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@Chaith You have made it very clear you want mesmers out of the game.
Both “sunfish” and “rom” gloated about the gutting in the last On Point. I assume you are of the same ilk.
There will be no more bunker mesmer. ANET has lengthened the cooldowns, destroyed the defense and much reduced both heal and dps.
Actually I avoided the mantra and pu builds because of the QQ. I wanted to be seen as playing honorably.
The same of chronobunker. Though now… I think I’ll bandwagon whatever trolly build I can find. Maybe PU condi is due for a comeback.
As to requiring Shatter to be overpowered to use it… well I put that down to a total lack of experience playing mesmer and a strong anti mesmer bias.
I seem to remember you advocating for the turret build (last year) and then for using low level toons to tank your mmr to exploit the tournament system.
Go ahead, claim that the turret build you advocated for wasn’t OP, I defy you to do it.
You ought to understand advocating for a class.
Want Mesmers out of the game, no. We just went over this one post ago:
I’d prefer Bunker Mesmer to be a balanced optional nodeholder that has balanced pros and cons when considered for a spot alongside things like: Tempest, Druid, and the non-existent Warrior & Guardian nodeholder build.
Balance. Yes I do think Chrono should still be a good option. I expect the future for Mesmer will be bruiser Chrono well builds, and they are still looking better than Eles and Druids who just lost Cele, even after the Alacrity nerf. If there’s a good meta build that surfaces, then Mesmer balance will be in an acceptable spot. You should look into it, after the patch drops with new Amulets.
People who only play fun casual builds live with being an underdog. So don’t blame ArenaNet’s balancing or matchmaking for your broken win rate instead of using the tools you have available.
It’s not wise to speak about someone’s poor Mesmer experience to discredit them. You should approach this issue as a learner, rather than as an elitist, cause your ArenaNet blame posts suggest that you’d like the Emerald division 30 loss streaks to discontinue. It’s just saddening that instead of accepting advice or improving, you want ArenaNet to wave the magic wand for you.
And yeah, I have no idea what you’re talking about me advocating Turret builds.. I have never made an argument on how tank builds that runs in circles while A.I auto attacks should be competitive.
Good luck finding your post-patch Mesmer build.
Mentioning that competitive GW2 is 40% Bunker Mesmer doesn’t imply that I want Bunker Mesmer to be deleted, and therefore you can write off every other argument as well. That’d be too convenient for you. Don’t put words in my mouth
I’d prefer Bunker Mesmer to be a balanced optional nodeholder that has balanced pros and cons when considered for a spot alongside things like: Tempest, Druid, and the non-existent Warrior & Guardian nodeholder build.
We’re experiencing a misunderstanding here because you require Shatter Mesmer to be blatently overpowered before you can use it to an average performance in your bracket.
You missed last meta’s Mantra Shatter, and then PU Shatter. Every team wanted one, but few could multi-class it with enough proficiency. That’s what balance is. Really a shame you missed out on the brief overpowered status of Mantra Mes too
(edited by Chaith.8256)
As to Chronobunker without Well of Precog being “the best build in the game,” I’m laughing aloud.
Nobody else is laughing.. A fun and competitive game of GW2 is 40% BunkerChrono.
(edited by Chaith.8256)
@Chaith
Please tell me (from your pro player perspective) how I should use Chronobunker when it will not longer be permitted in the game after the next patch? 100 Gold if you can explain that to me?
It’s being gutted, and I’m pretty sure you know that. So, why advise nonsense?
That’s just my point people. Because ANET is more or less destroying Chronobunker and Chronomancer generally
( 50% alacrity nerf, sigil of energy nerf for less clone production and heal and making well of precognition worthless. That’s in addition to heavily nerfing the shield )
Just about the only build that will be left to Mesmer after the 26th will be Chronoshatter.
Yes I agree it’s a sub par build. It’s the only one ANET is leaving available after the incoming “balance” patch
How to use ChronoBunker post patch? Well I’m glad you asked. From s few days, and multiple QQ posts ago:
Here’s whatdo,
When the patch hits, pick up a new rune such as Rune of the Scrapper, Melandru, or Dwayna, or Grove.
Pick up the new Paladin Amulet,
Run Chronophantasma (resummon Phantasms when shattered) over Seize the Moment (quickness on shatter). Play around with various utilities & Inspiration Grandmaster trait combinations to find what you like.
You won’t be able to revive against multiple enemies alone, but the build will absolutely be strong and alive in the Emerald division which you are in, guaranteed, if it’s what you like doing (to each their own).
I’m sure Bunker Mesmer will no longer be the most needed, and strongest PvP build in the game anymore, but many PvP teams will still be testing its viability.
So please do the GW2 forums a solid and wait until you play the updated build before creating anymore threads on the topic.
Leagues are only meaningful content when they accurately represent how effective you are in a PvP match. This means that until you figure out how to become more effective, PIP loss is necessary to slow or stop progression.
Choosing to utilize options favored by current balance – still a part of the player’s choices, and ability to adapt.
However, amber shopping being too good / necessary to get qpops, this was is a serious and legitimate criticism. Fortunately it’s been fixed, and queue times fixed as well.
Season 2 from my perspective looks like it’ll be an improvement.
Grats Marvin!!!
There’s a handful of ChronoShatter Mesmers that I’ve seen at legend level, and they certainly work hard at the art, relying heavily on their reflexes. You are using a build that is extremely bad at low skill levels, when everybody else is using builds that start out significantly stronger at a beginner level.
Because you’re trapped in your self inflicted hell, it may seem like you’re being tormented by faulty matchmaking, or spiteful anti-Mesmer balance, but it’s actually 100% explained by your in-game choices and ability.
ArenaNet does balance and cater to beginner players that are clever enough to figure out some of the HoT builds that are very effective using simple strategies. You can actually go quite far in leagues, even in special cases where matchmaking cannot locate a player in the game who you are capable of outplaying.
Ithilwen, go now, armed with this information – visit metabattle.com – play a build that the vast majority of your Emerald opponents will have no idea how to dispatch, such as Bunker Chronomancer, Celestial Druid, or Celestial Tempest.
I’m sorry that is an over simplification and insensitive to the OP’s post. I’d even go so far as to say its a hypocritical statement given your pip farm in Stronghold for a couple days.
A good game is a good game, Leagues is Leagues, and they don’t sync together at all.
Not insensitive to bring up that personal score doesn’t influence PIPs. It just doesn’t have anything to do with it.
Stealth Gyro should just have permanent damage immunity for its entire duration as well.
and make it pulse fire field every second.
Can’t have damage immunity on top of a 5 second reveal at the start, that’s the window where you’re supposed to hypothetically kill the Gyro, haha.
Pulsing every second also would really highlight problems with the pathing. As it stands right now, whenever the Gyro catches up to you, it freezes for 2 agonizingly long seconds, and if you’re moving, you leave the field. You’d drop stealth constantly if it pulsed for 1s every 1s.
A loss is a loss, having such a close game is nice.
Remove the connection in your mind between a “high score” and PIP gain or loss.
In the case that one team has a much higher point score, but loses, it usually means that you zerged around the map, over rotating, getting decapped.
Unless you’re mostly insta-dying to superior coordination or skill, expect to lose a PIP m8
These are good changes, except for removing Soldier. Soldier is a decent amulet that’s not game-breaking like celestial was.
There’s a PVT amulet to replace it, Paladin.
1050 Power, 1050 Precision, 560 Toughness, 560 Vitality.
are you kidding? there is a huge difference between paladins and soldiers amulet..
just besides soldier gives 440 more vit and thoughness so it is far more defensiv. Paladin is an rather offensive amulet and provides way highter dps than soldiers..im fact he was right removing soldier will remove build diversity. it never made any problems or was used for op builds. And soldier wasnt a meta option in the last 3 years..
Soldier has 340 more vit/toughness, not 440.
These are good changes, except for removing Soldier. Soldier is a decent amulet that’s not game-breaking like celestial was.
There’s a PVT amulet to replace it, Paladin.
1050 Power, 1050 Precision, 560 Toughness, 560 Vitality.
The heck? This is as even as you could ever ask for. Sorry that you lost a game.
Then again, it’s very unclear how it contributes to the formula. Is it *66%? /66%? /40%? /40%?
Either way, it scales way to high for skills that have longer cooldown.
The recharge of your abilities while chilled is the cooldown *1.66
I know this because I play the game, and when I cancel cast something, sending it on a 4s cooldown, it’s back in a 6-7s CD and not 10 seconds, while chilled.
A cooldown taking over twice as long would be a >100% recharge increase. Chill is currently at 66% recharge increase.
Textbook usage of exaggerated hyperbole
talking about buffing marauder scrapper :/
(which btw, if youre looking at metabattle, there are always a few details that you need to change from those pages. SRD is one of those. SRD is no good in conquest. your opponent gets to choose when to decap while fighting you. you get locked in to dying to condis when your healing turret just reset.)
SRD is really good in conquest, it just has some slight inconveniences.
Here’s whatdo,
When the patch hits, pick up a new rune such as Rune of the Scrapper, Melandru, or Dwayna, or Grove.
Pick up the new Paladin Amulet,
Run Chronophantasma (resummon Phantasms when shattered) over Seize the Moment (quickness on shatter). Play around with various utilities & Inspiration Grandmaster trait combinations to find what you like.
You won’t be able to revive against multiple enemies alone, but the build will absolutely be strong and alive in the Emerald division which you are in, guaranteed, if it’s what you like doing (to each their own).
I’m sure Bunker Mesmer will no longer be the most needed, and strongest PvP build in the game anymore, but many PvP teams will still be testing its viability.
So please do the GW2 forums a solid and wait until you play the updated build before creating anymore threads on the topic.
(edited by Chaith.8256)
So from the balance discussion on Guild Chat, the developers talked about Sneak Gyro going to a 40 second cooldown from a 20 second cooldown.
Now, since the elite part about this elite skill is no longer about a short cooldown stealth, that gives me an interesting idea for a secondary change to Sneak Gyro.
Drum roll,
The permanent reveal on Sneak Gyro is changed to only last 5 seconds, counting down from when it is activated.
Meaning, on the third pulse, the Sneak Gyro would cloak as well, and then the mind games would begin. Edit: Reducing the duration of the Gyro from 30 seconds to 20 seconds would be necessary.
Adding a ton of depth to planned, pre-casted stealth plays on the Engineer’s part.
I think I could learn to love the new Sneak Gyro CD if it had an extra mechanic as such added on.
Cheers’
(edited by Chaith.8256)
@Chaith, worry not.. you’ll still be able to team with one low level player to get easy matches.
Can you not.. this is not a thread about matchmaking, or how you’re a successful gril gamer empowered by pink butterflies.
Something you’ve been on repeat about is that BunkerChrono hurting people’s egos is the sole reason to speak about the negatives of BunkerChrono. And while you’re entitled to your opinion, you’re really just picking up on people’s emotional responses while ignoring the actual arguments that come from a place you can’t identify with yet.
@Chaith
Sounds like you want to balance everything around the pro league.
This begs the question: around what should we balance the game?
The answer is, all game modes and all skill levels should be taken into consideration.
If Dragonhunter traps are nerfed to the ground because you can click your whole bar and wipe 5 people out in Amber, that wouldn’t be considering the high skill level, for example.
This specifically is a thread on the PvP forums, pertaining to the state of PvP balance.
My opinion is that the classes should primarily be balanced around being used optimally, in conditions where there’s little or no L2P factor, so apples can be compared to apples.
Balancing things like MinionMancer, Turret Engineer, Dragonhunter, 100Blades Warrior for entry level skilled players should be a consideration too, but as a second priority, and it can’t impact the class potential, after all, it’s admittedly a L2P problem.
guardians and engineers (and now druids) are the spoiled brats of GW2. the second someone says they need to be brought in line they almost always immediately start whining about scenarios that don’t exist and possibilities that have no chance of happening.
Hmm! Thief blinders are detected, haha. Perhaps a bias because they are the things that crap on your Thief the most?
DH is an underdog in the current competitive Meta, Druid has a small foothold as an optimal 1v1, and Scrapper is a viable replacement for a Rev in the common double or even triple Revenant setup.
Watch the pro league…… it’s purely Double Mesmer, Double Revenant, and the 5th slot often comprised of Scrapper/Reaper/Druid.
There’s not a dragonhunter in the whole darn thing, and Tempests are getting gradually phased out. I don’t think a Tempest deserves a spot on a competitive team ATM, due to better stackable options.
Of course I have my own biases to have opinions on balance only based on when people play their classes optimally/competitively.
Speaking generally, there are 3 balance goals that worry me:
Potential nerfs to Scrapper, Chronobunker, Revenant, and potential buffs to Thief, Warrior, non-meta Reaper traits, these don’t worry me, if the changes reflect how the goals are laid out.
Double Ele has won the most WTS, yes.
But we also see super competitive performances between 2-3 teams which none have ever ran the same comp, or even had the same playstyle.
Right now, everybody in the entire competitive community is double Mes, double Rev, with the exception every once and a while. Play it, or get absolutely destroyed, with only 1-2 team spots up for discussion. It’s a bit of a more of a necessary thing for balance patch to get forced on us this time.
Balance patch before LAN, very good decision. I don’t feel spit on, I feel salvation from above.
Just merging my thread here:
I solo queued as legend x2 today, and got a pop within a few minutes (normally 20-45 minute wait)
The attachment says it all. Both teams capped home with 4 people and then went beast.
Legends can be put in the true amber & emerald matches
You’ll probably have greater success.
As a rule, when you run a condition amulet, you should have Flamethrower and Firearms.
As a rule, have swiftness when you spec into Rapid Regeneration, that’s a ton of sustain you lose for depending on mecha legs over swiftness.
Grenades are also unsuited to builds based around pure condition amulets.
If you try the build I suggested, you can keep your playstyle and be way more effective, in my opinion. Cheers.
When you’re playin the GW2 vidja games, having two people dedicated to support and personal survival is good as a rule, yeah.
Ele is a much better focus target than Revenants, Engineers, and Mesmers. If you hit them with Power Rev/Scrapper & Reaper..
They get absolutely destroyed! It’s really great.
If Tempest took even a slight nerf before Mesmer, Rev, or Scrapper did, it’d be a myth like the other mythical professions who can’t measure up to the simultaneous survivability & pressure that others can.
Tempest hard counters Reapers, while you can focus a Reaper down unlike the the Revenant and Scrapper, Reapers can condi-burst. There is no build in the game that can handle their beastly condi-burst other than Tempest.
Except Reapers are already hardcountered by Scrappers, and softcountered by warriors. Reapers are terrible at kiting and have no blocks or extra evades so they are vulnerable to any class that has access to large amounts of power damage, and/or CC.
Lets say that hypothetically they change tempest to where it’s countered by reaper. what would happen would be this:
1. Tempests gets pushed out of meta by a upsurge of reapers
2. DH becomes stronger. (no more tempest projectile hate)
3. Reaper becomes meta.
4. Scrappers and Warriors become much more desirable due to the reaper meta.
5. Reaper gets pushed out of meta by the upsurge of scrappers and warriors.
6. Scrappers and DH are now meta.
7. With reaper pushed out of meta, Tempest returns to meta.
8. DH gets pushed out of meta by Tempest’s projectile hate.
9. With tempest becoming meta again, reapers are now desirable.
10. Tempests gets pushed out of meta by a upsurge of reapers.
11. repeat ad infinium
Reapers don’t get hard countered by Scrappers – your usage of the term, ‘hard counter’, should be revoked.
No amount of Reapers will make Warriors a solution, either. Warrior keeps Warrior from being played.
Ofc you need additional dmg. But when 3 people are cleaving and 3 people rezzing, I rather have a druid who will provide slow and poison , who will interrupt 2/3 players consistently than having another scrapper.
And it’s not like that the druid wouldn’t have any cleave dmg itself. Avatar skill 5 alone is dealing 1k aoe ticks.
I mean I didn’t say druid is godlike for cleaving downs but he is far away from being bad against downs.
The point is with 2druid 2mesmer Necro, you have very weak on demand, power cleave Vs. Current conventional ways of reviving, ie, resistance revive via Mesmers.
Druid cleave mechanics are certainly not useless, but very different and more easily countered than the on demand melee/power cleave fields that are currently present.
What I see: The OP declares having found the new best, unbeatable, conquest comp. Reasoning: he 5 queued up and didn’t lose vs. what the matchmaking dragged in.
For many reasons listed in this thread, your suggested comp is far from unbeatable.
Contrary to what most are saying about Reaper, it can definitely function as a part of an optimized pro team comp.
Here’s what you’ll find if you continue with that comp: Druids lack both raw killing power and cleave. Enemies will easily Sneak Gyro-revive anybody you manage to whittle down, before the Mesmers can quickness stomp. Druids are at a noticeable disadvantage outside of 1v1, I can’t think of one reason to bring two druids.
Switch out both druids for either revenant’s, or ideally a Scrapper and a Revenant is my advice. Mechanically strong Scrappers and Revenants top the damage & utility charts at the moment.
What I see: The OP declares having found the new best, unbeatable, conquest comp. Reasoning: he 5 queued up and didn’t lose vs. what the matchmaking dragged in.
For many reasons listed in this thread, your suggested comp is far from unbeatable.
Contrary to what most are saying about Reaper, it can definitely function as a part of an optimized pro team comp.
Here’s what you’ll find if you continue with that comp: Druids lack both raw killing power and cleave. Enemies will easily Sneak Gyro-revive anybody you manage to whittle down, before the Mesmers can quickness stomp. Druids are at a noticeable disadvantage outside of 1v1, I can’t think of one reason to bring two druids.
Switch out both druids for either revenant’s, or ideally a Scrapper and a Revenant is my advice. Mechanically strong Scrappers and Revenants top the damage & utility charts at the moment.
Another note: We’re making some changes to allow high division players to get matches faster to help combat the long queue times.
Hopefully this issue is still addressed properly in light of:
Seems like a recipe for infinite queues with hard limits on who you can face in high divisions.
MMR expands in the search for opponents. So far, divisions have proven to be totally static and not able to expand.
There had better be some big behind the scenes tweaks, or queue times for legend in season two will be an all-time level of unplayable.
Pro League Rating, each tier also listed in descending order.
S: Chronomancer, Herald, Scrapper
A: Tempest, Reaper, Druid
B: Dragonhunter, Daredevil
C: Berserker and all non-HoT builds.
What’s stronger, two players who grinded legendary (who may or may not be good,) or one or two lower rated player’s ability to throw a game?
Really, it’s an extremely difficult question that the game’s matchmaking tries to answer. Clearly, based on the blowouts that happen – it can’t accurately answer that.
Mixed MMR, mixed division, dynamic queue is too ambitious a project. We either need to do away with divisions being considered in matchmaking so heavily, or we need some more restrictions on who can queue with who in ranked, so the game can compare apples to apples more often, and ensure balanced matches more often.
I’m experiencing this as well. Players should work together and rejoice in the presence of friendlies, instead of cursing their existence for rolling in, and crushing your progression.
It’s the first thing that Guild Wars 2 stands for
Turrets need to stay just as they are until they can be rebalanced around stat scaling. How quickly we forget how un-fun, overly rewarding, and frustrating to fight Turret engineers before the nerf
Maybe 2016 will bring the technology required to have them balanced and scaling properly. (Not joking)
turrets were actually fun though , they only adjustment they needed was to be affected by conditions pretty much
Turrets were fun you say, well, I think the extreme community outcry against Turrets contradicts that statement pretty hard.
Turrets are absolutely not fun in my opinion, they require no player input to put severe 1v1 pressure out, while running a full defensive build. That playstyle is not needed in GW2, except by the lazy.
The real determining factor whether endure pain or self regulating defenses is working well for you: vitality. Warriors have more base health, and if you aren’t running celestial/marauder/soldier, then self regulating defenses loses lots of its success rate.
Turrets need to stay just as they are until they can be rebalanced around stat scaling. How quickly we forget how un-fun, overly rewarding, and frustrating to fight Turret engineers before the nerf
Maybe 2016 will bring the technology required to have them balanced and scaling properly. (Not joking)
Edit: I may be wrong. -shrugs- My apologies.
I’m pretty sure Grouch’s reply didn’t leave room for any doubt.
The finisher doesn’t bug me.
The reflect does.I only added emphasis on the finisher (and damage), because I believe a reflect on a 6 second CD is already over the top.
As, hilariously, the builds that have always been able to pressure an engineer, happen to be long range. cough Ranger cough
Now it doesn’t even get that, as you’ll just be able to fling a lot of its damage back, on a skill that does damage, and that I see most scrappers just mindlessly using on CD because why not? It’ll be back in 6 seconds anyway.Also, frankly I want to reduce the protection up time every class has, which is why I picked out Recovery Matrix. Stabilization core doesn’t seem too ridiculous. I get its powerful, but it doesn’t stand out as OP to me. A little bit of stab isn’t that bad.
Ok, so when you type something insignificant for the sake of having a second point with caps and bold font, it’s not a good thing.
Reason why Electro Whirl is used on Cooldown for damage is because it’s not a clutch ability for most Engineers – the reflect starts .5 seconds after casting, and lingers for .5 seconds after the cast. This gives you about a quarter of a second to react and reflect True Shot, so it’s better used predictively instead of reactionary, causing it to appear ‘spammed on CD’ if the Engineer didn’t predict it. That, and there’s not much else worth saving a reflect for in everyday play.
Hey guys, sorry in advance if a troubleshoot has been done recently on this.
I’ve been getting consistent crashes with the 32-Bit Client in full-map PvE Zerg meta events, so I picked up the 64-Bit Client to remedy that.
That worked out great, no more out-of-memory crashes, but my 64-Bit Client consumes ridiculous amounts of extra memory, causing ping spikes and frame drops, where the 32-Bit client is smooth as anything.
I’m in a lose-lose situation here guys, how can I fix the 64-Bit Client so it actually runs smoothly? I use Windows 10 and suspect some sort of connection.
To the dude writing in caps lock bold font that Electro Whirl is also a finisher, you can relax that topic, because it could be removed and the skill would not lose even .01 of its value. One bolt being shot in a random direction is beyond worthless.
Hammer is a very strong HoT skill kit overall, pretty much the only shift in playstyle that the Elite spec brings. Keep in mind, in the meta Marauder might stack build, the Engineer becomes like a Warrior’s kit, very weapon heavy.
I think individually the Hammer has no skills that carry the weapon in effectiveness, (Overcharged Shot, Hip Shot). When things like Rev, Chrono and Scrapper are being brought down, I can see the smartest way putting the cooldowns on defensive skills up, damage nerfs, no thanks.
Also I haven’t used Recovery Matrix in many PvP builds, I think stability on Function Gyros give insane value outside of 1v1, and let’s your team run riskier builds.
My only wish for Scrapper offense is that Rocket Charge could be made faster, single target instead of 5 target AoE spam, and be a must-land burst ability. Hammer would be so much more fun.
Blaming an an encyclopedia of meta builds for the meta builds existing, haha. That’s a little bit off target, eh
Here’s the thing though, if a person steals and says they only intended it as a joke.. they are found guilty.
The only joke intended surely must be this analogy..
Match manipulation is cheating. I have no respect at all for someone who queues with lower tiers to get soft matches.
Yet you regard queueing with lower ranked friends as cheating as well.
Some people like to paint cheaters with a pretty broad brush.
If you ever queue with somebody without equal or greater pips, Ithilwen will know, and there’ll be hell to pay.
Sneak Gyro is already killable
That’s a good source of counterplay but final salvgo gives superspeed and a lightning field upon its destruction (so your logical actions, not play on the engineer’s part, procs these benefits).
Yes indeed, fortunately that trait has zero business in PvP. Because there’s an even more passive and overall stronger option.
Sneak Gyro is already killable
Well of Calamity or Action over Precognition, Calamity being favored usually.
There are functional builds that use portal, blink, both blink and portal. The bunker Chronos in pro league, I’ve never seen take both blink and portal (EU takes blink, NA, portal).
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