(edited by dysp.1248)
Showing Posts For dysp.1248:
The ones you mentioned are great. Shattering is really good. You can get 6k mind wracks with a 4x stack of confusion aoe or 8x stack of confusion aoe with Cry. The inspiration shatter-condition-removal makes mesmer nearly immune to conditions coupled with the heal-condition-removal.
But I will agree, the rest are pretty lacklustre. As for changes, I’d like for more of them to not be mantra related, because I don’t use or like mantras (great reason, right?). Mesmer is a really agile and evasive class, and casting a mantra, even out of combat, feels cumbersome.
1) Great idea. Secondly, even seeing/looking for the Retaliation buff, I get it mixed up with fury. I know this is something I can just remember, but when I quickly look over the buffs, it’s easy to mistake one for the other. So, I’d like a drastically different looking buff icon for fury or retaliation.
2) Check.
3) I don’t like the idea of limiting durations, when you can get creative with specs or just have a solid indirect method of producing full uptime of boons. It’s a little different if you can get full uptime naturally with one cast, but then that’s just even more counter-able with boon stripping. Versus some builds, your build just won’t be able to handle well, is my logic on this particular issue.
The way the point system works, winning tactics aren’t really rewarded enough. In hotjoin, it seems far more beneficial, from a glory perspective, to roam and cap as a zerg, which usually prompts a loss for the zerging team. But, the zerging team usually has much more than +20% glory than the winning team. In tournament, as far as I’ve seen, defense is key. I’d really like to see winning tactics, such as defense, rewarded more through glory to curve hotjoin play and be a bit more in-depth.
I can see why the stand-on-cap glory accumulation may not have been included, as it can promote cap afking. But yeah, something needs to be added for the defensive character, other than the defense kill.