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Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

If the necro, already has two unique conditions (fear dps and chill dps), why not also make mesmer, have their own unique condition “wastrel”? Specialized only for the scepter.

Fear and chill are not unique to necromancer. Necromancer has traits that modify these conditions but what you’re asking for is an entirely new condition which has a lot of balance implications to it and is very unlikely to happen.[/quote]

Okay, i referred to fear and chill as unique condition by modification (transforming it to DPS), so it would be ok include a trait for mesmer that modify the confusion take better than the other professions, the condition confusion highlighted in pve, mean an extra plus for specialized condition, in this case the mesmer focuses on the special condition the confusion, but it only on scepter.

I have several ideas, something like:

Malicious Sorcery

While wielding a scepter, inflict confusión when you remove a buff the enemy. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
x2 Confusión (6s)


Malicious Sorcery

While wielding a scepter, confusión does more damage when you interrupt the enemy or when this dazed. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Bonus Damage: 50%


Malicious Sorcery

While wielding a scepter, skills of the scepter can inflict confusión additional on the tormented enemies. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Chance to Confusion: 33%
x1 Confusion (6s)
———————————————————————————————————————————————————————

Malicious Sorcery

While wielding a scepter, confusion also causes damage the enemies confused when they gain a buff or lose a buff. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
(Confusion also damage the enemy for each buff gained or lost, counts as skill active)


Malicious Sorcery

While wielding a scepter, confusion does more damage to enemies tormented. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Bonus Damage: 15%


Or the closest idea of design “Wastrel” (my idea of design condition unique for mesmer), since it is unlikely to add, it could be included in a trait Grandmaster.

For example, the necro has trait “Terror” (Fear cause damage per second) or the trait “Deathly Chill” (Chill cause damage per second). why not have something mesmer?

Malicious Sorcery

While wielding a scepter, confusion does more damage every few seconds when the enemy does not attack or not active skills. This bonus is reset when the enemy confused attack or active any skill. Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

Increased Attack Speed: 15%
Recharge Recharge Reduced: 20%
Interval: 1s
Combat Only
Umbral Damage Bonus: 15%
(3% bonus damage increase per each second, máximun 15%)

*The bonus damage also benefits when the enemy active skill or attack enemy in this moment, for example, if one enemy confused has not attacked or activated any skill in 3s, when attack or activate a skill on the moment of 4s, confusion do damage of activation with a bonus of increase damage de 12% (3% increase per second until 15% maximum), and then the bonus is reset to 0%, which turns into 1s and gets an increase of 3%, and so every second up to the maximum, if it exceeds 5s It will remain 15% how maximum, not increase more, and will remain 15% bonus damage until the enemy active one skill or attack, or clean condition.

(edited by Angel de Lyssa.4716)

Gravity Well SFX

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Since we’re on the subject of sound effects of skill mesmer, I would like to also take in order to also change the following sound effect of skill:

Illusionary Counter and Illusionary Riposte while channeling in blocking, a sound effect similar to skill “echo of memory” (sound effect when channeled), is a effect sound very style mesmer and successful.

Phantasmal Duelist and Magic Bullet Change the sound of your shots, in a sound less annoying to the ears, I remember the first beta of the game, not sound very annoying, but then they changed, the truth that the sound effect is by no style of mesmer, sounds like shots electrical engineer, loses all his grace, change it by one sound more ethereal or chaotic.

Then add a sound effect to the following skills, because they have no sound effect when you wear:

Arcane Thievery add sound effects like Mimic

Signet of the Ether add sound effects when you use it

I would also add, in the following phantasmal: Phantasmal Mage Phantasmal Disenchanter and Phantasmal Warlock (in general, the scepter of use and launch a projectile), when they will attack, their sounding a sound effect attack, similar as sound effect attack of phantasmal Déjà Vu, It sounds like a sound a skill “Aneurysm” of Guild Wars 1, but on a more serious version, the truth that is exciting to hear, It makes you feel you’re a mesmer since Guild Wars 1, by those special details and effects missing from Guild Wars 2.

(edited by Angel de Lyssa.4716)

Null Field: Pulses and Duration

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Null Campo It should be unblockable and remove 2 buff and condition per pulse, because it is too loose.

Phantasmal Warlock still feels out of place

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

This could change:

Phantasmal Warlock

Summon an illusion that applies 2 stacks of torment for 4 seconds on hit, plus 1 additional stack per condition on the target.

Damage: 438
x2 Torment (4s)
Extra Torment: x5 (4s)
Range: 1200

The Pledge - Weapon Torch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Now that PU is nerf, “The Pledge” falls rebound at nerf, i suggest change the trait something like:

The Pledge

Torch skills remove conditions. Torch skills recharge faster.

Conditions Removed: 1
Recharge: 20%

Weapon Torch

On the other hand, the projectile attack of the Phantasmal Mage, should move a little more fast, similar to the Phantasmal Disenchanter, and increase of a rebound more at 4, how the disenchanter, his attack rebound 4 times.

Because almost always, their attacks fail, especially to range 1200, and even when the phantasmal mage attack a position range 1200, not completed the number of bounces, and is a frustration, you feel useless, you’re forced to use it very close to the enemy, so you can make maximum use.

A increase of burn, it would be good.

Phantasmal Mage

Create an illusion that burns foes and grants fury to allies.

x2 Burning (6s)
Number of Bounces: 4
Range: 1200

PU Nerf

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

What they have to do with PU is, change the interval on 0.5, because 50% with skill “Prestige” and “Decoy” increase stealth on 4.5 second, now the interval of PU is 1s, the 0.5s of stealth remaining does not count interval, so only we win one buff extra, when before we won 3 buff.

Prismatic Understanding

Increased stealth duration from mesmer skills. Gain random boons while you are in stealth.

Duratión Increase: 50%

Interval: 0.5s

And the buff leave alone: Aegis (3s), Protection (3s) and Regeneration (3s). And even add Resistance (3s).

Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Another idea that comes to mind is, the 3º AA skill:

Ether Clone

Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt. If you control 3 clone, instead of summon a clone, inflict confusion.

On the other hand, could increase the duration of condition of each AA skill on 4s

Something like:

Ether Bolt

Shoot a bolt of energy at your target. (x1 Torment 4s)

Ether Blast

Shoot a second bolt of energy at your target. (x1 Torment 4s)

Ether Clone

Shoot out a third bolt of energy that damages your target. Summon a clone that casts Ether Bolt. If you control 3 clone, instead of summon a clone, inflict confusion

(x1 Confusion 4s)

Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Before when you interrupting, spamming confusion, and skill how Illusionary Wave or Temporal Curtain, you could apply x5 confusion on each enemy interrupted, after the nerf, they added an interval 15s when you interrupt, but will only apply to a single target, so that, skill mesmer how for example Temporal Curtain wasted rune.

I’m not asking spamming confusion, only but the effect working on every enemy interrupted, adding interval 15s for each enemy, similar on the trait “Ineptitude” (The same foe cannot be blinded more than once within the interval.)

kind of like, when you interrupt a foe, cause 5 stacks of confusion for 8 seconds. (Cooldown: 15s) “The same foe cannot be confused more than once within the interval, when it interrupted.

This gives more value and functionality to the rune

Chaotic Persistence

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Anyone know if the duration increased (trait working) is only at the moment where you apply on the enemy or also increase the condition already applied on enemy.

Ideally it would be the “Chaotic Persistence” working similar how the trait “Compounding Power”, your condition or buff increased for each buff on you, that go updating increased your condition or buff applied, more, or less, per each buff applying or removing under on you, similar “compounding power”.

And an increase to 5% duration for each buff on you, would be good, 3% It is not note nothing

Rune of Perplexity

in Guild Wars 2 Discussion

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

You can fix bonus 6º of rune of perplexity? apply x5 confusion effect of Interval (15s) on each enemy interrupted, no where it effect on one enemy and expect 15s, and the rest where you interrupt nothing happens.

Balance discussion on twitchcon

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

@methanegas, I wouldn’t take his posts too seriously, having a quick look at his previous posts in all forums he’s crying OP here and whining on the Mesmer threads that their ability to apply torment isn’t as potent…and that was just at a glance at the top few. From a spvp perspective I’m quite looking forward to the changes and eager to try them out on Tuesday. on a side note does anyone know when the next BWE is? I’m interested in how these changes will work with reaper.

I’m not crying, and I take very seriously the post, another thing is that you do not want to nerf x7 torment, but quiet, I the day of the update, i will spamming in pvp x7 torment + fear spamming until they nerf

Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

So would the new icon graphic of condition wastrel

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Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

If the necro, already has two unique conditions (fear dps and chill dps), why not also make mesmer, have their own unique condition “wastrel”? Specialized only for the scepter.

Nothing rebalance for scepter?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

While necro got happily, inflict x7 torment with scepter each 10 second , without relying on the enemy, and in one hit, us (the mesmer) we have to inflict x5 torment with illusionary counter , depending on the enemy attack, that also it’s easy to dodge, because the enemy discovers and react fast, if illusionary counter outside unblockable and hit out fast, will offset by liabilities cost, but, once again, the Mesmer becomes secondary condition.

We can never have a focused and single dps condition with mesmer? We should have a unique condition dps in the mesmer, like the action of torment and confusion, to differentiate ourselves from the rest of the profession condition, because now the necro can do exactly the same as us with torment.

Unique condition dps how for example “wastrel´s demise”, action akin to torment or confusion condition, dps for second and double dps if the enemy uses dodge and not evade any attack, or use an skill without success (when this skill is failed or the enemy dodged, or interrupted) or a new effect, does more damage on each second, per each skill (only weapon) unused, or double damage while the enemy doesn’t attack and nor are using any skill, thus, forcing the enemy to use the skills, would condition the counterpart of confusion, would give more life to the game mesmer condition, especially in pve, offset by the confusion condition.

To make it more straightforward and simple:

Wastrel (Unique condition only for mesmer)

Is a condition that deals damage each second and additional damage time while the enemy not attacking or not using any skills.

The formula for wastrel’s damage is:

(0.45 * Condition Damage) + (0.18 * level) + 1.5 damage per stack per second while using skill or attack.

(0.0625 * Condition Damage) + (0.575 * Level) + 3.5 damage per stack per second while not using any skill o attack.

On the other hand, the scepter need to press more to objective with conditions, so far is a clone shows, and in turn, it is very annoying to have to replace a phantasmal if we control 3 for one clon, it need modify the AA (auto attack) of the scepter, specialized conditions, such as mace AA revenant (x2 Torment and 1x Poison), or scepter AA necro (x2 Bleed and x1 Poison) then the same with the scepter of Mesmer (x2 Torment and 1x Confusion).

AA Scepter:

Distressing Ether: Shoot a bolt of energy that torment at your target. (x1 Torment) (4s)

Tormentor Ether: Shoot a second bolt of energy that torment at your target. (x1 Torment) (4s)

Confounding Ether: Shoot a third bolt of energy that confuse the target. (x1 Confusion) (4s)

On the other hand, the scepter clone would use the same chain of AA scepter attack (x2 Torment and x1 Confusion), because we can only invoke clon with Counter Illusionary or other skill, so it would compete on the same level with the one-handed sword, both have one skill to invoke their clone. Remember that the clone of one-handed sword, until now, the clon use the AA chain sword, and clon scepter use single bolt ether.

Illusionary counter should be modified, block the next attack (continued channeler until to block), when you block, so instant and fast applying Torment and creating a clone that casts attacking, very similar to clone illusionary leap, which attacks just when to invoke, now if counter illusionary successfully blocked, counterspell is usable for a short time, counterspell shoot out a bolt that blinds and wastrel foes in a line. If illusionary counter expires and does not block any attack, then shoot counterspell.

I would like that too, we get new sound for Illusionary counter, a sound effect similar a echo of memory, is a effect sound very mesmer and successful

Illusionary Counter

Block the next incoming attack. When this skill ends, you cast counterspell. If an attack is blocked, counter applying torment and creating a clone, and counterspell is usable for a short time.

- Illusionary counter blocked:

Damage: 672
x5 Torment (8s)
Block Duration: 2s
Range: 900

-Counterspell

Damage: 34
Blind (5s)
x3 Wastrel (8s)
Number of Targets: 5
Range: 900

And finally, confusing images remains weak, a little more pressure could compete, should increase slightly more damage confusion, or at least some buffo on trait grandmaster malicious sorcery.

Would line base attack speed of scepter increase 15% (only skill scepter, only affects activation time skill of scepter, no overall other skill)

Malicious Sorcery

Blows with the scepter in confusing enemies, have a chance to cause wastrell. Reduces recharge on scepter skills.

Chanche on hit: 50%
x1 Wastrel (5s)
Recharge Reduced: 20%

Balance discussion on twitchcon

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I repeat, these x7 torment is very op, it should be reduced 2-3 torment and gaining life force for each condition on them. It is like giving a chance mesmer to inflict taunt (in this case taunt not inflict dps, but if you forced to move and attack) an enemy with x12 torment and x8 confusion, would not be op? especially in pvp, then well imagine an enemy with 7x torment forced to move by condition fear and inflicts damage over (with other conditions), is very op.

To be fair, Mesmers already do this with confusion and torment. 5 stacks torment from block and 4 stacks from a shatter (9 total), then 10 confusion on top of that (5 from #3 scepter, and 5 from a shatter), or 15 confusion and 13 torment if they do 2 shatters instead of 1. The thing that makes THEM OP is their survivalbility, on top of the damage they put out. Necro doesn’t have the survivalbility of a PU condi Mesmer, but the damage will be similar (I think). So I think calling it overpowered now is way too early. Condi Necros needed another source of a bursty condi… which Feast of Corruption will be. This will be especially true after HoT comes out. Condi clears will be more than abundant.

Condi Necro right now is either really good, or really disappointing (in sPvP). When you face certain classes (like Engis and Warriors) you wreck them easily, but when you face things with lots of condi clears (fire-specced Eles, shout warriors, shout guardians), and when they have AoE cleanse, your damage drops A LOT. The only thing that Torment will change is this: You will wreck those who you usually wrecked, but faster (engis, warriors), and you will at least stand a better chance against all the classes that spam condi clears.

Edit: forgot Mesmer counts as a clone now…

And so, why not inflict bleeding instead of torment, indeed they do not like? because you know that torment automatically take advantage of their extra damage with fear, and with condition bleed you get bored, it is a rather dull condition. The difference with the Mesmer is that you can only maintain confusion and torment limited, but the enemy quickly cleaned (because is only two perma condition), however, the necro can cover perfectly x7 torment, and not only that, but it can take advantage and take better advantage torment with the fear condition, something that cant do mesmer, on the other hand, the necro be thoroughly cleaned conditions, or, return it to its enemies. Truth does not like to inflict x7 bleed?

why not inflict x7 bleed instead of torment? because with x7 torment I do double damage with fear, and with the condition bleed i dont many dps

Balance discussion on twitchcon

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I tell you that is very op, if it now is already very strong accumulation condition fear + burn + x1 torment (sigil torment) + poison + bleed in pvp… i do not want to imagine what would be after the update, adding x7 torment are going to notice much difference.

It is very simple to understand to know what’s op, use signet of spite ( x6 condition different) + feast of corruption (x 7 torment) + fear (fear inflict chill dps with specialization reaper) = op

The torment condition is very strong if you’re moving, and fear is a control condition, inflict x7 torment suddenly easily each 10 second is op… It should be reduced 2-3 torment and gaining life force for each condition on them.

Let’s see how it is before calling anything OP. Currently, it is obvious that condi necro is underwhelming. And the scepter needed a buff. Torment is not an amazing condition in terms of damage + they didn’t say how long the torment will last.

Now, I doubt condi necro will be OP. At best competitive. Maybe a concern could be condi reaper, because in the last beta, the reaper shroud in condi build was a beast! The only problem was the lack of condi out of shroud, which will now be fixed in great part. But even that seems fine to me, especially because having the reaper line means you get only 2 more lines. SR is mandatory for Dhuumfire, and if you want terror, you’re locked into curse. I personally thought condi Reaper worked better with spite, so … we’ll see!

I tell you it is very op, if with the mesmer inflict many torment along with other conditions (bleed, confusion and burn, but not poison, fear dps and chill dps) is already strong, I do not want to imagine with the condition fear (condition control and dps), it will be the straw that breaks the glass of water, each 10 second inflict x7 torment without relying on the enemy, and in one hit, is op compared with illusionary counter (inflict x5 torment, but It depends on the enemy attack, and it’s easy to dodge, because the enemy discovers), and not only that, but these constantly inflict bleed and poison, then inflict burn and chill DPS (6 dps condition except confusion)…

I repeat, these x7 torment is very op, it should be reduced 2-3 torment and gaining life force for each condition on them. It is like giving a chance mesmer to inflict taunt (in this case taunt not inflict dps, but if you forced to move and attack) an enemy with x12 torment and x8 confusion, would not be op? especially in pvp, then well imagine an enemy with 7x torment forced to move by condition fear and inflicts damage over (with other conditions), is very op.

Balance discussion on twitchcon

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Holy kitten….

This will buff condi Necros…… A LOT. Scepter is already pretty decent (or at least it used to be) when you chained the auto attack… with the additional bleed (which will scale from stuff like Krait Runes and Barber Precision)… the DPS should be quite nice. And then the Torment…
Krait Runes + Torment Sigil + Tainted Shackles + Feast of Corruption… 12 Torment…. here I come

Corruptive Poison Cloud will be really nice now too, especially on Reaper… I managed to get 22 Poison stacks when using it on Reaper and spin-to-win. At least some good news after seeing Druid…

x12 torment… and inflict a fear with the trait “terror” (fear doing dps) = op, but then you add the reaper specialization, when you inflict fear, also inflict chill, but chill with the trait “deathly chill” doing dps (more dps with enemy 50% life o less) = more more op, and finally, you use epidemic and makes aoe.

OP is a bit of a stretch…

12x torment + terror + deathly chill (assuming 1800 condi damage)=

1900 torment ticks (while moving) + 720 terror ticks + ~700 chill ticks (below 50%)

= 3300 dps, over a max of 2s fear = 6600 damage that can be cleansed. It’s pretty good, but when the meta builds can burst you for 25k in 1.5 seconds I wouldn’t say it is OP by a long shot. If they stun break or have stab, or are imobed, or just not moving then that drops down to ~2300 dps or less, lower than some classes auto attacks.

I tell you that is very op, if it now is already very strong accumulation condition fear + burn + x1 torment (sigil torment) + poison + bleed in pvp… i do not want to imagine what would be after the update, adding x7 torment are going to notice much difference.

It is very simple to understand to know what’s op, use signet of spite ( x6 condition different) + feast of corruption (x 7 torment) + fear (fear inflict chill dps with specialization reaper) = op

The torment condition is very strong if you’re moving, and fear is a control condition, inflict x7 torment suddenly easily each 10 second is op… It should be reduced 2-3 torment and gaining life force for each condition on them.

Balance discussion on twitchcon

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Holy kitten….

This will buff condi Necros…… A LOT. Scepter is already pretty decent (or at least it used to be) when you chained the auto attack… with the additional bleed (which will scale from stuff like Krait Runes and Barber Precision)… the DPS should be quite nice. And then the Torment…
Krait Runes + Torment Sigil + Tainted Shackles + Feast of Corruption… 12 Torment…. here I come

Corruptive Poison Cloud will be really nice now too, especially on Reaper… I managed to get 22 Poison stacks when using it on Reaper and spin-to-win. At least some good news after seeing Druid…

x12 torment… and inflict a fear with the trait “terror” (fear doing dps) = op, but then you add the reaper specialization, when you inflict fear, also inflict chill, but chill with the trait “deathly chill” doing dps (more dps with enemy 50% life o less) = more more op, and finally, you use epidemic and makes aoe.

Balance Patch Discussion on Twitch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Just wanted to point out that the guys who were doing the stream kept wasting time…there should be more to the patch notes come Tuesday. We’ll see then I guess, super frustrating to be promised balance patch stuff and get story time from goofing off A-Net employees. We just want to know what’s going on…not hear jokes!

Ah, well, here’s hoping some scepter love or maybe Illusionary Mage phantasm buff. I just hope I can have 1 weapon set that’s might and one weapon set that’s magic (if that makes sense). But then again, all of mesmer’s weapons are magically oriented in some way.

I still have a lot of hope that there is some balance to the mesmer scepter, especially more pressure conditions, more torment and confusion

Balance Patch Discussion on Twitch

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Do they mean the focus now stacks swiftness?

Not quite. I think they mean that it’ll always set your Swiftness to exactly 12s?

It means that Temporal Curtain will always apply it’s full swiftness duration (12s) the first time you pass through it. Previously if you had swiftness from another source it would not apply. There are a few other details but I’ll leave those until Tuesday.

Sad that it took three years to make this happen, but at least it finally is. Now can Scepter please get a complete rework? Even with Malicious Sorcery it is atrociously slow and clunky. The AA should not be a projectile, it should just hit, like Necro’s Scepter AA.

The scepter need to press more to objective with conditions, so far is a clone shows, and in turn, it is very annoying to have to replace a phantasmal if we control 3 for one clon, it need modify the AA (auto attack) of the scepter, specialized conditions, such as mace AA revenant (x2 Torment and 1x Poison), then the same with the scepter of Mesmer (x2 Torment and 1x Confusion). Now the necro inflict x7 torment easily, and over, in that you add the condition fear, is op, when the mesmer have to wait for the enemy to attack to use the 2 skill e inflict x5 torment, that, even so, the enemy dodges very easy, and we were only on condition confusion and torment very limited

Balance discussion on twitchcon

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Now Signet of Spite + Feast of Corruption (inflict x7 torment easily) + fear = op, I’ll spamming that in the game, especially in pvp until they nerf, what a mesmer has always dreamed of doing, it does now necro, clap clap

PU Nerf

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

has someone done the math if chronomancer can still get 100% stealth uptime?

It was dicey before, you’ll definitely need two Mesmers to pull it off now. Especially if the balance patch also fixes The Prestige.

and no change or rebalance for the scepter?

They didn’t give a complete list of changes, they were rushing through to name a couple for every profession. It’s possible there were some Scepter changes we didn’t hear about.

…although given their perennial neglect of that weapon, I doubt it.

Though they did actually say they were buffing Scepter for Eles and Necros.

Necro can now inflict x7 torment of the 3 skill easy, it with the condition fear is op, and the scepter mesmer is very slow, need rebalancing, more confusion condition or torment in AA, the 2 skill scepter is very passive to inflict x5 torment and the enemy dodges easy

(edited by Angel de Lyssa.4716)

PU Nerf

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

and no change or rebalance for the scepter?

Clones overwritting 3rd Phantasm

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The scepter need to press more to objective with conditions, so far is a clone shows, and in turn, it is very annoying to have to replace a phantasmal if we control 3 for one clon, i suggest:

To start, the scepter attack speed is slow, would increase 15% attack speed permanently without the trait grandmaster “Malicious Sorcery”, or at least having the same speed attack the scepter of necro, also, the scepter need to be a weapon in almost 100% damage condition, because it is now a hybrid weapon, and is not what we want.

Modify the AA (auto attack) of the scepter, specialized conditions, such as mace AA revenant (x2 Torment and 1x Poison), then the same with the scepter of Mesmer (x2 Torment and 1x Confusion)

AA Scepter:

Distressing Ether: Shoot a bolt of energy that torment at your target. (x1 Torment) (4s)

Tormentor Ether: Shoot a second bolt of energy that torment at your target. (x1 Torment) (4s)

Confounding Ether: Shoot a third bolt of energy that confuse the target. (x1 Confusion) (4s)

On the other hand, the scepter clone would use the same chain of AA scepter attack (x2 Torment and x1 Confusion), because we can only invoke clon with Counter Illusionary or other skill, so it would compete on the same level with the one-handed sword, both have one skill to invoke their clone. Remember that the clone of one-handed sword, until now, the clon use the AA chain sword, and clon scepter use single bolt ether.

With that, we will put more pressure damage condition on objective, and we could keep three phantasmal in combat.

Making shield useful in PvE.

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Déjà Vu is a feeling of Having Already experienced the present situation, so inflict confusion would be the MOST logical, inflict only slow with a little damage not help much, with confusion, Déjà Vu meet the phantasmal condition, creating confusion with the flow of time.

I suggest…

Echo of Memory: Block the next incoming attack. When this skill ends, summon a phantasm that slows and confuse enemies, and grants alacrity to allies. If an attack is blocked, Déjà Vu is usable for a short time.

Damage: 430
Alacrity 1s
Slow 2s
x4 Confusion 6s
Number of Bounces: 3
Duration: 10s
Range: 900

Phantasmal Disenchanter idea

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

reduce this skill in activation time to 1 / 2s, it would just, 1s Becomes annoying

Déjà Vu Suggest

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, since this skill is in beta testing, i bring one suggestion.

Déjà Vu is a feeling of having already experienced the present situation, so inflict a small amount of confusion would be the most logical, the target reminds confused reality with time. Inflict only slow with a little damage not help much, with a little help of confusion compensate with little damage done, Déjà Vu meet the phantasmal condition damage, creating confusion with the flow of time.

What do you think?

Echo of Memory: Block the next incoming attack. When this skill ends, summon a phantasm that slows and confuse enemies, and grants alacrity to allies. If an attack is blocked, Déjà Vu is usable for a short time.

Damage: 430
Alacrity 1s
Slow 2s
x2 Confusion 6s
Number of Bounces: 3
Duration: 10s
Range: 900

Stealth: The Pledge

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The torch you need is to be more practical and flexible it is now almost 90% support, and nothing dps, the phantasmal is very slow and recharge With time high. What They Should do is reduce STIs recharge time, Which attack a little faster, faster and His projectile attack Pursue the enemy, as the projectile attack “eco Memory”

I Suggest:

The Prestige: Disappear in a cloud of smoke, blinding nearby foes. Press again to reappear, burning nearby foes.

Damage: 430
1x Blind 5s
Stealth 3s
x3 Burning 5s
Number of Targets: 5
Radius: 360
Combo Finisher: Blast
30s Recharge Time

Now we can press again the prestige for the second time to exit stealth, and hit the enemy in area without having to wait 3 seconds of stealth, or 6 seconds if we have the trait grandmaster Understanding Prismatic, with that, get to damage blast pressing it a second time, or in support with the stealth seconds.

Also i increased the area of effect because it is very limited, and the condition burn increased by x3 and to 5 seconds long, because it compensates with a high recharge time.

Phantasmal Mage: Create an illusion that burns foes and grants fury to allies.

Daño: 430
x1 Fury 5s
x2 Burning 6s
Number of Bounces: 3
Range: 1,200
20s Recharge time

The phantasmal mage is very weak compared to the rest of mesmer phantasmal also has a high recharge time. I’ve reduced the recharge time to 20 seconds, I have increased the burn that inflict x2 and duration of fury to 5 seconds, with that, phantasmal mage got inflict a little more damage compared with the damage of other phantasmal mesmer, in addition to support with fury allies with a little more time.

Mesmer Balance Suggestion

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Really no one thinks anything about it? Or is it not interested in topics damage condition of mesmer.

That if, do not us nerf the sword one hand and the two-handed sword, because they are sacred.

Really feel the damage condition mesmer support abandoned

Scepter power builds?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The scepter mesmer need to compete with one-handed sword, right now the only utility is “image confuse” and in general the damage mesmer condition is abandoned. AA is slow and invokes clones, addition replaced phantasma if you control three is very annoying. You’re forced to take “malicious sorcery” only by the speed of attaque if you focus with scepter.

which is the purpose of making clones with the scepter in AA?

True that the one-handed sword AA does not invoke his clones? and their clones use AA full attack chain and removing blessings, and clones of scepter does not use his full attack chain, only inflict torment.

The scepter need to press more to objective with conditions, so far is a clone shows, and in turn, it is very annoying to have to replace a phantasmal if we control 3 for a clone, i suggest:

The scepter attack speed is slow, would increase 15% attack speed permanently without the trait grandmaster “Malicious Sorcery”.

I Suggest something like:

AA Scepter:

Ether Disturbing: Shoot a bolt of energy that torment at your target. (x1 Torment) (4s)

Ether Puzzling: Shoot a second bolt of energy that torment at your target. (x1 Torment) (4s)

Ether Confusing: Shoot a third bolt of energy that confuse the target. (x1 Confusion) (4s)

The scepter clone would use the same chain of AA scepter attack Mesmer, because we can only invoke clon with Counter Illusionary or other skill, so it would compete on the same level with the one-handed sword, both have one skill to invoke their clone. Remember that the clone of one-handed sword, until now, the clon use the AA chain sword, and clon scepter use single bolt ether.

Mesmer Balance Suggestion

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, i love the mesmer, i have much experience with the scepter, i open this post to suggest skill and trait, focused damage condition, to balance and improve the scepter and general build with it.

I will like to Robert Gee to take a look it and think about it, and any suggestion.

Skill weapon

The scepter need to press more to objective with conditions, so far is a clone shows, and in turn, it is very annoying to have to replace a phantasmal if we control 3 for a clone, i suggest:

The scepter attack speed is slow, would increase 15% attack speed permanently without the trait grandmaster “Malicious Sorcery”.

AA Scepter:

Ether Disturbing: Shoot a bolt of energy that torment at your target. (x1 Torment) (4s)

Ether Puzzling: Shoot a second bolt of energy that torment at your target. (x1 Torment) (4s)

Ether Confusing: Shoot a third bolt of energy that confuse the target. (x1 Confusion) (4s)

The scepter clone would use the same chain of AA scepter attack Mesmer, because we can only invoke clon with Counter Illusionary or other skill, so it would compete on the same level with the one-handed sword, both have one skill to invoke their clone. Remember that the clone of one-handed sword, until now, the clon use the AA chain sword, and clon scepter use single bolt ether.

Illusionary Counter and Confusing Imagen is fine.

Torch:

The torch is now focused on the support, I would like it to be more versatile, for it Suggest:

The Prestige: Disappear in a cloud of smoke, blinding nearby foes. Press again to reappear, burning nearby foes.

Damage: 430
1x Blind 5s
Stealth 3s
x3 Burning 5s
Number of Targets: 5
Radius: 360
Combo Finisher: Blast
30s Recharge Time

Now we can press again the prestige for the second time to exit stealth, and hit the enemy in area without having to wait 3 seconds of stealth, or 6 seconds if we have the trait grandmaster Understanding Prismatic, with that, get to damage blast pressing it a second time, or in support with the stealth seconds.

Also i increased the area of effect because it is very limited, and the condition burn increased by x3 and to 5 seconds long, because it compensates with a high recharge time.

Phantasmal Mage: Create an illusion that burns foes and grants fury to allies.

Daño: 430
x1 Fury 5s
x2 Burning 6s
Number of Bounces: 3
Range: 1,200
20s Recharge time

The phantasmal mage is very weak compared to the rest of mesmer phantasmal also has a high recharge time. I’ve reduced the recharge time to 20 seconds, I have increased the burn that inflict x2 and duration of fury to 5 seconds, with that, phantasmal mage got inflict a little more damage compared with the damage of other phantasmal mesmer, in addition to support with fury allies with a little more time.

Sword Off-Hand:

Illusionary Riposte: Block your foe, inflict x3 Bleeding and create an illusion when attacked.

x3 Bleeding 5s

Some damage condition support for off-hand sword complement well with the scepter, as we have the second option “blade counter” to interrupt.

Shield:

Echo of Memory: Block the next incoming attack. When this skill ends, summon a phantasm that slows and confuse enemies, and grants alacrity to allies. If an attack is blocked, Déjà Vu is usable for a short time.

Damage: 430
Alacrity 1s
Slow 2s
x2 Confusion 6s
Number of Bounces: 3
Duration: 10s
Range: 900

Déjà Vu is a feeling of Having Already experienced the present situation, so inflict a small amount of confusion would be the MOST logical, inflict only slow with a little damage not help much, with confusion, Déjà Vu meet the phantasmal condition, creating confusion with the flow of time.

Now I focus on the trait:

Malicious Sorcery: While wielding scepter, gain a stacking “Malice” effect when you or one of your illusions with scepter inflict confusion or torment. Reduces recharge on scepter skills.

Recharge Reduced: 20%

Malice: Increases 1% damage condition of Torment and Confusion. Increases 2% the duration condition of Torment and Confusion. (Stack x10 limited)

*Clarify, the effect “Malice” is not achieved inflicting torment and confusion without a wielding a scepter, you must wielding a scepter for get effect Malice.

The Pledge: Torch skills remove conditions. Reduces recharge on torch skills.

Conditions Removed: 2
Recharge Reduced: 20%

Recharging skill is permanent, without the seconds remaining on stealth, the otherwise cause problems, and was very upset rely on stealth skill to recharge, moreover, increased 2 conditions removed to make more viable trait torch support.

Mistrust: Whenever you interrupt a foe, inflict confusion in an area around them.

x3 Confusion 6s
Number of Targets: 5
Radius: 360

Increase the area because this very limited , and increase inflict one more confusion, with such a change, it could compete with the other trait grandmaster interruption.

Prismatic Understanding: Increased stealth duration from mesmer skills. Gain random boons while you are in stealth.

Only increased 50% stealth. The increase by half, because doubling the length of stealth is too powerful.

(edited by Angel de Lyssa.4716)

Berserker vs Condis

in Guild Wars 2 Discussion

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

To which I had forgotten, this would make the current duration of the conditions that put each skill and trait, are changed to half its current duration, doing the same damage as always, just change the speed to inflict damage.

Berserker vs Condis

in Guild Wars 2 Discussion

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, I opened this topic because i know many players who likes to play with damage condition (including me), are forced to play as berserker on many occasions, especially in the competitive content or any instance where groups are required, for example, dungeons fractals, world boss, etc. Because the same group asks you to play as berserker, as a matter of doing more dps so quickly.

His strategy is always the same, always asks you play as berserker, you go equipped with a full team ascended berserker, with superior rune of strength, and seals 5% damage, and you go traits that make with dps, and no damage condition.

All this just, for doing as little damage in time, according because to them, if damage condition, it takes a long time.

I propose that the damage condition, instead of doing inflict damage on each 1s, inflict damage on each by 1 / 2s, it is simply what would give her a little more speed to damage condition. It could Compete with the berserker statistics, and against the direct damage in general.

This would be a possible solution to prevent build berserker just ask you, and to play with damage condition without having to change and be forced to play beserker.

What Seems to them? Would it be feasible damage condition would return Against direct damage?

Did you has this ever happened to you?

More Torment Please

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The necro inflict many conditions, and now that goal more confusion and torment, it would broken.

The necro inflicts less conditions than most other condition builds and no one is asking for more confusion, that isn’t at all what the thread is about and you seem to be the one pushing that idea.
Torment being his signature condition, like confusion being that of the mesmer, makes so much sense from both a thematic point of view as simple mechanics (wasn’t necro supposed to be the immobile death machine you couldn’t run away from?) that it’s mind-boggling they decided to give mesmers better access to it as well.

There’s been a lot of good suggestions in this thread already, my basic ideas:

1. Scrap dhuumfire as it is and replace it with decent torment application, they obviously don’t want necro to have decent fire pressure and tbh I don’t blame them, it doesn’t fit.
Alternative: Dread Visage ; Apply torment to everyone near (5 target cap of course) on a set interval when in death shroud. Short duration, but hitting them with your #1 increases duration.

2. Torment of the still ; Switches the effect of torment, so min damage is applied when the target is moving and max damage when it’s standing still.
This is mostly a possible fix to make torment more viable in PvE (where condi necro struggles the most imo), but offers some interesting options PvP (rooting someone in a torment burst for instance), which is why I’d probably add it as a master trait in curses, as an alternative to terror.

Beyond that I’d most like to see torment added to the #3 on scepter as was already suggested. It’s just such an awkward weapon set atm and really needs that extra little oomph to be a go-to condition weapon.

I’ll say again. If you want to play inflict torment, play with mesmer or revenant. I hope do not put more torment to necro, and hopefully not, no need.

Torment should have never been a Mesmer primary thing. In pretty sure they did it as a bandaid to the fact that confusion was bad in pve and generally too varying. Now that they changed confusion they need to remove a lot of the torment from Mesmer and give it back to Necromancer, who it makes sense with, and let Mesmers just focus on their silly confusion. THAT is the Mesmer condition.

Nothing about master of deception screams tormenting their allies, but confusion. Dark ritualists? That screams torment…

The torment and confusion is only the mesmer and revenant, the necro stay with their bleeding and poison. Torment and confusion are more specialized conditions for a profession as the Mesmer, and is more similar to Guild Wars 1 with respect to their role. So again, if you want to play inflict torment, play with mesmer or wait until you can play as revenant. The necro not need to torment, they should remove it and put in place the freeze, which is its specialized condition, the chill.

More Torment Please

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The necro inflict many conditions, and now that goal more confusion and torment, it would broken.

The necro inflicts less conditions than most other condition builds and no one is asking for more confusion, that isn’t at all what the thread is about and you seem to be the one pushing that idea.
Torment being his signature condition, like confusion being that of the mesmer, makes so much sense from both a thematic point of view as simple mechanics (wasn’t necro supposed to be the immobile death machine you couldn’t run away from?) that it’s mind-boggling they decided to give mesmers better access to it as well.

There’s been a lot of good suggestions in this thread already, my basic ideas:

1. Scrap dhuumfire as it is and replace it with decent torment application, they obviously don’t want necro to have decent fire pressure and tbh I don’t blame them, it doesn’t fit.
Alternative: Dread Visage ; Apply torment to everyone near (5 target cap of course) on a set interval when in death shroud. Short duration, but hitting them with your #1 increases duration.

2. Torment of the still ; Switches the effect of torment, so min damage is applied when the target is moving and max damage when it’s standing still.
This is mostly a possible fix to make torment more viable in PvE (where condi necro struggles the most imo), but offers some interesting options PvP (rooting someone in a torment burst for instance), which is why I’d probably add it as a master trait in curses, as an alternative to terror.

Beyond that I’d most like to see torment added to the #3 on scepter as was already suggested. It’s just such an awkward weapon set atm and really needs that extra little oomph to be a go-to condition weapon.

I’ll say again. If you want to play inflict torment, play with mesmer or revenant. I hope do not put more torment to necro, and hopefully not, no need.

Malicious Sorcery ... A QoL Trait?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Let’s be honest, most people simply hate dying to conditions and will always cry OPd when they didn’t bring cleanses. We’ve seen this time and time again. You can insta-gib people with direct damage, and people will complain too, but conditions give this frustrating slow death when all your cleanses are down. You don’t think “hey it’s ok, this is how condies must work to be balanced, I deserved that death because I didn’t pack enough cleanses. Fair! GG!”

No, they’d rather lament. They don’t want to give up their pew pew power builds, so they’d rather cry for the condie classes to be nerfed to oblivion. Then we can all roll Eles and be done with it. (Well after we nerf conditions on Eles that is.)

Back to OP.

I fully agree of course. With MS the Scepter is almost competitive to Sword. The AA is still weak, but almost tolerable. The #2 is still clunky and unreliable, hugely telegraphed and thus easily avoided, and doesn’t provide nearly enough defense for a blocking skill. The #3 is nice. Nuff said. They did a good job on it with the reduction of the ramp-up animation, the 6x hits, and with MS it really applies it’kittens very fast. I am seeing significant improvements in being able to last 4-5 Confusions on average, rather than 2-3 before.

I agree though, this is really just how the Scepter should be untraited. It’s still not as good as Sword is for Power builds, but heck you have no real alternative for a Condie build. Sadly. I was so looking forward to Confusing Combatants allowing Swords or even GS to be condition weapons. (But I imagine GS Clones killed CC. )

Yeah with MtD gutted, they could make MS a little more GM worthy by revisiting the concept of adding a bonus to moving damage on Torment. They had it set a bit high at 50%, but a 25% increased damage while moving for Torment would really fit this GM well and would relieve some of the heavy-handed MtD nerf.

This would provide a solid alternative to Ineptitude IMO, augmenting your Torment damage, rather than throwing out more blinds & confusion.

Totally agree, It would be something like:

Malicious Sorcery

Increases attack speed (15%) and damage of torment (25%) while wielding a scepter. Reduces recharge on scepter skills.

More Torment Please

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Do not want to be pessimistic about the topic, but give ideas and possibilities, you can use rune perplexity with fear if you interrupt inflict x5 confusion, and torment stamp, inflict x1 AoE Torment each 5s, combine it with the necro scepter and fear trait dps.

Mage Phantasmal

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I was thinking about this too.

I actually prefer the new version it adds diversity in condi outcome for Mesmer as Silverkey said. But it feels the projectile is also something needs to changed, IMO.

I always imagine if iMage mechanism is changed by removing the projectile, but still a ranged attack. So you can imagine it will be like scepter ele fire attunement skill 1. Instead of bounced attack, it burns and/or gives fury to up to 4 enemies and/or allies in the radius/cone/whatever might fit and not too overpowering.

In that i agree, then you could also add confusion to inflict too, will strengthen a little more, because it makes very little damage compared to other phantasm. Reducing its charging ability, and slightly increased attack speed.

Phantasmal Mage

Create an illusion that burns (x1) (8s) and confusion (x1) (8s) foes and grants fury (3s) to allies. (20s CD) (Attack Speed 5s)

Malicious Sorcery ... A QoL Trait?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I think they should add confusion in AA 3-scepter, and put any something more in the grandmaster trait “Malicious Sorcery” as increase the confusion damage or torment.

Mistrut

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I do think they removed confusing combattants because it didn’t fit with their idea of confusion as “bursty”. That’s also why they removed it from the scepter AA long time ago.

Exact, i think they should add confusion in AA 3-scepter, and put some trait as confused fighters in the trait grandmaster Mintrust.

More Torment Please

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The torment and confusion is only exclusive mesmer, necro that I can put more torment then be broken, it is not his specialty, is of Mesmer and of thief, and of revenant.

If you want to play inflict torment, play with the Mesmer, or thief or revenant, okay? but don’t saying the necro will can also inflict torment, because it is not his specialty, What’s up? the next thing is to ask Also inflict confusion? Those conditions only for mesmer, revenant or thief, because if I ask the Mesmer will can inflict fear with phantasm?

Uh. I was under the impression Torment was designed for Necromancer. Necro’s DS5 was like a showcase Torment skill and was designed as a condition to Punish fleeing from the ever slow Necromancer.

Am I wrong about this? Warrior and thief got it later and mesmers torment access has been gradually increased over time.

The same day what added torment in the game, They put the condi torment With necro, mesmer and thief, Then later it put the warrior, They necro mensionaron only post the ad, but That alone is not a condic Particularly necro, they could have said Mesmer as the thief, but ultimately is a more specific condition of Mesmer, and now the revenenant.

The same thing happened with the condi confusion, which at first was only exclusive mesmer, and then it can inflict few professions, such as Inge, warrior, thief, etc, but not the guardian, elem, etc.

The necro inflict many conditions, and now that goal more confusion and torment, it would broken.

More Torment Please

in Necromancer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The torment and confusion is only exclusive mesmer, necro that I can put more torment then be broken, it is not his specialty, is of Mesmer and of thief, and of revenant.

If you want to play inflict torment, play with the Mesmer, or thief or revenant, okay? but don’t saying the necro will can also inflict torment, because it is not his specialty, What’s up? the next thing is to ask Also inflict confusion? Those conditions only for mesmer, revenant or thief, because if I ask the Mesmer will can inflict fear with phantasm?

Mistrut

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

We already have a condi version of “power block”. Chaotic Interruption. How about this; Mistrust: “Whenever you interrupt a foe, inflict confusion and daze in an area around them”. The duration would obviously be very short, maybe 1/4s, basically just to aoe interrupt. Would’ve made it worth taking over DE in interrupt builds for me.

Very good idea, I had not think this idea, with that, a similar effect synergy, create panic elite skill of mesmer Guild Wars 1, provided that daze in area, interrupt off the other enemies, and causing other effect activating of mistrust, similar a panic elite skill.

Mistrust

Whenever you interrupt a foe, inflict confusion (x2 Confusion) (8s) and daze (1/4s) in an area around them.

(edited by Angel de Lyssa.4716)

Mage Phantasmal

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, I created this topic to know what you think about this phantasmal mage after the patch?

He has spent enough time to know whether this change has improved phantasmal mage or its previous version was better?

Before, this mage phantasmal inflict x4 Confusion, now inflict 1x Burn, comparing damage the 1x Burn with x4 Confusion, the confusion would be the best option because it would make good synergy with skill mesmer and other skill trait build.

what do you think?

A suggestion for this mage phantasmal is:

-Old version but updated

Mage Phantasmal

Create an illusion that confusion (x4 confusion) (8s) foes and grants fury (3s) to allies.

or

-New version but improved

Mage Phantasmal

Create an illusion that burn (x2 burn) (8s) foes and grants fury (3s) to allies.

*(The improvement is to increase the burn by x2, increased a little burn that inflicts)

Malicious Sorcery ... A QoL Trait?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Also another option

“Sorcery Malicious”

Clones (only clones scepter) and scepter skill attacks (only that) inflicts confusion in your enemies (33% probability) (5s). Reduces recharge on scepter skills (20%).

*Considering the permanence of 15% speed attack of scepter, not included with a trait grandmaster.

Malicious Sorcery Bug

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Also another option

“Sorcery Malicious”

Clones (only clones scepter) and scepter skill attacks (only that) inflicts confusion in your enemies (33% probability) (5s). Reduces recharge on scepter skills (20%).

*Considering the permanence of 15% speed attack of scepter, not included with a trait grandmaster.

Mistrut

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, I created this topic to know what you think about this trait grandmaster? Is it feasible to be a grandmaster trait?

I think need a little help, compared with the trait grandmaster of warrior “Distracting Strike”, it inflict x4 Confusion, but in a alone enemy.

Moreover, the trait of thief “Pressure Striking” inflict x3 torment in alone a enemy.

With the Mesmer, this trait grandmaster, inflict x2 confusion in area. Do not you think that is a little loose for a trait grandmaster?

One suggestion might be:

Mistrut

Whenever you interrupt a foe, inflict confusion and torment in an area around them. (x2 Confusion and 1x Torment) (8s)

or

Mistrut

Whenever you interrupt a foe, inflict confusion in an area around them. (x3 Confusion) (8s)

Malicious Sorcery Bug

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

What you should do is put the 15% attack speed (only skill scepter) permanently without the grand master trait. And change the trait grand master “Malicious Sorcery”, adding an extra as the trait of sword or two-handed sword. To me the idea I can think of Malice. It is an extra that would fit nicely with scepter.

“Malicia”. Gain a stacking Malice effect when you or one of your illusions (only clones scepter) strike with a scepter.

-Effect of Malice: Increases by 1% damage confusion and torment (stack 10 = increases 10% damage condition of confusion and torment, only that and in combat).

In conclusion, to be a grand master trait, it should be something.

“Malicious Sorcery”
Gain a stacking Malice effect when you or one of your illusions (only clones scepter) strike with a scepter. Reduces recharge on scepter skills (20%).

Malicious Sorcery ... A QoL Trait?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I would add something else more, obviously something that increases damage condition, for example:

1) Torment damage condition increased to 25%.

or

2) Confusion damage condition increased to 25%.

or

3) Clones (only clones scepter) and scepter skill attacks (only that) inflicts confucion in your enemies (33% probability) (5s).

or

4) “Malicia”. Gain a stacking Malice effect when you or one of your illusions (only clones scepter) strike with a scepter.

Effect of Malice: Increases by 1% damage confusion and torment (stack 10 = increases 10% damage condition of confusion and torment, only that and in combat).

In conclusion, to be a grand master trait, it should be something.

“Malicious Sorcery”

Increases attack speed while wielding a scepter (15%). Gain a stacking Malice effect when you or one of your illusions (only clones scepter) strike with a scepter. Reduces recharge on scepter skills (20%).

Do you think the idea, there goes the thing.

(edited by Angel de Lyssa.4716)

No Nerf Mage Phantasmal Please

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I don’t really see it as a nerf, rather than we get an extra condition attack (the strongest one now) cause we already can get confusions from the Pistol crit chances and shatter attacks. It’s… really super awesome!

In this case, at least, that will increase the stack 2x burn, or 1x Confusion and 1x burn.