Showing Posts For Angel de Lyssa.4716:

Scepter Skill AA - Rework

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Last several days, i thought a new idea:

Some permanent changes

  • The projectiles of scepter now are very faster, striking with more precision a enemies, without delay chain AA skill. (Remain projectiles, but with the grandmaster trait “malicious sorcery” is very effective).
  • A little increase of durations “conditions” of AA skill. (The clon attack torment duration is 1s).
  • The third AA skill now inflict torment.
  • Now when you control three clones, the third AA skill inflict confusion instead summon clon. (Both clones as phantasm, you are controls three clones)

Ether Bolt

Damage: 183
x1 Torment (4s) <——- New change (Before it was x1 Torment 2s)
Range: 900

Ether Blast

Damage: 183
x1 Torment (4s) <——- New change (Before it was x1 Torment 3s)
Range: 900

Ether Clone

Shoot out a third bolt of energy that damages and torment your target. Summon a clone that casts Ether Bolt. If you controls three clones, inflict Confusion instead summon a clone.

Damage: 275
x1 Torment (4s) <——- New change (Add x1 Torment)
x1 Confusion (4s) <——- New change (Add x1 Confusion when you controls three clones)
Range: 900

With these changes, the scepter would be a viable weapon to build of “conditions” compared to other professions.

Phantasmal Mage

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

A fair change would:

Phantasmal Mage

Damage: 252
Fury (3s)
x2 Burning (3s) <———- New change (Before it was x1 Burning 6s)
Number of Bounces: 4 <——— New change (Increase 1 more bounce)
Range: 1,200

  • The projectile attack would move faster towards the enemy goal, completing itself, the number of rebounds with wide radius. (Because it, sometimes might not even get to complete the number of rebounds).

With this change, burning x2 is enough damage, since we can multiply by Chronomancer with more times (Chronophantasm), getting x4 burning. Also using “Signet of the Ether” (Refresh all phantasm skill recharges).

And… other change would:

The Prestige

Damage: 330
Stealth (3s)
Blind (5s) With 240 radius <——- New change (Before it was 120 radius)
x3 Burning (3s) <—— New change (Before it was x1 Burning 3s)
Number of Targets: 5
Radius: 240
Combo Finisher: Blast

With this change, it makes more sense to approach the enemy for blast burning on foes.

If the team of skill rebalancing do this change, the mesmer would have a decent weapon with more access a “burning conditions”.

Scepter Skill AA - Rework

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, as many know, the scepter skill AA, is very slow and also annoying if you control three phantasmal in combat, I’ve always playing with the scepter (is my favourite weapon for mesmer) since leaving the game, and have seen many changes (for the better), but the scepter skill AA remains the same or so it seems.

On the other hand, with the trait grandmaster “malicious sorcery”, barely the speed increase is not noticeable on skill AA, I understand that it can be dangerous and can greatly increase the damage (especially on shatter skill more faster) if it increase speed attack AA, because it pulls out the clones more faster.

I open this debate, for to suggest new ideas mainly in the third skill of AA, especially if we control three phantasmal, one is substituted for a clone when use the third skill of AA, I suggest:

Ether Clone (Skill 3 AA)

Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt. If you controls three phantasmal, then inflict only Confusion instead summon clon.

Damage: 275
x1 Confusion (4s)
Range: 900

What you think of my idea?

With this change, we can control and play with three phantasmal with scepter, without the hassle of being destroyed by replaced by a clone. If we control two phantasmal and a clone, clone would replace by a clone, and third AA not inflicting confusion, only change if we control three phantasmal.

Phantasmal Mage

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, long time after playing with the change of Phantasmal Mage, I much prefer the previous version, x1 burn is very little damage compared from x4 confusion, if it is true that Mesmer not have more access to the burn condition (except skill 1 of staff or skill 4 torch); moreover the burn also provides to cover confusion or torment if the enemy is cleaned conditions.

I propose a debate to focus on the phantasmal mage, if it should be focused more only on support or balancing DPS and support.

I suggest:

The Phantasmal inflict more conditions, for example:

x2 Burn (6s) “One extra x1 burn”

or

x1 Burn (6s)
x2 Confusion (6s) “Some confusion conditions could really good”

or

x4 Confusion (6s) “Back previous version”

What do you think?

I also suggest that the projectile Phantasmal Mage, when it hits the enemy, explodes in area, dealing damage and burn, similar attack of Echo of Memory (iAvenger)

Idea Rework - Danger Time

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Why not change this trait for something a more damage conditions exclusive on mesmer? something like trait of necromancer “Terror” or “Deathly Chill”, the +30% probability of critic is only for build berserker, or full dps, but is not used by to damage conditions, it need a trait that supports transform a “condition” on builds damage of conditions, in pve would very usable.

Danger Time

Slow deals damage, it deals additional damage while the foe are activating a skill or is attacking.

Damage (While the foe are activating any skill or is attacking): 350
Damage (While the foe no are activating any skill or is not attacking): 150

Damage Calculate (0.3 * Condition Damage) + 350
33% less of damage if target was not activating any skill or attacking.

Transform “Slow” on a conditions damage, would be very special and a hybrid between dps and control, so much for berserker or damage conditions, addition, “Slow” is short-lived, offset by the damage in a few seconds, as “Fear” of the necromancer.

Rework - Scepter

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Currently the scepter of mesmer is a throw out of clones, and not a weapon of damage of “conditions” decent, compared with the weapons scepter of the necromancer, is very poor, because “Confusion” and “Torment” depend the enemy for inflict more dps, specially in pve. It should a weapon be with more pressure with the damage of conditions on the enemy, moreover, the condition Confusion and Torment do little damage on pve, it takes more applications of “confusion” and “torment” and less throw out of clones. Not everything has to be shatter clones for apply confusion or torment.

The scepter of mesmer should be a weapon of conditions base, without relying of clones, but yes relying of your targets, inflict more conditions and punishing of according to as acts their enemies.

The weapon itself, needs to be more practical in combat, according as to it acts your target, inflict more conditions. That is the essence or idea of Mesmer from Guild Wars 1, and the scepter is the more example close, let’s do this weapon some little changes, only the form of working, of how apply “conditions” on your target.

The skill 1 of scepter (AA skill) is very slow and little pressure for apply conditions, throwing bolt with most likely to fail for to hit on the enemy, and causing nuisance if we have three phantasmal, because it replaces a clon by a phantasmal.

Conclusion: Only increases the duratión of conditions base (Torment) of skill AA, but adding bonus extra of Torment on AA (2), depending of the acts of the target foe. On the AA (3) there is a change, now always inflict Confusion, but only summon a clone if we not control three clones, instead, if we controls three clones, not summon clone, so that without replace any phantasmal by a clone.

This would be fairer, the counterpart is that the scepter shoot slow projectile, likely to fail to hit, or reflect your projectile, and only inflict two “conditions” (Confusion and Torment), the scepter no have access to other “conditions” for cover Confusion or Torment, so that is easy for clean conditions.

The skill 2 of scepter is very pasive, depending of the enemy if strikes attack or not, and yet, if you block any hit, also you have a probability of failing to apply tormenting, because the target dodges it easily, this skill should be more focused on damage, but maintaining a bonus passive, getting bonus depending on how target acts. For defensive approaches, we have weapons as the torch or shield, or the off-hand sword.

Conclusion: Just change the mode of work this skill, but maintaining their properties, now always summons a clone and apply torment, but you can inflict more Torment if the target foe was using any skill or was attacking, and get acces to other skill (Counterspell) in a short time as bonus, only a little change on “Counterspell”, inflict Confusion (apart from inflict Blind), since the idea of this ability is “counter” the target, because we can not blocking, and with that we can counter and threaten on it, punishing the foe decision.

The only one skill of scepter what is very proper, is the skill 3, damage and confusion, does the job as a weapon of conditions.

So i think that the scepter need rework, something like:

Skill 1 of Scepter (AA)

Ether Torment

Shoot a bolt of energy at your target that tormenting.

Damage: 183
x1 Torment (4s)
Range: 900
Activation Time: 1/2s

Ether Blast of Torment

Shoot a second bolt of energy at your target that torment, inflict more Torment if target was moving.

Damage: 183
x1 Torment (4s)
If the foe was moving: x1Torment (4s)
Range: 900
Activation Time: 1/2s

Ether Clone Confusing

Shoot out a third bolt of energy that damages and confused your target. If you no control a three clones, summon a clone that casts Ether Bolt Torment. (If you controls three clones, instead, not summon a clon).

Damage: 275
x1 Confusion (4s)
Range: 900
Activation Time: 1/2s

Skill 2 of Scepter

Images of Remorse (Illusionary Counter)

Strike your target that inflict torment and summon a clone that casts Ether Bolt. If the target was using any skill or was attacking, inflict more Torment and Vision of Regret is usable a short time.

Damage: 367
x3 Torment (8s)
If the target foe was using any skill or was attacking: x2 Torment (8s)
Range: 900
Activation Time: 3/4s
Recharge Time: 10s

Vision of Regret (Counterspell)

Shoot out a bolt that blinds and confusing foes in a line.

Damage: 37
x1 Confusion (5s)
Blind (5s)
Number of Targets: 5
Duration of Vision of Regret: 5s
Range: 900
Activation Time: 1/2s

With these settings for the scepter of Mesmer, it would be more practical and more accessible to pve, compete or closest better with the scepter Necromancer (or any weapon of conditions, for example, the mace of Revenant).

(edited by Angel de Lyssa.4716)

Ineptitude

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

To translate with clarity:
Ineptitude is suppose to do 2 things:
1. Apply confusion on blind (no icd)
2. Apply blind when you evade or block (10s icd per target).

Blinds from other abilities and traits apply confusion as they should
The blind Ineptitude is applying does not proc the confusion from Ineptitude, but it should. This is clearly a bug that needs fixing.

Thanks for clarifying, it need fix.

Malicious Sorcery

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

yeah except the necro has no recharge reduction on that trait. I’ll trade it any day for the 150 condi damage.

Is true, I was wrong about that, this trait not have 20% recharge skill. I prefer +150 damage conditions that 15% speed attack.

Malicious Sorcery

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Add something more to this trait grandmaster, 15% speed attack and 20% recharge of skill scepter is little for be a grandmaster trait.

What happened to the increase damage condition, that trait grandmaster had previous?

Add +150 damage condition, to complete be grandmaster trait.

The Necromancer have trait grandmaster for scepter that:

- Increase +50% duration of conditions
- +150 damage conditions
- 20% recharge of skill scepeter

Three things in one grandmaster trait, however, the mesmer only have two… for to be a trait grandmaster for scepter, is not fair.

Ineptitude

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I repeat:

When you apply “blind” on the enemy, “ineptitude” inflict always “confusion”. —-→ No problem, work well.

When you block a hit of the enemy, “ineptitude” inflict “blind” (interval 10s) but not apply “confusion” for this “blind” —-—> It not work well.

Fix it when you no apply “confusion” when you block a hit, causing “blind” this way, because not work well, only apply “blind” and not “confusion” when you block, and should apply "confusion"always when you inflict “blind”.

Ineptitude

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Then there is something wrong, before, when i block a hit, using skill 2 of scepter, “ineptitude” inflict “blind” and “confusion”, this “confusion” is automatic for the “blind”, now only inflict “blind” but no “confusion” when you block…, only inflict “confusion” when you inflict “blind” with other skill? no when you block?

The synergy of when you inflict “blind” (of block a hit) not cause “confusion” not work, and if it is intentional, has no sense.

Always “Ineptitude” work inflict “confusion” when you apply “blind” on the enemy, whether blocking (Blind 10s interval) or causing “blind” with other skill. Now does not work well.

Ineptitude

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Ineptitude not work, when locking with the shield (Dejâ Vü) or with other (skill 2 scepter), it inflict blind, but not work confusion (that moment when inflict blind on blocking), only work when you inflict blind with shatter skill “Blinding Dissipation” or “Counterspell”, etc, but not when you block a hit. Fix it.

Master Fencer

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

This line of “Duels” need support on dps of condition, the stat “Viper” or “Sinister” is not useful if we not have a trait where the % of precision is transform on dps of condition, “Chaotic Transfer” is only useful with the stat “Rabid”, but with others are not useful.

On the other part, most of sigil of the weapons that inflict conditions, is only useful if you have high % of precision. Stat with “Carrion” or “Trailblazer” (new stat) is not useful with this sigils

This is to fix the place of line “Duels” because is focused on dps of conditions or inflict conditions, “Chaos” is also of conditions, but is very defensive and use more buff, that dps of conditions. I’m asking that small change, not the increase dps of conditions. It not is fair use only stat “Rabid” for build conditions, when the most work use % of “precision”, not with “toughness”. It should be all trait of % transform on dps of condition with “precision” or “power”. The profession that take better advantage is the Necro, it have a minor trait that 13% of precision is transform on dps of conditions on a line trait of conditions, and it can use various stat “Viper”, “Sinister”, “Rabid”, etc, all is usable because have that minor trait, however, the mesmer not have this various build, only “Rabid”, because use “toughness” with a trait on % dps of conditions, change for the better is % “precision” on dps of conditions, would be more logical.

For example, if I use stat “Trailblazer” (new stat) it give “toughness” but not “Precision”, could use trait “Chaos Transfer”. However, the sigil of the weapons that inflict conditions or work with “Precision” is not useful because i not have “Precision”, this is focused on defensive and not dps of conditions. If the mesmer have trait % “Precision” is dps of conditions, so can build with stat “Viper”… “Sinister”… “Rabid”, etc and with the sigil of % “Precision”, would not have this problem.

There are two possibilities:

- Change “Chaotic Transfer” of line “Chaos” on “Duel”, add is % of accurate on dps of condition (no for % of toughness), instead for trait “Evasive Mirror” (this trait is defensive and makes good place to “Chaos”, because reflect and “Chaos” is using mirror).

Or

-Change “Master Fencer” on a grandmaster minor 13% of accurate is dps of condition, +2% crit chance per condition on the target.

Shooting Gallery Adventure

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Minimize as 30/30 would be more just, or add one minute more (3 minute total), it adventure is very hard.

November 4 Patch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Ah, I had forgotten to say, for iDefender, add also the new form of attack iAvenger changed for that iDefender apply “Illusion of Defense” very faster.

November 4 Patch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Great change for iAvenger, at least maintain and add its sound effect attack that it had on the beta BWA 2 (now is to silence, it not sound effect especial)

Sound effect similiarly a when you use “Tides of Time” or “Well of Action”, this effect of sound is a special for mesmer (When iAvenger attack, sound this effect FX, from BWA 2) Now, sound a single sound simple and dry, I like the other sound, please add it, was what made him special and attractive for iAvenger, the sound sounds like slow time.

Moreover, no problem, because the time of waiting for iAvenger attack is very longer, and this sound is special, is more style of mesmer from GW1 (Specially of skill “Aneuryms”)

Add that always that iAvenger attack, sound this effect FX. ¡Please!

Some queries regarding the new rune

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

This rune is a more boring, more can not be.

A rune of Chronomance must to inflict slow and quickness, or apply slow or increase the duration of slow

HoM titles revoked

in Account & Technical Support

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I just happened that right now, I’ve lost all my points of achievements, funny thing is that before the game client put me in black screen, and then when I came back, I received this message, now I’m trying to download the game client from gw1 and not download anything, Are the broken servers?

Check my points on Calculator hall of monuments, and appears to have 50/50, what’s going on? What am I supposed to do now? Have I lost you forever?

Chaotic Transference

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I hope, they make that change the trait, at least in the trait “duels”, there is a trait % “accurate” is transfer a damage conditions, so if we can use the stat of Viper or Sinister very well

Chaotic Transference

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I could see a case being made for adding a precision-> condition trait in Dueling, given that condi support is already heavily built-in to Dueling. Replacing Evasive Mirror, perhaps.

You was faster than me, we had the same thought. ;D

At least someone is on my side

Chaotic Transference

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I what I want more damage condition, the necro can over “2k points of conditions” damage accumulation condition, and the mesmer can not get there “2k points of damage conditions” (only 1,7k or 1.8k points), hence why I propose this, because when i play with necro (in pve), i notice more dps on conditions in little seconds, and with the mesmer, i have to do more, using shatter for to go accumulate damage conditions, and still, not go reach dps of the necro with conditions, and is very tiresome, in “PVP” does not it perhaps missing, but en pve yes, for this I said that change.

A exchange of trait are fair, exchange the traits “Evasive Mirror” (Duels Train line) instead “Chaotic Transfer”, and adding “Chaotic Transfer” with % accurate on damge condition.

Chaotic Transference

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Nothing, I see you are not interested in anything, stay with his toughness and his berserker and not support anything mesmer “condition”, stat viper or sinister little usable, only rabid is profitable.

Alacrity sound almost causes tinnitus :(

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Stop, close or leave the thread topic, no more remove sound of mesmer, they had removed the sound effect attack of iAvenger and now is very silence and boring, please stop of talk that topic, It is destructive for mesmer style, if the sound bothers you, lower the volume or mute play, but do not destroy more sounds of effects mesmer, the one effecto of attack of iAvenger is had destroyed for the same topic, please, stop, not removed sound effect of mesmer.

Chaotic Transference

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Well, it does not make me no grace, i dont like that chaotic transference is with toughness and i dont think that trait is to be a defensive, I hope they change, and make it a more dps focus for combine with stat Sinister or Viper, because Rabid or Settler is little dps with conditions, when other profession have a trait that transference of % of accurate is damage conditions and so is good, addition, “accurate” always to be with traits of transference of dama condition, for combine good with all stat of damage condition, choose various options, no only alzar with toughness when other profession have trait with “accurate”

It is quite annoying to see the stat Viper and see that is not profitable because “Chaotic Transference” use toughness and not “accurate”, when the Necro, for example use their 13% of “Accurate” on damage condition, with that stat Viper, is very very powerfull on damage condition.

Other profession also use % of “accurate” for damage condition

Chaotic Transference

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Can exchange it for accuracy rather than toughness?

The stat Sinister and now the Viper, are not very profitable for mesmer condition, because, Chaotic Transference is with toughness, and not with accurate. On the other hand, the necro have a trait that their 13% of your accurate is transform on damage condition, it is very good, the mesmer need something like that, as we only have one trait for transform damage condition.

Add Chaotic Transference with accurate or power, their 13% of accurate or power is transform on damage condition, with it, the mesmer get good with the stat Sinister or Viper.

iAvenger - Dejâ Vü

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

But at least, maintain its sound effect attack from of beta BWA 2 (now is to silence, it not sound effect especial)

Sound effect similiarly a when you use “Tides of Time” or “Well of Action”, this effect of sound is a special for mesmer (When iAvenger attack, sound this effect FX, from BWA 2) Now, sound a single sound simple and dry, I like the other sound, please add it, was what made him special and attractive for iAvenger, the sound sounds like slow time.

Moreover, no problem, because the time of waiting for iAvenger attack is very longer, and this sound is special, is more style of mesmer from GW1 (Specially of skill “Aneuryms”)

Add that always that iAvenger attack, sound this effect FX. ¡Please!

iAvenger - Dejâ Vü

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

¡Please put iAvenger back was like BWA 2 (with sound effect of attack)!

One must see that after playing more than 50 games in pvp, and more than 48 hours in pve (especially in hearts of thorns ), iAvenger is totally ridiculous stand now, I prefer iAvenger have to more precision in attack to be seeing iAvenger running to the enemy, please, put iAvenger with attack range of distance, throwing their shield at enemy (does damage AoE or Bounces), because in the BWA 2 nothing more appear, faster attacks, now is slow running for attack, in pvp alone is worth nothing more blocking, but iAvenger no.

You could have made the change of Blocking, and AoE damage iAvenger, but leave as it was before Avenger attacking a range of distance and their effect FX of attack.

I worry about what little effective now, to see how iAvenger running to enemy for then attack.

It looks more like a nerf, that change for the better, because iAvenger is useless, but the 3s of block is usefull, for this, remove iAvenger and add inflict slow when you blocking a hit of enemy… or add iAvenger attack with a range of distance when it appears.

iAvenger - Dejâ Vü

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Before it was more accurate, nothing but blocking, appeared iAvenger attacking and inflicting slow, and you have more control on it, now you block and iAvenger going to a the enemy… you have to wait for iAvenger inflict slow, and it takes a lot, you do not have time just to for expect. Only use shatter in a combat x2, nothing more… It is also silent, sounded great before, an effect sound of mesmer, this sound is missing…

iAvenger - Dejâ Vü

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Nobody says anything? It is totally nerfed, later, if you play with a scepter, you have to stay near of iAvenger for to is effective, with sword is not problem, but with scepter yes.

Add the sound effect of attack of iAvenger at least

iAvenger - Dejâ Vü

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Put it how on the beta BWA 2, now is horrible, attack very slow, have to going on the enemy for starting attack.

Place it to attack a distance (throwing their shield) and doing AoE when it hit, and put the sound effect of attack had on the second beta.

Level 500 Jeweler & Chef?

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

They could add new meals, new runes, new sigils for weapon, all a new “ascended” that would be an increase of 5% or more stat benefits.

Add Rune of Perplexity in PVP

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Confusion is a terrible mechanic, punishing people for using skills and abilities in a game all about using skills and abilities.

The fact that Perplexity has a passive proc to inflict it long duration only adds to the crazyness of the interrupt proc.

And since the condition changes it was buffed! >.< to also inflict damage over time even when the character isn’t using skills, double punishment and a terrible implementation of combat mechanics. It’s literally the worst mechanic in the game in its current iteration.

Playing Perplexity Terrormancer is a hilarious example of these kitten mechanics.

Worse is the condition “burn” that inflicts more damage on stack, no matter what you do, with a x2 stack of burn does more damage on each second, and “confusion” does not arrive nor do their damage maximum (of x2 burn) with a x6 of stack (activating any skill)… and to do the same damage, the enemy needs to be always activating any skill each second, and this is a little probably in pvp (unless you’re an inexperienced player, *no offense), but usually what happens is that the player stop using skill or running, or cleaning faster “conditions”. When burn always inflict more damage on each seconds.

All that you add to the Rune of Balthazar… +45% duration of burn… and x1 Burn AoE, when use a skill heal (each 10s)…

We can not have something similar to the “confusion” or “torment” in pvp?

Add Rune of Perplexity in PVP

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I would disagree to add them in their current state, but if they were actually balanced in all areas of the game, then they could add them for sure. They are currently not added because they are not balanced, so why not balance them so they can be included? Win-Win.

This is the main idea of post, rune balance in all areas of the game, I’m just asking if there is Rune of Perplexity in pve / WVW, which also exists in pvp, and to prevent op, change the rune of perplexity by more balance, benefits only for the class that inflict “confusion”, no grants the possibility to inflict “confusion” for all class, with that, we get Rune of Perplexity balance in pvp, and not see necros and elem d/d, or any other classes op with this rune.

Something like:

Rune of Perplexity

1 +25 Condition Damage
2 +10% Duration of Confusion
3 +50 Condition Damage
4 +15% Duration of Confusion
5 +100 Condition Damage
6 +20% Duration of Confusion, increase a +3% damage of Confusion.

Or, +20% Duration of Confusion, apply two stacks of Confusion (x2) to nearby foes. (Cooldown: 20s)

Memser, warrior, ingenier, etc. Can use build of confusion with this rune in pvp. Other professions which do not inflict confusion, no benefits, for example, the same will happen with Rune Trapper, a mesmer with the rune of trapper not grants benefits, same thing will happen with Rune of Perplexity that no add to inflict “confusion”, but yes benefits for this “Condition”.

And so I ask for Rune of Tormenting, they could add in pvp.

Rune of Tormenting

1 +25 Condition Damage
2 +10% Duration of Torment
3 +50 Condition Damage
4 +15% Duration of Torment
5 +100 Condition Damage
6 +20% Duration of Torment, increase a +3% damage of Torment.

Or, +20% Duration of Torment, apply two stacks of Torment (x2) to nearby foes. (Cooldown: 20s)

The revenant or mesmer, and even the necro, benefits with Rune of Torment in pvp.

Or at least, to make a change, but that can be implemented in pvp. We want those runes specializes in “Confusion” or “Torment” in pvp.

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I just hope that iAvenger attack in ranged, throwing his shield that damage, inflicting Slow on enemies and Aclarity on allies in area. (With sound effect attack of BWA 2)

Add Rune of Perplexity in PVP

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I agree, but to avoid, it is not better to replace it with something more viable? so it will not be op, but if usable. I think the problem is inflict x5 “confusion” when interrupt a foe, remove that, and add a new effect, something like; increase a +6% damage of your condition “confusion” or the idea proposed earlier.

Add Rune of Perplexity in PVP

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I see, these attitudes impede add these two runes, because the players hate this conditions, and says what this is op, only because “confusion” and “torment” inflict the double damage if the enemy doing action or move.

This is not the reason to stop add this rune in pvp. I like the mechanics “confusion” and “torment” of mesmer for build conditions, and actually it not have this runes on pvp, if i will like increase the duration of this “conditions”, i have to equip with the “Rune of Nightmare” for the increase 15% of duration conditions, it is not fair.

Is there any mesmer of build “condition” agree with me?

Glamour Skill - Rework

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The skill of Glamour are currently somewhat loose. The more usable is “The Portal”, but the others skills Glamour, are little using in general.


Feedback Create a dome around your foes that reflects projectiles in duration of 6 second, adding a area ethereal of radius 240.

The Wall of Reflection of Guardian it is much better that “Feedback”, only for the 10 second of duration and the line of reflect in the selected area.

I propose:

Feedback – Create a dome in the selected area that reflects projectiles.

Shield Duration: 8s
Number of Targets: 5
Radius: 240
Combo Field: Ethereal
Range: 1,200


Null Field Create a field of energy that rips all boons from foes and cures conditions on allies. A duration of 5 second in a area ethereal of radius 240. Each pulse remove a buff on a enemy and remove a condition on allies.

It not being unblockable it is very imprecise and the enemy dodges it too fast, also so a guardian with “Aegis” prevents remove buff.

I propose:

Null Field – Create a field of energy in the selected area, that rips all boons from foes and cures conditions on allies.

Boons Removed: 1
Conditions Removed: 1
Number of Targets: 5
Pulses: 5s
Duration: 5s
Unblockable
Radius: 240
Combo Field: Ethereal
Range: 1,200


Portal Create an entry portal at your location that teleports allies to your exit portal.

This skill is very usable and it used much, would not do any changes.


Veil Create a wall that grants stealth to you and your allies. A duration of Stealth of 2 second, in a line area of duration 6 second.

2 second of stealth for a recharge of time 90 seconds (72 seconds with the trait grandmaster), is very poor, only by not have limit of give stealth on the allies… is very in focus for WvW, because for pvp and pve is not usable, It’s basically as if we had not the skill.

I propose:

Veil – Create a field of energy in the selected area that grants stealth to you and on allies.

Stealth: 3s
Duration: 6s
Number of Targets: 10
Radius: 240
Combo Field: Light
Range: 1,200
Recharge Time: 45 seconds


And for to finally, rework the trait grand master “Enchanter Temporal” by:

Master of Enchantment

Glamour skills have a new effect aditional.

Feedback: Inflict confusion on enemies and apply retaliation on allies when them entering or leaving on the area.

x2 Confusion (5s)
Retaliation (5s)

Null Field: Remove a buff aditional on the enemy, and cure a condition aditional on allies.

Boons Removed Aditional: 1
Conditions Removed Aditional: 1

Portal: You and allies when enter or go out of the portal, grants a little stealth and swiftness.

Stealth: 1s
Swiftness: 1s

Veil: Now also reveals enemies on the area and grants resistance on allies.

Resistance: 3s
Revealed: 3s

Time Warp: Now inflict chilled on enemies in the area and superspeed on allies.

Chilled: 1s
Superspeed: 1s

Add Rune of Perplexity in PVP

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Also could add a new sigil for weapon to the condition “confusion” in the expansion of HoT in pvp

Something like:

Sigil of Perplexity:

50% chance on critical hit: Apply AoE Confusion (5 seconds, 180 radius).
(Cooldown: 5 Seconds)

Add Rune of Perplexity in PVP

in Guild Wars 2: Heart of Thorns

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

With the expansion of HoT, will add new runes and charms in pvp, add also the Rune of Perplexity.

What happens with the rune of perplexity? is very op in pvp ? and by that alone will not implement?

If they not previously wanted that skills were not different in pvp, in wvw and pve, It’s already happening something with runes.

I do not understand why is op, if the condition “confusion” does little damage, compared to the burn, and then there are other runes that power the burn and see guard inflict stack of x9 burn, i see… x9 of burn with 8 seconds… and it is not op, yes i saw… but inflict more confusion with longer duration yes is op…

It seems that people do not like to receive “confusion” on them, this is generated by the hatred of mesmer of Guild Wars 1, conditions such as inflicting more damage as the enemy acts, are hated conditions, because to be op in pvp, but despite does not inflict much damage compared to the burn.

It will also occur with Rune of Torment? because is op?

In the end the most affected are the Mesmer with build of “conditions”, especially those who play with scepter (like me, who always play with the scepter because i like it).

If it really is op or because the people do not like receive “confusion” or “torment”, because you do not do a viable change on this rune for to implement in pvp?

Something like:

Rune of Perplexity

1 +25 Condition Damage
2 +10% Duration of Confusion
3 +50 Condition Damage
4 +15% Duration of Confusion
5 +100 Condition Damage
6 +20% Duration of Confusion, when you use a heal skill, apply three stacks of Confusion (x3) to nearby foes. (Cooldown: 20s)

With this change, give will limited and focus for those professions that inflict “confusion”, how the mesmer, ingenieer, warrior, thief, etc. It would be a rune that supports for condition “confusion”, instead of applying more “confusion”.

Also add the Rune of Tormenting, i dont see the problem for to is op, there is some rune of condition that is very op, for example, Rune of Balthazar, increase the duration of burn, and the condition “burn” is to doing more dps that “confusion” or “torment”.

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Put iAvenger as it was in the BWA 2 (ranged, throwing his shield as Captain America, with sound effect of attack that had). Just change, of bouncing his projectile on enemy, by dps AoE when it strike.

iAvenger must attack on distance, not melee, ranged attack its faster starts, better then launches the projectile with damage AoE. A melee is a nerf, dies very quickly, and the beginning of attack is very slow (as far as, iAvenger what is running, and then strike on enemy), the enemy see it and dodges very fast (on pvp is useless).

iAvenger attacking on distance is more accurate. Ranged attack launching a projectile, then do AoE damage with the sound effect of attack (add the sound effect attack, on BWA3 not have this sound, and if the previous BWA2 yes had)

Melee is the most ridiculous, increase life the iAvenger health will not solve its survival, it going to be similar to iDefensor? Increase life as the iDefensor? No please. Put to distance to shoot a projectile, then hitting AoE, and the problem is solved.

In the BWA 2 it was faster and more accurate attacking, nothing more invoke, attacking the enemy with the sound effect of attack, and it was what characterized him. The change was arose by bouncing projectile, because many of you did not like.

(edited by Angel de Lyssa.4716)

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

iAvenger must attack on distance, not melee, ranged attack its faster starts, better then launches the projectile with damage AoE. A melee is a nerf, dies very quickly, and the beginning of attack is very slow (as far as, iAvenger what is running, and then strike on enemy), the enemy see it and dodges very fast (on pvp is useless).

iAvenger attacking on distance is more accurate. Ranged attack launching a projectile, then do AoE damage with the sound effect of attack (add the sound effect attack, on BWA3 not have this sound, and if the previous BWA2 yes had)

Melee is the most ridiculous, increase life the iAvenger health will not solve its survival, it going to be similar to iDefensor? Increase life as the iDefensor? No please. Put to distance to shoot a projectile, then hitting AoE, and the problem is solved.

I Do not understand how they support the melee iAvenger, i dont notice anything in combat, it goes unnoticed. It seems to be a phantasmal only to shatter, because what iAvenger takes to close with the enemy and then attack… is very slow runner

In the BWA 2 it was faster and more accurate attacking, nothing more invoke, attacking the enemy with the sound effect of attack, and it was what characterized him. The change was arose by bouncing projectile, because many of you did not like.

The Solution Put the iAvenger as was attacking BWA 2. Attacking on distance, and doing AoE damage when it hits, and do not forget to add sound effect when attacking

Are you agree?

(edited by Angel de Lyssa.4716)

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

iAvenger phantasm reverting back to range attacker (and its BWE2 sound effect) + AoE on target hit,

+10
Above all, add the sound effect attack, when iAvenger attacks, and add attack range (throwing his shield, and doing dps on AoE)

iAvenger was great on BWA2

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

“Here’s my feedback:

- Echo of Memory/Deja Vu: I enjoy the continuous blocking very much! However, Illusionary Avenger seems to be worse than before. It takes a second or two for it to run up to the enemy and then hit it in melee range; it is really slow initially compare to most other phantasms. I much prefer it being ranged and throw the shield and deals the AoE around the target. This way, it keeps it alive long enough for shatters (unless what Irenio’s statement of improving pets/minions/illusions is to help make them not withstand such ‘AoE’).

So really, the main issue I have is Illusionary Avenger phantasm. It was better during BWE2, when it was range attacker and then give it an AoE around the target. Also, the sound effect from BWE2 when it attacks is so much better, please bring it back!"

+ 10

Illysionary Avenger was much better in the BWE2, put your sound effects when attacking, and also attacking on distance, but do AoE, but at a distance, throwing his shield.

(edited by Angel de Lyssa.4716)

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Someone is in accordance with changes to Illusionary Avenger?

do not you think Illusionary Avenger dying fast, and also is too slow to start attacking? (it needs to run for approach and strike, is very slow)

It is not better to appear near the Mesmer, and then attack, launching projectile his shield (doing AoE damage when it hits the enemy)?

And then apart, before you invoke faster in one block, now you have to wait the 10 second for invoke, and over, their attacks have no effect sounds, please, put the sound attack that had in previous betas.

Illysionary Avenger was much better in the BWE2, put your sound effects when attacking, and also striking distance, but do AoE, but at a distance, throwing his shield. Please.

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Avenger is completely useless, now it’s just a shatter phantasma, put your ranged attack and his effecto sound when attacking

BWE3 Chronomancer Feedback Thread

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Please, put the sound effect attack of this phantasmal (Echo of Memory), when Illusionary Avenger attack, have to sound that special sound that sounded in previous betas, is now quiet and i not like, It is what characterizes him and makes him special this effect sound.

¡Please, add the sound effect!

And regarding your new form of attack, Illusionary Avenger would be better to attack from a distance, it shoot a projectile at the enemy and then, when hits, doing damage area, like now.

(edited by Angel de Lyssa.4716)

Echo of Memory - Phantasmal SFX

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Please, put the sound effect attack of this phantasmal, when Illusionary Avenger attack, have to sound that special sound that sounded in previous betas, is now quiet and i not like, It is what characterizes him and makes him special this effect sound.

¡Please, add the sound effect!

And regarding your new form of attack, Illusionary Avenger would be better to attack from a distance, it shoot a projectile at the enemy and then, when hits, doing damage area, like now.

Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

well in your other thread you basically said, “Now that PU is nerfed we have to buff the pledge so we can have more stealth, because withou PU the pledge isn’t good enough”.

That was the reasoning behind my remark, not that it really means anything rude or offensive. It was just a casual observation, no harm intended.

A ok, sorry for my misunderstanding, if it is true, but basically focused to build scepter / torch or sword / torch in pve, I did not mean to WvW, but if this is how you say, and that in WVW abuse, then you better be left as is.

Phantasmal Warlock still feels out of place

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

It’s not about what I like, it’s about ANet’s vision for the Mesmer class. Which does not, and never will, include pure-condition builds.

Phantasmal Warlock is currently a perfectly good Phantasm to use in hybrid or power builds. Turning it into a condition Phantasm would — because pure condition builds are not allowed to be a thing on Mesmer — result in its effectiveness being drastically reduced. Therefore, arguing for Phantasmal Warlock to be turned into a condition phantasm is effectively the same thing as arguing for it to get nerfed.

Seems you do not want to phantasmal warlock make damage condition, but yes on damage berserker, the staff is a weapon of 100% damage condition, and his phantasmal ago berserker damage, has no sense, the same thing happened with the scepter skill 3 of necromancer, and now it has good condi effect. why not do the same with phantasmal warlock?

“Not wait, we do not want conditions, we fled the damage condition, we use two-handed sword with the staff, sword/torch with staff, we prefer more damage berserker, build hybrid, but not 100% condition damage, the same story, stat berserker always, everywhere " (is super boring)

The Phantasmal Warlock, doing damage torment instead of damage berserker, would give more damage condition that the bored dps berserker

Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Based on this and your other thread Angel, I’d say you’re the PU condi mesmer WvW roaming poster child.

Still I think malicious sorcery is pretty good where it stands. The 15% attack speed increase is amazing fro getting stomps and the like, and is an offensive condition option compared to the defensive ineptitude.

I’d say you’re totally wrong, i dont play in WvW, and not use the famous build PU, i play only with scepter (is my favourite weapon for mesmer), and I would say please, if you do not like what you read, do not read it, but do not miss my respect, i am not at all typical child PU.

I just threw ideas for a possible different way of playing with the scepter, and the mesmer condition, especially confusion, i just threw ideas for a possible different way of playing with the scepter, build condition only to use scepter / any weapon, without actually using the staff (the staff is very bored) and please, if you do not like, do not look at the post.