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Empowered Mantras moved to Domination

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Raunchy.6891

Well there goes the 30/10/30 build. This messes with pve and pvp in the worst ways.

is ci worth

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Raunchy.6891

Thought that was a block

If you reactivate the skill it’s a daze.

Kill a PU mesmer as a shatter ?

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Raunchy.6891

You have to be pretty aggressive if you’re going to win. Try not to cleave too much. Also when they stealth make sure you stop auto attacking. It’s actually a pretty hard match up that you’re usually better off not facing.

Reflect Mesmer?

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Raunchy.6891

Are you talking about pve? If so, I’m pretty sure the builds there run both with a x/30/x/20/x

About Shattered Strength

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Raunchy.6891

I’m saying Shattered Strength should give us a bit more might, and you can help solve that by making it have synergy with IP.

Shattered strength is a potentially extremely powerful trait, so it needs to be handled carefully. It used to be worse, it was buffed in a patch to provide 3 stacks of might per illusion shattered. This lasted for about 3 weeks of hilarity with shatter mesmers having >15 permanent stacks of might, and >20 while bursting, before it was nerfed.

Shatters are already very strong. The weaknesses of shatter builds lie elsewhere than their capability for damage. This is a trait that could easily push shatter damage from very strong, to unbalanced.

I’m seeing this more as a weakness in the trait itself rather than in shatters. The two stacks thing was just something else that popped into my head. If anything it should just be consistent with Illusionary Retribution.

About Shattered Strength

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Raunchy.6891

However, iirc, Illusionary Retribution doesn’t stack confusion from the mesmer’s self shatter. I could be misremembering or misunderstanding the op.

It does I just tested it.

About Shattered Strength

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Raunchy.6891

I’m saying Shattered Strength should give us a bit more might, and you can help solve that by making it have synergy with IP.

About Shattered Strength

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Raunchy.6891

Why is it that Illusionary Retribution is on all shatter skills, but Shattered Strength is only for illusions shattered? For a GM minor this trait is decent, but not that strong. It would be infinitely better, however, if it would proc on all shatter skills instead of just illusions shattered. So at least it would reward players for taking a risk and being in melee range when using IP. That or make it 2 stacks of might? Just my thoughts.

Also sorry if this sounds confusing, I’m a bit tired.

(edited by Raunchy.6891)

Smirgel's Shantasms [sPvP]

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Raunchy.6891

I’m sure that would work ok, but personally I dislike DE in a phantasm build.

If you don’t mind loosing the boon stripping this build makes the phantasm’kitten like a mac truck. You defiantly can kill thieves with it too (traited dualists are lovely)

http://gw2skills.net/editor/?vgAQNAR8alknpRtlpxDNcrRScmB0jO6DYnUBVXSBuzNA-ToAg0CnIKSVkrITRyisFNiY1B

Next patch, I wonder if going 20 in illusions for phantasmal haste over empowered illusions would be a good idea. In theory a 20% lower recyle timer on phantasm attack skills should out damage a raw 15% boost, assuming they live long enough.

I took DE, because the idea is to first shatter with clones to strip boons and any condis your opponent may inflict on you. Sure phantasmal haste may be better in theory, but we need to take into account that the enemy may have boons like aegis, stability and protection that reduce your damage output be it from phantasms or shatters.

Looking at this build, you have nothing to strip boons at all, so idk what you’re talking about when you say this.

Edit: I somehow linked to the wrong build sorry bud. This doesn’t look too bad though

(edited by Raunchy.6891)

Fairytail's Finest (Build)

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Raunchy.6891

Seems like an ok PU variation. Interrupts just seem unnecessary to me, but if it works for you great.

What to expect when you are expecting.

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Raunchy.6891

The 3sec distortion will be used by PvE players.
With the MegaServer System (use the monster truck announcer voice in your head, complete with echos as you read it), Anet is aiming to for everyone to have “fun” with well balanced social interactions and successful boss runs in the PvE world.
This means lots of killing poor little npcs in droves.
You kill things fast enough in PvE to make use of 3sec of distortion.

Here’s what you’re forgetting. You kill things fast enough to make use of it…but you don’t need it because PvE is so easy. It also conflicts with empowering mantras.

Pretty much this. I would rather be doing more damage than mitigating it.

What to expect when you are expecting.

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Raunchy.6891

1. More PvE focus

I hope so. I’m a PvE player and these new GM traits look to be very PvP/WvW focused.

The new GM traits are nothing focused. They’re almost all useless in almost all game types. It’s as if the devs just drew random mechanics from a hat and decided to try and shoehorn them into GM traits.

It’s too early to tell. The 3s distortion might work well in zergs, and (although not GM), the torment shatter sounds like it’ll buff condi/shatters. Of course, you never know how these things play out till you get to try it out.

Only 2 out of 5 of those GM traits seem useful. The distortion one seems ok but not very useful in most situations.

You can say it’s too early to tell, but you know just from looking what is useful and what isn’t. Especially since they’ve given specifics for a few of these.

Mesmer - [Reimagined] -

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Raunchy.6891

Never played gw1 and it’s become painfully obvious that A.net wants gw2 to be nothing like gw1 so I would give up trying to make that happen. As far as our class goes I’m pretty sure they wanted us to be a tricky misdirection class that you don’t know what we’re trying to do until it’s too late and you’re bursted. Along with providing, mostly offensive, utility. I personally think that they thought up mesmer without considering what all the other classes can do. Guardians are the best support, thieves are the best at bursting, and rangers have much more useful pets. Which just makes us the odd man out. Don’t get me wrong I like our mechanics for the most part but we’re really just samples of the other classes rolled into one. I think you’re onto something with making clones/shatters optional. I think having mantras as our class mechanic would have been very interesting, and it could open up a lot of builds.

My mesmer idols:

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Raunchy.6891

Vashury, Helseth, ChaosArchangel, and Supcutie are the mesmers I’ve learned the most from. They all have definitely made me a better player for it.

Mantra of Distraction

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Raunchy.6891

If you’re using traited oh sword you get an aoe daze every 9 seconds. Also MoD is better used when you’re cc’d or if the person is too far away. Most of your other interrupts should come from your weapons. Signet of Domination is also really good if you feel your lockdown is lacking.

How to play mesmer in PvP questions?

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Raunchy.6891

I don’t see how you’re having trouble using an interrupt build on p/d thief. They’re literally the only spec thieves have that we’re good against. Well maybe p/p but who uses that lol. You have to interrupt their Heartseeker, especially after they cast Black Powder. That’s pretty much all you need to do and they will drop pretty fast with a quick shatter.

It usually is a good idea to leave a 1v1 against a warrior atm. It lasts too long and in the end you’re still probably going to lose. The poison sigils you have should help you out a bit though. Against Hambows you can dodge most of the hammer damage, but once they switch to LB it’s tough to handle with all that burning. Interrupting any of their burst skills can give you a bit of an advantage if you can pressure them hard afterwards.

Bunker Guardians are just very hard to kill by yourself. It takes proper timing and you would have to use that interrupt pretty well. GC Guardians are pretty easy to kill though. You just have to make sure that you dodge their burst, or in your case interrupt it, or you’re going to drop pretty fast.

Engineers can be hard to deal with if they get the jump on you. Other then that they can be bursted rather well, they just have a lot of cc that you have to avoid or else you won’t win 1v1 against them. Also if they drop their turrets it’s a good idea to try and kill them all or run, because fighting the engi with their elite down is a sure way to get destroyed quickly.

Power Rangers can be tough to deal with if you don’t LoS them properly. Other then that they’re pretty glassy like us. Spirit Rangers can be hard to deal with, but I’ve found that they can be dealt with rather easily if you try to cleave their spirits first. Namely the Sun Spirit followed by Stone Spirit.

This is just my take on the matter regarding 1v1s. I wouldn’t say I’m a super good player, but I’m definitely above average.

What builds better after April 15th?

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Raunchy.6891

The same ones that were before. Only now, shatter condi builds will be a little better than they are now.

(edited by Raunchy.6891)

Weird thing about Mantras

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Raunchy.6891

What goal could they possibly have for them? Imo they wanted mantras to mirror shatters, in a sense, so we got what we have now. I personally can’t think of their reasoning for mantras, but maybe you’re right and one day they’ll make all mantras have a common goal. I’m highly skeptical of that though.

[PVP][Warrior] Endure Pain/Berserker Stance

in Profession Balance

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Raunchy.6891

.snip.

I said complete immunity besides conditions (which I know is contradictory), but that’s beside the point. I remember when warriors were just gimmicks that only really had Hundred Blades and Eviscerate, which basically only killed people who have never seen the moves before. I get that they needed buffs. I guess I’m just the only one that thinks damage immunity is a poor mechanic to give survivability, especially to already tanky classes. Saying it has a minute cooldown is not a justification, that’s just a result of it being too good of a skill to have a lesser cd.

[PVP][Warrior] Endure Pain/Berserker Stance

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Raunchy.6891

I swear people in this game just throw around L2P like they’re gods or something. First of all it’s a 5 second duration. Secondly, I actually don’t have that much trouble with warriors since most people that play them are pretty bad. I’m saying that their kit is too strong for having no trade offs. Also, ever heard of Defy Pain? It’s pretty commonly used so that makes it 9 seconds of no direct damage taken.

It’s 5 seconds traited with Sure Footed which competes with Dogged March. Defy Pain also competes with Merciless Hammer, so it’s decidedly not “commonly used.”

Just because there are other traits that compete with it doesn’t mean that it isn’t common. Also I see Defy Pain more often then not in tpvp.

PU mesmer

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Raunchy.6891

General consensus among players is that it’s too passive of a play style to be considered “good”. I think PU builds require a good amount of timing, though not necessarily skillful play. Even though they’re very forgiving, blowing all of your stealth skills in a short period makes you very very vulnerable. Not to mention the fact that all of our stealth skills are on pretty hefty cooldowns.

[PVP][Warrior] Endure Pain/Berserker Stance

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Raunchy.6891

Also – the stance lasts for : 4 – FOUR – seconds. Is it really that tough to deal with? On a 60 second cooldown.

This is not an issue. It’s a L2P issue.

I swear people in this game just throw around L2P like they’re gods or something. First of all it’s a 5 second duration traited. Secondly, I actually don’t have that much trouble with warriors since most people that play them are pretty bad. I’m saying that their kit is too strong for having no trade offs. Also, ever heard of Defy Pain? It’s pretty commonly used so that makes it 9 seconds of no direct damage taken.

Some classes have skills that grant immunity to both.

I get that other classes have evades and invulnerability, and I think some of that (especially thief evades) need to get toned down also. These stances just seem a bit too strong to me is all. Also I get that it’s 2 utility slots, but really what else is there to use? Warriors don’t have very appealing utilities imho.

(edited by Raunchy.6891)

Shatter and on-crit questions

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Raunchy.6891

Your crit chance and damage affects all skills and abilities. Which includes clones and phantasms.

Weird thing about Mantras

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Raunchy.6891

Eh. My idea of a hold-button-to-charge system would at least add “levels” of control to the overall situation. For example, imagine a reworked MoD, where, depending on how long you charge it, could offer a variety of stun times. (say 1/1.5/2 sec). It would simply seem a little more “fighting game-esque” in overall style, which (IMHO) would be a better fit in an “active” combat system. /shrugs

Believe me, I know full well we’re stuck with some sort of “down time” on the darn things. I just would like a more fluid system.

My only issue with that idea is that with multiple stacks it has the possibility of being abused. Especially stacking MoD with CS and mesmer runes.

[PVP][Warrior] Endure Pain/Berserker Stance

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Raunchy.6891

You can apply that to WvW maybe, but in spvp where you have to defend a point there is no way to kite the warrior without him neutralizing/capping the point.

It’s definitely not an instant win but it puts major pressure onto the person you’re fighting instantly.

(edited by Raunchy.6891)

[PVP][Warrior] Endure Pain/Berserker Stance

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Raunchy.6891

I don’t think either ability is OP per se. But I do think they need to a much better and more obvious animation.

Fighting a Warrior it is imperative to watch their buff bar for these abilities or you end up blowing your cooldowns into them. And playing the interface is something ANet wanted to avoid.

Berserker Stance is also incredibly important when fighting certain builds or classes, especially Thieves and Necros. Against D/P Thieves it gives you a short window of opportunity to get through their blind-spam and against Necros it’s important to maintain momentum.

I get how the abilities are super useful in a lot of situations, but that doesn’t change the facts. There is literally no warning to them and they add a ton of survivability to an innately tanky class with literally no trade off.

Feedback regarding Conditions

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Raunchy.6891

So tell us how do engies do that? Because this reads to me like your just blowing smoke.

Pry bar = 5 stacks for 5s on a 15s CD
Concussion Bomb = 5 stacks for 5s on a18s CD
Static shot = 2 stacks for 3s on a 15s CD

At best, with 100% condition duration you would have 12 stacks. Even with perplexity they don’t even hit 20 stacks under the most ideal conditions. And that would require you to be hit by 3 very telegraphed skills, right in a row, in a very very short period of time.

Seems a bit silly to claim someone else is lieing then go and do it yourself. And to claim it is “easy”, you clearly know little about the engineer my friend.

With the trait option, I feell like I can apply them much easier with mesmer. Particularly with the on blinding, on shatter, and upon destroying of illusion traits.

You forgot to add the 8 stacks you get (ideally) from Perplexity so yes its 20. It’s not a consistent 20 by any means but it’s still possible so no I’m not lying, do better math. Also it’s an extremely fast rotation to apply all those stacks of confusion (about 1.5 seconds) if you’re good that is. So that’s what I meant by easy to apply.

You’re correct that you can apply confusion easier and more consistently on mesmer, but since mesmers have access to very little conditions it’s impossible to stack more than 10 without having it cleansed by any smart player. Also the way we apply the most stacks of confusion are very telegraphed skills (scepter #3 and CoF).

[PVP][Warrior] Endure Pain/Berserker Stance

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Raunchy.6891

These are the two skills that make Warriors hard to deal with. Cleansing Ire only adds to the issue which is why it seems OP but it isn’t the main problem imo. Skills like these that are instant cast and have no drawbacks shouldn’t exist in any competitive environment.

I don’t even know why Endure Pain exists. Complete damage immunity on one of the tankiest classes in the game doesn’t seem fair at all. I understand that you can still do condition damage, but that’s simply not an option for everyone. This ability should just reduce direct damage by 40-50%. Or you could make it like the Warlock’s skill in WoW, Dark Bargain, so that you take half the damage you absorbed over time.

That being said the same holds true for Berserker Stance. Something similar could be done, like conditions not being able to stack in intensity or something like that.

Just my opinion on the matter.

Feedback regarding Conditions

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Raunchy.6891

Confusion needs to be toned down :|

Again? Nobody complains about confusion in spvp so I doing they do a WvW only change since it is a non factor in spvp

Actually Ozii

This was already nerfed in the PvE/WvW side.
The reason people are all of a sudden noticing it now is because of the runes.
and Perplexity Runes are getting nerfed in 2 weeks as well.
SOOOOOO …If people are still having trouble with confusion after the patch, i dont even know what to tell you

the nerf is so small players will still be able to insta slap 22 confusion stacks

That’s a complete lie. Engi still can stack it to 20 but they’re the only class that could ever do that easily. Also the only time that should ever happen is if you aren’t paying attention. If you really think these runes will still be overpowered you have no grasp of how they work. It would be a poor choice to have these runes on classes that don’t already have good access to confusion because you will for sure not be doing much damage with them otherwise.

Weird thing about Mantras

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Raunchy.6891

Raunchy, that’s what I’m talking about: running classic mantra builds. There’d be no point in running the signet if you were only running one mantra. lol

Maybe the times I suggested are off, but I’m asking about the general design of it.

I’m also talking about the general design. If anything it should be a trait not a utility, and it should only reward people using multiple mantras not just one.

Weird thing about Mantras

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Raunchy.6891

I’m not saying there shouldn’t be drawbacks. And btw, I’m a pvp purist. I’m just saying that the drawbacks are so large that a majority of players, pvpers included, don’t run the build. It’s all about options. If you were to run the signet I suggested, that means you’re running one less mantra, which is of course another drawback. There should be more options to make the build more viable.

The drawbacks are large for multiple mantras. Running one is still pretty viable. Also what you suggested completely makes getting and channeling mantras a safe passive thing with no punishment at all. How is that fair to anyone?

Weird thing about Mantras

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Raunchy.6891

@OP
Ptolemy is right.

@Everyone
You guys really need to abandon the notion that there shouldn’t be a drawback to equipping mantras. The whole point of making the skills charge cast time take so long is that we have very useful skills with almost no cooldown and usable at any point, after it’s charged. Now I know you pve guys don’t like it, but that’s why there are other builds. If these were available passively it would be a disaster for pvp. Everything needs counter-play, whether you like it or not. The thing I wouldn’t be opposed to is a trait that reduces the charge cast relative to how many mantras you have slotted.

Upcoming Shatter & Mantras Overhaul

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Raunchy.6891

I’m not against this shatter idea actually, it seems rather helpful to the WvW mesmers. Though Cry of Frustration only puts 1 stack of confusion on the target. It’s the 5pt trait in the Illusion tree, Illusionary Retribution, that makes it get 2 stacks. So the only way to change CoF would be to do the same thing that you did to Mind Wrack.

As far as the mantras go, this has been suggested before. My issue with it is that there wouldn’t be any counter-play to that. A skill that passively gets charges and can be used instantly while cc’d? How do you stop someone from doing it? Oh yeah you can’t. I would much rather have preferred a different mechanic for mesmers, but this is what we have and it’s rather hard to change them in any way without making it worse for someone.

The CoF thing was intentional. Primarily because you can’t split 3 stacks among 1-3 Illusions non-linearly but also because I’ve always felt that CoF was fairly weak, I mean, it’s entire effect (except for near negligible damage) is mimicked by a Minor Trait. Though I think it would be okay for shatter bases traits to stay per Illusion. I’d just like the mechanic itself to provide more consistent effects when AoEs are all over the place.

As to the Mantras – you make a good point. I think I’d rather the counterplay be on the activation than the recharge though. I mean, you’re trading a maybe few second interrupt for a guaranteed few second manual recharge – that can also be interrupted.

I agree with that, but as far as how the confusion would stack you can’t really change that on CoF without changing the trait. All you can do is change the (very small) damage.

I think that’s actually how it should have been implemented instead of what we have now. Everything gets a cast time, but it gains charges periodically. It makes you feel less like you’re doing nothing when the charges are gone, and you can choose to use the charges as they come up or save them all for the perfect situation.

I honestly don’t think mantras will ever have a shot at being changed though. However the shatter thing could be promising.

Suggest some new utility

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Raunchy.6891

I’m pretty fine with our utility choices. I want an elite that does aoe cc. That would be the best thing ever.

Please add a condition to Power Spike (MoP)

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It needs to be more on the order of Arcane Blast or (better yet) Arcane Wave

Pretty much this. Any other change would make it too useful to have just a 1sec cd.

Upcoming Shatter & Mantras Overhaul

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Raunchy.6891

I’m not against this shatter idea actually, it seems rather helpful to the WvW mesmers. Though Cry of Frustration only puts 1 stack of confusion on the target. It’s the 5pt trait in the Illusion tree, Illusionary Retribution, that makes it get 2 stacks. So the only way to change CoF would be to do the same thing that you did to Mind Wrack.

As far as the mantras go, this has been suggested before. My issue with it is that there wouldn’t be any counter-play to that. A skill that passively gets charges and can be used instantly while cc’d? How do you stop someone from doing it? Oh yeah you can’t. I would much rather have preferred a different mechanic for mesmers, but this is what we have and it’s rather hard to change them in any way without making it worse for someone.

I'm a bit disturbed over the rank changes

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Raunchy.6891

I think the rank they chose is fine, but I think people that are higher rank (60’s-70’s) should get more rewards than just chests. I have no clue what it could be, but it needs to be something meaningful.

Perplexity Runes in PvP, PLEASE NO

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Raunchy.6891

Naturally, the next in line should be dire stats, as to eliminate as many barriers between pve and pvp as possible and in turn attract even more players to pvp.

I hope you’re joking, since the last thing spvp needs is more access to passive play….

Bunker guards are going to have so much fun trying to cleanse party conditions…

Nah, they’ll just run Plex themselves.

I would probably leave the game if I ever saw a guardian run perplexity runes. They are pretty useless with them.

Perplexity Runes in PvP, PLEASE NO

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Raunchy.6891

Adding another means to apply conditions to professions such as necro and engineer is lunacy. The 4 piece bonus…is over the top. That alone could be the 6th piece bonus and it would still be out of place. Random procs like that shouldn’t even be in the game.

I doubt we will see many necros move to these runes, since the max stacks they can get is 8 every 25 seconds, along with the fact that interrupting as a necro isn’t that easy.

Also how could a bonus that gets 3 stacks of confusion applied to you if you hit the other person ever be a 6 piece bonus? I would sort of agree if they weren’t changing it, but with the changes it’s not that game breaking of a set anymore. Though I completely agree that random procs like that shouldn’t exist in this game.

It’s a completely passive punishment for others doing what the game requires you to do (attack the other person). The 4 piece bonus should be in line with other 4 piece bonuses, which is a minor compliment to the rune set. There are only 2 rune sets that come to mind that we can compare them to. Nightmare/Air runes. The four piece bonus is a very minor compliment to the rune set. The 6th rounds out the set and air is on par with the 4 piece bonus of perplexity.

There are a good amount of 4 piece bonuses that give a condition for being hit. I don’t agree with it, but it’s the pattern that they’ve chosen. While I do agree when comparing the stacks to other 4 piece bonuses this one is stronger than the others for sure, but we won’t know if that holds true until we see the changes to the rest of the runes. Also, it’s better to compare these runes to similar runes, like Krait or Orrian.

Perplexity Runes in PvP, PLEASE NO

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Raunchy.6891

Adding another means to apply conditions to professions such as necro and engineer is lunacy. The 4 piece bonus…is over the top. That alone could be the 6th piece bonus and it would still be out of place. Random procs like that shouldn’t even be in the game.

I doubt we will see many necros move to these runes, since the max stacks they can get is 8 every 25 seconds, along with the fact that interrupting as a necro isn’t that easy.

Also how could a bonus that gets 3 stacks of confusion applied to you if you hit the other person ever be a 6 piece bonus? I would sort of agree if they weren’t changing it, but with the changes it’s not that game breaking of a set anymore. Though I completely agree that random procs like that shouldn’t exist in this game.

Perplexity Runes in PvP, PLEASE NO

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Raunchy.6891

they can always stop shooting.

> Stop shooting

Love how people say this in seriousness as if it isn’t an issue.

“Yeah bro, just stop using any abilities and run away for 15 seconds man, you’ll be OK for sure, EZmode.”

Ridiculous.

It’s perplexing that months of video and legitimate complaints on the WvW forums have amounted to this.

I’m gonna be trolling so hard with these runes, if they are intent on dropping that final nail in sPvP’s coffin rather than just releasing new modes to revitalize it, I may as well go down laughing. What a shambles.

15 seconds? No dangerous amount of confusion is going to be on you (from one person at least) for 15 seconds. 5 seconds easily, but anything beyond that is completely doable.

Another person who doesn’t bother to learn skill or read before posting. The rune duration alone is above 5 seconds. It gives more confusion duration (don’t argue with them currently being broken you have to assume they will fix it) and add in normal condition duration… lol 10-12 seconds easily.

I know exactly how long the conditions last. I tested it with my mesmer + the trait that gives more condition duration than these runes…….my point still stands. Also yes the confusion applied from the runes are long but not from any class skills. So unless you have some kind of video showing me one person applying and maintaining 15 stacks of confusion for 10 seconds I would have to say you’re woefully mistaken. :/

Perplexity Runes in PvP, PLEASE NO

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Raunchy.6891

they can always stop shooting.

> Stop shooting

Love how people say this in seriousness as if it isn’t an issue.

“Yeah bro, just stop using any abilities and run away for 15 seconds man, you’ll be OK for sure, EZmode.”

Ridiculous.

It’s perplexing that months of video and legitimate complaints on the WvW forums have amounted to this.

I’m gonna be trolling so hard with these runes, if they are intent on dropping that final nail in sPvP’s coffin rather than just releasing new modes to revitalize it, I may as well go down laughing. What a shambles.

15 seconds? No dangerous amount of confusion is going to be on you (from one person at least) for 15 seconds. 5 seconds easily, but anything beyond that is completely doable.

Perplexity Runes in PvP, PLEASE NO

in PvP

Posted by: Raunchy.6891

Raunchy.6891

The issue is not with thieves.

The issue is with engies that will magnet pull -> pry bar you for 10 stacks of confusion, + pistol 3 + concussion bomb in less than 2 secs, potentially 19 stacks of confusion.

Add this to big ole bomb, shield 4-5, flamethrower and all the kitten. even without flamethrower engi has so many interrupts it’s not even funny.

Or interrupt condi mesmers ( even rampagers Sword/pistol-Staff).

God, it’s going to be ridicolous.

I agree with the part about Engineers, but please read the changes. It has a 25sec icd, so the max stacks the engi can get is 13. Don’t get me wrong, that’s a lot which can be hard to deal with, but saving your cleanse for something like that seems smart.

As far as condi mesmer goes, that’s been a joke for a long time. The only good condi spec that has come along for mesmer has been PU, and it’s not that great for decap or capturing. Power builds will still hold as better builds, with this in the mix just to fool around with.

There's water on Spirit Watch

in PvP

Posted by: Raunchy.6891

Raunchy.6891

I lol’d +1

/15chars

Perplexity Runes in PvP, PLEASE NO

in PvP

Posted by: Raunchy.6891

Raunchy.6891

This rune should be like any other rune: an enhancement to specific build strategies (in this case, to confusion builds, or to more general condition builds with rupts). It shouldn’t be a rune that completely transforms a non-confusion build into a confusion monster.

Max 8 stacks of confusion every 25 seconds hardly makes someone a monster of confusion damage. Yes it’s strong burst but imo it’s the duration that needs to go down not the intensity.

The fact that mesmer’s sources of confusion are already under low numbers (cry of frustration only offers THREE seconds of confusion per clone under a 30 second cooldown! And other mesmer’s traits aren’t much better) should already be a testament to how strong confusion is, and to how delicate anet’s skill balancers had to be with it in the past.

This is wrong on so many levels. Confusion is supposed to be the main condition of mesmers, so because of that we actually have many ways to apply it (Cry of Frustration, all shatters if traited [5pts.], scepter #3, torch #5, clone death, and traited glamours) for which the confusion duration can be increased by more than this rune set with just 10 points into the Illusion tree. Putting a mere 5 points into that tree makes Cry of Frustration apply 6 stacks not 3, and putting 30 points puts CoF on a 20sec cd; not to mention the 3 stacks you can get from Mind Wrack every 10 seconds. Using mesmer to try and validate your argument was a terrible idea.

Man, I dare to say that this rune has stronger confusion input than a mesmer entirely built around confusion! This rune is stronger than 70 trait points worth of confusion! :P

You can say that if you want, but you’re wrong.

I might have sounded a bit melodramatic in this post, but I hope my logic and arguments were sound.

I agree it should be toned down, but in duration only. Even that only needs to be slight. The way the runes are being changed make it so that yes other classes can use them, but they definitely aren’t going to be as effective as a class that already has access to confusion. Which is a step in the right direction.

You Just Ruined PvP Rank System

in PvP

Posted by: Raunchy.6891

Raunchy.6891

I think the rank adjustment is perfectly justified. The way it was previously set up was completely backwards. Rank is and only ever will be a measure of time playing a single game mode, like levels in PvE (which take way way less time to get).

The problem with comparing it to PvE experience is that content in PvE is locked behind levels, whereas the only thing locked behind ranks are aesthetic finishers. That means that long progression is a good thing. Even if it was too long on release, the new one is way too easy. They’ve made it cost one ninth of the rank AND buffed rank rewards.

Long progression is hardly ever a good thing. Mostly because long progression really just means you’re doing the same thing basically everyday. People get burnt out from that or get bored of it rather quickly. I’m not saying there shouldn’t be long term goals to reach, but there needs to be better and more rewarding long term rewards for skillful play. People talk about how easy it is to get to rank 55 but in all honesty it’s just as easy as getting to 70 it just takes more time. So, should people be rewarded for having more time on their hands? Of course they should. However, trying to make it seem like you deserve some aesthetic feature more than someone else, who has also dedicated a lot of time to this game, simply because you played more is asinine. If you were trying to argue that rank 70+ or whatever should get more rewards for their time then I would agree, but trying to keep people down and tell them they’re not as experienced as you and shouldn’t get any kind of reward for their time because your play times don’t match is a terrible argument.

You Just Ruined PvP Rank System

in PvP

Posted by: Raunchy.6891

Raunchy.6891

r55 is a joke in comparison to r70 in terms of pvp-wide knowledge and experience.

Please tell me what a rank 70 would know more about compared to a rank 55. I would really like to hear this. This game isn’t so complicated that a few months of experience between supposed veterans of pvp would actually be that great of a rift.

You Just Ruined PvP Rank System

in PvP

Posted by: Raunchy.6891

Raunchy.6891

For once I agree with Leeto. Being higher rank just means you play more, and has nothing to do with skill. Whether or not someone just “farmed Skyhammer” to get to whatever rank they are doesn’t matter because the max rank should be obtainable, within reason, by everyone or else what’s the point? A.net calculated that a casual player playing since release would be around rank 55. How many games have you played where it takes over a year of normal play time to get max level? It just makes more sense this way. Also it’s purely an aesthetic feature that represents progress, not skill, so stop being so sensitive about it.

Coni removal as a shatter mesmer

in Mesmer

Posted by: Raunchy.6891

Raunchy.6891

Running 30 insp for shatter cleanse is bad imo. IP, IC and -30% recharge on shatters is just too good if your main focus is shatter. Like shimmerless said, just focus on avoiding the condi bombs and think about running MoR or Null (yay boon strip) if you feel you really need it.

If you’re running solo it’s bad, but in a small group it’s not as bad as you think. You have to time your shatters better, yes but you still do decent damage with the right gear. And the utility you bring to fights with a shatter Inspiration build helps quite a lot, especially with unorganized randoms.

Nil Chaos's signature Mesmer Build

in Mesmer

Posted by: Raunchy.6891

Raunchy.6891

I don’t know if it was a mistake or not but you keep Warden’s feedback in when you’re running GS+Sw/Sw in the spvp build. Also I’m thinking a build like this might be pretty useful against the many upcoming condition builds that this patch is sure to spawn.