@Chaos thanks for the nod..
EDIT: Scratch that, here’s the new “EchoRupt – A Mantra Lockdown Build”
Having Staff in the rotation provides for better mantra-recharging opportunities.
(edited by SlimChance.6593)
Um, Your missing another profession that has to “earn their resource through combat”.
And this seems to be a “fix” to me. And I mean “fix” similar to how the the Mesmer’s iLeap no longer can swap to the clone’s last position. i.e." the clone must still exist to swap to it" change that happened awhile back.
“Weighted Roll” is still a “roll” with favored odds toward the weighted map. There still is a chance the least voted map will still end up being selected.
You know like a “6 out of 10 chance of THIS happening”, still means there are 4/10 chances of THAT happening.
CS triggers on “daze”, so if you choose CS you want to take weapon/skills that apply daze.
Focus doesn’t to that, so it depends on what else your taking. For instance, Staff – Sword/Focus would be ok, since Chaos Storm applies daze. But GS- Sword/Focus gives you no weapon daze’s at all.
You will probably be taking Mantra of Distraction, but if your going for a CS build, you want to optimize your daze options, as much as possible. IMHO.
I switched skills during the countdown timer. It was an unranked match though.
Luckily this happened on in an Unranked match, but while playing on Legacy of Foefire, my mesmer “fell thru” the map. I was under the entire map, swimming around.
I had no way of getting out, unless I just quit the game. If had been a ranked game, I would have suffered Dishonor.
It happened by the Quarry waypoint. I iLeap’d to an enemy and then next thing I knew I was swimming.
(edited by SlimChance.6593)
Part of the reason DE is so so so strong is simply because its an “ON DEMAND” clone generation.
We need to execute shatters when and where we see fit. To help counter what our enemy is doing, or take advantage when our enemy is not in the best position/state.
So we need to shatter at a moments notice. That’s what DE (and IP) do for us. Just adding a trait that produces a clone when we interrupt (or some other event) is not going to replace DE. It might make it a little less painful to not have it. But it will not replace it.
@swish
Fast casting was a beastly stat to have not just because it lowered some Mesmer spells casting times but rather the casting times of any spells from any other professions as well.
This was true initially, but it eventually was changed to only affect Mesmer Skills and:::
No effect for non-Mesmer skills with an activation time less than 2 seconds.
@Schattenlied
Mantras could benefit from more quickness for sure, but at the moment our sources aren´t reliable enough to build on them for fast mantra recharges on a regular basis.
Hence the suggestion of adding quickness to chaos armor.
Its a change to chaos armor, which is a staff skill. So yeah, staff players would benefit more often. But it wouldn’t be ONLY staff. You can also get chaos armor from sword/focus/veil, torch/glamor. Also, since staff’s auto attack isn’t all that fast to begin with, those 2sec of quickness would help but wouldn’t be too over the top. And Staff #4 chaos armor is on a long 35 second cooldown.
Or is 2 seconds of quickness NOT ENOUGH to make a difference??? Should it be 3 seconds?
I believe he meant that you can use Focus #4 pull/push to bunch up your enemy and then use the AOE daze of Mantra of Distraction and get a lucky CS parse(AOE Daze>AOE Stun).
For those who may not have played the original GW, Mesmer’s had 4 trait lines: “Domination”, “Inspiration”, “Illusions” and their primary line “Fast Casting”.
“Fast Casting” only had a handful of skills, but it reduced the cast times of ALL mesmer skills. The more attribute points the larger the reduction. This made the Mesmer THE COUNTER class. The Mesmer could see what the enemy was doing and quickly cast a counter skill before the enemy was done with his.
Because of the lag issues and such, it makes it hard to have the same type of quick reactions/data transfers due to the nature of massive multiplayer online gaming. So no “Fast Casting” for the GW2 Mesmer.
Mantra’s are supposed to be our “fast casting” skills in GW2. We precharge them and then they become instant casts skills. But the 2 1/2 second charge time is still clunky and really doesn’t provide the fast casting playstyle/heritage from GW.
We do have Time Warp. 10 pulses of 1sec quickness on a 210sec cooldown. Its a very good Elite, but a very long cooldown.
If any boon says “mesmer”, its quickness. So I guess I don’t understand why Mesmer’s don’t have more access to it. It’s the heritage of the profession. “Fast Casting” is the PRIMARY attribute line of the GW Mesmer.
What if mesmer’s did have more access to quickenss? Just small bursts of quickness, like 2 seconds, here and there.
What if say, Chaos Armor applied 2 secs of quickness? What that be too much?
Remember, chaos armor can be obtained via any ethereal field and a blast/leap finisher. So Mesmer’s could spread the quickness around with our ethereal fields. We’d be providing mini “time warps” with our ethereal fields! It’d make our glamour skills a little more attractive. More support options..
And my own personal reasons, it would help make Mantra’s a little less clunky. Timing a chaos armor around a Mantra recharge would greatly help making Mantra’s more widely used/accepted.
Thoughts? Wishful thinking? Would it be too much?
(edited by SlimChance.6593)
Pulls, knockbacks and such are not a “daze” so CS does not apply.
BUT, if you time your pull, knockback and such when your enemy is in the middle of casting, you can “interrupt” them, and traits like Halting Strike, BI and CI would trigger.
Easy enough, This is what I’ve been running lately.. “Harmonious Interruptions” or the “Echo-rupt II”
EDIT: Last couple of days I’ve been running with GS-Staff in place of GS-Sword/Pistol, and have seen good results. Staff really helps against Thieves and Engineers. You don’t have the burst potential of sword/pistol, but your damage is more consistent.
(edited by SlimChance.6593)
I’m not sure why, but since ANet announced the upcoming PvP changes. I’ve had a much harder time being successful on my Mesmer in sPvP
I think players are taking advantage of the really strong builds right now before the upcoming change. Trying to raise their MMR quickly. I know I’ve notice that my mesmer seems to be “singled-out” way more than before.
Of course, this is just my opinion.
How about something like this…
Player’s should have a “grace period” in order to re-join the match. If he successfully rejoins within the grace period, then no penalty is assessed and the match continues.
If the player does not return in time, the disconnected player suffers the Dishonor penalty and can no longer rejoin the match.
Now for the rest of the players….
If the disconnection occurred within the first X minutes(5 minutes??) of the match, then the 4 man team has the option to “resign” the match and will suffer no rank penalty. (The match is considered “Null” as far as the 4 player team rankings.) The match ends and the 5 man team gets a win.
If the 4 man team chooses to continue the match, then the rankings are adjusted to whatever the outcome.
If the disconnect happens AFTER 5 minutes into the match, then the match is still considered valid and rankings are adjusted whatever the outcome.
Basically, the team that did not get a disconnected should not be penalized for the other teams misfortune. This also prevents exploitation. If a team is losing, there shouldn’t be a way for them to end the match prematurely and not suffer a loss.
So while it’s good to encourage people to become more skilled, I think that those capable of learning more than one profession and using them well enough to switch mid-game or in the pre-game should be allowed to take advantage of this.
But where does it end? Say someone one Team A swaps professions during the pre-game time, then Team B see’s that and they switch professions, and back and forth. How do you manage that?
If you queue as a Warrior then you should play as a warrior. During the pre-game, you change your warrior build(weapons, sigils, runes, skills, etc.) as you see fit to counter the other team. But allowing professions swapping during that time is just a bad idea.
With this new system, ANet should also be getting better metrics on class balancing. Having profession specific MMR’s will give them way more data to analyze on just how some professions can counter others. So going forward, hopefully, this will just help the balancing aspect.
I can understand that players see this is a “current feature” that is being removed. But if it improves the matchmaking system, then its a sacrifice for the “greater good”.
Lets do a comparison shall we?
When a thief steals, the “Steal” gets converted to:
(From other thieves) Blinding Tuft – “Throw a handful of hair, vanishing in stealth and blinding nearby foes.”
Blind: 3 s
Stealth: 3 s
Number of Targets: 5
Range: 120
(from Guardians) Mace Head Crack -“Daze your foe.”
Damage: 24
Daze: 4 s
Range: 170
(from Necromancer) Skull Fear - “Strike fear into nearby foes.”
0 to 200 Distance: 3 s
200 to 400 Distance: 2 s
400 to 600 Distance: 1 s
Range: 600
(from Engineer) Throw Gunk - “Throw gunk at target area to inflict a random condition.”
Damage: 147
Combo Field: Ethereal
Range: 900
-Pulses 5 times, conditions includes:
11s Bleeding
7s Poison
2s Burning
2s Chilled
4s Vulnerabilty
4s Weakness
4s Crippled
1s Immobilized
4s Blind
(from Warrior) Whirling Axe - “Spin and attack nearby foes. You can move while spinning.”
Damage: 8
Number of Attacks: 15
Combo Finisher: Whirl
Range: 1,200
(from Ranger) Healing Seed - “Grants regeneration and removes conditions from yourself and nearby allies.”
Healing: 435
Radius: 240
Combo Field: Water
(From Elementalists) Ice Shard Stab - “Stab and chill your foe.”
Damage: 72
Chilled: 10 s
Range: 170
(from Mesmers) Consume Plasma - “Gain all boons.”
Protection: 10 s
Regeneration: 10 s (1300 health)
Vigor: 10 s
Might: 10 s
Fury: 10 s
Swiftness: 10 s
Aegis: 10 s
Stability: 3 s
Retaliation: 5 s
One of these things is not like the others, one of these things just doesn’t belong.
Can you tell which thing is not like the others, by the time I finish my song?
(edited by SlimChance.6593)
Lockdown Mesmers are particularly well-off against thieves, but can still be cut down quickly if you fly through your cool downs.
There were similar comments in the “Shatter Vs Lockdown” thread and I think this is misleading. If you are having better success against thieves in a lockdown spec, it probably has more to do with your weapon selection than the lockdown traits.
Most lockdown builds usually run sword/focus & GS or Staff. I think most people would agree that staff is the best weapon we have against thieves. Focus would be a close second. The push/pull that focus provides can help take thieves out of their rhythm and the Illusionary Wave or Chaos Storm on top of Shadow Refuge negates what their trying to accomplish as well. This gives a small opening to deliver a shatter or an opportunity for escape.
Because of Thief’s Initiative system, they are pretty much immune to daze. Also, “Consume Plasma”, the ability that thieves steal from Mesmer’s gives them 10 seconds of EVERY BOON, (yes ALL of them including STABILITY) So “interrupting” a thief is extremely lucky, which are the requirement for standard lockdown traits: CI, BI and Halting Strike. So saying Lockdown specs can handle Thieves is a little far fetched. IMHO.
Check this out:
http://dulfy.net/2014/11/05/gw2-echoes-of-the-past-story-achievements-guide/
This basically shows the the tricks to grab all the achievements. The guide was done with a Mesmer, but in reality, once you know the tricks. The build doesn’t really matter much.
Until Consume Plasma gets changed…
Thief > Mesmer
IMHO, until Consume Plasma gets changed, Mesmer’s will always struggle with theives.
Any decent thief, who is patient and knows his stuff, will counter a mesmer. The only thieves I’ve beaten were bad ones.
I don’t mean to derail Chaos’s thread, but…
All I’ve every run is a shutdown CI-Mantra build. But apparently am not a worthy Mesmer, because when I look at these lockdown builds and the current “meta” Shatter builds. I just don’t see how anyone gets by without a condition cleanse?
In my experience, PvP is nothing but an “immobilize>dump AOE condition”, rinse – repeat. Especially against Mesmer. It almost seems like most other profession specifically search and destroy the Mesmer first because its such an easy kill with this strategy.
So how do you Masters live without any condition clears? Do you just portal away when immobilized? Or you are just kiting GODS and somehow never get caught?
What if it worked more like IP in that the mesmer counts as an illusion for it to process? Since the boons are applied the same no matter how many illusions are shattered, why not apply the boon with NO illusion at the cost of a shatter cooldown.
Its NOT a better IP. But adds some strategy and something different (a bit of quick counter like in GW1) to the Mesmer. Your giving the Mesmer a quick “on-demand” boon.
The new Mimic appears bugged as well.
It seems to only copy some of the boons instead of “up to 12” that are on the target. And it also doesn’t seem to copy the same durations, i.e. the boons the mesmer received expire way faster than the target they were copied from.
Sometimes the skill just doesn’t do anything. So not sure what exactly are the conditions for a successful execution? LOS, can it be blocked (even though it says unblockable) dodged? Extremely unreliable.
Thats why I originally started this thread and thats kind of what I was seeing as well. But I’ve been having really crappy lag in PvP, so I didn’t know for sure.
Has a bug report been submitted on this?
Yeah, I just went back thru the patch notes when it was changed it does say 12 there as well.
I need to check again, but when I played with it yesterday. It seemed to only grab 5.
And I was saying Arcane Thievery SHOULD do 5.
Thinking outside the box.
As far as mimic goes, both the tooltip and wiki say it copies 12 boons. Seems to only copy 5 max. Which I believe is what was originally proposed by ANet when they announced the change. So tooltip is wrong.
If it did copy 12, that would certainly make it more appealing. Mimic copy 12 and Arcane Thievery do 5. Then you might actually see those being used.
(edited by SlimChance.6593)
:)
That’s real close to what I was trying. “All your Boons Belong to Us”
My thinking was to play it kind of like a shatter build. The idea was to setup a bunch of boons for burst. And combine that with Bountiful Disinllusionment- CoF(might)
Use Mimic to “copy” boons then feed into a sword ILeap – CoF- Blurred Frenzy or a a Mimic-Mirror Blade-CoF(might)-Mind Stab
I’m having a really crappy connection day today to really test it. I’m lagging like crazy and I can’t really tell if the build has promise or not.
Could also switch out GS for Staff and change Bountiful Interruptions for Chaotic Dampening. Conditions are still a problem. Mender’s Purity just doesn’t do enough.
(edited by SlimChance.6593)
So I was just messing around in Hot Join, trying a build with the new Mimic. And it seems like its just as buggy as Arcane Thievery. Perhaps even worse. It seems to fail about 75% of the time, and skill just turns dark when that happens. No timedown that you can see.
I’m also been having major lagfests for the last couple of months, so maybe its me. But has anyone else played with it?
I think thieves countering shatter mesmers is more of an accurate statement. Thieves have a lot of stealth and disengage potential as well as mobility, isn’t too hard for them to single out the mesmer in a group fight and drop their health with a steal combo.
Also in duels, a D/D thief can just CnD off of your clones until they land a backstab, pretty much as many times as they want. You can catch em with a shatter but it can be difficult. It is even more difficult for S/D thieves, they just teleport all over the place and daze you. It is a really tough match up for shatter mesmers for sure in this current meta.
It also doesn’t help when thieves “steal” Consume Plasma from us. If I played thief, I’d single out the Mesmer as well. We give them an Elite skill!
Really, I think if Consume plasma was changed so that it was a “random” 5 boons instead of EVERY BOON, then it wouldn’t be so one-sided. Mesmers have to live with “random” in all their skills, it makes sense that a skill “stolen” from a Mesmer should also be “random”.
Is there any other profession that can get EVERY BOON for 10 seconds in one skill?
and that freaking Skyhammer is ALWAYS the worse.. fix it.. I just finished a game where I couldn’g do kitten!!! lagging non stop..
Not too mention this tidbit. Consume Plasma
Gain all boons.
Protection 40px.png Protection: 10 s
Regeneration 40px.png Regeneration: 10 s (1300 health)
Vigor 40px.png Vigor: 10 s
Might 40px.png Might: 10 s
Fury 40px.png Fury: 10 s
Swiftness 40px.png Swiftness: 10 s
Aegis 40px.png Aegis: 10 s
Its a wonder theives hard counter Mesmers, we provide them an elite.
EDIT:
Also grants:
Stability 40px.png Stability: 3 s
Retaliation 40px.png Retaliation: 5 s
(edited by SlimChance.6593)
still laggy (always)
Got this yesterday from a solo que reward chest.
One thing i dont understand is a lot of the PU hate is coming from fellow mesmers, isn’t it we should stick together as a class?
Mesmer is a single target profession. We don’t have a lot of AOE’s and pretty much most of our skills require a target to work. Stealth breaks target, so its always an ongoing battle to require target. Against thieves this is not too bad. Since there is only the thief, but the really good thieves don’t give you much time between stealth’s.
In a PU Mesmer, not only is the mesmer constantly breaking target. He’s leaving behind a whole army of dummy targets, that you have to wade thru to reacquire the real thing. This is why people(and other Mesmers) hate fighting them. Its not that the AI are doing all the work. Its that your constantly trying to find the real mesmer from the forest. At least with a thief, you can quickly retarget. In either case, it makes for frustrating gameplay. It makes life easy for the PU Mesmer, but its not fun against it.
So for me, a PU Mesmer is nothing more than a “thief-wanna-be”.
Unfortunately, the way ANet is taking the mesmer(and combat) in this game. You “do what you have to do” to survive.
I told you i was stunlocked in the middle of chaos storm by a mind wrack by a 2h sword staff mesmer within 3 second.
So he cast Chaos Storm and then Signet of Domination to keep you inside the Storm. This also insured that his Mind Wrack shatters all hit their target. But it is a 45 second cooldown utility.
Meanwhile Rangers can knock you back every 15 seconds followed by rapid fire and/or barrage ALL on a single weapon.
Hambow Warriors can chain multiple cc’s while pounding on you.
Fear Necromancers can fear and re-fear, stacking conditions the whole time..
and so on and so on…..
If your watching these matches on YouTube or Twitch, there’s not much you can do. Its the broadcasters settings your seeing.
When YOU play, you can change your settings to reduce the glare.
If he was running a GS/Staff combination, it could have been a shatter spec 4-4-0-0-6 for the damage you mentioned. If thats the case, then the only way he could of stunned you would have been with Signet of Domination.
Signet of Domination is a default 3 second stun with the Sigil Paralyzation that would bump it up to ~ 4 seconds (every 45 seconds). With 4 in domination, the vulnerability would have had to come from a combination of "Daze’s AND “Interrupts”.
So basically, this guy would have had to do some work to get all those vulnerability stacks and then time his SignetOfDom/Mirror Blade/Mind Spike/Mind Wrack to do this “oneshot” every 45 seconds.
So yes its possible a Mesmer could do this…
(edited by SlimChance.6593)
Yeah, I’m seeing these guys too. (definitely a signet build.) Spatial Surge was doing a whole 9 damage against these guys. And they can just stay on point and take their time waiting for you to mess up, then pound the pulp out of you. They hit pretty hard too. Like Chaos said, its just better to move on, wait for a 2v1 situation.
Its crazy how “tanky” some professions can get.
WvW was terrible, tried some Hot Join and it was worse. The 64.25.33.54 server I got disconnected right after I started the pathping..
Logged back in and jumped into another server and it was just as bad. I don’t even want to call them “spikes”. Their lasting 5-8 seconds. And they happen every 20-30 seconds….. its unplayable!!!!!!
C:\Windows\System32>pathping -4 -q 100 64.25.33.54
Tracing route to 64.25.33-54.ncsoft.com [64.25.33.54]
over a maximum of 30 hops:
0 AW17 [192.168.0.109]
1 192.168.0.1
2 50.134.216.1
3 68.85.220.21
4 ae-21-0-ar01.aurora.co.denver.comcast.net [68.86.179.213]
5 he-3-4-0-0-cr01.denver.co.ibone.comcast.net [68.86.90.149]
6 ae14.edge3.Denver1.Level3.net [4.68.127.129]
7 * * *
Computing statistics for 150 seconds…
^C
C:\Windows\System32>pathping -4 -q 100 64.25.33.52
Tracing route to 64.25.33-52.ncsoft.com [64.25.33.52]
over a maximum of 30 hops:
0 AW17 [192.168.0.109]
1 192.168.0.1
2 50.134.216.1
3 68.85.220.21
4 ae-21-0-ar01.aurora.co.denver.comcast.net [68.86.179.213]
5 te-0-1-0-4-cr01.chicago.il.ibone.comcast.net [68.86.95.201]
6 ae14.edge3.Denver1.Level3.net [4.68.127.129]
7 * * *
Computing statistics for 150 seconds…
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 AW17 [192.168.0.109]
2/ 100 = 2% |
1 141ms 7/ 100 = 7% 5/ 100 = 5% 192.168.0.1
0/ 100 = 0% |
2 157ms 7/ 100 = 7% 5/ 100 = 5% 50.134.216.1
0/ 100 = 0% |
3 195ms 7/ 100 = 7% 5/ 100 = 5% 68.85.220.21
0/ 100 = 0% |
4 158ms 2/ 100 = 2% 0/ 100 = 0% ae-21-0-ar01.aurora.co.denver.comc
ast.net [68.86.179.213]
2/ 100 = 2% |
5 170ms 4/ 100 = 4% 0/ 100 = 0% te-0-1-0-4-cr01.chicago.il.ibone.c
omcast.net [68.86.95.201]
1/ 100 = 1% |
6 154ms 5/ 100 = 5% 0/ 100 = 0% ae14.edge3.Denver1.Level3.net [4.6
8.127.129]
Trace complete.
C:\Windows\System32>
NA, in WvW-Eternal Battlegrounds.. those 3-5 second lag spikes happened alot ran the pathping command like Evan suggested.
Microsoft Windows [Version 6.3.9600]
© 2013 Microsoft Corporation. All rights reserved.
C:\Windows\System32>pathping -4 -q 100 61.25.33.78
Tracing route to 61-25-33-78.rev.home.ne.jp [61.25.33.78]
over a maximum of 30 hops:
0 AW17 [192.168.0.109]
1 192.168.0.1
2 50.134.216.1
3 * 68.85.220.21
4 ae-21-0-ar01.aurora.co.denver.comcast.net [68.86.179.213]
5 he-3-4-0-0-cr01.denver.co.ibone.comcast.net [68.86.90.149]
6 he-2-8-0-0-cr01.dallas.tx.ibone.comcast.net [68.86.85.218]
7 he-0-11-0-0-pe03.1950stemmons.tx.ibone.comcast.net [68.86.86.174]
8 ae-19.r07.dllstx09.us.bb.gin.ntt.net [129.250.66.29]
9 ae-2.r21.dllstx09.us.bb.gin.ntt.net [129.250.2.173]
10 ae-4.r21.snjsca04.us.bb.gin.ntt.net [129.250.4.25]
11 ae-6.r21.osakjp02.jp.bb.gin.ntt.net [129.250.2.131]
12 ae-5.r23.osakjp02.jp.bb.gin.ntt.net [129.250.6.144]
13 ae-2.a20.osakjp01.jp.ra.gin.ntt.net [61.200.80.134]
14 xe-4-1-3.a20.osakjp01.jp.ra.gin.ntt.net [61.120.145.18]
15 c4-t0-4-0-4.kb-dc.zaq.ad.jp [203.165.0.125]
16 110-134-112-233.rev.home.ne.jp [110.134.112.233]
17 111.87.252.213
18 118.152.254.153
19 111.87.252.158
20 203-165-18-222.rev.home.ne.jp [203.165.18.222]
21 * * *
Computing statistics for 500 seconds…
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 AW17 [192.168.0.109]
2/ 100 = 2% |
1 43ms 8/ 100 = 8% 6/ 100 = 6% 192.168.0.1
0/ 100 = 0% |
2 51ms 5/ 100 = 5% 3/ 100 = 3% 50.134.216.1
0/ 100 = 0% |
3 35ms 5/ 100 = 5% 3/ 100 = 3% 68.85.220.21
0/ 100 = 0% |
4 24ms 5/ 100 = 5% 3/ 100 = 3% ae-21-0-ar01.aurora.co.denver.comc
ast.net [68.86.179.213]
0/ 100 = 0% |
5 22ms 8/ 100 = 8% 6/ 100 = 6% he-3-4-0-0-cr01.denver.co.ibone.co
mcast.net [68.86.90.149]
0/ 100 = 0% |
6 47ms 2/ 100 = 2% 0/ 100 = 0% he-2-8-0-0-cr01.dallas.tx.ibone.co
mcast.net [68.86.85.218]
1/ 100 = 1% |
7 50ms 6/ 100 = 6% 3/ 100 = 3% he-0-11-0-0-pe03.1950stemmons.tx.i
bone.comcast.net [68.86.86.174]
0/ 100 = 0% |
8 56ms 3/ 100 = 3% 0/ 100 = 0% ae-19.r07.dllstx09.us.bb.gin.ntt.n
et [129.250.66.29]
0/ 100 = 0% |
9 47ms 4/ 100 = 4% 1/ 100 = 1% ae-2.r21.dllstx09.us.bb.gin.ntt.ne
t [129.250.2.173]
0/ 100 = 0% |
10 95ms 9/ 100 = 9% 6/ 100 = 6% ae-4.r21.snjsca04.us.bb.gin.ntt.ne
t [129.250.4.25]
0/ 100 = 0% |
11 206ms 7/ 100 = 7% 4/ 100 = 4% ae-6.r21.osakjp02.jp.bb.gin.ntt.ne
t [129.250.2.131]
0/ 100 = 0% |
12 193ms 4/ 100 = 4% 1/ 100 = 1% ae-5.r23.osakjp02.jp.bb.gin.ntt.ne
t [129.250.6.144]
0/ 100 = 0% |
13 174ms 9/ 100 = 9% 6/ 100 = 6% ae-2.a20.osakjp01.jp.ra.gin.ntt.ne
t [61.200.80.134]
0/ 100 = 0% |
14 182ms 3/ 100 = 3% 0/ 100 = 0% xe-4-1-3.a20.osakjp01.jp.ra.gin.nt
t.net [61.120.145.18]
0/ 100 = 0% |
15 189ms 4/ 100 = 4% 1/ 100 = 1% c4-t0-4-0-4.kb-dc.zaq.ad.jp [203.1
65.0.125]
0/ 100 = 0% |
16 201ms 5/ 100 = 5% 2/ 100 = 2% 110-134-112-233.rev.home.ne.jp [11
0.134.112.233]
0/ 100 = 0% |
17 177ms 5/ 100 = 5% 2/ 100 = 2% 111.87.252.213
0/ 100 = 0% |
18 169ms 3/ 100 = 3% 0/ 100 = 0% 118.152.254.153
4/ 100 = 4% |
19 207ms 7/ 100 = 7% 0/ 100 = 0% 111.87.252.158
93/ 100 = 93% |
20 —- 100/ 100 =100% 0/ 100 = 0% 203-165-18-222.rev.home.ne.jp [203
.165.18.222]
Trace complete.
C:\Windows\System32>
I’m sorry, this is silly. I don’t know how I got so confused….
I’ll just bring a stunbreaker for when I fear myself.
64.25.33.52 – 4-5sec long lag spikes , played on earlier on the same IP server.. same issue.
Tried it run it during the match, but couldn’t get to it.
Only been doing Spvp lately, never notice it in the Mists.. Skyhammer is always bad, the other maps, just depends which map and which day.
C:\Windows\System32>pathping -4 -q 100 64.25.33.52
Tracing route to 64.25.33-52.ncsoft.com [64.25.33.52]
over a maximum of 30 hops:
0 AW17 [192.168.0.109]
1 192.168.0.1
2 50.134.216.1
3 68.85.220.21
4 ae-21-0-ar01.aurora.co.denver.comcast.net [68.86.179.213]
5 te-0-1-0-4-cr01.chicago.il.ibone.comcast.net [68.86.95.201]
6 ae14.edge3.Denver1.Level3.net [4.68.127.129]
7 * * *
Computing statistics for 150 seconds…
Source to Here This Node/Link
Hop RTT Lost/Sent = Pct Lost/Sent = Pct Address
0 AW17 [192.168.0.109]
2/ 100 = 2% |
1 1ms 3/ 100 = 3% 1/ 100 = 1% 192.168.0.1
0/ 100 = 0% |
2 11ms 2/ 100 = 2% 0/ 100 = 0% 50.134.216.1
0/ 100 = 0% |
3 15ms 4/ 100 = 4% 2/ 100 = 2% 68.85.220.21
0/ 100 = 0% |
4 12ms 5/ 100 = 5% 3/ 100 = 3% ae-21-0-ar01.aurora.co.denver.comc
ast.net [68.86.179.213]
0/ 100 = 0% |
5 15ms 7/ 100 = 7% 5/ 100 = 5% te-0-1-0-4-cr01.chicago.il.ibone.c
omcast.net [68.86.95.201]
0/ 100 = 0% |
6 16ms 2/ 100 = 2% 0/ 100 = 0% ae14.edge3.Denver1.Level3.net [4.6
8.127.129]
Trace complete.
C:\Windows\System32>
This idea popped in my head last night. And it will probably never be implemented, I’d thought I’d see what everyone thought of it.
I love MoDistraction so much, that its always in any build I use. And its so great that I also have to have HM traited as well. Because if 2 Power Locks are good, 3 are great.
Anyway, this idea does not change the Mantra Mechanic in anyway, just makes it a little less cumbersome. MoDistraction has a 30 second cooldown before you can charge it again. So there’s always the decision, do I waste my last charge and hope nobody shows up for the next 32.5 seconds. Or I just go into my next fight with only 1 charge.
Here are the prerequisites of Rapid Recharge..
1 – can only be done “out of combat”
2 – can only be executed by Power Lock, Power Break, Power Spike, Power Return, Power Cleanse. (Meaning that Rapid Recharge only happens when there are current charges on the Mantra)
Rapid Recharge – Channel Hold on “Power Lock, Power Break, Power Spike, Power Return, Power Cleanse” for 4 seconds to recharge Mantra.
So I’m out of combat and I have one charge left.. I hold that down for 4 seconds, surpassing the cooldown and recharging the Mantra.
If I’m in a fight and I use all my charges, the cooldown still executes. No change.
If I’m in a fight with one charge left.. If I break away and go “out of combat” I now can Rapid Recharge my mantra. But in doing so, I’ve given my opponent recovery time as well. So I have to decide whether to continue the fight, or break away.
What do you think?
Retaliation is almost as bad, but at least there is INDICATION/WARNING on the enemy that if I attack him, I can hurt myself. And I still have control over my character to handle it. I have options at least.
Same with Confusion and Torment, my enemy outplayed me in getting those conditions on me. I should have countered/avoided his attacks.
Nightmare Runes.. my enemy does NOTHING, and I lose control.
I’m not bashing Fear.. I’m bashing Nightmare Runes
Right, there is counterplay in any attack. (Well, most anyway. )
There is NO counterplay when MY attack results in ME being feared!
(edited by SlimChance.6593)
Plus if you don’t die from the 2s fear on the runes, it hardly matters now, does it?
Its not the 2s fear the kills you, its what your enemy can do in those 2 seconds that you can’t. Again, he did nothing to gain those 2 seconds. You were feared because you attacked him.
(edited by SlimChance.6593)
Sigil of Generosity.. I attack you, crit and transfer a condition to you. (Just like any other attack that applies a condition. I’m attacking you and apply a condition to you in my attack.) You can dodge, LOS, block do whatever to prevent the attack.
NightMare Runes.. I attack you and I’M feared. (see the difference)
Mirror of Anguish does not nullify the cc, the Mesmer is still cc’d. True, you’ve lost a cooldown, but the Mesmer did not have an advantage during the cc? Unless the mesmer had a stunbreaker, but you should also have a stunbreaker… so..
Heck, I’m surprised Mesmer’s Mirror of Anguish hasn’t been included in here yet … you CC me and I get to automatically CC you too … I did nothing :-p
I was wondering when someone would point this out. And you are correct, the Mesmer does nothing and you are CC’d. However, currently, this is how Mirror of Anguish works. When you CC the Mesmer, BOTH the Mesmer AND the caster are CC’d. There is no “upper hand” and this is why you never see this trait in PvP. Yeah, its in that “grey area”, though.
If it actually did “reflect” the CC back to the caster, leaving the Mesmer untouched, then I would total agree that it too should not exist in PvP.
As far as your other points, with those I, as a player do not lose control of my character because of it. Yes they are passive and the wearer doesn’t have to do anything to gain a benefit from it. But my point with Nightmare runes is the “LOSING CONTROL when the enemy did nothing” aspect.
Um Wow.. I didn’t know that about Moment of Clarity. I used the Ranger as an example simply because of the new Rapid Fire changes. Thanks for pointing it out.
This rune has no place in PvP. Either remove it or change it.
Enemy does NOTHING and you LOSE CONTROL of your character.