Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Tried running this again last night, had a pretty good time.
Opinions wanted: staff or scepter/torch?
Edit: Actually, probably giving up too much mobility with scepter/torch over staff. Lately I’ve been playing power shatter again and have gotten really used to sw/torch. I may try this with sw/t as well and see how it goes. I fear I may be giving up too much pressure though.
The immobilize on sword is nice to land your shatters, but your sword clones will be pretty useless compared to staff clones… and the torch phantasm is… meh.
Hard to tell before playing it, but I don’t really like how the change sounds on paper.
They are not changing the basic working of confusion and that means that it will still punish fast-attacking targets disproportionately more than slow-attacking ones.
I would rather have it work similarly to blind: a big damage (think… 1k per stack) on the next skill use and that would remove confusion.
That way, reapplying confusion would be important on fast-attacking (spamming) enemies and the condition would go back to a place where you would actually need to think if you wanted to take that damage or wait.
As usual, we’ll see how it works in game with all the other changes…
\o/
told ya it was funmy build is with sinister jewels and phantasm dmg/fury (dropping halting strike and imp. blink), it’s really fun to play and effective
sinister jewels and rabid armor? what about weapons?
I mean, the build works, no doubt about that. But I think the gear is what makes it okish, good or great (that’s the main reason why it doesn’t work that well in pvp, because lack of gear choice)Have you though going full sinister? (or with the majority of pieces, anyway. If you wanna slot in some knight that’s fine).
Is sinister purchasable from TP?
edit. one more question: would it work without travelers? I am not keen in investing on a second travelers set of runes. I already have them on my zerk set and I would be considering something different, like air or pack (I run with focus and those sets gel extremely well with my wepaon choice)
Yeah, rabid (exotic) armor, sinister (ascended jewels), exotic rabid staff and and exotic zerk GS to make up some power and ferocity lacking in the rest of the set.
I tought about going full sinister but I can’t be bothered to craft the armor and buy another set of travelers :P
Not sure if Sinister is purchasable, I got the ascended jewels from the Season 2 achievements (yay pve!).
I think the build only really works for roaming (too much condi removal in big groups) and roaming without traveler’s is… painful. Pack doesn’t really help with off combat mobility.
I’m still working on these, but I wanted to drop a teaser and bump this thread.
Ethereal Archer
Ranged specialization that can support his party by summoning illusionary weapons.
Specialization mechanic: upon shattering, your clones transform into ethereal arrows, projectiles with high travel speed that unleash the shatter effect when they reach the target.
Weapon: Shortbow
Utilities / Elite: Conjure illusionary bundles (ideally, fewer charges than the ele/shorter duration than banners, but stronger effects)
Illusionary Veteran
Warfare oriented mesmer that gives up most of his illusions and supports his party with shouts.
Specialization mechanic: Shatters now work similarly to Ele attunements: you can only select one at a time and switch between them with some cooldown. Depending on which shatter is selected, the effect of the selected shatter is istantly applied to the target when a clone is created. It does not affect phantasms. (some stuff will be broken – notably Sw3 and Decoy – and there’s probably a need for an ICD on F3 and F4)
Weapon: Hammer
Utilities / Elite: Shouts
Any feedback?
\o/
told ya it was fun
my build is with sinister jewels and phantasm dmg/fury (dropping halting strike and imp. blink), it’s really fun to play and effective
Jon_Peters: i wont say when they are coming
Jon_Peters: but I will see we made some updates to arcane magic for elementalist since last we showed it
Jon_Peters: yeah here is a spoiler boon on attune is becoing a minor trait
Jon_Peters: elemental attunement
Jon_Peters: we made som pretty heavy changes to the lines since last we showed them
Jon_Peters: both blood magic AND inspiration changed a bunch
Jon_Peters: and even what we showed in engineer ended up changing a lot
Jon_Peters: im sure we will show some of this stuff again soon
Jon_Peters: Credit to the whole team working on these changes. Everyone has really kicked a bunch of kitten on this thing
Jon_Peters: but some info on them coming soon
from the twitch stream
They are listening!
(maybe)
Edit: kicking kittens sounds awfully mean.
Why can’t they give us a qol buff to mantras… just sayin
we’re not thieves
I just love when I manage to drop a whole group from a cliff (with focus pull or iWave) and when I drop a portal successfully behind the enemy lines :>
Disclaimer: I really don’t remember how or why my guild started referring to the enemy commander as “chicken”.
Also, I usually have better things to do than hunt down the commander of the enemy zone blob, but a slow day might happen, when nobody is online and that blob is ravaging your side of the Eternal Battlegrounds…
I came out with this build made for focusing the enemy commander and harassing/killing it.
Obvious variations:
Ideas on what to change to improve this?
(no, I don’t have any video of me playing this… yet)
Since it’s been mentioned, the thread where I was discussing my builds for WvW is here if you want to take a look
Consider that the scenario I made the build for is quite different: I’m running with an organized group, usually about 15 people fighting almost always outnumbered.
About the videos, I can recommend:
I only played 2 rounds last time, but camping the supply spot with an interrupt build was… effective to say the least.
Well it makes sense since you are not interrupting anything, but feels like really bad design. Some ideas from the top of my head:
http://dulfy.net/gw2traits#build=AgMBlAWYBKQ~ or http://dulfy.net/gw2traits#build=AgMBlAZoBKQ~
The mesmzerker, played full squishy and focused on iZerker damage. Mantra of Restoration, Blink, Mantra of Pain or a Well, TW/GW. It’s a shame you don’t get Fury on phantasms, but I can’t imagine how to fit it in…What would be your thoughts be on this dank 4x iZerker while invuln build? (Ether signet + signet traits)
Can’t see myself using Signet of Ether, especially planning to “waste” it to get one more zerker up since we usually fight severely outnumbered (15 vs 25+) and timing my heal is crucial… It could work in 1v1 and small scale roaming, tho.
I think signet heal would work very well with any dom/inspiration/X build; i’m talking about serious practical use now, not the gimmick that I mentioned previously.
When traited it is:
28s cd.
distortion.
1 condi clear. (+ another 2 from mender’s purity)Not to mention it makes the SoInspiration Grandmaster trait very good as well (45 -> 36s cd, condi clear, and distortion). One major gripe about the signet heal currently is that it does not provide enough sustain. With MP + MoP and the reduced signet cd trait, it makes it much more viable now than it was ever before.
In your Dom/Inspiration/Chrono build, I definitely would choose the signet heal + traits over Shattered Concentration/Mantra heal.
I see your point now. Yes, seems like it could be an interesting tradeoff considering it’ll reset the block on your shield as well.
We’re not talking about defensive abilities or mechanics, 2500 HP is raw, pure buffer. It allows you to survive one more mistake. And it’s gone. So, you either drop some damage to get back that “buffer” or you learn to make less mistakes.
OTOH, your opponent is losing the Guard Killer stat bonus.
Yep. That’s 100 less power, about… 5% of the power in a zerk build? 2500 HP is over 15% of our total health in a full zerker build…
What logic is that? Why does the lost vitality not matter for your opponent? Don’t you deal damage to him too? You lose your buffer, he loses his buffer. Both of you can make less mistakes. BTW: On full zerker gear you will probably win over all offensive stats. If that is the case, you can go now for some more defensive gear and get your buffer back.
Also the percentages of power/malice and vitality loss are irrelevant. Relevant is the actual damage and HP loss.
By the numbers, we are losing way more defensive stats than offensive stats. You can’t possibly argue with that.
Sure, I can go get more defensive gear and lose more damage potential: when your whole group needs to do that (because you usually fight heavily outnumbered and you need the buffer), it’ll take more time to kill people, and that means you’ll need even more tank to survive for longer periods of time.
Without changing anything else (for example: we don’t know if the new borderlands will manage to split the blobs and we have no clue about how the other specialization will possibly change the meta), this single change will make life harder for small, organized groups, taking on blobs. But as I said, I want to play this before forming a final opinion.
The thought is that 2 people will run PU, since mass invis has a target cap of 10, allowing just 2 people to stealth the entire zerg.
unless they’ll change something, the stealth application is random, so you’ll likely end up with some people with 10s stealth and some people without any stealth at all
We’re not talking about defensive abilities or mechanics, 2500 HP is raw, pure buffer. It allows you to survive one more mistake. And it’s gone. So, you either drop some damage to get back that “buffer” or you learn to make less mistakes.
OTOH, your opponent is losing the Guard Killer stat bonus.
Yep. That’s 100 less power, about… 5% of the power in a zerk build? 2500 HP is over 15% of our total health in a full zerker build…
Uploaded a new recruitment video if you are interested in joining contact me or any of the other Leaders
http://dulfy.net/gw2traits#build=AgMBlAWYBKQ~ or http://dulfy.net/gw2traits#build=AgMBlAZoBKQ~
The mesmzerker, played full squishy and focused on iZerker damage. Mantra of Restoration, Blink, Mantra of Pain or a Well, TW/GW. It’s a shame you don’t get Fury on phantasms, but I can’t imagine how to fit it in…What would be your thoughts be on this dank 4x iZerker while invuln build? (Ether signet + signet traits)
Can’t see myself using Signet of Ether, especially planning to “waste” it to get one more zerker up since we usually fight severely outnumbered (15 vs 25+) and timing my heal is crucial… It could work in 1v1 and small scale roaming, tho.
http://dulfy.net/gw2traits#build=AgMBlASsBrQ~
running GS+Sw/Shield with Mantra of Restoration, Blink, Well of Calamity|Action|Precognition, Veil|Portal, Gravity Well
(kitten that Inspiration line feels so weak excluding Mender’s purity and Protected Phantasm)
this would play similar to 26060 now… all GM in chrono look VERY nice: you can pick any depending on the implementation
http://dulfy.net/gw2traits#build=AgMBnAP0BrQ~
Probably played very tanky with Soldier+Cavalier and Melandru runes, Staff+Sw/Shield, Ether Feast, Mantra of Concentration, Null Field or a Well (Action probably fits better than the rest), Veil or Portal and Timewarp or Gravity Well.
http://dulfy.net/gw2traits#build=AgMBlAWYBKQ~ or http://dulfy.net/gw2traits#build=AgMBlAZoBKQ~
The mesmzerker, played full squishy and focused on iZerker damage. Mantra of Restoration, Blink, Mantra of Pain or a Well, TW/GW. It’s a shame you don’t get Fury on phantasms, but I can’t imagine how to fit it in…
With the increase in power of certain traits across different classes (ie mental torment), I expect there will be a lot of one-shotting any glass cannons.
On the other side a lot of classes are getting some things they had to spend 2-4 trait points on being made baseline so they have room for defensive traits. Without even mentioning the extra master and GM it would give.
We’re not talking about defensive abilities or mechanics, 2500 HP is raw, pure buffer. It allows you to survive one more mistake. And it’s gone. So, you either drop some damage to get back that “buffer” or you learn to make less mistakes.
Good luck trying to play full zerk in blobs after that.
Small, organized groups will need to shift even more gear to tank to survive the mindless spam of full-zerker zerglings. Good job on “giving small, tactical groups the necessary tools to put a dent into larger mobs of less-skilled players” (reference)…
I want to play this before I give my final judgement, but looks like a very good change in the direction of splitting blobs and making it harder to cover the whole map with a single, big group.
And the trait as it is now will be gone as Soon™ as the new trait system will land in game, so don’t get too used to it :\
fought a few just tonight, didn’t have many problems… build
used AA to get rid of Aegis and Blinds, timed interrupts when they didn’t have blocks up, used F2 for boon stripping and torch to setup the burst and add some damage to it
Can’t use double veil for pushes anymore. GG
For small scale roaming it has been a pain, but manageable.
We don’t know.
They talked a lot about how they want to make PVE less boring and more similar to PvP combat. If they manage that, shatters might have a place in PVE. Until I see it in game with my own eyes, I won’t believe it
Am I the only one here that remembers when:
- Sword clones applied cripple
- Sword #3 had 900 range
I miss those :-/
I miss swap working even if your clone is obliterated by a zerg…
There’s a whole lot of everything in there… for Open World content everything works, don’t bother building for it. For dungeons, check metabattle
Shatter in dungeons doesn’t work because you don’t have good sustained DPS on a shatter spec. You need to ramp-up your illusions and then shatter, and the only one doing decent damage is Mind Wrack. Even assuming you could have 3 Illusions up every time your Mind Wrack is up, it would still be less damage than keeping 3 Phantasms up all the time.
We know, it’s broken, ANet is trying to fix it, we’ll see if anything changes with the expansion.
shield is useless in pve current meta: true fact
F5 is also useless in PVE: true fact
PVE mesmers got nothing with new specialization: true factThis new specialization is designed for roamers and pvp (it seems that they didn’t have enough tools). Designers forgot many other mesmers that want to use a mesmer in dungeons and pve content without having to relog with any other damage class such as ele, warrior or guard.
Actually comparing this specialization on what other classes got (especially necro), is just a joke.
Thank you for working out all the theorycrafting (including everything from Revenant and the other elite specs) and laying out the PVE meta post-HoT for us.
The wave from ToT appears to begin in front of the mesmer…not behind or inside. This means that we don’t get the quickness/shield #5 recharge from its use unless we combine it with iLeap to get in front of it as it is on the way to our target.
Wrong, just watch the video again. He gets Quickness on using the skill, and Quickness again on the return wave. So: no target limit, quickness on (you and) allies, damage & stun on enemies… we don’t have ANYTHING like it in any other weapon.
/thread
You got video proof of this?
Slow (not yet in game) is intended to slow down cast times/animations, Chill should only effect cooldowns and movement.
The more specialization reveals I see, the sadder I am about our two new weapon skills and F5. :<
Anet, it’s still time for that Pistol Mainhand! Bullet Time?
If we had got pistol and shield, then this would have been a great #2 or #3.
Do some funky effect while giving us quickness and enemies slow, possible AoE?
When the projectiles enter the field they slow to a crawl so you can easily outrun them or just walk around and evade them
The best thing I can say is that, so far, none of them seems mandatory: all the elite specs seem interesting enough to be played by a good amount of people, but not by everyone.
The biggest issue I see here is that people perceive the Minor to be free. However, this also means forgoing something else. Imagine the speed trait not being a Minor but a Master Major. As a result, Chronomancers probably would have had Danger time as GM Minor. I’m sure a lot less people would complain although it probably is a very comparable set up. Just to give an example for another class with a comparable set up:
Would Engineers want to trade Target the Maimed for speed? Maybe some. But most certainly not all.I’m not saying anything is free. All I’m saying is that it is easier to choose 1 out of 6 trait lines than to choose 1 out of 6 THEN choose 1 out of 3. In reply to your example:
That’s not a comparable set up, because their speed boost is an adept. That’s my entire point: there is NO comparable set up where a profession has a minor trait for a speed boost hence why some people might feel as though our speed boost trait isn’t “on par with other traits”.@Menaka
While I’d love to contest some of the things you said and bring things back on topic (comparing traited speed boosts between classes), I think we’ve reached a point where further communication won’t lead to mutual understanding, and that’s ok. I respect your opinion.
That’s where I think these people are wrong: they are trying to compare 1:1 classes that are completely different (in playstyle, weapon & utility skills, trait synergy, etc), disregarding the fact that you don’t pick a traitline for one single trait (I already made examples about that).
On top of that, we don’t have the full picture of what the other Elite Specs will bring to the game, so it’s really pointless to scream OP right now.
Time is the supreme reaper…
at the same time, they’ll love the quickness we can provide (both as mesmers and chronomancers)…
make iLeap work in zergs like it did before the shameful nerf
- In terms of traits, Mesmer now has the easiest access to a 25% speed increase. This comes packaged with a fantastic side-effect of reducing some CC conditions. This perceived problem could be alleviated if they made it an Adept/Master trait. i.e. https://forum-en.gw2archive.eu/forum/professions/mesmer/Small-Request-Better-Compounding-Celerity/first#post5063503
so we’re to the point where picking an entire traitline is the “easiest access”
Yes. You do know how the revamped trait system will work in the future, correct? Shady rhetorical questions aside, let me ask a real question: which is easier to do, choose a minor trait or an Adept/Master/Grandmaster trait? I guess I wasn’t done with rhetorical questions…
Thing is, picking a spec for that trait? I can’t see it happening to be honest.
As someone pointed out, in organized groups mesmers already have access to swiftness from other classes, so the 25% speed is useless and only the reduction on movement impairing effects will be useful. The only niche where this trait shines is solo/small scale roaming in WvW, but in that scenario our strongest builds will probably still be the “classic” shatter and Duel/Chaos/Illusion condi or hybrid shatters. That rules out Chrono traitline, so you can give up your most efficient build to get the 25% speed (a huge tradeoff) or you can resort to the signet (IF it gets reworked) or the runes.
Maybe you missed the context in my post. On second thought, obviously you did since you’re repeating some things I said verbatim while ignoring some things that you agree with. I never said our trait was OP. I think it’s perfectly fine, but if the issue is that it’s not exactly on par with other speed traits, I can see the rationale.
Thing is… different classes have different traits. If anyone had the same traits, we wouldn’t have different classes, only different builds.
Mesmers until now didn’t have the option to trait for movement speed, now they have the option to trait for it by picking a specific traitline. We don’t know what we’re “giving up” for that minor trait: in other traitlines we have stuff as strong as confusion on crit and 10% damage on vulnerable foes. When people say that a Major would be better because you need to make a choice and pick it over something else, they don’t realize that making it a minor makes it even a bigger choice: minor traits are not something you get “for free”, they define the traitline and you can’t switch them off for something that you would have liked even more. If you want any of the Chronomancer fancy stuff, you’ll be moving faster. To me, it makes sense from a design/lore point.
You’re right though, it is far to early to get into serious heated debates about balancing. It’s all [fun & addictive] speculation until HoT finishes downloading on our computers.
… and for months of fixing and polishing after that
- In terms of traits, Mesmer now has the easiest access to a 25% speed increase. This comes packaged with a fantastic side-effect of reducing some CC conditions. This perceived problem could be alleviated if they made it an Adept/Master trait. i.e. https://forum-en.gw2archive.eu/forum/professions/mesmer/Small-Request-Better-Compounding-Celerity/first#post5063503
so we’re to the point where picking an entire traitline is the “easiest access”
- Allegedly, S. Inspiration will see a speed boost of some sorts, bringing it on par with other classes.
The fix to the signet only makes sense… what’s the point on having aegis or might off combat? Swiftness off combat makes sense. And our signets are still in a horrible place considering how good are signets on other classes.
- Overcompensating just because Mesmer has been in a bad place for 2+ years does not make sense for the health of the game and only continues the trend of bad balancing.
I fail to see how this is “overcompensating”. The trait makes sense in chronomancy and you only get access to it by picking the elite spec.
Want to make sure all classes are balanced? Let’s wait and see what the other classes get in their elite specialization, let’s wait to play the game after the changes, then we’ll be in the position to say if this trait is so “OP” as a few people seem to believe.
I was under the impression that quickness would only affect something that has a cast animation (autoattacks, channels, non-istant skills).
Interrupts might be extremely difficult to land on bosses when they roll out the new break bar mechanic instead of defiance. I might be wrong, but that’s the sense of the thing that I got.
With everyone in the party (or, even worse, in the zerg in open world content) dropping CC on those break bars, it’ll be hard to take interrupt traits: unless you land the last interrupt they won’t probably proc…
Minor
- Time Marches On – You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%. (Cripple. Chilled, Immobilize)
I have 2 opinions about this trait:
1) It is a trait that gives an immense mobility advantage, so I would put it on a major (selectable) trait, not in a minor one. It should be a choice.
2) It is a fix for one of the main disvantages of mesmer: lack of mobility (mesmers have 1 unreliable swiftness skill) so I would not put it on the elite specialization, it should be on the place of whatever is the weakest/lamest core trait currently (so it can be combined with any elite spec introduced in the future). Putting it on this elite spec will make it required for any activity where mobility is very important (WvW?), in detriment to any new elite specs introduced in the future.
It makes a lot of sense to have it on a minor chronomancer trait: since you control time and space and time are interwined, moving faster is only an effect of you controlling time.
Also, having it in chronomancy doesn’t prevent other elite specs to have similar bonuses…
Already zerk even zerk sits at 57-60% crit. Those wasted stats were not with assassins, which is even worse, and the slow uptimes also figure into that power boost being a wash. Even if they break even or are a slight upgrade, it’s hardly a good tier for PvE mesmers.
With that trait and some way to keep Slow during the reflects you can have 100% crit chance (or more) in Zerk gear instead of going Assassin’s, that means you gain power over an Assassin’s set, still having 100% crit on reflects.
Chaos will always be garbage in WvW so long as it’s tied to conditions and staff.
For one, staff is a terrible weapon for aoe as are any weapons that are not greatsword/sword. It will never be used in teamfights.
Please, try to avoid generalization? If you don’t plan on using, or don’t use Staff right now in group fights, it doesn’t mean other mesmers won’t. I find it better than Sw/Focus with my current build and group setup. After the trait changes, Staff will be even stronger. It will probably enable us to join the frontlines again and will synergize very nicely with Sw+Shield in providing control.
You’ll also always be locked into the chronomancy line which leaves Dueling/Domination/Illusion, only 2 of which you can already pick. Chaos will never compete with any of those on a power mesmer.
Really depends on what your role is in your group… if you think you can only play zerk shatter mesmer, well good luck with that
(edited by Menaka.5092)
Compounding power is 9% extra damage, the trait makes it easier to stay at that threshold since you shatter, spawn 2 phantasms and the clone you got back.
The clone you get back is 3% of that damage, you can resummon the phantasms regardless.
Besides 30% crit to slowed targets, for which you need high slowed uptime. Current crit rate on full berk gear is around 57-60%. Food bumps it higher, and with fury you got around 80% crit so taht 30% extra crit from the trait actually has a lot of its bonus wasted.
even if you “waste” 10% crit chance, you would gain power by switching to zerk – assuming the group can provide slow on the reflects.
As far as the speed trait, the condi reduction part is worthless in PvE and it’s a speed bonus that could have been put in signet of midnight considering 10% boon duration on a class that has no access to boons whatsoever outside the Chaos line pretty worthless
so you would rather have PvP/WvW mesmers waste a utility slot instead of PvE mesmers having to “waste” a minor trait… to each his own I guess
And the Chaos line is plain garbage outside dueling/roaming as it isn’t even used for PvE or large scale WvW.
How can you tell it won’t be used in WvW after the changes? Chaos look pretty good from a survival/group support point of view.
- Time Marches On – You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%. (Cripple. Chilled, Immobilize)
This one is so op
You do have to remember we got an offhand.
“something just as good”…!
I would rather have Sw3 fixed to work properly in all game modes, but if this was the only way, I’d say: let me trait sword to fix iLeap!
It also makes it interesting because changes the behavior of a skill that has been in game for a long time.
Remember at some point in the alpha we had, on sword, two skills that generated a clone. One was the mesmer leaping forward and leaving a clone behind, the other was the opposite. I tought that was really cool.
Then you can add any secondary effect (cooldown reduction, etc). But I want to be able to use iLeap like a leap or teleport in WvW.
I can bring back my PVT+Melandru set for frontline mesmer :>
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