It seems this discussion is somewhat turning into a fight, so I come to put my views. Attributing a clear paternity to a build is near impossible. Most people playing bunker now call it “Helseth’s build”. Here in the forum we all know it isn’t.
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my first post regarding bunker mesmer was before the first beta and i think only 1 person (cant remember who so sry man) post the same concept. also i was playing with it 6 month ago and w8ing for chorno to comes and see what can it gives and post 3 months ago.
The very first chrono-bunker post in the forum was from me I believe, and indeed ended up being Messiah and I iterating
https://forum-en.gw2archive.eu/forum/professions/mesmer/Chrono-bunker/first
the build was fairly different since alacrity on wells was not a thing yet, and precog was very different. From this post, Messiah and I continued improving our builds, receiving suggestions from many members and writing many threads that can easily be found in the forums. At the end, before the end of the BWE, I had a version with the exact same trait spread as the “official” chronobunker, with just a few minor different utilities (I used time warp, and maybe null field, though without the resistance concept in mind).
Does this make me the official creator of the build? No. First, many have contributed to the discussion and driven the build refinement. Second, and probably more importantly, anyone can make a build, but some have more authority to popularize it. When Helseth argues that whoever made the build, he is the one who popularized it and proved its efficiency at the competitive level, he is right. That is why people will always refer to Helseth for this build. Here on the mesmer forum or the OMFG guild, people tend to mention Pyro as the creator. At the end, attributing a build to one individual will always be unnecessarily restrictive. So please do not fight over this and just try to continue making good builds and variants.
More on the subject, yes, condis are much more used now in the meta and this build is probably very effective against them. Actually, after some reflection, I wonder if it could single-handedly change the meta and push conditions away. I think the alacrity bunker is better on its own, but this version may be a better counter to the current meta.
I thought it would be like this.
I guess the main problem is that the very first games would be fully random matching, and thus inherently unfair. But after about a week, this would have somewhat settled.
I would argue that plague form is an amazing support option. It is often taken for personal survivability but perma weakness and blind spam does give great support in a team fight.
I think the main problem is that necro lacks offensive support. A bunker guard heals but also provide a lot of might, same for ele/tempest, a druid also increase the party damage, a chronobunker multiplies boons and also gives alacrity which is both offensive and defensive. A support necro lacks that. We can provide vulnerability and boon corruption but it is not necessarily easy to mix in a build with survivability and healing in focus. And we still have massive trouble to survive when focused, however tanky we build.
Alacrity is very important not only to increase the damage but also increase defenses. With alacrity on your team, everyone’s heal and other utilities and defenses is on 40% shorter CD.
TW against GW is a tough one, but control is support. Casting a GW on a downed body (ally or enemy) is very strong to help/prevent rez (note that TW can do that too). It is also great for a CC chain to burst someone on a somewhat coordinated team etc…
Illusionary inspiration is an amazing perma heal on all your team, and on a well organized team allows to remove the signet from the bar (very useful especially with a glint revenant since you start the fight with already boons on you so they are immediately multiplied, else you need to wait for your team to give some boons before your first phantasm cast).
So at the end, I think the main “problem” of your build is that alacrity is one of the strongest effect on the game and your build provides very little. On the other hand, your build is very strong against condi pressure. However alacrity also help against condi pressure by reducing the CD of the condi cleanse of your team. So I would say it depends on your and enemy team comp but alacrity always help while your high condi sustain may be overkill in many cases.
I still think that when the other elite specs will be nerfed to acceptable levels (so go back to the level of core specs) the shield duration should be reduced to 1.75s each block (instead of 2.25s).
Shield is OP compared to pre-HoT meta. In the current meta, shield is fine.
It seems you misunderstood the berserk mode. Even if there is only 10 adrenaline, all bursts count as 30 for traits. So for example you get the full healing from Adrenal Health on each primal burst use.
Yeah, perma weakness is so bad man, I don’t know why you’d ever want to run something as horribly useless as that when you can just use your wonderful heal signet that’s only good because it’s bugged to go through walls and evades and so you can outplay people with skillful passive procs like chill of death.
But in all seriousness, curses isn’t as bad as it seems and it does synergies well with wanderer’s stats. Though I would not recommend that the OP ever use terror or master of terror since the base fear durations and terror damage were nerfed all those years ago from the dhuumfire patch, and I don’t think it’s worth it anymore. Path of corruption may not be perfect, but it gives you a low CD source of boon tip, and if you get lucky enough to strip resistance you can win against a condi rev.
Likewise I wouldn’t use nothing can save you, and spectral armor is much less useful than flesh wurm. I run wanderer’s with traited shouts, grenth runes, heal shout, and rise, and my sustain feels better than carrion signet builds in the long run, and the condi pressure from this build is better as well because I have more sources of pressure and more ways to apply them and I’m not gates by signet cooldowns when trying to burst someone.and it’s not like carrion has enough power to get past diamond skin anyway. Based on my testing, the direct damage between carrion and rabid in the past was about equal comparing no crits with good power (unless with fury) to crits with no power, so that’s a nonissue. My builds damage mitigation tools make the extra vitality unneeded, as I’ve been laying necro long enough to know how to survive with it.
I tried to play without signets. It is tough.
- you can take care of condis by other ways (shouts, passive curses proc, etc…), so plague signet is not needed.
- signet of vampirism was never a good heal, it is just used because of the trait
- with RS2 you have low CD boon removal.
but
- necro is so sloooooooooooow without “Signet of the Locust”. Else you are forced to take warhorn which is restrictive and use it out of combat which is not optimal. Once, I did make a shout build but I ended up still taking signet of locust. Also, this signet in a sense feels like it fits with shouts as it offers scalability (heal per enemy hit).
Then, you took care of the utilities, but you still have this sad problem: your might and vulnerability building is not nearly as good without spite, so you loose damage. To gain what? Condi duration on scepter? weakness? I don’t see how this is worth it.
It’s aways annoying when the initiator of a thread then removes his comment. It took me some time to understand who Pyro was criticizing…
It’s not only the support that revs are giving but also the fact that they have one of the best sustain of all classes playing as marauder (competing with scrapper).
It was my favorite map too, but Anet gave in to the complaints of those who didn’t like it.
If they did, they would have removed Skyhammer first. I suspect it has something to do with the fact that you have to choose “stronghold” and/or “conquest” while courtyard is neither. I hope it means we will see a “team death match” checkbox in the future… one can dream!
If you look at the PvE daily, one of them is like “XXX event completer”. So obviously the goal is to ensure all their PvE maps are played from time to time. Same thing with the class daily. They probably want to encourage all classes to be played by most.
As I wrote, this is not my build. I haven’t played raids and don’t intend to in a near future. This is just something I saw reading on reddit and I thought I would share it.
I assume they didn’t have a revenant for boon duration in which case it makes sense to add the boon duration from gear.
Hi all
I am not at all playing raids, but I thought I should mention that some consider chrono the best tank for raids:
“necro is an insane tank and is probably the 2nd best tank in the game (behind chrono).”
https://www.reddit.com/r/Guildwars2/comments/3tsazq/na_necromancer_raid_builds_tankpowercondi/
the video: https://www.youtube.com/watch?v=CwE2GQ0XZgw
the build: http://en.gw2skills.net/editor/?vhAQJAsencfC9ph1fC+fCUrhloj6MACsBrePL0DF9w2gFD-TBCBQBRSJI+0D0FleIU9HAcCAwoyg+t/QAeAAkCwrZWA-e
I assume the idea is that since we have near-0 personal DPS, we may as well be tanks. Also we do have high sustain with blocks/evades.
Bring your reaper friend!
But yes, CC does the job. Usually, except for the elite, druids don’t handle well CC.
I personally enjoy watching gw2. But I agree with most of your comments.
The combat is very fast-paced. In 10s, a lot of skills have been used. The problem is not the visual mess: things go too fast anyway.
I did have a look at a few other e-sport games. For example, in MOBAs, I felt that there is very little fighting, and when the fighting happens, it is very short. As a spectator, what you see is mostly players slowly building their game, and a few intense burst of fights. This changes of pace are what makes things interesting.
In conquest, the game starts and after 20s, everybody is fighting. And the fighting will continue pretty much up to the end. It is very hard to see if an amazing play has been done because you would need to know the game for that. To a large extent, what saves the day in terms of spectating interest is the downed state mechanics. Having someone down usually puts an interesting pressure on both teams and open for potential snowball effects. But this is not helped by the fact that most fights are just sustained for very long time with HP barely moving.
Seeing a sustained 5v5 is not interesting. There is a lot of skills involved, lot of coordination etc, etc.. but it’s boring to watch. Yet this is what most of the match ends up being.
As OP said, the best moments of a game outside of these short times when someone is downed: the creature/lord mechanics. Because they create a change of pace. Suddenly everyone is holding their breathe. Honestly, the creature/lord is not something I like as a player, but I do agree that this makes viewing more interesting.
Maybe they need to design PvP maps the same way they designed PvE raids: the mechanics has to change at some moments to create a change of pace. Temple already has something like this with the buffs at fixed time, stronghold also. But this just tend to pull the sustained fight there, and thus does not really create a change of pace.
(edited by Silverkey.2078)
I think the trait is decent, but probably suffers from competition. It reminds me a lot of furious interruption (a good interrupt trait but the shatter competitor is just too good to pass) and I actually would love if both were merged since they are thematically related.
The best use I found for it was to synergize with Danger Time, so in a sense similarly to deathly chill, as a way to increase your damage to slowed foes. But Danger Time is not as potent as deathly chill for sure.
-So far Shield is unanimous. =D Awesome. Runes are not =(.
-I was debating FI over SC, its just I was thinking of the times I might want to use Arcane Thievery and snag some of that myself >.>. Don’t get me wrong, I’ll do it if you really think it makes that big of a difference- my question would be, what do I put in AC’s spot?
The reason very few people use Arcane Thievery is that it is very unreliable. On paper, it is a great utility for both condi clear and boon strip, but in practice, it fails more often than not. I tend to prefer the mantra if I want condi clear.
-@Pepsi are you sure? I will have very little clone uptime if I drop that. I don’t have duelist >.>. Is the crit worth the free clones?
I think this is debatable. Builds running without clone-generation traits tend to rely on a few well-timed shatters instead of a constant shatter pressure. In power builds, you mostly want to have a good Mind Wrack. With marauder you do have high crit chance and a good uptime of fury meaning you don’t really need the extra crit. I think Danger time is more useful when using amulets with low crit chance.
Tl;Dr- Should I really drop FI for SC when I have Arcane Thievery? If I can actively acquire the Descent trait for next to free, should I really swap traits? If so, how do I change my utility bar? How do I play without Mirror of Anguish if I were to swap it? Is the staff trait so potent that I really need to pick it up? If I swap Illusionary Reversion for Danger Time, how do I maintain my clones? Do I swap my air/fire sigils which apply Lost Time’s effect for other sigils? Are there any runes that give me effects for hitting people (Not sure, I normally take precision or ferocity)?
As I said, arcane thievery is unreliable and has a long CD compared to the boons trip you can do with shatters. If you like the descent trait, by all means use it, you don’t have high clone uptime so Illusionary Defense won’t help much while Master of Manipulation can be good for the CD (for arcane thievery if you decide to keep it, and/or blink if you decide to include it). Mirror of Anguish has a very long CD. So while it helps a lot when it procs, the uptime is low enough that the staff trait looks appealing. Protection is a very strong boon and you can generate chaos armor fairly easily with your staff or your sword (iLeap in a ethereal field).
- you can deny the blocks by not attacking during it (it is 2s block but if you attack, chronos get an additional 2s block). Remember, while blocking the chrono does not attack.
- the evade is either from blurred frenzy and thus simply walk away or from the well of precognition which is only 3s on a long CD.
- if the chrono can 100-0 you, he is playing glassy. As long as your burst him outside of his blocks/evades, he will fall quickly. Also, CC works great against chrono in general to negate most active defense.
This is fairly similar to the build I suggested here:
https://forum-en.gw2archive.eu/forum/professions/mesmer/The-purple-crusader-Clockdown-PvP-build/first
except that I used danger time to gain crit chance and thus dropped marauder for crusader.
While you can keep your amulet and chrono trait, I would recommend dropping furious interruption for shattered concentration. The reason is simple: boon strip is always very potent and useful, but in particular in an interrupt build, you want to be able to strip stability which otherwise negate you very hard.
I am not quite sure why you choose descent into madness: is is a WvW build? I take master of manipulation for the cooldown reduction on blink. You do not use blink in your build, but I would recommend you to, this is really an amazing utility.
Finally, chaotic dampening is a good trait if you use staff for the protection uptime, but mirror of anguish is a reasonable choice.
The biggest problem with these new elites is that 4 utilities and one ultimate are locked behind that trait. If they weren’t, then there would definitely be more builds out there without the elite trait line. You would want 4 more utilities and the ultimate even if you have to sacrifice something from another trait line, and you’re not sacrificing much. That’s the problem! By using the elite trait line, you lose almost nothing but gain 4 utilities and an ultimate to pick from.
To fix this, remove some utilities when you pick the elite trait line or make those elite utilities available without trait restriction. This will make other trait lines just as good as the elite.
Another way to fix this is to release more elites to counter balance the current elite. The regular trait lines will be phased into minor trait lines with elites determining everything. I think this is what the GW2 staff planned to do and we’re just at the point where we’ve too few elites to make this work and it’ll take a while before new elites will be released.
I agree that this is probably a big reason why elite specs seem mandatory. They don’t come with just the usual traits, but a bunch of utilities and weapon skills are locked in there, too. So of course everyone is speccing them, they have to to access those weapons and utilities/elites. But if they were separated, I know I wouldn’t be speccing as many elite trait lines as I am now.
I really hope a-net will change that. I think elite specs should not be linked to weapons + utilities. An elite spec should be a normal trait line + a change in profession mechanics (reaper shroud instead of death shroud for necro/reaper for example). Of course, the weapon+skills would have a better synergy with the new traitline, like any weapon/skill category in the game, but not locked by it.
This will be particularly important when new elite specs come.
Two professions are norepresented actually and 4 before HoT, so it is better actually.
How did you get this? Only rangers were somewhat absent from the meta before HoT (but were still played occasionally especially towards the end). D/D Elementalist, shatter mesmers, cele signet necro, D/P thief, Riffle engi, Bunker+Burn Guard and Shoutbow warriors all were well represented in the meta (with D/D ele too strong). Now, there is no warrior and hardly any thieves. It’s not better from this point of view.
And even if those elite specs are balanced against each other, I still think this is a stupid meta. Chrono and Revenant have a ridiculous invulnerability/block uptime, Druid can 0-100 anyone in 5s even without healing power, Scrapper has ridiculous sustain and too much CC, DH has insane amount of CC. People sometimes say “if everything is OP, nothing is OP”, I disagree. Everything is OP because every class uses ridiculous and unfun mechanics.
Elite specs were supposed to bring diversity, they didn’t.
So this viper shiro/mallyx rev build, is it really all that great? I havent been able to watch the matches yet, but it sounds glassy as kitten, though a hyper offensive condi hybrid is something this game has needed for years, instead of runniny cele hybrids that wind up being more defensive than anything else.
Actually I feel like a part of the reasons why revenants play condi is to be able to handle enemies condis (from the condi reaper mostly)…
If you look, we have for the first time an almost perfectly hybrid meta:
- 20 celestial: naturally hybrid
- 12 marauder + zerker + valkyrie = damage
- 8 carrion + viper + wanderer (is this still condi?) = hybrid/condi
I believe watching EU pro league today will agree: it was a mix of boredom and sadness.
EU has a clear top 4, and unfortunately, the gap with the other teams is immense. So matching up one of the top 4 and one of the other 4 on each game was a terrible idea. It makes the games uninteresting and probably destroy the moral of the “bottom 4” teams.
I suppose the idea of the league is that at the end of the season, every team will have fought every other team. To make this more interesting, maybe we could work with 2 games with top half vs bottom half as well as one top vs top and one bottom vs bottom. This way, there will always be at least 2 even match to watch.
While I am sure the pro league will probably help reduce the gap between the teams, currently, this is a recipe for non-fun games.
Maybe NA will be different since NA does not have a top 4 (just a top 1), but I still think this should be considered for the following weeks.
inspiration line must go if you dont have some sort of condi cleanse
i might suggest AR so with CS you can use it twice and stay with dom trait linei would go with marauder amulet and no crusader unless you like to stay on point
Yes, this is precisely the idea: being able to stay on point while doing a damage similar to a marauder.
For condi cleanse, the heal does cleanse 3, so things get difficult when I fight a condi reaper for example. This is one of the main weakness of the build.
Staff is not really a damage weapon. It is a utility weapon:
- LF from #1
- regen from #2
- poison/chill from #3
- condition transfer from #4
- fear from #5
Well how can I say…
The chronomancer is invincible. He has a 8 sec block (shield + continuum), a quasy perma invulnerability (that only mesmer can have…). He has more stealth duration than the thief. With all this he is perma invulnerable. More than one month after HoT, Anet did not equilibrate anything. They got their HoT money… PvE is useless (I killed Mordremmoth, great… I wanted a season 3 history so mutch…) so I come in 100% PvP. Mostly on 1v1 servers. And I get ganked by a mesmer. I try all my characters, but nothing to do if I cant even hit him.
Let us try to be constructive, I am patient today…
- 8 sec block (shield + continuum): honestly, you do not use continuum shift to block, you use it to cast useful skills. After continuum shift, all your CD come back, so you can’t use it to stall waiting for your heal (your heal will come back to its previous CD). So realistically, it is a 4s block, which you can negate easily by using unblockable skills (there are many out there now) or not attacking during the first block, thereby preventing “déjà vu”. Just in case you’re wondering, the shield is so strong that Helseth (one of the best mesmers in PvP) explained it was not viable.
- a quasy perma invulnerability: yes, by using blocks + evades we can survive quite some time. But not perma by any mean, and don’t forget that while we block, dodge we don’t do damage, and blurred frenzy roots us in place, so it is easily avoided (and also countered by shocking aura or retaliation).
- stealth: we definitely don’t have more stealth duration than a thief (not anymore at least), and we cannot have stealth AND blocks/evades. Typically we either use torch (stealth) or shield (block), and either decoy (stealth) or well of precognition (evade). So you list things which simply cannot coexist in the same build. And I’d like to say that stealth has now a lot of counterplay too, which is a big reason why thief is in such a bad spot in the current meta.
- while I am also sad a-net did not do any balance change, mesmer/chronomancer is far from the main offender. Just have a look at tournaments and see that there are not so many mesmers out there. The reason: it is far from being the best class currently.
Hey
I have worked on a “interrupt” version of my purple crusader build
The concept is the same: using the crusader amulet using danger time to get the missing crit chance. This allows the same power and crit damage as a marauder build, but with high sustain (high toughness and good healing power). While maintaining high slow uptime is very difficult, mesmer has a low sustained damage, so we really only need a window to get our burst.
The problem with the previous build is that “Lost time” does not maintain slow very well. I usually had to rely on the shield phantasm or the well (I usually used the well on top of gravity + calamity to get high crit chance for the well burst). I this made the interrupt variant:
http://gw2skills.net/editor/?vhAQNAseWncfClph1fC2oBEgilTjycHGibgMAWggqOar2vF-TJBBABAcCAKa/h4LDsxDAAA
Thanks to the domination line + chaotic interruption, each interrupt translates to vulnerability, might + boon, slow and immobilize. So we have high crit chance, high damage and they cannot easily dodge our shatter burst. We do loose fury uptime (though pack runes + CI do give an excellent uptime anyway), DE (arguably the worst part of this build) and stability.
I do think BD instead of CI is still possible, and actually dueling instead of chaos probably still works, but I felt that this specific build worked fine. For the chrono GM, everything is acceptable, I chose StM for stomp/rez and also faster cast while continuum shifting (since I have hard time generating illusions for F5). CP makes sense since we have very low illusion production. And of course “Lost time” gives more slow uptime although I really start to think this trait is weak. The utilities are also quite flexible, I actually played a few times with portal instead of MoD, but condi cleanse can also be welcome since this build only has the heal (phantasmal disenchanter may be a good choice to also add some more illusions).
And contrary to transfusion, this one actually heals yourself, which is great.
With vampiric procs from BM, shroud 4 already heals for a decent bit.
One per shatter (that would be slightly OP otherwise).
It was one per illusion before it got merged with the shatter on heal trait. In fact, it was 1 per illusion aoe.
Well I still think the AOE part should come back. I do think one condi per shatter is somewhat poor, but I also feel one per illusion, with IP baseline, would be very very strong.
One per shatter (that would be slightly OP otherwise).
I actually thought having stability on shroud would help us a lot. And to a large extent it does. But as soon as I leave shroud I feel like I come back to being a punching ball/billard. I can’t get my heal (because necros for some reasons deserved the longest cast heals), I can’t use my elite which would give me stab for my heal… Just boring. Sometimes I hate that I love necros…
WoB is no longer my go-to group heal. I use Transfusion for that. The outgoing heal is too weak to suffer the WoB’s conditional healing.
Well the outgoing healing scales very well with healing power. Without healing power, you’re looking at 1.5k heal, with 1200 healing power almost 4k. Transfusion is a 3k without HP and a bit more than 6k with. Together, they make a strong combo, but transfusion is indeed stronger on its own (also much easier to actually apply thanks to its greater range).
I think they basically look at how many times the build is used in tournaments. Many use the reaper: meta.
I hope that’s not true … success in PVP is not equivalent to PVE success.
Here it was clearly discussion about the PvP meta. The PvE meta has its own section, and is mostly defined by what DnT says as far as I understand…
I think they basically look at how many times the build is used in tournaments. Many use the reaper: meta.
If I trust gw2skills, well of blood comes slightly on top of SoV with 1200 healing power (it scales much better with HP than SoV) assuming you get the initial + the 5 “pulses” from both. I think this could still be improved, especially since WoB forces you to stand for 5s inside the well, and also adding the fact that the signet also has a passive effect.
And one thing which I think is very important: no heal skill should have a 40s CD! I think the cooldown should be reduced to 30s as you suggest , scaling the self-heal accordingly (3930) but keeping the pulsing heal as is. This amounts to a slight buff, in particular it improves the outgoing heal per second. But it allows the heal to be comparable to SoV, so you would simply take one over the other depending on if you use the signet trait or the well trait.
In my opinion we already had it with the original blighters boon… aaaand it got nerfed in a matter of days because people had to think differently from ‘focus the necromancer’.
Unfortunately, it goth nerfed because it was too strong. And the problem with its original version is that it was hard to balance. It could be god-mode in some team comps (like running 2 glint revenants) or poor in others. Unfortunately, a-net decided to change it so that it does not fit its original purpose.
I do think a more intelligent fix would have been “you are healed/gain LF every second for each boon you have on you, max 4 boons”, this way there is an upper limit to how much you can receive, but yet do benefit from having allies around since it is hard for necros to gain different boons alone.
In any case, this would be only a bandaid to what really needs to be done:
- nerf necromancer passive sustain (potentially by “a lot”)
- give necromancer some active sustain (I think at least one spectra skill should make you evade/invuln, since this would be very thematic; I think it would be nice also with a corruption: trade some non-scalable damage to get scalable defense)
- allow necromancer to receive ally heal in shroud
Complete skill negation (evade, block, invuln, etc.) or heavy disengage. So basically only skill negation, since we’ll never get disengage.
I’ll add to that the possibility to get healed while in shroud. If you look at the meta teams right now, they have a lot of AOE healing, and this is a great part of their sustain. But if a necro gets focused, he does not have much tools to survive, and his team does not have much tools to help him either…
I think a-net wanted to ensure all classes can eat PvE breakbar. But PvP is paying the price.
- VP would not make bunker necro OP, since it does not reduce the shroud decay due to damage. The only thing I can see is that bunker necro may be allowed to play without SR (like DM/BM/Reaper) which then indirectly is a boost. But I see that as a good thing since this comes at the price of reduced damage.
- boosting other traits competing with VP will just confirm SR as a mandatory trait line. But on the other hand, I don’t think making VP baseline will change the fact that SR is too good to pass, since Dhuumfire and Death Perception are still very strong. As said above, defensive builds may be the only ones that may benefit fully from dropping SR.
In any case, I think this should be done, and it can be done as Bluewizard suggests as a compromise.
EU pro-league Qualifiers right now. Everyone playing bunker…
As I said, I don’t know the answer to the question for sure. But your phantasm do not use your crit chance, they use your precision. That is why fury does not apply to the phantasm. The same way they use your power (including your might) but none of your damage multipliers.
So as CruleD writes, one would not expect it to work. The only possibility is if the trait has been coded specifically to work with phantasms. But then I would expect the formulation to include “you and your phantasm” which it does not.
I haven’t made any rigorous test, but I am using the trait and I feel it only works on yourself.
I completely agree. Being bursted down is annoying. Being bursted down while unable to use any skill is pointless.
I do feel that DH is one of the main offender, but druid is also there. On the other hand, revenants are fine (CC-wise at least). The main problem with DH is that its CC synergies a bit too well with their damage. Knockback/pull in and out of their “test of faith”, “dragon maw” or “hunter’s ward” while using procession of blades, etc… And the daze on traps is just the extra thing which kills you because any skill you try use in a team fight gets interrupted.
And if I understood well, the well does not scale with healing power either (while the tooltip does).
The problem with this CC wars is that not every profession has the same CC defense. Stability is almost only on heavy armor professions and not all professions have good stun breaks. For example core necromancer is even more a mere bag of HP than it was before. Our only redemption is the stability from reaper shroud. Thief has the same problem.
Also, the warding from DH longbow or dragon maw is just too strong. If you look at the warding from staff, it is easily escapable (go around). Look at the warding from hammer, it is melee and super telegraphed. But LB has range and is very hard to avoid if you are forced to stay on a point. So during 6s, you’re absolutely blocked, without any way to escape if you don’t have stability. For many classes, this means certain death.
Yes, because running 4 mesmer is obviously a strong advantage. That’s why everybody is running that in competition.
Oh wait…
My main problem with mesmer heal is not that our healing output is low, but that we cannot “burst heal” someone when needed. The mantra takes 2.75s before it heals, the well 3s etc… But as a sustained healer, mesmer definitely has nice options.
Just to make things clear: master of fragmentation change the “distorsion” shatter to reflect projectiles, not the “distorsion” effect. So your signet will not reflect anything but you will indeed evade the damage for 1s.
That’s not true though. You can see when you use a signet that you gain the “reflection” effect in your effects bar, and you will actually see projectiles bouncing off you when you do it. MoF gives reflection to all signets when traited with BI. Maybe actually try it before coming in here with wrong information.
I do apologize for the wrong information. For some reasons I was sure I had read it somewhere.