Oh not you again…
Entangle,teleport, AoE the root, problem solved.The root is not that tanky..Also, the skill is dodge able plus the animation is so obvious.
Plague form,can’t deal with it, run away from it. At least, you DO have an option to run away, plus Necro has no stun skill in that form, so easy to deal with.
Supply drop ; 1s dodge after they drop healing turret, no stun for you.Even if it did, 1 sec,stun break, problem solved.Then AOE on Net Turret to stop constant immobilise, destroy healing turret to force out the premature heal.Plus they are not that tanky, problem solved.Now back to Moa, it block out completely of your skill, NO SKILL AT ALL,can’t stun breaker, can’t run away (you could bf but now Anet reduce the skill 5 Moa, the distance is so lame), cant dodge it too unless u have Aegis but only a few class has access to that Mesmer can stun you and burst you down in that form.What can you do?
You have no idea how this game works do you?
There is currently a glitch with Entangle that will actually make it so that you cannot escape it/attack it with autoattack effectively. If you teleport out of it, you’re wasting a teleport. If you AoE it, you’re wasting an AoE. It’s an perma immobilize that you have to physically hit to escape, or waste a skill to escape. It also counters certain Elites and if you have a bundle, it’s literally impossible to escape without cleansing/teleporting. Such as Lich Form, you cannot actually escape it as a Lich, since you can’t actually HIT it. That’s an enormous advantage.
Running away from a Necro in Plagueform = Necro wins the point. Way to go, you must not play alot of tournaments with that mind set.
Meanwhile you’re focusing turrets, you just ate about 18,000 damage in conditions from grenades. Well done.
Congratulations, you’ve discovered that Moa is a single-target insta kill skill. I believe I can do something similar on my Lich form. Still has a 180 second CD though, bro. Besides, I don’t even know many Mesmers that bring Moa. Time Warp/Mass Invisibility are far superior.
I often get the feeling that you base all of your information on 1v1s.
(edited by TheMightyAltroll.3485)
Never played that game, but similar, yes. I’m looking at more ambush/trap based. Not “I can kill 500 people singlehandedly and still leave with my bodily functions working as norm” style of Assassin’s Creed nonsense. No Thief/Assassin should ever be able to go toe to toe with a man in 100 lbs worth of armor swinging a sword that could be compared to a detached airplane wing. That is why the Ninja could never go toe to toe with the Samurai, and had to use extremely underhanded tactics to even the odds.
I want traps/ambushes/escapes. Not constant stealth/heartseeker/Sword Dagger nonsense. This isn’t a QQ about overpoweredness or anything, I simply absolutely hate how dumb the idea behind the Thief was (And Necromancer for that matter) in this game.
There is also an unfortunate problem I’ve been having consistently lately, and that is people that go Away from Keyboard (annoying censor won’t let me use the abbreviation) on purpose just to hurt the team. I wish there was a report option for that, but until that is implemented, I’m just reporting them for botting.
Moa is the most OP elite skill out there among all class. This simply is a fact. We don’t want it to be buffed any further please nor any bug fix at this state for this elite skill, unless ofc there are some adjustment in play, then we can mention bug fix or buff…
Actually, that’s false. Entangle, Plague Form, and Supply Drop are by far the strongest Elites in the game for utility/capability. Moa is annoying, but all it really can do is make a Necromancer rage.
Honestly, stealth in it’s current state is dumb. Alot of the people that use it are dumb. The dumb capability allows for dumb usage.
I feel like Thief should take a considerable amount of skill, but be very deadly to compensate, which at the moment, is absolutely the opposite.
Here’s how I believe Stealth/Thief should have been implemented: Stealth on a Thief should be a toggle, not a skill/boon. It should be a permanent stealth switch. However, you would not have the ability to enter stealth in combat, and if you are hit while in stealth, you lose it. They would also have to move at 33% less speed while in stealth. Thieves would still have their escape tools, if not more of them, however their Stealth would be used as you would expect an actual stealth based class to use it.
Thieves would be used for interrupting/annoying/trapping opponents, creating massive ambushes when an enemy player walks into them, but once they lose the element of surprise, they cannot win a sustained fight.
Honestly at the moment, when I see the stealth in this game I can’t compare it to anything else. It’s like Sam Fisher just decided to murder every single person in a level in under 12 seconds. It’s not stealthy at all, nor does it make any sort of sense. It’s just plain stupid, unskillful, and lazy. They made Thief a spamming class, period. I was/am severely disappointed in their ‘ideas’ for it.
Alot of potential was lost, potential for tricks like disguising yourself as an enemy player to gain the element of surprise, or being able to steal an opponent’s rune set for 6-10 seconds.
Anyone else still as disappointed as I am?
Thief is blatantly overpowered in WvW, but little more than a minor annoyance in PvP. I would go as far as to say many things in PvP require a buff when considering a Thief.
Any build any other class makes will generally have glaring weaknesses, i.e. hard counters. Mind Wrack is too good, period.
-_- mind wrack sucks… no seriously… without the shatter traits mindwrack would hit for as much as Mesmer auto attack… also genius. like I and several other freaking people have said mindwrack hits hard because it is PRECEEDED BY DIVERSION! Thanks to dazzling that is an easy 20 stacks of vuln… Any Mesmer tries to shatter just straight mindwrack even in a shatter build won’t burst that much. Im sorry you have your information WRONG just flat wrong. Also Mesmer shatter glaring weakness CONDITIONS!!!!! Hard counters HGH engis, Trap rangers, Any necro with a staff… I am sorry you may not have figured out how to use that ground targeting for your marks.. must be tough.
Wonder how this mighty atroll guy really plays mesmer (Since he stated he has one too, invited him to show me his so powerful shatter combo without diversion and utilities and he disappeared…)…tried to explain that daze/stun+vulnerability and coordination make mind wrack effective otherwise it’s just an easily avoidable medium dmg burst…not even close to, let’s say, thief burst..he just kept spamming stuff like…“ble bla…you just only need F1..bla bla, no high cd, no utilities for burst…and so on…” not really worth trying to explain further, he’s not gonna get it…trust me
You never invited me. You don’t know what you’re talking about. You’re also obviously a lier. Therefore I care not to pay any attention to you or your false slander. Good day.
(edited by TheMightyAltroll.3485)
I want Staff Ele to be a terrifying Nuke build. If you do decide to give it survivability, then that’s fine, but Air Staff 2 requires a 100% damage buff, as it’s currently REALLY weak for channel time, and Air Staff 1 could use a bit more damage as well. Staff Air 2 is a really cool looking, and acting skill, however it does not do enough damage to justify it’s warmup. It should do a huge amount of damage, or atleast be on a shorter cooldown/casttime.
Water Staff 1 should be more of a channeled autoattack, like Mesmer GS 1. I would rather it however be a sort of healing channel, rather than a damaging one. Staff Earth should give alot more CC than it does now.
right, because i bet you know so much about the game. i got an idea, why dont you start your own casting show on twitch?
I know alot more about the game than alot of people. However, I have no reason or care to start a casting show. This game isn’t an esport anyway. I’d gladly commentate/analyze, however, again: Not an esport.
Recruit me as a caster, so I can call things OP/UP and insult people in a funny fashion.
But seriously, I stopped watching alot of them ages ago when someone said “Plague form does a ton of DoT damage”
Yes, as long as you don’t fight necromancers, guardians, or anything with retaliation. Or Zergs.
Necromancers are awful against P/P. I run P/P on my Thief sometimes in tPvP specifically for killing them, along with Mesmers and other Thieves.
I started using Thief after I had mastered Necromancer/Ranger. I was using S/P back before the nerf, loved the feeling of it. However, it’s a love hate relationship.
3 Reasons why I love the Thief
1 * It has an very fluid feel to it, very responsive
2 * The idea of being able to summon Thieves to aid you, to just walk towards an opponent unloading your burst
3 * The mind games you can play with it are beyond any other class
3 Reasons why I hate the Thief (And a good portion of the people that use it)
1 * Stealth. I hate it. Always hated it in every competitive game. Impossible to balance.
2 * Spam-reliance. The class forces you to spam things to succeed.
3 * World vs World
I think your first idea is completely overpowered, the second idea is more plausible. However, I would prefer a 40% damage increase to Meteor shower, a 50% damage increase to Staff 1 Fire autoattack, a 20% damage increase to Staff 1 Air autoattack, and a 100% damage increase to Staff 2 Air autoattack.
That sounds overpowered, but I wouldn’t mind it. I don’t necessarily main Elementalist, but I use it. I just want some good Staff Elementalists to show up, tired of all the D/D-S/D annoyances.
1) It’s a challenge believe it or not.
jokes aside please,
Lol if you don’t believe so, you may have never put yourself in challenging situations, OR you are just that good. But for the majority thief has a huge learning curve.
No it doesn’t.
Chill would be a big bonus to having Hydromancy. Chill is an extremely powerful CC, and the 3rd best condition in the game imo.
Thanks, think I’m going to build around a power based Chill Necromancer using Hydromancy for some extra oomph
Mesmer, and Ranger are overbearing compared to other classes. I kill Rangers on my Necro/Engineer, and I kill Mesmers on my Ranger/Thief/Engineer. It’s not that they are unkillable, or cheating, they’re just stronger than the other classes. They have more capability, or single skills are too strong.
You cannot put Engineer or a Thief in the same tier list as Mesmer/Ranger unless you’re going specifically from a WvW/PvE perspective. You also obviously have never fought a Meditation Guardian, or a glass cannon Elementalist to suggest that they need more damage.
Honestly your post screams a lack of knowledge of classes that aren’t Shatter related.
Can anyone find the specific stats or know of them on Sigil of Geomancy, Sigil of Hydromancy and the like for the specific physical damage?
I’m pondering making an purely-AoE based build, but I need to know what to build around. Anyone that can give me that information will have my gratitude.
I just can’t. That is literally the most wrong statement ever made in history.
I cannot take you seriously after that, sorry. Good luck trying to prove to everyone Mind Wrack is terrible.
You literally just disproved everything you’ve ever said by saying that.
Any build any other class makes will generally have glaring weaknesses, i.e. hard counters. Mind Wrack is too good, period.
-_- mind wrack sucks… no seriously…
You’re so wrong it’s almost hilarious. No one will ever take you seriously after that sentence. Ever.
Any build any other class makes will generally have glaring weaknesses, i.e. hard counters. Mind Wrack is too good, period.
Those nerfs were pointless and should be reverted. There is literally only one build the Mesmer has that should be nerfed, and that is Shatter. It’s simply too good, and too demanded.
Honestly when it comes to Dark Path, I feel like I’m lucky. It works perfectly for me and allows my Wellmancers to become incredibly strong and hard to shake off. I’ve even had times where my Dark Path extend beyond it’s normal range, go through walls, over cliffs, and even catch a ride the lightning Ele.
Guess I’m just really lucky.
(edited by TheMightyAltroll.3485)
This thread initially was more about mesmer bugs, until TheMightyAltroll started to use it for his own personal campaign against mesmers again, just like every other thread. I guess I’ll now create a necro and claim to main it so I can troll in the necro forums about how op they are all day long.
Annoyance level > 9000.
Necromancers don’t have the best burst in the game on a 10 second cooldown, nor do they have invulernability on a 10 second cooldown. If we did, I’d be annoying Necromancers right along with you about nerfing them.
I’m so sorry you don’t want to see your precious class balanced. I’m positive that instead of nerfing Mesmers if Necromancers, Warriors, Thieves, and Elementalists were brought up to your level I’d see endless whining from you about it.
The only two overpowered classes in the game are Ranger, and Mesmer. It is easier to bring them down a few pegs, rather than bring everyone else up 10 notches.
It’s a 1 second fear, Deimos. Your fear is actually better than ours.
Never actually had that happen to me before. You don’t need to be facing the target to use it, so you probably had something else targeted behind you.
Mesmer is not squishy. They have alot of mobility, and alot of clutter. Blurred Frenzy is over kill.
i dont think you understand the problem with mesmer melee?
Without blurr frenzy, there isnt much reason for a mesmer to stay in the melee range for long periods of time. Many of mesmer active defensives have a quite long cd. The cooldown are migrated due to the fact that there is a weapon swap and the invulnerability remove two seconds to the cooldown. Which means, changing blurr frenzy will kill any melee mesmer build.
However, I think anet messed up when designing the class that caused them to add that powerful effect.
Of course, the alternatives are quite bad too.
If mesmer added extra evade to their weapon set, then they are effectively copied the ranger
If the mesmer have more mobility, then they copied the thief
Adding more damage copies warrior hundred blades and anet will might nerf it later on
Adding more range will mirror the d/d elemental which is not a true melee weapon
I’m going to completely ignore Jackums since his points are generally moot and nonsense. And without even reading them every single thing he says involves “l2p” as though he makes money off of that phrase.
A glass cannon Warrior is ALOT easier to kill than a glass cannon Mesmer, infact, any glass cannon builds are easier to kill than a shatter Mesmer. Hundred Blades has no invulnerability, and I have actually been able to turn the tides of a battle by simply bursting a Warrior while he’s using it. Mesmer Melee is fine. Blurred Frenzy should not grant invulnerability period. My simple point is that focusing a Mesmer down is difficult, despite the fact that the Mesmer is a glass cannon. I would rather them take the route of a Necro and have Blurred Frenzy not root the player using it, give no invulnerability, but be usable at a range of 600.
Basically, the answer is the thief can escape anything without having to build for it.
That’s not necessarily true. They do have escapes, yes, but most often than not you have to put escapes into your build before you can utilize them effectively.
I said, that I would prefer if I didn’t have to. I said that at the moment nerfing the core mechanics is the only way I see possible.
Mesmer is not squishy. They have alot of mobility, and alot of clutter. Blurred Frenzy is over kill.
I’m not necessarily interested in nerfing core mechanics. However, they just do too much at the moment on too short of a cooldown.
If someone can make a suggestion that is appropriate to nerf Mesmer shatter, while still leaving other things intact, that would be fine. Because at the moment, the only way I can see it, is if Mindwrack was put on a 25 second cooldown, and Blurred Frenzy didn’t provide invulnerability, but received a damage increase.
D/D is fine, because it can be used to easily chain CnD into Backstab bursting You simply have to be careful about your survivability like most glass cannons. Shortbow still works quite well as a secondary to D/D.
A Thief acrobatics build works best on S/D, and therefore S/D has a large quantity of evades, more so than any other class in the game.
S/P is still weak without the Quickness.
The list still stands as is. I haven’t seen any reason why D/D is considered unviable, because it isn’t. Berserker S/P is probably the closest to balance any Thief build has ever gotten, but it still needs to be fixed, and therefore it sits in the weak section.
Also, EonX, you cannot go by meta builds for balance. As they are often filled with problems. Experiment for yourself. Try using D/P on a stealth build, focusing more on power, less on crit damage. 37% crit damage, 47%+ Crit chance, and 3,200 attack is a very good target to shoot for on a Thief build, and still allows for a bit of focus for Survivability. 30 in Stealth is incredibly strong and makes Condition Removal hardly a thought.
1) a perma CC engie is unkillable by a thief unless he`s got mad skills and works the environment. Burning, immobilization, blind and more than 1 stun is ridiculous and i sincerely hope it gets nerfed, along with the ranger and his lol-downed state that enables him to heal right back up like a baus (not sure of the build, didn`t tinker too much on a ranger)
Perma CC Engineer is a form of bunker/Tank. It is not immune to Thieves. Ranger is infact overpowered, but Thief actually has more tools to deal with it than other classes.
2) never EVER come to a profession`s forum with this amount of audacity – to literally prove how much better is your profession than other AND complain that the underdog had the nerve to not go down, despite the odds, making you waste your precious self entitled easy gratifying time is pure insulting
Why not? Every other class in the game has a huge amount of trouble running away. Some classes have literally no ability to run away at all. The point is, that OP felt that he was denied his rightful victory and is frustrated about it, as I would be too.
3) a thief can`t beat you, congrats, but as sure as heck he won`t stick around for you to get easy badges
I wish I could avoid certain death on my other 7 classes like that.
Ah another brute force over subtlety kind of guy. If it were up to you there would be 3 professions: generic warrior, generic archer, generic mage. If u want to avoid certain death but work 10 times more for a kill, by all means roll a thief. There`s noting wrong in opportunistic thinning of the heard, feeding on the weak or incapable, then running away. Notice how few thieves complain on other profession`s forums about disparity in efficiency and observe how 1 out of 3 posts in our section is either “nerf the thieves” (we`re one notch above lepers) or “how do i kill you cuz i know i`m entitled to it”
“Working 10 times more for a kill” That’s a lie.
And I’ll add Thief to “Generic Stealth based annoyance”
I think if I kill someone, I’m entitled to the kill. Not watching them mystically run away for 20 seconds only to come back and try again when I’m on all cooldowns.
1) a perma CC engie is unkillable by a thief unless he`s got mad skills and works the environment. Burning, immobilization, blind and more than 1 stun is ridiculous and i sincerely hope it gets nerfed, along with the ranger and his lol-downed state that enables him to heal right back up like a baus (not sure of the build, didn`t tinker too much on a ranger)
Perma CC Engineer is a form of bunker/Tank. It is not immune to Thieves. Ranger is infact overpowered, but Thief actually has more tools to deal with it than other classes.
2) never EVER come to a profession`s forum with this amount of audacity – to literally prove how much better is your profession than other AND complain that the underdog had the nerve to not go down, despite the odds, making you waste your precious self entitled easy gratifying time is pure insulting
Why not? Every other class in the game has a huge amount of trouble running away. Some classes have literally no ability to run away at all. The point is, that OP felt that he was denied his rightful victory and is frustrated about it, as I would be too.
3) a thief can`t beat you, congrats, but as sure as heck he won`t stick around for you to get easy badges
I wish I could avoid certain death on my other 7 classes like that.
2v1 Necro is possible if your not being cced to death. With my WvW support well/epidemic build in SPvP, I have gone 3-4 vs 1 and hang on until support arrives, but thats with little to no cc in the opposing group. But how many good groups have no cc? Especially in TPvP? Once in a blue moon.
A necro can hold or take a point better than a Guardian(s) if they manage to completely mess with boons and conditions in point fight and the enemy is relying on boons and conditions. All it takes is a Well of corruption, Blood, Power stack and Guardians etc. blindly charging in. If the necro and/or his team mitigates damage long enough (5-15) seconds, the enemy will usually exhaust everything and pretty much melt from bleed, confusion, burn, poison and vunerability stacks which were once their boons. Very situational though and relies on the opposing team being undisciplined/bad.
Necro damage is not efficient. Power based skill attacks that are high in dps are usually 1 target or unwieldy and do much less damage than counterparts in other classes. Condition damage by its nature is not efficient and instead is more for attrition based fights. Necro AoE suffers when enemies are spread out moreso than other AoE classes, but benefits more when enemies are initially close nit then spread out to avoid damage.
Actually if you have Foot in the Grave, the CC doesn’t bother as much.
Not necessarily, I almost never fail to take a point, or defend it on my Necro. I can easily 1v1 Guardians.
In tPvP, Wellmancers become extremely dangerous, especially when built properly. Against a good Wellmancer, you cannot stand on point unless you’re 100% tanky. That means all of the glass cannons have to leave the point, or be downed. That is a major advantage. However, I will agree that Condition Damage is not great, Necromancers are by far the worst at it too.
So in order to escape it, you have to waste condition removal, and still then waste dodges. Oh hey, sounds like a win to me. Also, that wasn’t even a complicated shatter, just a shatter. No, you do not need instant melee clones. No you do not need utilities. No you do not need vulnerability. IT’S ON A 10 SECOND COOLDOWN. You’re not setting something up that has a 300 second cooldown to make it count. Stop pretending like it takes skill, because it really doesn’t. Backstab → Heartseeker takes more setup than a bloody Mesmer shatter. I know this because I use both Mesmer and Thief.
D/P has plenty of condition removal through stealth. It also has plenty of burst. Remember, you also have a secondary weapon set too.
S/D is somewhat broken, but I still prefer it to Backstab/stealth/Heartseeker builds. I like the idea of a Thief using Evades and Teleports to mitigate damage, just not to the extent that it does.
S/P
4 → 3 → Dodge → 3 → 2 → F1 → 5 → Repeat
That’s actually incredibly easy, Archaon. Don’t try to pretend that Mesmer shatters require skill and thoughtful setup. They don’t.
CD on wells are awful, *
2vs1 with a guardian is viable, at least until the support arrives,
2vs1 with a necro is imposible, you’ll be CC and murdered in seconds,
I’m ALMOST COMPLETLY SURE there’s no way a necro can hold a point better than a guardian,
*EDIT: Damage is great, sure, but it’s not efficient at all, (except to grab some badges on WvW),
This is from a tPvP perspective. Well cooldowns are indeed inappropriate, but that does not disregard how powerful they are.
The Necro build was able to last against a 3v1, comprised of my Wellmancer, a Backstab Thief, and a Condition Beastmaster Ranger for upwards of 260 seconds.
It’s not D/P or S/D that need rework to make other sets viable.
It’s P/P and S/P that need to be reworked, because as of now both of them rely on spamming either Unload or Pistol Whip over and over. It needs to go.
Then you would have to buff P/P and S/P to near gamebreaking levels to bring them in line with D/P and S/D. Unlimited Evades should not be possible on any class. Condition Removal and Regeneration should not be possible to the extent that a Thief has it. I’m not talking about huge nerfs, just changes to discourage the current meta.
I only want what is best for the Thief, since I fell in love with P/P and S/D, but I do have to stand back and take an unbiased approach at this. Key word meaning “Balance”. If you find that S/D and D/P are balanced, then you are severely mistaken. You have to look at it like a scale
Weak : P/P S/P P/D | Balanced : N/A | Strong : S/D D/P D/D
They both have to be moved into the center for overall balance.
(edited by TheMightyAltroll.3485)
Actually, we have superior AoE physical damage over time to any other class.
A Wellmancer outputs incredible AoE damage and utility that damages more effectively than any other class in the game.
We also can tank extremely effectively utilizing Vampirism in PvE and WvW better than any other class save Ranger.
We can bunker as effectively as a Guardian.
A knight’s based Vampirism build with siphoning wells can prove very difficult to kill, mitigating constant damage.
A protection/well based Necromancer can survive a very long time. I can’t reveal the entire build (because he asked me not to) but a friend of mine named Spazza made a build that can bunker just as effectively as a Guardian can. If not better.
I might be wrong but… D/D rotation wasn’t truly “viable” in tPvP. dancing around a target trying to finish an auto attack chain without dodges/blinds at melee range was suicide in most cases.
the D/D rotation that used to be popular was CnD > BS > 222222. the one you’re talking about is a PvE rotation used against mobs who won’t properly react to most attacks.
the falling on d/d on PvP had nothing to do with the 4s revealed. it simply doesn’t bring anything to the table.
D/D: needs to be close and hit to stealth, no cc, mobility
D/P
-Perma Stealth
-Lots of Regen
-Condi removal
-Gap Closers
-Dazes
-Blind finishersS/D
- Unlimited Evades
- Tele in/out
-Condi Removal
-Stun breaker
- Immobalize
- Daze
- Stealth
That’s pretty much it. You can choose to be an annoying burster that is immune to conditions and mitigates some damage, or you can choose to be an annoying burster that is immune to damage and removes some conditions.
I would rather see D/P-D/D-S/D builds reworked and weakened to an extent to allow for more builds such as P/P and S/P to shine through.
Actually, Ozii. I consider Mesmers overpowered because of their Shatter build and how much it brings to the table in team fights.
Heh, I thought he was thinking of Fire Grab only misplaced it on the Air attunement. Now that I think about it, I’ve rarely seen even Firegrab do that much.
Just to intercede again.
12.5k fire grab at the 7:40 mark.
Also, scepter attack 2 hits regularly in that video for close to 5000. It is traited for a 4 second cooldown.
I was actually speaking of PvP, not WvW. I rarely see a Firegrab reach, or exceed 8k damage. Also, Scepter 2 is in no way good compared to Mesmer shatter. The fact that Scepter 2 is incredibly hard to land negates it’s short cooldown. A shatter is very easy to land, does more damage, and has a short cooldown.
Everything I am finding is January/February and I have no idea if any of it is still playable in today’s game. Was wondering if anyone had links to the current META builds for conditionmancers. I must add I will mainly be sPVP’ing.
The Meta builds for Necro are generally awful. If you are in NA, and would like help theory crafting for yourself, or if you would like to try some of the more highly effective builds I, and other people have made, with some advice for strategy/matchups. You can contact me ingame.
(edited by TheMightyAltroll.3485)
Better than other professions of course? What do they excel at? Because the last time I asked to some 80 Necros in game I was told they are not the best at anything. Other classes stack conditions better and Ele is better in AoE damage, they said.
Actually, we have superior AoE physical damage over time to any other class. The only class in the game that can beat us in overall AoE physical damage would be Shatter Mesmer. We also have a huge amount of AoE utility and combo fields.
We also can tank extremely effectively utilizing Vampirism in PvE and WvW better than any other class save Ranger.
We can bunker as effectively as a Guardian.
We do everything quite well, however, we are definitely not great with conditions compared to other classes.
My problem with your “bring things down” is that you are asking to tone down a class mechanic that a build’s main source of damage
When a mechanic is too strong, it must be nerfed. This is the way of things. At the moment the Mesmer has too much capability. It’s mechanic is too good. Same with Ranger. Pets are too good.
If you are afraid of shatters, then the build is working by design. It is possible to kill a shatter build.
Yes, but not without building to counter a Shatter build. A dual Mesmer shatter onto a point is complete death for anyone that was standing on that point. Even if it was an entire team.
Anet is already looking into the fact that into the void has almost no tell. They might add a small delay to allow time for the server to give opponent client a chance to draw the curtain.
The void is fine, I actually like that it gives them a bit of play. I think it’s abit out of place on Mesmer, it seems like something that should have gone to Necro for the “Keep opponents there” theme.
Blurr frenzy – very low damage
iwarden – nobody uses it since it telegraph like shatter stone
choas storm – low damage since the build is not condition and everyone know how to dodge
phase retreat- again not a condition build
iwarlock – need conditions to be effective, but the build is not a condition buildI duelist – meant for a phastasm build but the OH pistol only source of damage
I berker – bugged.
Blurred Frenzy does decent damage, and it’s extremely good due to the low cooldown and INVULNERABILITY.
Warden can be strong if you use it well. Which takes a bit of skill.
Chaos Storm is incredibly good, don’t lie. It allows for the Warlock to hit very hard.
Are you actually trying to tell me that Warlock is weak? Because it needs a condition? Dude… you’re another Jportell.
Phantasmal Duelist is blatantly overpowered, and Pistol is an offhand, so having that be the OH pistol’s ‘only source of damage’ is a moot point.
Berzerker can still be used effectively to keep opponents from escaping, by the way. Which is more than most classes have.
I stated that I would like to see certain Mesmer capabilities toned down to bring them in line with other classes, then other builds may be made viable, and bugs can be fixed.
I don’t QQ. I work with facts, and I do not delude myself. 5 Mesmers is not a strong team composition, simply because they would lack defensive capabilities. However, it is still a very big offensive threat. Again, Mesmer is not sustain, it is burst. If you do not understand the difference.