Showing Posts For Chaos.3579:

how to nerf runes of perplexity

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Posted by: Chaos.3579

Chaos.3579

Ok first off. Read these 2 things before you reply
1) it needs a nerf. Duh! But not for reasons you might think

2) in my opinion this type of rune should have never been added to the game AT all. And should BE REMOVED
This single small rune has started such a huge amount of balancing problems with high condition damage builds with a moderate amount of interrupt potential. Thus it would be simpler and far more fair for everyone to remove it.

Anet I think really does not communicate enough with us- the players. The perplexity unhappy surprise bomb at the queens gauntlet is proof enough of that. I think they should consult with us-The players. before adding anything pvp combat changing to the game like this.

What should be done if nerfed is
1) reduce the inflicted confusion base duration to around 5 seconds.

This reduces the opening that the user of perplexity can increase the amount of stacks.
(y’all get that? By reducing the duration you are actually reducing the amount of confusion stacks. How? By reducing the window that allows them to stack the confusion to a high degree before the duration ends)

AND it reduces the amount of time that the opponent being attacked is withdrawn from regular skill use. Before it was around 13 seconds. With this it would be around 6 seconds.

AND it will actually reduce the amount of damage you will take overall after the entire confusion duration by around 50% if the duration is cut in half like I said it should.
Those are the biggest 3 problems solved while still allowing the rune to be useful.

2) if. and only IF it is given a cool down on the 6th ability. That cool down should not be more than 2 seconds. Assuming that it is combined with a duration nerf!
I would have it at 1 second in combination with a 5 second base confusion duration. Giving a 4 second window to stack 10 or more stacks of confusion for 4-1 second with interrupts

Reason?

Because a interrupt is not completely controlled by the person using perplexity. It is a combination of the targets actions and the users actions.
“Perplexity will not work if the target is not casting at the time of the cc. regardless how many cc’s the user uses on the target.”

Granted some specific class’s and specific builds have access to a lot cc. And that does give them a advantage. Though not as much as you have given them credit for.

a interrupt is entirely your fault if you are the one being interrupted Especially if more than once in 1-5 second period.

From what I have read and seen everyone is simply not trying to prevent themselves from being interrupted. Nor have even considered the idea that the confusion is in actuality directly related to how they are playing more so than their opponent. and just cast their spells one after another without thinking of the possibility that their skills may be interrupted.

There are many ways to prevent someone from interrupting you. Stability is the biggest and most obvious option.
However the most useful tool is knowing what to cast in a priority of hardest skills to interrupt to the easiest skills to interrupt. Depending on what you know about your opponent and his current and possible future actions regarding cc.

For a example when I fight a off hand pistol perplexity theif. And they spam the head shot (#4 skill.) , and interrupt me once. I don’t cast for a small period of time and tank their cc WITHOUT casting skills until they are done spamming their cc’s. And if I do use a skill during that time when I am being cc’ed or about to be cc’ed or the potential of being cc’ed. Those skill(s) are only insta casted skills or short-cast-time very-hard to interrupt skills.

Guess what? I don’t get interrupted a lot. Even with opponents that have a lot of cc(thief,engie,warrior, Mesmer) and that is simply from actually taking in to account what my opponent is doing instead of only what I am doing.
Granted I do sometimes get interrupted from instant cc or from a cc I did not see coming. However for the most part I am not interrupted from the very obvious cc’s.

In truth this rune rewards interrupts not cc. Granted more cc = more possible interrupts. But in actuality interrupts is simply = cc + opponent casting a interruptible skill.

how to nerf runes of perplexity

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Posted by: Chaos.3579

Chaos.3579

I think you guys are taking this the wrong way.

The rune is not the entire problem. Or even the biggest problem by itself.

It’s the specific class’s that have the skills and traits to abuse the 6th ability, and builds for those class’s that can have a lot of condition damage while still maintaining the ability to abuse the 6th ability more so than other class’s

However seeing as it’s very idiotic to try and balance all the class’s around the rune this gets very complicated. And by balance I of course mean balancing the amount of interrupts that class’s have. Which is very hard to do.

In actuality this rune shines only on a high condition damage build on a specific class than can interrupt moderately well.

It does not for a example shine spectacularly on a builds that is zerker. The reason for this is that the amount of damage from the confusion is not nearly as high as a condition damage build. And any decent amount of damage is only from a high amount of stacks. Which is the sole result of skilled play (depending on class of course)

The rune is very good. However
" not because of the amount of stacks. Because of the duration."
You can have 25 stacks of confusion. But if it lasts only tenth a second. It’s not very good now is it?
As of right now the specs of the rune are
3 stacks every 15 seconds for 10 seconds duration
And then a additional 5 stacks for each interrupt for 10 seconds duration
And a addition 30% condition duration. For a actual 13 second duration each.

Usually a average person using this skill with the right build on the right class can get around 5-8 stacks in a quick burst around the start of the fight. Then after than around 3 stacks every once in a while. Believe it or not. This amount of confusion is only decent on a full blown condition damage build. Anything other than that it is not noticeable. Unless the target Is spamming.

However because the duration Is so high it gives the user of the rune a window of 10 seconds To interrupt again and thus increase the stacks to around 13-15 stacks.

So essentially by nerfing the duration you will also be “reducing the window that a person can chain interrupts and still increase the amount of confusion stacks”

But also by nerfing the duration you will be " giving the person being attacked a shorter time of being reclined in skill use and essentially reduce the pressure that the confusion this rune inflicts with its duration."

So my answer to how the perplexity rune should be nerfed is:

To nerf the duration so it is around 5 seconds and replace the duration giving bonus’s with something else.

The reason is
1) to reduce the window in which the user can chain interrupts and those reduce the amount of burst damage than the rune can do if the #6 effect is abused

And
2) to allow the person being attacked a shorter time of being reclined in skill use and essentially elevate the pressure that the confusion this rune inflicts.

With this nerf. The rune will not be nearly as effective as it used to. But will still allow it to be viable for high condition damage, and high interrupting class’s.

However a lot of things need to be balanced with this rune being in the game. Particularly other confusion sources that class’s have AND their durations.

For a example Mesmer should have the same trait that warrior has only more stacks and a longer duration.

I would think that Mesmer should have far more duration in their confusion inflicting traits in order to allow Mesmer to be feared for its confusion duration more than any other class with perplexity. and not because it uses perplexity!!!!!

(edited by Chaos.3579)

[Merged] Think "Mounts" outside the box!

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Posted by: Chaos.3579

Chaos.3579

Then the benefits from making a waypoint will ne greatly diminished. Though it’s annoying to walk 15 min to get rolled over by a bus and go there using an other 15min, it’s the punishment for getting rolled because you failed to escape/see them comming. And 15min it’s because you made a huge detour chasing ennemy.

But I like the mounted fight part, bring in the JUNUNDU !!!!!!!!! They were awesome in gw1, I miss them…

Actually the wp s would not be greatly diminished. 33% is just swiftness really.
Anet can really go crazy here. Like racial mounts, unique class mounts, faction mounts,gem store mounts $$$.

Though the mounts would have to be very simplistic. And have limitations in its usage otherwise people will just constantly be running around with their mounts wherever they go.

Also I don’t c how mounted combat can be that much fun.

Idea for birthday present

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Posted by: Chaos.3579

Chaos.3579

I can’t see a thing wrong with that. Though I would rather anet make that a gem store item.

Colorblind friendly options? please?

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Posted by: Chaos.3579

Chaos.3579

+1 . Not colorblind. BUT I support you!!!!!!

Ascended armor: not locked behind crafting

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Posted by: Chaos.3579

Chaos.3579

Agreed. I’m no fan of crafting. I and perhaps the majority of players would like the option to approach ALL Acended gear from many different angles instead of being crammed in one direction regardless if we want to or not.

There should be many ways to obtain rank Accended gear
Fractals,laurals,guild commendations,crafting,trading post,random drop, ECT!

Offer a Subscription Option

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Posted by: Chaos.3579

Chaos.3579

I’m confused. What’s the point of the premium account? To get more gem items for a less amount of gold?
How does saving you money help the game?

And even if it was a equal amount of gems to money as the non premium accounts what would be the point? Why not just buy the gems without being forced to every month?

(edited by Chaos.3579)

I have an idea!

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Posted by: Chaos.3579

Chaos.3579

“………………………”

queue size and your place in it (wvw)

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Posted by: Chaos.3579

Chaos.3579

A nice little suggestion +1.
Would be a nice quality of life change.

Offer a Subscription Option

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Posted by: Chaos.3579

Chaos.3579

Put simply what you want is a “premium account”?
Or rather from the items you listed more things for less gems/gold/cash per month.

Not gonna happen.

If you want you can buy 240 dollars worth of gems. That’s a years worth of 15 a month subscriptions from a single game. Buy what you can with the gems. That’s all you should be able to get.

Wvw commander revamp suggestion

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Posted by: Chaos.3579

Chaos.3579

Reserved reserved reserved

Wvw commander revamp suggestion

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Posted by: Chaos.3579

Chaos.3579

So for a example if I am commanding.And I have green group,blue group, and pink group (oH YAAA). If I were to click on a camp. Then select “pink group take this objective”. Then everyone in the pink group would see the words "your commander has commanded you to take (camps name). Then there will be a little icon on everyone in pink groups map were the camp is located. In addition to this the commander will see on his or her HUD by pink groups name “taking (camps name)”

There can be a number of commands that could be implemented. Such as move to target location. Move to target and defend. The commander could see possible siege blueprints that the group has and request them to build something at a target location(can also be like a request in which they can decline.)

In addition to this there could be group leaders. Leaders that lead the groups with a very limited but detailed commands. The qualification to be the group leader may be directly related to wvw rank.or may be purchasable. They could have Commands that may be dependent on who is in their group and what they have equipped. By that I mean of course skills that are very hard to coordinate. So for example if there is a Warrior in my party. If they have the elite banner equipped I can request them to put down the banner to revive a Allie. What they will see on their HUD is some text and a small waypoint of were the banner should be placed.
Also a command to move the group to a specific location, target a group of enemies. Or perhaps they can request a specific field combo. So if there is a member in the party with that particular field or finisher. They will see the desired combo location with a HUD representation and will be able to follow through with the command with ease.

This will increase communication not in words but in actions. The commander will have the tools to be able to have the people under his or her command do things that he or she wants them to do. If not at a slightly limited degree.
And would have the information of each group so as to make intelligent decisions based on his or her resources and enemy location information.

There are many ways to fix the commander. My ideas I admit are very unrefined raw ideas. I am righting this very roughly so I apologize for any grammar or reading issues.

feel free to leave your own suggestions.

Comments?

(edited by Chaos.3579)

Wvw commander revamp suggestion

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Posted by: Chaos.3579

Chaos.3579

Ok first the reason for why players would want to be in a squad. That reason should be the same reason they are in wvw besides killing players. That reason is coin experience and most recently wvw rank points.

My suggestion is to make it so that everyone in a commanders squad will receive the same amount of coin, experience, and wvw rank when the squad captures something of value regardless if they are on the other side of the map.
For this reason people will not care if they are capturing a camp or a tower under the commanders direction when their fellow squad mates are taking so etching of bigger value. Because of this lack of needing to be were the zerg or commander is it will greatly reduce the Concentrated zerging if the commander wants to take multiple objectives at the same time.btw this goes hand in hand with the 2nd part of my suggestion

Ok the squad member limitation should be at max 25 players not including the commander. put simply " EXACLY enough players to make 5 groups of 5 not including the commander"

For the next part of my suggestion covering communication please bear with me.

In almost all real time strategy games when you are commanding more than 5 units(usually hundreds of units) you cannot click each individual unit and then give them a command. Its illogical considering the number of units. However you also cannot have it be very simplistic were you order ALL of the units under your command. Because then there would be only 1 strategy left :Zerging.

So the fix to this is of course a very simple one. It is used in every single aspect of true strategy. “Hierarchy”

By this i of course mean that for a example everyone in the squad is filtered in to a party of 5, and each party the commander has commands to issue to those groups.

These commands should be very simplistic just as they are in any real time stratagy game. Put simply what I would like the commands to look like. the commander
Cannot be in a party, and instead of were the party is usually located on his HUD there is instead the 1-5 party’s thats are under his or her control. By each party the commander can see the status of that party. Such as average health,supply and such. Clicking on a group would bring up a list of commands. The commander should be able to use these commands when using the minimal or the large map. also The commanders commands should be very noticeable to the groups via HUD waypoints/text messages) Every individual should be visible to the commander on the map. Each group being a different color so the commander can get a good idea were everyone under his or her control is.
Also enemy players should appear on the map when in close proximity to a individual. (I know this already happens. But it needs to be refined.) Also Appearing on the map of anyone in the group. Or squad. Thus giving the players, and commander a good idea of enemy locations. The enemies should still stay visible for a small duration when sighted unless they stealth.

(edited by Chaos.3579)

Wvw commander revamp suggestion

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Posted by: Chaos.3579

Chaos.3579

Before I tell you all my idea let us first see what commanding is currently, and see what problems that there are so we can focus on those specific problems to start off.

As of right now “commanding” in gw2 is very simple. A simplistic idea of simplistic commanding to be precise. The only tools given to a commander is
1) a big blue hat!!!
2) a chat command that allows the commander to see how much supply is on people in a very small aoe near the commander. (Useless because of how small it is)
3) a chat command that allows the commander to see how much supply people have that are in the commanders squad.(again useless because very few actually take the time to join the squad. Thus making the chat command pointless)

Ok from that allow me to draw the things that are broken and need to be fixed.

1) lack of communication :
because of the absolute lack of commanding tools available. the commander has to state in the chat EXACLY what he wants the people under his or her command what to do. This of corse does not work some of the time due to people not reading the chat. In addition if they actually do read the chat but the command is overly complex the zerg will not be able to achieve the desired goal because they do not have the communication or coordination to complete the command(such as field combos) for this reason effective communication is very limited.

2) zerg mentality is the only way:
due to the lack of tools available to the commander the people who are being commanded have absolutely no reason to not be near the commander. Also because there is no reason to split up the forces or even a restriction on the number of players that can be in the group it forces the group in to a zerg mentality. Were numbers are the only and best way to get things done. For this reason there are usually not more than 1 commander on the map were the pugs move to. like flies attracted to a flashlight. The most effective pug commanders are those with the biggest armies. Not the most tactically elite.

There are many more issues I am sure. More than I can count actually such as having 2 or more commanders may confuse the player of as to were a specific commander is.(can be solved with unique commander symbols(customizable like guild emblems?)
Anyway let’s tackle what should be done about commanders.

Let me tackle number 2 first. Put simply there should be a limitation on the number of people that can be in a squad. Then there should be a legitimate reason for players to want, and need to be in the squad. There are many ways to tackle these 2 problems however this is my simplistic suggestion

Dungeon path order to make gold?

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Posted by: Chaos.3579

Chaos.3579

Ok put simply I want to make gold via dungeons. I am putting this in the mesmer forum because that is the class I intend to play while using this strategy in order to make gold. So keep that in mind when regarding what class’s are best for the dungeon runs group in addition to the mesmer(I would think 4 berserker wars)

Now I would like to say that I have been running cof path 1 farms….for a while now. And I would like to change my farming stratagy in order to obtain more gold in a faster time period.

Anyway what I want to know is what dungeon paths of all the dungeons are the fastest to complete. Assuming you have a good speed run dps group.

I know that all dungeons will give 1 gold at least. And at most 4 gold(arah) for some. Knowing that, what is the best choice of paths to make the most amount of gold in the least amount of time?

It can be any number or combinations of paths. The entire point is to get as much gold in the least amount of time. As a restriction though I would set a time limit at 1 hour. Which is a reasonable farming period for most.

Anyone know anything showing the statistics of this also?

(edited by Chaos.3579)

Mantra's still horrible.

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Posted by: Chaos.3579

Chaos.3579

I am actually disappointed with the mantra of concentration actually. Ya 2 secounds of stability is ok and all…but other class’s can do it much better than us. Longer duration,bigger aoe,other boons and such.

What I think they should do is make the skill break allies out of stuns, launches,cc’s. That way it’s not a stability only support. But a anti stun support.
The stability by itself with that low of a duration is pointless. You are not going to get that on a ally in time to stop a cc. But a ability to break allies close enough to you out of the cc. That’s support.

Would be a unique and interesting support that the Mesmer could have.

Need help picking a main

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Posted by: Chaos.3579

Chaos.3579

Do you need help picking a main or what? O.o

I cant really tell.

Lol it seams the original poster of the thread deleted his post……….

Really short story. "Mesmer focus pull"

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Posted by: Chaos.3579

Chaos.3579

A lone Mesmer walks alone in the chaotic radiance of the night. Only slightly visible because of the small amount of light the stars were wiling to give to the world in absence of the sun. Walking ever so casually along the edge of a cliff so far behind enemy lines with eyes unopened. Being bored The Mesmer thinks back to how he got so far in to the enemy’s lines. He only recalls a few skirmishes. All of which numbers was not on his side because he always fights alone, and yet the fights always ended with him being the victor without so much as a scratch or a drop of blood staining him. Having danced from one opponent to the next slaughtering with such grace and effortlessness that if a audience had been watching they would have thought they were watching a dance and show rather than a actual battle where death and gore thrive. The Mesmer being more bored at recalling the uninteresting past fights stops to think. Then as the Mesmer was debating with himself what would be the most fun thing to do at the current moment. Senses vibrations in the ground as five targets running in his direction.
The Mesmer although soon to be surrounded is not surprised or scared. But rather bored. He yawns thinking “I hope these few can interest me more than the others could”. Then coming to the conclusion that they could not a idea occurs to him. Slightly smiling and at the same time scratches a line perpendicular to the cliff. The line hums with energy but not much for the enemies to pay much attention to. The mesmer hides his smile before the enemies get too close to see it, and creates a empty emotionless face. Small pebbles grind in the sand as the opponents charge. Suddenly the Mesmer senses the aura of 5 opponents and deduces their location. The rough aura of a hammer warrior on the far right. The sense of azure judgment of a hammer guardian on the far left. The sweet smell of death and decay, and a slimy yet unmistakable green aura of a duel dagger necromancer taking up the middle. with the sense of earth life and animal aura of a great-sword ranger and a dark smoke aura of a sword dagger thief on either side of the necromancer. Just as the enemies are but 20 feet away from the Mesmer The warrior and guardian leap in the air so as to trap the Mesmer from both sides With their bulk.The theif and ranger move slightly more to the left and right of the necromancer so as to give themselves room to swing their weapons, while the necro begins casting a spell that envelopes his weapons in green and black energy. Just when you think the mesmer is about to be smashed slashed and gored by the 5 other enemies. The mesmer simply and effortlessly takes a small step to the left so he stands between the necro and the ranger. Then (Swoosh) the 5 enemies are pulled off their feet and thrown toward the edge of the cliff like puppets yanked by their strings. The mesmer after moving to the left passes effortlessly between the necro and ranger. Both of whom were caught off guard and unable to swing their weapons toward the mesmer. The necromancer spell was interrupted(black and green smoke drifting away by the wind),and the rangers great-sword was lifted above and to the left of his head, pushed even more back away from the mesmer because of the force of the pull. The enemies battle cries turns to screams of fear as they fly past the edge of the cliff, and fall to their deaths

The mesmer. eyes having not even been opened before or during the enemies charge still closed. Listens closely to the wind. Still listening to their screams Almost 10 seconds goes by……then the unmistakable CRUNCH!!!!…4 more sounds of bodies smashing in to whatever lies at bottom of the cliff follow. Each a half second behind the last. The warriors and guardians smashing in the the ground was the loudest due to the heavy plate armor. The ranger and theif was slightly muffled but still recognizable. The last one was a laud and gruesome SPLAT!!! No doubt the sound of the necro wearing nothing but cloth slamming and splitting in every direction as he smashed in to the ground like a rotten tomato. Each of their screams stopping just as their respective bodies hit the ground.

A half smile forming on his lips. The Mesmer walks away, and opens his eyes to show silver irises that glow bright as the moon in the middle of the night.

(edited by Chaos.3579)

New to Mesmer PVE GS?

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Posted by: Chaos.3579

Chaos.3579

I would advise on a great-sword,sword,focus(traited) type build. Focus to counter most ranged mobs and sword to combo with.
I could talk for weeks on end about cool combinations with sword focus but I’m not going to.

Anyway I would advise on a 20-20-0-20 set up at least. For the great-sword trait,focus trait,sword trait,and deceptive evasion trait(amazing)

Also are you 80 right now? If not I would start training domination, then move in to dueling, and then in to inspiration.

Also do you want to be phantasm or shatter?
Phantasm is good in sustained dps when fighting a boss that does not do a lot of aoe. But other than that shatter is far better for the burst damage, and non single target aoe(can use focus pull to clump groups of mobs together, then combo with sword leap/swap to keep them there. Then blurred frenzy leading in to a mind wrack=they all dead) .
If you want phantasm get the illusions do 15 more damage trait. If shatter get the mind wrack does 20% more damage trait.

Can also put 5 of the extra 10 trait points in say inspiration for the other illusions inflict 15% extra damage trait. Other than that it’s up to you

Anyway that’s my advice. good luck in pve out there

Is Mesmer good atm ?

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Posted by: Chaos.3579

Chaos.3579

I would not say that it is the best is some areas. Though it most certainly is up there

Idea about shatering

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Posted by: Chaos.3579

Chaos.3579

The trick with shattering in combo with a phantasm is to try and keep your dps up.
That being said you should try and remember how long ago your phantasms last attacked and how much time it will be before they attack again. That way if you are patient you can wait a little bit for say a berserker to hit another 3-5k before shattering him for another 1-3k per illusion.

In some cases it is actually best to not shatter. Such as when fighting a boss that does not do much aoe. But if there is aoe try and shatter them before they die so as to get as much out of it as possible.

Also if say you have say 1 phantasm out and yet the skill to summon that phantasm off cool down. It may be better to not use that skill immediately. Instead shatter using my first tip. Then summon the phantasm. This way you can deal a good burst while still keeping your opponent pressures and keep good sustained dps with your phantasm.

As for your idea…….nope not a chance. Mainly for phantasm balancing reasons.

(edited by Chaos.3579)

Little annoyances that you'd like changed

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Posted by: Chaos.3579

Chaos.3579

Portal Entry/Exit:
I would like to see a skill icon notification when you get out of range for placing the exit. There are existing indicators for other skills when target is out of range (red bar at bottom of icon). I would like the red bar to appear at the bottom of the portal icon when I go beyond range.

THIS WE NEED THIS!!

It’s been brought up before….but regardless

WE NEED THIS!!!!!!!

+1+1+1+1+infinity

Little annoyances that you'd like changed

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Posted by: Chaos.3579

Chaos.3579

Focus 4 should stack swiftness, just like every other swiftness in the game except Focus 4

That, and a little buff to the skill. I really hate how when not traited this skill is pretty much useless besides the pull and swiftness.

Maybe having it give fury to allies and weekness to enemies?

Would be fair because you have to walk in to it.

iWarden: option to be ground targeted?

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Posted by: Chaos.3579

Chaos.3579

Ya I would very much like the ability to target were the phantasm spawns. Would add a little more strategy to the skill.

Decoy/MI --> Revealed

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Posted by: Chaos.3579

Chaos.3579

The most common situation that causes this is when you initiate a shatter then stealth. Shatter hits them and you out of stealth. Any other explanation?

Small thanks for the new Phantasm look :D

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Posted by: Chaos.3579

Chaos.3579

Ya the phantasms are not loading some of their textures. So they look like the clones.
Still it’s not that hard to distinguish from a clone with their mist weapons and their attacks.

Though it’s still annoying T.T

[Help Wanted] Need Mesmers/Advice For Story

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Posted by: Chaos.3579

Chaos.3579

But really here’s a situation for you.
1 mesmer, 5 enemies. A hammer warrior, hammer guardian,greatsword ranger, sword and dagger theif, and a dagger dagger necro.
Mesmer is at the end of a cliff. The 5 enemies charge. The mesmer although surrounded is not surprised or scared. Rather bored(yawns). The hammer warrior and guardian charge from the far left and the right. The necro taking up the middle with the ranger and theif on either side of him. The warrior and guardian leap in the air so as to smash both sides of the mesmer. The theif and ranger move slightly to the left and right so as to give themselves room to swing their weapons, while the necro begins casing a spell that envelopes his weapons in green and black energy. Just when you think the mesmer is about to be smashed slashed and gored by the 5 other enemies. The mesmer simply and effortlessly takes a small step to the left so he stands between the necro and the ranger. Then (Swoosh) the 5 enemies are pulled toward the cliff like puppets yanked by their strings. The mesmer after moving to the left passes effortlessly between the necro and ranger. Both of whom were caught off guard and unable to swing their weapons toward the mesmer mid air because the necro’s spell was interrupted(black and green smoke drifting away by the wind),and the rangers greatsword was lifted above and to the left of his head, pushed even more back away from the mesmer because of the force of the pull. The enemies battle cries turns to screams of fear as they fall to their deaths

The mesmer. eyes having not even been opened before or during the enemies charge still closed. Listens closely to the wind. Still listening to their screams Almost 10 seconds goes by……then the unmistakable CRUNCH!!!!…4 more sounds of bodies smashing in to whatever lies at bottom of the cliff followed. Each a half second behind the last. The warriors and guardians heavy armor smashing in the the ground was the loudest due to the armor. The ranger and theif was slightly muffled but still recognizable. The last one was a laud and gruesome SPLAT!!! No doubt the sound of the necro wearing nothing but cloth slamming and splitting in every direction as he smashed in to the ground like a tomato. Each of their screams stopping just as their respective bodies hit the ground.

A half smile forming on his lips. The Mesmer walks away, and opens his eyes to show silver irises that glow bright as the moon in the middle of the night.

This is a actual situation that happened to me btw. Mesmer focus pull is amazing

I was the mesmer

Btw I’m a horrors fanatic. Hope you don’t mind

(edited by Chaos.3579)

[Help Wanted] Need Mesmers/Advice For Story

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Posted by: Chaos.3579

Chaos.3579

You could add some humor with say a mesmer using a glamor skill. Then after the skill is over the enemy’s armor caught in it would change to pink and sparkly.
:3

How to keep your phantasms alive?

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Posted by: Chaos.3579

Chaos.3579

I posted something about this. Phantasms are not completely reliable for the whole duration of a fight if it is in a highly enemy aoe situation.

My trick is not to get out all 3 of them. If you are running offhand sword and pistol then summon both of them then when the skills are recharged wait until one of the phantasms die. Then use the recharged phantasm skills so as to keep at least 2 phantasms up at one time.

You can waste most your utility on signet of illusions and defender…but really it’s not worth it.

need help with trait choice

in Mesmer

Posted by: Chaos.3579

Chaos.3579

I am very confused looking at your build. You seam to want to grab everything that the mesmer can have(mantras, phantasm, shatter, running speed…

Can u link your build so I can get a better look at it?
Here use this site http://gw2skills.net/editor/?fgAQBAA-TgAg0CnI4SxljLDXSuscB
Make the build then get the quick link at the bottom then post it.

Btw what EXACLY do you want your build to do? You seam to want a shatter mantra healing build with the idea of restorative mantras, and restoritive illusions( inspiration trait).
What is your style shatter,phantasm, shantasm? Condition,dps,tank,support?

Power GS PvE specc

in Mesmer

Posted by: Chaos.3579

Chaos.3579

My advice was to go 20 20 0 20 at least when using a greatsword sword focus.
20 in Dom for the greatsword trait
20 in dueling for the sharper images 1h sword trait(if you so wish) and clone on dodge trait(amazing, though if going full phantasm is not a good idea)
And at least 20 in inspiration for the focus trait(amazing. Kills most projectile using mob/player build)

After spending those 60 traits you should have 10 points left to do with as you please. You can go mantra, or Interruption, or full phantasm, or even a little in to confusion shatter.

As for my suggestion on phantasm vs shatter I find that in pve currently phantasms die far too fast in large enemy aoe conflicts. Mainly involving dungeons world events(which most will get buffed in the future, and boss’s. As of currently going full phantasm although would be viable, would not be as viable as having a small portion shatter so as to keep the dps up when you see that your phantasms are about to die.

Also keep in mind my advice is revolving around the 3 weapons the person is using greatsword sword focus.

(edited by Chaos.3579)

(Fight Story) Guardian vs Mesmer

in Community Creations

Posted by: Chaos.3579

Chaos.3579

Brilliant fight my friend. Your words kept me at the edge of my seat or the most part of the story. I give you a 10/10.

The ending is not that surprising though. I mean who can hope to beat the master of existence and non existent.

Btw……you must……..wright……..more

Mesmers are fun (Future picture inside :D )

in Mesmer

Posted by: Chaos.3579

Chaos.3579

My mesmer’s name is Sunflower Swordsman Although it’s in Japanese, I sorely hope that I got the translation somewhat correct.

So your Japanese ?. Welcome young butterfly…….to the pink side…….

Little annoyances that you'd like changed

in Mesmer

Posted by: Chaos.3579

Chaos.3579

I’d like iWarden to walk to his target if and when he gets knocked back and/or his target moves to attack something else.

I’d also like iDisenchanter to not spawn at the most awkward places and instead spawn like the other ranged phantasms (iWarlock, iDuelist and iMage) next to you.

Mantras. How to get started on mantras… Well if anything I’d like mantras to be refilled (or have the option to be recharged) if you’ve already used 1 charge and are out of combat.

Oh, and it’d be awesome if staff clones’ attacks actually bounced all the time. Would make iElasticity much more valuable.

I warden is not made for damage. It’s made for projectlies protection/reflects(with trait)

The ability to control were they spawn and use their first attack would be nice though.

Little annoyances that you'd like changed

in Mesmer

Posted by: Chaos.3579

Chaos.3579

….Santa
I would like a dog for cristmas

Crap it’s not December…..
WHYYYYYYYY.

Oh wait…
…..jack the pumpkin king
I want a undead princess unicorn dog for Halloween

Mesmers are fun (Future picture inside :D )

in Mesmer

Posted by: Chaos.3579

Chaos.3579

Welcome young Jedi ……..to the pink side

MUAHAHAHA

-gandalf

http://cheezburger.com/6378445824

Power GS PvE specc

in Mesmer

Posted by: Chaos.3579

Chaos.3579

That is some of the worst advice I have ever read.

Why should you get a mind wrack damage trait when running a phantasm build? Why go 20 in inspiration when five more points gives you 15%+ phantasm damage? Why use mass invisibility or decoy in PvE like… ever?

OP, if your girlfriend insists on using greatsword + sword/focus, just roll 20/20/0/30/0 with empowered illusions and greatsword training in domination, phantasmal fury and blade training in dueling and warden’s feedback, glamour mastery and whatever that skill is that gives phantasms extra HP.

I see you did not read my post correctly. I said to at least go 20 20 0 20. Then I stated the traits that she should use for pve. Which if you don’t know when using a phantasm spec does not go so great with the aoe’s and such. My advice was sound. The build I suggested was shantasm. Shatter and phantasm. Which if you don’t know is the best way to maximize damage in pve situations without the use of conditions.

Going full phantasm is not completely viable yet. At least until they increase the hit points that pets have like arena net said they would. But even then it’s not nearly as good as having some shatter damage instead of going all out phantasms

Power GS PvE specc

in Mesmer

Posted by: Chaos.3579

Chaos.3579

so your girl friend runs sword focus great sword right? what are her traited and utility and what does she want to do in the party?

i would suggest if using those weapons to run a 20 20 0 20 10 spec. or something like that.
put at least 20 in domination,the precision tree, and inspiration.
get the mindwrack damage and greatsword trait in dom. the sword and clone on dodge trait from the precision line, and the focus (reflects) trait from inspiration.
for pve the 5 in illusions (confusion) does not really help. well it can but not unless you get 10 stacks on them.

anyway with those traits i suggested you should be able to do good dps with great sword and help your teammates out ith the focus reflects(amazing) also all of your skills should be 20% increased recharge rate.
as for close melee combat. use leap swap and blurred frenzy(simple tactic) to get a little dps in there. if you go a little in to shatter try and shatter along with it for some good burst.

as for utility use either feast(why anything else?) and null field (removes boons and conditions, and its a ethereal field. combo with leap and swap for chaos armor 3s)
as for the rest of the utility it really depends on what your team wants/needs. i always run blink decoy and mass inv. but i ill switch out for portal feedback and really whatever my team needs at the time

(edited by Chaos.3579)

Two Handed Weapon Sigils

in PvP

Posted by: Chaos.3579

Chaos.3579

Crafting aside two handed weapons should have 2 sigils so as to equal the utility of sigils that the duel wielding 1 handed weapons have.

Though if two handed weapons should have 2 sigils aside. I can’t help help but wonder how they would implement it. I mean you cant just drag and drop the sigil on the weapon if both the slots are already taken. Maybe there would be a little pop up saying which sigil you want to be replaced then another asking if you are sure you want to do that. Maybe that can be easily done without much risk of bugs and interface issues. But hay I’m not a game designer.

Remodel Deathwish please!

in Suggestions

Posted by: Chaos.3579

Chaos.3579

….plus 1. Very crapy skin. Needs a change….though I don’t think this will hit the top of the things anet needs to do list

Existing weapons for other classes poll.

in Guild Wars 2 Discussion

Posted by: Chaos.3579

Chaos.3579

Btw. There should be a set rules for the type of weapons for each class.
For example
Ranger :no fire arms. Guns do not fit the natures hunter.

Warrior . No magical weapons……..I said staff. But only as a melee weapon.

Existing weapons for other classes poll.

in Guild Wars 2 Discussion

Posted by: Chaos.3579

Chaos.3579

Lol. Very nice. Ok. Here is my list
Ele. Greatsword

Mesmer. short bow, longbow, hammer, mainhand pistol, duel daggers,

Theif. Longbow

Engineer. Longbow(compact high teck)

Ranger. Hammer

Guardian. Longbow

Warrior. Staff (monkey king style mele weapon )

What Guild Wars 2 need

in Suggestions

Posted by: Chaos.3579

Chaos.3579

Agreed. There is no need for a new lvl cap. There is nothing to gain from it but grind. Meaningless grind

Weapon skill swap will satisfy many players

in Suggestions

Posted by: Chaos.3579

Chaos.3579

This would be very difficult to balance.

Actually that totally depends on how they implement it.

What this would really do however is give multiple play styles to every weapon. As well as give builds and players way more complexity and style.

What Eternity Should Look Like

in Suggestions

Posted by: Chaos.3579

Chaos.3579

Very nice art work. Love the combination of the night and day sky with day at the tip and night at the base. Very nice.
However I don’t like the purple. Maybe a combination of white and black with stars and clouds and the sun and the moon?

Over all nice idea and nice piece of art. Personally I think that will all legendaries they should add some customization features effecting the skin. That way everyone can change and tweak their legendaries to fit there style.
I myself am working for twilight(just need dusk and world c now ) and I would very much like some improvements to my legendary waiting for me when I finish it

mystic gathering items

in Suggestions

Posted by: Chaos.3579

Chaos.3579

not saying its a bad idea but there already was a unlimited mining pick avaiable in the gemstore a while ago. also i believe you can buy “250 charges” gathering tools at the laurel vendor.

True there was a unlimited mining pick…….but there is not one now. Some people did not get 1(like me T.T )

Also those laurel mining picks are not oricalcum . Soooooo……ya

Toughness is pointless...

in Suggestions

Posted by: Chaos.3579

Chaos.3579

……what. Toughness and vitality Are a very important part of combat in almost every situation of this game(but insta kill mechanics). Especially pvp!!!!!!!!

Push notifications of when your friends are ingame

in Suggestions

Posted by: Chaos.3579

Chaos.3579

This feature would be nice. Among other things. I would personally like it if they when in to more detail on the friends tab in contacts. Like add new areas to create and manage. I don’t like having everyone classified as friend. When in actuality all I want is to keep in contact with them.

Over all great idea. Being notified that someone has logged on would be a great way to tie the community and friends closer.

Let us choose our side?

in Suggestions

Posted by: Chaos.3579

Chaos.3579

I can c this happening actually. It would make some great personal story content. Like choosing to taking the side of your races counterpart, and from there more branches of story line and content.

Though it will be pretty hard balancing it with living story content.

Gem exchange for real money

in Suggestions

Posted by: Chaos.3579

Chaos.3579

This idea is old and over used. Its in many books and a couple old movies I have seen (Avalon, gun gale online)

Although it is theoretically possible for this to happen. The company that controls the currency has to be extremely wealthy and politically powerful. Seeing as both those cases are not even close to reality with arena net. Forget it.
Also to have the in game currency like that would leak money Away from arena net.

arena-net is low on funds as it is. and I don’t want to wait very long for my dlc’s

ANd I sure as hell don’t want the game to crash in financial crisis. I mean what else would we do with our time

:D

(edited by Chaos.3579)