Showing Posts For NeuroMuse.1763:

End-game DPS.

in Necromancer

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NeuroMuse.1763

the “best” warrior did it in 10 seconds and he did it in 12

Do you know what build was being referenced here was it Hybrid or Glass?

(edited by NeuroMuse.1763)

Improvements for necro staff skills

in Necromancer

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NeuroMuse.1763

1) Increase Necrotic Grasp projectile speed. Cast-time is fine.

2) Increase power ratios on #2, #3, #5.

That’s all. Nothing else required.

This exactly.

Necrotic Grasp, Spectral Grasp, & Death Shroud’s Dark Path Projectile speeds can actually be outrun by the caster i can cast it and start running and pass up the projectile on all 3 it’s pathetic. They really need that speed increase across the board.

Current top PvE Dps Builds?

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The last build is perhaps the worst but I linked it because it can give a nice change in playstyle since we all need a day of from grenades now and then

I’ve actually been running the Flamethrower HGH build with some success. I’m full zerker gear #1 Channels for 5-7k depending on crits(higher if vul is stacked). #2 w/traits is on a 4s CD and when timed with manual explosion hits from 8-12k(total it’s more than 1 hit on a instant cast) the AoE blind and AoE knockback provide some decent utility. I’m running a might sigil in one of my pistols and its easy to keep 25 stacks of might without having to constantly always spam the elixirs for HGH. I have enough time to trigger them when moving / between fights to not get a dps loss doing it in fight. I’m also happy with the support options of providing might for the group along with the aoe condition removal/support buffs. I sometimes run Elixir C instead of R for the shorter CD for removal and converting conditions to boons = more dmg w/energy conversion matrix. I run the asura DPS Golem for my elite in pve mostly it’s dps is quite nice.
Occasionally I’ll switch to pistol at high might stacks to burn its CDs or use glue shot for control.

I have timed it’s overall damage/killing efficiency comparatively to grenades/bombs and it really isn’t that far behind at all when you take in consideration travel time / mobility / dodging and “realistic” scenarios instead of always stationary perfect-hits-always theory while providing more group utility and a little more survivability. Smart positioning(to avoid misses w/FT) and proper cooldown management and proper use of #2 ability of flamethrower are supremely important otherwise it starts to fall way behind and its really easy to screw up there is little room for error without major dmg sacrifices.

Changing a few major traits and swapping gear out turns essentially the same build into p/p hgh condition which can be a nice change of pace on occasion.

With that said running circles around mobs with speedy kits/bombs/grenades is rather entertaining high dps too it can get old though not really having to think at all and just spam abilities I switch back and forth from it.

(edited by NeuroMuse.1763)

Current top PvE Dps Builds?

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Yeah, I know unfortunately grenade specs make me feel like brain cells are dying w/the mindless spam.

Current top PvE Dps Builds?

in Engineer

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I haven’t played my engi in quite some time and was curious with all the changes that have happened between now and then what’re some of the better pve damage builds for farming / fractals / speed runs?

I’m rather burned out on glassy grenades and looking for some alternatives.

Ranger update

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I have to agree with Omega things are a bit ridiculous now. You see “no rangers” on GW2LFG in parties more often than you should now as well.

If anything since the start of this thread 4 months ago dmg in a lot of situations is actually lower now than it was then.

Given their business model I think they just don’t care enough to resolve it quickly because it really isn’t going to impact them financially and without that motivation on a business level it’ll happen at their pace when they “feel like it” that is the vibe I get from their actions.

WvW Necro... Very Under Rated

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Let’s take a look here…

-Conditions too easily removed in zergs.

Again, not true at all. I play condition necro in WvW pretty much daily and my epidemics are not dealt with very effectively by the enemy at all. The key here is to bait out premature condition removal, and THEN applying the pain.

In the top 1-4 Ranked servers it’s usually organized guild vs organized guild in WvW organized condition removal happens normally we will lay out fields in order as necessary for combo finisher removals and have people perform their aoe removals when specifically called for etc.. happens on all sides on top tier servers so in heavy fire-fight zerg vs. zerg situations you’re normally going to have most of your conditions removed very quickly. I can’t comment on lower tiered server but at least up here ya it’s normal for them to vanish frequently unless you’re roaming/solo/small group.

With that said they’re still not completely useless necro+mesmer epidemic and confusion stacks even performing removals is going to hurt hard. Focus a target for max vuln stacks quickly and epidemic is going to add more overall dmg than you’re ever going to do alone even if it’s removed in a couple seconds. Mix in a daze into that equation can really mess things up. However relying solely on bleed/poison dmg isn’t very wise in such situations but a little bit can help especially on the “edges” of the zerg where people may not be in field/aoe ranges.

(edited by NeuroMuse.1763)

minions are not as bad as you think

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If someone has a build that realistically works and i’m talking lvl 30+ Fractals and top tier WvW(probably roaming build?) I’d love to see it.

Those are the two worst possible areas for minions, so of course no one will have a workable build for that.

I realize that just underlining some of the problems in a round-a-bout way.

Condition Mesmer, Wheres the Damage?

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Oh and Vulnerability doesn’t affect condition damage.

It’s worth pointing out that any % dmg increase buff or debuff will not increase condition damage at all. With a certain fractal boss that most probably know makes ya almost useless, at least you can volunteer for switch duty.

(edited by NeuroMuse.1763)

minions are not as bad as you think

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I’d love to use a power-minion build but it seems that they die so incredibly fast and often(especially if you’re playing against anyone who knows how to aoe them in 2 seconds) they have a big “free kittens” sign hanging on them.

I’ll leave the kitten part up to your imagination.

If someone has a build that realistically works and i’m talking lvl 30+ Fractals and top tier WvW(probably roaming build?) I’d love to see it.

(edited by NeuroMuse.1763)

I want to use Turrets, am I stupid?

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They can do “OK” in PvE but you’re often moving fast in pve especially in dungeons things die quick and you’re already to far from the turrets for them to be useful. In spvp/wvw they’re “almost” useless as they will die in half a second even if you’re built for extra defenses on them. Best benefit you’ll get in those situations is using healing turret and exploding it or doing a blast finisher when it pulses for a small AoE heal for people nearby.

With that said supply crate can still be useful in key situations when the enemy is focused on your or another person and it’s been dropped after the engagement begins.

(edited by NeuroMuse.1763)

Viability of power builds in fractals

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I see a lot of power and hybrid build necros in high level fractals w/my main doing just fine even glass power setups seem to do decent due to the high baseline HP.

Condition Damage now affects siege weapons

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Ah I see, completely misunderstood. That’s a shame.

Still nice to see more contribution to the damage however.

Condition Damage now affects siege weapons

in Necromancer

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Now the big question is will epidemic spread the dots to the siege from someone on the wall near it?

Engineers becoming immune to damage

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When you automatically drink elixir s with trait at 25% you don’t always shrink. If that procs and then they drink the real elixir s you can get 6 seconds, then you can block twice with shield and with toolkit for another 5 seconds. So thats a full 11 seconds of no damage thats possible. Potentially longer if it’s ranged projectiles you can pop magnetic shield for 3 second reflect.

It was more than likely one of the above cases and you just didn’t quite notice what was going on.

Change Necro page on the website.

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Oh, this page: https://www.guildwars2.com/en/the-game/professions/necromancer/

Where do I sign up for that game? It looks much cooler than the GW2 I’ve been playing!

It’s pretty clear they have a pro marketing department. They seem to excel in bait and switch methodologies .

Which greatsword looks good with purple beam

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I want to second what Rhaps has said the Asuran Cultural Greatsword looks fantastic shooting GS lazers http://dulfy.net/wp-content/uploads/2012/12/gw2-peacemaker-greatsword.jpg any race can buy/use the cultural weapons.

Ranger's in WvW Zerg?

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I can solo supply camps no problem in full berserker gear. And I do it much faster than if I was in cleric’s gear, so it’s probably ultimately safer. Your pets will tank for you, so you don’t need to be tanky yourself (when fighting simple AI).

I often run into skirmishes with players when soloing supply camps on my mesmer and engineer and can usually take the camp vs 2-3 average players while dealing with the mobs in the camp too. I’m on a high tier server so there are going to people to fight 24/7 roaming between camps.

Nice to know zerker lb works ok for zergs though. I"m assuming LB shots pierce or can be specced to? WvW zerg play with minimal AE dmg = almost useless.

Shame to hear spirits are still in a bad shape.

Will we ever get that traditional mage feel?

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isn’t staff your ‘traditional mage feel’? or am I missing something

Staff doesn’t do the damage to qualify as a ‘traditional mage feel.’

are you talking about long range single target DPS? like, you want to do the kind of DPS D/D does, but from 1,200 distance?

maybe the game can’t be balanced around that, maybe that would be too OP

How do you explain rifle warriors then popping 8-15k snipes(that pierce) from 1500 range while wearing heavy armor?

Ranger's in WvW Zerg?

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What kind of builds are viable for zerg warfare in WvW for rangers? Are any particular pets better than another for team support or vs. zergs?

Are any of the support builds good for such situations if so what are they(i.e. buffing/healing setups)?

Just considering a ranger as a new alt again.

I’m assuming rangers are a little more suited to small scale skirmishing or supply camp soloing with some of the cleric gear oriented builds?

Condition damage numbers?

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For the record, anything less than 50% condition duration does jack squat for engi’s pistol bleed.

I should’ve clarified 40% just from food alone(10% more from trait 10 in explosives). However due to the rounding system used thats still going to give you 1 extra tick for each bleed.

Condition damage numbers?

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Condition damage on it’s own is weak but hybrid setups such as the p/p elixir builds take advantage of both power and condi well and the ability to maintain might stacks helps keep the balance. I find it rather effective in PvE/WvW/Fractals… In WvW roaming its eats people effectively has good survivability(carrion gear). Some precision based jewelry can be helpful depending the traits you pick up and you can have near permanent Fury + 20% crit to compensate with Runes of Rage ( + 20% duration to Fury) or Runes of Altruism 3 stacks of AoE Might and AoE Fury every time you heal along with + 15% boon duration which is nice for the elixir buffs. The +healing on the sup runes of altruism is negligible since it’s mainly being used for the 105 Power/Condition damage you receive from might and the + 20% crit from the fury. The buffs affect you + team mates.

I’ve tried a lot of other setups for “pure” condition dmg or power but they seemed to lose out a bit on dmg “totals” from my point of view at least with +40% condition duration having longer lasting poison/burn and bleeds up help keep the pressure up when I’m repositioning and kiting.

WvW Roaming with this kind of setup is phenomenal but lackluster in the zerg. Glass grenade builds tend to shine more in the zerg.

Sniper Engineer

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If you want to play a sniper you’re better off going with a Rifle Warrior they have specs and abilities specifically for that type of play. They actually get a “snipe” skill and can get their ranged abilities all to 1500 range. If you play a Charr and use their “racial” skills which are engineer-ish(charzooka-elite-, artillery barrage-elite-, hidden pistol, and shrapnel mine in particular) you’ll probably find the kind of game play you’re looking for.

The engineer is a mid-range-to-close class and will probably stay that way.

Engi Combo's

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Not listed in those charts is Water Field created by Healing Turret when it pulses it’s regen it only lasts for about half a second but can be used to trigger Area Healing very effectively by detonating the turret as it pulses.

Pistol Changes

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Glue shot definitely needs some damage like poison or something. It is a chemical or a series of chemicals and people have explained the lore that the glue from glue shot is a combination of chemicals charrs use in their machines they accidently put together in one of their parts junk yards.

I think it should do puddle damage similar to what Acid Bomb does with the Elixir gun.

Warning: Do not roll an engineer

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BUT…. what is the difference to every other profession out there then?
Any profession can retrait, shuffle abilities around and change their playstyle. I don’t see what sets us apart from them then.

That is exactly what my point is. We don’t have any advantage to warrant the penalties we receive. Everyone can swap out utilities/traits out of combat etc.. and have access to similar tools either via weapon changes or said utilities/traits.

Warning: Do not roll an engineer

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What exactly does a Warrior or Guardian do defending a keep that’s better then what an engineer can do?

Warriors also have 1500 range rifle abilities that can pick people or rams off easy glass cannon specced snipe is going to hit 8k+ 10-15k on light armor and their rifle abilities hit siege a lot harder than engi abilities. Easy to take out siege and can buff and heal with banners. Banner buffs in some cases give actual raw stat increases which is unique as well compared to other available boons. Instant banner rez is great all be it situational.

Guardians have reflects and sanctuary, aoe stability/protection and several other abilities to protect and mitigate damage to the people ranging on the walls giving them longer up-time on their damage while offering the standard fair of boons that usually comes as “part of weapon skills” so they can face roll them and keep them up. They’re mostly on lower cool-downs than any of the comparable engineer abilities as well. If walls or a gate gets breached guardians are kingly at crowd control(staff/hammer) through that space keeping them back so they can be ranged down by players or keep them in place for siege barrages. Even these support spec guardians generally hit harder than dps geared/specced engineers too.

Keep in mind on top tier WvW servers things are a lot more organized and WvW maps are almost full 24/7 so you see the above scenarios more often than on the lower tier servers where everyone just wants to pewpew dmg instead of being battle-changing support. A lot of that stuff can be done all in one spec as well and just like engineers if they exit combat they can switch to other utilities and WEAPONS to fill completely different rolls fairly well.

This is all really just scratching the surface. Look at the versatility Elementalists have sure like us they have to exit combat to swap weapons but you’re looking at the most available skills in the game are they peanlized as extremely as engi’s are? Nope.

Engineers really aren’t bringing anything else or more variety to warrant being intentionally penalized. ANet’s logic makes no sense to me. With that said Grenadier spec Engis are very powerful but they’re a one trick pony. P/P Elixir engi’s offer some nice support and “all” condition damage types reliably. There are still specs that work and are fun to play still.

Basically its like this.. “in theory” engineers have access to all these great traits(you have to spec for) and all of these utilities(that usually rely 100% on those traits) that looking at them on paper where you can see them all at once and go “wow they can do so much” but in reality it’s more like pick 1 and re-trait when you need to. Just like “ANY” class you can change utilities out of combat or swap weapons and have gasp more versatility to change to the situation at hand nothing new here.

If they change the engineer class to be in line with their vision that would be great but right now it isn’t at all. An easy fix? Put in traits that effect ALL KITS in each trait line that also effect standard skills only then would it start to make sense especially if how they effected the kits reflected properly the stat/abilitiy bonuses from that trait line. However right now they require unique traits and completely different stats in some cases to even be effective or even remotely worth while.

I love the engineer it’s fun even the way it is now for me I’m perfectly content but that doesn’t mean that everything is okay for everyone or that it’s even ok for ANet to contradict itself.

(edited by NeuroMuse.1763)

Warning: Do not roll an engineer

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I feel that p/p elixir builds are in a fairly good place compared to other condition builds in the game it’s the only class that can reliably keep all damaging condition types up on a target.

Having said that though a lot of the builds are 1 trick ponies that do it worse than everyone else with “less” versatility.

ANet’s Official Statement
“The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.”

….If we could swap all our utilities on demand while “in combat” I could maybe understand thats statement. However there are no truely “verstatile” viable builds that can fill all/any roll enough to be peanlized… I simply do not understand their logic at all when something like a guardian or warrior can potentially be more versatile with more utility/buffs/control and do more damage but not be penalized in the same way.

I do still play my engineer I enjoy it but this “vision” garbage they have in their heads vs. reality is doing damage to the class and game. It was this exact same kind of mentality that caused the mass exodus out of EQ1 back in the day.

If they can truly make their vision match what is in game then that is fine but currently they’re polar opposites.

(edited by NeuroMuse.1763)

Maskaganda's Second WvW vid

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Nice video! Really liked the first song)

Loled at engi with grenades in the beginning. Also a nice engi vs engi duel.

And btw, how do you fight vs conditions?

I’d say vs. heavy condition builds its very risky business unless he swaps out HGH for Cleaning Formula 409 or replace U w/Elixir gun or Elixir C/R definitely major trade-offs to be had. Alternatively you can try and ride out the duration of some of the heavier hitting conditions with S.

I personally use Elixir Gun in place of U a lot of the time Acid Bomb makes a good escape mechanic, gives you a condition removal, low cooldown cripple for kiting and weakness helps keep heavy hitting range on the low when necessary. Pairs well with Sigil of Geomancy small aoe bleed 5stacks 7 seconds + small direct damage when it’s applied since kit swaps count as weapon swaps.

(edited by NeuroMuse.1763)

Is Engineer the ultimate bait/switch Proff?

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Given what they posted this past week on their “vision” for the engineer class they should really give 80 engineers the option to exchange the class for something else because they truely did change it from what it was when most rolled it.

12/21 - CD | FA | IoJ

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Well, we would have loved to defend against your manual take down of the gate, however as you can see, the ones who came into our keep were killing people, even setting up an arrow cart on the wall.

Yeah I hate seeing those things happen ruins the fun for everyone.

I edited my original post not 100% sure if the aforementioned mesmer was in fact in that guild after speaking with someone else who was also there to avoid any confusion.

12/21 - CD | FA | IoJ

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Some members of CD using “alternative methods” to get past garrison water gate sooner then they should.

GoF actually took the gate down manually. A mesmer that was all ready inside named Mezzy? Muzzy? something to that effect ported some people up unaware that that mesmer glitched in only a few of GoF took that portal in their defense can’t speak for the other people.

(edited by NeuroMuse.1763)

Today's update no patching?

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I just left it on the screen for about 10-15 min and it started to patch and proceeded to work.

iWarlock (PvE Dungeons). Terrible damage?

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It fires off a little faster then it did before and damage was reduced per hit in exchange IIRC

Ninja nerf to illusionary membrane

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The only way a mesmer could have near permanent protection was if the enemy chose not to kill any of the mesmer’s phantoms. This was not even an issue since the mesmer had to be within melee range of their phantoms which left them more susceptible to aoe damage and limited their movement.

“Solo” it was easily countered but if you always ran with a class that could pump out multiple forms of regen to keep it pulsing such as engineers they would be able to keep it up indefinitely as a duo. Still it was nerfed to hard any way you look at it or try to justify it.

(edited by NeuroMuse.1763)

CONFUSION needs to be buffed in pve

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Btw there’s no you just need to know how to use it, you ball up enemies, shatter,

That is quite true for aoe/trash situations it’s a different case for single targets such as bosses knowing their attack patterns and abilities how often they use them is fairly crucial for maximizing the effect. However for AoE it’s pretty much mash buttons and pray but with large amounts of +condition duration you’ll get 3-4 hits usually. 1-2(rarely 3) hits if you’re maximizing condition dmg.

The difference in damage between duration and dmg stacking is actually more favorable on duration gear for “confusion” alone and favorable in situations where you may be kiting but can also be detrimental to burning/poison. Duration will let you keep more bleeds up so the dmg loss shrinks comparatively but can result in a net loss on dps. If they increased the base duration on confusion you wouldn’t have to sacrifice as much general dps for having to gear a specific way.

(edited by NeuroMuse.1763)

Does confusion...

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Strange, I thought it was per-skill-use. Not per actual swing, as some skills have multiple swings.

It’s per skill use. People just don’t really pay attention to how it works. It does in fact only hit once with 100B, Blurred Frenzy. I can’t say 100% on Pistol Whip but considering it’s the same mechanics.

CONFUSION needs to be buffed in pve

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PvE Confusion is fine for the most part the only detrimental thing about it is the duration you really need to stack condition duration(pizza buffs help a lot) as well as trait for the 33% for you to really make good use of it. Knowing WHEN to apply it is just as important. Having the proper build is a must to maximize it.

Shatter Condition build can spread 15+ stacks aoe easily/quickly and mobs are swinging there arms taking 4k+ a pop while in addition to the shatter direct damage that was done and if you chain a zerker or warden along with it that is a rather absurd amount of aoe damage you’re going to end up with when added all together in a very short period of time.

People need to stop thinking about abilities in terms of “stand alone” people almost view them as the only primary thing doing damage everything is additive learn to chain things together that compliment each other use utilities that work best with what it is you’re trying to accomplish.

On the matter of the same amount of stacks not doing the same damage. This is the result of many factors but some mobs do in fact buff themselves and some have permanent protection effects and you’ll see an “exact” 33% difference as a result. I do see some other variance in there so there is indeed a chance that confusion is getting mitigated some what by some traits or armor still. Some of it is also related to buffs/bonuses one may have at a time as well. It doesn’t seem to be a massively common discrepancy though in pve it’s usually boss mobs that I see mitigating dmg the most. Mobs do frequently buff themselves defensively null field is great for stripping boons off before confusion bombing something.

Confusion builds in pve are not easy mode lol damage but can be very successful none the less. Combined with staff/gs to maximize sharper images and standard condition damage combined with confusion especially in rampager gear will pull ahead “by far” in sustained damage compared to other builds.

Suggestion:
With that said the base duration I think should be longer on all forms of application of confusion. If confusion “expires” the duration without ticking any damage at all I think it should explode for a % of damage based on the remaining stacks so that the application wasn’t wasted.

(edited by NeuroMuse.1763)

Ninja nerf to illusionary membrane

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it’s sad. it was only nerfed because duelists gave more regen than other phantasms. they fixed the wrong thing, again

Yeah I feel that this was very much a knee-jerk reaction that little to no actual research went into.

Asura Warrior Justification :p

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puts on the nerd hat

I suppose technically speaking if you’re looking for some kind of realistic excuse in a “magical fantasy world” this race did come from far underground. You’re dealing with multiple atmospheres of pressure the further down you go. Their short stature probably adapted as such and probably have a very dense bone structure and strong muscles that adapted to that environment. Meaning that where they are now above ground they’re dealing so much less resistance than their native environment meaning that denser bone structure and supporting muscles would provider much higher levels of strength which should be enough for them to get away with massive leaps and knocking down larger opponents before they eat their faces with their gloriously pointy teeth. yum gore

(edited by NeuroMuse.1763)

please nerf shattered strenght

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Why is this an issue? other classes can get 100% 20 stacks of might. Who cares…

I’m pretty sure the guy complaining doesn’t play any other classes or is completely blind to the mechanics or general damage of other classes in this game.

please nerf shattered strenght

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Considering what other classes have damage-output wise I really don’t see this as a major problem considering how fast the stacks can drop off.

Ninja nerf to illusionary membrane

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I feel like it gets more and more difficult to play any other role than dps. I would love to see buffs on support builds.

The only builds they have really buffed or improved upon are shatter builds. They have always been strong. Support specs have been repeatedly kicked in the groin even when they still were not even comparably strong to other classes support specs in the game. To be fair though the reduced cast time on Mantra charges did buff the healing output of mantra healing a small bit for those that spam mantra of pain to heal with. Conditions still have major issues since they gain less benefit from the boons/debuffs in the game i.e. vulnerability etc..stacking issues.. amongst others that have never been addressed.

This changed destroyed the s/tpvp Mesmer bunker build. I know that build was used extensively for pve tanking/wvw soloing as well. Realistically speaking yes it was possibly to reach nearly 100% uptime on protection. That is overkill however the 15sec internal cooldown feels like a knee-jerk reaction especially since it wasn’t even in the patch notes. I think a 5-10 second cooldown(8 sounds good) would be fair enough on it preferably on the lower end but 15 i absurd.

(edited by NeuroMuse.1763)

So How do u feel Patch notes?

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NeuroMuse.1763

Found a stealth nerf. Illusionary Membrane only works every 15 seconds now, and even says so in the tooltip. Well, there goes my build.

Yeah was great for a spvp bunker build combined with phantasm regen, tanking pve and farming but they destroyed it completely 15 second cooldown for the 3 second protection. I could understand a 5-10 second internal CD but 15 is really pushing it.

So How do u feel Patch notes?

in Mesmer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Illusionary membrane nerfed.

I’m busy nerd raging over this one hardcore this destroyed my tanking build. No more near-permanent protection /cry… not that I can’t understand the nerf but 15 sec internal cooldown is going overboard

So How do u feel Patch notes?

in Mesmer

Posted by: NeuroMuse.1763

NeuroMuse.1763

So basically all the phantasm damage is the same (except for iDuelist) and iZerker is still bugged with a nerfed low damage. Fantastic.

Lets not forget adding insult to injury with iZerkers new 100% miss bug on 2nd pass.

Reasons to use Torch

in Mesmer

Posted by: NeuroMuse.1763

NeuroMuse.1763

As for the change with the damage, I feel like it’d be too similar to vulnerability.

I don’t see how it would by making it’s damage scale on +condition instead. Vulnerability and any other % base damage increase buff or debuff only effects “direct damage” condition damage gets 0 benefit from any of those.

@purple- It sucks that we’re forced to run focus for the speed boost. I feel so gimped whenever I run sword and I’m not using focus in Orr, simply because of the lack of speed.

But tomorrow’s patches might contain more reliable speed boosts for mesmers, and hopefully a buff to torch.

If tomorrow’s patch doesn’t include that I’d really recommend Centaur runes even with a condition build I don’t have to use focus for run speed. There is definitely some stat loss if you’re full condition but always on demand swiftness is nice..

(edited by NeuroMuse.1763)

Reasons to use Torch

in Mesmer

Posted by: NeuroMuse.1763

NeuroMuse.1763

It is definitely nice to use as a blast finisher in pve.

The prestige has some nice uses in WvW roaming pvp it causes them to lose target lets you slip away for a few seconds while other cooldowns come back up or gain some distance etc. Also nice for separating mobs when soloing supply camps. When combined with decoy or mass invis you’re going to give someone in pvp/wvw in general a serious headache. Combined with scepter in wvw/pvp it will give you some quick confusion stacks combined with a condition shatter build w/illusionary persona you hit 15 stacks really quick and for fast attacking melee builds or even d/d elems they will melt in seconds if they don’t catch it.

The same can apply in PvE to of course if you know it’s a fast attacking npc or if you pop a heavy confusion combo before the mob strikes, takes some good timing and knowing strike patterns of what you’re fighting though but it can do some fairly large dmg. It’s essentially a good tool/setup for a condition build to have a burst/spike damage combo.

Another small PvE advantage would be in dungeons where people run past 90% of the content it’s a quick way to drop agro to get past something if other abilities are on CD you can always swap it back to something else after you’re past whatever.

AoE Blind is of course nice and good for reducing damage when aoeing a group of mobs if you’re traited for AoE Blind on glamours too you can chain several back to back but that is a very niche scenario/strategy combining all of them which is best used in WvW at choke points and for portal bombing.

It can also have a trait applied to be used for complete condition removal on 4/5 with 20 points in domination so it can be useful to power builds as well if they don’t want to slot utility skills for condition removal.

Suggestions/Improvements:

I do think the damage on Phantasmal Mage should still be improved upon and increase the base duration of the retaliation & confusion. A good way perhaps to increase its damage is have its “direct damage” component actually scale off condition damage instead since it’s mostly used by confusion builds in the first place and they’re going to be stacking heavy amounts of condition dmg. Would be nice if the scepter “direct damage” damage component actually scaled on condition dmg too would probably make it useful.

Given that the Prestige puts you out of combat for 3 full seconds I think it would better if it applied more conditions when you exited instead of only burning. Perhaps with the addition of poison, bleed, and a cripple along with the burning it would seem a bit more prestigious.

(edited by NeuroMuse.1763)

So signet of locust, air and the hunt are....

in Mesmer

Posted by: NeuroMuse.1763

NeuroMuse.1763

I honestly would rather it not be part of a signet since I don’t use them myself but I’d be happy with any kind of solution being more or less forced into using centaur runes sucks any improvement is welcome.

So signet of locust, air and the hunt are....

in Mesmer

Posted by: NeuroMuse.1763

NeuroMuse.1763

Got some movement improvements coming for Mesmer also. Mostly more reliable swiftness.

This made my day. Seriously!