Let me first say before I get to any of these… This is based on making it so it heals everyone more… Including self, instead of a bunch of ally healing boosts.
Invoking Harmony: AoE pulse heal to self and allies. (Change from 20% increased healing.) (300 per second for ten seconds.)
Tranquil Benediction:Remove this and make it baseline for staff auto. (Change this trait to:) Healing while using staff AoEs to allies. (5 Targets)
Selfless Amplifcation: Add a 20% increased regeneration effectiveness.}
Here, I’ll start.
Lost might on Dodge and might pulsing in stealth. (They have no might access in general.)
Runes of the Sun:
25 Power
35 Ferocity
50 Power
65 Ferocity
On heal; AoE convert Burns into Aegis. And AoE convert Aegis into Burns. (This does low damage after it converts… 200 Damage.)
————
Runes of the Moon:
25 Healing Power
35 Toughness
50 Healing Power
65 Toughness
100 Healing Power
On heal; AoE convert Chill into Resistance, and AoE convert Resistance into Chill. (Low damage after it converts… 150 Damage.)
————
Runes of the Thief: —Change idea.--
25 Precision
35 Ferocity
50 Precision
65 Ferocity
100 Precision
On use of Class mechanic, Daze Target for 2 seconds. (10 Second ICD.)
—Reason— Thief is based on using daze on steal… So why not make all classes have use of it’s strong ability.
————
Runes of Purity:
25 Vitality
-10% Incoming Condition Duration
50 Vitality
-15% Incoming Condition Duration
100 Vitality
-25% Incoming Condition Duration
-For the incoming Condition Damage based builds.-
————
Runes of Distraction:
25 Ferocity
On interrupting foe gain might. (12 Second Might Duration; 3 Stacks; 5 Second ICD.)
50 Ferocity
On interrupt foe, target gets weakened. (4 Second Weakness Duration; 5 Second ICD.)
100 Ferocity
On heal; Next daze or stun based interrupt, lasts 50% longer. (20 Second ICD.)
————
Runes of Exposure:
25 Precision
10% Vulnerability Duration
50 Precision
20% Vulnerability Duration
100 Precision
25% Vulnerability Duration; 7% more damage to Vulnerable foes.
—-TBD—-
(edited by kybraga.7103)
Pain Absorption: Possibly lower the energy cost to 30, also make it so it transfers a condition into resistance. (For making it useful in 1 on 1 situations.)
Unyielding Anguish: Lower energy cost to 20, also add a 3 second CD to it.
Embrace The Darkness: Remove the energy cost, make the energy degeneration -5, not —7.. As for the fact it only increases all stats by 10%, also possibly raise the torment stacks to 2, not just 1.
-Vingam
So, here’s the plan… If you don’t pick up the second conjure weapon (Or other players.) You can press the skill that created the conjure again, for an AoE effect to occur.
Fireaxe Conjure: AoE burn pulsing for 4 seconds to foes in a radius of 240. (Burns stacks of 2 burns(Lasting 4 seconds)… Every second.)
Icebow Conjure: AoE chill for 4 seconds to foes in radius of 180. (Does not pulse, and does small damage.. 200-300)
Lightning Hammer Conjure: AoE Lightning field, dazing foes for 1 1/2 seconds and applies 2 stacks of Vulnerability lasting 10 seconds for 4 seconds, radius of 180. (Does no damage.)
Earth Shield Conjure: AoE pull foes in, and explode shield causing 3 stacks of bleeding for 20 seconds, crippling for 3 seconds. (Pull radius, 240 and bleeding occurs once targets have all been pulled in.)
Elite Fiery Greatsword Conjure: AoE give allies Fire aura and 5 stacks of might, both lasting for 8 seconds. (Radius of 320.)
Feel free to edit/give more ideas and ask questions to why~
-Vingam
So, we have a lot of conditions…. And with the meta of celestial necromancer… Why not make Close to Death stand out again…
Idea: Make the trait, “When target is below health threshold, deal 20% more damage, and conditions are 20% more effective.”
Still have it at 50% and so on.
Any comments or reasons to why it wouldn’t work. Feel free to add.
Bhawb, the armor is based on WANTING to get hit… So why not make it more punishing… I would say regeneration instead of retaliation… But ANET hasn’t made it work in Death Shroud (Reaper Shroud). It’s just an idea. :P
Retaliation would only fit Spectral Armor for the fact… Necromancer has no real survival in general.. And it’s armor… So why not make it ‘spiky’ armor?
Okay, so we know this skill already gives Protection… But why not add a slight aggressive touch to it? Retaliation is what I had in mind… Since they only have TWO sources to it.. (It was three pre-patch.)
Feel free to add ideas to this utility.
The Trait: Short Fuse shows fuse time as 1 second, when it should show 1/2 second, other than that it works.
Chaotic Damping: It gives more protection than it should if you blast it (If you’re the mesmer blasting it with torch.) It’ll give x5 the amount. So 5×5 = 25 and if you get runes it’ll get even higher. (It’s a bug that can possibly be abused in some forms.)
Healing Prism: This trait says it’ll give 100 Healing Power per clone in your control. However. It’ll never do that part. It’ll only do the AoE healing part.
Compounding Power: This trait does not proc correctly… It’ll only do the increase in stats if you have the clones running to shatter, it’s kind of annoying of a bug.
Chaotic Presistence: This says it’ll increase the duration of boons you share, sadly it won’t do that part. It won’t even do the condition duration part.
(edited by kybraga.7103)
Autodefense Bomb Dispenser: Drop a Smoke Bomb when you are disabled. (Used to be able to create a smoke field from it… But they removed it. Would like to have that back.)
I used it to try to get disabled and then stealth right after. To survive and reset in stealth.
Okay, to all of the feedback.
I know pistol is a condition weapon. I use shield because of it. To make it up somewhat. Since it has finishers (Projectile and Blast.) And gives protection each time used. Also Lyssa runes give an extra boon when I use my healing turret. And the mortar kit with lyssa runes takes a bit of timing. I’ve still been working on the timing to match cooldowns of my other things. Also the Iron Blooded trait works with Lyssa runes because of boons. And protection is a boon, plus all the others you can get up to at least 40-50% damage reduction all the time. And Poison Volley on the pistol makes it so healing is a bit harder for the foe(s) to do(Plus it does up to 4k). Blinds make it so I don’t get hit as much. And same with the blocks on shield.
Also, my build is based on landing combos for healing up, and doing damage at the same time. Glass Cannon trait is more useful then the other two due to the fact I don’t have nades.
Okay, since I’ve seen what they’ve done with the current celestial builds. I decided to ditch that stuff and go with this: http://gw2skills.net/editor/?vdAQJAqelUUh2tYjXwALQ7FLGGVYAcf7lY6ECD4X4NenHA-TJBFABxs/g4lBa4EAAwDAAA
I abuse the mechanic of elite proc on lyssa runes.. You’ll see once you click it. And I have a bit of sync with the rest of the build in it.
(Basically Boon Engineer… Just weirder.)
Hard Counter: Signet Necromancer.
My biggest build struggle for Mesmer would probably be interruptions. (Sword/Focus. Staff.) And the classes I have the hardest time fighting no matter what build I use… Necromancer, or Thief… And sometimes Condition Guardians.
This build only works if things go as planned from the site… Heh.
http://dulfy.net/gw2traits#build=AgMBfAa0A-Q~
Basically what I’d use for the new interruption build.
Weapon sets on shatter depend on how the player wants to play the build, I rely on sword/sword and staff so I can get back and kite until I have a position of shatter open, and the sword offhand has the block that does up to 3,000 on a critical hit, I also use the Illusionary Swordsman for extra pressure that torch offhand can’t give. Then on the other hand, the sword lacks blind and stealth. So like I said, it’s how the player wants to play.
My idea for the build is going phantasm based so: http://dulfy.net/gw2traits#build=AgMDuAaYAlw~
I don’t think a conversion rate is needed, I think this trait is reasonably powerful already, even if it is niche in requiring you to take pulsing blinds.
And… Increased duration… A lot of it.
Lingemin, Currently level 66 due to the lack of me wanting to level, but I have like 400 hours on him.
Great change to be made to armor soon.
Death’s Embrace: Deal 50% more damage when downed. (This trait is basically for only PvE uses but people tend to use it because they know they’ll down a lot.)
Best use in PvP. Absolutely irrelevant in PvE.
Spiteful Talisman: Reduces recharge on focus skills and increases range of focus skills. (This trait is basically pretty useless, unless you’re PvE… Once again).
Best use I’ve ever had for this is WvW against player because focus #4 is one of the very best burst skill of the necromancer.
Spiteful Removal: When you kill a foe you remove conditions. (Another PvE only trait. For condition based foes.)
Condition are PvP things… This is not a PvE trait.
… I’m stoping here… I’d continue to comment almost everything you wrote. You don’t really grasp the purpose of the necromancers traits.
Wrong meaning of it, it’s not really useful in PvP, think about it.
Just saying now, this is based on my testing, not yours.
And I do kind of agree on the focus thing, but if it didn’t have VI and V to verse, it would be much more useful. (I use 4 on focus like 2 on GS mesmer.
(edited by kybraga.7103)
Hello there, I’m going to help you guys with the class, “Necromancer.” Let’s get started shall we?
Spite Power & Condition Duration.
Parasitic Bond: Gain Health on kill. (Pretty useful.)
Adept:
Death’s Embrace: Deal 50% more damage when downed. (This trait is basically for only PvE uses but people tend to use it because they know they’ll down a lot in PvP.)
Spiteful Talisman: Reduces recharge on focus skills and increases range of focus skills. (This can be pretty useful, if you use it right and actually land your focus skills and rely on them.)
Spiteful Removal: When you kill a foe you remove conditions. (Another PvE only trait. For condition based foes. Could be used in PvP.)
Signet Mastery: Reduces recharge of signets. Activating a signet grants might. (It can be useful, but ultimately useless… But it’s useful for signet builds.. Which don’t work.)
Spiteful Spirit: Gain Retaliation when you enter Death Shroud. (Pretty useful, if you’re using a Death Shroud build for other than the meta.)
Reaper’s Might: Life Blast and Plague Blast grant might. (The most used trait for power builds for Necromancer.)
————————————————————————
Life into Death: Gain Healing Power based on power. (Useful for some healing power.)
Master:
Spiteful Marks: Marks deal more damage. (Good for staff builds.)
Axe Training: Reduces recharge on Axe Skills, also increased damage.(Kind of useless. When it competes with some of the other traits.)
Training of the Master: Increases Minion Damage. (Good for Minion Master builds.)
Chill of Death: Cast Spinal Shivers on a foe when you attack them while their Health is below the threshold. (The best damage trait for Master Line.)
————————————————————————
Siphoned Power: Gain Might when your health falls below the threshold. (When 25% you gain might every time hit while below that threshold.)
Grandmaster:
Dhuumfire: Life Blast will inflict burning on your target. (100% chance on it… Problem is, the recharge.)
Close to Death: Increases damage to enemies below the health threshold. (The best trait for Spite. Power wise.)
Parasitic Contagion: A percentage of your condition damage heals you. (Like Altruistic healing from guardian but not based on healing or boons.. Making it pretty useless.)
Curses Condition Damage & Precision.
Barbed Precision: Critical hits have a chance to inflict bleeding. (Showing it’s for conditions.)
Adept:
Toxic Landing: Creates a poison cloud when you take falling damage. Take less falling damage( WvW and PvE based trait.)
Hemophilia: Increases inflicted bleeding duration. (Basically useless on you’re ALL out for bleeds.)
Chilling Darkness: Blinding a target will also apply chill. (Pretty useless but good with the Well of Darkness.)
Weakening Shroud: Cast Enfeebling Blood when you enter Death Shroud. (I’d prefer this over the next one.. If it wasn’t for the two seconds of weakness.)
Reaper’s Precision: You have a chance to gain Life Force on Critical Hits.(Like I said, this is probably the best Adept trait for Curses… Power wise.)
Focused Rituals: Well skills use ground targeting. (Good for Well necromancer builds.)
————————————————————————
Furious Demise: Gain Fury when entering Death Shroud. (Good 20% Critical Chance.)
Master:
Master of Corruption: Reduces Recharge on Corruption skills.(Useful if you have a lot of corruption skills.)
Banshee’s Wail: Reduces recharge on warhorn skills and increases their effect durations. (Great if you use the warhorn for a lot of things, or just use it period.)
Terror: Fear deals damage; it deals additional damage if the target is afflicted with a condition. (The biggest use for Curses line. And is a main part of necromancer condition builds.)
Spectral Attunement: Spectral skills have increased durations, and grant Life Force on use. (Best choice when you’re running a spectral based build.)
————————————————————————
Target the Weak: Increases damage for each condition on a foe. (A very powerful trait.)
Grandmaster:
Lingering Curse: Conditions inflicted by scepter have increased durations.(A very useful trait if you’re playing condition based builds.)
Withering Precision: Apply Weakness on critical hits. (Very useful when you don’t have the next trait I’m about to tell.)
Path of Corruption: Dark Path now additionally converts two boons into conditions. (Goes in sync with the trait Target the Weak when you’re playing a power build and allows condition builds to fear up close and ruin stability if the target has it.)
Dark Magic Toughness & Boon Duration.
(edited by kybraga.7103)
it was already positive. just that too many ppl dont know how to play necro well so they complain.
That and the fact they want to just use the most annoying runes but most powerful condition in the game. (Confusion) with their already high terror damage ticks.
So, I’ve noticed a very… Useless trait… Chilling Darkness, one second chill when blinded (Lowest Cap.) Really Anet? Jumping for joy with that whole ONE second chill!! Honestly, here’s my idea.
Chilling Darkness: Foe is chilled for half the amount they are blinded… (Cap for chill is ten seconds.)
Doesn’t this make it look much better? You could actually take the trait then! And have actual effect.
This is not hate towards Anet, it’s just my idea makes much more sense in my opinion.
I’m not sure how that would play out,since healing power does not increase our siphoning traits/signet w/e.
That is not true. They do scale though the coefficent is rather terrible.
Oh okay,my bad then. But yeah,it’s so kittening horrible that I thought it didn’t xD
Siphon is based on power, not healing power.
i am not sure target the weak is better than close to death. You would need permanently 5 conditions on the foe to make it viable.
Also, does sc 3 deal so much damage? i always find it underwhelming.
The scepter 3 actually deals a “crap ton” of damage. To start with I always limited myself to using the scepter in condition builds,where I quickly found out that the normal dmg for sc 3 WITH like 5 conditions were only 700 on average,and that was WITH Target the Weak passive trait. Usual crits like 1,2k or something.
Then I tried using it in a power build. I was like O___O. This “condi” weapon dishes out 3.4k dmg on crits. and a 2k + on an average hit with around 3-5 conditions. That was with the Near to Death GM trait though,and not TTW. And in a zerker build it usually crits everytime for some reason. Plus,you have the poison in the AA chain which is super nice,particularily against warriors’ healing signet but also against any other class healing.
So yeah,you should try it out
Oh,and cripple on 2 for dat kite
To the OP:
I’ve tried something along the same lines as this build of yours before,only differences I had Axe and focus trait in the power line and the dmg on fear trait+longer fear durations traits. Oh,and the life force on crit trait instead of weakness when entering Shroud,cuz that 2 second weakness is imo not worth it. No need for it when you have the same effect on your dagger offhand 5 but only with 12 SECONDS of weakness instead.I’d drop the spectral armor in your utility slot cuz you already have that in your passive trait. I’d switch it out with corrupt boon instead for even more boon removal,now you got 5 removals on the Corrupt utility,2 on your Dark Path and 3 on your focus. That’s a kitten ton of boon removal/conversions!
And that signet of spite? You don’t need that even though you have the TTW passive trait. All the conditions in that signet you have in your weapon sets,the difference in damage is so small if you spam condis with your weapon set rather than your signet (which is on a 60 second CD too),you’ll get roughly the same dmg. You’ll always have like 3-4 condis on your enemy,so yeah.
Replacement for SoS? Pick anything else that you’d like I guess,maybe that extra spectral armor after all? Though I’d pick plague signet with all this condi meta going on. It’s always fun too transfer dat condi burst back again
Especially if your opponent is another necro who just feared you lol.
I’d switch out those fire runes too,I’m sorry,but wth was your thoughts when you picked them? If it was for the might duration/gain there is a couple of other better suited alternatives out there. What else would it be for anyway? You don’t have Dhuumfire traited?
From one Crypt Keeper to another,keep on making non meta stuff thumbs up
THANK YOU.
So, I’ve read what you have told me, and, I have done some crazy testing, found out AA on DS trait isn’t worth, so I took retaliation since I could use it to raise complete kitten on Rangers and thieves (Which works.) I also removed two points from DS for 20% more damage… Know what… I’ll show you, maybe you’ll get my idea…
Link: http://gw2skills.net/editor/?fRAQRBLRdG2IHNF3WbjjNs3mAXog+ACgWI6PoEyXqiDA-TZBFwAEOIA12fo9JAoaZAAPBAA
Fun comps to have with this: Condition Engineer, Terrormancer or a conditions mesmer.
(edited by kybraga.7103)
Read the description of death shroud.
Honestly, practice dodging and blinding, it’s an elementalists best friend.
Fun fact, in Death Shroud you are immune to getting knocked down. So just absorb the hits in it, and hope they use a knock down.
The answer to it all. Hit them hard enough.
(Yes I just said that.)
My rune choices, Air, Pack, Fire, Traveler, Strength, Forge, Ice, Monk, and Fury.
Air: The Proc for the bolt, the ferocity, and the swiftness.
Pack: Precision, power and increased swiftness duration.
Fire: Fire aura, burns, increased might duration.
Traveler: 25% movement increase and the increase to all stats.
Strength: Increased might duration, 5% more damage when you have might.
Forge: Protection on 50% hp and burns AoE.
Ice: Increased chill duration, 7% damage when foe has chill.
Monk: Extra healing and healing power.
Fury: Increased fury duration, 5% more damage when you have fury.
Character name: “Lingemin.”
Server: “Yak’s Bend.”
Preferred game mode: “PvP”
Number of necromancers, One.
-Very active.-
My build, my… Lovely build…
6/6/0/0/2 zerker,pack and blood and air. A/F, S/D. Great damage, powerful control
https://forum-en.gw2archive.eu/forum/professions/necromancer/SC-DA-AX-DA-build/first#post4912166 <——
I made a charr elementalist, it looks cool, but can be kind of hard to play as a charr with the huge body covering your screen xP. But it’s fun and I enjoy and am glad I made the choice, but that’s my opinion! Elementalist is a good class to learn and can be VERY much worth your time. AOEs, team support, burst, what else could you ask for? (Besides a nerf. -.-)
Or necromancers spamming one in down state! XD I’ve done what you have! You play it well! Keep it up!! ^.^
D/F: Most people use it for condition builds due to the invulnerability and the ground target burns. However, due to the incredible ability for might stacking and the great balance of range control and melee control, it makes this set pretty good, only downer, no open access to swiftness or rushing forward like skills, besides 3 on earth. The basics of using it is use reflects stealth detect and to reflect the foes damage back, the stuns are for allowing you time to get close for a burst before they start running back. The auras are for might and melee stuns. (Or burns if you’re playing condition based or hybrid.)
What it counters, elementalist weapon set wise: (All, if played correctly.)
S/D: This set is used normally for quick bursting, no real big source of survival. (You or them) This is tended to be used for singling out since the lack of survival is a serious downer for you, it can take some decent skill to master. The main focus is to land your attacks… ALL OF THEM. Another problem is the fact if you miss or forget to dodge or blind, you’ll basically taste what you give.
What this set counters, Staff, D/D, and itself.
The weapons play different roles but D/F would be a nice place to learn.
This is just hambow?
Guess it is, if you put it that way.
Really depends on what’s going on…
Rangers/Lich =Feedback.
Elementalists and Guardians = Disenchanter.
Condition Necromancer/Engineer = Arcane Thievery (Conditions transferred to them does the same condition damage as they put on you… GW2 did that recently without a note.)
Turrent Engineer = Feedback or Null Field.
I love how people forget our evil foes… Medi guardian and shouts warrior…
Normally people who play staff elementalist lack one side of the scale and that side is normally damage. People use staff for tanking a point the most not for zerker…. Unless you are up high and the other team has no range.
As of now, I’m trying to get the hang of the elementalist, but so far I’m constantly overwhelmed by the sheer amount of skills the elementalist possesses. (which in turn made me have a great deal amount of respect for good eles out there; people really don’t give them enough credit for playing well)
I main a thief, so I’m largely unused to the long cooldowns of the elementalist (thief has no cooldowns on wep skill to speak of), and the cooldowns on my necromancer is pretty short, and i do not have to juggle between a huge amount of skills on my necro either. Not to mention both thief and necro only uses f1 on their class skills, while i have to stretch all the way to f4 to use earth attunement (embarrassingly, i had to look at my keyboard to make sure i’m pressing f3-4, which is why i never really used earth in the first place, and considering changing the keys to QERT instead, while asigning heals to f1)
The first thing I’ve learnt by playing the ele is that there is no ‘straight forward’ way of playing the elementalist, as in with only one or two skill rotations, -maybe aside from playing as a staff elementalist- . However as a thief player, I’m attracted to the fast paced playstyle of the dagger or scepter elementalist, so I’m trying to get the hang of it.However, after watching guides for the elementalist, most videos generally lists down skill rotations that consists of up to 10+ skills, all which needed to be performed with exact timings to take advantage of combo field. So as you may imagine, even after taking down notes, I found myself mostly staring at the skillbar and my notes rather than what is focusing onscreen. (the long cooldowns did nothing to help me learn rotations when I f***ed up my rotation)
And in the open world, most mobs die with 2-3 skills, and with the long cooldowns of the skills, fighting multiple mobs becomes a problem for me (ride the lightning anyone?) so in the end i found myself spamming auto-attacks , or giving up entirely and reverting to staff elementalist and spamming skill 2 in fire attunement.So, anyone has any tips for a beginner scepter or dagger elementalist in general, especially in terms of basic weapon skills, attunment swapping, cooldown management etc? (currently my ele is lvl 35)
(btw, I haven’t even gotten into utilities and traits yet… Orz)TL;DR: I suck at ele, can anybody pls give super-bare-bones-basics-of-basics-stuff for a newb ele? Even video tutorials makes my brain melt.
Just play the class in PvE, and practice with that (If not already.) then go to PvP to maximize your skill level…
That’s how I got good at all element list weapons, amulets and traits… (Even some really crappy ones.) Tip: if you PvP play celestial D/D and practice tanking damage, and kiting. Also, once you master that, learn how to time your skills and such, like reflect on 4 earth on an LB ranger. And 5 air on a mesmer about to use GS 2. (Only minor examples. Heh… If I was on my PC I’d give better detail, heck I’d help you step by step by partying up!) Anyways, good luck!!
That makes sense… Sounds more like a science (Engineer) than an elementalist.
… That’s a rifle that is for all classes… Just a environment weapon… Sorry.
Healing shouts… Cele… From what I’ve heard…
-Build has been created.-
http://gw2skills.net/editor/?fRAQNBmWDbkjmqb7uxxG2bTgLUz9EQfABw9G7HMBA-TRCFABspRwt9HC4BAUsyPAuCA/qLYY1fU4gAAoSQSBAx0I-e
Look at the yummy bleed duration… Heh.Untraited scepter, GO TO THE CORNER! NOW!!! o.O
100 seconds if 20% bleed duration and 33% from scepter… OVER KILL. XP
Alright, so… Feast of corruption… Is actually pretty good, just learn to use it right… Heh. It can do as much if not more than Firegrab on ele.
Only problem is that “using it right” involves forsaking dealing decent damage except with that skill. Even in full Zerker, half the damage the Necro Scepter 1 and 2 skills deal is from the conditions, and that’s assuming 0 condition damage!
Honestly, you’ll need 6 in curses for scepter to do a power role with XIII and the grandmaster (2% per condition on foe…) Which stacks with the 8% per condition on foe damage… So… I get the point, yet I use it so well.. (XD) yet others have such a hard time with it.
For new players, probably should play PvE before you go PvP… Once you feel good in PvE transfer to PvP.
For build testers, use hot joins or 1v1 servers to test your creative (or meta) builds. Don’t charge into ranked only to get hated for not knowing how to use the build.
For Spvpers, don’t go ranked alone, it’ll hurt people trying to get teamwork nailed due to you being the term, ‘pug’.
Uses for each type of arena, Ranked, more experienced pvpers. Unranked, For those still learning kind of, but know how to play their class. Hotjoins, for those wanting to practice from the basic basics. 1v1 arenas are for practicing how well you can handle one class/build with your own.
Feel free to add anything I missed.
Good luck out there!
-Vingam.
Now mesmer has always had too high damage but it does have weaknesses to thief.
However, if they implement my thief nerfs then there is no reason to not nerf the mesmer.
My ideas:
1, Remove ability for mesmers to cancel cast their greatsword auto attack
2, Reduce the damage from a shatter by 5%
3, Make that stupid illusionary berkzerker thing do 10% less damage
4, Add kitten icd to deceptive evasion
5, Increase icd of critical infusion to 20 secondsI am NOT saying they should do ALL these things. 3 or 4 out of the 5 would be FINE. I wouldn’t want to overnerf mesmer.
What do people think? Serious posted only please.
Shatter is the way of mesmer, either deal with it or find something more… Fitting… Or just ignore shatter mesmer, they’re a thief with clones and CDs. Also, they can be killed, time your dodges.
feel free to add to what I say
Once again… As I said on another forum, well necromancer… Turrets RIP.
Oh,and cripple on 2 for dat kite