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Best runeset for Power Mesmers?

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Posted by: keenlam.4753

keenlam.4753

Superior Rune of Evasion:
+25 Ferocity
When executing a dodge roll, you gain 3 seconds of swiftness.
+50 Ferocity
When executing a dodge roll, you gain 3 seconds of fury.
+100 Ferocity
When executing a dodge roll, deal a crippling strike to nearby enemies.

One of the new runesets introduced this patch which took my particular interest
Awesome synergy with DE and Sigil of Energy.
Provides some extra mobility both ooc and in-combat. Might be better than Traveler runes as the stats bonus is more useful.
The fury on demand is gonna be particularly useful for Shatters and Mantra of Pain.
And the cripple is interesting as well, both offensively and defensively.

Although this makes Bountiful Dissillusionment much less appealing as a grandmaster trait (not that it was any useful to begin with).

What are your thoughts?

(edited by keenlam.4753)

Mimic....really?

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Posted by: keenlam.4753

keenlam.4753

You can adapt and use mirror heal.

What are your post patch builds?

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keenlam.4753

I’ll be equipping mimic to deal with the explosion of 1500 range full zerk rangers that are going to, I mean already are charging around everywhere so that I have a means of countering their insane long range burst.

….oh wait.

This made me laugh. Good one

handling against the condi META

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keenlam.4753

I don’t get why mesmer’s complain that we have no condi removal. We have insane condi removal, you just have to really build for it :-/

The key thing here is “you have to really build for it”.

Im not complaining, but the perception that mesmers have low condition removal is not entirely unfounded.

At baseline level, mesmers have the least access (perhaps by intentional design) to condition removal tools. This can be easily observed as we are the only class that doesn’t have a heal skill with condition removal built-in and also among the classes without any condition removal on weapon skills.

At the opposite side of the spectrum, we have necros and eles both have insane condition removal tools at baseline (heal skills and weapon skills).

So as the meta shifts to condition spam, some people adapt and build for condi removal while others are reluctant to change and thus … all the whining.

[WvW-Postpatch]Zerg sniper build

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Posted by: keenlam.4753

keenlam.4753

I would probably go with Assassin gear mixed with Knight, you can easily achieve 100% crit chance with foods and buffs. Then your Power Spike will hit really hard.

Things You Hate Seeing Other Mesmer Do?

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keenlam.4753

Auto with GS in close range – I can’t be the only one who has seen players run closer to their target when in auto? I mean ignoring the fact that you shouldn’t be spamming auto excessively anyway, but does no one notice the range factor?

Haha, i do this to troll downed enemies like “Look at my greatsword, I shall kill u with this.”

Jokes aside, this one is definitely annoying to see in new mesmer players.

Empowering/Harmonious Swap: explanation?

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keenlam.4753

On a different note: I personally don’t like builds with more than two Mantras. I just feel to busy recharging than actually doing anything.

i feel the same, whenver i charge my mantra, i give the enemies too much of a chance to apply pressure on me and if they land an interrupt, its good game

Mesmers rejoice(??)

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keenlam.4753

don’t you think it’d be rad for mesmer to have a wall like staff earth eles possess? the interruption damage could be crazy, no?

It would be nice, for sure. Though any kind of additional effect counts as a buff, and buffs are great.

Since guardians/eles get the movement-stopping wall, I would’ve loved a daze wall or an interrupt wall, even as an added effect to our glamours or Temporal Curtain. Oh well, can’t have it all. :-)

Maybe it’s an idea for down the road if they add more utility spells!

The Inspiration trait-line needs some serious cleanup, especially the underwhelming gm traits. Your idea about a daze wall maybe can be implemented as a gm trait that boosts our Glamour skills? Something like: Glamour skills daze foes who enter or exit their areas for 1s?

PU getting nerfed Sep 9th

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keenlam.4753

Saying it again remove the might from PU fine with everything else.

Or replace Might with Retaliation.

Celestial Mesmers?

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keenlam.4753

When it comes to might-stacking for mesmers, I can only think of 2 ways: Bountiful Interruption and Shattered Strength. Maybe next patch, celestial mesmer can become viable with something like this?
http://gw2skills.net/editor/?fhAQJARWlknpRt1oxQNcrNCuxYyFaA1BNUSlMgfB-TJxHwADuEAa2fAwTAoYZAA

New Mimic. Will you run it?

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keenlam.4753

My take on Mimic (I knew this would never happen but just want to throw it out there).

Mimic: copy the boon state of target (you dont get the boons right away). Activate Echo (Echo will expire after 60s or when u get downed). Cast time: 0.3s * number of boons on target. CD: 30s

Echo: apply the previously copied state to yourself and enemy target. Instant cast.

This would allow many creative uses of Mimic and Echo. Also, Mimic will distinguish itself from Arcane Thievery as AT takes effect instantly whereas Mimic “stores” for later use.

Apart from the obvious use copying enemy boons for later use, you can use it as a massive boonrip on demand where u use Mimic on target without boons.

Or… give lots of boons to yourself and the enemy then have a necro friend corrupts their boons.

(edited by keenlam.4753)

PU getting nerfed Sep 9th

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keenlam.4753

While I’m not surprised that PU getting nerfed, I am very disappointed about the way they did it. Adding a random non-defensive boon like Might into the mix shows that Anet completely lost touch with the concept of PU, and for what? Just to dilute the boon pool… sigh. Retaliation would have been a a much better boon to add if you really want to dilute the pool of boons getting while in stealth and stay true to its nature, a defensive boon.

Power Block -> Thieves

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Posted by: keenlam.4753

keenlam.4753

How about double the initiative cost for the next use of the interrupted skill?

Id prefer the thief just die of a stroke. Call it interrupt heartbeat.

Lol, that works too although Id prefer: turn the thief into a moa for 3s. The thief goes to downed state after the transformation ends or can the thief go downed as moa instead???
Interesting!

Power Block -> Thieves

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keenlam.4753

How about double the initiative cost for the next use of the interrupted skill?

The Reason I love Mesmer and the GW2 comunity

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keenlam.4753

Torment is unique condition that was first interduced for necros.

This is simply incorrect. When torment was first introduced, it was given to 3 classes (mesmer, necro, thief). It was not unique to necro at all. See patch notes when torment was first introduced:
It was later on added to warrior oh sword and most recently mesmer is given more access to it by the grandmaster trait Maim the Disillusioned.

Now a lot of mesmers are still hung up on the idea that Confusion should be our signature condition (myself included) but as it stands now, its quite clear that Anet is pushing Torment to be our signature condition instead.

(edited by keenlam.4753)

Smirgel's post-patch PvP condi mesmer

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keenlam.4753

Hi there, pretty cool build.
My 2cents: if you worry about conditions, swap Decoy out and use iDischanter.
Now the skill doesn’t work with IE but still very good at remove condi and rip boons, especially when u have iCelerity traited.
The issue with using iDischanter is long cast time, so u need to look out for interrupt, other than that, its an amazing skill.
You lose 1 stunbreak ofc but with so many invulnerabilities you shouldn’t get CC in the first place. So for me Sig of Midnight is more than enough.

Nevertheless, it looks like a fun build, i might give it a try

[post-patch theorycraft] WvW frontline build?

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Posted by: keenlam.4753

keenlam.4753

Hi guys,
With the changes to signets and axe mh coming up,
I’d like to explore the option of a frontline tank build for ranger, making rangers more desirable in WvW (GvG).

Here’s the link to the build: http://gw2skills.net/editor/?fNAQRBHPxG2IjK9r2wiFLctGwPoW2ABQ7bIarBnB8RcyGiWD-TpBEABLcEAI+gAcVZAJOBAA8AAiZ/BA

Note that I post the PvP version but you can get the concept how to gear for WvW.

The build relies on might-stacking to pump out decent damage.
Axe #5 Whirling defense is the key offense/defense skill in this build. The signets provide stability and extra layers of defense against both conditions and direct dmg. Your pets will provide the much needed immobilize in order for your Axe #5 to land.

What this spec brings to group fight:
- AoE Healing (sigil and water field blasting, also healing bolts from whirling defense)
- Reflect with big radius and high uptime
- Provide group with Might, Fury and Swiftness (high uptime)

I believe this build can be very tanky and even when your health gets low, switch to Sword/Warhorn and do the leap/blast combo with your Healing Spring will bring your health back to full.

Burst combo: Immobilize —> Signet of the Wild --> Whirling Defense.

Weaknesses:
- dont have a very strong burst dmg
- only 1 stunbreak on long cd (but don’t forget Signet of Stone and Shared Anguish trait help too)

Let me know what you guys think.

Mesmer Poll: Scepter Auto-Attack Torment

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Posted by: keenlam.4753

keenlam.4753

Well, here’s my suggestion, variations of which I’ve offered multiple times:

  1. Scepter clones now behave as melee. This causes them to cluster onto their target, making scepter uniquely suited for clone-death builds, as it would be the only condition damage mainhand that has clones attempting to stay close.
  2. Scepter autoattack is now completely reworked
    1. First attack is a slow projectile, basically the same as we have now. If this lands, it activates the next chain.
    2. Second attack is a hit-scan attack that summons a clone on the target
    3. Third attack is the interesting one. This is a hit-scan attack that checks within X radius of the target for illusions, then applies a 2s cripple for each illusion in that radius

Basically, these changes make the scepter clones useful without adding damaging condition spam to the game. Additionally, it adds a highly conditional, but potentially very strong cripple attack to the autoattack. The key here is that with skilled play, i.e. clustering clones on the target properly, you can effectively land that cripple boosted with 3 illusions, and that land combos nicely into landing it again. However, the target can watch the animations and either dodge away from the clones or otherwise avoid them to counter that hit of cripple, thereby having skilled counterplay available.

But nobody listens to me, so w/e.

No Pyro, the Ether Clone must remain its projectile form so we can have Tornado clone and Lich clone, its simply just healthy for the game.

@StickerHappy: on the other hand, Scepter #3 can be a hit-scan attack to make it land more reliably even with the long wind-up and cast time still. The effect can be reworked to look like “Death from Above” Purple Lase Ray.

[OMFG] A fun build and mesmer challenge

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Posted by: keenlam.4753

keenlam.4753

Hi guys,

Recently I have come up with a very fun and solid build, its nothing original, just some variant of CI condi clonespam build

Link: Condition Overload

However, with this build (obviously for WvW), you have access to ALL conditions in the game so my challenge to all mesmers out there: using this build or your variation, find a way to inflict ALL conditions on an enemy at a time and post a screenshot here

If someone can prove this can be done, there will be reward for it.
Note that you must prove that all the conditions inflicted are from u, no cheating here!!!
Personally I’d probably try doing it in PvE, its easier but hey why stop there? Keep pushing the limits.

Cheers!

P.S: Too much tension in the community regarding to the scepter buff lately, this is just my way to lighten the mood.

Mesmer Poll: Scepter Auto-Attack Torment

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keenlam.4753

Scepter buff is a universal buff to all condi builds, not just PU even if it means PU becomes even OP, the problem lies with PU itself, not scepter.

In fact, I would go further and say the root of the problem is the stealth mechanic in this game. But lets not forget stealth is getting more counter next patch.

I welcome this change to scepter. Until we can see the actual implementation, theoretical numbers can’t be used to judge whether its over the top or not.

Why Skill Bar makes me sad

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keenlam.4753

@Pyro:
In the ReadyUp vid on Dulfy, I saw the new iLeap still maintains its double leap finisher as Karl used it in Chaos Storm.
Can someone confirm if this is true or not?

Scepter AA buff is a terrible idea

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keenlam.4753

Helseth made a very good point in his argument.

“The buff to scepter is almost as strong (if not stronger) than the grandmaster trait MtD itself. "

And also as others already pointed it, it promotes passive play and has little counter.

I suggest that we:
- remove the torment in aa skill #2,
- aa skill #1 only inflict 1s of torment,
- and clones will only inflict 1s of torment on crit.

Skill Bar: Patch Notes (Updated)

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keenlam.4753

Lovely, there’s people already complaining about Mesmer changes screaming OP!

I wish these people would take and play Mesmer for a month straight, come back and tell me they’re alright how they are..

A Month? Lol. As Helseth said, it takes TWO days of learning for a player who is mechanically good to beat any class with the upcoming PU buff.

Did I miss something? What PU buff are you talking about?

Mind Stab Changes

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keenlam.4753

I have been running this Marksman of Pain build of mine in WvW for a while now (https://forum-en.gw2archive.eu/forum/professions/mesmer/WvW-build-PU-Power-Marksman-of-Pain/first#post4017423)
My biggest complaint was the lack of AoE so its hard to clear camps quickly on my own and I feel a bit less helpful in zerg.

So I am VERY happy with the buffs for Mind Stab and Mantra of Pain, and iLeap
omg… so much good stuff.

Thank you Anet

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keenlam.4753

Just want to show my gratitude towards Anet for the upcoming changes to mesmer.
It really shows that the class is still receiving some love from the devs and you guys are listening to the community (especially regarding to the major bugs)

I’m very excited and looking forward to these changes.

.. at least until we mesmers get hit with a barrage of nerfs again.

On a less positive note, I’m a bit concerned with putting such a strong condition like torment on an autoattack that the mesmer and clones can inflict simultaneously.

It’s good that mesmers are becoming more and more a master of torment condition, but this might prove too strong and guarantee subsequent nerf. I might be wrong, so let’s see how it plays out.

Again, thank you Anet.

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

So your rework of Disruptors sustainment. I’m all for a rework of this trait, cause it sucks.
But I’m not sure of how the second option would work with the mantra heal because if the mantra is already charged when you interrupt what happens? Does it become immediately rechargeable after you use all the charges?
And the implications it then has on the signet heal, would that then become to overpowered?

I suppose it will work like u suggest with the readied mantra and reset the CD if it is on the 10s CD. Also I have an ICD for this trait. Maybe put a longer ICD if it proves too OP with Signet Heal skill?

(edited by keenlam.4753)

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

Good Idea keenlam! ilu! :p

Could you include GM minors too?

Maybe, I need to take a break first. xD

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

ILLUSIONS

Illusionary Persona: Shattering illusions creates the shatter effect on you as well.

Concept: This trait has by far the best concept. It’s simply brilliant.

Implementation: Not only the concept is interesting, but the execution of this trait plays out amazingly as well. It’s a perfectly balanced trait and needs no further adjustment.

Imbued Diversion: Diversion hits multiple targets. (max 5 targets, radius 240)

Concept: While the concept is a nice boost to our F3 shatter, most interrupt mesmers would argue that this should be the baseline for F3 as both F1 and F2 shatters are AoE.

Implementation: Compared to its brother IP in the trait line, ID seems much less appealing. This is probably because Diversion acts more like a control shatter, rather than a damaging shatter. Sure, we can use this coupled with Halting Strike or Perplexity runes but due to the nature of interrupts, it is quite situational and does not warrant the investment. The trait, while not all bad, is simply not good enough to be GM-worthy.

My proposed change: Adding the extra bit to Imbued Diversion to make it stronger for an interrupt build:
Diversion now hits multiple targets and inflicts 3 stacks of confusion (5s) upon interrupt.

This will save us some grace and perplexity runes are much less a slap in our face when it comes to Confusion. It will also restore our role as mass confusion spreader in group fights.

Maim the Disillusioned: Enemies hit by shatter skills are inflicted with torment. 1 stack of Torment (4s) per illusion shattered.

Concept: Solid concept, the tie to shatter skills gives mesmer the best access to torment to any other class at the moment.

Implementation: This trait as right now suffers an identity crisis. The bursty feeling you have with the IP power shatter version is lost when using MtD. On the other hand, sustained condition dmg pressure over time is not viably achieved due to the short duration (4s). To sum it up, the short duration of torment and only 1 stack per illusion make this trait underperform in gameplay.

My proposed change: I am inclined to make MtD in the direction that gives the bursty feeling when our shatters hit.

(1) Easiest way to achieve a so-called condition burst dmg is to up the number of stacks per illusion to 3 or 4 and reduces the duration to 2-3s.

(2) However, i personally think this is way too simplistic, so this is what I propose to spice things up: Enemies hit by shatter skills are inflicted with torment. 2 stacks of Torment (4s) per illusion. Torment inflicted by shatter skills deals DOUBLE DMG if the enemies have a movement-hindering condition (Crippled, Chilled, or Immobilized)

I am inclined to make this not work with Torment from Scepter because it sounds overpowered. However, I leave it as an open discussion for you guys.

So there you have it, all the gm traits have been evaluated. Your turn to share your own ideas and wish lists of the traits.

(edited by keenlam.4753)

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

INSPIRATION

Shattered Conditions: Using a shatter skill removes a condition from you and allies around you

Restorative Illusions: Heal yourself by a small amount when you shatter illusions.

Concept: Tbh, both of these traits have nice concept as they add on top of somewhat offensive skills some layers of defence.

Implementation: While the concept is solid, both of these traits suffer the same issue with traitline placement like Bountiful Disillusionment. Inspiration line offers lots of traits to suit phantasm builds rather than shatter builds. Therefore, for these gm traits to truly earn their place in this traitline, they need to be more powerful and appealing.

My proposed change: merge these traits into 1 and let’s call it something like Shattered Restoration. The combined power will make the new trait truly earns the GM status.

Also, now that there is empty slot in Inspiration line, I would like to suggest a new gm trait that dedicates to our glamour skills. Mantras and glamours were heralded as the two unique class features of mesmer when the class was first introduced. For a time being, it was particularly true for our glamours. But after nerfs, glamours now lost their former glory. At it stands currently, mantras have two gm traits dedicated to them while glamours have none. So this is my effort to bring back Glamours into the spotlight in a different approach.

Glamorous Denial: Your glamour skills will now cancel existing and incoming ground-targeted persisting AoE fields (BOTH hostile and friendly fields) at your target location for its duration.

How to implement this? It works like this: upon activation and every 1s after, your glamour AoE will check if it intersects with any other AoE, if it does, it will reset the duration of that AoE to zero, effectively ending it. This means this will only work against AoE with a duration, skills like Mind Stab and Clusterbomb will not be effected because they are instant.

Ok this trait might be hard to implement and potentially has lots of technical issues. However, it will work as a hard counter to AoE. Let’s face it AoE is quite overpowered in this state of the game with little counter (Retaliation underperforms in this role).

Also, with this, Null Field can live up to its name now as nothing can happen within its presence.

Disruptor’s Sustainment: Gain bonus healing power when interrupting a foe (+1000 healing power for 5s). Does not stack with multiple interrupts in either intensity or duration.

Concept: I’ll be blunt. I don’t like the concept. A situational passive bonus that you might or might not make use of feels very lacklustre for a gm trait.

Implementation: The bonus healing power simply does not have much weight. As a burst heal, it will provide an additional hp of less than 1500 using Ether Feast. The short duration of 5s simply means it is rather ineffective boost for sustained healing like Regeneration boon (~ extra 125hp/s).

My proposed change:

(1) Just make it stack in intensity or duration for multiple interrupts. This sounds like the easiest way to buff this trait.

(2) As I don’t like the concept, this is my personal take to rework the trait: Recharge your heal skill when interrupting a foe. ICD: 30s.

Now this new DS trait would not only provide a more reliable way to heal yourself up after a defensive interrupt but can be used offensively with Signet of the Ether or Mirror, making it more versatile than the current form of DS.

(edited by keenlam.4753)

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

CHAOS

Chaotic Interruption: Immobilize your target when you interrupt them and randomly apply blind, cripple, or chill.

Prismatic Understanding: Cloaking skills last longer, and you gain a random boon when you are cloaked. Gain 1 boon for every 1s in stealth, choosing from Regeneration, Protection, and Aegis.

Concept: from my knowledge, these two gm traits are among the most popular and for good reasons. The concept for both of these traits fits nicely with the chaos theme where you have the randomness factor at play (random extra condition with CI and random boon with PU). However, both are made solid by the non-random component: A guaranteed Immobilize with CI, and extra stealth duration with PU.

Implementation: Like the concept, the implementation of both traits is solid and has real impact in gameplay. While CI is lethal in offense, PU provides undeniably solid defence. Therefore, these traits are in good shape and do not require any adjustment.

Bountiful Disillusionment: Gain boons each time a shatter skill is used. Mind Wrack grants Retaliation, Cry of Frustration grants Might (3 stacks), Diversion grants Fury, and Distortion grants Regeneration.

Concept: compared to its older cousins, BD, while has a nice concept, lacks the random flavour well-defined in this Chaos traitline: all the boons are guaranteed and assigned specifically to the shatter skills. Therefore, this trait feels like an odd one out of the bunch.

Implementation: BD current performance falls short for a variety of reasons:

(1) it’s a shatter-based trait placed in a position that excludes either DE or IP, therefore its hard to make a shatter build using this trait;

(2) the boons gained are of little weight and short duration, making it hard to utilize them right after shatters to boost up your own dmg and/or your phantasm. Also, it leads to a gimmicky playstyle where u have to constantly sacrifice your current phantasms to boost the dmg for next summoned phantasms?

My proposed change: Keep the current implementation as the guaranteed component of this trait, but add the random part for it as described below:

10% chance to cast Mirror Images skill upon shattering. This version of Mirror Images doesn’t have the stunbreak component. Internal cooldown 45 (36s traited with iCelerity).

My reasons behind this addition: it boosts the effective illusion regeneration rate. When it procs, you can instantly make use of the boons from previous shatter to fuel your next offensive shatter or defend yourself better with extra 2s of Distortion. Also, it can help increase build diversity by providing an alternative (better or worse, im not sure) to our only option DE for clone production at the moment.

(edited by keenlam.4753)

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

DUELING

Harmonious Mantras: Mantras can be activated three times before needing to be channelled again.

Concept: Good concept, nothing really outstanding but a solid way to make mantras more powerful.

Implementation: Given how mantras work in the game, this gm trait appears slightly underwhelming and not really deserve a gm spot yet.

My proposed change: Just an extra bit on top to make it really gm-worthy, add the dmg bonus for each readied mantra (4%), in other words, merging the Empowering Mantras trait into this trait.

Furious Interruption: Gain Quickness (3s) when you interrupt a foe. ICD: 15s

Concept: Good concept, in offensive sense, it’s a way to disable foes and move in for a kill, so to speak.

Implementation: Very short duration of Quickness and the ICD pretty much kills this trait for me, makes it very underwhelming or even near useless.

My proposed change: Either increase duration of Quickness to around 5s or remove the ICD. In addition, the mesmer gains Fury boon (5s).

Triumphant Distortion: Gain distortion upon killing an enemy. ICD: 10s.

Concept: I personally think it’s a brilliant concept. The trait feels like a neat reward when you kill an enemy and also a way to disengage when you have done your job in the fight.

Implementation: While the ICD is somewhat justified as a way to prevent the abuse of this trait in PvE, it also makes this trait underwhelming and less appealing. In PvP environment, the trait proves somewhat pointless and has no real impact on the result of the fight (both duelling and group fight). The effect is purely defensive and it only comes to you when the fight is almost decided in your favour. Also, the distortion not working with Masterful Reflection trait.

My proposed change: You and your illusions gain Distortion for 3s upon killing an enemy. ICD: 10s. Illusions with Distortion can still be shattered or disappear if the target is dead. The idea of this change is to increase the survivability of not just ourselves, but also the clones/phantasms. Also make it work with Masterful Reflection for both mesmer and the illusions.

(edited by keenlam.4753)

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

DOMINATION

Empowering Mantras: Gain increased damage for each readied mantra (4% per mantra type)

Concept: I think this situational passive boost in dmg is a dull concept. It also forces people to run 4 mantras to maximize the effectiveness of this trait.

Implementation: in best scenario, the maximum dmg boost is 16%, nothing impressive really, considering there are far better dmg modifier traits at lower tiers.

My proposed change: Activate a mantra will grant you a boon
– Mantra of Recovery/ Power Return: grant you Swiftness (5s)
– Mantra of Resolve/ Power Cleanse: grant you Retaliation (5s)
– Mantra of Pain/ Power Spike: grant you Might (15s) (1 stack)
– Mantra of Distraction/ Power Lock: grant you Fury (5s)
– Mantra of Concentration/ Power Break: grant you Regeneration (5s)

This new EM trait will offer more flexibility in terms of boosting your dmg and defense, make it versatile for its place in this offensive traitline.

Confounding Suggestions: Chance to inflict Stun whenever you daze a target. Increase daze duration.

Concept: Brilliant concept and very impactful in gameplay.

Implementation: I think this trait is balanced and it fits nicely with Domination theme. No change is needed.

Power Block: Enemy skills that you interrupt have an increased cooldown (increase cd duration by 10s)

Concept: Again, this is a brilliant concept and way to promote Interrupt as one of mesmer’s strengths

Implementation: This trait would be all balanced and well-rounded if not for… thief class mechanic: initiative. It’s hard to deny that this appears to be quite unfair to other classes as their weapon skills will be affected by this gm trait while thief weapon skills are not.

My proposed change: The fairest way to change this is to make it work with Thief weapon skills, it will appear fair and square for all classes. Maybe just 5s CD to compensate for their initiative global CD system.

(edited by keenlam.4753)

Let's talk about our Grandmaster traits

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Posted by: keenlam.4753

keenlam.4753

Hi guys

Recently I have seen a number of threads suggesting rework of certain underwhelming grandmaster traits for mesmers.

I just want to make this thread where we can review all of our gm traits to see what state they are in at the moment and comment on them.

Below I will list all the gm traits and start with my own opinions about them first. In my view, gm traits are supposed to be so powerful that a solid build can be based entirely on just 1 trait. Thus, all my suggestions might seem like OP and that’s how it should be.

For each trait, I will look at both the concept and its implementation in the game, then propose my suggestions how to change it so that it requires as little rework as possible.

Feel free to comment and share your own awesome ideas about these pillars of our trait system.

Here we go.

( Videos) Lockdown Mesmer in the Mists

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Posted by: keenlam.4753

keenlam.4753

Thanks StickerHappy.

( Videos) Lockdown Mesmer in the Mists

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Posted by: keenlam.4753

keenlam.4753

Can someone link the 4/4/6 build? This gets me interested in trying out an interrupt build. Looks very fun.

Mesmer Balance in September Feature Patch

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Posted by: keenlam.4753

keenlam.4753

  • Disruptor’s is either: reworked to be worth a darn, or replaced
    .

Disruptor’s can be reworked to reset your heal on interrupt, would that make it worthwhile as grandmaster trait?

How about just heal you on interrupt? Anything less heal-y and id still never take.

Heal on interrupt is probably at best 2k per interrupts. Resetting heals on the other hand…imagine signet of the ether (resetting phantasms) or ether feast (5k+ heals). I’d say that outweigh your choice

EDIT: come to think about it, 2k per interrupt is a bit optimistic lol. Anyway if it is decent enough maybe mesmer can stay at the point a bit better? not saying they can bunker though lol.

Yeap, my idea exactly, the trait can be deceptively used for offense with Signet heal or even Mirror.

Mesmer Balance in September Feature Patch

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Posted by: keenlam.4753

keenlam.4753

  • Disruptor’s is either: reworked to be worth a darn, or replaced
    .

Disruptor’s can be reworked to reset your heal on interrupt, would that make it worthwhile as grandmaster trait?

(edited by keenlam.4753)

Revisit the Past--Was Glamour Pre-Nerf OP?

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Posted by: keenlam.4753

keenlam.4753

I guess it was ‘OP’ back then because few people understood how Confusion worked.

Speculating on scepter change

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Posted by: keenlam.4753

keenlam.4753

We need access to Fear on Scepter to couple with Torment.
Please Anet do it!!!

On a separate note, Blind and Chill are very strong conditions and I personally dont think they should be on any autoattack chain.

Changes to Mimic: Your Opinions/Suggestions?

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Posted by: keenlam.4753

keenlam.4753

I think this change to Mimic should be coupled with tweaks in Arcane Thievery somehow. These two skills can become redundant when using together and it simply doesn’t help if someone want to trait for Manipulation skills.

A More Magnificent Mesmer Main Mechanic

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Posted by: keenlam.4753

keenlam.4753

Wow, simply amazing.
OP’s ideas alone can make a new game, just saying.
GW2 expansion: Rise of the mesmers.

Please critique my build Tormenting Purple

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Posted by: keenlam.4753

keenlam.4753

Inspired from this thread: https://forum-en.gw2archive.eu/forum/professions/mesmer/The-Torment-Mesmer-Challenge/first#post4236495

I have been thinking of a way to make a non-PU build that capitalizes on Torment.
Here’s what I come up with
Link: http://gw2skills.net/editor/?fhAQNAW7alknpMtlqxVNcrNitBZyLUCUHkfsySGghB-T1CXABqoDYAlBvoZQAlQMp+zdXEgHUCCgSkDUas3+DC+EAIFAETjA-w

The gear is a bit messy, as I’m still unsure whether I should go with hybrid dmg stats or full condi stats.

Main concept of the build:
Offense: maintain condi pressure (burn, bleed, confusion, torment) on Staff with Shatters until you can burst enemy down with Scepter/Pistol (torment, bleed).
Defense: keep Chaos Armor up as much as possible, Chaos Storm, high mobility with Blink and Staff #2, and Glamors. Utilize Blind to negate 1hit burst attack.

What do u guys think?

The Torment Mesmer Challenge

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Posted by: keenlam.4753

keenlam.4753

@TyPin
I have been theorycrafting (no real testing involved yet) on a build that maximizes chaos armor uptime as well. What i come up with is some sort of glamour/condi shatter hybrid.
Link: http://gw2skills.net/editor/?fhAQNAW7alknpMtlqxVNcrNitBZyOUCUHkfsySGghB-T1CXABqoDYAlBvoZQAlQMp+zdXEgHUCCgSkDUas3+DC+EAIFAETjA-w

Dont mind the gear, I’m still trying to balance out the stats. I might just go full rabid though if its too much headache.

The build uses Staff as main weapon for condi pressure and superior mobility, only switch to Scepter/Pistol for burst dmg. In fact, I usually time the Scepter block #2 when I’m on Staff to make it even more surprise for the opponent. Chaos Storm, Feedback, and Null Field can all be used to defend as well as area denial, forcing opponent to move thus amplifying the Torment dmg. Also, the instant blind from glamor is good to negate 1 hit burst if u can see it coming.

Mesmer confessions

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Posted by: keenlam.4753

keenlam.4753

I have never used the skill Illusion of Life.
I could never resist to urge to press F on a portal regardless of where it takes me (sometimes to my death).

(edited by keenlam.4753)

small changes to make it viable

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Posted by: keenlam.4753

keenlam.4753

Really like the stunbreak for Earth Shield. Excellent idea.

Anyone know of any Earth heavy builds?

in Elementalist

Posted by: keenlam.4753

keenlam.4753

I’ve been experimenting a lot lately with 30 earth builds and I think I may have stumbled upon something glorious. <Shifty eyes> If it’s successful, would you like me to pm you what I’ve come up with?

Yes please!

Pmed

Hey MightyMicah, im interested in your earth builds as well, can u pm me as well?
Thanks a lot.

Daliriants Mesmer Meta!! (High end TPvP)

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Posted by: keenlam.4753

keenlam.4753

@Neptune: Ty for sharing this great build. It really lives up to its hype.

Just my 2cents.
This build is so OP with both superior ooc mobility (Portal, speed runes) and in-combat mobility (Staff #2, Downed #2). Maybe you can replace the speed runes with other set of runes to make it more balanced?
I highly recommend Runes of Mercy, that revive speed boost synergizes very well with the build.

Also guys, don’t forget Bowl of Fire Salsa for food if u use this OP build in WvW.

(edited by keenlam.4753)

Subject 7 with meta

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Posted by: keenlam.4753

keenlam.4753

iswordman is the best since with iduelist u might have a small chance the bullets hit the small oozes (and kill them) in their path. but like u said, both can work.

The Queen Gauntlet

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Posted by: keenlam.4753

keenlam.4753

How do u get 7 gambits? There are only 6:
- Crowd Favorite
Fight an additional opponent at the same time.
- Exhausted
You cannot dodge roll and will always have zero endurance.
- Frailty
All damage from attacks is increased.
- Hamstring
You will be crippled for the entire fight.
- On Fire
You will have the fire debuff for the entire fight.
- Squeamish
All damage you do is reduced.

????

If you counting the number of “what looks like a gambit debuff” then look again.
If u talk to Fight Master, u get a “buff icon”, activate any gambit will grant you also 1 extra “buff icon”. These buff icons just act as indicator showing that you choosing which boss to fight and you have at least 1 gambit on. So in reality, what you think you doing 7 gambits, thats just 5 gambits.

(edited by keenlam.4753)

I will END her!!

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Posted by: keenlam.4753

keenlam.4753

Hi there,

Im just gonna describe how i did it on my mesmer. Hopefully it will answer most of the issues you’re facing.

My build 0/6/6/2/0 (Dueling I, X, XI; Chaos III, V, XII, Insp IV), full zerker gear, greatsword, sword + torch, using Mirror Heal, Blink, Decoy, Mantra of Resolve, Mass Invi Elite.

Food using the one gives you extra 40% endurance regen rate.

The Fight:
Phase 1:
- I find and destroy the first pulling orb.
- I position myself with the first swirl to lure the clone into it while strafing left/right to avoid Liadri’s autoattack. I time the blurred frenzy against the AoE so I stand ground and make sure getting the first orb, then throw at her. By this time, I might have got hit a couple of times by Liadri’s aa and my health usually is at 70%, use Mirror heal.
- I position myself with the next swirl (this one is located near edge of the arena, stand behind it facing the approaching clone, again the aoe will fall upon me and luckily blurred frenzy just gets off cd so i use it again to stand my ground.
I quickly grab the 2nd orb and throw at her before another spawned clone nearby gets to blow up in my face.
- By now, I expect another pulling orb spawning so I look for it then slash it down asap.
- I find the 3rd swirl and quickly realize lots of clones nearby, again i position myself to lure all of them into the swirl, when one turns into an orb, I use Torch #4 to blind the remaining clones and go stealth, so I walk up near them and grab the 3rd orb. Even if I step of stealth and they blow up on me, they will still miss (because of the blind) and I survive.

Phase 2:
- As soon as I throw the 3rd orb, I dodge towards the edge of the arena.
- I might use Mass Invi to buy me some time to reposition myself
- I switch the Greatsword and keep moving around the edge of the arena, consistently with the aoe fall pattern.
- I summon iZerker to dps Liadri whenever the skill is off CD, and use Mirror blade whenever my char is facing her.
- I dodge her lunge attack and if I fail to do that, I cleanse the conditions immediately.
- I blink to the opposite side whenever Liadri and her clones converge on me, sometimes I use Gs #5 skill to push them away, giving me space as well.
- Normally I just move out of the aoe before it falls, I dont spam dodge just to move out of the aoe before it falls, I time my dodge to literally evade the aoe fall when I think I can’t move out of it in time normally.
- The aoe fall attack alternates so I can just move back and forth around the edge to avoid them, however, this means eventually there will be a lot of clones and Liadri approaching me, so I blink to the opposite corner.
- Another way I do it would be I keep moving counterclockwise or clockwise (doesn’t matter) consistently with the aoe pattern.
- As long as I dont panick and waste my dodge/blink/stealth. I will dps her with my autoattack/iZerker/Mirror Blade and beat her quickly.

As u can see the way I did it, i need not dodge once in phase 1 and blind works wonder against her clones (don’t believe me? try signet of midnight)
Hope all that helps with your fight and best luck.

(edited by keenlam.4753)