The only real reason people get hit on walls by iBerserkers is because they’re within the Mesmer’s line of sight when they decidedly back far away enough from it to formally do so, or attempt to do so anyway. It doesn’t exactly help the other party when they’re using a siege weapon mounted on the wall, while standing significantly close to the edge, and hence be within the Mesmer’s LoS; so really, shouldn’t it be the player’s own carelessness for standing in the Mesmer’s LoS in the first place to blame?
i dont think iberserk needs nerfs, but you obviously dont know how it works.
you can spawn it through anything regardless of los or not, as long as its within 1200 range. this isnt the same thing as ele or ranger aoe where you have to place it.
its not a matter of where you stand, as long as you’re within 1200 range, you can be hit by iberserker, no matter how many walls or obstacles are in the way.
toughness reduces direct damage FAR better than vitality, however it doesn’t reduce condition damage.
whats wrong with having to press more buttons? appreciate that mesmers takes more skill to play. i could understand this argument if mesmers can’t have that much burst potential, but they can. i dont see the problem.
Wait, wait! Are you saying Engineer is less buttons than Mesmer? 4-kit Engineer build would like to have a word with you. In sheer number of abilities and actions per minute it is an order of magnitude higher than playing a Mesmer.
Though I get what you’re saying. When it comes to mop tapping and DEs, I haven’t found anything better than Engineer. Grenades with 1500 range, a turret here, a turret there, and you are practically guaranteed to tap everything in every spawn, even when they appear on different sides of the camp.
Just don’t go spreading rumors like Mesmer is harder to play. In DEs where an Engi can just spam 1 skill, maybe. Anywhere else, Engi is considerably more complex on every level. And yes, I have both at level 80.
my post was in response to the OP. he was claiming that mesmers has to use multiple skills and thus more key presses than engi to achieve the same aoe damage, which is true.
i’ve not played an engi, so i dont claim to know how hard it is to be effective in pvp. though from what i’ve seen, to be the best of the best in pvp, ele’s definitely have the highest skill ceiling.
edit: i just noticed you can’t see the original post. i did not start this thread.. lol
different classes excel at different things. sure engis might kill a pack of 10 mobs faster, but can he solo veteran mobs without taking any hits, or a champion elite solo? i’ve even soloed group event bosses when no one was around. while barely taking any damage? plus the single target damage from a gs mesmer can be on par with thiefs, but mesmers have MUCH more utility to bring to the table.
standard damage from glass cannon thief. just evade it next time
whats wrong with having to press more buttons? appreciate that mesmers takes more skill to play. i could understand this argument if mesmers can’t have that much burst potential, but they can. i dont see the problem.
why would dedicated hardcore wvw guilds join an already saturated wvw server? surely they actually want to play, instead of sitting in queue for 1hr+
sword, greatsword, staff, focus all have good aoe.
heres the compromise i want to make. either keep iberserker as it is, or fix los so that it actually works.
as of right now, mesmers cannot summon any illusions on keep walls unless they are at the very very edge, even if they are one step back, and you can still clearly see them, you will get obstructed message if you try to summon a phantasm on them. while at the same time, elementalists, rangers, and basically all other ranged classes can spam their large aoes MUCH further back, hitting players that go beyond los.
either keep iberserker the same, or make los actually work by los, as in if you can see them, and in range, you should be able to summon phantasms to hit them.
my head is a mushroom, i look delicious
Sir, I’m asking this because I’m not actually sure about the tool tip on the ability, but after using it quite a bit I haven’t noticed a big change in the phantasms. So have you actually timed your phantasm’s cd? Because I’m pretty sure the tool tip means that the cd to summon them is 20% shorter, not that the cd for them to use their ability again is 20% shorter. I do know that the CD on their summoning is a bit shorter thanks to this trait, which is a great help in dungeons where they die often and getting them back up quickly is important, thus is why I think this way, but I don’t know if it effects their abilities too. I sorta doubt it.
EI is better than PH if your phantasms stay alive long enough to get off a second attack. this also means you can’t shatter as often when you have phantasms out, as you need to wait for their second attack to make full use of a trait.
for a burstier build, taking PH is better.
report the location when you get stuck, effusion is correct in that the devs said they can’t apply a general fix for all bugged locations.
siege golem kitten trolled by anet
apparently you dont know how to read. so let me reiterate, for those skills to oneshot, they have to use other skills to bolster their high damage skill. if you see them readying up their combo, you have the opportunity to counter it.
yes, any ‘killshot’ combo from any class requires multiple skill uses and key presses. there isn’t a single skill in the game that lets you instagib someone with ONLY that skill.
pub stomping classes like glass cannon warrior, ranger, and even thief all require some form of utility like a quickness buff and some form of gap closer to pull off their killshot combo off. which becomes is easily avoidable with your own skills or roll.
op got owned by one such glass cannon class, gear up, pvp more, and with experience you’ll see players setting up such combos from miles away.
every warrior will assure you that kill shot is fine and you just need to avoid the obvious setup appearance that you should easily be able to pick out of 40 players.
If you’re stood still in a zerg of 40 players long enough to be hit by Kill Shot, you deserve to be hit by Kill Shot.
can’t see the enemy a lot of the time, at the moment my only way of even seeing someone before i get stomped is to tab…. a lot.
i play ele, with a fire earth build, not really very good gear as i’ve only been 80 for about 2 hours of game time.
i was just wondering if that was normal, it’s the first time i’ve taken damage of that size before and it just seems at odds with damage i’m capable of dishing out in one hit and my health pool as an ele as well.
given ele has generally lower health it just seemed like a rather large amount of damage for any class to dish out in one go, and with arena net saying trinity isn’t in the game i kinda feel like they have forgotten to check their numbers on a few things.
and if i could have healed it i would have..pretty much wiped me out.
the irony of an ele complaining about burst damage and survivability.
arguably ele has the potential to be one of the tankiest classes AND one with the highest burst damage. not at the same time of course.
i’ve been combo’ed by a glass cannon ele for over 15k easily. and i’ve had an ele survive 3 players chasing him for over ~20 seconds
What other phantasm ignores LOS?
I know for a fact that the Warden can be summoned through walls. Further phantasms which spawn at their target would be Disenchanter, Defender and Swordsman. Maybe even the Rogue when you’re downed. But it has to be checked if they really summon without LoS.
warden does not spawn without los. you cant even spawn it on a defender on a keep wall if he isnt at the VERY edge of it. no other phantasms spawn without los.
if it is indeed a bug, and nerf berserker, then i can see absolutely no reason to use GS ever(in wvw)
temporal curtain is one of your few sources of guaranteed swiftness/cc
and the pull/warden owns rangers standing on keep walls.
but its mainly for utility, i have my gs out 80% of the time
for wvw, i’m using full berserker, and 30/25/10/0/5. with gs and something/focus
tankiness isnt as important in wvw as it is in spvp. the only time i’m dying is to overwhelming numbers, in which case being tanky wont save you.
but having izerker doing 5k to everyone in a line with mirror doing almost as much is too good.
your tears are so sweet
learn to spam target after you capture a keep/tower, you can target without LoS. catches mesmers hiding behind to portal groups back in.
the camera now feels SUPER responsive, the overall feel is just so much smoother(lol) and clean. this is how it should have been from the beginning.
to those that feel ‘dizzy’ its not the fault of the camera, its your fps. the reason why the old camera didnt feel as bad was because the turning was artificially smoothed, compensating for lower fps.
no, the bug is the clone more often than not just doesnt spawn at all. regardless of range.
join a different borderland with activity,
find some friends and hunt lone or small groups of enemy players
and iirc, you can get badges from npc defenders too if your world is deserted.
i enjoy being the ones attacking into the campers. 90% of the time the campers are horrible and unorganized, and it takes 1-2 deaths at most to dethrone them.
or you can you know.. actually do wvw and follow a zerg and take keeps. you get badges there too. and arguably more than getting owned in jumping puzzle multiple times if you dont have friends to go with you, or just suck.
I really wish people would get over this already.
I wish jumping puzzles would go altogether… I wouldn’t miss them.
just pretend they dont exist and never go there. no one is forcing you to go and get owned.
why do people that dont want to pvp go there day after day to feed badges then come to the forums to cry about it. just dont go.
as for fighting back siege weapons on the dome, there are plenty of ways to break the defense. dont be a kitten get organized and dont suck.
the more tears the bigger the victory.
theres not a single place in the jumping puzzle where you can’t break the line with the one of the following strats.
1. zerg it up
2. clever use of invis and mesmer portals
3. certain terrain exploits that needs to be fixed.
dont complain that you can’t fight back, because you can. use your head
is your gear up to date?
if you’re level 80 with level 10 gear in a level 10 zone, the fight will be harder than a level 10 with the same gear.
i can’t be 100% sure, but i think thats how it works
god forbid one side prevents their enemies from getting free siege equipment in an open battlefield with no rules set.
is wvwvw a pvp jumping puzle or siege wars?
my mushroom head is the prettiest one of them all, i’m the prettiest one at the ball.
Hey, mortar guy here, I’d like to add some things not yet discussed in here, as well as my input on some things that have already been mentioned.
Just going to label my points for easy reference.
1. You can counter siege from the start of the jump puzzle, there is a concrete island above water that is very defendable, and as a bonus has stealth right next to it.
2. You can escort someone with stealth from the 2nd fountain through the dark room and if you have skill, you may be able to get by undetected. This does require teamwork. Yes arrow carts can break the stealth, you must plan carefully.3. I agree I was surprised siege could be deployed in there. I would be fine if they took it out.
4. Everything about retaliation has been said.
5. Mesmer portals are pretty OP in getting teammate reinforcements and supply runs through quickly.
6. Pulls are very effective, try to use them on the lower platform when we go for the manual trap pull.
7. Ignore the veteran mobs, they really don’t do anything. Walk in circles, we’ve successfully deployed arrow carts on the bottom floor with enemies above and veterans below. Communication and being quick about it helps.
8. It is not impossible, but it does require superior numbers. We eventually went down to 30 Sea of Sorrows.
9. Split up on the jumps, arrow carts usually target the furthest. Leapfrog it. The person in front WILL have to retreat from damage, but when he does another can take his place, block a few shots, and leap to the next barrier.
10. Leap skills are great, and can help you advance to the far side where it’s possible to get out of combat.
11. There is a safety zone underneath the trap platform that is very hard to hit, even with arrow carts. It also lures them to the edge where you can pull.
12. Feel free to leave the puzzle any time, you can get everything from the chest elsewhere, it contains no unique loot. Leaving is one of the most effective things you can do, wastes defenders resources as they sit there, and they WILL leave of boredom if no one shows up.
13. Hop servers if you absolutely must get to the end for the achievement.
14. Camp earlier in the jumping puzzle, that’s what we do. It allows your own forces to group up, and the amount of enemies getting through to reinforce is largely diminished.
15. Camp the reinforcements using portals to the top, catch the mesmer when he falls and takes damage to open the exit for teammates. Stun him, push him, burst him. It requires patience, skill, timing, teammates, and if they see you they probably wont risk jumping down. BUT it does cut off reinforcements and supplies. So every lucky pull thereafter is one less defender up there.16. Even with 6 people ready to cross at the boulders and no siege left, I alone can manage to neutralize every single one of them. Mortar the area and luckily get 2 people dropped. Knockback prox mine takes out another. Magnet pull another while they are crossing the tiny ledge. Airblast another when they make it to the trap platform. Retreat to the upper stairs and overcharge shotgun blast another off a cliff. None of these things are undefeatable, however. Hug the far wall so the mortar can’t knock you down. Out wait the mine, it does have a timer and a cooldown. Use dodge effectively. Use block or aegis effectively. Use stealth effectively. Use invulnerability effectively. Use pulls effectively. All in all, use SKILL, and your BRAIN. We’ve defeated arrow carts, camping players, siege golems, ballistas, mesmer portallers, you name it we can overcome it. Sometimes it’s as simple as overwhelming them with numbers; you can constantly revive anyone who is defeated.
edit:
17. The out of combat situation is frustrating, I shoot them once then hide up above. They can’t complete jumps without swiftness, and the arena is so tiny it’s hard to escape. Try going to the far side of the arena, or better yet INTO one of the far cages, the in-combat radius doesn’t reach that far. I’m not sure but I believe stealth breaks out of combat, and is also attainable by a combo field. I think they should fix it so there is a timer; if you haven’t taken damage in a certain amount of time it breaks combat, rather than just having it break combat from radius.
are the people still crying just ignoring this post? the easiest and most reliable way to beat beast room camping is to zerg it up. or setup your own siege equipment on the platform near the first mystic fountain. you can siege them right back with trebs/catapults.
who enjoyed that whole fiasco at the eternal battlegrounds jumping puzzle tonight? i did
with the new greatsword buffs, superior rune of earth no longer proc bleed EVER on the greatsword #1 attack.
also, there are a ton of places where phase retreat teleports you into the terrain and you’re stuck there forever if you can’t get out of combat to waypoint away.
no bleed stacks are ever applied with a greatsword on mesmer using 1st skill.
(edited by wads.5730)
every class has weaknesses, l2p and exploit those weaknesses. pvp in this game is far from being solved.