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Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

The only thing I’m complaining about is that you people can’t be happy with the speed options you have and are always crying more more more. And make up your mind, opinions or facts? You seem to want to use the words interchangeably to suit your argument. Your opinions are not facts and your opinions are not based in reality lol. Maybe you should actually go play the game for a while. Re: state of the game video: They never said they were going to tone down shatter damage, go watch the video again, try to pay attention.

People tend not to be happy with crappy and limited options..go figure. Doesn’t take a genius to see that. People tend to look at what the next person has or in this case watch the next person go zooming past them and compare…that’s human nature..also not hard to tell. If you don’t like human nature…you might just be on the wrong planet.

If you want to consider everything I say an opinion..go right ahead. I’ll keep my opinions constructive at this point. My opinion is that there should be more than one out of combat reliable swiftness option for mesmers. I don’t mind sacrificing something for some movement speed…I already do that by taking the focus, despite not particularly liking that as an off hand choice. I’d much prefer to free up my off hand slot to use a pistol instead, but there lies my current issue with our only reliable ooc swiftness being tied to the focus. Centaur runes are a crappy way to get swiftness…putting your heal on cool down at a possibly inopportune time and having to deal with a sub par rune choice…can’t get more crappy than that. I choose a compromise in that respect and take Pack runes instead…at least i don’t have to burn my heal and I still get a intermittent group buff + increased swiftness duration.

What is not an opinion..and is indeed fact..is that mesmers do give up the absolute most to get decent swiftness duration. Another fact is that mesmers do have the most limited swiftness options. I honestly can live with it the way that it is, but I’m not going to bury my head in the sand and pretend its great like some here want us to do. I don’t see this getting changed very soon if at all…very low on the totem pole of issues.

I find it comical that you would even make a comment about playing the game instead of being on the forums …when here you are repeatedly on the forums hating. I assume your target of the word “opinion” that I used is in regards to my previous post saying to contribute something factual. That was not to say that opinions don’t count as well…that was in reference to blatant falsehoods you were presenting…saying that mesmers don’t sacrifice or give up anything. In regards to the state of the game video, they did specifically mention mesmer shatters and it doesn’t take a genius to figure out that means nerf in developer speak. Which is why it sparked such a reaction in these same forums. Maybe you should pay attention …to the track record of devs when they mention something like that and see what ends up in a game patch.

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

As someone who mostly plays Elementalist, I would think I’d be pretty spoiled in terms of mobility.

I’ll happily give you some of my mobility in exchange for vapor form, the most annoying downed skill in existence.

I don’t think you understand the point I was making so I’ll rephrase. As someone who mostly plays as an Elementalist, but is now currently playing a Mesmer, I still don’t feel that the Mesmer is slow.

blah blah blah

And you don’t seem to understand that your harmless little OOC speed boost would be abused in combat. If Mesmers had a constant speed boost, they would be the masters of escaping, even better than Elementalists. Throw up clones, stealth and be long gone before anyone even knows where you are.

I’m having a hard time believing that people are actually complaining about not being able to cross the map faster. Mesmers can keep up swiftness most of the time on their own, and if you’re running with a zerg, you will always have swiftness.

I like the comment about the 30/30/30/30/30 build. You guys want absolutely everything at the same time.

Question…what happens when you have a passive movement speed buff and combat starts? Answer…movement speed decreases. What are mesmers having to do to "keep up swiftness MOST of the time? The answer is sell the soul of their first born…relative to other classes just taking a trait or a utility. I’m having a hard time believing that there are so many dedicated haters out there that are making this to be such a controversial issue.

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

It holds just as much water as it does for any other class that does have high mobility and out of combat reliable swiftness. Clearly the developers thought that ooc movement speed outside of waypoints was necessary, or they wouldn’t have given that to every other class.

Have you actually played any other classes? o_O

Have you? See what I did there? The answer is yes, I have a warrior, necromancer, guardian and elementalist..in addition to my mesmer. I am definitely enjoying my permanent 25% movement speed on my necro and ele. I am definitely enjoying my signet of rage on my warrior. I haven’t leveled my guardian because I got bored with it. Your argument on that front is moot as all of those classes have significant either on demand or persistent swiftness. On my warrior and necro, I even have the OPTION to swap in an offhand to grant me even more swiftness. Not the case on my mesmer as that offhand is my only real swiftness option (extremely unreliable signet). As far as other classes go…I have only testimonials on forums and wiki documentation to prove their out of combat mobility options. You forum criers are always overreacting to this issue. No one is asking for an in combat buff.

Yes. I have, I have one of everything except warrior, some classes have more speed, some have less. Every class has to give up something, whether it be having certain gear or utility, for swiftness. Mesmer is no different. Seriously, I get so sick and tired of all you pathetic crybabies non stop whining about not being able to zoom around a map and not have to give up anything to do it. Grow up kiddies, nothing in life is free, everything has trade offs. Quit thinking you’re entitled to everything.

Pretty sure you are the only one crying about this. Everyone else here has been pretty mature about this discussion…which is what adults do…discuss. I’m also pretty sure that’s what forums are designed for. Especially class forums…to give opinions about class direction and balance. If you actually have something relevant to say in regards to this issue that actually has some factual basis..go right ahead and say it..so far you have not contributed anything. You keep dodging the reality of the situation instead. Mesmers do give up things just like any other class does. Mesmer’s definitely do not deal as much direct or damage over time as some other classes (They are already planning on toning down shatter damage…current state of the game video). Otherwise, mesmers are one of the lower hp classes, light armor, and middle of the pack damage output. Mesmers are already being pigeon holed into specific (less than optimal rune sets) just to compensate for this issue. Not sure what else you expect them to give up? Get your facts straight before you post something like “and not have to give up anything to do it”. Mesmers currently give up the most of any class for this. Its just simple minded of you to expect no one to have an opinion on the extensive lengths a mesmer has to go to to attain out of combat swiftness like other classes….this a forum for opinions after all. Its pretty childish to get upset that people would have such an opinion. I find it odd personally that you take such a personal stake in preventing an obvious quality of life improvement that can’t do anything but make traveling across the map more convenient and equal with other classes. Are you one of those people that feels a need to make sure others can’t have something just because you don’t feel they should? That’s what’s pathetic if that’s the case.

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

It holds just as much water as it does for any other class that does have high mobility and out of combat reliable swiftness. Clearly the developers thought that ooc movement speed outside of waypoints was necessary, or they wouldn’t have given that to every other class.

Have you actually played any other classes? o_O

Have you? See what I did there? The answer is yes, I have a warrior, necromancer, guardian and elementalist..in addition to my mesmer. I am definitely enjoying my permanent 25% movement speed on my necro and ele. I am definitely enjoying my signet of rage on my warrior. I haven’t leveled my guardian because I got bored with it. Your argument on that front is moot as all of those classes have significant either on demand or persistent swiftness. On my warrior and necro, I even have the OPTION to swap in an offhand to grant me even more swiftness. Not the case on my mesmer as that offhand is my only real swiftness option (extremely unreliable signet). As far as other classes go…I have only testimonials on forums and wiki documentation to prove their out of combat mobility options. You forum criers are always overreacting to this issue. No one is asking for an in combat buff.

(edited by ODB.6891)

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

You guys must have never played a Guardian. I really don’t think Mesmers are that slow.

“Retreat!”, “Save Yourselves!” and Symbol of Swiftness

and GS leap

Listing a bunch of abilities that can grant swiftness doesn’t suddenly make the Guardian a fast class. If you actually played one for an extended time, you would know it isn’t any more mobile than a Mesmer.

First of all, the staff is a horrible weapon. The one ability it has that could warrant someone to use it is the one that grants 12 stacks of might, but once you realize how much better it is to use blast finishers on a fire field, you will never use this weapon for zergs, solo pvp, or pve.

Save yourselves is an ability that should never be used unless you are playing solo, and even then, it has such a long cd that you won’t be using it until you need to. Wasting this for a short speed boost will get you killed.

Retreat is pretty good in groups, but this also has a long cooldown and is often not used in favor of something else.

Judge’s Intervention requires a target and will often not work as needed.

The greatsword leap is pretty good, yeah.

Mesmer on the other hand gets an OFF HAND weapon with a fantastic swiftness and pull ability. So instead of wasting 5 skills on a useless weapon like a guardian, you can still have a good 3 skills even if you hate the focus. Then you have the signet of inspiration, which on average will grant you more swiftness than any of the Guardian utilities and you don’t even have to use it. On top of that, you have blink which is an amazing ability with a short cooldown and it uses ground targeting.

As someone who mostly plays Elementalist, I would think I’d be pretty spoiled in terms of mobility. The Mesmer is not slow at all. Asking for a passive speed boost is basically being that kid that has to have all of the super powers and is immortal. You already have stealth, you already have clones, you already have swiftness and you can teleport. The Mesmer does not need more mobility.

blah blah blah..in combat, blah blah blah..in combat, blah blah blah..pvp. That’s pretty much what you said and its not what the issue is. The issue is out of combat mobility without having to give blood, donate several organs, and volunteer for lifelong community service.

Yes, we would like to be like all the other kids zipping around the map with their super speed. You guys always come here crying about what abilities mesmers have in combat, and in the same breath try to dismiss everything you have in combat. That’s really hypocritical. This issue has nothing to do with in combat balance. It has everything to do with quality of life, ease of traveling across the map without having to pay the waypoint tax or having to sacrifice an unreasonable amount of build options to do so. Unreasonable being defined as things above and beyond what every other class has to do to achieve the same goal.

(edited by ODB.6891)

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

Bah, slow builds = complainers.

Good boon duration + focus swapping + 1200 blink = faster than your zerg spamming speed skills.

Your typical mesmer:- 0% boon duration + no focus (or a smart one who swaps to focus when travelling, might even be traited) + no, or 900 range blink = complains on the forums, or takes runes of centaur/air much to the hate of mesmers who believe it’s a silly sacrifice to have to make.

All this to say that, sure there’s a problem, but there’s something to be said about the players build that’s a part of it. Also, leave Signet of Midnight alone. That’s 10% more boon duration right there!

Here’s a pro tip: 2x rune of monk, 2x rune of water, 2x rune of speed = 50% boon duration to speed (+30% to every other boon), + upwards of 30 points in chaos trait line = +80% swiftness duration (and 60% to all other boons).

Personally 50% bonus swiftness is plenty for me. I prefer a bonus 20% might duration instead.

Best answer ever.

It would have been if it applied to all classes, or at least all except thief; possibly ranger.

best answer ever

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

Giving a 25% movement sig to mesmers doesn’t make any sense unless you truly believe that every class should have one.

ANet has said that Thieves should be the kings of mobility with rangers close behind, but it doesn’t make sense for mesmers to be the sprinters (they are, after all, a class dressed in ball room dresses and suits). Mesmer mobility is best illustrated by cunning, not pure physical prowess.

I’m not saying that every class needs a 25% Mov. Signet, what I’m saying is that Mesmers need an easier access to movement speed, wich all other classes already have, they will not be faster than these classes so I don’t see why are you calling them sprinters.

In a game where everything needs to be balanced, this is a small thing that is simply not balanced.

Are you saying that mesmers should be as mobile as thieves? In combat, we’re about as mobile with teleports and blinks and are only slower in terms of travel.

I was just suggesting a easier access to movement speed, something that is lacking to Mesmers, and you are already imagining a Mesmer vs Thief duel in your head.

This has nothing to do with duels. I wasn’t even specifically talking about PvP.

@ ODB: Necromancers have no teleports like mesmers and have crap for mobility, so a 25% sig isn’t making them into thieves. Ele mobility is ridiculous, but that’s a separate issue and I’m not defending it.

This game doesn’t have mounted movement, but it has waypoints everywhere. That argument doesn’t hold water.

It holds just as much water as it does for any other class that does have high mobility and out of combat reliable swiftness. Clearly the developers thought that ooc movement speed outside of waypoints was necessary, or they wouldn’t have given that to every other class. It appears that your arguments are the ones that do not hold water bro. Just for the fact that you keep talking about teleports as mobility…that does mean you are talking specifically about pvp. The argument has and will continue to be about ooc movement speed..not about pvp. That means travel without spending silver btw….like every other class can do easily.

Mesmer needs a 25% Mov. Speed Signet

in Mesmer

Posted by: ODB.6891

ODB.6891

Giving a 25% movement sig to mesmers doesn’t make any sense unless you truly believe that every class should have one.

ANet has said that Thieves should be the kings of mobility with rangers close behind, but it doesn’t make sense for mesmers to be the sprinters (they are, after all, a class dressed in ball room dresses and suits). Mesmer mobility is best illustrated by cunning, not pure physical prowess.

So by that logic, then necromancers and elementalists should also not have gotten 25% run speed signets? Stop pulling excuses out of your kitten. This is a game without mounted travel. That alone makes out of combat movement speed an issue when all except one class has easy access to it.

In Need of a Passive Speed Buff

in Mesmer

Posted by: ODB.6891

ODB.6891

I think Compounding Celerity just needs to be reworked into something more appealing.

How about reworking it so that swiftness is granted upon shatter? Mesmers that want to utilise this trait out of combat could also, and probably already do, trait for Illusionary Persona. Therefore, you can just use your shatter skills to proc maybe a 25% increase in movement speed for 3 seconds per shatter skill use (not per illusion shattered).

I’m not sure if having it proc on shatter in a fight would be a little OP bearing in mind the Mesmers already decent in-battle mobility, but it would make travelling in WvW less painful.

There are no illusions to shatter when you are out of combat or even when your target for that illusion dies. This shatter idea does not work because of that.

Read again, he was also talking about Illusionary Persona.

Okay, I had to actually look that up because I currently do not and don’t intend to trait that far into the illusions tree. I prefer to keep my illusions alive for the persisting benefits (9% damage reduction, 9% damage done, regeneration), so putting that many trait points into the tree for shattering doesn’t work for me. That’s a grandmaster trait. If they were wanting to make it really hard to access, then I guess that would be somewhere they could put swiftness too.

In Need of a Passive Speed Buff

in Mesmer

Posted by: ODB.6891

ODB.6891

Not every class should be the same. We have a weapon with swiftness, and a rune set that can give us Swiftness. You don’t want to use the two runes, or the weapon. Then you don’t get speed.

I want to play a tripple meditations spec on my gaurdian with perma swiftness. I want to use all three of my utility spots on my thief with permanent swiftness. Same wtih my necro.

Every week there is a post on here about swiftness for Mesmers. Why can’t some of the classes just be faster? While some are stealthier? And some use clones. The same people that want everyone to have swiftness, rally against homogenization.

This has nothing to do with every class being the same. This has everything to do with singling one class out in terms of enjoying playing the game. This is not about in-combat mobility. This is only about traveling across the map in slow motion versus playing other classes. It would be different if there were actually some reason for this omission, but there is not. There is nothing about providing equal or even similar access to map travel speed to this class that would give it a competitive advantage over any other class. I’ll repeat what I have said so many times already, we already have swiftness. The problem is that it is either unreliable, or we have to make unreasonable sacrifices to make it reliable.

Your argument that we should not get speed if we don’t use one specific rune set that no one else has to use for this reason means that we should be left out from what every other class gets nearly by default is just ignorant. Your argument that the same should be the case if we don’t use one specific off hand is equally ignorant. You’d sing a different tune if they updated your chosen class to be that way. How would you feel if your chosen class did not get a healing spell at all unless you had to follow some specific restriction like that…that no other profession had to follow? That is the equivalent of what you are saying.

In Need of a Passive Speed Buff

in Mesmer

Posted by: ODB.6891

ODB.6891

I’m liking Centaur runes with Mirror heal. 12 out of every 15 sec you have swiftness. With a focus it’s perma swiftness.

I view this issue as a Memser weakness that is actually needed. The prof is good at so many other things. Mobility and in some cases condition removal are where it has holes that need to be filled with sigils/runes/food.

This is not a weakness because swiftness is available to the mesmer without sigils, runes, or food. The uptime and reliability are just low versus every other class. We can have swiftness on demand, we just need to use a off hand for it or combination of several other options. How can it be a needed weakness when the only thing it really effects is our out of combat map travel speed? How is that needed?

In Need of a Passive Speed Buff

in Mesmer

Posted by: ODB.6891

ODB.6891

@OP:
Warriors and engineers are actually incredibly mobile with minor utility/trait investments respectively. Warrior utilities can give them almost permanent swiftness and many weapons give leaps or other mobility enhancers, so they can be very fast if they want, and still pretty fast even w/o damage to their build. Engineers have an adept trait in a useful, versatile line that gives them perma-swift with any kit.

@All:
I agree with Carighan. Highly mobile builds need to be something of an investment for all classes equally. Sure some classes should be able to do it a little better than others (thieves, rangers, mesmers, and maybe warriors), but all classes should require at least some trait/weapon investments to be mobile. Gear options should remain available for any class. Not some utility you can switch out at any time regardless of build.

Hello + 25% passive run speed signets for at least 3 classes. Hello 33% run speed elite signet for warriors. These are utility slots, not traits or runes or anything else that requires major investment beyond the utility slot. These are utilities that you can switch out any any time regardless of build.

In Need of a Passive Speed Buff

in Mesmer

Posted by: ODB.6891

ODB.6891

I think Compounding Celerity just needs to be reworked into something more appealing.

How about reworking it so that swiftness is granted upon shatter? Mesmers that want to utilise this trait out of combat could also, and probably already do, trait for Illusionary Persona. Therefore, you can just use your shatter skills to proc maybe a 25% increase in movement speed for 3 seconds per shatter skill use (not per illusion shattered).

I’m not sure if having it proc on shatter in a fight would be a little OP bearing in mind the Mesmers already decent in-battle mobility, but it would make travelling in WvW less painful.

There are no illusions to shatter when you are out of combat or even when your target for that illusion dies. This shatter idea does not work because of that.

In Need of a Passive Speed Buff

in Mesmer

Posted by: ODB.6891

ODB.6891

Perma swiftness on guardian is nigh impossible without using a staff so forget boons galore there slow as molasses.

Perma (or semi-perma) switfness on guardian is easily obtainable with a shout/boon duration build (and yes, this is without staff).

And…

Perma (or semi-perma) switfness on mesmer is easily obtainable with a centaur runes and a heal skill or a boon duration runeset in conjunction with sigil of speed or focus (and yes, this is without any utilities).

Did you even read what you typed? The whole point is that mesmers are unfairly kitten on movement speed versus all other classes. If you had actually read the original post or possibly played a mesmer, you would know how ridiculous it is to expect this one out of 8 classes to have to sacrifice this much, to achieve comparable open world movement speed to the other classes.

This issue has nothing to do with in-combat mobility. It has everything to do with out of combat travel speed. This is a quality of life issue, not a combat/pvp balance issue. Having clones, invisibility, a pull, and a buggy gap closer as options has nothing to do with being able to travel across the map at a decent speed versus other classes. This is a game with no mounted travel. This fact alone makes open world travel speed a serious quality of life issue. Even if you ignore issues of keeping up with the rest of your party as they are zipping around the map, there is still the issue that no one enjoys being slow. Someone earlier posted that you will not always have an ally near you giving aoe speed buffs…especially not guaranteed when you want the aoe speed buff.

A previous poster even said that the real issue is that the base (out of combat) movement speed is too low. They say that this is a design flaw. I agree with this because the fact that the developers feel the need to provide increased movement speed at all, to all classes, means that it should have just been a default speed increase. The band aid fix is of course to simply change signet of inspiration by removing swiftness as a random/unreliable boon, and just make it a passive run speed increase of 25% like they did for so many other classes.

To reiterate, the expectation that this one class should give up all choice on runes, use a mandatory off hand item, and pick a mandatory trait…just to compensate for an unfair oversight…is just ridiculous. Just fix the real problem or at least band aid it. This will have no bearing on actual combat as there is an automatic speed reduction while in combat anyway. We already have access to swiftness on a limited or random basis if we do have a focus and/or signet of inspiration…so this isn’t even really changing any combat dynamic. This will have the positive effect of freeing a lot of mesmers from feeling obligated to use a focus over other off hand weapon choices. I can’t see a downside to this.

Why Don't More People use the pistol?

in Mesmer

Posted by: ODB.6891

ODB.6891

I like the pistol, but the speed buff from focus is too much of a necessity to use pistol off hand in my ranged set. If we had another reliable source for open world movement speed…then I would definitely go back to using offhand pistol. I’d much prefer to have main and off hand pistol. Currently i’m stuck using a scepter as part of my ranged set, despite hating the scepter. It baffles my as to why ANET did not implement pistol main hand.

I use sword/sword and scepter/focus currently. I don’t like to mix ranged and melee weapons in the same set for multiple reasons. One, I don’t want to have half of my abilities not be useful when either at range or in melee. Two, it just seems odd to be firing a pistol at point blank range. Three, I wouldn’t want my iDuelists to be in melee range just because i’m in melee range trying to use a sword.

ANET could make a lot of mesmers happy if they equalized movement speed options for mesmers like they did with all other classes. This would make focus a less mandatory off hand weapon choice. I can’t see why its so hard to take the swiftness proc off of signet of inspiration and make it passive 25% effect on the signet like they did with both of the other cloth classes. Its not like we don’t have swiftness at all, so its not going to change the game balance to have us be able to choose a different off hand while being able to move across the map like everyone else.

I’d love to have dual pistol as my ranged set. I despise the slow and clunky animation of scepter main hand. I also hate the weak direct damage it does. I’m stuck with it though because there are zero other ranged main hand options. Pistol would be perfect for this spot.

Mesmer Chaos Armor Bug ?

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Posted by: ODB.6891

ODB.6891

Is this just about the staff version of chaos armor? I run dual swords and I was pretty excited about building around having chaos armor up as often as I could with leap finishers in null field/time warp. I then read the wiki and realized that the combo field version of chaos armor doesn’t even grant protection?!? Am I reading that right? Is it just the staff version that grants protection? That’s seriously lame and not worth bothering with if all you get are swiftness and regen procs from being hit.

I Love the Mesmer but...

in Mesmer

Posted by: ODB.6891

ODB.6891

I don’t mind; I don’t even use the focus. You can equip the Signet of Inspiration for random quickness. I would never don Runes of the Centaur either, because they kind of wreck my build otherwise (6 Runes of the Undead). Very much prefer being “slow” than devoting too much of my build/skills towards mobility (to not think about it, I’ve found to be the best cure for the speed problem.)

bury head in sand…problem goes away :p

I Love the Mesmer but...

in Mesmer

Posted by: ODB.6891

ODB.6891

I really wish they’d take Swiftness off of Signet of Inspiration’s proc table, and simply make it a 25% speed boost passive along with the extra boon every 10 seconds.

That would be ridiculous, I don’t mind it being 10% with the boon, but I derno.

How would being equivalent with the same thing every other cloth class gets be ridiculous?

Mesmer's health

in Mesmer

Posted by: ODB.6891

ODB.6891

If you have trouble finding the real mesmer in a PvP game, you have some serious issues.
Your reward is to getting better at finding the real mesmer.
Anyone who is fooled by the mindless clones spamming attack 1, standing in a spot or running straight to the target (depending on the weapon), should not be in charge for class balancing or even think about making comments.

Sorry, if my first post sounded hysterical to you, I just wanted to point out that you have no clue.

This thread’s probably going to get closed for unproductive discussion, but this right here takes the cake.

Mesmer is a profession that is intended to confuse and disorient so that the enemy cannot find the real you. “Your reward is to getting better” at not allowing the enemy to find the real you. To argue that someone has “serious issues” when facing difficulties against the inherent nature of the mesmer profession, you must have some serious issues about understanding the mesmer.

I think he was right that the OP has some serious l2p issues. All it takes is a tiny bit of attention to details to see the one non-clone as clones do not dodge, strafe, move out of aoe, or use any ability except auto attack. Crying on the forums about nerfing mesmers because he cannot pay attention to something as basic as that is a l2p issue.

Another issue with his nerf crying is that this game is not all about pvp. There is a significant pve game as well and nerfing the hp of a light armor and already low hp class in pve does not make much sense.

A fix to mesmers speed issues

in Mesmer

Posted by: ODB.6891

ODB.6891

The answer was pretty much “No” because mesmers have an ability to be really mobile already, and have a lot of other powerful tricks.

In a certain way this makes sense, although for me to swallow that as a replacement-argument I’d want 5-player-limited, 25s CD Portal.

I’m confused by this then….mesmers have exactly 4 mobility abilities, three of which are tied to using a specific weapon (staff, focus, sword).

Signet of inspiration is extremely unreliable…it is not even guaranteed to provide swiftness at all…it could technically never grant swiftness (if it is really a “random” boon that it gives).

The sword mobility ability (iLeap+swap) requires a target to move to and we all know that is probably the buggiest mesmer ability every as it does not always create the clone due to terrible pathing issues. The target requirement alone makes iLeap not viable as a mobility ability.

Staff has phase retreat, which I have not tried at all since I’ve built my mesmer as a melee character. Phase retreat requires a target as well, which makes it just as poor of a mobility option as iLeap.

That leaves the focus (temporal curtain), which I consider to be our only true/reliable mobility ability.

Every other class has multiple open world travel options, so not seeing their logic on why mesmers should not. The things they are using as excuses for keeping us in slow motion for open world travel are all in-combat only options with the exception of the focus ability. Every other class has a speed option that does not require a specific weapon to be equipped. Their excuse fails in my opinion. I’m pretty sure mesmers are not asking for somthing to change the dynamic of combat…we are asking for open world movement speed….which is important in a game with no mounted travel.

A fix to mesmers speed issues

in Mesmer

Posted by: ODB.6891

ODB.6891

Honestly, just change Signet of Domination to increase run speed by 25% instead of condition damage. I never see anyone using that signet, anyway….

I would disagree on which signet should actually get the run speed. You already have signet of inspiration that already tries to deal with swiftness, so the easy and logical choice would be to update that one to just always give 25% run speed while removing the swiftness boon from the list of boons it randomly gives. That would make it a more reliable boon signet for survival as it would then statistically give a survival boon more often due to not having to include swiftness in the rotation. You then have signet of Illusions as the next logical choice as a possible click option for swiftness. I pick that one because its click effect is completely counter intuitive from its passive effect. The passive being an increase to illusion health…while the click being a reduction in the cool down of shatter skills. If you are trying to increase illusion health…you are not likely to want to shatter your illusions at all. A build that increases illusion health is likely to be interested in keeping the illusions up at all times.

The new AC...

in Fractals, Dungeons & Raids

Posted by: ODB.6891

ODB.6891

Uh. There is no mechanic for dealing with cc spamming gravelings. Eventually you will run out of endurance and stun breakers.

This is the only problem i’ve personally encountered so far with the new changes. Once you get knocked down by the new howling king graveling spawns…their CC spam is going to keep you down until you are dead. That is not fun or interesting.

I do like the cave troll changes. I’ve never been a fan of Kohler as I guess I just fail at dodging that “I win” move of his. The general consensus of players I’ve done AC with is that Kohler is not a fun encounter …explicitly because of his “I win” move. If anything, that encounter should have had an added or more explicit “tell” when he is about to do that to enable better timing of dodge rolls. You can tell that is not a good encounter when the majority of your player base skips that fight.

I’ve only attempted the new AC once and did complete it in a pug on the first try, so its not too bad. I’ve only done one path since the update though and the reports of new bugs like ghost eater and squishy NPCs do not instill confidence in trying the other paths yet.

Decoy stealth useless in pve?

in Mesmer

Posted by: ODB.6891

ODB.6891

So I just read the patch notes…

“Changed the way monsters react to players using stealth.”

Does this mean that monsters are just going to see through my stealth now? If so, what’s the point of using Decoy as a utility over one that just generates two clones in PVE?

“Eased the restrictions on global leash time.” …is also a bit vague. Does this mean that mobs will continue to chase longer or possibly not give up chasing in dungeons? Is this only an open world change, meaning that they will just chase longer outside of dungeons or chase shorter durations?

(edited by ODB.6891)

Signet of Inspiration

in Mesmer

Posted by: ODB.6891

ODB.6891

How would you feel if Signet of Inspiration was changed to always grant Swiftness as its boon while out of combat? It would help alleviate Mesmer mobility issues in the open world and WvW, for sure.

Since perma-swiftness from a signet is better than the Thief/Ele/Ranger MS signets, the swiftness duration could be nerfed a bit to compensate. Say 7-8 seconds every 10 seconds?

I’d prefer it to grant the same speed boost that every other caster speed boost signet does…25% and not be counted as a boon. Necro signet of the locust and Ele signet of air. I’d be cool with the 25% being cancelled upon entering combat and then have the standard current rotation of random boons apply during combat. Just change the out of combat random boons to not include swiftness.

A fix to mesmers speed issues

in Mesmer

Posted by: ODB.6891

ODB.6891

Its funny how all of you just completely ignored what the OP said and posted what you wanted instead. The spirit of his post was that he wants movement speed that is not tied to a weapon we only use begrudgingly because it is our only ability that gives a reliable source of swiftness. I personally share his opinion. I recognize how good focus #4 is, but I still prefer pistol off hand because of iDuelist. I can’t help but be irked when I see all the other professions with multiple ways to get swiftness and mobility…that do not require one specific off hand weapon as the only choice. Personally, I think they should make signet of inspiration give a passive 25% run speed in addition to the random boon it generates every 10 seconds. That way we can actually have a choice of runes to use instead of being locked into centaur runes.

Because anet will add another nerf to mesmer if a passive speed boost is added. we are trying to avoid it

Let me make sure I understand what your logic is. You believe ANET will nerf mesmers if we have can move anywhere near as fast as all other classes can? We’re not talking about having a bunch of evasive mobility moves like warrior great sword or ele daggers….we’re talking about open world travel speed. Its not even like mesmers can’t get swiftness at all either…its available if we have a focus equipped already. Somehow having a passive run speed like every other caster in the game has…is worthy of a nerf? I’m sorry, but I just can’t see that. I’m cool with them only having in-combat, on demand swiftness on the focus only, but open world run speed needs to change on the mesmer. The occasional and completely random swiftness from the signet isn’t enough. I’m not asking for a combat changing mechanic. I’m looking for a quality of life change for mesmers. Its not going to hurt your pvp/wvw to have mesmers be able to move across the map at the same speed as other players.

(edited by ODB.6891)

A fix to mesmers speed issues

in Mesmer

Posted by: ODB.6891

ODB.6891

Its funny how all of you just completely ignored what the OP said and posted what you wanted instead. The spirit of his post was that he wants movement speed that is not tied to a weapon we only use begrudgingly because it is our only ability that gives a reliable source of swiftness. I personally share his opinion. I recognize how good focus #4 is, but I still prefer pistol off hand because of iDuelist. I can’t help but be irked when I see all the other professions with multiple ways to get swiftness and mobility…that do not require one specific off hand weapon as the only choice. Personally, I think they should make signet of inspiration give a passive 25% run speed in addition to the random boon it generates every 10 seconds. That way we can actually have a choice of runes to use instead of being locked into centaur runes.

Main hand pistol please

in Mesmer

Posted by: ODB.6891

ODB.6891

Yes. I don’t want another power based weapon tho, make it so the weapon is useful on condi builds. Skill 3 Chaos Bullet: Inflicts Burning 1sec, Poison 2sec, Chill 3sec, one stack of Confusion 4sec, 1 stack of bleeding 5sec and 15sec CD on the skill. Boom that’s ‘chaos’ stuff, not give 1 stack of useless vulnerability cough WoC cough.

What you are asking for is a buff to scepter then, since it already applies confusion with scepter #3. Scepter is already the 1h condition ranged weapon for mesmer. It makes no sense to add a second ranged 1h condition weapon for mesmer instead of adding a ranged 1h power weapon…when there is no ranged 1h power weapon and there already is a ranged 1h condition weapon.

Unfortunately, that’s not quite accurate. Scepter seems like someone thought it should be a cd weapon, and then left the dev team halfway through and the new guy liked power weapons better. The resulting weapon, of course, being completely useless at doing either cd or power damage.

Even if its accurate to say that scepter fails at doing both sufficently, then it still makes sense that scepter needs to be buffed more towards condition damage. Scepter does not strike me as a power type weapon (power = direct damage, vulnerability). Scepter type weapons match more with spells vs physical projectiles.

I’m not max level yet and certainly not max geared, but I have trouble seeing scepter doing as much damage as sword…like a subsequent poster said. This may be a l2p issue on my part though as I just really don’t like the scepter.

Main hand pistol please

in Mesmer

Posted by: ODB.6891

ODB.6891

Yes. I don’t want another power based weapon tho, make it so the weapon is useful on condi builds. Skill 3 Chaos Bullet: Inflicts Burning 1sec, Poison 2sec, Chill 3sec, one stack of Confusion 4sec, 1 stack of bleeding 5sec and 15sec CD on the skill. Boom that’s ‘chaos’ stuff, not give 1 stack of useless vulnerability cough WoC cough.

What you are asking for is a buff to scepter then, since it already applies confusion with scepter #3. Scepter is already the 1h condition ranged weapon for mesmer. It makes no sense to add a second ranged 1h condition weapon for mesmer instead of adding a ranged 1h power weapon…when there is no ranged 1h power weapon and there already is a ranged 1h condition weapon.

Main hand pistol please

in Mesmer

Posted by: ODB.6891

ODB.6891

Please add main hand pistol as an option. I don’t know what to say that isn’t immediately obvious as far as why this should happen. We have a trait line called dueling…I don’t know what screams pistol more than that. Dual pistols would just be sexy. Our only other one hand ranged option is scepter…

Why not just buff Scepter instead? I don’t see the niche for a second 1H ranged option, tbh.

The reason that you apparently don’t see is that the scepter is doing its intended role perfectly. The scepter is not a high damage weapon, it is a low damage, slow attack speed, high volume clone generator. The reason for a pistol main hand is for a more damage focused and faster paced main hand ranged weapon. A weapon more focused on doing actual ranged damage and mobility…instead of one focused on generating a constant flow of clones. This would better compliment a build based around persistent phantasms versus one based around clones and shattering. The scepter is a condition damage weapon whereas the main hand pistol will be a power weapon. We currently only have sword (melee) as a main hand power weapon….a pistol as a ranged one would be much appreciated.

The scepter does not even really compliment the off hand pistol, as it does not apply any conditions or boons (vulnerability, might, cripple) to make the off hand pistol more effective. What I, and I assume others, are looking for is a power based main hand ranged weapon to compliment the off hand pistol. I am also looking for something that looks much cooler than a scepter…I think using a pistol (a weapon that is already in our tool kit) is the best choice to pair with off hand pistol.

(edited by ODB.6891)

Main hand pistol please

in Mesmer

Posted by: ODB.6891

ODB.6891

While I’d love Pistol MH, and have wanted it since day one, I’m struggling to come up with what it’d actually do.

I mean, having a ranged auto-attack that scales off of Power is really nice, granted. Perhaps it could even have staged-attacks, like the scepter, applying bleeds or something.

So it’d go;

Shoot – Shoot – Bleed – Shoot – Shoot – Bleed. It’s in the Duelist tree, after all.

But what about P #2 and P # 3?

A knockdown, perhaps?

An AoE? “Rain of bullets” ?

All of those would be good, but It would need at least one clone generator and possibly replace bleed with confusion.

maybe:
p#1 shoot -> shoot -> shoot + confusion or might proc
p#2 cripple + clone
p#3 movement ability + evade on short cool down. something like RTL but does no damage and does not require a target to use.

I love my mesmer so far but open map travel is a pain without being forced to equip a focus off hand.

(edited by ODB.6891)

Is time warp considered a glamour skill?

in Mesmer

Posted by: ODB.6891

ODB.6891

The question arose just from the lack of description in the tool tip as to which, if any, category it fell into. Yes, the ethereal field part also makes me think glamour. I haven’t traited any in illusions yet, so I haven’t had an opportunity to try glamour mastery yet myself…I just got time warp yesterday. Thank you for the reply. I was hoping that something could reduce that monstrous cool down of time warp. I prefer to only slot abilities that have shorter cool downs, but I just can’t pass up time warp vs the alternatives.

Is time warp considered a glamour skill?

in Mesmer

Posted by: ODB.6891

ODB.6891

Is time warp considered a glamour skill? If so, does glamour mastery (inspiration II) reduce its cool down?

(edited by ODB.6891)

Main hand pistol please

in Mesmer

Posted by: ODB.6891

ODB.6891

Please add main hand pistol as an option. I don’t know what to say that isn’t immediately obvious as far as why this should happen. We have a trait line called dueling…I don’t know what screams pistol more than that. Dual pistols would just be sexy. Our only other one hand ranged option is scepter…

when can we expect a new weapon?

in Mesmer

Posted by: ODB.6891

ODB.6891

I would also love to have pistol added as a main hand weapon. Dual pistols and dual swords would be hot on a mesmer. Illusionary duelist is my favorite phantasm. I too dislike the scepter currently, except for the superior clone generation it gives.

Adding main hand pistol would give ANET the perfect opportunity to fix mesmer mobility by adding in an alternative to focus #4 for mobility.

(edited by ODB.6891)

Devs: Ele's too good, nerfs incoming.

in Elementalist

Posted by: ODB.6891

ODB.6891

I am still amused when I realize people actually think devs base their balance decisions on forum whining and bragging.

Yea like they’re so incompetent they can’t monitor what people are doing in the game.

I don’t think its ever an issue of “can’t”. Its more of an issue of do they spend the time and resources to do that in a free to play game…or do they take the overwhelming whine consensus at their word and save development time and cost.

Its also an issue of satisfying the player base. If the majority sees something as broken and they don’t capitulate with ensuing nerfs, then the perception is that they don’t know what they are doing. This potentially hurts them worse than not nerfing something that may not be broken to begin with.

(edited by ODB.6891)

Devs: Ele's too good, nerfs incoming.

in Elementalist

Posted by: ODB.6891

ODB.6891

I am still amused when I realize people actually think devs base their balance decisions on forum whining and bragging.

You’d be surprised at the level of laziness that can occur in the development process. Combine that with this being a free to play game and that likelihood increases dramatically. That has happened in a lot of other games before this one and will continue to happen in the future in many other games. Forum balancing requires no paid testers! Isn’t that the whole point of getting feedback from the top pvp players btw? That’s pretty much the same as forum balancing when you ask players what they think is OP….you’re just going to get whine about who beat them or in this case…who they were not able to kill.

Devs: Ele's too good, nerfs incoming.

in Elementalist

Posted by: ODB.6891

ODB.6891

I’m pretty new to elementalist, as I’m only level 58 currently, but what I’m getting from this argument is that people are not complaining about being killed by D/D elementalists…but instead are complaining that they have trouble killing them? This seems to be an entirely moronic argument as (1) this is a pvp only argument and (2) if the elementalists are not able to kill you…then this is a win for the non-elementalist in these match ups. If anything, the D/D spec needs a buff if they aren’t able to get kills. Running away is not OP. The fact that the developers are even considering making balance decisions based off of forum whine speaks volumes about their balancing abilities…and not in a good way. I’ll admit, even at level 58, I can feel the survivability of the D/D ele spec, but I’m certainly not feeling like a killing machine vs other classes i’ve played like my necromancer and my warrior.

Dynamic events need to show up on the map

in Suggestions

Posted by: ODB.6891

ODB.6891

Dynamic events need to show up on the map if they are going to be a daily requirement. That’s currently the worst of the daily requirements for me. Roaming around random areas of the map just hoping there will be an event somewhere. Giving up on one map and spending silver to go to another map in hopes of randomly running into a daily event there. It would be so much better if you could zoom out on the map and see where dynamic events are currently happening. I guess this might be different if I were a players who spent all day playing, but I’m not. Please fix.

BTW…I am referring to being able to see them on the whole map..not just the tiny section you are currently occupying.

pwr+vit+tough vs pwr+pre+critdmg

in Warrior

Posted by: ODB.6891

ODB.6891

Obviously going full glass cannon or full tank aren’t really the most optimal builds for a warrior.

It’s not obvious at all. Not to mention you really aren’t gaining all that much survivability anyway from a few toughness accessories and armor pieces. Maybe 10% damage reduction? Big deal.

I agree. My warrior is currently 25/25/0/0/20 in berserker gear. I currently have two accessories that are non berserker stats (one with power/tough/vit and another with a mix of everything). The difference is not even noticeable from pure berserker trinkets..with the exception with slightly smaller numbers from my dps. If I had exotic/ascended berserker items for those two slots, then I’d have already replaced those two non dps items.

I’ve even tried shaving some points from the other trait lines and going 15 into defense for adrenal health, but even that had negligible impact.

The short story is that full glass is the most effective and efficient pve set up a warrior can possibly choose currently. Our only outstanding contribution as a warrior is pure and consistent dps output. Guardians outclass us in terms of group survival support and self survivability. Thieves outclass us in burst dps. Anything other than dps and dps support from a warrior is less than maximum efficiency. That’s not to say that a full support (defense/tactics) warrior is not valuable, because the extra regen/heals from shouts/banners is nice…especially in the absence of a support guardian. I’m just saying glass warriors are getting a bad reputation despite being the most productive warrior set up in pve content.

(edited by ODB.6891)

Do you use Auto Attack feature?

in Warrior

Posted by: ODB.6891

ODB.6891

Using it on skill 1 interrupts your dodges. Using it on FGJ! only uses it when you are not doing anything else.
Not impressed.

^^^^

This is the problem with the “auto” feature in this game. If you set it to an ability that has any cast time (signet of rage), then it will not activate if you have another ability queued up…it will go on a mini cool down and try to activate again….and it will fail again if you are doing anything except running or dodging. The whole point of it is to not have to micro manage it, but it still requires you to micro manage it for this reason. I have FGJ set to auto, but even that (with zero cast time), will not activate if another ability is queued up. I still have to manually activate FGJ often as it just sits there waiting for my other abilities in queue to fire off. I’ve posted about this before, but they apparently have no intention of fixing this.

Burst Skill need more love..

in Warrior

Posted by: ODB.6891

ODB.6891

Not in comparison to keeping at full Adrenaline with Berserker’s Power/H. Focus and keep chopping away with your auto-attack, no.

At least, that’s my take on it.

Well granted if your traited for Axe crit damage the burst is well worth it. The average from my axe bursts I tend to hit 12k+ for burst and recover adrenaline in 4-6 seconds less if I just use the healing ability to get max right away after using.

That 12k+ burst is not a regular occurrence…at least not in pve. If a dungeon boss or tougher mob in pve is fully debuffed with 25 stacks of vulnerability, then yeah, a build based around eviscerate will likely hit for 12k+. I run a full beserker build with dual axe/rifle with all exotic power/precision/crit gear except for two of my accessories (I try to stay at least close to 20k hp). 25/25/0/0/20 is my build. The majority of the time, eviscerate is not worth it in pve dungeons unless the mob is already low on hp. I get more benefit from keeping my adrenaline for berserker’s power and hightened focus bonuses with my auto attacks. I agree adrenaline does refill quickly in a proper dual axe build, but in the same time frame as it takes to refill my adrenaline…I can do about as much damage as the average eviscerate…just with my auto attacks (which hit multiple targets instead of just one with eviscerate). Eviscerate just becomes a finisher for low hp targets…which is kind of lack luster for our “burst” axe skill. It would be nice if it hit multiple targets and/or applied vulnerability or protection. That would be worth dumping adrenaline on repeatedly during combat at the expense of berserker’s power+hightened focus.

Female Cultural Armor T3 issue [Heavy]

in Norn

Posted by: ODB.6891

ODB.6891

The starg armor is great I really like it, but why my pants are so low?? I’m a heavy armor user not some kitteny skater punk ><! I think this may be considered as a concept mistake. It really bother me that I can see the half panty of my Norn, from time to time I even seek for the button to pull up my pants

1. If you don’t like that look, don’t buy that armor piece
2. Preview before you buy
3. That is one of two female heavy armor leggings in the game that shows any skin…so I’m positive you have plenty of other choices
4. I’m pretty sure that blanket they have attached to the back of the leggings was put there just for you
5. Stop being a hater

Will I Get Rejected in Dungeon Run?

in Warrior

Posted by: ODB.6891

ODB.6891

In Higher levels of Frac certain builds do matter a lot.

DPS, support, and survivability matter a lot in high level fractals. You need to actually commit to one of the above to be viable in that type of content. You have to maximize what you are good at for that content. Sword, without high condition damage, is probably the weakest weapon you could have picked. Axe or noob stick are the clear choices for group pve…both are high damage.

Best Warrior Healing Skill?

in Warrior

Posted by: ODB.6891

ODB.6891

Taking signet over anything else is only justified really by stacking regen sources. Which means atleast the 15 points in defense for adrenal health and 30 points in tactics for Inspiring Battle Standard.

This makes no sense. Healing is only good if you have more healing?

It makes perfect sense. You are only using healing signet if you plan on not actually clicking it for the heal. The signet is for the passive regeneration. The base regeneration is not very high…and definitely not enough to deal with spike damage. You have to supplement it with adrenal health, healing shouts, healing banners, and +healing on gear to make it a viable heal option. This build is a very low DPS build, but it has pretty high survivability. You have to skip all the damage dealing trait lines and go for defense and tactics.

With all that said, I still think a direct heal like healing surge is better because it gives you significant, on demand, burst healing. Healing signet is only good while leveling at low levels as it is enough at those levels to overcome most incoming damage. It fails at this task at higher levels unless you supplement it with all of the above options.

(edited by ODB.6891)

Warriors and Protection

in Warrior

Posted by: ODB.6891

ODB.6891

You take things way to far out of context. You are the one assuming I am going by what has been said. Lore in fact plays a significant role in the way they designed each class, but even more so filling archetypes people like to play as. Don’t act like giving warriors hard access to Protection wouldn’t upset the delicate balance of PvP.

Lower defy pain cd to 20 second..
Warrior is now fixed

This is probably the best progress that’s been made in this thread besides the bickering and bashing. Give it a 20 second recharge, lower the damage reduction to 50% , and decrease movement speed by 33% for the duration.

I agree that lowering the CD and damage reduction of defy/endure pain would likely be the best solution, but why on earth would you add a self snare to the most snared profession in the game? The same profession that the devs themselves have admitted has the most trouble with removing conditions.

As far as my aversion to GS goes…this game’s progression is largely about aesthetics. So yes, everyone cares about looks. Yes, I want to look different that every other GS wielding warrior. No, I don’t think that is a terrible reason to not use a GS…especially as that only matters in pvp where a GS is the best insta-gib weapon…since I rarely pvp.

Warriors and Protection

in Warrior

Posted by: ODB.6891

ODB.6891

I have absolutely no trouble with high level content at all. I don’t know where this thing about high level content being so hard and it being SO unsurvivable that they absolutely MUST have a boon to stay alive is coming from. Actually, I’m a little bummed when I head there because it is so easy to stay alive. This is suppose to be a level 80 zone and I can sustain a fight with 5 undead and never go below half health. I’m not bragging. This is the truth for anyone who is geared and plays skillfully and in a smart way and they know it. It is not an opinion.

If there is one thing that I cannot grasp, it is how this single boon is going to magically fix bad playing. So far you haven’t said anything that changes my mind about this.

You just summed up what people have been saying about not having experienced high level content. Running around in an open world level 80 zone is not high level content. You can do that in greens as a fresh 80. Try some harder dungeons or higher level fractals. I’d love to see them smash your face as you try that face roll stuff you are doing in level 80 zones now.

Warriors and Protection

in Warrior

Posted by: ODB.6891

ODB.6891

Oh yes having a defensive trait in a damage tree would make perfect sense!

And my build isn’t useless, it’s used to set up kills via stuns, dazes and knockdowns for other guildies who DO focus on mowing down other players. My toughness is equal to my power so i still throw out decent damage when im in range, otherwise im reflecting damage or granting mobility to my group.
I love this style of play, so don’t bash other players because they aren’t full zerker GS swinging kittens who die constantly because of poor gear choice, then come complaining about not having protection when you have perfectly good options in-game already to increase survivability.

Yes..having a defensive effect associated with a damage trait would make perfect sense as the design goal is apparently to have each profession be self sufficient…vs having to rely on others. That’s the whole point in moving away from the tank/healer/dps set up. What you just described “it’s used to set up kills via stuns, dazes and knockdowns for other guildies who DO focus on mowing down other players”..is exactly what I am referring to by being useless. Sitting there waiting on someone else to do it for you. I guess I am being too harsh on that front though. That is a valid style of play in a pvp environment and in a solo pve environment.

What I focus on at the moment is high end pve. No I do not die constantly, and no my gear choice is not poor. In fact, I live longer than most group members…simply because I often ignore the fact that my character is most effective in melee range and I move to the fringes of combat and use my rifle when melee combat is unfavorable or my health is low.

Yes we have options for survivability, but only at the expense of all decent dps…unlike other professions. That is where I have a problem with this profession design. Whether you want to lick boot and pretend everything is fine and there is no valid room for improvement is up to you. The arguments presented here so far have been completely ridiculous as far as why this one profession should have no defense boon…when anyone with common sense can see that boons are superior in every way to armor/hp. Superior to the degree that armor/hp may as well not exist once you reach a certain level of content. To cut you off right here…no running around fighting open world mobs is not high end pve content..no matter which zone you are in.

To answer your assumption of running around with a noob stick…I don’t even use GS since I hate being like everyone else. I move between axe/axe, axe/shield, rifle. My gear is all dungeon exotic quality except for a few accessories at this point..some of which are ascended already.

The issue we are talking about is a design philosophy issue. The only build with decent survivability for a warrior should not be a no dps support build. 90+ second cool downs are no good for a melee profession. No one’s asking for an unkillable profession. No one’s asking for multiple defensive boons. The entire argument that the OP is disputing is about having one defensive boon for this profession. The whole glass cannon issue with this profession is purely the result of weak early defensive traits and lack of decent survivability options outside of deep defense/tactics trait lines. Decent would be defined as relatively low cool down options that do not require a specific weapon to be equipped. I wouldn’t even mind the options being tied to having a shield to swap to…if we did not also need to have a ranged weapon to swap to. I’m just saying…this profession could use another look as far as fine tuning. The issues aren’t game breaking, but they certainly aren’t non existent as you guys are describing them either. Its getting pretty annoying having bunker builds say that there is no issue…just because you are satisfied doing crap dps. Just like you say you are happy with a no dps build…some of us are enjoying a high dps build.

Warriors and Protection

in Warrior

Posted by: ODB.6891

ODB.6891

I think it would be imbalanced because it does not fit into the profession.

Says who?!? You….who has demonstrated minimal knowledge about the way warriors actually work? By what logic does a melee class not need damage reduction? You can pop off another list of either traits or weapon specific abilities that prevent some damage for x amount of seconds…but you can do that for every class in the game. What you are saying makes no sense.

You come into the forums as if you have some balance numbers and statistics to support your OPINION of what a profession does or does not deserve. You come in here talking about imbalance and you have nothing to support that besides your OPINION. Here are some facts:
1. Melee professions take more damage on average due to having to be in …wait for it…melee range! …in order to be most effective.
2. Armor and HP do not scale well at all with high level content in pvp or pve.
3. Boons do scale well with high level content in pvp and pve.
4. Every other profession in the game has access to some boon that mitigates or prevents some damage
5. This game was designed around the premise that each player is responsible for their own survival….depending on another profession to provide you that survival is the opposite of that premise.

The logic of number 5 directly leads to the noticeable difference of grouping with a guardian that is providing both aegis and protection regularly…or any other group member that provides either aegis or protection regularly…vs grouping with no shared defensive boons in higher level content.

I don’t know if you got face rolled by some warrior running around with a noob stick or your dps is so low and found it frustrating to deal with a bunker warrior, but you need to play some higher level content before posting stuff like this.

(edited by ODB.6891)

Warriors and Protection

in Warrior

Posted by: ODB.6891

ODB.6891

I spend most of my time WvW in a tanky spec. I have around 2.2k toughness (2.1k without my shield) 2.2k power and just under 27k health (without robust buff).
Along with that I have adrenal health, healing signet and use mango pies.

I use warhorn offhand (traited) with sword and condition removal /transfer sigils on both weapons. Mace + shield as main weapons, weakness on mace 1, missile deflection on shield stance + mace 2, daze, bulls charge + stomp combo along with stability from battle standard.

Warrior’s don’t need protection (it’d be lovely, but we really don’t need it).

You have described perfectly how useless your build is for any purpose besides standing on a spot and not dying. For all other warriors that are intending to fufill a useful purpose…that means actually being able to kill something….then no…we don’t have all those things…hardly any of them. So yes…warriors do need protection…just not the useless, paper weight, warriors. The rest of us enjoy playing the active, mobile, damage dealing warrior. I would suggest they put protection in a place that bunker build warriors cannot access it in the trait lines.

Warriors and Protection

in Warrior

Posted by: ODB.6891

ODB.6891

man.. you don’t know anything about warrior ):

Its not just that he doesn’t know anything about warriors…its that he doesn’t know anything about this game in general. This game was designed around the absence of the mmo holy trinity. It was designed so that you are not dependent on other classes to be there to keep you alive. No tanks. No healers. No pure DPS. He even went as far as to mention that the trinity is not supposed to be in this game, but then he starts talking about synergy and how guardians synergize with us by providing the necessary survival boons to keep us alive. He’s contradicting himself. It blew my mind in his original post when he used the ability to dodge as a justification for not having any form of survival boon….which is THE game mechanic for mitigating damage. That was just kitten #8230;every class has dodge and clearly ANET acknowledges that something other than dodging is required to survive…other wise these other classes would not be loaded up with survival boons. What makes that worse is that the majority of these other classes are ranged…which means that they don’t have to be in melee range at all to be at maximum effectiveness.

He even tried to say that we should suffer a damage penalty for having what all other classes get without a penalty?!? Warriors are not the highest dps class and we’re not the highest survivability class…where’s the justification for a penalty?

The whole high hp thing is a joke. That is effectively negated by having to wade face deep into melee range to be effective, where all the red circles and melee counter hits await. I don’t know about you other warriors, but my endurance bar has a maximum of two dodges at a time…so not quite sure how the OP’s infinite dodging idea is supposed to work out. I do have the restore endurance on burst and that does help some, but really….dodging as an excuse to not have any survival boon?