IMO its not that big of a deal. Most chill skills are on such a low duration anywas. e.g. 2s chill – who cares about a 1s increased cooldown duration? What makes Chill so valuable is the movement reduction, not cooldown speed reduction.
But you’re right, thief is immun to this single effect. But other professions also bypass core mechanics, e.g. Mesmer/Ranger deal damage from stealth through illusions/pets without being revealed.
Chill effecting CD’s is the most potent feature. I have a mesmer build that has 6s chills. One on heal 10s cd, 1 on each weapon swap 10s cd. 1/3 chance of chill on interrupt, and 5% chance of chill on hit.
Chill is nasty on casters, especially mesmers. It will effectively shut them down. Yes, some mesmer builds get a ton of dps from their phantasms, but replacing those phantasms, or just evading/blocking/stealthing/surviving comes from weapon/util CD’s. If a skill has not refreshed when it auto to have, the mesmer’s a sitting duck. Chill wrecks mesmers, and a 6s chill forces anyone to cleanse immediately (cept maybe a warrior who just ignores it and spams auto).
Oddly enough I agree.
Perplexity runes do sort of throw out the balance by making heavy Confusion easily accessible by every other profession, which just makes the Mesmers confusion pale in comparison.Thou with the upcoming rune changes this may no longer be the case, it’s hard to tell at this point. So either Mesmer confusion (and honestly most of their conditions) need to be brought up, or perplexity needs to come down.
That’s following the logic anyway. Of course, if you bring perplexity down all you’re doing is adding it to the pile of useless confusion applications that the Mesmers are already currently stuck with. Then we just have one more thing that needs to be brought up.
Agreed, they can always just tweak the damage confusion does if they need to bring it back into line.
Personally I’d like to see Blinding Befuddlement apply confusion on every application of blind. That would make Glamours and Chaos Armor so much more worth it, esp after the CA nerf a while back. (still a great skill mind you)
Upping the damage is one option, but that’ll buff confusion for all via perplexity (and make mesmer standard mechanics coupled with perplexity very powerful).
As a rash, blanket suggestion without having a close look at the numbers, why not double the stacks and duration of all mesmer confusion generating effects. It’d bring “confusion builds” back into the game, and bring mesmer confusion in line with perplexity runes. And, at the end of the day it’s only one condition requiring a single remove.
The other thing is, back upon release and pre confusion nerf, we were living in a different meta. Back then NO ONE ran condition removal. Most didnt run condition builds, it was just power/crit everywhere. The meta has since changed and everyone brings condition removal to the field. In fact, everyone brings as much condition removal as they possibly can. That’s a big difference from the past, and had the meta been different back then, I doubt the nerf to confusion would have been so heavy handed.
Have you posted this in the profession balance forum? Would be good to.
Oddly enough I agree.
Perplexity runes do sort of throw out the balance by making heavy Confusion easily accessible by every other profession, which just makes the Mesmers confusion pale in comparison.Thou with the upcoming rune changes this may no longer be the case, it’s hard to tell at this point. So either Mesmer confusion (and honestly most of their conditions) need to be brought up, or perplexity needs to come down.
That’s following the logic anyway. Of course, if you bring perplexity down all you’re doing is adding it to the pile of useless confusion applications that the Mesmers are already currently stuck with. Then we just have one more thing that needs to be brought up.
@Ross
Nice point, but would you play it on a Condition build or pow build? it think the runes suit nicely with PU too.
Personally I can’t step away from my Holy Hell build, which is a hybrid. So you could actually go either way, and perhaps depending on if you’re roaming more (def your blackwater PU stuff) or havok (anything else), its going to make the decision easier. All I’d suggest is, whatever you do what you want is high condi duration so you’re landing 5 or 6 second chills. If you want to strike out with power, or condition damage after that, that’s depends on your cup of tea. Weapons might be the deciding factor. Greatsword is a power weapon, staff a solid condi. Greatsword however grows stronger at range, but you’re going to want to be in the thick of combat. Staff will allow you to duke in and out to land those weapon swap and heal chills.
Your other options are the various mainhand weapons. With my hybrid build I prefer Sword/torch, scepter/focus. Doom on sword, hydro on scepter
http://www.youtube.com/watch?v=_8td7XyA1JU
So imagine that with hydro on both sets and chill on heal. Maybe I’ll make a vid tonight if I have the time.
Focus is an aoe pull/interrupt, which will be good support for your havok small man encounters. Pistol on the other hand has your stun/daze, which is another solid option for more interupt conditions. From there consider the phantasms and what they’re good for. It’s really up to you.
RTL never hits as well lol.
Quoted for truth. A lot of times in point blank melee range this skill rtl will still go on double cd (a lot of the time)
It was just the typical sloppy job done by the dev team. Instead of a long CD if missed, it should have been a long CD if not targeted. That way you get the short CD anytime you’re gap closing, and a long CD anytime you’re running away.
Technically you could target NPC’s, but again, a little more effort on the coding front and that could be covered as well.
I don’t see a problem with gap closing to an npc. You get aggro and stay in combat.
I think target range is 3000, maybe 3500. Either way, you can target an NPC, gap close, and never hit him.
@Ross
Doom is good sigil too. I am waiting for the update to pair doom and hydromancy, whatya think?
@Scam
I had a fairly good time using it in a power build, Blink+chill is a good way to surpise enemies,.
Maybe they might even revamp the grenth runes this coming update. who knows. Also is GS a better choice than staff?
Yes to doom and hydro.
GS has the benefit of the controlled interrupt, where’as staffs chaos storm is a chance aoe daze. Staff offers great survive, GS is more useful vs ranged, or runners/gap openers. Staff is useless vs Landspeed, and given the landspeed meta we’re in, I haven’t liked the staff for a long time (I don’t like GS either, so don’t take that as an unbalanced bias).
Ask any Mesmer the history and state of confusion for the class and he’ll produce for you an animal carcass so flogged it no longer resembles the dead horse its form actually is.
If It’s good for the warrior goose, its good for the confusion dealing gander.
http://www.youtube.com/watch?v=W_XZBrJ1jJQ&feature=youtu.be
If perplexity runes have told us anything its that high, easily landed, easily accessible stacks of confusion are fine by the devs standards and working well within the game. Yet the state of confusion within the mesmer class, a class who’s core mechanics are balanced around the unavoidable presence of confusion in many instances, are not given the same treatment. This has been long overdue for either a reworking or re-balancing. Mesmers in general, and mesmer build variety has suffered due to this.
RTL never hits as well lol.
Quoted for truth. A lot of times in point blank melee range this skill rtl will still go on double cd (a lot of the time)
It was just the typical sloppy job done by the dev team. Instead of a long CD if missed, it should have been a long CD if not targeted. That way you get the short CD anytime you’re gap closing, and a long CD anytime you’re running away.
Technically you could target NPC’s, but again, a little more effort on the coding front and that could be covered as well.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
Warrior needs a nerf?
Coming from the most OP class in game since launch… hmmmm okay. Can they have all your illusions+Invis+Evades PLoxxxxFYI THIEF IS THE MOST MOBILE ILL BET 1K GOLD.
Your reading comprehension needs a buff. Thread never said “warriors need a nerf”, but that warriors Landspeed needs to be balanced.
Better luck next time.
They are comparing one of the worst landspeed class (mesmer) with one class with the better (or near that).
What to expect from treads like this?
Instead of asking the devs to give their class landspeed without traveler runes they ask to nerf the other professions.
If there is something wrong with your class ask to fix it.
Forget Mesmer. Who cares about Mesmer. Can you offer an example of a class that can compete in "Landspeed’ with the Warrior? And not just in a race, but to be able to shut them down/counter the tactic?
The distinction has already been made, there’s more than just “best mobility”, there’s also best landspeed. Warriors are the undisputed kings of [strike]GW2[/strike] landspeed. The question needs to be asked, has Landspeed been considered for balance?
This gameplay is outside the pale and warrior exclusive. It needs to be brought back in line with the rest of the game.
Horrible Mesmer in the video
Yeah, the guy has no idea how to chase down a warrior
http://www.youtube.com/watch?v=tffTmVN-zG0…
Or Mesmer in general
http://www.youtube.com/watch?v=_8td7XyA1JU…
haaaaaaaaaaa…
Did you see that when you use swiftness the thing become easy
The warrior of first video use SL > WA > Rush to maximize mobility, to you to say that all warrior has that mobility, you need assume that all warrior run GS + Sword, what isn’t trueMy Mesmer is a shatter, and i gave perma swiftness without focus. About mobility i do not have what QQ
Actually if you watch closely you need:
-traited manipulations, both range and CD.
-So a 1200 range blink to close gaps on a 24s cd
-Arcane thievery to steal swiftness off the warrior
-Focus to land cripple, and to pull for some cc, also as a source of swiftness for the mesmer
-High Boon duration from chaos and/or runes to maintain swiftness
-Sword 3 for imob, 80% condi duration to get a measly 3s
-Combo that with 5s burning from prestigue to add to the overall DPS, which, depending on how the warrior is built might not be enough regardless.All this assumes that when the Warrior decides to flee, all your skills are off CD so you can fire all the combo’s it takes to do it. There’s zero room for error, and while the skill is out there, a warrior with a GS to go with his sword makes the whole enterprise ridiculous. Pretty much you have to be tweaked to counter, and even then you have to get lucky, and the warrior unlucky.
Also, if you note the vid in the original post, the warrior isnt even using swiftness at the time. Had he been, he’d of created even more distance. Of course not all warriors run full mobility, but when they do their Landspeed is broken.
Of course, you should also know that a warrior doesn’t need to run full mobility. He can sustain in a fight indefinitely until his opponent makes a mistake all the same, or against those who’re not utterly tricked out to counter, leave the fight with minimal mobility.
You don’t seem to have a warrior do you?
How can warrior fight against his opponent with sword/XX + GS?
If you have a trouble to deal with GS warrior, that’s your problem
If you have a trouble to deal with sword warrior, that’s your problem
HB and sword burst skill are channeling skills which are very hard to land without CC
GS is not an ideal weapon in wvw unless you take a mace on your main hand
sword/XX (maybe warhorn) + GS is completely for mobility setp.s.: I was watching the video again to make sure about this. Why did you just let the warrior escape? I would admit the truth if the warrior could escape with cripple or CC
iLeap was on CD. Weapon swap was on CD. Had the blink but the war was already moving out of range quickly. That left curtain, but by the time I’d swapped, and would have cast it, he was well out of range (not to mention ive been out of the game for a month and am rusty as hell). The point of the video was to draw attention to the sheer distance the warrior created, i.e. “Landspeed”.
The fight, and video, ran much longer than this. The warrior repeating the same gameplay. It’s not like we don’t already know about it, or don’t see it on a daily basis when we play. It’s ridiculous to even post the video, that’s why it had to be done.
This should read:
“Cheese on grilled cheese toast
considered too cheesy for ANet.
In upcoming balance patch, ANet removing
all cheese from grilled cheese toast.”ANet logic at its finest!
Updated ;D
If the change goes into effect, I will have half as much uptime on vigor which means I can dodge only half as many times as I normally do.
Well, that is not correct. You still regenerate endurance without vigor, just slower.
If you have problems then you can use a sigil of energy to improve the rate at which you regenerate (It will maybe even be possible to use a sigil on each weapon set, the “patch notes” on dulfy’s are not completely clear about that).
This change is not a big thing at all.
Ever play without 100% vigor uptime?
^hmm, but you still ran the build with ether feast right? how was your experience with it?
I prefer it as part of a small group than solo roaming. Chill really shuts down casting classes, but obviously vs other classes you’re better of with other things (Doom vs warriors for example).
Chill is a very nasty condition for pressuring the enemy. If you can space out your chills, bait our their condi clears etc, and still land another chill after that, they’ll just be shut down and run out of things to do. Thus why as a support to a group it’s particularly potent.
Also in WvW you can get 100% chill duration, that’s 6 second chills, which is nasty. You can’t just wait that out, you NEED to cleanse it.
It’s a solid build for its intention.
The distinction has already been made, there’s more than just “best mobility”, there’s also best landspeed. Warriors are the undisputed kings of [strike]GW2[/strike] landspeed. The question needs to be asked, has Landspeed been considered for balance?
This gameplay is outside the pale and warrior exclusive. It needs to be brought back in line with the rest of the game.
Horrible Mesmer in the video
Yeah, the guy has no idea how to chase down a warrior
http://www.youtube.com/watch?v=tffTmVN-zG0…
Or Mesmer in general
http://www.youtube.com/watch?v=_8td7XyA1JU…
haaaaaaaaaaa…
Did you see that when you use swiftness the thing become easy
The warrior of first video use SL > WA > Rush to maximize mobility, to you to say that all warrior has that mobility, you need assume that all warrior run GS + Sword, what isn’t trueMy Mesmer is a shatter, and i gave perma swiftness without focus. About mobility i do not have what QQ
Actually if you watch closely you need:
-traited manipulations, both range and CD.
-So a 1200 range blink to close gaps on a 24s cd
-Arcane thievery to steal swiftness off the warrior
-Focus to land cripple, and to pull for some cc, also as a source of swiftness for the mesmer
-High Boon duration from chaos and/or runes to maintain swiftness
-Sword 3 for imob, 80% condi duration to get a measly 3s
-Combo that with 5s burning from prestigue to add to the overall DPS, which, depending on how the warrior is built might not be enough regardless.
All this assumes that when the Warrior decides to flee, all your skills are off CD so you can fire all the combo’s it takes to do it. There’s zero room for error, and while the skill is out there, a warrior with a GS to go with his sword makes the whole enterprise ridiculous. Pretty much you have to be tweaked to counter, and even then you have to get lucky, and the warrior unlucky.
Also, if you note the vid in the original post, the warrior isnt even using swiftness at the time. Had he been, he’d of created even more distance. Of course not all warriors run full mobility, but when they do their Landspeed is broken.
Of course, you should also know that a warrior doesn’t need to run full mobility. He can sustain in a fight indefinitely until his opponent makes a mistake all the same, or against those who’re not utterly tricked out to counter, leave the fight with minimal mobility.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
The distinction has already been made, there’s more than just “best mobility”, there’s also best landspeed. Warriors are the undisputed kings of [strike]GW2[/strike] landspeed. The question needs to be asked, has Landspeed been considered for balance?
This gameplay is outside the pale and warrior exclusive. It needs to be brought back in line with the rest of the game.
Horrible Mesmer in the video
Yeah, the guy has no idea how to chase down a warrior
http://www.youtube.com/watch?v=tffTmVN-zG0
…
Or Mesmer in general
http://www.youtube.com/watch?v=_8td7XyA1JU
…
You won’t be surprised ;D
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
Had to wonder, are Anet’s new balance techniques balanced? The rationalizing power seems a bit OP.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
It has bothered me for a long time that I spend traits or utilities for mobility just to see some other profession create a gap while running away by using skills designed for gap closing.
I am okay with the skills that require ground targeting of some kind. But skills like rush should require a target that is in range to function.
Here I am on say, an engineer. I have to spend either 20 points for power shoes or 10 for speedy kits, and incorporate a kit for my build, and use rocket boots as a utility slot that does a 900 launch every 20s, Just to see a warrior get 1200 movement skill on the same cool down. I am not trying to single out warriors either, this skill just jumped in my head first. Several professions have weapon skills that are designed as gap closers that give them incredible mobility where they should not.
What I dont understand is why they haven’t made the skills- A: target only, and B: greater CD if used and dont land i.e. ride the lightning. I mean, the reason RTL was changed was this very, exact same gameplay issue. The very same. Only now that its warriors its ok?
The distinction has already been made, there’s more than just “best mobility”, there’s also best landspeed. Warriors are the undisputed kings of GW2 landspeed. The question needs to be asked, has Landspeed been considered for balance?
This gameplay is outside the pale and warrior exclusive. It needs to be brought back in line with the rest of the game.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
I made this to clearly explain issues with not being able to replace illusions:
Simple but effective argument, and in picture form so even children can follow along
I had to go back and watch the whole 20 seconds about this on the stream to try to decipher their rational behind this nerf (42 minutes in btw). This is what I could make out that they didn’t like about the trait:
- It proc’ed ‘on clone death’ traits
- It disrupted the flow of your clones (no idea what that means)
- It forced you to either ‘cheese it’ (again, no clue what this means) or
- It interrupts your game-play (still no idea what specific type of ‘game-play’ this inhibited, especially since on-clone death builds make this an integral part of their game-play)
- It feels broken (very subjective but ok)
- You have your clone, you’re attacking and you’re there and it’s changing all your positioning (???)
- It can replace Phantasms. No it can’t. (Yes it can.)
So to me the only thing that makes any sense is they feel the ‘on clone death’ traits are too powerful. Why they think this is anyone’s guess as they really didn’t say.
Lol. And these are our actual devs everyone. Seriously. These guys are in charge of balancing this game. sigh
Yeah, this post really summed it all up. You can really tell when you compare it to all the other classes they talked about too. Loads of detail, loads of time spent, loads of explanation for the reasons as to why things were changing. Mesmer seemed a simple matter of “Hey, what could we do this time for mesmers. How about a change to DE! Done.” I’m not even all that fussed about the change, what bothers me is how inept and childish that panel of devs are. And hell, with changes to things with iWarden which evidently went through without a lick of testing, you gotta wonder, when and where are the performance reviews?
Not PvP, but for WvW I ran this.
http://en.gw2skills.net/editor/?fgAQRAsf7dlwzKqHTzmGb9IipHEXwJckUYavWJF22FC-jUDBYhYohDiGpBhWYZ0EIBKHqIas1PFRjVbDTFbR16YAmcp2uDwcWRTIgFTAA-w
Only thing is I felt mantra heal wasnt worth it. Sure you can get your chill every 10 seconds, but it turned ether fest was better as, when i needed healing from the mantra, i was burning the whole thing. Also it’d proc on charge which I was often doing away from the enemy.
Awesome video. I should make a similar one of fractal 49 grawl shaman, where it’s a blessing and a miracle if mine decides to actually start spinning when there are grubs all around it.
I’d love to see it. This awesome change by the devs needs way more exposure.
Because they need to be reminded of this daily.
The supreme art of war is to subdue the enemy without fighting. Thus, utilize iWarden to it’s extreme effectiveness.
~Sun Tzu
14 seconds, 1 iWarden, 1 bug, 5 fails
It’s great to have all these changes, nerfs, and buffs coming down the pipeline. But how about we fix, or failing that revert some of the broken changes that’ve been made.
iWarden should have been hot fixed after the last patch. If the problem its facing currently is inherent, then simply revert it back to its old state when it at least attacked on summon.
Honestly, I don’t see this as being such a hindrance to my Blackwater build, I will still keep most of my condition pressure and damage, it might be a bit annoying, but go figure, I guess all anet can do is nerf things that don’t need to be nerfed, instead of properly balancing classes across the game.
What concerns this is the implications for other builds, namely shatter specs, which, are already being used less and less (from what I have seen) and the vigor nerf is pretty bad as well, completely un-necessary (the guardian vigor nerf even more so, they already at the bottom in the hp pool, the vigor was some of the only pieces evening it out)
I run 75% boon duration, that’s 8 3/4 seconds of vigor from critical infusion. That’s what they’re wanting. Instead of taking vigor away completely, they’re letting us keep it, and if you want to get more out of it then its simply a matter of taking something to boost it. I can only imagine there’ll be a better boon duration rune set that means I should be able to get more than 75% boon duration across 3 sets by just taking the one. Good times.
Here’s mine I submitted to the balance forum. I was wondering if anyone else had any thoughts on how to improve Furious Interruption.
I came to see on the forums that Furious Interruption, 30 deep Grandmaster in the dueling line, was regarded as “not worth it”, especially when compared to other options across the Mesmer trait tree. So I wanted to give it a whirl as the idea of it seemed great, if only it could be used effectively to “work”. So here I’ll quickly list the pro’s and con’s, then offer a suggestion to improve it and make it really worth spending 30 in Dueling.
Pros
*To utilize the trait effectively it promotes conscious, thoughtful play. You can proc an interrupt and get 3 seconds of quickness, and maybe that’ll speed up the next few actions for you which may or may not benefit you. But if you proc it with intention you can use the next three seconds to really unleash on an opponent.
*Tieing to the above it, obviously, allows you to quickly cast/act for three seconds. Which may help to summon a phantasm, or land a combo. That’s quickness in a nutshell.
*The cooldown is nice. Three seconds may not seem like much, but when it’s once every 10 seconds that means you get the opportunity to proc this regularly which means more conscious, intuitive gameplay for anyone trying to make use of this.
Cons
*After playing with this trait for some time, there’s only one con that really matters. The fact is, despite the three seconds of swiftness it doesn’t really amount to anything. To put it one way, there really is no increased DPS, or even condi application etc for taking this trait. Very simply, if you want more power, more control, more damage or whatever, your points are better spent elsewhere. For the Mesmer using Furious Interruption, he doesn’t get anything from it. So with that in mind here was my idea to ensure the dueling mesmer “got something” for taking, and utilizing Furious Interruption.
Improvements
1) My idea-
Furious Interruption
Gain 3 seconds quickness when you interrupt a foe.
Phantasms summoned while under the effects of Furious Interruption gain 3 seconds swiftness.
*This change would mean a clever mesmer could find his interrupt, proc furious interruption, and summon his various phantasms who, under the effects of quickness would be more likely to land their opening attack plus effects. Depending on the phantasm, this would mean a dps increase at the very least.
I came to see on the forums that Furious Interuption, 30 deep Grandmaster in the dueling line, was regarded as “not worth it”, especially when compared to other options across the Mesmer trait tree. So I wanted to give it a whirl as the idea of it seemed great, if only it could be used effectively to “work”. So here I’ll quickly list the pro’s and con’s, then offer a suggestion to improve it and make it really worth spending 30 in Dueling.
Pros
*To utilize the trait effectively it promotes conscious, thoughtful play. You can proc an interrupt and get 3 seconds of quickness, and maybe that’ll speed up the next few actions for you which may or may not benefit you. But if you proc it with intention you can use the next three seconds to really unleash on an opponent.
*Tieing to the above it, obviously, allows you to quickly cast/act for three seconds. Which may help to summon a phantasm, or land a combo. That’s quickness in a nutshell.
*The cooldown is nice. Three seconds may not seem like much, but when it’s once every 10 seconds that means you get the opportunity to proc this regularly which means more conscious, intuitive gameplay for anyone trying to make use of this.
Cons
*After playing with this trait for some time, there’s only one con that really matters. The fact is, despite the three seconds of swiftness it doesn’t really amount to anything. To put it one way, there really is no increased DPS, or even condi application etc for taking this trait. Very simply, if you want more power, more control, more damage or whatever, your points are better spent elsewhere. For the Mesmer using Furious Interruption, he doesn’t get anything from it. So with that in mind here was my idea to ensure the dueling mesmer “got something” for taking, and utilizing Furious Interruption.
Improvements
1) My idea-
Furious Interruption
Gain 3 seconds quickness when you interrupt a foe.
Phantasms summoned while under the effects of Furious Interruption gain 3 seconds swiftness.
*This change would mean a clever mesmer could find his interrupt, proc furious interruption, and summon his various phantasms who, under the effects of quickness would be more likely to land their opening attack plus effects. Depending on the phantasm, this would mean a dps increase at the very least.
Hey mesmers,
For clarification: if you have 0-2 clones out and you dodge, you will summon a clone.
If you have 3 clones out and you dodge, nothing will happen.
Can you clarify exactly why this was changed? From what was said in the livestream, it sounded like it was done to counter the infinite-clone condi clone death builds. But if that was the case, why not change the clone death traits instead?
It was pretty obviously a poorly planned attempt at nerfing clone death builds. It won’t actually nerf them, but it might reduce the average wpf of them.
This is why one of those dev convos on the forums around class balance will be good.
Hey mesmers,
For clarification: if you have 0-2 clones out and you dodge, you will summon a clone.
If you have 3 clones out and you dodge, nothing will happen.
Good to hear. Might want to try and convey the information a bit more clearly next time.
Or Pyro will burn your house down. Consider this your first and final warning.
actually i apologise :C i saw the build and other than 30 in chaos our traits and gear are completely different, how would you deal with an immobilise heavy group osi?
There’s more, but just a 1200 blink deals with this. The distance you can open with it allows you to just wait out even stacked imob, then you just continue doing your thing.
I have V, which I use, and also one of the buttons on my Razer Naga, I think the mouse wheel click.
You scrubs getting sick of getting owned by us Blackgate folk that you have to fall back to truce tactics in order to cap our towers / keeps? Lame… But, If you consider it fun, Do what you gotta do, We’ll sit on our 23k lead and let you guys jerk each other off
Actually by making up some arbitrary rules you deem “Lame” that are being used to achieve victory, when those tactics are not only sound but achieve their purpose, you’re the one acting the scrub.
This is true regardless of if its happening or not.
Lol. It has been needed and needed ever since launch. Its because mesmers pu build got buffed so you see more of those now.
The buff played a part, yes, but I think you’ll find it was the meta that changed. With the insane pressure warriors and the like can apply now, coupled with the insane (hard for mesmers to deal with otherwise) condition meta in play, heavy stealth use is a mesmers means to survive, and thus remain in this game.
Heavy stealth PU Mesmer > Non heavy stealth PU Mesmer. It’s as simple as that.
You want to see a decline in stealth use for mesmers? Tell Anet to bring a more well rounded Mesmer into the meta they made.
Whoop whoop! I’d like to shout out to all my homies. HOMIES!
Call Devon up when he gets back from holiday in February and ask him?
Rev I don’t believe he’s asking why you should be able to use them as defense. Just why you are able to do things like put it directly behind a gate so that the aoe hits the rams/golems directly on the other side.
Rev’s point is, without trebs, how do you propose people defend against a gate assault? For the defenders, the assaulters have the advantage aoe’ing up to walls, and even aoe’ing the gate to stop repair efforts.
Why even have gates. Just let the zergs run straight in. No need to even flip camps for supply.
There is an obvious difference.
In PvW all you need in terms of armor is whatever zerker gear provides. When newbs transfer in to WvW from PvE land, they have the hard lesson t learn that they need to rethink their strategy when engaging… well, engaging gameplay.
More importantly, you need to resalize you’re fighting highly intelligent, often near obsessive people focused on murdering other obsessed people in the digital arena. So you need to think about how you’re going to survive in that environment.
Whats the best way to counter this sort of build? he pretty much spammed the same button over and over and the ONLY reason he killed me was simply as he jumped into stealth every chance he got.
Then again, it taking him minutes to kill someone who is using armor that is over 40 levels to low is kinda sad…
Reflects is an obvious one. Also projectile destruction.
Otherwise try walking through him to break his channel should he be strafing.
We need more things to use them on or to atleast be able to sell them. Myself and tons and tons of other people have gotten to the point we just destroy them. They take up inventory space.
Without giving any specifics, I’d highly recommend you change that strategy. There are things coming soon that will give you lots to spend it on.
what was this referring to?… Still have lots of dust/starts sitting waiting…
Go to the crafting station and refine them already?
Warrior Motivational
Made this for a comp on the mes forum yesterday
Lead me to make a war one for this thread
Mesmer Motivational
Abandon pve and get into wvw. It’s an amazing weapon. Never played without it.
So you want to take the condition meta currently in play, and add even more conditoins, and more dps to it?
And you want this idea to be supported.
Got it.
What condition meta? You mean fighting feverishly for bleed stacks? because that is what it is. And in PvP, there is SO much cleansing and even some IMMUNITY, I want diversity in this game, and every update feels like they are actually removing build diversity from the game.
“Its too hard. Its too complicated. I can’t remember 12 conditions… Why are their so many numbers!” Pokemon is a more complicated game then GW2 will ever be and that is for children. A few more conditions isn’t going to harm anything.
I remember back when nobody ran condi cleansing because the meta was power/crit glass cannons. Confusion was the only condition than was feared and thus cried about (nobody could cleanse since they didn’t come equipped). Why do you think there’s so much cleansing now? People aren’t building for it for no reason. Condition meta leads to cleanse meta. The latter doesn’t exist without the former. What do you think furthering the number of conditions, and the total amount of dps from conditions is going to do? Further the anti condi meta.
There’s nothing wrong with that btw. It’s just… adding another condition and more dps? What’s really changing here.
So you want to take the condition meta currently in play, and add even more conditoins, and more dps to it?
And you want this idea to be supported.
Got it.


