So, let me get this straight. You think turret engis, MM necros, etc. are not as toxic to the community as a mesmer is? Dude, pull your head out of your butt and sop up the tears. Just because you can’t beat a good mesmer doesn’t mean anet should bring all classes and all specs down to your level. Not every class can be as mindless as turret engi or MM necros. If anything I implore more people to try shatter mesmer and try and run it efficiently. Go ahead, try it yourself. I bet you will re-think your whole argument when you die repeatedly cuz you think you can tab out and your illusions will do all the work for you like a turret engi. You are practically the only one making counter arguments to nerf one of the most balanced classes in the game.
If you think MM is mindless your an idiot. Just because you play MM by watching your minions attack while spamming 1 doesn’t mean that is the way MM is played. And I can say Mesmer is just as “mindless” because all you do is staff 2 run in circles and spam f1.
Firstly, it’s impossible to play shatter like that. In fact, besides PU, mesmer has little to no “mindless” specs.
Secondly, no idea about MM. I imagine that it is possible to MM mindlessly, but works better if the MM is smart about their management. Accurate?
Now, let’s get back on topic and disprove this Dudis’s assumption that he knows enough to call for a shatter nerf.
Yeah, ANet fixed an abuse of super-stacking swiftness on Temporal Curtain. Would have fixed mesmer mobility people complain about, but… y’know, it’s not supposed to be one of our strengths. Still, I’d prefer something like a “1-per-person” kind of fix.
I get what the guy’s saying. Staff does condi, but a different breed of condi. What I’m thinking is maybe switch it to sword-torch and scepter-pistol. You can use the iDuelist>Magic Bullet>Confusion Images for a better hit chance.
Or you can switch pistol for sword or an extra illusion skill, though that’s less important.
Maybe if they make it so the clone has the downed marker on them as well and doesn’t put us right on a panel during Skyhammer, then it might be stronger.
I had a thought, and wonder if this might work: http://gw2skills.net/editor/?fhAQNAW8al0npGttqxUNUrNyqxcqlQ9VrNWpHJ7AA-TZBCwAAOIAYuAAiLDc5JAoc/BA
Basically a lockdown build not meant to win 1v1s, but rather influence team fights with mass-lockdowns, such as Chaos Storm, Imbued Diversion, Magic Bullet, Mantra of Distraction, and Dazzling Glamours. Something like pushing out these at a steady pace from outside of the skirmish to wither the enemy team down. Unsure about whether to use scepter or sword. Scepter allows creating clones from a safe distance away, but sword has that AoE immob. Well, any opinion on this style of lockdown as opposed to the more up-front style?
If the ranger is smart and the bunker is bunking, the ranger should be killing the other 3 from 1500 range, since their whole thing is doing high-burst from afar. If he’s not… well, then that’s just the player not doing a good job.
Also, Dudis, you cannot assume the same skill level makes a fight equal. Skill is only half the battle, the other half being build. If one’s build is better than the others, it will raise the “battle level” of the better build beyond his skill level alone.
Pewpew-Rangers should be paired with some kind of bunker or something. If you’re a bunker, you should stay on point when you can, though a LB-Ranger can’t be expected to be trying to fight on points because that will ultimately fail. Their whole purpose is different. Bunkers job to bunk, Ranger’s job to range, y’know?
The restorative mantras way.
http://dulfy.net/2014/07/01/gw2-dry-top-achievements-guide/#Quicksand_Survivor
Thanks, didn’t know RM healed yourself too. Works well with my shatter-heal strategy too, it seems.
Firstly, is there a way to do the Quicksand Survivor achievement as a mesmer in Dry Top?
Second, has anybody tried using IP+Restorative Illusions+Illusionary Invigoration+Signet of Illusion?
This would provide 10,848 healing total[without gear] using all shatters three times[initially, after 50% health, and after SoI]. Along with all that, 3 seconds of immunity. Together with this, a healing skill.
Was this method thought up, or am I super-special?
Granted, I haven’t tried it yet, but I heard it took a warrior or guard back in the day to do this achievement and came up with this just a minute ago.
Shattering, as a mechanic, is like Adrenaline skills on warrior, but weaker and a longer cool down. However, we have multiple shatters to cover us in different scenarios instead of a single powerful shatter, each punishing or countering as per the situation, so shattering alone does not help unless the person is paying attention to the when and what.
That’s the skill argument right there.There’s also two other things to talk about: Resource and Avoidance.
As a mesmer, the resource you are provided with is illusions. Your illusions could give you various benefits while alive, like confusing the enemy or applying conditions or, in the case of phantasms, direct damage. When shattering, you sacrifice this security in a risk-gain scenario gambling your stable damage and protection for a chance to kill, counter-burst, halt, or survive. A mesmer is usually most vulnerable after a shatter because they have no illusions up to protect them, making them like a ranger without a pet[slightly stronger, but you get it, right?]. A good mesmer might be able to cover his tracks and maybe even run through more skills and dodges to get the illusion count back up, but that just shows how much they rely on illusions.
Avoidance… this is not wholly dodging. You can dodge Burst skills, you can dodge stealth skills, you can dodge pet skills. You can also dodge shatters. But, of course, sometimes a skilled mesmer will position his clones perfectly to shatter on you. However, the hole in this argument is two points: Firstly, you can kill illusions. If a mesmer places his clones all around you, it will take two or less hits to kill the clone prematurely. Phantasms are harder, yes, but the mesmer is sacrificing more when he shatters a phantasm so that’s to be expected. No other profession resource in this game, I believe, can be targeted and undone by the enemy. It would be like attacking initiative on a thief, or adrenaline on a warrior. Well, there’s the ranger’s pet, but that still follows the same principle. So if illusions are to close to avoid the shatter, you better kill them instead thinking them as non-existence barely-damaging AIs, as some do. Anything below 3 illusions isn’t that good for a mesmer unless they have IP, in which case they will be close enough for you to hit on your own.
Now, what if illusions are further away and you can’t kill them except with ranged? Well, firstly, use ranged to kill them if not otherwise preoccupied. Secondly, this means that when they run towards you, the tell will be much more obvious and you should do what you can to avoid them then. Blocks, dodge, invuln, etc. You can even kill them as they come. AoE devastates shatter builds as well.Simply put, because shatter uses illusions, the big weakness are the illusions themselves, which is why it is fine.
The main problem is that ilusionary persona gives you 1s imune without having any ilusion. If this trait was not so much more powerfull than almost everything else we would see all mesmers puting 30 points in a traitline mainly because of it.
1 second of immune maybe once per fight because of the CD, it cannot be spammed and still requires thought. For instance, would you use IP for immunity for a single second if you had time to make more clones to get more? Or would you only use it in a very crunch situation which you would otherwise die from? To make this simple, IP gives a free or extra illusion for any use. However, it is just like any other invulnerable in that it cannot be spammed and is a high CD.
Also, you say the main problem is the 1 second immunity IP gives, but you fail to address the other points I make, seemingly ignore them. Can you please address them with reasons why they don’t make shatter non-OP?
Yes, a large stack of confusion like 10 and give them quickness? I’d take it, though most of the mesmer’s utility are… actual utility, no real offense besides the mantras. Maybe make this an elite mantra[a condi mantra]?
And with extra condi duration, the confusion can outlast the quickness duration, making it more powerful. I might use it.
Shattering, as a mechanic, is like Adrenaline skills on warrior, but weaker and a longer cool down. However, we have multiple shatters to cover us in different scenarios instead of a single powerful shatter, each punishing or countering as per the situation, so shattering alone does not help unless the person is paying attention to the when and what.
That’s the skill argument right there.
There’s also two other things to talk about: Resource and Avoidance.
As a mesmer, the resource you are provided with is illusions. Your illusions could give you various benefits while alive, like confusing the enemy or applying conditions or, in the case of phantasms, direct damage. When shattering, you sacrifice this security in a risk-gain scenario gambling your stable damage and protection for a chance to kill, counter-burst, halt, or survive. A mesmer is usually most vulnerable after a shatter because they have no illusions up to protect them, making them like a ranger without a pet[slightly stronger, but you get it, right?]. A good mesmer might be able to cover his tracks and maybe even run through more skills and dodges to get the illusion count back up, but that just shows how much they rely on illusions.
Avoidance… this is not wholly dodging. You can dodge Burst skills, you can dodge stealth skills, you can dodge pet skills. You can also dodge shatters. But, of course, sometimes a skilled mesmer will position his clones perfectly to shatter on you. However, the hole in this argument is two points: Firstly, you can kill illusions. If a mesmer places his clones all around you, it will take two or less hits to kill the clone prematurely. Phantasms are harder, yes, but the mesmer is sacrificing more when he shatters a phantasm so that’s to be expected. No other profession resource in this game, I believe, can be targeted and undone by the enemy. It would be like attacking initiative on a thief, or adrenaline on a warrior. Well, there’s the ranger’s pet, but that still follows the same principle. So if illusions are to close to avoid the shatter, you better kill them instead thinking them as non-existence barely-damaging AIs, as some do. Anything below 3 illusions isn’t that good for a mesmer unless they have IP, in which case they will be close enough for you to hit on your own.
Now, what if illusions are further away and you can’t kill them except with ranged? Well, firstly, use ranged to kill them if not otherwise preoccupied. Secondly, this means that when they run towards you, the tell will be much more obvious and you should do what you can to avoid them then. Blocks, dodge, invuln, etc. You can even kill them as they come. AoE devastates shatter builds as well.
Simply put, because shatter uses illusions, the big weakness are the illusions themselves, which is why it is fine.
Maybe… your girlfriend’s just a GW2 genius?!?!
Maybe create a punisher build: Damage to fight, damage to run. Unsure if condo duration of 4/4/0/0/6 will be better than the condi damage from traited scepter in a 0/4/0/4/6. I’m thinking the duration with torment will be more important in increasing the damage and pressure, so that may be the way to go.
Here’s a game for fun and construction, guys. Create your own rune set that You can imagine being cool. Try to make it balanced, but viable. Please give your runes unique and cool names, as well as original.
This is the usual format for runes:
1) +25 ?]
2) Little Special Bonus
3) +50 [?]
4) Special Bonus
5) +100 [???]
6) Super Special Bonus
Example:
Rune of the Mursaat
1) +25 Condition Damage
2) 10% Torment Duration
3) +50 Condition Damage
4) 15% Torment Duration
5) +100 Condition Damage
6) When teleporting[Blink, shadow step, etc.] apply 3 stacks of Torment[5 seconds] within a 120 radius of previous location. 20% Torment Duration.
Didn’t read anything beyond the first post, so that’s all I’m responding to.
I don’t thing we need this, as we have some classes which have straight-up boon removal and boon conversion and boon stealing, usually those who need to, so to say, weaken the foe to gain equal footing. Other classes, on the other hand, were deemed strong naturally and didn’t need the boon removal, instead gaining the boon production. And all have access to boon removal if they went with a Sigil of Nullification, which will give them something which they otherwise wouldn’t have had on their class.
Also, remember that not all classes are supposed to be able to do the same things, but can all do the same “role” and deal with different situations differently. For instance, the support a guardian gives[Lots of healing and stuff] is different from that of warriors[banners buffing stats]. Just as this is, boon removal is another kind of control/support which certain classes excel at.
Mesmers and Necros are currently kings of removal, however it is still possible for thieves[Boon Steal], engineers[Elixirs], and guardians[with an ICD]. Boon removal is not lacking, it is simply people not wanting to spec for the useful ability. And if they’re a class without boon removals, there’s SoNullification, however it is unlikely they should need it if they are the classes deemed good without boon removal, as they’re likely able to produce the amount of boons they want whether they’re stripped of them or simply to match the enemy, or just don’t need them in the first place.
Hm, maybe an icon for Reaper’s Protection wouldn’t be too bad? I think Nightmare Rune is fine because it’s equipment and thus if we gave it a tell it would require us to give each piece of equipment a tell. But if, RP had an icon like, let’s say, Opening Strike, it would require some attention to detail but it isn’t impossible to tell what’s coming.
I am not a full-time or very experienced WvWer, so forgive my ignorance if there are mistakes here.
From my perspective, I always imagined that WvW is a mix of PvP and PvE, which it seems to be. It has zergs from PvE and player killing from PvP. There are still roamers, and whatnot, but that doesn’t seem to be a problem. The problem is that WvW did not take enough, or at least the good parts, of PvE. Here is what I propose:
1. Scaling Gates: This, maybe, can come as a default for gates or an upgrade to be purchased. Essentially, this would be gates which scale based on the number of players within a vicinity of it[Let’s say, 1200 range?]. This would do three things: Break zergs apart to smaller zergs, increase emphasis on siege to make up for fewer players, and possibly create demand for LB rangers in a zerg to fire from outside of the scaling range.
2. Tower Support: Have towers act as supports for fortresses, making it harder to take a fort when towers are still up. I’m not saying scale forts up with the number of towers, but rather the two surrounding towers can send support to the castle in order to help the defenders. I have three ideas for this support: a) Military Support: Sends a reasonably sized[10-20] team of saboteurs to come in from behind the attacker’s lines to destroy siege and kill enemies. b) Covert Support: Sends a small team of spies which can move very fast. These NPCs can identify commanders and mark said commander with a unique icon which all of the spy’s world members can see. c) Siege Supply Support: When a fort is under siege, the towers will attempt to send tankier, better guarded, and more supplies via dolyak.
These would create a need for either taking the towers before the fort, keeping an eye or team on the towers, along with control to give more time to kill these “boss-level" supports.
3. Defensive Siege: When I say this, I don’t mean cannons, boiling cauldrons, or arrow carts. I’m thinking barricades that can be put down to obstruct a path and be destroyed by enemies. There’d be a cap of how many one can place in a single area, of course, but I think it might help WvWers develop their own bases and also make the defense of towers and forts after the gate is down less one-sided.
Any thoughts on these ideas?
(edited by Dondagora.9645)
Wow! That was a nice victory against their team. Just out of curiosity, was there no standard shatter because of people choosing the specs they are used to or to just shake things up?
Probably chose what they were used to, I think. If one were to logically spec the team, I think they would have added a shatter for the burst potential.
Yes, I believe the balance is that there’s a CC, which can be negated with stun breaks and stability, and there’s conditions, which can be cleansed and [in some circumstances] completely negated, then there is fear, which is especially strong but is given the weaknesses of both CC and condition.
In this sense, there opens up numerous more ways to breaks out of it or avoid it, and thus making its strength allowable. Now, there are necros who build to have more of it, and make it powerful? Of course, that’s one of the points to the GW2 Trinity: Control. They build to control, and control they do.
And if we were to compare it to warrior hammer… well, I could go into the numerous differences between the classes, including but not limited to the range of the long bow, burst capability of adrenaline, CD, natural damage from stunning attacks, yadda yadda. But simply put, they’re different classes and they have different factors involved in their balancing. If we were to balance so that all classes were given the same everything… well, there’d only be one class.
Better than anything else, maybe let it stack with other speed boosts? Not sure if that’s how it is now, but don’t think you can get 50% speed boost from having daggers+SoS, or 75% from having SoLocust+Daggers+SoS, or 100% from all that plus Speed Runes. Might be cool to have a kind of mobile-necro meta be built.
There’s the new generic avatar setting, right? Turn it on.
Hey guys, gonna work on videos specific to this guide since I’ll have some time to play this week. Had a quick question:
What classes/builds do you find the hardest to face as a Lockdown Mesmer?
Warriors with that Balanced Stance, or numerous other things with stability. I can deal with it, eventually, but it’s annoying. Simply put, please teach us peasants how to best boon strip.
Well, anyway, secret to killing elementalists is to realize they don’t have a lot of health and to either burst them down with high damage before they can heal, use CC to prevent their healing or avoidance of your damage, or outlast their Water Attunement, taking advantage of the time they’re healing to prepare yourself for another bout as well. That gives quite a few options in defeating them, though don’t expect to not be outplayed. Some are just good, that’s how it is. But hopefully taking advantage of the fact that their lower health and armor will help.
Nerfing necro fear/terror is not the solution. More than anything else, I believe the right answer is to make “Support” more viable to play and a good counter to stun locks and CC. The devs began the game with the goal of a new trinity, the Damage-Control-Support Trinity. We now have builds with damage. We now have builds that can control. We need support-focused builds to become stronger as a whole to be able to keep others alive and defend others and themselves from CC.
To restate, I believe CC is working as it should, buff the third piece of the trinity instead.
I have a reasonably fleshed out guide in my mesmer guide to solo queue, you can take a look at that.
’k, thanks
So I was right, now that jonathan sharp is no longer the head dev in PvP things are going to change.
However, don’t waste your times fixing the map because it will never be a good map. Just take it out of soloQ.
The 3 reasons that make it bad:
1) Pull = kill
2) Hammer is the 4th objective. If you have 4 objectives and 5 players, they are all going to 1v1 in different spots and the game is not balanced for 1v1’s
3) Side nodes have very poor visionEven if 1) is fixed, the other reasons still make it a really bad map. Another example is spirit watch, which is also really bad because it is another 4 objective map.
Nifhel, Foefire, Kyhlo and Temple are 3 objectives with a situational 4th (you don’t always have to fight for the 4th)
I’m a mesmer, so I personally find pull hilarious… until somebody can counter it and throw me off instead. Seriously, I hate the map since as soon as the trick is figured out, I’m good as dead because that focus’s pull was really what kept me from being mowed down in that little floating island of death.
Not to say I hate it simply because I can’t take advantage of it anymore, but just because I understand how players who are pulled feel, as well as the dull feelings given by it to players who pull.
You can use signet-distortion-reflect in a signet build, maybe. Like the guy above said, it has potential to make you immortal if done right. Sadly, can’t take points while invuln. Well, probably for the better.
Better yet, a lockdown build with staff and Bountiful Interruption should give a punch of survivability without going invuln. Instead of being able to bunker damage, it sticks to the mesmer philosophy of avoiding damage all together, interrupting those trying to damage you, making you safe. Then you gain a bunch of boons, some offensive, along with staff’s defensiveness. If all you’re going for is being able to survive on a point, you might want to experiment with the yet unknown[to me, as I know it] 0/4/6/4/0 build with treated focus. Along with a reflection wall, you’ll also be getting a faster rupt speed on the weapon. In fact this seems interesting… might test it out. Thanks for the inspiration~
This may seem strange to some, but I have never used Prismatic Understanding, and am rather curious about it. Can someone with experience using PU give tips for a start-up P-Understander like me to how one PU’s?
If someone is more willing to, I think a comprehensive guide to PU and other build-types should be made. Lyssa’s Grimoire and the Build List are good, but specifics on metas should be a thing as well, becoming more specialized help. If this already exists, please point me in that direction as well.
Anyway, as a response to the thread, best not to call those builds gimmicky. See, it was simply survival of the fittest. The best, well thought out build beat the other builds or players. A good player with a bad build perhaps was as good as a bad player with a good build. In which case, once that good player took up the good build, it became an upward trend from there. The bad build, however, will simply bring any player down with it. These are builds which have evolved since the beginning of the game and come from those smart enough to realize the synergy of the traits. However, just as the home computer has become industrialized and is no longer a DIY project, these builds have become a “meta” for all players to use. Instead of touching these in any way, the best thing for the game is throwing more traits and weapons and mechanics in, thus adding to the possibilities people have to create new metas or builds.
So, overall, I agree with the direction you think the game should go in, but we should still respect the “cheese” builds as playing smarter if not better[skill-wise].
Oh look another person kittening about builds and metakitten.com yay!
Everyone should just stop using the effective builds that have been found after playing this game for 2 years. We need soldiers signet necros, cleric d/d thieves, settlers s/f eles, assasins altruistic healing gaurds, etc.
^ I’m sure you’re only responding to this because metakitten supplies all of the builds that you use, and you don’t want to be a ‘bad’ player do you?
That’s right boy.
Now play fetch!!
I am a bad player, but it has nothing to do with what build I’m running. =)
Respect.
I never said the ranger change was bad. I was having too easy a time dealing with them before, it was sad-ish. Now I have to actually strategize my movements and position to close the distance.
Now, now, why don’t you stop there and instead make a thread on the Mesmer Forums asking how is the best way to overcome your current problems against mesmers with your build or class or whatever. You’ll get better feedback. If you don’t want actual advice or insight into the style of the mesmer, I suggest you stop complaining about it until you’ve tried.
mesmers are awesome !
they make the plays and are high risk high reward (talking about 4 4 0 0 6 shatter don’t get strange ideas), master mesmers mechanics and you will really play gw2 pvp to the fullest.where is the risk when you never die?
Ooh ooh! It’s the guy from the profession balance forums that got torn into small pieces by Rylock and now complains nonstop about mesmers! We’ve been visited by a celebrity
.
yeah besides thief who else can kill you?
Warriors, Eles, Necros, some Guardians, other Mesmers, Rangers[Especially with their new pew-pew builds], and a good many decap engis.
/Whisper: Somebody should create a Necro Forum Guild
[Suggestion from a mesmer who wants there to be more profession communities, just like our [OMFG] and the ranger’s [WIND]]
We have one. It’s called But of Corpse.
I also like the necro guild name of All My Friends Are Dead [NEC] but I’m not sure that is real.
It doesn’t really seem like a forum guild. There are, of corpse[intended], Necro guilds, but a “Forum” Guild is one which operates using the GW2 Profession’s forum, grabbing a wide array of players playing the same class who join for the sake of learning, discovering, and teaching with each other.
This is just a suggestion, but it seems like the Necro community, which is capable of forming its own all-necro team, might like this. Just take a look at the mesmer and ranger forum-guilds[located in their forums] and see if its something one of you might want to start up.
Bumping, because it’s cool.
[From the Mesmer Community]
/Whisper: Somebody should create a Necro Forum Guild
[Suggestion from a mesmer who wants there to be more profession communities, just like our [OMFG] and the ranger’s [WIND]]
Most people in sPvP have learned to run or kill when moa-ed. Only mesmers who don’t realize its true purpose use it randomly to kill the players who haven’t yet grasped how to win with moa. If you learn how to use the moa skills, you’ll have a lot less trouble against those types of mesmers. Of course, there are always exceptions, but yeah.
(edited by Dondagora.9645)
Yeah, Domination is focused on lockdown, among other things, but it isn’t exactly a “face-mashing” process. There are plenty of counters to the stun/daze lock, but it’s very consuming, as it is meant to be. But, it isn’t as though it is completely uncounterable. There are traits and stun breaks and stabilities which can be used to counter the big stuns. Most builds, however, do not take these traits or skills because they can take “better skills more suited to the build”. Sadly, they accept this risk of being cced.
I’m assuming you don’t mean OP or UP, but actually broken? I don’t think so, last time I checked, but how is it broken[still assuming you do not mean OP/UP]?
Esplen, traited focus is definitely a worthwhile utility. Alone, the focus is powerful for control and speed and some AoE damage, but the reflections make it fearsome in its versatile usage, allowing for use to deal with melee and ranged with greater ease. And if you don’t need the reflections, it just gives you more of the regular focus. Easy to use reflections like this are even more important than they ever were with the Power Rangers nowadays.
Holl, this build seems like a fairly well off build, though there are some things I might recommend. Since you’ve taken Halting Strike, it has potential for an interrupt build. If you want, to gain condo cleansing you can replace your healing skill with Mantra of Recovery, which will proc Mender’s Purity on both the charging and charges, giving you more on-demand heal-cleansing. Trick with it is to use the mantra whenever you need it, don’t wait to burst-heal like people normally try. With this, if you want, you can replace Arcane Thievery with something else, or keep it. If you think you don’t need all the cleansing or boon-stripping, I’d recommend an interrupt like Mantra of Distraction or Signet of Domination if you want to head in that direction, or maybe Phantasmal Disenchanter if you want a more sustained form of cleansing+boon-stripping that you can add to your shatter kitten nal.
I think ANet should take another look at our Adept Minor Trait, Vengeful Images. For those of you who don’t know, Vengeful Images grants phantasms 5 seconds of retaliation. In the past, though, it was deemed too powerful because it gave phantasms indefinite retaliation, and so it was nerfed past any reliability. I believe, however, that there are better ways to nerf it without breaking those build which relied on it or catering to those who were hurt most by its existence, AKA zergs and mindless spammers. Oh, great was the punishment the Immortal Mesmer struck down on the weak-minded mob-mentalities which it faced.
On to possible solutions which we can post in a forum ANet looks at:
-Make it an major trait instead of a minor in exchange for indefinite retaliation on phants.
-Create an interval like Phantasmal Fury has, reapplying the boon after a set amount of time. Maybe, perhaps, 10 seconds?
-Make the duration longer, perhaps 10-15 seconds? This if nothing else.
-Some other idea?
Want to know what the community thinks or wants with this trait. Discuss.
Made me remember that we could once have retaliation on our Phantasms… I mean, real retaliation, not that 5 second stuff ANet nerfed us to. Really think that should be reverted.
Anyway, great post.
Logically, doesn’t the target have to be dazed/stunned in order to be interrupted, thus wastrels/sigil of impact should be procced? That’s how I think the order should be, anyway.
Oh, and lore wise, maybe the User’s are like Subject Alpha, but control and use the Dragon Energies inside to counter each other, like a balance like in the Eternal Alchemy? They use uncorrupted magic to balance it all.
I discussed this with my brother before, and we came up with a number of ideas for a Dragoon class. The first is its mechanic. Attuning to a dragon is too close to the elementalist’s mechanic, so instead we think there should be two modes to the dragoon: Ground and Air.
On the Ground, the Dragoon is more susceptible to melee and can absorb 40% of projectiles. Hits heavily but slowly in this mode.
In the Air, the Dragoon makes all melee “glancing[50% damage]” and projectile damage is slightly increased against it. Air is more susceptible to CC as it is hard to impossible to get any stability in the air.
Conditions are always effective.
The Dragoon will have a single weapon set which changes its skills depending on whether the Dragoon is in ground or air mode. Ground mode will generally be melee, and Air mode will generally be ranged. Each skill from 1-5 will be based on a dragon[Underwater being DSD], meaning Fire/Lava, Earth/Plants, Ice, Crystal/Air, and Undeath.
The Dragoon’s weakness, though, is its lack of healing and damage mitigation outside of its modes, so it does not have the healing of the Guardian nor the Stances of the Warrior. Simply put, it relies on its mechanic to survive.
It’s main conditions will be Cripple, Chill, Torment, Burn/Bleed, and Immobilize. Most of these are movement-impeding conditions which has synergies with the mechanic as it prevents enemies from easily changing what type of damage they’re using[Melee, Range].
Well, that’s all my thoughts on this at the moment.
i dont know what build it is i was trying to attack one today he was swapping positions keeping me locked bleeding and shattering and was killing me in a matter of seconds without being able to do anything, i then went spectator mode and he was actually doing this to everybody he was finishing the matches with points way above the rest and obviously did not die once.
i think mesmer has too much offense choices for the insane utility it has
i play hybrid/dps guardian and i did not even felt humiliated because they are so broken you cant even do anything.I kid you not, I’m almost certain this was me.
Was it a purple/black sylvari with nightmare weapons using Sword/Focus – Staff? =P
(BTW. Interrupt Mesmer hardcounter DPS guards insanely. Once you have that GS out its GG, everything gets interrupted.)
That explains it. Chaos, stop causing trouble for us! Get bad quick and start losing, kitten, or people will start asking for more nerfs!
No.
And since I can’t post without at least 15 characters, I’ll say it again.
No.
Also, this was brought up a bit ago, but I’d like to add a fun troll-y technique which screws with necros a lot if done right: If you run moa, save it for either the near-after beginning of a fight against a Guardian bunker[Locks down their healing], use it on Minion Master Necromancer[Locks down/instakills their minions], or wait for a transformation elite to be used[Locks down/overwrites Lich Form and Tornado].
…
Mesmers can be powerful if somebody becomes good with them. There’s also very hard counters to them[Stability, stealth] where it can make them useless. Mesmers can also never 1-hit somebody, but requires them to control the opponent and take advantage of the control at the same time by setting up their phants and other control. Simply put, yes, a certain type of mesmer can be god-like, but requires an equally skilled player to get it to this level and can be countered by equally good players capable of comprehending the play style.
So, yeah, you were probably outplayed, for the most part.