http://intothemists.com/guides/381-gs_prismatic
is my current wvw build.
I am amazed that someone actually uses Signet of Midnight.
All hail to the great analysts here in the WvW forums.
May their objective and unbiased assertions resound in all eternity!
#randomfacts
Solo/duo roamed all week. Most of the time I encountered UW or MS zergs, (no small scaling groups!) jumping and dancing on dead bodies.
Imagine that!
Only difference is, I am not QQing. Or insulting.
But please, continue to embarrass yourselves.
(edited by tetrodoxin.2134)
this is what we call small scale fight,but expalin to german what small scale fight are is pointless they like play like that that are some of our weekplay.
It’s funny, because you can’t watch it in Germany.
(without proxy)
:P
Happened to me yesterday five times with the same guy.
Honestly, I don’t care. Yes, it is cowardly.
Maybe they should add a ~5-10 seconds delay when you logg off.
I’m onboard!
Ingame: Leyinn
Server: Abaddons Mouth [EU/DE]
Role: Tester (maybe Instructor)
Playing: WvW Solo/Small Groups, PvP, PvE (in that order). 1700 hours of Mesmer ingame time x)
Time: varies… I’m on when I’m on :P
(edited by tetrodoxin.2134)
Ok, one more won’t hurt. Reserved.
Aaaaand another one. Should be enough for the upcoming year (i hope).
1 July 2014
- Fixed an issue in which the number of targets skill fact would not appear for various skills when certain traits were equipped.
- Spinning Revenge: Fixed an issue that caused the clone created by this skill to use a version of Siren’s Call that did not apply boons to allies.
- Mimic: Fixed a bug that caused the underwater channel for this skill to be shorter than the land channel.
- Masterful Reflection: Added reflection skill facts to all signets when traited with Blurred Inscriptions.
- Illusionary Leap: Fixed a bug that allowed players to swap places with their clone after it was destroyed.
15 July 2014
- Time Warp: Fixed a bug that prevented the casting animation from playing if the player had a greatsword equipped.
- Polymorph Moa:
- Claw: Removed a duplicate number of targets skill fact.
- Kick: Removed a duplicate number of targets skill fact.
- Peck: Removed a duplicate number of targets skill fact.
- Screech: Removed a duplicate number of targets skill fact.
(edited by tetrodoxin.2134)
21 January 2014
- Chaos Storm: Fixed a bug that caused this skill to stun enemies whether or not it dazed them when traited with Confounding Suggestions.
15 April 2014
- Illusions X—Phantasmal Haste: Fixed a bug that caused the illusions created by Illusionary Mariner, Phantasmal Berserker, Phantasmal Swordsman, and Phantasmal Warden to be unaffected by this trait.
- Phantasmal Warden: Fixed a bug that caused this skill to go on cooldown without being cast. Fixed an issue in which the warden would be in range of an enemy but not begin attacking.
- Masterful Reflection: Fixed a bug that prevented the player from gaining reflection when they gained distortion from activating signets.
- The Prestige: Fixed a bug causing the radius on the blind condition to be smaller than intended.
- Time Warp: Fixed a bug that caused the skill to enter cooldown twice.
Critical Infusion: Increased the recharge from 5 seconds to 10 seconds. - Halting Strike: Fixed a bug that occasionally caused this trait to instantly kill targets.
- Illusion of Drowning: Changed the skill from multi-hit to single-hit, increasing damage to compensate. Updated the skill fact to reflect this.
- Illusion of Life:
- Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.
- Fixed a bug in which the skill would count the player as one of the max targets.
- Added a skill fact for number of targets: 3.
- Arcane Thievery: Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.
- Illusionary Mariner: Added a skill fact for number of hits.
*Mind Spike: Updated the skill facts to correctly display the number of boons removed: 1. - Phantasmal Disenchanter: Added skills facts for boons removed and conditions removed. Added a skill fact for number of bounces: 5.
- Portal Entre/Exeunt: Added a range threshold skill fact.
20 May 2014
- Added a skill fact for number of targets for skills that strike more than one enemy.
- Time Warp: Added a skill fact for number of targets: 5. Added a skill fact for pulses: 11.
- Mass Invisibility: Added a skill fact for number of targets: 10.
- Mantra of Recovery: Added a description to the Power Return buff granted by this skill.
- Phantasmal Mage: Fixed an incorrect number of bounces skill fact. This skill bounces 2 times (hits 3 targets).
- Phantasmal Disenchanter:
- Fixed an incorrect number of bounces skill fact. This skill bounces 4 times (hits 5 targets).
- Fixed a bug that caused this skill to fail to hit its fifth target.
- Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
- Magic Bullet: Updated the skill facts.
- Added a skill fact for number of bounces: 2.
- Updated the skill facts to show increased bounces when traited with Illusionary Elasticity.
- Added a skill fact to show the confusion duration on the fourth target when traited.
- Mirror of Anguish: Updated the description of this trait to indicate “pull” in the list of triggers. Fixed a bug that prevented this trait from working under water.
- Phantasmal Swordsman: Updated the skill facts to have the appropriate damage indicator. (Separate from the general fix to minion skill damage.)
- Illusionary Mariner: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
- Illusionary Whaler: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
- Phantasmal Duelist: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
- Phantasmal Rogue: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
- Phantasmal Defender: Updated the skill facts to have the appropriate damage indicator (separate from the general fix to minion skill damage).
- Illusionary Riposte: Changed the blocking skill fact and the buff gained while blocking to display the correct duration.
- Chaos Armor: Increased the culling priority on this effect.
- Far-Reaching Manipulations: Fixed a bug that caused this trait to reduce the cooldown of Arcane Thievery by 5 seconds.
3 June 2014
- The Prestige: Fixed a bug that caused this skill to lack its range indicator.
- Polymorph Moa: Updated the skill facts for moa attacks.
- Claw: Added a skill fact for maximum number of targets (3).
- Kick: Added a skill fact for maximum number of targets (3).
- Peck: Added a skill fact for maximum number of targets (3). Updated the skill fact for number of attacks (4).
- Screech: Added a skill fact for maximum number of targets (4).
- Arcane Thievery: Fixed a bug that caused the Far-Reaching Manipulations trait to reduce the cooldown of this skill.
(edited by tetrodoxin.2134)
6 August 2013
- Counter Blade: The projectile velocity has been doubled and is now wider with an increased effect size.
- Phantasmal Duelist: This skill now has its range increased with Duelist’s Discipline. Fixed a bug that enabled the duelist from being cast at 1200 range at all times.
- Illusion of Life: Updated the animation and effects on this skill to make it easier to read when it is being cast in combat. The timing and effectiveness remains unchanged.
- Polymorph Moa: This skill should now animate when used with a greatsword.
- Veil: This utility skill now acts as a light field as its description indicates.
20 August 2013
- Power Cleanse: Removed the range fact as it was unnecessary.
- Mind Spike: Fixed a bug where this skill was checking for a boon on the mesmer instead of on the target. The extra damage will now be correctly applied when the player’s target has no active boons.
- Moa Morph/Tuna Morph: Fixed a bug that caused this skill to appear unselectable while underwater.
- All Phantasms: The ghostly effect on phantasms should no longer fail to show up in low graphics settings.
- The Prestige: Fixed an issue that caused the blast finisher to occur at the point where the skill is cast, rather than on the mesmer.
15 October 2013
- Descent into Madness: Fixed the Chaos Storm created by this skill to match the actual Chaos Storm skill functionality.
- Illusionary Defense: Fixed this trait to properly decrease damage taken by 3% per illusion.
- Feedback: Added a radius skill fact. Updated the skill facts to display changes from traits.
- Medic’s Feedback: Increased the duration of the feedback bubble created by this trait to match the actual duration of the Feedback skill.
- Winds of Chaos: Fixed the bleeding skill fact to display the proper duration when Chaotic Dampening is equipped.
- Mender’s Purity: This trait now functions with racial skills Healing Seed and Prayer to Dwayna.
- Power Cleanse: This skill now removes 2 conditions from up to 5 allies in a 240 radius.
- Power Break: This skill now applies stability to up to 5 allies around the player in a 240 radius.
- Illusionary Counter: Reduced the recharge from 12 seconds to 10 seconds.
- Confusing Images: Reduced the recharge from 15 seconds to 12 seconds.
- Mantra of Pain: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Mantra of Resolve: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Mantra of Concentration: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Mantra of Distraction: Reduced the underwater cast time to 2.75 seconds to match the on-land cast time.
- Phantasmal Duelist: The Illusionary Duelist’s attacks now have a 20% chance for a projectile combo finisher instead of 100% when traited with Duelist’s Discipline.
- Arcane Thievery: This skill will now have a consistent animation when used with a greatsword.
- Illusionary Wave: Updated the skill to indicate its actual attack distance, which is 450.
15 October 2013
- Veil: Fixed the duration skill fact to properly indicate its duration, with and without Temporal Enchanter traited.
26 November 2013
- Phantasmal Warden: This phantasm will now properly try to enter the attack range of its target before using its skill.
- Imbued Diversion: Added a radius trait fact.
- Empowered Illusions: This trait now indicates a damage increase for phantasms.
- Illusionary Duelist: This skill no longer indicates a loss of damage when traited with Empowered Illusions.
- Vortex: Updated the range indicator to use the proper range. Added a radius skill fact. Added a skill fact for initial pull radius.
10 December 2013
- Signet of the Ether
- Signet Passive: Regenerate health based on the number of active illusions you control.
- Signet Active: Heal yourself and recharge all phantasm skills.
(edited by tetrodoxin.2134)
25 June 2013
- Mind Spike: Reduced the base damage by 20%. This skill does an additional 50% damage to targets with no boons.
- Mind Stab: Reduced the aftercast by .4 seconds.
- Illusionary Counter: This skill damage has been reduced to 50% of what it was. It now applies 5 stacks of torment for 8 seconds.
- Magic Bullet: Reduced the aftercast by .2 seconds.
- Into the Void: This skill now has a 1-second recharge before it can be used after placing Temporal Curtain.
- Signet of Illusions: Clones and phantasms will now gain the passive effect of this signet when they are created, rather than a few moments after creation.
- Siren’s Call: Bleed duration for players: Reduced from 2 seconds to 1 second. Bleed duration for clones: Reduced from 2 seconds to 1 second.
- Feigned Surge: Increased the damage by 33%.
- Ineptitude: Fixed an issue that allowed this skill to be cast at infinite range.
- Illusionary Leap: Fixed an exploit that allowed for more clone generation than intended.
- Signet of Midnight: Increased the blind duration to 5 seconds. Decreased the cooldown to 30 seconds.
- Illusion of Life: Fixed an issue so that Far-Reaching Manipulations no longer reduces the cast time of this skill.
- Blurred Frenzy: This is now evasion instead of immunity. This means it will be affected by retaliation. Increased the cooldown to 12 seconds.
- Signet of Illusions:
- Decreased the bonus hit points to clones and phantasms to 50%.
- Split the hit point values of clones and phantasms by game type:
- Increased the phantasm base hit points by 55% in PvP and WvW.
- Increased the phantasm base hit points by 270% in PvE.
- Decreased the clone base hit points by 25% in PvP and WvW.
- Increased the clone base hit points by 28% in PvE.
- Polymorph Moa:
Claw: This skill now jumps towards the target as it hits, and the animation was amended.
Kick: This ability is now a ground-targeted leap skill that damages and cripples enemies for 3 seconds where the player lands. Decreased the recharge to 4 seconds.
Peck: This ability now moves towards the target between each attack. Increased the damage by 10%. Decreased the recharge to 4 seconds.
Screech: This ability now damages and weakens foes for 3 seconds in a 300 radius. Lowered the cast time to 1.5 seconds. Decreased the recharge to 4 seconds.
Flee: Smoothed the animation and reduced the aftercast. - Polymorph Tuna:
Chomp: This ability now cripples for 3 seconds.
Frenzy: Increased the damage by 10%. - Phantasmal Berserker: Fixed an issue that was causing the damage from this summoned phantasm to not display. Updated the berserker’s attack to make it more reliably hit a static target with all 4 of the attacks.
- Prismatic Understanding: This trait now pulses once every second while stealthed.
- Bountiful Interruption: This trait has been moved to the Master tier. In addition to granting a random boon on interrupt, this trait will also grant 5 stacks of might.
- Chaotic Interruption: This trait has been moved to the Grandmaster tier. This ability now immobilizes the player’s target and randomly applies blind, cripple, or chill.
- Halting Strike: Damage dealt when interrupting enemies has been increased by 500%.
- Protected Mantras: This trait now grants up to 400 toughness while channeling (up from 250).
- Furious Interruption: This trait now grants 3 seconds of quickness when interrupting a foe. This effect can only occur once every 15 seconds.
- Vengeful Images: This trait now only applies retaliation for 5 seconds when they are created and does not persist after that.
- Imbued Diversion: This trait now allows Diversion to daze 5 targets (up from 3). In addition, the daze radius has been increased to 360 (up from 240).
- Illusionary Retribution: Moved to the Adept Minor trait.
- Shattered Strength: Moved to the Master Minor trait.
- Illusionists Celerity: Moved to the Grandmaster Minor trait.
- Malicious Sorcery: This trait grants up to 200 condition damage while wielding a scepter (based on level), up from 50.
- Compounding Celerity: Movement speed per active illusion has been increased to 10%, allowing for 30% movement speed when three illusions are active.
- Shattered Conditions: This trait now removes one condition from all allies around the mesmer.
9 July 2013
- Chaos Armor: This skill no longer automatically applies protection when activated. This buff now provides an equal chance to trigger regeneration, swiftness, or protection on hit with a 1-second internal recharge. The random condition applied now has a 1-second internal recharge per target. These changes apply to the Chaos Armor provided through combo finishers as well.
23 July 2013
- Null Field: Reduced the recharge to 40 seconds.
- Signet of Domination: Increased the stun duration to 3 seconds.
(edited by tetrodoxin.2134)
30 April 2013
- Updated confusion and retaliation effects to do the same damage as they do in sPvP.
- Reduced mantra cast times from 3.25 seconds to 2.75 seconds.
- Confounding Suggestions trait: Now functions with the Chaos Storm and Counter Blade skills.
- Clones wielding a spear underwater now execute the full spear combo.
- Mirror Blade skill: Added an unblockable skill fact.
- Into the Void skill: Updated description to be more accurate (“Temporal Curtain”).
- Mind Stab skill (one-handed sword combo): Renamed to Mind Spike.
- Arcane Thievery skill: Now correctly transfers the boons removed from enemies and the conditions removed from the mesmer.
- Moa Morph skill: Can be used while moving.
- Moa transform flee: Reduced run distance and reduced cooldown from 15 seconds to 10 seconds.
- Blinding Befuddlement trait: Increased duration of applied confusion from 1 second to 4 seconds. Can now trigger only once every 5 seconds on any target that is blinded by the mesmer.
- Signet of Domination skill: Passive power increase now scales from 20-180, up from 10-90.
- Illusion of Life skill: Players can no longer circumvent the vengeance properties. Increased cast time by 0.5 seconds.
- Distortion skill: No longer allows capture of control points in all formats or communing in PvP.
8 May 2013
- Phantasmal Warlock skill: The damage skill fact now displays accurately.
- Prismatic Understanding trait: Now functions with torch’s The Prestige skill.
- Portal Exeunt skill: Casting during the last second before the portal expires no longer fails to create the entrance.
- Veil skill: The skill fact now indicates the correct stealth duration (2 seconds).
- Illusion of Drowning skill: No longer able to affect targets at infinite range. Now respects line of sight.
- Clones now attack ranger pets even if the ranger is out of range.
11 June 2013
- Blurred Frenzy: Updated the duration tooltip to indicate the actual duration of the evasion.
(edited by tetrodoxin.2134)
14 December 2012
- Phantasmal Mariner: This phantasm now attacks more often, but does damage in line with its attack rate.
- Illusionary Whaler: This phantasm now attacks more often, and now does a reasonable amount of damage.
- Phantasms now initiate combat after .25 seconds instead of one second.
- Feigned Surge: This skill is now a leap finisher.
- Vortex: This skill now does pulsing damage after it is created, and is also an ethereal field.
- Jab: Increased damage by 12.5%.
- Evasive Strike: Increased damage by 25%.
- Spinning Revenge: Recharge reduced from 15 to 12 seconds, and is also a whirl finisher.
- Signet of Inspiration: Increased swiftness duration from five to ten seconds. This passive effect now works outside of combat.
- Deception: Clones that use Winds of Chaos will now fire their projectile in a straight line, just as the mesmer’s Winds of Chaos does.
- Decreased all Mantra cast times by one second.
- Shattered Strength: Increased to three stacks of might and ten second duration.
- Prismatic Understanding: No longer affects the Prestige. Now grants a random defensive boon every three seconds while in stealth. (Protection, Aegis, or Regeneration)
- Critical Infusion: Vigor duration increased to five seconds. This can only trigger once every five seconds.
- Blade Training: This trait is now applied to off-hand sword skills.
- Dazzling: Now inflicts five stacks of vulnerability for eight seconds.
- Phantasmal Warlock: Damage now matches the tooltip.
- Phantasmal Duelist: Damage now matches the tooltip. Increased damage to match the lost damage from a previous bug fix.
- Phantasmal Berserker: Damage now matches the tooltip.
- Phantasmal Mage: Damage now matches the tooltip.
- Temporal Curtain: Increased swiftness duration to 12 seconds.
- Mesmer Phantasm changes. We decreased the delay for the initial attacks on Mesmer phantasms. This will make them more responsible when they are first summoned.
- Mesmer Portal. The Mesmer utility skill Portal now has a maximum # of times it can be used before it disappears. This means that 1 Mesmer can no longer send an infinite # of allies through a portal. The current # is 20, which may come down more later. We still want the Mesmers to feel cool for having such a powerful ability, but we also want to put a limit on the # of players a defending team needs to worry about coming out of 1 Mesmer Portal, especially in WvW.
3 January 2013
- Shatter skills now share a global 0.25 second recharge, to prevent multiple shatter effects triggering on the same illusion.
- Shattered Strength: This trait now grants 1 stack of might per illusion shattered.
28 January 2013
- Cleansing Conflagration: This trait should now remove a condition at the beginning of The Prestige instead of at the end of the skill.
- Duelist’s Discipline: This trait no longer reduces damage dealt by the Illusionary Duelist.
- Illusion of Life: This skill should no longer allow players to rally off of creatures that grant no experience.
- Portal Exeunt: Updated the skill fact of this skill to reflect the actual duration. Also added a description to the Portal Uses marker.
26 February 2013
- Illusionary Counter: The range of the reactive part of this ability is now consistent with its indicated range.
- Mesmer Portals can no longer be interacted with when there is an obstruction between them and the player.
- Mind Stab: This skill will now hit up to three targets.
- Illusionary Riposte: The reactionary strike that occurs when this skill blocks an attack now has the correct distance of the ability instead of half the distance. Added a ranged fact to this skill.
- Mirror: This healing skill now applies reflection for 2 seconds instead of 1.
- The Prestige: This ability is no longer channeled and will automatically detonate 3 seconds after the ability is used.
- Evasive Strike: This ability is now able to strike enemies. (hotfix)
- The Prestige: This ability will now go on full recharge each time when activated. (hotfix)
26 March 2013
- Reduced quickness from 100% attack speed to 50%.
- Spatial Surge skill: Now strikes up to two enemies that it passes through, in addition to the primary target.
- Confusing Images skill: Now strikes enemies that it passes through.
- Magic Bullet skill: The traited version is now a projectile combo finisher to match the base skill’s functionality. No longer hits targets beyond maximum range.
- Blade Training trait: Properly reduces the recharge of Illusionary Leap.
- Illusionary Duelist skill: Reduced the range to 900, matching its current listing.
- Arcane Thievery skill: Now has the correct range when the Far-Reaching Manipulations trait is equipped.
*Confounding Suggestions trait: Reduced the frequency of stunning targets when Diversion is used from 100% of the time to 50%. - Dazzling trait: Now functions with Chaos Storm and Illusionary Riposte’s secondary attack.
If you’re looking for something specific, Ctrl+F is your friend!
Thought it might be nice to have all Mesmer-related changelogs in a single thread in the proper forums. Beta changes not included (yet). So here ya go:
Mesmers rely on illusions in order to accomplish their goals. They need illusions to accomplish some of their highest damage and control, and without the illusions, they become fairly fragile. They can deal with enemy boons better than most classes, but enemy conditions can often be a problem. They share some of the stealth and mobility that the Thief enjoys, but suffer from a low health pool if you get past all their tricks.
8 September 2012
- Fixed a bug with Signet of Illusions. It now give phantasms 50% more health instead of 300% more.
9 September 2012
- The Prestige – Fixed a bug so that Burning duration no longer amplifies when additional enemies are present.
14 September 2012
- Deception: Movement now allowed after casting underwater.
- Spatial Surge: Improved responsiveness.
- Mind Stab: Improved responsiveness.
17 September 2012
- The Prestige: This skill now requires full recharge if it’s interrupted at any time.
25 September 2012
- Fixed text on “readied” mantra buffs.
- Veil: This glamour skill has been updated to show the appropriate active duration when not affected by traits.
1 October 2012
- The following profession skills now hit 3 targets instead of 1: Mesmer Spear: Stab, Jab, Evasive Strike
- Updated all phantasms and clones available to the mesmer to ensure they activate within their range.
- Updated mantras to now function underwater as they do above water. They also no longer go on full recharge when interrupted.
- Illusionary Riposte: This skill now functions properly with the Dueling trait Blade Training.
- Phantasmal Warden: This skill no longer has a 0-second recharge when affected by traits. It now has approximately a 5-second recharge.
7 October 2012
- Signet of Domination can no longer be cast on targets behind the mesmer.
- Added a much faster breakout for mesmer underwater mantras.
- Phantasmal Warlock: Increased recharge to 20 seconds.
- Chaos Armor: Decreased recharge to 35 seconds.
- Chaos Storm: Increased recharge to 35 seconds.
- Phantasmal Duelist: Increased recharge to 20 seconds.
- Phantasmal Swordsman: Increased recharge to 18 seconds.
22 October 2012
- Arcane Thievery: This skill now appropriately removes the aegis boon rather than being blocked by it.
- Confusing Images: This skill has been updated to fire at its correct distance.
- Cry of Frustration: This skill’s tooltip now accurately shows that confusion it applies lasts for 3 seconds.
- Mirror of Anguish: This trait no longer functions on necromancers when they have Reaper’s Protection active.
- Phantasmal Warlock: This illusion’s recharge between attacks is now slightly longer.
- Phase Retreat: This skill should no longer teleport players into geometry or other places they shouldn’t be getting into.
- Scepter Skills: Projectile skills for the scepter have had their velocity increased by 33%.
15 November 2012
- Moa Morph: Targets transformed by this skill have 5 new and less-frustrating skills, and this skill can also be used underwater to turn enemies into tuna. This skill now removes Death Shroud from the target instead of the necromancer being stuck in Death Shroud.
- Portal: This skill’s recharge has been increased to 90 seconds.
- Illusionary Duelist, Phantasmal Swordsman, Phantasmal Mage, Phantasmal Defender, Phantasmal Disenchanter, Phantasmal Rogue, Phantasmal Warlock, Illusionary Mariner, Illusionary Whaler, Phantasmal Berserker, and Phantasmal Warden: These skills must now be cast in line-of-sight of the target. These skills now behave as normal attacks that the mesmer must connect in order to summon the phantasm, and they will fail if the mesmer is blind or the ability is cast on an invulnerable target.
- Phantasmal Mage: This skill’s confusion has been increased to 3 stacks for 3 seconds from 1 stack for 9 seconds. The recharge on Phantasmal Mage’s skill has been increased to 6 seconds from 5 seconds.
- The Prestige: This skill’s damage has been increased by 100%.
- Phantasmal Haste: This trait now works.
3 December 2012
- Updated the description for Blurred Frenzy to indicate that it gives evasion through “Blur,” instead of “Distortion”.
- Phantasms will now properly have all boons applied to them via player traits.
- Phantasmal Disenchanter can now be cast at the correct distance.
(edited by tetrodoxin.2134)
Shameless self-quote:
Confusion builds (after the WvW nerf) didn’t have any viability for Mesmers. Sure you could get some stacks on the enemy, but with the short duration it wasn’t really worth the effort (many traits involved).
And that’s basically the thing that bothers me. Without these runes, you can spend tons and tons of traits into confusion as a Mesmer and that won’t get you anywhere near to what these runes do. Lockdown/Punishment-On-Action Builds were one of those things that made the Mesmer unique and awesome in GW1. Now, what happened with GW2? They basically took all the punishing hex spells and converted them to a single crappy condition (aka confusion). Not enough, now with these runes every class can be a better Mesmer than the Mesmer itself. Other classes (like engineer) do have much more reliable access to other conditions. It seems to me that anet tried to buff Confusion Mesmers, without thinking about other classes. That’s why these runes probably get nerfed someday, again leaving the Mesmer with crappy Confusion.
That said, I would really welcome a +25% buff instead of confusion on interrupt. Of course that would favour those classes that already have confusion, why not? Every class should prioritize on different conditions, at least that would be ideal. Giving all classes superior access to all conditions results in what we currently have, and that’s a condition spamfest.
Confusion builds (after the WvW nerf) didn’t have any viability for Mesmers. Sure you could get some stacks on the enemy, but with the short duration it wasn’t really worth the effort (many traits involved).
And that’s basically the thing that bothers me. Without these runes, you can spend tons and tons of traits into confusion as a Mesmer and that won’t get you anywhere near to what these runes do. Lockdown/Punishment-On-Action Builds were one of those things that made the Mesmer unique and awesome in GW1. Now, what happened with GW2? They basically took all the punishing hex spells and converted them to a single crappy condition (aka confusion). Not enough, now with these runes every class can be a better Mesmer than the Mesmer itself. Other classes (like engineer) do have much more reliable access to other conditions. It seems to me that anet tried to buff Confusion Mesmers, without thinking about other classes. That’s why these runes probably get nerfed someday, again leaving the Mesmer with crappy Confusion.
That said, I would really welcome a +25% buff instead of confusion on interrupt. Of course that would favour those classes that already have confusion, why not? Every class should prioritize on different conditions, at least that would be ideal. Giving all classes superior access to all conditions results in what we currently have, and that’s a condition spamfest.
(edited by tetrodoxin.2134)
This is what I am running:
With runes of Perplexity. If I’m facing another condition class, I swap veil with arcane thievery. Or sometimes I’m using Sig of Dom for more interrupt (might +confusion) and condition damage. Depends on how aggressive you want to play.
(edited by tetrodoxin.2134)
I think it’s pretty funny to hear people saying 3s of confusion would be completely useless, while almost all the Mesmer confusion only lasts for 3-4 seconds.
“Master of Misdirection”, hell yeah.
I’m talking about live streams with 4k viewers, like we had them at the bigger tPvP events…
Let’s see what happens @ PAX
Watch ogre’s gvg casts on youtube. Theyre getting more viewers and interest than spvp ever did or ever will.
I don’t think that is true.
Imo, GvG is really boring and watching it is way too chaotic and spammy.
But as long as there are people actually enjoying it, give them their own platform.
So yeah, +1 from me. But to be honest, I’m not quite sure if PvP is the right section, since many of you want to use your PvE gear and buff food.
(edited by tetrodoxin.2134)
Once upon a time, in a galaxy far far away (aka PvP forums):
- Mesmer are OP against power classes
- Mesmer are weak to AoE spam…
If the meta shifts again towards power/balance, they will become king again.. after all they have the cheapest class mechanic, easiest access to stuns, burst, boon hate, stun breaks, ports, etc… they just lack that condi removal to be in this meta!
x)
I was wondering can mesmer who dont use this rune but still focus on applying confusion be just as effective?
And if not, why not?
No. Mesmers do have many abilities that apply confusion, but they all lack in duration and/or in the amount of stacks. Some other abilites were nerfed (like Blinding Befuddlement).
Nothing ingame can stack confusion as effective as these runes.
Just an example:
Cry of Frustration (untraited) stacks up to 3 confusion for 3-4 seconds, on a base cooldown of 30 seconds. These runes stack 3x confusion for 13 seconds (15s CD) plus another 5 stacks for 13s on interrupts (no CD).
(edited by tetrodoxin.2134)
I think every class deserves a version of their own condition build, including warrios. I’ve met some decent ones in WvW, they are able to keep a good amount of pressure on me with bleeds/burning. Never had problem killing them myself though (I main Mesmer).The amount of bleeding stacks they can apply in a short time frame seems a bit strong, but it’s a single condition after all. Just bring Arcane Thievery and you’re good.
At least that worked for me.
Because, both! >:0
Nah but seriously, at some point you’ll want another focus with different stats.
Hear my words!
/fades into darkness
Both!
Also, King’s Rememberance is awesome for Mesmers as well, and it’s cheap.
I predict blood, sweat and tears from now on:)
It is going to be a long week.
And a boring one for small groups/solo roamers.
Haven’t encountered a single one yesterday. I even joined the infamous zerg for like 30 minutes, guess how bored I was >:0
[TUP], [Buka], I muss you T_T
But hey, everytime I see some [RAGE] guys, I /wave them. Awesome guild tag.
(edited by tetrodoxin.2134)
Well, it wouldn’t be necessary I guess, most Mesmers are already used to playing attention for this kinda stuff, but it wouldn’t hurt either. New players would probably benefit from this overhaul. On the other hand, anet wants the UI to be as minimalistic as possible so you pay more attention to the ingame action.
There was a dev post ages ago saying this is a technical limitation/fault with the system and could/would not be fixed. That was atleast 3 months ago and I don’t have the source, so may be incorrect… but yeah…
I remember that post, so yeah, it’s true. Funny that they implement something which is obviously bugged/doesn’t work and they just refuse to fix it. If they can’t fix it with the current mechanic, why don’t they just change the mechanic? Now I know that’s probably easier said than done, but saying “can’t be fixed, it’ll stay this way” is the worst thing they could do.
I’m wondering where this rumors are coming from? Fix current condi-spamming Meta by nerfing (phantasm) Mesmers because they are outstanding in that kind of combat that is absolutely trivial in competitive tPvP. Makes sense, I guess?
Anyways: 20% damage nerf across the board would be a bit too much. You see, a Mesmer doesn’t do much damage by him/herself with auto attacks (only exception would be GS, and that thing only hits hard at a 900-1200 range). No, it doesn’t hit for 3×1,5k dmg. The whole class is designed to make damage with AI. Even shatter builds and condition builds heavily rely on Clones and Phantasms. I’ve seen some suggestions in other boards that the Mesmer shouldn’t be able to create clones on dodge when there are already 3 out there or leaving the phantasm on full CD until he dies. These are the kind of people that cry for Mesmer nerfs, and I don’t think that Anet really thinks about realizing such crazy ideas.
Back to the Phantasm (Builds): Three duelists (or other phantasms) at once is highly unrealistic. It’s possible for a short period of time, but most defensive skills/stunbreakers (Decoy, Phase Retreat, Mirror Images) or even offensive skills create a clone (Mirror Blade) and therefore kill one or two phantasms. That said, two phantasms is the most common count you’ll see against a Phantasm Mesmer. Other than that, there’s no real harm a Mesmer with such builds can do. Shatters are like a butterfly fart (and would negate all phantasm damage) and Auto Attacks hardly do anything. Now, compare with other classes. Auto Attacks are considerably strong (especially compared to Mesmer AAs), most of them have more armor, stability and whatnot. Their damage isn’t split up to some phantasms. They can deal the damage by themselves, most of the time with shorter cooldowns. Imagine the outcry if you would nerf all warrior skills by 20% dmg, after you basically upped their CD by 20%.
It’s the Mesmers class design to kite and outsource the damage.
The only thing I could imagine is that one of the “15% more damage for illusions/phantasms” traits will be changed. For those who don’t know:
Empowered Illusions and Phantasmal Strength are the traits that actually make phantasm builds really hard hitting.
The first one is a relict from the times when clones did damage by themselves. Nowadays, 15% more damage for a clone that hits with maybe 1-10 dmg doesn’t make any sense – but the trait effects phantasms as well. So you have 30% more damage with both traits. That’s maybe one thing they could change, but as I said before, a 20% damage nerf across the board would just be too much.
To some other posts:
Mesmers don’t have stability (besides one Mantra), they have invis as compensation. That may sound cool, but as a result, you can’t bunker in PvP because you obviously give up your point. Mesmers don’t have blocks on a long duration, they have ports to avoid damage. Same result, different approach and it fits well to the Mesmer theme. They wouldn’t need to port around if they could block attacks as efficient as some other classes or eat damage with a second health bar. Again, class design, and stuff.
Every coin has two sides, with pros and cons.
Also, perma invul. I lol’d hard.
(edited by tetrodoxin.2134)
+1 to saVdoom from me. I think he sums it up pretty well.
Indeed. Well, I’m pretty excited what happenes after the PAX tourny.
Main Hand Pistol
1: Mindburst – shoot a bullet at your foe
> Mind shot – shoot a bullet with chance to put one of the following conditions on foe ( Confusion, Blind, vulnerability)2: Unload – shoot multiple bullets, if OH pistol is equipped shoot from both pistols, doubling the damage
3: Illusion – Shoot your foe, stunning him, then teleport to your foe leaving a clone at your position.
Aww no bullettime moves? Like, dodging in your moving direction while shooting (with sunglasses) and going pew pew? Or a barrage skill like the rangers, only with blurple bullet rain?
But seriously, don’t we all want new weapons? On every class? It’s just a matter of time. It even doesn’t have to be a MH pistol imo, any weapon will bring some new variety into the game.
Try this variaton:
+ Runes of Perplexity.
Stun with pistol, immobilize with iLeap. You also get 5 stacks of might + the enemy gets 5 stacks of confusion if you interrupt em.
Still awesome as condition build, much more pressure (thanks to iDuelist), just keep in mind that you’re not as defensive as before. You can also swap Phantasmal Fury with Blade Training for even more immobilize.
I really like swapping between this build for smaller encounters/duels and the usual staff/scepter+torch setup for larger encounters. You don’t even have to retrait. Just swap back to your normal gear (staff/scepter+torch) and traits if you need it.
I wouldn’t say it’s the best combat mobility. There are two kinds of combat mobility: Offensive and defensive. While we are outstanding at defensive mobility (kiting with phase retreat is the best in the game imo) we really lack in the offensive part. Other classes can easily run away if you have no Sword and even then, our only “offensive” leap skill often fails.
I was running around in WvW with Scepter/Torch and Staff for a while. You have no option to stop the enemy from running away or leaping towards him (other than Blinking in front of him and then phase retreating immediatly). That’s why I’m using Sword/Torch Scepter/Pistol at the moment. Still not that much leaping and gap closing, but at least you can stun the enemy from time to time.
So yeah, we are awesome at defensive in-combat mobility. But we suck at gap closing, chasing and out-of-combat mobility. Stealthing and phase retreating doesn’t help if the enemy is running away :0
(edited by tetrodoxin.2134)
1) 28 condition damage
2) 15% confusion duration
3) 55 condition damage
4) 20% chance to cause confusion on hit (15 second cooldown)
5) 100 condition damage
6) 15% confusion duration, 25% increased Confusion damage
I like this idea.
+1
Thanks to all the duelists I’ve met today on Kodash BL, especially some guys from TDS and that insane TUP ranger! Quite entertaining fights
Really enjoying this matchup so far. Lots of 1v1s, 2v2s and 3v3s. Kodash and AG, I think I love you <3
I would love to see the return of those classes (especially Ritualist <3), but a Hybrid class wouldn’t be very lore-friendly I guess. Ritualists and Dervishes are both some sort of priests of their home continent. Wouldn’t make much sense to see them both combined.
And why the heavy armor? Both classes never had heavy armor.
Reading your description, it kinda sounds that you just want the Dervish back. Can’t see much Ritualist stuff there. Where are all the ashes and weapon spells?
But as I said, most Ritualist spells were Cantha-themed. I don’t want them to suddenly forget everything that made them epic.
It’s totally fine that you want your Dervish back. But don’t ruin the Ritualist because of that.
How about we don’t patch the game before PAX, because obviously everyone is enjoying the game and this is exactly the meta that shows how awesome GW2 PvP can be.
+1
I have to agree. As I already said in the other thread, duration is too short. Untraited CoF has 3 seconds, with Master of Misdirection you get 4 seconds.
Some time ago I thought; Well. Confusion is a powerful condition, all those short durations may have their right to exist. After the confusion nerf, after seeing what other classes are able to stack (engineers ahoy) and after introducing the new rune set with its unbelievably long durations, I think it’s time to buff our Confusion.
It’s our main condition, after all. Either buff our base durations (resulting also in longer durations with Master of Misdirection), or buff the trait itself. “Master of Misdirection” sounds like a joke if you get only 4 seconds of Confusion :P
I’d say the best survivability build is 20/20/30/0/0 with traited torch, staff and prismatic understanding. That + Blink, Veil, Decoy and Mass Invis as utilities and you’re good to go.
Lots of protection, aegis, regen and with torch you also have some cleanses.
None of the male light cultural glows, while all the female light cultural does. Its pretty disappointing.
Apparently someone at Anet has the idea that guys don’t want to glow.
Only light female T2 glows. Tier 1 and 3 don’t glow either.
Your answer is right here
https://forum-en.gw2archive.eu/forum/professions/mesmer/WvW-Mesmers-what-do-you-like-duoing-with
And I have to agree with most of them. Roaming with another Mesmer or Thief feels very powerful. Lots of survival, plenty of damage. A good thief/mesmer team can easily handle a group of 5+ players.
I tried that thing on my Mesmer yesterday in WvW. Didn’t even trait for +33% duration. With bufffood, that kitten lasts for 16 seconds anyway. For any class.
Why is a rune better at applying confusion than a Mesmer?
Nerf the rune, buff Mesmer confusion (duration).
Master of Misdirection: Confusion you inflict lasts 66% longer.
I mean c’mon, Cry of Frustration applies 3s of confusion. Three seconds! 4 Seconds if traited. Now seeing that rune, I’m kinda feeling depressive. -.-
(edited by tetrodoxin.2134)
I guess it’s safe to say that there are two kinds of interrupt mechanics.
The first one is the one we mostly saw in GW1. You (the interrupter) are focused on one enemy, quickly reacting to all his actions and interrupting with fast re-actions. This mechanic is basically an interrupt full-time job.
The second one is the one that seems to work for GW2. Spamming AoE Interrupts on a bigger group of enemies. Interrupts work as a supportive aspect to your build, as we saw in Osi’s recent build and video. It’s not even close to what an interupt Mesmer was back in the days. You don’t really care about what the enemy is doing, you just interrupt, hoping that the enemy is casting something.
I actually don’t have a problem with that, this is a different game after all. Some more buffs and we are good to go with that second playstyle. But, there is one thing that really bothers me. We still have the tools left to fullfill the first type of mechanic. Single-target interrupts ( like the Mantra, untraited Diversion, Magic Bullet, Signet, Counter Blade etc.) which seem to be highly unrewarding and hard land as I stated in the OP. Seeing all those skills, I ask myself: What does Arenanet really want us to be?
That’s basically what made me open this thread. Interrupt Mesmers in this game seem to have identity crisis. Single target interrupting is highly unrewarding, but it still exsists, as well as the more useful (but mostly supportive) AoE-Spamming interrupts.
Haven’t checked, are those runes & sigills available in PvP ?
Also undocumented change- double blink with Far Reaching Manipulation switching no longer works.
Those monsters!
>.<
Heya guys, tetro here.
I guess everyone here noticed that anet tries to make interrupts more viable in this game. While I still think they aren’t, it’s a huge topic nevertheless that we should talk about and maybe give the developers some useful feedback and suggestions to get this in the right direction.
So let’s start with a list of our potential interrupts in this game:
- Diversion (F3) – Daze
- Illusionary Wave (GS 5) – Knockdown
- Chaos Storm (Staff 5) – Daze
- Counter Blade (Sword 4) – Daze
- Into the Void (Focus 4) – Knockdown
- Magic Bullet (Pistol 5) – Stun/Daze
Utilities:
- Mantra of Distraction – Daze
- Signet of Domination – Stun
Traits that directly affect the Interrupt mechanic:
Domination:
- Minor Adept: Inflict 3 stacks of vulnerability on interrupt
- Halting Strike: Direct damage on interrupt
- Minor Master: Dazing enemy applies 5 stacks of vulnerability
Chaos:
- Bountiful Interruption: Gain might + X on interrupt
- Chaotic Interruption: Immobilize and apply blind/cripple/chill on interrupt
Illusions:
- Illusionary Persona: Turn yourself into an interrupt (F3)
- Imbued Diversion: Diversion hits up to 5 targets in a large area. (Anybody knows the radius on this?)
If I forgot anything, please let me know.
So here are (in my opinion) the biggest flaws that make interrupts horrbile in this game:
Cast times.
It’s simply horrible to interrupt skills that have such a low cast time. Most of the time when you notice the animation of your foe (later more on that topic), it’s often too late for the interrupt to land. Now there are two options here to make skills more vulnerable to interrupts. First one of course is extending cast times, which isn’t really an option. The second one is: Make interrupts faster (if not instant). We’ve seen that already in the recent patch which made the Counter Blade projectile move faster.
Our main interrupt however (Diversion) still is the most unreliable way of interrupting someone. It’s like spinning a wheel of fortune, because most of the time your illusions are distributed all over the place (and running around because of LoS), and they need to run to the enmy first.
My suggestion: Diversion leaps clones towards the enemy. Running is fine for Mindwrack and Cry of Frustration. Interrupts need to be faster! Maybe this one should be a new trait, cause I know that some people love to daze over time by placing clones in a different distance to the enemy.
Casting animations.
In my opinion, still a huge issue. While recent patches also tend towards making them more obvious, in the heat of a battle it’s still nearly impossible to figure out what the enemy is doing. Small characters and AoE effects are intensifying this problem, especially in PvP where everything is focused on a small circle.
My suggestion (probably won’t ever happen, but anyways): Cast bars. Like we had them in GW1. In my opinion, they are essential for an interrupt mechanic to work. All the more because this game is much faster than its predecessor.
Make interrupts more rewarding!
There is absolutely no reason to go for interrupts at the moment, simply because everything you get from interrupt traits, there’s a better one instead. Damage on interrupt? Why take a risky trait that may not cause any damage at all when you have +20% more damage on MW or 15% more damage for Phantasms (or others). These are reliably sources of damage that don’t suffer from the 2 issues mentioned above. Why gain might on interrupt when you have might on shatter and can go full pew pew.
All these interrupt traits HAVE to be significantly stronger than their counterparts, due to the huge risk of doing nothing at all.
Other ideas
Give us a trait to reset or lower the CD of interrupt skills if the interrupt was successful. For instance, if Counter Blade successfully interrupts the enemy, the skill is off CD (maybe not completely, but significantly lowered due to possible spamming issues). Another example: If Mantra of Distraction interrupts the enemy, regain one charge for that Mantra. And so on.
This would make interrupting also much more rewarding.
That’s all for now, I’ll maybe add some more thoughts later on.
Please, feel free to add your ideas and thoughts on interrupts.
Arenanet wants us to be the same pain in the kitten as we were in GW1, so let’s help them a bit.
tetro
(edited by tetrodoxin.2134)
This is pretty much the result of people talking “Mesmer is strong in PvP, doesn’t need buffs”. That’s just so wrong. Shatter Mesmer is strong. The rest is meh in PvP (mostly because of the only gametype atm).
The biggest fear I have at the moment are more useless interrupt buffs. I just can’t see interrupt builds work in GW2. Sigh. A game where everyone is spamming instacasts, on characters as big as a toenail and without any castbars. “Obvious” animations, and stuff.
Let’s make a class that’s focused on interrupts, sounds like a plan.
Dear arenanet, please don’t screw this. :/
No Thread yet?
Mesmer:
- Counter Blade: The projectile velocity has been doubled and is now wider with an increased effect size.
- Phantasmal Duelist: This skill now has its range increased with Duelist’s Discipline. Fixed a bug that enabled the duelist from being cast at 1200 range at all times.
- Illusion of Life: Updated the animation and effects on this skill to make it easier to read when it is being cast in combat. The timing and effectiveness remains unchanged.
- Polymorph Moa: This skill should now animate when used with a greatsword.
- Veil: This utility skill now acts as a light field as its description indicates.
Mesmer (with no speed Runes):
Swap to focus
Cast Temporal Curtain
Switch back to normal weapon
Blink
Open trait menu
Switch to Far-Reaching Manipulations (reset Blink)
Blink again
Undo Far-Reaching Manipulations
Swap to staff
180° turn, Phase retreat, 180° turn
Repeat.
Most other classes:
Equip Signet/trait.
Makes me feel like Captain Kirk when I’m following my group in WvW.