kitten#8212;————-
They were so close…. so close….
Looks short duration though. Still, hopefully we get AoE Moa as well. We’ll see.
“I’m personally excited about a grandmaster trait that has the power to grant my character a defiance bar!”
And now, rather than just our trait being passively useless, one of our enemies will be able to make all our cc useless… It’s a hard life….
Maybe if we break it, though, we’ll be rewarded extra for the effort.
They also announced a specialisation with traps. Feel like it’s for the mesmers and I must say (even if I’m against this specialization name) that it could fit for the so called chronomancer that would be able to trap it’s foes in temporal loops…
Magical traps could be cool, depending. We’ll have to see.
Wouldn’t be sure about gaining a fifth shatter. They could easily just change how the existing ones work when picking the new elite specialization.
F5 Shatter is a pretty safe bet (I’m like 90% certain this is what it actually means), but “new way to shatter your illusions” actually does leave some room for other interpretations.
Too much room. It could be a new shatter, altered shattered skills, maybe completely different ones, or maybe our illusions turn into AoE fields. Of course, I feel like a new shatter is definitely a strong possibility, but at the very least I feel the 90% confidence can be put in that our current shatters will be changed.
6/x/6/x/6 with CS, CI, GM Minor IP and Imbued Diversion anyone?
Thinking more on the lines of 6/6/x/x/6 with Imbued Harmonious Suggestions. Many AoE daze/stun skills might be good fun. It’s finally a way to take good lockdown traits with traited Diversion.
The defiance bar might be a double-edged sword. While it might be harder to CC them constantly, it could have even greater detrimental affects should the bar break.
Unsure if we’ll be able to go all the way into each spec…
Well looks like we may be getting a F5 on our shatter skills.
Also I think we can saftly say that Shield is the only weapon we will be getting because they said each clasee will only get one new weapon.
Sigh no main hand pistol
Um, most of us have already assumed the whole “only shield” thing as a fact given they’ve said each class is only getting one weapon per spec. I still have no idea where this MH pistol speculation is coming from given how we saw our spec with a shield in the trailer.
Merged glamours, perhaps?!
Maybe better access to DE?!
Will we get cleanse-on-dodge?!
So many questions, all important. I think ANet’s teasing us a bit with avoiding most anything we can speculate with.
On another note, does this mean we will keep illusions? If so, perhaps new shatter skills instead?
Why did they change the function? That absorb/block/reflect would finally see its true glory in the current age of pewpew spam. Imo it was a great skill before, just horribly described in the tooltip.
That’s the most insulting part: They took one of our anti-projectile skills just as they buffed ranger’s projectiles.
Just want to make sure you know we haven’t forgotten, ANet. Mesmers always remember~
Revert it or revamp it, but the current state of this skill is horrible. Of course, there are plenty of skills like this, however this is probably one of the worst and also one you changed from a somewhat usable state, so I expect some responsibility.
Of course, you had your reasons. Still, you stated that mimic was a skill that rarely saw use, now its a skill that never sees use in any game mode. It has also been long enough to know this is a fact.
Anyway, just a reminder that this is still a problem and we do expect it to be addressed within a reasonable timespan from now.
-From, the entire Mesmer Community[as in above 99% of mesmer players, as a disclaimer to the less-than-1%]
In martial arts, there’s a bit of a yin-yang parallel called hard and soft styles or skills. Hard involves directly breaking things, hitting a bone to break it. One that omits force. Soft involves indirectly injuring the opponent, conserving energy. In this case, one who receives force and manipulates it to become one’s own.
I feel like mesmer, while having its fair amount of hard abilities, is a specialist in softness, and I don’t just mean the butterflies. Confusion and torment to turn the opponent’s recklessness every move against them, reflection literally sends their attack force back at them, interrupts deny the opponent momentum and increase our own, clone-death traits makes the opponent’s aggressiveness into their demise, and our very mechanic of illusions buy us the time and cover we need to set up and react to the opponent’s moves in such a way that we can benefit from their actions. Other classes are not nearly as specialized for softness as mesmer.
Basically, I love our role as a controller. Plus, mind-mage and purple and butterflies.
I need to check it out again then: Only toyed around with the maim a bit and I found it pretty bad.
Illusionary Persona isn’t necessary because of the added DPS, it’s because of the interrupt and diversion: On the F3 daze, you simply cannot time it well enough to interrupt heals etc. without it and both F3 and F4 are so situational and timing-based, you cannot always have Illusions rdy to activate them.
And if you want to have any chance of winning a 1v1 as a shatter-mesmer against a decent player, you’ll have to use F3 and F4 expertly. 1 Interrupt on a heal or a clutch skill often means winning the 1v1 as a shatter-mesmer.*Edit: If you don’t wanna run the mesmer as a 1v1-build but strictly teamfight-oriented, I’d agree that IP isn’t absolutely necessary.
Depends when you checked it out. The buff to 2 Torment stacks, as you might guess, doubled its potency.
The strength of it is that you only need condition damage to increase its DPS, so with that you can be taking Rabid or Carrion, or perhaps something with more survivability and a little less damage. Point is, you make up for burst with more sustainment, and this means a better ability to run right up to someone and throw clones to shatter right into their face, which also can mean easier lands with Diversion with a little extra damage. Sure, not as certain as iPersona where you basically drop the daze directly, but that’s just a trade off.
Anyway, back on topic. Mesmers have three main categories they fit in right now: Power Shatter[Main Meta], Lockdown[Sub Meta], and Condi Shatter[Sub Meta]. Some might argue Condi PU. Sure. All of these require clone generation for one reason or another. All of these take DE. The problem is clear. The solution, however, is not.
Having DE be innate is a lazy answer, but will also create problems for certain minorities. What we need, though, is easier access to DE and better ways to have illusions to shatter. Maybe a trait that doesn’t kill Phantasms when they shatter? Clone on interrupt? +1 Clone whenever you make a clone? Clone on crit[5s ICD]? Anything, really, to give us something to shatter.
^^ Need to know times for schedule before committing to this.
Just a thought I felt was interesting, so thought I’d see how others felt: Climbing ropes.
This pseudo siege can be purchased and set up at specific and designated spots along the outside of walls. When used, a single player begins climbing up the rope at a slowish pace[not vaulting up], and only one player can use it at a time. NPCs on walls will automatically react to ropes in their vicinity, breaking them and throwing whoever’s on it back down the wall. Players can also break the ropes with ease, as it won’t even have health, but instead simply a “Press ‘F’ to undo rope” option. Ropes use a low amount of supply, but this will make it hard to try to use zerg tactics with ropes to try to scale a blob up a wall. This is more to create a certain “covert” playstyle. Ropes will also have a limited number of uses[2-3] before it breaks of tension. Maybe there can be a upgrade turning it into a ladder with more uses5 and a longer time to break it by defenders. The balance here is that while individuals can gain covert access into objectives, this access can easily be locked down, the invader is vulnerable, and it can easily drain supply so that while it is possible for attackers to attempt a zerg-tactic of overwhelming a tower/fort with ropes after ropes, it would be a slow process and easily countered and impossible to keep up forever. Also, for balance, ropes would only work on the out-most walls, meaning the inner walls of a keep won’t be scalable.
Thoughts?
MtD, which gives you the torment, is usually more useful on a Condition Shatter build. For Power Shatter, or Zerker, it makes more sense to use IP which will just add to your damage and make it easier for you to land shatters without having to roll about in the line of fire too long, which is useful given Zerker’s glassy stats.
I run a different mesmer build, i run 2-0-6-0-6. I also use moa and portal. I actually some matches ill use no invisibility skills. This build is my version of a bunker mesmer and its very good vs average and below players since they will kill clones and get condi dmg and ill shatter for condi dmg.
And after i win the fight ill drop a portal and move to find at mid or far and portal back if i see someone trying to decap or cap. With a good team and good rotations we destroy teams since we can portal from different spots and move around freely to help other people.
I have maintained a 52%+ win rate with this build as a solo que player and with my guild team we went 11-2 about 1 month ago.
I find your comment to not be truthful and the problem of the gw2 community since you dont know how to make other builds work. Simply cause you either arent good enough/ cant change your style of play/ lack the understanding of a 5 vs 5. Though i do like the idea of the community talking about classes.
once agree i completely disagree with your idea of the mesmer class.
You’re sounding kind of aggressive, so please restrain yourself from insulting me personally if possible. Your point is valid, however I find it rude that you assume my opinion being somewhat exaggerated and differing from your apparent experience is due to my own unskillfulness or lack of understanding.
My understanding of mesmer’s position is thus: The majority of our builds, excluding maybe 1-5%[made up statistic], use DE in PvP. Power Shatter, Condi PU, MtD Shatter, Lockdown[Again, most of the time], even Phantasm[sometimes]. These same builds are what mesmer tends to be known for, what people know us as, and thus what the majority of mesmers use. Don’t take my word for it, of course. Ask top-tier mesmers, ask the whole mesmer community. I’m not saying not using DE cannot be done, I’m saying that DE as a whole steals a place in the majority of the mesmer’s builds that it is indeed a crutch which the mesmer is leaning on at the moment. Saying “all PvP mesmers use DE” may be an exaggeration, but only slightly so, like seeing “$1.99” and thinking “$2.00”.
My comment was simply put there not to be aggressive but to point out that you feel its a necessity as oppose to the preferred. Just because most people use it doesnt mean you have to be a elite build or in the case of the many good for its place.
Skip to last bit if you don’t care for the rant
I won’t say anything not using DE isn’t viable. It’s viable if you can make it work. However that goes for any “crutch” for any profession. The majority of mesmers rely heavily on DE no because they can’t make due without, but because it’s just too good to pass up in most cases. Most of our builds benefit too greatly from such rapid and consistent clone production that it’s hard to give up and makes the build more punishing if you do.
And I’m not speaking to say that I use “elite” builds. I like the MtD Shattering style, and will likely continue it. That doesn’t change the fact that the majority of mesmers in PvP realize and understand that unless they want to put in 10x more effort and time, DE is pretty much our steroid. Tell me that at least 90% of all current mesmer builds in PvP don’t use DE. At least. DE is a crutch on the mesmer profession, despite any few exceptions that happen to be able to do without. I myself can deal with it to some extent, but I also find it not worth not using it just to get results I could have found with more ease using it. I don’t really need to argue on this point. It is a crutch, that is a fact. Exceptions exist, far and few. But, as like my previous metaphor, that’s like saying malaria in Africa isn’t a problem since not everyone in Africa has it.
End of rant
I feel like I typed too much here, sorry for the rant. Point is, DE is felt to be necessary by far too many people to not see it as the sort of crutch which cripples our build diversity.
I run a different mesmer build, i run 2-0-6-0-6. I also use moa and portal. I actually some matches ill use no invisibility skills. This build is my version of a bunker mesmer and its very good vs average and below players since they will kill clones and get condi dmg and ill shatter for condi dmg.
And after i win the fight ill drop a portal and move to find at mid or far and portal back if i see someone trying to decap or cap. With a good team and good rotations we destroy teams since we can portal from different spots and move around freely to help other people.
I have maintained a 52%+ win rate with this build as a solo que player and with my guild team we went 11-2 about 1 month ago.
I find your comment to not be truthful and the problem of the gw2 community since you dont know how to make other builds work. Simply cause you either arent good enough/ cant change your style of play/ lack the understanding of a 5 vs 5. Though i do like the idea of the community talking about classes.
once agree i completely disagree with your idea of the mesmer class.
You’re sounding kind of aggressive, so please restrain yourself from insulting me personally if possible. Your point is valid, however I find it rude that you assume my opinion being somewhat exaggerated and differing from your apparent experience is due to my own unskillfulness or lack of understanding.
My understanding of mesmer’s position is thus: The majority of our builds, excluding maybe 1-5%[made up statistic], use DE in PvP. Power Shatter, Condi PU, MtD Shatter, Lockdown[Again, most of the time], even Phantasm[sometimes]. These same builds are what mesmer tends to be known for, what people know us as, and thus what the majority of mesmers use. Don’t take my word for it, of course. Ask top-tier mesmers, ask the whole mesmer community. I’m not saying not using DE cannot be done, I’m saying that DE as a whole steals a place in the majority of the mesmer’s builds that it is indeed a crutch which the mesmer is leaning on at the moment. Saying “all PvP mesmers use DE” may be an exaggeration, but only slightly so, like seeing “$1.99” and thinking “$2.00”.
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Here, a thread dedicated for you to list your profession’s build crutches. I’ll begin by listing what I know from my main, so fill in the blanks.
Mesmer:
-Deceptive Evasion: Our trait which makes clones on dodge. Clones, or illusions, are the mesmer’s profession mechanic. It is a mechanic which we are unable to access on-demand without forcing usage of 2-3 skills for sub-optimal to optimal results from shattering. DE gives us this necessary ability to produce clones when we need in exchange for endurance. It also forces all of our meta and sub-meta builds to go 4 trait points into the “Dueling” line, which is severely crippling our customizability as far as builds go.
-
Guardian:
-Justice is Blind
-Altruistic Healing [OR] Monk’s Focus
Elementalist:
-Evasive Arcana
-Elemental Attunement: The class just doesn’t work without this trait. It is a 100% necessary, and its part of the reason the class is so broken. This trait is brokenly OP, but even with this trait the top-level ele build is relatively balanced (esp at high tiers more recently, where they aren’t seen as much anymore, although some will come argue they are OP b/c of their 1v1 efficiency). No ele build EVER has worked without at least going to get this trait. Pidgeon-holing eles into going at least 6 in arcana or 4 water AND 4 arcana greatly restricts build variety. It is also the reason no ele specialization will ever work unless its trait-line has some equally OP offerings. [Provided by @BlackBeard]
Thief:
-Trickery[Trait Line]
-
Engineer:
-Grenade Kit
-Speedy Kits
Warrior:
-Fast Hands[Depending]
-Cleansing Ire
Necromancer:
-
-
Ranger:
-
-
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What the others said. F1 counts you as an illusion and damages around you, F2 confuses around you, F3 dazes a nearby target, F4 gives you an extra second of Distortion.
I started as mesmer, and maybe it wasn’t the “optimal” choice for a non-veteran MMO’er, but screw optimal! I wanted to play what I liked, I liked the idea of manipulating minds to win and shooting lasers from swords, so I just played with the game in mind instead of trying for being “Elite/Top-Tier/#1” right off the bat, and frankly neither should you. It’s a bit kitten leveling, but nothing we haven’t all overcome. If you like the concept and style of mesmers, you should play it, and that’s all. If you find you don’t, just switch over and no harm done, I thinks.
Ok, here’s the deal: Many of us are going to be messing about in Stronghold tomorrow, each playing our own builds and then some. The forums will become cluttered with feedback. Here’s what I want: An organized fashion in which we can tally up our own experiments and tests, find results and tricks and fun, and have a single place where we can find all of it. Thus, this:
Build: x/x/x/x/x “Place Layman’s Name Here” [Example: 4/4/0/0/6 “Shatter Mesmer”]
Link to Build: http://en.gw2skills.net/editor/
Link to Post: If you’ve posted a more in-depth thread dedicated to your results, put it here. If so, I encourage you to summarize things in the Notes and Results section despite this.
Videos[if applicable]:
Notes: Anything about the build, your intentions/predictions, or whatnot you want us to know while viewing your results.
Results: What you’ve found works in Stronghold, certain tricks or kinks you’ve found useful or fun to mess with, maybe a bug that could affect us, and overall how you did. Simply put, the conclusion and everything that goes with it.
Remember, your results don’t have to be positive. Negative results work just as well, helping us to know what doesn’t or won’t work and pinpointing the reasons for it. Everything is useful.
Any thoughts on this mass testing, or perhaps a way to improve the format?
Confusing Enchantment should be 2-3 stacks, I agree.
Blinding Befuddlement just has to have the ICD removed, more stacks or no. That thing just has to be trashed.
Once again PvE has made its way into PvP. Courtyard is the only true PvP map in the game. So yes, an escort mission was all they could come up with for new content. How about 1v1 and 2v2 arenas? how about an actual gvg mechanic? since it is the name of the game. but since they couldn’t even get that right, i wouldn’t put any stock in them actually coming up with true pvp content.
Courtyard, the most boring gamemode ever. People say they want pure PvE, but that’s a misconception. PvE is the basis of everything in the game, so instead of going for 0% PvE, which ends up in zerg-fests like Courtyard, people should be saying “too much” PvE or “too little” PvE or “just right” PvE. For example, Skyhammer has too much PvE in terms of the mechanic being very overwhelming and dominating throughout the whole map and the disappearing plates auto-killing people. Courtyard has too little PvE, in which it has almost nothing except a bit of terrain, making it heavily in favor of blobbing together with your team in a semi-coordinated fashion, meaning that there’s no other strategy that doesn’t involve zerging, much like the current WvW borderlands map which also has too little PvE. The right amount of PvE is mechanics that aren’t shoved down your throat but are easy to swallow if you happen to take a bite. Khylo’s trebs, Forest’s beasts, etc. Easily usable mechanics that aren’t required to win, but can easily become a deciding factor if taken advantage of.
So, I really don’t trust what people who ask for no PvE say because what we want isn’t a “Pure” PvP experience, it’s an interesting one.
Hate the Blinding Befuddlement nerf. It was unnecessary: They nerfed confusion’s damage, wasn’t that enough? Did they have to really double nerf us, destroying very purposeful synergy in our traits? If they just revert it to no ICD, I’d be satisfied.
Thinking I could replace my Signet of Domination or iDisenchanter for Veil or Portal, stealth bombing the gate now and then and getting supply.
Focus’s reflect, I believe, will be very useful in stealth bombing as we’ll both be speeding our bombers up, but also reflecting all the damage coming to them.
Simply put, I feel like we’re gonna be mainly good at shepherding bombs across the map.
Some kind of punishment for something , if I were to guess. Probably doesn’t affect them in PvP matches, though.
1. LOL at 5 of you losing to a single Thief
2. It’s a zerg – it doesn’t care about 1 or 2 players, they’re zerging in order to farm rewards
3. This is PvP. No one cares about WvW hereso sorry I posted in the wrong forum .. gawd terrible ..
ty though for showing me the attitude for PvP and WvW really is this bad and non team work ..
No, no. It just seems like you have the wrong perspective. In PvP, you sometimes abandon your team on mid to steal far. Same thing: The zerg wasn’t going to slow itself down just ‘cause they lost a few. That’s just an unreasonable expectation.
Apparently you can que with Guild, and it’ll then affect your guild’s standing on the Guild LB, and supposedly will be directly connected to Stronghold. So I hear.
I’ve had a thought. We, as mesmers, are close competition with thieves in terms of how many teleportation skills we have. Phase Retreat, iLeap, Blink, Portal, and even our blocks [apparently] count[if they don’t, then fix Spirit Watch![If they did, I didn’t notice]]. So, I’d like that we have a trait to upgrade our teleportation, given we can’t spam it with a certain shortbow:
Displacer’s Sustainment: Whenever you teleport gain Protection and Regeneration for 4 seconds. Whenever you or an ally passes through your portal, gain 3 seconds of Distortion.
The portal section, I thought, might be interesting in WvW for portal plays[since the issue in big fights is that portals can be focused very easily], so I just added that in. Is this GM worthy? Better than Disrupter’s Sustainment, which I hope it can replace? Thoughts on traiting teleports at all?
guys,
this debate is getting out of hand, the only way I can see this debate can end is having an actual test involving recognized players in sPvP willing to participate in few 5 vs 5 games, and with one team has the same exact class/combo (that dont change through out the test), and going against another team with mesmer in the roster. The only variant should be the build of the mesmer (which is to be swapped out with power shatter build or mtd build).
Obviously this video should be recorded for educated debate and critique that’s been raging the past few weeks regarding mtd condi shatter build.
Top players test all the new things whenever something about their profession changes – they wouldn’t be on top if they weren’t open to new things. I’m sure Helseth, Supcutie, Countless and many others have tried MtD before.
The reason why you don’t ever see them play this is not because they are unaware of its existence, but rather because it’s inferior to what they are currently running.
It’s CI/Lockdown all over again. The mesmer forum is so convinced that it’s better than shatter, yet it’s not being used at tournaments and Helseth stated/proved a million times that it’s not better.
Not saying it’s better, but I’m not convinced it’s worse. As for the top players, no idea. Maybe they prefer the tried and true Power Shatter, maybe they don’t like the style, maybe they don’t want to take the time to master a whole new build, maybe they do think it’s worse. Doesn’t matter. Haven’t felt the need to argue on the forums about this, really, but I am of the opinion that MtD is pretty good even in comparison to power shatter, my experience in Ranked and Unranked has not contradicted me yet[upper-middle tier].
I won’t say you’re wrong, nor that I’m right. Just that so far, I’ve been winning well with it and that’s all I need to continue running MtD.
Also, sadly, I don’t watch tournaments nor watch Helseth much, so I’m not really knowledgeable on that level. If you could point me in the direction of videos to his quotes, I might be able to listen to his logic regarding his opinions, but until then I can’t really comment on how I take his thoughts.
No opinion on the videos either. Don’t really care to compare two books of differing genres.
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Turret Engineers are like fortresses: Hard to break and don’t move. Once they’re on a point, others usually give up or give a huge push[throwing 2 people to deal with 1 engi. That’s not taking into account the rest of the other team]. Basically, due to turret’s nature, they give the turret’s team a huge field advantage on whatever point they’re on. That alone isn’t too bad, you just have to be smart to not contest engi on their point. The problem people have is when there’s more than 1 turret engi, meaning this buff extending to two points.
A good way to see turrets is a +1 to any fight. With Supply Drop it turns into a +2 with a stun. Given the rest of the team, two turret engis can control the game almost entirely in this manner.
I’m getting sick of your more or less black and white comments…
Let’s simplify: power does large dmg on one hit, condition does small ticks for some time => both do same amount of dmg in some time if you stop attacking….
- Condimesmers get focused the same as power does (15k hp yey!), maybe even worse since you need to be closer all the time
- I kill cele engis with power, I think I’m not the only one
- You can soften up other celes for 2v1 with power, you can kill them 1v1 too if you hit good shatters + use interrupt…. very hard to hold a point with both power and condition
- Not having decoy+blink will hurt you a lot with condition, it’s not like some “free extra” utility slot like you constantly keep claiming
Condi doesn’t do small ticks of damage over time. Mesmer’s Condi Shatter can stack for massive ticks. It’ll take 3+ seconds for it to rev up, but the pressure and damage it places can be greater than Power’s. Power, of course, has it’s own purpose and does well in it [focusing a lot of damage into a shorter amount of time], however Condi does things that power can’t such as applying constant and strong AoE pressure, standing on point[depending on stats, of course], and dealing with thieves. They’re made for different purposes, comparing which is better or worse is like comparing how necro’s stealthiness is worse than thief’s, so thief is better. Comparing A to Z based on who’s closer to B doesn’t make much sense.
Second – I never said the sigils/autoattacks do a lot of damage but rather are the damage. Big difference as the total damage done is mainly from those sources but the burst just isn’t there. You’re also overlooking the fact that condition builds are primarily linked to autoattacks and their sigils. Most power based builds in pvp do not as they rely on burst rather than sustained dps.
I beg to differ. PU, perhaps, relies on autos and the AA of clones more, however Condi Shatter relies on, as you may have guessed, shatters as their main source of damage and rely on autos as much as, per say, power shatter[using them every now and then for a little extra DPS]. We utilize our staff clones for conditions as well as we can, of course, but it is definitely not what our condi shatter builds are built around or rely on for damage.
I haven’t gotten a confirmation email for subscribing at https://heartofthorns.guildwars2.com/en
Wondering if that’s fine. I assumed so, since whenever I try to sign up again it gives me a different message than the “check for confirmation email” one, but I want to be sure.
Thanks for the continued work again, Chaos~
Want to just recommend[or remind] to update Condition Mesmer, or create a Condition Shatter category, with MtD Shatter details along with MtD’s updated state with 2 stacks of Torment.
MtD Shatter has working well for me thus far. Survivability and a good amount of damage combining the confusion and torment. Condi has the survivability to do a bit more in-fighting than power shatter. Mostly, keep a trump after laying down some high-stacked initial conditions in case the enemy cleanses, meaning you can quickly reapply.
At “below-highest” tier, condi mesmer is viable so far as I know. At least, as viable as Power Shatter.
But if they changed it to “on heal skill”, it’d also have to work on charging MoR since that’s a heal skill as well, even if it doesn’t heal. If it’s “on heal”, it should definitely work with Restorative Mantras if they’re going to be literal about it now.
Literally trying random combinations of letters. No idea how long it is, or if it’s a word or not… but I will keep at it.
So what you’re saying is… try to get in?
You can try, but I have a feeling you’re going to be beating your head against the Wall of Strongholdishness.
Worth it.
So what you’re saying is… try to get in?
Well, you were saying things like what you’ve been speculating was confirmed, which is just… yeah.
Anyway, I speculate the “just as good” is perhaps an extra mechanic skill[meaning, an F5 Shatter, or whatever it is]. If Warriors have an OH, this can be assumed to be correct in that they apparently have an F2. Same with, perhaps, Elementalist since MH are just an AA away, numerically, from an OH, so if they have a 5th Attunement[or whatever].
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Abbadon Dance off?! This is exactly what we’ve been asking for! GW2:DDR for the win!
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^^ Put Mantra Heal on auto attack with centaur runes, set it on for a while with, perhaps, boon duration buffs. After some while, you’ll have stacked a good amount of swiftness.
Sounds cool, but Chaos is all about RNG, which might be a bit… y’know?
So to fix this, you’d want the specialist traits to proc off of these random factors. For instance, our staff can give us Aegis, Retal, or Swiftness. With Retaliatory Block, however, we now have a 2/3 chance of getting retal instead of 1/3, and a 1/3 chance of getting 2 boons to proc. This Chaos Spec should be about playing the numbers, weighting the odds, ensuring results from randomness.
I propose the name Gambit.
Just block, I think. The stealthed player hit something, so they should destealth. With evade, blind, and invuln, it just feels like the hit never reaches in the first place.
What could also be an option is keeping the current event, add a generator in the middle of the oasis. Make it so you gain a maximum of 2 charges just like in sPvP with the supplies on stronghold and with those 2 charges you can charge the mega laser by channeling it for +/- 2 seconds on the generator. Once you die with the charges, you lose the ‘’orbs of energy’’ you just gained from the mob which are available for enemies to pick up. Like that you don’t entirely gotta delete the event but rather spice it a bit up.
As they explained in the first presentation about this (I think it was the one at PAX), killing the dinosaur to get the core is only the easiest part of the job, then you need to bring the core back to one of 3 collection points, and you can be killed on the way, and you’ll lose the core for your enemy to collect.
If it works like that, sounds like a good excuse for PvP to me. And having 3 collection points makes it harder to blob the event with one single zerg camping the collection point.
I must have missed that then. Well if that’s the case I just hope these orbs don’t deny you from using your skills. Or don’t disappear the moment you drop them and also that they will still make it so you have to channel the orb to the generator and that damage or CC will interrupt you from doing so. If not you can just get the orb, run straight past the enemies or just blink past, deliver quickly and get off to do more pve.
My biggest complaint would still be the amount of mobs across the open area’s though.
Lets hope they have the foresight to change the fact that you can currently stealth and blink while holding the orb.
Blinking is fine if they add a channel effect to the delivery of the orb. I don’t mind someone suiciding to try to channel his orb. I do, however, mind people stealthing and you getting forced to bomb the altar because of that.
If you have to channel the orb into the drop-off, it might work well if it works like Silent Storm in that you can’t channel in stealth. Also, I’d prefer CC only interrupt on the channel, or else it’ll become too easy for, say, a ranger to camp the drop-off from 1500 range and continuously deny the channel.