So ANet has now admitted (naturally, as surreptitiously and as quietly as possible) that the Raid on the Capricorn is a bad map (and, by extension, so is underwater combat). Regardless, it’s a waste to just completely can the map and all of its resources.
Picture 1: Current Capricorn mid and Blue Spawn
Picture 2: Hypothetical, dry-land Capricorn mid and Blue Spawn
- Just remove the cove, throw some line of sight and elevation tiers around the point and bam, new map that isn’t trash.
- Mid node size increased from 240 to 600 range radius. Side nodes increased in size from 240 to 450 range radius.
- Fill in the sides surrounding the ship to make it appear as if the Capricorn has beached itself and also to allow easier access to the boat from the side nodes as a means of crossing the southern half of the map.
- Capricorn mid is now a sunken pit accessible from the rest of the map with a node arena that resembles Foefire mid.
- Also remove the cannon.
(edited by Swagg.9236)
Your instant-activation, passive procs are disgusting, ANet. Why can’t you balance your game properly? Get rid of it. Don’t put it in. You’re hallucinating if you think that any of this is a “good” or “balanced” change.
Bravo for stating the obvious.
OP’s entire post is a sub-par, shotgun Creative Writing 101. If ANet writers need this kind of help with the most basic aspects of creative writing at this level, they shouldn’t have their job.
This thread shouldn’t exist. At the level of commercial delivery of a creative writing piece, the part of the writing process to which this thread belongs (i.e. editing, review and/or BASIC INSTRUCTION ON HOW TO WRITE) should be taken care of internally within ANet and never put in the hands of the player-base. By virtue of this thread’s existence, it says that the player-base is willing to hold the writer’s hands—which is something that a consumer should never feel like they have to do. Do you go to a restaurant, order food, and then proceed to the kitchen to oversee and help the chef because you can’t trust the guy to get it right? OP’s attitude simply feeds second chances to bad writers that deserve nothing more than a good sacking.
The point delivered by this thread’s OP is that ANet writers need instruction. If they need instruction; they shouldn’t be writing commercially and expecting criticism. Delivering “Season 1 of GW2 Living Story”-tier writing for commercial consumption is to expect nothing but insults or college-professor-level corrections (the latter of which, once again, shouldn’t be the responsibility of the consumer). Even so, they went through with it. And the best part of our story is: when they received all of the insults, they just responded with bans/ignored it because it hurt their feelings instead of thinking “Wow, clearly something is horribly wrong, and maybe we should take a look at our writing process.”
tl;dr
The thread is bad; the guy who made it—while well-intentioned—is bad; the people who upvoted it—again, while probably well-intentioned—are bad.
(edited by Swagg.9236)
GW1 Mesmers didn’t have ranged, instant-cast 1-second-duration Blackout that doesn’t cost energy.
GW1 Mesmers didn’t have “Press button; receive instant high damage AI minion that auto-targets for you.”
GW1 Mesmers didn’t have instant-activation, passively proccing traits that make instant-activation ranged Blackouts even more powerful without any cue.
GW1 didn’t have stability.
Stop deluding yourself. You’ll never see GW1 Mesmer again. Just keep playing your Summoner with its overpowered instant-cast abilities.
I don’t see the passion. I don’t see the dedication. I simply see a gross irresponsibility with resources; and I see people that put it with it in droves.
It should just stack in charges like defiant. As should stability.
Some sample builds:
GUARDIAN BUILDS
Mhenlo’s Warden
- http://intothemists.com/calc/?build=-7BxZ;1NFV20J3RG-90;9;6TJJ;438A14-58-UN-5;2ZF18ZF183gm
*[Meditation Guardian maybe]
NECROMANCER BUILDS
Lydia’s Lich
- http://intothemists.com/calc/?build=;0437-0-kHFC0A4ZJVJ0;9;4T9;0T57B3;651BUVl6N;14JF04JF08Bi
Olias’ Corrupter - http://intothemists.com/calc/?build=;0_-3d;1IVI0F4BIkJ0;9;5TJJ;256B34-17;2T-k6K;1cV19cV199Fb
ELEMENTALIST BUILDS
Cynn’s Nuker
- http://intothemists.com/calc/?build=-kZ;3BJ-U0v4-NFZ0;9;4TJ;0J56A58;514-U;5sV2DsV2D6Bt
Sousuke’s Spellbrawler - http://intothemists.com/calc/?build=-k3c;2B2kX0D5sM-Z0;9;4J99T-48-0;04;029B;1UN;4rRYCqV2D8BR
THIEF BUILDS
Anton’s Desperado
- http://intothemists.com/calc/?build=-cRRR3;0VwFa0V5wOVd0;9;59JJJ;14;047-49-27-UNk6T;1KJG4KJG45BE
Nika’s Infiltrator - http://intothemists.com/calc/?build=-cV-3R;0RwkZ0M5R-Vd0;9;4J-JJ928;204-58-0;0U-V55;1sV2DsV2D5gE
MESMER BUILDS
Norgu’s Troupe
- http://intothemists.com/calc/?build=-N3GFc;0k2G51S7wU-71;9;49J-OE5;029;247-1;0Ucl6P;1KJG4KJG46BV
Gwen’s Duelist - http://intothemists.com/calc/?build=-NFFZ;1kUF-187cVV71;9;4JJ;0T06-39;507AUNk6;2_JH8_JH85gB
ENGINEER BUILDS
Gadd’s Scout
http://intothemists.com/calc/?build=-V70;2cPkq0f63Ukw0;9;49J-JJ4;005;205-57-U;5sV2DsV2D5gW
*[Another build; no grenades allowed; no static discharge allowed; no AR allowed]
RANGER BUILDS
Zho’s Rampager
- http://intothemists.com/calc/?build=-Fo-g;1sE-v-d2JEV-0;9V1F;1T9T;037A1;059A;4U;05;2_JH8_JH85gY
Margrid’s Trapper - http://intothemists.com/calc/?build=-F7-Gk;0wEFy-v2JEF-0;9k16;2TJ99;137A36-2;04;0UJl6N;1_JH8_JH87VQ
WARRIOR BUILDS
Little Thom’s Brawler
Make a build—any build.
The goal is to compile builds that encourage player action, skill combos, and timing in order to either deal damage, support allies or even both. I’ll set up a ban list of gear and skills to set the bar high.
I wish TESO were good enough to kill GW2. If it were a real threat, ANet would actually have to put their pants back on and do work to compete.
Is OP implying that any rank sub 40 really matters?
Besides, making vague statements about possibilities so as to convince players to stay with GW2 is vital and time-consuming work. She can’t waste time actually playing the game all day.
This is not confirmed.
We are working on game modes, though, and CTF is one that we have talked about.
talked about
talked
GW2 is about ready for hospice. You won’t get until 2015 to make this game good.
The original plan for the Phantasm command skills was to make them actually shatter the Phantasm upon cast-completion and then send the Phantasm into recharge (Phantasms wouldn’t start recharging until they were destroyed or shattered). I felt that everyone would have a cry about that and I don’t care enough at this point to argue with a bunch of angry zealots about whether something is balanced or not, so I decided to keep Phantasm recharges as they are now and simply make the command skills into individual chain skills on separate recharges that stay active for the duration of the Phantasm.
Chaos traits
Mirror of Anguish (Chaos – VII)
- Cool-down reduced from 60 seconds to 45 seconds.
- Now also grants 3 seconds of retaliation when triggered.
Chaotic Interruption (Chaos – XI)
- Now has an internal cool-down of 10 seconds.
Prismatic Understanding (Chaos – XII)
- Now grants vigor (2 seconds) instead of aegis.
- Now grants swiftness (4 seconds) instead of protection.
- Regeneration duration reduced from 3 seconds to 2 seconds.
Inspiration traits
Mender’s Purity (Inspiration – IV)
- Now also affects up to 5 allies in a 360 radius.
- Now also grants 2 seconds of regeneration for each condition removed.
Temporal Enchanter (Inspiration – IX)
- This skill now also grants swiftness (8 seconds) to allies that enter or exit their radii (internal cool-down of 5 seconds per affected player).
- This skill now also cripples foes (3 seconds) foes that enter or exit their radii (internal cool-down of 5 seconds per affected player).
Compounding Celerity (Inspiration – VI)
- Gain haste when you shatter illusions.
- Haste per illusion shattered: 1 second
Illusion traits
Phantasmal Haste (Illusions – X)
- FUNCTIONALITY CHANGED
- Reduces recharge on phantasm skills. Reduces recharge on phantasm command skills.
- Phantasm recharge reduction: 10%
- Phantasm command skill recharge reduction: 20%
Domination Traits
Halting Strike
- Damage reduced from 304 (?) to 252 (0.75).
Cleansing Conflagration (Domination – IX)
- FUNCTIONALITY CHANGED
- Torch skills remove conditions from you and allies in the area around you. Reduces recharge on torch skills.
- Conditions removed: 1
- Condition removal and immunity radius: 360
- Maximum number of allies affected: 5
- Recharge reduced: 20%
Dueling traits
Sharper Images (Dueling – 15 minor)
- FUNCTIONALITY CHANGED
- Phantasm command skills inflict bleeding.
- Bleeding (3): 8 seconds
- Radius: 180
Utility Phantasm skills
[Phantasmal Disenchanter] (x-1)
- FUNCTIONALITY CHANGED
- Cast-time: 1½ seconds
- Recharge: 30 seconds
- Summon a phantasm with a presence that reduces condition duration on allies and reduces boon duration on foes.
- Insecurity (5 seconds): 30% boon duration reduction
- Fortitude (5 seconds): 30% condition duration reduction
- Pulse: 5 seconds
- Radius: 600
- This skill now chains into another skill: [Revealed Hex]
[Slash] (Phantasmal Disenchanter attack skill) – NAME CHANGED TO – [Drain Delusions]
- FUNCTIONALITY CHANGED
- Cast-time: ¼ second
- Recharge: 5 seconds
- Reduce boon duration on foes, and decrease condition duration on allies.
- Insecurity (5 seconds): 30% boon duration reduction
- Fortitude (5 seconds): 30% condition duration reduction
- Maximum number of allies affected: 10
- Maximum number of foes affected: 10
- Radius: 600
[Revealed Hex] (x-2)
- Cast-time: 0
- Recharge: 10 seconds
- Your Phantasmal Disenchanter teleports to the target area and casts a spell that removes 1 boon from foes in the area and 1 condition from allies in the area.
- Radius: 600
- Range: 1200
- PD’s [Revealed Hex] skill has a ¼-second cast-time.
[Phantasmal Defender] (x-1)
- This skill now chains into another skill upon cast-completion: [Revealed Enchantment].
[Revealed Enchantment] (x-2)
- Cast-time: 0
- Recharge: 40 seconds
- Shatter. Your Phantasmal Defender teleports to the target location and creates a dome of energy that pushes back foes and absorbs projectiles. Your phantasm shatters after executing this attack.
- Knock-back distance: 320
- Shield duration: 4 seconds
- Combo Field: Ethereal
- Range: 1200
Signet skills
[Signet of Domination] (passive)
- FUNCTIONALITY CHANGED
- Interrupting a foe grants you might.
- Might (5): 10 seconds
- Cool-down: 10 seconds
[Signet of Domination] (active)
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 30 seconds
- Daze foes at the target location. If you strike a confused foe, you stun that foe instead.
- Daze: 1 second
- Stun vs confused foes: 1 second
- Radius: 120
- Range: 900
[Signet of Illusions] (passive)
- FUNCTIONALITY CHANGED
- Whenever you create a clone, you heal all of your clones and phantasms in the area.
- Healing: 404 (0.2)
- Radius: 600
[Signet of Illusions] (active)
- FUNCTIONALITY CHANGED
- Cast-time: 1¼ seconds
- Recharge: 75 seconds
- Recharge your shatter skills and your phantasm command skills.
[Signet of Midnight] (passive)
- FUNCTIONALITY CHANGED
- Blind nearby foes whenever you successfully evade an attack.
- Blind: 5 seconds
- Radius: 240
- Cool-down: 10 seconds
[Signet of Midnight] (active)
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 30 seconds
- Gain stealth for each blind foe in the area.
- Stealth per blind foe: 1 second
- Radius: 360
- Breaks stun.
- This skill strikes up to 3 targets.
Utility Clone skills
[Mirror Images]
- Upon activation, this skill now places [Mind Wrack] into a 1-second cool-down if it is not already on cool-down.
Manipulation skills
[Mimic]
- Recharge increased from 25 seconds to 35 seconds.
- Cast-time reduced from 4½ to 2½ seconds.
- Duration reduced from 4 seconds to 2 seconds.
- Now grants 2 seconds of protection upon activation.
- Now, when activating this ability, the Mesmer gains 1 stack of a unique Mirror of Anguish buff which lasts for 2 seconds. While under the effects of Mirror of Anguish, whenever the Mesmer is disabled (stun, daze, knock-back, knock-down, sink, float, fear or launch), the Mesmer mirrors the disabling effect back to its source.
Glamor skills
[Feedback]
- This skill now uses ground-targeting.
Torch off-hand skills
[The Prestige] (4-1)
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 30 seconds
- Mark target area and disappear in a cloud of smoke, confusing and blinding adjacent foes. After 3 seconds, you summon a clone at your current location, teleport to your marked location and reappear.
- Blind: 3 seconds
- Confusion (2): 5 seconds
- Blind radius: 180
- Stealth: 3 seconds
- Mark range: 1200
- The mark detailed in this skill’s description doesn’t actually have a physical appearance. The reticle simply serves as a means for the Mesmer to know where he/she will be after 3 second’s time.
- The clone summoned by this skill is based on the player’s main-hand weapon. If the player is wielding a sword, this skill will summon a sword-wielding clone that attacks with [Illusionary Leap] before proceeding into the [Mind Slash] sword chain. If the player is wielding a scepter, this skill will summon a scepter-wielding clone that attacks with [Ether Bolt].
- This skill only produces a clone if the Mesmer is in combat.
- This skill now chains into another skill upon cast-completion: [Wandering Eye].
[Wandering Eye] (4-2)
- Cast-time: 0
- Create a clone at the target location. When this clone dies, it explodes violently, damaging and burning nearby foes. This clone dies automatically after 2 seconds.
- Damage: 151 (1.0)
- Damage radius: 240
- Burning: 3 seconds
- Combo Finisher: Blast
- Range: 1200
- This clone does not move or attempt to attack any target.
- This clone will still participate in a shatter command.
- This clone spawns with a unique buff called Wandering Eye. Wandering Eye‘s effects trigger on death and its effects are detailed in the skill’s description. Wandering Eye will trigger regardless if the clone lives through its 2-second life-span or if it is killed by damage.
[Phantasmal Mage] (5-1)
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 30 seconds
- Phantasm. Create a phantasm at the target location. This phantasm attacks with a bouncing bolt of energy that confuses foes and grants retaliation to allies.
- Damage: 244 (0.75)
- Confusion (3): 3 seconds
- Retaliation: 3 seconds
- Range: 1200
- This skill now chains into another skill upon cast-completion: [Backfire]
[Backfire] (Phantasmal Mage attack skill) – NAME CHANGED TO – [Empathy]
- Range increased from 300 to 900.
[Backfire] (5-2)
- Cast-time: 0
- Recharge: 30 seconds
- Shatter. Your Phantasmal Mage casts a spell over the target area that ravages foes with confusion. This spell blinds foes suffering hexed by a nightmare.
- Damage per pulse: 179 (0.55)
- Confusion per pulse (3): 3 seconds
- Blind per pulse vs nightmare-hexed foes: 3 seconds
- 1 second channel: 1 pulse
- 1½ second channel: 2 pulses
- 2 second channel: 3 pulses
- Combo Field: Ethereal
- Radius: 240
- Range: 1200
- PM’s [Backfire] has a 2-second cast-time that starts with 1 second of dead-time before the skill’s effects actually begin actually to manifest on the field.
- PM’s [Backfire] has a 1200 range.
- PM’s [Backfire] pulses once every second. During its delay period, [Backfire]’s skill icon appears above the target area.
- This chain skill’s recharge or usage does not affect the recharge of [Phantasmal Mage]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
Pistol off-hand skills
[Phantasmal Duelist] (4-1)
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 20 seconds
- Phantasm. Create a phantasm at the target location. This phantasm shoots foes with its pistol. This attack inflicts vulnerability and torment if it strikes a foe hexed by a nightmare.
- Damage: 179 (0.55)
- Vulnerability vs nightmare-hexed foes (2): 5 seconds
- Torment vs nightmare-hexed foes (1): 5 seconds
- Combo Finisher: Physical Projectile (20% chance)
- Range: 1200
- This skill chains into another skill upon cast-completion: [Overload].
[Illusionary Unload] (Phantasmal Duelist attack skill) – NAME CHANGED TO – [Phantasmal Shot]
- FUNCTIONALITY CHANGED
- Cast-time: ½ second
- Recharge: 2 seconds
- Shoot your foe.
- Damage: 179 (0.55)
- Combo Finisher: Physical Projectile (20% chance)
- Range: 900
[Overload] (4-2)
- Cast-time: 0
- Recharge: 20 seconds
- Your Phantasmal Duelist teleports to target location and unleashes a blast from its pistols that knocks back foes. This attack launches foes hexed by a nightmare.
- Damage: 386 (1.0)
- Knock-back: 450
- Launch vs nightmare-hexed foes: 450
- Range: 1200
- This skill uses a Mesmer [Temporal Curtain] ground-targeting reticle. The phantasm will attempt to perform its attack parallel to the middle of the reticle’s linear vector (in the direction that the arrow is pointing when the player places the reticle).
- This skill uses the first attack frame of the Thief [Unload] animation. This skill uses the Engineer [Blunderbuss] cone for its hit-detection.
- This skill strikes up to 5 targets.
- This chain skill’s recharge or usage does not affect the recharge of [Phantasmal Duelist]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
Focus off-hand skills
[Phantasmal Warden] (5-1)
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 25 seconds
- Summon a phantasm at the target location. This phantasm throws an axe at foes so that it returns to the phantasm. The returning strike from this axe pulls foes hexed by a nightmare.
- Damage: 252 (0.75)
- Pull vs nightmare-hexed foes: 300
- Combo Finisher: Physical Projectile
- Range: 1200
- This skill now chains into another skill upon cast-completion: [Phantasmal Whirl].
[Whirling Defense] (Phantasmal Warden attack skill) – NAME CHANGED TO – [Phantasmal Axe]
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Recharge: 6 seconds
- Throw an axe so that it returns to you. The returning strike from this axe pulls foes hexed by a nightmare.
- Damage: 261 (0.65)
- Pull vs nightmare-hexed foes: 450
- Combo Finisher: Physical Projectile
- Range: 900
[Phantasmal Whirl] (5-2)
- Cast-time: 0
- Recharge: 12 seconds
- Shatter. Your Phantasmal Warden teleports to target area and whirls its axes about, creating a defensive bubble that protects itself and allies from attacks while dealing damage to foes.
- Damage (12x): 3816 (3.3)
- Damage radius: 180
- Bubble radius: 90
- Combo Finisher: Whirl
- Range: 1200
- This chain skill’s recharge or usage does not affect the recharge of [Phantasmal Warden]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
Sword off-hand skills
[Illusionary Riposte] (4-1)
- Cast-time reduced from 2¼ seconds to 1½ seconds.
- Now also hexes the blocked foe with nightmare for 3 seconds.
- Retreating teleport distance increased from 100(?) range to 240 range.
[Counter Blade]
- Cast-time reduced from ¾ second to ¼ second.
[Phantasmal Swordsman] (5-1)
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 20 seconds
- Phantasm. Create a phantasm at the target location. This phantasm attacks foes with a leaping strike.
- Damage: 554 (1.5)
- Combo Finisher: Leap
- Range: 1200
- Leap attack damage reduced from 672 (1.925) to 481 (1.3).
- This skill now chains into another skill upon cast-completion: [Mirrorblade Riposte].
[Mirrorblade Riposte] (5-2)
- Cast-time: 0
- Recharge: 15 seconds
- Your Phantasmal Swordsman teleports to target area and blocks attacks. If the swordsman blocks an attack, it retaliates with an explosive flanking strike that damages adjacent foes; it then retreats, leaving a clone in its wake. If this attack strikes a foe hexed by a nightmare, it bleeds and knocks back foes.
- Damage: 386 (1.0)
- Damage radius: 150
- Bleeding vs nightmare-hexed foes (3): 8 seconds
- Knock-back vs nightmare-hexed foes: 200
- Evade: ¾ second
- Range: 1200
- The swordsman’s block duration lasts for 2 seconds.
- By “shatters without any further effect,” the description implies that there will be no further damage or effects inflicted by this skill. Shatter-related effects triggered by traits would still proc when the Phantasmal Swordsman shatters despite having not blocked an attack.
- The swordsman uses the Thief [Flanking Strike] attack animation for its retaliatory attack.
- The clone summoned by this skill appears 240 range away from the [Mirrorblade Riposte]’s primary target. These clones perform the Mesmer [Illusionary Leap] attack upon being summoned before proceeding into the [Mind Slash] sword attack chain.
- This chain skill’s recharge or usage does not affect the recharge of [Phantasmal Swordsman]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
Sword main-hand skills
[Illusionary Leap] (3-1)
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Recharge: 12 seconds
- Summon an illusion that leaps to target location and cripples adjacent foes. After the initial leap, the clone will execute the Mind Slash sword chain.
- Damage: 1
- Damage radius: 120
- Crippled: 1 second
- Vulnerability (3): 5 seconds
- Combo Finisher: Leap
- Range: 600
Scepter main-hand skills
[Ether Clone] (1-3)
- Cast-time reduced from 1 second to ¾ second.
- Now also hexes the target with 3 seconds of Nightmare.
[Illusionary Counter] (2) – NAME CHANGED TO – [Illusionary Weaponry] (2-1)
- FUNCTIONALITY CHANGED
- Cast-time: ½ second
- Recharge: 6 seconds
- Conjure an illusionary kitten nal around you that improves precision.
- Illusionary weaponry (15 seconds): +30 precision per weapon
- This skill creates 3 illusionary weapons: Two Vision of the Mists pointed vertically upright on either side of the player and a “Phantasm-pink” Foefire’s Power that floats behind the player in an upright vertical position.
- This skill chains into another skill upon cast-completion: [Illusionary Assault].
[Illusionary Assault] (2-2)
- Cast-time: 0
- Strike the target area with your illusionary weaponry. If you strike a foe hexed with Nightmare, you also inflict torment and summon a clone to attack your foe. If you strike a confused foe, you also daze that foe.
- Delay: ½ second
- Damage: 386 (1.0)
- Damage radius: 150
- Torment vs nightmare-hexed foes (3): 6 seconds
- Daze vs confused foes: ¼ second
- Range: 900
- This attack lingers in the air for 0.5 second over the target area before crashing into the ground, inflicting the skill’s damage and effects; all of the weapons strike simultaneously. Despite there being three weapons that strike the target area, the attack is only counted as one hit.
- As is the case with Elementalist [Rock Barrier] and [Hurl], using [Illusionary Assault] is the only way to start [Illusionary Weaponry]’s cool-down.
- The clone conditionally summoned by this skill attacks the affected foe with [Ether Bolt].
[Confusing Images] (3)
- FUNCTIONALITY CHANGED
- Cast-time: 3 seconds
- Recharge: 20 seconds
- Channel a cone of energy that damages and confuses foes.
- Damage (5x): 840 (2.0)
- Confusion (5): 5 seconds
- Range: 600
- This skill uses the Necromancer [Wail of Doom] cone for its hit-box.
- This skill hits up to 5 foes.
Staff skills
[Winds of Chaos] (1)
- Bleeding duration reduced from 7 seconds to 3 seconds.
- This skill no longer inflicts burning.
- This skill now also has a chance to inflict Torment (1 stack; 3 seconds).
[Phantasmal Warlock] (3-1)
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 20 seconds
- Phantasm. Create a phantasm at the target location. This phantasm deals extra damage for each unique condition on foes that it strikes.
- Damage: 285 (0.85)
- Extra damage per unique condition: 10%
- Range: 1200
- This skill now chains into another skill upon cast-completion: [Mistrust].
[Mistrust] (3-2)
- Cast-time: 0
- Recharge: 25 seconds
- Your Phantasmal Warlock casts a spell over target location. Foes caught in this spell weaken and confuse adjacent foes when they use a skill.
- Delay: 2 seconds
- Damage: 179 (0.55)
- Damage radius: 240
- Mistrust (5): 3 seconds
- Weakness per skill use 2 seconds
- Confusion per skill use (1): 5 seconds
- Mistrust radius: 180
- Range: 1200
- This skill strikes up to 5 foes.
- [Phantasmal Warlock]‘s spell cast-time is 1 second. During the delay time, [Mistrust]’s skill icon looms above the target area specified by a red circle.
- If it hits, this attack applies 5 stacks of a unique debuff called Mistrust which lasts for 3 seconds. Each time that a foe under the effects of Mistrust uses a skill, the Mistrust stack decreases by 1 and all other foes (up to 5 targets) within a 180 radius of that foe are weakened (2 seconds) and confused (1 stack; 5 seconds). Foes under the effects of Mistrust do not suffer confusion or weakness from their own skill use.
- While activating this skill, the Phantasmal Warlock uses the Elementalist [Rock Barrier] animation.
- Foes under the effects of Mistrust have the skill’s skill icon suspended above their head.
- This chain skill’s recharge or usage does not affect the recharge of [Phantasmal Warlock]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
[Chaos Storm] (5)
- FUNCTIONALITY CHANGED
- Cast-time: ¼ second
- Recharge: 20 seconds
- Create a magical storm at the target location that builds conditions on foes and boons on allies. Each pulse also hexes foes with nightmare. Each pulse has a 50% chance to daze weakened foes.
- Damage (3x): 537 (1.65)
- Damage radius: 180
- Nightmare: 2 seconds
- Crippled: 3 seconds
- Poison vs crippled foes: 4 seconds
- Weakness vs poisoned foes: 2 seconds
- Daze vs weakened foes: 1 second
- Swiftness: 5 seconds
- Retaliation for allies with swiftness: 3 seconds
- Protection for allies with retaliation: 1 second
- Duration: 3 seconds
- Combo Field: Ethereal
- Range: 1200
- This skill shares its pulse schedule with that of Elementalist [Lava Font].
- [Chaos Storm] checks foes and allies respectively for specific boons and/or conditions. Based on the boons and conditions that [Chaos Storm] detects on a given foe or ally, [Chaos Storm] inflicts a certain boon or condition in addition to dealing damage. To this effect, if [Chaos Storm] were to strike a foe without any conditions, it will inflict crippled in addition to its damage. If [Chaos Storm] were to strike a foe suffering from poison, it would only inflict weakness in addition to dealing damage. This same principle applies to every other boon and condition listed in the skill’s description.
Greatsword skills
[Spatial Surge] (1)
*This skill now uses projectiles for each of its hits. Three orbs now track along the beam connecting the caster and the target. These orbs are piercing projectiles and home in on their target.
[Mirror Blade] (2)
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Recharge: 8 seconds
- Clone. Throw an illusionary greatsword that shatters at the target location, leaving behind a clone. You gain might for each foe that you strike.
- Damage: 259 (0.65)
- Damage radius: 150
- Vulnerability (3): 5 seconds
- Might per target (1): 8 seconds
- Minimum range: 50
- Range: 1200
- This skill strikes up to 5 targets.
- This skill shares its projectile behavior with that of Engineer grenade skills.
- This skill only summons a clone if the Mesmer is in combat.
[Mind Stab] (3)
- Radius increased from 120 to 150.
- This skill now has a ½-second lag time between cast-completion and when it inflicts damage. The particle effect animation has been adjusted to reflect this.
[Phantasmal Berserker] (4-1)
- FUNTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 20 seconds
- Phantasm. Create a phantasm that whirls across the target location upon creation, damaging foes in its path. This phantasm throws its greatsword to damage and cripple foes.
- Damage: 159 (0.5)
- Combo Finisher: Whirl
- Range: 1200
- This skill uses a Mesmer [Temporal Curtain] ground-targeting reticle. The phantasm will attempt to perform its Warrior [Whirlwind Attack] parallel to the middle of the reticle’s linear vector (in the direction that the arrow is pointing when the player places the reticle). The phantasm’s linear attack will start at the location of the reticle.
- This skill now chains into another skill upon cast-completion: [Crippling Anguish].
[Imagined Burden] (Phantasmal Berserker attack skill)
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Recharge: 6 seconds
- Throw an illusory greatsword at your target so that it returns to you, crippling foes along the way.
- Damage: 159 (0.5)
- Crippled: 3 seconds
- Combo Finisher: Physical Projectile
- Range: 900
- This skill uses the Warrior [Bladetrail] attack animation.
- This chain skill’s recharge or usage does not affect the recharge of [Phantasmal Berserker]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
[Crippling Anguish] (4-2)
- Cast-time: 0
- Recharge: 25 seconds
- Your Phantasmal Berserker leaps and strikes foes at the target area. This attack stuns, immobilizes and deals extra damage to crippled foes.
- Damage: 286 (0.85)
- Damage vs crippled foes: 402 (1.2)
- Stun vs crippled foes: ¼ seconds
- Immobilize vs crippled foes: 1 second
- Damage radius: 180
- Combo Finisher: Blast
- Range: 1200
- The phantasm uses the Warrior [Earthshaker] animation for this attack.
- The Range tool-tip describes the skill placement range with relation to the Mesmer’s current location. The actual range of the skill itself is 600. If the phantasm is outside of that range when ordered to use this skill, it will approach to within the proper range and then use the skill.
PHANTASM FUNCTIONALITY CHANGE
- Phantasms no longer require a target in order to summon; Mesmers can now summon Phantasms when outside of combat.
- Phantasms now have a maximum lifespan of 60 seconds.
- A Mesmer can only have 1 Phantasm active at a single time. Summoning Phantasm B while the Mesmer already has Phantasm A on the field will result in Phantasm A shattering immediately (this shatter applies all active shatter-related effects).
PHANTASM BEHAVIOUR CHANGE
- Phantasms will now attempt to attack the Mesmer’s current target.
- If a Phantasm is summoned when the Mesmer has no selected target, the Phantasm will attempt to follow the Mesmer instead of attacking the nearest valid target.
PHANTASM COMMAND SKILLS
- Using a Phantasm skill now causes that skill to chain into another skill.
- Phantasm chain skills are phantasm-specific commands issued by the player.
- Phantasm command skills will always interrupt the Phantasm’s current active skill queue and immediately queue the chain skill for use so as to promote clutch, responsive chain skill application.
NEW CONDITION UNIQUE TO THE MESMER – NIGHTMARE
- Foes hexed by a nightmare take 5% more damage from phantasms. Hexing a foe with nightmare removes up to 2 stacks of Defiant.
- Nightmare does not stack in duration nor in intensity. If a foe hexed by a nightmare were to be hexed with nightmare again, the second instance of nightmare would simply overwrite the first instance.
MESMER – THE DPS SUMMONER
Mesmers effectively died with GW1. Now, before people start getting upset about bringing GW1 into a discussion about GW2, the point is that GW2 Mesmer is not a real control class. It has little movement-impairing CC that doesn’t outright deal damage, isn’t part of an in-progress spike or is the result of instant-activation, passive procs. Furthermore, everything is auto-aimed for the Mesmer—which is a double-edged sword of awful design. Not only does it take the thought of target-tracking out of the equation for almost every Mesmer skill, but it also removes the Mesmer’s ability to adequately contribute to team fights that span a large area or deal damage to [Shadow Refuge] (I’m sorry, I mean Thief—I’M SORRY, I MEAN STEALTHED TARGETS).
In short, Mesmer, at its core, is just as spammy/relies on unfair as much as any other class yet is denied the ability to properly aim their abilities or contribute any real AoE to combat thanks to their innate class design.
The changes below are meant to force the Mesmer to develop target-tracking and skill-combo techniques and reduce reliance on sticky-tab targeting as a means to connect damage. This increased freedom from sticky-tab targeting also allows the Mesmer to contribute more damage over a wider area as well as maintain pressure or threat on the battlefield as opposed to everything collapsing when the Mesmer can’t select a specific target.
As a final note, I’m aware that I haven’t done any phantasm changes (in line with the others) for the downed state phantasm nor for the underwater phantasms. I’m not getting paid to do this. Think them up yourself. Regardless, underwater combat is a joke and you shouldn’t get super-powerful downed-state abilities anyway.
(edited by Swagg.9236)
Lifestealing is not innately overpowered. But it a risky mechanic, that can easily become too powerful, in the right build.
That’s the point: every build becomes a lit fuse when held next to the pile of black powder that is lifesteal.
Anet’s problem, is that they are too scared to make life stealing useful. This has been holding lifestealing back ever since GW1, and it has never reached it’s potential because of it.
We can’t continue with life stealing like this. At some point they’ve got to take a risk, and make it a lot more effective. See what the effect is, and if it is too much, THEN scale it back. Because 9 years of being poor is way too frickin long for any mechanic,
An across the board buff to siphon would never be anything other than Bloodspike or a Healing Signet that also damages foes. There is no middle ground with this mechanic. It’s either overpowered or underpowered. Scrap it and make it into something that at least can benefit the party or the player directly.
Siphons and blood magic are a joke that has gone on for far too long.
The trouble about life stealing is that its innately overpowered: it’s a two-fer. Increasing your own hit-points while simultaneously lowering a target’kitten-points in the same attack is two skills in one without any proper set-up for that powerful effect. It would be much more balanced (and easier) to simply make a lot of “siphon” abilities simply heal the caster instead of deal additional damage. That additional damage “flavor” is keeping the entire trait line from being effective at all. ANet wants to keep the flavor and will sacrifice effectiveness to do so (case in point: old [Rocket Boots]). It’s a stupid design and the whole thing should be adjusted to heal the Necromancer (and his allies) instead of simultaneously inflicting damage.
With the addition of powerful healing traits, Necromancers could actually prolong fights in somewhat more fair ways that fear spamming and racing to kill a player with condition spam or ranged damage without projectiles or proper cues (“somewhat” because they’re still passive procs, and those are pretty garbage to begin with).
Did you really have to make this thread, OP? Do you really need someone to tell you the answer to that question?
Regarding the addition of new mechanics, if the click and drag proved cumbersome to develop, I’d imagine a possible substitute might be a ranged “line” cast like any of the wall-type skills currently in game, just with expanded width and length to match the attack.
That could work too. I don’t want to say that pushing for new mechanics would be bad (honestly, having that kind of control for a ground-targeted ability would be amazing), but I just wouldn’t push it onto ANet to ever see it through.
I understand your position, which is precisely why I suggested that these proposed changes be implemented via a side-grade in the trait system. If people like their AI builds – I know they’re especially popular in PvE dungeons – they should be able to keep them (inb4 swagg disagrees with me here). I would just like to see a broader functional palate for Mesmer.
AI isn’t completely awful so long as the player has to actively manipulate it in order for it to be effective. Making phantasms into purely ground-targeted abilities would put all of the control and responsibility in the hands of the player. It would be on a level far above something like Minionmancer or even just the regular Ranger that brings two dogs because he knows that they like to use leaping knock-downs on occasion. Putting the AI attacks in the player’s hands makes AI skills clutch instead of a passive cloud of procs that just happen while the player faffs about in a circle.
FGS exploiters insta one shotting trebs, players etc.
FGS blink is a fine technique to destroy buildings simply because it has to be aimed, has a base 180-second cool-down and requires [Lightning Flash] to be up in order to use it. If a player outright dies to this combo, it is absolutely his/her fault because its damage (although very high) has a very limited AoE.
Pressing [Lightning Flash] and [Fiery Rush] is on a level far more balanced than most other builds or “combos” in this game.
(edited by Swagg.9236)
They freed themselves from this awful game.
PvP is no longer skill related
Sweet stars above, kiddo, nothing in this game was ever skill-based. Please don’t tell me that it took you this long to realize that.
In short you would have all phantasms removed and replaced by AoE skills.
Being forced to aim attacks scares anyone in this game.
This is actually eerily similar to my planned Mesmer profession balance thread suggestion—at least in the aspect of adding skill chains to Mesmer phantasms. One of the worst aspects of Mesmer design is that everything requires a target. Because everything requires a target, it’s all auto-aimed for you. This paradigm not only makes it difficult for Mesmers to really control their phantasms, but also just removes any skillful usage of a Phantasm outside of being able to press a button at a proper time.
Making Phantasms into more active abilities with ground-targeted reticles would increase the skill-cap of the Mesmer tremendously.
Also, I like the idea of the “drag and click” Phantasmal Berserker reticle. I didn’t want to add any new mechanics to the game, but I suppose you can be as auspicious as you want. I sure don’t care enough anymore since nobody else really does.
Short answer: it’s not.
Again, you’re missing the point. The premise is not that all #1 skills need to be really strong, it’s that all #1 skills need to be balanced relative to one another.
I can agree with that. Unfortunately, with the fact that GW2 auto-attacks are the actual 1 skills on the weapon skill bar makes this difficult.
The wiser decision that should have been made literally years ago would have been to simply make all weapons have basic, low-damage auto-attacks and reserve the 1 slot for an actual, player-activated skill that is balanced with a cool-down.
However, as it stands, the entire system is goofed.
(edited by Swagg.9236)
Nerf ele scepter burst; arcane skills
Functionally change the thief
/never happening because ANet can’t into balance
And shame on you for promoting such a one-dimensional buff/nerf agenda.
Let me try explaining this again. Sustained DPS is primarily derived from the autoattack. Weapons that have poorly tuned #1 skills are also going to have poor sustained DPS, which is a problem in PvE.
In short- it’s not about making #1 skills overly strong, it’s about balancing them relative to one another so that there aren’t egregious efficacy gaps between weapons/professions. Ignoring the disproportionate role of autoattacks in relative balance is stupid on about 100 different levels.
- Buffing auto-attacks makes spamming 1 more effective as a means to kill targets.
- When spamming 1 becomes more effective, it simultaneously hurts the effectiveness of weapon skills that are balanced around cool-downs, timing and potentially even aim.
- Hurting the effectiveness of 2-5 skills, bottlenecks the effectiveness of entire weapon-sets. Why would anyone press any button other than 1 if it’s so effective?
- Ultimately, buffing 1 invites players to do nothing but press 1.
- When players win by pressing 1, we end up with something looking very similar to Runescape.
Auto-attacks could have easily been set-up skills instead of primary sources of damage. Any s/d elementalist worth his salt will tell you that [Flamestrike] is valuable as a means to fuel a full-power [Fire Grab]. However, seeing this sort of purpose for auto-attacks requires creativity, so I can understand why there would be a lot of threads like this on the game’s official forums as well as people defending them.
And as an end note: balancing around PvE is a terrible idea in GW2 because big target PvE enemies are brain-dead HP-sponges with little to no mobility, few unique skills, but still manage to three/one-shot players in many situations. PvE-centric balancing has much to do with standing as still as possible and spamming 1 in addition to a few other key skills. It’s not an engaging play-style.
How would you fix auto attacks, that deals conditions
OPTIONS
- Increase the auto-attack cast/animation cycle.
- In the case of an auto-attack that applies a single condition, shorten the individual duration of the single condition per application in order to limit the total stacks applied if the player does nothing but spam 1.
- Attempt to avoid auto-attacks that inflict multiple unique conditions. If an auto-attack does in fact inflict multiple unique conditions, make the primary condition vulnerability so as to avoid excessive DoT pressure achieved from doing nothing but spamming 1.
that deals conditions or the whole application of conditions via low cooldown skills?
- Make conditions applied on short cool-downs well-cued and with short durations.
- Reserve devastating condition attacks for skills with very good cues.
- Attempt to make condition skills targeted abilities that players must aim so as to provide further counter-play.
- Make condition application the result of timing, aim and/or combo’ing two skills together.
Here’s Necromancer scepter:
Scepter main-hand skills
[Blood Curse] (1-1): Name changed to [Putrid Strike] (1)
- FUNCTIONALITY CHANGED; AUTO-ATTACK CHAIN REMOVED
- Cast-time: 1 second
- Cast out a bolt of energy at your foe that inflicts bleeding. If you strike a foe that is already bleeding, you instead inflict torment. If you strike a foe that is already tormented, you instead inflict extra damage, vulnerability and gain life force.
- Damage: 244 (0.7)
- Bleeding (1): 3 seconds
- Torment (1): 3 seconds
- Vulnerability (1): 6 seconds
- Extra damage vs tormented foes: 5%
- Life force gained: 3%
- Range: 1200
- [Putrid Strike] uses the Mesmer [Ether Bolt] projectile speed, arc and pathing.
- [Putrid Strike] uses a bright-green colored Elementalist [Fireball] projectile.
- After-cast adjusted to 0.4 second.
- This skill is no longer part of an attack chain, but rather is the only 1 skill on Necromancer scepter.
[Grasping Dead] (2-1)
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 6 seconds
- Raise skeletal hands from the ground to damage and torment foes at the target location.
- Delay: 1 second
- Damage (3x): 732 (2.1)
- Torment (3): 3 seconds
- Duration: 3 seconds
- Radius: 150
- Range: 900
- This skill hits up to 5 foes.
- Uses a ½-second after-cast animation delay (skill cannot be used while activating another skill).
- This skill shares the same pulse schedule as [Lava Font].
- The grasping hand animations trigger with each pulse.
- This skill chains into another skill upon cast completion: [Vile Touch].
[Vile Touch] (2-2)
- Cast-time: 0
- Recharge: 20 seconds
- Conjure a hand made of dark energy above target area. After 2 seconds, the hand crashes into the ground, crippling and bleeding foes
- Delay: 2 seconds
- Damage: 118 (0.4)
- Bleeding (4): 10 seconds
- Crippled: 5 seconds
- Radius: 240
- Range: 900
- This chain skill remains active for up to 4 seconds.
- This skill hits up to 5 foes.
- This chain skill’s recharge or usage does not affect the recharge of [Grasping Dead]. The two skills share separate recharges and each will immediately go to into recharge upon respective use.
[Feast of Corruption] (3-1)
- FUNCTIONALITY CHANGED
- Cast-time: 2¼ seconds
- Recharge: 25 seconds
- Damage and hex your foe with feast of corruption. Whenever a foe under the effects of feast of corruption gains a condition, that foe is poisoned and allies in the area of that foe are healed.
- Damage: (4x): 260 (0.8)
- Feast of Corruption (4): 10 seconds
- Poison: 2 seconds
- Healing: 370 (0.2)
- Healing radius: 600
- Range: 900
- This skill applies 1 stack of a unique debuff called Feast of Corruption once every ½ second over its 2¼-second channel. Each debuff lasts up to 10 seconds and cannot be removed with condition removal skills.
- The effects of Feast of Corruption trigger whenever a foe suffers from a condition.
- This skill chains into another skill upon cast activation: [Foul Feast].
- This skill begins recharging immediately after use; recharge unaffected by how long the player takes to use its chain skill.
[Foul Feast] (3-2)
- Cast-time: 1 second
- Conjure teeth of necrotic energy at target area. After a delay, the teeth gnash together, damaging foes. This spell deals more damage to foes based on the number of unique conditions that they have. If you strike a foe suffering from poison, you gain life force and inflict bleeding.
- Delay: 2 seconds
- Damage: 402 (1.2)
- Damage radius: 240
- Extra damage per unique condition: 5%
- Bleeding vs a poisoned foe (3): 10 seconds
- Life Force gained vs a poisoned foe: 2%
- Range: 900
- This chain skill remains active for up to 15 seconds.
- This skill hits up to 5 foes.
- This skill uses the same delay scheme as Elementalist [Ice Spike].
I’m trusting someone in this thread to have already made the point that making pressing a single button over and over into an effective strategy that can kill an opponent is the stupidest idea in any game format ever.
Yeah, someone already tried to make that point and failed, considering it’s a strawman argument resulting from misguided views on relative balance.
See the above conversations.
Enjoy your Runescape Wars 2, then.
Update to the Temple of the Silent Storm map suggestion.
Conditions deal direct damage in GW2 rather than some sort of capped degeneration. This was an attempt to make conditions into a viable means of killing an opponent instead of relying on consistently striking said opponent.
This was a (terrible) fundamental design choice in GW2 that can’t really be undone.
The best option to “fix” conditions would be to tie conditions to big hit/well-cued attacks as what one might see with a typical power build. If conditions were tied to skills with better cues, players wouldn’t suddenly succumb to 5-10 conditions magically appearing on them from 900-1200 range away as they often do now. You can’t “fix” conditions with a direct nerf. You have to indirectly fix conditions by adjusting how players apply them.
In an attempt to buff or functionally change how a given weapon-set feels, one should never begin with passive additives that aren’t even the actual skills that make up said weapon-set.
If you want to properly address perceived weapon-set issues, work with the skills first. Working with traits will only either have little/no effect or make the weapon-set unfairly overpowered without any counter-play whatsoever given a trait’s passive/instant-activation nature.