Anyone else find it highly annoying that Phantoms and Clones get different traits that dont work for the other, it seems like a big waste to the whole tree having traits that affect one but not the other.
What would you guys think if Anet decided to make it so that traits that affect clones also affect Phantoms and traits that affect Phantoms affect clones?
Like debilitating Dissipation and Phantasmal Fury – Personally i think that these traits should affect the other as well. This way they would free up some traits to bring in a bit more for Condition builds
Yeah i think i am thinking about dropping off Condition a bit to bring up the duration. Currently sitting at 20% but i do have Condition duration food as well. Thinking about getting the 2 lyssa runes for another 10%
Rather then just concentrating on Burning i would rather prefer to lower burning duration and increase it across the board.
Thinking about getting a Greatsword so that i can swap out the Staff and Greatsword for when i just need a bit more damage at the expensive of utility
Exact same thing happened to Desolation we had HUGE numbers they left and Desolation couldnt recover. I then followed a mate to WhiteRidge
dnt bring deso in this in that way. only thing that happened to deso, is that it lost players like you. we are going up again, with the joined effort of all the real deso players and guilds that have left against all odds.
if deso should be mentioned in this thread, it should be as a sign that it is possible.
good luck with RoF. i hope you guys get over rough times.
Thats good to hear, it was a solid server. How exactly is me leaving for a SMALLER server with a friend bad?
It would be nice to realease only monthly content with less bugs, instead of pumping it out. But thats another problem.
Yeah i would rather have Monthly content then weekly, because lets face it most of it will be riddled with bugs, issues and awful “balancing” changes.
Please no more stealth. I want stealth reduced in this game and not increased. As a condition clone mesmer, stay near your clones. AoE damage will kill them most of the time anyway. Another trick is to stand still when safe to confuse people (it works a lot)
Condition mesmers need more ways to survive I agree but stealth is not the answer :-)
Even if another 3second stealth option was added we wouldnt be overpowered or prema stealthed. Having to take a Utility AND Elite for defense is very annoying, combined with the fact we have VERY little/no access to a REASONABLE length swiftness makes escaping without Stealth impossible.
I find it funny how Thieves blindly defend there class thinking that Perma Stealth, obscene damage, BS combat movement and ridiculous boons is perfectly fine thing to have and how its a “L2P” issue
Ridiculous boons? Your in the wrong thread mate, guardian forums are that way —->
No seriously, He was going into stealth and coming out with like 6 different boons and doing it EVERY 3 seconds meaning they were either refreshed or replaced. I watched him fighting some people for a good 2-3mins he didnt have ANY time out of stealth where he didnt have like 6 boons on himself.
Mostly Fury, Protection, saw a few Swiftness in there as well as Aegis and some others
As i already suggested multiple times: Stealth from combos shouldn’t be stackable. Also reduce black powder duration to 3s so the thief needs a new field everytime he does his BP + HS combo. The increased amount of initiative needed makes it harder or even impossible to maintain stealth indefinitely.
THIS. Stealth should be more of a situational/tactical use not perma-stealth.
Phantasm and clones are only created by targeting a foe. Therefore there is no reason for them to stay on the field after your foe does. To suggest otherwise is pointless. If you are seriously having trouble keeping illusions on the field because they poof after your foe dies, you simply need to learn to play the class better. With AoE illusions (i.e. iBeserker), you can cast one and then target another foe to cast your second one. Clones are a dime a dozen and are constantly on the field (especially if you are using the Deceptive Evasion trait.
When I am PvEing, I never have any cool down problems with keeping my illusions going. Are you utilizing both weapon sets?
That is part of the issue with the class, its like out downstate its USELESS against ANY class that has access to stealth as they all know we cant do ANYTHING if we have no one to target
To do pretty much anything we need a target, i think some of them would be better if they were Ground target-able
Actually our class is VERY strong against ANY stealth class. This is because our illusions won’t lose aggro on stealthed opponents. In fact, phantasm builds are the best 1v1 builds there is and it’s not even a debate.
I hardly ever lose to thieves (the stealthiest of all classes). At worst it will be a situation where I or he walks away from the fight in a stalemate (if he’s a perma-stealth build). It is so easy to cast a clone while he’s not stealthed. Simply target and press a skill. You can also use stuns and dazes to further lock him down. Bait him into attacking you just to use a block like scepter #2 (which I am loving) or sword #4. You don’t even have to target him if you have deceptive evasion traited. Just do a dodge roll and a clone will spawn aggroed to him (provided there aren’t other targets nearby).
There is very few things you can do in the game on any profession that doesn’t require targeting your foe.
The problem being that they can target us without having to worry about our clones thanks to “Target” function. So even if we get clones out they have nothing to fear. I have watched a Thief 1 Vs 2 a duo of Mesmers
Then you get to the fact that not everyone wants to run a Phantasm build. A thief can steay stealth and just come in for the kill with pretty much ease due to the problems that come with the stealth they have.
Then you get the ones who have insane boons as well as all the damage and stealth which was the one that killed the 2 mesmers, he had like 6 different boons up EVERY time he came out of stealth (every 3 seconds) they either refreshed or were replaced with others.
I find it funny how Thieves blindly defend there class thinking that Perma Stealth, obscene damage, BS combat movement and ridiculous boons is perfectly fine thing to have and how its a “L2P” issue
Phantasm and clones are only created by targeting a foe. Therefore there is no reason for them to stay on the field after your foe does. To suggest otherwise is pointless. If you are seriously having trouble keeping illusions on the field because they poof after your foe dies, you simply need to learn to play the class better. With AoE illusions (i.e. iBeserker), you can cast one and then target another foe to cast your second one. Clones are a dime a dozen and are constantly on the field (especially if you are using the Deceptive Evasion trait.
When I am PvEing, I never have any cool down problems with keeping my illusions going. Are you utilizing both weapon sets?
That is part of the issue with the class, its like out downstate its USELESS against ANY class that has access to stealth as they all know we cant do ANYTHING if we have no one to target
To do pretty much anything we need a target, i think some of them would be better if they were Ground target-able
Thief stealth is fine. It’s combo stealth (regardless of class, engis can do this too, not just to the extent thieves can due to having cds) what causes perma-stealth.
As a whole its not to bad, however the fact that Thief have SO much access to it IS bad. It needs to be reduced by ALOT. Stealth shouldnt be perma and it should be more of a tactical use, not perma use.
The class needs to have it reduced in how long it is active, a longer cool down as well. Cant comment on Engis as i have no experience of them and stealth
A simple fix:
Clones and Phantoms die when they are either killed due to damage, replaced due to having 2-3 and using Mirror Images or another clone/phantom creator (like Scepter #1) or they are shattered.
Done, nothing else needs to be done. No balance changes or anything because 90% of the time after combat the clones and phantoms are nearly dead already this mans you can go right into combat and open up with a shatter if you like.
An example of how crappy the match match up is:
Last week we (WhiteSide Ridge) were crushed, easily and mostly due to being seriously out numbered by noob-zergs with no actual skill and just numbers (Yes Far Shivers i am talking about you!)
This week we are steam rolling the other severs, we got Fissure of Woes and Xabbi or something(currently not online) at one point we had ALL of EB and were going to the others and taking then, considering jsut how small a WvW we have i dread to think what most matchups for these servers get
I gave an opinion on how it could be done and got moaned at coz it was too powerful :/
A simple heal that works different based on class but has the same result – You are healed and ALL conditions are removed, you are then IMMUNE to conditions for X number of seconds based on the number of conditions removed
- This would make it ALOT more interesting 1 Vs 1 fights against Condition spammers. You have to choose WHEN to use your heal, use it to soon and you have not alot of immunity, to late and you could still die via normal damage. The same could be said for the Condition user – does he/she spam the conditions from the start and hope they dont have the condition heal? Or does it do it more slowly building it up over time…
The same could be done (but as a utility) for boon removal. a skill that removes ALL boons and makes the target unable to have boons applied for X number of seconds increased by the number of boons removed.
Of course these both would need to be balanced have a reasonable cool down and work differently based on class For Example -
The Mesmer heal could create a clone/Phantom that takes all of the conditions off and when the Clone/Phantom dies it spreads those conditions to near by targets or when it dies it has a Damage and radius increase based on the conditions it has
What do you guys think?
TLDR : Mesmers need viable condition and phantasm builds (lower phantasm damage and give them small aoe attacks) and Necro terror builds have to be toned down.
THIS. Sure we have possible Condition builds, but they are NO where near strong enough compared to Condition builds by other classes, to much RNG and to much reliance on 2 traits: Cripple on death and random condition (yay more RNG -.-) on death
It doesnt help our tree system is a TOTAL mess with traits all over the place, we have condition traits in every tree…except the condition tree and the “Condition” tree is to obsessed with clones and phantoms
It just seems like we are pigeonholed into builds that some (including me) dont want to play because we have nothing else that is viable. -
Want to Bunker? Sorry No better options
Want to Condition? Sorry No better options
Want to Roam? Sorry No better options
Mesmer needs more viability and NO this does not mean we want to be the best at everything, it just means some of us dont want to be forced into the same build because everything else can be done better and more easily on other classes.
I wish the Mesmer had a more reliable way of getting burning going with have 2 ways from the weapons one a cool down that is either 24seconds or 30seconds the other a RNG chance.
I think the Condition on clone death can trigger it, again though its RNG. It would be nice to have a solid more reliable way of getting burning onto targets.
I am going to try a bit more with my new idea today, expect it not to be as solid due to the gear i will be using for it as it requires all new weapons, armor, sigils and possibly runes
I have been looking at my build again and was wondering what you think about the Sigil of Battle? The problem with my build is that it does VERY little initial damage most of the skills hit for a few hundred damage.
So been thinking of ways icould improve this, I was thinking maybe getting the Sigil of Battle (3 stacks of Might on weapon swap) Using it on both sets of weapons have meant i have managed to get it to like 9stacks during fighting the dummies in the Mists with the use of 2 of them as well as Staff clones with it never dropping anything lower then 3-4stacks.
Of course this isnt going to be suddenly the thing that can save me, thats why i have been looking at my traits and gear as well. Though despite my toughness of more then 1800 i can still get torn a new one by thieves -
Who ever thought that a class should have Perma-Stealth, silly amount of Boons, silly combat movement speed and obscene damage should be shot out of a cannon into a spiked cliff!
I am currently thinking about a Scepter/Torch + Greatsword with the Cripple and random condition on death as well as Bleeding on Crits, combined with iZerker i can normally get 3-4stacks of bleeding on the target on 1 attack
Though points would be needed to be moved into Illusions possibly, though could take them outta Inspiration and get the buffs to the illusions as well as the condition damage, only thing would be the added cool down on Scepter ’#2
I have been looking at my build again and was wondering what you think about the Sigil of Battle? The problem with my build is that it does VERY little initial damage most of the skills hit for a few hundred damage.
So been thinking of ways icould improve this, I was thinking maybe getting the Sigil of Battle (3 stacks of Might on weapon swap) Using it on both sets of weapons have meant i have managed to get it to like 9stacks during fighting the dummies in the Mists with the use of 2 of them as well as Staff clones with it never dropping anything lower then 3-4stacks.
Of course this isnt going to be suddenly the thing that can save me, thats why i have been looking at my traits and gear as well. Though despite my toughness of more then 1800 i can still get torn a new one by thieves -
Who ever thought that a class should have Perma-Stealth, silly amount of Boons, silly combat movement speed and obscene damage should be shot out of a cannon into a spiked cliff!
They can trigger the bleeding trait in Dueling as well, though its not exactly stellar damage. I would like to see Burning as an option
Finally , YES, I’ve written in other threads that a improvement to pMage is desirable to up him and make torch more profitable in general for all kind of builds.
I dont want a change, i want an overhaul. totally redesigned would be required i think, Confusion is just to much of a average condition and as stated in other threads i would take Torment/Cripple/Bleeding/Chill over Confusion. I think he Boon should be ALWAYS given to the Memser.
If you search topics about torch you’ll find that I even proposed add purple poison or burn with confusion or instead of the confusion or anything plus improve pMage, precisely because of the nerf that was done to confusion condition in wvw, perhaps it was too late, but we discussed it in more than one thread over the past months. Torment is an option now. Sadly they did nothing to improve the skills of the torch. Perhaps you could even revive the last torch thread or make new one.
But I’m sure that they read us, another thing is if they want to do something about it.
Edit: I forgot write that i was fighting (LOL) in the bouncing bug thread too and finally it was fixed. Sigh
Means nothing, no matter the change people will continue to call for the class to be nerfed while on their noob-proof perma stealth thieves. The is just getting worse and worse.
as if the Balancing isnt bad enough enough, it would be a nightmare with this, i agree though this would be a good idea but a total nightmare for balancing
Simple solution has been staring them in the face forever.
Add mainhand pistol, make it a power weapon then go all out condition with the sceptre. That pleases basically everyone simultaneously while resolving sceptre’s indescision over whether it is a power or condition weapon
Oh hell no! i would LOVE a Main hand Pistol thus being a condition build it would have to be a Condition weapon, You guys can have the scepter ^^
The GW2 sPvP community is terrible and has been since October. The largest collection of whingers I’ve come across but thankfully it’s shrinking everyday (the sPvP community as a whole is shrinking and is in its last legs IMO).
For months the community have collectively whinged about balance in quite possible the most balanced MMORPG’s going around when the glaring issue has and always was infrastructure. Too many players have a personal investment in thier class and every balance discussion is skewed to purely subjective gibberish.
Sorry but if you think the game is balanced, You are crazy. Sure the whinging is bad Anets poor useless attempts of “balance” and bug/issue fixing is ALOT worse and seems to get worse by the day.
Until Anet get a handle of what the issues are and actually FIX whats broken rather then fix what doesnt need fixing and BALANCE the classes then the game WILL continue to go downhill
The game STILL has bugs and issues that were in the BETA, Necro has again become the pre-release Overpowered class that were nerfed to much come release. Thief is STILL overpowered and Stealth (at least with them) is still broken.
The game has very little in build diversity either which is also ruining the game and making it VERY poor.
Once again, another player who thinks balance is the reason for GW2’s downfall not the complete lack of infrastructure.
Every game has a built in unbalance and that’s fine. The game is built around 5v5 and most commonly those fights aren’t taking place so there is a perceived imbalance which isn’t the case.
Sure, there’s bugs but they aren’t show stoppers by any stretch.
i didnt say it was the ONLY issue, the game has MANY in my opinion but the awful balancing, bug issue fixing is right up there. Sure they wont get 100% balanced, but lets be honest in several areas of the “balance” they are going backwards. Take Necro they were OP in Beta, got nerfed and now look where they are….back to Beta OP-ness.
They are not learning from the mistakes they KEEP making. The S/TPvP has alot of issues as well and the SERIOUS lack of new content is a major issue as well. As long as the game has so many issues it will NEVER be a eSport like Anet wish it could be
Finally , YES, I’ve written in other threads that a improvement to pMage is desirable to up him and make torch more profitable in general for all kind of builds.
I dont want a change, i want an overhaul. totally redesigned would be required i think, Confusion is just to much of a average condition and as stated in other threads i would take Torment/Cripple/Bleeding/Chill over Confusion. I think he Boon should be ALWAYS given to the Memser.
Lord forbid some people start putting a condition cleanse on their bar and use it judiciously (Hint: Do not use it on the first poison or stack of 4 bleeds you get).
Most of what people are talking about existed before the patch when Necors were underpowered and did relatively poorly in PvP. If you want to complain show the difference, the before and after.
I think really what is going on is that more necros are showing up to PvP so people have to figure out how to counter them.
Why not give EVERY class a new heal, one that heals ALL conditions and makes the user immune from ALL conditions being applied for X number of seconds(increased based on number of conditions removed)? Of course this would be done in different ways for each character (except Necro, they just get the X seconds of immunity added to Consume conditions, cool down increased)
For example, Mesmers heal could be that it heals and sends all the conditions to a clone, or maybe the heal creates a clone that takes all of the conditions an what conditions it has on it will be given to anyone in its AoE when its killed/replaced?
Of course this would take work to make the heal “fit” all of the classes but this would help with the Condition builds. Could even make it so that the immunity (would be a boon and ONLY applicable from the heal and cant be spread to allies) increases the more Conditions that you have?
This way it wont be so limited on who actually gets condition removal. Thus it will be like a battle of wits between the condition user and the target, does the Condition user burst all conditions fast or slowly build them and risk it not being enough
How long does the target wait before they use the condition removal heal? to soon and it will be wasted, to late and it could still mean dying.
That would change the game alot i think, it would give Necros(and all condition specs) a real dilemma rather then having next to nothing to fear. Something similar could be done for Boons, where each class is given a skill that strips boons from a target and gives them a “condition” (again this ONE skill has it and the condition cant be spread) that makes them not able to get boons for X number of seconds (increased per a boon removed)
So every class gets a full condition cleanse – even the ones with overwhelming removal as it is? And every class gets corrupt boon too, except far stronger? Seems reasonable.
Does it seem reasonable for those that get next to none? Of course these would be heal and a Utility so taking them would mean losing out elsewhere. The fact how unbalanced Conditions and boons are something needs to be done.
some Condition removal is pointless, especially when you come up against Necro and some classes that can just spam boons become to strong simply because of them boons, so why not add abilities that would work against this
As it would require timing for both parties as to when to either burst your conditions or when to use the heal.
Hell, The boons are nearly as bad as the conditions in this game, some classes get them with ease others (Mesmer example) get them (if they are lucky) by chance. Something needs to be down as its just as out balanced as damage is in the game.
The GW2 sPvP community is terrible and has been since October. The largest collection of whingers I’ve come across but thankfully it’s shrinking everyday (the sPvP community as a whole is shrinking and is in its last legs IMO).
For months the community have collectively whinged about balance in quite possible the most balanced MMORPG’s going around when the glaring issue has and always was infrastructure. Too many players have a personal investment in thier class and every balance discussion is skewed to purely subjective gibberish.
Sorry but if you think the game is balanced, You are crazy. Sure the whinging is bad Anets poor useless attempts of “balance” and bug/issue fixing is ALOT worse and seems to get worse by the day.
Until Anet get a handle of what the issues are and actually FIX whats broken rather then fix what doesnt need fixing and BALANCE the classes then the game WILL continue to go downhill
The game STILL has bugs and issues that were in the BETA, Necro has again become the pre-release Overpowered class that were nerfed to much come release. Thief is STILL overpowered and Stealth (at least with them) is still broken.
The game has very little in build diversity either which is also ruining the game and making it VERY poor.
I agree to an extent. I personally would love to see it become a fully blown Condition weapon. With a few changes of course
- Ether Bolt as you say is pretty bad in most situations (works great in WvW though) I would like to see it so the 3rd attack (clone summon) is 50% faster and that the Clones rather then pretty much do nothing and die they give a random condition on every 2-3rd attack
- Illusionary Counter love the condition hate the requirements. It should be an Aura that lasts longer, 2seconds is just to short a time. Increase the cool down and make it a 5second aura and keep the 2nd affect but make it a AoE blind to those in a reasonable distance
- Confusing Images, Buff the damage and change the condition, would prefer to see a movement impairing condition – Cripple, Torment, Chill for exmaple
You would want Power/Toughness and likely Precision gear for that. PU would be important, giving buffs through stealth. Taking Decoy and Mass Invis would be a solid option as well.
attack could go like:
Stealth – Pistol #4 – Pistol 5 – Stealth again Sword #3 – sword #3 – Sword #2
From there you could go Scepter/Torch combo and get ready for a attack using Scepter #2 and then go into stealth and so on
Though i would possibly take Scepter/Torch and Greatsword myself, thinking of a Power/Stealth build myself. I have a Condition myself which i love using the Scepter/Torch and the Staff and love the stealth options. I think Blink would be a requirement in this sort of build as the Staff is a great way to get space and is quite defensive itself
If thats the case, have you thought about Greatsword, i think the Zerker will do more damage in a zerg then you TRYING to use Blurred Frenzy or you just wanting to get a few clones out?. The problem with that plan is GETTING into that zerg with all the slow down and the AoE about you as you say die fast.
Most zergs (if they are any good) wont have any problems out healing the damage done by low condition based damage conditions.
Confusion is a Meh condition, even with my condition damage it still is pretty poor. I would also take MORE damage and less time on conditions then less damage and more time
I never said zerg, Its a group roaming build rather then a zerg build or even solo, if I’m going to zerg I might as well use my glamour build. And believe me confusion is more effective then one might think. I’ve been playing with it a ton since the patch and it can certainly out do many conditions if you can get high enough stacks going, which is easily done with this build.
I have had it at 11 stacks using Scepter and Torch and its been meh, the issue is it just doesnt do the sort of damage that it requires from the skills to get it that high, i would take Torment over Confusion anyday.
Still think that the bleed on Crit + iZerker would outshine the tactic you like
Lord forbid some people start putting a condition cleanse on their bar and use it judiciously (Hint: Do not use it on the first poison or stack of 4 bleeds you get).
Most of what people are talking about existed before the patch when Necors were underpowered and did relatively poorly in PvP. If you want to complain show the difference, the before and after.
I think really what is going on is that more necros are showing up to PvP so people have to figure out how to counter them.
Why not give EVERY class a new heal, one that heals ALL conditions and makes the user immune from ALL conditions being applied for X number of seconds(increased based on number of conditions removed)? Of course this would be done in different ways for each character (except Necro, they just get the X seconds of immunity added to Consume conditions, cool down increased)
For example, Mesmers heal could be that it heals and sends all the conditions to a clone, or maybe the heal creates a clone that takes all of the conditions an what conditions it has on it will be given to anyone in its AoE when its killed/replaced?
Of course this would take work to make the heal “fit” all of the classes but this would help with the Condition builds. Could even make it so that the immunity (would be a boon and ONLY applicable from the heal and cant be spread to allies) increases the more Conditions that you have?
This way it wont be so limited on who actually gets condition removal. Thus it will be like a battle of wits between the condition user and the target, does the Condition user burst all conditions fast or slowly build them and risk it not being enough
How long does the target wait before they use the condition removal heal? to soon and it will be wasted, to late and it could still mean dying.
That would change the game alot i think, it would give Necros(and all condition specs) a real dilemma rather then having next to nothing to fear. Something similar could be done for Boons, where each class is given a skill that strips boons from a target and gives them a “condition” (again this ONE skill has it and the condition cant be spread) that makes them not able to get boons for X number of seconds (increased per a boon removed)
If thats the case, have you thought about Greatsword, i think the Zerker will do more damage in a zerg then you TRYING to use Blurred Frenzy or you just wanting to get a few clones out?. The problem with that plan is GETTING into that zerg with all the slow down and the AoE about you as you say die fast.
Most zergs (if they are any good) wont have any problems out healing the damage done by low condition based damage conditions.
Confusion is a Meh condition, even with my condition damage it still is pretty poor. I would also take MORE damage and less time on conditions then less damage and more time
Pretty much every class has issues with conditions, what they need to do is (copied form another post i made about conditions :
Why not give EVERY class a new heal, one that heals ALL conditions and makes the user immune from ALL conditions being applied for X number of seconds? Of course this would be done in different ways for each character (except Necro, they just get the X seconds of immunity added to Consume conditions, cool down increased)
For example, Mesmers heal could be that it heals and sends all the conditions to a clone, or maybe the heal creates a clone that takes all of the conditions an what conditions it has on it will be given to anyone in its AoE when its killed/replaced?
Of course this would take work to make the heal “fit” all of the classes but this would help with the Condition builds. Could even make it so that the immunity (would be a boon and ONLY applicable from the heal and cant be spread to allies) increases the more Conditions that you have?
This way it wont be so limited on who actually gets condition removal. Thus it will be like a battle of wits between the condition user and the target, does the Condition user burst all conditions fast or slowly build them and risk it not being enough
How long does the target wait before they use the condition removal heal? to soon and it will be wasted, to late and it could still mean dying.
That would change the game alot i think, it would give Necros a real dilemma rather then having next to nothing to fear. Something similar could be done for Boons, where each class is given a skill that strips boons from a target and gives them a “condition” (again this ONE skill has it and the condition cant be spread) that makes them not able to get boons for X number of seconds (increased per a boon removed)
The problem with Mesmer is there isnt alot that can be done, if we are buffed we become TO powerful to the point that we are beyond overpowered. What i think should be done (hope Anet knows this) certain builds needs to be adjusted -
Mesmer Damage – Overall (by the Mesmer) it is to low and thus needs to be improved
Phantasm damage – Overall its to high and would need to be adjusted downward, now on its own this would hurt a Phantasm build but with the increased Mesmer damage i think it would be okay
Traits – They are a bit of a mess, why are Phantasm traits in the condition damage tree? why have condition traits in other trees? Needs to be reworked and some traits needs to be removed/adjusted/replaced
Confusion – sorry to anyone that loves this condition, it just isnt good. I think it needs to be replaced with something more useful to the class something more fitting, cripple, Torment, Chill and such are more suited in my opinion as we need to keep moving and not stand still
Clone/Phantasm Movement – This needs to be reworked to make them seem more real, you can tell the Mesmer most of the time just y movement alone
Clone/Phantasm bugs – where to start? Clones and Phantams MUST have the off hands issues fixed, the movement bugs need to be fixed, to many times i have used a shatter skill only for them to get stuck in the terrain and die wasting the shatter and the clones and phantasms. Some are to powerful, some are under powered
Combat Speed – Would like to see us get a 25% speed increase signet
Weapons and skills – Some of the weapons need adjusting and we (this goes for all classes?) need a defined state of what build a weapon should be in, take Scepter its used alot in both power builds and condition builds this means its average at both(slightly better in conditions, just) iMage on the Torch needs to either be buffed (with its condition changed to Torment/Cripple/chill) or replaced altogether.
Utilities – They are just to much “utility” and not enough damage in my opinion, its nice to have utility of course but we lack damage in the utilities, we have Feedback and that can do ALOT but it requires the targets to be stupid/lazy.
Elites – Again, to much utility not enough damage
Broken skills – Downstate #2 IS broken in 2 ways – You need a target or it fails this means you are 99.9% dead to a thief and the port is VERY useless ALOT of the time porting you into AoE ALOT so it need to be looked at, Feedback would be better if it was Ground Target in my opinion as well
Sure we have others but i think my post is long enough for now lol
Necros if you are doing it wrong if not condition
Thief you are doing it wrong if not Stealth Backstabbers
Ele you are doing it wrong if not D/D
extScepter/dagger ele is seen a lot more than d/d is currently, and s/d thief has been a popular choice in addition to the standard d/p. Both ele and thief have more variety in tournaments than mesmers do. Nearly every mesmer is running the same 20/20/0/0/30 shatter build. I don’t disagree that more viable builds would be a good thing, but I think your examples are off.
They were examples that i have been told, not ones i agree with. I guess i am the odd one, i hate shatter Mesmer and run a condition build on my Mesmer and love it, i do run D/D on my ele but i focus one thing – Air i spend 95% of my time in Air and my build is around that.
The problem with the game is that to many classes have to few “viable” builds that gives problems to those that arent running them as soon as people complain the WHOLE class gets slapped (unless Thief!) which punishes those that dont run the build that people are moaning about.
What kind of playstyle are you after?
In my opinion it looks like you are trying to be a master of everything and that leads to one thing – being a master of nothing.
Personally i find thr Scepter all around a better weapon then the sword, quick at dishing out clones for conditions on death.
I would also decide what you want to be “Best” at, sure you can have something as a secondary but trying to be “best” at power and conditions mean neither of them are “best” and are just average instead.
I personally run a Condition/stealth/Toughness build -20/0/30/20/0 using Rabid Gear, Undead runes and Earth, Corruptions on Scepter and Torch and Blood sigil on Staff. Mostly staying in S/T and switching to staff for some AoE(CS) and range maker and a few staff clones to bump up the conditions.
Taking Ether Feast, Decoy, Mirror Images, Feedback and Mass Invisibility
Mesmers are in a mostly good place, they need tweaks here and there but they do not need huge buffs or anything. At the moment many players play many different builds unless you buff EVERYONE of them you will get some players that will move to the new strongest build and when that happens people complain and the WHOLE class and not just the one spec gets nerfed hurting those that dont play that build
Of course some things could do with being adjusted, but personally i think overall the class is in a solid diverse state.
Plenty of options i play Condition myself, Phantasm builds do really well (iZerker into zergs for example) i think Feedback is a MUST if you will be group/zerg fighting such a brilliant skill.
Mesmers have received several nerfs but playing a warrior or ele against a mesmer is hard. I suggest you make a mesmer and check out their shatter burst build playstyle.
Mesmers dont ALL play Shatter builds. In my opinion they are just about right, they need tweaks here and there but no heavy nerfs or heavy buffs. Mesmer seems to have a decent diversity of builds
Necros if you are doing it wrong if not condition
Thief you are doing it wrong if not Stealth Backstabbers
Ele you are doing it wrong if not D/D
ext
(Based on peoples opinions)
What the guild needs is MORE viable builds, not just 1 per a class.
The problem with some Mesmer specs like the Phantasm build to much damage is done by the Phantasms and not enough is done by the Mesmer, if that damage was reduced slightly and had the Mesmer damage was increased a bit i think it would make up for it a bit
“OP” damage or high movement speed aren’t game mechanics. Steal definitely is one of the key game mechanics for Thiefs but stealth as well. Just by looking at the traits you can see that Anet focused on those two a lot when it comes to Thiefs.
Yes, other professions also have access to it but that doesn’t mean you should give them more. A few skills (e.g. Mesmer right now) are ok but once you give one of the other professions too much the Thief looses one of his main purposes – to be stealthed.
Mesmers are not meant to have 100% stealth uptime, if you want that go and play a Thief. Stealth is a secondary game mechanic which is supposed to make the primary mechanics more interesting and not to be the main focus of a build.
Illusions include both – Clones and Phantasms. You can use them in several ways and probably the biggest counter is killing them. There needs to be a counter to every mechanic even if it means they “die easily”. The other 2 were simply examples, if you think they are too weak then don’t use them.
I don’t have any problems playing against Mesmers either but once the “casual” player thinks it’s too strong chances are really high a nerf will follow soon. You can see that by looking at pretty much any professions.
If you don’t like playing your profession for the mechanics it offers I don’t really see why you chose it in the first place. You want stealth, go and play a Thief. You want Illusion, go and play a Mesmer. There is a reason why the profession are that different and why you have multiple character slots. Use them and you will have more fun.
And yes, torch should be improved in some way but you don’t need stealth for that.
NO class should have the kind of stealth Thief have. The class has been broken from the start. Yes Thief should have more stealth, NO they shouldnt have full un-ending stealth. And again all i was saying is that we should have OPTIONS, if Stealth was on another weapon the Torch would be forgotten about.
I see stealth on Mesmer as being able to confuse people, because lets face it with the target function if you have no stealth then you have no defense you will get targeted 100% of the time
Clones were designed/meant to confuse…except they dont, well maybe the odd new player but nearly everyone is now able to easily tell with the fact that clones have no offhand, they dont move and they cast one spell its far from tough to tell the real mesmer, using stealth helps ALOT.
Thief stealth mechanic is the MOST broken idea in the whole game. Yes we have stealth is it broken? No. Would it break us and mean we would get nerfed if that Torch stealth was mo ved/added to another skill on another weapon? IMO – No.
I personally wouldn’t like to see Mesmers having more stealth abilities for 3 reasons:
- Stealth is the key game mechanic for Thiefs and also one of the few things which make them unique. If you take that away from them it’s like giving Illusions to other professions. Doesn’t sound like a good idea to me.
[quote] Sure except they are not the only class that has access to it to begin with. The fact that the Overpowered damage, movement speed and “steal” skill isnt enough?You seem to think that wanting one or 2 skills to trigger a stealth for a few seconds means that we would be stealing away from Perma-Stealthed, Over the top damage and insane movement speed thieves…
OUR Stealth is done right in terms that we dont have the ability to have it up 100% of a time constantly and can noob-kill people with it, adding another skill or 2 on different weapons wouldnt change that. It would allow us to change up the weapons abit. Torch is ONLY used for the Stealth, iMage SUCKS!
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- It would make them more annoying to deal with. Illusions, Distortion, Teleports and now even more stealth? If something is annoying to play against it usually means one thing: nerf. We already have enough “please don’t nerf us again” threads in this forum, this would make the situation even worse.
More!? Illusions die easily, Distoration is like 3seconds on a 1min or so cool down, Portal is meh most of the time and is only used during Puzzles and lag killing people with zergs
I dont really have that much trouble against Mesmers and with the use of the “Target” function if that mesmer doesnt have Stealth then they are dead.
- Stealth isn’t the key game mechanic for Mesmers – Illusions are. Yes, we already have access to stealth but that doesn’t mean you should give us more options. Instead Anet should focus on Illusions which is the reason why most players choose this profession in the first place.
True but the same can be said for the other classes that have it (besides Thief) Illusions WONT get changed as it would make them too powerful, they are on the iffy side as it is. We shouldnt just be using the Illusions to kill people, just like other classes shouldnt just be using their mechanics to kill people
Again, unless you took Xxxx/Torch AND the new weapon it wouldnt be really add that much and again, taking Torch is still a bit of a disadvantage having pretty much 1 skill as the other is so weak.
Hell, could even (if possible) make the stealth on the weapons SHARE a cool down just give us other options if it wasnt for the stealth the Torch wouldnt be touched EVER
Go 0/20/30/0/20 and use full rabid gear (undead runes) with Staff and Scepter/Torch. Take decoy, blink, X, Mass Invis. You are unbelievably survivable with all the stealth + prismatic understanding, and your Torment will hurt like hell on the scepter block. This spec is not amazing in groups, since your dmg is mostly single target, but for solo roaming it’s extremely hard to beat. Make sure you take Illusionary Elasticity to greatly improve the effectiveness of your staff. Also, turn off the auto attack on scepter, as the scepter clones are far inferior to staff clones.
I am similar to this, though with a few specific changes. Gear and weapons are the same as well as Runes. Sigil of Earth on Scepter, Sigil of Corruption on Torch and Sigil of Blood on Staff.
Traits are:
Domination(20) : V, IX
Dueling(0) :
Chaos(30) : IV, V, XII
Inspiration(20) : VI, VII
Illusions(0)
Skills i have taken vary in 2 situations (well one does) i have Blink when i am roaming and Freedback for full zerg attacks and defending/attacking towers and keeps as its VERY.
I then take at all times Ether Feast, Mirror Images and Decoy. Elite is pretty much the only good roaming skill we have Mass Invis though works great in Groups as well. Some times i may take Time Warp
I play mostly in Scepter and use Scepter #1 clones to do the damage as they spawn on the target and when they get replaced they cripple and give a random condition. I use stealth to confuse and as a retreat if required.
Think we play very different which is very interesting and what should be happening with the necro, they all seem to play the same build, same skills and same playstyle.
Seeing as how it would be on other weapons it wouldn’t technically be MORE stealth it would just give the option for different weapon combo.
Given that we have two weapon sets, adding a stealth skill to any other weapon IS technically more stealth…
not if we only take ONE of them weapons, not everyone uses the Torch, because lets face it without the Stealth it would not be used AT ALL.
…
So your argument is “it isn’t more stealth if you don’t take it!”
That’s like saying “Mesmers technically have just one stealth skill if I only take Decoy!”
and what about those that would like different stealth options but cant take the Torch due to their build. Sure You have Decoy, MassInvis and Veil but that requires losing ALOT elsewhere.
Decoy 40second cool down, The Prestige, 30 seconds, 90seconds and Mass Invis has 90seconds if you had ALL of them and popped them all you would get 13seconds of Stealth but taking all of that you lose elsewhere.
Having the option of it being on a different weapon would help imo, just something to make it so that the Torch isnt required.
Seeing as how it would be on other weapons it wouldn’t technically be MORE stealth it would just give the option for different weapon combo.
Given that we have two weapon sets, adding a stealth skill to any other weapon IS technically more stealth…
not if we only take ONE of them weapons, not everyone uses the Torch, because lets face it without the Stealth it would not be used AT ALL.
If chaos storm was turned in a damage skill isntead of a hindering defensive skill as it is now, I would QQ xD. just saying :P.
I do agree that condition mesmerscould use more aoe, but please dont take away my chaos storm!
How about this:
Another option could be that if none of the traits are taken, then the skill remains unchanged. For example -
Master Trait – Would be tough. It would need to be done in a way that this ONE trait could define if you were going to be using Boons or Conditions
Grand Master – Chaos Inferno: Increase field Duration and range increases cool down by 10seconds (now 45seconds)
So if NONE of the traits are taken then the a skill remains EXACTLY as it is. You could take 1 or both traits. You could leave the effects as it it and taken the trait that buffs it as well.
Downhill and fast.
That’s the same for all the cultural armors. You don’t get them for the stats (which are only rare) but for the looks, then you use transmutation crystals to apply them to the gear you want. I’d rather if they sold them as skins instead of gear, though.
THIS.
They are used more as skins rather then the stats and i do agree that they should have been sold (at a lower cost) as skins
A simple solution: Combine the small servers into either 1 server or add them to another medium/high populated server. Its pointless having servers that are so low populated to begin with let alone adding WvW into it.
My Mesmer isnt in Knights gear and you DO have buffs thats why some of your stats are green. as shown in your 2nd pics you dropped damage, i am guessing its the sigil for added power on kill.
i am not a power Mes, i am a Condition Mesmer with added Stealth Utility
I meant food buffs. If your condi damage that is an entirely different story. That puts you in Rabid gear. You can not compare a condi build and a power build apples and oranges and the wrong classes to compare in the first place.
“A relatively tanky toon” was his statement. I am not a Tank build so that was the point i am making, he thinks he is a “tanky” spec when its not. Having a bit of toughness and health doesnt make you a tank spec.
Learn the definition of relatively. Do you understand what word means now? It’s not a tank spec. Never said it was (if you knew what the word relatively means you would never have posted). Now you can argue about interpretation but I do not see the point. Your’e trying set up absolute values on tankiness without understanding the class. Yes you can go bunker but I never said bunker I said tanky ie I can take a hit. It is not glass cannon or is all this way too hard to understand? Right now you are arguing over my use of the word tanky in a build with 2,700 armor and 22k HP and it doesn’t have a kittening thing to do with the subject matter of the thread. But please continue you intellectual and informative analysis is amazing.
EVERY class can take a hit…
“relatively” is down to opinion, sure its in the middle but closer to being Tank/bunker then being Glass cannon and that was my point. Having decent toughness and Health isnt “tanky” you have to consider the skills and traits as well.
You could go FULL into Health and Toughness and take NO traits that benefit a tank/bunker build and take skills and weapons that dont benefit it. Does that mean i am “tanky” simply because i have high health and toughness? No it doesnt. But of course that is down to opinion
I personally can’t see how clouds and planets are childish o.O
OT:
I wouldn’t say have the skill animations in the Store.
Have skill animations from certain bosses.
For example, killing Adelburn with a certain condition met (say, interrupting a specific attack) would give Warriors the chance to change ‘Final Thrust’ to ’Adelburn’s Rage’, where the attack movement would stay the same, but would cover the strike in Foefire.
Mmmmm, now that is a VERY interesting idea. I think that would make it very interesting and maybe get more people doing content. Make it a real challenge. I would say something alone the lines of:
Interrupt the skill 5 times and Kill him without taking any damage from that skill being Level 1 of say 5 levels, each one getting tougher and tougher involving the same fight after completing it you get a chest that contains a “skin” that is Soul/Account bound (but only useable on the class you are – example “Adelburn’s Rage Skin” would only be useable on Warriors
Not sure if this would be possible but make it so that EVERY class has one of these “Challenges” for a skill “skin” The problem with this, what weapons and what skills would be involved? I highly doubt it would be possible for EVERY weapon and EVERY weapon for EVERY class. Maybe make it 1-2 skills on the most used weapons?
If you are coming up against GOOD players then you cant really counter that. If they are working well together. You SHOULDNT be able to steamroll when out numbered against GOOD players.
Of course you could make it a bit easier for yourself, a bit more toughness? I personally run a Toughness/Condition build and came up against a Mesmer (power) and a Warrior, they couldnt kill me. I managed to get the Mesmer down but the warrior ran when reinforcements came.
The use of Staff and Scepter/Torch combo helped alot, using Stealth to confuse and lose “Target” is great. Of course something similar COULD be done with a Power/Toughness build and using stealth i think.

