Then we are in agreement.
Or you can continue to have an intelligent discussion on a logical and reasonable solution that has a higher probability of implementation, right here.
Thanks for everyone’s thoughts. Good points by everyone. I think CS is strong enough to be a GM and go against PB.
First of all, PB is an interrupt trait. It only process on “interrupt”, this requires a timing/luck on the player in order to take advantage of it.
Whereas CS is like a sledge hammer, there is no real skill in it. Daze becomes a stun. That’s it. Yes, the Mesmer needs to watch for enemy dodges and stabilty, etc. But that’s the same for PB.
And by converting those daze’s to stuns, it’s not just MoD that becomes a hammer. There is Chaos Storm, there is Diversion, there is OH Sword, there is Magic Bullet (2nd bounce) All of these become stunning weapons in the Mesmer’s “toolbox”.
They are in a sense, “opposite sides” of the same coin. They both can be considered “lockdown” playstyles. They are different enough and strong enough in there own way to stand alone and offer different play styles.
I never stated that DE was build defining. I stated that “Roger/ANet” said it was “build defining”. Since that is ANet’s definition of a “build defining trait”, how can CS not be “build defining”?
And don’t forget about CI. In the current setup, a Mesmer can grab ALL three PB, CS and CI. Although, I believe doing so would be “wasting” a GM trait, that does not stop a player from doing it. Moving CS up to GM, would again be a more tactical decision on the player.
I get your points, but here’s why I think CS isn’t powerful enough to be GM:
What is a stun besides a daze that stops movement for a small time? It is a powerful break in combat, I agree, but in that same category with the 5s ICD one can say that your chance of interrupting and thus proccing the immob on CI is just as effective. I don’t believe that anyone will give up the powerful option of landing definitive interrupts in a fight for removing movement every five seconds. The theoretical value of the traits’ strength puts PB as a clear leader over CS.
“Stun” has more applications than just interrupting. I can use it to catch a runner, or prevent a player from joining a fight/capping a point, etc. Use it to setup a full 4 clone shatter. Keep a player in position while I blur frenzy/Chaos Storm./Chrono Wells..any AOE. Stop a rez..
PB damages and adds a cool down to one skill, if I land an “interrupt”.
Some might even consider CS as more powerful than PB.
I’m trying to come up with a solution before CS gets the nerf hammer and it gets reverted back to what it was. Or worse. I think making it a GM, is a good choice.
(edited by SlimChance.6593)
PU – duration needs to be reduced. But the “least” thing that should be done is: REMOVE the “might” boon.
Stealth is a HUGE advantage, you shouldn’t be able to make yourself even stronger (stacking “might”) while stealthed.
Thanks for everyone’s thoughts. Good points by everyone. I think CS is strong enough to be a GM and go against PB.
First of all, PB is an interrupt trait. It only process on “interrupt”, this requires a timing/luck on the player in order to take advantage of it.
Whereas CS is like a sledge hammer, there is no real skill in it. Daze becomes a stun. That’s it. Yes, the Mesmer needs to watch for enemy dodges and stabilty, etc. But that’s the same for PB.
And by converting those daze’s to stuns, it’s not just MoD that becomes a hammer. There is Chaos Storm, there is Diversion, there is OH Sword, there is Magic Bullet (2nd bounce) All of these become stunning weapons in the Mesmer’s “toolbox”.
They are in a sense, “opposite sides” of the same coin. They both can be considered “lockdown” playstyles. They are different enough and strong enough in there own way to stand alone and offer different play styles.
I never stated that DE was build defining. I stated that “Roger/ANet” said it was “build defining”. Since that is ANet’s definition of a “build defining trait”, how can CS not be “build defining”?
And don’t forget about CI. In the current setup, a Mesmer can grab ALL three PB, CS and CI. Although, I believe doing so would be “wasting” a GM trait, that does not stop a player from doing it. Moving CS up to GM, would again be a more tactical decision on the player.
(edited by SlimChance.6593)
CS is was never taken because of the 50% randomness of it. That has been changed to a 100% conversion with a 5 second interval. That and the minor trait Wastrel’s Punishment was worthless.
DE was moved to GM level because it was deemed by Roger/ANet as “Build Defining”. Players know when they getting stunned every 5 seconds. CS as it is now is MORE build defining then Power Block. Power Block is merely the icing on the cake that is CS.
You can take CS with Imagined Burden or Mental Anguish and the enemy wouldn’t notice. The hard cc is what is defining.
So rather then have CS neutered to ineffectiveness, I’d rather see as it is and have it be a valid option for the Mesmer.
A hard CC every 5 seconds at an ADEPT level is too much. Combine that with Power Block and your simply adding “insult” to injury. Any decent Mesmer player can land a daze/stun to trigger an CS/interrupt for Power Block, so now you’ve hard CC’d AND lengthened the CD to 15 seconds. Don’t you think that’s just a little over the top.
If CS stays were it is, it will be nerfed and it will be nerfed to an adept level. Hey I love play lockdown. And I’d like to keep my options.
I’m trying to provide a reasonable option that can be considered WITHOUT neutering the trait.
(edited by SlimChance.6593)
Before the trait changes both these traits were GM and neither one was decent enough to be worthy of a GM position. With the trait changes, both traits are definitely build defining and are worthy of GM.
My opinion is that CS should be left as is and moved to the GM slot along side Power Block and Imagine Burden. Mental Anguish should be moved down to Adept or Master and its damage adjusted.
The combination of CS & Power Block is just too much. And rather then seeing one or both nerfed BACK to uselessness, I’d rather have the option to chose one or the other. And further providing Mesmer’s options in the Domination line.
Here’s a counter that Mesmer’s have had to listen to for the past ~3yrs..
Mesmer’s are here to keep thieves in check.
@Zmodd, then you loose the stun break which is pretty sweet. Or make the whole skill a stun break which will make it way easier to use (although they would need to reduce the casting time to instant, which they won’t do)
Exactly, merge Illusionary Leap with Swap.
I think you guys are suggesting this change because you are seeing just the benefits of offensively using an iLeap > Blurred Frenzy combo but to make this change would be a nerf to the skill to me and others who use the skill for both offense and defense. Defensively, you can drop an iLeap clone on a melee target (warrior/thief), dodge away/kite to bait gap closing abilities/stuns, and then use swap to juke your target. This is an important ability I use to mitigate melee damage and to make this change would drastically reduce my survivability.
With the way iLeap works right now, you can also use it to get away from another person while fighting near a cliff. Drop clone on target, jump down cliff and wait for your target to jump down also, then swap/teleport back up the cliff.
It also works UP ledges. Just the smaller ledges. For example, on the mid point on Forest of Niflhel, if a ranger is on the ledges overlooking the point, you can use sword to spawn a clone and then “swap” with the clone to get into his face. Works on the lower ledges at midpoint on the Foefire map as well.
Actually, the unicorn is not based in mythology. It is believed to be brought about by a terrible translation error.
the original Hebrew text of the Old Testament mentions an animal called a “reem.” When scholars tried to translate this word into Greek, they were flummoxed. They had no idea what this “reem” was. They knew it was big, and it had horns, and that it obviously wasn’t a goat. (Goats are mentioned elsewhere in the Bible.) So they translated it as “monoceros,” meaning “one-horn.” Then, when the Greek Bible was translated into Latin, the word became “unicornus.” And that word, translated into English, is unicorn.
Many scholars believed that the “one horned” beast that was originally described was in fact a one horned animal that existed in southeast asia (rhino??) And since the translation was done in the “bible”, it was consider fact.
(Took my son to a mythological exhibit in the Denver Museum a couple of months ago.)
I think it has to do with the combined traits and the fact you can grab 3 FULL lines. I’m sure every profession has some of this as well.
Give it awhile, I’m sure ANet will make the Mesmer the underdog again soon enough.
Oh.. so the “slam Ross’s gameplay” is still a thing.
I guess I’ll have to watch it and re-post.
Since Timewarp is a “glamour” skill, it is also affected by Temporal Enchanter. Adding 2 more seconds AND the Resistance/SuperSpeed.
I’ve always believed TW is the best elite in the game. I’ve always used it. And it would be nice to have a lower cooldown. But come on, lets be real. Its very powerful and warrants a long cd.
AWESOME!!!!!!!!!!!
Why all the negativity?
Its OBVIOUS that MtD was way too powerful for Thieves to handle, and therefore it had to be adjusted.
I suspect there will be several more adjustments in the name of favored professions balance.
Since they combined several shatter traits into “Master of Fragmentation”, it be a pretty safe bet that it behave like the current “Masterful Reflection” and only applies to the shatter Distortion.
If it did it for all “distortion” combined with “Evasive Mirror” would be too much . And I think Roger Gee even said so in the trait reveal. (He mentioned several things that could potential overlap with each other and would be too op.)
He said that with the “Evasive Mirror” trait, your “Mirror” healing skill would end up with ~4 seconds of reflect.
I’m a little confused on something he said when talking about the new PU. He said that the 100% stealth increase only affected allies that the Mesmer stealths. And then he said something like it would be too OP if was whenever a Mesmer receives stealth.
Usually, when a skill/trait states it “affects allies”, the caster is usually included as an ally. But how Roger said it, made it sound like the Mesmer doesn’t get 100% stealth, just his allies. I would assume the Mesmer is included, but how he said it just put some question in my mind.
I watch the trait reveallast night, and Roger Gee specifically said that TW cooldown stays at 180 seconds. BUT it does get affected by the new Glamour trait “Temporal Enchanter”
This has been brought up in previous thread.
From the comments and testing in the early beta’s..its a concern of ours.
What gets me a little irritated is that our new “Continuim Shift” F5 is supposed to compensate us for only getting the OH shield. And here in the trait changes, Engineer gets what? That’s right a new F5 kit. And we still haven’t seen his specialization or new weapon.
The chronomancer sounds really cool. I just hope that we can REALLY utilize that alacrity/slow and they don’t have huge cooldowns. Thus, chronomancer ends up being kind of gimmick cause we can only take advantage once very 5 minutes or something. I want it to be our “Fast Casting” in GW2. So that when played skillfully, its a powerful force.
Well, I hear you.. but when Chrono shows up..Illusions would probably be replaced with Chrono. So for now, I’m starting with that and see how it “feels” and go from there.
Also, currently in my build, I don’t have quickness and am managing my mantra’s just fine.
;)
Dude, we haven’t even gotten to play these yet and already giving out advice!
Relax my friend.. its going to be fun tweaking all these builds.
First attempt at what my EchoRupt build “may” look like. Its no longer just a “Mantra Lockdown”, but a “Mantra-Phantasm-Lockdown” build.
http://intothemists.com/calc/?build=VSFRZ;1VPV11I7RWV71;9;4TUW;0236256147e
Since vulnerability increases ALL damage(both direct and condition), shouldn’t Protection reduce ALL damage as well??
I don’t see any changes to Protection in the patch notes.
Since Vulnerability now increases ALL damage(direct and condition), shouldn’t Protection reduce ALL damage as well???
This is really tough, every line now has something worth taking. Making it very hard to choose where to go. It’s going to come down to just playstyle or “feel” of a build. And until I get some playtime I’m not really sure where my EchoRupt build will go.
If I stick with Staff-Sword/Pistol, and keep my Blink/Mantras/Timewarp then I think initially it’ll be something like this…
Dueling> Duelist’s Discipline/Blinding Dissipation/Harmonious Mantras
Chaos> Master of Manipulation/Chaotic Dampening/Chaotic Interruption
Illusions> Persistence of Memory/Phantasmal Haste/Master of Fragmentation
http://intothemists.com/calc/?build=VSFRZ;1VPV11I7RWV71;9;4TUW;0236256147e
Domination is tough to pass up for a lockdown playstyle. But I’m seeing new ways to “lockdown” players now.
Its going to be fun, tweaking the build over and over again.
(edited by SlimChance.6593)
Mimic only refreshes 1 utility skiill not all of them. Your NEXT one.
So Mimic>Portal/Blink… only the Portal’s cd is reduced.
I would assume that the Feedback on reviving trait is unchanged. It will appear around you and your teammate as you revive.
You have to show it “twice”.
Does it matter. From the looks of it. We’ll all be trying to keep up to Engi’s as usual.
EDIT: I just realized something. With Improvisation and Consume Plasma, thieves will leave us for LAST. They’ll just keep stealing from us so they can down everyone else first. We don’t have to worry anymore. Its really a buff to Mesmer!
.. always look on the bright side of life…
https://youtu.be/WlBiLNN1NhQ
(edited by SlimChance.6593)
Engineer’s.. no debate
Signet of Domination would be good. Back to back 3 second stuns!!
Back to back Mirror Images for two quick 3 illusion shatters (w/IP) like so..
Mirror Images>Mimic>Mindwrack>MirrorImages>CoF all withing 1-2 seconds. Throw in a MindStab for Blurred Frenzy in the middle of it.. nasty
(edited by SlimChance.6593)
Yeah, I’m excited for the changes. Lots of new stuff, but some stuff was looked over.
-no change to Consume Plasma
The new Mimic sounds really cool, but nothing was done to Arcane Thievery? (just the baseline 1200 range increase) How about a reduced cooldown or up the number of conditions/boons transferred??
Mirror of Anguish is unchanged, its just re-worded to accurately state what it does. Meanwhile, Ranger’s get a similar “Shared Anguish” that transfers CC to their pet. They both have the same 60 second ICD. It rarely got used before, so why would it we take it now?
Would of been nice to see a little more Glamour love? Besides just the reduced recharge and Temporal Enchanter trait.
How about more field finisher’s in OUR skills? Freaking Engi has got finisher’s up the wazooo!!!!
Your missing the changes to Consume Plasma. You can’t leave that as it is?
I think I may have figured out my issue. I think it had something to do with the Overwolf overlay. I’ve deleted and re-installed Overwolf, so we’ll see what happens. ( Also removed the GemFX stuff.)
I think a better question would be: “Is having IP baseline enough to live without DE?”
I’m sorry, but Daze does NOT allow the use of stun breakers. That’s why there are limits on the length of a daze.
Why can I grab Signet of Domination with a 3 second stun. Add Sigil of Paralyzation to increase that ~4 seconds, but the biggest Daze I can get is ~1.5 seconds?
Its because Daze prevents skill use. ALL skill use.
o.0
Go and test it out for yourself: you can stun break a daze.
Easiest way would be to find and aggro a moa and let it hit you with its 2s daze breath attack and try to use a stun break.
Well, you know what. I did just that. I went and found a moa and let him daze me and…
nevermind.
What I don’t understand is with the proposed changes, how do you “define” a build? We’ll be able to max out 3 trait lines. 3 trait lines out of 6. We’ll pick 3 GM traits.. how does that narrow down or make someone a “specialist”?
Right now, we can only max out 2 trait lines. That to me seems more “specializing” then 3 trait lines. I guess it depends on how many additional trait lines they plan on giving us. If we end up with 9 trait lines, then I guess picking 3 out of 9 would be pretty “defining” but right now, seems like 3 is a lot to “specialize” a character.
I’m sorry, but Daze does NOT allow the use of stun breakers. That’s why there are limits on the length of a daze.
Why can I grab Signet of Domination with a 3 second stun. Add Sigil of Paralyzation to increase that ~4 seconds, but the biggest Daze I can get is ~1.5 seconds?
Its because Daze prevents skill use. ALL skill use.
(edited by SlimChance.6593)
Remember that Daze prevents ALL skills from being used AND it does NOT STACK!. It’s different from other control effects like stun, knockdowns, fears, etc. Those control effects still allow the use of stun breakers.
So ANet has done a very good job of making sure to restrict just how long a “daze” can last and that’s why Confounding Suggestions and Rune of Mesmer do not stack. (At least, I believe that’s why)
Most of our “lockdown” traits trigger “on interrupt”, so in reality daze only needs to be 1 second. Either we land the daze and get the interrupt, OR the player is dazed and can’t use a skill for 1 second. So do you really notice that 1.25 second daze?
Other things to keep in mind, if you check the wording of Confounding Suggestions, it specifically states that your daze is replaced by a 1 second stun. SO when CS does trigger the stun, it still is just a 1 second stun.(No matter if your daze’s last longer than a 1 second.) The additional 25% daze length ONLY applies to the dazes that don’t turn into stuns.
So with all the traits that trigger on “interrupt” and CS only applying a 1 sec stun. Rune of Mesmer is kind of a sub par rune for us. Well, isn’t it ironic, don’t you think! I guess if you good enough to get a staggered “Diversion” shatter w/IP then those 33% increased duration’s do add up.
There is one bright side. If I remember correctly, Sigil of Paralyzation applies both a increase to stun AND increase to daze. And I’m pretty sure that it does stack with EITHER Confounding Suggestion OR Runes of Mesmer. (Not all three.) It doesn’t increase the stun from CS. BUT it does increase the stun of Magic Bullet and Signet of Domination!
(edited by SlimChance.6593)
Haven’t played in over a week. Now since I updated, I’m seeing the same thing.
The game will suddenly just stop responding to keyboard commands. I can click on skills with my mouse, but the camera is unresponsive when trying to rotate it with the right mouse button. Sometimes if I alt-tab out of the game and back it clears, but I think it more of it just simply re-connects with the keyboard/mouse again after 30-40 seconds. Happens in both SPvP and PVE.
Doesn’t seem to trigger on anything. I’ll just lose control of my character. My character will keep running until it runs into something. Or I can’t move it at all. The game still happens around me. I can see my teammates doing stuff, but I simply cannot control my guy.
Sounds like “Robert Gee” maybe the best thing to happen to Mesmer’s since its inception!
I really can’t play my Mesmer without MoD. And HM and MoD are the cornerstone of my “EchoRupt” build But everyone knows that in its current state, HM is lacking as a GM.
The new HM is better but its still not enough.
With the new Chronomancer line we’ll be having more access to quickness. The combination of “Seize the Moment” and IP-baseline is WAY better for any Mantra Mesmer than the currently proposed HM will be. Plus those benefits EVERY skill/utility not just mantra’s. So why do I need HM again?
Then slot HM against DE and Mistrust…..so why would I take HM again? Oh, I’ll still try it out, but not sure what I’d be gaining vs giving up?
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Since we haven’t seen ALL the other professions specialties, we don’t know if we’re the only ones with that ability. I wouldn’t be surprised if Thieves and Engie’s have good access to slow.
Just saw this.. that would go perfectly with my Mesmer/Chronomancer
http://dulfy.net/2015/05/19/gw2-daydreamer-weapon-skins-gallery/
Reapers, Chronomancers. This is not the way.
Do you not see?
We should be allies. Reaper and Chronomancer together against all others.
Do you not see the true power of a Reaper as the Chronomancer feeds it quickness and alacrity. Chrnomancers do you not see protection and condition support that Reaper can provide. Chilled enemies, Slowed enemies, faster casts, reduced cooldowns, poisoned enemies, stunned enemies, dazed enemies. Do you not see!
A tad bit more information. I’m a bit bummed that none of the shouts cause Taunt. Mechanically it seems a mistake not to give Reaper access to Taunt.
Its kind of obvious, though.
You should “Fear the Reaper”,
not “Taunt the Reaper”