(edited by StickerHappy.8052)
Where the people complaining now? LOL
Jon said in the chat that traits would be released at a later date.
I just wish they’d show the traits so we can actually being theorycrafting.
Released on a later date? why? why didn’t guardians have theirs released on a later date?
putting The specialization feature in POI is a bad idea, Ready Up waaasss wayyyy better.
Guardians get in depth features on their elite spec.
While mesmers get 2 traits. Rubi also mentioned she does not like mesmer that much.
Not blaming her entirely but our feature lacked professionalism.
Greetings, my fellow Rangers.
So I was thinking, currently the traps are being used but AoE condition bombs. Which is wrong and absolutely non-defining to what traps are supposed to be.
Greetings!
Care to explain why?
Because one of the definitions of traps is:
- A stratagem for catching or tricking an unwary person.
There’s literally zero connection to the definition. Necromancer’s wells are a good example of AoE condition design.
Traps should not be pokeballs. Not even granades as we all use them today.
What do you suggest in terms of function? Doubling the stacks will still make it a condi bomb right?
Reeeeeeef Drake.
Taunt and confusion, oh my.Too bad pets dont have condi damage… It will tick for 100… Ohmy…
Stack might on the pet then. Full stack + expertise training = 1000+ condition damage for your pet.
So…all that effort?….you will be likely dead at that point..
Reeeeeeef Drake.
Taunt and confusion, oh my.
Too bad pets dont have condi damage… It will tick for 100… Ohmy…
Are traps becoming ground targeted as baseline? also in my dreams traps would be F1-F4 skills for all rangers and pets would be temporary summoned allies in some form.
Yes ground targeted baseline
F5 CD is abit too short. It essential turns all the long CD skills (120~180) to 60 secs CD.
I think Anet need to take a close look of f5 before they launch it.sighhh…..This is the first specialization shown.. yet people…. sighh,….
I’m not excited about druid at all because I know it’d be boring compare to mesmer. (Since specialization seems to be featuring class’s specialty, like if mesmer’s theme is Chrono, then ranger’s theme must be Tamer…) It’d be something to do with making pet powerful I bet lol… Maybe tell pet to do this and that and so on XD.
Cmon.. I am excited for the druid too, who know maybe we can summon Barney! Now its as cool as the mesmer. The best part of it is that it is PURPLE!
Anyway kidding aside, I am excited for druid. seriously. My ranger is jerking in excitement!
F5 CD is abit too short. It essential turns all the long CD skills (120~180) to 60 secs CD.
I think Anet need to take a close look of f5 before they launch it.
sighhh…..This is the first specialization shown.. yet people…. sighh,….
Hmm i see, So the remaining traits are for wells, shield, alacrity, and other unique stuff! I am so excited.
Would we happen to know how many traits is it for 1 trait line? I hope its a lot of stuff to choose from!
Balancing should be simple enough(at least more so) now that you can only get 3 trait lines. This means they can balance it effectively by making sure all traits, and to a greater extent, all grandmaster traits are up to snuff and playstyle defining.
But naturally all this jumping around and phantasm/clone control, newer players will have trouble killing competent mesmers(its this way now for a lot of people) so there will be a lot of complaining and whining about the new stuff being super OP and uncounterable. Just have to hope that the people responsible for balancing are confident in their decisions and don’t just revert or nerf whatever they spent so much time on.
I worry that the shield phantasm will be another iMage.
I don’t really. To me it looks like it functions much like scepter 2, it has counter play but when landed right, good effect.
Better to compare it to the pDisenchanter. A phantasm that uses a bouncing projectile attack that deals low damage, but makes up for the lack of damage with incredible utility.
Was there even a skill for a phantasm on shield? I dont remember seeing one on the video. Didn’t he use 4 and 5 on the POI?
Shield 4 is a block that stops a single attack. On expiration of the block(either time out or absorbing a hit) a phantasm that throws a shield will spawn. It bounces off enemies giving them chill/slow(can’t remember which) and hits allies giving them Alacrity/Quickness(again, can’t remember which). Then if you blocked a skill the first time, it becomes Deja Vu, and can block another attack while the initial skill is ticking down on its cooldown.
Thanks necrotize, I think I missed that part. Is the block like the engie gear shield or blocks 1 attack?
maybe it took you a lot of time. I just generally pulled them out of turret range myself, or quickly took out any turrets I felt problematic.
They didn’t kill you? Well, if you say so. So what is your issue then? Your complaining that a bunker style build is not easy to kill? Isn’t that the point?
FYI, do not imply everyone in this thread is “lazy” then act offended when one of those posters in this thread suggest your an easy kill.
Personally, I liked the changes. In my opinion, no object in the game, anywhere, should be impervious to a players entire investment in a stat such as condition damage or precision.
What do you mean “you”?
You mean all those people who asked for nerfs on turret engie?
Sounds legit.
I worry that the shield phantasm will be another iMage.
I don’t really. To me it looks like it functions much like scepter 2, it has counter play but when landed right, good effect.
Better to compare it to the pDisenchanter. A phantasm that uses a bouncing projectile attack that deals low damage, but makes up for the lack of damage with incredible utility.
Was there even a skill for a phantasm on shield? I dont remember seeing one on the video. Didn’t he use 4 and 5 on the POI?
I would love to see all the traps incorporated into a kit. It makes sense to me that if you wanted to set actual traps, you would be carrying the tools and materials to do it in a kit and while you are setting up said traps, you wouldn’t be able to use your SB with both hands at the same time.
I think if they incorporated all the traps (plus a 5th one that KDs) into a trap kit and it functioned exactly the same as engineer kits, it would be fantastic. You would have 5 traps and the ability to still take two utility skills like LR/SoS. We would have no other kits, so therefore no traits that affect them.
Not having the weapon skills while using the traps is no drama in my mind, you can set 5 traps in a couple of seconds (or just one) then swap back to your weapon set as you please. You can swap instantly between so its not a big problem, its just 1 key away.
Exactly this! I am surprised why would anyone say that they will spend most of the time spamming traps.
Would you play that way? I guess not. Even a half decent player will eat you in pvp if you play like that.
I also don’t know how people underestimate those 2 free utility slots you get, This will also increase build diversity/survivability/team support of trappers.
+1 to you heim!
Are you guys really that lazy and you wanna play while just standing on point and let your turrets do all the work?
And to the OP, if you are playing solo q, it still depends on the enemy comp, not all comps will have that 5 man AOE blaster/AOE condi group that will wreck turrets.
Realtalk tho, Engies are still strong on their turrets.
umm, that is not how that build worked. If your suggesting that the turrets alone did all the work that killed you each time?
There is no need to inaccurately accuse players of being “lazy”. If you really thing the turrets do all the work on their own, what does that suggest about your skill?
Overcharges are required. Good placement, and active play from the engineer with CC and weapons skills.
killed me each time? Lol. I barely have any problems with turrets, so stop accusing too will ya?
That is the point, We are talking about conquest, killing the turrets (pre nerf) and the engie takes a lot of time. So what does that mean? Yes! They keep racking points on that node, before you get to kill them.
And guess what? that is the whole point of conquest, which makes facing a turret engie frustrating.
But if you ask me 1 is okay, the problem is, people tend to stack multiple turret engies in a single team, so they are effectively holding 2-3 points (again the whole point of conquest)
This has nothing to do with getting killed by them, the whole point is losing a game because you can’t cap points, even if you do, still takes a lot of effort.
Yes you are right, overcharges are needed, etc. but even without playing actively, turret engies still manage to hold the point well, so why is that?
Suck a lot of what?
@StickerHappy we will be keeping our glamours. we don’t loose anything when we equip chrono
edit:
@Sebrent
I usually play a shutdown/interrupt mesmer so for me i’ll be upkeeping my cc’s better with Chrono. All i shall need is domination and chaos and i will rule the world X)
The addition of Tides of Time is going to make a build like that incredibly potent.
i better keep my mouth shut before nerf hammer starts to swing on my things.
Ooops.. I meant a different thing, I was talking about a build that uses glamours, but instead of using glamours before, I will replace them with Chrono wells… I am so Excitedddd!!!
@StickerHappy:
Honestly, no real clue how to achieve that other than simply taking one non-trap utility that provides a stunbreak and a heal that can cleanse conditions.Any ideas I’ve had on how to do those with a trap just seem weird from a realistic standpoint or from a game mechanics standpoint. I’m all for some good options, but they have to feel right intuitively :-/
That said, I could see myself rocking a Shortbow / Axe + Dagger build with Healing Stream or Troll Unguent (traited for cleanse), 2 traps, and Lightning Reflexes with an Entangle to top it all off.
Im guessing you are talking about Healing Spring right? So..I think the only category it will be are traps, Because we have shouts, survival, spirits on our heal skills now, traps is the only one missing.
At the same time, I wonder what kind of rework they are doing for traps aside from the activation time. I bet it they will be stronger to compensate for that.
Whatya think?
UW UW UW UW UW UW but with no glamours??? We shall seeeeeeeeeee….
Good suggestions guys. But the thing is this still does not solve the problem of traps as a whole. Running full traps will leave you ineffecient, no stun breakers, etc.
Any suggestions for that problem?
Where’s the confusion come from?
- Clone crits (Dueling minor)
- Mesmer crits (Dueling minor)
- Interrupts (Dueling GM major)
- All Shatters (Illusions minor)
- Blinds (Illusions GM major)
- Chaos Armor (Staff and Ethereal combo leaps/blasts)
- Confusing Images (Scepter)
- Cry of Frustration (Shatter)
Just looking at this … if you wanted to be the confusion guy … Chrono/Dueling/Illusions with Staff / Scepter+X
thanks for confirming, so the chronomancer does not have any innate confusion sources, This is going to be interesting!
- Note that you can pick glamours too (they’re select-able in the Utility slot).
- CONFUSION PULSES OMFGFGGGGGGGG
Snippy
How do you get the confusion pulses? Sorry dumb question.
From the recorded videos that were played, confusion would do X amount of damage per second and would do more damage when a skill was activated.
Well that just made dueling even cooler … I may very well go back to rocking my Rabid or Rampager’s sets …
Oh the thing I was asking was, where does exactly the confusion come from? as far as i can tell none of the chronomancer’s skills can inflict confusion? So do we rely on f2 and traiting for confusion application?
- Note that you can pick glamours too (they’re select-able in the Utility slot).
- CONFUSION PULSES OMFGFGGGGGGGG
Snippy
How do you get the confusion pulses? Sorry dumb question.
I know you don’t have the kit on all the time, but it does still replace your weapons a significate portion of the time which for a Ranger is a much bigger deal. It also encourages people to equip the the kit, spam all the traps and them unequip it to get back to their weapons, which is a terrible design.
It doesn’t suit us, it’s not how we are designed to work.
So what do you suggest then?
No traits!? whatttttt????!!!
Yep. Disappointment.
That girl tho, I think she was bored to death because she didn’t like mesmer. What a joke.
I’ve never liked this idea because I don’t think it works for Rangers.
Engineers are built to use kits. It’s what they do, and so they don’t rely on their weapon skills. They have a toolkit to give them some survivability and utility when using their kits.
Rangers don’t have that.. we need our weapon skills, not least for survivability. I don’t think it would play well and frankly I don’t think having 2 utility slots would make up for losing our weapon skills constantly to use traps.
What do you mean losing our weapon skills? An engie on bomb kit wouldn’t stay the whole time on bomb kit am i right? Why would you?
Compare it to the trap scenario now.
2 traps and 1 stun breaker is > 2 free utilities and getting all traps bundles in a kit? is that what youre saying?
PS: I only made kit as a reference. It could also be called bundles, traps, or whatever you want. Rangers too should access to traps in the wild. I mean duh,, you are a ranger? And wilderness survival is also one of the themes of the class?
(edited by StickerHappy.8052)
Are you guys really that lazy and you wanna play while just standing on point and let your turrets do all the work?
And to the OP, if you are playing solo q, it still depends on the enemy comp, not all comps will have that 5 man AOE blaster/AOE condi group that will wreck turrets.
Realtalk tho, Engies are still strong on their turrets.
(edited by StickerHappy.8052)
No traits!? whatttttt????!!!
cant you just not equip the chronomancer utilities?
You can, but it would be quite weird when you wanna specialize but dont wanna use specialization based utilities right? I mean shouldn’t you make the most out of it?
I would prefer a 6 sec unreavealed by triggering a trap. But I think traps are good in there current state, because they are really strong and cool for roaming with trapper runes. I think if they will get stronger, that will be a nerf for trapper runes. Or they need a buff, that don’t synergize with the trapper runes to get imbalance.
But you are just talking about WvW. Making them like a kit would offer more for a ranger since you can slot signets of whatever you want to boost your own game play.
All Im saying is from a PvP perspective because we dont have trapper runes there, even if we did it would be counter-intuitive on holding a point.
Just a thought, how can you get Quickdraw and Traited SB? they both share the same spot in GM.
Pls Chaos Record It! Or anyone who can!
We all know that traps are getting reworked.
My suggestion is just make them like kits, so we can still have 2 slots for either a stunbreaker or anything we want.
Now theres no drawback in building around traps.
This would also add a certain level of skill.
Thoughts?
First … if your pet is that large of a percentage of your damage … you shouldn’t be taking shared anguish as you are running a tanky (see: Nomad) set of gear and spec’d into your Beast.
Second … being completely immune to CC in that it doesn’t even interrupt your current action is very powerful. Want your rapid fire not interrupted … here you go.
Sure, the Thief’s new traits stunbreaks … you’ll still have interrupted that Thief … they just won’t be locked out by that daze/stun.
As already stated several times in this thread and previous ones like it (way to not read … just spew the same garbage) … many other classes’ anti-CC traits still leave them CC’d. They just apply a CC to whomever CC’d them.
Stop asking to have anything other classes have. We have different classes … they are supposed to be different. You have been, again, given several reasons that validate the balance for this trait. If you take a build that doesn’t fully benefit from this trait … then why the heck are you taking the trait … it’s an option after all.
Try to think at least twice as much as you type … and that’s lowballing it considerably.
Different in a sense of equally powerful, not different in way that one getting inferior version and one getting superior version. Also thief has no channel skill (other than p/p unload), and zero cd on weapon skills too. They also have 20 methods to stomp people without trouble. (invi, teleport stomp), 1/4 cast time on heal (Withdraw), so I don’t see that just being interrupted and nothing else is a big deal to them.
Also thief is already overall a better class than ranger in PVP, WvW and dungeon, so why they get the superior version?
Because thief, engies and warriors are anets love children?
As far as i remember, the other traits you mentioned like the mesmer one, cc the mesmer too and copies that cc back to the caster.
While shared anguish just says immune on the ranger when shared anguish procs. Meaning you dont get cced when you transfer it to your pet.
Actually better than having frost trap since it’s actually going to do damage and the weakness applied after on pet’s next attack.
You gotta remember ice trap is a combo field, pulses. So if traited and they stay for the entire duration inside, thats a very long chill. You can blast or leap it for ice armor. Can be also used as combo finisher for projectiles and whirls so more chills
Was the slow condition ever mentioned?
All those majestic turret engie tears… Delicious…
Evidently, people defending turrets are turret engie mains..
I think it was originally for friday, but people you know…overhyped it or something…
No matter what anyone else says, no matter what positive spin people try to put on it, Thieves are getting even stronger and we will still have no way to deal with them. Short of receiving active stealth-canceling abilities, Mesmer is and will remain a “PvP-centric” profession that can’t PvP because we are effectively deleted from the game by another profession.
FYI, Thieves only hard counter Zerker Mesmers. NOT ALL.
No matter what anyone else says, no matter what positive spin people try to put on it, Thieves are getting even stronger and we will still have no way to deal with them. Short of receiving active stealth-canceling abilities, Mesmer is and will remain a “PvP-centric” profession that can’t PvP because we are effectively deleted from the game by another profession.
Thank you.
I eat Thieves for breakfast. You must just be bad mesmers :p
Thank you.
Once again no actual arguments about how these people are wrong, just sticking your fingers in your ears and saying ‘nuh uh’. Its almost as if you don’t actually have an argument.
Dude no offense, your post history shows you complain a lot.
#realtalk
Hey, I’m not crying! :o
I can’t wait to try out some of these traits – due to the significant changes I’ve gone back to the drawing board in my mind to find out what I truly enjoy and want to get out of the class.
Yeap, Im not naming specific mesmers, but you know them when you see them post.
I mean seriously guys?
We get Nerfs:
- Mesmers are crying.
We Get Buffs:
- Mesmers are crying.
No New Stuff:
- No build diversity! Mesmers are crying.
New Stuff:
- No build diversity! Mesmers are crying.
News about changes without specific details:
- OP! Broken! Mesmers are crying.
It’s such a spectacle here in the mesmer forums. I main a mesmer myself but all I see is crying everywhere.
Why not put all that energy into positive stuff like theorycrafting?
(edited by StickerHappy.8052)
OP MESMER NERF NERF NERFFFFFFF
When we are getting good things, the emo train start slitting their wrists.
#emomesmers #crycrycry #slitmywristandhopetodie
I mean seriously? We do not even have any details on our skills, and people start whining?
The moment each team has 3-4 Engineers, and you realize it’s Engineer Daily Day!
Hoooooray!
With all the “reasons” given for why Turret Engi was/is a bad build, how does Pew Pew Rangers not teach a similar bad behavior? This past match the enemy teams top personal scorer was a Ranger that camped LB the entire match. That’s all he did was sit behind his teammates at max ranger and pew pew away. He probably looks at that score and believes he’s contributing the most.
The difference?
Turret engie is ON POINT. THAT IS THE WHOLE POINT OF CONQUEST, TO CAPTURE AND HOLD POINTS.
Pew Pew ranger? Can he hold a point? No. Can He lets his pet do all the work? No.
How bout turret engie? Can he hold a point. Yes. Can he let his turrets do all the work? Yes.
I DO NOT EVEN GET WHY YOU WOULD STILL DEFEND YOUR TURRET ENGIE MR. ENGIE PLAYER
Engie is looking like the favored love child of anet along with thieves and warriors.
Don’t worry, after the changes you will be complaining about someone else then, rangers? not anymore.
SUGGESTION
Keep out the offensive clone death traits. Combine Compounding Celerity & Vigorous Revelation for a new trait:
Vigorous Dissipation - Clones apply Vigor (2s) and Swiftness (3s) to nearby allies when they are killed. # of Targets – 5. Radius – 240.
Thoughts?vigor will bring up your endurance after 5 sec (for 1 dodge) its 5 sec you are alone and easy target to die
i say maybe each clone die will bring back 10% endurance so combine with regular endurance refill if 3 clones get killed you have 1 more dodge to create new one
now this must be clone killed and not replaced by new cloneJust to reiterate the point I’m trying to make, the purpose of this trait wouldn’t be to give mesmers an incentive to let their clones die. You want to shatter them and make sure they make it to their target. The trait is simply to slightly offset the imbalance that AOE dmg has against our class by adding some survivability and mobility. With DE and weapon CDs, clones are easy to generate, which is why clone death traits are frowned upon in the first place for being “easy” and “passive”.
While your percentage idea is nice, I think actually giving vigor adds more syngery with other traits considering it’s a boon. And I think it’s important that the trait be AOE for team support.
how is generating clones passive when it requires actively using/managing endurance/weaponskill cool downs.
arent all attrition tank builds based around doing defensive actions while applying annoying slow dots/dps over time?
why is it cheesy for mesmer but aok for necros, theives, guardians, rangers.
You know why?
Ill give you a frank answer, most mesmers cry “nerf passive” nerf passive" But those who complain are not any good in pvp… Sad…
I mean why whine? Maybe get good first?
Would potentially still matter in cases where there would be unintended (on the player’s part) proccing setting off the icd due to interaction with Deceptive Evasion.
Thats the point, it will still benefit you and your team regardless, atleast people will stop complaining about condi spam.
At the same atleast we can now support in a way