Trait changes:
Empowered Illusions becomes a 7% damage mod.
Rending shatter becomes 2 stacks for 15s
Imagine Burden becomes you gain might per foe hit with a GS.
Phantasmal Fury becomes gain 5s Fury per clone you summon
Duelists Discipline becomes all attacks inflict bleed when wielding a pistol, 20% CD reduction for pistol skills.
Fencers Finesse duration increased to 8s.
Persisting images becomes a flat 50% health increase to clones and they spawn with retaliation.
Protected illusions, you and clones gain 3s protection when using a shatter.
Mental Defence when hit clones gain aegis (5s CD), gain aegis when you shatter. Duration of Aegis 5s.
Illusionary Inspiration clones apply 3s regen upon summon in AoE, use SoI when you heal 30s CD
Persistence of memory 20% CD reduction to clone utility skills only.
Illusionist celerity 20% CD reduction to clone weapon skills.
The Pledge 20% CD reduction instead of stealth camping.
Maim the Disillusioned does burning, torment, poison, chill or fear to F1-5 respectively.
Phantasmal haste replaced with Illusionary dispair inflict 1s fear when using a clone utility skill.
Chronophantasma will change to what persistence of memory is currently but affects all clone skills instead of just phantasms.
Utility changes:
Signet of either refreshes clones skills for weapons only.
Phantasmal disenchanter becomes Disenchant same as current disenchanter on activation but 10s CD and only summons a normal clone 1/2s cast.
Phantasmal defender becomes Illusionary bulwark, grant aegis to allies in the area and summon a clone 25s CD 3/4s cast.
That’s a rough idea of what I would do and what would have to be changed.
I’d remove phantasms as a mechanic and have mesmers only spawn clones. I would then change the way clones behave so they copy the mesmers actions but will randomise movement, so if you press to go forward it will roll to move forward or go backward, strafe left and some will go left, others right. When clones encounter an object if it can be jumped on it will be jumped onto if it can’t then it simply moves in the opposite direction.
Clones would also no longer have the properties of the weapons they wield, so staff clones won’t apply conditions (unless traited) but will still shoot winds of chaos, sword clones would remove boons etc. I would also want to allow more switching places with clones on weapons as clones should be the mesmers defence with less reliance on stealth.
With this I would also buff mesmers attacks to be on par with other classes as follows:
Sword:
auto coefficients 0.8, 0.8, 1.2 with boons/1.5 without boons.
Illusionary riposte: works same as warrior offhand sword but only 1.5s, summons clones each time you’re struck without interrupting the block. Possibly increase to 15s CD.
Phantasmal Swordsman: Becomes a 600 range dash that summons a clone at the start location deals damage to foes in the way (up to 5) and allows to teleport back for up to 5s 20s CD 1.2 coefficient, call it piercing the veil?
Blurred Frenzy and iLeap are fine as is imo, yes I appreciate iLeap is a weaker #5 in the rework but it’s a lower cool down.
Greatsword:
Spacial surge: 2 coefficients for ease of clarity 0-600 0.7, 601-1200 1.4.
Mind stab: removes 2 boons.
Mirror blade is fine for damage.
iBerserker becomes a 600 range teleport that leaves a clone where you were and does damage at the location you teleport to, same animation of raising the GS above head, allows you to switch places with clone for 5s after. 2.0 coefficient with 1/2s cast, cool down 18s.
Staff:
Winds of chaos projectile speed increased by 50%, burn duration increased to 2.5s increase vulnerability duration to 7s, bleed to 10s. Fury increased to 4s, might duration 10s. Reduce cast to 1/2s.
Phantasmal Warlock becomes Summon Chaos: Create a rift causing random conditions on (5) enemies nearby (240 radius) then a clone appears from the rift, can switch places for up to 5s after summoning. Lasts 5s, applies one of the following each second 2 bleeds (8s), 2 poison (5s), 2 torment (6s) or 2 confusion (5s).
Chaos Armour reduced to 20s CD.
Scepter: Leave as is, it’s already a powerful coniditon weapon for PvP/WvW.
Focus:
Temporal curtain 20s CD.
Phantasmal Warden becomes Chaotic Winds 180 radius AoE for 6s that summons a clone when done, may swap up to 5s later. Blocks projectiles and has a 3.6 coefficient hits 12 times during the 6s duration, 3/4s cast, whirl finisher 25s CD.
Pistol:
Magic Bullet reduce CD to 20s
I honestly don’t know about duelist, you could make it like unload but with a 15s CD or something would need a clone summon aspect.
Torch:
Prestige increase burn duration to 4s, blast finisher on use first use and when appearing.
Phantasmal Mage becomes Mage Strike: 15s CD Throws a 900 range ball of fire in a straight line applying burning to enemies and fury to allies (2 stacks for 5s, 5s fury to allies and mesmer) 0.7 coefficient. Summons a clone where the fireball ends.
Shield:
Echo of memory: Gain 1s alacrity per attack blocked however summons a normal clone.
Deja vu same as above but slows nearby enemies for 2s when done.
ToT stays the same.
Underwater: Change you do the mariners attack, 10s CD and whalers attack 12s CD.
Shatters:
MW damage reduced to the following coefficients for 0, 1, 2, 3 – 1, 1, 0.79, 0.7
Cry of Frustration flat 0.4 coefficient
Diversion and Distortion stay the same.
This is why you should queue from some random dead zone like Lorna’s pass or timberline falls, lower load times.
Brand new? Well you want to do some duelling with some friends in a guild arena to get a bit of practise.
This wouldn’t be a bad start for core mesmer the reason I say that is the entire point of it is to burst someone down, stealth until burst is ready again and try again. The portal is to get away, what you do is make sure you set it down a long way away from the fight, ideally in a safe location and when you get to less than 50% and no heal then open and go through, run away and come back when portal is ready.
The reason I recommend this even though it goes against my policy of having no condition clears is that it’ll teach you about when to fight and when to run which is important for power mesmer.
This is another build you can try if you have chronomancer though it has less stealth and so is harder to get away with if you find yourself in too deep.
Anything with boon removal or corruption is going to eat them alive. If you see a 5 man ele team bring a necro or 2 and enjoy the free win.
Oh those rerolls are my favs
- Guys can any of you reroll?
- Sure!
- Rerolls to engineer
- Cant do kitten with it dies in seconds etc….There is a reason someone qued up witha certain class, why not just make an mm without class stackin?
That’s why i reroll from my condy mesmer to my power mesmer -^_^-
or support/healer necro…just take my upvote.
So basically if you’ll never have a chance of coming first just mess around all week and leave everything paper. Don’t bother with upgrades, defending or slotting tactics/improvements just sit back and karma karma karma karmetraaaaiiiin, we cap and go, we cap and gooo-ooooooh.
Ele is so abjurdly OP that it’s bent time and space and gone all the way back to UP, but we all know it’s super OP it only just registers on the OP scale because it’s actually OP+1 level.
If you don’t agree with me then you’re not allowed to disprove my opinion because everyone is entitled to an impervious factually correct opinion free of judgement and criticism.
He is probably talking about condi scrapper with sneak gyro and protection injection or something. I think the burst is referring to the blowtorch. Well if that’s the case good luck to you and have fun with it.
Yeah the give away is smouldering, invis and traveler runes.
Invis limits it to mesmer, thief, scrapper, traps with DH and ranger.
Traveler runes discount DH and ranger as they rely on trapper runes for invis.
Smouldering removes thief and mesmer as their burn damage sucks.
I’ve found some people playing it in WvW with dire/rabid or just intelligence sigils to proc IP, they even use incendiary ammo to load you with 4-5k burn ticks and spam other condi to kill you.
qT has a nice builds section that includes rotations for how to do maximum damage.
Thieves are not useless and are a good option for bosses that move around a lot however you will want to swap out fist flurry or infiltrators signet for other utilities depending on the fight and ham handedness of your group.
Smoke screen is a good projectile destruction on slothazor, shadowstep is nice for doing cannons on sabetha and getting to fountains in Matthias. Various venoms are useful as soft CC on escort, basi venom is great for breakbars in general and scorpion wire can be used if really needed for pulling orbs in Xera/KC.
Thief just lacks the high spike of stupid high damage eles can put out but it’s not bad by any stretch of the imagination and even a half decent thief is a lot more use than an average ele a lot of the time.
Remove the heal component and it’ll be on par with every other block in the game so you can justify the movement. Right now it’s the only shield skill that blocks all attacks and heals you at the same time and for that you are immovable.
Can I have a kitten please?
You’re basically throwing a fox into a hen house while asking it to play nice. I’ll honestly be surprised if we don’t see a “You screwed up matchmaking” thread or something similar tomorrow.
I agree with pretty much everything Sigfodr said and I have used it for doing green circles and the red guardian at VG. There isn’t much point running it elsewhere but it’s a fun build if DPS isn’t too tight and conditions are useful.
An ele and engy will melt red guardian with this as they have plenty of conditions and will have nearly 25 might and tons of fury.
Rebound is must have in raids, pvp is not only aspect in this game. Frankly, some raid mechanics are overcome by using timed rebound (see Xera buttons).
Other classes have very crappy elite skills that are not used in ANY mode.
It is not must have for raids, the only time I would say it’s even close to must have is on gorseval as insurance for if someone went a bit to hard on the damage during Ghastly Rampage. I dont know any class that does not have an elite that is never needed in a raid except necro and possibly ele as quite often we don’t need rebound.
Only reason you might need rebound on Xera is if your eles can’t DPS for kitten as you can just rotate to the next button.
Yeah sure, if you run qith qT you might not need rebound, for your average group you do. People always go down on something (hello KC, Gorse, last phase of Sab or Matt etc.)
I don’t run with qT and while people do go down it is entirely their fault and they are out of position. There is a range on rebound of 600, if you were in that 600 range then one of 2 things happened:
1. The healer(s) weren’t keeping up with ambient damage or
2. You were tanking a ton of damage you shouldn’t (being where tank should be)
Either way rebound would generally do jack.
Range on a lot of druid heals are 1200, they should be catching people outside of the stack usually with Lunar impact with QuickDraw for a second use where needed.
I certainly don’t think rebound is quite the worst ele elite in WvW and PvP if choosing trooper runes and running support as the aura itself will heal for 1000+ and you can control which aura it is. Magnetic and shocking being the most useful.
Rebound is must have in raids, pvp is not only aspect in this game. Frankly, some raid mechanics are overcome by using timed rebound (see Xera buttons).
Other classes have very crappy elite skills that are not used in ANY mode.
It is not must have for raids, the only time I would say it’s even close to must have is on gorseval as insurance for if someone went a bit to hard on the damage during Ghastly Rampage. I dont know any class that does not have an elite that is never needed in a raid except necro and possibly ele as quite often we don’t need rebound.
Only reason you might need rebound on Xera is if your eles can’t DPS for kitten as you can just rotate to the next button.
signet of courage
/thread
My friend has a minstrels guard for WvW it pulses a nice 1.5k heal every 10s…
I would say tornado (for ele) and glyph of elementals is worse in a PvP/WvW environment. The ele version of tornado could do with giving 700 vit and toughness.
Power rev will still be meta. Condi rev may or may not be.
Not much else to say.
from what theyve shown with necro and now revenant. they try to make kittenty builds good by nerfing the good builds. so this wont be the only nerf. is also like to know what staff brings. seeing as sotm was the only thing mildy useful on it. staff needs a buff now.
Not sure what you’re talking about as Necro/Reaper has a pretty wide range of builds you can queue and win with.
Your statement about staff shows a pretty strong lack of understanding of how staff works, and how it synergizes with the rest of the build.
sorry was referring to recent pve balance changes. ik ik different team same stance. this patch was supposed to be minor to “shake things up”. but please explain how staff synergizes well with the rest of the build. id love to know. all i know is its auto sucks staff 2 3 and 4 all suck. only redeeming quality is staff 5.
Then you have no idea of the purpose or the history of Revs and their weapons, I’ll go over some parts for you.
Back at beta weekend for HoT Revenant had no weapon swap and only legend swap. The weapons were conceived to effectively take after a legend, mace/axe mallyx, sword/sword Shiro, hammer Jalis and staff ventari. It sort of worked but many said weapon swap felt needed and the devs agreed so they added weapon swap to the class. What they didn’t really do is redesign the weapons.
So onto the staff, it was meant to be a ventari legend weapon so it’s idea was healing and generally to assist allies. This is why the auto attack drops healing globes, it has a good block which also blinds on 3 and a blast finisher heal and cleanse on 4. The number 2 skill was meant as a punishment for attacking, the idea being the opponent will want to not attack so much so as to not activate the flip over high damage attack. The number 5 has always been the odd duck tbh the evade fit, the CC fit but the huge amount of damage it did (seen them hit for 10k+ back at HoT launch) was certainly not the intention.
Anyway the staff has lots going for it in defence, block/blind, a nice heal and cleanse with blast finished and the CC with evade frame is still there for setting people up for a strike. Power rev won’t be dead because of staff 5. Hope it helps as I doubt much of the history of its development is recorded too much unless you back track through a ton of beta weekend videos.
When I was a child, people paid to have pet rocks, it was a huge craze.
Did they have googly eyes on them and cost 350 gems?
Showing your age there btw given they were mostly only popular in the mid 70s…
When I was a child, people paid to have pet rocks, it was a huge craze.
Did they have googly eyes on them and cost 350 gems?
As for the OP maybe they could be in a pile and moved into positions above stairs and ledges. You then activate a skill to unleash the
krakenrocks! They tumble down the stairs or nearest ledge doing 6000 damage and knocking you down for 3s…also unlockable.Definitely unlockable
Curse you google suggestions! Unblockable!
"
For all those complaining that power Rev will no longer be viable, awesome!
for this statement alone im looking forward to your classes being nerfed too hard.
Honestly, I don’t want ANY class to be nerfed too hard. I know what that is like (Ele circa winter 2013) – it isn’t fun and causes people to leave the game.
However, Rev had some extremely OP aspects that needed to nerfed. It may need subsequent buffs to counteract some of its weaknesses (like condi), but its hard to know before seeing the impact of nerfing the OP stuff. I would hope if they are a little UP, they get some buffs (in other places, like sustained damage) in the next patch. However, a class can’t be buffed reasonably without first getting rid of something OP if that is the main thing carrying it.
From the extremely reasonable responses of Cal (who actually seems to have a clue about roles and holes), I would have more hope going forward. Good to see.
Could you stop acting like this is the first nerf Revs got ? We were op in s1 but since than it’s been a year of nerfs .. hell condi Mesmer is both easier to play and more op than power rev yet no one say anything about it
And yet rev has been a staple requirement on all ESL teams since HoT as well despite these nerfs and is a very widely used class in WvW too though it’s weakness to condi limits it’s solo roaming in small groups it’s deadly.
Staff for revenant is a healing and defensive weapon, it was clearly described as this when it was first previewed even before HoT back when rev didn’t have weapon swap either. A skill on a defensive weapon set that does all it does and can take off half your health bar is objectively overpowered. If this skill was on any other class half the people here would be clapping their flippers together going “nerf nerf nerf” like seals.
I believe there was another red post on further pages saying that they will see how the changes transcribe into PvP and will possibly make some of the changes global. Looking forward to that extra damage to my interrupt me sign on sceptre ele!
When I was a child, people paid to have pet rocks, it was a huge craze.
Did they have googly eyes on them and cost 350 gems?
As for the OP maybe they could be in a pile and moved into positions above stairs and ledges. You then activate a skill to unleash the kraken rocks! They tumble down the stairs or nearest ledge doing 6000 damage and knocking you down for 3s…also unlockable.
Ok so from the wiki this is current RI, the number in brackets is healing power modifier:
No-Illusion Heal: 872 (0.2)
One-Illusion Heal: 1,064 (0.2)
Two-Illusion Heal: 1,256 (0.2)
Three-Illusion Heal: 1,448 (0.2)
A healing contribution increase of 285% gives us a healing power of 0.57 so the new RI with lowered base healing should look like this:
No-Illusion Heal: 331.36 (0.57)
One-Illusion Heal: 532 (0.57)
Two-Illusion Heal: 728.4 (0.57)
Three-Illusion Heal: 926.72 (0.57)
So to get the same amount of healing you would need
0 clones about 949 healing power.
1 clone about 933 healing power.
2 clones about 926 Healing power.
3 clones about 915 healing power.
Well if that’s an invitation for questions Pyro I have a few.
Are you back to playing guild wars 2 on a more regular basis?
Do you think we have too many cool down reduction traits that can be stacked?
How would you improve mesmer? Doesn’t matter how big a change, just how would you ideally?
I’d ask how you think the future of mesmer is but I have 10g on bleak.
Also you’d have to either go EotM or guild hall for the duels both of which provide problems. Shame really, would love to see Bambi reunited with its mother…
It didn’t occur to me because I can’t name every block skill in the game and their cds on a whim off the top of my head. I know the cd is long because it feels long to me in combat. I know I don’t want it to be any longer than it is. This isn’t a professional presentation. This is a game forum and I’m suggesting to the devs not to nerf the skill I like by giving it a longer cd, and what skills I think should take its place if they want to nerf survivability. That’s all.
I don’t think 1 stack of torment per shatter is very much. I think it used to be higher and was nerfed to 1 stack. I could be wrong about that. And the balance team seems focused on nerfing the survivability right now, not the condition spam or damage output of condi mesmers. If they wanted to address those issues, they would have included in the blog of incoming changes. The changes for mesmer is focused on defensives: blocking and healing. So i h aven’t given much thought to how offensive damage could be reduced yet. So I really can’t say too much about that. But I don’t think maim the disillusioned being nerfed further is a good idea.
It was 2 stacks per clone that hits per shatter in the trait previews and was changed to 1 stack when the changes went live with no prior warning. Chrono allows for you to hit with 3-4 clones a lot of the time in a condition build if there isn’t a lot of AoE damage giving 3-4 stacks of torment per shatter. Combine that with signet of illusions for shatter spam and constantly getting 1 clone and a phantasm back via traits and it adds up to a cascade of constant confusion and torment.
While I agree it seems they want to nerf mesmers defences I don’t agree that they should. Power mesmer isn’t in a great spot, sure it can win some fights but it’s high risk moderate reward. If you don’t instagib the enemy in one combo (usually with continuum split to double MW) then a lot of the time you will at best stalemate the fight but usually lose. Nerfing the defences of mesmer further nerfs power but doesn’t offer it any other way to compete via sustained damage or poison to reduce the regen of most HoT builds atm.
I was lucky enough to catch one of Helseth’s streams where he was fighting Zan on power shatter and sometimes Kol. If he didn’t combo kill Zan with CS then Zan would regen to full a few seconds later however due to the amount of CC Kol was an easier fight. Didn’t see anything else sadly but would have loved to see him fighting DH and warriors as power shatter.
Hot Boy is actually right to some degree in regards to phase retreat. You can use it while stunned and it’s on a 10 second CD. We shouldn’t be able to use it while stunned since it isn’t technically a stun break.
There was another weapon skill like this that was nerfed. The thief #2 sword skill. They put a cast time on it…..now going by that Hot Boy is right.
I personally wouldn’t want to see a cast time put on the skill but not be able to use it while stunned/dazed/etc.
There’s a difference though, phase retreat has a cool down of 10s while infiltrators return has a low cost of 2 ini especially when the majority of the weapon set is auto attack for damage. Return also has a 1200 range on the teleport which means you can be completely out of harms way while phase retreat is what 600?
If infiltrators return was instant cast sword Daredevil would be nearly unkillable between bandits defence, infiltrators return and unhindered combatant.
But as for suggestions to this thread, I agree with you. More unique conditions to each shatter that also benefits power builds is a great idea. And of course I agree with you about nerfing Echo of Memories being a bad idea. The CD is indeed long, and it never occurred it was one of the longest block cds. I don’t think Maim the disillusioned needs to be changed because I think it’s a pretty balanced trait as is. I suggested nerfing staff 2 because the kiting capability of staff is very strong, but so is greatsword I guess. I think if they want to nerf survivability, the nerfs should be focused on staff 2 and scepter 2. I doubt they will nerf scepter 2 since they spent so many patches making it a more desirable weapon to use.
The bold part exemplifies the issue, it didn’t occur to you that echo of memory was actually balanced nor did you back up your argument very well as to why it should stay as it is. If something is no stronger and can be shown to be objectively weaker than what is on other classes you can make a case for it to no longer be changed.
You then offered up other skills for nerfing that are barely an issue in PvP. Phase retreat is balanced vs other skills and at 10s CD with a very wonky cool down reduction trait it’s not going to be a target for nerfs. Additionally if you get headbutt for a 3s stun no phase retreat or iLeap will save you from the follow up without a stun break, invulnerability or CC on the enemy, you will still be stunned for 3s. Sceptre is a slow weapon and only shines in a 1v1, when outnumbered you can pressure the mesmer and they will be forced to leave as it blocks only 1 attack and leaves you vulnerable to damage on the follow-up counterstrike vs the evade for 2s on BF. GS is a very clunky weapon and offers very little to anything but power builds, without its kiting potential it would be ones of the weakest great sword weapons in the game.
The reason I say maim the disillusioned is because it gives access to torment and confusion through shatters in the same trait line. Changing it to something else would allow for less movement punishing at the same time as skill use punishment without using sceptre so if you choose the survivability of sword and shield you will not have the movement punishment of torment. It is the combination of both torment and confusion that players find hard to deal with.
While we’re talking of this it would be real nice if chaos armour was 25s CD yet it’s 35s…
Not sure if he has cancer or is saying the game has been cancer for 3 years. If it’s the former then farewell and I hope you have plenty of friends for the hard time ahead.
The problem is Hot Boy that you’re sharing your own ideas for your agenda and come off having the attitude of “screw everyone elses stuff so long as my stuff is still good”. For the record that’s not spite, that is how I and many others are interpreting what you’re typing which is only further escalated by your incorrect claims of the teleports being stunbreaks, they are not.
As for the thread in general I feel nerfing echo of memory is a bad idea as it is already the 2nd highest cool down shield skill in the game (highest being ToT lol) and you don’t even start the cool down till 2nd block if you get it. So essentially if you don’t get hit its a 1.5s block on a 30s (soon to be 35s) cool down and if you do then it’s a total of 3s block on a 31.5-40s cool down.
The thing that needed addressing was the conditions mesmer puts out, torment and confusion at the same time are incredibly annoying and punishing in a game that has combat so deeply set in movement and skill use. Changing maim the disillusioned is probably the best thing that could be done, add different conditions to each shatter, weakness and poison on f3 and 4 would be useful in power builds too.
Arc Lightning: The damage of this ability has been increased by 25% in PvP only.
Arcane Shield: The cooldown of this ability has been reduced from 60 to 40 seconds in PvP only.
Final Shielding: The cooldown of this trait has been reduced from 75 to 60 seconds The health threshold for activating Arcane Shield has been increased from 25% to 50%.
Glyph of Elemental Harmony: The cooldown of this ability has been reduced from 25 to 20 in PvP only.Never used arcane shield at all in pvp but it did need a cd reduction. The buff to Arc lighting is very nice. Scepter builds AA normally does 25% less damage than dagger. After this buff it will be more about if you can get the full cast off with scepter or stay in melee with dagger.
I don’t see why arcane shield can’t be a global change, I doubt it’s going to become the defacto choice for most eles in PvE when they need survivability and WvW it would help deal with thieves.
Arc lightening is a pulmonary impact invitation if ever I saw it and again PvP only?! They’re afraid we’re going to tickle people to death with it in WvW or heaven forbid using sceptre again in PvE. Would love to have sceptre as a viable option for fresh air without having to essentially use a conjured weapon.
Edit: With the amount of unlockable being given out arcane shield really doesn’t justify the 60s cool down. Glyph heal on 20s CD globally would be far too strong in PvE but not that bad everywhere else imo. It would become the no brainer heal for ele in PvE especially when traiting glyphs.
(edited by apharma.3741)
I’ll just comment on the elementalist changes as that is by far my main class.
All these changes could be rolled out globally instead of for PvP and ele will still not have a good power build. The changes to final shielding and arcane shield are long overdue and should be global.
Glyph of elemental harmony in my opinion just needed a cast time reduction to 3/4s of a second as it’s too easy to interrupt but is on par with other heals per cool down as currently. 20s cool down only for PvP seems a tad bizarre considering we heal as one and other heals can be reduced to much shorter times for the same bang for buck.
Arc lightning buff, for PvP only, makes very little sense as sceptre is a massively underperforming weapon for over 2 years now. The burst is largely predictable and sustained damage is poor with fairly strange cast times too. Why this couldn’t be global is beyond me but more importantly why we haven’t had a proper look at sceptre over the last 2 years is strange. The auto attacks are very poor, shatter stone is horrible and the weapon in general feels all over the place, sometimes it’s high burst but on very very long cool downs other times it wants to be condi and a lot of the time it’s attacks are as slow as staff. The one universal constant though is that it’s very low for sustained damage.
Curunen, viper stats are generally useful for a variety of DPS builds. Having viper rings, amulet, accessories etc opens up options for condi engy, ranger, necro, mesmer, guard and ele. I have on occasion run condi ele in raids just for fun, while power ele does more damage it’s not terrible when conditions are required and it provides some nice might and fury.
Even fractals you won’t be turned away with a condi engy, ranger or necro and it’s a nice change of pace sometimes.
lol, to be fair, I was playing condi since launch … and everyone laughed at me
Nah we’re laughing at your witty responces and great jokes, honest.
If you get a full set of ascended armour you can also switch it to necro if you find the play style not to your liking and use it in PvE. I use berserker runes and nearly full vipers on my necro as I use it in a variety of places not just raids. If I were to ever want to play this build I’m also lucky enough to have the legendaries needed to run it mostly.
Crafting an exotic set isn’t that expensive either, about 63s for the black diamonds needed per insignia, think the highest cost is actually the leather for the patches lol. Viper ascended trinkets are also very useful in general if you raid or just want to play different builds so would recommend getting some and the sinister stuff from living world season 2 to slot in to prevent going over 100% duration.
(edited by apharma.3741)
Why not also have a zombie week where the map is full of zombies that go between survivor outposts in a singular unwavering horde. They will immediately chase down any survivors they come across with much savagery.
We can even have spooky names for these weekly campaigns like dead end, drakkar lake and ebola reach…
@Jayne, you play condi mesmer, it is arguably as strong with no elite spec as with elite spec in a 1v1 -.-
thiefs killing mesmers…..lulz, u got some crazy ideas in ur head bro.
Assuming the mesmers can’t fit for a fight though: mesmers can just stealth spam to avoid fighting while they wait each 60 second interval….run nomads…..build rams….hire their own escorts.
I have several friends who would enjoy nothing more than causing a train wreck here by:
Running a few thieves/mesmers and instantly downing the mesmer(s) from stealth.
Laying tons of traps on the portals waiting for people to come through both condi and power traps.
Supply drain traps anyone?
Contest WP whenever we see portals being set up.
The mesmer highway is far too fragile to work for long but it’s a nice idea, would love to see it done to get a group from spawn to mendons or something super fast and save it.
OK well obvious troll is obvious,
I mostly use default but I’ll just say what I have rebound:
QER – utilities
Mouse 5 – dodge
Mouse 6 – heal
Mouse 4 – elite
Mouse 8 – F5
Mouse 9 – look behind
Z – stow weapon
Alt – about face
For those that are thinking what happens when you need to about face and distort? I have a corsair K70 so can disable alt F4 in games and a corsair scimitar mouse so up to 12 mouse buttons on the thumb.
Left click – activate skill
W – forward
S – backward
A – turn left
D – turn right
you guys do know unlike any other siege omega can be reflected by normal attacks ?
The golems in the OP are alphas btw….
When you see them stack up not doing anything, a portal bomb is to be suspected. Get AoE skills ready to place. When you see the portal open drop your AoE on it and if they take it they die if they don’t sure you wasted bombs but you can kite around till they’re ready again and portal with its 72s CD will not be ready in time.
Or just make it so you can’t use them while in combat which would fix 99% of the problems
Called it, nice clarification on staying transformed when entering combat. I look forward to the tengu and other transforms in future.
Fyi it’s been a bug since they implemented skirmishes or the week after when match making broke down and cried because of skirmishes.
It also seems to only happen when one side only owns 1 camp or none in a Borderlands, had it say 2 teams had that number score (identical numbers) as both only held 1 camp.
Just to add that minstrels gear is extremely expensive to make due to requiring freshwater pearls which are 6g50s roughly and you need 3 per insignia. It’s certainly an investment for WvW however nothing compares to how much of a beating you can take and the support you give out. In team play for WvW I’d choose soldier/trooper runes over kitten ability runes as the AoE cleansing from shouts will help more squishy classes with less direct or on demand cleanses.
If you have stacks of tomes of knowledge kicking around you can get a box of minstrel gear from the heart of thorns story, the penultimate mission. Just create a character, bump to 80 then rush through the story and sleep through buried insight. Not the most fun way of doing it but you can grab a few keys on the way by doing some more story missions before deleting.
Likewise celestial can take a while to make due to all the charged quartz too so it’s not much better.
The same matchup where FSP players were logging off during reset out of boredom , because they had 6.6 KDR ratio after 45 mins, which says it all about Piken as a “fighting” server these days.
Trying to avoid making this a matchup thread (sorry OP) .. but they were bored because they greatly outnumbered every single other server out there. To the point that people just didn’t want to play FSP because you’d go out with 40 (a reasonable size) and FSP would come wiht 80. It was the new Jade Sea server.
Everybody thinks that, FSP was often outnumbered (yes with buff) at times too during the Piken match ups. Both servers were stacked and both ended up facing the same problems on different borders.
Datestamping this: 28/11/2016
I’d say FSP is the best fighting server (at the moment). Some of Piken’s commanders no longer tag up after being obliterated by FSP a few times, then linked with them for eight straight weeks.You mean when FSP was linked with not one, but two other servers?
That’s irrelevant. WSR and FoW were both dead servers and Piken also had a link. Both servers had equal opportunity to gain transfers and Piken got a boat load through Blacktide with the likes of TT, Ash and tD. FSP just generally has better players than Piken. Been that way for a long time.
WSR had a massive amount of transfers for people wanting to be on FSP without the price tag. Now we’re with SFR they all left, funny thing is a lot went Gankdara who we’ve been fighting a few times as a dead server.
Piken is a ppt server but I don’t rate FSP much either as there’s a lot of bandwagoners now and they just want an easy carry.
The issue isn’t the trap, the issue is the way stealth works in this game, what doesn’t help is it being given out to classes at the same time as high mobility.
Remove stealth stacking and rebalance from there.
I joined GW2 around September 2013 however by then living story was well under way however I had no friends who played the game and being on Whiteside Ridge meant most maps were pretty dead. Leveling was a pain and I didn’t really commit to GW2 till the beginning of 2014 so missed most of the living story up until battle for lions arch.
You couldn’t really miss the battle for lions arch as it was such a big central event however I’m in a position where I still have no clue who the characters who call me boss are. Why do they call me boss and not commander? I’m guessing because they’re not in the pact but why am I the leader other than because I’m the player? How did I meet them and what do they mean to me?
I’ve read the wiki about it but it means very little to me, there’s been no struggle against Scarlet and they were strangers to me in battle for Lions Arch, which made for a comical Jory and Kasmeer moment.
I was hoping the tower of nightmares fractal might have included something on Marjory to flesh out her back story to those who weren’t there but it doesn’t. At this point I feel more connected to Laranthir, Shashoo and other random NPCs than my apparent guild.
I’d love to play (and pay for) a massively condensed Season 1 to actually develop some kind of bond with these characters who will have a major impact on the game.
Anybody else feel the same?