the final but did what was expected). Or in other words, the team’s composition in the final. And in general all must have a good sinergy together and contribute significantly in the teamfights.
If stack is not allowed in season 2, probably druid could be the fifth one, but all depends of the next tuesday patch.
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Morfedel I think that Fay just answered you properly.
Now I’m having fun with my scrapper and learning to master him. Aside, from pvp perpestive, daredevil has a build with an insane cc rotation too. Literaly forcing you to stealth/blink out and try to get out and avoid him next time, less if you are in a favorable situation. I don’t want to put it here to not give them ideas lol. Although talking with some friends and some good thief. I’m sure that they are aware and some are using it like I in my daredevil.
In any case, I’m still here with my fellow mesmers. And I wish that the next balance become more fair in the future, not only for us instead in general. I still use my mesmer, but in pve with guildmates and sometimes wvw although the scrapper out there is a fine thing.
Regards
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I would like something similar to the soul river, an aura glider but black with a mystical dark/plated aura. And if posible single, not inside an expensive pack… ; )
Well it all depends from the point of view from which you see it. If condemn the use of your skills to a certain rotation to share the alacrity and share quickness 100% instead of focusing on the combat is fun ok. If instead of dodge or use your skills to survive when necessary, cc or improve your combat skill, etc… you must focus on the share rotation until downed to avoid reading in the chat that you are not sharing enough quickness is fun ok. Sadly you don’t have the freedom that other professions have to acomplish their goal, at least if what is expected from you is be the dedicated Quickness-and-Alacrity-source. Do always the same thing is like listening a scratched disc.
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But Mesmers themselves are still awesome. What we bring to the table is a lot of options no one else has. Utility. Flexibility. And arguably the best CC build in the game.
I also think they can DPS just fine. Just not top of the line.
I’m agree in the utility and flexibility but not in the CC. Other professions can “chain” CC better than us. Aside, we have some good skills for CC.
Easy, your phamtasms die with your target and then you need summon them again after the cooldowm while other professions rush all plus have more damage, even AoE, that your phantasms. So the only momment where you can aproach your dps to the dps of others is against champions with enough life and legendaries.
The alacrity and SoI was what saved us after the powercreep of HoT in raids. Then they nerfed the alacrity. Now I don’t know because after the nerf I have not played with my mesmer in raids out of the friend/guild environment. Out there…
The mechanics of the mesmer is outdated and the powercreep contributes to this too. They added a 90% reduction in the indirect damage that ilusions receive in pve to patch it after HoT. The Chronobunker only was the candy to hide the reality and unfortunately coincides with the season, which generates enough hatred by some as you can see. The quickness on finishing was the main problem in our case. But they decided to nerf it in several ways plus other changes to erase bunkers or extreme bunkers in general. Although you still can find some build in other professions When they’ll enable rankeds again but about all in ESL we will see.
In any case it seems that they are going to release a last patch before the season so…. who knows if things can change or not. Although I doubt that much will change, there would be little time to maneuver before starting the league. I imagine that will be more tweaks than anything else.
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Oh, of course. I have relegated my mesmer to do the pve dailies and help in jumping puzzles. It’s still effective there… What happiness!
There is another thing that I don’t see right. If you split the alacrity in stackable for yourself and not stackable for others, that can make you or your team to potentially take bad decisions because you usually play using your skills when you need them, but that will force you to waste alacrity that your near teammates can receive. One consequence of that could be see your teammates asking for alacrity forcing you to take bad decisions about when use your skills. Plus the different duration from the skills overwriting the others… Too complex or bad to take decisions. With the nerf to 33% for your allies maintaining the personal alacrity in 66% after the quickness nerf should be enough. The stacking alacrity (66%) on us with or actual dps shouldn’t be a problem, and in our allies with the 33% too, even more if it’s only provided from one unique source… although i see problems implementing the unique source when there is more than one mesmer near. The 33% stackable for others is more friendly to the devs, and even 30% or 28% stackable before the complexity of program to deceide what mesmer you should stack or not… etc.
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lol, so much for the scepter buff.
We’ll see cows flying before see a soft and continued AA as the scepter of the guards.
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I too looking to test something new temporaly and perhaps reroll some time while search to something fresh out there (games). I am too old here to stumble over the same stone again. Well, at least, we had four months of be something. But nothing new for us, as always, a short period of brilliance and the subsequent fall for a long time.
The composition means nothing if your opponents are not at your level or your team. The problem comes when you compete with the level of your league, qualifying, semifinals, etc. So, wait to the next season… We’ll see the wall and if we’ll be able to climb it or not.
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I wish you a good weekend my dear mesmers. I’m not sure if I will be able to reply back …
In any case I’m with you. See you in the battle.
@net Balance “preview” patch notes:
We are apologize about a viral information we published due to a bug (error) in the text of the preview notes about to:
We’ll be improving upon the scepter, which will be receiving updates through skills, functionality, and traits.
- Fixed text: We’ll be improving upon the scepter, which will be receiving updates through skills, functionality, and traits through the change of the 5% increased AA speed.
At the end is the same because:
1) We have modified a trait.
2) You have a directly or indirectly modified skill/s.
3) You gain utility. Because you have a clone 0,0625s faster each rotation with your auto attack.
We are sure that you understand it.
Sincerely:
*Batlance Team International Corporation.*
P.S: You still can taste the actual Chronomancer, buy HoT before next balance patch . Hurry up!
That’s what really kittenes me off. This affect the core of the chrono. His value, without rebalance the CDs of the skills, the trait line… even the damage if necesary. Making all the content in the game harder for the chrono. And some imposible because it was in the limit to accomplish it. (Precognition included)
And all due to a external reason. It doesn’t matter if a raid want to “carry” or not the incoming version of the chronomancer. We lose in all areas of the game with the incoming changes. I’ll wait until the patch, but do not expect any good news seeing how they trivialize a fundamental change for us.
Sure, with the change in the alacrity the lack in dps from the chrono will be even worse, so stack chronos… lol How many chronos you will need to stack? I see more the change in the composition of groups/raids from one chrono to zero.
I’ve been playing my mesmer since the beta. But I refuse to play my mesmer in the incoming state. If they don’t give us some good news in the release of the patch. I have decided to not play if I don’t see my profession competitive because I sufered it too many times. I still need to decide if reroll or quit.
If you rebalance the alacrity due to a group or raid issue. You are affecting chrono personal dps too. You are nerfing explicity the chrono line without increase the personal dps of the chrono. Do you balanced the chrono’s trait line around the alacrity? If you did that… Why don’t you rebalance the chrono trait line to increase the personal dps of the chrono to be fair?
And say that the Chrono increase the group … by 66%? Really few knowledge in statistics I can see here. One single Chrono can’t do that Karl… not 100% uptime. So not.
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Some professions are almost the counterplay of other ones. It was before and still now with the elites. You can listen it from developer’s words too, in some elite presentation.
Believe that you can perform equally against all professions is not realistic. Aside that, a good balance is always needed and they have the tools to see if something is out of control after some monitoring time.
It doesn’t matter how much time has passed…. after years, is like the first day of the original GW2 here. Same posts, background… Like if the time had shifted ; )
Not answer to such people. It’s just enough pathetic the behavior that they show when they come.
The same can be said of those snipers that shot you to 0 from where you can’t even see them or hit them.
There are a lot of traits that mitigate and prevent the burst. But don’t ask those players about that kind of traits , they don’t want to know anything about them.
Aside of the profession, the actual burst and overall damage is high. If devs decide to maintain it. Perhaps it’s time to use the tools that the game provide. Like those mentioned traits, etc. Now, the armor not help you that much. I think that, perhaps, they want that those traits gain relevance and be used more. It is your choice to use them or not, at your own risk.
We will see what they decide.
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The mechanic of a profession, the skills, their balance , etc. Is a decision of the developers and game designers. And they can add, remove or change from his game whatever they want.
And us, as players, decide if we like it and want to play or not. Even when sometimes devs read/listen our ideas, those ideas are nothing in the game, only wishes/opinions until they implement it.
If they tomorrow decide to remove stealth completely in the game, or add to thief/mesmer/X a flypaper as new weapon in his game is their decision. Not what we think it should be.
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From the programming point of view. It doesn’t matter if you buff the illusions survivability. They suffer conditions, unexpected aoe…, can be killed between you command the teleport(send you to the illusions location) and you’ll be there. To solve it, you should make the illusion invulnerable once the mesmer push the tp button = big flag of where the mesmer will be, depending the delay, lag , etc. Even if you remove the Invulnerable message due a mesmer’s tp. Or, make all illusions inmune for a short time…. = QQ.
Aside, we have F1 – F4, and soon F5. Now add different colours to the illusions’s icons and a icon/something on your illusions to identify who is who, and to let you decide the one you want use…, finally make icons clickable as tps… (with or without cds) increasing the complexity of the class even more. With cds you should add a indicator to the illusion’s icons and make it bigger too. Even you should be able to have a new FX skill to move or place your illusions where you want, to make this effective. Then we have F5-F6, plus clickable illusion’s icons.Try to play the profession without a good gaming mouse with at least 9-14 programmable buttons after add this…
Add, remove all stealth skills, less veil… and invent new ones… Tell it to devs and then we’ll see their face ^^
Is not stealth a mesmer thing… but veil yes…? 0.o
In any case is an insteresting idea. But…
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It don’t work with iDuelist attacks. So, if more players are agree that still don’t work, ,please change the title to not give devs the idea that it’s ok.
I’m agree that PU is a trait that need to be well balanced and controlled.
But that not change the final result in WvW although yes the squads/groups/zerg composition. A strong PU can make fights harder. Although at the end, the server with a combination of bigger player base + a wider coverage time in WvW will almost always win. WvW is naturally unbalanced.
Is a waste of time try to find the mesmers inside your keep, etc? They should die in less than one minute and pass page….! But, Is that not the same as before? A combination of thiefs+mesmer can pemastealth inside the keep now and before.
Is a wasting of resources put lookouts around the map at key points to control the movement of groups or zergs temporarily in stealth? Sure, the fashion is the blob / guild destroying everything in your path. You can log in the TS servers and listen the amazing educational wording/conversation deploying good tactics (be a ball and spam whatever your commander is claiming and shout all that *******). Who cares, often there is someone out there… the bigger player base…
I think that skills like veil, portal, MI, etc, add depth and complexity to tackling fighting.
And I’m agree that this is an issue with the actual fights… But because now WvW seems more like an EOTM 2.0 than other thing.
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It’s more like bunch of illusions is chasing you. You have two options:
Do you want it or not, you will kill them accidently with your auto attack or one AoE skill…
JUSTICE!
Death traits have been removed, you do not suffer conditions to kill clones.
The fury helps you if you are bounced, but the orb only hits once per objetive, player or mob. So you can’t see 2 stacks of burn from the iMage if you don’t use condition duration food or PH and iMage performs a second successful attack which is improbable… For example, with PH and any extra % condition duration you only have 1s with 2 stacks after a second successful hit in the same target.
My feeling is that is weak again… reliving old times.
Edit: The three bounces are not guaranteed as MB if aditional targets are inside the bounce range. So, the bounces are ranging from 0 up to 3. Interestingly, if you are out of range and your iMage attacks from its maximum range, the first bounce does not return back to him. It follows that the bounce has less scope than the original attack, hence the possibility of the orb never bounce.
Is obviously an unlikely event, but possible. With MB you can force 0 bounces too. But the way MB works is good, allowing the rebound in an target reached earlier. They should add the bounce more than once on the same target to the iMage skill to not lose rebounds in certain situations.
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It did 4 stacks of confusion (4s) + retailation (3s), now 1 stack of burn (6s) + fury (3s). The cleanse has been always traited.
Oh, I see the point. To let the unbrained aoe spammers continue doing the same as before. Calm, soon they will heed complaints. and nerf what is need needed for you can continue as usual.
In any case, once fixed the bug of “blind on dodge”, all will settle again. Luckily, the aoe spammers will remain blinded.
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Combined with the kiting abilities of mesmers (PU condi) I would say the condi application is fair, imo. Jumping into stealth if something goes wrong leaving the enemies bashing their skills into air feels really fun – if you are a mesmers, and really annoying – if you are the basher…
What are you doing here? This is a PVE discussion about the problem that has arisen with the changes in the formulas and stacking conditions. And its not fair for some professions.
Interesting, delete the plus of illusions from the mechanic of mesmers to mitigate their burst from stealth…. I’m curious, what would you change first of the engineers that can burst you from stealth at medium-long range?
And of rangers with those stackable trapper runes + QZ + RF + RF after change the set of weapons and from any distance?
And of thiefs that always have a extra burst from stealth inherent to their traits and skills?
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Impossible, we have no ability to do as much damage with one skill. In fact, our skills tend to burst less than other professions.
What you can do is use a combination of skills which together make considerable damage, almost at the level with other professions, but still need some more time than others to accomplish it and be in melee range to profit the IP and maximize your burst. If your opponent is good, he will prevent the complete rotation and/or evade once he has perceived the first damage.
But if you are looking for the best burst from stealth, ask to thiefs or stealth engi nades.
They do it better and faster. Even a burning guard can burn you in two seconds if you not react enough fast.
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Robert has done and continues to do a good job. Something I appreciate and see that the feeling is general.
But Robert: keeps one of these Tools… in your work wardrobe. And if John or other question you about the first balance us regularly beating us and then we’ll see what we do with the other …. make good use of it 
P.S: Of course those are of wood for training, to avoid unwanted accidents. Nevertheless, we still want them to continue working.
I’m starting to have the feeling that all this about nerf PU in the name of the balance, the fairness, the justice… has a background where “the mesmers” want nerf PU to avoid difficulty in killing “the other mesmers”.
There is something distasteful about this and smelly. But maybe I’m wrong … or maybe not.
Nerf PU not solve the damage problem. Perhaps the should nerf the same % of the PU duration than the damage in the game….. Or maintain it and add more defensive resources (actives or in traits that require skills) maintaining the current damage, and buffing a bit our damage too (to the actual level of others, like before the recent nerfs).
Now you can see players spending more time running from the respawn to the combat that fighting. It’s ridiculous see how if they play one hour, they spend 40 running and 20 fighting, sometimes more than others depending on the map.
The funny thing is that some people prefer to do that and hit harder to spend more time fighting. They do not realize the time they spend running around like crazy to die or kill again in seconds and back again.
Anyhow, they are going to adjust several things in the next weeks. We’ll see how this ends.
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CD cd: Unless your build allow you to make extra combos with ethereal fields outside the staff, that 2% at most equal the 20% level. And there are many situations and scenarios where you do not want to spend a PR-CS combo when it can save your life later or use CS away from you when needed. This type of charges, if you do not provide a reasonable improvement over the traditional, not worth it because the average time saved is usually worse than flat and you can even catch the bad habit of trying to lower the cooldown when it is not advisable.
Ummm And some giving them ideas to the next step (nerf) in other posts. If they already have some things in the chamber… add more. What they say today is that they will continue adjusting things. Cut here, then there and the sum of all could be… (add your expression here).
Well, “Ineptitude” add confusion to “Blinding Dissipation”, but that confusion doesn’t stack with the confusion provided by “Illusionary Retribution” . It’s redundant. Why? I think that due to the same reason that they have done this, control de conditions from the shatters. It should be stacked because they are different traits, but they don’t. Ineptitude yes works with the rest of skills that block or blind, plus evades.
The question is, where is the limit? What are going to do with the rest of professions? Because they are always really fast for nerf us and later we’ll have another patch…
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Mesmer
Maim the Disillusioned: Reduced the torment from 2 stacks for 6 seconds to 1 stack for 6 seconds.
Lats update
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-June-23-2015/first#post5196957