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[Suggestions] Future Elite Specializations

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Posted by: salaman.7913

salaman.7913

Mesmer – Spellslinger
Weapon: MH Pistol, 750 range (medium range weapon).

New Mechanic: Combo Points (Mesmer + Thief).

Mesmer Clones/Phantasms generate combo points instead of physical illusions. These are represented as small purple balls of fire (butterflies?) which fly around the Mesmer. These combo points are spent by activating Shatters which apply a unique effect to the next Pistol attack (weapon attack?). Abilities that generate Phantasms/Clones grant the Slinger a combo point and a boon instead (ex: Phantasmal Defender grants a combo point, Block and Protection for 15s).

F1 – Mind Spray – The next Pistol skill used by the Slinger applies reduced damage to an area (150/400/650) around the target.
F2 – Duelist’s Frustration – The next Pistol skill used by the Slinger bounces to an additional target, causing confusion and torment (1/2/3 stacks) to both targets.
F3 – Diversion – The next Pistol skill used by the Slinger dazes the primary target and applies Taunt to all enemies around the subject (150/200/250). Enemies aggro to the target of the skill, not the Spellslinger.
F4 – Distortion – The next Pistol skill used by the Slinger cannot be blocked or evaded, but still consumes any Blocks that the attack would normally be subjected to (1 ignores block, 2 ignores evade, 3 consumes both).

MH Skills

1 – Hip Fire > Deals damage.
Fan Fire > Deals more damage to closer targets.
Pincushion > Deals damage and applies bleed to close targets.

2 – Precision Shot – Fire a bullet that deals high damage (further increased against dazed targets).

3 – Double Shot – Shoot twice, dealing damage and applying vulnerability.

Tricks
Side Step – The Slinger shadowsteps back, firing a bullet from each pistol. The closest target is immobilized and the next closest target is crippled (both are applied to one target if there are no targets within range – 250). Both targets gain 2 stacks of Vulnerability. Evades.

Pistol Whip – Lash out at targets around you, knocking them down (200).

Slinger’s Advance – The Slinger cloaks themselves for 3s and shadowsteps toward the target (500). Evades.

Quickdraw – The Slinger gains Quickness and Swiftness for 5s.

Elite Skill
Barrage – The Slinger fires continuously in a cone in front of them, dealing damage and applying cripple and vulnerability to all targets within (1s/tick and 1 stack/tick).

Traits – Minor
Slinger’s Initiative – Every second spent out of combat increases the Spellslinger’s speed by 10% (max 30%).

Vim and Vigor – Gain Vigor after successfully evading an attack.

Grit – Spending Combo points grants Fury (2.25s).

Traits – Adept
Rifling – Increases the range of all Pistol skills by 200.

Volatile Powder – Gain Might every 3/2/1s depending on the number of Combo points held.

Burn Steel – Enemies within melee range (75) gain a stack of Burning when you use Hip Fire, Fan Fire or Pincushion (cannot occur more than once every second).

Traits – Master
Armed and Dangerous – Combo points are now tracked on the Slinger and not locked to their target (they stay generated after a fight, assuming you haven’t used them, and can be used in the next fight).

Spur of the Moment – Spending Combo points grants the Slinger Resistance for 1/2/3s.

Bulletproof After an evade, gain a shield which reflects projectiles for 1s.

Traits – Grandmaster
Slinger’s Momentum – Side Step, Slinger’s Advance and Dodging apply slow to enemies around the Slinger (1s, within 200).

Equilibrium – Shatters have their cooldown reduced for each attack made while under the effects of Quickness (-0.5s).

Double Tap – Spending 3 combo points generates 1. In addition, the Slinger counts as a combo point for the next shatter (in effect, granting 2 free combo points). The Slinger only counts as a combo point every 8s.

[Game]Create Your Own Specialization!

in Mesmer

Posted by: salaman.7913

salaman.7913

Elite Specialization – Rapscallion

The Rapscallion is a mix between Mesmer and Thief, granting the Mesmer use of an OH dagger and Tricks utility skills. The focus is primarily on counters, blinds ad movement control.

The Mesmer’s offhand dagger would be used with deception and counter punishment in mind (For those that play D&D/Pathfinder, there’s somewhat of a feeling of Sneak Attacks and Teamwork Feats – particularly Broken Wing Gambit – mixed in as well).

Skill 4; Charlatan’s Gambit/Imposter’s Flourish
Taunt all targets within range and gain Aegis/Create a flash of light that blinds foes within range.
Taunt: 2s
Aegis: 2s
Blind: 3s
Radius: 500
CD: 22

Skill 5; Auspicious Strike
Roll around your target and deliver a strike that immobilizes them, dealing increased damage to foes with no boons.
Damage w/ Boons: 757
Damage w/out Boons: 1103
Evade: 1s
Immobilize: 1s
Range: 140
CD: 25

Utilities
The Rapscallion would focus on playing an evasive mid-range style of combat. The utility skills are designed with blind, evasion and counterplay in mind, relying on a combination of movement controlling abilities and well-timed counters.

Skill 6 – Heal; Scoundrel’s Reprieve
Vanish in stealth, gaining regeneration.
Healing: 3400
Stealth: 2s
Regeneration: 5s
Health/Second: 700
CD: 25

Skills 7 to 9 [Tricks]:
Hamstring
Throw a pair of daggers, weakening and crippling the target.
Weaken: 10s
Cripple: 8s
Range: 900
CD: 15

Bedazzling Maneuver
Block the next attack and teleport away from your target, dazing them and summoning a Phantasmal Rogue.
Daze: 1s
Block: 2s
Range: 600
CD: 35

Pilfer Momentum
Teleport to your target, steal 2 boons and slow and blind your foe.
Slow: 1s
Blind: 3s
Range: 600
CD: 25

Elite Skill; Rogue’s Ploy
Spin around, reflecting projectiles and dazing or knocking down foes rendering them vulnerable. You cannot move while spinning.
Duration: 5s
Daze: 2s (Projectiles)
Knockdown: 2s (Melee)
Vulnerability x 5: 4s
Range: 300
CD: 90

Adept Traits
Minor Adept: Main Gauche – Gain access to offhand daggers.
Major Adept: Plan B – Blocking reduces the duration of Revealed by 1s.
Major Adept: Embellished Return – Blind foes when you use a healing skill (3s).
Major Adept: Unbalance – Enemies you interrupt are confused and bleeding.

Master Traits
Minor Master: Unrelenting Shadow – Increases the duration of Stealth applied by skills by 1s.
Major Master: Remorseless – Dazing a foe below the threshold weakens them (50%).
Major Master: Ambidextrous – Reduces the cooldown of dagger skills by 20%.
Major Master: Evasive Maneuvers – Gain vigor and swiftness upon successfully evading an attack.

Grandmaster Traits
Minor Grandmaster: Furious Heister – Gain Fury and increased critical damage after removing a target’s boons.
Major Grandmaster: Sinister Rush – Transform a condition into a boon every 2s while in Stealth.
Major Grandmaster: Crime Spree – Blinding enemies reduces the cooldown of Tricks by 2s/enemy
Major Grandmaster: Penetrating Strike – Attacks from stealth have a 100% chance to critically strike and have increased power.

[Mesmer] Blinding Dissipation

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Posted by: salaman.7913

salaman.7913

Blinding Dissipation does not appear to be applying Blind upon shattering.

[Build] Vivid Reflections

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Posted by: salaman.7913

salaman.7913

The point to the build is to combine Lockdown traits (in anticipation of the new Defiance mechanic, particularly since it was mentioned by a Dev that Daze would have a high interrupt priority) with the current Reflect Mesmer to create a build that focuses almost entirely on mitigating enemy actions/attacks and enabling allies to be safer/to have more leniency with regards to their survivability. It also makes use of boon stripping and the occasional Mantra should you desire to also work on cleansing your allies/granting them stability etc.

http://dulfy.net/gw2traits#build=AgMBXAScBZg~

If damage is more useful than interrupts, Power Block can be replaced with Mental Anguish etc.

Any thoughts?

Key Binds

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Posted by: salaman.7913

salaman.7913

I usually run as follows for shatters:
F1 is changed to “Q”
F2 – “Shift-Q”
F3 – “Shift-E”
F4 – “Shift-V”

Utilities line up pretty cleanly with when I tend to use them:
6 – “C” for heals
7 – “E” – Twin Images for instant daze or fast shatter setups.
8 – Click down scroll wheel – Always blink, allows for fast escapes when I’m immobilized (I dislike the instant target option).
9 – “V” or “B” – Usually decoy, this way I keep my evasion abilities lined up on/near “V”

On Reflects...

in Profession Balance

Posted by: salaman.7913

salaman.7913

While I would prefer to be able to reflect everything, I can also understand the need to provide some mechanics which players cannot entirely avoid by stacking their group a certain way (read: bring more guardians!).

One common reply then is to say “But just make the reflected projectile do less damage to the boss!”. True, and that’s already done in most cases. But the issue is, you still 100% avoid the damage on the party.
And while this is consistent with how I’d expect my reflect to work, it’s not consistent with any sense of immediate danger in PvE. Because it’d imply that I need to spam those projectiles to prevent a party of Guardians and Mesmers and Engineers from simply spam-reflecting them. But then, a party without those is going to get completely torn apart.

At least for the PvE part: I think that’s actually just fine. The fact that if you can plan out and know boss mechanics to the point where you know when to throw up a reflect then I don’t see why you shouldn’t be rewarded with a tremendous amount of damage. It adds a layer of awareness and skill beyond “my build does the most power damage and I don’t need utility skills” – essentially it gives other classes a means of dealing with huge boss health bars that don’t amount to trying to reach warrior levels of faceroll damage. Now, it might be too much damage on the reflect but I still don’t think it needs a huge change beyond slightly less damage happening. It fits right in with how most boss attacks can 1-shot you, by the time you fight things in Arah (or any dungeon, provided you’re trying to simulate the feeling of being the appropriate level – which anet is) and by the time it’s suggested that you go to dungeons etc you SHOULD be playing rocket tag with the boss. That’s what it’s like when two colossally powerful entities clash.

[Suggestion] New Weapons Ideas

in Profession Balance

Posted by: salaman.7913

salaman.7913

Mesmer – Daggers:

1 – Decieving Strikes – A classic 3 step chain that applies confusion for the first two hits and culminates in an attack that applies a stack of vulnerability.

2 – Mirrored Withdrawal – Teleport back (300 range) and leave a clone at your starting position, gaining 2s of vigor/aegis.

3 – Distracting Reprisal – Slide forward (600 range) and blast the area, dealing a small amount of damage and blinding up to 5 targets (150 – 200 range).

4 – Chaos Blades – Throw 2 illusory daggers, dealing damage and transfering 1 condition (each) on hit.

5 – Mind Fire – Shoot a bolt at your target, dealing medium damage and applying 1s of burning for every stack (every 3 stacks?) of confusion.

(edited by salaman.7913)

Hypothetical New Skills

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Posted by: salaman.7913

salaman.7913

I don’t care what it is, though preferably a change to maybe MoP or a new mantra all together, all I would want is a utility skill that applies burn at range (maybe 600?) on a medium cooldown.

If I had to make it OP turn it into a manipulation that turns 2/3 enemy boons into burn stacks with a small initial damage spike.

Your Top 3 Favorite Mesmer Skills. Why?

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Posted by: salaman.7913

salaman.7913

1) Blink – It has become my crutch and I find myself in withdrawal whenever I play another class.

2) Mirror Images – An instant stun break coupled with the potential for instant 3 clone shatters and the fact that it can be used DURING the channel for Ether Feast to bump it up to the 3 clone heal? Talk about a godsend.

3) The Prestige – It’s a kitten means of applying “Burn,” and I wish we had more access to that condition.

[New Shatter Skill Idea] Ether Storm

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Posted by: salaman.7913

salaman.7913

I like that, though I’d really like to see each class get a class unique weapon.
Perfect for mesmer would be cards or maybe a harp.
A skill, kind of similar to yours I’d say would be good for zerging/AOE is something like

[Cant think of a name]

CD: 45
Blast/Projectile finisher (random)
Number of pulses 7
Duration: 6 seconds
Damage: 700
Bleed (2s)
Cripple (2s)
Fury (2s)
Max target number -> 10

This all happens each pulse. Would it be OP?
This could make a really good condition weapon, like autoattack could throw a card that does low-medium damage, gives the enemy a single stack bleed, a bit of damage pierces enemies and returns back to you healing you. Would have the same rate as guardian autoattack and would follow the player to a certain range.

Harp could be a good CC/support weapon.
You could play tunes that give you enemies stacks of might, fury, regen or w/e, tunes that would do damage to your enemy and apply conditions like poison/bleed, ones that would stun all enemies ect.

We need fans. We were (sort of) promised fans.

iLeap Fix Idea

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Posted by: salaman.7913

salaman.7913

Since iLeap is terrible with its hit detection (often registering slight inclines on the ground and thereby completely removing the point to the skill) I thought of a viable solution that might work: change the animation to that of our Scepter 1 skill – a big purple ball – originating from our hand and moving forward towards the enemy, once it hits it spawns the clone that cripples and the skill otherwise functions as normal. This way it’d be easy to dodge/see coming for PvP while still working in PvE.

Subject 7 - Mesmer Clones

in Account & Technical Support

Posted by: salaman.7913

salaman.7913

So I know Mesmer clones are consistently some of the most broken mechanics in the game, notorious for not working as intended and whatnot, and it seems to me that Subject 7 in the Crown Pavillion is a bit of a hit and miss if you’re using Focus 5 (iWarden) as they alternate between using their AoE melee attack and running up and doing nothing. Just thought ANet should know, it makes getting past Subject 7 in the gauntlet not really viable with this weapon set.

Stat Combos

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Posted by: salaman.7913

salaman.7913

Power, Ferocity/Precision and Healing Power

[Mesmer] Mantra of Pain is the lackluster one

in Profession Balance

Posted by: salaman.7913

salaman.7913

This is for PvE mostly; I can see the use for the other 3 Mantras, heck I use both the stability and condition clearing ones regularly, but I can’t really see Mantra of Pain being exceptionally useful. It lacks, according to the wiki, any scaling with weapons or power (no skill coefficient) and while it can be nice for its ability to be used during any other action for some added burst it just doesn’t bring enough to the table to seem worthwhile. Maybe if it had a 1s knockdown, launch or knockback it might be a fairly decent CC skill that also does as much damage as a 1 ability?

Any thoughts? I’d be glad to be wrong but right now it feels like a dead skill, the others at least make use of one of our best (and most trait-relevant) condition: daze, one grants stability on a whim which is frankly fantastic and the other clears 2 conditions which – while not overwhelmingly useful – can do wonders in a support build running Harmonious Mantras.

So about Mantra of Pain...

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Posted by: salaman.7913

salaman.7913

I can see the use for the other 3 Mantras, heck I use both the stability and condition clearing ones regularly, but I can’t really see Mantra of Pain being exceptionally useful. It lacks, according to the wiki, any scaling with weapons or power (no skill coefficient) and while it can be nice for its ability to be used during any other action for some added burst it just doesn’t bring enough to the table to seem worthwhile. Maybe if it had a 1s knockdown, launch or knockback it might be a fairly decent CC skill.

Any thoughts? I’d be glad to be wrong but right now it feels like a dead skill that I’ve never seen used.

Would love to see a pistol - pistol mesmer

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Posted by: salaman.7913

salaman.7913

I would want to see Dagger/Dagger Mesmers.

Error Attempting to Sell

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Posted by: salaman.7913

salaman.7913

You don’t get it.

There are 25 orders of Steel Ingot, 2s each. You want to sell 50 of them.
The next offer down the street is 1s 85c. Trading Post can’t let you sell the remaining 25 Ingots for 2s each because no one is buying them at that price anymore.
Error triggers and tells you you’ve only managed to sell 25.

That would be fine except when I close and re-open the TP the price the item is selling for hasn’t changed.

Error Attempting to Sell

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Posted by: salaman.7913

salaman.7913

Imagine:

  • Player ‘reqche’ requests 10 ‘items’ for 1s each.
  • Player ‘reqexp’ requests 10 ‘items’ for 2s each.
  • Player ‘sellfirst’ has 5 ‘items’ to sell
  • Player ‘you’ has 10 ‘items’ to sell.
  • ‘You’ opens the TP, prepares to sell his 10 ‘items’. The TP answers that the current highest bidder offers 2s for each.
  • ‘You’ keeps the TP open for another hours and goes afK.
  • During that hour ‘sellfirst’ sells all 5 of his ‘items’ to the highest bidder for 2s each.
  • ‘reqexp’ still requests 5 ‘items’ for 2s each.
  • ‘You’ ‘s TP hasn’t updated the latest info, still showing to sell 10 ‘items’. ‘You’ agrees to sell 10 ‘items’ for 2s each.
  • “Error Attemping sell”

TLDR;
you are too slow.

Except I don’t leave for an hour, hell I don’t even look away from the screen. I get this error when I move from an item I’ve just sold down to the next item and it happens consistently despite trying multiple times in a row until I’ve done as I described and closed and re-opened the TP.

Error Attempting to Sell

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Posted by: salaman.7913

salaman.7913

So over the past week I’ve pretty much encountered this error whenever trying to sell between my 8th and 12th item onward: after successfully selling any quantity of 7 or so different items I continually fail to sell any item after that unless I close and re-open the BLTP. Once I re-open the TP I’m able to sell one item before receiving the error message again. Is there any other info on this kind of error?

Levelling a Mesmer

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Posted by: salaman.7913

salaman.7913

Ah that’s fair, aoe is a place where we tend to falter…

Though iZerker works well in that regard as well – provided you have the eye to summon one on the right mob, it sweeps across and can hit most enemies in a pack of 4-5, plus a well-timed Mind Wrack is fairly good aoe damage with 2+ illusions up. Plus Blurred Frenzy hits multiple targets in a small forward-facing cone for considerable damage.

Thanks for the input though! Good to know it’s not actually that Mesmers are really that much more difficult.

Levelling a Mesmer

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Posted by: salaman.7913

salaman.7913

So I’ve been on here for a bit now and I keep noticing that people say levelling a mesmer can be a deal breaker (or at least very difficult) in the early levels (this seems to range from the first 40 to 60 levels, which is huge) and I’ve been wondering why this appears to be the popular opinion?

I’m completely surprised by this, throwing on a greatsword and speccing domination/dueling from the get go has, in my experience, easily dealt enough damage to make it through pve solo with absolutely no problems. Sure, you can’t stand there and face tank enemies, but that’s what kiting is for – with greatsword 5 working wonders in this regard. On top of this, iZerker + Mind Stab+ Mirror Blade + Mind Wrack kills nearly anything short of a veteran in one fell swoop.

Please unravel this mystery for me

tl;dr Why is levelling a mesmer supposedly very difficult?

best boss encounter ever

in Flame and Frost

Posted by: salaman.7913

salaman.7913

did this just under and hour ago with only 3 people, fantastic dungeon! my god i hope some of the boss weapons (particularly the charr flame gauntlets) become some kind of skin/legendary/anything!

Post Your Build Thread

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Posted by: salaman.7913

salaman.7913

http://gw2skills.net/editor/?fgEQNAscRlw1aqHTznGb9ICqCaHpHtGsdalewbXItB;TEBg0ynEOJdS9kyJqkMJJSymkLJZSLQGRcA55wkCA

Tons of rolling and dazing for some quick clones and daze shatters. Heavily crit reliant obviously, but I have the greatsword there if I need to get people out of my face for a bit of a breather. Occasionally switch out Mimic for Null Field or Mantra of Concentration.

Longbows?

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Posted by: salaman.7913

salaman.7913

As long as we’re in the topic of ridiculous weapon options – Thief + Greatsword, Engi + Scepter, Necro + Pistol, Ele + Shield, Mesmer + Rifle. (Warriors and Guardians can already use almost all the weapons, sorry :P ).

In a more trolltastic world: I’d like to get some whips or greaves up in this game.

Looking For Ideas for Leap

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Posted by: salaman.7913

salaman.7913

“1. Instead of having the clone from ILeap appear next to the caster and run at the target, cause the clone to appear next to the target. Since this is already done with several Phantasms, it shouldn’t be difficult to do with a clone. To prevent exploitation with getting into keeps and towers, force the clone to obey the same rules as blink. Can’t blink there? Can’t summon a clone there.” This one would be just fine on it’s own, honestly. I would even by fine if they removed the damage (but not the cripple) since I mainly use it for gap closing anyway lol.

[Mesmer] List of bugged abilities and traits.

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Posted by: salaman.7913

salaman.7913

Not sure if it just doesn’t show the numerical change or simply doesn’t apply the bonuses that it states it does but the signet of midnight does not appear to increase boon duration for OH scepter skill 4.

What Kind of Mesmer Are You & Why?

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Posted by: salaman.7913

salaman.7913

30/30/0/0/10 – running greatsword for AoE and dual swords for single target with furious retaliation and superior sigil of accuracy for something like 80-90% crit chance on an interrupt. That plus speccing for shatter daze, mass clones and cripple means i roll my way to victory lol

What new class…

in Guild Wars 2 Discussion

Posted by: salaman.7913

salaman.7913

I’d love a heavy armor adventuring class (agile heavy), light armored tank class and medium armored caster but I don’t think that’s going to happen.

To answer the actual question: some kind of class that has to balance between their offence and defence, being able to sacrifice one in favour of the other. The class mechanic would be centred on this ability to completely reverse their bonuses/boons or what have you. Sacrifice Soldier/Sorcerer or something.

The light armored tank could be some kind of Warder archetype, focused entirely on CC (basically take the few skills that the Guardian has that forces enemies to stay inside a bubble and expand on them into a full class). Keeping enemies out, or keeping them close etc.

(edited by salaman.7913)

Guild bounties - bounty hunt time

in Guild Wars 2 Discussion

Posted by: salaman.7913

salaman.7913

what about the ability to resize the various windows?