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Chronomancer Traits

in Mesmer

Posted by: blindrage.6158

blindrage.6158

Guys, you tend to have forgotten the fact that they want ALL mesmers to be shattering. Regardless of if you are pve or pvp or wvw, you will be shattering. They stated that they were unhappy with the fact that there were complete builds and playstyles that rendered the mesmer “core” mechanic, i.e. shatters, obsolete and ignored. So even if you are doing dungeons or fractals or strongholds or HotM, you will be shattering to get maximum mileage out of your illusions. Taking a few shatter traits might be in your best interest. We have to get away from the mindset that shattering is only useful in pvp builds.

“Do not take life to seriously, you will never get out of it alive.” -Elbert Hubbard
Fenwulf (YUM) Mesmer of Tarnished Coast

Mesmer December balance updates-OP edit 11/5

in Mesmer

Posted by: blindrage.6158

blindrage.6158

Hey guys. Long time Mes player, first time posting.

Couple thoughts regarding the sad state of the Scepter #1 auto attack. Many people decry the idea of it being used to spam conditions but the sad fact of it is that the weapon, as it stands, is a sorry excuse for a hybrid weapon. It is supposed to be the Mesmer condition mainhand weapon, yet it does power based damage on the AA, and poor scaling damage at that. The idea many throw around is adding damaging conditions, yet I think this too would be a detriment on the idea that the Scepter is supposed to be a “trickster defender” weapon. Having looked through all the threads I could find on the topic, I think I came up with an idea that would satisfy the condition application idea and the “trickster defender” theme: non-damaging control based conditions in a 120-150 area AoE. The Scepter projectiles resemble to me a tightly packed mass of chaotic energy, which would make sense for them to explode like mini-grenades on impact. Make the projectiles have the same travel speed as the Guardian Scepter, and that the next shot in the chain is not dependent upon the first shot impacting before the second is launched. Example as follows:
• Ether Bolt: 20% Projectile Finisher. No cast time. Upon impact, the bolt explodes applying one of three random conditions to 3 targets in a (120-150) range. Either Blind (1 second duration), Chilled (1 second duration), or Weakness (2 second durration).
• Ether Blast: 20% Projectile Finisher. 1/2 second cast time. Upon impact, explodes applying one of three random conditions to 3 targets in a (120-150) range. Either Crippled (1 second duration), Immobilize (1 second duration), or Daze (1 second durration).
• Ether Clone: 20% Projectile Finisher. 1/2 second cast time. Applies Confusion (2 seconds) , just as the tool-tip says, to the enemy and summons a clone at the target that casts Ether Bolt.

I know these ideas will be attacked by some, but I feel this change would go well with the class and the idea of being a “trickster defender” that can control the flow of a fight. The lack of seriously damaging conditions means that it is more of a utility weapon, which is something also lacking in the Mes kitten nal. It would also help in WvW a lot, as this would give Mesmers the ability to tag multiple tight packed targets and spread the CC conditions out. The RNG nature of the conditions plays with the existing Mes condi weapons, and the fact that it is limited to the primary target plus two means you are not going to be too powerful while still being very useful.

I look forward to seeing what you guys think of this idea.
Fen

“Do not take life to seriously, you will never get out of it alive.” -Elbert Hubbard
Fenwulf (YUM) Mesmer of Tarnished Coast