I think the essential problem of stealth is the unpredictability in the sense that you can choose to burst immediately, or towards the end of your stealth. With long stealth durations like PU, this means you have no idea when the attack is going to come, no tells, no information. At least with the thief you know they need to get close (and behind) you, so your auto attack chains advance and you know the guy is there.
When people say “Stealth doesn’t cap a point”, that is true of course, until you realize that the purpose of the PU mesmer is not to keep the point contested, but to kill you in short order, and then take the point gaining 5 + the point. The few ticks you get in your favor by the mesmer stealthing is not enough to offset this.
So here’s a suggestion to change stealth itself.
You cannot break out of stealth until the duration has run out. And of course, you can’t do any damage in stealth either.
Possible addition: You take no damage in stealth…
This has two effects:
1. It discourages overly long stealth durations if the purpose is to get control of a point
2. It introduces an element of information, which is currently absent with stealthing. The opponent knows approximately when you’re likely to come out and thus stealth becomes a defensive state that can also position you whenever you want.
The end result will be quick bursts of stealth for strategic purposes and not unpredictably long durations.
As a mesmer, it took me a long time to learn to deal with thieves – and never fully successfully. Stealth was always a cheap tactic, with limited counterplay. Now I find my class starting to use it overmuch as well and it kinda shames me to see the mesmer played in a way we all knew was unfun.
Fun is highly subjective. Spectating is fun. Doing laundry is fun. Eating is fun. So playing a Mesmer with stealth is fun also.
They choose to address your problem with reveal.
Recently switched from travelers to pack. But I am wondering on strength runes. With the gm minor in dueling fury when below 75 percent threshold, strength is looking like the winer. Anyone else have thoughts on this?
Brilliant strategy no offense you deserve to die.
All things have a right to grow.
Are you a sylvari?
You are complaining about long steAlth times. In 6 seconds you cannot click on a clone and kill it? In 12 seconds you cannot target a clone and kill it? You are standing around looking for the real Mesmer while his clones chew you. Brilliant strategy no offense you deserve to die.
You can see a mirror blade flying towards you. It is actually a learn to play issue. Granted might be a little hard but after the first time you should have been prepared. Again l2p.
If pvp had more than stand in a circle to win. I might agree but I enjoy wvw for the open fighting style. Wish gw2 had more pvp modes.
Unblockable for you because you failed to dodge or stun break and dodge. You stood still and ate it. Same thing happens to all Beserker classes. Stand still let a ranger pepper you. let a warrior hundred blades you. You put on a shirt protector and went 3 times to that buffet.
How do you factor in illusions dying from just being there? Why not shatter?
Plus since conditions are a non issue I can slot signet of inspiration to take advantage of swiftness. Plus the random boon really helps with pack runes and inspiration line.
Might be true. But with torch decoy mass invis I am plenty slippery. Conditions are wrecking but by taking inspiration (unicorn!) I have no problems.
If you’re roaming at the moment and for whatever reason not taking PU, you’ll find yourself at a disadvantage against pretty much every other mesmer who is taking PU. :/
Dom/duel/inspiration is a killer. Think better than pu for roaming imo.
Zerker gear. Try Dom/duel/inspiration. Pack runes. When zerging make sure in group take heal on mantra charge. Your shatters heal and remove condition by taking blurred inscriptions. You share every 24 seconds by just summoning a phantasm. Really strong when you want to roam take off mantra and blurred inscriptions and take shattering removes boons.
Also using new signet for speed boost and with runes of the pack you can share a lot of boons.
I have been running the same build but switch mental anguish with burden trait really helps with the gs. Overall a very strong build. Also using the torch creates more escapes and openers.
Again why not use them they will die to a strong breeze. With new traits you can actually benefit by shattering. Currently using Dom/duel/inspiration in wvw. When I shatter I heal remove a condition plus share boons with others. With pack runes fury trait in dueling might from burden skill in Dom I have found I share plenty.
I used pve as an example because in pvp/wvw I have not found my phantasms alive long enough to make use of them the way the op describes. Unless on an objective or npc usually with cleaves aoe and actually targeting of phantasms it makes sense to shatter.
I didn’t even touch on dazes or when our endurance is low can’t dodge use diversion. I think you are following me though.
The analogy of chess is awesome. But taking of pieces can be seen as using a shatter skill. I’m not saying shatter like crazy but why not. When mob is low when you have phantasm recharge up why not shatter they just coming back. It would help to improve your game to shatter strategically.
The same reason we have received nothing but nerfs no quality of life fixes. Only they know.
Well got your wish. Nerfs for Mesmer.
This is sad. We have what we asked for!!! Why complain. Checking on golems!!! What can a warrior do with a golem. The golem doesn’t move dodge anything.
Why does the Mesmer suffer. We finally had some fun toys to actually stand up to the holy meta classes. A more logical approach would have been to tone down conditions first across the board then take each class and update together. This would fix the problem with conditions first, then from a company stand point show an unbiased professional approach to fixing classes. Whether they are biased the picking of one class and not letting things settle and taking objective notes shows some hatred.
Any help on this please. What I mean is 3 clones cures 3 conditions on shatter of 1 comdition removed no matter the clones.
I understand the heal part but how many conditions are removed? 1 per shatter or 1 per clone in the shatter?
Lol teen drama. Revels in causing harm to others seems childish to me.
Edit. The clone appears but we are unable to swap immediately like before.
Not sure it’s a bug. The speed has been altered. The clone doesn’t appear at target instantly. We have to get used to a slight timing issue.
Experimented with Dom/dueling/inspiration. The heal and condition clear is amazing. Damage is very good still. Fun variation.
When you choose a match it kicks me from the client. Anyone else experiencing this?
Seems there is a delay when you shoot the clone out. Cannot swap instantly how we are used to. This lets the entity move away so the immobilize not work.
Gs has always had a slightly further range. Terrain angles height may have the answer. Hence the applications in wvw snipping from walls.
The change to scepter had another king crying over the game play in the past. Didn’t change anything. What is a good player? That statement can be made for any class. Player skill is just that. Also for a king his sentence and information was flawed. Ip is baseline de is not. Time will tell what is competitive and not hot join hero status.
Amen on the de baseline. We will be anchored come 6/23 to dueling yet again here’s hoping next update we can make de baseline to actually truely create build diversity. The devs want more active game play hence we shatter. How can we shatter with no ammo.
Whenever stuck quickly typing an emote usually frees you. /no. Sometimes stuck after blink.
In wvw imo staff is to slow. Sometimes I use sword/pistol scepter/torch. All condition stats. Trait torch if you can manage conditions take stun signet. This gives sword immobilize plus 2 stuns. As stated make sure to land scepter block and pump out clones. Also trait 5 in Dom/chaos for condition clone death. Enjoy it for the week this all changes soon.
The suggestion was to appease that portion of the game. The balance would be across all game modes. Just lowering the damage from phantasms and increasing our (Mesmer) damage. Would also help because placing phantasms in pve to ramp up dps is slow. We would do the damage, and clones phantasms could be shattered.
Why I offered a suggestion to those in pve. Make our phantasms do far less damage and we pick up the slack. A simple fix. Then we can use our class mechanic and choose any trait line.
Selfish is a wrong way to look at it. We are receiving traits baseline to make our class viable. The one key item is de. De needs to become baseline. Then shift damage from phantasms to us. They wanted active gameplay in order to achieve this we need ammo. Also de baseline would finally open true build diversity allowing us to cut the chain that is the dueling line.
I must be in the minority. I would love de to become baseline so being locked into a trait line to use our class mechanic doesn’t happen. In order to use our class mechanic we need illusions. For me a simple fix would be to shift damage from phantasms to Mesmer. Let our phantasms to less damage so shattering them does not shot us in the foot when it comes to maintaining our dps. Then the option for true build divirsity would appear.
Was thinking of dueling/chaos/inspiration personally myself. Still feel dueling will be needed in every build.
The Mesmer is in a tough position. Pve side we do not want de baseline to over ride phantasms. Hence shifting the damage to Mesmer. On ip it is a good skill for shatter Mesmer. But what good is it with no ammo. We are forced into dueling yet again. I just want de baseline so we can choose any trait line and use our class mechanic. What I meant.
Read some of this. Ip is nice. But it doesn’t make shatter Mesmer. Having clones does. The uproar over pve has caused de not to be baseline. The shifting of damage from phantasms to the Mesmer would have helped and allowed us to maybe get de baseline. We are now stuck taking dueling to make illusions to use our class mechanic.
Imo we are still starving for illusions. The game is heading towards more shattering, yet we still have de in a trait line. In order to increase build diversity and use our class mechanic de should become baseline.
When did it become it about dueling. Sure if u can predict the fights then you can choose. Why wvw I think you see more torch use for the highly random nature.
The reason I prefer torch in wvw is the shear space, not controlling enemy numbers. Target drop juke is better imo. The staff in pvp where numbers are known and the size of map is smaller plus knowing staff 2 blinks to kite on maps is powerful.
My mom or someone told me. If you have nothing nice to say don’t say anything. Consider this saying nothing.
What about dropping dueling for chrono. Might have enough with new chrono traits.