plot twist, shield is an insanely offensive weap(on mesmer)
Makes sense.
Edit:
In fact, more so, it can be defensive in that it could be a lockdown weapon, and therefore also offensive.
Ah, now that I think about it, this probably goes with mine about Chronomancer.
One of our new specialization skill, supposedly, has a clock-based animation. I apologize if I’m speaking too soon, but Chronomancer specialization, or something cut from the same cloth?!
That’s assuming it was literally Mordremoth getting involved in the Dream. If the dream is in fact a display of your “destiny,” then whatever you see might just be things that already exist within it, right?
Or do we have proof that the dragon was actually Mordemoth’s invasion of the Dream?
Caithe said it was something killing a bunch of sylvari, or the Nightmare. Maybe it was Mordremoth’s influence at work, or the Shadow of the Dragon literally attacking, or maybe our destiny was just so awesome that the other sylvari couldn’t handle our vision.
Since they did use Kralky’s spear-things against him, and we used dragon-magic against Zhaitan, it might go to say that the only way to kill a dragon is with dragon magic[those of you who read Fairy Tail, this sounds like Dragon Slaying to me.]. In this case, might be the case that our current dragon artifacts[Jormag’s tooth, Glint’s child(maybe), Sylvari(maybe), Caledbolg(maybe), Zhaitan’s tail, Blue Orb[maybe, thanks Slowpoke~]] could turn up to become our main weapons in the future. Would make for some even cooler Ascender/Legendary weapon skins too~
(edited by Dondagora.9645)
And, since we’re talking about this, I proclaim Condition Shatter MtD to be the best~
Once there is a Sinister Amulet in PvP, maybe.
Nah, that’s counterproductive to going conditions instead of direct damage. With conditions you’re taking less immediate burst for greater survivability[Vitality and Toughness]. Like Lockdown, it’s a different playstyle.
But, nonetheless, we shouldn’t divert the topic. Another thread can be made if you want to discuss this further, though.
CI is more survivable because of:
30 Chaos – Boon Duration & 300 toughness. This makes a difference, and synergizes with the entire tree. The boon duration extends the boons from Staff/Chaos Armor/Interrupts (usually from 3s to 4s).
Debilitating Dissipation – AoE weakness is nothing to sleep on.
Much higher access to protection Via interrupts and Illusionary Membrane (Chaos Minor)
Interrupts! Interrupts!
Yeah I know…
I do not think it is as significant as good positioning
AoE weakness gets cleansed so fast it is negligible – Ele/Shout War
3/4s of Protection… yeah I don’t think it’s going to save you from a Thief or 300 toughness
It is all really minor to me doesn’t make much of a difference the best way for a Mesmer to survive is to have good positioning and good usage of decoy/blink/f4 which shatter build helps with
It’s all preference in the end – which is why anyone would even use a Mesmer right now – There is no question there are way easier/effective classes to use right now
On the topic of survivability, the thing I find Lockdown making harder to kill outright is a mix of what Chaos said, but with a greater emphasis on interrupts. These dazes and stuns and whatnot are all denying a potential source of damage each time they land, while at the same time adding to your damage. Along with the boons provided and the toughness had, it makes it harder to land “winning” hits on the mesmer before the mesmer has enough potential damage[Their power+might against the target’s vulnerability stacks and positioning[made rooted by iSwap and CI]] to burst you down the same kittenter.
One point I’d like to add is that Lockdown builds tend to have, or at least in my case and Warlock’s, the use of focus for AoE CC. Also, they have the option to double trait Blink, though that’s more secondary.
What I’m trying to say is that CI Lockdown is probably more mobile than Shatter, it has better access to swiftness.
As for damage, I think that Lockdown has to build up a little more than Shatter, and needs a good bit more precision in how its worked, but it can equal or surpkittenter’s damage if done perfectly, though perfectly for Lockdown is a higher skill cap than perfectly for shatter. My line of thought is thus: With the combination of Halting Strike, Vulnerability from Interrupts, and Might from BI, Lockdown will quickly become more bursty than shatter if one can land an interrupts, making its reward much greater than Shatter’s.
In this sense, however, it is more so that shatter is more reliable, it doesn’t rely on interrupting the opponent, putting it all to how well you can perform the shatter combo. At that same point, shatter is more bottlenecked in what is can perform, meaning sneaky backstabs to burst people down, while Lockdown is more flexible in its capability as any of its potential interrupts can easily become the starting point of its burst combo.
…
…
And, since we’re talking about this, I proclaim Condition Shatter MtD to be the best~
Really like the spear, since it has a sort of nega-iLeap effect. Would be super cool if Feigned Surge’s animation turned into the mesmer whirling the spear around the body and striking in the same sort of way as Blurred Frenzy. Might become necessary, however, to modify either Slipstream or Vortex, as both seem to be focus’s curtain split into two skills, plus having 2 hard CC on a single weapon might be too strong.
As for trident, I worry that it’ll overlap too much with staff and torch, though that might not be a big problem. The whirl finisher would be cool, and maybe replace Illusion of Drowning’s sink effect with some other CC? AoE daze with 3 target max[because trident=3 sharp ends] with an animation like GS’s Mind Stab? Give the nature of it, might need to make it a little slower, a 1-second cast time?
(edited by Dondagora.9645)
2. They forgot?
I’ll theorize one at a time:
1. Perhaps it’s the place the Pale Tree was planted rather than the Pale Tree itself. In lore, they say that certain living beings can, depending on the place, connect with the Dream. If so, perhaps the Pale Tree didn’t make the Dream but was simply planted on a place of power and is now the largest existence in the Dream?
Simply put, it may not be that the Pale Tree itself is special, but just happened to be planted atop something which freed it from Mordremoth’s control. According to a certain dreamer, Ronan probably did know about Mordremoth and the Pale Tree, so it isn’t out of the question that they decided to do something with it.
And, since we’re talking about something that is in the center of the Eternal Alchemy with the power to free the Pale Tree, I’d like to propose that this something is the Keystone Bloodstone. Hell, it could’ve been disguised as Ventari’s Tablet, or it could just be somewhere underneath the tree. Point is, it seems to be the center-piece to Tyria’s magic, so it might make sense for it to be in the center of the Tyria orb.
Wow, that was longer than I thought it would be.
- Mesmer
… So, torment on critical hit, more confusion and Sigil of Doom still running amok.
/facepalm this is NOT GOOD ArenaNet, this only encourages more condition removal. This isn’t buffing Mesmers, it’s only buffing PU Mesmers.There is now 0 reasons to run something else on a Mesmer.
Fail. Just fail.
…
I miss Mind Wreck Mesmers, now it looks like ArenaNet only wants them to run PU condi-spam. As for the other classes, this is riding a lot on nerfing builds that use Superior Sigil of Battle.
Mesmers will be out of bottom tier which is great but a PU Mesmer will be impossible to 1v1 against and making defending a point even more difficult, with even more torment and confusion spamming I think this would be a terrible change.
Says you know little of Mesmer in general. It may buff PU specs, sure, but in no way will this[I believe] overshadow shatter mesmer. Not sure if trolling or sarcastic, but I’ll give you reasons why people would not run PU in PvP: as you said, can’t take points well. Also power shatter will have that immediate burst damage people crave so much. There’re also lockdown specs which have similar burst potential with lots of CC to dominate fights.
If anything, these won’t affect PU Mesmer’s standing so much as it will Power Shatter’s evil twin, Condi Shatter. No idea how by how much these buffs will actually help, but they’re appreciated in ANet’s attempt to increase the usefulness of a sub-meta build.
And, like everyone said, a 10-30% increase on iMage’s projectile speed would be appreciated.
I tend to get something out of iMage by summoning him right next to my opponent right from Prestige. Then I shatter it. Not a complete waste of time. Hopefully with this buff I can get a 15 Confusion stack combo with scepter-torch.
I think this would take months if not a solid year to tweak and balance. Upping pet diversity, as well as how well-controlled they could be, is a good enough tweak.
However, if you were able to make pets that much more controlled, PLUS strengthen them through a tree, you’re effectively running two toons in one. I’m sure someone would come up with some kitten RtW/Pet build.
I’d say yes to adding control, but no to adding so much specialization.
A year well spent, I thinks~
They’d have to find the sweet spot, the middle ground of the Ranger being too strong individually with the specialized pets and the Ranger being crippled by having a specialized pet. But one thing at a time. If they added more control and eased into pet depth, things might turn out well.
This is an excellent idea, and the hunter class in WoW already has this. I forget exactly how it works but different pets or pet classes have different trait lines with options you can customize for each pet. For example one trait for a cat would be “charge” which allows your pet to charge forward at the speed of an arrow and instantly hit your opponent, stunning him for one second. Compare this to the excessively slow speed and right angle attacks of our pets which often die before they reach the target in WvW or fail to reach the target before you kill it in PVE.
Pets in WoW also have much more effectiveness and diversity in their roles which you can enhance through traiting, such as a tanky pet that pulls more aggro and is tougher with the right build. GW2 bear isn’t much of a tank and few pets hold aggro well.
I’d like a pet in WvW that does knockdowns or f2 howl like a wolf but can be customized to be more survivable at the cost of dps. A dead pet does no dps.
Ive been saying this numerous times, when i played WoW, it gave me that sense of feeling the traiting my pet to suit various situation or gameplay modes only applied to my pet, i didnt have to spend trait points I have just to make my pet “viable”
For example, Having their own pet tree would:
I can trait to have -50% AOE damage when i want to WvW in zergs, therefore my damage output will not be kitten because my pet would have higher durability.
ALL these traits that we have Should be On A Pet Tree, And Replace them with traits that would benefit the ranger Directly
>Carnivorous Appetite
>Alpha Training
>Malicious Training
>Pet’s Prowess
>Companion’s Might
>Agility Training
>Expertise Training
>Concentration Training
>Instinctual Bond
>Master’s Bond
>Compassion Training
>Intimidation Training
>Speed Training
>Instinctual Bond
>Stability Training
>Rending Attacks
>Invigorating Bond18 Traits all Pet Related
Now if we had our own pet tree
We (The Ranger)
Will be able to have 18 Ranger Oriented (Affects the ranger or weapon skills, or utility skills)
That would Create A LOT of Diversity for the Ranger Class and The Pet Too!
Whatya guys think?
Agree with this, though I think it may be hard to give each pet the depth of the ranger’s trait lines. I think that if they created mini-trait lines for each species of pet[Devourerer, Dog, Big Cat, Pig, Spider, Bird, etc.] we could get something close to this. Someone would have to punch numbers for what the best way to implement this is, but I do think that adding some diversity of pets would help rangers in the long-run.
As a cele ele I think sigil of battle nerf is good, and might stack reduction was also good. Now eles will not be called OP due to their might stacking nature.
The issue never really was just the might stacks. The nerfs they give to drake’s breath was far more substantial than the might nerf and even that’s missing the point what makes DD cele ele so good.
The ultimate strength of DD ele is that it’s a jack of all trades, master of all. You got infinite boon spam to the point where nobody can rip all of it, you got condi pressure, you got burst damage, you got extremely high mobility, you got insane healing, excellent support, you got CC spam, you got lots of ways to void burst, you are slippery as all hell and you have no downtime.
The only thing that cele DD ele struggles against is hard CC chains like fearmancer or hambow and even then they got no chance of actually killing you 1v1 because they don’t have a fraction of the mobility you do.
This nerf didn’t do much other than shave a few percents off the condi pressure and even less off of the power damage, thus addressing none of the core design flaws of ‘jack of all trades’ build
I feel like Ele is meant to be the jack-of-all-trades, which is fine, so long as they don’t become the master-of-all-trades. I think that’s what the nerfs were trying to accomplish, as they saw the Ele’s capabilities fine except that they were far too strong to be called a “jack”.
guys, u r all happy about the buffs, me too, but..
what r we gonna do w all the new bugs?
Don’t think about that for now~
Just smile and act like they won’t exist, and maybe they’ll disappear…
Where was this?! I love them all, especially the iMage, and Confusing Images changes. An overall buff to mesmer’s confusion application.
Couple of other stuff we’ve been asking for too, which is great!
Stop saying Mesmer is still played or is somehow valuable in high tier PvP, because it is not. ALL the PRO mesmer players stopped playing the class because it doesn’t worth anymore to be a heavy fat baby that needs to be babysited by your team.
The only thing that changed about Thieves is that they aren’t soo required anymore to be in big fights brusting key targets (only if there is a Mes or w/e) because of how they suffer from all the AoE from Cele Ele/Engie, but they are still a good addition because of their roamming, decap and how they easily turn a 1×1 to a 2×1 in favor of their team.
Yet somehow we have seen Helseth in finals recently, and had another mesmer in the finals of the NA ESL cup yesterday.
Assume when someone says “all” they mean “almost all” with the exception of Helseth and probably 1-2 others. Point is, many tourney mesmers don’t use mesmers in tourneys anymore. Example: Supcutie uses thief, I believe, nowadays in tournaments. The reason Helseth can do it is his rotation skills, his team, and various other factors built around him.
yes. i think that’s what keeps mesmer viable, more team utilities then thief, but thief dominates all.
I think you misunderstood me. I was saying Helseth himself and his team are good. While mesmers may have more team utilities, this in no way makes the class itself “viable” just because one player can utilize it passed its average potential.
Stop saying Mesmer is still played or is somehow valuable in high tier PvP, because it is not. ALL the PRO mesmer players stopped playing the class because it doesn’t worth anymore to be a heavy fat baby that needs to be babysited by your team.
The only thing that changed about Thieves is that they aren’t soo required anymore to be in big fights brusting key targets (only if there is a Mes or w/e) because of how they suffer from all the AoE from Cele Ele/Engie, but they are still a good addition because of their roamming, decap and how they easily turn a 1×1 to a 2×1 in favor of their team.
Yet somehow we have seen Helseth in finals recently, and had another mesmer in the finals of the NA ESL cup yesterday.
Assume when someone says “all” they mean “almost all” with the exception of Helseth and probably 1-2 others. Point is, many tourney mesmers don’t use mesmers in tourneys anymore. Example: Supcutie uses thief, I believe, nowadays in tournaments. The reason Helseth can do it is his rotation skills, his team, and various other factors built around him.
An idea: given how not all sylvari will be corrupted by Mordrmoth[assuming our character, Canach, Caithe, and Trahaerne aren’t corrupted], how do you suppose they’ll stay sane?
The two main silver[Scarlet and what’s-his-name] who were corrupted by Mordremoth had weakened their connection to the Pale Tree through experiments and becoming Soundless. We can also theorize that the Pact sylvari had a weakened connection either being too far from the Pale Tree and too close to Mordremoth.
There might be some ways to explain certain sylvari’s immunity to Mordremoth’s connections, some of them more farfetched.
1. Stronger connection to the Pale Tree, which I’d say is more present in the First Born.
2. Using items like Caladbolg or Divine Fire.
3. Divine Fire is shown to ward of Mordrem. In this same sense, it might be possible to ward of Mordremoth’s corruption with it or, at a more extreme, Ascending.
It is known, however, that only Chosen can Ascend. Which is why with this option I propose it with another, older theory of the Pale Tree being fused with Melandru. This will fulfill the requirement to making Chosen, as the Sylvari will be gifted with a god’s power, which might explain the Pale Tree’s freedom from Mordremoth and the Sylvari’s ability to resist Mordremoth via the Dream. Thus, in Ascending, the sylvari don’t ascend as human’s would from the rest of humanity, but ascend to a level of individuality away from Mordrem corruption. This is my personal preference, but y’never know.
Any ideas on these or personal theories on how ANet will explain certain sylvari not losing their minds?
Think how ridiculous we’d be if we had MH pistols, traited for 1200 range on dual pistols and all.
My idea for it is:
#1: Ether Shot – Fire a magically constructed bullet to Weaken targets. [1-3s of Weakness]
Simple AA concept, Weakness meant to give us some form of defense, but weaker than Scepter and Sword’s active offense, as pistol will also have range to protect it.
#2: Special Vantage – Target a specific area to summon a clone wielding a pistol. [CD: 10]
Probably needs one other effect, but the main idea is placing pistol clones in places either where they won’t be destroyed or possibly inside enemy lines for shatter or clone-death purposes. To make this truly useful, as a skill, I’m thinking it should apply some kind of condition, perhaps Chill or Confusion or Blindness, to foes near the area the clone is summoned.
#3: Curved Light – Fire a magical beam which can curve itself to hit targets. [CD: 15s]
I’m thinking this could work somewhat like the engineer’s rocket turret’s ability to change the direction of its rockets a bit. The difference being is that this will be a high-damage channeled skill that has a medium-speed laser[not instant] that “bounces” in mid-air to allow shots around corners or hits after dodges. Might be cool if it could take advantage of Illusionary Elasticity for an additional curve.
Oh, thought of something.
- Unarmed Skills: Either a set of spells or extra utility slots when not using an Off-Hand Weapon or Two-Handed Weapon.
- Increasing Wastrel’s Punishment to 15-25%
- Bountiful Disillusionment turned into a “per Illusion” trait.
- Power Block adding a 5 second CD to no-CD skills on interrupt[AA, Thief Weapon Skills]
- Reduction on Time Warp CD to 180
Warrior, Guardian, or Necro. I find having something with good sustain compliments my torment bombing numerous enemies.
I don’t think we’ll get anything that says “Interrupts target” as interrupting is heavy CC on opponents during their skill. Therefore, it would be more reasonable to hope for more CC.
On that note, I’d like a domination trait that adds 1/4 daze to Mind Wrack, thus letting it interrupt.
More useful weapons of any sort.
More useful Utility of any sort.
More useful traits of any sort.
More ways to generate clones on-par with DE[Clone on interrupt, Clone on Weapon-Skill use, etc.].
I’m not picky, but the more they add, the more depth we get. I mean, if they just gave us things for our current builds, that’s no fun at all! I don’t want them to buff our builds[maybe a little], I want them to allow more builds to be meta to sub-meta.
Problem isn’t healing. People are fine with someone being tanky. The problem is the combination of having both very strong healing and very strong DPS in the same build, creating an ultimate all-rounder. The fact that those considered OP have healing just means they’re capable of using Cele to OP-levels.
As for might, it may be best to lessen the ability to stack it on one’s own so easily in said builds.
I’m very annoyed. I downed him twice[presumably before he adapted for condi], but the first time I’d thought I lost when we went down together and wasn’t expecting a downed fight. Gah~ One of these things.
Couldn’t beat him after that, either ‘cause my luck ran out, I became brain-dead-ish[given the lateness], or he’d adapted himself to deal with conditions. Or, as I believe, a mix of all three.
Don’t be an kitten . Not much else to say, other than now having confirmation of ANet’s direction and stance.
What stance? We still don’t know if abusing those unintended effects is a bannable offense.
This answer is obvious. Nobody has been banned for it, therefore it isn’t bannable. I assume ANet’s reasoning is this: “It’s our fault for making such an exploit possible, we shouldn’t blame the players for using it.” That’s just my belief. However, we do know it is not a bankable offense, as they haven’t been banning people for using it.
It’s not intended behavior, and we will be fixing it.
Edit: (Specifically the ability to increase the healing potential of Signet of Restoration by cancel-casting Lightning Whip after the first half of the animation.)
I respect your decision to give phantaram a permanent ban. Sorry to hear it came to this. Disgraceful.
Don’t be an kitten . Not much else to say, other than now having confirmation of ANet’s direction and stance.
The problem here is that the stats can be, believe it or not, imbalanced. Someone could max out power beyond something currently possible, or condition, or do some other crazy stuff. Plus, there are things like Berserker Amulet which is balanced beyond the original intended stats.
Simply put, such a way to customize stats freely will create massive exploits. I’d rather just have ANet give us more amulets as soon as they sort out the balancing than have everyone be maxing stats to become all-round unbeatable builds.
1. On the tooltip, it rounds to 1.25 seconds. I tend to use Mesmer Runes both for the daze duration and the small boost in damage it adds. But, of course you can use any weapon set you like for CI Mesmer, so long as you can make it work. I’d recommend power-stat runes for Halting Strike, though some opt to gain 25% speed from Traveler Runes or otherwise.
2. I don’t know if it still works with dazes. If so, it’ll round to the nearest 1/4 second, I believe.
3. Yes.
(edited by Dondagora.9645)
I do kind of agree with ANet putting a cast time on it. A 3 second stun theoretically every 10 seconds with no telegraph is a bit much. However, it was alot of what they nerfed around it that gradually put the mace out of favour and alot of buffs that other classes received. The combination of nerfs to the warrior and minor/major buffs to other classes. I also think as well that people adapted and learned how to fight it as well.
Mace is still a decent dueling build, it will definitely have it’s struggles against other builds, however I wouldn’t take mace over let’s say a hammer in a group fight. I wish Mace had something that made it more defining rather than a single target version of Earthshaker with a second longer stun.
You’re a wvw guy, try that in sPvP and you’ll see why I’m mad.
Skull Crack is the only means that Warrior had vs. people who abuses 10 million defensive cool downs, permavigor, and teleporting to vertical range to wait out stances. It’s just so pathetic that ANET thinks vertical range teleport isn’t broken and doesn’t need to be fixed much like the lightning whip stow cancel while skull crack is suddenly kittenous skill when that’s the only high skill cap thing that Warrior had going for it.
You can count dodges for all I care, it’s impossible to count dodges when certain classes have perma-vigor and 10 million stun breaks.
Just so pathetic, ANET really fails at simple balancing principles.
I’ve PLAYED Mace/GS extensively, in both PvP and WvW. And dueling against decent opponents. From the day where people considered it overpowered to long after post-nerfs. I even have a video in my signature showcasing Mace/GS, and a thread in which I acknowledge all the weaknesses that come along with this build. I don’t mean to brag but I know more than alot of people the ins and outs of this build.
I see what you are saying but at the same time you still can’t justify a 3+ second stun on a 10 second CD with 1/4 second cast time. The problem with Mace isn’t Skull Crack. I think it is a balanced skill the way it is at the moment. The problem is that the Mace lacks things that make it truly unique and defining as a weapon. At the moment, it is pretty much a poor man’s hammer, except with more blocks and less CC/mobility/slower.
I do agree that Mace/GS is a different playstyle than most Warrior builds and it is higher skillcap. Because it requires more discipline, patience and paying closer attention to things like dodges, what cooldowns were used, etc. Skull Crack itself isn’t high skill cap, but the things you do to set yourself up for it is kind of. But it isn’t the highest skill cap build out there.
However, you can still apply lots of pressure on your opponent and force them to blow significant cooldowns so that when the time comes to use Skull Crack you have the best chance of landing it. And not every class has 10 million stunbreaks as you say. If anything, this build struggles against most Warrior builds because they are the closest thing to having 10 million stunbreaks.
Don’t waste your time
Click on the guys name check post history
GG
http://i.imgur.com/5mSr2oj.jpg
He was using mace shield and sword warhorn while doing very low damage he wasn’t even bunking. Having that guy on your team made it 4v5.
Wow. I’ve seen sore losers and irrationals, but… wow. This guy is just deprived in ethics, character, and intellect.
For the Six Gods’ sake, ANet, ban this punk! Players shouldn’t ever be subject to this kind of abuse!
Tested some things, Fluxit~
I believe your build benefits from Rabid more than mine, thus for this build I gain more damage using Carrion. I believe this is because of my choice in weapons, opting for direct methods of applying conditions with my more slow, single hitting illusions while you can make greater use of Sharp Images with iDuelist. On the other hand, I find Carrion provides me with around the same amount of direct damage that Rabid would because of the Power I gain from it and the RNG of critical hits in the first place.
Responding to your post, yes I use Desperate Decoy, mostly because I don’t have a lot of preference for that slot so I though “might as well~” given the other traits weren’t an ideal choice for the build either[maybe Retaliation on block, but that’s it].
I squeezed in power, yes, which is just as useful without precision as precision is without power. Did DPS test switching Carrion for Rabid and checked the damage of Confusing Images[strongest direct damaging skill in my build, I believe, not counting iWarlock]. Carrion with a constant 1500, Rabid going around 1100 or less, with outliers around 1400[maybe it could get about 1500, but that’d take 5 crits in a row]. If this test was bias in any way, please correct me.
Also, I may lose a good bit in armor, but I believe I make up for it enough with the vitality from Lich Runes and Carrion.
Anyway, this is my reasoning for using what I do. If I’m wrong, please point out where and how.
It’s just an mtd build with carrion gear (patent rejected). Its looks like it would be annoying to fight against in a 1v1 but you’d drop fast to hard hitting aoes, medi guards and good thieves. It has good condi damage and duration which is important in a maim build though. But yoy probabky wont be able to take too many hits.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Nero-The-Emperor-of-Torment/first#post450105
This is one version of a well rounded mtd build.
With your build, have you tried 0/4/4/0/6 taking bountiful interruption. You have interrupts but they dont really do much for you. With might stacks you increase your condi AND direct damage. You also get extra conditions from on death clone traits…but you should be shatterring those clones as much as possible because torment is your main damage dealer so…
True enough, forgot about that one~. Guess they’re too similar to call them different builds.
I also see your point on BI. I’m somewhat skeptical to rely interrupts with my torch, though I can see the appeal in gaining both condition and direct power. However, though, I find having the torch traited saves me a lot with its condition removal[in cases with immobilization]. Also, what I believe is that the 175 condi/power you get from BI is already inherent in this build. 200 Power from Domination, and 180 Condition Power from Signet of Domination. While the clone-death conditions may be useful in certain scenarios of AoE, I’ve found myself able to deal with such in my own ways, such as waiting the fields out with my staff clones on the edges creating webs of minor burns and bleeds stacking together[Thus the extra bounce trait, creating pseudo AoE. Very useful when without shatters], or using alternative methods of condition application such as Scepter/Torch 2-4 and Staff’s 4-5.
Well, those are my thoughts on it.
http://gw2skills.net/editor/?fhAQNArfWnsISjaWoGOoB3aGp1gQdVySPJZAKQJbQ1A-TJRHwAILDca/BBnCAAPBAA
Patented~
Just wanted to put a name on this build I’ve been using for a while in PvP. Feel free to give feedback, critique, or questions.
Edit – I originally use Signet of Ether, went back to Ether Feast, but find myself drawn back to the signet as it either performs better[for me or my playstyle, at least], or a placebo effect in thinking it does boosts my skillz. Either way, editing the link to have the signet.
(edited by Dondagora.9645)
Usually I feel I don’t have a hard counter on my condi shatter. Thieves are eaten by the torment and confusion[some good ones don’t, of course, so it just comes down to skill at that point]. So I don’t feel I have an hard counter. I think it’s because I don’t usually have to be so picky about the order I shatter in along with the many defensive skills our condition weapons offer.
@Mesmer mains
Challenge: Go play DPS Warrior (30 defense or no defense, IDC) or Fresh Air Ele.The majority of the people who try this will come crying back to their braindead invuln easy mode class which only happened to be unviable because celestial.
Mesmer was always braindead actually, not as much as Ranger or Guard but still very braindead.
And when I mean braindead, they’re very easy to play and very rewarding. Most Mesmers who tried to play DPS Warrior just failed and missed every important skill back when the Frenzy meta was around.
Challenge accepted. I’ve played Warrior. Not skill-less, but it’s easy because it’s so straight forward. Each skill individually works well by itself. I am no pro warrior, but I did my share of PvP on it.
Now is it your turn to play mesmer?
I tried a PB build recently. I theorized that if you maximized the potential interrupts and hit a single person with them that it would accumulate into them simply crashing, thus I did 6/6/0/2/0 with Harmonious Mantras and three mantras[MoR, MoP, MoD], somewhat inspired by Ross’s bold high-risk Asskicker build. While it didn’t seem great in dueling[maybe given I kept dueling a thief], I’m thinking of testing it more. I think, perhaps, a 6/4/4 might be more powerful given BI, or perhaps taking something tanker like Soldier Amulet instead, using the tankiness to survive as you accumulate interrupts on the target.
What’s holding it back the most is thieves, though. It needs to have some affects on them, or else they’re not even phased. The thief I dueled needed three matches to realize my interrupts stayed for a while, meaning all my previous interrupts were simply weapon skills. Even adding a 1-2 second delay in their initiative recovery would help.
(edited by Dondagora.9645)
My point is mesmer is so strong that you HAVE to bring a thief. Imagine playing a mesmer in a thief-less game. It would be like taking candy from a baby. I think this is bad for the game, and therefore fire/air sigils should be nerfed considerably. Or just nerf mesmer.
If you learned to fight mesmers yourself, it wouldn’t be bad. Thief is like the extreme counter to mesmer[most of them], but you can in fact learn to beat mesmers.
As a mesmer, I’ve killed some of every class, including mesmer. As a mesmer, I’ve been killed by every class before. Difference between the latter and the former? The latter were more experienced and adapted their strategy to the situation. Just like how people, after the ranger buff, either QQ’ed or eventually adapted to it.
So, to your recommendation, I’d say nay to nerfing mesmer, I believe it is a personal problem. While you may be offended, I recommend you consider the possibility it is a personal problem and instead ask for advice for beating mesmers or attempt to duel mesmers to gain a better understanding of their capabilities before continuing to assume it is a balance issue.
However i do agree warr is easy more for mesmer but do you honestly think you have a leg to stand on considering how OP warr was for like a year, practically killing a mesmer in 2 stuns?
In the beginning of the game before cleansing ire, hammer #4, etc buff warrior was a crap class that no one would ever pick. While mesmer was godmode able to glitch shatter before they added a global cd to the shatter skills.
In the beginning, yes, then they decided to give warrior more and nerf mesmer a good bit. It worked, it’s more even now.
What happened at the beginning of the game or before now[to both Dudis and Liam] don’t matter. Get back on the topic of mesmers so proper arguments can be made, please.
Also @OP
This is why Mesmers cry about Engi, because they want to be even more spoonfed by how easy mode Mesmer already is.
I get you’re a huge advocate of warriors. I agree that they’re mostly balanced[always room for improvement] and don’t agree when people say they are, as a class, OP. Mesmers are given things like mantras and distortion and teleports because we don’t have that natural survivability of warrior, meaning health and armor. We have to avoid taking damage. Warriors can afford taking damage because they can either heal themselves[via signet over time] and/or mitigate it enough to make it less significant.
I’m not saying Warrior’s aren’t balanced or braindead. I’m just trying to get you to understand that the teleports and stealth of mesmers is necessary for them to be balanced, just how thieves get more teleports and stealth to repay for their low health pool, and how elementalists get more healing skills, and how guardians get more healing and defensive skills.
This next bit is to some of the people before Amir.
As for how to beat mesmers, I’d recommend fighting a standard shatter mesmer until you learn. It’s common procedure to learn how to fight against anything. Once you understand the habits of mesmers and see enough of them that differentiating the clone from the mesmer[assuming the mesmer can’t disguise himself as a clone, which very, very, very few mesmers are good at(can’t emphasize that enough. If someone does this to you, they’re just good and/or practiced a lot for it.)]. Point is, you learn to recognize the defining features of clones: They don’t strafe, walk back, use anything other than the standard auto, and don’t walk anywhere but in their target’s direction. May seem like a lot, but it becomes reflexive once you experience it enough.
This all isn’t specifically for you, Amir, but in general. The mesmer community in the forums would also be happy to help anyone with with genuine interest in learning to fight mesmers, given that means less ignorant opinions yelling ‘nerf’ every couple of weeks or so.
(edited by Dondagora.9645)
I like creating metaphors and analogies and whatnot, so I want to give my opinion on this matter in math form.
Let’s say we have a warrior and a mesmer. The warrior plays something meta[doesn’t matter]. The mesmer plays something meta as well[Shatter, let’s say]. Strength will be how well they play in a match.
Mesmer Strength=(Build Strength) X (Mesmer Skill)
This simply means that the build is complimented by the skill, amplifying its potency.
Warrior Strength=(Build Strength) + (Warrior Skill)
This is where the misunderstanding comes from. If the warrior’s build is strong, even while the skillfulness is low, you can still get good results. However, the cons to this should be obvious. Once you reach a certain tier of PvP[or otherwise] the warrior’s raw skill becomes much more impactful to results.
As I say this, I’d like to also say that warrior builds would have a higher ‘value’ than many other profession’s builds. For instance, a hambow is a 5 while power shatter[mesmer] is a 2. Thus:
MS=2 x (Skill)
and
WS=5+(Skill)
In this example, a mesmer’s skill would have to be a 3 in order to reach the same strength as a warrior with 1 skill. However, let’s say the mesmer had 4. The MS[Mesmer Strength] would be 8, thus the warrior would have to reach skill 3 to reach an equal WS[Warrior Strength]. And the difference in scaling just becomes larger as we go up.
These aren’t accurate numbers, of course, but simply thought up to give you the general idea of where I see the warrior’s strength comes from.
Wheels on turrets? How cheap.
Here’s how it’s done:
Primary function: Request a massive supply drop, complete with turrets and bandages
Secondary function (becomes available upon activating primary function): Summon all active turrets to your location. All turrets summoned are completely repaired. Recharge time: 5 seconds (separate from primary function cooldown).#balance
No, no. Being able to move turrets is completely OP. This is the solution:
Supply Crate
Drop numerous crates across the entire map every 900 Range.
See? This way the turrets don’t move so it isn’t OP, but solves the problem of the engineer having to be rooted to a single location!
Do you think this will make it viable?
Correct me if im wrong. But isnt supply crate considered an almost I win button by most engis in 1v1s? To the point that its considered cheap to use it on dueling servers?
No, staff ele can take all turrets down in a matter of seconds without any problem, rendering the elite next to useless
So what you’re saying is that it is an “I-Win-Button” in all other situations? That sounds like it needs a nerf.
Agree with Sticker. One main thing that annoys me is the glamour traits. We have two ways that glamour can apply confusion. The first makes passing through glamours cause confusion, which can help against zergs of players, but the amount is very insignificant. The second is nerfed below usefulness. This synergy between Blinding Befuddlement and whatever that other glamour-blind trait is was clearly intentional. It massively punished being mindless zergs in WvW. No idea why that’s bad, but I regress: I think they should have been smarter about it. Add a maximum amount instead of destroying this wonderful synergy. Wasn’t the confusion nerf enough?
Ah, getting frustrated, so pulling back. I think removing the ICD on BB could bring Glamour Mesmer back into WvW, a healthy expansion to mesmer variety.
Give me a GM trait that says “Doubles Confusion Damage” and I’ll be good. We’ll be able to do the same thing as before, but just requires a little more investment on our end.
Hm, personally I agree that the commander has to have a selfish build. Triumphant Distortion might be useful together with IP and Blurred Inscriptions to give plentiful invulnerability, or perhaps a mantra build using RM to give lots of healing and cleanse+stability. For weapons, focus seems to be a must to provide the mobility to keep at the front of your zerg and scepter for MH as sword’s teleportation and rooted Blurred Frenzy will make it hard for the zerg to stay with you. Staff, as a swap, or GS aren’t bad at all. Staff gives you safety, while GS gives your zerg a strong spearhead to break the enemy lines and push back. CC[Confusing Cry] will be very useful with IP, and IP seems to be a must. Illusionary Invigoration is also a very useful trait for giving an extra distortion at your half-life. For healing, either mantra or Ether Feast.
Other things of note can be the Shattered Conditions in a x/x/x/6/6 spec would be useful to add a cleanse ever 11 or so seconds with Mind Wrack.