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Rune of the Chronomancer

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FJSAMA.2867

It becomes available on your craft profession after completion:

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Focus pull is broken now...

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FJSAMA.2867

I wouldn’t call it broken but rather “challenging”. Just have to aim with the edge, not the center.

It’s actually pretty nice, more predictable than the old version:
- https://www.youtube.com/watch?v=v00arC_XF2w
- https://www.youtube.com/watch?v=Hm4kYmBi1Lk

Is it either edge or specific right/left?

edit: seems both outermosts of curtain have a pull now. I wonder what happens when we try to pull smthg/someone that it is equally distant from both extremes…

(edited by FJSAMA.2867)

Rune Chronomancer

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FJSAMA.2867

Enjoy and discuss. Let me read those opinions!

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Mesmer a bit too OP?

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FJSAMA.2867

Ah… warriors tears… 30k hp 2xEP tons of dmg and cc high mobility and damage with evade frame warriors…
passive procs… loled
losing skill as warrior… you cant lose anymore than that… guess why
Best part is when mesmer can proc stuns dazes and blinds from aegis… Blind from range = long-sightedness?

(edited by FJSAMA.2867)

BWE3 Chronomancer Feedback Thread

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I would just add to fix the random (?) bug which cause to continum split rift to be there on the ground kinda permanently and never snap you back in time…
Happened to me like 3 or 4 times during the weekend… One time i can even say i did it, nothing happened and the rift stood there on the ground, i went from far to mid stood there fighting, and when was pushing far i went back to its location.. Cant recall the cooldowns, but at least to the location it ported me… from like 8k range away.

Mesmer "Shatter Me" Video Contest!

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FJSAMA.2867

My vote goes to guapo. Best gameplay overall, great turn around from difficult situations fits very nice into the music.
Honorable mentions to silverkey for creativity ( it was a shame its FPS and graphic quality being poor for that kind video) and for Blurry for being a new mesmer trying hard to improve.. Dont panic m8, think outside the usual combos and stick with mesmer.

BWE3 Chronomancer Feedback Thread

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FJSAMA.2867

I ask him for which mode does he need continious block.

Thats exacly the purpose.. It being usefull in everygame mode..
Zerg fights in WvW… Harder PvE content (present and yet to come), alternative defensive mechanic (stealth) to the current “meta” mesmer and opening ways to new build possibilities in pvp… Being just another block like sword or scepter wouldnt change this like shield currently does.

So overall due to its lack of damage phantasm (once again). Shield is a defensive weapon. Allrighty, what’s our other defensive weapon? That’s right torch. Unlike stealth the block has a huge tell and dosnt provide the mesmer with a disengage and a reposition, and unlike the torch shield block actually has some counterplay in it, for example not actually attacking the block prevents the mesmer from using it again, sure in team fights its easy to run into a aoes but that’s why deja vu is there right?

Unlike the torch once a mesmer activates the block he’s in straight out defense mode, unable to quickly revert into offense which is the usual “qq” on these forums anyways.

Also to the person I quoted, it honestly only looks like the continuous block is attacking your “image” of mesmer as a class and nothing else. You seem so confident on knowing what mesmer is “supposed to be doing” or else they are a “bad mesmer”, can we stop this shoehorning into a specific role that you alone seem to think mesmer is supposed to be doing. Variety anyone?

^ This paragraphs summarizes pretty much the way i interpret this posts and ppl behind them.
And you had a great guess when the same user says things like:

Mesmer Channeled block just doesn’t suit.

Now You block and you have to wait 4 sec for a running chicken phantasm.
what is wrong with you? to like it…..

I don’t like it and i hope that he will considerably review it.

or

Feed back,
The change occured on Shield “4”, as i thought is not the best thing for Mesmer.
It slowed down the Mesmer Rotation, you could do a great quick pace before.

Ok they got longer block, but it just doesn’t suit the class. I required some skill to use the previous version. It just feels bad now.

The block was weak, but was a trademark of mesmer.

Again about skill, being skillfull is also know when to burst (or use that important skill/ skills combo) and wait target defensive mechanics to be down and not just doing it and “oh well, i didnt make my 100% of dmg just like 80% cause he blocked the 1st damage application”.

(edited by FJSAMA.2867)

BWE3 Chronomancer Feedback Thread

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I really dont understand whats the problem with block. Its so much better now (be aware of the amount of multiple hit attacks there are in the game)…
I really start to think you guys complain about it cause you dont like the increased time you have to wait to summon a phantasm….
Its a shield, it makes sense being a more defensive/cc weapon and its phantasm a more supportive one too…..
Its not like it will create balance problems when you have, for example, ranger gs block: 3sec block on 15sec CD without 20% reduction from gs trait. Or Warrior shield block, longer block, less CD… Or any other continous block….

“Chrono will never be a real bunker”.. Since you touched from a pvp prespective i guess it is funny if we had only D/P thieves, trap rangers, d/d eles, bunker guards, signet necros, shatter mesmers, soldier rifle engies, etc… right?? Well, for me, diversity is fun and refreshing… What boring it would be to see a class and auto-know his build/play role….

Cheesy block you say? Are you like the ones who call “condi cancer” when you die to a condi oriented build despite not having a single condi removal on your build? Same thing about blocks… There are unblockable attacks… Not as many as condi removal skills.. But some… And when the guy is blocking theres not many things he can do since it is a channeled skill…
Its also being skilled (but now from the attacker prespective) if you wait to block go off to burst instead of just burst with you 5/6 skill combo and just have attack one negated just because…. And mesmer block have an increased visual distinctive animation that helps you identify it…

(edited by FJSAMA.2867)

Does mesmers need a tone down?

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Just the real mesmers the ones who want to make it work still stick with mesmer… I believe they develop natural awareness and skill with the class.
Cause theres always the easy way of just reroll to a more straightforward/easy/effective class… in every game mode.. except screenshots. Mesmer still the most beautifull class.
(at least for me)

Does mesmers need a tone down?

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… and you can do mind wrack every 6s…

My endurance regen is the same. My clone production is kinda the same (just a bit faster CDs due to 1~2secs alacrity per shatter) yet it is tied to weapon skills that have other pruposes than just generate clones for shatters-.
I didnt use IR or CP or AWEW traits. Alacrity have a low impact on my build.
To claim mind wrack has a 6s cd means you have 100% alacrity uptime. And to have 100% alacrity uptime you have to build for it, around it. Probably slot multiple wells. SO, i dont see any problem in having mind wrack at 6s cd when you build for it…

One thing you can be sure. I wont spam shatters just for the sake of alacrity. I will still use them when i want the shatter effect rather than just for alacrity. Alacrity is just a marginal bonus.

(edited by FJSAMA.2867)

Does mesmers need a tone down?

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From a pvp prespective, mesmer damage didnt increase with chrono. Shatters/skills does the same dmg. Yet shatter accuracy and access to interrupts (shield#5 and gravity well) to trigger power block is higher. Also you have access to quickness so you perform actions faster.
in Pve well really helps to increase sustained dps. ~1k more in a 30s fight

(edited by FJSAMA.2867)

BWE3 Chronomancer Feedback Thread

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Certainly its survability is more skillfull not relying so much in stealth. Have pros and cons against stealth, yet its less “lame”.

BWE3 Chronomancer Feedback Thread

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Hurray, more PvP lobbying to ruin perfectly fine PvE skills and mechanisms.

They buffed the shield to make it attractive in PvE over the other weapons, but this won’t last long if the PvP concern trolls have their way as usual.

I bet he wasnt even talking about the shield… But ye this " seems OP, feels overtuned, unfairly strong" rant is trend when mesmer is concerned.
I hope he wasnt talking about shield… mesmer is channeling when blocking cant use other skills ( appart from shatters).. If he meant phantasm dmg then… smthg is wrong…. Maybe we also have a lock target while channeling block that prevent them to target phantasms… But wait… even with that they could get cleaved… Or are they immune already?

BWE3 Chronomancer Feedback Thread

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Continuum Shift is really, really strong when used correctly, it needs the counterplay. The risk of getting pulled out of time and bursted balances out the rewards you can get out of it.

IMO Shield 4 is up way too often with the correct synergies (Alacrity, Persistence of Memory, Chronophantasma, Illusionist’s Celerity), the only reason it’s not completely broken is because melee iAvenger sometimes/often melts before it can be Shattered. I’d lower the block duration from 2.25s down to 1.5s. This isn’t entirely a negative change as it means iAvenger is also conjured earlier (but it really needs to be a ranged Phantasm).

Or give up on Deja Vu and lower the cooldown to 25s.

Or make the block cd not getting lowered by those traits/signet.
Or leave it as it is cause other continuous blocks are vanilla 3 secs block and 15/20 secs CD without respective weapon trait cd reduction applied.
It just opens new build possibilities (bunker maybe?) and listed traits already limited 2 trait lines… and illusions line is more condi oriented…

chronomancer is such a win

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I think people asking for Mesmer nerfs should look at what the other elite specs are doing.

Berserker Kill Shot?

Its bugged and hitting twice…. its not a viable spec outside of sniping light armor classes in WvW lol… pretty much trash in PvP and rifle is a joke in PvE…

Chronomancer is the one elite spec that is strong in all facets of the game – its extremely good and the one spec that has little to no negative feedback other than its too strong….

Even the top PvP players are in agreement that chrono is EASILY the strongest elite spec released….

Wanna compare Chrono and Berserker? OK, lets compare vanilla Mesmer and Warrior first, shall we?
Like warrior needed this elite spec as much as mesmer needed chrono…

chronomancer is such a win

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FJSAMA.2867

I think people asking for Mesmer nerfs should look at what the other elite specs are doing.

Berserker Kill Shot?

BWE3 Chronomancer Feedback Thread

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Try on pvp phase retreat/ mind wrack while roaming. Helps a lot with other longer CD reductions. And maybe kinda unfair. Dunno, im fine with it… yet ppl already crying cause alacrity uptime “too stronk”.
Mind wrack will be rdy anyway on your next encounter.

So... Chronomancer - Continuum Split

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Also, it seems like you think slow reduces your movespeed… you know it doesn’t do that, right?

Actually in a leap/movement skill, it increases the distance covered
His mesmer has skills changed already for BW4, kappa. He is a chronomancer, he controls the time.

BWE3 Chronomancer Feedback Thread

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For alacrity matters i would first change the minor Flow of Time to only apply during combat to prevent spam low cd shatters just to further reduce CD on dead/skip/roam times.

ATTN: Completely Broken Chrono Build

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Remember that “perma alacrity” is only possible cause chrono stacking.
Im also in love with superspeed on clones(so i dont use well trait)… Makes the accuracy of shatters much higher.
Less time to evade, harder to kite, they reach target faster so less chances they get cleaved/aoe. Im only using gravity well.. and as solo mesmer, i dont feel the alacrity effect that much… ~1s on shatter… Certainly not as heavly as you ppl talk.

Perhaps if they change it to only give alacrity when in combat would prevent to shatter during roam.

(edited by FJSAMA.2867)

So... Chronomancer - Continuum Split

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FJSAMA.2867

Kite? A mesmer? Sure go ahead, have all 5 members kite and lose the point because of the massive AOE shatter + Gravity Well. Waste your defensives to get away from it. Don’t forget shattering slows you know so kiting is that much harder.

Nop, kite the well and the combo, unless in your pvp tier mirror blade passes objects and clones always reach their targets not dieing in the process. Maybe in your world wells follow the players.
Dunno why im arguing with you when you cry a thing is op cause you want to facetank it like nothing happened and not waste defensive CDs on it… Same strong effect with a rampage… or lets face tank it. Right?
3s well… wont full cap point.

Congrats, you got away, no come back after losing the point and retake it- Oh wait, the entire thing can be done -again-.

You are forgetting -again- that poping cs mid fight will prolong your cds.. Im sure when, mid fight, you want to use your cs again you will have, at least, decoy/distortion in cd… (your defensive/longer cds) unless in your pvp tier a mesmer can freely roam without being pressured and matches are passive-sit-on.point-bunk and let time runs out.

(edited by FJSAMA.2867)

So... Chronomancer - Continuum Split

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FJSAMA.2867

The “combo” you discribe only can happen on 1st encounter on pvp when all CDs available, and cause of that easily countered… You know its coming.
Remember if u want to use cs mid match for sure you will have some skills on CD and activating cs will just prolong that CDs.
Its, at max, a 5 seconds time window… just kite. Wells are static on ground, rest of combo easly telegraphed.

TL:DR > l2p

BWE3 Chronomancer Feedback Thread

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Like chrono line brings any dmg to existing mesmer… It may just give superspeed to our clones making them actually reach the target… If you cant dodge it, your problem.

BWE3 Chronomancer Feedback Thread

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First thought: I expected Echo of Memory’s block duration to be reduced for continuous blocking, but it isn’t. Really strong with Persistence of Memory and Chronophantasma.

If you ask me, i think the block is pretty balanced. Other classes continous blocks are 3 secs instead of 2,25 secs and 15/20 secs CD , ours are 30. We just get 2 of this if we block an attack. And synergy with persistence of memory or signet of ether for its cd reduction can “sub” for a shield CD trait we dont have.
One step closer not to rely on stealth. Any “omg OP nerf” is purely the trend thats going around against any good thing mesmer have.

(edited by FJSAMA.2867)

We Heal as One Feedback [merged]

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Nerfed version of WHaO:
3 stacks of might, 2 secs protection, 2 secs quickness when copied.
Worthless.

It took Anet 4 months to nerf PU that can stack 2 mins Stealth.

It took Anet 4 months to nerf D/D which is God-Mode in PVP.

It took Anet ONE DAY, no testing, no wait and see, to nerf ranger.

It’s ok for Warrior to give permanent 25 stacks of might and fury TO THE WHOLE PARTY.

It’s ok for Guardian to give long-lasting stability, protection, quickness TO THE WHOLE PARTY

It’s ok for Ele to give Permanent 25 stacks might, fury, protection TO THE WHOLE PARTY.

Yet it’s NOT ok for ranger to give 25 stacks might. protection, quickness “TO HIMSELF ONLY” with “EXTREME TRADEOFF”, and “BOUND THE WEAPON AND UTILITY”

Btw, that build which utilize WHaO is actually trash. Worse than regular build.
Minimal cleanse, one trick pony, burn crucial skills (heal, QZ, stunbreak) just for boons, low damage weapon sets. (Axe main-hand damage is pathetic, and you need torch and war-horn as off-hand, so low damage off-hand too). Also need to bring that trash “Guard” for the protection, which does absolutely nothing without WHaO.

Yet Anet doesn’t even wait and see, just outright nerf it in one day.

All they did is watch some youtube video which stack quickness in PVE against unharmful mobs as show-case. (Yes, pet swap quickness requires you to stay in combat to work, so it means you can only stack quickness during combat, which is a death sentence because you’re wasting QZ and your pet to do that. Plus after swap, all your pet’s protection, fury, might all gone, so you have to use everything during combat and leave you vulnerable for 40 secs)

Well said, one correction took 12 months to nerf d/d ele 25 stack

Heya guys, at least you could test your heal goodies before nerfed. Mesmer still hold the record. Duelist Discipline got nerfed before you could benefit from it. KappaPride.

Fencer's finesse is still bugged, please fix

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buffs that can give up 150 ferocity are only suppose to last 6 seconds.

This is false!
– Buffs that give stackable 15 ferocity are so stronk that have to last 6s, since they cap where the others begin. +100 status buff need at least 60s timer, cause 15>100 and because they can only stack 5×. +150 status buffs can be permanent on wielding weapon, or, if its an aura, permanent only while in combat using a box of chocolates and wedding dress. They fade in 9s cause thats the time the chocolate melts in your mouth.. average.
+250 status buff on thiefs can be explained by their profession mechanic. They initially went +150 on a det. boon and they saw a warrior after using a signet and stole the +100 from them… performing a total of 250! Mathematicians… Remember they hit with rulers therefore if we check the length of dmg coeficients they needed it. Mesmer’s became, on last update, 0.66 vs 0.8 thiefs have. Just measure it with a ruler. Our dmg coeficient bigger than theirs.

or

- mesmer have a way to insta 10x attack on target to get 6s of 150 ferocity. Otherwise it would be 1s of 150, 2s of 135 etc etc. Busted. Raportered for cheating. I bet that you even had to swing the sword to get the buff… Poor warriors.. they have to blow the horn near mobs to get such result… Yet they get so dizzy after blowing it so hard…

(edited by FJSAMA.2867)

Mesmer changes september 29th

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EDIT: The real question is, does pDisenchanter with pFury give more Bleed stacks now than iDuelist with dDiscipline, assuming pHaste on both?

iDuelist is a 8xhit attack, and looking at sharper images, its obvious answer.

Better than the rest dps phantasms, for sure.

(edited by FJSAMA.2867)

Mesmer changes september 29th

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EDIT: The real question is, does pDisenchanter with pFury give more Bleed stacks now than iDuelist with dDiscipline, assuming pHaste on both?

iDuelist is a 8xhit attack, and looking at sharper images, its obvious answer.

Better than the rest dps phantasms, for sure.

(edited by FJSAMA.2867)

Mesmer changes september 29th

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Also, Disenchanter is nuts. Attack every 2.46 seconds with PH, which is more or less the same as sword AA rate! 2xDisenchanters (with mimic) with your sword AA now strips 2 boons every second!

Why wasting mimic when u can use healing signet? Much faster CD

[PvE] Some mesmer issues

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Yup, exacly what i feel in PvE. I can also add that not only our damage is balanced in having phantasms, but also phantasms own damage is balanced in the fact they can do more than one hit, they stay alive and keep attacking.
Yet in PvE this last fact is so untrue… They can be simply cleaved down or at the time we finish the phantasm casting time, the mob is already at half hp, phantasm attacks once, phantasm gets destroyed because mob is dead and we have the cooldown smiling at us.
(x1)We can just keep the phantasm and poke with sword auto-attack… but kitten … that damage… feels like we arent doing anything (again, our damage is balanced in addition to phantasms) when the goal is clean a straight forward trash mob(s). We cant even stack vuln properly with it…
(x2) Actually in those short fights we rarely use auto-attack at all… between phantasm>wep swap>phantasm>signet>phantasm and our utility ( thats why we are included for) >block/evade big attack > we rarely complete an auto-chain and our dead phantasm are in need to be resummoned.
Will raids be different? Perhaps we wont be more than just alacrity bots… Cause our utility can be mimic by other more reliable classes or even they can adapt for the fact they dont have that utility. Anyone tried lupi without reflects? Ye, dont be sloppy, it also works, you just need to dodge / block and you are fine… And will it worth to have just an alacrity bot?

are much more straight forward, pay off more and do more damage.

So ye in conclusion i think others being much more straight forward is the key sentence. They are much more short term viable (cause we always aim to do things faster and faster, check (x1)(x2)) and in theory we can peak perform(x3) at long term but our phantasms are the way they are, little flowers, so others are also in long term fights. Even in buffing/selfbuffing they perform it more reliable..
Blasting fire fields for fury (and ofc might), aura 150 status in combat and lets just compare our harmonious mantras 8 seconds per stack and our fencer finesse 6 seconds per stack with ele arcane lightining (elemental surge trait) 15 seconds full bonus no stacks or warrior signet mastery 100 status for 60 seconds when he can use 20 seconds recharge signets for permanent uptime without effort (or even the trait own passive 20 seconds CD).

Yup, feelsbadman. But hey, we are a minority elite of purple butterflies… And we are hated for it.

PS: (x3) I meant peak perform considering mesmer reportoire.. NOT outperforming other classes.! Ye, our motto: x2 work for 1/2 results.

(edited by FJSAMA.2867)

Suggestion: Pace arrow in the Mesmer portal.

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Adding a timer buff is simple, but having a range or direction indicator is much more difficult due to how the skill is implemented. Portal is managed heavily through code rather than script due to its unique functionality so adding something like this would likely require changing some of the underling structure of the skill.

Timer buff will be nice ( also can be made a timer over the icon of portal exeunt skill on utility bar)
As for range indicator, wont be possible to shadow/grey the portal exeunt skill on our bar when it is to far away from the placed portal entrance the same way we dont get the “enter” message when we placed it out of range?

Bulwark Gyro

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FJSAMA.2867

I really had so much fun (?) reading engi forums. They are complaining about everything and what i see is strong if not a bit op stuff.
Gyros in its viability remind me of wells when they first came out. 1 or 2 viable, rest lacking smthg. Yet gyros dont require range, LoS, target visible/in-range after summoned to remain usefull in the battlefield. Purging gyro even checks for different targets nearby and follows you.

Hammer is a weapon that provides defensive mechanincs while dealing dmg:
- Auto-attack grants 8 sec might and 12 seconds! of vulnerability while our poor sword only applies it for 5 sec. And to have a weapon granting might we need a grandmaster (5s might).

- Hammer#2 if you want to compare, has similarities with blured frenzy, it negate ranged attacks only yet it reflects it, apply its dmg in less applications ( x2 vs x8, so less retaliation dmg received), it is a whirl finisher, one can move while casting and recharges on half CD.

-Hammer#3 is a 1k range gap closer/creator with 3x leap finisher while evading. You can use it for damage also. ( I wont mention iLeap). 10 sec CD

-Hammer#4 is another channel block available for engis this one also with offensive properties. Applies a considerable amount of vulnerability. (lets compare it with iRiposte?)

-Hammer#5 is a long lasting combo field that stuns+damages with long lasting vuln.

All-in-All to summarize the traits and overall synergys, they will have and amazing sustain in top of what they have now, with another channeled block ( paired with utility kit is 5 sec block in 20 sec CD) on top of 10 sec CD 1k range leap+evade 6 sec CD projectile reflect and 24s of 6s ground placeable stunning field just from weapon. (Stacking might and vuln wont be a problem, so dmg will be there, another d/d ele?)
In same weapon, from 5 they have 3 combo skills (finishers and fields).
Their utilities provide movable feedback without required target on 25 sec cd.
They have traits that apply 9s weakness and vuln (5stacks) when they stun ( campare it to powerblock + illusion of vulnerability that need interrupt).
Superspeed everywhere.
Again tons of (viable to combo) fields for the tons of available finishers. Water field in a healing skill being one of the best (for 3xleaps and end in blast). Poison field can also be offensive ( reduce enemy incoming heal) and defensive ( aoe weakness)…

TL:DR How can some ppl dare to “nerf mesmer, tons of damage and blinks/stealth/invuln/blocks/evades”, and “oh no! chrono OP in top of OP mesmer class”…
If we pick the prestiged 6/6/6/6/6 build some ppl pick to mesmer, we can call engi GOD instead of OP they call to mesmer.

PS: oh, did i mention that their first minor trait does more than simply allow them to use gyros/hammer?

(edited by FJSAMA.2867)

Danger Time & Phantasms

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Hmm, i doubt since it is % mod and not precision increase.. Although i cant say for sure.

Many bug fix, still no duelist's discipline

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FJSAMA.2867

is this working now?

Chronomancer Changes for BWE3

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FJSAMA.2867

Overall its what we asked for.. Just lets see how the phantasm performs.
Also, still hoping for Danger Time to give dmg mod or increased ferocity versus slowed targets.

PU... PU's everywhere...

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Pyro you also forgot to rub the thieves nose in the -25% damage reduction they get from the SA line as a minor which is arguably better than all the boons from PU.

Except swiftness… cause mesmer is slow…. or we could always use travel runes… but man vamp so good to burst and leave role…

[BW2] Chronomancer Feedback Thread

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FJSAMA.2867

Wells
General Well Suggestions

Normalize wells cast time. Same way you reduced Well of Eternity cast time. I think the same explanation apply to all, except elite because strong cc/game changing effect.

  • Well of Eternity: I like the idea of subing vigor pulse with condi removal. But vigor is also good. Regeneration also… Since its a more team oriented heal, changing well type to water… Just few ideas.
  • Well of Precognition: Pulsing blur and giving a burst of unblockable+stability makes more sense to me.. It feels lacking and in a long cd at the present state.
  • Well of Recall: Another unfortunate lacking well.. Setting this well 3s previously so after we can chill enemies and give them a minor dmg doesnt feel rewarding enough considering a 45 seconds cd…. And pulsing alacrity with new wells trait seems irrelevant.
  • Gravity Well: With it 1s cast time wich already causes enough counterplay, it could benefit from a wider radius. At least the pull radius. Also it could scale the dmg increasing as close as you are to the center so it wouldnt be completly negated if enemies have 3+ Stability stacks.

Traits

  • Illusionary Reversion: By itself and after the change it become hard to get to use the potencial of this trait. Building illusions take time/cooldowns and illusions are fragil things. I agree the previous form was over the top by itself. A 0-illusion shatter would generate a clone is same than counting 1 illusion (+ IP) in each shatter after the first one. I would change it to 1 illusion requirement and a small ICD (1s probabily) to avoid mindless shatter chain. It would open combo possibilities with some skill/management gap.
  • Danger Time: The biggest disapointment in this awsome specialization, it is such a redundant trait… You have to have a good critical chance to reliably build Lost Time charges to apply slow on next hit. Yet we this trait awards more critical chance on slowed targets.. Mesmers already give critical chance a lot of weight when deciding their builds… ( reflects, ferocity bonus on sword trait Fencer Finesse, Sharper Images, then we have Master Fencer and Phantasmal Fury to support it), i feel mesmer doesnt need more critical chance.. I think it would be proper if it was a dmg modifier for mesmer and its illusions, or a simple bonus ferocity increase versus slowed targets, again, for both mesmer and its illusions. Slow is a short time condition, so i guess it wouldnt break the game if our dmg source (mesmer+phantasm) hit harder on slowed enemies. It would also fit its name better. And it would make a chronomancer potencially more dangerous inside a Time Warp, see? win-win theme synergy.
  • Lost Time: Unless it synergies better with rest of traits and we really have a bigger reward to make our target few more times slowed, this trait wont compete with the others in its category… Between Time Warp, wells, phantasms, and even minor Delayed Reactions we have enough slow application mechanics and they are at least as good as this trait in applying slow and we dont give up so much picking them. Unless, and for example, Danger Time decently rewards having few more slow applications on our targets, this trait will be forgotten.

Shield

  • Echo of Memory: Making it a channeled continous block would make up for the delayed phantasm summon. It would also allow to better positioning setup to proper summon the phantasm cause i found it failling due to LoS/range.. We got to be always moving you know.. And kitten rangers hitting from horizon makes the phantasm fail to summon. It would also make up for the skill overall since phantasm is a bit underwhelming. I just feel sorry for Deja Vu, such a great name and if this sugestion gets implemented 2nd phantasm + this have to go…
  • Tides of Time: Could you make it instantly return back when a it encounters a wall/obstacle in its path? FeelsBadMan when you have to cast it in narrow zones yet losing more than half of it potencial (the returning stun/projectile block and the cd reduction).

Overall feels like a solid specialization. Glad i could test it and participate in it tunning/refinement with my feedback.

(edited by FJSAMA.2867)

Jet Lag [PvE Well Support Chrono]

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Posted by: FJSAMA.2867

FJSAMA.2867

I dont think the the argument you base your explanation is entirely correct. Yes, ele is the best class for pve, yet the meta party isnt 5-ele group… it include a thief cause they bring stealth on-demand (rather brutal time saving in many dungeons) and defiance stripping and still capable of tier-1 dmg (just loose in aoe, but they balance the loss in single target); warrior because easy might mantain (another brutal include since it allows eles to have their normal dps rotation instead of blasting fields) and banners + empower allies and not loosing much since their dmg capabilities are just below, tier-2;
and guard, reflects aegis and stability to complete the circle, again without loosing much in dmg, tier-2.

The build you posted does not cover might mantain/ and power/precision/ferocity/condi dmg buffs + on demand easy stealth and defiance stripping + reflect and stability to substitute all that classes for eles+chrono. Also, the build gave up big part of dmg mesmer is capable of doing (and tier-3 dmg) with that key gear/trait choices.

And last, a dungeon run isnt 100% battle time to make up for that CD and alacrity calculations. Especially on low cd skills like lava font. Or on same spot, to benefit of wells last pulse.

Concluding, by itself alacrity/quickness doesnt weight as much as the other classes supports/utilities to go all-in for it. If we squeeze alacrity+quickness, it means dmg or more frequent utility ( but the utility has to be present to have it cd reduced).
Yet i think it may be a meta addition if we can sub one of the meta party classes for a similar build of yours. Probabily an ele or guard are the best classes/roles to sub for. Maybe guard if we can adjust the build and give up a bit of alacrity, and put feedback/stability mantra.

(edited by FJSAMA.2867)

Making shield useful in PvE.

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Posted by: FJSAMA.2867

FJSAMA.2867

Even if you don’t consider the phantasm, the chronomancer’s shield 5 skill alone has higher damage output than the shield skills of any other profession. In general shields aren’t intended to be high DPS weapons. If the utility of the skills is lacking, that’s an area that can be tuned, but we don’t have any plans to really increase the damage that much.

In terms of utility i think the main problem is in phantasm. Bounce dependent attacks/buff applications will be a mess to control in a area with a lot of mobs/allies.
Concerning utility aspect wells also have room to improve. For example in combo field type. Seen very good sugestions in the other topic…

Yet we have a big dilema in here… Shield is a defensive weapon, but mesmer damage is “balanced” arround having phantasm out ( if its a good way or bad way to balance mesmer damage, specially pve, its another story), and the dilema is here… we only have phantasm in offhand weapons.

We loose too much ( dmg in this case ) for the negligible suport and utility this phantasm provides.
And seems common sense dmg isnt the way to fix.

(edited by FJSAMA.2867)

Why do mesmer lack blast finishers?

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Posted by: FJSAMA.2867

FJSAMA.2867

Kappa, right?
Saying sword 3 is a good skill for a leap finisher when you rely on a clone and an enemy target close and basically standing static cause it may fail due LoS or out of range…
Who stands still inside an enemy field anyway…

If YOU are standing in the allied field and sword #3 to an enemy, you’ll get the “reward”.. Even if the clone was destroyed and you are not leaping anywhere!

Its false. You only activate combo finisher on yourself when you use 2nd instance of the skill, the swap.
Im not saying its a terrible skill, im saying it is a terrible combo finisher leap.

Why do mesmer lack blast finishers?

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Posted by: FJSAMA.2867

FJSAMA.2867

we have pretty good leaps in our weapons with Sword3 .

Kappa, right?
Saying sword 3 is a good skill for a leap finisher when you rely on a clone and an enemy target close and basically standing static cause it may fail due LoS or out of range…
Who stands still inside an enemy field anyway…

Why do mesmer lack blast finishers?

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Posted by: FJSAMA.2867

FJSAMA.2867

i like the idea mesmer is all about fields but i would
i would also like more fields with weapon like torch can be smoke or fire field, shield can be dark field and not ethereal.
well of eternity – water – common a heal skill aoe so if ppl blast it it would be so good as party support. the mesmer alone cant use it unless he take torch
well of action – ethereal – like time warp should be ethereal in concept
well of calamity – fire – well which does dmg so if you leap or blast you get might stacks or fire aura which increase your might stacks
well of precognition – light – with stability and the ability for retaliation and light aura
well of recall – ice – it chill so why not get frost aura or chilled with projectiles

this

Just a random idea… what if Mesmers gain access to a new type of field, say Time Field? Blast and Leap Alacrity, Whirl and Projectile Slow. The Wells would be Time Fields, and Temporal Enchanter could convert all Glamours into Time Fields.

Just a thought, I’m not actually advocating it. I’m quite okay with most of our fields being Ethereal, it makes Chaotic Dampening easier to use for Protection.

or this!

My sugestion is simple: Just make the prestige apply 2 blast finisher. At begining and at end ( like present ). Or/and mind stab on gs, it would fit the animation..
There you go, community happy. But i confess i liked that “time field” idea. Usefull field without being overused already by others professions, cause lets be honest, chaos armor/confusion is hardly good outside condi builds, and even then… It mostly serves for traited protection.

Chronomancer is disgusting

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Posted by: FJSAMA.2867

FJSAMA.2867

It’s completely OP but at least it’s an elite profession done right. Tempest just makes me wanna cry and change class.

“Im used to mesmer being non-factor class, so its OP (in mesmer purple world prespective)”
“Yet, im an ele. my class is the strongest in every game mode. We deserve the strongest elite spec, we are spoiled and used with it”

(edited by FJSAMA.2867)

Chronomancer has too many clones

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Posted by: FJSAMA.2867

FJSAMA.2867

Seriously, this kind of topics/posts have to stop… I kinda miss some tight moderation i’ve experienced in other Ncsoft games forums.
I bet if banhammer start hitting some users, people will only post “nerf posts” when actually it is needed / with proper and constructive feedback.
This is just pure bashing just like many other posts… I bet if mesmer was nerfed in everyway ppl want, they would find another thing to nerf and eventually when class was dead, they would change their aim to another one.
That said, i wanna say that the “overpowered” new mesmer things ppl cry of, are just as “op” as other class things that we got used with time/that no one complains about maybe because they are older?
Evolve and adapt… you cant play the same way with same things all the time and do fine all-arround. Things change. If it didnt change, game would become boring and repetitive. Embrace new classes in “meta”, new mechanics, re-try/re-use unused traits/skills/weps you “trashed” out.

TL:DR: most posters like op have the “its new, i dont know how to deal with it, i dont wanna think about it, why should i try to deal it if i can just go forums and cry to just nerf it” condition.
I felt amazing beating many thiefs when they hardcountered mesmer… Hard? yes, some. Yet i have no nerf thief or this and that posts.

(edited by FJSAMA.2867)

Chronomancer is disgusting

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Posted by: FJSAMA.2867

FJSAMA.2867

Wow, This is new. Mesmer can now hit from stealth to proc generosity sigil without break it. Also must note for future reference that this sigil is only usable by mesmers. Keppo.

nobody complaining about mesmer now

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Posted by: FJSAMA.2867

FJSAMA.2867

Why are we arguing? These people are playing the legendary 6/6/6/6/6/6 build. Able to spawn phantasms capable of constantly attacking with no cooldown. Clones that override your targeting, making you have to reclick on that pesky mesmer. Every shatter gains mind wrack in addition to their other effects, like applying Confusion, Torment, Might, and Vulnerability. Distortion is always readily available, despite being on a 40s cooldown. Able to use both MI and TW in a single fight. Uses Decoy and Desperate Decoy to bypass Revealed. 100% Slow uptime on enemies with permanent AoE pulsing Alacrity to all allies. Able to both (yes, both) stealth with Torch while spawning Duelist, Berserker, and Swordsman with a single weapon swap (or two). PU for infinite stealth whether or not you’re slotting Mimic… and more, duhhhhhh.

Humm you are forgetting the new flavour… You will mostlikely add few more things (cause the nerf train wont stop and will always find new excuses to qq), but dont forget to add at the end of the list:
“And all of that can be made x2 cause the F5!!!!!” (permantly and just upsides! cause having 20s cd on your heal or other skills before u pop f5, after the amazing 100 seconds f5 provide to double all phantasm spawn and elite pop and shatter faceroll, you return back in time but your cd will be ready and just then you enemy looses the petrify effect from a invis box of fun that made him unable to move or press buttons for the entire time).

ps: also, the same box of fun gave you the purple color, cause rigged.

(edited by FJSAMA.2867)

Chronomancer Feedback Thread

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Posted by: FJSAMA.2867

FJSAMA.2867

Oh, and I missed the part where you get 17s of alacrity from the 17-shatter rotation I posted above. And quickness that whole time if you took Seize the Moment instead of Chronophantasma, so the channel time on Signet of Illusions is .625s instead of the usual 1.25s. Might have time to add something else into that rotation before you revert f5.
Well of Precognition to make your shatters unblockable, maybe?

What if i tell U that all shatters go on 1s cd after you use one of them? 4s f5 would let you kittenter chain if i count right.

Mesmer Tales: The Mantra Novel

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Posted by: FJSAMA.2867

FJSAMA.2867

Clarified few things and added link to old traits for those who dont remember exacly their bonus.

Mantras Issues - from up to op to up again

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Posted by: FJSAMA.2867

FJSAMA.2867

Only realized this topic while i was already putting my thoughts into a new topic. It became so long that it didnt fit in a new reply here. So my opinion about mantras goes here: https://forum-en.gw2archive.eu/forum/professions/mesmer/Mesmer-Tales-A-Mantra-Novel/first#post5337866

Mesmer Tales: The Mantra Novel

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Posted by: FJSAMA.2867

FJSAMA.2867

Present Patch:

PvP: It only didnt went back to pre-specialization update state because in similar builds to past 4/4/0/0/6 builds, we have a new trait called CS to pair with MoD (to make a strong combo)and the trait system revamp opened options to new builds (bunker/sustain?) that may take advantage of HM+mender purity for heal mantra (+ possibly other mantra?) for example. Yet they feel bad again except those cases… Imagine finish an encounter with 1 charge and then roam to another capture point… That mantra effectivness is cutted in 50/66% plus the ultra kitten me sign 2,75s channel time. If it happens to be the heal mantra, doubt that 2k heal will be enough ( it is just a power ele 25might burn tick, kappa).
The dmg mod nerf in HM short lasting buff was never a problem… I guess the way Anet decide to nerf things is already commented in other topics.

PvE: The dmg nerf is so significative to the crippled pve mesmer that 2 stacks of average dificulty mantained HM buff before kinda equals 3 stacks of harder mantained buff in the present. And comparing to pre-specialization it became worst, we can no longer reach the 16% (when using heal+utility slots) of permanent dmg mod since it is capped to the realisticly impossible 15% in the present.
And last but not least, the usabillity of mantras became worst! It no longer rewards intelligent charges management and we can no longer “annoying trick recharge” it since each charge makes the full mantra cd timer goes off ( you will only notice after the last charge is exhausted if u dont swamp in&out the same mantra).
So comparing with pre-specialization, in terms of dmg its worst, in terms of playability its worst if we look to the “recharge” annoying mantra mechanic and kinda equal overall since we have the 2 major mantra traits merged(yet thats a trait benefit not a mantra innate thing).

Sugestion to fix the major flaws of current mantras mechanics/traits:
1) Increase the time of HM buff stacks (15s+ would allow us to keep our normal gameplay while getting rewarded with a decent amount of HM bonus without the need to monkey-spam mantras just to benefit the dmg yet losing mantra effect itself correct use/time. And also would be also viable to use with any mantra and not only MoR or MoP (1s cd between charges). Imagine we have slotted MoD only, since we have a 5second cd between charges, we can only reach 2 stacks for 3s with the current 8s duration time. With this sugestion (15s buff duration) we could reach, with MoD only, 2 stacks for 10s and even 3 stacks for 5s. And it would free us from the mandatoty MoP just for this matter only (HM buff) in the situations we dont need MoP and could use other utility. (this sugestion is mainly noticeable at pve).
2) Revert the background recharge thing but increase the mantra cd itself (cd of mantra channel, and not the in between charges). For normal gameplay it will reward the intelligent management and it would be a nice QoL change to fix it clunkyness; in pvp since the use is more intensive, it will remove the ability to spam and having it always (or almost) rdy. A increment of +10s in each mantra (except MoP) is a nice step to start and check how things become.
For example heal mantra would become 20s CD, it would virtually be the same as now and wouldnt unbalance the pvp sustain since in pvp a player should average blow all 2/3 charges in 10s and would still have 10s of remaining cd (like in present).

For reference, here is the link for old traits: https://wiki.guildwars2.com/wiki/Trait_Guide_

(edited by FJSAMA.2867)