Showing Posts For ManCaptain.3154:

Carrion vs Rampager

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Posted by: ManCaptain.3154

ManCaptain.3154

I currently have full berserker and want to make a 2nd set for condition. Not sure what to go with between carrion and rampager. I mainly do dungeons and WvW

rabid set

Mesmer condition damage would be way more viable if shatter confusion lasted 5 seconds instead of 3.

Phase Retreat changed

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Posted by: ManCaptain.3154

ManCaptain.3154

I like it how it is now, the only problem is that since the direction is directly away from the enemy, it’s kinda predicable and you can’t teleport sideways relative to the enemy using a charge skill.

Discuss our Oct 22nd changes

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Posted by: ManCaptain.3154

ManCaptain.3154

I cry each time I log in my ele just to farm plinx chain and get more loots solo than my mesmer with IP gets in full-packed prohardcore grind party .

No kidding. The mesmer is really really bad in pve. People that say that illusionary berserker and chaos storm is large aoe damage are in denial. Playing a mesmer in pve is a great way to be broke all the time.

Fought a mesmer, he was invincible. How?

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Posted by: ManCaptain.3154

ManCaptain.3154

Nobody here considering hacking as a possibility?

Protection: 33%
iDefender: 50%
Illusionary Defense: 9%
= 92%

iDefender would go down after absorbing a few 1000 damage (4k-ish?), killing illusions would decrease illusionary defense.
There’s also the fact that conditions would ignore all of this damage resistance.

Also I highly doubt that damage resistance effects stack additively.
More than likely with that setup you would take 0.66*0.5*0.91 times original damage (a bit below a third).

Discuss our Oct 22nd changes

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Posted by: ManCaptain.3154

ManCaptain.3154

Why the bloody Staff nerfs? We already do rubbish damage why take it even further?

Because people (except thieves) have hard time killing mesmers 1v1 in spvp.

Discuss our Oct 22nd changes

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Posted by: ManCaptain.3154

ManCaptain.3154

I used scepter a lot and this is actually a bug fix that’s a nerf:

•Confusing Images: This skill has been updated to fire at its correct distance.

It used to be that you can open up with confusing images on mobs at ~1200 distance.

So again, mostly nerfs for Mesmers and no bug fixes. Hurrah! I don’t know if I should be glad that I stopped playing this class, or disappointed because ANet has no kittening idea how to balance Mesmers for PvE.

Surprised? I’m not. Mesmer will get slowly nerfed, bit by bit. And other professions will get buffed (which is why I’m leveling my ele – massive buff to downed state there, ele downed state already does tons of damage). I won’t be surprised if other professions will start getting abilities that ignore evasion.

The condition damage portion of the class is laughable and so is PvE capability (regardless of what the trolls on this board say). All mesmer is good for is duels and people complain about mesmer being hard to kill 1v1. If you remove that, the class has nothing.

My god Mesmer is bad in PVE

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Posted by: ManCaptain.3154

ManCaptain.3154

Yes, it’s horrible in pve. Some people have had a horrible time, then they improved their PvE build, and now they are having less horrible of a time. Unfortunately this has convinced them that they are “good” now.

stats for a condition dmg mesmer??

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Posted by: ManCaptain.3154

ManCaptain.3154

My iWarlock crits for >7.5k.

Trolling as always.

stats for a condition dmg mesmer??

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Posted by: ManCaptain.3154

ManCaptain.3154

Reflecting CC back at the original target when used on you

That trait is pretty worthless. If a monster KDs you for 3 seconds, then you KD it for 1 second back. The CC isn’t exactly mirrored. Then there’s that 90 sec recharge. There’s no reason to take it over 20% staff recharge trait.

This is why I love staff, in sPvP over Gsword

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ManCaptain.3154

Are there people who like GS over Staff? Staff is a must in sPvP, once it gets nerfed, things will get worse considerably. Without staff it’s really hard to get enough survivability in spvp.

Shatter's Severe Design Flaws

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Posted by: ManCaptain.3154

ManCaptain.3154

I have a build that would be phenomenally overpowered if Cry had as low a cooldown as Mind Wrack. While I could imagine how nice it would be to have a low cd on Cry, I don’t think it would be balanced.

No it wouldn’t be overpowered. Say you have IP trait, and maxed CD. You can CoF for 8 confusion stacks which can deal 1360 dmg every time someone uses a skill.
On my build I can mind wrack for up to 8k in dmg and 4 stacks of confusion hitting for 360 every time someone uses a skill.

I’d say that these 2 effects are quite comparable in power, but I can do mine twice as often.

Phantasmal Berserker needs nerfs.

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ManCaptain.3154

IB deals up to 3k in damage. If that’s 90% of your health….

Shatter's Severe Design Flaws

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ManCaptain.3154

Imagine, if you will, a condition-focused profession whose core mechanic relies upon reaping benefits by removing all your conditions on an enemy. I suspect that it would be very difficult trying to balance the ongoing effects of those conditions with the pay-off for wiping them – in both PvE and PvP – in such a way that players feel that both condition-focused and cure-focused builds are viable, fun and synergise well with other professions. That would seem especially true if the pay-off is only going to be a slightly different (not noticeably larger) number to what the conditions would already have been doing if they were just left to build up on the target. I believe the same logic applies to an illusion-focused profession whose core mechanic relies upon reaping benefits by removing all your illusions on an enemy

This is the crux of my problem with current design of the mesmer.

Other things to note:
Cry of frustration has double the recharge of Mind Wrack for no good reason. The only effect this has is that power shatter builds are preferred over condition shatter builds. The direct damage component on Cry of Frustration is another useless feature of this shatter. Either you run power build and then you don’t use CoF, or you run condition build and you use CoF, in which case the direct damage component is really small and inconsequential. They should simply remove the direct damage and add duration to confusion.

Another consequence of the shatter system is that it’s really hard to use utility phantasms like Phantasmal Defender.

Highest BURST Made by this Mesmer! 17k one shot ^^ Whats yours?!!!

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ManCaptain.3154

The point is the boonremove on shatter. tankyclasses by itself has problems( i said problems, not no chance!!!) because healele needs his buff and a pointdefferguard also.
Many say nerf MW after seeing the video because the are kitten I say: just rework remove on shatter. Its too strong.

Yes, god forbid someone would put a dent into the constant protection/regen/swiftness spam of ele.

Need tips: How to kill a staff (heal) ele

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ManCaptain.3154

Staff heal ele is basically unkillable 1v1 for most builds in the game (including all mesmer builds) unless he screws up. So don’t even bother. At the very least you’d need semi-spammable source of poison (like engineer’s Poison Dart Volley). You can try to moa him when he’s at 50%.

How to tell which one is real

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Posted by: ManCaptain.3154

ManCaptain.3154

Also clones always spawn with full health regardless of how damaged mesmer is.

In general just take a second during a fight to see where the moving one is and CLICK HIM. Stop using tab targetting.

Mesmer Just Hit 80 Should I Bother?

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Posted by: ManCaptain.3154

ManCaptain.3154

-wvw
-micromanagement

pick one

Condition mesmer unviable (FIX CRY OF FRUSTRATION)

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ManCaptain.3154

There’s a reason zerker gear is cookie cutter, you aren’t figuring something new and innovative out

Right… because you know I haven’t tried about 30 different builds by now. If you think condition builds do about the same damage as power builds in spvp feel free to play them.

Sell me on Mesmer for WvW

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Posted by: ManCaptain.3154

ManCaptain.3154

Sell me on Mesmer for WvW

Confusion hits for pve amount of damage on players, which is quite high.

It is essential to Builds that Amulets become more flexible:

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ManCaptain.3154

Imagine a bunker guardian with a vitality/toughness/healing power ammy XD

Meh…. guardian doesn’t have that much healing.
What’s would be really broken (and IMO already is) is staff eles. Boy can they heal for a lot and constantly.

It is essential to Builds that Amulets become more flexible:

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Posted by: ManCaptain.3154

ManCaptain.3154

(798 Toughness
569 Power
569 Precision)

just imagine what kind of op would be built with that amulet.

How would that be OP? Offensively it’s a lot less powerful than zerker, mainly because there’s 20% crit damage missing. You can test it right now by equipping Knight’s amulet. The only difference is that knight’s has health instead of toughness.
The only problem with this amulet is retaliation (power+toughness).

Condition mesmer unviable (FIX CRY OF FRUSTRATION)

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Posted by: ManCaptain.3154

ManCaptain.3154

Gotta love how people just start making laundry list of every condition ability mesmer has, as if recharges, weapon set limitations, on clone death not working with shatters, and other problems don’t even exist.
Oh yeah, 3 sec burning on 30 sec recharge if I take torch and one stack of 9 sec confusion. Guess I was wrong and condition mesmer is totally viable and totally on par with condition engies, eles and necros. Right…

The only weapon one could mistake for condition weapon is staff and staff autoattack with condition damage gear doesn’t even deal that much more damage than zerker gear staff autoattack, not to mention Staff phantasm on zerker gear hits more than twice as hard as on condition damage gear.

You also mention mechanisms that are antisynergetic. Yes you can shatter to inflict confusion. Then in next paragraph you say you can take on clone death trait. Well that doesn’t work. Because if you make a shatter confusion build then your on clone death trait is mostly unused.

Only idiots think scepter is better in condition build than in zerker build. The damage from autoattacks, block skill and direct damage from confusing images is at least twice higher in zerker build than in condition build.

All condition build gets is 170 damage confusion instead of 90 and 110 damage bleed instead of kittenage bleed on your clone crits. And for that you lose 60% of direct damage of zerker build. And since the majority of mesmer skills are either purely direct damage or they have condition damage with significant direct damage component (like scepter’s Confusing Images), you are losing way more damage than gaining.

So please, feel free to play your little confusion/bleeding/whatever minor stack builds while I’ll be running around dealing double your damage.

Guys, be positive

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ManCaptain.3154

I’m not upset about phantasm nerf. I like phantasm nerf, phantasms are doing too much damage. I am upset about anet failing to address any of the issues of the class.
I recall during BWE2 devs made posts on this very forum promising that mesmer will be polished before release. All they did was increase the phantasm damage and changed clone generation so they don’t replace phantasms. And now they are nefing phantasms. Hey if you’re gonna nerf the phantasms fix the kitten confusion and condition builds, million bugs on traits and skills, fix half of traits being completely useless or mutually antisynergetic.

Condition mesmer unviable (FIX CRY OF FRUSTRATION)

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ManCaptain.3154

Right… because players love to cast with 10 stacks of confusion on….
Seriously, as Sabbatius pointed out, engineer is much better Confusion user.
The biggest reason is that things like scepter have nothing to offer to confusion build but one skill (and even Confusing Images scepter skill deals 450(900 crits)x5 direct damage on zerker build, making it actually just as strong in zerker builds than in condi builds). Engineer using Static Shot and Concussion bomb to inflict confusion has aoe blind in smoke bomb, burn bomb, poison dart volley and pistol autoattack to make use of his condition damage gear.
Condition mesmer is kittened.

I play a necro, but I traid a warrior for one play session...

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ManCaptain.3154

Death Shroud may not be perfect, but at least it’s not crappy class mechanic like the Elementalist one.

Attunements should count as a profession disability rather than an advantage. Trading weaponswapping for 15 more skills sounds great on paper, but then you realize these skills are just individually weaker in effect and spread out, so at the end of the day you have to use several skills in order to reach the same results as some other professions with just one button press.

The game is broken when dagger melee Elementalists have half the health of a Warrior, less armor, have to play the attunement piano in order to deal their clunky ten skills combos and still manage to reach not even half of the DPS of an offense specced keyboard facerolling Warrior.

Whatever happened to risk vs. reward? If you make certain professions difficult to master, at least make it worthwhile to do so.

Very funny. How come eles constantly have a ton of boons on them, which get reapplied so often it’s pointless to try to strip them? Oh right attunement switching….no idea what are you going on about with “skills are individually weaker”. They aren’t.

I play a necro, but I traid a warrior for one play session...

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ManCaptain.3154

With mesmer I ran into a necro that was using Dagger, Warhorn, Axe and something else (I don’t know how the weapons were paired). Couldn’t kill him, which generally isn’t a problem with necro. I think he was using 3 spectral skills (pull+walk+armor) with zerker stats. Basically he would hit me with dagger attacks (which do warrior-like damage – necro dagger hits far harder as mesmer sword), while building life force extremely fast with spectral skills, constantly absorbing damage with DS. Kiting was hard because of immobilize and pull+chilled.

That’s a pretty solid and scary build. I generally see staff cond damage necros.
Main problem for such power necro IMO is thieves, but that’s more because of thief’s OP than necro being weak in general.

(edited by ManCaptain.3154)

Burst hybrid

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Posted by: ManCaptain.3154

ManCaptain.3154

Why do you go 25-30 duelling? Just for 5-10% crit damage or what?

Exploring Alternatives (from a Mesmer)

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Posted by: ManCaptain.3154

ManCaptain.3154

While a Thief can brute force DD, a Mesmer’s chasedown iLeap not only causes a Cripple, it also combos into an Immobilize (and a swap!), which is far more powerful. E.g. the raw ability is more potent than DD.

Granted iLeap has it’s uses (immobilize for burst), but you’re grasping for straws again (like you always do). DD crits for 4k, hits multiple targets, has 900 range and can cripple people outside this range through bounce. iLeap is useless as a chase skill, because you need to be right behind the opponent. In any other scenario you can’t use it to chase.

Thiefs Discussion Thread [Merged]

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Posted by: ManCaptain.3154

ManCaptain.3154

See end of video:

I have 1.4k toughness and 20k HP.

If that Cloak and Dagger critted that would be 5k dmg. On high toughness, medium armor. Now of course this kind of backstab damage needs a bit of preparation. But on cloth armor user with less toughness you can get 12k without all the special stuff.

Illusionary Persona - Shatter build help

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Posted by: ManCaptain.3154

ManCaptain.3154

In dungeons you should go either full zerker phantasm build or a projectile reflect build.

Thiefs Discussion Thread [Merged]

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Posted by: ManCaptain.3154

ManCaptain.3154

Even if target were a glass cannon, dropping 10k dmg in one hit is too much. 6k steal + 10k = dead dagger/dagger ele, with that player unable to do anything.
Or most cloth and leather classes with 80% hp fighting someone else will get instantly dropped by a thief, unable to do anything at all.
No class in the game comes even close to thief in burst damage. The closest is warrior HB builds, except the warrior doesn’t teleport to you into stealth and cannot open with burst out of stealth. Which is precisely why thief is OP currently. Highest burst in the game combined with shadowsteps and stealth = OP.

Jon Peters talks spvp - mesmer on trebs, bunkers op, etc.

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Posted by: ManCaptain.3154

ManCaptain.3154

The problem is not primarily the inability to kill bunkers, but the fact that uptime on retal makes it impossible to attack them with variety of weapons, and stuff like AoE retal, stability for 5+ sec every 30 sec (or less traited) makes it really hard to hurt any other opponent. Classic example is Mesmer greatsword which has autoattack with 0 net effect on ANY class with some armor and retal. The fact that the thing you’re hitting doesn’t have high damage doesn’t matter in a situation like that.

Add to that fact the fact that they are hard to kill even without retal and it because really an impossible for most builds to deal with.

Guardian Nerf

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Posted by: ManCaptain.3154

ManCaptain.3154

and now your telling me I cant even give up 4 slots and take away all offense to be a retaliation tank against them

You didn’t need to give up much more than one trait slot to do a lot of retal damage.

Reduce damage by 50%-Remove traits in PVP.

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ManCaptain.3154

You know…because this game needs less build customization in spvp…. right, OP?

Clearly you haven’t played against healing staff ele, which is impossible to take down 1v1 for 95% of the builds.

Guardian Nerf

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Posted by: ManCaptain.3154

ManCaptain.3154

What do you guys think some of us have been saying? Lower the duration by a little bit not by 70% making it an incredibly useless trait.

Right, because now the guardian has a useless trait with 3 sec retaliation, while all the other classes inflict 10 sec retaliation easily.

Guardian Nerf

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Posted by: ManCaptain.3154

ManCaptain.3154

Guardians have almost no condition damage as it is(burning….no) so now our retaliation is screwed.

This argument would make sense if retaliation scaled off condition damage, but it is based off power. You had guardians going full power damage build with retaliation that lasted the whole fight, hitting back for 230. Which basically made is next to impossible not to kill yourself with thief unload or engineer pistol Poison Darts, since you took just as much damage as you’ve dealt.

[Mesmer] List of bugged abilities and traits.

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ManCaptain.3154

Bug: Illusionary Riposte recharge is not decreased by Illusionist’s Celerity.
If I have illusionists celerity, the recharge tooltip on Illusionary riposte decreases from 15 sec to 12 but the actual recharge when used is 15 sec (regardless of whether you block and spawn a clone or use the daze).

Is any of this getting fixed? Like the stupid delay on scepter where character waits for the shot to hit?

(edited by ManCaptain.3154)

Thiefs Discussion Thread [Merged]

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ManCaptain.3154

Another big problem with thieves I experience constantly is the steal—>whirlwind—->dancing daggers routine.

Why do they get 100 percent evasion and stability on stolen whirlwind?

Then stability and projectile reflect on daggers?

All the while doing damage. There’s nothing you can do apart from try and run away for the whole duration of both.

Warrior whirlwind doesnt give you stability OR evasion, you can take damage/be stunned. So why does the thief get both those added in?!?

They get a better version of fear when stealing from a necro as well. Why does a Thief get a aoe 3sec fear when they steal from a Necro’s (who started out as the only Prof to have fear, and it was going to be only ours) and the Necro only gets a 1sec fear?

Most steal abilities are insane versions of normal abilities.

On other note…. I am surpised ANet has put quickness in the game in its current form.
In GW1 we had max +33% attack speed boost, which used to stack up to +50% (if you used 2 attack speed boosting abilities), which was used by IWAY teams (IWAY + frenzy). That was deemed too overpowered so it was nerfed to not stack.

Then we get GW2 and lo and behold, 100% attack speed boost…. haven’t you learned your lesson in GW1 Anet?

And it doesn’t just make attacks faster, but also stomps (and maybe even rezes).
100% faster actions simply has the potential to make a lot of things broken.

(edited by ManCaptain.3154)

Thiefs Discussion Thread [Merged]

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Posted by: ManCaptain.3154

ManCaptain.3154

Quickness is a huge problem. Many many many times I’ve been dropped instantly by thief. This is especially true when you’re fighting someone and you have, let’s say, 60% HP, you go for a heal, instant kill from a thief. Quickness+2 pistol whips back to back is two stuns and 14k damage in a blink of the eye. They also lead it with 4k steal and immobilize.

The other problem with thief is the thief guild elite which makes it really hard to handle an already very damaging, stealthing opponent.

sPvP Class Statistics over 39 games!

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Posted by: ManCaptain.3154

ManCaptain.3154

Lowest average score per player is the Mesmer This is hard to believe because I think they are the best class. But I think I know what is happening here…Since everyone talks about how good they are, you have a lot of “Bad” players PvPing with Mesmers hoping to have the edge.

No. The reason is that mesmer has no mobility and in this game you get a lot more glory if you can move fast from point to point to cap. Mesmer is too slow, and standing on one point nets no glory.

Help on any VS Mesmers

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ManCaptain.3154

Thieves’ Guild. Then stealth and let summons hit him, pop out to attack when he looks vulnerable, if he turns to attack you dodge and when you run out of those, restealth. GG.

mesmer elite skills vs other elite skills

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Posted by: ManCaptain.3154

ManCaptain.3154

Thieves Guild > all other elites.

Unlike moa it can’t be blocked/blinded/dodged. Both thieves do large damage, one pulls, one spams blind all over your face. Thief can stealth and let his summons hit you, then when you try to smack his ridiculously damaging summons, he pops up behind you with 10k damage in either pistol whips or backstab+something else.

Seriously if there is an “I win” button in this game, it’s the thieves guild.

Why No Mantra Builds?

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Posted by: ManCaptain.3154

ManCaptain.3154

Do you realize that pretty much every ability in the game is like that?

This couldn’t be further from the truth. Most guardian abilities work just fine untraited.
Mesmer is by far the most trait dependant class in the game.

Current in-game values for me with only a tiny +43 Healing Power:
5,603 + 644/i for Ether Feast
2,637 per cast of Power Return (Mantra of Recovery)
Ether Feast (20s CD + 1s Cast = 21 sec):
0x Illusions: 266.8 hps
1x Illusions: 297.5 hps
2x Illusions: 328.1 hps
3x Illusions: 358.8 hps
Mantra of Recovery (10s CD + 4s Cast + 1s CD = 15s total)
2x Power Return: 351.6 hps
(Don’t forget the opportunity cost of 4 seconds used uninterrupted in combat, for a second use).

Irrelevant analysis, because it assumes people spam heal skills as soon as they come up and enemy inflicts continuous manageable damage.

If you try to use mirror you will understand this. Even though, when you factor in recharges, it heals almost as much as 0 clones ether feast, you will find out that it’s way worse healing. People usually use healing skill when they drop a significant amount of health instead of perfectly using mirror when they drop 4k. On top of that some enemies drop you to half health in a heartbeat. Both things mean that big heals on longer recharges are preferable. But they mustn’t be over 50% heals because that will cause overhealing in a lot of situations.
Then there’s also times you’re busy doing other things, so casting of heal skill is delayed. Mantra is especially bad here. When using it I need to find a 4 second window in the combat, where I expect not to get bursted. That’s hard to find, and it certainly doesn’t come up every 15 seconds.

Realistically I cast Ether feast around every 30 seconds, and 2 second window of not being harrased can be found. You won’t cast heal mantra twice in 30 seconds in combat even though you technically could.
I think the best case scenario for mantra, you’ll cast it about as often as Ether Feast. And that’s being generous. Then there’s the whole issue of what to do with half-spent mantra.

My scepter hate

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Posted by: ManCaptain.3154

ManCaptain.3154

If I go zerker gear, then Scepter’s channeled ability hits for 450 and 45% of the time for 900. I also get 5 confusion stacks hitting for 70 each, which add very little. Or I can go CD gear and get 5 confusion stacks hitting 170 each, but the channel itself hits for way less, not to mention block skill no longer hits for 2k (4k) and autoattack damage is much less.

So in the end you go zerker gear with scepter, and then that confusion might as well not be there (or rather’s I’d trade it for something else in a heartbeat).

Why No Mantra Builds?

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Posted by: ManCaptain.3154

ManCaptain.3154

I suggested in beta, that casting channel of mantra would also serve as a AoE buffing of allies. Like the Guardian staff skill which is channeled and pops out some might every second and ends with a heal. Something like every second of casting the Mantra of Pain, aoe 1 sec retaliation. That would improve the concept a lot.

Torches - please re-work it?

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ManCaptain.3154

One thing about iMage is that:
Confusion scales off Condition Damage
Retaliation scales off Power

Why No Mantra Builds?

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Posted by: ManCaptain.3154

ManCaptain.3154

@Qelris
Still haven’t found out how it actually works or how the formula could be.
Let’s say that 2875 heals aren’t uncommon and I think I saw a 3k+ heal this morning on someone (could be a critt if it’s possible for heals to critt). But not certain about the 3k as it went fast.

@ManCaptain
It’s not because you have no idea why people use it it’s always bad. ;-)

1. I’m in Rune of Dwayna so every time I heal I grant myself and surroundings allies 5s regeneration (10s cooldown). Mantra has 2 casts.
2. Being heal specced when I recharge my healing Mantra it aoe heals around me.

Here it’s not about the amount of self healing I get but the amount of “heal my allies” that matters.

Right… it’s the combo with your runes and stuff. That’s the thing that is pissing me off. Aren’t abilities supposed to be useful by themselves? There’s always people who say: “well if you use traits x,y,z and runes x then it’s ok”. Yeah… I’ll pass. Mesmer builds are traitlocked enough as it is. I think we should strive for abilities to be useful without any special traits or gear.

And heal mantra heals less than Ether Feast, which is wrong and bad. Even traited for 3 uses it heals less than Ether Feast with 3 clones out. That’s bad, for an ability with 5 sec charge time.

Guardian scepter autoattack projectiles bugged

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Posted by: ManCaptain.3154

ManCaptain.3154

When guardian scepter autoattack projectiles hit a projectile reflect wall (tested on traited Temporal Curtain) they just hang in the air for a sec then disappear instead of getting reflected.

Scepter is faster in melee

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Posted by: ManCaptain.3154

ManCaptain.3154

Confirmed for Scepter.
60 attacks in ~65 sec. at melee range.
60 attacks in ~78 sec. at max. range.

This implies that it was intended to be 60 attacks in 60 sec (even melee range has some added flight time).

My scepter hate

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ManCaptain.3154

So with focus you should use sword, and have absolutely no ranged damage?