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Mesmers > thieves now

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Posted by: Vague Memory.2817

Vague Memory.2817

Here are a “few” more…

- Power Block causing Weakness on interrupt
- Confounding Suggestions being a 100% stun on Daze (hello Daze + MW combo!)
- AE Blind on Shatter
- PU providing us with longer & more Stealth than Thieves (and the ability to even specialize into PU while still running a Power Shatter build.)
- Mental Defense, summon pDefender off block or evade
- Restorative Illusions cleansing a condition and healing yourself on shatter
- Cripple on CoF

Virtually every line has some “game changer” in it, as do our Elites (new Moa & Time Warp both are greatly improved!)

Then there is also the 2x 1200 range Blink via Mimic as a perfect getaway. (Or PU + MI for 10s of Stealth will do as well.)

And we haven’t even gotten around to all of the vast Condition damage improvements that will continue to wreck Thieves even more than they already do now.

You are vastly overstating these changes. I’ve run effective stealth and staff condi builds against thieves already, so some of the changes you mention are just making
these already effective builds better.

Against a good thief you are still going to have a hard time because it takes experience, skill, and pretty good reflexes to give them a run for their money. These changes in themselves will not suddenly make Mes and Thieves fight on equal terms. Refer to my post above.

Mesmers > thieves now

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Posted by: Vague Memory.2817

Vague Memory.2817

There are lots of game-changers for the mes vs thief matchup. A few off the top of my head:

Mesmer has tons of access to cripple. Mesmer vs thief is a lopsided fight in part because of the mobility advantage that thief enjoys over mesmer, and high access to cripple will even out that advantage.

Additionally, lockdown builds are generally more effective against thieves than pure power shatter. The added form of offense is effective in many ways at shutting down some of the popular thief builds. With the baselining of IP, it allows folks to run power lockdown as a main build instead of being forced into illusions for pure power shatter.

Additionally, running with a staff in chaos gives you access to low cooldown chaos storms, the strongest aoe denial in the game. If a thief engages into that, they’ll have problems. On top of that, the staff trait gives high access to protection, which will further help to mitigate thief burst.

And before someone calls me out for being part of the ‘cabal of the mesmer forum’, this is a summary of a discussion I had with Supcutie last night. The mesmer vs thief matchup is getting some serious equalization factors, and how equal it becomes will simply have to be seen in playing.

I’m not seeing it personally. As I said if you were getting owned by a thief currently then after this next patch you will still get owned after it. There is no be big game changer here for the average Mes. If you are doing okay against thieves the changes will help out a bit but not massively.

You talk about cripple but I don’t see that being effective against an evade built thief which with condi removal, which I have been coming across with increasing frequency in PvP.

Staff has always been very good against thieves, so no real change there.

I would say the three biggest things that make thieves hard to deal with as a Mes is extreme in-combat mobility, lots of evades, and obviously stealth. Stealth has an additional side effect of making it difficulty putting phants (usually your main damage) up because you need to a target to do so.

These three factors have not been significantly affected by the new changes, and hence I don’t think the general outcome of Mes vs Thief will significantly change either. Any experienced skilled Mes with a build that is effective against thieves now are getting the biggest boost with the patch, but for people having trouble against thieves I don’t think it will change much.

Signet of Inspiration: Hello traveler runes

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Posted by: Vague Memory.2817

Vague Memory.2817

None of those solutions sound satisfactory to me. I think I’ll stick with Travelers. If the swiftness was every 10sec it would be perm swiftness and non-stacking, as it would run out as new swiftness was applied. There would be no overlap, bar outside sources.

If Swiftness was 10s base, then it would be 13s with 30% Swiftness duration granted from Pack or Air runes, plus whatever other sources of Boon duration you can muster.

That means every time SoI cycles it would cast another 13s Swiftness, and quickly add up to 2m or whatever the cap is. The only way to avoid that would be to break it the way they broke our Focus, making it not play nice with other Swiftness which IMO would be worse than the 5s base thing.

Perma Swiftness is stupid, perma-any-Boon is if you ask me, it defeats the purpose of boons. As Pyro said, 50% uptime is fine. It’s not wow, but it’ll do compared to our current choices. I would much rather run Pack or Air runes then Travelers any day of the week, and twice on Sundays.

Perma swiftness is just that, permanent, duration increases don’t make it even more permanent.

It may be fine for you guys but it isn’t for me. Some in the Mes community are very good at expecting little, and happy with getting less in return.

Signet of Inspiration: Hello traveler runes

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Posted by: Vague Memory.2817

Vague Memory.2817

None of those solutions sound satisfactory to me. I think I’ll stick with Travelers. If the swiftness was every 10sec it would be perm swiftness and non-stacking, as it would run out as new swiftness was applied. There would be no overlap, bar outside sources.

Mesmers > thieves now

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Posted by: Vague Memory.2817

Vague Memory.2817

No the 23/06/15 changes to Mes has changed nothing between Mes and Thieves. If a Mes was getting owned before the changes, he/she will still be getting owned after them.

Way too soon to judge this.

I don’t think it is. There is no Mes game changer here.

Signet of Inspiration: Hello traveler runes

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Posted by: Vague Memory.2817

Vague Memory.2817

I can’t believe I got excited when I first heard they were adding swiftness to the passive on SoI.

Then this happened:

Signet of Inspiration

Reduced recharge of this skill to 30 seconds. The passive for this signet now gives 5 seconds of swiftness plus one other random boon every 10 seconds. It no longer gives swiftness as one of it’s random boons.

I thought I would finally be able to run something other than Travelers/Speed runes on my Mes, but it is not to be. I know some people will say it is better than nothing, but are crumbs enough when you were expecting cake.

So basically the signet will give 5 secs swiftness and then 5 sec normal speed on constant rotation. This seems like a poor compromise, though I not sure why there needs to be a compromise.

Mesmers > thieves now

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Posted by: Vague Memory.2817

Vague Memory.2817

thief steal got buffed.

stolen plasma not nerfed either.

RIP mesmers?

but looking at your changes…are you now actually greater than thieves?

No the 23/06/15 changes to Mes has changed nothing between Mes and Thieves. If a Mes was getting owned before the changes, he/she will still be getting owned after them.

Mesmer Changes

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Posted by: Vague Memory.2817

Vague Memory.2817

I’m liking most of the changes, but looking at the other classes’ changes it looks like running a build with little or no condi removal is much less feasible. Unfortunately most of the condi removal is in the Inspiration line (which still sucks). Also I hope they change The Pledge back to a flat recharge reduction rather than the bizarre 1.5%/sec in stealth.

The Pledge (23.06.15) change is awful

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Posted by: Vague Memory.2817

Vague Memory.2817

So The Pledge trait is being changed to:

The Pledge:

Torch skills remove 1 condition from you when activated. While you are stealthed torch skills recharge 1.5% of their maximum recharge every second.

The recharge on this is terrible compared to what it is now (-20% recharge). To put this in to prospective you need to be in stealth for about 14sec back to back to gain approximately the current -20% charge to both torch skills. Also note accumulating a percentage recharge every 1 sec gives diminishing returns. Even with PU (+100% stealth time) I would prefer having the full percentage up front.

I noticed they changed their minds on doing the same “active play” on the Greatsword and Sceptre trait, so why leave it on The Pledge. Having a trait give its full recharge reduction on selection means you can time it better in rotations because it has a fixed recharge speed, but now it will be all over the place.

What do you guys think?

Mimic now Useful?

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Posted by: Vague Memory.2817

Vague Memory.2817

There has always been high competition for the utility slots. Mimic definitely has more usefulness now, but for my sPvP builds it still doesn’t have a place. In WvW it would be more useful as a veil bot, and I struggle to see any real use for PvE.

Even with the new F5 there are only so many skills you can cast in a max 4sec window (taking into account cast+animation time) without quickness, and I doubt this will be among them. Some cast/animation times are quite long on on Mes.

Plans for gear after trait system reset?

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Posted by: Vague Memory.2817

Vague Memory.2817

Most people are thinking lineally. Hopefully ANet are basing their stat changes on a method that requires minimal gear changes, and hence player cost. One way to keep people a bit happy is a one-time stat change on all gear including 1 for 1 account bound trinket swaping. Otherwise the cost of re-gearing for people who don’t have a store of these things will be prohibitive.

what a difference a rig makes

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Vague Memory.2817

The OP must of had a ancient rig before if it couldn’t play GW2 on ultra. It isn’t a particularly demanding game. My 3 year old gaming laptop with an equally old mobile gfx card (AMD 6990m) and second gen i7 processor plays the game at max settings without breaking a sweat.

Chilled slowing down casting times intended?

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Posted by: Vague Memory.2817

Vague Memory.2817

No I don’t have video proof of this, but it is easily testable by anyone. I’ve observed this at different times in spvp. I’m chilled and activate a skill not on cd but the casting time is significantly longer. After encountering this in different matches I checked on what effects Chilled is supposed to have, thinking it a bit odd that a condition essentially has 3 detrimental effects associated with it.

Yep slow isn’t in-game yet hence the question if this is intended or not, or if there is some other reason why this is happening. The overall effect of being chilled is very much like skill lag (but the game doesn’t lag when it wears off or is removed).

Chilled slowing down casting times intended?

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Vague Memory.2817

Nothing can ruin your day more when you are out of condition removals (if you have any at all) than getting chilled. Now that Necros will have more access to Chill I was wondering if one of its effects is intended or not.

At the moment I play a lot of sPvP and I noticed that not only does Chilled reduce movement speed and skill recharge speed, but also casting speed (effectively what the new Slow condition is suppose to do).

Is this intended?

The Wiki description of Chilled is:

“Chilled characters appear blue tinted and move 66% slower. While chilled, skill cooldowns additionally progress at a 66% slower rate; i.e. for every 3 seconds chilled, only 1 second of cooldown will have expired. "

Note no mention of slower casting times, unless movement includes casting times, though usually this refers to character terrain movement speed.

I did make a thread on this is in general discussion about 2 weeks ago, but no one seemed to know the answer to this.

Reaper v Chrono v Dragon

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Vague Memory.2817

The elite specializations are shaping up nicely, I’m looking forward to some epic sPvP and WvW battles. I can’t wait.

Chronomancer Traits

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Posted by: Vague Memory.2817

Vague Memory.2817

Warriors kindly leave our sub-forum if the extent of your contribution is to sabotage Mesmer’s new traits because you are not happy with your own traits. The most appropriate place to QQ would be in the warrior forum concerning your own traits, and not trying to change new Mesmer traits to make yourselves feel better. This is highly discourteous.

Saying ridiculous things like a traited +25% in movement speed for open world is OP beggers belief. Even Robert commented that he felt for Mesmers having trouble keeping up with other classes (on the same team) in WvW. Something Mesmers have being saying for a very long time. Why should we have to forsake all rune builds for Travelers or Speed just to keep up with other classes OoC, this has always been unfair.

Seriously who would have ever thought that a few warriors would be QQ’ing in Mesmer threads complaining of OP traits, I find this hilarious coming from warriors of all classes. Although not entirely unexpected. I have to say the only class that has ever raged at me for beating them in ranked sPvP has been from warriors, a few have harassed me for days for 1v1 matches and even offered me gold to play them. Some of these guys just can’t believe another class can beat them, especially god forbidden lowly Mesmers.

New Trait: +25% Movement "Time Marches On"

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Posted by: Vague Memory.2817

Vague Memory.2817

For a class that doesn’t have the weapon skill movement shenanigans of several other classes

DO YOU EVEN MESMER?

10sec (8 or 6 traited) staff#2 “phase retreat”
12sec (10sec traited) sword#2 “illusinary leap”
And not on weapons but: blink and portal

A good mesmer is already uncatchable w/o any movement buff. This trait is gonna OP.
L2P b4 posting?

You have absolutely no idea what you are talking about.

Chronomancer Traits

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Posted by: Vague Memory.2817

Vague Memory.2817

Personally I think it is sad that a few people not even maining a Mesmer are trying to sabotage a thread created to introduce us to our elite specialization traits.

New Trait: +25% Movement "Time Marches On"

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Vague Memory.2817

Something to note is that we’re also getting swiftness on signet of inspiration. This means that there will be two very viable ways of moving quick as a Mesmer.

Has this been confirmed? If so it means we won’t be going to being locked into runes to being locked to a trait line, which would be good news.

Chronomancer Traits

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Vague Memory.2817

Overall some nice traits. Here’s my take on them:

Minor

  • Time Splitter – Gain access to continuum split/shift which allows you to revert to an earlier point in time.

— Well I guess you have to have this so the trait is specific to the chrono line. In general minor traits are a bit of an oddity now as you will only be able to pick full trait lines which means you get them all anyway for a specialization —

  • Flow of Time – Gain alacrity when you shatter. (1s)

— Not clear on this one. Is it when each clone/phant shatters or when shatter skill is used. To me the wording implies it is when you use a shatter skill. Also with out knowing how much alacrity you can get from other skills it’s hard to know if it is sufficient. If I understand alacrity you need 3 secs of it to reduce cds by 1 sec. —

  • Time Marches On – You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%. (Cripple. Chilled, Immobilize)

Any movement increase is obviously welcomed in Mes. This is long overdue and gives me some confidence that Robert knows how annoying the lack of speed is. I’m not sure if this is suppose to replace the proposed swiftness for the signet of inspiration mentioned, but if it is I think I’d rather have it as a signet than attached to a trait line. It would be far easier to change a signet while moving than a trait line. If it is not a replacement then I think this adds a lot more play options.

Adept

  • Time Catches Up – Activating a shatter gives your illusions Super Speed

— At this point I know that Robert understands Mes play. It seems as though Mes balance is centered on total damage calculated over 3 main parts (direct, phant skill damage, and shatter). Because all 3 steps can be mitigated together or separately, this tends to average out to overall lower damage on a Mes compared to other classes. I think this is a clever implementation to help improve getting the final part of the damage when setting up a burst. Truth be told this would be nice if the buff was applied to the Mes as well, as we lack decent in-combat mobility compared to other classes —

  • Delayed Reactions – Interrupting a foe slows them. (3s of Slow)

— The is a nice addition to interrupt builds. Personally I’m not a fan of interrupt builds as it feels often more random than not. But this make them more attractive for sure. —

  • All’s Well that Ends Well – Wells remove conditions from allies when they end. (1 condition)

— This is pretty lacklustre. Mes needs more decent condition removal spread across the trait lines. The concentration of condition cleansing in the inspiration line (which IMO is pretty useless compared to other trait lines) makes no sense to me. Generally the most effective Mes builds have no or very little condi removal, this means no matter how high your skill level an immobilise (some apps are long duration) is likely an immediate death sentence even from full health (especially in PvP). I would say for this trait given the Wells long cds, put the condi clearing at the beginning of the well and not at the end, and at least increase this to 2 conditions, or make it a 1 app complete condi clear within its aoe. —

Master

  • Illusionary Reversion – Gain a clone after you activate a shatter skill.

— I think this will be nice with DE so you can get more utility out of them. Not so much a clone generator by itself, more of a clone refund.

  • Improved Alacrity – Alacrity applied to you lasts longer. (33%)

— Again this depend on alacrity from other sources, but this does sound pretty low if we are only getting 1 sec here and there. —

  • Danger Time – Gain additional critical hit chance against slowed enemies. (30%)

— Should be nice for slow builds. —

Grandmaster

  • Lost Time – Every 3rd critical hit will slow your target. (2s of Slow)

— This is a nice addition. For the few who are saying that this is OP other classes have traits that proc on every 3rd hit and not crit, so I think this is a non-issue, if anything thing this would mostly annoy other Mes because of the lack of condi clearing. Tough competition from the other GMs though. —

  • Chronophantasma – Your phantasms respawn the first time they are shattered.

— I’ll reserve opinion about this until I know they plan to stop a simultaneous attack by 3 phants summoned in this way. As an observation if you somehow manage to summon 3 phants and keep them alive long enough for a shatter that person is going to get wrecked one way or another anyway. —

  • Seize The Moment – Gain quickness for each illusion you shatter. (1s of Quickness)

— This has nice synergy with the F5, without it I doubt you can use many varied skills in the max time frame (4 secs) due to lengthy animations.

What a joke.

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Vague Memory.2817

I think the biggest issue with Mesmers is that you have to have to put twice as much effort into it to get the same dps as other classes with a lower skill threshold. Higher skill requirement isn’t actually rewarded, but you need it keep up with the other classes. Anet have created a class that is difficult to balance and therefore the class tends to get the short end of the stick.

Most skills are too conditional to get the full potential from the class. Look at the new specializations, you get great interrupt traits, but interrupts are are actually hard to pull off in any reliable way. You can die in PvP without pulling off a single interrupt.

Wells, will you be using them?

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Vague Memory.2817

The wells look pretty, and will have some use in PvE and WvW, but for PvP this sort of static play won’t work well. PvP is too fast moving and dynamic to get the full use out of them. The main problems with wells is the radius of the AoE is too small, also the main effect is at the end of the well and not the beginning, and the cds look too long for the amount of counter play to avoid them. Also I don’t understand why there has to be a clock hand ticking with the pulses when there are enough visual cues to warn opposing players, if anything this should only be visible to people on the same team as you.

Ascended Item Disposal

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Vague Memory.2817

I have no problem with ascended being sellable. Why not? If someone wants to buy them give them the option, if not they can make it themselves or wait for an RnG drop. You can buy a legendary, but not ascended items on the BLT, go figure.

Is Mesmer really a good choice for beginners?

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Vague Memory.2817

Mes doesn’t really benefit from a glass cannon build, because the base damage is comparatively low, especially due to the relying on phantasms and clones for damage, which have low health pools (even when traited for). So they can die before they pull off their skill, or only get one shot off.

What the heck.

What I meant to say is mes doesn’t really benefit as much as other classes with glass builds (context is PvP). We are mostly reliant on Phants and clones as a main damage source which are squishy and can be cc’d etc. This is not as good as straight up direct damage.

How will mesmers do against thieves?

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Vague Memory.2817

The new specializations including the elite won’t change anything where thieves are concerned. The fundamental problems mes face with thieves is stealth (prevents putting phants up), lots of evades, consume plasma and their extreme in-combat mobility. From the skills I’ve seen of Chronomancy, with the exception of some long cd wells it doesn’t offer anything significantly different to the equation. A thief will dance right through your tides of time wave and burst you down.

Thieves can be beaten, but they have an inherent advantage over mesmers. I don’t see the value in having hard counter classes, makes no sense to me. All classes should have a level playing field so that skill is the determining factor. Example powerblock doesn’t affect thieves because they have insta cast 0 recharge on skills based on initiative. How is that balanced.

I dread to think what elite specialization thieves will get, they are already in a good place.

Nerf Quickness Please

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Vague Memory.2817

The new mesmer is gonna be REALLY stupid otherwise.

Have you actually read the description for quickness, it got nerfed some time ago:

“Quickness is an effect that increases attack and action speeds by 50%. Quickness sometimes comes with a temporary drawback, such as a penalty to endurance regeneration, the inability to be healed, or an increase in damage taken while the quickness lasts. "

Endurance regen and non-healing really hurt mes, it has to be used with some thought.

Nerf Quickness Please

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Posted by: Vague Memory.2817

Vague Memory.2817

The new mesmer is gonna be REALLY stupid otherwise.

Have you actually read the description for quickness, it got nerfed some time ago:

“Quickness is an effect that increases attack and action speeds by 50%. Quickness sometimes comes with a temporary drawback, such as a penalty to endurance regeneration, the inability to be healed, or an increase in damage taken while the quickness lasts. "

Endurance regen and non-healing really hurt mes, it has to be used with some thought.

F5 skill

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Vague Memory.2817

I’m guessing the reason they called it F5 is because it has its own slot, otherwise they would have called it an F4 replacement.

Condition removal and new specializations

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Vague Memory.2817

My general feeling about mes is there generally isn’t really enough good builds with condition removal. I know the devs have deliberately made this a class weakness as they explained in the class philosophy ready-up a while ago. However I find it makes Mes feel a bit unbalanced to play especially in sPvP. In WvW or world PvE you usually are in a zerg and can rely on others to provide it.

Looking at the new specializations I don’t see much of a change in this unless you go inspiration (generally a weak line IMO), the 4 other traits lines are pretty much bereft of condition removal, with usually a trait that can only remove 1 condition at a time. As for mantras I really dislike the obscene channelling times, but also the competitive they pose for utility slots against better skills.

I’m wondering how people are planning on incorporating a decent level of condition removal with the new specializations, or will you run an almost cleanse free build?

Ladies and Gentlemen: The Chronomancer

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Vague Memory.2817

The F5 skill Continuum Split has a weakness, that will be taken advantage of: it returns you to the original position you cast it. That means for PvP, people will know exactly where you will you come back. Expect that spot to be cover in conditions on return, or someone waiting for you with a pull/push/interrupt. In such scenarios it will be a race to dodge off your spot and survive long enough to use your refreshed skills. Will be nice skill though if used right.

Meet the Mesmer Specialization: Chronomancer

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Vague Memory.2817

The elite specialization skill looks pretty nice, but I think this may have more utility in WvW zergs and possibly PvE. In sPvP a thief will evade his way right through the middle of your wells and wall, consume plasma, immobilise you and burst you down before your skill has ended.

As for the F5 skill, notice that the CD increases significantly from F1-F4, so the F5 will have a very long CD to keep it in check. The effect sounds tactical cool though.

Also it will be interesting to know what the target number limit is for these skills.

As much as we know now it all sounds pretty impressive, but definitely not OP, which no doubt some will call it.

About the new Greatsword Training gm trait

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Vague Memory.2817

Well we don’t know what the cap is for the GS cd reduction trait is, but in the live stream they said you won’t be able to line people up and get 40% reduction. If the max is a 20% reduction, then this is worst than the upfront 20% reduction we get now, as you have to work it up. Also we don’t know how long it lasts for or if there is a icd for this. I don’t think we can call this without knowing some of the details for this mechanic, which is also being applied to other skills.

Is Chilled suppose to effect casting time?

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Vague Memory.2817

I have to say that the animation do slow down when chilled and maybe that is what is causing longer cast times. Is this intended? Seems very strong for a condition if this is the case (3 effects). No wonder some people are running chill builds.

Is Chilled suppose to effect casting time?

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I’ll have to check chilled again to make sure, but the last two times it happened it was from necros I think.

Is Chilled suppose to effect casting time?

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Vague Memory.2817

I’ve noticed this a few times in PvP. When I get chilled and activate a skill the casting time is significantly increased.

On wiki:

http://wiki.guildwars2.com/wiki/Chilled

It says: “Movement speed decreased by 66%; skill cooldown increased by 66%; stacks duration.”

I notice the movement reduction (haven’t checked skill cds though) but it doesn’t mention casting time. Anyone else notice this, or is it a traited effect?

Any easier way to get ascended eqs in HOT

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Vague Memory.2817

After playing the game for 2 years I’ve had 12 ascended chest drop, but I’ve only used one of them because the stats are usually a bad combination for my characters, and they just sit in my bank. On average a drop rate of 1 every 2 months for me. I don’t think it is too much to ask that we should be able to either choose the stats we want on the chests or to make the chests tradable (either on the exchange or at a vendor).

I’ve also made a full suit of ascended armour, which was an overly painful process getting to 500 in crafting, and then the time gating of crafting ascended materials which for armour is pretty awful (1 per day). Time gating is a terrible mechanic for crafting and should be removed, there is already a prohibitive amount of gold/materials required for this, so why is it necessary. If a person has made enough gold or collected all their own material (no small feat) then they should be able to make what they want, when they want, not wait 2 weeks for 1 full armour set.

Mesmer Specialization Art

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Vague Memory.2817

Even though we know mes aren’t getting a main hand weapon, it is curious the main hand is just out of the shot.

Hero Points & old characters: breach of trust

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Vague Memory.2817

I’ve read few of these threads now, and I struggling to understand what the issue is exactly. If we get all of our skill points spent on traits refunded back as hero points we should be able to unlock everything to the same extent that we had before. That should include all the old skill point challenges (the new hero challenges?). I doubt Anet will deliberately short change people and incur the wrath of pretty much the whole community. I’m I missing something here?

Equipment with boon duration stats incoming?

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Vague Memory.2817

During the specialization live stream on Friday they tried to answer this question on boon duration lost with the trait system, and from what I remember they seemed very vague on this. Either they do not know right now or they will do away with it totally and replace all duration with extra stacks (intensity) only.

They hinted they are doing this for conditions such as burn, poison and I think confusion duration, so maybe boons too. The stability change may have been a dry run for all boons, though it would a little more difficult for boons such as swiftness and quickness etc., but not impossible. They did mention super speed for one of the Mes traits for glamour fields, so in that context maybe you can upgrade your run speed with extra stacks?

compliment by a thief good or bad?

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Vague Memory.2817

It is a good compliment if he/she was a good thief.

Deceptive Evasion should be Baseline

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Vague Memory.2817

This is way too mandatory for nearly all Mesmer builds, and not making it baseline limits the variability of builds Mesmers will be able to make.

Almost all Mesmers will have to take this Spec just to get this Trait. It should really be baseline.

I agree, DE should be made base line. I rarely see a Mes not running DE, and when I do they tend to die pretty quickly and horribly in PvP. Phantasms only builds may work better in group PvE, but in WvW and sPvP the rate your Phants are killed far exceeds the rate you can put them up.

I suggest making DE baseline, and replacing the trait with one that specifically removes clones on dodge for all 10 people who don’t want it.

I think you’re grossly underestimating how many mesmers run phantasm builds in PVE. And a trait like that sounds terrible, they would have to bake something else into it to make it interesting.

Where did I say that about PvE?

When you make that comment about how only 10 people don’t want DE that’s what you imply. Baseline DE would affect a lot of people.

You conveniently, ignored what I specifically said about PvE. Did I underestimate how many people don’t run DE….yes I meant to say 12.

Tying the majority of Mesmers to Dueling just to get DE defeats the main objective of the trait line restructuring, namely increasing build diversity.

(edited by Vague Memory.2817)

Engineer is getting AOE Moa skill

in Mesmer

Posted by: Vague Memory.2817

Vague Memory.2817

Was that engi Moa skill real, I thought it was a joke, the way they presented it. AoE moa transform?

Deceptive Evasion should be Baseline

in Mesmer

Posted by: Vague Memory.2817

Vague Memory.2817

This is way too mandatory for nearly all Mesmer builds, and not making it baseline limits the variability of builds Mesmers will be able to make.

Almost all Mesmers will have to take this Spec just to get this Trait. It should really be baseline.

I agree, DE should be made base line. I rarely see a Mes not running DE, and when I do they tend to die pretty quickly and horribly in PvP. Phantasms only builds may work better in group PvE, but in WvW and sPvP the rate your Phants are killed far exceeds the rate you can put them up.

I suggest making DE baseline, and replacing the trait with one that specifically removes clones on dodge for all 10 people who don’t want it.

I think you’re grossly underestimating how many mesmers run phantasm builds in PVE. And a trait like that sounds terrible, they would have to bake something else into it to make it interesting.

Where did I say that about PvE?

Huge Mesmer Nerf Confirmed

in PvP

Posted by: Vague Memory.2817

Vague Memory.2817

I would take DE over both IP and IE. However it isn’t about swapping them, it’s about locking the majority of builds to Dueling. That isn’t diversifying builds, if one specialisation is pretty much obligatory for 99% of mesmers, because of DE.

Deceptive Evasion should be Baseline

in Mesmer

Posted by: Vague Memory.2817

Vague Memory.2817

They already make so many traits baseline for Mesmers, asking for more is just greedy. With the planned changes they’ll be more than strong enough.

Quote from dulfy.net:
“Traits that are made baseline: Illusionary Persona, Illusionary Elasticity, Protective Mantras (gain extra armor when you cast a mantra), Phantasmal damage boost traits, Manipulation range.”

Why is it greedy? Apparently the main point of reorganising the trait lines/specializations is to increase build diversity. So why put a trait that 99% of mesmers use in a specialization, when that means you have to choose that specialization primarily for that trait. That doesn’t make sense in this context.

It is not like DE is OP, is just adds to survivability and helps in shatters. Considering how weak clones are and the removal of on death traits, making it baseline just seems logical me.

Deceptive Evasion should be Baseline

in Mesmer

Posted by: Vague Memory.2817

Vague Memory.2817

This is way too mandatory for nearly all Mesmer builds, and not making it baseline limits the variability of builds Mesmers will be able to make.

Almost all Mesmers will have to take this Spec just to get this Trait. It should really be baseline.

I agree, DE should be made base line. I rarely see a Mes not running DE, and when I do they tend to die pretty quickly and horribly in PvP. Phantasms only builds may work better in group PvE, but in WvW and sPvP the rate your Phants are killed far exceeds the rate you can put them up.

I suggest making DE baseline, and replacing the trait with one that specifically removes clones on dodge for all 10 people who don’t want it.

Do new specilizations = build saver?

in Guild Wars 2 Discussion

Posted by: Vague Memory.2817

Vague Memory.2817

Come on ANET we’ve been asking for this for ages. Give us the ability to save builds and swap on the fly OoC. If you want to increase build diversity, this alone would be significant. It just takes too long to change from 1 build to another. I mean everything – traits, armour, weapons, accessories, and utilities.

Make it so !

Signet of inspiration: passive swiftness

in Mesmer

Posted by: Vague Memory.2817

Vague Memory.2817

Ok I may be wrong but if we do get passive swiftness won’t that makes us faster than everyone else?
every other class (except guardian) gets 25% but swiftness is 33%
am I missing something here?

Good question. But I was more interested in whether they are giving us perma swiftness with the signet or is it still going to be random.

I didn't want to say it but(post spec stream)

in Guild Wars 2: Heart of Thorns

Posted by: Vague Memory.2817

Vague Memory.2817

They said they did this to add build diversity (I think this was achieved by removing stats from the trait lines), but they also said this would help to balance things (despite giving thieves access to x2 consume plasma – what!!).

Signet of inspiration: passive swiftness

in Mesmer

Posted by: Vague Memory.2817

Vague Memory.2817

I watched the live stream yesterday and was overjoyed when they said SoI will grant passive swiftness. I took this to mean perma swiftness when the signet is chosen, and was thinking great I can now experiment with rune builds rather than running Travelers all the time.

But then I looked at the signet’s description from the live feed pics, and remembered that this signet already provides passive swiftness at a 1/8 random chance every 10 secs. The signet’s description from the live feed is the same as the current one in-game. Maybe the new description wasn’t added yet?

I’m guessing they mean non-random passive swiftness, with the random swiftness being removed, but it would be nice to get some clarification on this.