If you had any idea how protective Nintendo is of its mascot, you wouldn’t say that so lightly.
As a mesmer that hangs with a WvW guild full of mesmers, I can tell you that what you’re seeing are often demoralizing tactics. Portals can only transport 20 people, however, sometimes we coordinate spawning clones immediately after exiting, making it look like our zerg is a lot bigger. Timewarp only affects 5 people, however, organized mesmers can rotate using it on 5 high dps characters. When done on Omega Golems, even reinforced walls can crumble in 30 to 45 seconds. Keeps can be taken in less time than supply depots.
However, these tactics have flaws. I won’t tell you what they are because that would hurt my guild but I will tell you that they require a LOT of coordination! So not, these abilities aren’t overpowered. They are simply being used to their fullest potential.
I’ve successfully defended Hodgins with a mesmer today. The trick I used is to gain aggro quickly and dance around while keeping my distance from Hodgins. Illusions are great for distractions as I can easily switch targets, spawn one and just move onto the next. When gravelings defeat my clones, they immediately target me next. Blink and phase retreat insure that they rarely get close enough to do damage. I also had a sword/focus as backup. Blurred Frenzy is a great panic button when you run out of teleports and dodges, mostly because it recharges fast. Temporal Curtain is a godsend for pulling adds off Hodgins without getting close.
I posted an entirely different idea for more unique ones this morning. (https://forum-en.gw2archive.eu/forum/game/suggestions/Create-your-own-Legendary/first#post1630630) But I get the feeling that people are starting to care less and less about legendaries because it only had one response.
I can’t recall the specific post but Anet has already stated they won’t allow us to craft the precursors.
More weapons and skills will come soon enough. My guess is they’ll drop a bucketload with the first paid expansion. As much as I want new toys to play with, I prefer they fix the skills we already have first. No sense in building a second story to a house that has an unstable foundation.
As an amateur programmer, I can say that half the coding is already there. It’s the same principal as crafting weapons cranked to 11. Even then, you’re right, it will require a lot more coding and debugging but even if I had to write every line personally, I’m willing to say that it would be worth it. Naming would be a small problem. It’s easy to say that the names have to pass the same checks and balances as character names but I know someone’s going to create things like “The Wifebeater” just to see if it makes it through screening. A slap on the wrist and the ability to rename your weapon will easily solve that.
As for uniques, I would say everything is fair game. The more skins and effects you can include, the better. Twilight, for instance, could start out as the basic greatsword with a very stylish handle. The Nightsky blade effect would be the “glow” and the paintbrush trailing effect would be the aura.
I’m not talking about giving the devs suggestions. I mean there should be a lot of basic pieces that players can put together to create their own, unique legendary.
Let’s say I want a staff that has a mesmer’s shatter as a particle effect, a glowing core, small Chaos Storms as footsteps, rampager stats and a Sigil of Earth.
First I would have to find or create an exotic staff with the stats and sigil I want. This could be any staff as long as it is a level 80 exotic so it would cut down on the problem with precursors.
Next, because I want the staff’s base to glow, I would create the Gift of Light. At this point I can place both in the mystic forge and immediately get a glowing staff. Why immediately? Because that promotes progression by setting a visual achievement, instead of storing all the pieces in the bank while waiting to create the final product.
Going for the particle effect next, I would have to create the “Aura of the Mesmer”. Let’s say this requires 100 Superior Runes of the Mesmer, 100 Icy Runestones, 250 Globs of Ectoplasm and 50 jugs of Liquid Karma (100 may be too much with how slow present methods of collecting jugs are). To create it, I also need the recipe and max Artificer. Again, using the mystic forge, this can be directly infused with the staff I already have to apply the effect.
To gain the footsteps and energy trail (that either follows projectiles or melee swings) I would create the, “Path of Discord”. This would require 250 Asacalonian Tears, Deadly Blooms, Knowledge Crystals and Shards of Zhaitan each. In my opinion, dungeon tokens work best because they say, “I’ve been through this place and survived,” and they are already account bound so they have to be obtained personally. Toss them all in the mystic forge and combine the result with the staff and now I have the look of my legendary.
From here on I can choose to stop and enjoy a very awe-inspiring exotic or I can continue on and boost its stats to ascended level. In order to go on, I would need the Gift of Fortune (which would add an infusion slot) and the Gift of Mastery (which would up the stats to ascended level). Why go on? Because, in my opinion, legendaries should be the only weapons capable of having both fusion and sigil slots because of all the work needed to get that far.
The beauty of this system is legendaries will be more unique because they are based on pieces collected because of personal preferences. It’s potentially a lot less work on the developers’ part because they don’t have to come up with entire weapon concepts, just parts. Also, if I ever decide to change my mind at any time, I can take the weapon to the mystic forge with 250 Mystic Forge Salvage kits and get the basic components back. In my example, this will leave me with the staff, Gift of Light, Aura of the Mesmer and Path of Discord. If I stopped at exotic then the components are exotic. If I went on to legendary, the components will be ascended.
Naturally all components would be account bound. The final weapon would be soulbound but this wouldn’t matter because it can be broken down into account bound pieces and reforged to be used by a different toon.
As for the legendaries already on the market, this system would allow them to be broken down for their base components too so they wouldn’t lose their initial value. if such a system were to be implemented, I predict they the originals would vastly drop in value because people would want weapons tailor-made for their toons instead of prefabricated ones. In that sense, they would only be worth the sum of their parts.
You will notice I didn’t touch on naming conventions. At present, I don’t have any ideas for this, except, when you get to legendary status, I feel there should be an option to create a name for the weapon. This would further personalize it.
What do you guys think?
I’m all in for this too! I have items with cool names but lackluster stats that I would love to wear in place of the statistically better items I already have. I don’t mind spending fine transmutation stones to do it too.
I think there already will be a difference. While ascended trinkets are clearly stronger, I seriously doubt ascended weapons and armor will be. The reason is, if the trend continues, ascended armor and weapons won’t be able to take runes or sigils and they will lose out on a lot of versatility provided by such. I can’t speak for others but I’m not sure if a marginal stat increase is worth losing that capability.
Now if the devs really wanted to screw with people heads, they could add set functionality to seals. I also believe that ascended gear should be craftable, at least in part by players. If nothing else, being able to upgrade exotic items to ascended would go a long way to promoting versatility in obtaining it.
Tarnished Coast is the player-designated server for open cathedrals. if you are likely to find the entrance to Arah available there.
As Harbinger starter earlier, Confuse could prevent enemies from entering nearby gates. I’d also add that it should allow enemy aoes to damage their own structures.
Poison should apply “Corrosion” to structures, giving the same damage ticks but also lowering the effectiveness of repair.
Chill could apply “Brittle” which would scale the damage from critical hits.
Bleed could cause “Fracture” which would scale the damage from normal hits.
Cripple, Fear and Immobilize could cause their respective conditions to enemies within a certain radius of the structure.
Vulnerability would scale condition damage.
Weakness would scale condition durations.
Burn would just do what’s written on the tin.
Naturally WvW structures would have to be made stronger to compensate but I think it would be interesting to add different upgrade options that would negate some conditions. The thing is, you can’t negate all of them at once so you have to choose wisely.
Definitely staff! The auto attack scales decently with power and bounces. It also causes burning and the clnes use the same auto-attack. Traited with shaper images, the clones will cause bleeding on every crit as well. Then you can toss in the superior sigil of earth so 60% of your crits cause bleeding too. Greatswords work well too for the same reasons, though they benefit more from the power than condition damage.
I actually prefer rampager over berzerker because I use staff clones a lot and it provides a decent middle ground. If they are allowed to live, they do decent condition damage. If not, I can easily go shatter crazy and still pump out the same damage numbers.
If that happened continuously for 10 seconds with every clone getting the blink animation during every swap to further confuse opponents, then HELL YES!!! I think it would need a bit more spice though, like hitting any of them them during the time limit would cause one stack of confusion.
Something I’ve been scratching my head about since September. It’s obvious that Heavy armor has higher defensive stats than light and medium but counterbalance exists to make the other armors on par with heavy? I heard lighter armor wearers had either more endurance or it regenerated faster. If that’s so, why was it taken out?
My biggest grievance is heavy armor for females. Yes, it’s practical and that’s cool but they lack elegance. I want a battle dress, something similar to this:
http://24.media.tumblr.com/tumblr_ma565qlFDE1qz7x00o1_500.jpg
Put that in the game and you can pretty much name your price.
@OP If you’re fighting a mesmer that uses the staff mostly, does little physical damage and teleports a lot, they most likely have a rabid build. They won’t be brought down easily by physical attacks because of their high toughness. You have to stack conditions with your attacks. Toughness won’t do jack against condition damage and mesmers don’t have a lot of condition clear skills. The ones we do have, however, are deadly in the right situations. Null Field pulses condition removal but will also remove your boons if you stand in it. Acrane Thievery will swap 3 of a memser’s conditions with their opponent’s boons. Those are the two big ones you have to worry about.
In my opinion, as soon as they allowed legendaries to be bought on the trading post, they lost most of their prestige. Sure the “they’re so pretty” part is still there but the hard work and determination aspect can no longer be assumed.
I’m personally going for exotic weapons now. It’s a lot easier on the wallet and some still have the same wow factor because so many people don’t seem to know how many exotics exists.
You’ll notice that T4 and I believe T3 items sell more than T5. This is because not as many people mid-level zones anymore. Ironically crafting has become more popular for leveling than exploring but still needs these same mats. That’s my theory as to why the prices for them are higher.
In my opinion, you should sell them on the trading post or hang onto them for easy crafting dailies and monthlies.
First things first. Every choice made by the player should matter. Even if they are only small changes, they should be constant and consistent small changes. If I chose nobility and regretting to join the circus then I expect to go through the circus story with whomever my best friend is, have at least one circus member and the bbf follow me in joining the Priory and then have both and my Priory mentor be my personal guards while working for the Pact. My choices from then on could get one or all of them killed.
With that said, there needs to be a lot less deaths around the Orr story arcs. Characters die off so quickly that players don’t even care about them. However, if they have been with you for a while then there will be a lot more emotional investment.
Personality should effect how our characters speak during the storyline. If we choose to be charming then every like should have some level of charm. Even if the npcs will pretty much say the same thing, they should react in different ways to at least give the impression that the choice mattered. In fact, I feel that would be the most cost effective way to go about it. You still go from point a to b but you get to choose if it’s a smooth, bumpy or uphill ride.
Trahearne needs to be revamped completely. I feel he should be killed off early in the Orr story and with his own sword. Though this would make many players happy, it’s not out of spite. Instead, he will then buried but during his funeral, it’ll be revealed that he used the sword’s power and the fact that he’s sylvari to plant himself and become a sort of “Pale Sapling”. From then on he could use his necromancer abilities to tract the risen movements while talking to the player character in an incorporeal form. In this way, he would easily be the most logical choice to lead the pact but it would make sense to have the player do all the “heavy lifting” as he wouldn’t be able to do anything physically.
I also feel that, for someone whom spent most of their life studying Orr and the risen, he should well-versed in most of Zhaitan’s abilities instead of just finding out as the player does. He also need a serious personality change. If he’s going to lead the pact, he needs to be more charismatic. I personally would lean more towards Lelouch from Code: Geass. Something less boyscout and more pragmatic would fit his physical appearance.
Finally, there absolutely needs to be some interaction with Zhaitan before the final battle. Going with the earlier instance, I would give the same character a chance to talk to the dragon. When they are summarily telling Zhaitan that he is evil, he could reply with, “So are you humans evil for chasing inferior creatures out of the hills and forests you built Divinity’s Reach on? Are necromancers evil for using the parts of their slain enemies to make servants? Is your precious Priory evil for confiscating ancient, mystical artifacts from past civilizations to power their present mechanizations? Or do you all simply deem me ‘evil’ because I’m doing it to you? Oh, and in case you haven’t noticed, I was here long before any of your races even existed so it is YOU that are intruding on MY home!” Basically players should see things from the dragon’s perspective instead of them just being an anonymous big bad that they have to be because it is righteous and just.
The story also needs a grandiose reward for completing it. I personally say there should be 2 “Gifts of Lore” that can be used to purchase any named exotic that can’t be forged. Yes, this should include precursors. This gives everyone a fair chance to get any weapon they want. They just have to go through the entire story to get it and can only do so once on any character they create. I consider that more than fair. If you’re wondering why 2 gifts, it’s because many classes can swap weapons and every class has at least one different underwater weapon. One isn’t enough to cover all of that.
The best way to fight a thief is to play a thief. Sure people here can give you suggestions but nothing beats first-hand experience. Learn their moves. Learn the cooldowns. Learn the traits. Read the thief forums to see what the most popular strategies are and, more importantly, why people use them. Then you go back on your mesmer and do what mesmers do best: mindscrew the hell out of your opponents!
Winds of Chaos scales pretty well in damage when your character uses it. It helps for phantasms too. For the clones, it makes little to no difference. If you are going to go this way, I would suggest rampager equipment. It almost feels tailor-made for mesmers that go Staff/Sword-focus.
I actually found something strange with this setup and I’m not sure if it’s a fluke or the product of my play style. I find that, when downscaled, I can kill enemies faster with the staff than the sword-focus. The difference is about 2 seconds at most but it did give me reason to pause. I’ll have to test it out on higher level enemies to see if that’s true all around.
GS already has a whirl finisher (once this is fixed), also giving it a blast finisher (AoE chaos armor for most people) would indeed make it op.
Considering that you’re rooted, have to aim and everyone you want to give chaos armor to has to be in an ethereal field, I don’t see how it would be overpowered. Even if it was, how it is more powerfeul than an ele whom can simply trait themselves to give their auras to teammates with the press of one button. They don’t even have to be rooted for that.
Nights can’t be darker because players need to see what they are doing. The only time the game allows for darker settings is for when the limited visibility is intended to make things more challenging.
There is a trait that causes all mantras to heal when first chanted. You want to look into that. I can’t speak for the offhand sword but I can say that the mainhand one and the focus slowly grew on me. Staggering feedback and iWarden can guarantee a lot of reflections, especially against npc mobs. it also stacks a lot of bleeds when you are traited with sharper images. Some creatures never move and if you can get 3 of them out, you’ll easily get 25 stacks of bleed going. They are vulnerable to melee attacks though and they very rarely move so you need to be weary of that.
Temporal Curtain is our only way of getting swiftness without the use of runes. Given that it is also a pull if you activate it again, it can have some interesting uses. Just don’t expect much out of it in dungeons. Just about everything you want to pull will have some form of stability.
I’m sorry your necromancer has the largest array of good looking light armor.
Sooooo many armor sets looking freaking sick for necro.
Mesmer? not so much.
I have cabalist! That’s all my girl ever needs!
You could just test and find out instead of debating what the wiki says.
I have to admit that in pvp scenarios, it’s awesome. I always have to get double-stomped because the first one will always miss. In pve, it’s absolutely horrible. It’s almost guaranteed to teleport me right next to whatever is trying to kill me. The phantom is a concern as well because it stands right next to me while I’m in stealth so any aoe targeted at it will stop my healing. It’s also killed rather easily.
Staff sucks…..
You are not supposed to die even with the most glass cannon buildSurvivability is about skills not about equips often.
Also staff problem is skills works only on standing targets
Damage potential doesn t count if you don thit.Try your staff dps build on mossman….you’ll deal less damage than any PVT build with a different weaponset because simply you won t hit.
Staff problem is it has issues to hit the targets.
Also D/D can stack 14 mights and several conditions while putting a huge aoe combo field on the floor.
And you will keep 7-8 of those constanltly for everybody on melee.
But most of all you will hit the target.
As an ex staff user i started really to hate the weapon is in need of further buffs…
Seems its more reliable with the increase in speed of fire 5 meteors, but still its too slow.
I find it ironic that you mention survivability is more about skill than equipment but you struggle to hit anything with staff powers. The trick to it isn’t to target where the enemy presently is. It’s to target where they are going to be. It’s even easier when you’re kiting because you can drag them into the aoe reticule. Water 4 also helps as it applies chill instantly and can be comboed with projectiles for even more. As for fire 5, you use it on crowds, massive targets or stationary structures. You never use it on high mobility targets. That would be like using a cannonball to swat a fly.
Why not do both?
It’s just in that particular event that I don’t use water and that’s only when I want healing dailies. For all others I’m constantly switching between fire and water. I rarely use air outside of applying swiftness because I find little use for blinds and the damage is lackluster. As for earth, if magnetic shield lasted 8 seconds or 5 seconds with more than one way of applying it, I would consider it as a great defensive attunement. I’m still tinkering with it on occasion but, as things are now, water is just better. I get heals, regeneration and a few conditions which I find more useful.
I use to think eles were weak too until a simple realization dawned on me. Eles are AoE gods! So many combo fields! So many projectiles! So many whirls! I have yet to see a target limit on many powers too! If it wasn’t for the low hp and high cast times, they could faceroll entire armies! The only weakness is that those same aoe powers aren’t so useful against single targets because the damage output is the same.
If you ever feel weak just remember that you’re not really meant to take on individuals. You’re meant to take on entire factions.
Sadly, the mindset of many farmers is, if you’re not providing maximum dps, you’re slowing them down. I’ve even seen some get worked up over a few lost seconds. While I place most of them blame on them, some of it belongs to Anet for creating systems that cater towards direct damage. There’s no penalty for hitting harder to criting more often but there are caps on conditions, boons and low healing values. Tagging mobs is the only way to get loot drops and you have to do a certain amount of damage before they die in order for it to work. As far as I know, you don’t get credit for the damage increase you give others. Warriors also have higher survivability out of the box and are one of if not the easiest class to play proficiently.
My advice to you is not to run dungeons with people like this. Even when I’m just farming, I would rather do it in 10 minutes with people that are relaxed than 5 minutes with anal-retentive speedrunners. They take the fun out of playing and, ultimately, I’m playing for fun.
As a support ele, that only uses the staff, I find the greater firesword to be extremely useful when I need to get some face time with my opponents. The lightning hammer is just stupid fun and the frostbow is amazing in certain situations. I agree that the charge system needs to go as I only use my conjures when I need more damage but people often take my second conjure so I can’t take full use of my own skill. Honestly, I feel that equipping the utility should equip them in the second weapon slot. That way elementalist can swap between them and their main weapon when needed or even main with a conjured weapon, if they wanted. I don’t see that as op because it would lock them out of 20 skills, sigil benefits and a utility slot. That’s a lot to give up for just 5 skills.
I disagree with Xynn as well. People say healing is pointless but that’s because they misunderstand its purpose. It’s not meant to be the only way to heal. It’s used to take the pressure off of teammates so they don’t have to use their healing skills as often. Less healing animations means more dps animations. I’ve seen glass cannons struggle while killing CoF 1 bosses quickly but I’ve also seen them thrive with just one support specced ele that healed when needed, stacked might to increase overall damage and use all kinds to tricks to keep swiftness up when running past mobs.
I’ve also did a test while the Cave Troll event was going on. When I was only using fire, several people were downed. When the troll respawned later and I only used water, no one went down. From then on, I refrain from using water in that event just so I can get my daily heals!
What you guys don’t understand is that these things which you think are simple take time to develop, time to implement and time to test and retest to make sure there are as few bugs as possible. This is made even worse because guild Wars 2 is a very modular game and coding from other aspects could easily affect it without there being a logical connection.
For example, let’s say that they changed the Shatterer battle yesterday so that he moves and there are shields to hide in for avoiding his breath. They use the same shielding code as Ghast and were about to release the patch but now find that it doesn’t work consistently. The next day they fix it but that causes a bug in another module that doesn’t allow fire attacks to pass through the shield. The next day they fix that but now another module prevents plain projectiles going through a fire field to pass through guardian shields because the game considers them fire attacks. The next day they turn those attacks into spatial beams but now no shield reflects them because spatial beams aren’t considered projectiles. They only have one more day before patch so they drastically turn spatial beams into projectiles but now GS mesmer autoattacks can be reflected. They are out of time so they have two options. Release it as is and deal with the mesmer forums blowing up about a ninja nerf. Option two is to put off the new Shatterer build and watch other forums blow up for not keeping the Shatterer consistent with the other dragon champions which they were able to change with little hassle.
Of course all that could be overshadowed because another team patched portal guns to disallow their use in WvW but that causes a bug that prevents mesmer portals in WvW.
Some would say this is a bit exaggerated. I would tell them try finding that one period in millions of lines of code that makes the server crash because a mac user has a particular motorola processor, which combined in a line with the name of their fancy router, creates a statement that Anet’s network can’t process. This is the maddening world of computer programming and why some of them get paid 6-figure salaries.
There are a LOT of items in this game that are soulbound for no good reason. I just spent the last week using my mesmer to get exotic dungeon gear for my support ele, only to find out that there is no way to break the soulbinding. Now I have to gain all those items again with my ele which is no easy feat because this game favors dps toons too much. I wish they would use account binding more as it would save a lot of frustration.
1. Any missions with Countess Anise! I can’t pick anyone specifically as they are all great! There is one line I love when we were using Logan as bait to lure a bandit leader out. she said something like, “Oh, our dear Logan playing the role of a hapless victim! This I have got to see!” The woman oozes mesmer from every fiber of her being! I actually wish I had the option to join the Shining Blade just so I could work for her!
2. Tybalt Leftpaw! I swear, every time he mentioned apples, I laughed. I eventually had a mission where he was disguised as Caudecus’ daughter but wasn’t given a different voice. That cracked me up from beginning to end! What I really love about him is that he’s char but he’s not a warmongering atheist like the rest. It’s so refreshing to know that they can be drastically different.
3. I love the skritt in general. I know a lot people think they are overgrown rats but I find a lot of things about them interesting. For one, they become exponentially smarter as they work together. I had a mission where 12 of them were with me and their leader suddenly was as articulate as an asuran. I also have a theory that if enough of them decided to, they could easily take down dragon champions or even dragons! They even know they get smarter in groups but choose to do so rarely. That tells me they prefer to live simplistic lives.
There was also one I ran from in a low level area and he immediately teased, “You ran from skirtt!” I couldn’t control my giggle as I turned around set his kitten on fire.
4. Logan and Rylock in the CoF and CoE story modes. This was written almost perfectly. The way they stopped fighting was a bit ham-fisted. It would have made more sense of the player asked Rylock what he would have done if he had to decide between his warband and Destiny’s Edge and that finally opened his eyes to Logan’s side of the story. Nevertheless, the makeup and bromance afterwards was highly entertaining! Sometimes I play the CoF story again just for the story! I would do CoE too but if it wasn’t for knowing Felicia Day voiced Zojja, I’d absolutely hate the character.
5. Seiran is such an awesome character that, if I ever write a Guild Wars 2 fanfic, she’ll definitely be in it.
You take out the initial wave of spiders first then range the fire cannons in the back while leaving the spiders near them alone. You don’t attack these until the cannons are gone because their defeat triggers the spider queen.
As for the queen, I’m still working on strategies. All melee doesn’t work because one point-blank poison trap and you’re all either running for cover or facing a party wipe. I found that she likes using the webspray right after the poison fields so, while moving from melee, she’s likely to trap someone in one.
There was a bot in fractals and you didn’t leave right away?! Don’t get me wrong. I congratulate you on your selfless nature of staying with them to the end so they don’t lose out of their progress but there are some things you just don’t put up with. Bots are one of them. Anet’s policies aside, they don’t belong in any dungeon, especially the fractals.
You do NOT want CoF to be harder. If such should happen, it would be played less and your problem would go from trying to find a team that wasn’t looking for specific builds to just trying to find a team.
PUGs are always going to be a dice roll. I’ve been in some that astonished me that they were even capable of starting the game up but I’ve been in others that astounded me how they were able to read each other’s actions and make every battle a joke. If you wish to be in the latter more often, I suggest finding or forming a dungeon runner guild. Eventually you’ll be with the guys so often that you’ll be able to feel what they’re going to do and react accordingly.
It would help if the npc said, “Hey, I’m going to use a shield to stop the falling rocks and firefields to take care of the critters. Be sure to utilize both!” And why does an ALLY attack hurt me?!
I did not know conditions had types. I also feel that’s stupid because it makes condition removals confusing if they don’t remove all conditions.
I think it should 60 first time and then none until the reset. Laurels are a good idea too but maybe only one a day.
Fear is a condition. Null Field is supposed to remove one condition per pulse for every ally standing in it. Going with that logic, Null Field should be able to remove fear but it doesn’t. I also feel that powers that specifically can remove conditions should be available when conditions are applied to players. Shake it Off is a good example of this. It can be used when feared and knocked down.
By the way, I find Blink unreliable at removing fear. Sometimes it works but sometimes I’m still feared after doing it so I just blink and run in a different, random direction.
I have one problem with the red circles. They last way too long. If a teammate is downed in them, I can’t revive them unless they are on the edge. I’ve also noticed that it is possible to get hit with a poison aoe and then stun-locked inside of it so escape is no longer an option. Given the present dungeon death mechanics, that’s too harsh a penalty.
There are skills that revive at range.
Have you ever used Illusion of Life? There’s a good reason why I don’t or any other mesmer I know. Now, if it worked like Battle Standard, it would by my go-to Elite for PuGs.
Are these flaming circles suppose to damage players as well? There is a lot going on in that fight but I always seem to get damage when I walk through them. (And yes, walking through them happens on accident.) I always thought it was an enemy attack but I didn’t see any red rings for indication.
The chain knockdowns hasn’t been addressed. Sometimes I find it hard even on a mesmer. I blink away from one gravelings lunge attack only to blink into another that hits me before the butterflies even pop out of me. I even saw one targeting another teammate but target me as he was lunging. There was no way I could have dodged in time.
Fear is a very crippling mechanic for some classes. Warriors can shout but for mesmers, null field is disabled. Even running through it while feared does nothing to cleanse it. That seriously needs to be fixed.
I have one problem with the red circles. They last way too long. If a teammate is downed in them, I can’t revive them unless they are on the edge. I’ve also noticed that it is possible to get hit with a poison aoe and then stun-locked inside of it so escape is no longer an option. Given the present dungeon death mechanics, that’s too harsh a penalty.