One big problem in the whole grenth is new story, Malchor, the only human noted to having any romantic relationship to any of the gods, only saw each god for a short amount of time when Dwayna asked for the statues. Also he only had time after he made the statues to devote himself to Dwayna creating a massive time paradox (how could he see his son before actually getting Dwayna pregnant or whatever mortals to give gods offspring in GW) and even making it seem that Dhuum never stepped on Tyria despite his in depth knowledge of the land unless it was in the short amount of time when 5 of the gods fought Abaddon, what again wouldnt make sense since one of the magic types that rose to massive power when Abaddon gave humans magic was necromancy (in pre searing prophecies, there is a whole tomb full of necros that talk about it and the powers/risks of necromancy if you aint devout to Grenth).
For short just take the whole Grenth is Dwayna+anything that existed on tyrias love child as a mistake of the world builders just as they said that Malchor saw Kormir and not Abbadon (whats again by time line impossible since she didnt even exist back then), maybe, just maybe it could be that Dwayna courted a human from Earth (since humans are aliens to Tyria after all) and then he just got born on Tyria.
Depends if you find 25hp respectable when you hp pool is between 20k to 30k.
Just got Lichform, excellent but a female version would be good eh?
in Necromancer
Posted by: Andele.1306
I laugh at whoever says this game is sexist. I mean kitten really? no offense, but the entirety of the charr lore is about how the charr women earned their place in the world by overthrowing the flame legion.
then we have 3 of the 5 destiny’s edge members being female,
most of the charr leaders you meet are female,
at least 4(5 if you count lyssa as 2 people) of the 6(7 if you count lyssa as 2) human gods are female,
Asura/norn don’t care about gender to any extent,
Sylvari are extremely open minded,
ect.if the poster complaining about sexism is trolling, they get a 10/10 from me.
Its pyre who overthrew the flame legion, lyss is something in between (then again melandru is asexual just as all beings made of flora and sex is unknown to grenth and dhuum since it isnt something thats possible or needed in death), Sylvari are all one hive mind and also as said for melandru, asexual (they do feel love and stuff, but sex is only for looks).
That just means that Elementalist, Hunter and Guardian (and some Thief setups) can do the same but faster. Also soloing Melandru and Balta aint special, they are known afk bosses in Explo.
Forgot to mention, still kudos to the guy for having that much time and nerves to do that, it must have taken ages.
(edited by Andele.1306)
Actual bug, Grim Specter (lich form 5 skill) often doesnt remove boons from enemies unless it removes the same amount of conditions from allies and doesnt remove protection and stability at all most of the time.
Just got Lichform, excellent but a female version would be good eh?
in Necromancer
Posted by: Andele.1306
Or a charr and asura specific ones (for charr just take baelfires god form and turn it green, for asura the demonic rat ghost thing you get to fight in orr).
Most bosses – buffed and each getting a instakill with a clear taunt
All trash ever – massive nerfs to all (a small spider shouldnt have enough hp to need lich form to solo kill and risen elementalists aoe instakill a ranger, enie and not only remove a 95% life force DS, but reduce my necro to half hp after it with 4 instant spamming spinning green blade attack thingy for no reason whatsoever.
Just to clarify i was refering on using Life Transfer at 1-5% life force left, so it will continue channeling while in normal form, and thanks to Transfusion heal you for 200-500 /tick and giving you +400 toughtness at the same time. This is a really sneaky way of using the synergies that a Necro provides at his full potential.
Yeah i know, i actually use that trick when i get kicked in DS to under 10% life force by a almost instakill ability to heal up myself and the team for a bit. For me at least it only works if im dotted or defen out of DS (if hit by direct damage instantly stop the channel and exit DS), thus Blood is Power and Corrupt Boon help alot with such control.
The healing from the trait Transfusion does not scale with Healing Power. That has to be a bug, right?
Actually it does, it went from 250~ to 290~ healing when i went in pvp with cleric amulet.
(edited by Andele.1306)
Using life transfer while in DS, and then life force bar run out causes life transfer to continue.
Actually is working as it should, check “Transfusion” and “Dark armor” traits and you will discover a new world
Not totally, the “bug” shows that transfusion should actually also be healing the caster, but instead you get a increased amount of lifeforce gained.
One thing, trash shouldnt be hard, its supposed to be the breath time between bosses, in arah, its reverse, you afk/faceroll on bosses for about 45 minutes or do what i did on melandru, walk away, make a sandwitch, find that you lost about 300 hp out of 20k because of plague signet pulling in poison.
Stuff thats ok = bosses that take 4 wipes each to figure out how to even not die at em and require exact and timed use of some skills, a ton of, but easy to dispatch trash mobs that kinda hint at the boss mechanics, bosses that hard punish people who ignore their taunts
Stuff thats not ok: 15 minute kite of a swarm while pressing/having 1 on auto attack, actual afk fights with 1 on, bosses with no taunts but have a instakill, AoE instakills that dont have the bright red circle around them, but the blurry one that melts with the ground, the godkittentrash being harder than 4/5 bosses, boss skill chains that cause a player to die for trying to solve the situation (using a condition removal skill killing you because of a 15 second 25 stack confusion on you instakilling you), bosses attacking between 2 poles despite your attacks being “obstructed”, 40 minute turret secotions that result with 5 bags of loot that give level 20 gear.
Also the whole “end game” is based on the fact that all loot should take the same time to aquire, no matter if AC or Arah since its about the looks, not the stats that you can get if you level the craft of your profession.
Probably because the other dungeons (especially arah on explo on any mode other than 3 till the 3rd boss) dont give you enough of a reward for how much you invest, sure its nice that you beat something, but when each mob pull has a higher chance of making your party wipe cough risen elementalists cough and/or bosses are plain as boring as the zhai fight in that you stay at 1200 range, press 6 once every 1 minute and can otherwise be afk while 1 is on auto attack (a example of a good fight is the AC commander with the instakill spin2win, sadly lack of cam transparency behind you and dodge space/the floor not being even, makes it often a kitten cry mode)
or the twilight arbor one with the shadow versions of DE and the dragon infused golem thing in Sorrows Embrace, while bad fights are lovers, almost all of Arah (only rare bosses that aint nintendo/fake hard, luck based or afk beatable) the Norn guy who knocks back if you are melee while summoning frost coulds in the room except on the small platform he is on, etc
Edit: Also, Kelthos they did at one point have an internal CD for DS and it was actually a big problem. Some people just go into DS to activate some skills or take a big hit and being forced to stay in it for any period of time was counter-productive. I’d suggest just not hitting it twice
Its not hitting it twice, but sometimes it just puts you in and out of DS instantly, so a really short (0.4-0.7 second cd upon transformation) would be really nice and even if it is a you press twice thing, go out of DS should be the 0 key as with all transformations.
Severe spectral bond isnt bugged “You will not return to the casting point, but the act will leave you vulnerable for three seconds.”
It is still am amazing class for WvW
A-net said a few times already that they wont do any balancing based on WvWvW because it is supposed to be the chaotic imba mode. Just take PvE dungeon and sPvP into account.
Creatures always drop loot relating to their level. It’s how you get crafting materials.
I mean items up to rares (rares all still work since they are a 70+ only thing or something like that) from mobs/bosses/chests on dynamic/map events, sorry if i wasnt clear (before i finished it i was getting 77-80 stuff on map bosses lik the svanir shaman and shadow behemoth, now all in 20ish range).
(edited by Andele.1306)
From what i have seen, Power with staff actually works pretty well if you cant melee someone with dagger, since all of the marks have scailing with power too and the basic, i annoy you with sound effect, claw does ok damage too (especially if it pierces).
it’s funny necro and ele are the two most weak classes and only 2 classes with no posts from ANet in their sub-forums :/
Sorry wut wut?
Did you ever try plaing D/D Ele? Its awesome!
Im sorry but it seems someone didnt play affliction~ Also necros are more like a combination between DKs (beefy, pretty strong controll and pull) and Druids (yes druids, you have DS and Lich or Plague and mostly supportive ground targeted abilites) if you really wanna compare GW2 with a sadly lore killed game.
True some traits and numbers need tweaking (i actually made a whole “my rework of necro” post), but so do some other classes. Only thing thats mind boggling is that a-net didnt fix all the bugs necros have…
Items From Crafting Should be a bit Stronger to Compete with Drops
in Crafting
Posted by: Andele.1306
NO, crafting must always be weaker than pve drops. You can not expect to get loot without working for it first and crafting is a gold only thing.
mystic forge crafts excluded
Well for a level 80 to get under 30 gear… its totally intended (already salved 2 sadly but i think that they were like level 11 and 18), also since i finished the last quest, mob drops dont seem to scale with me either…
(edited by Andele.1306)
a shame Jagged Horrors are just shrunk Bone Minions, very lazy.
I hope they change them alltogether, their disguisting rat looks makes me not wanna use them and if i do its for AoE meatwalling (lich form only ofc) since i like seeing them die. they need to bring back the good old Bone and Shambling horrors from GW1.
Stealing from a Necro with a D/D build = Dead Necro before the fear wears off, unless you’re really bad. Steal w/ Mug > Fear > C&D > Backstab > Heartseeker until dead w/ Haste.
As a necro mainer myself, i can tell you that i have more than 4 spells to make you cry before you can even cast and 3 more to remove that fear, but if you do steal from a necro and SW or HS to another person or plain run to a new enemy, most will get eaten by the aoe fear (especially eles).
Dont know… thiefs in general aint a problem unless they use thekitten“elite” poison with as low of a cd as all others that lets him apply a npc only cc aka Petrify, then again i in general play a necro that essencially hard counters the thief and guardian in terms of how their toolkits work (who are considered to be op) and just mark around myself to reveal thiefs, Signet and Consume out of the conditions and cc unload, just morph and eat em.
Also HSS is only strong if you run, stand your ground, burst the thief and actually damage him back, instead of running like a wild chicken letting the second strongest glass cannon dps you.
The amount is pre shot, lets say you are in a level 10 zone, Unload shows 39 damage on tooltip, it will do around 250 damage (350 actually, but around 100 damage reduced because of armor).
Well no… honestly i play dagger Warhorn necro… what doesnt have anything to do with sheer power axe, well support, minion master or conditionmancer builds (even trough i was a cond for a while, just didnt feel right since you didnt have that nice pop feeling of damage. Also i know, i ran a SS N/M underworld farm build for a really long time. Spite would translate to degen hexes, Curses to pressure hexes, Death is Death, Blood is pre touch ranger was discovered Blood, SR is a combination of Rit/N support and cherry tap discordway.
Lich can already steamroll 1v3 situations that cant confuse/fear you, it is the i am overpowered for 30 seconds button, just as every other class has one, thats the point of elite skills (or in terms of elementalist, always has that much damage but trades it for being 2 shot by almost everything), this way it would be more i cast stuff instead of spam 1 and 2 when its up (hell you can melee a champion mob in explo mode and take down 40% of its hp with lich form 1 spam if you go for power>Tough/Vit 1:1 build.
Last but not least, all the number tweaks should go to the sPvP guys, i just gave em for example, ofc that a lot of traits i didnt mention need number tweaks, but for some that should be role defining a simple number tweak wouldnt work… i really wish every class had a strong trait structure that always shows what kind of role you wanna go/define your character as warriors, thiefs and mesmers (well mesmers not really that much but they do tell that if you go this route, you focus on shattering, if on this on phantasams or if you dip in here you get confusion controll).
Mike Vaughn – Lightbringer Tybalt Leftpaw = award for most kitten character and VA combo for a MMO.
I really wish that the next explansion lets us get a character from the order we joined (permanently, so he sticks with us even if we swap to another), aslo revive the kitten charr plz.
Also Tybalt does become more kitten as time goes on, Grandpa Max, sorry i mean Roy Campbell?, sorry i mean Warmaster Forgal starts cool, but doesnt get any better, its the character development that causes Tybalt to be the most beloved Gw2 char (everyone who went with OoW first will confirm that).
(edited by Andele.1306)
Solution = do your best not to die and try to stick to mechanics, also full armor repair costs just a tad under 1 gold so no, you wont be able to do that on 80.
Imagine this: After zhai attacked the airship, it crashed but not before it fired off a single blast that cracked Zhis skull, DE guys sent you to scout ahead and you ran straight into his mouth, got corrupted by Zhai zhai, turned into champions, have to fight DE and bring them to 10% of Their hp so that they can unite and use Sohothins magic to remind you of your senses, channeling their courage into you. Thus 5 giant undead dragons fighting the ultimate undead dragon, forcing him to climb onto the tower full with magical artifacts to absorb them, 3 of you intercepting the beams of energy while 2 of you struggle to chew off his wings (instead of hold off 10000 mobs till lazor charges with no interaction), clawing him off the tower into the water, then having a underwater fight with him seperating his snake/mouth expansions to re-corrupt you with you having to get close to pull him onto the shore of orr, but not close enough for the snakes to take controll of you and then finally fighting him straight up, after you came to the shore because he realized that he has no other option but to consume all undead withing a few miles and returning you to mortal form, then climbing ontop of him and attacking his arms to get his head down onto the beach so that DE can make a final strike against him on the weak spot that was created by the laser hit~
Honestly, Im fine with all the bosses, their difficulty and mechanical setup, you are kinda supposed to wipe the first time if on a full first time group.
What i dont like is that some generic creeps/mobs actually hit harder/have nintendo hard (instakills without taunts or their taunts looking exactly the same as normal attacks * cough eir snipe shot compared to her normal attack cough * or even worse, mobs that ignore collision on projectiles like the snipers in CM explo and i think 8 of em are in normal mode, they can kitten hit you even if you dodged just as they do the smoke from rifle taunt and the red circle around you shines a bit), dungeons give no breathing room between most boss fights. Is it so hard to give 25 mobs of that 5 you can kill with 4 aoe skills instead of giving us 5 spiders smaller than the model of the hand of a charr that take 25 skills to kill?
Just to say, while the magg route is fast and kinda easy, its actually really enjoyable, unlike the swarm rooms in AC explo… I mean you need to coordinate with your group, change around skills depending on the objective (spectral walk to get the red explosive rock, AoE setup with a strong single target skill for the burrows, etc).
Just to ask, in factions, we learn all about the Jade Wind being powerful magic given by dwayna and stolen by shiro, but we also know that magic cant just go away… and then there are the Saltspray Dragons, could it, maybe, just maybe be that either the deep sea or a 6th or even 7th ED is down there?
Here are 2 pics of my necro~
(edited by Moderator)
Shiz, well I was writing down the changes and reasons, got to soul reaping, then firefox crashed and everything when to hell, will post reasons why the changes later when im less angry at firefox and flash.
My only issue is that I feel your vampiric trait would be pretty OP in situations where you’re laying down a lot of AoE
- sorry didnt write it really that well, i ment 5% damage from aoe on one target (even if you hit 5 targets with a mark, you only siphon as if you hit 1 and that 5% of the damage since some necro AoE spells really can spike up the damage. Also all ground based AoE spells can deal damage to max 5 targets (so no 50% damage siphon), not sure about some guardian and thief abilites, but most AoEs do apply to the rule including all Necro ones.
Just to say… i got 5 level 10-15 items and one 22 heavy headgear all just fine quality so “Five bags opened to get 1 blue level 80 piece and the rest of the items were gear under level 50” actually even sounds good in comparison (yeah i am and was level 80 when i did it… so much about item scailing with actual level).
did you read the NPC text when you trained cooking?
“warning: this profession will take ALOT more gold and karma and time then ANY other profession to level up, are you SURE you wish to train for it?”
=P you were warned….
The post was about bag space and the fact that you cant do kitten with items you crafted to level cooking since you cant sell em, not just about the cost of mats (that are pretty cheap actually… clothie/leather/heavy take more gold than cooking.
Traits
- Spite
Gives Power and Condition Damage
Parasitic Bond – stays pretty much the same, only you gain same amount of life force as hp
Death into Life is actually ok for how much you invest, also other classes have simmilar traits so for fairness sake, leave it be, even if its like just 100 bonus healing
Siphoned Power – Gain double life force generation and basic attacks give 15 seconds of might for 5 seconds
Spiteful Removal – Life Blast transfers a condition from the caster to all enemies in its path (life blast itself doesnt have to hit, just not be obstructed to transfer the a condition)
Spiteful Spirit – Gain retaliation while in death shroud
Axe Training – Axe damage is increased, axe skills recharge 20% faster and generate 5% additional Life force pre hit (overall gaining 10% more life force than the damage dealt)
Close to Death – Enemy takes 1% more damage pre 5% enemy hp misssing, for every 25% enemy hp missing, the enemy takes additional 3% more damage (so to a enemy at 75% would take 8% more damage from the necro, enemy at 50% would take 16% more and at 25% they would take 24% more damage
(it was really strong, but you felt weak whithout it being active, this way, every ability would feel more execution style and would also help bring down the first 50% of hp for that you didnt get anything on the current implementation of Close to Death)
- Curses
Gives Precision and Crit Damage
Trait swap with Blood, Spectral Attunement given for Vampiric Precision
Barbed Precision – Critical hits cause bleed… yes simple as that
Furious Demise – While under 25% hp, you gain additional 25% critical hit chance
Reaper’s Precision – Critical hits generate 1% life force
Banshee’s Wail – Wail of Dooms range increased (900), warhorn skills recharge 15% faster and their effects last longer.
Withering Precision – 25% chance to cause weakness and crippled on critical hits.
Chilling Darkness – moved up to Master
- Death Magic
Trait swap with Blood, Death Shiver given for Fetid Consumption
Reanimator – Minions gain regeneration while outside of combat, Flesh Golems armor value is increased by 25% of your armor value
Protection of the Horde – Gain 20 toughness for every minion summoning skill slotted, if you would gain 100 toughness this way, you gain 150 instead
Minion Master – Minion skills recharge 20% faster and summon a bone fiend each time you kill a enemy (permanent till you zone out)
Flesh of the Master – Minions gain 25% of your health
Necromatic Corruption – Minions do 10% more damage to targets under effects of 3 or more conditions, moved down to Master
- Blood Magic
Trait swap with Curses, Vampiric Precision given for Spectral Attunement
Trait swap with Death, Fetid Consumption given for Death Shiver
Full of Life – When you use a healing skill, gain regeneration for 5 seconds
Vampiric – Basic attacks steal 10% of damage dealt, skills steal 5% of damage dealt, does not steal life from damage dealt with conditions, hp stolen goes to real HP pool while in Death Shroud, % of HP stolen scales the same with Healing power as Crit chance with Precision (1% pre 21), only 25% as efficient if Vampiric Precision is traited
Blood to Power – Gain 1% damage increase pre 10% hp missing
Vampiric Master – moved down to Adept
Deathly Invigoration – Allies around you are healed for 5% of their max hp when you leave Death Shroud (15 sec internal CD, 300 radius)
- Soul Reaping
Gives Life Force Pool and Condition Duration
Strength of Undeath – Gain 15 Power pre 10% life force you have
Near to Death – Gain stability while in and recharge of DS reduced by 50%
Foot in the Grave – Duration of conditions applied to you is reduced to 3 seconds, CC duration reduced to 1 second (if duration of a condition or cc already lower, has no effect)
(edited by Andele.1306)
Death Shroud
21 seconds recharge, countdown starts in DS down to 4 seconds, last 4 have to be out of DS, Life force doesnt degenerate and the necro starts with 40% life force in pvp.
Counts as transformation, gives passive effects to necromancer that damage is converted to life force (no more % life force) and while in a tansformation enemy transformation skills fail (since a giant clould of death totally can be turned into a crab, moa, drake or whatever else and still lose LS since you cant go back, right…).
Necromancers real hp, boons and conditions are shown in a small ui on the right of the DS bar, Life force isnt in % but in actual numerical count.
Has a 0.7 second cd upon transformation into DS so that you dont transform back into normal form just because the game decidied you clicked twice (would also help people with outdated keyboards/laggy net/playing on opposite server while not hurting the people that dont have problems with it).
- Life Blast
Damage: Scales on every 10% life force instead of dropping at 50%
(i know it gives the necro a bigger “skillcap”, but from derps dropping down from 1.4k pre hit to 650-700 just because there was the 2% of life force missing is just cheap)
Effect of the blast and Attack speed: Scale with weapon currently equipped
Dagger – damage loss from low life force is reduced to 1% pre 10% instead 5% pre 10%
Staff – Life blast generates as much life force as damage it deals
Scepter – applies bleed and transfers condition from user to all targets hit
Axe – If Life blast is a critical hit, it explodes upon the target (130 radius damage) and applies weakness and 3 stacks of vulnerability for 3 seconds
- Life Transfer
The necromancer creates 7 spectral bonds with nearby creatures draining their life to generate life force, if the cast is finished, the necromancer gains 10% of maximum life force.
- 5th ability (River of Life)
The necromancer amplifies his supply of life energy and consumes most of it while shattering the rest around him, cannot be used if over 40% life force and 15% health, cc break, places heal on its full cooldown, 60 second cooldown itself
Heals % of necromancers health equal to half the % life force remaining, heals allies for half of the value the necromancer was healed in a 300 radius
(every transformation should have 5 skills if it removes the utility and weapon skill usage, also transforming LS into HP would be nice without having to resort to the cast Life transfer just while a Dot Removes DS to heal yourself with it)
Skills
Well of Blood – recharge reduced to 35 seconds
Corrupt Boon – Poison yourself. Transform current and for the next 3 seconds all boons applied on your foe into negative conditions, 60 second recharge
Spectral Wall – duration increased to 15 seconds, wall thickness increased by 50%
Spectral Grasp – remove life force part, add direct damage (400~ at 80 at base) projectile ignores terrain and teleports the enemy infront of you chilled for 4 seconds
Epidemic – 20 second recharge rate (lets face it it is pretty strong and right now the only thing that makes necros even playable over other classes), reapplies conditions on enemy for their remaining duration/doubles bleed, confusion and vulnerability
- Plague
Plague of Hunger – Add 3 stacks of Vulnerability to your plague.
Epidemic Outbreak – instantly end plague form to apply all conditions to all enemies inside a 300 radius for 2.5 seconds, can only be cast within 10 seconds of casting plague and after you used each other plague.
Lich Form
Applies Stability and Protection for 30 seconds
Frozen Life – For the next 15 seconds, your source of power applies a aura (260 radius) that chills, poisons and weakens nearby foes, ends when you go out of lich form.
15 second recharge
Marked for Death – Inscribe a mark that makes a foe vulnerable (10 stacks) when they trigger it.
20 second recharge
Mark of Horror – Inscribe a mark that summons nine jagged horrors when a foe triggers it.
25 second recharge
Well of Souls – Well
Boons on enemies get transfered to allies, conditions on allies transfer to enemies, Well of Blood aoe healing pre second effect, Lich gains quickness while in well. Lasts 5 seconds
60 second recharge
(edited by Andele.1306)
The bug can be fixed with another bug, use a stability and blink abilites.
Go in, let yourself get knocked down, use cc break or stability before it (main thing is that Trahearne gets knocked down), before he gets up run out of the ring in the middle, go to the eye to port it back onto the platform (or if he goes right dodge the laser) and then wait. If you drop aggro on the eye while it and emo leaf boy are pwe pweing eachother with laser beams, it will force itself to teleport even if the model gets stuck for a while in the middle and sometimes it even skips adding the defiant buff and just teleports.
Sigils do not stack, sadly its not written anywhere but they dont…
A bug, but should stay in game since it works better that way, Strength of Undeath works with old effect (you gain 20 power pre 20% life force you have) instead of the 5% damage boost while over 50% life force. Also life transfer could be bugged or not, since if you time it right (just on the end of death shroud) it heals you too, what it probably is supposed to do, but since the calculations seem to think of life force as hp, it fills it for double the normal value if speced into Transfer in the blood magic line (since last gasp, full of life, blood to power, siphoned power, etc kick in too with death shroud life force changes depending on if you push the life force back up once – eg. you go to 85% LF, use life transfer with 6 enemies around you, you go up to 91%, blood to power kicks in, enemy hits you, full of life kicks in – on real hp not LF).
Nekroseth.5186
1. Staff is really visible and noone in their right mind will be close to em in PVP
Also minions are really bad and just almost viable if you trait em
2. True that conditionmancers are strong on groups of enemies, but the dagger thing isnt even close to ture, same as "Or just spam Feast of Corruption when your conditions are spread to atleast 2-3 players. You will destroy teams like this. and 2v1 easy. " since you cant spam it and buggs out and just cancels often if you are walking while casting it.
3. Elementalists have about 3 times more damage than a necro can, also their elementals aint stupid and go off aggroing everything within 2400~ range, air and earth form are there for cc and last but not least, have a real stability utility instead of having to swap to a form just a second before the cc hits you.
4. JH are there for death nova and pve, useless everywhere else.
Id say scythes just for Warriors and Necromancers, Mesmers got their lazor greatsword~
User error
I have no problem with warriors or guardians on my necromancer
Thieves burst me down too quickly so they’re the scissors to my paper
Marks+axe/warhorn = thiefs and mesmers cry, but for that you turn elementalists and engies (aka the spammy kite bursters) into the scissors.
(edited by Andele.1306)
Mesmer have a few issues from what I have played.
AoE of any sort will shut a Mesmer down hard, becuase Illusions can’t take any damage as all, unless the Mesmer wastes a Utility slot on the Signet. Even if they do most AoE still one shots them.
All three heals are worthless. I only have played a Necromancer and Engineer besides Mesmer and both has VASTLY better healing abilities.
All three Elites are situation and have fundamental issues. Moa Morph is useless for pve, because veterans and champions still do a ton of damage of a Moa, and it lasts much less time. Time Warp is useless outside of a massive group, as the lack of cooldown reduction means it only really boosts most peoples 1 (and heal times), but it is still probably the best. Mass Invisibility is worthless unless perfectly coordinated and even then it’s pretty ‘meh’.
You cant compare healing skills because they are set up to balance the class kits. You will say WTF did i just do with a mesmer once you get the hang of when to use quickness and how to stack daze on enemies, also mantras are there to pre cast, not cast in combat.
a) minion masters, for the time at least, plain suck, going offensive/corruption utility spells helps much more
b) Kite!
Yes it might be a generic reply, but every really hard hitting enemy is melee till around level 65~ and even then they have clear attack animations to dodge (that rule is kinda excluded in dungeons but w/e)
c) is your gear up to the level of the dungeon and are you running it underleveled?
Makes a pretty big difference in personal story.