Yup…dropped double sword picked up Scepter and Torch again. >_>;
Already moved on to a more condition build in PvP. It works wonders both defense and offense. Not as bursty as a shatter build, but I stay alive very well. =)
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With the exception that bounces still target non-aggroed enemies…this seems to be better. Thank you.
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Let me get this straight. You won about 50% of the time in matches lasting 2 to 5 minutes against the same opponent and you consider this a problem?!
It is if ALL the other guy does is Larcenous Strike. lol
That would be the passive effect of your Plague Signet.
Doesn’t seem right if he’s picking up conditions (esp. permanent ones) from NPCs… lol
Yup, can’t agree more with this post. Keep up the good work! =D
Yup, loving it! Never tossing Marjory’s Journal! <3
I wouldn’t be surprised if the Illusionist Celerity nerf is real. I’ve anticipated it for a long time now…just always hoped that it wouldn’t happen. Oh well…not like it’ll change my shatter build. >_>
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This game isn’t really about the armor. It’s more about class mechanics and how you play to that effectively. Mesmers are not good at tanking damage, no matter what armor set you use – it’s about using illusions, shattering them, and just getting out of harm’s way in general.
That said, the armors in this game really serves to supplement a build (combination of traits, utilities, and weapon choices).
A build can be centered around direct damage, condition damage, defense, vitality, etc. So to choose the armor that would best supplement that, I’d say you should learn about the various attributes (Power, Precision, Critical Damage, etc.) and make your choice based on your play style and build.
The armors in this game follow a rule in the names. Basically there exists certain combinations of attributes on a given piece of armor (e.g. Power, Precision, Critical Damage), and that “kind” of armor has a name (in the example combination given, it’s Berserker’s). There are many combinations, and the following link should help you figure out what to search for.
http://wiki.guildwars2.com/wiki/Item_nomenclature
If you’re new, it’s effective to just buy Masterwork items (green text in the names) until you’re around level 60-70.
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Basically what others have said already – stay close to the Mesmer and try to dodge their Phants. Destroy them as soon as they’re summoned, and keep pressure on the Mesmer. Swiftness (Signet of Rage, Charge) and cripple/immobilize are your most precious boon/conditions here.
If you’re running GS, try to stay in a line with them and their Phant, and use GS3 to whirl past them and kill the Phant in the same attack. If you’re running MH Axe, use the auto attack chain to kill Phants and then Eviscerate on the Mesmer. If you’re running MH Sword, use Savage Leap to close the distance and then cripple/immobilize and follow up with Flurry or 100B or whatever other burst damage skills you have.
Other than that…it is going to be a hard fight because it’s essentially 4 vs. 1 when you go up against a Phant Mesmer.
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@MysticHLE: That is accurate, he was running more of a phantasm hybrid, which is all the more reason his opponents should have been able to beat him; phantasmhybrids are weak in groups.
Thing is he traits for Staff CD (when he’s using Staff, at least) and Blink CD instead of taking Domination or Inspiration. When combined with the short CD of Illusionary Riposte and Phantasmal Swordsman, this gives it a lot of offensive and defensive potential at the same time…and is much more survivable in a group than an offensive Phantasm shatter hybrid build (but not as bursty) that’s geared more towards 1 vs. 1.
It almost reminds me of your Immortal Mesmer build, except it centers more around defense with Blink/Phase Retreat and Illusionary Riposte (instead of Regen and Phantasmal Defender), and offense with Phantasmal Swordsman and Illusionary Riposte instead of Retaliation.
Not sure what he’s running when he doesn’t take 30 Illusions though.
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It certainly shows the effectiveness of a S/S shatter glassy build, especially against poor opponents who have little to no stun breaks. He flips back and forth between GS and Staff which makes me think he has neither traited so… perhaps something like a 10/30/0/0/30 build.
He hardly used Illusionary Riposte or Diversion in an offensive manner (he was one vsing. many for the most parts and only dazed to interrupt or set up a Phantasm), so his opponents not carrying stun breakers is irrelevant.
At one point in the video, he’s running 0/20 (IV, X)/20 (III, X)/0/30(?, ?, XI) with full Centaur Runes – pay attention to his boons and CDs.
Other times he didn’t even have 30 in Illusions…and had a full 57 sec CD on Distortion – so no, he’s not your typical shatter glassy build.
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Arguably the best Mesmer video I’ve seen yet.
This happens to me from time to time in CoF, glad you found a reproducible case for it!
Finally. I’ll hold my breath until the end of the month…
Not letting this one slide.
It really shouldn’t be this hard to get some attention/acknowledgement from devs/QA/CC on something so serious and broken as this. I had better support from Netgear on a Windows 8 drivers problem for my wireless USB adapter – and that thing only costed me $25.
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A beta test server would be good. There have been way too many bugs in the past that seemed so obvious that it should have never passed QA into production. If you can’t catch them, then let us help – but without ruining the game play for everyone else in the live servers when buggy content is deployed.
That doesn’t mean they fix the other bugs, not to mention introduce new ones. I lost all trust in their work, especially after reading the Glassdoor review on ANet as an employer, specifically concerning their QA. It’s ridiculous.
Wow, that’s surprising. I just lost a significant amount of faith in them – really makes me appreciate my company so much more. >_>
And for anyone else reading this thread and care about the bouncing mechanics, please voice your concern in the following thread! We need to make ourselves be heard louder!
https://forum-en.gw2archive.eu/forum/support/bugs/Major-bug-with-Bouncing-skills-mechanic
His inbox wasn’t full in the screenshot though.
They can roll out game-breaking bug fixes (or at least roll back the change that broke it) within days and sometimes hours after patch.
One that comes to mind is the delayed jumping bug (made jumping off platforms extremely difficult) resulted from an attempted fix of an exploit. They rolled back that change within hours of patch release. I don’t see why this time it’s not acted quicker – at least some sort of explanation or acknowledgement should quell the Mesmer community’s anger.
And sure, this mechanic affects Mesmers the most (other classes with bouncing attacks are affected too, but not as much), but it shouldn’t just be ignored for 2 weeks without any notice from the devs or a CC.
I visit just about all the class subforums…and the Mesmer one is just filled with so much anger, frustration, and sarcasm when it comes to bugs not addressed.
It really makes ArenaNet look bad…
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Why do I not see a fix for this in today’s patch notes? This bug practically broke 1/2 of the Mesmers and it’s still not fixed? -_-
Yeah, it’s 25% out of 4 cores (8 with Hyper Threading). Memory being spiked isn’t my concern either. I have 8GB RAM (lowest for Retina), and that’s plenty for most things – it’s not like I play this a lot here on this laptop for it to be caching that much data into memory anyway.
But yeah, 100% CPU usage (on any core) for a launcher screen is WAY too much.
And yeah, I realize this whole thing is beta…but still a bug nonetheless – so I don’t expect too much attention given to it; but good to still report it.
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I’m a software engineer myself and I’m well aware of certain limitations. I don’t need an Apple genius-bar response telling me I should close all my programs before running another program; my MBP Retina isn’t made in 1996 with 16MB RAM running Windows 95.
The overhead of processing a 32 bit program in a 64 bit environment is negligible in this context, and not reason for the CPU usage to spike up to 100% when there’s nothing but a sprite shown in a window. Hell, the game uses less CPU (roughly 50%) when it’s loaded at the character selection screen. Also, I’m sure even a 32 bit Cider port of the launcher won’t need to use all the address space of 4GB of RAM (it’s only using 193MB) – so your advice of me closing Chrome (using a few hundred MB of RAM and nearly 0% CPU) in this context is moot.
I’m not complaining about frame rates, so I don’t care if I have Chrome running in the background. Point is, I haven’t even loaded any graphics or processor-intensive things with the game yet, so it shouldn’t be hogging 100% CPU. By your argument, all cider programs and the likes should run 100%+ CPU.
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Even at the launch screen, GW2 takes 100% CPU and causes the fans to go crazy…this doesn’t seem right, as it really should not be doing a whole lot…
See attached screenshot.
Running latest Mountain Lion on Macbook Pro Retina 15"
As a side-note and as can be seen in the screenshot, all images and textures appear extremely pixelated on the Retina display and don’t scale properly…
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Always dodge in the opposite or perpendicular direction of a moving attack.
Neither am I. I find it pure outrage that they’d prioritize Living Story bugs over core game mechanics required for everyone to enjoy their characters properly.
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Can we please get some acknowledgement from a forum moderator or a dev that this issue is being looked into?
Because my Necromancer can totally destroy my Mesmer and her clones/phants with this while still maintaining 23k HP.
Also, Swap from Illusionary Leap can easily be avoided if you keep your distance or roll from the sword clone…so a Swap to Blurred Frenzy and Shatter combo is less feasible than you think.
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I really question their product management and the forum mods at this point.
How could something this prolonged (FFS, we’re at 22k views on this thread) still not be given more attention to and fixed already?!
I don’t see why nerfing this is needed when:
1. D/D eles have numerous other PbAoEs and CCs to their arsenal, such as Shocking Aura, Frozen Burst, Updraft, etc.
2. Thieves can basically insta-stealth an entire party and cause all opponents to lose target and be thrown into confusion on who to kill/follow
3. A necro can stack up 7+ different conditions on someone and then near-immediately spread all those conditions to everyone around him on a 600 range radius
with only a 12 seconds CD.
4. Blah blah blah.
It’s how this game is; learn to play. If you really want a delay/tell for all such skills, then go play a turned-based RPG game.
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They should just make it so that all our confusion skills apply 2x the number of stacks as they do currently.
ArenaNet, as a paying player (spent over $200 on gems now), I honestly expected better response time and followup frequency to issues that have been viewed 3000+ times.
Mesmers need more attention – and having bugs ACTUALLY fixed instead of just lazily changing the tooltips and calling it done while introducing more game-breaking bugs that are not readily addressed.
Let me remind you that a single quitting player badmouthing your game because of neglect will greatly defeat your efforts at obtaining a new player or keeping an existing player with temporary content.
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I can understand the intent of this feature…as it allows bouncing attacks to apply to the enemy if the player isn’t within range. However, if a player is within range, the attacks needs to be given priority over phantasms/clones/turrets! This is a HUGE oversight and needs to be fixed ASAP!
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Wow, this bouncing business is absolutely ridiculous. They just killed off all our bouncing attacks. Whoever is making these changes obviously don’t know the game. -_-
I can understand their intention…to allow attacks to bounce off clones so the bouncing attack will still hit the enemy if the player isn’t in range…but come on, not prioritizing the player over NPCs is a HUGE oversight…
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I was in sPvP today and got downed by a Ranger’s pet. I had the pet targeted while in downed state, and summoned Phantasmal Rogue. To my surprise, however, she simply stood there (straight up standing – out of combat posture) next to me from the moment she was summoned…while the pet proceeded to kill me. The Phantasmal Rogue did not attack or move at all the entire time. Please fix this.
It’s extremely frustrating to have such a buggy camera ever since launch. Really makes jump puzzles and achievements a nightmare.
This is simply reproducible by walking forward into such a crevice. -_-
Please fix it!
Unit and integration tests.
Yep, lots of them. Right now writing another handful of test cases.
Thing is that we took this app over when the previous developer was let go over contract difficulties and the owner of the application needed a new dev. It was in an absolutely terrible state of no tests, lots of welded-on additions, but tons and tons of over-engineering.
Sounds like the state of the project I worked on before we decided to just rewrite and redesign the thing from grounds up. Given how polished (overall) this game is though, I’m pretty sure (or I’d hope) the code base is pretty clean overall but with just a few rough edges…
I won’t repeat my entire post here. I’ll just say that bugs are a lot harder to fix than you think. There’s a reason why fixing one usually breaks something else.
Working as a developer, on a 100k+ lines of code project which we took over from a previous company, I will not ever blame any developer for not immediately fixing bugs again.
Seriously.
Been in the industry two years now, and bugs are starting to creep into my nightmares… Especially, as you say, when you try to fix something.
Unit and integration tests.
Stuck as well…10/10 and no hint achivement…
Unless I’m seeing it wrong…it went through twice without even inflicting damage…but merely cripple. How does that even work? -_-
Sword – only really useful if you use OH as well, otherwise it should be called “spear training”.
You gotta be kidding me. lol
Even with only MH sword, the trait gives you:
- 20% more invulnerability time (Blurred Frenzy)
- Significantly higher damage output (Blurred Frenzy is one of our strongest (if not the strongest) non-water weapon skills, beating most Phants even)
- Greater chance to proc any crit. hit Sigils and traits (Blurred Frenzy being a fast multi-hit attack makes it extremely easy to proc. something like Critical Infusion for near-constant Vigor uptime)
- 20% more double Leap Finisher (Illusionary Leap and Swap – each is a Leap Finisher)
- 20% more clone summon for Sword (Illusionary Leap)
- 20% more immobilize (Swap – yes, I have absolutely no problem using it)…which synergizes extremely well with Blurred Frenzy and point-blank shatters
- 20% more boon-stripping (last hit of Sword 1 when your Sword clones use it).
This is golden regardless of whether you run PvE or PvP – especially PvP. You’d have to be foolish not to use a Sword and take this trait if you put at least 10 points in Dueling…
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This bug seriously makes me not even care to add most people to contact list. >_>
Hypnotic Illusion
LOVING the change on Illusionary Leap!
I run GS with Sword + Focus with 20/20/0/0/30 shatter build – taking Illusionary Elasticity for an easy opening 9-15 stacks of might at medium range (even with nerf to Shattered Strength). Swap to sword for Blurred Frenzy and finish with MW for 12-18 stacks of might by the time they’re dead. =)
Mine does 4k per hit.
Devs, while you’re looking into iLeap, I have a suggestion that I think would be an awesome addition to the skill. Currently, staff users can use Phase Retreat to escape from Crystal Prisons. I wanted to suggest the ability to cast iLeap while in a crystal prison. This change could add more depth to gameplay by allowing mesmers who react quickly to switch places with the clone outside of the prison if they’re able to cast it on a target. Maybe I should put this in suggestion ?
You can cast iLeap (the swap) while inside a crystal, and it will get you out. The first part doesn’t work…and that’s expected. After all, you are creating the clone in-place and swapping with it after it has appeared. How it currently is is fine. If you see Alpha or whatever boss perform the crystalizing attack, quickly iLeap, then swap after you’ve been crystalized.
This. Been waiting for a fix on this since I started my Mesmer…
I’m glad to see that the GCD fix to shatters was temporary. It is quite vital to my game play with Illusionary Persona…