GWAMM & CotG
[HERO] – Star Leader – Black Gate
It’s been covered in other threads, but it’s a to-be-announced achievement related to the special October holiday content.
What about for players who have completed October’s experience tiers before this change? Are we still going to get credit for its completion?
Have we heard an official feedback regarding this issue anywhere else?
Because of this issue, it’s preventing me want to want PvP as other players will exploit it to their advantage.
Having played ~500 hours+ on my Mesmer, my final verdict is to use them all. Offhand focus vs sword vs pistol is often situational in both PvE and PvP. The best player will always have other weapons as backup to best counter different situations and counter certain mobs more effectively.
In general, focus iWarden is the worst choice in PvP. However skill #4 temporal curtain is a MUST have as my offhand switch whenever I need a speed boost in terms of offense and defense.
iWarden is still the best choice for offhand in general PvE when you pair it with a sword mainhand for increasing your PBAoE capability. There are times that iWarden will gets completely or partially miss the target(s), or gets destroyed before it actually puts to any use. But in general, iWarden is still the best phantasm for dealing potentially the most amount of power and conditional damage. iWarden whirl hits 12x times as stated on wiki compare to iDuelist x8 for example so potentially iWarden is more capable at stacking condition like bleeds with Sharper Images trait than other phantasms. However, iWarden also has the longest casting duration to finish its full length 12x whirl attack compares to iDuelist shorter casting duration of x8 attacks. This is something that you should keep in mind when you want to do a min-max calculation with factors like versus more stationary or more mobile enemy types.
You have to keep in mind that “durability” of your phantasm is also a sub factor to its “DPS” and it’s not a simple DPS calc tested on a stationary golem for example. When you counter Champion bosses that often have PBAoE abilities, iWarden’s usefulness drastically declines while iDuelist is your best bet to switch to when that type of situation arise.
In the end, the more knowledge you have in what you’re going to face will help you determine which skill set you want to have to counter it. I feel that this may be Anet intention in balancing out the iWarden in the recent patch. iWarden is still a viable choice and players are no longer pigeon holed into picking the definite winner over all others.
Yes I can confirm this bug after the 10/1 patch. It’s effecting all illusions (Clones and Phantasms)
I can also confirm this bug after 10/1 patch.
There is another new patch just mins ago and I can confirm that it did not address this bug. I’m starting to worry if my hard earned 100k exp for October monthly is perm erased, cry
I can still confirm that the bug is still happening in game, even after tonight’s patch update. It’s most common to experience this bug while in WvW during large group battles and in similar cases outside of WvW. The only solution is to restart the client.
Same here, I got 100K Exp for the month of October and now only see “???”
The “???” doesn’t get updated when you earn experience.
I have completed Sept monthly long before the monthly got reset on Sept 30th at 5pm PST. I was earning October monthly after the reset and had maxed all the experience tiers. After tonight’s patch, only the experience isn’t showing correctly and with the error of “???” The 100K experience I have completed seems to be reset whereas other October monthly progress I have earned up to this point are not effected by this bug.
It’s not a bug but you just need to click the second tab to preview all the available armors.
Is it by design that all account and soul bound items cannot be deposit to guild stash?
in Account & Technical Support
Posted by: Mystiq Angelic.8193
I’m also experiencing this exact same issue with guild upgrade. At around 24 hours remaining in build queue for the guild vault, the upgrade status is no longer appearing. The influence didn’t get refunded and the guild vault build option becomes available again. Please let us know when there is an update to this issue, much appreciated.
I’m the guild leader of a small guild and although I wish they would bring down the influence req for bigger guild vaults, I think the current state of the guild vault to influence req system is implemented quite fairly.
The reason is smaller guild will have less members than bigger guilds, thus earning influence at a slower rate and less likely to be required to have bigger guild vaults. Big guilds with over hundreds of members will earn influence at a much faster rate and will even find the largest guild vault req to be reasonable and achievable. It’s a fair game I’d say. The bigger the guild, the more likely they will need or deserves a bigger vault and find which ever bank size to be just right for its size at an achievable rate.
I can definitely understand OP sentiments and I’m sure a lot of other players will feel the same way. There is no doubt that Arena Net has one of the best CRM in the industry and their QA after sales is considered to be above average. It is a fact that I do make bug reports in game on a daily basis, and it does frustrate me every time.
SP bug isn’t the most common issues I’ve seen but it’s actually the case with DEs. Just today when I was going for 100% zone completion in Iron Marches, I ran into three bugged dynamic events that were blocking progress. All other players in the zone had the same problem with those bugged events, and the best thing we could do is to submit bug reports to the huge complied list of bugs that are already existing. So that was 3 DEs I’ve missed from clearing that zone, I consider this issue to be quite serious because that is a significant amount of content lost.
Players like to make progressions in game and less inclined to backtrack things. I’m really not sure if I wanted to go back to the same zone I’ve completed just for those missed events and with the possibilities that they may or may not be fixed. I’ve gone back to the same zone in Metrica Province several times just to find out that the same Meta DE bug is still not fixed and I’m stuck with the Matrix cube key for weeks now.
I honestly think it would be very more helpful for players to know what exactly were the skill points, dynamic events, and renowed hearts that were fixed in the patch notes, rather than “various quests/events bugs have been fixed”. This way players will not have to waste any more time than they should to find out if those bugs were indeed fixed or not.
I have a graphics bug that appears when I wear two tailor-made pieces. They are:
Explorer’s Winged Gloves
Explorer’s Winged PantsThis issue only occurs when wearing both of these pieces at the same time. Wearing one or the other won’t cause it and it happens regardless of what else I have in my armor slots; even no armor as my screenshots below show.
The graphics issue is that it looks like my character committed seppuku; as in a cut across her stomach just below the belly button. I play a female human Mesmer at level 62. Here are the screenshots:
Hi all,
dunno if it is reported already, but there is a bug related to Winged armor on human female character, where the belly is “cut” in half. It is especially noticeable during idle animation when character stretch hands upward and lean back a little bit – but it is visible other situations and angel as well.
I can also confirm the graphic error in Winged Pants on female human character. To further add more detail about this issue, the horizontal “cut” across the stomach is causing the gap to be “translucent” and making it bleed through with the background. It could be an error in the graphic texture, and I’ve narrow it down to its root cause.
Steps I’ve taken to narrow down the root cause of the cut section:
1. Wear Winged Pants only without any other armor pieces to eliminate other possible factors from wearing other armor pieces. By only wearing Winged Pants on human female character, there was NO visible cut to be seen on the stomach.
2. The cut reappears only when the character is wearing gloves. Notice in the screenshots, the character is NOT wearing Winged gloves but Feathered gloves. This could also mean that Winged pants may have clipping issue with wearing any type of gloves and not just its matching Winged gloves.
The cut section will disappear when the character is not wearing any gloves but while wearing all other armor pieces.
Winged pants is absolutely my favorite light armor pants for female human character and I really hope my detail report could help designers correct this issue in a near future patch update.
Yep just got DC’ed as well. Same connection failed, check firewall thing but it’s obviously server side.
Before DC’ed, guild system wasn’t functional. influence [] blank and friend list wasn’t functional.
A lot of players I came across while doing this group event all felt that the difficulty needs to be adjusted. This is the first starting zone for Asura at level 1-15. I first ran through this event at lvl 36 with level 30 gear and died almost instantly due to massive amount of direct fire and burning damage. I came back to this event in mid level 40s and it was still very challenge as I could still get 1-2 shot killed by knock down + fire and burning damage.
I came back to this event again today, only this time I’m level 80, FULL exotic geared, 2500 Armor down scaled, as tough and fierce as I can be. This time I feel I can navigate myself a little better and could take a few hits before I go down. ALL other 8-10 players are dead and piles of bodies that I can’t afford to revive due to constant spamming and stacking red circle of aoe burn+knock down.
I preety much took down the whole event all by myself, at level 80, 20-30mins and I’ve to admit I’ve even been in the down state once. The entire thing felt like I was doing one of those ridiculous dungeon at a level 1-15 starting zone.
Obviously this group event isn’t tuned for level 80s down scaled but it certainly is NOT level 1-15 friendly. Any legit low level players that fit in the range of this zone will just keep throwing their bodies at great cost and rely on those higher level down scaled players to finished the event for them. But even then, those down scaled players are not having any easier time than they do as they’ll probably just last about a few more secs longer before their imminent death.
This bug was added to the stickied bug list and it’s a well known issue.
I noticed that the inconsistency of this skill has to do with your character’s movement.
If I stand still at a mid distance approx range 600 from a still unaware foe, I can summon the clone with much success. However the skill won’t always work in situations like I run forward towards the foe or strafe left/right around the foe within 600 range. It’s as if the skill fails to activate during movement, but this problem gets better if you’re in point blank range at approx 200-300.
I’ve played over 300 hours on my mesmer, and I’ve used this skill probably over a good 700-800 times during combat that I can clearly remember the proximity distance of a range 600 in terrain based on my past success in casting and summoning the clone at 600 or close to 600 in range.
I play on the Crystal Desert server and am having this same issue. I have the key, but am unable to interact with the Water Attuner.
I know it’s really annoying that I’ve the key stuck with me for weeks now. Unfortunately, the Sept 18th patch didn’t cover this event with some of the others that got fixed. I ran through Metrica Province again just to verify. I also noticed that GW2 Wiki has updated a note about this bug on the Matrix Cube Key – http://wiki.guildwars2.com/wiki/Matrix_Cube_Key
Asura Cultural Weaponsmith Tier 3 – Peacemaker’s weapons animation bug
The following Asura Peacemaker’s weapons are effected with bugged animation: Sword, Focus, Torch, Spear, and Trident.
It appears that the bug is effecting those 5 particular weapons only, whereas all other 14 available Peacemaker’s weapons are producing purple glow animations correctly.
This may be an oversight or a technical issue.
The following screenshots show the animation bug that’s present in the order of Sword, Focus, Torch, Spear, and Trident from top to bottom.
PS. Since this is an official report thread, how come this one is not stickied?
(edited by Mystiq Angelic.8193)
I have noticed this audio bug just recently as well, and I’m not sure if it’s due to recent patch changes or in WvW only. I play 12 hours a day since head start on the 25th and have never experienced this bug until I started WvW. It seems the chances of the bug occurring is when there are a lot of players using skills all at the same time (~roughly 50+) and that causes the sound to “crash”. It may likely be over complexity in the game’s ability to process that overwhelming amount of sound effects all at the same time and crashed the audio. That’s as descriptive as I can be about this bug issue.
(edited by Mystiq Angelic.8193)
Thanks Taldren for your continuation in keeping the list updated and organized.
I noticed that a bug is missing from the list, under Traits category.
Trait:
Grandmaster Dueling – Confusing Combatants
http://wiki.guildwars2.com/wiki/Confusing_Combatants
“Your illusions cause 3 seconds of confusion when they are killed. "
“Notes: “Killed” means either destroyed by enemy damage or by being overwritten with a newly summoned illusion. "
http://wiki.guildwars2.com/wiki/Illusion
Illusion: “There are two kinds of illusions: clones and phantasms.”
I thoroughly tested Confusing Combatants using sword, pistol, and staff illusion summoning skills at Heart of the Mist. Only clones do apply confusion when killed but phantasms are not effected by this trait. All illusions tested were killed by melee type enemies and within range to apply confusion.
*Note: Confusing Combatant should not to be confused with Adept Chaos trait Debilitating Dissipation – “Clones apply a random condition to nearby foes when they are killed.” The description of Confusing Combatants specify Illusions.
Thanks
We’re really glad to know that a developer has finally acknowledge the compiled list of bugs we have. That means our effort in putting these together will be addressed in time.
For better completion and organization, I think we should merge this thread with https://forum-en.gw2archive.eu/forum/professions/mesmer/Compiled-Bugs-Thread/page/2#post112253
The following is a missing list of bugs that are noted from the link, and they needs to be merged with this sticky:
MECHANICAL BUGS
WEAPON SKILLS
Illusionary Riposte (Sword #4)
— Not receiving the effects from Illusionist’s Celerity (Illusions Adept Minor)
~~ The tooltip shows properly, but the the CD is not effected.
Phase Retreat (Staff #2)
— Occasionally blinks you to a point where you cannot normally go, or normally leave, such as inside terrain.
Phantasmal Duelist (Pistol #4)
— Bugged in regards to Phantasmal Healing in that it generates the Regen every 3 seconds rather than 6 like other phantasms.
Magic Bullet (Pistol #5)
— Sometimes the projectile vanishes and does nothing.
UTILITY
Phantasmal Disenchanter
— Spawns in melee range of the target.
Decoy
— Occasionally will not stealth.
Veil
— Only provides a 2 second stealth. The tooltip indicates a 4 second stealth.
Arcane Thievery
— Frequently does not steal boons/transfer condition properly.
TRAITS
Blade Training (Dueling Trait IV)
— Only affects Spear abilities and Blurred Frenzy.
Confusing Combatants (Illusions Grandmaster Minor Trait)
— Clones inflict confusion when killed. Phantasms do not. The description specifies illusions.
Phantasmal Haste (Illusions Trait X)
—It does not effect some phantasms. Warlock and Disenchanter being at least two.
Phantasmal Healing (Inspiration Master Minor trait)
— The heal does not proc until 6 seconds after the phantasm is summoned, or longer if they have another buff on summoning, such as fury.
— The regen tick cancels out fury, making it cease to refresh.
Phantasmal Strength (Inspiration Grandmaster Minor Trait)
— Does not stack with other percentage based illusion damage increases.
(edited by Mystiq Angelic.8193)
Thank you for all the feedback. I edited out all of the “seems like” or otherwise unsure sounding lines, as per a suggestion, and I added the Prestige and Confusing Combatants.
Also, please no arguing on this thread. This thread will be an exhaustive resource to keep Anet informed of the bugs we find, as well as keep the playerbase informed of them. I do not believe that we are throwing anything in Anet’s face. We are just trying to make it as easy as possible for them to see bugs, and resolve fixes.
Thanks for compiling the bug list and bring them to awareness by developers.
I don’t see Signet of Illusions added to list yet, and it’s been confirmed by many players that there is an underlying bug in its passive mechanic. I posted the info in a few posts earlier, thank you.
I thoroughly tested Confusing Combatants grandmaster dueling trait at Heart of the Mist against Enemy NPCs (not stationary golems), and it’s not working as intended.
http://wiki.guildwars2.com/wiki/Confusing_Combatants
“Your illusions cause 3 seconds of confusion when they are killed. "
“Notes: “Killed” means either destroyed by enemy damage or by being overwritten with a newly summoned illusion. "
http://wiki.guildwars2.com/wiki/Illusion
Illusion: “There are two kinds of illusions: clones and phantasms.”
I tested Confusing Combatant using sword, pistol, and staff illusion summoning skills. Only clones do apply confusion when it’s killed but phantasms are not effected by this trait. All illusions tested were killed by melee type enemies and within range to apply confusion.
Ok I just tested Confusing Combatants grandmaster trait at Heart of the Mist against Enemy NPCs (not stationary golems), and to my surprise it’s not working as intended.
http://wiki.guildwars2.com/wiki/Confusing_Combatants
“Your illusions cause 3 seconds of confusion when they are killed. "
“Notes: “Killed” means either destroyed by enemy damage or by being overwritten with a newly summoned illusion. "
http://wiki.guildwars2.com/wiki/Illusion
Illusion: “There are two kinds of illusions: clones and phantasms.”
I thoroughly tested Confusing Combatant using sword, pistol, and staff illusion summoning skills. Only clones do apply confusion when it’s killed but phantasms are not effected by this trait.
(edited by Mystiq Angelic.8193)
Signet of Illusions (passive) needs be added to Utility list of bugs. Detail report with screenshots are posted here:
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Skill-Signet-of-Illusions-bug-Passive/first#post37560
Short form: Illusions are not granted the passive buff until after 3-5 seconds delayed.
Illusionary Leap (MH-sword’s clone ability) seems to be very inconsistent past around 300 range or so, especially any time you are in unusual terrain. Certainly at the edge of its 600 range, I’ve rarely seen it work… by which I mean no clone, no cripple, no swap option. Has anyone else had this experience?
It’s good to know that others are experiencing problems with Illusionary Leap as well. It has been mentioned by others in the bug forum. I also wrote a detail description about the issues with the skill I’ve observed in this link https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-bugs-oddities/first#post43862
OP can update Illusionary Leap to the list when he sees this.
This is one of those things that I heavily noticed in the game that needs to be further polished. It’s very strange and amusing at the same time looking at NPCs with their stone face talking to me without moving their lips at all. I take role playing aspect of the game very seriously, and the lack of lip syncing animations from NPCs really takes away the immersion I have in the game. As for the cinematic, the facial expression and gesture from characters seems to be playing on a loop of fixed generated animations that’s lack of real emotions and relation to what they’re saying at the time. In comparison to some other major RPG titles in 2011-2012 released on PC, I believe this is a major concern that should be looked at for a class A title Guild Wars 2. Being a long term fan of Guild Wars, I know your team is capable of greatness and I’ve faith to see you all make this happen.
Signet of Illusions is an 12-second effect that you re-apply to all your illusions every 10 seconds, happens on :09, :19, :29, etc. in real world time.
Therefore if you summon an illusion at second :06/:07, it receives the effect in no time. If you summon it at :08/:09, you have to wait for at most 10 seconds until the HP increase kicks in.It is a fundamental flaw of how the effect is implemented, without considering that mesmers can summon illusions at any time.
In fact Signet of Inspiration has similar bug, boon is given at :09, :19, :29, etc. no matter when you enter a combat.
In regards to your reply about Signet of Inspiration, its passive effect activates only AFTER your character has taken health loss and not necessarily when your character enters a combat or during a combat. This statement was confirmed by other players in the game. You can confirm this on your own by taking a fall damage in town and the signet will activates. Furthermore, when you “enter” in combat but you aren’t taking health loss, the passive will NOT activate. It will only activate when your character has taken negative effect or health loss from interacting with the environment, or an enemy. Signet of Inspiration passive may be bugged and we haven’t yet seen an official reply from one of the devs regarding it.
I agree and it’s also one of the main reason why I’ve decided not to touch Greats sword again because I cannot bare to have a skill that’s not always reliable and useful when I need it. It was updated and nerfed in previous stress tests.
There are many other players who share the same opinion on this one.
There are two primary problem with this skill.
1. The AoE is so ridiculously small that it fails to land on enemies 90% of the time. Let alone using this skill against any real players in PvP.
2. The casting animation and the duration of the animation for the sword to pop out of the ground further ties to the problem mentioned in #1. The skill will almost always lag behind where the enemy is at and fails to hit.
Mesmer was the last prof released and there are other skills and traits that currently need to be fixed and polished as well. It’s one of the most interesting profession I must say but It’s really frustrated to play sometimes when bugs are present in certain skills/traits.
1. Adding Signet of Illusion (Passive) to the bug list. The detail report and screenshot are in this link https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Skill-Signet-of-Illusions-bug-Passive/first#post37560
This bug is confirmed by many other players.
2. Trait – Chaotic Dampening. “+50 toughness while wielding a staff or trident. Reduces recharge of staff skills by 20%.” There is a bug that causes the bleed duration of Winds of Chaos (Staff #1 skill) to get reduced by 20% from original 7s down to 5s. Other conditions duration seems not effected but since they have much shorter duration range from 1-3 secs, it’s harder to identify if those are also effected by the reduction of 20% duration bug. The trait’s 20% reduction in staff skills does reduce all staff skill’s recharge time correctly by 20% (x 0.8) from original skill recharge time.
This bug is also confirmed by other players.
Melee Combat Mechanic Enhancement:
I believe the way melee skills works in combat is at a disadvantage compare to ranged skills. I play both melee and ranged Mesmer (Sword+Staff) and I definitely noticed the downside with melee skills of having no auto lock target mechanic. There is no auto lock target mechanic for ranged skills too, but ranged skills have relatively easier time to play due to its lower margin of error and depends on its range of radius.
Auto lock target combat mechanic was implemented in GW1 but currently absent in GW2. I’m still finding it more difficult to play with melee skills than ranged even after 200+ hours into the game. Because of this reason, I don’t believe melee skills are perfectly in balanced with ranged skills in terms of handling combat mechanic and not about comparing damage.
First, there is a travel distance between you and your target for melee skills. However I understand that higher armor and generally higher damage in melee combat skills are compensated to primarily melee oriented professions like Warrior or Guardian.
Gap closing skills aren’t always reliable for closing the gap between the player and his target. When players can’t use a gap closing skill while it’s on cool down, they would have to run up to the target and timed his melee skill attack. If the player landed his attack one step too soon, the full duration of that melee combat skill animation will miss completely as some melee skills requires your character to be locked in that position. When players missed hitting a target that way, that particular melee combat skill will go on a full cool down duration. If the player hit the melee skill one step too late, he’ll already be at a disadvantage and taken some damage before he lands his first successful strike in melee range. Often in the heat of the combat especially in group events and WvW type of situation, It’s very difficult to navigate and to see clearly of your target and be able to make a strike at the target in melee range without auto lock target assistance. The situation can get very chaotic because of all the combat animations and other players surrounding the target, which blocking the clear line of sight between the player and his target and jeopardize his chances of landing successful melee combat skills.
Ranged skills are typically fine without auto locking the target due to its much lower margin of error. I think there should be some kind of melee combat mechanic enhancement that helps players auto lock the target when they get within certain range of the target. A player would not be able to use melee skill #2 at radius 1200 for example and go on a auto lock target path to the target. The auto lock melee combat mechanic will engaged at approximately point blank AOE range, so that it helps the players have their melee combat skills landed on the target. I believe this type of combat enhancement will further reduce the discrepancy between melee and ranged game play. I understand that certain level of skill and challenge are required to play melee skills more effectively without an option of target auto locking. At the same time, we don’t want to discourage players for choosing to go with a primarily melee oriented profession as a result.
I hope to see my suggestions to be considered and thank you for providing us with this opportunity of writing you a feedback.
(edited by Mystiq Angelic.8193)
Apparently the link seems to be down for me as well, so you’re not alone.
in Suggestions
Posted by: Mystiq Angelic.8193
There are indeed, titles you can earn in Gw2 much like in Gw1, you’re just going to need to search and find out what they are.
Good luck on your title hunt! =)
Thank you, and I really appreciate that you’ve taken your time in response to my suggestion. Many of us will look forward to those GW2 titles.
in Suggestions
Posted by: Mystiq Angelic.8193
This is going to be an open suggestion to the devs, and I welcome everyone to contribute your ideas.
I’ve asked myself what’s the meaning of achievements in Guild Wars 2? Besides the point I’ve accomplished this or that achievement, what really is the point? Is it the joy of self-accomplishment you might say? I agree but there could be more to make these accomplishments mean something more meaniful.
Earlier today I was in Lion’s Arch and on my way to see Black Lion traders. I saw there was an icon above a player’s head that brought attention to nearby players and myself. I didn’t know what that was until I asked him about it and we chatted for a while. It was nice knowing that guy but more importantly that special occasion sparked a thought across my mind that leads to the question I had previously.
In Guild Wars 1, titles and ranks were meant to be something more significant in the game. However that is not the case in Guild Wars 2 as the developers have said before. They don’t want the game to be focus on all about titles and ranks, while having them does have its merits as they promote players to have goals to thrive for. I also agree on this principle.
So what was that thought I’ve in mind after that occasion with the guy? The answer is connection. It brought a certain level of connection between players and it’s not the ego I’m talking about. In Guild Wars 1, when I see someone with “Kind of a Big Deal” title I’d know that he or she had accomplished certain aspects of the game and have some experience. It would interest me to go have a nice chat with him or her and share some experience together.
In Guild Wars 2, we have achievements points that indicates our level of accomplishments in the game. However, our achievement points isn’t displayed in public to induce possible social interaction among players. Only players that have added each other on their friend list, and Guilds with achievements points display option enabled could show the points to one another. What about hundreds of other players I meet in public? I would be interested to know what experiences they have that I don’t and a possible get to together friendship may bond from there.
Players that have earned GWAMM title and certain level of points in GW1’s Hall of Monuments will have their titles earned carried forward in GW2. In my case, I had earned both GWAMM and Champion of the Gods titles. However that legacy is only meant as a great honor that was passed down from my ancestors 250 years ago. What about my own legacy in GW2? I certainly don’t want to disappoint my ancestors.
There is already a well established ranking system in this game and I think it would be a great idea to implement such system in players: Monster rank – http://wiki.guildwars2.com/wiki/Champion
I remember I really felt intrigued by the first veteran I fought in this game, which was a level 9 Oak tree. The bronze frame it had around its avatar had me wondering for a while what it meant. You won’t really know the difference between a normal and a ranked monster until you’ve click on it. As a reference to players, it will not cause a distraction in the general public that some people may not like. The rank indication around the player’s avatar will only show to interested party who clicked on other player’s character. Besides of just having achievements points, this is a great way to represent the accomplishments a player has achieved and to promote possible social interactions among players. Great things can happen and a get together friendship may bond.
Ranks and Character portrait:
Normal: The most common rank and this is the base ranking of everyone. No visual changes to a character portrait and it’s outlined by default black frame.
Identified ranks
Veteran: It can be identified by a bronze colored frame around the character portrait.
Elite: It can be identified by a silver ring around the character portrait.
Champion: It can be identified by a golden frame around the character portrait.
Legendary: It can be identified by a purple frame around the character portrait.
I’ll not be the one to say what comes in to determine each rank and this is where I’ll need the community to help contribute your idea. i.e. world completion, achievement points as simple examples.
Thanks for reading and please contribute with your idea.
(edited by Mystiq Angelic.8193)
My main is a Mesmer and I believe Mesmer is the most interesting profession and the only unique profession that represents Guild Wars as a MMORPG on the market.
The key point is that we need to do much more than the other profession to stay competitive. However I like it this way as I’m a very skilled player and I like to challenge myself, but I don’t think the rewards in choosing possibly the most skilled profession is there to encourage us. Hence we get to see many complaints about Mesmer, but some of them just don’t fully understand the mechanic of the profession. There is a steep learning curve for this profession and it takes precise timing, experience, reaction time and judgement to really make Mesmer shine and to be top tier challenger.
Personally I’ve won 1vs1 against every other profession in PvP but granted it was mostly due to the fact that I out-skilled the other player not because the profession itself is perfectly fine tuned. Currently I’ve 200+hours delved into this profession but if I was given this much time in another profession like a warrior, guardian or ranger for example, I’d killing things at twice the efficiency.
The play style of Mesmer is very unique and I quite like it. It’s all about out-skill your opponent and deception. There is never a dull moment in playing the Mesmer and you feel twice as much the accomplishment in a victory than another profession that deals rather direct damage. This also means we spend more effort and time in setting up combos and to get the job done. Casting illusions is slow and hinders your movement, except phase retreat for example. Illusions are finally cast you follow up with a series of appropriate skills that suits that particular situation. It may be a crowd control, or defensive tactic or going for more offensive.
Shatter or not to shatter is often the question I ask myself in every situation and every situation is different. It depends on how you build y our trait and how you like to do in combat. In a more difficult sustainable fight, you’ll want your illusions to stay as a distraction and rely on its “when destroyed” effects and in easier fights you’ll want to timed your illusion shatter when the opponents are less than 50% health for that final burst in damage or when your illusion is ready on its cool down for a next new set of illusions.
There is also pathing issue with the illusions that sometimes get stuck between your target and yourself. In that case it renders the shattering ability not as useful as it should be. In combats with real players, shattering almost never works on ranged profession unless they don’t understand a thing about what out illusions can do or just aren’t paying attention. Melee profession will have no choice to face the possible consequences of our illusions.
Mesmer is the last profession that was released in the game. It’s certain that Mesmer needs further fine tuning and polish of its skills and traits. The devs acknowledged this fact during the beta. Currently there are many bugs associated with certain Mesmer skills and traits. I’ve gone into details in other thread and wrote bug reports in the bug forum but I’ll not delve into it here.
The game has only been released for a little over 2 weeks, I know that there are bigger issues for them to handle right now like security issues, progress blocking, performance issue, server stability issues and other related core functionality issues of the game.
To be quite honest, I’m a little disappointed in the fact that certain skills and traits are bugged and causing Mesmer not to be able to perform at its best.
15 years ago when game developers can’t purely rely on the Internet to patch this or hot fix that, games were meant to be “ready” out of the box literally. That doesn’t mean the fact that games released before the millennium weren’t having issues. However the principles back then was that official release date IS the final date of everything in production.
I understand that games nowadays especially in MMOs are a lot more complex, but we don’t like to pay the full retail price of a game and doing non-paid beta testing for them. I don’t mean I’m a selfish person and I love the community and I like to give help to them and the devs. It’s why I’m here, but I’m finding myself spending way too much than I should submitting in game bug report and writing full detail bug report with screenshot on the forum than I should be playing instead.
I seriously don’t know how many eyes are monitoring these thread and I don’t know if any of my reports and posts will ever cross path with the devs.
They’re very busy handling major cases but there are so many issues that players are experiencing atm and it really depreciates the enjoyment out of the game.
ArenaNet is still my favorite developer of all compares to others and I believe they’ve a great team and their QA has been phenomenal since the legacy of GW1, but I don’t think I’ll be ever purchasing any game on release. It seems the trend in today’s gaming industry is that if a game is passing enough to go through the press and it functions “normally” then it’s ready for release. Internet has proven to be very useful and an essential tool in our daily lives, but it shouldn’t be purely rely on as a tool to fix for our mistakes.
I find the elites in GW2 to be quite disappointing to be honest. I’ve played GW1 extensively for years and there were a lot variation in working with elite skills. We only get a few choices and the awfully long duration makes elite skills a waste of slot on my bar. Shortest elite has a cool down of 90s and most others are at 240s long. The elites last a few seconds and the remaining minutes are completely useless.
Whether if it’s devs intention in not focusing all about elites but a balanced choices of all skills, the elites are just not usable during that long duration of cool down. I know the devs can argue otherwise like we want players to make the right choice of when to use elite at the right moment and not making the game’s combat all about spamming elites or focus all about elite. I can see the merit behind this principle but “Elites” should be meant to be consistently useful and desirable. The long duration of cool down vastly devalues the benefit of an elite brought to the table.
We’d like to see elites with useful synergy with certain particular build, and to promote certain traits. It doesn’t have to be overly powerful to be proposed as an elite. An elite could be used for its overall usefulness in its consistency throughout combats. We’d love to see elites to be put to good use in every combat that works with certain skill combo or trait synergies, and not just usable in every once out of 10 combats and so forth.
(edited by Mystiq Angelic.8193)
I’ve spent roughly 2 hours in creating my beautiful Mesmer
Enjoy the photos!
Mesmer is the last profession released in game and it’s also the one that needs the most work. It’s acknowledged by the devs during the beta stage. However that doesn’t necessarily means other professions aren’t having problems with skill bugs and other issues.
I agree that Mesmer still needs bit more fine tuning and polish. There are many Mesmer skills bugs reported already and most of those skills ties with the core functionality of the profession. This means it’s a serious issue now for Mesmers not be able to perform at its best.
There are traits related bug that doesn’t synergies with player’s skill or summoned illusions and bugs directly related to skills itself.
Since this is not a bug forum, I won’t delve in too much detail but if you find there is a bug in the skill or trait, make sure you submit a bug report in game and on this forum.
Skills and traits that have been reported:
Phase Retreat (Teleport bug)
Signet of Illusion (Passive not working correctly, there is a delay applying the buff to illusions)
Signet of Inspiration (Passive – It only works AFTER your character has taken damage, we don’t know whether this is intentional or not but many of us think the passive isn’t working as intended compares to how other passive signet works in granting players buff.)
Master of Misdirection Adept Illusions Trait (the 33% extended duration to confusions are reported to be not working on confusion related skills inflicted by the player and summoned illusions that applies confusions.
There are more to be mentioned but I’ll stop here. I don’t know how much attention is currently focused on Mesmer profession from devs and the best we can do is submit bug reports and hope it will cross path with devs attention.
http://wiki.guildwars2.com/wiki/Thaumanova_Reactor_Fallout
This link provides the background info on this event.
There are 4 elements in this puzzle, and the water element is the part that is currently known to be bugged. The player cannot interact with the water crystal after its surroundings are neutralized. There is no interact option available to interact with the Matrix Cube Key which is used to interact with 3 other elements of Fire, Ice and Earth.
In response to Illusionary leap, many of us are finding it somewhat buggy or at least it’s one of the skills that needs to be polished a little more. According to GW2 Wiki, the range is 600. That is awfully short to be considered as a gap closer. There is summoning time for the clone and the time for it to reach your target in such short distance. You’d have to get in very close to your target for it to work almost every time. The problem is that the skill isn’t always 100% working even when I know I’m close enough in range to cast it based on my past successful experience.
The oddity it seems is that while you’re mobile and moving and you cast Illusionary leap, the skill would go on the “successful” full duration cool down but no clone is summoned like nothing happened. A successful full duration cool down means the skill is activated successfully and not a failed attempt as it would go a much shorter of 3 sec cool down as a failed cast. Failed cast is like when you get knocked down while still casting the spell as one of many examples.
Furthermore, there is also pathing issue with the clone summoned when Illusionary leap is successfully activated on the target. Sometimes the clone will get stuck half way between you and the targeted enemy and causing the following second side of the skill Leap to fail to utilize as a successful gap closer.
I think the underlying mechanic of Illusionary leap needs to take a closer look at as to why sometimes the clones fails to summon even when in range, especially when you’re moving in circle around the target and staying mobile is often the case. When you’re standing still and in range, the skill will have 100% success of summoning the clone.
(edited by Mystiq Angelic.8193)
You’re definitely not alone on this one. There are many others including myself that are aware of the passive side of the bug. I’ve wrote a detail bug report with screenshots here as well – https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Skill-Signet-of-Illusions-bug-Passive/first#post37560
I thought that it would be a good idea to merge all the feedback on this bug issue and screenshots will further help explaining the matter. In Sept 8th patch notes, SoI was on the list of the fix but we were surprised to know that phantasms had 300% health bonus granted from SoI when our illusions were literally getting 1-2 shot killed by lower level mobs before the patch. It may have been a typo of 30% instead of 300%, and that we don’t really know. The fact is that the passive bug was overlooked and it’s rendering SoI useless most of the time.
In regards to Signet of Illusions, I’ve already made a detail report with screenshots here on this forum and in game bug report as well. The link to detail can be found here https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Skill-Signet-of-Illusions-bug-Passive/first#post37560
Additional bug add to the list is the Adept Illusion trait Master of Misdirection. It’s also widely known by players that this trait is currently not working. The duration of confusion inflicted by all confusion related Mesmer skills are not increased accordingly. It has been noted on GW2 Wiki but we don’t know if this bug is also brought to devs’ attention.
Apparently there are many bugs existing in other skills across all profs, they’d have to get very busy in testing each one of them, and then further testing on more complex skills with traits synergies, etc. It’s bad and I’m disappointed but the game is still new so the best we can do is to make sure we report every bug we find and bare with it in the meantime until they fix it in the shortest time possible.
(edited by Mystiq Angelic.8193)
I’m bringing this bug issue up again as it’s still not fixed in the recent patch update. I’ve submitted another bug report in game and I hope others will do the same to bring this up to attention.
In the most recent patch update notes, I was surprised to read that Phantasms were granted 300% health bonus from SoI and they fixed it to give proper 50% health bonus as passive. It must have been a typo because illusions before the patch were getting 1-2 shot killed from lower level mobs, and they’re still getting 1-2 shot with the bugged passive from Signet of Illusion apparently. Also I don’t understand why only the phantasms were mentioned in the patch notes. It is clearly that Signet of Illusions by its definition includes both clones and phantasms.
There is still 3-5 secs delay for the passive status (icon) to be granted to summoned illusions, and often times they’re wiped before granted the passive. It’s a very frustrated experience.
(edited by Mystiq Angelic.8193)
Hi guys,
I’ve searched on Google and GW2 wiki but I didn’t find the answer I’m looking for.
Can anyone confirm if the critical % chance and critical damage bonus applies to condition damage like bleed, burning, poison, and confusion?
We know that all condition damage are damage over time except confusion. For each tick or pulse from DOT condition damage like bleed, burning or poison, does critical % chance/damage increase their damage? What about non-DOT condition damage like confusion (backfire), does it gain critical damage and % critical chance?
If the answer to the above is yes, then does critical % chance and damage applies to Mesmer’s illusions?
Thanks guys
(edited by Mystiq Angelic.8193)
The issue is that the illusions are essentially having an aura applied that is on a “global cooldown” ie it takes about 1 or 2 seconds to apply the aura across the clones / phantasms.
This would be fine if our illusions persisted through, or were available pre-fight more in the format of pets, but they are not so I am definately on board with this being a significant issue. Another concerned Mesmer looking out for Mesmers.
Sometimes the bug delays the activation of the passive by as much as 3-4 secs (timed). That is more than enough time to make illusions vulnerable and to get destroyed before they’re granted the passive from Signet of Illusions.
Apparently this bug is existing in all illusion summoning skills including the staff, sword and pistol skills that are already stated in my original finding. Take a close examination at the first picture (gw297) and second picture (gw298), you can notice that Signet of Illusions is not granting its passive effect upon summoning the illusion which is shown by the delayed appearance of the skill icon under the phantasms name. The 4th picture (gw300) is an example of a summoned clone that is killed before it was granted the health bonus from Signet of Illusion passive. It appears that the illusions will have its health pool increased by the passive of the skill only when the skill icon is activated under its name. Often times the illusions are killed before the delayed passive is granted rendering Signet of Illusion’s passive not working as it’s intended.
Skill Description:
Passive: Grants more health to your illusions.
Active: Recharge your shatter skills.
Illusion Health Bonus: 50%
I’m reporting this bug in regards to the passive side of the skill, and I’ve thoroughly tested the skill to find an underlying problem in its passive mechanic. The severity of this bug is considered to be high, as its passive ability isn’t functioning properly. The illusions summoned are not granted the health bonus after seconds delayed. In most cases, the summoned illusions are killed before it gains the benefit from the skill’s passive.
I’ve thoroughly tested Signet of Illusions using staff, sword, and pistol skills that creates illusions (clones and phantasms). The bug is currently effecting both clones and phantasms created (Phantasmal Duelist, Illusionary Leap, Phantasmal Warlock, Phase Retreat). There is also another bug associated with Phase Retreat’s teleport that cause the character to be locked within a nearby environment that normally would not have access to by any means (Inside a tree or glitched under the map).
Continue with the bug detail of Signet of Illusions, I’ve monitored the changes in illusions health bar while they’re taking damage from a single enemy before and after the delayed activation of the passive effect of Signet of Illusions. By left mouse clicking the illusion summoned, it’s where to check the skill icon to be displayed under its name and to know that the signet of illusions has a delayed passive activation by seconds.
I had to make sure it’s not just the case with the delayed skill icon appearance but it is in fact delayed in granting passive bonus to illusions summoned. The difference in the portion of health bar taken by the enemy is noticeable before and after the passive bonus is granted to the illusion. In the heat of the battle, the delayed activation of Signet of Illusion passive bonus can be means that the illusion summoned is killed the second before the health bonus from the passive is granted to the illusion.
I can confirm that the Signet of Inspiration only activates its passive effect after your character has taken damage. It’s most likely a bug than intentional because it is a signet with a “passive” ability just like any other professions like Warrior, Guardian, and Elementalists as an example.
As of the current state of Signet of Illusions, it’s at a serious disadvantage and the behavior of its passive from Signet of Illusion is not consistent to how other professions’ passive signets are intended to work.
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