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Struggling with the Ele? Try this...

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

Man, it’s hard to admit you’re wrong on the internet…

Yes, but it takes a bigger person to do it, kudos to you.. and glad i read all the way through to see both sides of the argument! good thread stuff.

you also realize that this will all probably get nerfed down, because thats how arenanet seems to be rolling.. 30 point trait and you can dodge – combo every 30 seconds instead! or maybe the effects dont work on us. or cant be used as a blast finisher. cant have you killing warriors with a friend solo, thats too op! :p

(edited by Schroedingercat.7065)

improvements

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

That’s good to know – something I could’ve found out myself too, so thank you for fixing my laziness

improvements

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

So after farting around with Guardian, Mesmer, and Necro, I have been trying to pinpoint the “flow” issues with the various classes, that is what parts of the class seem to not fit with the playstyle of the rest of the class. For instance, scepter for Guardian seems to not fit the other weaponstyles of Guardian, even though it is a ranged attack and should be different. I believe it comes to the travel speed of the projectile and the quasi-aoe attack. For necro, dagger seems to be a sticking point for me, since it is a melee weapon with only 2 distance closers available to necro. Mesmer is a different animal entirely from all of them, with it’s own issues.

So with elementalist, and this seems true for all staff users, but more so with elementalist, the wind-up time for ranged attacks seems very slow, with melee being fast (as it ought to be, due to the risk), scepter being slow, and staff being very slow. I understand that the compensation for a slow autoattack is a plethora of large aoe effects. However I feel that an entire half second could be shaved off the animation and still keep the auto attack slower than scepter (as is possibly intended) while helping speed up the single target damage. The staff is great support, but the oft-heard complaint is it falls short in single target damage on fights with a more powerful foe – staff lacks burst. I feel that a faster autoattack would go some steps towards fixing this while still keeping staff in the realm of support/aoe weapon.

Finally, I would like to discuss the major mechanic of Elementalist. I like the idea of stance switching, however, I believe that a short-term boon (ala minor trait 5 in arcane) ought to be granted. Giving us access to another row of skills isn’t granting anything especially unique to the class, as we can’t weapon swap. So my solution for making the attunement dance more palatable: grant a short term boon unique to the element and change arcane 5 to something else entirely.

The last thing, that I am sure has been brought up before, is the traits that grant bonus damage and cooldown. Since elementalists can’t switch weapons, but are encouraged to switch attunements to be effective, why are our +damage% traits tied to a specific element? Our cooldowns are tied to our attunement as well – so we are encouraged to switch attunements and then seemingly penalized on our effectiveness for doing so by switching from an element we are potentially stronger in to one we are weaker in, simply because we must dance through all the lengthy cooldowns in order to be competitive in dps or support effectively. Also, do “gain X on weapon swap” effects actually even work for an elementalist? We lose access to different stats on weapons also, which is a disadvantage. Is my perception and analysis on this issue correct?

As one person pointed out, it feels like some developer fell in love with the notion of attunement swapping, to the detriment of making the mechanic work as well as it ought to. It needs to be revisited. I fully believe that if it was reworked to flow together more efficiently that the class would be much more viable and work as intended.

Thank you for reading thus far. I am interested in what people think about what I have said here and what suggestions, if any, people come up with.

Newb field/finisher questions

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

so many good questions i hadnt even thought of – subscribing in hopes of seeing good answers!

Do mesmers have enough AOE to reliably tag mobs in large-scale DE’s?

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Posted by: Schroedingercat.7065

Schroedingercat.7065

As the subject says: Do mesmers have enough AOE to reliably tag mobs in large-scale DE’s?

Please support your opinion with concrete examples.

Thank you!

So I tried a mesmer....

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Posted by: Schroedingercat.7065

Schroedingercat.7065

Who cares about tagging farmable mobs in PvE, the game centers around PvP, it’s PvP viability that matters. It’s not like you will get killed if you take 10 seconds longer to kill some AI.

I don’t feel the game centers around pvp. It has a large pvp component that is completely optional for someone who primarily plays pve. And PVE works the same for PVP, you don’t have to step foot outside of PVP to play and enjoy your character. The game is intentionally balanced and designed as such – developer comments and interviews support this fact. Could perhaps your perception be biased towards your experience instead of the actual game? In this aspect, yes, I believe it is.

Regardless, if you ask on the mesmer forums “do mesmers have enough AOE to reliably tag mobs in large-scale DE’s?” The answer will be a resounding no. I will in fact go do just that to prove the point.

All of this however is irrelevant. Mesmer and Elementalist are in my opinion the least viable characters for PVE. For PVP the mesmer excells on 1vs1 – on larger scale, the clones and phantasms do too little and die too easily. All supported by more than my opinion and easily observed by anyone desiring to play a mesmer. Both classes have a substantial number of bugged traits and underperforming mechanics.

It is my hope that ANet will revisit the classes and buff them to where they can perform on equal footing in both environments, instead of “looking at them” and nerfing them according to their performance in just one environment or just one spec or based on one particular person’s skill with the class(Tank D/D elementalist).

But.. I have been playing MMO’s long enough to expect instead for both classes to be nerfed into crippled, feeble shadows of their former selves, and then a year or so later be buffed back up into something completely different, then become FOTM only to be nerfed again 5 months later as a retroactive kneejerk reaction to the perceived over-buff.

So I tried a mesmer....

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

The problem with mesmers and aoe isn’t lack of AOE, it’s specifically lack of AOE in DE’s – specifically ones where mobs are dead from ground targetable aoes before they even visually appear on a screen. Where you can do a small aoe every 9 seconds (+ travel time for the clone to get to the target, assuming they don’t die to aoe and the target lives long enough) and then every 35 seconds with Chaos storm, other people can rotate between ground targetable aoes and get stuff dead before you can even get a clone out.

Strength In Numbers and Altruistic Healing

in Guardian

Posted by: Schroedingercat.7065

Schroedingercat.7065

kruunch any symbol with a blast combination will proc retaliation (hammer)

Strength In Numbers and Altruistic Healing

in Guardian

Posted by: Schroedingercat.7065

Schroedingercat.7065

and shh… once anet sees we can do proper support we will be nerfed and AH will be given an internal cooldown or a reduced heal coefficient!

Strength In Numbers and Altruistic Healing

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Posted by: Schroedingercat.7065

Schroedingercat.7065

What about boons generated through cross class combos?

support aura build

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

Thanks – thats some excellent advice! I think I meant to have another signet in that utility slot than just restoration. I will take a look at doing a different setup.

support aura build

in Elementalist

Posted by: Schroedingercat.7065

Schroedingercat.7065

I know elementalist has problems. I am coming from Mesmer though, so it seems like a bucket full of cupcakes and sunshine so far. :p

I wanted to make a supporty build (giving it the accompanying defense through support theme) with some viable dps boost through boons.

So I looked up the aura D/D build

and made this to give a little more punch and sizzle and auras on demand

However, without the arcane points, is it viable? Will it meet my desire to be supporty-self-defensy yet still have some punch and sizzle? Loving D/D as an asura, btw, I feel like Yoda :)

Blurred Frenzy vs Shield Block

in Engineer

Posted by: Schroedingercat.7065

Schroedingercat.7065

When mesmers use blurred frenzy they are invulnerable for 2 seconds, so you can’t actually stun them during it or anything. However if they move at all it is interrupted, so all you have to do is move away from them during the animation and then attack.

it has a 10 second CD, 8 if traited.

Exploring Alternatives (from a Mesmer)

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

Thought provoking and well-written, a nice change for a forum post for sure!

Though I did see this (teehee):

But where a mesmer can shine in group play with its use of Portals, Time Warp, Null Field or Chaos Storm (should you choose a staff) it can also suffer heavily in dungeons or world versus world as you struggle to keep up through a lack of mobility while having your illusions and limited melee playstyle become redundant entirely redundant during keep sieges.

Phantasm delay?

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

except if clones attack slower and you have sharper images then they stack bleed slower, thus nerfing passive damage too.

Deceptive Evasion clones having hatred against helpless bunnies?

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

I was inspired by the lovely poem about our evil bunny slaying clones so much that i submitted a bug report about phantasmal haste in haiku form.

https://forum-en.gw2archive.eu/forum/support/bugs/phantasmal-haste-post-patch-a-haiku/first#post326194

phantasmal haste post patch - a haiku

in Bugs: Game, Forum, Website

Posted by: Schroedingercat.7065

Schroedingercat.7065

Wardens spin time changed
patch notes say from “0 to five”
but it’s 1.6 to 7 or 9- new math?

trait Phantasmal haste
only works on some, not all.
So sad, bandaid patch.

Deceptive Evasion: A Poem...and bug report ;)

in Bugs: Game, Forum, Website

Posted by: Schroedingercat.7065

Schroedingercat.7065

Lovely poem Maybe you could put your hand to some more poetry, outlining the issue with our various other bugs. They would probably get fixed faster! Maybe I should write a haiku about the warden..

Clones should do full auto attack cycle

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

Maybe it isn’t really the full point of the clones but I find it disappointing that clones don’t do the animation for a full auto attack cycle. What it means is that I can’t actually mimic my clones (as a scepter user) to mislead my opponent. The clones only cast the first attack of the 3-part auto-attack, and they do so at a rate faster than my auto-attack resets to the first attack. I understand that they shouldn’t do the effect (2nd hit is a confuse, 3rd hit makes another clone), but if I make a clone I should at least be able to copy them and have my opponent have to guess which copy was actually the source of the confuse and the new clone.

As a completely separate question, does anybody else use sword scepter? I’m having a lot of fun with the double counter (2 and 4). It probably isn’t that strong of a combo, but I’m actively enjoying playing it in PvE.

I enjoy scepter/sword quite a bit. It seems to be great for closed in spaces where i can’t kite. also the blocks while not so damaging in dungeons (since i dont take aggro as much) are great crowd control with that 15 second daze on the offhand sword block. wish the trait to reduce the cooldown on the two blocks worked though.

Mesmers will get there someday.

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

Chia Troll?

Anyway, you get a speed bonus per number of clones out. You can target a mob close and dodge with the clone-on-dodge trait and keep running. This will give you a speed boost. Add it to curtain. You’re welcome.

countdown tooltips

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

Are these accurate? after traiting certain skills show a reduced cooldown, but when used the countdown timer reflects the non-traited cooldown time.

example: illusionary counter, illusionary riposte.

Illusionary counter is 12 seconds. when traited with illusionists’ celerity it shows 9 1/2 seconds, but using the skill shows an 11 sec CD.

illusionary riposte shows the same CD timer of 15 seconds with illusionist’s celerity AND blade training traited, even though the tooltip reflects 12 seconds.

guess ill go post it on the bug section and bug report it. they are still very nice, but having them come back 20% faster would make them even better.

scepter/sword and staff build

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

It definitely does not reduce the cooldown time. My sword offhand block says it recharges in 12 seconds, and it shows a tooltip countdown from 14. I am not sure anything is reducing the cooldown on it at all, not even illusionist’s celerity.

also the scepter block says 9 1/2 minutes and the cooldown counts down from 11 seconds after it’s used.

scepter/sword and staff build

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

really? I am not sure it is entirely necessary in any event, i rarely find myself without something to do and things still alive. ill check it out and see if it improves anything significantly.

scepter/sword and staff build

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

I had a nice sword and decided to play around with scepter/sword to see if the combination was as horrible as it sounded.

To my surprise, it is sturdy and kills far faster than my sword/focus or sword/pistol build. The key here is generating lots of retribution and shatter spam. The blocks do not share a cooldown, so with good timing you can nail a mob for a huge kickback on block, retribution and confuse all at once. Then shatter if they are still standing around.

http://www.guildhead.com/skill-calc#MVm9wfp0xcVRzMq

I also have it traited for staff cd reduction for a few reasons. I love using staff in dungeons for my group. Also, you lose on DPS if you run with a group of people on scepter/sword. If things aren’t attacking you, you can’t block and lose 2 very damaging skills. They still do excellent crowd control, but I find if I am going to follow a group that running staff is generally more helpful to everyone.

The traits can be moved around so that while I don’t have the luxury of super damaging warlocks with two +phantasm damage traits, they still should be attacking faster (phantasmal haste makes them attack faster, not resummon faster right?) plus the extra bounce on staff for more booning goodness.

http://www.guildhead.com/skill-calc#MVmMc9cMxmrmMxmrm0fp0xMVacka trait swap

Note that traiting for scepter cd reduction only reduces the cd on confusing images, and traiting for 1hs cd reduction does nothing at all, since both summon clones and get the illusionist’s celerity boost. You lose 50 malice and 50 precision, but make up for it with condition spam and other goodness.

It’s weird. It has sacrifices, but it’s fun!

mesmer fixes

in Mesmer

Posted by: Schroedingercat.7065

Schroedingercat.7065

Not going to weigh in on what’s broken, needs to be fixed, etc. since that has been heavily debated to death on the forums. Are there some bugs? sure. but the class is currently playable.

All I wanted to say is.. the mesmer is a complex class. I really want Arenanet to take their time and do any fixes or revamps properly so the entire system of traits, mechanics and skills work together in a fluid, harmonious fashion instead of putting some bandaids on various traits and skills and saying FIXED! And then not looking at the class for 2 years.

Mantra of Pain dialogue annoyance

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Posted by: Schroedingercat.7065

Schroedingercat.7065

lol.. duck duck goose! (in theme with the other silly voice over suggestions!)

lol.. duck duck goose! (in theme with the other silly voice over suggestions!)I would like to hear my clones shout GERONIMO! on impact though. Or BONZAI!

Shatter build vs. Power/Crit build

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Posted by: Schroedingercat.7065

Schroedingercat.7065

http://gw2skills.net/editor/en/?fgAQRAsd7al0z6pHVzqGa9IxpHMf5NHliu79SKwNvB;TwAgzyoEMJhS1kiJqbMdJ6yGk7GZQA

this is the sword/focus FU RANGED reflect build. Actually fighting ranged mobs with this build would probably make them die faster to themselves than to you. Against melee mobs, they will get in the warden’s aoe bleed sphere of death, and you have 2 sec of invulnerability every 8 seconds with distortion.

I would probably actually use scepter/sword for swapping to get the 2 blocks, blind, confusion and melee sword phantasm with a daze, meaning you can block for 4 seconds out of every 9 1/2, blind them and then daze them for 1 second. meaning you only have 4 seconds of confusion running between which makes confusion kinda pointless…

now if only the auto attack on scepter didnt just spam clones. id like it alot more then :p confusion on the 3rd attack would make more sense with attack 3 but oh well.

Almost Permanent Protection

in Guardian

Posted by: Schroedingercat.7065

Schroedingercat.7065

http://www.guildhead.com/skill-calc#McccM9cMabvoMaxvo9MxxaMsqoaqo

Shield and mace give 2 protections on their own. granted, one only works if you dont get hit while it charges, but you can do it while moving (line of sight) and before you pull. or if its ranged mobs, from behind reflection wall.

you will get lots of self healing through dodging and buffing allies as well as symbol and shield of absorption. additionally, you will block quite alot and burn anything you block.

this would be my dungeon tank build. it lacks condition removal, however, so instead of actually taking altruistic healing and shelter i would take purity and signet of resolve for auto-condition removal every 5 seconds. unless they remove conditions at the same time, every 10 seconds, which would just be annoying and probably coded that way just to annoy me.

(edited by Schroedingercat.7065)

Healing skills

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Posted by: Schroedingercat.7065

Schroedingercat.7065

well.. mirror has a shorter cooldown and a reflect to compensate for the smaller heal.

well.. mirror has a shorter cooldown and a reflect to compensate for the smaller heal.ether feasts heal is really big when you have your illusions out. if your illusions get aoe’ed and die, though, its a slightly bigger heal on a longer cooldown.

well.. mirror has a shorter cooldown and a reflect to compensate for the smaller heal.ether feasts heal is really big when you have your illusions out. if your illusions get aoe’ed and die, though, its a slightly bigger heal on a longer cooldown.then, when you go by heals per second it isnt as advantageous to use.

MasterMesmer, Simple java app to make it easier to balance your stats

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Posted by: Schroedingercat.7065

Schroedingercat.7065

I can’t try it out atm but awesome initiative! Looking forward to checking it out