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BWE3 Chronomancer Feedback Thread

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Posted by: apharma.3741

apharma.3741

Every skill in the entire game can’t be there specifically for PvP and only PvP…especially when raids are a thing now. There is nothing wrong with a couple seconds of continuous block at a time now. There are multiple classes that have continuous blocks…I don’t see all this forum crying about those.

Chronomancer is not a real bunker, won’t be and will never be. Continious Block for which Mode?
You could Block 2 attacks in a row. It was enough.
I didn’t get any problem in WvW nor in PvE
If you plan to rush in middle of the crowd and to shine, you failed as Mesmer and as Chronomancer.
It has Not his place there.

It is more a question of being skilled or having some cheesy block.
You people forget that Tides of time is the real block and that Echo of Memory is the phantasm summon.

I think you’re missing the point of elite specs and that is to bring something to the table that the base class doesn’t have. To offer another way to play, to shore up places it’s lacking and to generally be that alternative to the base class.

In that regard chronomancer does bring it and more, you can get a bit more stuck in and be in a team fight with the shield and AoE stun. It enhances the base class by improving the reliability of landing shatters as well as team support through cool down reduction and double casting key skills.

Will it be more bunker than guard, revenant, ele and warrior? Possibly not but it can bunker as well as others now as well as offering unique team support through alacrity, wells and stuns/interrupts while keeping itself alive.

BWE3 Chronomancer Feedback Thread

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Posted by: ODB.6891

ODB.6891

.Echo of Memory:
Again, please remove the continious block before it is too late.
I saw it coming…. Some people now complain that it is too strong in Combo with déjà-vu; And yes, they are right.
Now they are talking about reducing the time of the block(sensless). Please, before you change the Name of the skill and/or change something about déjà-vu, just revert it to single block. To have 1,25 sec block or block 1 Attack, won’t make the real difference.

As said in my Previous post. Déjà-vu is there to make up for the weak block.
Chronomancer just don’t need a continious block.

People won’t understand or hate me. But it is a matter of being skilled, to be able to deal with 1 attack block. You don’t need to block everything randomly.
Plus, somewhere i don’t want the Chronomancer to be so easy to play.

Every skill in the entire game can’t be there specifically for PvP and only PvP…especially when raids are a thing now. There is nothing wrong with a couple seconds of continuous block at a time now. There are multiple classes that have continuous blocks…I don’t see all this forum crying about those.

Chronomancer is not a real bunker, won’t be and will never be. Continious Block for which Mode?
You could Block 2 attacks in a row. It was enough.
I didn’t get any problem in WvW nor in PvE
If you plan to rush in middle of the crowd and to shine, you failed as Mesmer and as Chronomancer.
It has Not his place there.

It is more a question of being skilled or having some cheesy block.
You people forget that Tides of time is the real block and that Echo of Memory is the phantasm summon.

I think I’ll leave it up to the developers to decide what was actually needed…oh…that’s right…they gave the continuous block. Looks like they already decided if two blocks were enough or not. Your short sighted view of what should and should not be isn’t really holding a lot of relevance. Again, there are multiple game modes to consider and there is already a clear precedent with invuln skills on multiple classes for short durations. Ours isn’t the least overpowered as you can’t actually attack during it + the phantasm summoned is at the end of the channel + weak damage. The short of it is…if you dislike it that much..don’t use it.

Does mesmers need a tone down?

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Posted by: CandyHearts.6025

CandyHearts.6025

I really feel like the Mesmer community is just so good at their class by now they make it look stronger and harder to counter (this doesn’t include me. XD I’m still learning).

I fought a few Chrono on my Druid. 1 I couldn’t sustain with full toughness and heals. 2 others, I actually downed them with very little power. This tells me straight away that it’s all about the person behind the keyboard. If it was “OP” or “overtuned” anyone could win with it regardless.

BWE3 Chronomancer Feedback Thread

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Posted by: Xyonon.3987

Xyonon.3987

This is to add along with my previous feedback – which includes iAvenger phantasm reverting back to range attacker (and its BWE2 sound effect) + AoE on target hit, fully fix Tides of Time return, and make wells usable underwater like Necromancer wells/Time Warp.

iAvenger was changed from ranged attacked to the current iteration in BW3 because it suffered the flaw of ranged attacker. Going back removes the current problem and accepts the previous. This isnt a solution. The solution lays in moving forward.

Ranged phantasms (iMage, iAvenger) with bouncing attacks and effects need new functionality.

You skipped his post after “reverting back to range attacker”, didn’t you? AoE on target hit doesn’t automaticly mean bounce. I’m preeeetty sure he meant an aoe like a lava font or something.

Imagine iAvenger, iMage and iDisenchanter have the ability to cast a none projectile aoe field! Lets ignore iMage and iDisenchanter for the sake of the BWE3 and chronomancer – so the iAvenger would do some sort of animation at about 600-900 range and then spawn a butterfly pooping aoe field with 240ø at the targets location. WHAT is wrong with this idea?



Back to topic, here’s my feedback:
Overall the Chronomancer is in a very good spot now, I’m impressed how much ANet did according to the forum feedbacks! Only few thing I’d like to see changed. The things I do not mention are in my opinion, great skills and solid picks and don’t need any changes.


Well of Precognition
It’s a huge downer that this well no longer grants the “unblockable” buff. With a 45 sec CD, and no significant “well ends”-effect, this skill has lost a bit of it’s glory. The problem with the endurance regain is that you don’t have to dodge for the last 3 seconds anyway. So you might get nothing from the final pulse.


Well of Recall
Still seems a bit weak. For PvE the damage is too low and for PvP the chill is nice, but mesmer are doomed to pick survival skills over skills like these. Maybe a bit more damage and less cd, idk :/ It’s just a bit … “meh”.


Well of Action
I think this well would be good enough even without the damage. Shift the damage to the Well of Recall and / or Well of Calamity. There is nothing wrong with a pure support skill imo.


Gravity Well
For PvE, nothing’s gonna replace time warp anyway. But I see potential for PvP. But for that to happen, it needs something more. I wouldn’t dare to buff the CC any further, neither the damage. But I’d increase the radius to 360, since it’s the elite well and should create a danger zone, not just a “danger spot”.


Echo of Memory / Deja Vu
The block and it’s duration are both fine imo. Ppl just have to get used to that the mesmer has a block (again).
However the phantasm is weak. It’s nice that the phantasm now grants aoe alacrity and single target slow, but pared with the fact that he’s now melee and attacks once every ~8 second with a very VERY low damage output makes this phantasm extremly underwhelming. I understand that you can summon 2 of them right away, but the illusion limit is still just 3…
How about NOT let you summon a 2nd phantasm and just reenable the block again? With that change you can buff the phantasm to cast his skill at a 600-900 range (WITHOUT a projectile), while also lower the attack cooldown from those ~8 to 4 seconds.

ANet we ALL here just want to have some sort of range attacking phantasm with an aoe skill. IAvenger, IDisenchanter and IMage all suffer greatly from the (original) bounce mechanic and the desire to be ranged and aoe. There is no better time than now to change those phantasms together. Please make up your mind.


Tides of Time
This skill should bounce back from walls to grant us the cooldown reduction right? Problem / truth is: It doesn’t work. It works like 20% of the time, only on specific walls. Also when the tides of time gets casted in direction of a cliff, it has no chance to return to us.
Instead of trying to fix such complicated mechanics, just give as a manually seconds activation to let the tides of time return to us. This way you fixed walls and cliffs, by giving us a bit more to do, to say – more to play with. There is more depth in this skill with a manually second activation. Please consider this option.

Also consider to add this option or at least the option of a wall-backbounce for other profession skills, like engineer shield 5#, ranger axe 4#, warrior gs 4#, they all also suffer from this mechanic.


As for all the skills, that’s it for now Thank you for reading forums to improve this profession!

greez,
- Xyonon

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

chronomancer is such a win

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

but improved alacrity could be removed and instead having flow of time. We should not have such a powerful tool as a minor. Competing with iRev is definitely a good thing (since iRev allows a lot of shatters).

Absolutely not.

1. Calling it a “minor” is meaningless, it just means it’s not optional. Illusionist’s Celerity, Illusionary Retribution, Master of Misdirection, Sharper Images, Illusion of Vulnerability, Fragility, and Time Marches On are all examples of very strong minor traits, that are where they are because they are specialization-defining, and the entire specialization is build on them as a premise.

2. Without an easy personal source of alacrity, the chronomancer would feel quite a bit less like a chronomancer.

3. It’s not the problem you think it is relative to other elite specs, full stop.

(edited by AlphatheWhite.9351)

Fencer's finesse is still bugged, please fix

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Posted by: Daniel Handler.4816

Daniel Handler.4816

Ferocity can be gained from clones that wield scepter/sword. I assume this is unattended because a mesmer cannot gain stacks from attacking with scepter while holding a sword.

Is the duration on the buff bugged? The only way you can maintain the ferocity buff at 10 stacks reliably is with sword clones.

  • I tried with auto attack and the phantasm but I could only maintain 8 stacks of it. Even with me now tossing in blurred frenzy, so that it was blurred frenzy + auto attack+ sword.
  • I tried the above approach with 2 sword phantasms and still got gaps where I didn’t have full stacks. I also used blurred frenzy in this rotation but I couldn’t maintain 10 stacks.
  • I then tried with 3 sword phantasm but I could only sustain 10 stacks if I auto attacked.

Something is clearly bugged with the buff duration the phantasms give since players who use the trait and decide to go scepter/sword would never receive more than 3 stacks of the buff?

The weird bug with duration can be seen on other classes.

For example if we look at https://wiki.guildwars2.com/wiki/Assassin%27s_Presence

We can see that its duration is bugged. It applies the buff for 9 seconds. But as we know from fencers finesse, buffs that can give up 150 ferocity are only suppose to last 6 seconds.

A similar bug exists on http://wiki.guildwars2.com/wiki/Elemental_Surge that mistaking allows the buff to exist for 15 seconds when we know that 150 ferocity increases have to exist for 6 seconds at a time.

The bug seems to be everywhere as we look at http://wiki.guildwars2.com/wiki/No_Quarter and we see the 2 seconds 250 ferocity whenever you gain fury is not working correctly. What it currently does it apply 250 ferocity whenever you have fury.

But perhaps it is just a common bug with ferocity. As if we look at http://wiki.guildwars2.com/wiki/Axe_Mastery we can see that the ferocity increases from that equal 300+ because it mistakenly assumes that dual equipping a weapon that are part of a ferocity increase would give double the ferocity. Which we know is simply not true as sword/focus versus sword/sword maintain similar levels of the buff.

Can we expect in the next patch that the bugs I mentioned will be fixed?

“Kentigem”-chief. Born cycle of Dusk. Wyld Hunt:
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.

(edited by Daniel Handler.4816)

Chronomancer Changes for BWE3

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Posted by: Robert Gee

Robert Gee

Game Designer

Greetings Chronomancers, it’s that time again to talk about the next set of changes to the chronomancer specialization based on feedback from the last BWE. Chronomancer remains one of the more solid elite specializations going into BWE3 so we are continuing to tune up a few of the clunky or lackluster elements.

Shield Functionality Updates
The single block on Echo of Memory didn’t differentiate it enough from the block on offhand sword and could be difficult to use in some of the more intense areas of the jungle. BWE3 will change the single block to a continuous block, however as a cost to that the phantasm is now summoned at the end of the channel even if you block an attack at the start. This allows you to have more control of which enemy the phantasm is summoned on but don’t cancel the skill or you won’t get the phantasm! The phantasm itself has also been overhauled to be more reliable about spreading its buffs to allies and enemies alike. Finally Tides of Time has some new behavior to bounce if it hits a wall, however given the variable amount of terrain in our game there may still be some instances where it will not return.

  • Echo of Memory/Deja Vu: Changed functionality. Now blocks all attacks for a short duration rather than a single attack. If this skill fully channels, summon an Illusionary Avenger. Deja Vu is available if any attack is blocked during the channel time.
  • Deja Vu: Fixed a bug which allowed players to constantly cancel cast this skill to get a longer than intended uptime of the block effect. Canceling this skill now removes the Time Echo buff.
  • Illusionary Avenger: Increased damage of this phantasm by 20%. Fixed a bug which prevented this skill from displaying the benefit from Empowered Illusions. Increased alacrity given to 2 seconds per hit. This phantasm no longer shoots a bouncing projectile but instead initiates a melee attack that slows enemies and gives alacrity to allies within a 240 radius around the target. Removed old phantasm description.
  • Tides of Time: This skill now attempts to bounce back if it hits a wall. Fixed a bug where the time freeze caused by this skill would not show a stun icon in the status bar.

Well Tuning
Most of the wells have been changed to have more consistent effects. While the idea of duality and affecting enemies and allies works for some wells, we felt it would be better not to go overboard trying to force it when it didn’t. Gravity Well, Well of Eternity and Well of Precognition now have better defined effects for the situations they should be used in. Well of Recall now pulses despair and ends in happiness.

  • Gravity Well: Now performs a knockdown, float and then pull. No longer gives stability on end. Increased final damage by 50%
  • Well of Action: Increased damage per pulse by 17%. Lowered aftercast by 0.2 seconds.
  • Well of Calamity: Lowered aftercast by 0.2 seconds.
  • Well of Eternity: No longer gives vigor per pulse to allies but instead removes conditions from them. Increased recharge to from 20s to 30s. Increased base initial heal by 25%
  • Well of Precognition: Updated functionality. Now gives blur for 1 second per pulse during its active portion instead of on end. When it ends, allies within the well regain 35 endurance.
  • Well of Recall: Lowered recharge from 45 seconds to 40 seconds. Updated functionality of this well. It now chills for 1 second and deals damage every pulse then gives 5 seconds of alacrity to allies when it ends. New pulse damage is 70% of previous end damage. Effects have been updated to reflect this new behavior.

Traits
We didn’t feel that many changes to traits were necessary as they feel like they have gotten to a pretty good place at this time. However there are two I’d like to talk about in more detail.

  • Illusionary Reversion: No changes.
    • There is a pretty clear division of people that would rather have an ICD on this skill and those that prefer the illusion requirement. After some thought we’ve decided we prefer the current version (illusion requirement) as it is an easier to understand limitation when compared to internal cooldowns. I know that some have asked that this requirement be toned down to 1 illusion required but this wouldn’t solve the original problem of being able to get large bonuses from your shatters without an investment.
  • Lost Time – Added a 0.25 second delay between earning stacks of this buff. Fixed functionality: This trait previously applied slow on the first critical hit after generating 4 stacks. It now applies slow on any hit (does not have to be a critical hit) after 5 stacks are generated.
    • We’re still looking at good ways to limit some of the power from this trait. For now we are trying a small cooldown on the rate at which stacks can be generated. This primarily affects skills like Greatsword 1, and shouldn’t have a high impact on other weapon skills.

Bug Fixes

  • Continuum Split – Fixed a bug which caused the Continuum Rift to take no damage from attacks.
  • Flow of Time: Fix the description to show it gives alacrity per illusion.
  • Illusionary Reversion: Fixed a bug which caused this trait to fail when used with Continuum Split.

That’s it for this round of changes, I hope everyone enjoys playing chronomancer in the next BWE!

(edited by Robert Gee.9246)

Shield 4

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Posted by: Swish.2463

Swish.2463

Proposing something here, feel free to add or subtract and argue below.

Shield 4 : Current
Channel block skill – blocks 1 attack -> Summons phantasm -> activates deja vu
or – Runs duration of block -> summons phantasm

Proposed
Channel Block Skill – Blocks attacks for duration -> applies (Slow?) once per unique attacker (icd 2s?) / Pulse Boon/Alacrity to nearby allies (icd 2s?) -> opens up deja vu
or – Channels for duration -> if no blocks, summons phantasm

As fantastic as the phantasm isnt when it comes to PvE, i think something like this, which is admittedly front loading, would allow Chronomancers to handle front line combat a bit differently than other classes currently do; ie, using the shield to absorb the brunt of a burst and give a second wind to others nearby.

Maintaining De ja Vu at its current state to allow for the phantasm to still appear at least once.

This could also avoid over-buffing of the phantasm into beastly nerf territory or beastly bugged monster.. Admittedly the Phant probably still needs work but my focus here was bringing support from the shield directly to the player rather than to the AI it summons.

~Elyssion~
“Gw2, It’s still on the Table!” – Anet

[BW2] Chronomancer Feedback Thread

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Posted by: Xaylin.1860

Xaylin.1860

While I already posted several feedbacks, yet another short one.

Shield

  • I’d love to see Echo of Memory becoming a channeled block. 1-hit-blocks are meh.
  • Tides of Time is great but buggy (terrain/walls). Please fix this or lower the CD.

Wells

  • Eternity: As discussed, please consider a condition cleanse instead of Vigor.
  • Action: Fine by me.
  • Calamity: Fine by me.
  • Precognition: I’d rather see the effects being reverted to make it more applicable.
  • Recall: The CD is way too high for its offensive effect. Maybe add Confusion?
  • Gravity: A larger radius or lower cooldown would be appretiated.

Utilities

Not much to say here since I feel most are in a good spot. But IR needs adjustments.

Some different suggestions that have been made that I personally think would be viable alternatives, while still dealing with the original chain-shatter issue:
1. Move IR up to GM to compete with Chronophantasma, revert it to the original form, and move Seize the Moment down to Master (StM doesn’t really belong in GM, especially as long as it doesn’t give quickness from Illusionary Persona).

Personally, I’m absolutely against this suggestion. StM + Chronophantasm would be way more powerful than StM + IR ever was. I also feel that StM would easily outperform the other Master traits. They just need to balance IR properly and everything is fine.

Non-Chronomancer-PU-CS-issues I’d like to see adressed:

  • Duelling Adept tier mess
  • Underperformance of Mistrust
  • MI-reflect interaction
  • Lack of availability of utilities underwater

[BW2] Chronomancer Feedback Thread

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Posted by: Carighan.6758

Carighan.6758

My main issues are:

All is Well that ends Well
Ok change, but, not we once again rely 99% on speccing Inspiration to have any sensible amount of condition cleanse. None of our inbuilt condi cleansing options are all that good (and Arcane Thievery is downright terrible), so being Chrono really limits here. I mean I get the balance idea, granted, we’re vulnerable to condis. Still, not really happy with this change.

Well of Recall
This one is pretty straightforward: Now that the trait gives 2s on every well, 3s alacrity on such a long CD is very, very lackluster. It either needs to give more alacrity, or be much stronger on the end-effect.

Well of Precognition
Fairly strong, but the annoying part here is how difficult the ticking effect is to utilize. Maybe change it so that it gives charges but with a very long duration?

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

Chronomancer has too many clones

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Posted by: AlphatheWhite.9351

AlphatheWhite.9351

If you want you can cancel that post. No matter. Mesmer is still overpowered.

But, seriously, why the hell a Chronomancer have to stay ALWAYS with 2 clone/phantom active?

That make the class really broken!

The only thing that a mesmer have to do is make clones and shatter them in the face of the enemy. (and survive by teleport, decoy, etc while the enemy don’t know where you are, taking time to heal and recharge your skills)

If you make the class able to have Always it’s clone and phantosm to shatter, that make it increadibly stronger than before.

You shatter, then dodge and you have already 3 clones to shatter another time.

That’s not a little too easy and much????

que? Illusionary Reversion gives you 1 clone on shatter, not 2.
Xstein is right, you really don’t know what you’re talking about.

Chronomancer is disgusting

in PvP

Posted by: Ithilwen.1529

Ithilwen.1529

I think that “certain” players will complain about anything mesmer gets.

Mesmerising Girl