Somewhere I read that there will be slider’s that will allow you to move the camera left/right and up/down, to help with the different race sizes.
But yes, FP view during combat would be “interesting” to say the least.
Guys, guys, WHO CARES!!!!!!!!!
Its not like neither Rangers nor Mesmers are lighting up sPvP right now.
Just stop.
(edited by SlimChance.6593)
I keep holding out for a buff to Harmonious Mantra’s. One that adds 2sec of quickness AFTER a mantra charge is completed(5 sec ICD).
Basically, you’d be rewarded for charging multiple mantras back to back. The first one is 2.5 seconds, quickness triggers for your 2nd mantra if you wish. The ICD is there to make sure you don’t end up chaining a full mantra bar together. Or taking advantage of the quickness in other ways.
Thanks guys for the feedback. Really do appreciate it.
I think your right on dropping Sigil of Torment. Its 5 sec cd, doesn’t really make it work like I wanted. And your correct, I do shatter pretty often so the Warlock doesn’t really get a chance to take advantage of the additional condition. Better to go with some more damage based. Usually, with staff, I will run Sigil of Air and SIgil of Hyromancy. With the in/out gameplay of a Sword/Staff build, getting in close with sword and then swapping to staff gets that chill applied. Another form of lockdown, just wish it was longer than 2 seconds.
And yeah, I do tend to waste some Power Locks on stability targets. Sometimes in the heat of battle I just react and don’t notice the icon. Especially against Ele’s, they’re constantly surround by swirling animations, can barely make out the character underneath. (I’ll keep an eye out for the Arcane Shield and Spectral Armor, thanks for the tips)
With HM, I can waste a charge here or there, but its something that I should improve on.
I’m still working out the whole “Halting Strike” vs “Mental Torment” trait selection. I’ve only been trying the Mental Torment side for the last couple of days. My MindWrecks are hitting harder, but that might also be contributed to dropping a ferocity rune for power based rune. I think it comes down to playstyle.
When running staff, I’m generating clones faster than with GS. I’m closer to the target and with the kiting the staff brings, those clones are more scattered around my target. So shatters are more efficient.
Halting Strike hits harder IF I get the interrupt. HS has become a great finisher. You wear down your opponent and when he goes to heal, bang HS and he’s down. You really notice those HS process then. I could probably make a whole highlight reel of just HS downs.
But if your not interrupting, then HS isn’t doing anything. You will always be shattering. And having “all your eggs’ in one basket” thingy still stands. If its good for a shatter build to have HS, its probably good for a lockdown build to have MT?? I’m not sure, still feeling it out.
Runes choices.. Again I real like the comments. Its good to get different opinions.
When I drop pistol for focus, I jump on Pack runes. But without a reliable source of quickness, pack runes are kind of wasted. (IMHO)
Hoelbrak is good, but with 3 charges of Mantra of Resolve, conditions aren’t too big an issue for this build. It’s kind of hard to show what MoResolve brings to this build. There’s is a LOT of immobilize/condition clearing going on. Unless you focus on my skillbar, you don’t see all those Power Cleanses that are happening. It has saved my bacon over and over.
I’d really like to run Rune of Mesmer for the longer stun/dazes, but its hard to not have that swiftness to get around. (No Portal) And Travel runes, just don’t “hit” hard enough.
With Centaur runes, I’m careful to only “waste:” it when going from point to point. A good portion of the cd is over when I get to my destination. And when I’m outnumbered or find myself over my head, that quickness helps in the get away. (No Decoy/stealth, or MI to aid in the escape.)
I’m trying to create a build like my GW1 Mesmer. The “You think you have me” playstyle that I miss from the original.
As always, just tweaking my build again. Had some really good matches last night afterward the changes. Also, got some new armor and want to show it off.
I’m uploading one of the matches right now. Here’s a link to the build.
Changes this time around:
1. Been playing more with staff instead of GS. So I equip the Sigil of Torment on the staff. My thinking is that it brings an additional unique condition to the staff that iWarlock would take advantage.
2. I dropped Halting Strike for Mental Torment… WHAT!!. Sounds pretty crazy. A lockdown build without Halting Strike!!!
Well, I remembered reading the recent interview with Supcutie on why he takes Halting Strike on his shatter build. And he basically, said that it’s good to NOT have “all your eggs in one basket”. So with HS, BI and CI, I pretty much had all those eggs in one basket. With DE, I can quickly setup a 3 illusion MW when landing interrupt/immobolize/stun.
(I’ve also played it with Duelist Discipline for the extra distance and its holds it own.)
3. I switched out the Runes of Air for Runes of the Centaur. Still get the quickness for the escapes and map travel, but my damage is more consistent. Air Runes has the “potential” lightening strike, but Centaur runes just is flat out more damage. That lightening strike is “on-hit” and with staff, I shouldn’t be getting hit! So Centaur it is.
So last night was a good night. Had about 4-5 pretty close matches and won all of them. The following was a close the whole way and really didn’t sway our way till the last 3-4 minutes. Some good Timewarp usage in there as well.
…. Well, Halting Strike helps by including some damage upon preventing them from doing something we don’t want them to do, and our interrupts, especially our dazes will stop them in their tracks IF LANDED CORRECTLY …
I’m sorry but that’s misleading. Halting Strike ONLY hurts when there is an “Interrupt”. With their initiative system, very rarely, does a daze do ANYTHING to a thief.
Only hard control effects are reliable(push, pull, ,knockdowns, stuns, etc) That’s why they all “screamed bloody murder” with the initial Power Block.
Yep, like the build as well.
Also, keep in mind that the NPC Heroes have some “unique” profession skills that are NOT available to the player professions.
What i don’t understand is why the clones/illusions/phantoms Disappear when the target you used it on dies.
Is this intentional?
Back in the original GW, the Mesmer was THE QUEEEN of hexes. There are literally over a 100 hexes in the game. And the player ended up having to memorize all the “icons” for all those hexes.
One of ANet’s main objectives for GW2 was to have the player focus on the combat and NOT the UI. So when it came to bringing back the Mesmer for GW2, ANet’s solution was to create “virtual” hexes. That’s all they are.
The Mesmer is NOT a pet class. It is a hex class. It’s always been a hex class. It just happens that hexes take the form of illusions. And just like a hex, if the target dies so does the hex.
….
No one (reasonable) is asking for ANet to simply nerf everything good and buff everything bad every 2 weeks. But making small, incremental changes every month would be nice. Especially because due to our build system you could make a dozen changes to a profession without affecting their “OP” build at all….
^This
Also, making balance changes more often, is good PR. It shows the community that the developer is invested into the playerbase. That they are paying attention to how their game is played and want to improve it.
If so, they’ll make Engineer even stronger.
Please clarify?
So if a Warrior has 1 stack of 3 seconds stability, and a Mesmer hits him with a Pull, that will remove the Stability even though he still had 2 seconds left on it?
And if the Warrior has 3 stacks of 3 seconds stabilty, and the Mesmer hits him with GS-Mind Stab(remove boons), then the Warrior will have NO stability?
Why do I keep messing with my dye’s?
Yeah, got a pretty good feeling that “Slow” will be available to Mesmer’s new Speciality and “hopefully” to the base Mesmer..
Way back when I made a post how I missed the Fast Casting of the GW1 Mesmer, and thought the GW2 Mesmer should have more access to Quickness. https://forum-en.gw2archive.eu/forum/professions/mesmer/I-miss-Fast-Casting/first#post4595165
If our specialty turns out to be a Chronomancer (which is a safe bet), I can see our illutions creating fields of Slow/Quickness
W
Also I notice that sometimes clones will run to my target to blow up, but other times they will simply blow up at whatever location they are at. So I don’t know how to predict which outcome.
Your first 3 shatters are “offensive” in nature.
F1. Mind Wrack – damages the target
F2. Cry of Frustration – applies confusion to the target
F3. Diversion – applies “daze” to the target
Those shatters will cause your illusions to run to THEIR target and then shatter when in range. (Every illusion is “tied” to the target WHEN ITS SPAWNED. If you summon a clone on Target A and then summon a clone on Target B, when you shatter each illusion will head towards IT’S target. Splitting your damage.)
Also, the AI will sometimes bug out as well. For example, if you have “Deceptive Evasion” traited. (Spawn clone on dodge) You’re in combat and dodge, sometimes the clone will target the “closest” target and NOT your target. Even if its a gate or boxes or whatever.
F4 – Distortion is “defensive” in that it grants the Mesmer distortion. So the clones instantly shatter wherever they are. They DO NOT run to the Mesmer.
Positioning is very important when shattering. (Not so much in PvE, but extremely important against other players.) Basically, you want to spawn your illusions around the target. So when you shatter, the illusions charge at the target from multiple directions. Making it harder for the target to avoid the damage.
Vashury has a several youtube guides on shatter tactics. Recommend you look those over. http://www.youtube.com/watch?v=c3fUhFuUP-E
W
As for mantras, I tried to make a mantras support build in WvW, but I found it hard to make usefulness of it because the support mantras require close range to allies to radiate to them. And the damage mantra doesn’t do good enough in combat. How to make this work and master it?
Yep, you are correct. What your finding is that the “mantra support/healing” build aren’t really used for “team” support. But more for “Phantasm Support”. The idea is to help keep your phantasm’s up and doing damage. Other players have tried using the Restorative Mantra build more as an attempt as a “point holder/tank” build.
Mantra’s are a mixed blessing. To “master” them, you just need to play them. My advice is ease into them. What I mean is, start with just one at first. Learn how to mentally keep track of your charges and when/where to recharge.
If you flood your utility bar with all mantra’s right away, you will just get frustrated by having to recharge them over and over. So look at your build and then use a mantra that works in that build. Don’t build around the mantra. Use Mantra’s to strengthen the build.
My personal experience is 1 mantra is good, 2 is doable. Any more than that and your “return on investment” suffers.
(edited by SlimChance.6593)
Finally got around to finishing the LS #2 and was checking out the armor set.
I also had one of those “makeup” kits in my bank to I did a little tweaking on my human Mesmer.
You kids, Mesmers always wear green.
Here’s a thought that came to me.
Back in GW1, when you selected a secondary profession you now had access to all the skills of that profession. (This gave the player access to ~7 traitlines of both professions.) In order to really make skills powerful, you had to distribute “attribute points” into select traitlines.
So lets say your a Ranger/Mesmer and wanted to have a strong pet and have strong “illusions” from the Mesmer secondary. You would distribute those attribute points into Beastmastery and Illusion traitlines. Making those skills more powerful.
So if we take a similar idea here in GW2 and the new “Specializations”, I see each profession getting a new Traitline based on the specialization. But because ANet said that these specializations would grant a new “class mechanic”, I see this new traitline as being mutually exclusive to an existing traitline.
For instance, the Ranger/Druid would have a new traitline called “Druid”. But that traitline would be tied to Beastmastery, in that enabling one would disable the other.
So if a player wanted to be a druid, they would select the Druid traitline and still have access to Nature Magic, Wilderness Survival, Skirmishing, and Markmenship. (5 total traitlines) If they went back to Ranger, they would have access to BeastMastery again, but NOT the new Druid traitline.
And so as new “specializations” get added, they would be new traitlines that would lock out existing traitlines. At any given time, the player could only distribute points in 5 traitlines. (as it is now). Thus no need to raise the level of the class.
This is what I think it might be like.
Trying out a new video editor, thought I’d add some more gameplay of my build.
This was more to get used to the editor and learning all the features in it. The video is kind of short, but I love the music and I did my best to match it to the battles.
Also, at the end, is an example of why TimeWarp is THE best Elite.
I posted this in the Mesmer forums, and I want to post it here as well.
The change to iMage is a buff, but its not enough. The problem with iMage is the projectile speed, not the rate of fire. A dolyak can out run it. LITERALLY!!!!!!!
https://www.youtube.com/watch?v=NKHY6gJRhXM
But yet, thieves get a 33% projectile speed increase to Dancing Daggers because apparently they have a “hard time” catching their enemies.
And yet again, Consume Plasma goes untouched. This is an ELITE level skill that thieves have against Mesmer’s, that can be obtained every 20-30 seconds.
The best thing out of those IS the Timewarp cd reduction. Timewarp is one of, if not the best Elite in sPvP. But nobody runs it (but me) because MI is used more for the Mesmer’s survival/sneak attacks than for team support.
So yes, the TW change is a HUGE buff.
As everyone else has said, the rest won’t really do anything.
ANet just doesn’t get it. The only thing they come up with to improve iMage is to increase his rate of fire, when the real problem is the slow projectiles speed. Meanwhile, did everyone see this:
Dancing Dagger: The projectile speed from this skill has been increased by 33%.
Dev note: This skill is intended to help thieves catch their enemies, which is pretty hard to do if the daggers are slow.
You know, because thieves have such a hard time engaging their enemies???
And on the topic of thieves, no mention on Consume Plasma changes.
It’s getting very hard for me to keep playing this game. And if this is all they’re going to do after all this freaking time……
Don’t know what you guys are talking about? There was balance fix to one of THE most OP/exploitable abilities in the game.
Mesmer
Illusionary Leap: Removed the ability to use this skill in midair.
I now look forward to the next balance patch sometime after July.
Please check the archives for past commentary on this topic…
Thank you for your feedback.
Yeah, but at least they nerf’d the current meta eng and ele builds………..oh..wait…
Well, they at least adjusted Celetial Amulet……………oh…wait…
Well, they at least fixed the stow weapon exploit…….
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WTK!
Flesh Golem as well.
From the wiki:
Mesmers are masters of mirage. They weave deception magic that seeks to confound, disorient and dumbfound their enemies.
Yep, that last part seems to be about right.
Here’s 2 reason’s why I think Mesmer’s struggle with Thief’s more than other scholar classes.
Partly their class design and partly Consume Plasma.
To make up for Thief’s low health pool. Thief has LOTS of evades and access to stealth. This combat mobility and stealth makes it hard to keep a thief targeted during a fight. Mesmer is designed primarily as a single target profession. Our mechanic “illusions” require a target to work properly. We can only use our mechanic when the thief is out of stealth for a long enough for our shatters to hit.
Mesmer’s also have minimal AOE/condition application that other scholar classes possess to help counter the thief’s evades/stealth. Other classes can blanket an area with AOE and have better luck actually causing damage.
Thief’s initiative system also is a pain for Mesmer’s as well. With initiative, a thief is practically immune to daze/interrupt, probably our most common condition. Just look at what happened with Power Block when it was first released. It actually locked down AA attacks, it actually worked against thief’s. AND it was quickly “nerfed” soon after.
Lastly, is Consume Plasma. The skill that grants thief’s EVERY BOON when “stealing” from a Mesmer. So now, not only does the thief have tons of evades and stealth. So now when he’s not “evading” or “stealthing” and we can actually land a shatter, he gets Stability, Retaliation, Regeneration, Might, etc, etc..
So basically, the “window of opportunity” for a Mesmer to hurt a Thief is pretty small.
I think Consume Plasma definitely needs a tweaking. EVERY BOON is too much. Mesmer’s don’t have anything even close to that. Consume Plasma comes from Mesmer’s so it should be “like” a Mesmer skill and have some of our lovely RNG in it. Guarantee a specific boon and then an “additional” 2 boons out of a pool of 5. (See PU or BI for examples.)
In Ross Biddle’s build thread, someone made a post about a variation of the original build. I added a comment on that build, but then deleted it since applied to the variation and not the original build. I didn’t want to derail the thread.
Ross quoted me on it before I removed it. But my comment applies to your build here.
I run a 2-6-6 lockdown build with CI and HM, I’d like to offer some suggestions. Again these are just my opinions based on my experiences on my build(HM Mantra based)
Mantra of Recovery in sPvP just doesn’t work out. And using it with Mender’s Purity as your condition remover, doesn’t help. I’ll try and explain why.
Power Return just doesn’t heal enough for a Mantra. Yes, I know if you do the math, its does more healing than Ether Feast. But see when you do the math, you’re assuming you are recharging your mantra as soon as its on cooldown. But in reality as with any of our Mantra’s, there’s always a delay on when the cooldown expires and when you can safely recharge it. So the longer the battle lasts, the more at risk you put yourself because you don’t have a healing spell/not charged.
Power Return is around ~50-60% heal of base Ether Feast. So you end up using all your charges at the same time just to get back to the one cast of Ether Feast. Yes, its half the CD of Ether Feast, but again. In a fight, its probably going to be 15-20 seconds (or more) before you find an opening to recharge it. So what do you gain by using MoR and all your charges just to equal out Ether Feast.
Now if you throw in Mender’s Purity. Now your using charges not necessarily for the heal, but to remove that nasty immobilize or fear. Ending up with less charges (less healing) for when you actually need to heal.
Ether Feast just a better heal skill. (IMHO, Power Return should do 70-80% of Ether Feast) Mantra charges should be “better” than to similiar skills, because of the charging mechanic.
Mantra of Resolve provides the same condition removal as a MoRecovery/Mender’s Purity and is a small AOE cleanse. And more importantly it’s less painful, being in a fight with an uncharged MoResolve than an uncharged MoRecovery. The downside is you would need to give up either blink or decoy to run it. (I’d keep blink.)
Now theoretically, one advantage you do have is more access to stuns(CS), so maybe your build provides for more opportunities for mantra recharging than my HM/CI build and its less of an issue. But I’m just throwing in my .02$,
Its true.
The new system now has “Profession-based” MMR. So when you enter the queue, the system starts searching for a match based on your current profession’s MMR. If you change professions during the queue, then you’re circumventing the selection process. Hence, the penalty.
So you need to leave the queue, change profession and re-enter the queue.
To make it more full proof, ANet should have it automatically dump you from the queue if you switch characters.
I think it would be more useful if it worked like IP. In that it considers the Mesmer as an illusion. Keep as is without scaling just it can be used without an illusion at the cost of the cool down.
Ok folks, I finally got off my butt and put together my first video on my build.
I’m my worse critic, always looking for the “best” pieces of video to make my first video awesome. And started to realize I would never get it done, if I kept waiting for what I thought was the “best”. Then a Windows update crashed my computer losing all the video footage I had collected.
So I guess its better to do something, as opposed to NOT doing something. So here it is, my first video. I apologize for the rookie editing and such.
Video: http://www.youtube.com/watch?v=s6Fmz9rMqDQ&feature=youtu.be
Build: http://en.gw2skills.net/editor/?fhAQNAsaRlknpMt1oxINUrNipxY6biJHSFQpDZ8FA-TZBFwAFOEAd2fYxTAoaZAAnAAA
I’ve been running variations on this 2-6-6-0-0 build for a long time. I will sometimes drop GS for staff when the opposing team has 1 or more thieves. Staff adds a “little help” against them. Staff also gives more opportunities for Mantra recharge. But it doesn’t have the burst damage of the GS.
Or I might drop DE for Duelist Discipline for the extra range/cd on pistol. Or sometimes, I’ll even drop CI and put the extra points into domination for Shattered Concentration.(4-6-4) But I always go back to the posted 2-6-6 build.
The real turning point in this build was dropping “Runes of Travelers” for “Runes of Air”. Not because of the lightening strike process, but the additional crit damage it provides. That really made the build more effective. Travelers gave me the kiting capability, but I would run out of charges before downing the enemy. Then while resetting the mantras, it gave time to the opponent to reset. I am now able to do more damage between Mantra charges, then previously. And more damage when the enemy is “locked downed”.
The video isn’t a “tutorial” in any sense, but I tried to show how I play with 2 mantras. With good combat awareness, you need to be a selective on when to recharge. I’ve never been “interrupted” while charging a Mantra, but I’ve done it to myself lots of time(dodging when charging).
I’d also like to make a comment about Time Warp. In sPvP, Time Warp is THE BEST elite in the game. It is a game winner! sPvP is about the team and no other elite comes close to what Time Warp adds to your team. I don’t know why more Mesmer’s don’t run it.
Time Warp just rocks with Mantra’s as well. See an enemy rez’g a teammate, drop Time Warp, start the stomp, Power Lock the rez. Stomp completed. Teammate down, drop Time Warp, start healing, hit Distortion, use Power Cleanse to remove all the AOE conditions they’re throwing at you. Teammate up. I had some sweet footage of all this, but lost it when Windows crashed.
Anyway, here it is. Comments?
Finally, got around to watching your vids, and its an different approach. It kind of looks like a “tanky” kind of gameplay, since you are using your blocks so much. Your “in tight” during combat, which is way different for a mesmer. Especially, one that is so glass.
I’m not going to suggest any major alterations, but I wonder if you have tried dropping Decoy for maybe Signet of Domination or Signet of Midnight. Since you have Duelist Discipline, you have a pretty frequent stun already, I’d give Signet of Midnight a try. Its a stun breaker AND “unblockable”. It’d be a nice little “twist” to the build.
Since you have Master of Manipulations, you can blink more. If you can get by with out Decoy, you could add some more offense to the build. Just a suggestion.
FYI, I see your using Bandicam for you video capture. Try out “Open Broadcast Software”. 1. You can use it to stream your games OR capture video with it. And there is no watermark or time limit. 2. It’s Free!!
(edited by SlimChance.6593)
Nothing fancy, but I like it.
EDIT: While waiting for the queue to trigger, decided to play with my colors. Looks good.
(edited by SlimChance.6593)
Your supposed to suffer “dishonor” for leaving a queued match for any reason. But I believe its currently “disabled” for some reason.
Don’t know about the report option.
I deleted my previous comment, because I was addressing some other players variations and not the original build posted.
But I’m glad Ross agreed with me at least.
I don’t want Mesmer viability simply because of 1 utility skill. We’re already dependent on 1 or 2 specific traits to viable (DE and IP). Don’t corner us even more.
I’m of the opinion, that it’s not so much that Mesmer is in a bad state. Its just other professions currently overshadow Mesmer. And that Thief counters us like no other class. (Partly because Consume Plasma is over the top.)
See. The game is balanced.
Since the randomness of CS is something you have to deal with, my suggestion is to maximize those daze’s as much as possible. Run Staff
This is something which doesn’t make much sense to me. I mean, if you really cannot stand the RNG factor, why insisting on it? I did think of staff, but staff doesn’t guarantee a daze. Moreover daze will not guarantee a stun. That’s why I opted for pistol: guaranteed stun. Also, more pressure from the phantasm. As much as I like staff, here I am looking for disabling the enemy. Here is how my rotation looks like: Daze from mantra, daze from sword, daze from mantra, swap, stun from pistol, immob. from sword. If I pick harmonious mantras I still have a charge left. In team fights it is a killer.
Anyway, I need to run the build a little longer for more feedback and I will surely take staff in case I notice the need for a defensive weapon.As far as runes go, you might try Runes of Air
I am using it
it’s in the sw/p set with sigil of fire. It’s my burst set and it works great.
However, my biggest debate is: is harmonius mantras more important than BI? Will I benefit more from 3 mantra charges or from the boons I get from interrupt procs? Thoughts?
That’s the “Sigil of Air”, I am referring to the “Superior Runes of Air”. They increase ferocity and give 5 seconds of swiftness when you heal and a 25% chance of a lightening strike when hit. Superior Runes of Air
As far as the staff/pistol debate, that’s just up to you. The point I was trying to get was that pistol is a stun anyway, so why run CS with it? What are you gaining? The possibility of the second bounce being a stun as well? And that bounce is random also, as you have no control where it goes.
Chaos Storm has the potential to have an AOE stun with CS. Yes, its all random, but the potential is there. Pistol is still pistol whether you run CS or not.
Also, you mentioned possibly running Blade Training, so going sword/sword would be a good choice there. Just assumed that you would then choose GS or staff for the second weapon.
If you like the build, then don’t let anyone persuade you. Keep working on it till its yours. I’m constantly tweaking my EchoRupt build.
The BI over Harmonious Mantra is tough one. HM will give you an extra daze/stun potential. BI will help capitalize on a interrupt.
I guess it comes down to playstyle and how well you can manage mantra charging.
If you play the CS build with BI, your going to need to play more as an interrupt build. Being more very selective with your daze’s, and trying to go for the interrupt. If CS triggers, that’s just icing.
With HM, you can be more aggressive in that your just throwing out dazes in hopes for the stun and then capitalize when that triggers.
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Tbh I do not really care and I am far from complaining. But I find frustrating being teleported in a middle of an aoe when the skill is supposed to help. On the other hand I sometimes got teleported on a safe spot, even on a different level where I could heal up, but that happened very seldom. All in all a bit of fairness would be welcome
Agreed, in my experience, all the 2nd skill is is nothing more than a minor delay in getting stomped. And pretty much every player knows it. #3 skill takes forever to come off cooldown and the phantasm really doesn’t hit all that hard(or often). The distance of the 2nd skill should be increased.
This is a great guide for every level of Mesmer. One of the things that really helped improve my play, was watching the video on the blink/phase retreat locations. This alone was well worth my time and has repeatedly “saved my bacon”.
For me, the problem I’ve had with a CS build is the simple randomness of it. I never seemed to get the stun when I needed the stun. So I stopped running them. Also, Wastrel’s Punishment is just a waste of a GM minor trait. Wish ANet would bump it up or give us something different.
Since the randomness of CS is something you have to deal with, my suggestion is to maximize those daze’s as much as possible. Run Staff – Sword/Sword and use blade training instead of Phan Fury.
Mesmer Runes aren’t really necessary for a CS build. Because no matter how long the daze is, if the CS triggers, it will always be a 1 sec stun. But if you don’t get the stun, the additional 33% on the daze helps a little. (At least, I’m pretty sure Mesmer Runes do NOT increase the stun from CS)
Maybe someone else can answer this, but does the Sigil of Paralyzation increase the stun from CS? I think it does, but I’m not positive. So you might want to consider that.
As far as runes go, you might try Runes of Air. I’ve been playing around with them and having pretty good luck with them. Since your build doesn’t employ any stealth, you don’t have to worry about revealing you on the lighning strike process. And your crits end up being BIG numbers. They’ve kind of fallen off the radar, but they are pretty decent.
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Why doesn’t the leaderboard show the class? It has the character name, why not the class?
Be interesting to see the class distribution among the top 1000.
Because you have people like me who play every class, they would practically have to have 8 different leaderboards, 1 for each class to be accurate.
Then why is the character name shown?
That tells me that when the player plays that class/character, that is that position on the LB’s. Why not show what the profession of that character?
For those players with multiple professions, only show that players “highest” rank profession.
Why doesn’t the leaderboard show the class? It has the character name, why not the class?
Be interesting to see the class distribution among the top 1000.
When the iWarden does his spinning attack, he does block projectiles.
All the forum messages about the “fixing” the iWarden were in relation to ANet “fixing” the Warden when it really wasn’t broken at release.
Initially, iWarden would not move from its spawn location. ANet out of the blue “fixed” the iWarden so that after it spins, it will then pursue its target and re-attack. Well, the new code was just terrible, sometimes the warden wouldn’t do anything at all. Then it wouldn’t attack inanimate targets(like gates, or turrets) , or it pursue its target and then stops before its in range, start its attack. But it never was really close enough to hit its target. So it stop and try again, etc., etc. It was a mess.
Several patch notes would simply say “Fixed Warden”, but something else was broken. And you know how often ANet patches things, so this went on for quite some time.
Its better now, but it still kinds of bugs out on inanimate objects sometime and just stands there doing nothing.
(edited by SlimChance.6593)
You mean I didn’t win anything? wt…
Thanks guys. Too bad it will never happen. I doubt ANet even reads this.
I hear what your saying Chaos, but I still think “chill” fits us better than fear. At least the increased cool down part.
Since we’re dreaming anyway. ANet!! Give Mesmer’s more quickness!!!!!!! You took confusion away for us, give us back fast casting!!!!!!!
Please
F5 – Shatter Phantasm based on Shatter Hex
Shatter Only Phantasm, doing damage and add a unique effect. 30sec cd
Warden – Pull up to 5 foes to the phantasm’s location, damaging and crippling, radius 240
Berserker – Phantasm erupts removing 1 boon from enemies and granting might to allies, radius 240
Mage – Creates a fire field causing burning, duration 5s, radius 240
Duelist – Stun up to 3 foes, 2s stun, area 240
Swordsman – daze foes and give Fury to allies, area 240
Warlock – create a small Chaos Storm, area 240
Mariner – Damage all enemies, radius 240
Whaler – Confuse all nearby enemies, radius 240
Defender – Create a light field, blinding enemies, radius 240, duration 5s
Disenchanter – Remove 2 conditions and 2 boons from enemies, radius 240
-Phantasms are supposed to be living “hexes” and there is all kinds of different hexes in GW1. They are supposed to live long enough to do their job and actually be a threat. But currently, since there is so much AOE in the game, the enemy doesn’t even worry about phantasm anymore. “All the AOE will take care of them, so why even bother with them.”
So here’s an idea to try and make the enemy take note. Either the enemy deals with the phantasm or he ignores it. If he ignores it, the Mesmer has control. Allow the phantasm do its thing and spawn more phantasms (for a bigger effect) or “Shatter Phantasm” for an even more powerful effect.
The “effects” I came up with are not in stone, so anyone has a better suggestion?
(edited by SlimChance.6593)
On my phone, but I’m pretty sure that’s from Arah dungeon. Just google “dulfy guild wars 2 armor” and there should be an armor gallery.
Well, I got my glorious armor in sPvP, and after about a day changed it.
I think this is better.
(edited by SlimChance.6593)
This has been brought up in a lot of different threads, and I think people need to consider this more than “it will give us something to do while waiting or queue”.
Personally, I’m a little indifferent about the idea of adding crafting stations to the Heart of the Mist, but I think people really need to think about what might happen.
Potentially, the Heart of the Mists could become the next Lion’s Arch, the next “central hub for the game”. What I mean is everyone (even PvE players) would go there to do their crafting and hang out. Why, you ask?
Simply because of ease of access. Right now, players can “manipulate the system” by going to HotM and then the warp gate to LA. And not spend gold on waypoint traveling. But they get charged going back to where they started.
If you add crafting to HotM, then will be no need to waypoint travel at all. Players can click on the PvP icon, go to the Mists, do their crafting and then “leave the Mists” and return exactly where they started. No costs. So why go anywhere else?
So now HotM becomes the next Lion’s Arch and map chat is filled with all kinds of chatter NOT related to PvP.
Shouldn’t the Mists be dedicated to PvP? Is this something as a PvP player, you want to happen?
On the other hand, it might expose those who PvE to PvP? Players who are there just to craft may decide to give it a try and queue up. So potential to increase player base.
Just think about it for a sec. Would adding crafting stations to the Mists be good for PvP?