Showing Posts For Malakree.5912:

So glad 1v2 is nearly impossible to win...

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Posted by: Malakree.5912

Malakree.5912

Stuns and stability is required to win a 1v2 so that when you down one you can then finish him.

Too many banner thieves: Make Banners able to be picked up by group only

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Posted by: Malakree.5912

Malakree.5912

Normally when someone drops a banner near me I pick it up, use the swiftness on everyone then put it back down again.

Clones/Phantasms dying way too easily...

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Posted by: Malakree.5912

Malakree.5912

It was still giving 300% health as of last night. It never got fixed. If your illusions can stay up long enough to get the signet buff, they are quite tough.

I’m sure they said they fixed that. I definitely don’t feel like it’s still active.

The view from below... the world.

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Posted by: Malakree.5912

Malakree.5912

That phase retreat under the world. I had it happen in a RotC HJ and was unable to get back above the world. In order to remain useful I went to the ruins where I could sit under the point untargetable making the point impossible for them to take, was also useful that I could summon my clones through the floor meaning I essentially became a turret….

Clones/Phantasms dying way too easily...

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Posted by: Malakree.5912

Malakree.5912

I have to admit, I kinda wish they’d reimpliment the 300% hp buff from signet of illusions in dungeons as it made your clones resistant to random aoe kitten, also made them really good for soloing. Was OP as sin in PvP though.

In my opinion, warriors need a nerf.

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Posted by: Malakree.5912

Malakree.5912

I disagree, partly because it is Quickness that needs to be changed not hundred blades. Quickness is what doubles the DPS and make a few classes powerful enough for even less skilled individuals to do well.

This is one of the things which is kinda….I am split over. Having played a pistolol whip build for the thief it IS a joke. That said playing a mesmer I don’t get the same kind of joke feeling from time warp, yes it’s impact is far bigger but the mesmer doesn’t have any builds designed to abuse it and it’s CD is big enough to be prohibitive of such builds.

I also would hate to see quickness changed for PvE since one of the biggest things a mesmer brings to a dungeon group IS timewarp. Fortunately anet have shown before they have no qualms about spliting PvP and PvE where needed.

In my opinion, warriors need a nerf.

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Posted by: Malakree.5912

Malakree.5912

Greatsword warrior maybe the third or fourth best warrior on dealing damage. What are you talking about? Axe+ Axe warrior deals so much more dmg than some greatsword warrior.

Difference I see is that an axe/axe warrior who kills you has largely outplayed you. A GS warrior who kills you got lucky and picked up a cheep kill.

Not making any argument for or against there are times when the pure power of a build isn’t actually related to the hate it gets so much as the cheepness of the kills it picks up. Dying because an opponent outplays you is just something most PvPer’s accept, dying because his lolwtf burst actually landed is really annoying because you know the player behind the keyboard is a skill less bad who doesn’t deserve any kills. Worst of all those builds don’t force players to get better, they instead form a crutch on which they lean while screaming “op” at anything which doesn’t get instigibbed.

It feels a bit punishing at times.

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Posted by: Malakree.5912

Malakree.5912

If players are getting revives off then its them playing properly. If 2 players play it properly then 1 player should never beat them in a 1v2. I actually really like the downed mechanic for stopping cheep glass cannon builds from picked up cheep kills.

MOA Morph is broken in pvp. Please fix.

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Posted by: Malakree.5912

Malakree.5912

This is exactly what I meant. If bad player can still kill an average or experienced player with this skill without much effort, it’s indeed way too overpowered and need to be toned asap. Like I said the best way to change it is just make it so the first damage breaks the morph. At least it forces you to put a little more effort into timing your kill than just pressing one button and win.

Considering it’s cooldown and the amount of whining thieves/warriors have done against an exactly similar argument I’d say no. Having it break on damage is 1) not concurrent with GW style and 2) would make it worthless, trust me you’d hate it far more if every mesmer were running round with timewarp. I think the big thing it needs is a reduced duration to 5/6 seconds and half the cooldown, thus it is still a big cd but it’s not “I win this fight” level.

Over 50% of all players I see in sPvP are thieves and mesmers

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Posted by: Malakree.5912

Malakree.5912

Funny round….ofc, mesmers dont need any nerf, plp just find them cute

They probably are the best noob stomping class it’s true. Which is why they seem to be far less prevalent in the tourneys than in HJ where you have at least 6 bad’s to abuse.

Can someone explain to me what happened?

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Posted by: Malakree.5912

Malakree.5912

honestly the ONLY time ive had trouble targeting a player is when im trying to hit a smart mesmer, thieves guild is easy to tell the difference, pets are easy, rock dogs easy, etc.

If you use the call target function properly and don’t have some kittentard calling an ele say then you shouldn’t have any problems with targeting the mesmer. Only problem you will have is after decoy and that’s a lot simpler than with a thief who is using his stealth’s properly.

Can someone explain to me what happened?

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Posted by: Malakree.5912

Malakree.5912

Never knew clones can one shot me, I though its mostly for confusion so real mesmer can ditch out some crap. Wow….

This is far from a one shot. Each clone hit was averaging 3.8k and happens at most once every 5 seconds per clone (assuming he’s traited correctly). Your looking that this damage took a minimum of 15 seconds to kill you.

Also the mesmer doesn’t have a quickness combo. You are confusing blurred frenzy for a thieves pistolwhip. If we drop our quickness it’s a massive 240 second large ethereal field which will grant ~11 seconds of quickness to all allies. Not really a gimick like the thief/warrior version and more of a massive kitten you sign stamped in the ground.

EDIT:

Why are NPCs doing anything more than fluff/supplemental dmg in the first place?
It’s PvP. Not PvP+AI, right? They shouldn’t be doing anything more than what an engi turret does.

Difference being the engineer didn’t spend all 70 of his trait points for the sole purpose of buffing those turrets. That mesmer did.

CONFUSION - What to do about this skill

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Posted by: Malakree.5912

Malakree.5912

Condition removal is your only hope. This is the biggest reason why its so hard to 1v1 a good mesmer. Its not hard spotting the player among the clones, but who needs clones to hide amongst when you can blow them up and throw 4-8 stacks of confusion on your enemy?

Blow them up for 3-6 stacks actually, depending on spec and which ability you use. Also then you have to be a condition mesmer which is actually the weaker variant of mesmer.

Mesmer sPVP Woes

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Posted by: Malakree.5912

Malakree.5912

Go Greatsword and never go back.

Only in PvE.

Over 50% of all players I see in sPvP are thieves and mesmers

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Posted by: Malakree.5912

Malakree.5912

I play a lot of free tourneys and the most common prof I see in the early rounds is ranger. After that teams normally don’t have a set composition with the most common being necro actually.

In HJ it can vary across any class not that it matters since about 95% of ppl in the game are so awful they could play any class and still suck.

[Feedback] Collectibles shown in discovery menu.

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Posted by: Malakree.5912

Malakree.5912

Personally I’m loving the changes they are making. It makes the game just so much less about juggling items from different places. I would like stuff sorted by some method but I can’t help feeling they already have something like this in the pipework based on how continually they are making great changes to the crafting system atm.

Mesmer sPVP Woes

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Posted by: Malakree.5912

Malakree.5912

Staff/sword+pistol.

10/20/0/25/0 +15.

Imo you can put those last 15 points basically anywhere and come up with an effective build. Just make sure you are spamming your phantasms on priority targets, dodging a LOT and making full use of combo fields for extra confusion stacks/chaos armors. Runes are ogre, pretty much the best power rune in the game bar none, berserker amulet, sigil of flame. Utilities are signet of illusions and decoy. Play around with it, once you get used to it properly you can 1v2 bad players pretty comfortably and it’s almost impossible to lose a 1v1 against someone who doesn’t instigib you.

Oh, this is OP, this is imba!

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Posted by: Malakree.5912

Malakree.5912

One of the best ways to counter an ability is to understand how it works – PW’s stun lasts 1/2 second. That’s long enough for 2 of the 4 swings to hit you.

This is why the build runs quickness, so that it last long enough for you to chain the hits.

Class tiers for spvp/tpvp currently/warrior thoughts.

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Posted by: Malakree.5912

Malakree.5912

Thief rnt tier 1, lol.
They are scrubstompers.

Until the thief gets a proper build and some skillz then they are probably the best profession in game atm.

Um... auto-balance? What the pancakes?

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Posted by: Malakree.5912

Malakree.5912

Autobalance is essentially the giant kitten that the opposing team kitten you with when you beat them.

[Mesmer] sPvP, without gear (Naked)?! Could it work?! [Video]

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Posted by: Malakree.5912

Malakree.5912

mesmers are going to end up badly, and its all their fault, really.
because they spend more time denying on the forums that they are OP, than providing valuable info to the developers on how they can be balanced.
so a few devs, with much less understanding on the class than top players will simply go the usual path of “nerf this and see what happens”, and it will result in an overnerf
I have seen it happening in dozens of MMOs, and still amazes me that people are this idiotic, always the same mistake…as if negating reality was going to help them get away with it…it will aways end up worse for them than being upfront honest

Actually if you go to the mesmer forums, even on these forums, a lot of mesmers are quite up front.

1) Moa needs nerfing it’s to strong.
2) We are really strong in 1v1’s but suffer heavily for adding more players to the mix.

These are basically the only issues surrounding mesmers at the moment. Perhaps the staff is slightly to strong but it’s hard to tell with how badly 99% of the player base deals with mesmers.

I’d say I face one player in every 3/4 games who has a basic idea of what a mesmer does and how to fight them. The rest of the time there’s people attacking my clones which are spawned on dodge and other stupid kitten like that. Sad thing is bad player are intent on fighting the mesmer in a duel scenario…the point at which we are at our absolute most powerful compared to every other profession in the game. It’s like a glass cannon ele complaining that the thief bursted him, yeah that’s kinda what the thief is designed to do :S

EDIT: One issue, the “portal” ability is broken with regards to the treb repair kit. This prob needs nerfing as it makes mesmer mandatory for that map.

(edited by Malakree.5912)

Raid on the capricorn, just get rid of the map.

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Posted by: Malakree.5912

Malakree.5912

I don’t mind it, sharks/ruins are just to important.

mesmer traits - a problem of options?

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Posted by: Malakree.5912

Malakree.5912

I like the grand master traits. They are so awful for so many trees.

Mesmer inbalanced?

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Posted by: Malakree.5912

Malakree.5912

I like how I am “spamming” a 3-clone Distortion. You know, spamming my 60s-CD ability. :P

He obviously means blurred frenzy on the sword.

Mesmer is the 1v1 king of the game. It pays for this by being relatively weaker the more people join the fight. Additionally it gets exponentially stronger the less skilled the opponent is, if your opponent is really good they can give a strong fight, if the opponent is awful they will often die without even touching the mesmer.

Trouble with Mesmers....

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Posted by: Malakree.5912

Malakree.5912

@nok ever try running a staff illusion tank build? 5 second cooldown on teleport = warriors are as much a threat as a kitten.

Every good mesmer PvP build runs staff. The problem is that we weapon swap far more than any other prof so you can get caught in the wrong weapon if the warrior knows what he’s doing.

The only advice I can give is use the call target when you spot which one is the real mesmer, it really helps with the confusion of his clones. When he uses decoy (spawns a clone and makes you invisible as well as breaking stun) the target will disapear, you then need to find the real one again when he reappears. Fortunately it has a ~35 second cd so can’t really be spammed.

Realistically though mesmers are the current god’s of 1v1, only a few builds of guardians give us issues. We aren’t as effective in large groups so if you run with 2/3 friends it will really hurt the mesmer’s ability to do stuff.

Shatter's Severe Design Flaws

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Posted by: Malakree.5912

Malakree.5912

Phantasms builds would want to shatter because they can get max phantasms up before doing so and then get something out of shattering worth doing so. Shatter builds would care about keeping the phantasm alive in particular over clones until ready to shatter. Clone builds would want to get some phantasms in at convenient times due to the greater worth they will have on death than the clones.

A phantasm build still wouldn’t want to shatter unless a 3 phantasm shatter was basically an instigib on most players/elite mobs.

The problem is not whether Shatters work or not, the problem is how the three core class mechanics (Clones, Phantasms, Shatters) more often than not are at odds with one another, instead of synergizing.

Clones will never form a core part of our gameplay. They are there merely as 1/2hit tanks and for the confusion factor, at best your running a precision condition bleed build which likes them about as much as some of your phantasms. The other issues are solved just by having phantasms not break on shatter.

The easiest suggestion is to put a 10point illusion trait (if not make it core) which says “your phantasms are no longer destroyed by shattering”. This would make shatter builds love phantasms more and phantasm builds use shatter way more. As it is atm using shatter in a PvP situation is terrible since it leaves you without any clones, an easy target for the enemies.

Mesmer playstyle = No Fun

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Posted by: Malakree.5912

Malakree.5912

I love the mesmer playstyle, I’d just recommend you find a different profession if you don’t like it.

Has anyone else stopped shattering?

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Posted by: Malakree.5912

Malakree.5912

I use them a bit, distortion for a free unstoppable stomp in PvP. I occasionally use mind wrack in PvE when I’m 100% sure it will kill the mob.

Mesmers & thieves too powerful?

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Posted by: Malakree.5912

Malakree.5912

They kill you as fast as a glass cannon build of any other class,

LuL wut, only time I ever gibbed someone it was because I dropped a feedback over a glass cannon pistol thief and he destroyed himself.

Will there be new SPVP MAPS like capture the flag?

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Posted by: Malakree.5912

Malakree.5912

Can you imagine trying to kill the flag carrier when he’s a tank spec guardian? Also mesmer portal becomes actually the most broken kitten in game.

Is confusion intended to be entirely supplemental?

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Posted by: Malakree.5912

Malakree.5912

It used to be on the No1 skill of the sceptre, which made a condition build in PvE actually reasonably nice (see the trident clones for example) but in PvP it devastated glass cannon builds so brutally. Hence we, the confusion profession, now have far more trouble applying it that a lot of other profs.

Greatsword, what's the point?

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Posted by: Malakree.5912

Malakree.5912

Woohoo GS just got a very nice buff! It’s finally on par with the staff.

Been using it in PvE since the buff. I still don’t think it stands up in SPvP to the staff but for PvE it’s now a very solid weapon. Ironically the No3 (and to some extent No1) feel now like they did before when you had quickness.

Idea - separate players by their lvl in sPvP?

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Posted by: Malakree.5912

Malakree.5912

It should be based on a hidden skill ranking not an arbitrary “how many games you have played” ranking.

Shatter's Severe Design Flaws

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Posted by: Malakree.5912

Malakree.5912

The other issue comes with the fact that we have 2 different avalible phantasms, one from each weapon. Being able to have only one out would really ruin the dynamics there.

Do Mesmers get any better?

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Posted by: Malakree.5912

Malakree.5912

In your simplistic world you may think a warrior is simply an aggressive melee class, the fact is like every class in the game it also has support skills and can fill a support role, or it can be built to do very good ranged damage or it can be made a very survivable control class and so on…

Just as a random aside, at a top level apparently the warriors best role is as a tanky control based support with very little damage.

Shatter's Severe Design Flaws

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Posted by: Malakree.5912

Malakree.5912

I said the 3-Phantasm build should not work. But notice the “3”.
I don’t mind a build centred entirely around Phantasm power at all.
I don’t mind the specific amount of power of a Phantasm-build, either.
What I mind is that it works by keeping 3 Phantasms alive, because this essentially disables the class bar (not the class mechanic, the class bar).

Where as I proposed a different change which would still function with the 3 phantasm build without being godmode broken like the change your proposing. It would also buff the shatter build by allowing them to use phantasms more easily and by proxy reducing the sheer quantity of clone generation the build requires thus freeing up their utilities for stuff other than “spawns a clone”.

Hence – read the suggestion – I propose merging the 3-Phantasm setup into a single-Phantasm setup in which both the power of the Phantasm, it’s durability and it’s difference in power between untraited and fully traited is completely retained.

This would be flat out broken, if one duelist were able to put out the sustained damage of 3 with none of the pain required to get all 3 up or to maintain them it would cause us to be the most broken class in the game.

EDIT:

I mind that one of our specs disables the class-bar, when it is in fact quite easy to change the class mechanics to the point where this cannot happen, without impacting the power or focus of the spec most focused around Phantasms. In fact, actually buffing it quite a bit (I covered the loss of mixed-Phantasm setups before, it is the one point which would require more dev time than a single hour, but it also isn’t problematic – see the longer post before).

I’ll copy paste the post I made which deals with this problem far easier and more elegantly.

I feel like shatter should break all clones but not destroy the phantasms while giving you an effect based on the total number of illusions. This would make them way more useful for ALL builds of mesmer while also meaning the phantasm reload in the illusions tree isn’t so heavily misplaced it’s unreal. It would also make it a lot more viable to quick fire off the various shatter’s meaning that the fact mind wrack is so much better than cry of frustration doesn’t matter.
Then make all shatter’s cast as an instant projectile (as opposed to having your illusions run at them) and based on your target.

(edited by Malakree.5912)

phantasmal fury

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Posted by: Malakree.5912

Malakree.5912

this trait has recently been changed, it used to give 2hours of fury to phantasms (perhaps too long), but now it only gives 10 seconds.

The buff is indeed 20s, but it refreshes as soon as it expires.

This was changed in order to avoid exploiting boon stealing. In mes vs mes, a smart mesmer could use Arcane Thievery on an opposing mesmer phantasm and gain a 2 hour fury buff.

Arcane Thievery working? Why I havent been able to steal all those shiny boons from Guardian? and sec ago watched livestream when it failed again steal any boons from a thief that got all those boons after using traited steal.

edit. also no evading

I’ve had it work now and again. It just seems prone to failing a lot more than any other skill I’ve used.

Shatter's Severe Design Flaws

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Posted by: Malakree.5912

Malakree.5912

He’s not hating on it, he wants to make it optional just like pets are optional for necromancers and turrets are optional for Engineers.

The point is that the class mechanic should be universal, and should enhance the other mechanics while currently it’s not and it hurts the other mechanics.

The difference is, he’s specifically saying he wants nerfs to the phantasm build. It’s one thing to ask for buffs to the other builds that is opening up options and allowing people to play the class how they want. As I said though he is specifically saying that the phantasm build should not work, there is a massive difference between that and what your saying he’s suggesting.

First thing I would now say, people do realize that illusions NOT the shatter is our profession mechanic. The shatter is a part in that it is a function of our illusions but it specifically is NOT our class mechanic.

Second, I’ve been pissing about with a few of the other builds in PvE just to see what I can make work. My initial reactions are.

1) Mantras are bullkitten, to make them even come close to working you have to spec into 2 seperate grandmaster skills. This combined with the extreme casttime makes them unusable in basically any build. I’d suggest that the 3xcast should be T1 in the power tree. The 3% damage needs dropping down the tree in dueling to I’d say T1 as well, it’s closest relations are the 3% damage/DR per illusion both of which are T1. I’d then say we need a GM talent in dueling which heavily reduces the cast time (down to maybe around 1 second). This way if you go into a mantra build you GET a mantra build.

2) The domination and illusions tree both need reworks.

-Going for a heavy shatter build requires you to go quite deep into the illusions tree which is actually not great for a power based shatter build (since it focuses around mind wrack). I’d say switching “power” onto the illusions and “condition damage” onto domination would be better for both. Next change illusionary retribution talent so that it says “A shattered illusion deals damage to it’s target” this would cause all shatter abilities to be good for damage, potentially making CoF to be useful. It also means that in a pure shatter build your not sacrificing heavily when forced to use the last 2 skills in that it doesn’t give up a large portion of your damage.

The Mesmer: A Bad Proffession? Or just played by bad people?

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Posted by: Malakree.5912

Malakree.5912

All damage which is not based on #1 is CD-based. :P

Thief, engineer has it’s burst on about an 8 second cd. There’s a difference between short cooldowns and 40second cooldowns. If your going to argue that you might as well say "we have timewarp so we have tons of upfront burst.

Shatter's Severe Design Flaws

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Posted by: Malakree.5912

Malakree.5912

I then see the direct problem more in the traits / abilities even suggesting a non-shatter gameplay.
Shatter is our class mechanic. While it should be possible to make it stronger or leave it slightly weaker (just like a Ranger can spec their pet power or not), it should not be possible to achieve a setup which flat out doesn’t want the class mechanic.
In other words:
Limit Phantasms to 1 at a time.
Rebalance Phantasms so that they are significantly stronger than they are now, but much less trait-reliant. Shorter attack cycle, better damage, better combo-triggers, more utility, better utility.
Make Phantasms have the shatter-effect of 2-3 Clones (whatever works best in practice).
This way you have only one Phantasm. It is worthy of it’s spot, it’s powerful. However come it’s CD – at latest – you want to shatter it away, since you cannot re-use the ability without overwriting the old one, anyhow.

How about no. You seem to really hate the phantasm build and I respect that. On the other hand can you just go to hell with trying to get it nerfed into the toilet so that we all have to spec into your beloved shatter build, some of us don’t really like that style of gameplay finding it to be gimiky and boring.

Here’s an idea, rather than constantly arguing for the nerf of the phantasm build why don’t you instead go about suggesting a rework of some aspects of the trait tree so that they properly support our other builds. Shatter builds have almost 0 support in the trait tree. Mantras also have limited support. Condition orientated builds are also supported in weird ways that don’t mesh properly. Finally we appear to have some sort of odd build that is based around “interrupts” while lacking sufficient tools in our weapons and utilities to support it AND said interrupt trait support is random making it highly unlikely that you will get what you want.

To summerize, stop hating on the phantasm build, we get you don’t like it. If you hate it that badly go play a warrior/engineer or accept that your just not going to play it. The problem is not phantasms, the problem is that phantasms are the only properly supported trait build which doesn’t suck.

My personal opinion: Shatters Need A Lot of Work

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Posted by: Malakree.5912

Malakree.5912

Huh?
The whole point of all the whine-threads about 3Phantasm-builds is that “Waaaa, my third phantasm gets replaced by a clone”, “Noes, my Phantasms die before I have all three up” and “kitten, Fury runs out before I even have the second phantasm out”.

I have no problems keeping 3 phantasms up in PvE. In PvP I would never WANT 3 unreplaceable phantasms up since it would dump my survivability into the toilet. Maybe I just realize that you can’t expect to have 3 completely unbuffed phantasms standing around and use signet of illusions+the 20% hp trait so that they DON’T die instantly.

Most of the QQ I see regarding the phantasm build is actually people whining that we SHOULDN’T be keeping 3 phantasms up rather than the fact we can’t.

Underwater is difficult to pull off

It’s entirely possible underwater, the big question I have hear is why you want to since your mirror image trident clones are the greatest things we heave, they are in fact the ONLY clones worth having.

It’s almost… you know… as if the devs didn’t intend Phantasms to be stacked up to 3 Duelists / Wardens / Zerkers / Swordsmen. Expect nerf to limit Phantasms to one of each type. Just a hunch, but I am fairly certain this is gameplay they didn’t intend.

No its actually pretty clear they DID expect us to, you can tell from the following long list I posted in the greatsword thread to someone who claimed exactly the same thing.

Phantasmal Haste – Phantasms recharge 20% faster.
A trait which is specifically based around the idea that you will get more than one volley out of your phantasm, a core part of the PvE phantasm build just fyi. 20 points into illusion. Then for indirect hints they want them out for a while.
Phantasmal Fury – Your phantasms have fury.
This originally had a duration of 2 hours, that’s right 2 hours. It now has a duration of 10seconds and is instantly refreshed every 10seconds as a counter measure to someone stealing a TWO HOUR FURY BUFF off your phantasm.
Persisting Images – Phantasms have 20% more health.
Signet of Illusions – Passive: Grants more health to your illusions ( Illusion Health Bonus: 50%)
Both of these massively increase the longevity of your phantasms, both heavily hinting that they want you to keep your phantasms (cos a 50% hp bonus on a clone is useless) out for much longer.
Basically there are several key things which a phantasm build is based around that specifically increase the effectiveness of phantasms with the aim being to keep as many of them out for as long as possible.

Essentially anyone who bothers to look at a proper phantasm build can see it’s not only intended that we keep phantasms out and stack them but it’s ironically the best supported in the trait tree. The amount of support for a phantasm build is about 3 times that of a shatter build. I would go so far as to say that a basic look at our trait trees shows that it was never intended that we should shatter our phantasms.

EDIT:

Most of the QQ I see regarding the phantasm build is actually people whining that we SHOULDN’T be keeping 3 phantasms up rather than the fact we can’t.

Scratch that, most of the whine I see regarding the phantasm build is YOU complaining we shouldn’t.

The Mesmer: A Bad Proffession? Or just played by bad people?

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Posted by: Malakree.5912

Malakree.5912

How can it lack “upfront damage”? Mirror Images > Mindwrack > Blurred Frenzy > Illusionary Duellist/Swordsman. No mobs can survive that.

This damage is actually pretty poor compared to the upfront damage most of the other professions has access to. Plus it’s entirely cooldown based (mirror images is a 40second cd?).

Get Rid of "Downed" all together in PvP

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Posted by: Malakree.5912

Malakree.5912

I love the downed state, it’s the big thing that seperates the bad players from the good players.

I’ve successfully pulled off a 1v3 and put through kills on all 3 of them, the moment you come up against a competent pair of people a 1v2 becomes impossible to win. Even when you down one of them unless you have a big stun and a stability available the res comes through before you can do anything about it.

The only thing I’d say is that all the classes downed states need bringing up to the level of the mesmer.

EDIT:

Dosnt matter if it sux just let it be there to set it apart from pvp at other games -.-

You say it sucks and I say it’s fantastic, I guess we can’t tell anything from this since they are both opinions.

Get rid of the downed state and this game will be as bad as S8 wow arena. It acts as an extra buffer for really good players to keep their team alive even when the opponent has instigibs up.

If you can’t put a stomp through just attack them and kill them, often against a mesmer or thief, even against a guard or warrior who can stun I don’t bother to try and stomp I just keep pumping damage.

(edited by Malakree.5912)

Am I the only one who thinks Quickness needs to be removed?

in PvP

Posted by: Malakree.5912

Malakree.5912

Started playing thief last night and the thief ability which grants quickness is far and away the most stupid thing I’ve ever seen. It makes HB look notkitten :S

Downed in PvP, what I think needs to be done.

in PvP

Posted by: Malakree.5912

Malakree.5912

You wouldn’t miss it.

I would, YOU wouldn’t. Very different thing.

Mesmers & thieves too powerful?

in PvP

Posted by: Malakree.5912

Malakree.5912

I actually find most profs and builds very balanced in this game, but Mesmers are WAY OP. The foundation of their mechanic makes them almost impossible to beat 1v1 by any other prof or build. There simply needs to be an easier way to distinguish the real player from their illusions.

Learn to use call target. The only problem you have is whenkitten start using call target on stuff other than mesmers.

The Mesmer: A Bad Proffession? Or just played by bad people?

in Mesmer

Posted by: Malakree.5912

Malakree.5912

Problem with the mesmer atm is it’s a sustained ramp profession that lacks some of the up front spike other classes can bring. A thief can burst a mob down in 2/3 seconds while that same 2/3 seconds we just preping the fight. Also we lack decent consistent aoe atm.

EDIT:

for soloing

People complain about mesmer being weak for solo PvE. OP then creates a massive pointless wall of text over the mesmer in group PvE. Unless I’ve missed something nobody said anything about our group PvE viability.

EDIT2: Wait, you seem to be ranting about random odd stuff while making no real argument. At best I can tell your post is this.

0) Inflammatory title.
1) People say mesmer Solo PvE is bad.
2) They shouldn’t because mesmer Group PvE is good.
3) Random advice over what stats a mesmer can use for DPS. (pretty obv advice some actually slightly erroneous)
4) Obvious set of statements over the basics of the various weapons with no in-depth.
5) Random statement advertising self and suggesting people try different stuff.

(edited by Malakree.5912)

My personal opinion: Shatters Need A Lot of Work

in Mesmer

Posted by: Malakree.5912

Malakree.5912

Because 2 phantasm + 2 shatter > 2 phantasm + 0 shatter.
M4th is h4rd.

Actually what your comparing is 3phantasm+0 shatter > 2phantasm+2shatter. (This is really 1 shatter with 3 clones)

Then you factor in that you didn’t have to weapon swap merely to resummon and you now have a spare phantasm cooldown in case one of yours gets destroyed. Also you didn’t waste that bit of extra time resummoning which means it’s actually 3phantasm+1attack+0shatter >2 phantasm +1shatter.

Apparently for you math IS hard.

1: Getting 3 phantasms out and keeping them out is virtually impossible.
2 : Shatters builds are infinitely more fun
3 : You’ll need to change weapons depending on the mechanics of the dungeon anyway so ideal situations are useless to describe

1: It’s really not.
2: Subjective
3: Even if you do you will still have at least 1 choice of a decent ranged phantasm.

(edited by Malakree.5912)

Greatsword, what's the point?

in Mesmer

Posted by: Malakree.5912

Malakree.5912

The berserker is a weak phantasm, but out damages warlock by a mile, with a full exotic berserker set it hits for about 10k on anything, my duelist hits for about 20-25k on any boss, and my focus phantasm usually hits for over 40k(they are so op lol.), it used to be not even half of that damage.

Warlock scales of the amount of dot’s on a target, I can get mine to hit harder than my duelist by a long way especially given a party setting.

I agree strongly with you. I think this too. GS is in Mesmer’s hands so much bad with damage. But what I have seen in PVP it is very popular weapon used by many Mesmers.

I used it for a while because I wanted a ranged weapon and didn’t know any better, I then switched to the staff (which I had considered to be the condition damage weapon) and realized just how good the staff was and how totally trash the GS is.

4. Unlike inferior players, I actually utilize the phantasm damage concurrent with shatters. Therefore, the comparison is:
(a) 3 Phantasms versus
(b) 2 Phantasms, 3-4 Mind Wracks, 3-4 stacks of confusion, 12-13 stacks of vulnerability, Mirror Blade every 4.8 seconds, 6 stacks of Might, and a partridge in a pear tree

So then we make a fair comparison which is
(a) 3 phantasms, 15-20 stacks of bleed, 4-6 stacks of vulerability, 8-16 stacks of confusion, potential stacks of burning, bleeding, vulnerability,confusion, cripple, blind, poison, weakness, chilled. With buffs of might, fury, swiftness, regen, protection, retaliation and aegis.

Your right it IS fairly onesided. Maybe your just not using a phantasm build right?

Greatsword, what's the point?

in Mesmer

Posted by: Malakree.5912

Malakree.5912

6k+ on Berserker, 2,4k per autoattack (max range), 1800-1900 each Mirror Blade hit. That seem pointless to you?

Your gear is far better than mine….which is sad because my duelist appears to hit for the same damage as your berserker and my warlock is getting WAY more.

Scepter for instance… bleh!

Yeah name the one godawful weapon.

Our MH weapon teir list atm is sword/staff at the top, the GS, then sceptre. The staff provides you with defences and aoe damage along with the warlock while the sword gives you the direct power damage and option for a real phantasm off your OH.

EDIT: The one situation this is sometimes not true is in PvE for which you can run GS instead of either of the other two weapons without taking to much of a hit, it can be worth it for a ranged power weapon though.

(edited by Malakree.5912)