Skye Eterna ~ Mesmer | Arya Slade ~ Charrdian | Kiera Thine ~ Ranger
Oceanic ~ [LOD] [Noob]
Which dungeons do you mean?
I know that for Fractals, regardless of level, they are practically useless.
It’s much better for the warrior to get a little beef for himself to survive and dish out some serious DPS.Now, if you don’t role with a Guardian.. I can see a little use..
That is correct, with a properly built team to do the healing and effectively keep you alive, no, not it is not necessary. I PuG a lot and to rely on the more healer based classes to keep me alive is simply unacceptable. I would gladly trade a minor DPS boost for constant regen (to the whole party too.) It balances needing to use my main heal (healing surge) otherwise those little bug bites add up, requiring me to heal, then when I take a big hit, I’ve pretty much got to retreat.
Bracing for “just don’t get hit” comments, I ain’t perfect.
It’s not viable in low level solo play. Running shouts, and I suppose even signets shiver would be better.
Dungeons is where they really shine, applying the boost to 5 players with possible regen. The regeneration from banners doesn’t stack intensity, but just from one banner the duration quickly builds up and when traited for banner CD reduction you have near constant banner. Running anymore than one is wasteful and I faceplant the keyboard when I see one warrior drop 3/4. The only stat boosts worth having is banner of discipline, the rest are so minuscule you won’t even notice the difference (yes even Warbanner, one singular stack of might is nothing.) Even when you get the chance pick it up and cast #2 and #3, not all classes are so fortunate to have such easy access to fury.
For PvP I can’t say they’re particularly useful, bunkering down and holding an area is much more successful with other professions, a warrior would do better with physical skills to annihilate enemies instead.
And lastly WvW, one should be all you need to keep a group with swiftness, to fill the gap from their own swiftness skills, and in these situations, regen is an absolute must.
Mabye you should start playing tournaments, because hotjoin is a broken mode.
Yea I many do tPvP nowadays, hoping a system like this could fix hotjoin and all it’s “broken”-ness.
i use the healing signet, ~3.5k healing with 16sec CD + the passive
So you like… Spend a lot of time defeated right?
@ Kaimick.
I urge you to read before posting, come on people it’s not hard. This is no way a “Mesmers and Thieves are so OP” thread. Once you learn the mechanics they are relatively easy as they almost all use the exact same tactic. However it’s overused, it’s old, and is 90% of all hotjoin encounters, it’s a chore. People don’t try other things, and it’s sad to see as other professions have so much potential.
I would argue that your sole dispute for this is that you yourself main a mes/thief and as that would be the first profession to fill up, you would be left out, but that right there is a step in the right direction.
Though someone suggested it be optional, I wouldn’t mind this. It keeps the mesmers and thieves happy who can go off trolling each other all day long. And people who want to see profession variety (I can’t be the only one) can join those :]
They’re both possible without quickness. Additionally, I’ve killed many Mesmers because they don’t time their #2 properly (and many thieves because they don’t aim/time their blink properly).
Pay attention to the de-stealth particles.
Possible if they’re bad, assuming they know what they’re doing then its more effective to just spam attack.
Arguments from ignorance are terrible
Double mesmer is annoying to face? W a T? The clones melt to your aoe during the teamfights and the mesmers end up being easy targets. If you’re aware of the mesmers distortion (he has two.) and communicate with your team (or solo spike for that matter, they are glass canons after all) for a spike once his defensive cooldowns are up you’ll be able to bring him down right away. Is that unsatisfying play?
You’re arguing from hotjoin experience. Hotjoin experience is not Guild Wars 2. It’s just a messed up project that is handicapping this games pvp from reaching any form of success.
Yet you ignorantly assume that every player regularly uses AoE’s, that every encounter with a Mesmer is in a group, that every different profession’s build must be able to do exactly what yours does, and ultimately, that everyone is as good as you. I didn’t ask nor do I care how easily YOU can fight mesmers. The post is about profession limiting, and as a regular tPvP player (not just hotjoin) I don’t see how this being implemented could be detrimental to the game.
However… I do agree with your last paragraph, I’ve almost veered away completely from the left side of HotM.
I’m not saying mesmers are OP’d, I’m saying both thieves and mesmers are plain old irritating to fight. Wading into a sea of illusions and clones is beyond absurd. Fighting an enemy you can’t see is not fun, nor for that matter is playing as a profession that hides most of the time.
As you just said the best teams are balanced, so enforce balance? I’m talking about fun here, sure you may WIN against the team, but it most certainly was not fun (I know I know “winning isn’t everything” lame guy I am.) When I kill a Mesmer/thief it’s a “ugh, finally” moment. When I kill or even lose to a profession other than those that used genuine skill, that’s a “gg” moment.
90% of all gamers have played TF2 at least once, ever played those servers that prevent you from choosing a profession if 1-2 players already are one? This is what I propose.
As we all know sPvP is unplayable if you’re anything but a Mesmer or thief. So lets go ahead and cap this issue. If there’s already 2 of your profession in the battle already (on your team of course) then you get a lovely little “GTFO take your Mesmer somewhere else” message. Though to be honest, seeing 2 mesmers on the other team is already leave-worthy for me. Also, I know I’m referencing TF2 a bit, but seeing your opponents team make up would be a good idea IMO, so when you see 2 mes and 2 thieves you can go right ahead and pick a different server, and of course vice versa when you see a well balanced team that will actually be FUN to fight.
A similar method could be applied to tPvP in which the profession limit is one, much more realistic to apply to a 5 man team compared to the sPvP 8 man.
This would provide more opportunity for people to excel at other professions rather than going straight for the easy options.
Thoughts? Criticism? Something I’m completely missing here?
(edited by Dolan.3071)
The trolling never stops, I’ve finally caught you and smacked your head into the ground until you can no longer escape, or so I thought. I’ve searched it but haven’t found enough detail on the matter. To clarify, you cloak, teleport away, and summon a downed clone? Where do you teleport to, is it random? Where does the clone appear? Also random? Does the clone appear before you do?
I’ve all but given up on going for the finisher (similar to thieves as its impossible without quickness.)
Thanks in advance :]
Meleing illusions with anything other than GS 3 is a bad idea, they’re just gonna blow up in your face. To be fair to mesmers, 99% of warriors are a joke in PvP, at most they can be the hair that broke the camel’s back. In any sort of 1 on 1 or even 2 v 1 you can usually just interrupt whatever burst they were about to do then focus on the profession that actually has the potential to kill you.
0/0/10/30/30 Clerics gear. All utilities are cantrips, elemental for elite, healing signet. Delving into strong DPS builds comes later with a bit more experience. Right now you want survivability, even if its just babysitting control points. This build is very forgiving and honestly I’ve only been beaten down in 1 v 1 a few times, namely when my cantrips are already spent before they show up. Regularly switch to water attunement for the swap heal, #2,5 and dodge rolling during to activate the 30 arcane trait when you’re taking a beating. Mist form and armour of earth are good for trying to get the finisher, and cleansing fire works the best for me when stunned/immobilised/getting stacked on with conditions, instantly removing 3 conditions makes a huge difference, as well as applying regeneration and vigor. But different things work for different people, most people swear by vit, but then it’s just a DPS race before you’re all out of juice, sustaining yourself through constant healing is a LOT better IMO.
So it’s a trait that applies to every finisher? Also would combining the two produce this insanely fast execution? I’m talking about the second they reach me I’ve got a flag sticking out of my head. Or is lag the more likely culprit?
Yea I’m lazy lol. If a skill is just going to be clicked the second it’s ready why not just have it auto engage?
Without using their adrenal skills (I keep it at full for extra DPS and precision.) Which is better? To be honest the immobilise on Longbow is brilliant for setting up a non frenzied 100b that’s how long it lasts for. Yet I only see warriors using the rifle, a while ago I quickly compared the numbers and I remember longbow producing greater DPS because of the rifle’s distribution to condition damage. Has this changed recently or what? Responses from people who have field tested both would be great :]
Not even a frenzied warrior can drop a finisher that quick, what is it I don’t know that makes going down near a Ranger an instant death?
AA turns off my #1 weapon skill auto attack. It’d be better if you could set as many things as you want on auto with different priorities. E.g SOR first, OMM, FGJ, then weapon skill #1. Signet of Rage being priority so it can’t be interrupted, the reoccurring weapon skill last so it doesn’t stop the shouts from going off when they’re ready.
And y’know…. If AA actually activated the skill when it was ready.
(edited by Dolan.3071)
This is where everyone screams at you for not being a full Berserker Greatsword warrior.
What I do is try and balance vit/tough. I run full PVT armour with zerker everything else, and honestly I get ignored most of the time. If bosses cared about health pools then Guardians wouldn’t (for the most part) be the first to get targeted. As it was said before distance is a huge factor. The only boss that seems to be nigh unshakable is Mossman in FotM, once he picks a target you’re in the for the long haul.
The only time I’ve seen Rampage used effectively is in tPvP. A beefed up warrior can sit on the control point and knock anyone out who doesn’t run stability.
Why in the world would you use 4 banners? You may aswell run a signet build. Regeneration does not stack, the regen from one banner is the same received if four are dropped. Some minor stat boosts are hardly worth wasting the other 2-3 slots.
You’ve shot yourself in the foot if you do this.
But for the minority of people who don’t know how to banner, at least make it an option to lock them down, though I think this would be very buggy….
(edited by Dolan.3071)
You poor WvW’ers… How on earth will you guys ever get legendaries if you consider that making good money. But nonetheless WvW is clearly not for raking in gold.
Go into options and untick show NPC names. There, now only the real Mesmer has a nametag above his or her head.
Whoa does that actually work, wouldn’t that defeat the whole purpose of illusions. Not sure if I’m game to try it as its the easiest way to find/identify people in WvW…
I go roaming. Bag/weapon swapping is a waste of time
Yeah I just realized that you cant weapon swap with eles anyway isnt this class squishy to be roaming alone? or did you mean by group?
Thanks for the input btw
I’ve only just started doing this, and it seems to be going pretty well. I role D/D with condition damage/healing power/toughness. It’s not big on damage but it can endure anything. So far it takes a minimum 3 v 1 to beat it, even then I still win my fair share. Ive yet to lose a 1v1, even beefed up Guardians will eventually cave in. When they start to to run you’re in the clear, few players can outrun a D/D Elementalist. And really, the build speaks for itself because I am really not that good at Ele…
I think you mean to catch an ele – it doesn’t take more than a 2v1 to beat down an ele who stays in battle, but catching one can be hard work
Then you’re fighting the wrong Elementalists
As the title suggests, plain and simple, why are there repair costs? There aren’t any in PvP.
/end rant.
There aren’t loot and gold rewards in sPvP, either. Simply WvW’ing should pay for your repair costs.
There’s very little gold rewards in WvW, I’m probably doing it wrong but more often than not WvW is just a gold sink as I try to evenly exchange it for badges of honour.
only prof you can’t l2p against is ele. Really nothing counters their bunker. Thief has been easy for me since I main thief and understand all of its non-sense and “op” abilities. Mesmer is just annoying but aoe’s take em out easily enough. Heck even on my warrior I can counter thief, just LB immoiblize or use bolas and watch them go nowhere as you smack them to death. Ele? Nah they just zap away or go invulnerable for longer than a guardian can.
This is true, ol’ Kaya only seems to go down when I get horrendously outnumbered, or two people manage to do some serious bursting in a short amount of time. But that’s usually cause I’ve used my utilities trying to finish people.
I thought thieves were OP’d at first, so I played as one. I learned that being invisible most certainly does NOT mean you’re invincible, as well as basic things classes can do to counter me. Now, I don’t have a problem with thieves. Unfortunately I’m going to have to do the same with Mesmer, they kitten me off to no end, but you’re right it’s just a L2Play issue. The difference is Mesmer and thief mechanics are so different to the other classes that they are much harder to “learn” just by fighting them.
Ah okay I’ll have to keep a closer eye on them (I’m a mouse clicker and mainly use peripherals to keep on enemies and dodge here and there.) Thanks for the quick replies also.
As the title suggests, plain and simple, why are there repair costs? There aren’t any in PvP. Unavoidable situations when you’re just strolling along and get mopped up by a group of 10+ people really shouldn’t ping you with a 2 silver penalty. I understand it in PvE which is painfully easy regardless of where you go, but yea, so a reason as to why it is would be good :]
Also, random mobs, why. There are no hearts, no reason to fight them, it’s like trying to get through Mt Moon and you’re drowning in Zubats. Clever as he was an engineer got away by bogging me down in a butt tonne of krait, who each have the most most annoying amounts of stuns and immobilises. He did well yes but it begs the question why are they there? Funny enough I didn’t go to WvW to fight random mobs, something you do in PvE, I went to WvW to fight PEOPLE.
/end rant.
What the hell did I just watch, can I have the last 35 seconds of my life back?
I. Hate. Fighting. Mesmers.
PvP/WvW doesn’t matter, if after a few seconds of fighting I see that you’ve mastered the timing for teleporting as you summon more clones, I just turn around and go for an easier target. Now granted I have yet to play Mesmer so my understanding of the class is rather limited, but seriously, what is a sure fire way to nail the original? How can I keep the pressure on? Because it seems that you spawn clones whenever the hell you want and have infinite invisibility and teleports, and I’m sitting here playing “which cup is the rock under.” It isn’t fun, it’s annoying, as unless you’re shattering you’re dealing next to no damage as the AoE’s are so easily dodged, hence, giving up on this game of cat and mouse.
Yes… Yes I did just get paired against the same Mesmer on too many PvP matches, so do forgive my… Abrasiveness. But any help would be great
I go roaming. Bag/weapon swapping is a waste of time
Yeah I just realized that you cant weapon swap with eles anyway isnt this class squishy to be roaming alone? or did you mean by group?
Thanks for the input btw
I’ve only just started doing this, and it seems to be going pretty well. I role D/D with condition damage/healing power/toughness. It’s not big on damage but it can endure anything. So far it takes a minimum 3 v 1 to beat it, even then I still win my fair share. Ive yet to lose a 1v1, even beefed up Guardians will eventually cave in. When they start to to run you’re in the clear, few players can outrun a D/D Elementalist. And really, the build speaks for itself because I am really not that good at Ele…
This seems to be a problem that’s becoming more and more frequently mentioned. Accidentally picking up banners, banner stealing, etc. I cannot express enough rage when I see someone pinch my banner to give themselves swiftness as they go back for more supply.
Solution: Lockdown banners. No one but the warrior who summoned it should have the option to pick it up.
I can’t go and move an engineer’s turret, I can’t move sylvari seed constructs, why can they move my banner? It is a tool that is placed on the battlefield to achieve optimum coverage, for other people to have the ability to run off with it is nothing short of absurd.
Cool thanks for the tips, I’ll have to try it out some more today :]
I gave up on my Elementalist a long time ago, I didn’t find its damage or survivability comparable to any other class in general PvE. However I recently took it into PvP and went full cleric D/D. Runes of the forge for protection upon 50% health, sigil of hydromancy and life. Traits were 0/0/10/30/30, the 10 in earth for armour of earth that activates at the same time as the runes, coupled with the utility armour of earth I suppose it was stacking close to 30 seconds worth of protection.
And honestly, it was the longest time I’ve spent in PvP without getting bored. The only time I died was when my team was gone and I was outnumbered 3-1. All 1v1 encounters ended in victory, and I mean, I’m really not that good at Ele, I’m a mouse clicker for crying out loud. Even better when the sigil of life gets maxed, it was near invincible.
I’m asking if there’s a way to improve the method, because I see myself using this a lot in PvP. For reference I used the healing signet, mist form, armour of earth, cleansing fire I think it was, using the summoning glyph for the elite.
Also on a side note, how does mist form finishing work? I noticed it only worked some of the time. Sorry if this is all blatantly obvious stuff but I’ve never delved much into PvP nor Ele for that matter. Thanks in advance.
All classes have easy access to running faster abilities. Unless you’re referring to boosting it beyond 33%? Which is only possible as a thief for short amounts of time.
I just run in a circle till I’m back where I started. It doesn’t hit the same place twice, I don’t understand how people can have trouble with this, let alone just standing under that crystal formation to be 100% safe.
Only seen it happen it fractals when they were taking a butt tonne of agony damage, in any other situation (poison included) it seems to be enough.
Keep to the two second CD sigils to make the most from critical hits, unless of course you plan on just bursting periodically and expect no help from sigils during those enormous CDs (9-10 seconds counts for a lot in the field, don’t even get me started on that 45 seconds.) As the wiki you linked explains, all sigils across all weapons have a collective CD. You trigger one and the rest are useless till the CD is finished.
It’s a 2 way street. You have kitten warriors that drop them too close to parties members or bosses (ex: dungeons). They don’t realize it’s a 600m BASE range.
Because all bosses and party members stand perfectly still throughout a battle. Clearly the warrior baited the boss over to the banner during its final moments just to annoy you.
Join every other warrior and be mind numbing berserker.
IMO banners should only be able to be moved by the warrior who dropped it, there are rarely situations which require a teammate to move a banner.
But I hit 10x more than you do, it’s more time efficient to continue attacking, than to waste time ressing a weaker teammate. But if by some fault of yours that I go down (improper aggro holding) then you should revive me because my raw power is carrying this lousy group.
(edited by Dolan.3071)
Does picking it up and stamping it also revive people? Or is it just the initial summon? (Never actually tried it)
Well, guess that settles which I’m going for. I am more of a fan of the constant healing instead of the burst in general anyway.
What would be the recommended Master trait for Tactics? Shrug it off seems to be a bit glitchy for me (I’ve had it lock up my ability to move when it clears a fear). I’ve seen Quick Breathing mentioned as a nice support option, or I could use Empower Allies. Empowered also seems viable since between Greatsword, FGJ, and Banners I have three boons permanently; plus whatever my allies give me.
I’ve got inspiring banners for the adept (a must with healing banners) and lung capacity as my other two utilities are FGJ and SIO/OMM, the cooldown reduction is good with soldier runes. However without soldier runes using the warhorn and going quick breathing could be a better way of removing conditions, but I prefer other weapons (I already wish there were 3 weapon sets )
I concur, I tried shout healing, wasn’t a fan. For “burst healing” it was rather pathetic even when syncing all 3. I’d rather just drop a healing banner and use my other shouts whenever I kitten well please.
Warriors stay true to their name, they are melee artists. Most builds use two sets of melee weapons as that’s where it’s true strength lies (though killshot with rifle isn’t half bad.) The only reason I would ever see myself using ranged is for the Longbow’s immobilise, and that’s about it. So I agree that warrior is lacking in the ranged department, but hey, that’s not what warriors are for.
So you’re not looking for all tank, you’re looking for balance? In that case just face roll with a greatsword relying on your stats to keep you up. Change to mace/shield to start mitigating hits when things get hairy.
shout healing unnoticeable? 3576 x5 people = 17880 total healing every 20s without any +healing used. Imagine if you stacked a couple shout wars.
Except it’s almost never really 3576 x5.
That only happens if:
- all people are in a 600 radius from you (very rare in fights that matter)
- all people are damaged; for every single person not damaged you “overheal” and need to remove 3576 from the total (this also happens a lot)
- nobody is poisoned
In real in-game scenarios shout healing average half the healing it does in theory, due to those big limitations.Let alone that:
- You don’t have EP, thus your lasting power is greatly reduced, and you cannot tank mobs to prevent spikes that will instead go to your team (EP tanking Vet Wars in Ascalon for instance).
- You don’t have stability in any form.
- SIO steals conditions that proper support builds could convert to boons
- SIO is useless in scenarios where conditions are not present or ignoreable aka most of the endgame
- OMM is useless with Necro/Ranger in your team
- No Bolas to lockdown bosses
- No Banners so nothing of all those team buffs
- Your damage is half that of a DPS warriorDownsides vastly overpower the small benefit of healing shouts.
It’s just a bit less useless than a signet build.
Endgame consists of more than simply farming CoF1. Most dungeon encounters will last much longer than what a team of zerker warriors getting time warped will. Endure Pain has an ungodly long cooldown, and in every situation other than CoF it will be wasting a valuable utility slot, bolas are in the same boat. Sorry, but I don’t buy it at all…
I’m traited similar to this, the number of times sweet revenge has saved my kitten #8230;. I go healing banners as I use banner of discipline regularly. However I’ve got 20 in arms instead of defense in order to boost my precision and get FURIOUS GREATSWORD. Full PVT armour and zerker trinkets gives enough precision to crit on every hit, as well as being incredibly durable from all that Vit/Tough.
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