I just don’t like that with Infinite Horizon you don’t get much more since daze doesn’t stack.
Would have been nice to have a good power build with Mirage but looks like that’s not what Anet wants.
If you run Domination, 5 stacks of vulnerability (innate) for the Daze, and traited, daze is 1s Stun every 5s(7.5 with 0 endurance under vigor though, which you’ll probably always have).
You can go full interrupt within the same traitline:
-3 more vulnerability stacks on interrupt (innate)
-3 seconds of quickness
-Power Block for 1k damage+Weakness(+15s cooldown)If you get all 8 stacks of vulnerability(even more if clones can also daze, should you take that trait) you’ll get 4% extra damage(total of 12%) thanks to the third minor trait that provides bonus damage for vulnerability.
Basically, this may be one of the best-synergizing skills I’ve ever seen but no surely there’s no hope for power mesmer, power mesmer is dead, rip.
Sorry I didn’t clarify myself properly. Without Infinite Horizon yeah, the daze is very useful. A clone generating, dazing gapcloser sounds fairly good & Domi line has great synergy with it.
The point I was trying to make is how the Infinite Horizon trait barely does anything for this ambush.
What’s the point of having sword clones do the same thing you do at the same time. Daze doesn’t stack and since Infinite Horizon makes your clones ambush at the same time it won’t trigger the traits multiple times. And I doubt it will be easy to set your clones up at a large distance from eachother to make them not hit the target at the same time.
Would be cool if the sword ambush did more damage, but the daze effect is only applied to you, or something like that.
One thing I can think of is maybe you can spawn 3 other clones (staff, scepter, axe or maybe even gs) and then swap to sword and dodge into ambush.
Since the sword ambush has the shortest cast time you can daze (or stun when traited) with sword ambush to combo your other clones ambush attacks. (for less damage since you won’t do any strong ambush yourself.)
Yeah for some reason I thought “wait? it’s friday today?”
kitten it :|
The Sword ambush isn’t supposed to be high damage. It’s a gapclosing clone spawning CC skill.
I just don’t like that with Infinite Horizon you don’t get much more since daze doesn’t stack.
Would have been nice to have a good power build with Mirage but looks like that’s not what Anet wants.
I had Infinite Light for ages. Love it.
Considering getting Shining Blade though but that’s not gnna be anytime soon.
Never been much of a fan of Bolt.
I don’t get what Anet is thinking with some of these.
Not a fan of the sword ambush either. both GS & Sword ambushes should be damage bursts.
And having you & 3 clones using the sword ambush won’t do much since they’ll attack at the same time anyway, what’s the point of having 3 illusions have a daze at the same time?
Honestly I wouldn’t panic yet. They might change & balance things by the time the expansion comes out.
I think he GS & Sword ambushes NEED to be fairly strong to give power builds the option to pick Mirage (even if its not THE best build it should be ok) or maybe hybrid builds that can take advantage of it.
Any chance of it being fake?
It looks very… unoriginal. And it looks very weak as well. It’s an AoE I guess but still.
If they buff it so it’s actually a strong AoE ability then i’m fine with it. But either way i’d expect something more original from Anet.
I guess seeing lots of lasers going everywhere (3 from you & each clone… 12 lasers) sound kinda cool actually.
I hope at least sword will have something more unique though. I’m imagining something like guard sword 3 would be interesting. But who knows.
(edited by glenndevis.8327)
Depends on how Phantasms are programmed I think. Ambush attacks only trigger on auto attacks.
If they’re programmed so their attack skill is an auto attack then i’m quite sure they will get an ambush.
If it’s counted as a skill with a cooldown skill then they won’t.
But even if its programmed as an auto and Anet doesn’t want phantasms to have ambush attacks, i’m sure they’ll find a way to “fix” (nerf) it.
Phantasm skills look like they have a “cooldown” on it. And if that’s the case, I doubt they are programmed as auto atacks. Then again those pauses between phantasms attacks might just be programmed as really long aftercasts.
However, when looking at traits like Phantasmal Haste it says this: “Phantasm Attack Skill Recharge Reduction: 20%”
Probably meaning they have cooldowns on their skills.
Personally I REALLY hope phantasms will get ambush attacks, but i doubt they will.
There is too much we don’t know about it. We will have to wait and see.
Mirage Advance’s recall portion may act as a stunbreak like Shadow Return does. Or it might act like Phase Retreat where it can teleport you while stunned, but won’t break the actual CC.
If it remains available for long enough then it might be useful.
Yeah it better lasts for longer (hopefully infinite heh) to compensate since thief’s shadowstep doesn’t require a target to use it.
I can see Illusionary Ambush being very strong. It’s an instant dodge, long range blink, and burst.
I want to see more details regarding Mirage Advance though.
Will there be a time limit between your initial shadowstep & your return like with Thief Shadowstep? Or is it going to be an infinite duration?
Does look like a really interesting skill though.
Too bad both seem to require a target to use. (I assume at least.)
The problem with mesmer burn is that we have a decent burn burst. but its very short on a long cooldown. Not sustainable.
I don’t mind not having better burns as long as our condi dps will be good overall.
Looks like this has been added to the patch notes now.
Confusion: Base damage has been increased to match bleed’s base damage; skill-activation damage has been reduced to compensate for this. This change only applies to PvE.
Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this. This change only applies to PvE.
Mirage might not be completly dead in the water, still needs burning though.
Wonder what dps you could get out of a condi shatter build currently, doubt it wll be much but I’m curious and don’t have access to the game currently to try.
Oh kitten son. That’s actually quite good for Mirage in PvE. (and condi mesmer in general.)
And i’m very happy this change only applies in PvE.
Extra burning would have been nice I guess. I think torch got extra burning with a trait now? But not enough to make burn a strong condition for mesmer I think.
I wonder how long those “Mirage Mirrors” will stay up for?
If it’s permanently until we touch them then that could be really nice.
And can we really res/stomp while dodging? I assume that’s all speculation, but if we can that would be quite great for PvP.
Edit: Just saw Bog Otter’s interview. Yeah being able to dodge without interrupting casts is quite amazing. Being able to 100% cast something is quite big.
(edited by glenndevis.8327)
I want confusion to keep its “don’t use too many skills or you’ll die” theme. If this is true I hope they keep it how it was in PvP & WvW but I wouldn’t mind the change as much in PvE.
Would be cool if we could shatter ourselves (or at least make it look like it.) to add another layer of deception.
I like fractals to be a bit more challenging than dungeons. Hell i’d say the difficulty of this fractal is perfectly fine.
I just find it to be a clusterkitten of kitten going everywhere. Hard to see things with all the effects. And the eye icon on Arkk is way too high above his head.
Need to wrap my head around everything thats going on.
I see where you’re coming from.
I feel like Mirage is what base mesmer was intended to be from the beginning.
But it never really was the deceptive illusionist class.
I feel like thats what they try to make Mirage to be now.
I do like the theme of the spec though. Suits the desert perfectly.
I’d like some help too right now. xD
Either way, glad the problem has been found & I hope it will be fixed next patch.
Edit: Thank you GM Seraph! That was very fast! xD <3
(edited by glenndevis.8327)
Last thing i’d want is yet another shatter focused spec.
My body is ready. MHHHHHH
Canach ftw!
Tbh I found adventures to be quite enjoyable. Wouldn’t do them “just for fun” but they’re nice to do for certain achievements or as part of a collection.
Really doubt phantasms will get that. Even tho I hope they do.
Keep in mind, Jaunt, their elite cleanses 1 condi according to the tooltip. 3 charges with a 20 sec cooldown.
Also, i’m actually glad Mirage doesn’t seem to focus on shattering. I always found shattering to be the least interesting mechanic of mesmer. Clones & Phantasms ftw.
As for offhand I can see pistol being quite useful with Dueling. However, this all depends on how much more useful 1 or 2 phantasms will be compared to 2 or 3 illusions.
If not, Torch will be better, even if its just for the burn on #4 (after the delay) and on the phantasm spawn. (just do shatter it if keeping it up is considered a dps loss.)
Not sure about the damage on axe in PvE but I think it will be quite useful in PvP/WvW even if its only for the #3 skill.
And even if the damage is good, there’s the odd chance that this whole “deception” mechanic is going to end up too gimmicky and near useless.
We won’t know until we see it in practice.
Yeah it’s not like Mirage gets 3 dodges or skills that recharge endurance. Just some Vigor options from their heal and a minor trait I think.
However mesmer will be able to spawn some mirrors that grant mirage cloak as well.
Not sure how many skills that’s on but there’s a trait that gives illusions a chance of spawning them when they get shattered.
Yeah I agree. The minor Speed of Sand should be in the first Mirage spec trait. Because that’s the trait that takes away the small movement bonus we get from dodging anyway.
Infinite Horizon should be the minor Speed of Sand is. It seems like such a core trait for multiple things.
Dune Cloak is a nice trait but I feel like it will be underwhelming compared to Infinite Horizon. Even if its better than Infinite Horizon then everyone will just pick Dune Cloak instead because they’re both DPS traits.
Infinite Horizon seems like such a core trait, it doesn’t make sense that we have to choose between that and 2 other fine traits.
I’d prefer Speed of Sand to be worked into our elite spec trait. Because the elite spec trait kind of takes away that small movement speed bonus anyway. Might as well give it back in a diffirent form in the same trait.
Infinite Horizon should be the minor. It seems too core for Mirage for it to be a choice you have to make. Both Dune Cloak & Infinite Horizon seem fine for damage though. Which trait that gets chosen will just depend on which one does most damage in the end.
At least thats how it feels like to me.
Here are some of the tooltip infos for the utilities. Keep in mind I couldn’t see the full tooltips in the video.
False Oasis: Create a mirage at your c urrent location and heal over time. When the mirage expires it spawns a mirage mirror.
Healing: 1,620. 5 pulses. Mirage duration: 3 seconds. Grants vigor. 0,75 sec cast time. 30 sec cooldown.
Crystal Sands: Draw in shhards of crystal sand that confuse foes they pass through on their way to your targeted location. The shards form a Mirage Mirror upon reaching their destination.
0,25 sec cast time. hits 6×. 1 stack confusion for 7,5 sec (per hit i’d assume). 20 sec cooldown.
Sand through glass: Evade backwards and leave behind a mirage mirror.
distance 300, evade 0,5 seconds. 30 sec cooldown.
Jaunt: Shadowstep to a target location and confuse nearby foes.
3 stacks of confusion for 7,5 sec. Removes 1 condi. Has 3 charges. 20 sec to recharge 1 charge. 0,5 sec cooldown between charge uses i assume. I think this is their elite.
I hope it has a stunbreak as well (even though they’d have too many stunbreaks.) Keep in mind these are only half of the tooltips.
I think i’m missing 1 utility. Not sure if it’s been shown somewhere.
Source: AuroraPeachy’s video.
I kinda like the minor trait that gives you super speed when dodging. Kinda imitates the little movement speed you get from dodgerolling in combat.
However, wouldn’t that also make it easier to see who the real mesmer is? (the one that runs faster than the clones.)
I’m happy with any good dps spec.
I think i’d have slightly preferred a power spec but I don’t mind, i love confusion & torment anyway. I just hope they get enough condis in general so mirage does good PvE damage with those condis because if it’s gnna be mainly confusion & torment it’s not gnna be great. (unless we stack an insane amount.)
I saw some of them but im not home so i cant remember everythi g and cant post em in detail.
If i remember correctly theres this crystal like aoe that causes bleeding.
A blink that causes confusion to enemies around you.
And their elite is something that changes your position (possibly with one of your clones?) In case the enemy spots who the real mesmer is you can just change positions. Also has the ‘ammunition’ system i think. If i remember correctly WP mentioned it on his stream.
I guess other specs having access to alacrity and or quickness is a good thing. Promotes comp diversity. Either get a chrono mesmer or guard or rev. And if u go for guard or rev, the mesmer can play mirage and go condi dps.
But yeah, i hope mirage will have good dps in PvE. Confusion and torment are my fav condis in the game so im glad thet kept those 2 as the mirages core condis. However i would have liked a trait that adds more consistent burning as well as a 4th condi. Then again who knows how strong this ‘backstab’ effect will be (forgot the name of it sorry.) Because staff does bleeds & burning as well. So i feel like mirage will have good condi burst. How good it will be for sustained damage is another story though.
Also I wonder how useful torch & pistol will be with their phantasms since this spec doesnt seem to have much for phantasms.
Thanks for this!
Has anyone seen any of the utility skills?
I’ve found 1 of them so far but no time to search them all or post em right now.
I’m interested to see what the new dodge mechanic is actually going to do for the class or how it will interact with our abilities.
Just having a blur effect instead of a dodge sounds more like flavor than an actual combat advantage so i’m quite sure there will be a lot of things interacting with this new dodge mechanic.
Not sure what Anet did but this type of glitch seems to occur a LOT more lately.
Usually on Kyhlo for me.
But i’ve seen it happening on Forest quite a bit too lately. Looks like it happens more overall lately.
I know u can relog and all it will cost is 1 min of 4v5 but that can literally win or lose you the game. It’s unacceptable in a competitive gamemode tbh.
I know bugs & glitches happen but overall I see it happen in 1 out of 5 matches lately. Which isn’t some “rare” glitch. It’s way too common.
If someone on your team is disconnected for 2 minutes or more, you will not incur a MMR penalty should you lose. Unless you queued as a duo with the person who disconnected, then you do lose MMR.
Has anything been changed regarding the duration a player has to be disconnected?
I thought that it had to be over 5 min in the past and if the player came back towards the end that you still lost rating.
I had a player literally being offline for the majority of the match, just to come back at the end of the match literally 1 min before we lost and somehow still lost rating (1 or 2 seasons ago)
Seems alright so far for me other than the occasional… i mean very common afker, leaver, troll & map glitches here & there.
I think in PvP in GW2 It’s not that important to have a surrender button. Games last max 15 min. And if it’s a 4v5 they will usually last 5 to 10 min only.
Compare that to other games where a PvP match can last to 30-45 min… That’s a much bigger chunk of your time gone.
That being said I think Anet should actually take PvP reports more serious.
I mean we don’t know for sure because we don’t get any feedback on our report. Maybe they’ll be temporarily banned. Maybe not. No way we can know that.
However, I really doubt they’re looking at those reports seriously and I doubt they do anything more than slapping a 15 min dishonor on people. (Which isn’t much of a punishment at all.)
If anyone who’s been banned for doing something bad in PvP could corret me, that would be great.
But yeah, considering the amount of afkers, trolls or leavers i’m seeing in my games, I really doubt they’re doing anything a gainst those kinds of people.
People keep acting like that because they know they won’t get punished heavily for it.
Few days of no PvP for 1 ban, 1 week for the 2nd one and banned for the rest of the ranked season if you get a 3rd PvP oriented ban.
But… they can kill you in 4 seconds but they can rob you in less than 1 second. Making them better at stealing than killing…
Meaning they’re better Thieves than Assassins.
Except that 2v2 isn’t a queue but a custom gamemode. (Yeah sucks I know.)
I gotta agree though. In stronghold I still feel useful even if my team sucks, compared to conquest.
Maybe most of the players in stronghold are just worse players making it easier to carry if u know how to play it.
That’s true and some people exploit it. But I don’t want it removed, I want it fixed!!!
Yeah true. That would be best but I thought they could temporarily remove it from the ranked queue until it’s fixed. Coz I doubt they can fix this in a few days.
On a side note, i’ve gotten stuck myself for the first time today… In ranked hurray <.<
In Kyhlo but was on the wooden parts next to windmill. Ranger knocked me into it. At least I died straight after…
And then another horde of players leave because Anet might listen to the guy who claims to speak on behalf of others who suggests “to get rid of 5v5” just like they did team queue among other things.
Yeah I agree that would be a stupid Idea as well. That’s way too much of a risk to take. A risk Anet just can’t afford right now.
I think they should at least give it a PROPER chance and make an unranked queue for it. So everyone can try it. If it ends up being kitten and nobody plays it then it can become a custom arena for those who do like it.
But by keeping it somewhere obscure in a custom arena it won’t gain any recognition if Anet isn’t allowing it to have a future.
It’s as if they don’t want anyone to play it.
The one big problem with a 1v1, 2v2, 3v3 gamemode would be the win conditions & balancing. And I feel like those are probably the reasons why Anet won’t make this a proper queue.
Can’t deal with balancing around yet another gamemode *cough*dropconquestbalancing&balancearounddeathmatchesinstead*
Also win conditions would have to be more complicated than just “having more points than the enemy.”
If it’s all about killing the enemy team, everyone will just play bunker/tank classes.
If its about having the highest % of health then people will still play the same bunker classes.
It’s all because of how gw2’s builds & combat system works.
That’s why there are other objectives in PvP and have conquest. PvP is more about out rotating rather than killing. Its what makes people have diffirent roles & team comps.
But in deathmatch (unless they somehow force roles upon certain classes & builds & make us queue as one of those roles) people won’t do that. It’s all about not dying not to lose. I can see teams like ele, druid & bunker guard being unkillable because of the crazy amounts of healing & damage reduction.
To prevent that Anet should rebalance the healing capabilities of pretty much every class so a team with full on healing & defensive builds & classes won’t last vs a team with high damage.
At that point people will have to run more offensive builds & maybe 1 support (support being boon support, healing support, maybe CC like utilities to stop the enemy frm killing your teammate.)
But even if PvP would be balanced around this, it will be much harder to balance than Conquest is because there is a lot more to Conquest than just “killing” & “not dying”
I think that all this balancing is a load of work Anet just doesn’t want to commit their time to.
However, I think Anet SHOULD give this match type a PROPER chance and add queues for it. (even if its unbalanced)
Then all players will be able to try it for themselves & a lot more players would be able to give proper feedback on it. Also Anet would be able to gather a lot more statistics like that as well.
I mean, true, losing a match because of a bug is sour, but sour at worst. Just wait it out and go to the next match, disabling a map for an ultra-rare bug seems like nuking a restaurant because the sauce was a little too salty.
I’ve been stuck twice in the skyhammer controls, when you break an electric wall, and it respawns, you’re stuck for the rest of the game. But I just sucked it up and queued again
If it would really be ultra-rare i prob wouldn’t care much about it. Like you said, losing like that once in a while wouldn’t be too bad.
I guess i’m just really unlucky for getting it so often. Hope Anet does something to make i occur less though.
I have NEVER heard of this problem before, you sure it’s not a ‘you’ thing?
That doesn’t mean it never happened to me, it means I never heard anyone in my pvp-guild mention, I have never seen a related topic on this forum or on reddit, and I have never ever heard anyone talk about it anywhere else. Thats how rare this bug is.
If you get stuck in a map, report it as a bug, but don’t call for unreasonable stuff like this
It hasn’t happened yet to myself but I see a lot of other people getting stuck.
And it’s not unreasonable in a ranked/competitive setting where a bug like that could literally win or lose you the game.
But I guess i’m the only one getting this a lot in my matches.
Ive only had this bug happening twice in the past on Forest of Niflhel. Since the changes on Kyhlo its been happening all the time.
On the bright side, I actually managed to get a game in Kyhlo without anyone getting stuck.
In some games it even happens twice.
I’ve only really noticed this happening ever since they changed the Kyhlo map.
I think 1v1/2v2/3v3 should be a separated queue like stronghold is. Maybe not for ranked (because of balancing reasons) but just as a fun gamemode.
I’ve always felt like gw2’s combat system is way too fast & chaotic to allow for anything more than 3v3’s.
The problem though if people want it to become an actual fun and “somewhat” balanced gamemode, the way amulets & builds work should completely change. OR add some very specific rules to it.
The way custom arena’s work just doesn’t allow a lot of people to play it either. (not without spending gold at least.)
If this would have been a gamemode in a queue I would have already played it a lot. But the way it stands right now, I haven’t even tried it out yet.
(edited by glenndevis.8327)
Before the ranked season starts Battle of Kyhlo should be removed from the ranked queue.
Not even a single game goes by without one of the players players getting stuck somewhere in the clocktower.
Sure they can relog and get back into the game in 30-60 seconds but this shouldn’t be allowed in a competitive gamemode.