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Ideas for New Traits and Skills

in Mesmer

Posted by: Flow.2947

Flow.2947

general i like it to play more groupfriendly and i think it should go in this direction

Traits:

  • XIII disruptor`s sustainment becomes a aoe healing on interrup
  • Effect of singnet of inspiration for the group every 10s random boon for group
  • passive ppl unter the effect of “Illusions death” gain 2 seconds stealth when go in downstate and you create a clone looking like your teammember on its current position ( could also be for yourself instead of VI in chaos)
  • love the illusions : gives a additional illusion slot

Utility:

  • elite Mantra with 3 s quickness intern cd 5s general cd 40s or 1 seconds destortion for your group or give 1 cast to each mantra you use without channeling.
  • illusionary weaponswap gain weapons a opponent control, gain a skill he controls,
  • a skill that changes opponens walking directions like forward is backward
  • play death stealth and create a downd clone

would have many more but thats it for the beginn

New Mimic. Will you run it?

in Mesmer

Posted by: Flow.2947

Flow.2947

I will miss the old one! and I am not happy about the change

what i hoped will come

  • have the old effect from mimic add 2 or more close allies to it and boom! you protect your group members and yourself for about 4 seconds. Means easier to get the block effect/ reflect and not only for you.
  • apply might with each attack on you, that you can make awsome echo at the end
  • the echo effect becomes a noncasttime effect from the skill not auto (range or close combat) a opponent used on you
  • Activating while you still can use your attack skills

Is Mesmer viable for a WvWvW commander?

in Mesmer

Posted by: Flow.2947

Flow.2947

I have my Mesmer also with a tag.
I was commanding in guild-groups (10-20 player) and it went pretty well.

I played different builds most very tanky I ended up with healing on shatter and shattering yourself (about 900 healing without illusion) and i used signets. so 10; 0; 0; 30; 30

Basically you have good support/ survivability because you can give your players around the booms back. E.g. when you have 2 mesmers 1guard and you can have a “perema” booms most of the time more then 1 min protection, reletation …

When you have a good group you can make you combinations easier like S/T leap and blast with water fire freezing ….

The only thing is when you commanding is hard to follow you when you use staff2 blink ….
hope i could help you

:)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: Flow.2947

Flow.2947

Nice improvements with the 400 to 600 toughness (dmg reduction of about 30% while casting really nice)

The change from adapt to master and the cool down to adapt is also nice it can give you a good defensive interrupt build I`ll try it out

But in my opinion you don’t get players to mantras because of these changes. I like playing them because they are instant and you can also play when you’re disabled.

What they really need is a bit more gameplay bit less casting bot.

What i`d lile to see:
effect after reload the mantra(aoe) based on mantra and 2 normal casts for yourself or opponent.

more range for stability and condition remove

more group healing with Inspration X but with cooldown

i also want to see how much 4% dmg for XI duelling is in real

elite mantra (could be TW or Mass Invis…) eg. 2 cast 3or4 seconds tw =9 or 12 seconds with traid