Showing Posts For scyld.1743:

A Mesmer Sanctuary Utility:

in Mesmer

Posted by: scyld.1743

scyld.1743

Oh yeah, I you mean from Witcher 2:


The bubble spell that Triss casts at the beginning of Chapter to neutralize the Scoia’atel arrows.

It would be neat looking I guess if all the projectiles became butterflies :p

We do. It’s called feedback.

/thread

He’s proposing an ability to protect a very large area from projectiles, which is kinda different from a reflection bubble like Feedback.

On the other hand…. if you made Feedback targetable and larger in area it would be pretty much the same :p

(edited by scyld.1743)

Shiny, new Mesmer. Hints & Tips appreciated.

in Mesmer

Posted by: scyld.1743

scyld.1743

Kazhiel, I deleted it. It annoyed me. I appreciate the forum is filled with these (a lot of them I have read) but I also know that people like to share their experience, and I am very grateful. I am keen to get as much info as I can and people, generally, are happy to help.

Also, it’s not compulsory for you to reply. If it is that tiring then don’t bother reading it, definitely don’t bother writing in it. Seems very contradictory.

Thanks to the rest of you for being helpful.

Aww, well… if you decide to give it another go, please realize that mesmers for most people are annoying at first, but are a lot of fun once they get used to their flow of the class.

And once you get traits, they really take off. Mesmers have the best traits bar none, and their traits probably have a far more impact on how they operate than those of any other profession in the game.

I’d encourage you to give them another shot at some point, if you ever feel the urge.

Shiny, new Mesmer. Hints & Tips appreciated.

in Mesmer

Posted by: scyld.1743

scyld.1743

Personally I recommend getting used to the Shatter mechanics early on. Heavy shattering isn’t the only way to play the mesmer—builds that rely mostly on sustaining phantasms are viable as well—but shatter heavy builds take more to get used to probably.

Use shattering more often than you necessarily have to as a source of damage, and learn how to save yourself with F3 and F4. Get used to the CDs on your shatters.

And most importantly, get used to how to make clones, how often you can make illusions, and how the CD’s on your shatters fit into the CD’s on your illusiom making abilities.

Early on, your shatters will probably more limited by how often you can pump out clones (though the CD on your shatter #1 will probably be close to how often you can pump out 3 clones, if just slightly shorter). Later, you’ll be able to pump out illusions faster than you can shatter them. When you get Dueling X, producing a clone on dodge, you’ll really be able to pump them out

Note that for DPS in PvE, you’ll want to use shatter #1 primarily. Shatter #2 does inflict some damage both directly and through confusion, though it is a far poorer choice than #1.

And remember that generally speaking, clones don’t do DPS. They are fodder for shattering and a distraction to enemies (though humans can easily tell the difference between clones and players).

why are mesmers so weak early on?

in Mesmer

Posted by: scyld.1743

scyld.1743

The reason why mesmers are so weak early on is quite simple, actually. It’s so simple I don’t know why people don’t (usually) come right out and say it:

Mesmers are the most trait dependant profession in the game.

If you don’t have access to traits, the leveling experience might be hard (personally, I didn’t mind it at all, but I guess I’m not typical in this).

The other side to this is that mesmer traits are probably the best in the game, and mesmers probably have the widest range of viable builds. Traits probably has have a far more drastic effect on how a mesmer plays than they do on most other professions.

cinemapaula.8673

I think my issue is that I absolutely hate the clones. I don’t like the idea of them, and I hate using them. They feel like a silly novelty. I would like the class if not for those – but, I really just cannot stand them.

I SOO wish they were weapon linked so you could choose to use them as skills, or, not. In Engie, you can CHOOSE how to do your damage, but in Mesmer I feel forced to

They’re not at all a “silly novelty”: they are central to every single sort of mesmer type out there.

And you couldn’t just link them to one weapon, since generating and (more or less often) shattering them is important in any situation and with any build.

If you aren’t willing to learn how to use them, then you shouldn’t consider touching the mesmer.

(edited by scyld.1743)

Human Gods...

in Human

Posted by: scyld.1743

scyld.1743

The current unexplained silence of the gods is simple:

In GW1, the gods’ avatars played a game-mechanics role, and they appeared at shrines dedicated to their god.

In GW2, they no longer play a game mechanics role. Thus they aren’t needed, and something has to be said as to why they don’t appear at their shrines.

Maybe this will be elaborated upon in the future, but I don’t think that much more can be said about this than that, since not enough information is given anywhere about it. Other than that, than it’s 250 years in the future and changes are inevitable.

For "F": Prioritize reviving over looting, at least IN COMBAT

in Suggestions

Posted by: scyld.1743

scyld.1743

At least when in combat, please prioritize reviving a fellow player over looting while in combat.

At best, in combat it often costs a precious second or two that may make the difference between successfully reviving a fellow player and not.

I don’t see any situation in which the current prioritization is advantageous or, frankly, makes sense. Yes, out of combat, I might want to quickly pick up loot before spending 5 or 10 seconds to revive a fully defeated player or NPC, but this small convenience is hardly more crucial than quickly reviving a downed player in the middle of combat. And if it is deemed necessary to preserve this ordering out of combat, then please at least change the priority in combat.

Let us jump while "costumed" and add more effects

in Suggestions

Posted by: scyld.1743

scyld.1743

All of us either have a ton of Black Lion Chest tonics sitting in our bank, or we destroy them on a regular basis, if not just simply ignoring Black Lion Chests altogether.

To some degree, we players do this because tonics are just simply not fun. Part of the reason they are not fun is because the costume effect they endow is so incredibly limiting and boring.

One limit that really makes no sense is how they prevent us from jumping. I guess this is to somehow prevent some absurd sort of potential exploit which I could not even imagine, but I fail to see at all how jumping while in costume is a problem.

Please, let us jump while morphed. If this were the case, I could see myself using tonics on a regular basis while doing things like crafting and running around the cities.

Also, consider adding other fun, completely non-combat effects, like abilities that do nothing but animate the costume and unique emotes like “/dance” for costumes.

Otherwise, I think people will continue to simply not use tonics at all, as they currently do not.

PS Also… please improve Black Lion Chests, in general. They are worthless to many players.

(edited by scyld.1743)

Change the 25 bleed stack limit

in Suggestions

Posted by: scyld.1743

scyld.1743

Actually, ALL condition damage caps should be done away with. Period.

Fine, if it’s REALLY necessary, cap vulnerability stacks.

But condition damage caps make utterly NO sense. There’s no cap on direct damage as far as I’m aware, and if, on a single player-to-player basis, condition damage stacking is at all comparable to direct damage, then there’s no sensible reason for caps on condition damage stacking.

Just like direct DPS, condition damage grows linearly, UP TO THE CAP, with the number of players. It doesn’t grow exponentially. 2 players stacking conditions do 2x the damage (up to the cap), just like 2 players doing direct damage. But those 2 players or however many players doing direct damage have no limit.

And if a single player of any profession can go overboard with condition stacking, then the profession should be redesigned, not just hit some condition damage cap. Again, there is no direct damage cap if a player can go overboard with DD.

With all GW2’s innovations, the fact that this is still an issue just shows how ANet still is stuck in some MMO tropes and conventions that are meaningless and pointless, except that they have become crutches of last resort as an alternative to better design.

(edited by scyld.1743)

Increase Leap finisher radius (maybe other finishers as well)

in Suggestions

Posted by: scyld.1743

scyld.1743

My highest level character is a Mesmer, and lately I have been performing a support role in dungeon runs.

One of our strongest means of support is through our many Ethereal fields and the AoE Chaos Armor (CA) we can provide through them when they are combined either with Leap or Blast finishers.

Mesmers can self-combo off their fields with either their Phase Retreat (staff) or Illusionary Leap (sword) abilities, and it was through this that I noticed how difficult it was to apply CA to allies. I had to nearly stand on top of them to apply the effect. In fights where the effects are most crucial to apply, the group is probably at least somewhat spread out. Thus it makes it often only possible to apply the effect to one party member at a time, or two if I’m lucky.

Please consider increasing the radius of Leap finishers (and, perhaps, Blast finishers) so that players may more reliably use them to assist their group.

"Mesmers arent good dungeon dps"

in Mesmer

Posted by: scyld.1743

scyld.1743

Well our GS just got buffed, so our DPS is going to be a lot better. Let you friend know.

Really? What’d we get?

It was fixed, it’s more responsive (starts and finishes quicker) as is mind stab.
And you’ll notice instead of doing 3 ticks of equal damage each will increase mine went from 215 > 215 >215 to 300 > 650 > 1000 (As an example)

I noticed this. I was surprised that my GS’s auto-attack was actually putting out some decent DPS.

Ways to Improve Mesmer

in Mesmer

Posted by: scyld.1743

scyld.1743

Clone Counter

  • The current three dots that fill up to tell the Mesmer how many Clones and Phantasms they have serves it’s intent to a small extent, while not totally eliminating the need to try to hunt down what clones you have active.
  • I propose: Have each little bubble instead be a little Icon. For Clones it can remain a solid circle, but for Phantasms it should be an icon indicating what Phantasm is out.
  • For example: If I had 2 Illusionary Duelists and 1 Illusionary Swordsman, instead of 3 Purple dots, would see 3 dots, one with a small Pistol icon, and the other with a Sword icon.
  • This would serve to make clones more manageable, and mean you can tell at all times what phantasms you have, making combat management somewhat easier on Mesmer without improving or altering power whatsoever.
  • As a secondary idea: Have the dots empty out as the Illusions take damage. So a Illusion missing half it’s life would have half of it’s dot emptied, similar to the player health bars (but not needing to be as smooth)

I’m uncertain of some of the other ideas (not that I disagree with them, per se), BUT I agree 100% with all of this.

The 3 dots definitely need to present more information about both the types and health of the illusions out, or at least about the phantasms out. Right now, phantasm management in hectic situations is difficult, and I know I would use shatters more intelligently (on non-shatter builds) if I knew my phantasms were about to die anyway.

Playable Tengu

in Suggestions

Posted by: scyld.1743

scyld.1743

It’s SO obvious that Tengu are going to be a playable race eventually that it’s ridiculous.

They all sealed themselves off in the Sanctum of the Winds from the world by a giant wall, and the only contact the rest of Tyria has with them is through some scouts that seek cooperation from the outside races to stave off mutual threats.

To me at least, this is all an EXTREMELY obvious setup for some giant crisis that is going to force the Tengu out of their isolation, opening up their province and city to outsiders, as well as the Tengu as a playable race.

So if you really want the Tengu to be playable, eventually, I think you can rest assure that it’s an inevitability, given that ANet has basically built in the setup for this scenario.

EDIT:

I read the art book that came with my Guild Wars 2 copy, and I read the entry about the Tengu. They were originally to be one of the playable races, but scrapped to focus on the 5. It hinted that they would also be a big future development hope.

Oh never mind… the first post more or less already mentioned this…

So… I guess I should read the first post before responding :p

Anyway, I think there are so many other aspects of the game that need to be developed right now, that adding the Tengu as a race isn’t a priority.

(edited by scyld.1743)