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Mesmer Traits in PvE - Tweaks

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Posted by: Photoloss.4817

Photoloss.4817

Hi again Photo. I’m ignoring Chaos because that line (like Defense, Earth Magic, Shadow Arts, …) is more geared for PvP and making it good in PvE would require massive changes. Fixing that is way beyond my capabilities.

Domination, Illusions & Inspiration already have a place in PvE…and making them better is much easier.

Btw…i’m just giving ideas for people to discuss & Devs to consider. They’re not final and it’s normal if some of them are bad, annoying, etc. Work in progress…

Question: Of the changes I proposed which ones did you like? (It’s fine if you say “none!”) :P

Thing is, Chaos wouldn’t take that much work imho: Make Chaotic Dampening give 5% per tick or even more, but reduce Protection to whatever the sPvP crowd considers “acceptable”. Un-nerf MtD, maybe buff the staff auto (mesmer only, not the clones). Bam, AoE condi-shatter build with tons of party-wide boons, complementary option for every use other than nuking down a boss in an organised speedrun. At least in theory.

As for your suggestions, Mental Anguish might as well give +30%dmg flat in PvE, or +100% shatter damage or something. Thing is, with only 5 spots in a party someone will always be left out of the very top rungs in terms of world record speedruns, and below that mesmers offer so many things other classes can’t provide (in particular, much like engi, a bit of everything)

The Inspiration rework is “different”, not necessarily “better”: wasting half a trait when not using mantra heal (when the other half is really good in itself) is a problem, and not being able to trait Focus and mantra heal greatly diminishes the maximum support potential. Having Persisting Images and Protected Phantasms forced on you is a bit overkill, in particular Persisting Images is more of a niche pick (many bosses can 1shot phantasms regardless of this trait)

Illusionist GM, on second reading, would really annoy PvPers since you mention “illusions” and not “phantasms”. IC and confusion/damage modifiers have already been discussed.

Really, if you only want to eke out more damage modifiers a much cleaner solution would be to increase the skill coefficients of autoattacks, MoP and shatters, then reduce the base values so sPvP stays at the same level. The higher PvE gear stats and 25might will massively increase the maximum dps without any skill splits or fodder traits. Same with conditions, give a non-zero base stat dependent on game mode instead of “base direct damage”. Oh, and double all Healing Power coefficients except the Regen boon.

Mesmer Traits in PvE - Tweaks

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Posted by: Photoloss.4817

Photoloss.4817

Because I also proposed a 10% damage modifier to foes suffering from Confusion in the same line?

And then your first concession to PvP players was to drop that trait, plus it is boring. And you’re still ignoring Chaos…

Mesmer Traits in PvE - Tweaks

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Posted by: Photoloss.4817

Photoloss.4817

Uh, why exactly are you forcing 3 worthless Confusion minors on pve players then? And why no mention of the Chaos traitline, which is absolutely worthless even if you want to play boon support.

Can we change flamethrower now?

in Engineer

Posted by: Photoloss.4817

Photoloss.4817

Old “Backdraft” for the toolbelt? Frontal cone AoE pull, 600-900 range, 60-120° cone angle?

“Cryo Ammo” for chill on hit? (cast time and 1-2s icd so you can’t unload it instantly with FT/nades, long total chill duration or short recharge, consumed if attacks are blocked/evaded)

“Phosphorous Charge” would be a nice excuse for a blind/fire/damage field, sadly Mortar already has one.

Mesmer Traits in PvE - Tweaks

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Posted by: Photoloss.4817

Photoloss.4817

I don’t get the Mental Anguish change, pve mobs should count as “not activating skills” most of the time anyway.

Inspiration minors already have a theme, the 3 pillars of “defensive support” in GW2: healing, damage mitigation, cleansing (technically #4: defensive boons, but those go into Chaos)

Speaking of Chaos, that line is utter trash for pve, really disappointed they kept all the crappy selfish minors and added nothing of value. GMs are garbage, can’t take staff cd and +condi dmg together anymore, nothing to fuel the GM minor and replace the 30% boon duration gutted from the original line.

The Illusions changes would probably annoy power shatter pvp players quite a bit.

In general, while damage modifiers are the be-all-end-all for dungeon speedruns, they are ultimately boring and unnecessarily widen the gap between “average” and “top” builds due to multiplicative stacking. If anything make the Illusions GM something that shares all the existing personal buffs with our illusions and keep PH where it is.

Confusing Combatants : they want to have confusion as bursts and not continuous application.

Then make it so! How do you “burst” with and effect that achieves less maximum dps (in pve) than just maintaining bleed stacks???

Proposed Changes to our Overnerfs.

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Posted by: Photoloss.4817

Photoloss.4817

Higher ICD but per target then?

In case that wasn’t clear, those suggestions were meant to be coupled with restoring Chaotic Dampening to 5% per tick (or even more?), and not all of them should be implemented simultaneously.

My idea was to specifically limit the potentially overpowered synergy of constant AoE interrupts without nerfing the raw numerical power of the traits, in hopes of salvaging some PvE use.

If there is enough counterplay to Chaotic Dampening already, then there was no reason to nerf the trait in the first place.

What's the "trickiest" Mesmer spec?

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Posted by: Photoloss.4817

Photoloss.4817

Photoloss,

I have not been able to achieve anything close to 60 seconds of stealth with two high-hitting phantasms out.

Can you clarify?

The Prestige-Decoy-Veil(double-dip)-Mimic!Veil(double-dip again)-Mass Invis is 38s.
By then The Prestige will be up again, 44s. Decoy also up again, 50s. Maybe another Prestige for 56s, can’t be bothered to do the math on The Pledge.

That’s probably the maximum you can manage without external conditions (otherwise Desperate Decoy for another 6s every ~30s, and runes for another 3-4s if you’re lucky)

That’s your elite, full utility bar, 2 trait lines and one offhand, leaving Pistol(OH Sword?)+Ether Signet for 2 quick duelists, and traited Sword for 25% evasion uptime to camp it out until the 72s cooldowns are up again. And IP Distortion “for free”.

While not exactly realistic, or effective in the capture point format, this probably is the most braindead way of annoying people in 1v1 fights.

Proposed Changes to our Overnerfs.

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

Would those interrupt traits be severely hindered by a 1-5s ICD? Or give Chaos Storm a longer cast animation, or bias the random procs towards being more potent towards the end of the duration? Cap it to 1 daze pulse per cast?

Basically, tone down the maximum benefit from specific synergies, or add counterplay which would be relevant for PvP formats without completely ruining an entire weapon and potential playstyle for PvE (and dumb WvW zergs)

What's the "trickiest" Mesmer spec?

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Posted by: Photoloss.4817

Photoloss.4817

>25% evasion uptime from one skill probably also is unique to mesmer XD

The answer heavily depends on the game mode you’re playing. Right now you can probably win any 1v1 while permanently stealthed by spamming phantasms due to PU.
Actual “misdirection” would emphasise Manipulations, Staff and some stealth, but with the knee-jerk nerfs you’ll be hard-pressed to achieve a proper “win condition” with that. Against noobs just go staff condi and mash 1+2 without moving much.
Interrupt is more or less unique to mesmer but, as the name implies, is more about control and interdiction. The enemy knows what you’re doing, but if you’re more skilled than them they can’t do anything about it.

Proposed Changes to our Overnerfs.

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Posted by: Photoloss.4817

Photoloss.4817

Do we know why Chaotic Dampening got nerfed? I know the theoretical cdr was through the roof, but what could you actually achieve with the skillcasts thus generated?
Chaos Storm is always praised as being a very impactful skill (mainly in sPvP I presume), but the other Staff skills are rather lackluster without some external input. All of them require active play to use properly, and can be countered to some extent. There is no direct “win condition” attached (except maybe CS on downed), unlike for example a full shatter burst or double iDuelist from stealth (with daze mantra for extra fun!)

Since these “ruin it for everyone” nerfs usually originate from sPvP I’m genuinely surprised it wasn’t PU to take the first hit, way more annoying for “noobs” than a constant spam of random purple bubbles.

Speaking of PU, since many call it OP and The Pledge useless, what if those two were reversed: traited torch gets 30-50% flat cdr, but PU gives little to no duration increase (max 1s), possibly with an un-nerf of the boon table (prot/regen per second stealthed, Aegis on start and end to punish camping?)

June 23 Patch - Healing by the Numbers

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Posted by: Photoloss.4817

Photoloss.4817

2. Throughput of traited mirror and mantra of recovery got huge gains with the patch, but scaling with healing power is still absolutely wretched for all the Inspiration traits. Restorative mantras, restorative illusions, and healing prism are all great traits with 0 HP and pretty bad ones to actually get HP for. Basically, invest in traits and not gear if you want to try your hand at support.

True for pretty much everything. Healing Power sucks, and has no reason to even exist in a trinity-free game.

Rather eye-opening to see the full extent of mantra heals though. MoR had the best hps before the patch, gained a 2s cooldown reduction baseline (recharge change) and synergises extremely well with the traits. Cycling MoP already gave ridiculous survivability for PuG ranged Lupi/Volcanic Fractal runs.

So for PvE anyone below the “organised speedrun” level can stick to Inspiration for massive self-sustain, group healing and anti-projectile support without sacrificing 600 stat points, nice.

Quick question: Ferocity over power?

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Posted by: Photoloss.4817

Photoloss.4817

With the exception of reflected projectiles, which scale with enemy power but your own crit chance and crit damage.
In PvP it won’t matter that much, but if you run Feedback/Mirror it might be worth considering.

World Boss crits not working properly

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Posted by: Photoloss.4817

Photoloss.4817

With the latest patch world bosses should have become critable to offset their health increase. However it seems only the invisible “core” hitboxes can take crits, not the various moving parts actually associated with the bosses’ physical appearance.

The core hitbox cannot be marked/targeted directly even if you know of its existence (which in itself is more of an achievement than “defeating” the “boss”), and some of them pulse massive amounts of damage which aren’t intended to be survivable (primarily Shadow Behemoth and Fire Elemental)

As a side note, while technically not a “bug”, giving enemies more hp only makes the fights longer, not more difficult if they lack any engaging mechanics. Excluding Tequatl and Tri-Wurm these “bosses” don’t give you anything you’re supposed to be doing beyond pumping them full of damage.

PvE Mesmer

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Posted by: Photoloss.4817

Photoloss.4817

Winds of Chaos does a lot more damage when you have three clones casting it along with you.

With condition caps lifted and Illusionary Elasticity standard on all models, the Staff can be used like a “land trident” (i.e., spam clones for their autoattacks) with all the uber craziness that comes with it.

It’s also a good idea not to ignore the power of all those buffs bouncing around, because they really pump up the volume in just about any kind of encounter.

And, as ever, the Staff gets better the closer you are to the target. At melee range it can be positively sublime.

That omits all the opportunity cost though: The single-hit effect is pitiful with or without boons, while Sword can cleave 3 targets and gain total damage from it. Having 3 clones up means you don’t have any phantasms, so your dps baseline is already at 50%. You also lack the gap-closer, immobilise and evade/block from one-handed weapons, which may or may not be relevant.

Soloing is another story, but even for the “mediocre PuG” level of play Staff doesn’t bring much to the table

Even shattering is kinda inferior, a +30%dmg zerker Mind Wrack hurts, and may give up to 6s cdr on your precious phantasms if you choose against Compounding Power for whatever reason. Staff condi shatter gives you …4 Torment + 4-8 Confusion, great. Actually Cry of Frustration as a whole kinda sucks as a “condi Mind Wrack”.

(edited by Photoloss.4817)

PvE Mesmer

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Posted by: Photoloss.4817

Photoloss.4817

When I did compute the DPS of staff, chaos storm hits hard, but the AA is very weak.

Well, Mantra of Pain is a thing…

Would’ve been really cool to try a MtD Chaos Armor spam build though, AoE condi and doesn’t get shut down as easily as triple iWarden. Plus in theory it should qualify as a PvE shatter build, so I’m rather confused why specifically those traits got nerfed.

Content Streaming needs adjustment

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Posted by: Photoloss.4817

Photoloss.4817

Still don’t see how ANY of that will result in ANY different bandwidth requirements than prior to the streaming updates addition. Explain to me how you will now have to download more data?

Not more data in total, but more data during times when I’m not asleep.

Also, a client update may also include a server update, which is probably another reason. Client and server must both be running the same version.

I don’t mind getting kicked off the way it always has been, obviously they want to get everyone off the old version as quickly as possible. My concern is that if a patch goes live while I’m playing, I will not get kicked earlier, but will be burdened with an immediate “demand” for downloading the core patch during the 1h grace period. In my case this renders the game less playable than the fps lag caused by a full Karka Queen map on the highest graphics settings. Plus whatever else they manage to break, if they can wreck Distortion in a patch with no Mesmer changes they can “accidentally” set the streaming client to download 2 copies of each and every file on the download server.

Content Streaming needs adjustment

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Posted by: Photoloss.4817

Photoloss.4817

Those of you that are concerned by this should just NOT log in until any downloading is complete. The option is to allow those that WANT to log in sooner said option.

I’m not sure how this change makes anyone think the game will now require more bandwidth than it ever did before…?

In principle, for a reasonable developer team, yes, just waiting until everything has fully downloaded before starting the game should not cause any issues and work exactly the same as it has before the update.

Knowing bugnet’s lack of quality control, as well as the questionable practices of other always-on data distribution systems, I want a full opt-out so I don’t have to deal with the inevitable “oh sorry, we didn’t think of that particular situation”.

What, for example, will happen if they upload a new patch while I’m still playing? Previously you could go on for an hour with a tendency to get kicked out when changing maps. With this new streaming setup however the game might decide there is a “demand” for the patch while I’m still on the map, and render the game unplayable before I get to finish whatever was keeping me from downloading the patch right away.

Or they simply, silently, break the “On Demand” verification code to allow downloads when it shouldn’t. It wouldn’t be the first time we get a bug that can be universally reproduced in under 5min of playtime. (do any testers ever join WvW/sPvP? if yes they were on holiday recently…)

Content Streaming needs adjustment

in Guild Wars 2 Discussion

Posted by: Photoloss.4817

Photoloss.4817

Just to be very clear: I have a 1000kbit/s internet connection, and am sharing it with at least one other user for active gaming. GW2 itself runs just fine under these conditions, though map loading is of course a little slow. I CANNOT, however, afford to have all remaining bandwidth sucked up by a stupid streaming option which I can neither monitor nor fully disable. Streaming is cool and all if you have the bandwidth to support it, but those who don’t need a properly labeled OFF button WHICH ACTUALLY DOES THAT, not an obscure “On Demand” option which may or may not work depending on how “demand” is defined.

If this is merely a communication issue and the “On Demand” option does in fact (and will in the future) only attempt downloading if the game would otherwise crash due to missing data, then communicate this clearly and ensure it actually works that way!

In case this sounds too melodramatic, sorry but the past patches have left me in severe doubt regarding the reliability and quality control of Anet coding.

Mesmer dps contribution in pve

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Posted by: Photoloss.4817

Photoloss.4817

One thing to consider (mainly @OP since they’re referring to personal experience), is that mesmer has a massively different “falloff curve” when you depart from the “optimal” group:
A melee zerker ele will go down in 1-3 hits and has little to no survivability options if running the absolute maximum dps spec. A max dps mesmer still has automatic 50% Vigor uptime, a potential 25% extra evade uptime from Blurred Frenzy (more if you actually time it against enemy attacks in PvE), and Distortion if things are looking really bad. Plus base dodges and whatever the party is sharing around.
Also, once set up, half our dps remains active even while our character is downed, rezzing someone else, retreating to heal or otherwise occupied.

In an optimal situation Mesmer underperforms, but when you deviate from said optimum a decent Mesmer can retain much more effectiveness than most other classes/specs.
Plus, all those dps comparisons are only valid if you actually have a group that maintains 25 might+fury and stacks on the boss, using optimal dps rotations, which may or may not have been the case (not attacking other posters, but the OP didn’t explicitly state they were in proper speedrun teams at the time,)

What is a good World Boss build?

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Posted by: Photoloss.4817

Photoloss.4817

For regular world bosses GS+Sword/Focus, picking as many +%dmg and direct power boosts as you can. iZerker and iWarden to my knowledge are the only phantasms you can place inside the “head” of the bosses where they take almost no damage. Slot Mantra of Pain for tagging if you don’t afk through the pre-events.

For Tequatl always stick to defense duty and run pretty much any damage build you like. If you do it with an organised community even a condi build might be usable, but not recommended ofc. If you find yourself in the zerg for any reason try to stick with the ranged crowd, Blurred Frenzy doesn’t work against waves…

For Triple Trouble run the max damage meta build and learn to use it. Take a Focus unless you’re at amber, and ensure you have a zerker set for the 2nd phase.

Vinewrath really depends on how your map is playing, the “best” role probably is max reflect build on 2nd boss. For the first boss (troll) bring Mantra of Concentration, Pistol, and MH sword, place iDuelists outside his AoE range and use mantra during the big laser attack. 2nd boss (thrasher) just camp Focus for reflects, 2 mesmers can shut him down completely. Try to avoid fighting the 3rd boss because he moves a lot, if you must bring GS+Sw/Sw because both phantasms follow him and have the highest chance of actually hitting him.

If you notice your group needs the support, or your own latency is too bad to actively dodge “mid-tier” attacks, you can also trait Restorative Mantras and cycle MoP, summoning phantasms on cooldown unless you already have 3 up. This helps neither “very good” nor “terrible” groups though, and you still have to get out of the massive insta-kills either way.

Mantra Question

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Posted by: Photoloss.4817

Photoloss.4817

Maybe it used to work that way, can’t remember, but the “when you heal” wording isn’t in play anymore.

When Anet did the rune/sigil overhaul, they fixed all the ambiguous wording such that all runes either now say “when you use a heal skill” or “when you use a healing skill” (at least for PvP). Net effect is, all the runes that state that will proc the effect with MoR’s channel.

Probably true for runes, but not for Mender’s Purity, which activates on Power Return but not on Mantra charge, even with RM traited.

Way to make shatters used in PvE.

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Photoloss.4817

At this point, since we’re so far away from “all specs viable in every game mode”, I’d rather see Shatters PvP-focused and the corresponding traits and utilities kept in line with that.
In return focus Phantasms and “PvE standard” utilities on PvE, no more nerfs based on abusive 1v1 builds! Glamours could use a little love as the WvW/mass group support option too.

I’m perfectly fine with half of each class being useless in a specific game mode as long as the other half does its job. Big, sweeping changes will only wreck the things that already do work unless Anet gets enough time to look at everything as a whole.

Living Story as Mesmer

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Posted by: Photoloss.4817

Photoloss.4817

The AoEs you can work around most of the time with ranged phantasms or stacking +%dmg/CDR instead of attack rate/health boosts, and of course shatter if you get the chance (since some of the bosses only “clean house” at specific intervals)

What really cheeses me off is all the “need buff to harm enemy” parts, where Phantasms don’t get the buff even if they’re standing in the field!!! Not exclusive to mesmer or Living Story, but more prevalent, and you’d expect more from a game that has an explicit “pet class” (and mesmers)

Clones replacing Phantasms

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Posted by: Photoloss.4817

Photoloss.4817

They only changed it so new illusions prioritise existing clones over phantasms that are older. Previously iWarlock→Phase Retreat→DE→DE would leave you with 3 clones, now the second DE clone kills the Phase Retreat clone instead.

If you have 3 phantasms out the oldest is overwritten by the newly created illusion, even if that is a clone.

The Prestige (Torch 4 skill)

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Posted by: Photoloss.4817

Photoloss.4817

Built-in cancel command so you don’t break stealth instantly? Does it interrupt Scepter #3 channel or the like too?

Mesmer illusions + Ranger Runes

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Posted by: Photoloss.4817

Photoloss.4817

One is a visual and attackable dot, the other is a companion.

iDefender isn’t for dps, and in my eyes illusions are actually better “companions”, because I can command them to appear or vanish at my whim. No pet/minion/ally in this game is anywhere near competent enough to care about them like you would for a fellow human teammate.

And before anyone claims “companions” need a physical form or whatever, according to the linked thread the runes still work with Elementals and freakin’ Spirit Weapons of all things.

Empowering Mantras is not good design.

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It might be similar to the Signet trait but as you said: It doesn’t have to be exlcusive.

I don’t get the ‘active gameplay’ and ‘when’ part.
It could just start when re-charging. Put kitten -10s ICD on it so it can’t be abused. Done.

Would be a bit strong if you used it to get a free MoC, and then using that to charge the rest if needed. Thing is, stability and count-based blocks can at least be burnt through, evade can’t. With “active gameplay” I meant you can’t pop it during the channel when you see an interrupt coming, either your opponent hits a narrow timing window near the end of the channel or it’s a straight-up free recharge. The latter could be okay if it’s not OP in itself, but an evade duration lower than the channel time would only leave the trait godlike at low skill levels and useless among the best players.

I think you got to look at the context.

At least one of those traits – Fiery Wrath and Radiant Power – are likely to be fillers since ANet run out of ideas. This aside, I actually think that those two are more on the reasonable side when it comes to damage modifiers. Guardians have to actively build for a 100% burning uptime. It’s also relevant for hybrid builds which is particularly important for Guardians since they don’t really have viable options for pure condi builds. I’d say Warriors and Elementalists are the classes with the worst, easy to fulfill and uninspired damage modifiers.

Unscathed Contender on the other hand is just for burst, really. It’s pretty unrealistic to assume it encourages evasive gameplay since Aegis just pops like a bubble 1-2s into a fight.

You’d be surprised how long an Aegis can last in PvE if you circle-strafe or stay at range. In PvP stacking damage modifiers isn’t much of a problem in the first place because you still have to land those damage skills and not die trying. Renewed Justice can cover for a lot of burn uptime in most PvE situations (and teammates will in dungeons)
Ele would probably be okay if you couldn’t just camp fire and keep all those boosts at the same time. Warrior and Engineer get the unholy combo of bleed-on-crit +%dmg against foes with conditions in the crit line.

You could say that EM adds a mechanic. But I argue it’s the wrong mechanic for Mantras and it doesn’t contribute to the gameplay. Fiery Wrath on the other hand – while looking blant and too straight forward at first sight – actually makes sense for the class.

The problem is that most of the time the “mechanic” doesn’t work in practice, either you need the active because you’re getting beat pretty badly, or you can keep the passive all day since mobs won’t harm you anyway. Fiery Wrath doesn’t do anything for hybrid builds that Amplified Wrath or Kindled Zeal wouldn’t do better, while massively buffing zerker builds in the process.

Mesmer GS vs Sword DPS question

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Posted by: Photoloss.4817

Photoloss.4817

You’re comparing apples and oranges. Are you at 1200 range? The gs does more damage…since the sword is a melee weapon. Are you at melee range? The sword does far more damage.

Actually, how does pure MoP spam fare vs. pure GS auto at non-melee ranges?

The tagging/AoE burst capability of GS will probably earn it a slot in the end, especially since iZerker can hit several people without inflicting any retal damage on ourselves.

Empowering Mantras is not good design.

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Photoloss.4817

If only they finally caved in and truly split pve/pvp skills, instant cast phantasms for pve only would really help….

It worked fine for gw1, I don’t know why they are so resistant, supposedly to not confuse newbies when their skills change across formats, which is a copout excuse. Not only does it condescend to players, but people who would be confused are assumed to be unable to adapt to new skill facts, and people who are unable to adapt probably are so new to the genre that these emasures won’t help them get competent as much as anet thinks it does.

And let’s be honest, the tooltips were garbage at the time that statement was made, and have since improved to “almost worth looking at”. The actual use of a skill varies drastically anyway, and the final numbers are way different between sPvP and PvE/WvW.

Mesmer GS vs Sword DPS question

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Posted by: Photoloss.4817

Photoloss.4817

In terms of autoattack Sword is miles ahead, but GS is the best ranged option and has more, better controllable burst damage. GS is also extremely good for proccing sigils (and retal…)

Also, last I heard Mantra of Pain was a dps increase over pure GS autoattack, so if you have Restorative Mantras traited you might want to spam that instead.

Empowering Mantras is not good design.

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Posted by: Photoloss.4817

Photoloss.4817

Talking about synergy is a bit generous in this case. Yes, unlike RM and PM, HM doesn’t work against EM. Personally I consider it pretty unlikely that the devs had EM in mind when designing HM. HM quite obviously is about actively using the strengh of Mantras – unloading a frontloaded effect in a short timeframe. Not about hoarding charges for some passive effect.

You describe it as choosing between damage and utility but this can be said about many traits and skills. However, the idea of sacrificing a passive bonus for an active effect still remains a core characteristic of Signets across all classes. Therefore, the trait suits Signets way better than Mantras from a conceptual perspective. The only remaining reason to keep EM as a Mantra trait would be a personal dislike for Signets or simply an overall preference for using Mantras.

It’s certainly the same mechanic as Signets use, but that doesn’t mean it’s exclusive to them. Since the active effects of Mantras are very specific, there’s no real reason not to use them, so I think adding a little strategy would be a good thing. Since Signets already have this mechanic as a baseline I would actually be against giving them such a trait, since it biases the choice in favour of sitting on the boring passive all the time. Not that any of our signets demands a real choice in any one build

Personally, I wouldn’t like it because we already got a Stabiliy Mantra I’d prefer something Blurr/Distortion related since it fits the Duelling line.

Good point, but evade/invul would allow very little active play on either side since you can’t choose when during the channel you want it to activate, plus it’s very similar to the Signet trait.

Amusingly many Warriors complained about not being able to maintain their passive damage traits when Adrenaline was changed. Some classes are just plagued with damage modifiers.

RNG might be bad but so are too many damage modifiers. It’s extremly boring and limits build diversity since skills always have to balanced with their maximum potential in mind. Working on the baseline values might indeed be the way to go.

I think it’s not the damage modifiers themselves, but how they’re handed out. In particular all those with easy-to-fulfill conditions placed in traitlines already conductive to straight-up increasing damage. Instead of giving damage options to support/hybrid builds or introducing new play mechanics (like EM could in theory), they just further cement the “max damage” route as far above and beyond anything else. Compare Unscathed Contender vs. Fiery Wrath+Radiant Power on Guardians for instance: the former requires you to actively avoid getting hit, heavily punishes enemies who fail to stop you in time, and is placed in the “utility” trait line, while the latter are pretty much always active except in 1v1 PvP, just from the basic class mechanic. All they do is shift the power (stat) coefficient from your gear to your traits.

Empowering Mantras is not good design.

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Posted by: Photoloss.4817

Photoloss.4817

For the same reason they have never increased our baseline values, pvp and duels. Shatter burst has held mesmer back ever since launch.

Power scaling coefficient then. Or split the values between PvE and PvP, it’s not like the final numbers are even close to each other anyway with zerk amulet vs. ascended.

I mean, the basic “zerk meta” wouldn’t really play any differently with all those +%dmg traits removed, the only thing that matters is the ratios between different classes.

Empowering Mantras is not good design.

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

The thing is that Mantras ‘want’ to be used. Harmonious Mantras, Protective Mantras and Restorative Mantras all encourage using the Mantra. Empowering Mantras goes against this trend. It’s not like this necessarily has to be a bad thing. However, if a trait totally defies the related utilities and other traits I wouldn’t call it ‘well designed’.

Damage modificators are boring as hell. But if we wanted one for Mantras it should be something active. I’d rather see +x% damage after using a Mantra. It could also stack in intensity. Simply gaining a passive effect screams Signet all over the place. Let’s not delude ourselves.

That aside, I don’t believe that packing +4-12% damage can justify the utility you lose by not using up your Mantras. This might not be a big deal in PvE but it will be everywhere else.

Harmonious Mantras does synergise with EM, letting you use the full original effect while maintaining the damage bonus. Protective Mantras is “padding” for when you have to recharge mid-combat, not a trait to build around. The idea is that you have to choose between damage and utility, instead of mashing all buttons for TAH DEEEPS! (not saying it’s perfectly implemented, but I’m sure that’s the idea)

First of all, they should really really rework Protective Mantras into something reasonable. This way we might at least trait for a way to deal with the insane cast time.

Second, they could make Mantras regenerate one charge every 15s when out of combat as long as least one charge is left. You won’t be able to abuse it this way but aren’t forced to waste charges just to recharge.

I suggested 1 stack of 3s stability, 10s ICD for Protected Mantras in the other thread, and didn’t get any replies. Maybe keep the toughness bonus.

What frontloaded damage? Mantra of pain is virtually two hits of the third autoattack chain.

The +16% damage on your shatter burst combo while your opponent is dazed and you have stability. Not in PvE, of course.

Mantra of Resolve is 2 condition clears per use, at the rate some mobs apply them you usually have more resistance to condition bombs from null field than mantra of resolve, and null field has good benefit for fractals like Urban or Dredge where stripping those 25 stacks of might and protection is something mantra of resolve won’t do, and it will keep any mobs in the zone clean despite them pulsing boons.

Very few mobs use boons, and you can’t keep up with Dredge unless you wait for them to finish the channel, at which point you’ll have eaten quite a bit of buffed damage from the rest of them. MoR has twice the “burst cleanse” capacity of Null Field, can be used while cc’d, and has about 2x the total throughput rate if spammed on cd.

Do you people not understand that berzerker’s power gives virtually the same benefit as slotting 4 mantras without restricting a warrior’s utility choice? Even if they can’t use burst skills, most warriors don’t even want to use burst skills in PvE and even when they do getting 4 bars of adrenaline happens much faster and without as much damage loss as charging 4 mantras back to back and not including the fact that several of them have cooldowns over 20 seconds.

That awful trait just turns mantras into signet passives you want to keep up.

The obvious choice would be to go the route of Arcane Lightning with ele, where using a mantra triggers a buff to % damage done for x seconds. The % would be set and that way you’re not just stacking mantras you don’t even plan to use but feel forced to slot in order to maximize damage.

The fact that Warriors don’t suffer for ignoring their burst skills is the problem here, not EM. If you want a cheap always-up damage increase, why not just increase the baseline values? The “speedrun groups” would trait 6/6/whatever anyway to gain the +300 power, no need to put an actually useful GM trait there.

Focus #4

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

The thing that annoys me is this …

At release, we could stack Swiftness from Temporal Curtain with other sources of Swiftness as well as zig-zag through it to stack Swiftness.

At release, Guardian’s symbol did not stack their swiftness duration, it just refreshed it to the Symbols swiftness duration.

Nowadays, Mesmer Temporal Curtain does not stack with any swiftness.

Nowadays, Guardian Symbol’s swiftness stacks in duration.

They went in two seemingly opposite directions :-/

Well, functional boon-pulsing fields are a dime a dozen, while “wall” type spells are rather rare. Are there any boon-giving walls besides Curtain and Necro Spectral Wall?

Empowering Mantras is not good design.

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

I’d argue that Empowering Mantras does the exact opposite since it makes you not want to use your Mantras at all. I still feel that Empowering Mantras has an identity crisis and truely wants to be a Signet trait. Because that’s what it is.

Debatable in the current state. It lets you frontload even more damage, and you get to use 1-2 charges before losing the bonus.

The downtime/chant time might be too high for PvP I don’t know, but in PvE it’s a very clear balance between damage and utility. Until you finish the current fight and have to waste all remaining charges just to start the cooldown, that’s a total pain.

Since no one answered in the other thread, do any of the “PvP people” have suggestions on how to improve usability without weakening the active effects/spam-cycle output as compensation? The only addition I’d want for PvE is to make charges regenerate out of combat like our health does.

Empowering Mantras is not good design.

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

Actually Empowering Mantras by itself is pretty good design, it emphasises the burst/combo aspect of Mantras, with the clear weakness of having to recharge.

The real problem is the silly overall amount of stackable +%dmg modifiers, along with Mesmers being left out on the game. Make all +%boosts apply to ourselves and illusions and turn the +illusion/phantasm dmg traits into clones of Compounding Power, suddenly we’re not that far behind (actually it might be OP…)
If you leave out MoP you still have 4 utility skills with a clear and useful purpose in PvE, it’s just really boring.

Mantras are fine as straight-up utility spells and MoR actually outperforms Null Field by a large margin if you only need the cleanse (aka 95% of PvE).

I still don’t get why so many people rage over Mantras rather than non-Blink Manipulations, iDefender, Veil (outside WvW Zergs), untraited Signets or Decoy/Mirror Images in PvE.
Mantras are simple and boring, but they work.

Should spectral wall reflect projectiles?

in Necromancer

Posted by: Photoloss.4817

Photoloss.4817

CPC is so PvP and WvW focused that it would be nice to have some PvE-only use attached; some small modifier to Defiance, maybe. CPC is useful for mobs that heal but scepter is fine for single targets. This is what I meant by adding something to improve CPC sideways.

In that sense yeah, it’s a really nice idea. In terms of personal boosts, Spectral Armor seems bland enough to gain projectile block/reflect, potentially through a trait.

Should spectral wall reflect projectiles?

in Necromancer

Posted by: Photoloss.4817

Photoloss.4817

The point is that Wall of Reflection is basically the same duration as CPC but only reflects. Buffing CPC to have reflect makes it literally better in every way. Projectile destruction is fine, but making CPC reflect is insane. Comparing an entire group of reflect builds to one skill doesn’t make any sense.

I think SWall reflecting is too much with how much the skill can already do as well. Destruction sure, but reflecting is a massive boost to an already pretty decent skill.

Actually I meant that buffing CPC for “uptime” is futile, as dedicated anti-projectile supports can already reach 100% easily.

Unless a single necro can hit >25% reflect uptime any buff will only be relevant for specific PvP abuses or as a QoL change. I’d rather see the necro find its own unique supportive style, rather than try (and fail) to stand alongside Guardian/Mesmer. Projectile destruction definitely wouldn’t be too strong per se, though.

Focus #4

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

I can get unlimited Swiftness with my Guard. Symbols ftw. If they don’t people using rapidly to gain swiftness why didn’t they just do the same thing with what they did with portal and give you a debuff that stops it? =S

Because adding that buff, and ensuring it properly scales with swiftness duration, is a lot more work than adding an if bracket to the curtain.

Should spectral wall reflect projectiles?

in Necromancer

Posted by: Photoloss.4817

Photoloss.4817

While true, the other thing to remember is CPC’s long duration. Only traited Wall of Reflection matches it for projectile defense skills, so if uptime is a concern, CPC becomes very useful.

A single Mesmer can reach 100% uptime with iWarden+Ether Signet+Phantasmal Haste.

3 Guardians/2 Guardians+1 Mesmer can reach 100% uptime without illusions, 2 Mesmers can do it if curtain reflect works for once. And that’s full reflection.

Measuring a good build for PVE

in Necromancer

Posted by: Photoloss.4817

Photoloss.4817

Wells are for AoE burst, which Dagger lacks. Traited Life Blast+Blood is Power+traited Signets+Strength Runes=tons of might in bad parties. Axe +10%dmg trait is the highest mainhand multiplier you can get for Deathshroud-camping builds.

Focus #4

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

“Working as intended”, in the sense that they never bothered to fix it properly.

Use Traveler runes if you’re rich/lazy, otherwise Centaur runes with Mantra heal or a Tonic (#6 “end transformation” skills count for “on using a heal skill” procs)

Anet Lack of Transparency via Mender's Purity

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Posted by: Photoloss.4817

Photoloss.4817

Menders’s Purity – “remove 2 conditions when you heal by ‘activating’ a healing skill”

Aside from having misspelled Mender’s Purity, excellent! :P

Now, are there any fringe cases with Tonics or the like which would contradict this wording? I think some environmental effects can still apply conditions without putting you in combat, has anyone tested the tonic revert skills in such cases?

Anet Lack of Transparency via Mender's Purity

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

Mender’s Purity: “remove 2 conditions when you heal with a healing skill”

I can see it now, the next big balance patch and the only thing listed for Mesmer’s is:
“Update to Mender’s Purity’s tooltip.”

How do you account for the passive heal on Ether Signet? At the very least it would have to be “…when you heal using a healing skill”, which technically also covers RM since it’s the trait that heals, and not the skill. Does the cleanse proc on tonics?

Is there any up-to-date repository of what skills/traits actually do? The game itself obviously doesn’t tell, and the wiki has gotten a bit out of date with the last few Feature Pack fixes and “fixes”.

Anet Lack of Transparency via Mender's Purity

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

Anet Lack of Transparency [regarding just about everything important to our class].

What is new here and what could possibly come from discussing this?

In my experience it is often the case that a lack of coherent explanation for the actions of someone or some organization comes from the inability to provide it. In other words, when a person or team is totally incompetent in some of their actions, don’t expect a coherent explanation of those actions because they aren’t able to give you one!

News flash: Anet is incompetent when it comes to mesmers.

It’s not (only?) incompetence though. Anet is generally bad when it comes to negative feedback, discussions and dia logue with the community.
In SC2 the full intended patch changes are uploaded for public testing, along with an official developer overview detailing the intentions behind the change and known concerns.
LoL even integrates this into the patch notes themselves, with a developer comment adressing every change made in the patch, even with known exploits.

We get vague “fixed an issue…” bullet points and random numbers every few months, with little to no information on how or why these came to be. Half the changes aren’t even listed, and sometimes officially declared changes aren’t actually functional (Illusionary Elasticity anyone?)

I don’t know if they can’t (due to lacking manpower or official “no disclosure” rules from NCSoft/whoever) or don’t want to, but Anet communication sucks almost as bad as their QA team (if they have one)

Anet Lack of Transparency via Mender's Purity

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

The wording is definitely misleading, it doesn’t even mention the heal has to be affecting yourself
Finding a correct wording will be difficult though, because to my knowledge it doesn’t proc on the passive signet heal either.

Of course there’s also Confusing Combatants, which doesn’t seem to work for phantasms, and Dazzling Glamours, which doesn’t elaborate on its interaction with pulses (plus Portal doesn’t have a “target location” per se)

Mantra Idea?

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

Glamours require the unnerfing of the related trait set, and the illusion utilities could probably do with a blanket reduction in cooldown. Manipulations likewise could probably work with some cooldown adjustments as well. If I am honest, mesmer cooldowns feel like they are some of the most prohibitive in the game.

I feel Manipulations in particular are too niche to make do with just lower cooldowns. Of course we would all like a 0s cd Blink, but the others remain either completely useless, or completely shutting down specific foes and otherwise useless. Mantras are worthwhile because a) their effects are more focused/generic and b) they have proper trait synergy.

For what they can do mesmer utility cooldowns are actually pretty darn low, look at Lightning Flash for instance. The problem is that all our unique gimmicks are piled into them with little to no synergy regarding our weapon loadout, with some very specific exceptions. (iLeap MI shatter, mantra+phantasm, 6 in Inspiration for max reflection)
Wouldn’t it be cool if MoP actually applied Torment and Agony? XD

Mantra Idea?

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

Hmmm.
What about OOC, Mantras have no cooldown.
In-combat, Mantas have a cooldown.

The only issue I see with this is Mesmer intentionally resetting combat to get off a quick mantra-reset … but Thieves already do this sort of things thanks to how Initiative works versus the rest of us mere mortals with our cooldowns :-p

Doesn’t eliminate the button presses though, if you straight-up hand out the ability, might as well make it automatic since there’s no reason not to use it. And let’s be honest, if a mesmer manages to fully disengage and gain OOC status in an ongoing PvP battle, they deserve that full reset on any Mantras that still fit on the bar.

mmm you have a point. I would agree though Photoloss, if nothing else, something has to give, we need some form of solution to the issue of charges and combat end. On anther point, someone mentioned the idea of hidden cooldowns being problematic, but I wonder, how is the cooldown being hidden an issue? Yes if you want perfect efficiency/maximum spam it might be annoying, but that kinda goes against what mantras seemingly intend to be, powerful situation reversing skills that require precombat preparation. It strikes me that it would be better to shift the cooldown initiator from the last charge to the first rather than introduce a recharge to mantras. They hardly seem like something that should be spontaneously generated, except perhaps as a consequence of a rng trait, something like each mantra cast has a 50% chance to randomly regenerate a charge of the just used mantra. That however could be both frustrating and absurdly broken…

On removing the cooldown entirely, if you extended the cooldown between charge uses by 50% would that make mantra’s less spamable while also changing the focus towards more efficient play, with mantras having 0 cooldown between charges if used on no target or out of combat?

I’m not sold on your view on how Mantras should be “powerful”, though this will come down to opinion. Since all their effects are rather simple, cookie-cutter “press button, do X” I interpret them more as a form of burst/combo aid. You pay for the instant, simultaneous availability of elementary combat actions through limited “ammo” and a lengthy recuperation time.
This is only from the current implementation though, I am not voicing any original design intentions or personal opinions on how they should function. In that regard, I adhere to “don’t change a working system”, patch up shortcomings in the current design and make do with that.
In terms of the full set, Signets and Manipulations require much more attention than Mantras, the illusion utilities are heavily situational, and Glamours have too many side effects that simply aren’t useful in practice. Mimic and Arcane Thievery aren’t even “fun” to use, and Illusion of Life only helps in trolling allies.

Mantra Idea?

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

you mean clicking on a button once in while, out of combat (and not once a day and then forget about it), is complelety overstraining your brain?

let me post your stuff from a view posts here:
“The big appeal I see in PvE Mantras is that they just work. They’re quick, they’re efficient, and most of the time you have to actually try in order to get interrupted during the chant. "

here is my answer:
“That’s utter BS though, because its wasting time on tedious clicking, something we already have enough of in this game.”

in short terms: u like a mechanic, which already IS clickintensive in combat and calling it bullkitten, when a semi to full automatic handling forces u to click not even half of the time out of combat?

Uh, what?
PvE Mantra isn’t much more click-intensive than using other skills to achieve the same goals, and the clicks you do perform actually mean something. The charge is an opportunity for AoE heal if traited, at the cost of a lengthy channel (but could be eliminated, as I said I’m mainly worried about PvP regarding charge-less mantras), and the active effects are a reactive choice you make, same as all other skills with similar effects.

There is nothing to “manage”, and it’s not my brain that gets strained. You finish combat, you mash all mantra buttons not indicating full charge, you recast as the cooldown comes up. No thinking involved. Or if timing is an issue, you click several times more to switch out the skills (which can’t be done easily via hotkeys btw) and blindly recharge, again.
If you like that type of gameplay, 4-kit engi won’t run out of it any time soon (plus you get to do it in combat too, so much fun!)

And I’m having trouble understanding that last paragraph, I like something and call it BS? I’m all for more QoL “automation”, but in the current state there’s no reason to not make it work OOC except “clicking for the sake of clicks”.

I think no cooldown would be a bit overpowered.

Mantra of Concentration could almost completely protect its own recharge with the stability it gives.

You could cycle MoResolve and MoRecovery to completely ignore a condition build … especially if traited for heals to remove conditions.

Mantra of Distraction would become a monster. I wouldn’t care that I have to spend 2.75s casting it when my opponent is constantly dazed.

Yeah, straight-up “throw out the cooldown” would be pretty OP, but increased charge times would then mean less time to dps in PvE.
Then again, with so many suggestions we could just combine a few, how about starting the cooldown upon charging/spending of first charge, and adding a (potentially PvE-only?) OOC rapid recharge on the scale of health regen? Then make small adjustments to the cooldowns and charge times if necessary for balance. (emphasis on SMALL!)

MoD would not become a monster, you are forgetting the internal cooldown’s between charges. As it is, you can almost do what MoD would allow by using Blade Mastery and going 3 points in shatter tree using sword daze.

Except Counter Blade can be dodged, blocked, reflected, interrupted or, fearing interrupt traits, even reacted to by canceling your skill execution, none of which works against Mantras.

(edited by Photoloss.4817)

Mantra Idea?

in Mesmer

Posted by: Photoloss.4817

Photoloss.4817

The sustain would be hilariously broken in PvE though, cycling Resolve/Pain with Restorative Mantras (and Recovery on cooldown), and with 3 phantasms up you only lose half your dps doing it, unlike, say, an ele wasting all his blast finishers for burst heal.

Also, the cooldown somewhat is part of GW2’s basic combat mechanics, since the downtime between casts gives a window of opportunity to the opponent. While not strictly necessary, cooldown-less skills will take very different, very careful balancing through other aspects (Thief 1shotting you from stealth is no fun, but if they don’t they’re now in melee range at 0 initiative and lacking 1-2 stealth cooldowns, quickly becoming useless)
Mantras have this handle in the charge time, but it greatly limits the kind of skills effective against a Mantra build, since you need gap-covering interrupts and not just any damage/condi/cc to blow someone up after their mantras are on cooldown as is the case with other skillsets. Plus you could cover 2 charges with MoC, every time you manage to get it charged.

In general, cooldown/cast time reductions are a very easy change to implement though, so maybe there could be a middle ground? As long as all other mantras stay above 4s cooldown or so you can’t perma-cycle them with MoP or end up wasting your stability and cleanse for several seconds.