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Mesmer Staff Discussion & The Maniac Magician

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Posted by: myren.5490

myren.5490

Ross it’s role and playstyle are not at all like the Chronophantasma. There are too many things I can do that ChronoP can’t and vice-versa. I feel like I’ve already explained this suffieciently. So people who say otherwise either haven’t read or don’t get it. But w/e. They people I spvp with regularly tell me It doesn’t feel like playing alongside a meta mesmer. I don’t make the same choices in the match (rotation, targeting, disengaging etc). But like I just said, either you haven’t read or you don’t understand.

So, better at same job? duh the answer is no. But I don’t do the same job. omg I’m the one playing it so I know i’m not rolling around acting like a sub-par-set-up Meta.

I love how you say “I look at your build I see a condi chono mesmer, albiet non-meta variant…..your’e just playing meta condi” How are all you people saying it’s meta but then ALSO saying it’s not meta? I just don’t get it. reasoning with you guys is like reasoning with a 4yr old that “knows” a wrong fact. oh well. glhf out there.

Don’t listen to them, anything that has condi is considered meta. for example i will post my own build, which is unique in its way and has its own playstyle fitted to my needs and i BET you, people will say its just the metabuild.

anyways my build (i know trolls will come at me now) : http://gw2skills.net/editor/?vhAQNAseWl0nhG1YZawWNwsGLOH1ZAMAJGajtPPQdhmoNKA-TJRHABAcKAq9JAgUZAh2fAA

This one is CLEARLY not the meta build. The change, though subtle, diverts incredibly far from what we know as a meta condi chrono build.

Please, stop being over dramatic.

XD

Lmaaaaooo

Mesmer Staff Discussion & The Maniac Magician

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Posted by: myren.5490

myren.5490

Guys, if you won’t listen to me listen to Fay. Other than the torch thing he seems to understand some of the differences between this and meta (like me being able to rip apart necros safely while meta has to use much caution)

Fay you say landing the shatters will be harder without imob but that i have higher burst. It’s not like that. that’s not the proper use of this most of the time. I send out a shatter or 2 spacing weapon attacks between, keeping substantial stacks (not burst high stacks but enough to really hurt) on the foes, so that even if they clear it’s re-applied. So missing out on the sword really just means I don’t have Blurred Frenzy. That is def a shame, but whatchya gonna do? no build has everything.

oh my god myren. moa for better burst…Ive said I’m not burst oriented. you guys have no idea at all. AND MYREN IF YOU ACTUALLY READ YOU’LL SE THAT I STARTED OUT WITH CHAOS OMG LOLOLOLOL

gotta love when idiots make a suggestion and you’ve been telling them to actually read the post and their suggestion is your prototype that you’ve since tweaked lolol

I don’t think you even know what this build is supposed to do.

Mesmer Staff Discussion & The Maniac Magician

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Posted by: myren.5490

myren.5490

Oh this isn’t trolling, this is just me stating an opinion that the build is a tweaked Chronophantasma build. That’s what I said and what I continue to say. I offered suggestions to make the build better/different by taking Chaos or even Dueling for a purely offensive use with Mistrust. Moa is a much better alternative to gravity well because you can land ur burst more effectively. Insults aside, this build isn’t really helpful to any of us except telling us what not to use. It seems to be working for you which I applaud since you’re so vibrantly passionate about it. If I came across as trolling, I’m sorry. But you have three other mesmers here suggesting improvements and you kind of just “Meh I AM THE MANIAC MAGEE FEAR ME” whatever man enjoy the 50 condi cleanses.

Mesmer Staff Discussion & The Maniac Magician

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Posted by: myren.5490

myren.5490

Myren, you haven’t even really read. Here’s the ways I think you don’t understand:

1) I’m not using Torch anymore
2) I listed the differences between this and Chronophantasma meta. I even gave a brief strategic assesment of WHY those differences mattered.
3) Um…#2 was so ignored by you and detailed enough that I think it bears repetition.

Also, I absolutely wreck DHs (at least the meta ones) so I don’t know why you mentioned them.

And Mirror Images is a GREAT skill. The AoE doesn’t matter, because its use is mainly to get instant use (often paired with Phase Retreat) out of F4 or F5.

The utilities I have that Chronophantasma doesn’t are SO key. Not having the Signet to recharge my Fs is a big big difference by itself.

I’m gonna go back to points 2 and 3 here because you really don’t understand. Without portal I HAVE to stay in the fight. This ALONE puts me in a different role than Chronophantasma. I have further widened the gap between my role and the meta’s role by adding more sustain on my Utility bar and more focused dmg on my main hand. I definitely can bust out every skill I got for a big burst (and occasionally I do when it’s appropriate) but most of the time I cycle through my skills in a slower, more reactive manner than the meta build. My set-up does not work well if you have a “skill rotation”.

So, this’s different in: Role, Attack Pattern, Defense, Load-out, and General Mindset. What more can I say? That’s different in every meaningful way. Just because they’re both condi mesmer doesn’t make them the same. Just because it shares some traits and an amulet (which almost should be chosen for ANY mesmer condi set-up) Doesn’t make it execute at all the same.

This entire explanation, I’m sorry, is basically rendered useless because you’re using the meta Chronomancer Traits, the Meta Inspiration traits, and like two different traits for Illusions. Mantra of Resolve is a wasted utility as you have enough Cleanse as is. Gravity Well is my favorite elite but with your setup, is also useless. Moa is much more effective in this scenario. Your “role” is basically the same except less effective. Mirror images is a great skill in 1v1 and even then, is outclassed by Decoy. You try to use mirror images in a team fight and your clones will die right away. You can sprinkle as much “difference” as you want, but its still a Chronophantasma build.

Mesmer Staff Discussion & The Maniac Magician

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Posted by: myren.5490

myren.5490

Well to be fair, you’re just playing the Chronophantasma build with like Scepter/Torch. If this build were as different as you say it is, you would use Chaos and other means of condi cleanse. But you mentioned that condis are thrown everywhere so you’re forced to run Inspiration. Your set up is literally Chronophantasma with Mirror Images and Mantra of Resolve (why a Mantra idk but ok.) If you really wanted to bash Ross, (however juvenile he can be), you’d prove that this build is different from the meta build. Scepter is good direct dmg but ultimately underwhelming when you start to reach higher tiers. Torch is ok I guess but this guarantees you’ll lose a point against anyone who can outlive your condis. Point being, this is the meta build tweaked to your preference which if it works for you, ok, but the skills you’ve chosen are weird especially in this DH meta. (mirror images is useless in the Aoe craze.)

It's Time

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Posted by: myren.5490

myren.5490

The topic is being derailed by the call for non damage phantasms.

I see that as utterly illogical. ANET could not give us direct damage without nerfing shatter into un-usability. Therefore non damage Phantasms would be a huge nerf. This is the last thing Mesmer needs atm.

To return to the topic, clone death was removed after an ANET staffer was killed by a clone death Mesmer. That was not a good move and should be reverted.

Using clone death permits a broader range of builds to work and it should be returned to play.

Everyone’s derailing from the topic because the topic has been beaten to death and a majority of Mesmers don’t want it back. Just because Anet lost to a mesmer means nothing. No matter how much you try to justify clone death, Anet should and will never bring it back. Clone death traits (along with every other PASSIVE garbage that exists in the game) should be removed and stay removed. Phantasms losing damage and giving it to the Mesmer is not only a huge buff to our own DPS, but it enhances their support abilities through buffs, condi cleanse etc. You can say it all you want but just know that literally everyone else thinks its a bad idea.

What is the "Crit Rate" of our clones?

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Posted by: myren.5490

myren.5490

Your own Precision affects clones yes.

Any way to make sword AA good?

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myren.5490

We really shouldn’t be asking for more sword buffs and instead ask for buffs for our other weapons. Staff has a weird auto attack that’s far too slow and doesn’t deal reliable condi dmg. Greatsword’s auto attack is horrible and needs the range indicator removed. Scepter is ok but torment and confusion are not good in pve so it automatically makes it bad. Sword is currently our best weapon and while we ask for more buffs for it, we remove the possibility of buffing the other weapons.

CLOSED

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myren.5490

Fay is absolutely right on Well of Calamity. I love using the skill in pve because that’s where it is most useful (hardly since the damage it deals is painfully low.) But since your focus is WvW, I don’t recommend trying this. Chaos is our weirdest traitline as it really has no definite role. It claims to be the boon defense line but every other class does that wayyy better. Power Block is infinitely better than Imagined Burden and even Mental Anguish. I would suggest trying again and reworking this build.

CLOSED

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Posted by: myren.5490

myren.5490

I don’t do much WvW but what I’m seeing in this build, it may work for zergs. However, well of calamity is weird that all of its dmg is in the final pulse which means enemies can dodge out of it really easily. Also the traits you have are really all over the place. You have the potential for high dmg so for Domination, I suggest taking the 15% illusion dmg increase and power block since you’re using Gravity well. Furious interruption isn’t as useful so take Shattered Concentration instead for stripping boons. Boon removal is underrated. You have a lot of access to quickness but no way to share it. So there are two things you can do here. You can take the Signet trait and use SoI, to spread it to allies if you are zerging or with a group. You can also remove Chaos and take Inspiration for Phantasm signet trait. You aren’t really benefitting with Chaos. You’re not even using the manipulation trait to reduce Mimics cool down. Also, Blink is essentially required in WvW so you are really gimping yourself with no stun break. This build could actually more better suited for PvE (without Chaos to maximize damage.)

It's Time

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Posted by: myren.5490

myren.5490

Clones dying from cleave and AOE is called counter play. Penalizing people for getting rid of our clones would get rid of this counter play. Listen to the Boss Ross.

And why would an option to trait in a way to counter this counter play, especially on a trickster class, be a bad thing? Sounds like a good option if it leads to more build diversity and more skillful counter-play required by those facing Mesmers, because they can’t just mindlessly AoE illusions like now. I fail to see how more horizontal options in traiting are ever a bad idea.

There are lots of counter-play to counter-play scenarios, this is usually considered a good thing for both build and play diversity. It’s just too simplistic to have a single easily accomplished method of completely shutting down a fundamental profession mechanic such as our Shatters is. Giving an option to keep our opponents on their toes when they mindlessly spam AE is IMO an enrichment to skillful PvP play.

Making Illusions or especially Phantasms more survivable is another route, but these are mutually exclusive and completely different play-styles. We already have traits and a Signet to accomplish that, but clearly even if you specialize in all of the current options, not even our Phantasms turn out to be really any more survivable than without these options. So yes, those options should also be significant improved to have a much more noticeable impact, in order to provide another option.

That does not exclude making other useful traits to discourage the killing of especially Phantasms. Those two trait options would in fact be mutually exclusive by their very nature.

The problem is that there is no skill involved. It’s all just mindless spam. Enemies mindlessly spam their aoe/cleave. Clones die at random, spewing random condi’s in their own AoE fields. You then mindlessly spawn more clones without an iota of skill to repeat the process ad-nausea. Then the other guy mindlessly spams condi cleanses, starts his mindless invuln/evade/block chain, and mindlessly spams some more pressure skills etc etc etc.

The game is oodles and oodles of mindlessness at this point. Adding more spamming mindless options is just adding more mindless spam to an already mindlessly spamming spam fest XD

Spam.

While I disagree with Ross’ exaggerated statement, I do agree that utilities and traits should be improved that actually increase phantasm and clone survivability. I mean there’s a lot of changes that could improve QoL like boons on mesmer affect phantasms. Another helpful change would be changing phantasm abilities to something similar to Echo of Memory. An effect then a phantasm that both damages and supports.

Facepalm at inc nerfs...

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Posted by: myren.5490

myren.5490

Hey Wind! I appreciate you talking about my build and I tried what you suggested. Berserker amulet is a huge upgrade in power but the extra health from Marauder allows for mistakes and more capabilities in surviving condi bombs. I also think you severely underestimate Phantasmal Disenchanter. Its one of the most useful condi cleanse abilities now because of reduced cast time. It helps a lot against warriors who want to just fart out boons and faceroll.

Facepalm at inc nerfs...

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Posted by: myren.5490

myren.5490

I’m currently playing power chrono with marauder amulet and pack runes, Dueling-Illusions-Chrono and in all honesty, I’m performing much better than the Condi meta build. Granted it requires more skill and more attention but it excels in 1v1 combat. You have access to a ton of cc if you use F5 correctly, and blinds on every shatter to secure stomps or block bursts. Illusionary reversion isn’t needed because of deception evasion so you can always have a clone out when you need it. Its also really good at kiting but like always, dragonhunters will be your greatest enemy.

http://gw2skills.net/editor/?vhAQNAR8encfCFqhNqBmpBEgiFcjqMAWtfpOWv1cFN3aieD-TZBFABLcQAa7KAUz+DA8AAEvMAA

It's Time

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Posted by: myren.5490

myren.5490

Oh absolutely not, clone death brought a passive play style that’s even worse than PU condi mesmer. The reason phantasm builds aren’t working is because of the large amount of AoE that renders them pretty much useless. Since 50% of our dmg (maybe more) is through phantasms, we lose out on 50% of it each time they die. Instead of bringing back a passive trait to a game that needs to get rid of all passives, phantasms should be reworked to be purely support (giving boons, reducing damage to mesmer, placing soft cc on target) or becoming invulnerable and releasing their attack then dissipating into a clone. The clone death traits were horrible and I’m very happy they’re gone.

Remove Armor Weight Restrictions!

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myren.5490

I don’t think anyone is pretending it’s as easy as ‘flipping a switch’ so far. But just having to check more animations against armor pieces doesn’t change the fact that they would likely have to make fewer armor pieces. Since the OP is suggesting that everyone has the option to wear any armor weight, anet would have the option to make only one armor weight. so instead of every 9 months giving us 3 sets, they can take maybe only 4-6 months to make a set of heavy armor then the next time they want to make a set make only medium and so on. Could produce armor faster and give players more costumes to work with per character in the mean time.

No one can tell for sure how feasible it is, but changing the wardrobe in this way would probably be easier than a complete overhaul to allow mix and match (which wont happen since they would have to remake every single armor skin to do that) and would satisfy at least a portion of the players constantly making these threads.

Exactly. Anet has said themselves armor is the most expensive thing for them to make (other than Legendary weapons). Getting rid of the restrictions essentially opens up new armor sets for each class, allowing them to wear whatever they want. The argument that “I can’t tell what class they are if they aren’t wearing their corresponding armor” is void because of outfits. I know I would immediately pay some gems to unlock a new Wardrobe panel, allowing me to switch to medium or heavy.

Remove Armor Weight Restrictions!

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myren.5490

Maybe even including a gem cost to unlock the other panel can make it seem more attractive to Anet. Make it like 800 gems (the same as unlocking another character slot etc.) That would certainly generate profit for Anet.

Remove Armor Weight Restrictions!

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Posted by: myren.5490

myren.5490

Uhm.. while I am all for this, OP has plagiarized my old thread without giving me credit.. title and all.

Link:
https://forum-en.gw2archive.eu/forum/game/gw2/Removing-armor-weight-restrictions-Revised/first#post6375800

Oooppp, I had no idea a thread like this was already made…. I apologize I’ll add in a “credits to” to make sure people know you also have one.

(edited by myren.5490)

Remove Armor Weight Restrictions!

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myren.5490

Hey everyone (and hopefully an anet Dev), I am one that believes armor weight restrictions are a thing of the past and should be removed from this game completely. However, there should be some limitations to it. For example a suggestion would be a toggle button in the wardrobe tab to toggle light armor, medium armor, or heavy armor. Now I mean this entirely with ONLY skins. If the armor weight was taken away, everyone would just wear heavy armor. That is NOT what I’m talking about here. Arenanet has said over and over that armor sets take a long time to make, and they kinda have a point. So to please everyone’s armor needs, this would essentially open up 100+ armor sets to ALL classes. Of course you wouldn’t be allowed to mix and match between weights because of obvious clipping issues. The toggle button allows you shift between the weights but shouldn’t allow you to mix weights.

Another problem that may arise with this is transmutation charges. Essentially every time you would toggle the skins, it would cost you another 6 charges. This hypothetical toggle button would save your light armor set in case you wanna go back to that set, or save your heavy armor set. One common complaint that seems to arise with this suggestion is “I don’t wanna see mesmers in heavy armor, IMMERSION” except outfits have already taken that away. There’s no point to the restricted skins so why not allow it? (Credit goes to Salocin.2783 for inspiring this thread and offering this suggestion as well. https://forum-en.gw2archive.eu/forum/game/gw2/Removing-armor-weight-restrictions-Revised/first#post6375800)

(edited by myren.5490)

keybinds

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Posted by: myren.5490

myren.5490

I actually…left click all my skills…. I am ashamed

Weapon/util you'd like to change? (Skills)

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myren.5490

Hoping the balance patch addresses some of this but some of our skills need change. Most of our utils are mostly unused and some are used all the time (blink, decoy, portal etc). While something like portal is pretty hard to compete with, the other two spots should be an actual decision to make rather than choosing blink, decoy or signet of illusions. A few examples that need change:

Arcane Thievery- even with reduced cooldown, this skill is clunky and misses almost 75% of the time. (Suggestion: make it aoe, taking one boon from enemies around you, three when used on single enemy)

Mantra of Pain- the point of mantras is that the long casttime is supposed to justify the cast. Mantra of Pain is the prime example of that being completely false. Increase the damage done by mantra of pain by a rather large amount and maybe it’ll be justified using it.

Signet of Domination- this signet provides increased condition damage except most of our dps from conditions come from bleed which in all honesty isn’t all that good. Torment and confusion are not good in pve. I suggest changing it to increased power passive, and reducing its CD.

Well of Calamity- this skill is supposed to deal “massive damage” except it doesn’t. It doesn’t provide that huge damage spike that it claims it does. (Suggestion- increase its damage or have it inflict vulnerability as well.)

Weapon skills like Illusionary riposte, spacial surge, Chaos Armor, and Winds of Chaos (to name a few) all need changes. What are some suggestions you guys have?

[Suggestions] armor skin ignore weight

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Posted by: myren.5490

myren.5490

-1
I enjoy different armor classes looking different. It is bad enough that outfits ignore armor classes already
I dont want to see guards or warriors in light armor or elementalists in heavy armor

This argument is silly because light armor guardians exist in other games as well. Templars from Dragon Age wear robes. Mages (Arcane Warriors) have heavy armor specifically made for them in the first game. If Anet thinks making new armor sets is too time consuming, allowing each class to wear any weight armor is an easy way out for a while.

[Suggestions] armor skin ignore weight

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myren.5490

I WANT THIS SO BAD. But to prevent it from being horribly bugged, Anet should not allow mix and matching between armor classes. Just allow light armor to purely wear heavy and prevent it from mix and matching.

Balance Changes Upcoming

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myren.5490

Everyone’s reaction to Signet of Inspiration and Revenant is key in realizing that the problem goes way beyond that. Build diversity shouldn’t matter on those two things. If Anet can Nerf SoL and normalize Revenant boons but at the same time buff other things (VENTARI comes to mind, Mesmer DPS), then it won’t be that bad. But it seriously depends on what Anet will put in place of that. Signet of Inspiration and Glint Boons shouldn’t define so much for raids. In a way, I agree with it ONLY if Anet can successfully benefit revenant and Mesmer with other buffs.

What trait changes do you want to see?

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myren.5490

I made a pretty large thread about some mesmer changes to traits I proposed. Granted I still have much to change but you could check it out and see for yourself.

Dragonhunter isn't op, 4 of them are!

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Posted by: myren.5490

myren.5490

Kiting DH is easy? Are you actually serious? You can’t kite a 1200 range weapon with an AA that can sometimes cripple you, and if you aren’t crippled, it still hits way too hard. DHs keep forgetting that traps aren’t the only OP thing they have. True Shot was nerfed, but it still hits hard. The AA is a bigger problem though, just like other AA that’s came with HoT or were buffed because of HoT (looking at you Thieve). You must have LoS or a teleport to escape a DH. And LoS only works so long because the DH can still run up to you and force you out with traps and insane damage. And Longbow 5 also hits behind LoS too.

So you’re either a bad DH, or you’re fighting extremely good players.

I play power mesmer and in all honesty, dragon hunters are the easiest class for me to deal with. I usually just bait out the heal and run around them using clones to activate traps. My favorite is when the DH uses F3 with low health and I just counter it with a well placed mirror blade. Now 3 dragonhunters are impossible for me. Same goes with Druid. Druids, along with necros, are also pretty easy for me. I have the most trouble dealing with those warriors that just fart out boons and Endure Pain as well as scrappers. I’m saying this so that Anet doesn’t go the wrong route and nerf DH, Druid, or any other class to the ground because of PvP complaints.

Dragonhunter isn't op, 4 of them are!

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myren.5490

I’m tired of seeing “dragonhunters op AF pls Nerf” and the likes with other classes like druid and scrapper. Scrapper still has crazy sustain + dmg but they aren’t impossible. Dragonhunter’s heals and blocks are a bit over tuned but kiting them is relatively easy. Druids are not bad at all.

Now, the point of this post is since Season 4 is coming close to an end, I’d like Anet to hopefully see this and not decide that classes like Dragonhunter should be smacked up by the Nerf bat. Instead, introduce no class stacking rules for ranked PvP only. If they intend to continue with leagues, this will improve match quality a lot. Instead of having 3 dragonhunters camp a point (which should he larger in some maps), only 1 dragonhunter will be there. Nerfing the class is NOT the way to go because you’ll end up just pushing them out of the meta. Balancing Purification to have slightly lower healing would be perfect. The rest of Dragonhunter’s skills can easily be dodged or ignored. Do not listen to the people saying they are overpowered because they really are not. 2 or more of them are overpowered. (Same goes for every class.)

I realize this may increase queue times but if the match quality is better, more people will try to PvP. At least that’s what should happen.

Difficult PvP meta for mesmer

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myren.5490

And the worst part… it is more than half a year of boring condi chrono meta. And thus more than half a year of me not playing mesmer.

You don’t have to play the condi meta lol. I’m doing relatively well with marauder power burst. Requires loads more skill but its definitely doable and tons more fun than condi mes.

Thought Experiment: Phantasm Weapon Skills

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myren.5490

Oooo, this looks like fun! I’ll pitch in. While most of your suggestions are probably what will eventually happen (maybe maybe not), I think adding an effect similar to Echo of Memory where the Mesmer does something different while summoning a phantasm is a much better effect. Such as:

Phantasmal Berserker: Daze your foe for a short duration, then summon a phantasmal berserker that cripples and damages your foe. Daze being maybe like 1/4 seconds to have it synergize with domination traitline.

Phantasmal Duelist: Fire three bullets that damage your foe. For each bullet, give yourself and allies fury. Summon a phantasm that unloads its pistols.

Phantasmal Swordsman: Slash your foe then dodge backwards, evading attacks. Summon a phantasm that leaps and damages your foe.

Phantasmal Mage: Wave your torch forward, blinding and burning foes in a cone in front of you. Summon a phantasm that burns foes and pulses might for allies.

Phantasmal Warden: Fire a slow moving orb that does more damage the more projectiles it absorbs. Summon a phantasm that whirls, reflects projectiles, and pulses retaliation.

Phantasmal Warlock: Send corrupted versions of your boons to your foe. Summon a phantasm that smites enemies, dealing more damage for each condition on them.
That’s all from me but I definitely hope Anet continues this trend.

(Theory) Trahearne's Wyld Hunt

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myren.5490

So aside from taking our spotlight (I will never let it go…), I have a theory about Trahearne’s true goal. He was tasked from the beginning to be the cleanser of Orr with a sword crafted from the Pale Tree. However, Heart of Thorns changed this a bit. The Pale Tree is revealed to be a dragon champion of sorts, the sylvari are actually Mordremoth’s minions. This put me to think. Mordremoth is “unkillable” in the sense that his physical body can’t be destroyed. He can just put his mind and power elsewhere and regrow. What if Trahearne “cleansing” Orr is actually just Mordremoth spreading his consciousness elsewhere? After Mordy’s “death”, his magic spread in 4 different locations, one noticeably to the East. Now, I can’t be exactly sure that it headed to Orr.

What if Mordremoth survived his death by having Trahearne place the Caladbolg in the Source of Orr, possibly allowing himself to regrow?

Mesmer Trait Changes

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myren.5490

I find most of these ideas so… well for lack of a better word, pedestrian. As I do with the original ones. Take Furious Interruptions, how is that interesting? How is that adding actual value to my gameplay, how is that making a difference? It isn’t, it’s a (minor) boost to damage, and just gives me effects already in the game.

How about this one instead?

Enraging Interruptions – Domination Grandmaster Trait
When you interrupt an enemy, that enemy gains a stack of Enraged. They will deal 5% more damage to you per stack, but also take 15% more damage from you, stacking. Lasts until combat ends, either of you gets downed, or you fail to deal any damage to that enemy for 8 seconds.
Maximum stacks: Unlimited
Duration: 8 seconds
Dealing damage refreshes duration
Interrupting increases effect

Side note: Hell, this would actually be really interesting in PvE boss fights, since it’d keep stacking, though you put yourself at more and more risk.

That sounds horribly dangerous to use in PvP. PvE bosses can’t be interrupted (as far as I know) so this trait wouldn’t work at all with bosses. Interrupting multiple enemies in PvP, say about 3 enemies, leaves 15% dmg increase for your enemy which they don’t need, and 45% dmg from the mesmer. Or WvW, say about 10 enemies for WvW (hypothetically) places a 50% damage increase (5% each one) for your enemyand 150% damage from the mesmer (15% each one). If those enemies focus you down, you’re pretty much done. These changes I proposed are all within Anet’s capacity. Introducing a new effect like Enraged introduces more power creep and Mesmers won’t be the only ones to get it. There’s little reason to take that trait over Power Block, Mental Anguish and the new trait I proposed. Its unnecessary risk for very little reward. Power Block deals damage, weakens and increases cooldowns making it much more valuable than an interrupt trait that puts you at risk.

(edited by myren.5490)

Mesmer Trait Changes

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Posted by: myren.5490

myren.5490

Thank you very much for this detailed response Fay! I agree with you on pretty much everything and I’m glad you liked some of the traits. Unfortunately, you’re right that Anet never really considers looking at these which is a shame. I’ve been thinking about a good Dueling Grandmaster trait for PvE, but its much harder to actually create a trait that would fit there. I would propose maybe adding Phantasmal Fury in there with a specific effect added onto it but then we would have to remove one of the other traits which are useful for PvP.

Mesmer Trait Changes

in Mesmer

Posted by: myren.5490

myren.5490

Mesmer Trait Changes

I’ve been looking at the mesmer traits and realized we have some very weird traits. Although Anet rarely ever looks at these, I decided to pitch some ideas. This thread is inspired by Kybragas’ mesmer changes thread. Make sure to check that one out too. Let’s start.

Domination

Major Adept The Pledge
Torch skills remove conditions. Torch skills recharge faster while in stealth.

This trait replaces Rending Shatter. The Pledge seemed a bit weird on illusions and its also weird on Domination. But since it synergizes with PU, Domination offers more damage options than Illusions.

Major Master Furious Interruption change-
Gain quickness and fury when you interrupt a target.

Just quickness made this trait very underwhelming. With quickness and fury, mesmers could deal more damage and actually make more use of quickness.

Major Master Controller’s Dance
For every illusion you control, gain pulsing stacks of might (two every 4 seconds)

This trait replaces Shattered Concentration. This traitline is the damage oriented one. Unfortunately our class mechanic forces us to give up dps for burst. This allows the mesmer to keep the illusions up for more damage. This trait synergizes well with Imagined Burden. (Although that trait should get looked at.)

Major Grandmaster Mental Anguish change-
Shatter skills deal more damage. For each shattered illusion, gain a stacking damage bonus.
4% for each illusion
12 seconds total
Max 10 stacks

Now here’s where shattering may be a good idea. The original version of this trait was just pure burst, mainly for PvP but kinda useless for PvE. This trait can be a buff for PvP and PvE, encouraging you to shatter. This also forces you to choose between keeping your illusions or shattering them without too much dps loss.

Dueling

Minor Adept Critical Infusion
Gain vigor after dodging. (ICD 5 seconds)

The original version of this trait was weird. What does Vigor have anything to do with critical hits? At least with this change, vigor gets some use.

Major Adept Restorative Mantras
Heal allies around you whenever you finish preparing a mantra.

This trait was brought from Inspiration to Dueling. Dueling is the dedicated Mantra traitline so why not Restorative Mantras? This takes the heat off of Inspiration as the only survival line.

Minor Master Sharper Images
You and your Illusions have a chance to inflict bleeding on critical hits. Gain fury when you attack a foe below the health threshold.

This trait was changed. Master Fencer is a strange trait that doesn’t do much. There’s a warrior trait in Arms that does the same thing and more. So this boosts condi builds as well as granting fury for power builds.

Minor Grandmaster Collective Confusion
Deal increased damage to those that are confused. Attacking a foe that does not have confusion on them will inflict it.
10% increase

This trait replaces Master Fencer. Remember that awesome Confusion trait we never got? We will never get it. We probably won’t get any of these changes either but I can dream no? Anyway, this is a boost to power builds and a small boost to condi builds. Confusion has very little use in PvE so maybe with this change, confusion can be worth using for the damage boost.

Ineptitude moved from Illusions to Dueling grandmaster. This is to give BD more synergy without having to take another traitline.

Major Grandmaster Harmonious Mantras change- Mantras can be activated three times before needing to be channeled again. Mantra cast time is reduced.

The damage stacking bonus from the original trait was too unreliable because of mantra cast times. You would almost always lose the stacking bonus if you weren’t spamming Mantra of Pain. This trait change removes the dmg bonus and just reduces cast times.

Chaos

Major Adept Descent into Madness change
Lose a condition when you gain regeneration (icd 5 seconds)

Now this trait is to help out the Chaos line to give out a bit more defense and condi clear away from the Inspiration traitline. This synergizes with the minor adept trait as well as Illusionary Inspiration in the Inspiration line.
Major Grandmaster Bountiful Armor
When you have chaos armor, gain stability. For every second you have chaos armor on, gain random boons. Chaos armor duration increased.

Bountiful Disillusionment was a strange trait in Chaos where a trait like Illusionary Defense exists. Reduced damage for every illusion you have but then you have to shatter them for an effect? Instead, this trait change would benefit chaos armor and give it more use in both PvP and PvE. This trait would also affect allies.

Major Grandmaster Chaotic Interruption change- When you interrupt a foe, you immobilize them and gain might. Trade any conditions on you for your foe’s boons. (Max 3)

Here is another attempt at changing Chaos a bit to serve more defense needs. This serves as sort of like another Arcane Thievery. This takes some of the weight off from Inspiration as the only condi clear line Mesmers have.

Inspiration
This trait line has the most changes.

Major Adept Persisting Images
Phantasms have increased health and attack more often.

This trait was combined with Phantasmal Haste. Retaliation is a strange boon to give a phantasm that dies relatively quickly. There’s almost no way to make retaliation useful for it. So remove that, and replace it with attack more often. The increased health will allow the phantasm to survive a bit longer to attack more.

Major Adept Inspired Phantasms
Phantasms heal allies when they attack.

This trait replaces Restorative Mantras. This offers a clear cut choice between three traits. Either more revive speed, dps, or healer. You can then build for any of these as you like. The healing amount should be moderate but I’m not very sure what the numbers should be.

Major Master Protected Phantasms
Phantasms gain blur when they attack. (All credit goes to Kybraga)
This one is a personal favorite from Kybraga’s mesmer change list. I decided not to change it and include it.

Major Master Persistence of Memory
Shattering a phantasm recharges all phantasms by a short amount.

This trait replaces Restorative Illusions. The obligatory shatter trait. Inspiration is the dedicated phantasm line so might as well include anything with phantasms.

Major Master Warden’s Feedback
Reflects deal extra damage. Crippling a foe also weakens them. Reduces recharge on focus weapon skills.

This trait is assuming Focus reflects is baseline (why aren’t they…?) Reflects deal extra damage may be op for PvP but I think the amount shouldn’t be too much. The second part synergizes well with focus, greatsword, sword, Imagined Burden and Master of Fragmentation.

Major Grandmaster Temporal Enchanter Change Glamour skills last longer. When you cast a glamour, allies near the glamour gain pulses of resistance and superspeed. Enemies are revealed and immobilized.

This trait opens up new build possibilities. Glamours are a strange set of skills with their own niche uses. This trait allows glamours some benefit for allies and a sort of trap for enemies. This trait could be deadly for thieves and scrappers as well as other mesmers.

Illusions

Major Adept Absorption
Clones periodically take conditions from you.

This trait replaces Persistence of Memory. Once again, this is an attempt to take some weight off of Inspiration. This trait only works for clones and not phantasms. To prevent it from being op, it should only be one condition and forces you to sacrifice your phantasms in a moment of need.

Major Adept Rending Shatter
Shatter skills also inflict vulnerability.

Rending shatter was brought to the dedicated Shatter line. This trait isn’t particularly good but it does something.

Major Master Shattered Concentration
Heal and lose conditions when you shatter. Shatter skills also remove a boon on hit.

This replaces Phantasmal Haste. Shattered concentration is now weak in the current boon meta in PvP. This trait is combined with Restorative Illusions to give it more use as well as take some condi clear away from Inspiration.

Major Grandmaster Deceptive Evasion
Create a clone when you dodge.
This trait is brought here from Dueling.

Major Grandmaster Malicious Sorcery
Increases attack speed and condition duration while wielding a scepter. Reduces recharge on scepter skills.

Hopefully, condition duration grants this trait a bit more usefulness than just attack speed. This may give Scepter more use.

Major Grandmaster Master of Fragmentation
Every time you shatter, gain stability. Your shatter skills are improved. (Mind Wrack gains a 10% critical chance and grants might to allies, Cry of Frustration gains cripple and grants vigor, Diversion is aoe and grants fury, Distortion reflects projectiles and grants regeneration, and Continuum Shift slows and grants resistance.)

This trait brings the most changes and for good reason. The original version of this trait is underwhelming but its the only trait worth taking atm. It is combined with BD to make it more attractive. Maybe too attractive?

Chronomancer

Major Grandmaster Lost Time
Gain a charge each time you block an attack. After enough charges, your next hit will slow and knockdown your foe. Shield skills recharge faster when you slow a foe.
4 charges for activation
1 ½ % recharge

Lost time was a bad trait that couldn’t compare with Chronophantasma or STM. Maybe with this trait, it becomes more attractive to slow enemies with the shield skill recharge.

Well that’s all I got. Any comments or recommendations are welcome! Don’t forget to check out Kybraga’s mesmer thread as well. Thanks. (Sorry about the long post but I have no idea how to do a spoiler thing :/)

Chronomancer Buffs Across Board?

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Posted by: myren.5490

myren.5490

Mesmer still needs WAYYYY more buffs. Torch is still weak compared to the other off hands, sword aa is weak, staff is a weird weapon that needs a rework, gs aa is terrible, some traits are PvP centric making them horrible pve traits, time warp CD is too high, I can keep going but this post would be too long!

Thought: Spatial Surge

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Posted by: myren.5490

myren.5490

I love the moonlight great sword but the laser beam is too cool to get rid of. Just remove the range thing and increase aa dmg and gs should be fine.

mesmer scepter

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Posted by: myren.5490

myren.5490

I have a question for mesmer scepter, its better to not make another topic for it. Is the scepter any good for pve? Like dungeons fractals etc? I’m so tired of using sword :/

Turn Underwater Skins into Land Skins

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Posted by: myren.5490

myren.5490

UNDERWATER WEAPONS FOR LAND!!!!!! That is all.

Mesmer literally 1/6th dps of other classes

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Posted by: myren.5490

myren.5490

While I do agree mesmer dps should be low to prevent crazy opness, I do not agree that mesmer dps should be hilariously low. I think the way to help this is to increase trait dmg percentages. For example, the 15% illusion dmg increase in Domination should be higher. About 20% or maybe even 30% would be ok. Fragility should be increased to 2% per vulnerability stack for a total of about 50% dmg increase if 25 stacks of vulnerability. Compounding power should be increased to 5% for each illusion for a total of 15% dmg increase. The mantra trait is too clunky because of the cast times so maybe reducing cast times would be better. Lowering phantasm CDs would also help a bit but not by too much to prevent phantasm spam.

I think phantasms are horrible but for anet to rework the entire class is a bit unreal. I also believe that alacrity should be reverted to at least 50% in pve only. Another problem I have is our auto attacks. How in the hell is Staff aa for druid better than gs aa for mes? Staff aa for mesmer is bad cause of dumb bounce mechanic. Mesmer is definitely not in a great spot. Its subjectively good but its not nearly as good in pve than all the other classes.

Chronomancer Buffs Across Board?

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Posted by: myren.5490

myren.5490

The worst part of balance patches? The forum posts complaining. “phantasmal disenchanter got buffed. Chronomancer buffs all across the board.” /sad /facepalm

So is balance tied to pvp seasons?

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Posted by: myren.5490

myren.5490

That’s my point though. Eles and daredevils have exorbitant amounts of dmg for very little reason. Daredevils having dodges that deal dmg is not very healthy for the game PvP or PvE. As for ranger, I suspect the dps difference is because of pets. I guess anet is understandably scared to raise ranger dps to avoid them becoming untouchable. Its the same case with Hunter in WoW. Hunter has the lowest dps in game but I get the feeling its because of pets.

This Season Is going to be...

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Posted by: myren.5490

myren.5490

I wholeheartedly agree! I’m very excited to try out all the new changes to guardian, ele, ranger, and mesmer.

So is balance tied to pvp seasons?

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Posted by: myren.5490

myren.5490

Well you just pointed out a problem with thief, eh? Dodges doing dmg is so dumb lol. I’ve gotten some pretty big numbers using ranger gs but I will agree that it needs a bit of help. It’s like necro gs, just a small attack speed boost and it will most likely be much better.

So is balance tied to pvp seasons?

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Posted by: myren.5490

myren.5490

Ranger greatsword ain’t that bad. Shortbow is pretty bad I’ll agree. All necro gs needs is an attack speed boost and that’s it tbh. Although calling the devs “you people” isn’t gonna get your forum post read. I recommend you act civil in your next post and maybe JUST MAYBE they’ll care to read it.

P.S. what’s wrong with guardian scepter being better than sword…

A ranged weapon should never be better DPS than a melee one, period. It’s part of what makes ele so broken compared to other classes.

And ranger greatsword is terrible, only reason they use it is because they don’t have any other choice for melee weapons, as they all do pretty pitiful damage.

Power ranger does like 18k DPS with 1h sword and greatsword is like 2k DPS less than 1h sword. It’s super bad.

You may be right about ranger greatsword since it feels kinda slow but ranger great sword is mostly a burst type weapon since all of the attacks are very bursty in nature. A 2k dps difference isn’t that horrible compared to say mesmer gs and mesmer 1h s. Usually burst weapons have bad dps. Also I don’t agree with ranged weapons have to be worse than melee weapons. That can also be the sad mesmer in me who hates to see his poor gs get laughed at.

[SPOILER] Why are we now working for the Dragons?

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Posted by: myren.5490

myren.5490

Nah man Dragon’s Watch. Meaning the dragons gotta watch out for us yeaaaaaboiiiii

So is balance tied to pvp seasons?

in Guild Wars 2 Discussion

Posted by: myren.5490

myren.5490

Ranger greatsword ain’t that bad. Shortbow is pretty bad I’ll agree. All necro gs needs is an attack speed boost and that’s it tbh. Although calling the devs “you people” isn’t gonna get your forum post read. I recommend you act civil in your next post and maybe JUST MAYBE they’ll care to read it.

P.S. what’s wrong with guardian scepter being better than sword…

Does my Mesmer Build Need Trashing?

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Posted by: myren.5490

myren.5490

“Competitive” means you have to get Chronomancer which means losing out on either chaos or dueling. I’ve never really liked rabid tbh if I were condi, I’d go carrion but that’s up to you. Condi mesmer isn’t that good in fractals since there’s a long rack up before you get good DPS. Most of your dps would come from pistol 4 and duelist’s discipline since confusion and torment are pretty bad in pve. As for PvP and wvw, condi mesmer is really strong so nothing to change there. You can even run without chrono in WvW if youd like. The meta for hot is zerker mes sword/shield and focus/sword/pistol. For PvP, I run a more offensive condi build with illusions dueling and chrono. I can get crazy amounts of confusion with that build but you need to be experienced cause you’ll have almost no condi cleanse. I hope I answered your question.

Annoying mechanic

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Posted by: myren.5490

myren.5490

I love mesmer but man, having my phantasms and clones die every time I kill something is so frustrating. I hope for this next balance match, Anet fixes it to have clones and phantasms die when either shattered or leaving combat. Its just a small Qol change tbh.

I hate to break it to you, but far from being a "small QoL change’, this would be an enormous change to how mesmer functions on a very basic level. It will never happen, ever.

If that’s the case, then I at least hope they add some sort of skill that doesn’t make Phantasmal Berserker and others of that type completely useless when a mob dies. Like have a chain skill after you summon the phantasm or something. I thought the wells would help with dps but those are nothing compared to any of the other classes.

Annoying mechanic

in Mesmer

Posted by: myren.5490

myren.5490

I love mesmer but man, having my phantasms and clones die every time I kill something is so frustrating. I hope for this next balance match, Anet fixes it to have clones and phantasms die when either shattered or leaving combat. Its just a small Qol change tbh.

Season 4 Nerf Wish List

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Posted by: myren.5490

myren.5490

Please delete this thread

Why Mes is in the worst spot ever

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Posted by: myren.5490

myren.5490

So what do you propose?

To all Role players out there!

in Looking for...

Posted by: myren.5490

myren.5490

Continued Canon
So, to catch up any people who actually do want to join the story so far, here’s what we have. I’ll begin first by listing major characters.

Major Characters
Jonathan Noipros
Howl Fauxfang
Korg Flamestorm
Vialeth
Viseron Targaryen
Draugr Brandsson
Legend Orochi
Mattithas
Lucas Winchester

That is all we have now. Minor Characters are introduced during the roleplay and less effect to the overall plot.

Plot
“King Auron Targaryen, believed to be a weak king, was assassinated by his enemies through use of Vialeth. After his death, the position of king is given to Viseron, a known maniac and dangerous foe. Each House suffers through their own personal problems like:
House Noipros works with the Asurans and Inquest to find a way to beat Mordremoth. They are unconcerned of the petty war of land and only want to find a way to drive back the Mordrem beyond the wall (Silverwastes and beyond is considered “Beyond the wall” drawing a parallel with the White Walkers and the Mordrem.) After Noipros is wrongly accused by Viseron of poisoning the other dukes at the coronation, he is forced into hiding and now works behind the scenes to achieve his goal.

House Fauxfang is led by the flamboyant and powerful Charr Mesmer, Howl, who’s true intentions are unknown. He shows great loyalty to the crown but is often believed to be manipulating events. Alongside his trusty bodyguard, Korg, he hides Vialeth in his castle and plans to use her for his own future plan.

The House of Legend is led by Legend Orochi, a mysterious sylvari who overthrew his previous leader, faces a troubled Grove who fears Mordremoth’s power is weakening the Pale Tree and his leadership of the Sylvari people.

House Targaryen, now owner of the Divine Throne, is led by Viseron, an insane but cunning leader who would burn the entire city down if they looked at him wrong. Viseron hungers for more land, land he would take from the other dukes no matter the cost. "
A Duke is an owner of land, any piece of land separated by waypoints on the Central Tyria map. Dry Top, Silverwastes, and all HoT maps are unavailable because those are “beyond the wall”. A baron owns a piece of land and serves a house. That land must be in the Duke’s control. A knight is a loyal servant to either a baron or Duke. They do not own land but are responsible for armies.

There’s the plot so far! If you’d like to know more, do not hesitate to message me. The event is every Sunday at 7pm est. If you watch Game of Thrones, the event is paused until after the show is over. So, if you are interested in joining Game of Thorns, let me know! This event is meant to be fun and interesting (Hopefully).

(edited by myren.5490)