Showing Posts For Nretep.2564:

worst 3 traits

in Mesmer

Posted by: Nretep.2564

Nretep.2564

Sure, Mesmers have bad traits, but right now you have to compare it to other classes. Balancing traits within classes is far off as you can see with all last patches. And comparing Mesmer traits with other classes is just fine. There are some unfair things (e.g. Mes Duel VI – 200 Toughness while casting mantras <> Nec Death I – 400 Toughness while channeling) but …

I’ve now played several classes. With some classes I decided on a build and there are quite alot useless traits. I set like 30 points into line xy for the grandmaster, but like 3 of the 5 other traits are useless for the general build. That isn’t the case for my mesmer. Every minor and every major trait slot contain at least one useful ability for my build. And that’s what counts for me.

Restorative Mantras not working anymore?

in Mesmer

Posted by: Nretep.2564

Nretep.2564

Since you’re berserker equipped, better do something for your phantasms’ damage

If you insist on preserving most of your traits, try:
20/20/0/25/5
It’s almost an Phantasm bunker build with mantra healing.
III; X
II; X / VII
-
IV; X
-

Trinkets are going to be expensive. I also wonder why you mixed in valkyrie stuff.
Just remember that Ascended trinkets are unique.

Error 3040 when sending a guild invitation

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Posted by: Nretep.2564

Nretep.2564

That means the one you want to invite already has five guilds he’s in. Tell him/ her to leave one to get invited in yours.

Ranger 1500 range bug

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Posted by: Nretep.2564

Nretep.2564

I think you all just can’t judge the distance (lack of interface informations …).

The issue appears with most projectiles since they don’t disappear at their max range. So with the ranger you can shoot up to ~1350 on even grounds even with a 1200 range, because the arrow will continue its course and hit the enemy’s feet. But at that range, the bow will not autoattack, since it’s not “safe” to use.

Instead of requesting a +autoattack range, I’d prefer a common fix for all projectile attacks with this behaviour to have their projectile vanish at the max range. Meaning, you can’t hit a mob in 1201 range, even when facing down.

@all posters above me
look at the red bar beneath your skill. If there is one, you’re further than the skills “max” range.

crit damage on armor/amulet affects phantasm?

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Posted by: Nretep.2564

Nretep.2564

But it’s always been said that clones/ phantasms don’t wear your weapons, just inherit your stats. That’s why sigils and runes’ effects didn’t work with illusions.

I still doubt it works with Sigil of Accuracy, but someone would have to test it …

List of Incorrect Tooltips

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Posted by: Nretep.2564

Nretep.2564

Wow, I really want to hear what their definition of “20%” is.

Well, this trait has been updated once. The cooldown starts when the phantasm starts attacking. So far so good, but it created some unintended results.
The duration of it’s attack was so long that, if you reduced its CD, it was almost permanently attacking. The devs changed the trait then to the current version.

Longbow auto-attack bug?

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Posted by: Nretep.2564

Nretep.2564

I haven’t seen this.

If you’re in range and do nothing else (no dodging and some skills) it should continue attacking.
Remember that Warriors longbow only has 900 range (untraited), maybe you were used to rifle range.

List of Incorrect Tooltips

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Posted by: Nretep.2564

Nretep.2564

Incorrect/Vague Tooltips:

it decreases the recharge of phantasms’ skill’s.
The apostrophes are missing, but most would still not understand it. It’s correctly written.

Illusion 5 says “decreases illusion summoning skills recharge”.

Good to know:

  • If you drop a Temporal Curtain under a Phantasmal Warden it will AoE remove boons from foes and conditions from allies

actually, it’s not “good to know”, but a wrong tool tip.
iBerserker and iWarden are “Whirl finisher”.

Good to know:

  • You can activate shatters even while in another skill’s animation, this includes stomping an enemy

So you can do with mantras and most instant skills. Not a feature of Shatters.

(edited by Nretep.2564)

Arcane Thievery blocked by Aegis??

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Posted by: Nretep.2564

Nretep.2564

Meaning, transfering has different requirements than just removing.
Transfering requires:

  • A target
  • A vulnerable (not invulnerable, blocking or evading) target
  • A living target (environmental targets are condition immune)

lower weaponswap cooldowns?

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Utterly confused with Healing Power

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

Regeneration stacks in duration, so if I give Regen to Jenkins, and he activates a regen on his own, how is the calculation?

As written in the wiki.

Conditions or boons which stack in duration and are applied by different sources:
The strongest condition/ boon will get priority, regardless of the order of infliction. When its (own) duration is over, the other continues (with its own remaining duration).

I haven’t tested it – and I’m not even sure if that’s actually the case -, but that’s what the wiki says.

New defiant system

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Imagine you’d be playing an interrupt mesmer … “sry, interrupt 20 more times to get your 4s fury”.

Well, well … your suggested system wouldn’t be must different to the current. Interrupts remove a bit from the bar … Like having 20 defiant stacks and removing one each CC. I understand your issue, but I think the current system is fine (except for “on interrupt” triggers – or do they apply anyways?). I hate the current world boss system a bit more. Most of them are crit immune and there’re tons of “on crit” effects. I’ve got three characters with builds based on “on crit”.

Back to the topic. ANet tries to encourage teamwork. It’s very hard in this game and doesn’t work with strangers. You can see this behaviour from defiant stacks and some anti-zerg bounty NPCs. ANet tries to make ppl work coordinated with a small~medium group. Yet, most ppls just flood those NPCs with zergs bigger than the upscaling.

Personally, I think they should make combo-ing stronger. So ppl learn to play together. I never hear “I’ll make a combo field, so prepare your finishers” in teamspeak (voice tool); it’s just too weak. And here, you could somewhat combine it with the thread’s topic … like “add 50% more stacks; let combos remove the stacks; but not reset them”

Unable to heal when hit by agony "sometimes"

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Posted by: Nretep.2564

Nretep.2564

As the wiki says, Agony reduces heal by 50% (poison by 33%).

Maybe your (reduced) heal and one agony tick just cancelled each other out.

Warrior Clones

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Posted by: Nretep.2564

Nretep.2564

Now imagine Scepter clones (default ones without acceptable weapon) would actually do something. Vuln + Boon ripping like sword ones, burning + bleed + vuln from staff.

But btw … has anyone tested this with a mesmer? Would he be limited to 3? Overwriting his clones/ phantasms? Using which weapon?

Arcane Thievery blocked by Aegis??

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Posted by: Nretep.2564

Nretep.2564

Afair ANet once patched this saying “AThievery now steals Aegis instead of being blocked by it”. I wonder if some old code sneaked back in.

Wiki also says it’s flagged “Unblockable”.

Since I’m a PvE meser, I barely use the skill. Maybe someone else can confirm the issue.

Utterly confused with Healing Power

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

As said multiple times and written in wiki

Affected by the source:

  • +% Boon duration/ +% Condition duration
  • Boon strength (healing power) / condition strength (malice)
  • direct damage (atk & strength/ +% dmg)

Affected by the target:

  • -% boon duration (not implemented)/ -% condition duration (foods)
  • -% heal (poison, agony)
  • direct damage reduction (toughness / -% dmg)

Puzzle Jumping ISSUE FPV

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Posted by: Nretep.2564

Nretep.2564

This make impossible to play.

I finished all dungeons, mini dungeons and jumping puzzles. I did the “impossible”, I suppose.

Temporal Curtain swiftness

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Posted by: Nretep.2564

Nretep.2564

it don’t strack…they didn’t change the code … i don’t think that it will be too hard to copy and past the symbol of guardian code about the self refresh…if you have a TC swiftness entering in another TC refresh the timer but don’t stack the duration.

better read my previous posting before saying wrong things.

They should leave it so that it can’t stack it’s own swiftness buff but change it so that it can stack with other sources of swiftness.

that would require quite the code and additional memory on the server. That’s why it’s not the case right now.

Puzzle Jumping ISSUE FPV

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Posted by: Nretep.2564

Nretep.2564

I suppose some disturbing objects are just intended. Otherwise they’d have jumping puzzles without any third party objects … like … platform jumping?

Probably remove mobs, too ? and falling ?

Temporal Curtain swiftness

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Posted by: Nretep.2564

Nretep.2564

Symbol of swiftness does behave similarly to temporal curtain. If you have swiftness from any source, SoS refreshes the white border from the boon, but does not change the duration.
The only thing SoS does is, that it refreshes its own swiftness. And that only works since it’s time based ticks and not based on entering, like TC.

But well, Crossplay said most things about TC.

% burning duration is bugged.

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Posted by: Nretep.2564

Nretep.2564

Putting runes with 15% burning duration and eating food that grants 15% burning duration does not change the burning duration inflicted.

for example: Drakes breath has a burning duration of 3.5 seconds but after eating food and putting runes that supposedly increase burning duration, the condition still last for 3.5 seconds.

this bug needs to be fixed asap on the next patch or build since fire elementals relay solely on this condition damage.

http://wiki.guildwars2.com/wiki/Drake's_Breath
Burning: 3s
Burning duration: +30% (2x 15%)

New burning duration: 3s * (1 + 30%) = 3s * 1.3 = 3.9s
Displayed burning duration: floor(3.9s * 4 + 0.5)/4 = 4s

So it should show either 3s or 4s as duration, not 3.5s.

Ranged pve - bugged greatsword or scepter

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Posted by: Nretep.2564

Nretep.2564

the scepter channel has a horrid windup that makes its seemingly good damage actually pretty low DPS wise.

The main point of this skill are the 5 stacks confusion. Unfortunately confusion sucks in PvE.

Gear loadout swapping

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Well, this could also be “half-fixed” by giving us additional slots for consumable items. Alot players in my guild complain that you have to open the whole inventory and “search” for the item. Consumables like “Elemental powder”, “golem in a box” or spy kits really suffer from that inability.
Giving us “floating” (free to move) clickable slots would really help and maybe solve the “equipment loadout” as well.

necro marks,wells, and aoe coruption spells

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Posted by: Nretep.2564

Nretep.2564

Not sure about marks, but wells work. Just have in mind that not the whole body can be damages from groundtargeted spells (you think your well is 20m high?).

- Check where Phantasms stand and attack. Those on the head are obviously unreachable by wells.
- When attacking with your weapon (especially with the staff projectile, check where it’s headed and where it disappears. Set your well there.
- When damaging it, see where the damage floaters appear and check there for your well feedback

[ Offtopic ]
remember that “on crit” effects don’t work on most world bosses.

Mantra of ... swiftness?

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Posted by: Nretep.2564

Nretep.2564

^
If it actually were invulerability it’d have a long cooldown and probably only half of the mantra charge time.
But yeah, you can increase the chain with sylvari’s mortar ulti. No need for the mantra.

Usually stability or aegis should be more appropriate.

Support Retaliation Guardian

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

They did balance it for PvP. Since they tried to balance it previously, both skills were underwhelming in PvE and pretty strong in PvP. To balance that, they recently halved the damage of Retaliation and Confusion in PvP. So that you don’t have to think about attacking anymore.
To balance PvE, they’d need to make it like *4 there. But ANet won’t make that.

Mantra of ... swiftness?

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Posted by: Nretep.2564

Nretep.2564

Well, since I’m lvl80 (with 100% map), I barely go into the open world anymore. So for me only FotM, instances and some bosses count.

There are quite alot mobs vulnerable to the iWarden. His damage, hitcount and reflect make him a very useful phantasm. In terms of reflecting, the meser has like 2x the possibilities of a guardian. Focus is crucial here. I can ditch the lower CD ot minor stats of other weapons, the focus trait is the most powerful one. You can set an iWarden and walk into it with your sword. High damage, high bleed and immune to projectiles for several seconds, just remember to use Sword#2 after his whirl.

The curtain pull is the greatest pull of the game. The curtain grants swiftness (high uptime with focus trait), causes cripple, can pull and can reflect. Swiftness is not the only reason I run around with the focus.

With my current build, I have one free utility slot – depending on the situation -, but in a team, swiftness is barely needed. I also tell my teammates to not use movement signets; it’s pointless to run faster if you have to wait anyways. AoE swiftness is great, single swiftness usually is pointless.

For exploring, a movement signet might be nice, but with traited focus and signet of midnight, I have a pretty high uptime of swiftness. Furthermore with Blink (range traited) in one of the utility slots.

Support Retaliation Guardian

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Posted by: Nretep.2564

Nretep.2564

I’m still new to guardians, so I can barely help you with a fitting build.

Just saying to Retaliation and Confusion. The developers tried to balance the game between PvP and PvE. In PvP the characterkitten like twice a second with 600 dmg. With confusion they get two hits per second back, hurting as hell. Channelled skills only trigger confusion once, but retaliation each attack. HundredBladed might cause more self-damage than any damage spell. That’s why they halved the damage of Retaliation and Confusion in PvP now.
But let’s look at PvE. Mobs need 2 seconds to walk to you (since you initiate a fight from long range), cast 1s, damage you and then start again. Instead of dealing 2x damage per second, you deal 1x damage every three seconds. When I use my 5s confusion in PvE, I hope that they at least get that tick once. It’s completely underpowered.

But let’s looks at bosses. They often only attack every few seconds with ultra-heavy hitterkittenCOUNT based things are utterly useless here.

New Gem Store Item: 1-80 XP Pack

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Posted by: Nretep.2564

Nretep.2564

It would probably suck to be lvl 80 without having any utility skills … You’d need like 200 more levels in WvW to get all the skills … And then you’d still be stuck with the bad equip.

And especially since you’re complaining about up-scaled content …

Mantra of ... swiftness?

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Posted by: Nretep.2564

Nretep.2564

Mantras were meant to be precasted and give either instant access to abilities or burst-like abilities. Both were wonderfully implemented. But with the latest changes (2x reduction in casttime), it’s not really necessary to precast them anymore. Other classes also have the abilities with higher casttime (esp reviving skills (which it quite pointless … casting 3.5s to revive an ally while you could just press F and revive at the same time)).
Alot Mesmers complained that Mantras are too clunky and ANet changed that. Actually I preferred the previous (longer casttime) with other effects. But they provide you exactly what they were meant for. You charge healing mantra and can heal anytime (while reviving or downed).

For me the current flaws are:

  • Grandmaster trait which let’s you deal more damage for unused Mantras. Mantras were meant to be precharged before fighting each mob (most) and used for each. This doesn’t work for this trait. Maybe make it a “autocharge” trait.
  • -20% cooldown trait for Mantra of Pain.
  • +1 Charge trait in Domination line. Only a single mantra is a damaging one.
  • +Toughness while charging. The value is noticable but doesn’t really help you while charging. Either grant stability (with cd), aegis (with cd) or even invul (with cd) while casting.
  • Reduce the charge CD from healing and damage mantra to 1s to 0.25s.

If you do those, I wouldn’t mind the old casttime.

Support Retaliation Guardian

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Posted by: Nretep.2564

Nretep.2564

  • There’s a Guardian section
  • If you want to base your build around Retaliation, don’t use berserker gear. Retaliation can’t crit. Only go for Power, Toughness, Healing Power and Vitality. So Soldier, Giver, Sentinel, Shaman and Cleric should be the only prefixes.
  • Retaliation sucks in PvE

Invisibility still useless

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Posted by: Nretep.2564

Nretep.2564

Channelled skills are not interrupted by stealth, blind or hiding behind obstacles. Stealth successfully prevents further attacks/ skills and is not meant to be an interrupter.

Temporal Curtain not stacking swiftness

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Posted by: Nretep.2564

Nretep.2564

The problem lies in the coding of the skill. ANet seems to not even realize an easy “half-fix” for this problem.

Well, to explain:
If it would stack swiftness (as it did in beta), mesmers would set it on the ground and run through it five times (or so) during its duration getting the swiftness stack each time.
The Swiftness Symbol of the guardian is similar, yet better. It ticks every two seconds and grants you 8s of swiftness if you’re inside it. When you enter it without any swiftness, each tick resets the swiftness to 8s. If you have any other source of swiftness, it doesn’t do anything but reset the white border of the previous swiftness.

But you can’t change the curtain to the slightly better behaviour since it’s based on time ticking.

A very simple “half-fix” for this problem – without reenabling the super stacking from the beta – would be to make it not stacking (as it does not right now), but replacing if the current swiftness it shorter than the new one. So running through a 11s curtain with 5s swiftness left, setting it to 11s (instead of 16s) and running through it with 20s swiftness left, leaving it at 20s.
A “full fix” of any ground targeted, duration based, swiftness granting skill would require advanced coding with more memory and more checkups.

Is time warp considered a glamour skill?

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Posted by: Nretep.2564

Nretep.2564

Well, with the latest changes (-50% atkspd), the current behaviour (max 5 players) of TimeWarp, the latest change of other Quickness skills (+dura, -penalty) and the current trait constellations (two traits for -CD and +dura), it might still be fair to make TimeWarp a glamour skill.

Mantra of ... swiftness?

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Posted by: Nretep.2564

Nretep.2564

  • Do not remove Mantra of Pain. If you can’t use it, don’t use it. But it barely ever leaves my first utility slot.
  • Do not remove Mantras. They’re an awkward playstyle for lots of players, but essential for others.

Personally, I’d also try to run with GS/Staff, but the lack of movement speed makes me use the focus. But it’s not just that. iWarden is an awesome Phantasm (imagine he weren’t dumb as bread), curtain is an awesome utility (for pulling) and but traited for reflecting makes guardians drool at mesmers.

It’s time that the developers separate PvP/WvW zones stronger than before. Rethink every skill and change it accordingly. While Retaliation and Confusion were pretty strong versus players (so very few mobs got them), they should make those stronger against mobs. MoP could receive a +50% dmg buff for PvE. Making GS#3 steal buffs in PvE … the list is endless. And that even before inventing new skills.

Award Experience for completing Fractals.

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Posted by: Nretep.2564

Nretep.2564

As Green said, FotM is meant to be end game content, not lvl 29 content. Try to explore the world, learn your character and then challenge FotM again.

Is time warp considered a glamour skill?

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Posted by: Nretep.2564

Nretep.2564

Guardians have one adept trait “Consecration skills recharge 20% faster and last longer.” while mesmers need two traits for “Glamour skills recharge 20% faster.” and “Glamour skills last longer.”, while one is adept and the other master. Both affect 4 skills.
So, put the meser ones together and make the master trait equal to guardians master trait “Elite skills last longer.”

[Mesmer] List of bugged abilities and traits.

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Nretep.2564

Anyone having a problem with Feedback since the last patch? Using it in WvW gets me teleported in random places.

Not an issue with feedback. Not an issue from last patched.
Reflecting teleport-projectiles. Working as intended, feedback is not supposed to be a fool-proof skill.

Is there a point to crafting?

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

  • Slayer drinks (Arti)
  • Stat drinks (Arti, Weapon, Huntsman)
  • Food (Chef)
  • Runes and Sigils
  • Bags
  • Various prefixes are only obtainable by crafting (Apo, Giver)
  • Legendary items (Gifts)

Equipping Ascended Accessories

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Nretep.2564

“What does this ‘Unique’ thing mean?”

“Well, let’s better ingore it. I mean, ‘Greatsword’ doesn’t mean anything either, does it?”

Percision Infusion for Ascended gear.

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Posted by: Nretep.2564

Nretep.2564

^
Legendaries are visual only and quite some work to do. Those infusions are minor work (compared to it) while actually giving you something.

And here, remember that you have to spend 100 T6 mats, not 250. You only need 250 if you want an omni infusion.

Percision Infusion for Ascended gear.

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Nretep.2564

I’d rather apply 20% magic find. Unfortunately that only works on the amulet yet.
But it seems much more useful than the +5 stuff. I wonder if they’ll add good infusions that are actually worth it (not just +5)

If I look at the recipes or the price I just have to say “It’s not worth it”.

They’re talking about infusions with AgonyResistance, not the Laurel ones.

@topic
I don’t think the developers floor the critChance at 1%, only the display. So even +5 Precision will increase your chance to crit (by ~0.24%), regardless of the hero panel showing it.

The big infusions are like legendaries in terms of additional effects. Long way to finalize your character bit by bit, without overshadowing those without.

(edited by Nretep.2564)

Avoiding Green Attacks with Lupi Fight?

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Nretep.2564

“The green, bouncing ray” doesn’t describe his skills entirely, not even for phase two.

In phase two he has two skills which appear as “green, bouncing ray”. The AoE version should be evaded by stepping behin the red circles (from Lupicus’ pov). They are cause by projectiles, so if you stand in front you may be hit by the projectile themselves.

The other option is a direct attack towards one of the players. It doesn’t create a red circle, and it hits you for 10k+ grubs eaten. You have to see this attack beforehand, other wise you won’t be able to block it. Reflecting skills would also help with this.

The Healzerker.

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Nretep.2564

You mentioned Healing mantra (for condition removal) and mantra of pain (for healing purposes). Sure, MoP doesn’t need -CD, but the healing it pretty nice. Especially if you base of your condition removal on it.

You talk about every weapon (GS, Staff, Sword), yet you trait two different ones (getting +10 into illusions just for mirror blade is not worth). Your build lacks the weapon. If you run around with GS + Staff, say so. Then I’d mention the lack of swiftness of the focus.

Personally, I don’t think you should trait two different weapons.

Shatter vs Phantasm

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Nretep.2564

3. Phantasms were meant to be dodged twice (directly implied by developers). Back at the release they attacked instantly and so sometimes damage before you could see them. Developers intentionally set a delay by 1s which really screwed us up. They changed it to 0.25s and it seems fine now. But in pvp this means, if you can’t dodge the initial phantasms, you can also dodge right after the summon and don’t get hit by it.
Imagine you could dodge the whole meteor storm or arrow rain by dodging either while casting once or after the skill started …

The Healzerker.

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Nretep.2564

  • If you don’t recommend the staff, better put 10 points from illusions into dueling. Not necessarily for clone on dodge, but you could also choose -20% mantra cooldown. You also get more crit (and crit dmg) for higher vigor uptime. And sharper images.
  • If you compare staff’s direct damage to GS’ direct damage you are dead wrong. Their damage is somewhat comparable, but the staff deals half of its damage by conditions. Mathematically speaking the staff’s #1 deals more damage than the GS’ #1 (without bouncing, piercing or condition-immune targets). The choice of weapon is personal preferance.
  • If you lack the critChance, phantasmal fury is a good choice. But with full zerker gear another trait there might be better. Since you don’t use blink (for Dueling I), maybe try higher toughness while charging mantras.

Proposed Mesmer Nerfs

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Nretep.2564

What other class can put it’s pets(clones) on another target while it attacks a different one on purpose(forget rangers because their pets just don’t listen), and be careful of saying thief because you already know people still think they’re OP, which would just put you right back into the OP category. I mean really, you can down a player, throw a clone or 2 on them, attack another player with a separate clone/phantasm, or optionally throw 3 clones/phantasm combination on the one still up while you take care of the downed, but wait, you can also drop a port entrance behind a building, down a guy, drop your port exit start your animation to finish them while you’re 600 away behind building and then port back on top of them just before the animation ends to……..

get real

what other class has skills that can be interrupted, blinded, dodged twice and killed before they deal damage?
I mean … If you see any class casting a skill, you can just interrupt, blind or dodge the attack.
but if you see a phantasm after it’s summoned, just dodge AFTER, and it’ll miss you due to the 0.25s attack delay. And furthermore, while you can’t dodge multihits of other classes, you can do so with phantasms.
Keep an aoe damage field around you and illusions spawned near you die before they deal damage. Like you can kill rangers arrow rain or eles meteor shower after they summoned it … And yes, they can attack multiple targets at once, like 6. Mesmers can attack 4 and each attack has like 3k HP.

Proposed Mesmer Nerfs

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Nretep.2564

Just commenting the most ridiculous ones …

-izerker spawns from the mesmers position not next to target, cripple removed and given to mind stab or illusionary wave

-all stealth abilities duration decreased 1 second

the iZerker is currently pretty bugged. Instead of the proposed 4 hits and decent damage, it deals 2. So they deal less damage than the GS’ autoattack. And with “currently” I mean the last 2 months. The devs don’t seem to see a problem there.
And you don’t seem to know a bit, but murphily complaining but anything you see.

The mesmer stealths are super short. 3s, 3s, 4s and 5s (ulti). I mean … have you ever met a thief ? or spy kits ?

Renown hearts missing on the map

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Posted by: Nretep.2564

Nretep.2564

The renown hearts are meant to be found by travelling. They’re not supposed to be there like WPs, POIs or Vistas.

Check the map/minimap for telescopes, they tell you where the hearts are. When you finish all those, the telescope icon disappears from the map/ minimap.

Ranger skill Spirit of Nature does not revive

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

Last time I used it, it worked fine.
Summon the spirit, use its skill and watch it striking the ground instantly reviving NPCs and downed players.