Showing Posts For Pyroatheist.9031:

roaming wvw

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Posted by: Pyroatheist.9031

Pyroatheist.9031

no I mean insp 15 passive with chaos 15 passive. It’s more or less protection on demand since you stand by a phantasm all the time, which I find much better than pu protection.

It used to be that way a long time ago, but no longer. The chaos 15 minor has an internal cooldown of 15 seconds.

Dear Santa(Anet)....

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I feel like proper credit for this post idea was not given. This post was originally posted here.

https://forum-en.gw2archive.eu/forum/professions/mesmer/The-only-thing-I-want-by-x-mas-for-Mesmer.

You have chosen to post this, and yet did not give any credit to Taldren for taking his post. The only reason i care is because it was an awesome post, and i love all awesome posts.

Aparently you saw this post, and got these ideas.

1. Posting about swiftness gets people attention
2. I love attention and will do anything for it.

Please give credit to peoples post if you are going to steal from them. Yes you asked for swiftness in PU but it’s basically asking for swiftness for Christmas, and i think the author of this post should have been given credit in your post.

+1 internets to you.

PvE (and some WvW) GS/staff build?

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Oh dear. Please tell me you didn’t get a full set of carrion. Carrion gear is inferior in literally every possible way to rabid for a mesmer.

the best phantasms

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Posted by: Pyroatheist.9031

Pyroatheist.9031

PVP 1v1 situation

iBeserker : 6/10 AOE Medium-High Dmg with Long reload time. 4 hits every time but sometimes misses 1-2 hits
iDuslist: 8/10 single High Dmg with Long reload time. But the accuracy rate is much better than iBeserker
iSwordman: 9/10 best phantasm Mid-High Dmg with Short reload time. 100% accuracy vs not dodging enemy
iWarden: 0/10 WTF? Spinning? Hitting oxygen?
iWarlord: 4/10 Maybe viable in Carrion or Ramgager build. But it is really Low Dmg when lack of conditions build
iMage: 2/10 Similar to iWarlord with Very Long Weapon Cooldown

Dat necro.

His information isn’t even remotely accurate either. What a waste of forum space.

3 Questions

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Posted by: Pyroatheist.9031

Pyroatheist.9031

  1. wiki.guildwars2.com
  2. There is no cap like that.
  3. Same as before what exactly?

Our clones did 1/4 of our damage before in beta if i remember correctly

They did slightly more damage, but it was nothing to write home about.

3 Questions

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Posted by: Pyroatheist.9031

Pyroatheist.9031

  1. wiki.guildwars2.com
  2. There is no cap like that.
  3. Same as before what exactly?

[OMFG] Storm the Tower weekend

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Posted by: Pyroatheist.9031

Pyroatheist.9031

So if I live in California, that will be approximately 4 PM?

That’s correct I believe. California is US west, which should be 3 hours behind eastern.

Is it ok if I bring my lowest leveled Mesmer(2). I wanna level him up lol.

You might have some trouble actually getting it to the tower.

[OMFG] Storm the Tower weekend

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Just to remind everyone that this event is happening today. Log on and be there!

[Guide] Overpowered PvP Phantasm Build

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Posted by: Pyroatheist.9031

Pyroatheist.9031

The stun warrior seemed capable of hard hits while his health was barely touched by the phantasms. I’ve only met one really good one, but almost every one of his hits forced me to blow some kind of cooldown, because if I didn’t, it was around 5k gone from life, at least. Most stun warriors I met weren’t this hard hitting.

The immobilize warrior was a different issue, and I think he was built for longer immobilize. That probably could have been dealt with via a utility switch. This also goes for the regen warrior – needed to strip his boons.

For the burst aoe, I actually met a berserker guardian. He greatsword pulled the phantasms and me, and they melted from whirl and aoe on ground. Then, he was able to one/two hit additional phantasms after that pull. There was also a berserker ele who was able to one/two hit the phantasms, pretty much ring of fire and slid to spike. I can usually survive against these types of builds, but it forces me to run and reset for cooldowns to be up for another try.

I’m a newish player to spvp, only in soloq or hotjoin for dailies – so perhaps it’s my inexperience in this arena.

As far as guardians go, a zerker guardian will be able to do that, but not very often. Try to space out your phantasms more to keep them out of range of binding blade, and you should be able to avoid that. However, both eles and guardians will need to make the choice between chasing after your phantasms or chasing after you, and neither choice is a winner.

With stun warriors, again you just need to dodge the stuns. If you dodge the stuns, you don’t need to blow cooldowns, it’s pretty straightforward.

Tutorials - Summary on Page 2

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Pyroatheist.9031

Yea, this was a nice attempt but it is very biased and lacks many common builds, both optimal and suboptimal.

I’m pretty sure anet knows what builds are running around and could make a fairly decent list. It is not necessary to use only “premiere” builds, but rather give individual builds a ranking based on their potentials.

I’m actually a bit less sure.

Why would Anet be collecting statistics on the specific builds running around? That seems like a waste of server resources. Additionally, as the meta changes, the meta builds change too, sometimes substantially.

Whatever form this guide or tutorial takes, it needs to be general enough that a meta change doesn’t completely invalidate it. It needs to be either pointing players in the general direction to find help and resources, or be restricted to teaching things that do not depend on the meta.

Carrying orb

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Keep in mind this isn’t limited to thief. The orb drops with any type of teleport. If it didn’t, you’d see a hell of a lot more mesmers logging on for spirit watch.

PvE (and some WvW) GS/staff build?

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Posted by: Pyroatheist.9031

Pyroatheist.9031

So, your post covers pretty much every aspect of the game. We’re going to need to focus a bit more.

Do you want your first complete gear set for PvE or WvW?

Legendary in spvp

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Posted by: Pyroatheist.9031

Pyroatheist.9031

The reddit thread that came from seems to be pretty heavily convinced that those patch notes are more or less fake.

Condition Mesmer (Torment) WvW or PVP

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Here’s a guy running torment runes in a heavy condi build.

I am not sure if my torment weapon/armor idea is good or if he is just a great player. To bad he did not post his build.

Here’s his thread

https://forum-en.gw2archive.eu/forum/community/links/Roaming-mes-vid

Send him a PM with your build and ask him what he thinks.

This is likely the build:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-The-Blackwater-Mesmer-Condition-WvW/page/7#post3166167

Not quite. He’s using sword/pistol scepter/torch, but he does have the same 20/20/30 and the same domination and dueling traits, along with PU and debilitating dissipation.

He’s got torment runes obviously as well.

Ah, I didn’t mean he was rolling blackwater. He posted his torment focused build in the blackwater thread. I linked directly to his post. Unless I’m missing something?

Ah, good call.

Condition Mesmer (Torment) WvW or PVP

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Here’s a guy running torment runes in a heavy condi build.

I am not sure if my torment weapon/armor idea is good or if he is just a great player. To bad he did not post his build.

Here’s his thread

https://forum-en.gw2archive.eu/forum/community/links/Roaming-mes-vid

Send him a PM with your build and ask him what he thinks.

This is likely the build:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-The-Blackwater-Mesmer-Condition-WvW/page/7#post3166167

Not quite. He’s using sword/pistol scepter/torch, but he does have the same 20/20/30 and the same domination and dueling traits, along with PU and debilitating dissipation.

He’s got torment runes obviously as well.

[Guide] Overpowered PvP Phantasm Build

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Been playing this build in spvp lately. It absolutely destroys condition necros and most bunkers, which is a big bonus to mesmer play.

However, it’s unable to truly dent regen/stun warriors, or warriors with multiple immobilizes as that negates the ability to kite. (Utility change possible, but I usually just avoid these players and go for other kills).

It also seems weak against burst aoe, as that destroys the phantasms much quicker than I can output them. (I’ll give a few potshots to see if they’re bad players, but if they’re any good, stealth and leave).

But overall, I quite like the spec.

Against stun warriors, using your active defense (dodges, blocks, stunbreaks, blurred frenzy) wisely is very important. If you waste them, you will get killed. However, using them effectively to avoid the lockdown provides you with a very easy match. Additionally, warriors are really unable to focus on both you and your phantasms, so if they decide to go chasing around a swordsman, you get a nice breather. Pretty much the same thing against immobilize warriors. That’s pretty much just pin down and bolas, so you just need to avoid those 2 skills.

I’m curious as to what classes you’re fighting that have burst aoe capable of hitting spread out phantasms. If you group all your phantasms close together, then they can be cleaved down, but proper placement makes them impossible to actually kill together.

FYI: you can portal from Citadel to Garrison

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Posted by: Pyroatheist.9031

Pyroatheist.9031

It’s easy, Portal Entry at north Garrison, then Portal Exit at south Citadel. Try it.
Is it fair? I personally think it’s too much of an unfair advantage. I just learned it today. This HAS to be public, everyone needs to know this. Who ever abuse this method in WvW: Shame on you.

Um. I thought this was sorta common knowledge. How on earth is it overpowered?

[List] Find your Mesmer Builds & Guides!

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Just took a quick look at the list of all the trait setups on the first page, and none of them were the 10/30/0/20/10 sword/focus + offhand swap to either sword or pistol, zerk + scholars. That’s been the PvE meta for some time now – how can there not be a guide on that somewhere here?

Firstly, that’s not the pve meta build as it does not optimize fully for damage.

Secondly, included in the list is Colesy’s pve dungeon guide which happens to include multiple effective dungeon builds.

Custom Arenas = Anet Farming PvPers

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Posted by: Pyroatheist.9031

Pyroatheist.9031

My understanding is we just want to gate the number of custom arenas because it’s a non-negligible cost to run. I don’t know if we ever expected this to be a major way to monetize PvP.

This isn’t my area so I’m probably wrong. :P

That’s still no excuse for permanently deleting custom arena ownership after a certain period of time. There’s no possible excuse for that.

Legendary GS footprints on Clones

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Can confirm that clones retain footprints with a legendary greatsword, though I can’t confirm for other legendaries.

more colors than pink

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Own the purple. Become the purple. Live and breath the purple.

Oh, you think purple is your ally, but you merely adopted the purple. I was born in it, molded by it!

;D

I am the purple

Attachments:

Buffs give away real mesmer

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Posted by: Pyroatheist.9031

Pyroatheist.9031

It’s not just glory boosters. Illusions typically don’t have all the buffs a mesmer has, so it’s easy to tell them apart.

lol illusions look total different then the mesmer

lol, you lol at people even though you should be lol’d at because lol you confuse clones which the op is obviously talking about with lol phantasm. But at least your post starts with a lol, lol.

lol then != than lol

Well, he’s partially right. There are many many ways to differentiate the real mesmer from the clones.

Clones won’t have all the normal buffs that a mesmer will pick up, vigor being most common. Additionally, clones will attack slower than the real mesmer. Clones also don’t strafe or backpedal or dodge. Ranged clones won’t move at all unless you run far away and/or break LoS. Clones won’t use skills other than autoattack.

Clones are not viable copies of the real mesmer. No skilled mesmer player relies on the clones for more than a momentary distraction. You always assume that your opponent has targeted the real mesmer and knows where you are, because a good player will.

more colors than pink

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Own the purple. Become the purple. Live and breath the purple.

You played too much Mesmer if ...

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Posted by: Pyroatheist.9031

Pyroatheist.9031

… you think you’re doing better if you stay as far as possible from the toilet while peeing.

Huh; why that? o.o

Greatsword autoattack

Nah, that’s just asserting general male dominance over a bathroom.

ANet: Does Unsuspecting Foe Count Knockdown?

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Posted by: Pyroatheist.9031

Pyroatheist.9031

You could go test it out yourself…

How do you “test” crit %? You can’t..

Get 50% crit chance, knock someone down. If it works, that’s 100% crit. Repeat it 15 times. If you crit every time, it works.

lololol.
Get lowest possible crit chance.
Knock someone down.
100-b.

If you get more than a crit, it worked.

Yep, that works too. Lots of ways you can do it.

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Takatsu, not all pathing is created equal. Teleports are simply running some sort of pathing analysis. The clone actually has to walk that path, and for whatever reason, that ends up being very difficult to do properly.

The fact that you can teleport to some place has absolutely 0 bearing on whether a clone will bug out trying to get there.

ANet: Does Unsuspecting Foe Count Knockdown?

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Posted by: Pyroatheist.9031

Pyroatheist.9031

You could go test it out yourself…

How do you “test” crit %? You can’t..

Get 50% crit chance, knock someone down. If it works, that’s 100% crit. Repeat it 15 times. If you crit every time, it works.

Trolol Leaderboards

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Looking at it objectively…

Number 1 in solo queue. Nowhere to be found in team queue. Only 31 games played total.

Smells like an awful good candidate for sync abusing to me.

ANet: Does Unsuspecting Foe Count Knockdown?

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Posted by: Pyroatheist.9031

Pyroatheist.9031

You could go test it out yourself…

Is it just me...

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I would be very surprised if the mesmer distribution didn’t reflect the general distribution, being human females at the top.

That being said, sylvari is actually where it’s at.

[Guide] PvE/Dungeons Phantasm build(s)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Was reading through the guide again, read your notes on the phantasmal warden. Just something that you should add.

The actual reflecting/blocking effect of the warden persists for roughly 2ish seconds after the animation of the spinning actually ends. This allows you a decent amount of leeway on stacking wardens for consecutive reflects.

This extra reflection time also occurs on feedback, but I believe it’s slightly less, closer to 1ish seconds.

Mesmer questions

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I have many sets of gear for different things. As far as pve goes, zerker is the best choice.

Mesmer conditions in pve are really bad for multiple reasons. Firstly, you’ve got the generic facts that conditions simply do less damage, do it slower, and are vulnerable to overwriting from other classes and whatnot.

Next, a lot of Mesmer condition application is either torment or confusion, both of which are not good in pve since mobs attack slowly and don’t tend to move much. The rest of the Mesmer condition application is either sharper images or ends up as pure RNG from debilitating dissipation, which has 3 good pvp effects, but 2 useless pve effects.

So generally you’ll have zerker for all your pve needs. Pvp you can use more or less anything as long as you have the build for it (though carrion sorta doesn’t have a build, rabid is just better). With regards to runes, I use centaur on all my power based sets simply because they’re far cheaper than traveler runes, as well as better from a movement perspective. On condition based sets, I just accept being slow, and carry a focus swap at all times.

Thank you very much for your feedback.
I will work on my berserker gear. Any builds you recommend that I should give a spin?
Always like to learn new builds and learn the ins and outs of them.

Thanks again for your feedback.

Cheers,

TCG

I could type up a guide for you, but luckily guides already exist!

https://forum-en.gw2archive.eu/forum/professions/mesmer/How-to-play-a-Mesmer-in-dungeons/first#post3203350

That’s a good general place to start.

https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-PvE-Dungeons-Phantasm-build-s/first

and that’s a good place to finish, with much more specific and in-depth information on weapon choices and traiting options.

Defending: Do i have to??

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Posted by: Pyroatheist.9031

Pyroatheist.9031

One of the biggest problems with defense is that it never happens.

Trying to capture an upgraded, seiged, and strongly defended structure is more or less impossible. The only viable way to do it is with a sudden golem rush, which allows you to bypass the defense mechanic because nobody is there to defend.

Wvw strongly incentivises sudden attacks with no possibility of defense unless someone is doing the incredibly boring job of sitting semi-afk in the structure waiting for enemies to show up. That is the problem. Defense never even has a chance to happen.

[OMFG] Storm the Tower weekend

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Can leaders update the MotD in the [OMFG] guild with the information about this weekend event?

Will do in a few hours.

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Like this Could you pls add a source for that? Sorry but I won’t believe information without a source that I can’t proof myself. I agree that you know a lot about our class but something like this… Sorry that I can’t just accept it. I hope you forgive me

And just noticed you replied with this.

Alissah did answer your question though. Months and months ago a dev actually replied to one of these threads saying basically what I said up there. It’s apparently a limitation inherent to whatever odd way they built the pathing into the engine in this game, and there were no current plans to rework it.

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

@takatsu

First: Note that I understand that the clone leap portion of the skill is ridiculously bugged when it comes to slants and all sorts of thing.

Now, when I talk about teleport mechanics, I am talking general. Every teleport in the game obeys the exact same rules. What those rules are is a little fuzzy, but what I described in my other post is the best we can determine.

Now, the skill has the clone pathing instead of leaping because teleports (sorta) use a pathing based system to determine whether you can teleport there or not. That means that if your leap clone arrives at a target, you absolutely can swap to them. Now, the leap clone bugs out if it encounters a pebble in front of it, but assuming for a moment perfect leaps (and they do happen sometimes, it’s a beautiful thing to see) then you can always teleport with swap.

Now, savage leap works entirely differently. Savage leap simply flings you about 700-800 units forward. It ignores any sort of pathing, you just fly. You can use this to jump gaps, (sometimes) break game geometry, etc. If the savage leap just so happens to be across a pathable area, then a teleport would work, but you simply can’t guarantee it, and so having the clone do a savage leap would result in failed swaps a massive amount of the time.

Having the clone do a savage leap wouldn’t be op or break the game or anything, it would simply be incompatible with the mechanics of how swap works. You would be substituting a broken clone pathing for an incredibly unreliable swap. This wouldn’t be any better.

@RedCobra: Phantasm skills are based off of other classes, that’s it.

Edit: Additionally, the clone pathing can actually do things that savage leap can’t, if it works. The clone can dash up stairs, around corners, through obstacles, if it manages to path it. Savage leap can’t do that. This would actually restrict the skill even more.

(edited by Pyroatheist.9031)

Buy help of mesmer with WvW jumping puzzles

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Posted by: Pyroatheist.9031

Pyroatheist.9031

No crime being lazy, I look at things like this as an opportunity. I’ll charge an outlandishly high price to do the job. If they want it bad enough, they’ll pay. I get money, they get an easy jumping puzzle, everybody wins

Unfortunately I have no characters on piken. Ah well.

Mesmer questions

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I have many sets of gear for different things. As far as pve goes, zerker is the best choice.

Mesmer conditions in pve are really bad for multiple reasons. Firstly, you’ve got the generic facts that conditions simply do less damage, do it slower, and are vulnerable to overwriting from other classes and whatnot.

Next, a lot of Mesmer condition application is either torment or confusion, both of which are not good in pve since mobs attack slowly and don’t tend to move much. The rest of the Mesmer condition application is either sharper images or ends up as pure RNG from debilitating dissipation, which has 3 good pvp effects, but 2 useless pve effects.

So generally you’ll have zerker for all your pve needs. Pvp you can use more or less anything as long as you have the build for it (though carrion sorta doesn’t have a build, rabid is just better). With regards to runes, I use centaur on all my power based sets simply because they’re far cheaper than traveler runes, as well as better from a movement perspective. On condition based sets, I just accept being slow, and carry a focus swap at all times.

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

@RedCobra: Teleport type skills have been and are tested extensively to determine where they can and can not be used. It’s proven difficult to determine any sort of hard and fast rule, but it’s generally agreed upon that teleport potential has some relation to having an adequately short walking path to the target location. Note that this is not always the case, but it’s generally a good rule of thumb.

So, what the clone pathing allows the skill to do is automatically ensure that you can successfully swap to its position. Savage leap type skills can easily get you to places that blink absolutely cannot, and so you’d end up with your swaps failing a massive amount of the time.

With regards to illusionary leap being a visual placement for savage leap, I can pretty safely say that you’re wrong. It works entirely differently, it’s a stunbreak, a teleport, it paths for very specific reasons. Clone skills don’t imitate other class skills, you’re confusing them with phantasms, which absolutely do.

Kasmeer's staff skin

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Well solo it’s a good choice to go for a sword sword. I like to play with my maties – solo gaming is a no go for me

Nah, you want sword/focus. The second stage form of it spews projectiles everywhere, and I think the third stage form does too. You can kill it incredibly fast with reflects.

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

well thing is they seemed to design it as a unique skill the super fast running an pathing and all, if they just scrap this and put it on warrior leap, I think it will make it not so complicated. basically I think they chose to be unique with it and decided to code something complicated where they coulda chose something else

Ah, I realized why they didn’t do it that way. The warrior leap skill can be used to traverse terrain. You can jump from ledge to ledge or things like that using a true leap. Allowing the clone to leap like that would produce problems because teleport skills do some sort of odd pathing check to make sure you can teleport there. If you targeted something that the clone could leap to but not path to, you’d end up having problems all the time with actually swapping to the target.

im sorry pyro but youre shooting his idea down with complete nonsense, we arent going to remove blink because you cant blink to the other side of a gap,

I honestly beleive the perfect fix is to make the clone leap just like savage leap on the warrior, phantasm and clones are made to mimic other classes yet this one doesnt mimic anything at all, if it leaped it would fix terrain and you should then be able to use it without having to target something, even if the clone leaps over a gap it will do this, lets say you then try to teleport to that point, whats wrong with it doing what blink currently does?? blinking you to the edge of the gap.

I don’t think you understand what I meant.

The idea is to have the skill work as much as possible. Blinks function on some specific mechanics that are somehow related to pathing, and so if the clone can get to your target, you can blink to them properly.

However, if the clone does a leap like savage leap, now it’s not following pathing rules, and a large amount of the time your swap would just fizzle and not bring you to your target.

That implementation would simply be substituting a skill broken badly in one way for a skill broken badly in a different way.

Edit: Noticed your other reply. It is absolutely not imitating the savage leap skill. The clone paths to the target. This allows for the followup blink. The savage leap skill has no such limitation as it does not need to function properly with a teleport.

So.... Weapons or Not??

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Hey guys, Menace here. I think I remember reading somewhere that the Devs will add new weapons in the second half of 2013. It is the second half already. Are they gonna be adding some weapon stuff in the Dec. 10th patch or something? I might be a bit noobish asking this question. Just very curious is all.

If they decide to add new weapons, I guarantee you’ll be hearing about it. It would be enormous news and it would be getting trumpeted around all the forums.

It’s not happening in December.

We Need a PPT Cap!

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Posted by: Pyroatheist.9031

Pyroatheist.9031

some random server ticking at 600 PPT while you sleep

Hmmm

If you want to win a match up, you have to put constant effort. Not just PvDooring while everyone is asleep.

Hmmm

constant effort

while you sleep

Somebody isn’t trying hard enough. You gotta want it!!!!

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

well thing is they seemed to design it as a unique skill the super fast running an pathing and all, if they just scrap this and put it on warrior leap, I think it will make it not so complicated. basically I think they chose to be unique with it and decided to code something complicated where they coulda chose something else

Ah, I realized why they didn’t do it that way. The warrior leap skill can be used to traverse terrain. You can jump from ledge to ledge or things like that using a true leap. Allowing the clone to leap like that would produce problems because teleport skills do some sort of odd pathing check to make sure you can teleport there. If you targeted something that the clone could leap to but not path to, you’d end up having problems all the time with actually swapping to the target.

Illusionary Leap

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Be creative and its a easy fix.

Adjust how the skill works if the original skill doesnt go together with the games pathing design. ( thinking outside of the box )

like this:

1 ) first activation = send out a clone.( like it does now )
2) secondary activation = teleport to target and imobilize them ( put the clone on the spot you teleported from )

( They can recycle a lot of coding from thief sword )

There you go its fixed. ( Only devs need to want to do it )

You have to be a bit more careful when planning implementation reworks.

For example, your implementation would destroy the unique potential of that skill. Currently you swap places with the clone, wherever it is. This allows you to use it as a gap closer, or a gap opener, or simply just a disorientation technique. If you simply teleported to the target you would lose much of that functionality.

There is no simple fix. If there were, it would be fixed already.

Initially the clone is programmed to jump to the target , so your clone is gone be close to target anyway when you swap places. The only reason why the clone is not gone be near the target is when it bugs out.

Gab opener ? plz explain how your clone is not going to run to the target ? ( sword clone )
and teleporting kinda is the best gab closer there is, so cant agree on that 1 either.

And you would loos the disorientation effect only when the clone bugs out.

Only thing i agree with you is that the original illu leap cant be fixed easily, does not mean they should not look at alternatives. Like the 1 I suggested.

So you can skillfully use this ability to do different things as I said.

The clone initially leaps to the target (in theory). That allows you to use it as a gap closer if you swap at that point.

The target will then run away from the clone, and the clone lags in following, or the target that dodge away or use a movement skill, and the clone can’t keep up with that. At this point, you can use swap to produce a gap opening effect.

Additionally, you can simply use it to teleport behind someone once they move a little bit, or target someone behind you, use leap, target someone in front of you, use a phantasm or something, then swap and move backwards away from your current target.

None of that relies on the clone bugging out.

There is an incredible amount of variety in the tricks and uses of the skill currently that would be completely removed with your implementation. Simply because you don’t use it that way or don’t understand how it can be used doesn’t mean that more skilled players don’t see the potential in it.

Don’t get me wrong i’ve used it that way to ( and only when the clone bugged out ), but i also know that the immobilize would have given you the same result if the clone was closer to the target. So the immobilize would make it the gab opener for you.
It would actually make it more reliable to use as gab opener if you wanted to.
Besides the life span of a nonbugged illu leap clone in spvp/tpvp is not that high, to produce a big enough opening that the immobilize would not fix.( maybe at a 0.1 sec stun to it just incase the target is swinging his weapon )

You kinda surprised me that you didnt think about this.

You’re still forgetting other functionalities of the skill.

If the clone dies, you can still swap to the position that it died at. It still gives you the opportunity to do creative juking in ways that your ability wouldn’t.

Additionally, saying that an immobilize is a gap opener is just absurd. If you’re teleporting to the target, I don’t care how long the immobilize is, that’s a gap closer with no possibility of being a gap opener.

At any rate, I’m done explaining this, and Alissah did a great additional explanation as well. The fact is that your implementation is poorly thought out and would ultimately ruin many creative uses of the skill that you seem to be unable to comprehend for whatever reason. There are certainly ways to fix the skill I imagine, but most would be very difficult. If it were as easy as just copy-pasting something like the warrior leap skill, they probably would have done it already, coders love copy paste jobs, so it must be more complex than that.

Illusionary Leap

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Be creative and its a easy fix.

Adjust how the skill works if the original skill doesnt go together with the games pathing design. ( thinking outside of the box )

like this:

1 ) first activation = send out a clone.( like it does now )
2) secondary activation = teleport to target and imobilize them ( put the clone on the spot you teleported from )

( They can recycle a lot of coding from thief sword )

There you go its fixed. ( Only devs need to want to do it )

You have to be a bit more careful when planning implementation reworks.

For example, your implementation would destroy the unique potential of that skill. Currently you swap places with the clone, wherever it is. This allows you to use it as a gap closer, or a gap opener, or simply just a disorientation technique. If you simply teleported to the target you would lose much of that functionality.

There is no simple fix. If there were, it would be fixed already.

Initially the clone is programmed to jump to the target , so your clone is gone be close to target anyway when you swap places. The only reason why the clone is not gone be near the target is when it bugs out.

Gab opener ? plz explain how your clone is not going to run to the target ? ( sword clone )
and teleporting kinda is the best gab closer there is, so cant agree on that 1 either.

And you would loos the disorientation effect only when the clone bugs out.

Only thing i agree with you is that the original illu leap cant be fixed easily, does not mean they should not look at alternatives. Like the 1 I suggested.

So you can skillfully use this ability to do different things as I said.

The clone initially leaps to the target (in theory). That allows you to use it as a gap closer if you swap at that point.

The target will then run away from the clone, and the clone lags in following, or the target that dodge away or use a movement skill, and the clone can’t keep up with that. At this point, you can use swap to produce a gap opening effect.

Additionally, you can simply use it to teleport behind someone once they move a little bit, or target someone behind you, use leap, target someone in front of you, use a phantasm or something, then swap and move backwards away from your current target.

None of that relies on the clone bugging out.

There is an incredible amount of variety in the tricks and uses of the skill currently that would be completely removed with your implementation. Simply because you don’t use it that way or don’t understand how it can be used doesn’t mean that more skilled players don’t see the potential in it.

Illusionary Leap

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

@ pyro: Sometimes I’d really like to view the source of your information. Just to have a good base for my own opinion =)

Be a bit more specific, which information?

Illusionary Leap

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Be creative and its a easy fix.

Adjust how the skill works if the original skill doesnt go together with the games pathing design. ( thinking outside of the box )

like this:

1 ) first activation = send out a clone.( like it does now )
2) secondary activation = teleport to target and imobilize them ( put the clone on the spot you teleported from )

( They can recycle a lot of coding from thief sword )

There you go its fixed. ( Only devs need to want to do it )

You have to be a bit more careful when planning implementation reworks.

For example, your implementation would destroy the unique potential of that skill. Currently you swap places with the clone, wherever it is. This allows you to use it as a gap closer, or a gap opener, or simply just a disorientation technique. If you simply teleported to the target you would lose much of that functionality.

There is no simple fix. If there were, it would be fixed already.

Illusionary Leap

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Another one of these threads?

Yes it’s bugged.

Yes the devs know.

No it’s not going to be fixed any time soon because it’s a problem inherent to the pathing code in this game, and would require a massive amount of work.

Turn WvW into 2factions when pop low

in WvW

Posted by: Pyroatheist.9031

Pyroatheist.9031

Aside from all the other reasons why this is a bad idea, it’s also not possible to do from a server architecture standpoint with how Anet has WvW set up.

Summary: Bad idea, impossible to implement.