I never said ranger was better at insert thing here than class insert class here, which people here seem to be under the impression of. I’ve never claimed that ranger was top tier, and have repeatedly been saying rangers need help here on the forum, so I don’t seem to understand where people are getting the impression that I think Ranger is fine.
I also openly admit I’m not the best PvP guy, or WvW guy… but I do tend to hold my own when I go in and play in those areas, and I don’t feel like I’m sankittenging my team by being a ranger. Maybe I just don’t operate at the levels/tiers you all do, but I certainly try in the levels/tiers I am in, and I tend to have moderate success.I’ll try to get better in those areas and advance before I go speaking about rangers in the future.
!) players don’t like dev to be on two boat at the same time, they feel betrayed and have not enough backing into their said class D=.
2) Their never happy with what they have, and balance it a hard thing as every1 skill set in on a different level and their perception of balance is never correct. When they get to go gc they will complain that they die so quick and can’t burst and outlast the fight, when they got sustain dps and survivability they complain they don’t have burst to faceroll some class. (So when you read carefully, you will see you have been judge by some players biased perception.)
3) Balance should be determined when played at competative level and when taken 2v2 or 3v3 into account of 1v1 , no class should have bigger upper hand. So if your said class have a spec that can win another spec on the so hate class, it not the hate class that is op but you that didn’t want to utilize that build and whining about have you said spec wanting to be powerful. If a 1v1 situation , if both side have a chance of taking down your opponent and no one have a greater gap(like being taken down within sec and you hitting your opponent and having his hp not spent at all) then that is balance.
BM and Trap ranger are better than thief in higher rank pvp right now, gc thief don’t offer much and come in handy in a niche situation. They may be annoying to kill but with your sustain with good survivability you will take down a thief fairly easily. A gc thief trade their survivability for burst and even if they want to spec for survivability there not many viable build that make a survival thief viable, so as every1 they tend to flock to the best spec atm, gc burst.
these team DM in wx3 is not part of the game. Most of there just becuz there no DM in spvp and it does not help the world your in win. THough small team that roam and pick fights with other group are helping with the objective as their stall/delay/prevent reinforcement from achieving their goal.
Yes standing in a small circle is boring and also disadvantage to some class that requires good positioning/kiting.
DM is fun and should be added just for passing time, that my take as more game mode does’t harm the game.
yeah that is Countess Anise that tag along with logan
they should release this set for the cloth community !!! It so awesome, help support it release. Epic Mesmer clothing
I fall in love with this dress!
You forgot about this aromor
http://www.rpgreporter.com/wp-content/uploads/2011/12/Mesmer_Explode.jpg
yeah that dress is nice too, if i am not wrong that the picture of the dress that on gw2 wiki armor pages where 5 different armor are show, and this was the 1 on the far right.
A-net is it possible for you to release this dress by april patch!!! It would be so awesome!!!
yeah for all races but it got to be release =0 i want it ^^
yeah it would be nice if they added fan knives like those chinese movie where the fan’s skeleton/frame are blades and can be use as a weapon/sword.
When i 1st got a peak at GW2 8 months ago, when i 1st saw the mesmer and human race i know that race/profession will be my main. The ultimate dream as i saw these race and profession was to gear my mesmer to have that epic look A-net publish their mesmer to be wearing on their website into guild wars 2 open world(not town clothes).
The 1st few month i been searching frantically for it but to no avail it not in game yet( sad that its not a human cloth tier 3 as it matches human better than the current.) Although most human NPC have a working model on them.
To A-net, I wish this human female skin can be introduced into Tyria’s open living world(not as a town clothes). It could be in the gem shop, i will surely support by buying them as they are 1st release or even added as a skin for us to farm in game.
Praying that the these skin will be release soon.
I have been a long time players of DOTA and now DOTA 2, i find it offer a competitive gameplay at the same time with item build and multiple hero it give you a different approach in each game you play like how your strategy could win your opponent if your skill is not as good as theirs.
As for GW2 i love the pvp, it is very fluid and it too offer a lot of potential. Although its very state now is awful with each class have less and less viable spec. Still GW2 have great potential, it just need A-net to tweak all the weapons to be better, overhaul the trait tree and give us more viable build. GW2 can then offer lots of style of gameplay per class, which if I were to give an example a profession each can offer 6 different build, with 8 profession we can have 48 different style per game.
So from my perspective GW2 have a lot of awesome system already in place and it working quite well. It could be used to even make an awesome MOBA style pvp. Example:
1) Scaling system: This very system that work in pve setting could be tweak to make it a lvling system in the MOBA style gameplay.
2)Intelligent AI: You wouldn’t disagree with me on this right. Take a look at forest map where the forest creature could be used to be similar like Roshan(Dota mini boss that drop a immortality token when killed) and there a similar map which have a keep to siege and a boss to kill( Legacy of the foe fire). A similar AI for the dredge turret could be use a the Towers for the moba style pvp.
3) The culling system: Although recently remove from wvw for making invisible and zerging to annoying could be to add a fog of war effect.
4)Utility skill and Elite skill: It design is already similar. Which could work hand in hand with the scaling system to let leveling slowly grant us stats and utility skill as we lvl in the match.This can then be set to be level in stages, which could range from decreasing its cool down to its original CD to increase it effect to it original effect like what dots 2 skill offer.
5) Variety of profession and it variable spec: Once it is fix, it could offer a system of which dota have as heroes. Where different team can use different composition and strategy to overcome the match>
6) Power Orb: Which is similar to runes system in Dota.
Together with A-net pve questing/DE system , A-net can add side objective into the match which give a slight advantage in levels, “gold”, buffs or even reinforcement to make it unique to GW2.
Though what it lack is a slot to have item on the heroes, which could easily be overcome if A-net implement a new 2 hotkeys for 2 active item in the item slot and have maybe 4 extra slot so that item can be carried in a MOBA style pvp. The item will not only adds extra depth to the gameplay but it could lets players come out with different strategy and builds. Items that could be implemented like those that just give extra stats like the amulet we have in the mist to active items that lets players activate it to have a extra skill like blink, invisible or stun.
So what are the pvp community thoughts, how would you like A-net to make a MOBA style pvp in GW2.
did you ever visit the mesmer forum, we always wish we could have other buffs instead of portal, illu of life and time warp to be viable.
Though it is not that these we should remove this but all classes must have more viable spec and more utility they can bring to the team. These will create more meta in the game and you will have a more interesting team composition which will lead to more interesting and intensive play.
The current balance is really wrecking most class , pigeon holding them into 1 -2 spec , team are running with most ly 1-2 powerful profession that is needed to win. That how bad tpvp is now.
(edited by LonelyReaper.8075)
illusion of life isn’t that op, every1 else got better rez signet than a mez. time warp got nerf but i not sure if portal is op though that may be subjective.
i don’t think that d/d eles are such a threat. i mean they are hard to kill yes, but since they are mostly completely bunker and most of their attacks are avoidable the can’t kill you that easily either. and if they they on a node (without running away, healing and coming back, which would allow you to take the node) they wont survive long enough.
Difference is gc vs bunker, gc is needed to take out a bunker and bunker dmg still hurt a gc spec. The only problem with ele is they have too much mobility for their burst heals or too much healing for their mobility. Choose 1 and that what make them so powerful now in tpvp. Their 1 of the better bunkers that still hurts even as a bunker, and with their heals and mobility they will most of the time win you after a longer period of time. So most gc are burst, so if you survive their burst you practically win that fight.
they don’t bring enough to the team and the phantasm just die too quickly in aoes.
Here is a melee class fighting a Mesmer:
1st Approach: stunned from magic bullet (2 sec wasted), then afterwards blurred frenzy (2 sec wasted), then swap.
2nd Approach: knockback from Illusionary Wave(if offhand GS). Or phase retreat(if offhand staff), or invis(if torch).
3rd Approach: blurred frenzy, swap
Here what that noob did wrong,
1) Did you not see him face a pistol at you. (team fight what make you think a headshot, Concussion Shot won’t stop you)
2) Leap take time to hit and swap, why are you standing still and not dodge or moving from that clone.
3) Thk god he wave, now i have to just wait for zerker, dodge and leap right at his face so he can either waste a dodge or go invi
4) not condition mesmer wield a sword now, so so torch is out of scenario and didn’t you just say magic bullet.
5) which idoit mesmer gonna waste their phase retreat so that can get hit without their defensive cd.
6) How a 2sec ish 2k blurred frenzy gonna hurt when ur ele heals almost 2k per dodge roll( i think it got nerf but still you got regen almost 100% up time)
7) if the mes weapon swap blurred frenzy won’t show up till another 10 sec or more.
So choose what you like, you keep complaining about something you don’t know, next Pick your CHOICE, which MESMER IS IT!!!! Don’t sum 3 mesmer into 1 and call mesmer op!!!! their all different have have different str and weakness.
Just becuz your ele have a skill cycle to meet does not mean that another profession must be nerf to compensate your skill cycle so that you can win in your style.
(edited by LonelyReaper.8075)
The problem is not the clones, the problem is the fact that:
1. They are practically impervious to any kind of CC.
2. They are immune to damage or CC from all sources 20% of the time as a result of Blurred Frenzy(2 sec invulverability, 10 sec CD).Why do I say they are practically immune to CC? (disregarding CC invulnerability from Blurred frenzy) Swap teleports them even if they are immobilized (not sure if this is intended). It is not affected by the Cripple at all (unlike most movement skills). It might also break Stun (although I’m not sure about this). All this on a kittening 12 second cooldown?
I’ve heard that the staff skill Phase Retreat behaves similarly if traited (10 second cooldown).
Here is a melee class fighting a Mesmer:
1st Approach: stunned from magic bullet (2 sec wasted), then afterwards blurred frenzy (2 sec wasted), then swap.
2nd Approach: knockback from Illusionary Wave(if offhand GS). Or phase retreat(if offhand staff), or invis(if torch).
3rd Approach: blurred frenzy, swaprepeat.
How can you cry mesmer is op when you don’t even know enough of they mechanic and play style. Ele have so much pbaoe that can break illusion without a sweat, you have unlimited dodge in that spec too so learn to dodge shatter, at most u get hit by 2 instead of 4 when you get rooted. Next learn how illusionary leap work, it so easy to dodge unless u think ele should be given a immunity to root , dodge be stupid and rush in rtl > updraft > lightning aura> your fire leap skill > fire ring aoe > fire grab and that let a mesmer to slot a leap and swap in between. I also don’t see this invulnerable thing u say mesmer have almost all the time.
If we take tpvp shatter mez into account,
1) 2 sec blurred frenzy on a 10 sec cd( 8 sec window of combat)
2) 48 sec cd distortion ( that need illusion up to have more than 1 sec invulnerability)
if you want to compare, ele
1) regen remove condition
2) rtl (ur so much better gap closer)
3) blink (we don’t even get to bring it in tpvp)
4) assortment of boons that has almost 70% up time
5) burst heals
6) Mist form (invunerability) and down skill to safely run out of team fight to heal up.
7)dodge roll aoes and heal.
You have these abilities to survive why must mesmer without those and suppose to use our own mind tricks and short invulnerability to survive be nerf. Like i stated , mesmer have a learning curve to go against their not op, their annoying that a large difference in that.
Ele are annoying too, they are hard to die and which they can run and come back and slowly wear you down. So in term of annoyance, it just a different type and is just trick that a tired brain from work have to handle in a game of enjoyment or a test of a tired person patience/perseverance.
(edited by LonelyReaper.8075)
Mesmers are in a weird spot, I feel like they are overpowered. For one the game does almost all the work for you. A Mesmer can assault a point by standing in the background sending in clones and stuff from afar you fight the computer more then the player. And it’s like if you don’t kill tge phantasm and stuff they sit there and burst you down, if you do kill them they explode and give you conditions and stuff. Maybe I feel like this because how much extra work for half the results as a 3 kit engineer.
An condition semi bunker HgH engi practically kitten a mesmer of the same lvl. Illu dies from aoe and condition. Mesmer can’t cleanse enough condition fast enough compare to how fast they are reapplied. An engine with bomb with flame or grenade kits kite us around and the cc flame and bomb kit offer practically hit us off our rhythm.
All i play is mez and i admit mind wrack is powerful as ****. Increasing its casting time to stupid levels (lets say 2sec) would destroy this skill completely and not the way to go. My suggestion would be 1) Mental Torment is WAAAAAAAAY too powerful for Adept tree, put it in Master tree or decrease damage to 10% instead of 20%. 2) Swap cry of frustration CD with mind wrack, this will make a lot of people cry but still better than decreasing mind wrack damage by ~25% cuz you know anet will do it one day.
edit: another thing if they decrease Mental Torment damage to 10%, they could decrease Illusionary Persona damage by 50% (yes i know that **** load) and that would significantly decrease “opness” of shatter builds in pvp BUT if they do this they better give us traits to deal better with conditions and other useful things. An idea i had is, lose a condition per shattered illusion (up to three condis) every 10 or 15sec.
i hope u know what you are saying and next hot join does not mean balance. Nerfing shatter not only kill our dps but also kill pve mesmer. So don’t simply state stuff you are not sure about.
Shatter have a small aoe, it happen around the illusion. Most good players will run away and dodge into the illusion as they shatter(its so obvious when all the clones run after you.) Out of all your shatter, maybe one will hit some1 that is close to the target.
Next have you wonder why most mesmer are in gc build. Its becuz any other gear render u useless, try to build a soldier gear and see if u can win a fight or even a knight gear. We have to practically kill the target and time our cd to take down the opponent before they kill us.
I’ve toyed around with a P/P build myself. Tried a number of variations but mostly I end up trolling other players in hotjoin with a P/P trap build. There are certain things it can be effective at but when against quality opponents the set’s weaknesses will be exploited. The P/P build tends to lose to other ranged focused players and it is weak when pressured in melee. You end up using P/P when you are not being focused or an opponent is low on health and you want to pressure them.
It is even more difficult to use for a stealth build. The weapon set lacks reliable methods of re-entering stealth and the pistol #1 stealth sneak attack is a condition damage attack. Focusing on a stealth heavy builds really makes it feel like you are at war with yourself on how you want to play. Believe me, I’ve tried this as well and just never feels like it fits. P/P can’t seem to make up its mind if it wants to be a Power/Crit %/Crit damage set, a Power/Condition damage set, or a Crit %/Condition Damage set.
I do believe P/P is a good complementary weapon set to S/D but S/D will end up being your primary weapon set more often than not. The biggest downside to P/P is the lack of mobility. Yes, giving up AoE can be tough at times but the mobility of the Shortbows #5 skill is just too good. It is very useful for getting around the map on almost every sPvP map.
I believe i stated above the build revolve around both weapon set to bring out the best in this build. Its a zerker build with main focus is unload dishing out load of dmg and i have 2 stealth to help it reposition and dodge with swiftness. Sneak atk is just a bonus with deal high dmg up front as it hit around 5-6 and with can hit quite hard with zerker build.
Shortbow is nice, but this build is breaking the mold and trying another play style, which don’t utilize mobility. Shortbow though is nice but it means u must have initiative regen and you can’t get straight into a fight as you don’t have initiative on the get go. Unless u spec for initiative on weapon swap and that practically a d/d backstab build.
So yeah, this build goes out of most thief comfort zone to bring a different style to the game.
@Mrbig:
1) yeah, lack of aoe but that does fine as long you pick out the target intended, and soon all aoe will be nerf if A-net true to their word.
2) I have fought on nodes and able to force bunkers off the nodes, as said guardian is a quite easy to pick off using this build. Now whether you can out play the other semi bunkers like rangers and ele.
3) Mug don’t help much in this build, mug offer too little utility and with might i can use it to continue pressuring target off the nodes or heal. 5 point into deadly arts is not useful at all to this build whereas 5 point into acrobatic lets you move a bit faster and reposition yourself as i said positioning in this build is key.
Oh and assassin reward is so unworthy it , it heals around 300ish for 5-6 innitiative and is applied after sometime. If your not gonna have a lot of evades incorporate into the build you won’t last long enough to cap nodes with assassin reward sub-par healing.
(edited by LonelyReaper.8075)
Copy and paste the link on the browser: (http://gw2skills.net/editor/?fYAQRAqa8YlcmaPHfS5E+5Ex2jemTey9wpGtpdkittenA;T4Ag0CnoqxUjoGbNuak1ssYQxJktIvQmiA)
Traits:
Critical Strikes: 30 ; I, IX, XI
Shadow Arts: 30 ; IV, V, XI
Acrobatics: 10 ; II
Pros:
1) High Sustain dmg
2) High Survivability ( with healing and condo removal)
3) Able to strip boons ( able to go against bunkers)
4) Won’t be kited as p/p can pressure players range
5) Able to interrupt on both weapon set
6) Able to stomp players (most of the time i can even in tpvp)
7)Been able to semi bunker or hold nodes against other bunkers.
Cons:
1) lack out of combat mobility ( signet of shadow or sb #5)
2) Hard time against range if there is too much clutter in between you and your target.
3) Have less evades and invi incorporated into the build combat. ( so you have to be aware of your positioning and cd)
4) hard to escape multiple root and stun from multiple source as you lack shadowstep.
I 1st come out with this build to counter trap ranger semi bunker build as their trap will be a nuisance going melee to deal your main dmg and being kited around and constantly being harass by their pets, bow and condition. So i though of using p/p to force them into melee fight as in term of dmg i win using unload( which i can almost endlessly use with my current build). s/d then come into play to strip their boons and deal large amount of burst through flanking stike 2nd portion of the dmg. It turn out quite well , in almost every fight most ranger will soon go melee against me when i am on p/p and keep their steady amount of healing and protection on will taking on me. which lead to a melee fight where i will start bursting and striping their boons and taking them down.
blinding powder is often used to reposition during the fight and shadow refuge is used to reset fight. Most of them must be well timed as you do not want to be caught with both of them on a long cd. Shadow refuge usually is used when most skill like fear or area knock back that render it useless is no longer offer to your opponent. Dazing with sword is also a good way to prevent have a safe melee combat against your opponent.
In team fight, you often want to be at the outer edge using p/p to pressure and pick out opponent that are a threat to the team fight. I would recommend taking out mesmer, thief, necro and ranger out of the fight 1st as mesmer and their are softer and easier to remove and it seal your opponent dps. Necro as their condition is a nuisance to you and their fear render your shadow refuge useless. Ranger as their traps and ranger support is also a nuisance to this build. Usually once an opponent fall below 50% it is a sure kill with p/p as you will either force them to dodge more to reduce unload dmg with result in more unload that they soon can’t avoid or the dmg increase with executioner will tear through their defense. Finally when there less hindrance, you will swap to s/d to take out the bunkers.
If i rate what the hardest to go against it would be like this:
1) Phantasm mesmer (1v1) (but in tpvp,1v1 is not important)
2) d/dEles
3) Trap/pet rangers (hard and fun)
4) GC backstab thief ( it comes down to if he able to kill you 1st with his burst or yours to him)
all others are fine, phantasm mesmer is almost impossible as you would be wasting time on their phantasm if you try to reduce the dmg done to you and not killing the mesmer. Next is that when you go invi the Phantasm will still track you and atk you the moment you unstealth. Finally, most of this mesmer run lot of defensive utilities like decoy/mass invi and their buying time till their phantasm wear you down. This only happen on a 1v1 situation.
oh yah forgot to add that try to weapon swap often to ramp up on might as you will be able to pressure your opponent better.
This build i find it quite solid, what do others think about it, feel free to comment below.
(edited by LonelyReaper.8075)
You see, every1 uses mez as a scapegoat to direct hate to, a class that have a steep learning curve and awareness to fight. Yeah their like thief , banes of all newbies but worst than theifs in running away as invi doesn’t last as long and lack of movespeed to disengage fights. Lots of players also don’t understand their combo enough or like i said can’t differentiate the different mesmer and their combo to know what to look out for. So how are mez op when their win over them, when their barely understand their opponent.
(edited by LonelyReaper.8075)
Poor mesmers… One of the hardest classes to play in tourneys but they get a bad rep because new players don’t understand them. The time warp nerf hit em hard.
I remember when I didn’t know what illusionary leap was
yeah and illusionary leap barely connects, and the AI don’t tag along close enough for us to root the target with it’s swap. So i don’t know how a broken buggy skill is op, unless your a standing target.
Ladies and Gentlemen,
when complaining about mesmer pls at least state:
1) Game mode
2) WHAT SPEC THE MEZMER YOU ARE FACING!
3) why is it difficult and what you consider op
what i see every1 complaining about mezmer dunno what mesmer is at all. I see shatter with phantasm that hit like a truck and condition you can’t handle. That is like summing 3 different spec that have different weakness and str into 1 and saying that demon mesmer is op!!!
Competative mode: only 1 escape utility pair with staff #2 and sword #2 for shatter mez which most tpvp mez run.
So if you want to compare hot join yes, we run 1 blink/1 decoy(invi)/1 condition remover/ and most probably mass invi now. So yeah we can hell annoying but not op!
A group fight against 3 mesmers? If you mean 1vs 3 then doesn’t matter what your fighting youll lose. If you mean 3 mesmers in tourney as part of a premade team, that team will get smashed by other premade of remotely equivelant skilled players. that’s why NO TEAMS BRING 3 MESMERS.
Mesmers are 2nd class bunkers compared to ele and guardians has these two got access to strong self-healing…but you trying to say that mesmers are a weak class…is simply ludicrous
I never said they are a weak class, I said they are not remotely Op.
What should be considered OP then? The healing burst of eles who use cleric amulet?
Maybe you can tell me what a profession speccing in having 13k HP should have then, superior damage? superior control? something else?
Should we remove the healing from eles or toning it down? If that’s the case should we increase the profession base HP by 5k+?
Shouldn’t you be crying pls give els other viable build instead of crying op for mesmer which is just another class that need more viable build. Instead of directing all the attention to another class that isn’t op so that you can hope that A-net will nerf some other class instead of what you find interesting, you should go straight to the source and ask them to fix ele give them more viable build, make fire gc spec some what viable(burst all u can and die after your cd down like a shatter mez) or some other spec.
A group fight against 3 mesmers? If you mean 1vs 3 then doesn’t matter what your fighting youll lose. If you mean 3 mesmers in tourney as part of a premade team, that team will get smashed by other premade of remotely equivelant skilled players. that’s why NO TEAMS BRING 3 MESMERS.
Mesmers are 2nd class bunkers compared to ele and guardians has these two got access to strong self-healing…but you trying to say that mesmers are a weak class…is simply ludicrous
As stated by daydream, no team in their right mind will bring 3 mesmer, we can’t hold node long enough to win the game. Next 3 mesmer vs the other team 3 diverse profession will alway tend to lose. We barely survive with our cd if you include blink and mass invi in aoe situation (our core mechanic requires illu which get taken out easily in team fights). So if vs a 3 diverse profession we will waste cd to just stomp a player and get risk of getting killed while stomping them. So i dunno how is that op.
Funny how they kitten over epidemic by making it blockable and dodgable whilst leaving the way too long cast time AND YET they wont fix rtl (which effects games way more) by making it consistent with other movement skills and slowing it down due to chills and cripples.
It MUST be a technical issue surely.
I actually thought ppl whining about RTL on Spirit Watch were stupid; I believed that this would obviously be fixed ASAP, because it really is gamebreaking in the sense that you won’t see anything else than a Bunker-Ele running the Orb on that Map.
But what do they do instead? Nerfing RTL (yes, it was a longer time ago) that is actually more useful and necessary for Ele’s that aren’t just playing a Bunker-build, because they actually need their Movement-speed to be good Roamers (they are behind Thief as the main-Roamer in almost every Aspect of whats important to be a good Roamer).
Did you see what A-net posted, els are suppose to have more attunement and burst healing while able to access a lot of utilities like practically jack of all trades but now their master of all with the 0/10/0/30/30. Next thief are suppose to be the roamer as A-net acclaim them to be with the best mobility in game and mesmer next in-combat mobility. What do we get instead is a all mighty d/d 0/10/0/30/30 bunker ele with lots of survivalbility and good dps even though bunker with the best mobility with rtl/blink/100% swiftness uptime.
Stop complaint about mesmer being op when you obviously play the most op class and practically can outlast a mesmer if your decent. If you want to have the win handed to you,may as well nerf all classes so that ur els can kitten every classes with 1 hand.
Next is how is blur frenzy imba, 2k on a 10sec cd with root you and take 1 sec to cast. It practically easy to dodge and it miss easily as it is hard to cancel when you get push around with cc or when players move out of range.With so little boons uptime like regen/protection/retaliation we can’t even bunker properly let alone being a clothie and being so reliant on traits to be viable mesmer can’t be anything but gc shatter(deal as much dps and go down after your cd are all down) or Phantasm build( kite as long as possible and hope that your illu don’t get stuck in aoe/die or the floor). or a bit less gc condition build. As most player stated once you are experience enough mesmer cheap trick don;t work as well against pro and they get shut down quite easily.
Sorry..make up your mind, you can’t be OP and still need to be decent to do good, if you’re OP doesn’t matter if you’re decent or not…you should win always.
No matter what a mesmer cannot disengage a fight against an ele. Without signet of inspiration for some swiftness or focus for swiftness we move too slow in combat. In competitive gameplay mesmer even run without a blink and the only stun breaker and escape is decoy with have a 30sec cd as we will have portal and illu of life. So no matter how well the mezmer is a good ele always shut down the mesmer after some time. As for your reason , pro will always shut down a noob ele as they dunno what to watch for dunno which is the real mez or even time their own cd. So yes as what i stated it still stand, you have to be a decent player in gw2 to play, this is not wow that have a cookie cutter build with macros and step on how to pvp with your classes by 1 button spamming.
Funny how they kitten over epidemic by making it blockable and dodgable whilst leaving the way too long cast time AND YET they wont fix rtl (which effects games way more) by making it consistent with other movement skills and slowing it down due to chills and cripples.
It MUST be a technical issue surely.
I actually thought ppl whining about RTL on Spirit Watch were stupid; I believed that this would obviously be fixed ASAP, because it really is gamebreaking in the sense that you won’t see anything else than a Bunker-Ele running the Orb on that Map.
But what do they do instead? Nerfing RTL (yes, it was a longer time ago) that is actually more useful and necessary for Ele’s that aren’t just playing a Bunker-build, because they actually need their Movement-speed to be good Roamers (they are behind Thief as the main-Roamer in almost every Aspect of whats important to be a good Roamer).
Did you see what A-net posted, els are suppose to have more attunement and burst healing while able to access a lot of utilities like practically jack of all trades but now their master of all with the 0/10/0/30/30. Next thief are suppose to be the roamer as A-net acclaim them to be with the best mobility in game and mesmer next in-combat mobility. What do we get instead is a all mighty d/d 0/10/0/30/30 bunker ele with lots of survivalbility and good dps even though bunker with the best mobility with rtl/blink/100% swiftness uptime.
Stop complaint about mesmer being op when you obviously play the most op class and practically can outlast a mesmer if your decent. If you want to have the win handed to you,may as well nerf all classes so that ur els can kitten every classes with 1 hand.
Next is how is blur frenzy imba, 2k on a 10sec cd with root you and take 1 sec to cast. It practically easy to dodge and it miss easily as it is hard to cancel when you get push around with cc or when players move out of range.With so little boons uptime like regen/protection/retaliation we can’t even bunker properly let alone being a clothie and being so reliant on traits to be viable mesmer can’t be anything but gc shatter(deal as much dps and go down after your cd are all down) or Phantasm build( kite as long as possible and hope that your illu don’t get stuck in aoe/die or the floor). or a bit less gc condition build. As most player stated once you are experience enough mesmer cheap trick don;t work as well against pro and they get shut down quite easily.
(edited by LonelyReaper.8075)
I usually go p/p at the start of the fight, ramping up my might as i weapon swap. Stealth for some small heals and mostly for repositioning. s/d to take out boons and burst with flanking strike. and then back to p/p while inside the node. I may lose some point while going invi but as my dmg is high most bunker will eventually either leave the node or be taken down.
<Player looking for a team>
Ingame name: Just send me an in game mail using my user name at the side <
Main Class / Potential Classes (Incase team requires): Shatter Mez / s/d + p/p survival sustain dps thief(been able to hold node for some time alone)
Region: SEA ( GMT+8 )
Practice Times: During Friday night and weekends
Experience: R12, quite fresh >.<
(edited by LonelyReaper.8075)
@Mrbig;
Oh i see, though i run 0/30/30/10/0 s/d + p/p zerker it still quite viable in tpvp. I manage to bunker or semi bunker the node against trap ranger and els though a tough fight but against guardian i can easily take them out alone =D. But won’t the s/p 10/30/30/0/0 build work as a roamer/burst assist in tpvp.
(edited by LonelyReaper.8075)
i not saying it is op but it is strong, just wonder how to counter them as 4 sec isn’t much to lay ur hand on them as they don’t require to come next to you for a cnd. If you factor it some delay and you have to locate him every time he is out of stealth you may only have around 2-3 sec of time to land a skill on him.
The thief’s D/P look real strong not only on paper but in game. It’s so to counter it 1v1 or 2v1(still give a good fight as heart seeker and black powder blind and leap prevent some atks from reaching) as it have quite a good defense with invi in between atks.
1) Black powder blind all nearby target
2) heart seeker + black powder give u an on demand invi without being near your target
3) heart seeker seek out your target hit them and you still stay invi as it’s a combo finisher
4) stay in invi to heal or remove condi
5)backstab with hidden killer trait
6) stay just in range to repeat your combo while avoiding atks
7) utility are gonna be 2 invi and maybe 1 initiative regen or shadow step or roll/retreat
Almost all spec that don’t have channeling pets or aoes stand no chance against this spec as it simply stay invi/evade/blind 70-80% of the time. Thought it lack instant burst like d/d 1 shot build but it deal a lot of high dmg over a short period of time if played well. Any 1 who came across this thief’s what are your thoughts about it. Just curios how do you counter them.
Give us 2 sec increase or lower cool down or let it be affected by traits as A-net did to other classes quickness utility. I will be happy kitten then =D!!!!
ranger are fine, but i think it has to do with the combination of semi-bunker with their kiting ability,pets and still able to dish out a good load of condition. Mesmer on the other hand is op in their phantasmal spec 1v1, i don’t think any 1 can stop them unless u can trap their illusion. So it battle of the pets and they win cuz they have invi and blink that buy time which will come down to 4 v 2(1 mez and 3 phantasm and u and your pet). So number wins.
Mez are strong 1v1 or 1v2 if they don’t have aoe or high burst. Other than that in larger fights they sux only able to support with their utility that all.
LOL
You kidding me?
Condition weak in PVP? Are we playing the same game?
Oh boy, condition is so OP in PVP
If you wanna kill a bunker Guardian? Go for condition.
You wanna chase down some invisible running thieves? Go for condition.Simply put, condition in PVP is way too overwhelming in PVP.
The ways to remove conditions, however, is VERY LACKING for some classes…
I can really care less about those so-called burster in PVP
I fear a thief that instantly stack 15 layers of bleed on me way more than a thief that chip me half hp then I can kite him freely.Not sure, i practically don’t die to condition in my spec for both zerker thief and bunker guardian. Most 1 shot thief don’t stay long for you to stack condition if they fail to kill you in their opening blow, or they will die anyway if they miss their combo whether to condition or pure dmg opponent. I don’t find condition in pvp is overwhelming but aoe is, which if 5 players with aoe that also stack condition, that is too strong for any1 to handle. If it’s 1v1 or 2v2 its fine.
what profession are u playing that you can’t remove 15 stack of bleed or avoid or keep the thief from spamming all of their bleed on you?
I play trap ranger.
And the class I fear least is burst thief who only try to do that backstab trick to chip your hp. Invisible pistal/dagger and the death blossom thief that stack bleeds is way more threatening.
Condition gives me much more pressure than direct damage.I’m not a guardian, so I do not have access to many reliable condition removal other than healing spring.
But when I face a guardian, I can bring down him pretty quickly with condition spamming (burning, bleeding, poison, daze, fear, kd)Not to mention my least favourite class to fight 1 on 1 is condition mesmer that infinitely stack bleed/confusion through pistol phantasm and clones.
Not sure i 1v1 lots of trap ranger with as a condition thief and lost badly, 2 way to stack bleed for thief which is d/d #3 or p/d invi #1 which both have to be in melee range to combat. So if a trap ranger dominate melee and kiting fight i don’t see why u should lose as many other traps rangers and as for my personal experience as a condi thief lost badly to 1.
LOL
You kidding me?
Condition weak in PVP? Are we playing the same game?
Oh boy, condition is so OP in PVP
If you wanna kill a bunker Guardian? Go for condition.
You wanna chase down some invisible running thieves? Go for condition.Simply put, condition in PVP is way too overwhelming in PVP.
The ways to remove conditions, however, is VERY LACKING for some classes…
I can really care less about those so-called burster in PVP
I fear a thief that instantly stack 15 layers of bleed on me way more than a thief that chip me half hp then I can kite him freely.
Not sure, i practically don’t die to condition in my spec for both zerker thief and bunker guardian. Most 1 shot thief don’t stay long for you to stack condition if they fail to kill you in their opening blow, or they will die anyway if they miss their combo whether to condition or pure dmg opponent. I don’t find condition in pvp is overwhelming but aoe is, which if 5 players with aoe that also stack condition, that is too strong for any1 to handle. If it’s 1v1 or 2v2 its fine.
what profession are u playing that you can’t remove 15 stack of bleed or avoid or keep the thief from spamming all of their bleed on you?
(edited by LonelyReaper.8075)
i am just giving example, it is not intended for their or guardian only it is intended for all profession. So ranger, necro, ele, engi, mesmer, warrior are also included, just that i don’t have that much space to list ton of possible skill for them.
Next,
2) Precision as a secondary attribute that affect condition.
So how will precision bring more flavor into condition gameplay:
i) It help promotes more diversity of builds
ii) It adds some RNG to condition build making it a bit more interesting.
Now currently with how condition is, most condition spec are also semi bunkers or bunkers themselves. So let say if precision is given to affect:
Burn: Chance to cause burn to deal dmg twice the speed. (i.e.: 2 tick per sec)
Poision: Chance to cause poison to deal dmg twice the speed (i.e: 2 tick per sec)
Bleed: Chance for each individual ticks to deal twice it dmg.
Confusion: Chance for each individual stack to deal twice it dmg when an opponent uses a skill.
This will bring more flavor to condition abilities while able to introduce some new build diversity like:
Aggressive condition build: Power/Pricision/condition dmg as (condition dmg is more affective with precision affecting it dmg)
Crit/condition with proc sigil build: Precision/ toughness and vitality/condition dmg and sigil that have proc effects.
These are just some of the example, who know what other splendid ingenious builds our guild wars 2 community can come out with.
or
even let precision to affect the the duration of condition that apply effect like:
Chill: Chance to apply twice the duration on the target
or
maybe let them apply additional effect:
Weakness: chance destroy 1/4 of the targets endurance.
It will add a bit more depth into the engaging combat that gw2 have.
Conclusion:
So if we couple condition protection and precision to affect condition abilities it will allow lots of different play style, combat situation which will allow a more interesting gameplay and game to watch.
P.S: Sry if i make any grammar mistake.
(edited by LonelyReaper.8075)
I find condition dmg and condition as a whole a bit lack luster, through our game meta every class can remove condition if spec right. This and conquest mode in turn have promoted lots of healing + condition remover bunker build into the meta, making condition dmg and condition really weak. What i propose is that if we have an additional attribute added to affect our condition dmg and condition protection to change how condition and condition removal spamming is in our current meta to promote a more skilled play and more interesting viewing.
1) Condition Protection:
This section will be about condition protection and how it will promoted skilled play and add more interesting condition for interesting combat for viewer.
i) Removing condition spamming and condition removal spamming from game.
ii) Add more depth into guild wars 2 condition dmg and condition effects.
iii) Will greatly improve condition build to be more viable as a whole.
How fun is it to watch a condition profession combat almost any other players. It will be like
Condition player: Stack lot of lot of condition and go defensive.
Opponent player: Remove condition and continue dealing dmg or bunker
Condition player: stack again
Opponent player: Remove again, heal and start killing the condition spec guy.
This will continue till the either the condition spec player run from the fight or get downed.
So let say a Thief is given 2 condition protection(it may need some tweaking to be balance),
i) Poison Mastery: let say this skill is to replace venomous aura, it now does what venomous aura does plus an additional effect. Removing poison cause a hidden poison to take effect. This ability will go on 10(or 15)sec cool down after 2 sec since the 1st condition is removed.
Removing:
Poison places chill with half the duration of poison that was removed.
Chill places 2-3 sec immobilize on the target.
Immobilize places 5sec weakness and vulnerability on the target.
Weakness and Vulnerability places 5 sec of poison for each condition removed.
ii) Deep Wound: Removing bleed only remove 2/3 of the bleed stack, the remaining bleed duration will be of the mean duration of the total bleed stack.
The 1st protection will pressure the player with the condition to choose which condition to remove and the consequence of having which condition condition removed. The 2nd protection will prevent a total removal of bleed which is 1 of the condition that condition thief requires to take down an opponent. This will help negate the weakness of bleed dealing practically no dmg before it gets removed. This will help condition thief fare better in fight where condition get remove so quickly. This will also let the player play more aggressively.
or
Let say a guardian is given 2 condition protection:
i) Flame’s Warth: When burning is remove, the 1/4(or maybe 1/3) of the remaining burn is dealt as dmg in an 150 radius of the target. If the duration exceed 10sec(or 15sec) the target is daze for 1-2 sec.
ii) Eternal Flame: When burn is remove from a target, half(or maybe 3/4) of it’s duration get transferred to another enemy target in the 1000 radius.
The 1st condition protection will give the opponent a choice and pressure them to remove burn on time before it passes a threshold or maintain burning on them to prevent getting daze to complete their task. The 2nd condition protection will make guardian a bit stronger in team fights as their burn will stay in the team fight longer
and when combine with the 1st make removing burn a bit of a hazzle.
So with the example show above, you can see that it will help prevent condition removal spamming from the meta as opponent have to consider the draw back. Next it add more depth in to condition play style and combat. Finally it help condition spec be more relevant in team set up or even make their condition a serious treat to consider.
Although this must only be done when A-net does the trait tree improvement while maintaining a balance of how often condition can be reapplied or how much condition dmg does after condition protection is included to prevent condition spec from becoming to imbalance.
(edited by LonelyReaper.8075)
thief are BM trap bunker rangers food, yum yum. same for phantasm mesmer, their illusion get trap in the trap most of the time.
for a thieve i tried a few build and finally came out with a build that let u at least have a chance to go against a bm or trap bunker ranger. Their endless kiting and healing with condition remover make them hard to kill and their pet just kill you before u take them down.
Edit: i don’t use the gimmick build i hate that play style i prefer engaging fights but i still don’t find 3 hit kill bs thief are that strong once you get to know their gameplay.
i think blurred frenzy only auto target the target if the players doesn’t hold down right click. If u hold down right click i think the character will still face where the target was at 1st.
Copy and paste the link on the browser: (http://gw2skills.net/editor/?fYAQRAqa8YlcmaPHfS5E+5Ex2jemTey9wpGtpdkittenA;T4Ag0CooqxUjoGbNuak1ssYQxJktIvQmiA)
For this build, Pistol/Pistol is your best weapon to initiate with and will be use during most of the combat phase. Sword/dagger is use more defensively with CnD to reposition and Flanking strike against hard melee fight or build that don’t fair so well against melee fighters and boon bunkers. I take dagger storm for ultimate as I used it when some of my defensive cd are all down and being aim from all sides, this give me some heals(from signet of malice) and immunity against range atks to buy time till my cd are back up. You have to time your cd well and reposition yourself well to stay in fights, it get harder to counter the pure dmg unload can dish out as your opponent uses their cd.
Give it a test, and tell me your feedback and what do you think about it.
(edited by LonelyReaper.8075)
@SAtaarcoeny:
Can you take a look and see if thief can excel in a spvp using this build.
Build: ( http://gw2skills.net/editor/?fYAQRAqa8YlcmaPHfS5E+5Ex2jemTey9wpGtpdkittenA;T4Ag0CooqxUjoGbNuak1ssYQxJktIvQmiA )(Acrobatic 10 points with trait II and knight jewel may be missing)
This build has a give a thief the ability to stay in fight longer and provide more pressure forcing players off the nodes. I originally build this build to counter bunker trap ranger and their endless kiting, dodging and healing. This lets the thief excel in range bombardment(P/P #3 unload) from the sideline, presuring players in the middle of the combat zone. Lot of healing + condi removal and good repositioning ability with invi, lots of in combat mobility with sword, steal and infiltrator signet. I personally am able to take down bunkers alone with sword/dagger stripping boons(S/D #3 Flanking Strike) and dealing high melee dmg while able to avoid lots of aoe and ability to disengage when things get ugly. I think this build will bring a asset to the team in team fights and stand-in node person. With healing and strong cc from sword(coming out of stealth backstab) and high dps can force a bunker off the node for some heal or able to contest the node till reinforcement is here.
Downside to this build is that the thief loses it’s out of combat mobility.
What do you think, will this build able to be useful to the team in spvp?
(edited by LonelyReaper.8075)
A-net need to use their new algorithm on condition as well, making it increase it cap as more players are in the event. As for burn, burn can be weak when u have some1 with burn but low condition dmg as they stack in duration. The burn will take turn making it in queue for the time to deal their dmg, let say the high condition dmg get apply last, in the end that burn may nv be able to deal it part before the target dies or burn get cleanse.
yeah falcon that a nice idea
What i meant is not the total dmg done over time but what make burning a bit more unique compare to other condition offered.