Sounds like you’re playing the 5v5 hotjoins. If not maybe you should be.
I know when I join the free tourney’s as a solo random player that I do not expect much to come of it, and am always happy to be pleasantly surprised and make some new friends to play with.
Patience is key, PVP is being worked on. Haven’t heard anything about them planning on allowing a recently queued person to be a replacement in a tournament team. I don’t really like the idea personally. If I play with team and one is accidentally disconnected I don’t want you popping in and saying “HAI GUYS WHAT’S THE PLAN!?”
I suppose if people were desperate enough and asked for it repeatedly maybe the team could have an option to open the 5th slot for a random entry to join.
He was already 2v1 Socram. When it became 3v1 he died instantly as the thief tipped the scales and he’s angry about it.
You will get no sympathy nor support from me in your misguided belief that you should be able to 3v1 with or without 3k armor. You didn’t say what class you were playing and I’m seriously considering making up a scenario that fits your attitude but I will refrain from suggesting that you got too comfortable abusing mace 3 on your guardian in a long drawn out story.
I am trying to understand the point of having 1 trait and 1 signet that both add 20% or 50% respectively to the health pools of phantasms.
The part I am trying to understand is this: Was the phantasm spec never intended for pvp? I haven’t tried and pve with mesmer so I don’t know how effective a phantasm build is but in pvp all the npc’s, including the class specific ones in the mists that are meant for training, can and do often 1 shot the phantasms with or without the supposed +70% health pool.
I have tried testing out the health pools on a couple of occasions and am sure that they are receiving their bonus, but with such miniscule health pools what’s the point?
If you have any insight into this please explain to me what you think/believe/feel/or actually know.
Knight’s Jewel is currently giving incorrect stats. It adds +75 Toughness instead of the stated +75 Power.
its because ANET has a desire to implement a iberzerker nerf…and so they are just stretching it out for a bit hoping you forget, then maybe restore 70% of what it was with a “bug fix”….and then you will thank them for the 30% damage nerf.
Great strategy really. Its obvious by now they could have gotten the damage consistent with how it was pre patch…if they wanted to..they just dont want to.
My two cents.
If you hadn’t noticed the developers do not rush changes to game balance unless something is actually broken and destroying the game. When they want to rebalance they iZerker they won’t just slap some extra dps on it to “fix” it as we all wish they would. iZerker works very much like a boomerang/projectile and adding damage willy nilly as a quick fix just won’t suffice if it is connected to other similar boomerang mechanics.
Sadly though I do agree with the sentiment that they over did the damage nerf and have no intention of giving us the pre-patch damage output back. I can only guess that once they figure out what role they actually decide they want mesmer to play that they will try and make it an enjoyable dynamic for us all. Doubtful that the role is as a direct damage dealer, or long distance pvp transportation/mobility.
(edited by Wise.8025)
So many people including people who allegedly play mesmers who dont know what the issue is.
The berserker has not recieved a damage reduction.
The problem is the berserker is missing attacks on its first pass. Which is being percieved by people who don’t play the class or allegedly play the class as a damage reduction. If allowed to live for 20,30,40 seconds every pass after the first one hits for full damage. IE: first pass = 3k , 2nd 3rd 4th etc pass = 5k damage.
This is a bug that has been introduced with the latest patch which is completely independent of them fixing the LOS bug(being able to cast the beserker without line of sight on the target).
So what YOU are saying is that a missing is not a damage reduction? I beg to differ on that point. That’s essentially saying that because they wanted people to be able to evade the initial attack from the berserker they have allowed the berserker to miss it’s first attack or have a highly reduced damage thus making this skill an 8 second cast before it is possible for it to land any damage and is at risk of being destroyed before any damage lands. – Brilliant deduction.
I’ll re-post what was posted in the other thread:
Illusionary Berserker has not received a direct damage decrease. Instead, it seems that the damage reduction you (and I) are seeing is most likely associated this fix:
“Fixed a bug that caused many piercing, boomerang, and bouncing projectiles (those that hit more than 1 target) to continually increase in damage the more targets they hit.”
We are aware that this particular phantasm is now experiencing a significant drop in damage and are looking at getting it back to a more effective state.
-Karl
He’s basically saying that iZerker was a boomerang on a timer with aoe damage along its path. Also, by “more effective state” he’s saying they are not going to commit to anything but that it will be changed again.
Being the only good non-shatter aoe source of damage for a mesmer this has really hurt several build dynamics, as mesmer no longer has a heavy hitting aoe attack outside of their shatters, even with a full power spec.
Personally I am not opposed to the 20 second respawn timer, but it definitely feels as though I am being punished for getting in front of a zerg when I really need to hold a point. Zerg comes around and wipes the points clean then caps. 20 second respawn for me. I could run when I see 4 coming but low mobility classes suffer. No skill zerg groups suddenly became viable with max respawn.
If they are wanting to discourage the zerg mentality but still have some sort of balance and consequence why not change how the respawn timer works.
Here’s a couple of ideas that may be terrible or may work out great, so feel free to respond or completely ignore my ideas below.
1. Have the 20 second clock start the second you are downed instead of after you are dead. So if you manage to survive for 15 seconds in the downed state before getting finished off you only have 5 seconds remaining before respawn.
2. Have the clock start at 0 seconds once you are downed and the longer you stay in the downed state the higher your respawn timer goes. You stay downed for 20 seconds you’ll have a respawn of 20 seconds.
My choice – precision for at least 15 points in order to get your master skill. Illusions cause bleed on crit. adding further condition damage that scales with your stats.
This build was made on paper and has never been tested to any degree of success correct?
The problem I see here is that the range on the shatter healing is 240 which means you need to be sitting on top of your target in order to enjoy the healing with any consistency. That being said with +healing stacking you do heal for a fairly large amount.
No. You create illusions based on the 3 available illusion slots you have. Once the slots are occupied by either a clone or a phantasm if you should create more you destroy the 1st one that was made to make room for the next one, while bumping the others to the front of the line for replacement.
If you don’t want to replace your phantasms, then don’t. It is exceedingly easy to keep up 3 phantasms without replacing them with a clone. If you feel you need a stun break, then use one that doesn’t create a clone on use. The power is in your finger tips.
I wasn’t aware you added the ability for mist form to let the elementalist come up from being downed to full health? This happened in a 1 vs 1 on a point and he killed me because of it. I downed him and had like 13k health, he was DOWN. I was stomping him and he mist formed and all of a sudden was on his feet dodging around and attacked me and killed me…
A thief did this to me 3 times during an spvp match as well. Nobody else around, he went from down state and me in mid stomp, to him standing up, and then killing me… This just happened at 10:07 PM EST.
Please fix ASAP this will break tournaments for sure.
Are you a Mesmer and you used a shatter to kill him? If so then guess what there is currently a bug where when your clones die it causes your enemies to rally.
That sounds painfully slow and boring when you can simply PLAY the game and net 100’s while having fun. All the while gaining points FAR faster since you should be getting the skirmishing and all the other bonus points as well.
I have this issue too, frustrating for PVP as well when positioning and mobility are always key
I’ll re-post what was posted in the other thread:
Illusionary Berserker has not received a direct damage decrease. Instead, is seems that the damage reduction you (and I) are seeing is most likely associated this fix:
“Fixed a bug that caused many piercing, boomerang, and bouncing projectiles (those that hit more than 1 target) to continually increase in damage the more targets they hit.”
We are aware that this particular phantasm is now experiencing a significant drop in damage and are looking at getting it back to a more effective state.
-Karl
Please define “more effective state” sounds like there is no interest in returning iZerker to it’s previous damage output.
Standard Mesmer rant to follow.
Mesmer could really use something to offset the “fixes” we have experienced. Portal nerfed? Yet our low mobility is not compensated. Phantasms LOS “fixed” now mesmers have to ensure there’s no blind/invuln/bumpintheroad/etc. and our dps has fallen far below effective as well as our survivability since that is also tied to our phantasms. Thus we can’t run, we can’t hide, and we can’t fight back.
What exactly is our role because I’m confused?
Gotta say I did not enjoy the Battle of Kyhlo today after the patch.
I was sitting on the treb firing away when a thief pops up and hides behind the treb blocking my LOS. All my phantasms go to cool down and I watch him keep circling to avoid me while he kills the treb. Once he’s done he runs off.
LOS was being abused but this seems to have created some other issues.
All Clones with scepter deal Zero damage :
Did not find this mentioned so ges better report it in then.All clones except Staff clones (who deal damage through conditions) deal 0 damage. That’s how Jon Peters want’s it and that’s how it is. Remember Low damage = no damage. Shatter away!
Why do we have a trait that boosts clone damage by 15% unless they mean shatter damage as even a 1000% boost of 0 damage last time I checked still would result in 0 damage.
This boosts phantasm damage as well as bleed damage.
This about Phantasmal Strength? If so, then the 15% damage is for PHANTASMS and not clones, that being said, the tool-tip does not indicate any damage increase for phantasms. Where as the Empowered Illusions +15% damage does. Maybe I just does understand what was intended here and how it’s supposed to work.