Notice the wink in the title of the thread. I believe the OP when he said he was just kidding.
I am pretty sure the reason it appears they are “just sitting” there is that they have been knocked down, but because of way the game animates stealth/revealed the knockdown does not animate properly on our screens.
“Mesmer:
Ether Clone: Fixed a bug causing this ability to generate two clones in a WvW or PvP map.”
Kitten
I noticed when playing my modified Immortal Mesmer build (thanks Pyro) there was a HUGE difference in the retaliation procs I was seeing. So much so that I simply put the build aside for now.
If the retaliation on phantasms is doing nothing even for the 5 seconds it is up then this would make sense as to why I was seeing virtually no retaliation procs at all.
This “bug” is the best thing to happen to scepter since release.
Honestly though, even though I am enjoying the double clone generation (I get it 100% of the time on either the 0 20 30 20 0 or the 0 20 30 0 20 builds I have tried today), I would really like to know if it is intended or a bug before I commit to buying anything else for the build.
They nerfed chaos 15 (or is it inspiration 15) months back just because of perma-protection.
This will (unfortunately) be nerfed in a month or two.
I have learned to never put too much stock into strong builds with this game…
Portal Entre / Exeunt
Creates a Portal, linking two places together. The Mesmer and any of her allies can use either side to instantly teleport to the other side. Depending on the distance travelled and Line of Sight between the exits, materialization takes up to 3 seconds.
Duration: 20(+4) seconds.
Cooldown: 30(-6) seconds.
Materialization: Depending on distance travelled players are dazed + stunned for up to 3 seconds. If there was no LoS between the portals, duration of this effect is always 3 seconds. It is not possible to avoid this effect.Veil
Creates a weil of light on the ground, separated into five lines. A player crossing through one of these consumes it, becoming stealthed. Enemies crossing the line consume a charge, gaining “Veiled Sight”, briefly losing track of all enemies.
Duration: Veil lasts 10(+2) seconds. Stealth lasts 4(5) seconds. Veiled Sight lasts 2 seconds.
Cooldown: 45(-9) seconds if all charges were used up, -5s per unused charge.
Combo Field: Light
While I always like to hear new ideas, I don’t think anyone will ever want to use a skill that:
-stuns them for 3 seconds (especially in a battle situation)
-makes all of their enemies invisible for 2 seconds (especially in a battle situation)
This kind of change would relegate them to non-combat applications only, making veil completely worthless, and portal only good for golem transport. Boring.
Note yanking with TC removes the bar animation, but not the light field and you can still sword 3 leap through it for retaliation.
Sorry not much to say on the build as I haven’t tried it, but thanks for this little tidbit of info. I had no idea.
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.
Guess what, I dare you to go play an glass cannon DPS Staff Elementalist, with only 14k vitality and 0 toughness. I double dare you. Can’t do it? Guess what, even the glassiest of Mesmers are incredibly hard to kill. They have invulnerability, they have invisibility, they have loads of CC, and even half stun breakers on weapons. How in the name of hell do you find that bloody balanced?
Just want to point out that Mesmers have no stun breakers on weapons that I know of. If you are referring to Phase Retreat, it is not a stun breaker.
LotRO has a really good “remote looting” feature now that works great. All loot is auto stuffed into your bags and then you also have a 50? slot overflow that holds extra loot for an hour to give you time to sell the extra junk. I would love to see this implemented.
Oh and if you can’t see the loot bags, just hold down ctrl as it highlights them and puts a tag over them.
Illusionary leap is probably the worst immobilize in the game for it’s unreliability. It is probably the easiest to dodge also with the possible exception of Necros dagger 3.
Also, if you begin to cast out of range but then move into range by the end of the cast, no illusion will spawn. This only appears to happen with this particular skill, as with other phantasms you can begin to cast out of range and as long as you are in range by the time the cast has finished the phantasm will spawn.
So yah, it’s a love/hate thing with this skill.
Perhaps a timer on w3 map swap? 2 minutes or so?
I don’t know. Part of me thinks it’s clever tactics and another part of me thinks it’s not entirely fair/fun that a world can use the 1700/1700 supply in their garrison to fund other map campaigns.
I guess the question is, are the maps designed to be stand alone, or are they meant to be one giant map separated only because the game can’t handle maps that are any larger than the current ones?
It’s too bad they limited the effect to only 20 people, because I think you are right that it encourages even larger groups, not smaller.
If it affected EVERY player within 1200 range then that might help break up huge 40, 50, 60+ man zergs (which are pretty common in T1), so the affect of 1 trap has an overall lesser effect.
In the end though, I see only one thing happening. Scout goes ahead about 2000 in front of everyone all the way to the objective, then all around the area where the siege will be set up.
Oh and setting traps in stealth will probably get nerfed too. Although it is nice to see thieves have a real purpose in w3, other than killing dolyaks and buggin’ people.
Is it just me or does anyone else read the thread title as “New content is greater than fixing bugs”?
As to bug fixes, I went back and counted the number of bug fixes in the March 26 patch notes and got bored and stopped counting at around 70 .
So it’s not like they aren’t fixing stuff. It just takes a lot of resources and time and money to do it. I agree with Siphaed’s second and third paragraph, if not his first one.
Having different crash now.
BCCode: 124
BCP1: 0000000000000000
BCP2: FFFFFA80078848F8
BCP3: 0000000000000000
BCP4: 0000000000000000
OS Version: 6_2_9200
Service Pack: 0_0
Product: 256_1
Bucket ID: 0×124_AuthenticAMD_PROCESSOR_CACHE_PRV
Twice in the last hour.
I think most people who play Mesmers, and then play against a Mesmer, do not think they are op and have no problem in killing them.
Problem with mesmers is the learning curve to kill one is higher than say a warrior, so to newcomers it can seem ridiculously hard to kill one, if not impossible.
I don’t think I am a great Mesmer, but my experience has been I can take on some 2 v 1 and win, and take on other 2 v 1 and lose.
Same with 1 v 1 although I win very frequently, probably some 90% or more against other classes. Against other mesmers though…
I think any group of 3 anything should easily kill a Mesmer no problem. All they need is some decent cc to do it.
TL;DR no they are not op, just learn who the real one is and you will find yourself killing them all the time.
Thanks for the screenshot.
It definitely looks like a low resolution texture issue. I have tried to lower my settings to make them look as bad as the one in your picture but I can not seem to do it. I also changed all my CCC settings to “worst possible looking” and it still does not make the textures look as bad on the character screen as your does.
Like amaranth says I would try to reinstall your drivers as they may simply not be rendering the textures properly, or down sampling them for some reason.
…i thought sweet! ill try and tank with my Thief something that Rift also did(so many dodges and evades) sadly thats not the case with GW2.IMO i think A-net needs to tweak the numbers that both support/control do to make them more viable to a group, but not to the point we have dedicated healer/tank roles but so partying with players that do so is more optimal but not necessary.
I see your point. But I think there is a difference between facetanking and simply avoiding damage like what the thief does through stealth/hit and run tactics.
Earlier in the thread someone mentioned that “tank” builds in GW2 are called “bunker builds”, in that they are hard to get rid of/kill, but different classes go about it differently. I’d agree with that statement.
How is that any different than 4 warriors looking for a mesmer? Again it doesn’t change anything because there will always be an “optimal” combination. I run plenty of dungeons without the aid of warriors and mesmers but I know that with them things might be a little easier because of the skills they have to offer. So if no changes are made to the other classes healing abilities how does that break the game?
Forget about the optimal group thing for a minute.
Once you balance content difficulty for main healers it WILL unbalance it for every other possible combination.
You simply can NOT have healers that are capable of main healing in a group without making the current content trivial or completely reworking how personal heals work in the game.
All content in this game is currently balanced around the fact that everyone can take care of themselves to an nth degree, with a little help from others in the form of supplemental healing/fields and utility. If you introduce the capability to main heal/main tank you wreck the balance. Period.
Think of other mmos. How would giving every class a large personal heal/regeneration affect the content in those games? It would completely wreck it. You are suggesting basically the same thing for GW2 from the opposite angle.
If you are talking small tweaks towards tankishness or healishness then that is reviewable. But tank classes that can mitigate 80%+ damage, and healers that can main heal groups can never happen in GW2.
Mesmer is probably a more well rounded profession that can easily contribute to all areas of the game. It’s lots of fun.
Necromancer isn’t as bad as other say, but having both a Necro and Mesmer at 80 I can say that for me the necro just seems less capable in many areas, like spike damage, useful/cool utilities, escapability (in WvW in particular), solo roaming in WvW, and build variety.
I like my necro in group WvW a lot, but everything else…not so much.
Also know that the Mesmer doesn’t become great until at least past level 40 or so, so don’t judge it in the first few levels because it is slow to get going.
I just don’t see how adding a class that is more oriented towards group healing would hurt. It would please those that enjoy that role but would not be required for dungeons for all the reasons you all have already mentioned.
Because those classes ALREADY exist … For example: a deeply water traited staff Ele with very specific set of utilities and a very specific skill rotation can do wonders for a coordinated group of players that are famliar with a dungeon.
Same for Guardian and Engineers … hell, even the DPS monster known as, “the Warrior” can be a banner/shout beast if he desires … so a dedicated healing/regen/aegis alternative ALREADY exists – and in spades. So anyone that likes those roles has a plethora of choices …
The only thing a TRUE 100% heal the group class might do for this game is possibly make PUGGING easier (assuming he knows what he is doing, and assuming he LIKES the role …) … but the cost of having a class like this would be ruinous to every single other aspect of this game. Not to metion the gigantic overhaul of the core game the devs would have to make, as well as an overhaul to every single professions healing and regen mechanics …
Basically, if Anet wants to destroy their own game … then feel free to make a LotRO “Minstrel” class and put it in this game. Normally I would think they would never even entertain such nonsense, but hey … ya never know …
I am simply trying to understand your point here… Why would adding a class more oriented towards healing cause a MAJOR overhaul?
The way I see it you would still be able to do groups exactly how they are now (mesmer + 4 zerker warriors lol, sorry had to) or people could choose to spec more into damage and less on support/healing if they knew they could have a healer class with them.
It just adds more options IMO and doesn’t seem ground breaking in any way. Again I am not trying to make you mad just trying to figure out your point. Why couldn’t they just add a healing class and not change other classes?
Because then you end up with the same "lfg need “the healer” stuff you have in other games. Everyone will know that “class x” is the best healing class in the game and will only want them for their healing abilities, and they will be pigeon holed into that role permanently, because everyone else just wants to dps.
Same for “the best tank class”.
In the end it ends up taking away options because everyone will want “4dps + healer” It’s just in most peoples nature to want to dps like mad and not have to worry about survival. It’s easier. Since it is easier it would become the norm very fast.
Now before someone brings it up, I realize their are already preferred group make ups, but that is a failure of PvE balance and is unintended. Adding in further imbalance will not fix it.
Also, as stated above, devs would have to rework every healing skill in the game to make up for the extra group healing provided by this “healing class”. And what if you do not have the healing class? Guess what? You do not have enough healing. So you can’t just take any group makeup like you did before.
Hope that helps make the point.
@Shootsfoot and @Rebelyell
Pardon my first post as it appeared you were agreeing with the op that you wished there to be a trinity in the game. You were not. My error.
Upon rereading it looks more like you are making a different point related to non-trinity related game mechanics that are also not in the game.
As to that I would always welcome more variability in gameplay such as the engineer example you gave. However I still think the classes play differently enough from each other to be unique in gameplay, if not 100% in skills.
Were you by chance drinking last night?
Joking
(sort of)
Like Solar says some screenshots with your settings on screen (options menu) would help in diagnosing.
Hilarious video!
Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.What this does, is make it so no one can do anything unique. Everyone is measured up in (a) DPS (b) the ability to fill in missing boons.
Dungeons don’t use mechanics that encourage synergy. If the enemies didn’t have increased HP and damage, it’d be no different than soloing in the open world. The one exception of course is encounters that force some players to pick up bundles or man static emplacements… thus denying them the one thing that makes them unique, their weapon skills.
This, exactly.
And even those weapon skills aren’t all that unique, when you look at them hard enough.
A Mesmer plays the same as a Ranger? A thief plays the same as a necro? A guardian plays the same as an engineer?
You talk about uniqueness and yet you want the game to go down the exact same path as every other mmo that has ever existed.
You want “lfg fotm, tank and heals!” incessantly in LA chat?
What you seem to be asking for is a carbon copy WoW game with Tyria skins. Forget it. Anet knows all to well that if they went down that path people would simply switch back to their old mmos.
Start a poll thread and ask how many players want the trinity in GW2. You will find you are in the minority, because many (if not most) people are here for the lack of trinity uniqueness the GW2 offers, even if it also causes a few other problems.
@dandamanno
curious about the “no longer dropped when zooming in”
I think your system is powerful enough that you won’t notice the drop, unless your settings are high enough.don’t limit your frame rate and try checking again, see rentalcaps screens as an example.
He has settings the same as mine and got 110FPS down to 80FPS which means if you have vsync and/or frame limiter turned on with a powerful enough system you will remain at 60FPS
thanks for the report!
Well you are correct. After turning off the frame limiter the results are different.
Limiter off:
native sample 55fps→38fps
supersample 39fps→20
limiter on
native sample 39→35
supersample 39→20
So you can see with the limiter on it somehow “masks” the drop in fps in the native sample.
Silly me, I thought the limiter would actually limit my frames close to the 60 fps mark. Instead it drops it all the way down to 30-40, almost like v-sync were on (which I did not have turned on)
And yah my settings are on high/ultra for most things, with post processing left off as it kind of looks terrible (imo) in this game, and WvW character settings at lowest to keep frames as high as possible on 50 vs 50 vs 50 craziness of T1 servers.
Hopefully some of this info can point to solutions for Anet.
—> Error Logs <—
x00b20e’ from parent bone ‘fxwristr’, there’s no bone with that name.
Model ‘0×082239’: Can’t unlink child ‘0×00b20e’ from parent bone ‘fxwristl’, there’s no bone with that name.
Model ‘0×08223f’: Can’t unlink child ‘0×00e21b’ from parent bone ‘fxwristr’, there’s no bone with that name.
Model ‘0×08223f’: Can’t unlink child ‘0×00e21b’ from parent bone ‘fxwristl’, there’s no bone with that name.
Model ‘0×006138’: UnlinkModel called on CModel without LinkComponent
Model ‘0×0066f4’: Can’t unlink child ‘0×00d28d’ from parent bone ‘kneel’, there’s no bone with that name.
Model ‘0×0066f4’: Can’t unlink child ‘0×00d28d’ from parent bone ‘kneer’, there’s no bone with that name.
Model ‘0×080b6f’: Missing anim or fallbacks: ugtrunfidl
Model ‘0×005d28’: Can’t link child ‘0×00d28d’ to parent bone ‘kneel’, there’s no bone with that name. Linking to root instead
Model ‘0×005d28’: Can’t link child ‘0×00d28d’ to parent bone ‘kneer’, there’s no bone with that name. Linking to root instead
Model ‘0×007209’: Missing anim or fallbacks: wwmstowtwo
Model ‘0×0079ea’: Can’t link child ‘0×00e3ab’ to parent bone ‘fxtip’, there’s no bone with that name. Linking to root instead
Model ‘0×0071f7’: Missing anim or fallbacks: wwmstowtwo
Model ‘0×005e0f’: Can’t link child ‘0×00ced3’ to parent bone ‘mouth’, there’s no bone with that name. Linking to root instead
Model ‘0×0066f4’: Missing anim or fallbacks: uwmswim f
Model ‘0×0079ea’: Can’t unlink child ‘0×00e3ab’ from parent bone ‘fxtip’, there’s no bone with that name.
Material ‘0×034fc5’ is missing textures.
Material ‘0×034fc5’ is missing textures.
Model ‘0×0079ea’: Missing anim or fallbacks: wwmstowtwo
Model ‘0×082241’: Missing anim or fallbacks: wwmstow
Model ‘0×006823’: Can’t link child ‘0×00ced3’ to parent bone ‘mouth’, there’s no bone with that name. Linking to root instead
Model ‘0×006833’: Can’t link child ‘0×00ced3’ to parent bone ‘mouth’, there’s no bone with that name. Linking to root instead
Model ‘0×00721d’: Model has an unexpected compute reference count 3
—> DirectX Device Info <—
VendorId = 0×1002
DeviceId = 0×6738
Version = 8.17.0010.1191
Description = AMD Radeon HD 6800 Series
Compat = 0×00000000
VidMem = 4095 MB
[/code]
Settings:
1920*1080
Default Refresh
Limited 60 fps
interface normal
Gamma 1.0
Animation:High
FXAA
High
Ultra
Terrain and Sky
High
Native
Ultra
High
None
Low
Low
High Res characters selected
—> Stack <—
3753FD24 00827ad3 00000238 00000000 2376d1a0 .z..8………v#
3753FD34 110ba9e8 110ba950 225cc160 3753fd70 ….P…`.\“p.S7
3753FD44 00b49e54 00000000 00000000 110ba950 T………..P…
3753FD54 013dc000 3753fd64 00828ecb 2376d1a0 ..=.d.S7……v#
3753FD64 3753fd98 0082598e 00000001 225cc160 ..S7.Y……`.\”
3753FD74 00b4b719 00000000 110baaa0 00000000 …………….
3753FD84 3753fda8 00b4fe3b 225cc160 110ba500 ..S7;…`.\“….
3753FD94 00000001 3753fda8 00b4020d 00000001 ……S7……..
3753FDA4 110baaa0 3753fdbc 00b4025a 00000000 ……S7Z…….
3753FDB4 00000001 222b20c8 3753fdf8 00b3d13a ….. +”..S7:…
3753FDC4 00000001 070ab2d0 0172891c 0000002f ……….r./…
3753FDD4 00000005 0000000a 00000000 0172891c …………..r.
3753FDE4 01728934 00000168 0000001e 00000000 4.r.h………..
3753FDF4 0000003c 3753fe10 00b3d34f 017288b8 <…..S7O…..r.
3753FE04 00b339e5 3d645562 0000002f 3753fe34 .9..bUd=/…4.S7
3753FE14 00411f5c 3d645562 0a34c52c 3753fe70 \.A.bUd=,.4.p.S7
3753FE24 0000000c 3d645562 3d408312 3d408312 ….bUd=..=..=
3753FE34 3753fe7c 004157ff 3d645562 00ae78ef |.S7.WA.bUd=.×..
3753FE44 070ac0e8 070abcc0 00000001 00000002 …………….
3753FE54 00000002 00000008 3753fe78 070ac0e8 ….....×.S7….
3753FE64 00000001 070abfe4 00000000 0a34c52c …………,.4.
3753FE74 070abd0d 00000000 3753fee8 00ae3ccf ……….S7.<..
3753FE84 070abcc0 070abd14 0a34c520 00000008 …….. .4…..
3753FE94 3753febc 070ac0e8 00000001 03573918 ..S7………9W.
3753FEA4 7787439b 758210c0 00000000 00000000 .C.w…u……..
3753FEB4 411dc8b6 00000011 0000002f 00000000 …A…./…….
3753FEC4 7ffe0010 00000001 7ffe0008 75758e76 …………v.uu
3753FED4 0b6d04eb 00000007 00002710 00000000 ..m……‘……
3753FEE4 dc8668c6 3753ff20 00ae4029 dc86690e .h.. .S7)...i..
3753FEF4 00000001 01419e10 03573918 01419de1 ......A..9W...A.
3753FF04 80000003 3753fef0 3753f4b4 3753ff68 ......S7..S7h.S7
3753FF14 008e5470 ea889916 00000000 3753ff40 pT...........S7
3753FF24 00ae40ff 00000000 072afa50 0068f91f .@……P.…h.
3753FF34 00000000 03573918 00000000 3753ff78 …..9W.....×.S7
3753FF44 008e530d 072afa50 dc866956 00000000 .S..P..Vi……
3753FF54 03573918 03573918 3753ff4c 3753ff4c .9W..9W.L.S7L.S7
3753FF64 3753ffc4 3753ffc4 008e5470 ea896f9e ..S7..S7pT…o..
3753FF74 00000000 3753ff84 008e53b5 00000000 ……S7.S……
3753FF84 3753ff90 75758543 03573918 3753ffd4 ..S7C.uu.9W…S7
3753FF94 7787ac69 03573918 b5c527c9 00000000 i..w.9W..’……
3753FFA4 00000000 03573918 ec6da4cf fffff803 …..9W…m…..
3753FFB4 00000000 00000000 3753ff9c 00000000 ……….S7….
3753FFC4 3753ffe4 779035f2 f510301d 00000000 ..S7.5.w.0……
3753FFD4 3753ffec 7787ac3c 008e5333 03573918 ..S7<..w3S…9W.
3753FFE4 ffffffff 778f1d8e 00000000 00000000 …….w……..
Same problem here in WvW while with a large group and near water.
[code]—> Crash <—
Assertion: Model has an unexpected compute reference count
File: ..\..\..\Engine\Model\Model.cpp(568)
App: Gw2.exe
Pid: 5456
Cmdline:
BaseAddr: 00400000
ProgramId: 101
Build: 17641
When: 2013-04-12T18:54:52Z 2013-04-12T13:54:52-05:00
Uptime: 0 days 0:50:25
Flags: 0×1
—> System <—
Name: MELDAN-PC
IpAddr: 192.168.0.16
Processors: 4 [AuthenticAMD:15:4:2]
OSVersion: Windows 6.2 (64 bit)
—> System Memory <—
Physical: 4465MB/ 8190MB 54%
Paged: 3745MB/ 8190MB 45%
Virtual: 1735MB/ 4095MB 42%
Load: 45%
CommitTotal: 4445MB
CommitLimit: 8190MB
CommitPeak: 4567MB
SystemCache: 4891MB
HandleCount: 34239
ProcessCount: 64
ThreadCount: 891
—> Process Memory <—
Private: 2002MB
WorkingSet: 1931MB
PeakWorkingSet: 2005MB
PageFaults: 5187165
—> Game Context <—
MapId: 96
Flags: 0×241
ElapsedTime: 00:41:45
—> World State <—
<WorldState BufferCapacity=“57114912” BufferUsed=“36912828” DrawCalls=“1075” Fps=“21” EffectLights=“0” ImageMemory=“62447392” Lights=“22” Materials=“286” OcclusionQueriesOccluded=“0” OcclusionQueriesStalled=“0” OcclusionQueriesUnoccluded=“0” Particles=“12868” Submodels=“1075” TextureLoadsPending=“11” TextureMemory=“1091994419” Triangles=“769261” VerticesSoftwareTransformed=“0” VideoMemoryTotal=“233012836” CameraPos=“-5383.46, 366.295, 64.8272” CameraFwd=“0.572033, -0.667727, 0.476361” MapName=“wZY+N.RiRio” MapNamespace=“J2rRq” MapSector=“IJwR+.ynRZv” MapType=“WvwBlueHome” MapFloor=“3” MapId=“96” MapTimeOfDay=“1.000000” PlayerFacing=“0.508743, -0.724341, 0.465307” PlayerPos=“-5015.39, -38.5487, 420.083” PlayerVelocity=“198.926, -283.203, 181.836” />
[DbgHelp.dll is J:\WINDOWS\SYSTEM32\dbghelp.dll]
[DbgHelp.dll version 6.2.9200.16384 (64/32-bit compatible)]
—> ClientContextThreadProc Thread 0xff4 <—
—> Trace <—
Pc:00827ace Fr:3753fd58 Rt:00828ecb Arg:2376d1a0 3753fd98 0082598e 00000001
Pc:00828ecb Fr:3753fd64 Rt:0082598e Arg:00000001 225cc160 00b4b719 00000000
Pc:0082598e Fr:3753fd98 Rt:00b4020d Arg:00000001 110baaa0 3753fdbc 00b4025a
Pc:00b4020d Fr:3753fda8 Rt:00b4025a Arg:00000000 00000001 222b20c8 3753fdf8
Pc:00b4025a Fr:3753fdbc Rt:00b3d13a Arg:00000001 070ab2d0 0172891c 0000002f
Pc:00b3d13a Fr:3753fdf8 Rt:00b3d34f Arg:017288b8 00b339e5 3d645562 0000002f
Pc:00b3d34f Fr:3753fe10 Rt:00411f5c Arg:3d645562 0a34c52c 3753fe70 0000000c
Pc:00411f5c Fr:3753fe34 Rt:004157ff Arg:3d645562 00ae78ef 070ac0e8 070abcc0
Pc:004157ff Fr:3753fe7c Rt:00ae3ccf Arg:070abcc0 070abd14 0a34c520 00000008
Pc:00ae3ccf Fr:3753fee8 Rt:00ae4029 Arg:dc86690e 00000001 01419e10 03573918
Pc:00ae4029 Fr:3753ff20 Rt:00ae40ff Arg:00000000 072afa50 0068f91f 00000000
Pc:00ae40ff Fr:3753ff40 Rt:008e530d Arg:072afa50 dc866956 00000000 03573918
Pc:008e530d Fr:3753ff78 Rt:008e53b5 Arg:00000000 3753ff90 75758543 03573918
Pc:008e53b5 Fr:3753ff84 Rt:75758543 Arg:03573918 3753ffd4 7787ac69 03573918
Pc:75758543 Fr:3753ff90 Rt:7787ac69 Arg:03573918 b5c527c9 00000000 00000000
Pc:7787ac69 Fr:3753ffd4 Rt:7787ac3c Arg:008e5333 03573918 ffffffff 778f1d8e
Pc:7787ac3c Fr:3753ffec Rt:00000000 Arg:008e5333 03573918 00000000 00000000
—> Thread registers <—
eax=3753f908 ebx=00000000 ecx=00000000 edx=00000044 esi=00000000 edi=00000000
eip=00827ace esp=3753fd24 ebp=3753fd58
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
eax-32 3753F8E8 01e733b0 fffffd34 000002e4 fffffd34
eax-16 3753F8F8 000002cc 00000019 00000000 3753f908
eax 0 3753F908 80000003 00000000 00000000 74ef4b32
eax16 3753F918 00000002 00000002 11df8e00 008e8ec7
eax+32 3753F928 3753fa10 00000280 11670290 00000044
eax+48 3753F938 3753fc90 3753fa10 3753f964 008e8f13
—> Code <—
00827AAE 01689412 26016a02 56e8b42c ffff83c4 .h..&.j.V..,….
00827ABE 14683802 0000ba10 b83d01b9 b0c53d01 .h8……=….=.
00827ACE e80ddce6 ff8bcfe8 3618efff 8b4f0485 ……..6….O..
00827ADE c975116a 4aba3c21 2601b930 212601e8 .u.jJ.<!&..0!&..
00827AEE eedbe6ff 8d4f04e8 3643e6ff 3bc3750a …..O..6C..;.u.
00827AFE 8b178b02 6a018bcf ffd08bbe e8000000 ….j………..
I will ad my own experience to the fray with this issue.
While doing the lions arch test I got the same results with the large fps drop when zooming in to the smoke fire. I had my cpu monitoring software going at the time and indeed my cpu usage jumps from around 15% on all 4 cores to around 50-60%.
However I also had supersampling on at the time. When I switched off supersampling the fps no longer dropped when zooming in to the fire at all.
Windows 8 64 bit
phenom 2 x4 545
AMD 6870
8 gb ddr3
If running with the zerg (or just large size battles generally), try glamour with or without scepter.
Don’t forget to bring veggie pizza. The +36% condition duration version is only 1-2 silver a pop. (The +40% version is much more silver for the extra 4% and may not even give you an extra tick as you may hit the +100% cap with 30 in dom, the 33% increase trait in illusions and the 36% from the food.)
Guests should be kicked for people that belong on the server. The population should be such that you can log into your own server when you come to play the game.
Guesting would be a terrible experience and pretty pointless if you can just get kicked at any random point. Imagine being in a dungeon with your friends and you suddenly get kicked during a boss fight or something.
A better solution would be to have a maximum number of guests allowed on the server, and once that quota is full there can be no more guests until some log out.
I agree it sucks to have to wait, but hey, full servers means healthy populations!
You may be able to upkeep retaliation for a long time, but what good does it do you when you can’t actually survive that many hits? The boon itself is worthless unless you’re a guardian.
It’s extra damage added to your already existing damage output, not your lone source of damage. It’s not like you stand there hoping for retaliation to do all your damage and win the dps race.
And it works quite well on my Mesmer also (who can also get 100% uptime) in a tank build, so it’s not just good for guardians. I think it is better for tankier builds for sure though.
If you think about it, what you were expecting would be crazy OP. Full invulnerability and full damage reflection at the same time (for 8 seconds no less!) would be the best boon in the game by far, far, far.
Where retaliation really shine is for skills that are like:
(8 x) 4000 damage
and the like. Since retaliation will usually hit for 300 or more (depending on your power) per hit, the person will deal say 4000 damage to you but receive 2400 in return. Pretty darn good!
Now imagine if the skill above is an AoE and hits 5 people at once, all with area retaliation boon….
IRL gambling is a long-term losing proposition. I would bet that the odds are the same in the game of GW2. You are simply better off saving your money and just buying the stuff you want directly, while bypassing the lottery tickets.
At least at a casino you can have fun playing the game (if you are into that), so you can justify the cost as a “night out”. There is no similar aspect of clicking on a bunch of keys in under 2 seconds.
My advice is to skip the lotteries and then you will have less junk, more cash in your pocket (to buy the stuff you want) and feel less shafted at the same time.
I think blocking is pretty balanced already, as characters that block can generally do nothing else while blocking. I think having it apply to all thief skills would be OP.
Better balance would be some thief skills (on specific weapons) and would have to be traited for (much like unblockable marks for the Necromancer.) This would allow for a specific bunker bursting build while having to give up traits/weapons that may do more damage. (and could allow for full damage through the block)
My Sylvari Mesmer is named Aegrahm and my Guardian is Baelfynn (wanted something that sounded psuedo-Gaelic for the both of them)
9/10, I always liked Gaelic sounding names and yours sound different yet similar, as if they were related.
My wife had a saying when growing up to describe nice or kind people. I thought it sounded appropriate so I named my one Sylvari Mesmer using her saying.
Good Bean.
^^
Some people are just on you like glue no matter what you do. They might be very skilled but the above reason accounts for a lot of them.
I can dodge, phase retreat, blink behind them, use mirror images and stand and autoattack and they will be on me immediately. This is most likely why.
It seems fixed now.
The problem with making sword#3 spawn a clone next to the target like scepter/focus/GS is the interaction with portal. Mesmers won’t be trying to pull you off walls anymore; instead we’ll stand below walls, then wait for some unsuspecting guy to walk too near the edge and do a iLeap->swap->portal. Even cannons/oil can be used for this.
Good point. I have never tried to do a swap up to a wall/ledge with the current skill and am curious if it works now. The swa kitten o short in it’s window I would imagine I would have to get the clone near an enemy on a ledge somewhere, drop down, then see if the swap lifts me back on the wall. Has anyone tried this?
If it doesn’t work now, then nothing needs to be done.
Still, I think a good short term fix is to have the SKILL apply the cripple, instead of the phantasm. This way you always get the cripple even if the phantasm does not get to it’s target. A full redesign/fix can come later.
While we are aware of and working on number 1 & 2, number 3 is a technical limitation of our system and not a bug. Unfortunately, this is not something we can change as of this time.
Thank you for the reports! We hope to get these fixed in an upcoming patch.
Thanks for the reply Jason! Is there a way to use the same “tech” that is used with “Scepter 1 (final chain)”, or “focus 5” to allow the phantasm to simply appear right next to the target while also applying the cripple?
It seems that the ability to fix the problem is already in the game from my (admittedly outside) perspective.
Thanks!
I think its cute that you guys think it will get fixed. I hope it does. WvW makes me angry when it use to make me happy. It has been getting worse and worse with every “fix” I hope it gets a fix but have a feeling it will only get worse.
Well if they say they will turn it off completely, then I would assume they can do that pretty easily.
I assume this will impact framerates dramatically, which is why they have hesitated to turn it off. Now they will have to deal with “lag” posts instead of “culling” posts.
After some testing it appears the immobilize is applied at the point of the swap, instead of at the beginning of the phantasm conjure.
Of course nobody will stay still long enough for that to happen…
edit: oops I’m getting confused. The immobilize has always been on swap, it’s the cripple that is not applying on skill use, thus letting enemies get out of the way of the immobilize on swap.
(edited by dandamanno.4136)
It’s incredible how such a short immobilize can have such an effect. But it does. I can effectively kill nothing now using sword/focus as everyone can simply outrun my clones and slowly AoE them to death.
I could switch to s/p for the stun and have no in combat speed, but I think I’ll just level an alt ’til this is fixed.
Please fix quickly, this is a bigger nerf to dps than nearly any number adjustment could create.
I have noticed that PvE gear and PvP gear seem to get their runes added together. So I would guess you have a set of equipped PvE gear that also has 6/6 eagle runes?
This one is something i never heard anyone mentioning on this forum. Why don’t clones attack when running into a target for being shattered? … Given how slow clones move, usually they end up doing nothing but running, never actually attacking.
This is the same issue that causes Ranger pets to never attack also. The pet AI seems to only have room for one command at a time. They are either running or attacking with a brief pause in between switching from one to the other.
It makes it very easy to avoid pet attacks altogether. For the ranger at least, it also cause pets and enemy mobs to run past each other, turn come back at each other, run past each other again, etc… in a sort of awful joust.
Had the same problem frost. I highly recomend putting ALL your points in water, then arcane. It helps with survivability immensely. Consider scepter/dagger at first as you can kite and keep distance easier than d/d if you need to.
Try this combo:
air- 4, 3, 2 (less than one second for all 3)
fire- 2, 4, 3
earth – 4 (stuff should be dead here)
water- 3, 5 (healing and kiting)
Hope this helps! At around level 30 the class gets much better.
Yah this is definitely going to get nerfed. It’s just too good. There is no way they intend for higher crit chance to also give unending food lifesteal procs. This heal is better than regen, better than any healing sigils and is right now available for only 6 silver.
Traiting/gearing for high crit chance should have a tradeoff with survivability to a certain degree. This screws with that dynamic pretty hard.
Fun though. At least for the moment.