Showing Posts For keenlam.4753:

Whoever said the zerker "torches self"

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Posted by: keenlam.4753

keenlam.4753

Blue flames are just as real as red ones. Higher temperature even.
Berserker flames are still cool though… Hmm i mean hot… Nvm.

"Rebound." Tempest elite skill

in Elementalist

Posted by: keenlam.4753

keenlam.4753

How about the next skill (which has a cooldown) you and your allies use has no cast time? (Cannot be used for auto-attacks of course).

The "What Mesmer Are You" Personality Quiz!

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Posted by: keenlam.4753

keenlam.4753

Chaos
Insp
Insp
Dueling
Chaos

So I’m a weirdo but smart and lovable. Really fitting. XD

Does Nullfield need some love?

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Posted by: keenlam.4753

keenlam.4753

I personally think Null Field is still a decent skill, however its overshadowed by the mantra when it comes to cleansing condis, especially when u spec into Inspiration line.

A slight buff to the radius (increase to 360 from 240 – Time Warp level of coverage) would make it a more competitive choice, also bolster the area denial offensive support aspect of the skill.

Strongest phantasm in the game B|

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Posted by: keenlam.4753

keenlam.4753

ROFL.
Thats not a clone. Thats iDef in Beast Mode hitting like a truck.

About Gravity Well and its design

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Posted by: keenlam.4753

keenlam.4753

Our prayers have been heard. The pull is back in action.

Gravity well: Changed functionality. This well now pulls every pulse for a total of 3 pulls. The final pulse grants 5 stacks of stability to allies in the area.

  • General sentiment from feedback was that the PULL was what was important to selling Gravity Well rather than the float. We’ve gone back to the earlier version where it does the standard 3 pulls but pulled out the ending stun to prevent kitten long AoE CC. I’m still a little concerned about how hard it is to stun break this thing but since it’s got a relatively long cast time and moderate area of effect I think it’s safe to try.

Source: https://forum-en.gw2archive.eu/forum/professions/mesmer/Chronomancer-Changes-for-Next-BWE/first#post5382713

Tempest promotes awesome new playstyle!

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Posted by: keenlam.4753

keenlam.4753

I agree with OP, however the overload effects should be more potent and threatening to get the good risk/reward ratio.

Mesmer "Shatter Me" Video Contest!

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Posted by: keenlam.4753

keenlam.4753

@Chaos: Wow I really love this. Amazing idea.
Btw, Chaos, maybe when u contact Miss Stirling, ask her to try playing Gw2 as mesmer =P (if shes not playing already).

Wow, shatters, butterflies, clocks and pink dress in the same video o.O

Soon it will be the universal language of chaos and mesmerism. And just popular as English. -evil laugh-

Also, I like to think that “Beyond The Veil” shows what a PU mesmer actually does when they’re in stealth. xD

[constructive feedback] Is chrono OP?

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Posted by: keenlam.4753

keenlam.4753

Its also annoying how the wells dont have red rings so they look like ally wells (at least with the elite well).

This sounds like a bug. Hostile AoE should all have red rings as outlines.

infinity amount uptime of alacrity

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Posted by: keenlam.4753

keenlam.4753

Sweeping statement and completely unfounded.
And ofc screaming for nerf.

[constructive feedback] Is chrono OP?

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Posted by: keenlam.4753

keenlam.4753

ATM I primarily use F5 to drop Time Warp (I think you can get Time Warp every ~60s or so this way), or I’ll use it early in the fight and kamikaze into the fray (just don’t die, won’t save you if you die).

I think people who complain about F5 specifically being OP just don’t know how to counter it yet, specifically the fact that you can destroy the rift.

Im curious, how do you get time warp on 60s cd?

About Gravity Well and its design

in Mesmer

Posted by: keenlam.4753

keenlam.4753

-snip-

Thank you for taking the time to reply to us.
As you can see, most of us here appreciate this kind of openness and transparency to help us understand the reasons behind big changes in mesmer skills/traits like this one.

Based on the responses in the thread so far, it seems we totally understand and agree with your explanation as how the original quadruple (4x) CC effects in a short amount of time is hard to recover and oppressive.

However, on the other hand, we still want to keep the pull effect (maybe just trigger once) to:
1) keep it in theme with the skill name
2) make the skill somewhat viable and threatening

Many have suggested wonderful ideas and I’d like to keep this thread going as we go through the BWE this weekend.
Hopefully by then we can provide even more constructive feedback.

After reading through all the suggestions before, I personally like Pyro (Fay)’s idea the best if the tech is there to help implement the concept. Mini teleport without disable the enemies seems feasible too.

My 2cents, how about:
1st pulse: apply Cripple for 1s (soft cc)
2nd pulse: apply Chill for 1s (soft cc)
3rd pulse: pull in (hard cc)
4th pulse: float (hard cc)

This way it gives the build-up feel as the effect becomes more and more potent towards the end but give players time to react at the beginning.

About Gravity Well and its design

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Posted by: keenlam.4753

keenlam.4753

Why restrict it to “keep the original pull and float effect”?

Because the pull effect defines the very skill name. The name conveys the identity of the skill and the first step to communicate to players what it is supposed to do.

In a similar way, Mass Invisibility is a skill that gives Stealth (not Stability) to many people.

The float effect, as I explained above, its so good of a creative addition to the skill; it would a shame to see it go.

About Gravity Well and its design

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Posted by: keenlam.4753

keenlam.4753

It’s quite clear that at the beginning, this elite skill was inspired and designed to behave just like a real gravity well in physics. It has the gravity feel to it as it attracts, drags, sucks in, pulls stuff towards its center.

To add a bit more flavour, the devs went further and added a float effect when the well expires, simulating a zero gravity state.

This original design concept, imo, was teemed with creativity and kudos to whoever (Robert Gee, sir?) came up with it.

In terms of implementation however, the skill was trying to do too much. In addition to the pulsing CC effect, it also deals dmg and gives Stability to allies. Here lies the problem: purity of purpose and ofc the balance issue when it comes to PvP.

Recently, the devs saw fit to remove the pulsing pull effect entirely leaving the elite skill only the Float effect which is basically a 2s Stun with a different animation. From a creative design, once again, the skill is dumbed down to a mediocre and generic AoE Stun which has by far the most obvious tell.

Ok rant’s over.

Anyway, I just want to dedicate an entire new thread for this elite because I don’t want the original concept of GW got prematurely killed by PvP balance blunders and I want to gather discussions and suggestions from Mesmer community.

So how would you like to change GW to make it balanced while keeping the original pull and float effects?

I go first
1) Increase cast time to 2s or 3s and root yourself before you can lay down the well?
2) Remove the unnecessary dmg portion and stability parts of the skill?
3) Increase cooldown to around 180-200s?

Attached are pics showing the original and recently changed skill descriptions.
Please discuss.

Attachments:

Chronomancer changes

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Posted by: keenlam.4753

keenlam.4753

Gravity Well now lost its original identity as the ultimate CC tool in our kitten nal. What is it trying to achieve now with that hefty long cooldown?

About interruptions

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Posted by: keenlam.4753

keenlam.4753

Sometimes. Successful block is also counted as an I tereupt

I.. think not.

It really looks like they are interrupted. They move back a moment and their skill animation gets cut off. Maybe it’s a glitch, maybe its meant to be that way. All I know is that occasionally a good block stops an enemy skill.

I believe its intended to give a bit more flavour in pve, another example of this is cows can get “feared” in Queensdale when they take damage.
Hopefully we see more of this in HoT contents.. a saving grace for interrupt specs as breakbar mechanic seems to deny interrupt entirely.

Bard - Elite Spec Concept

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Posted by: keenlam.4753

keenlam.4753

I really like the idea of a stunbreak on heal skill.
Also, warhorn + OH pistol interrupt build with 2 stuns on demand… yummy.

Another mesmer elite spec - Dreamweaver?

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Posted by: keenlam.4753

keenlam.4753

Drowning Waters: hopefully underwater combat will get a revamp some day so that it won’t be considered a “punishment”
Else, there are a few ideas I like (including the elite).

Glad that u like some of them.
The water trap is probably the most creative one i came up with. And it has lots of trolling potential.

Wanted to give mesmer traps a bit more flavour than the usual dmg/cc/area denial ranger/thief/dragonhunter have so far.

Yesssss more Neith pls
/joking

Haha definitely inspired a bit from Neith from Smite game.

Mistrut

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Posted by: keenlam.4753

keenlam.4753

Yeap, im all for Mistrust and Confusing Combatants merged together xD

Yay more nerfs! /dance

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Posted by: keenlam.4753

keenlam.4753

Mender’s Purity casts Power Cleanse, which is a mantra, so this is intended.

What’s not intended is that if you trait HM and use MoRec while MoResolve not charged, the heal will proc Power Cleanse and put your MoResolve (on utility bar) on full cooldown.

[Game]Create Your Own Specialization!

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Posted by: keenlam.4753

keenlam.4753

Elite specialization name: Dreamweaver
PART 2/2

UTILITY SKILLS

Dreamweaver gains access to a full set of traps (6 traps, including a heal trap and an elite trap).

1. Tranquil Memories (heal skill): When triggered, heal allies for a good amount (~3500-4500) and reset the dreamweaver’s boon state to when she initially set down the trap. Prioritize the healing for you over your allies. Works similar to Ranger’s Healing Spring, triggers when you or ally walks over it when their health is not full. 30s CD.

2. Haunting Images: once triggered, inflict 2 stacks of Torment (5s) and summon a clone for each foe walked over the trap. Max target: 3. 15s CD.

3. Delusions of Grandeur: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse grants you 1 stack of Might (10s) and inflict Weakness (2s) on target(s). Total pulse: 4. Max target: 3. Combo field: Ethereal. 20s CD.

4. Torturing Flames: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse will inflict 2 stacks of Burning (3s) while also deals direct damage. This is your damage trap. Total pulse: 4. Max target: 3. Combo field: Fire. 30s CD. Damage (4x): 350-400???

5. Drowning Waters: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse will force the enemy to switch their skills to underwater combat for 1s and inflict 2 stacks of Vulnerability (2s). Total pulse: 4. Max target: 3. Combo field: Water. 60s CD.

6. Harbingers of Death (elite skill): once triggered, inflict Fear (2s) and summon an elite hammer-wielding phantasm called Illusionary Destroyer for each foe walked over the trap. When attacking, this phantasm slams the ground with its hammer, creating a cascading eruption of destructive force (Imagined Judgement), just like Revenant’s Coalescence of Ruin. Max target: 3. 75s CD.

TRAITS

Minor

- Reality Detached: gain access to Unravel, Shortbow, and Traps
- Conditioned Confusion: Your conditions last 20% longer on Confused enemies.
- Tailored Disillusionment: After shattering, your next summoned clone has [Woven] buff.

Major Adept

Unsettling Ripples: Ripping or stealing boons from enemies also steal life.

Imaginary Friends: [Woven] clones will continually grant Regeneration (2s) to nearby allies. Max target: 5. Effect radius: 300. Interval: 3s.

Hastened Unraveling: Reduce the time to unravel clones from 3s to 2s.

Major Master

Perplexing Dreams: Traps recharge faster by 20% and apply 2 stacks of Confusion (5s) when first triggered.

Projectile Manipulator: When successfully reflect a projectile, recharge your shortbow skills by 10% and your next projectile attack is unblockable. 10s ICD.

Bountiful Unraveling: Automatically unravel clones when you have 3 illusions out and at least one of them is a [Woven] clone. This trait basically activates Unravel skill and thus will also trigger any shatter related effects. 60s ICD.

Major Grandmaster

Persistent Nightmares: Your phantasms deal 10% more damage and take 10% less damage while they stand in your ethereal field.

Griping Befuddlement: Your Confusion condition no longer deals damage to foes not using a skill. Instead it deals damage whenever enemies use a skill or every second enemies channel a skill. Increase Confusion damage by 50%.

Blasting Transformation: Clones also deal damage to nearby enemies and blast fields when they are unravelled. Clones basically use a weaker version of Elementalist’s Arcane Wave (180 radius and less dmg).

[Game]Create Your Own Specialization!

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Posted by: keenlam.4753

keenlam.4753

Firstly, sorry for not following the template as this is practically pulled from my word document.

Elite specialization name: Dreamweaver
PART 1/2

New class mechanic: This spec grants the mesmer more control over her illusions as she can transform clones into phantasms at will. It will attempt to redefine the deception theme of the class through the use of dream-inducing traps and more threatening illusions.

Weave and Unravel

As a dreamweaver, you gain access to a new shatter skill called Unravel (60s untraited, 51s traited). This is part of the new mechanic to allow you to turn clones into phantasms.
In order to do this, you need to:
- Apply [Woven] buff onto a clone (this can be done through specific weapon skill or trait).
- Unravel the [Woven] clone to turn it into a phantasm (this can be done by the new shatter skill or through a specific trait)

Clones with [Woven] buff will have a certain visual to distinguish themselves from normal clones for both the dreamweaver and her enemies.

The transformation starts as the clone stops moving and a cocoon is formed around it. After 3s, the cocoon shatters (applying any related shatter effect) and reveals the phantasm. The type of phantasm is determined by the dreamweaver’s weapon at the START of unraveling process. During the unravelling process, the cocooned clone can be still destroyed just like a normal clone.

Also, as the phantasm is formed, it counts as you summon a phantasm and thus would trigger any related trait like Protected Phantasms or Illusionary Inspiration. Apparently, compared to other shatter skills, this skill has an extra 3s delay before the shatter effect occurs.

Interaction with Bountiful Disillusionment: give Resistance boon.

Interaction with Master of Fragmentation: Clones have Chaos Armor (3s) as they being unravelled.

WEAPON SKILLS

Shortbow: a midrange weapon (900 range) with fast-hitting autoattacks dealing moderate damage. It is hybrid in nature and is useful in both power and condi specs.

1. Auto attack chain:
- Spirit arrow: low dmg with fast cast time (0.25s), standard projectile attack (20% projectile finisher)
o Clones created by shortbow will only use Spirit Arrow instead of the entire autoattack chain. They will attack comparatively fast and so would be still useful to stack Bleeds with Sharper Images traited.
- Silk arrow: moderate dmg with slower cast time (0.5s), standard projectile attack (20% projectile finisher). Inflicts Cripple (1s).
- Weaving arrow: moderate dmg with slower cast time (0.75s), after hitting your target, it will bounce to the nearest clone in range (1200) and apply [Woven] buff.

2. Ethereal Dash: (0.75s cast time) fire a piercing arrow and teleports you to the first target the arrow hits and blind the target, spawns a clone. You gain access to Confusing Flashback for 3s. 12s CD.

Confusing Flashback: (follow-up skill of Ethereal Dash) return to your original position and inflict confusion (2stacks, 5sec) to enemies (Max: 5) around you (Radius: 360). Cast time: 0.25s.

3. Weaver’s Retreat: evade backward (0.75s evasion) for 450 range distance. If successfully evade an attack, you gain access to Webspinner for 3s. No cast time. 15s CD.

Webspinner: (follow-up skill of Weaver’s Retreat) weave an ethereal web that immobilizes enemies on contact for 3s. Max target: 5. Radius: 240.

4. Phantasmal Archer: (1s cast time) summon a shortbow-wielding phantasm (Illusionary Archer) that fires a volley of arrows (Imagined Volley) at your target (similar to Poison Volley skill from Ranger’s Shortbow). This shotgun style attack deals high dmg at close range if all arrows hit. (20% projectile finisher). The phantasm will attempt to move into around 300 range before it attacks. 25s CD.

5. Twisted Nether: (0.5s charge up time, 2s duration spin) you spin around in place, pulling nearby enemies towards you (450 range pull), then inflict Fear (2s) at the end of the spin. Combo finisher: Whirl. Max target: 5. 40s CD.

Another mesmer elite spec - Dreamweaver?

in Mesmer

Posted by: keenlam.4753

keenlam.4753

Notes:
Griping Befuddlement: this one i borrowed the proposed change from someone recently who like me didn’t like Confusion to be yet another DoT condition like Bleed and Burning and Poison.

Harbingers of Death: this skill was totally inspired by ideas in past thread about an elite phantasm. And why not? We have phantasms on weapons, on utility skills, an elite skill is most appropriate. Hammer ended up as my favourite choice here.

So what do you guys think?

Again, this is just for fun.
Soon some of us here will be able to get our hands to try out the new chronomancer, but in the meantime please enjoy this.

Another mesmer elite spec - Dreamweaver?

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Posted by: keenlam.4753

keenlam.4753

NEW TRAITS

Minor

- Reality Detached: gain access to Unravel, Shortbow, and Traps
- Conditioned Confusion: Your conditions last 20% longer on Confused enemies.
- Tailored Disillusionment: After shattering, your next summoned clone has [Woven] buff.

Major Adept

Unsettling Ripples: Ripping or stealing boons from enemies also steal life.

Imaginary Friends: [Woven] clones will continually grant Regeneration (2s) to nearby allies. Max target: 5. Effect radius: 300. Interval: 3s.

Hastened Unraveling: Reduce the time to unravel clones from 3s to 2s.

Major Master

Perplexing Dreams: Traps recharge faster by 20% and apply 2 stacks of Confusion (5s) when first triggered.

Projectile Manipulator: When successfully reflect a projectile, recharge your shortbow skills by 10% and your next projectile attack is unblockable. 10s ICD.

Bountiful Unraveling: Automatically unravel clones when you have 3 illusions out and at least one of them is a [Woven] clone. This trait basically activates Unravel skill and thus will also trigger any shatter related effects. 60s ICD.

Major Grandmaster

Persistent Nightmares: Your phantasms deal 10% more damage and take 10% less damage while they stand in your ethereal field.

Griping Befuddlement: Your Confusion condition no longer deals damage to foes not using a skill. Instead it deals damage whenever enemies use a skill or every second enemies channel a skill. Increase Confusion damage by 50%.

Blasting Transformation: Clones also deal damage to nearby enemies and blast fields when they are unravelled. Clones basically use a weaker version of Elementalist’s Arcane Wave (180 radius and less dmg).

Another mesmer elite spec - Dreamweaver?

in Mesmer

Posted by: keenlam.4753

keenlam.4753

NEW UTILITY SKILLS

Dreamweaver gains access to a full set of traps (6 traps, including a heal trap and an elite trap).

Dreamweaver’s traps are actually magical enchantments that are set up over a specific area on the ground. As enemies walk into these enchanted areas, certain hallucinations will befall upon them. The victims suffer certain debilitating effects while the dreamweaver gains many combat advantages depending on what type of trap.

Among these 6 traps, three (3) will act as persisting fields when sprung and pulse the effect every second (similar to Ranger’s Flame Trap); the other three (3) will only go off once when sprung (similar to Ranger’s Spike Trap).

Just like other traps, Dreamweaver’s traps are unblockablem, have 1s cast time and 0.5s arming time.
All traps have a 240 radius and only affect up to 3 enemies (3 allies for the heal trap). Except for the heal trap, all traps will inflict a condition on foes triggering them while at same time, provide certain benefits for the dreamweaver.

1. Tranquil Memories (heal skill): When triggered, heal allies for a good amount (~3500-4500) and reset your boon state to when you initially set down the trap. Prioritize the healing for you over your allies. Works similar to Ranger’s Healing Spring, triggers when you or ally walks over it when their health is not full. 30s CD.

2. Haunting Images: once triggered, inflict 2 stacks of Torment (5s) and summon a clone for each foe walked over the trap. Max target: 3. 15s CD.

3. Delusions of Grandeur: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse grants you 1 stack of Might (10s) and inflict Weakness (2s) on target(s). Total pulse: 4. Max target: 3. Combo field: Ethereal. 20s CD.

4. Torturing Flames: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse will inflict 2 stacks of Burning (3s) while also deals direct damage. This is your damage trap. Total pulse: 4. Max target: 3. Combo field: Fire. 30s CD. Damage (4x): 350-400???

5. Drowning Waters: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse will force the enemy to switch their skills to underwater combat for 1s and inflict 2 stacks of Vulnerability (2s). Total pulse: 4. Max target: 3. Combo field: Water. 60s CD.

Basically this trap will “drown” enemies into an illusionary body of water thus forcing the enemies into their underwater skill loadout. Great for disruption of enemy skill usage.

6. Harbingers of Death (elite skill): once triggered, inflict Fear (2s) and summon an elite hammer-wielding phantasm called Illusionary Destroyer for each foe walked over the trap. When attacking, this phantasm slams the ground with its hammer, creating a cascading eruption of destructive force (Imagined Judgement), just like Revenant’s Coalescence of Ruin. Max target: 3. 75s CD.

With proper setup, enemies after triggering the trap, fleeing away under the effect of Fear can get hit multiple times by the travelling shockwave from this hammer attack. If 3 foes trigger the trap, you can simultaneously summon 3 of these phantasms and as they attack together, the total AoE dmg can stack up pretty scary high.

(edited by keenlam.4753)

Another mesmer elite spec - Dreamweaver?

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Posted by: keenlam.4753

keenlam.4753

Dreamweaver will be able to equip Shortbow as a two-handed weapon and gain access to a full set of traps (6 traps, including a heal trap and an elite trap).

NEW WEAPON SKILLS

Shortbow: a midrange weapon (900 range) with fast-hitting autoattacks dealing moderate damage. It is hybrid in nature and is useful in both power and condi specs.

1. Auto attack chain:
- Spirit arrow: low dmg with fast cast time (0.25s), standard projectile attack (20% projectile finisher)
o Clones created by shortbow will only use Spirit Arrow instead of the entire autoattack chain. They will attack comparatively fast and so would be still useful to stack Bleeds with Sharper Images traited.
- Silk arrow: moderate dmg with slower cast time (0.5s), standard projectile attack (20% projectile finisher). Inflicts Cripple (1s).
- Weaving arrow: moderate dmg with slower cast time (0.75s), after hitting your target, it will bounce to the nearest clone in range (1200) and apply [Woven] buff.

2. Ethereal Dash: (0.75s cast time) fire a piercing arrow and teleports you to the first target the arrow hits and blind the target, spawns a clone. You gain access to Confusing Flashback for 3s. 12s CD.

Confusing Flashback: (follow-up skill of Ethereal Dash) return to your original position and inflict confusion (2stacks, 5sec) to enemies (Max: 5) around you (Radius: 360). Cast time: 0.25s.

3. Weaver’s Retreat: evade backward (0.75s evasion) for 450 range distance. If successfully evade an attack, you gain access to Webspinner for 3s. No cast time. 15s CD.

Webspinner: (follow-up skill of Weaver’s Retreat) weave an ethereal web that immobilizes enemies on contact for 3s. Max target: 5. Radius: 240.

4. Phantasmal Archer: (1s cast time) summon a shortbow-wielding phantasm (Illusionary Archer) that fires a volley of arrows (Imagined Volley) at your target (similar to Poison Volley skill from Ranger’s Shortbow). This shotgun style attack deals high dmg at close range if all arrows hit. (20% projectile finisher). The phantasm will attempt to move into around 300 range before it attacks. 25s CD.

5. Twisted Nether: (0.5s charge up time, 2s duration spin) you spin around in place, pulling nearby enemies towards you (450 range pull), then inflict Fear (2s) at the end of the spin. Combo finisher: Whirl. Max target: 5. 40s CD.

Another mesmer elite spec - Dreamweaver?

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Posted by: keenlam.4753

keenlam.4753

Hi guys,
So I have spent a fair amount of time fancying about a new elite specialization for our mesmer class and I thought I’d share with the community here, just for fun I suppose, but hopefully Anet might be inspired by some ideas presented here to “weave” them into the game in the future.

Disclaimer: Not 100% of ideas here I came up by myself as I did borrow some fascinating suggestions (my favourites) from other posters whom I can’t remember exactly so my sincere apologies.

Elite specialization name: Dreamweaver

Concept/Goal: This elite spec is meant to be a SPECIAL TREAT to people who enjoy a phantasm build as you’ll soon find out why in the new class mechanic section. It also offers ways to bolster your confusion condition if you decide to make a build around confusion as your main damage.

If you look at elite spec as Anet’s approach to dual class feature in Gw2 (for example: Dragonhunter can be seen as primary Guardian + secondary Ranger), Dreamweaver is primary Mesmer and secondary Ranger.

New class mechanic: This spec grants the mesmer more control over her illusions as she can transform clones into phantasms at will. It will attempt to redefine the deception theme of the class through the use of dream-inducing traps and more threatening illusions.

Weave and Unravel

As a dreamweaver, you gain access to a new shatter skill called Unravel (60s untraited, 51s traited). This is part of the new mechanic to allow you to turn clones into phantasms.
In order to do this, you need to:
- Apply [Woven] buff onto a clone (this can be done through specific weapon skill or trait).
- Unravel the [Woven] clone to turn it into a phantasm (this can be done by the new shatter skill or through a specific trait)

Clones with [Woven] buff will have a certain visual to distinguish themselves from normal clones for both the dreamweaver and her enemies.

The transformation starts as the clone stops moving and a cocoon is formed around it. After 3s, the cocoon shatters (applying any related shatter effect) and reveals the phantasm. The type of phantasm is determined by the dreamweaver’s weapon at the START of unraveling process. During the unravelling process, the cocooned clone can be still destroyed just like a normal clone.

Also, as the phantasm is formed, it counts as you summon a phantasm and thus would trigger any related trait like Protected Phantasms or Illusionary Inspiration. Apparently, compared to other shatter skills, this skill has an extra 3s delay before the shatter effect occurs.

Note: because you cannot take both Chronomancer and Dreamweaver specializations, you cannot abuse the OP synergy between Chronophantasm gm trait and this new mechanic to shatter same illusions 3 times.

Interaction with Bountiful Disillusionment: give Resistance boon.

Interaction with Master of Fragmentation: Clones have Chaos Armor (3s) as they being unravelled.

Malicious Sorcery Bug

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Posted by: keenlam.4753

keenlam.4753

Lololol
At least its as good as Ineptitude… until the next patch i guess!!!?

Yay more nerfs! /dance

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Posted by: keenlam.4753

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Why Duelist’s Discipline still not fixed? Is this a curse on my Quip

Duelist's Discipline "half fixed"?!!?

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Posted by: keenlam.4753

keenlam.4753

Hi guys,

Looks like this trait now provides the chance to stack bleeds on your pistol attacks.
Tested in HotM just right after patch.
Magic Bullet definitely has around 33% chance to inflict 2 bleeds as per description.
Although I haven’t seen my iDuelist got any higher than 8 stacks in 1 single unload attack.

Anyone else want to confirm?

Edited: ok, further testing from others (and myself) confirms that still doesn’t work with iDuelist… sigh poor iDuelist still not getting the attention it deserves.

(edited by keenlam.4753)

Blinding Dissipation Help!

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Posted by: keenlam.4753

keenlam.4753

Not sure if it helps for your case Sticker but ranger has a trait to remove blind/poison/cripple on dodge.

Chaotic interruption too chaotic!

in Mesmer

Posted by: keenlam.4753

keenlam.4753

Chaotic Interruption is one of the best balanced high skill/ high reward gm-worthy trait in this game. Period. Please dont touch it.

Confounding Suggestions Suggestion

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Posted by: keenlam.4753

keenlam.4753

Bump, because this suggestion needs to be implemented. +1

We need more traits like Mental Defense...

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Posted by: keenlam.4753

keenlam.4753

Illusions – using an illusion generation skill duplicates the summoned illusion. Could be a grandmaster trait and move one of the existing grandmasters/delete something else.

Love the idea. Just delete the scepter trait then, its not working anyway.

The Robert Gee Appreciation Thread

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Posted by: keenlam.4753

keenlam.4753

My sincere thanks Robert Gee in particular and the dev team in general for having restored mesmer identity in GW2.

Also thanks Chaos for making this thread.

[Forum Specialist] Specialization Update

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Posted by: keenlam.4753

keenlam.4753

Hi there, I’d love to give some feedback and I try to keep it short.

1. One sentiment I’ve read is that mesmer has gotten a LOT easier to play. Are you enjoying this?
Yes. This is mainly because the patch has helped resolve a lot of gameplay issues mesmer had before and especially with baseline IP, shattering is more natural and useful now regardless of what spec i play, making it a worthy class mechanic to utilize.

2. For me, the grandmaster mesmer traits have been an absolute candy store. Which GM traits have been your favorite?
I’ve pretty much tried all the gm traits except the ones in Illusions line.
The new version of Chaotic Interruption is certainly my favorite. But if I have to pick a brand new gm trait as my favorite, Illusionary Inspiration is my pick.

3. Prismatic Understanding (PU) has proven to be a really strong trait for shatter builds (PU shatter). Do you think this needs adjustments?
It certainly needs adjustment in certain game modes (WvW and sPvP). I can’t offer any suggestion here but I just want to stress that any adjustment to this trait must be well thought out in order to not break it.

4. Another build I’ve seen around is a power block/Chaotic Interruption build. Have you tried this out?
Yes I have and its really fun combo.

5. Normally, mesmers really only took Dom, Dueling, Illusions in PvP. Are you taking Chaos and Inspiration at all?
Chaos and Inspiration are the 2 lines I almost always take in my mesmer build. Thats probably because my playstyle leans toward group support and enemy control a lot.

6. Mesmer got a lot of conditional recharge abilities (reduced recharge on staff when you have chaos shield for example). Are you liking these?
I like the concept but currently I can only enjoy the pistol recharge mechanic. Staff recharge mechanic has been adjusted to be too low to make it any real significant impact in combat. Keep in mind these recharge mechanics require players to “micro manage” their gameplay a lot more than usual to gain the benefit (comparing to the flat cdr) and thus it should be more rewarding. On a related note, Duelist’s Discipline is currently bugged: the bleed stacking bit is not working.

7. Mimic got a huge change. Are you using this at all?
I’ve been using it extensively for double portals in jps and WvW. Its very creative and kudos to whoever came up with this change for Mimic (I suspect its Robert Gee, our mesmer patron dev).

8. Time Warp gained slow and now can be traited for resistance and super speed! Are you using this at all? Would you take this over the other elites?
I take this over Mass Invisibility in combat situations where area denial is important, namely point capturing, choke point fighting, etc.

9. How have your fights against other mesmers been? Do they feel skillful?
If I fight against another interrupt mesmer, then the fight can feel like a mind game and it really puts me on edge. Whoever makes the mistake and get interrupted first could well go down defeated. Skilled play is certainly a big factor to decide the outcome of the fight. Playing against PU mesmers though is not fun, but then again, going up against stealth users is always gonna be frustrating.

Mesmer bugs 6/23

in Bugs: Game, Forum, Website

Posted by: keenlam.4753

keenlam.4753

Fencer’s Finesse: Phantasms not wielding sword still proccing this trait/buff.

Not sure if intended but clearly the description doesn’t match with whats happening.

Maybe there's some hope for the bugs

in Mesmer

Posted by: keenlam.4753

keenlam.4753

@skcamow:
the day they fix Duelist’s Discipline trait is the day I will pre-order (or order???) HoT. Haha

Insp Signet + Temporal Curtain = frustration

in Mesmer

Posted by: keenlam.4753

keenlam.4753

Haha, glad im not the only one annoyed by this “incompability”.
Laying down Temporal Curtain and just before I cross it Signet procs Swiftness = Useless curtain.

So yeah, totally agree.
Please fix the Curtain to provide swiftness once (to prevent infinite stacking) regardless you have swiftness boon on you already or not.

PB damage "fix"

in Mesmer

Posted by: keenlam.4753

keenlam.4753

Great, now Chaotic Dampening is just another gimmicky and useless weapon trait along with The Pledge and Duelist’s Discipline.

and Duelist’s Discipline not even working properly

Mesmers the only class with no complaints?

in Mesmer

Posted by: keenlam.4753

keenlam.4753

we adjust with what we’ve got unlike other classes! :P

yep. the mesmer community is the best that i have seen precisely because they adapt to what they are given. despite all of the bugs and drawbacks, mesmers are the most fun class to play and is the most satisfying for many of us. so we can adjust and make things work.

When the new patch hits, the only thing you guys will be adjusting to is how much faster and easier you guys will face-roll all the other classes.

soon the only even matchup will be mesmer vs mesmer

If you truly believe so, you are welcome to join our mesmer community and play a mesmer yourself to see things (old and new) from our perspective.

Chronomancer compared to other specialisation

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Posted by: keenlam.4753

keenlam.4753

Then what do you think about Engi just gets one additional F5 no matter what specialization they choose?

Also not fair to you?

Another good way to think about chronomancy is that do you really think it’s mandatory? If you truly believe that an additional F5 is overpowered, then let’s see if every mesmer will be chronomancer after expansion.

Lol nailed it.

Temporal Enchanter Rework

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Posted by: keenlam.4753

keenlam.4753

With Mimic you could basically have 14s of Condition immunity for your team in a point fight. That basically removes Condition classes from the fight completely, and makes Immob/Cripple/Weakness/Slow/Chill all rather ineffective for this duration.
.

This is assuming Resistance is granted per pulse with glamour?
Sorry but from the wording, it looks like you and allies only get 3s of resistance when you cast the glamour skill. And thus it seems weak.

I’d love it if they buff it to give out resistance 1s every second you stay in the field but then it probably wont work well with Veil

Decoy... New Manipulation?

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Posted by: keenlam.4753

keenlam.4753

probably just a mistake on their part, it should be the bonus from “Illusionist’s Celerity” trait in Illusions line instead.

6/23/15 Mesmer Patch Notes

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Posted by: keenlam.4753

keenlam.4753

  • Bountiful Disillusionment: Whenever you use a shatter skill you gain 1 stack of stability for 5s. Based on the shatter used allies around you can gain Might, Vigor, Fury or Regeneration.

Not sure if anyone noticed this, but bountiful disillusionment got the change it deserved here. I’m interpreting a bit but it seems logical since fury/regeneration are listed 3rd/4th.

Instead of retaliation on MW we get AoE 3 might (assuming of course the number is the same as before). Instead of the might on CoF we get AoE vigor. The remaining two are the same but those two changes are excellent, especially with the base recharge reductions we now have on all shatter skills.

I’m really excited about the additional reliable might generation we’re going to be seeing with various traits now.

Good catch. Its so hard to decide whether to go BD or CI for a boonshare build. While BD seems the obvious choice, CI grants 5x might and boon with EACH interrupt, one good focus pull and you’re gold… Ah, decisions.

Well hands down BD is going to be the way to go for a true support build, at least from a boon share perspective. Being everything is AoE now, boons (the really GOOD ones) are going to be flying around everywhere. We know chaos storm alone throws out boons like candy, but add signet of inspiration into the mix and some of the other supporting signet/distortion traits, plus our shatter support traits (thinking duel/chaos/insp) and you’ve got a pretty incredible boon share/support build with some really nice sustain.

Agree, skcamow.

Also, BD has insanely good synergy with mantras. Instead of relying on stealth, now you can rely on Stability. It looks like with this trait, mantra-based build (talking about a build that uses 3 or more mantras) might be finally viable.

Also, mantra heal + rune of altruism for amazing boonshare on top of BD

Mimic now Useful?

in Mesmer

Posted by: keenlam.4753

keenlam.4753

Portal Entre -> Mimic -> Blink -> Blink -> Portal Exeunt.

I like this combo, can’t wait to try it out. Gonna be best juke ever.

With the new Mimic, I might finally feel comfortably run a mes build with Blink is the only stunbreak (instead of two stunbreaks… cough.. Decoy… cough).

6/23/15 Mesmer Patch Notes

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Posted by: keenlam.4753

keenlam.4753

Sorry did I read this right?

Did we just get an AoE slow?

Yes, Time Warp now inflicts slow on enemies. Dat duality (just like Null Field).

in the future, chronomancer will also get more access to AoE slow thru well skill and AoE interrupts.
.

Where is Ether Feast?

in Mesmer

Posted by: keenlam.4753

keenlam.4753

There are heal skills apparently left un-categorized as the devs feel like they’re in a good place right now, namely our Ether Feast and guardian’s Shelter.

On a side note, I feel bad for necro’s Consume Conditions get assigned as a corruption type and nerfed in the process.

Mesmer Changes

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Posted by: keenlam.4753

keenlam.4753

Yeah, I gotta say, I’m incredibly pleased with these changes, all of them. I think the rework to trait placement in illusions is really perfect, I think mimic is awesome, and I can’t wait to test out a whole bunch of other stuff.

PvE mesmers got thrown a bone with that sword trait, which is really nice, pMage got a good rework, and I’m loving the pDefender on evasion trait, since the primary drawback of pDefender is the cast time.

Basically, I’m surprisingly pleased with really everything in the mesmer changes, wasn’t expecting that.

Haha, Anet finally managed to please the grumpy Pyro. Keep up the good work Anet =P.

But seriously,
The changes to iMage (my PU Mantra of Pain build can now have access to Fury)
and summon iDefender on block/evade are amazing (sword offhand block —> 2 illusions out, this should work well in support tanky shatter builds that trait into Inspiration instead of Dueling).
And these are just 2 examples of many great changes we got.

(edited by keenlam.4753)

Mesmers > thieves now

in Mesmer

Posted by: keenlam.4753

keenlam.4753

There are lots of game-changers for the mes vs thief matchup. A few off the top of my head:

Mesmer has tons of access to cripple. Mesmer vs thief is a lopsided fight in part because of the mobility advantage that thief enjoys over mesmer, and high access to cripple will even out that advantage.

Additionally, lockdown builds are generally more effective against thieves than pure power shatter. The added form of offense is effective in many ways at shutting down some of the popular thief builds. With the baselining of IP, it allows folks to run power lockdown as a main build instead of being forced into illusions for pure power shatter.

Additionally, running with a staff in chaos gives you access to low cooldown chaos storms, the strongest aoe denial in the game. If a thief engages into that, they’ll have problems. On top of that, the staff trait gives high access to protection, which will further help to mitigate thief burst.

And before someone calls me out for being part of the ‘cabal of the mesmer forum’, this is a summary of a discussion I had with Supcutie last night. The mesmer vs thief matchup is getting some serious equalization factors, and how equal it becomes will simply have to be seen in playing.

Also, the amount and frequency of Blind mesmer can apply through shattering/dodging/blocking will help a ton to defend yourself agaisnt thieves I suppose.