/me mumble to himself, grumpily
I should put a kittening “joke” label…
/me leave, still ranting
Those that don’t use the clone on dodge trait. ;D
Is… is that you ? The mesmer not using DE ? Can I have an autograph ?
(edited by Elidath.5679)
Clones can’t do finisher. I don’t know what you see, but they just can’t do that. A clone can only attack with #1, or run to get into range of said attack or shatter. They can undertake no other action at all (not even getting out of AoE or running away from melee).
As for the off-hand sword, there are multiple reasons :
- focus is our only reliable access to swiftness, can be traited to reflect projectiles, does AoE pull, and bring a whirl finisher and a light combo field (hello cleansing bolt). An awesome OH, overshadowing sword ;
- pistol OH phantasm has more burst, attack at range, with a projectile finisher. Sword phantasm has more survivability, and so more sustained damage, but in a lot of cases burst beat sustained, and pistol is preferred to sword for raw damages ;
- staff and GS are really good weapon, but don’t allow OH ;
Hence, most mesmer will have only one OH, and sword isn’t specialized nor general enough to be chosen over the other one.
- condi or PI mesmer will prefer torch because of burning/invi ;
TL;DR: sword is good, but the other OH either are more specialized (torch, pistol) , or bring more general utility (focus).
(edited by Elidath.5679)
Well, in open world PvE about anything works. Just roll whatever you fancy
You might want to stay away from confusion and retaliation, mobs don’t attack quite quick enough for those to really shine. They do work, but slowly.
deceptive evasion clones go for the nearest hostile
As has been said: they go for the closest attackable, not hostile. What mesmer never pulled angry moas or boars in a fight just by dodging ? ^^’
Well, would have it been an unlimited consumable, it would have called for a new skill to replace mesmer’s portal. Because then there would be absolutely no reason to use it and waste an utility slot. So good or bad, it is at least unsurprising.
If it’s a ‘L2P’ issue..how come mesmers and thieves don’t have that problem with the other classes while the other classes struggle with it? Ever tried locking on your target with more than one stealther around?
Having access to the most broken stealth mechanic in the history of mmorpg -unlimited and immediate stealth access in combat and not being revealed when hit- is enough of a handicap.
I seriously don’t believe anyone who pretends they favor that mechanic and pretends they aren’t playing those classes. ‘As a warrior I favor the broken stealth mechanics’. See? Easy..
Well, as far as I know, mesmers and thieves don’t have any advantage in selecting targets that come out of stealth. And they, too, have to fight stealthing opponents.
Then, the selection thing makes for a big part the survivability of those classes. Sure, removing it would make killing them easier. You could also remove all of their heals and prevent them from wearing armor. Or make their screen go full black for the duration of PvP matches. Bet you could finally kill one. But as for balance, it would be horrible. Plain and simple.
Last, but not least : “unlimited and immediate stealth in combat” isn’t a thing for mesmer. Ranger has more sustained stealth with less cast time than them, and even those aren’t perma/insta stealthing. Thief are another case, but they have even less survival tool outside of stealth.
We didn’t see much of anything happen after the Great Destroyer’s defeat in GW1, yet we had a Stone Summit member attempting to capture its energies. It’s very likely this is similar in GW2
Those aren’t on the same scale.
A god’s essence left uncheck will destroy the world, by just existing (maybe overdramatizing, but it’s the gist of Nightfall’s ending scene).
The essence of the great destroyer (so maybe Zhaitan’s essence too) can be put to use, otherwise… nothing.
A subtle but very important difference, if you ask me.
I guess it would be a pain. A pain of karka. Totally fit them :P
Well it did not perform as the tooltip suggest, nothing in chaos armor itself says that protection is the first thing to proc. Therefore it is not working as intended, thus bug fix. What happened is people got used to the un-intended mechanic of the ability, simple as that.
Did you read Mimic and the glamours tooltips? Those are as wrong as a politician talking about computers (meaning: very, very wrong). They can’t be taken as a proof of what the skill is supposed to do. Patchnotes are full of tooltip fixes.
CA behaviour being unintended is you assumption, not a fact. ANet never acknowledged it was a bug, and the change of CA after beta was following some popular demands on the forums, it didn’t come out of the blue. If anything the patchnote prove the tooltip was wrong: every bug fix state it is so, and here is not the case.
We just got the old behaviour back (which is good imho) with an added ICD (which is bad, but in line with other armor skills). Nothing point to a bugfix.
You were never supposed to get protection on demand anyways. Perhaps you should read into something and understand that it actually has a equal chance of giving you boons at random like it was intended, rather than protection. Which means it was a BUG FIX. “this next paragraph is literally copied and pasted from the official patch notes from July 9th, 2013”.
Mesmer:
Chaos Armor: This skill no longer automatically applies protection when activated. This buff now provides an equal chance to trigger regeneration, swiftness, or protection on hit with a 1-second internal recharge. The random condition applied now has a 1-second internal recharge per target. These changes apply to the Chaos Armor provided through combo finishers as well.Perhaps you should read more?
Countless
Well, nothing here say it is a bug fix. No “bugfix” tag, no “now correctly do XXX”, no “as initially intended”, just a statement of modification. For those who played beta, there were a lot of people asking for on demand protection, and it really did look like ANet put that on purpose in the first place at release. What makes you think it is otherwise ?
*using blurred frenzy on time wraps, makes blurr(evade) effect makes it half instead of 2.30 sec i noticed it on my gvg videos it sux because i used to use my escape route with its regular time 1 sec gets u cc.. blurr evade should be categorized as boon ? so its getting nerf on timewraps because of blurred frenzy channel gets faster on tw..
Every action is half quicker on TW, nothing particular about BF. Other class’ blocks are shorter too. It is indeed a drawback, but definitely not a bug.
*i saw i got probably script error on confusion stack on me while using shatters as prepatchs eles attinute script problem.. does it approved ?
I… I have no idea about what you are trying to say :S
Illusions don’t act on Archdiviner’s summoned fiends either (in cliffside fractal). So it really seems like the problem is summon-wide, not specific to Lupi.
now my focus pulls the enemy and me or pulls the enemy and pushes me. Oh and so does the 5 skill on the GS.
Never saw that happen. Is it new ? In which game mode did you observe that ?
@Elidath
Looking at today’s patch notes …
I shouldn’t have said that they’d need to change ChaosArmor’s tooltip to indicate that it also grants protection (next to actual chaos armor). They fixed that issue … not the tooltip, but the fact that the manual skill grants protection.
So it’s your fault, you meanie :P
Thx ANet … but well … all classes exc warriors got nerfed this patch, not just mesmers
Hummm, no, only elem, mesmer and thief got nerfed. The other got bug/tooltip fixes or nothing (well, necro got nerfed sideway with the sigil nerf).
Nothing would be good, for once, I guess…
Stating the obvious=/= insulting.
First of all, Phantasams have a set cooldown on their attacks, in all cases except duelist, the cooldown on the weapon (to summon a fresh one) or the recharge time of the attack on the phantasam isnt worth keeping them around (so you shatter, what synergizes with the retal since no attack except wardens takes longer than 3 seconds).
You might want to check your facts again before “stating the obvious”.
- iBerserker : summoning CD 20s ; attack CD 5.5s ;
- iDuellist : summoning CD 20s ; attack CD 5.4s ;
- iWarlock : summoning CD 18s ; attack CD 5.5s ;
- iSwordman : summoning CD 20s ; attack CD 3s ;
- iDefender : summoning CD 30s ; attack CD kitten ;
Shattering them is a waste of about 4 to 6 attacks, and shattering at the end of the retaliation mean just before the next attack. The opposite of optimisation. Plus, the iDefender wasn’t mean to be shatter at all, and to gain a lot from retaliation. So yeah, the retaliation on phantasm has been nerfed hard and wide.
@HiSaZul : did you notice you still fail to make any point with your post ? It isn’t any clearer what you do want, and how is mesmer linked in any way.
Plus, please don’t use straw man argument. No mesmer here asked for buff of their strong points (that would be silly), nor do they claimed you asked for nerf for mesmer (my grippe being you didn’t ask anything clearly while implying mesmers where at fault of… dunno what). So here you are, asking for others to come down from your own high horse.
Last, but not least :
“Everybody and their grandmother screams nerf necros because they got a 4 second burn that needs 30 trait points in a wrong tree.” But apparently mesmers have it easy because of a trait for a crappy weapon and a meh heal. Can you spot the irony ? Can you imagine why some people might think you are being unjust in your comparisons ?
Imho Necro aren’t OP, but what you quoted about mesmer isn’t either (in fact it is quite the opposite).
Illusions (clones and phantasms) spawned on Lupi’s locusts and grubs don’t act. They just stand and do nothing. Those spawned directly on lupi are alright. Confirmed yesterday by our group of five mesmers.
I don’t know if it’s still there, but a few time ago, it did the same on Bloomhunger’s spirits, so it might be the same for all summoned adds.
Another trait bug: Shattered Conditions does not work with Illusionary Persona
Same for Confusing Cry. Might point to intended behaviour, but official answer can’t hurt.
And yes you said it was possible-albeit-non-optimal, what we say is it is way worse than “not optimal”. It means sacrificing your whole build only to cleanse. Except people have no reason anymore to put conditions on you since you are utterly useless. So, mission complete, I guess ? “I might be dead, but at least I cleansed those condition, yay for me”.
Last, but not least, it still don’t legitimate this thread which fail to makes any point. “Mesmers have it good because numbers on one trait” makes no sense.If by " sacrificing your whole build", you mean 100 power and 10% cond dur, boon strip and some vuln for 1 condition pre 15 seconds (or 2 pre 10 if you like mantras), retal on phantasams (really annoying) and 1000 more hp, then yes.
Stats aren’t what mesmer needs. Traits are. If for condi cleanse you have to throw away clone generation, shatter damage, phantasm damage and skills CD, yes your are sacrificing your build. Even though you get 100 more power.
And FYI, retal on phantasm isn’t a thing anymore, since last patch.
Aaaaand I will repeat myself : not a single thing here pointed how there was a relation between necro weaknesses and mesmer. Necro has weaknesses. Mesmer has good point (not the one cited though). But what ? State your point, please. What do you want with mesmer in this thread ?
- Sometimes torment won’t procc on ranged attacks even though I blocked with IC. This seems to be a range issue. Range > 900 -> no torment.
Well, since the tooltip state a range of 900, I am inclined to think it is intended behaviour
Seen here :
Guy browsing through necro skills, sees corrupt boon. “WTF, I can’t spam LoLYourselves mindlessly?” Makes thread saying it should only convert 5 condis. Dev reads thread and says, “Seems about right, let’s do this.” and Boom, CB nerf.
So I guess some necro at least would understand how silly this thread is.
Now, if you feel CB too weak now and like numbers out of context, here’s food for thought.
Corrupt Boon should be compared to Arcane Thievery, not Null Field. They function the same way, unlike NF. They are both an unblockable (and unreliable) projectile that remove boons. But AT remove 3 boons (down from unlimited in beta) on a 45 seconds CD where CB remove 5 (down from unlimited in last patch) on a 40s CD. With more range. Necro really do have it easy.
That, or numbers aren’t telling the whole story, you know.
@Andele : no, you can have condi removal “on Minions”, not “on BF”. Try and imagine your only way to have a non-45 seconds CD cleanse was to trait for BF to remove them on sacrificing it. Would suck. It is the same for mesmer.
And yes you said it was possible-albeit-non-optimal, what we say is it is way worse than “not optimal”. It means sacrificing your whole build only to cleanse. Except people have no reason anymore to put conditions on you since you are utterly useless. So, mission complete, I guess ? “I might be dead, but at least I cleansed those condition, yay for me”.
Last, but not least, it still don’t legitimate this thread which fail to makes any point. “Mesmers have it good because numbers on one trait” makes no sense.
You know if a mesmer wants, he can get: condi off shatter, condi off each heal cast (yes all 3 of the mantras casts count), condi off torch use (making the useless magus a weaker engie toolkit heal turret and the prestiege even stronger) and a signet/distortion combo to be immune for 1 second each time they cast a signet to remova a condi. Honestly anyone who thinks the 10 points for condi off on heal (with reflect) aint worth it on a mesmer in pve probably also thinks greater marks isnt needed in pvp (it isnt in pve and wvwvw, but it is mantatory in pvp for staff users).
- Shattered condition : major grandmaster inspiration trait. 30 pts to remove one condition, good job. And it profit shatter mesmers, who already takes 30pts in illusion and 20pts in duelling, because their trait line are so “well” designed they can’t work without those investment.
- Mender’s purity : remove one condi, tied to heal. Will you sacrifice your heal to get this cripple off ? The trait is handy, but isn’t a primary condition cleanse in any way. Btw Mantra of Recovery is only 2 cast, unless you take a grandmaster trait. So you have to sacrifice your healing and invest 30 pts into a subpar trait line to get 3 condies off. Exactly what is called “bad condi removal”.
- Cleansing Conflagration : boost for torch (condi weapon), deep into direct damage tree. Not gonna happen. Isn’t exactly what necro have against dhuumfire ? And again, remove only one condition, on a long CD. And remember torch 5 is the very definition of a useless skill.
Aside from that
So yes, the mesmer has options to remove condition. The problem is those options are bad : deep in trees, always remove one condi only, and tied to other bad skills (mantra and torch) or geared toward builds that can’t afford them. Would you like your condi removal on the Blood Fiend ? Didn’t think so :P
Forgotten notes (…)
Missing the point entirely. Of course he “forgot” things. He was saying that when you “forget” things like OP did, you can give a really skewed view of balance.
You know that the build is based on sustain and gradually pressuring your opponent, for that/the amount of tanking you can do, the amount of condition damage it deals it is strong (just as on the dd ele was and just as it still is on bunker guardians).
Complementation skills like glamours and manipulations do make builds, they are based on weapons and class mechanic, you know, just like necro spectrals.
Signets are as on every profession a mixed bag.
On a mantra mesmer, pressure is quite low in fact. The mesmer itself spend his time to reload mantras, which leave only untraited phantasm. Usable, but not great in any way.
Basically, a phantasm build with support instead of damage. No Phantasmal haste, no iCelerity, no Empowered Illusions, no Persisting Images, no Phantasmal Strength…
Without any support trait, phantasm don’t deal that much damage, die quickly (~2k health in PvP), and… that’s all. Traited, that’s another topic altogether, but it isn’t compatible with mantra traits. The DD ele was better simply because it doesn’t depend on easily killable AI to put his pressure, and it’s healing couldn’t be interrupted like a mantra mesmer can be (3s channel, and restorative mantra bonus apply at the end of it).
@Blackhat : mesmers don’t have “the good ones”. They have some good, some bad. Most mesmer weapon traits come with a +50 in a stat. Nothing special. Warrior get +90 toughness on shield recharge, ranger recharge all offhands and gets increase range with only one trait, guardians get +20% burn duration with torch recharge… again, it isn’t mesmers that are too good, it is necro that have it rough.
(edited by Elidath.5679)
Well, I wouldn’t call Feedback “useless” outside of zerg. It is still an etheral field (for more chaos armor) and in PvE it often comes in handy too, so it is more often than not a very good skill.
It is as easy too call an undeserved nerf as it is to oversee the power of a skill, so let’s not go to the extreme
Here is a bit of general info:
Mesmer pov: Shatter and phant = good, Glamour/Mani = ok, Mantra = bad
Pov from anyone else: Shatter and Phant = bloody overpowered no matter how much you swap the damage, its chain tanking, retaliation and Guardian elite on half the cooldown – unfixable because its in core design, Glamour/Manin = good, Mantra = OkIts a thing of perception, if you start with something overpowered anything else seems weak, even if its on a normal/balanced line with most other builds.
Yeah, the good old “everything that ever existed mesmer-wise is op”, because critical thinking is so yesterday.
You should read mesmer forum, really. In fact, mesmer PoV:
- Phant : totally OP for 1v1 duelling (it is even the name of the main build, you know), useless for anything else ;
- Shatter : really good ;
- Glamour/mani : tools, not builds, but both are really good ;
- Mantra : ok to terribad (depends on trait and mantra considered).
Wow, almost like everyone else. Who would have thought people could play multiple class, be honnest, and have constructed opinions ?
The problem here is that some random necro, after 10s of seeing a mesmer, declare our bad point good because necro has it bad here too. That don’t work. And playing mesmer isn’t the problem, as I play every class in the game. My condi necro totally tear a new one to any mesmer any time, and I could complain all days on how necro have it good with condition, while mesmer are useless at it. But, you know, it still wouldn’t makes the mesmer bad as a whole. So all I ask is, if you want to criticize a class, do it seriously. Not by picking a trait and two skills and declare “OP” at the top of your lungs. See the whole meta, all the classes, the design of each, and see how it fit. I know, it takes some works, but anything less bring bad design.
Here, the trait on scepter seems good, but it is forgetting the weapon in itself do nothing. It balances out (well, not even since scepter still suck). The mantras ? 2s of stability is far from what a guardian can put AoE, and with way less drawbacks. Elem can even put that much, AoE on a shorter CD, without filling any skill slot. Heal ? Well, Ether Feast is functionnaly close, but way better. Not saying any of those is OP, UP or anything. Just that comparing numbers get us nowhere, and what as been pointed out here is done better by other classes. In fact, one can ask : what is the point of this thread ? Asking for mesmer nerf ? Asking for necro buff ? Just a pointless rant ? What is was the intent in writing this ?
Heal mantra is there for the heal trait (just as damage mantra), so essencially a total 8k heal, 10k if you got triple use and works perfectly with condi removal on heal and the now kinda weaker Sword/x + Scepter/Sword immortality build because you only take small hits (http://gw2skills.net/editor/?fgAQRAsa7cl4zionSTjGZ9IiJF9GFeSB05clegb3msB-TwAA2CqIMSZkzIjRSjsGNKYVw+j5HA – any of its trait variations for your playstyle).
Yes, but that is a whole build dedicated to it, not a skill. The mantra in itself is still weak, only some traits give it some use, and even then you wont be doing much more than that.
Corrupt boon too cannot hit while cced because it actually has a projectile trejectory (so unless you just got stunned no hit from CB).
Still doesn’t make anything mesmer-y any more powerfull. It’s a feat (deserved or not) of the skill.
3s of stabilty might be useless in pve, but to stop a warrior knockdown, chain ranger daze or necro fear its enough, its a good mantra, but kitten y since there is the cooldown on the actual use between stacks.
As all mantra, it is useless outside of dedicated build. To avoid warrior KD, you have dodge and stunbreak (all classes do). Necro fear is the same. I didn’t experience the ranger chain daze yet, but I don’t see 2s of stability once in the fight getting me the victory, when it means I had to leave out actually consistantly usefull skills to take it. It can find some use, but the problem here isn’t this mantra : it’s that necro have hard time with stability. Not a mesmer problem, once again.
Final note on the general mesmer thing, they dont slot mantras because they are held into other roles that they do even better, not that mantras are unviable (hell you can be a better healer than a ele with mantra spam since you also daze the enemy and provide quite strong secondary damage with phantasam bleeds/confusion.
While they aren’t unviable, they indeed are bad. Their traits are acceptably good, but they are in no sane distribution (see: sane skill trees), lock you into a single role, stop you from getting any of those actually good and versatile skills of the class, and force you to daze yourself constantly to get meh effects. Fun build, but in no way strong in competition (at best acceptable).
Still, this thread is only about someone feeling bad because the numbers on another class aren’t the same as his. You know what ? 100b numbers are higher than any mesmer numbers. And it means exactly nothing about balance and how easy a class has it. You’ll find a lot of mesmer that would kill for necro condition cleanse (or necro condition build). But to them I would say “roll necro”, not “nerf necro”.
Great… point me to necro stability. Then compare how many slots and traits with what cooldowns you would need to get the same use out of it.
If you compare “the use” and not the number, easy: any necro combination works because mesmers don’t use this skill. It has litterally no use. It looks cool on paper, but give it a try and come back telling me it’s OP. Hint: you won’t, because it is a bad skill. You have to realise that you daze yourself to avoid a shorter CC. Controllably, ok, but about any stunbreak is better than that, and all other strun break provide a freebie (protection, movement, retaliation…).
Also none of weapons except staff is useful outside its given spec and situation. Necro scepter w/o stats and traits to support is 100% useless.
Well, ok, but that doesn’t make mesmer’s scepter any better you know. For your information, scepter doesn’t have any reliable way to inflict conditions, so +200 condi damage doesn’t do much for it. At least necro scepter can be improved for real, not band-aid-on-a-wooden-leg improved.
Same for mantra heal sure there is cast time etc but compare to the least popular necro heal. Blood fiend only works for general pve where it provides best healing because it doesn’t die in 1 shot it has longer cd… it heals for less base unless someone lets it sit there and heal which wont happend in dungeons/pvp/wvw… In mesmer sense it may be rather crappy but in comparison with what other classes have its pretty kitten good. Its all a matter of perspective.
Yeah, because your worst heal is bad, our worst heal is good. Noted.
Wait, no, it doesn’t work like that. Our worst heal is bad and your worst heal is bad. Mantra of Recovery is usable twice every 14s (10s CD, 1s between the two casts, 3s charging). Elem get more or less the same effect, with condition cleanse (8 conditions) added, and still get some effects when interrupted midway. Aaaaand it get way more heal with healing power (factor of 1.2 against the 0.4 of the mantra – BTW, Blood Fiend gain is 1.0). So, why mentionning this mantra which is clearly inferior to some other healings ?
Also don’t leave out context. Cb for instance on some maps fails 9 out of 10 times. Will null field waste your cooldown and just sit there looking pretty? No.
Those 2 skills have their own advantage and downsides. CB can fail on cast (but, hey, don’t cast it when blind). NF can’t, but you can walk out of it and lose one boon only (or even 0 if you are quick). Mesmer has only one immobilize, which bug so often it isn’t funny. Both are easy to make fail if you know how. Don’t consider only the good point of mesmer skills, and bad point of necro ones.
And to add this “perspective” you so much want : you have one skill on a long CD, that can be walked of, that double as anti-condition for a class with difficulties with condition. On the other side you have a skill that generate condition. The former put the user in a difficult position : do I use the skill offensively (leaving me open) or defensively ? The second support the strength of the class directly, in a controllable manner. NF is in no way bad, but saying CB is trash compared to it isn’t seeing the whole picture.
And mesmers can enjoy much more sane trait distribution which is where necros lack severely.
Sane distribution ? Weeeeell, you might want to try mesmer more. And, again, having sane trait wouldn’t mean anything for mesmer. On the other hand, necro not having sane traits mean the necro need a rework/buff. I don’t see how mesmer get into the picture of necro having design problems.
Their illusion which are ment to me distractions that die when you look at them wrong way keep getting buffed… their hp now makes them at times more durable then some necro minions… And they come equipped with a lot better ai.
Keep getting buffed ? Do you read the patchnotes ?
“Decreased the clone base hit points by 25% in PvP and WvW.”
Phantasm got slightly buffed in PvP, but the signet giving +200% phantasm health got reduced to +50%, totalling in a big nerf. Clones still have about 1k HP and do die if you look at them angrily. Phantasm stay a bit more, but they are meant to. And speaking about AI… no, they don’t have anything fancy. “If ennemy in range, attack ; if not get to him”. And even that bug out (iWarden think he is a ranged phantasm, illusions stands into places doing nothing…). If your pet AI are worst than that, again, ask for a buff, because mesmer have no relation to the problem at all.
TL;DR : the only thing coming out of that, is that necro needs some buffs. You didn’t prove in any way a problem with mesmer.
- Combo-ed chaos armor is not chaos armor from mesmer
How so ? You have to differentiate the Chaos Armor (skill) and the Chaos Armor (status effect). The skill gives the status + Protection. The combo field gives only the status. Seems like intended. Is there any other difference I am not aware of ?
Well, you have to look at the whole picture. Mesmer scepter has indeed a good trait… because the weapon is totally weak (merely acceptable in PvP, totally useless in PvE and WvW).
As for heals, using the mantra of healing as a baseline is misleading. The mantra by itself heal for a ridiculously low amount, and need to be charged for almost 3s before reuse. Not exactly screaming “overpowered”.
Null field, compared to corrupt boon ? Longer CD, no underwater use, not instant (1 boon a second, for 5s, for a maximum of 5 boons), not unblockable, no conversion of said boons into conditions, add a casting time (can’t be used while CC’d and can be interrupted with some luck). Is one or the other OP, and which is the strongest, I don’t know (they both have their good point), but for sure they aren’t that similar.
The mantra of stability isn’t much to speak about outside of PvE. Yes, it is a quickly reloading stunbreak, but the stability is way too short to be of any use, and again you have 3s of loading that prevent you from using it ever again should the battle take too much time. Now you get a dead utility slot. Just look at how much mesmer slot it (zero, that is), to see how OP it is
@Kravick : it is a recurring problem of the mesmer that it’s too strong in 1 Vs 1 duel (which no game mode feature, and is said by ANet to not be a concern for balance) but grow quickly weak with the size of the engagement, and the difference between game mode is huge, bringing balance decision in a mode that break another (for example, portal being trashed in PvE with no good reason other than “WvW complained”, or shattered strength getting usefull in PvE made it totally OP in sPvP until the next nerf). Good thing they begin to split PvE/PvP, maybe things will go better in the future, for mesmers’ opponent as much as for mesmers themselves.
(edited by Elidath.5679)
Temporal Curtain will not apply its swiftness if you already have swiftness on you
Wouldn’t call it a bug, curtain was nerfed long ago because apparently mesmers abused it by running in and out for permanent swiftness.
Mark of Swiftness (Guardian staff #3) is the same functionnality and did got the same problem of stacking unlimited swiftness. It has been modified so that when you step in it while already have swiftness, it’ll grant you 1 additionnal second of swiftness. No reason TC can’t act like that, so it really seems like a bug.
I’ll add mimic behave very weirdly with bouncing projectiles : it catch them, stopping them from bouncing, and when echoing them… well, it depand of the skill. WHich it shouldn’t.
- Mirror blade can’t kittenoed ;
- Wind of Chaos can, but will provide only one “hit” one the caster (so a stack of might/fury), wether or not you have iEllasticity ;
- Siren’s Call will behave the same, but take iEllasticity into account (so you can actually hit an ennemy with it).
And let’s not forget the not-problematic-but-still-there T-stance freeze while going out of blink.
@UnknownFreak : not specific to Blink and Portal. Multiple skills do that (Blink and Decoy comes to mind), and probably not specific to the Mesmer. Still a bug, though
(edited by Elidath.5679)
Imagine you could join your friends homeinstance, and quartz being instanced itself. Unending supply of quartz.
Doubtful. F&F dungeon had “once-a-day” nodes, that couldn’t be garthered more than once by letting someone else create the instance. So they have the tech to block that.
About the horizontal pads, I am under the impression you get the “short distance” when in combat mode (the second pad on blue platform feature a steam vent doing damage). As if you get the combat mode speed reduction on the launch. Anyone can confirm or disprove ? :S
To clarif, it doesn’t block for 4 seconds after a successful catch. It blocks for the remaining duration of mimic, which is at most 4s (if you catch a projectile immediatly). And it is a standard block, so it block everything blockable, but let through everything that isn’t (ranger traps, traited necro marks…). Any successful CC will stop the block channel, so don’t step on a necro fear mark
You have in fact 4 states : you have to separate “up, actively active” (spawn holo on interract), and “up, passively active” (spawn aetherblade on closing in, no interraction possible with the holo).
The “Up inactive” state is the bugged state mentionned before. The aetherblade that should have put the holo in down state was interrupted.
So no interraction possible (because the holo is set to “aetherblade”, wich is an unterractable state) , no spawn happen (because it already did happen), and the reset event of the holo was stopped.
Good for you
It was the same for F&F by the way, you could buy every dropable specific to the dungeon and never run it at all.
Which recipes? The only recipe i know is the unlimited tonic and I said that the cost of the tonic is more than 150g as it is now
Potent Master Maintenance Oil, Potent Master Sharpening Stones, Potent Master Tuning Crustals. All are 1h version of the standard master nourishment. Quite usefull, if you ask me
As for the monocle, I personnally like it a lot, more than the jetpack. There is no accounting for taste, I guess. The price isn’t much of an indicator, for all we know the monocle could drop a lot more than the jetpack. It might be a factor, but it’s hard to be conclusive just on that.
So, to sum it up, with reruns of the dungeon :
- F&F got a unique backpack skin, some new recipes (1h version of existing ones), a new mini, a recipe for an unlimited transformation tonic, a new insigna/inscription and gems (those last three can be summed up as a new attribute template).
- AR get a unique exo helm (not just skin), some new recipes (1h version of existing ones), a recipe for an unlimited transformation tonic, 1g.
So yes, it’s less than F&F, but the difference isn’t that large imho, and enough to keep a certain amount of players going at it.
All you want to know
Hum, you can drop new recipes (and not just the tonic one), and new helm skins. If you likes F&F rewards, what more incentive could you have ? If you don’t like them, it isn’t ANet fault in any way.
OP don’t complain when its your own fault. Play the game correctly and it will work, the reason its not working is because one or more of your party alted/reset to get the cannon miss achievement or another reason and the timer reset to their time when they reentered the arena/last boss.
So although you took longer then X time the game says you 15min-X time left.
When it happend to me it displayed about a minute left, and we had no leaver/logger for achievement. Nothing suspicious. So I think there might be a legitimate problem here.
Being a guardian I found it easy.
Pulls or knockbacks? Stability. or dodge (you can see the animation when they charge up their arm backwards).
Well, that’s strange since their pull animation is putting their right arm forward, not backward
Backward is for the “double strike” that deal, like, no damage, at “in my pants” range.
Dodging that is a waste.
Don’t judge me, what does post-wipe mean? How can I get those with that your post-wipe thing?
It means if everyone in your party is killed (a “wipe”), and you start the fight again (so “post-wipe”), you are still elligible for the achievement. You don’t need to reset the dungeon.
In Mai Trin case, you can’t : if the party wipe, the achievement is unavailable for this instance run.
Disagree. It’s an achievement for a reason and it should have some challenge to it. It’s totally doable as it is atm.
Well, it isn’t asked to nerf the fight or anything, just to make the retry a little more friendly. As in, not redoing the whole dungeon just for this one fight.
Got this one, too. Timer is there, cannon core too, but the cannon itself isn’t interactable.
I don’t know if it was the timer spawning too late (we wipe a few time, I was surprised to see the timer), or the cannon despawning too early.
He isn’t talking about the way of getting in, by saying there is a bug. He talk about that. Short version : while doing the JP normally, you can get banned. So even if the bug occurence is rare, the TP at the end is the way to go for those who like safety.
I can attest reflect works very well against her shadow step. It is easily verifyable, since like all movement shot (scorpion wire, spectral grasp…), when reflected the movement is inversed (in this case, you are teleported to her). Best thing is you’ll be the one dealing the damages and conditions.
Another tip, for fighting Mai Trin : her TP can be reflected. You’ll get TP to her instead, but she will take the conditions and damages. If some in the team aren’t good at dodging it, you can help them with feedback and wall of reflection.
I would prefer it be added as another weapon than a skin (if added at all). Rapiers have VERY different Combat Styles compared to a Longsword/Shortsword. It seems like adding a Rapier skin would be pointless. Imagine players running around with a Rapier skin on any of the Professions and using the Sword skills – bunch of people slashing with a weapon that’s meant for piercing
Man, have you seen how they use those bows ? Don’t wome and tell me it is anything reallistic ^^
It is fantasy, and I totally wouldn’t mind a slashing rapier, as stupid as the concept would be in real life. Because rule of cool. And I’m not sure adding a new blade category would be pertinent : we already have daggers, sword and greatsword. We need more of a greataxe as a new category, for variety.
Ok, so we at least have an UI bug here. It shouldn’t put the red X on the skill, that’s for sure.
Moa Morph is Tuna Morph underwater. It became usable underwater some times ago.
When was your screenshot taken ? It shouldn’t block you from slotting MM now, si if it does, we have a regression.