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Kencu.5846

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Everything posted by Kencu.5846

  1. Weird, I only see this bug since all weapons are usable regardless of elite spec…
  2. I’m still enrolled in last night’s AT and “waiting for opponent”, can’t play pvp at all LOL
  3. It happened to me too. And just tested with my friend, dagger 2 on reflect spawns an enemy clone. We spawned like 4…
  4. If dagger 2 on mesmer is reflected, it spawns a clone of the ENEMY player! XD
  5. I am stuck in an automated tournament from yesterday, "Waiting for opponent" anyone knows a way out? I can't do anything in PvP.
  6. Ah yes warlock is even worse than autoattack. Even in small scale it doesn't do much... Also... Time Warp as an elite skill in this meta? I don't even remember the last time I used it lol
  7. Honestly I'd be happy if focus 5 would actually do something in WvW. Idk if any other professions have a scenario when they have to use a certain weapon for 1 skill but the rest is completely garbage in large scale.
  8. Hey all, I think mesmer mains agree that the reason we play this class is that it's a bit different from everything else. We don't want to deal the most damage or heal everyone, we want to create chaos and distract the enemy. Portal bombing, Veil, Gravity Well, Temporal Curtain - these all fit into that playstyle. But not much more unfortunately. Here are my ideas how to make mesmers great again with some small but effective changes: 1. Focus rework Focus is a crucail part of playing chrono in WvW, Temporal Curtain is a great skill and SHOULD NOT be touched. However focus 5 is completely useless (maybe it's good against target golems lol). Focus 5 Channel a protective energy between you and the targeted area.. Allies in the targeted area cannot be affected by conditions and get 50% damage reduction. You are unable to move while channeling. Number of Alliess: 3 Duration: 3 seconds Radius: 240 Range: 1200 Recharge: 45 seconds 2. Dagger rework Remove projectile on skill 2 and 3. Make skill 3 change, depending on the off-hand weapon (Hello thieves!) and reflect each weapon's style. Dagger 3 with Sword offhand: Dragon Blades Release a flurry of Blades around you and increase the damage of your blade skills . Gain Quickness and Ferocity if you critically hit your target. Your Blade cooldowns are increased by 1.5 seconds. Damage: 400 Radius: 240 Damage increase: x1.5 Duration: 3 seconds Blade Range: 1,200 Quickness: 1s Ferocity: 20 for 1 sec Recharge: 20 seconds Dagger 3 with Torch offhand: Consume Flames Launch Blades that remove Burning from nearby foes and damage them. Gain Might and stock a Blade if you succesfully removed Burning from nearby foes. Damage: 300 + 100 for each stack of Burning consumed. Number of targets: 5 Blades Launched: 3 Blade 300 Recharge: 12 seconds Dagger 3 with Focus offhand: Unstable Bladestorm (same as before) Launch a slow-moving, telekinetic storm of daggers that damages foes it passes through. With each interval, the bladestorm will fire blades at nearby enemies. Damage: 550 (1.5)? Number of targets: 5 Blades Launched: 3 Interval: 1½ seconds Blade Pierces Range: 1,200 Dagger 3 with Pistol offhand: Random Name Throw your Dagger at your enemy, inflicting more damage per conditions on the target. Cripple foes who are Blind. Damage: 150 Damage per condition: 100 Number of Targets: 3 Blade Radius: 240 Recharge: 6 seconds Traits: Dueling: Desperate Decoy, Evasive Mirror are not really useful (kinda outdated in the current meta) so we need them reworked or replaced. Inspiration: Mental Defense would need a reqork since I want to get rid of that phantasm alltogether. Any ideas for those?
  9. Don't we already have enough AI (pets, mechs, minions etc.) in the game?
  10. A wild idea: Make 2 F1-F4 lines with the option to swap between them. Offensive would stay similar as now, Defensive would be a bit like uardian virtues (givin stab, heal, cleanse etc). Thoughts?
  11. I like the overall idea but rn the virtuoso feels underwhelming, slow and clunky. F1-F4 feels lazy with only F4 being actually reworked. F4 animation is great but too predictable. Dagger barely deals damage, dagger3 is very slow. It's not a "virtuoso", it's more like someone who is learning the instrument lol. In PvP it's incredibly squashy. The aegis and the 3secs invul just not enough (even with Inspiration). Shatters should be used without facing the target, just like normal mesmer shatters. In WvW it's useless because of projectiles. Rain of Swords deals decent damage assuming that the enemies stay in one spot for 5 seconds which is unrealistic in WvW. Elite the same issue, enemies move around. And overall, a core guard or a Herald can deal the same (or more) damage while also providing the squad buffs, stab, heal etc. If it wants to be viable in WvW it must provide value to the squad. My suggestions: Blade Renewal to affect 5 allies. Shatters to be cast without LoS. F4 to give Stability, Protection Dagger 3 to inflict chill or cripple and make it faster Rain of Swords: 3 pulses, more damage on each pulse I'd even suggest to be have a defensive F1-F4 line with the ability to swap between them. Make Blade Renewal something like an engi weapon kit skill and on the defensive F1-F4: F1: Give superspeed and barrier per blade F2: Heal 5 allies and cleanse 1 condition for each blade shattered. Heal 5 allies for each condition cleansed. F3: Give boons to 5 allies based on the number of blades. Stability, Aegis, Protection, Resistance, Alacrity F4: 0,5secs Invulnaribility for 5 allies per blade (cooldown maybe 120? Or more) With this, Illusionary Inspiration would work well if it heals on every blade generation. And the Virtuoso would be able to be actually useful in a WvW squad.
  12. I don't hate the new elite spec, but it indeed seems kinda... Unoriginal? I mean getting rid of clones was pretty much expected and I agree that it was necessary. But a cloneless mesmer lacks a lot of defense and the virtuoso seems incredibly squishy. Well, let's wait for the traitline. I like the AoE-s and all that, it's a much needed addition but I expected more. More complexity. With Chrono you can play around F4, it can be used offensively and defensively and if you're not careful, it can be suicide. The virtuoso seems like AoE spam. F1-F4 is similar to core, the dagger skills are very straightforward and kinda boring. This might not be a bad thing after all, remember how even though sword 3 was a great idea, it was a bit buggy and a pain to use sometimes. I like that the virtuoso seems less prone to bugs the clone mechanism could provide, however. I was just hoping for a bit "more". Traits might save the day, unless they are boring "gives 150 precision"-like. Give us some cool trait options which add options, complexity and variety and it might be good. Can't wait to try it on the beta, anyone knows how to get access to that?
  13. Because of people like you, I sometimes mimic Arcane Thievery when I roam))) But yeah in blobfights, conditions basically mean buffing the enemy...
  14. And then the enemy scrapper converts all your torment and confusion into boons)
  15. That's a good point, to be fair I had a mostly WvW mindset when thinking about it.
  16. Here I'm gonna list some ideas I'd love to see changed in the mesmer traitlines and skills. I think many of us agree that mesmer in its current state is a bit messy. And I think that many of us also agree that there is a lot of room for improvement. Here are my ideas, please let me know what you think (I didn't give unique names). Domination - The main focus still remains power and interruption but with a little buff. Minor Adept - Inflict vulnerability when you interrupt a foe. Major Adept - Improves greatsword skills. Mirror Blade bounces additional times, and Phantasmal Berserker summons an additional berserker and deals less damage.Major Adept - Illusions deal more damage to foes with vulnerability.Major Adept - Shatter skills deal increased damage for each boon on your target. Minor Master - Dazing or stunning a foe inflicts vulnaribility. Corrupts protection into vulnerability eact hime you interrupt a foe. Major Master 1 - Shatter skill 1 also steal a boon on hit.Major Master 2 - Deal more damage to foes with a lower health percentage than you.Major Master 3 - Gain quickness when you interrupt a foe. Minor Grandmaster - Deal more damage for each stack of vulnerability on your target. Shatter skills transform vulnerability from you to your target. Major Grandmaster 1 - You and your illusions deal increased damage to foes without boons. Disabling a foe damages and removes boons from them.Major Grandmaster 2 - Shatter skills deal more damage. This bonus damage is doubled against foes that are not activating skills.Major Grandmaster 3 - Interrupts deal damage and inflict weakness. Enemy skills that you interrupt have an increased cooldown. Dueling - This is the "high risk high reward" traitline. I removed the bleeding traits and focused purely on critical damage. Minor Adept - Gain vigor when delivering a critical hit. Major Adept 1 - Your phantasms have fury.Major Adept 2 - Shattering 3 clones grants increased power and precision to you and nearby allies.Major Adept 3 - Pistol attacks from you and your illusions have increases your ferocity. Interrupting a foe recharges pistol skills. Minor Master - Gain fury when you strike an enemy whose health is below the threshold. Major Master 1 - Shatter skill 1 becomes unblockableMajor Master 2 - Shatter skill 1 becomes an ammo skill.Major Master 3 - Gain a stacking ferocity effect when you or one of your illusions strikes with a one-handed sword or a spear. Reduces recharge on sword and spear skills. Minor Grandmaster - Gain fury, retaliation and increased precision when your health drops bewlow 50%. Major Grandmaster 1 - A portion of your health is converted into power. Your critical hits deal more damage.Major Grandmaster 2 - Interrupting a foe inflicts blind, and blinding a foe inflicts chill. Gain alacrity for each condition on your target.Major Grandmaster 3 - Create a clone at your current position when you dodge. Chaos - Remained the defensive traitline with some changes. Minor Adept - Gain regeneration when struck while below the health threshold. Major Adept 1 - Cast Lesser Chaos Storm when you use a healing skill.Major Adept 2 - Gain stacking damage reduction whenever you summon an illusion.Major Adept 3 - Glamour skills gain recharge reduction and grant superspeed to yourself and allies affected by them. Minor Master - Gain protection when you gain regeneration. Major Master 1 - Convert damaging conditions to boons whenever you gain Distortion or become disabled.Major Master 2 - Gain condition damage based on your vitality. Staff and trident skills gain reduced recharge.Major Master 3 - Gain stability when you use a Shatter skill. Gain an additional boon based on which Shatter is used. Minor Grandmaster - Outgoing boon and condition duration increase for every boon on you. Gain swiftness when you cripple, immobilize or chill your target. Major Grandmaster 1 - Grant Chaos Aura to you and nearby allies when you use a glamour skill. Chaos Aura also converts conditions to boons on you and your allies and corrupts boons to conditions on foes when struck.Major Grandmaster 2 - Increased stealth duration from mesmer skills for all allies affected. Gain random boons while you are in stealth.Major Grandmaster 3 - Transfer conditions on your target to nearby foes. Inspiration - Still the main support traitline with some added stuff Minor Adept - Cast Lesser Power Cleanse when you use a healing skill. Major Adept 1 - Cast Feedback while reviving an ally. Feedback revives allies inside its dome.Major Adept 2 - Heals allies around you when you finish preparing a Mantra.Major Adept 3 - Gain stealth for a short period of time after casting a Manipulation. Gain swiftness, aegis and resistance for 1 second each time you are revealed. Minor Master - Grant aegis to other nearby allies whenever you give yourself distortion or use Shatter skill 4. Major Master 1 - Focus weapon skills reflect projectiles. Reduces recharge on focus weapon skills.Major Master 2 - Heal yourself and lose conditions when you use a Shatter skill.Major Master 3 - Phantasms spawn with 2 seconds of invulnerability and increased health. Minor Grandmaster - When healing yourself, nearby allies are also healed. Gain healing power based on a portion of your vitality. Major Grandmaster 1 - Cast Lesser Phantasmal Defender on your attacker when you successfully block or evade an attack.Major Grandmaster 2 - Summoning an illusion heals all allies around you. When a phantasm becomes a clone, it removes a condition from nearby allies.Major Grandmaster 3 - Signets have improved active effects, and activating one grants you distortion. Illusions - Still the primary condition trait with better focus on illusions. Minor Adept - Shatter skill 2 inflicts more stacks of confusion for an increased duration. Major Adept 1 - Deal increased damage for each condition on your target.Major Adept 2 - Shattering 3 clones give you superspeed and your next skill is unblockable.Major Adept 3 - Reduces recharge on torch skills. Flame bursts from torch skills inflict additional burning. Minor Master - Creating an illusion increases your outgoing damage and gives increased condition damage for a short duration. Major Master 1 - Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.Major Master 2 - Phantasms spawn with quickness. Gain quickness when you create a phantasm.Major Master 3 - Shatter skills inflict torment on hit. Minor Grandmaster - Shatter skills gain recharge reduction. Major Grandmaster 1 - Phantasms deal increased damage for each stack of might you have. Gain might when your phantasms become clones.Major Grandmaster 2 - Your Shatter skills are improved.Major Grandmaster 3 - Instead of summoning clones, you gain Illusionary Charge. Gain access to F5 shatter skill, which is available to use once 3 clones are charged. F5 - Illusionary Vortex:Create Chaos Vortex at the target location which forces foes to spiral to its core, attacking themselves. All enemy skills except the autoattack and stunbreaks is disabled. For 3 seconds, the enemy attacks itself with the autoattack. After 3 seconds, the vortex explodes, damaging them and corrupting 3 of their boons into conditions. (With stunbreak or stability, foes can escape from the vortex, hence not attacking themselves but if they stay in the AoE, the explosion still damages them and corrupts their boons. Damage: 500Number of Targets: 5Radius: 240Range: 1200 Skill changes: Phantasmal WarlockPhantasm. Mark the area at the target location. For 10 seconds, the area is marked and you can teleport there, leaving behind 2 clones. If you didn't teleport, all of your skills are recharged by 5 seconds. Phantasmal WardenPhantasm. Create a phantasm that takes all the damage from you for 3 seconds. When the phantasm dies, it heals you for all the damage it absorbed. DecoyClone. Gain stealth, superspeed and summon an illusion to attack your foe. When the decoy clone dies, it triggers a trap, immobilizing and confusing foes.Number of targets: 3Radius: 240. Ether Clone - the clone summons at your location.
  17. Imagine having Guild Wars in a game called... well... The game desperately need a proper GvG system. I never understood why it's not a thing from release. GvGers don't need fancy map or fancy map mechanics. They just need an arena to fight in a system similar to sPvP. Ladder, regular tournaments, championships. 10v10, 15v15 and 20v20 or even higher numbers if people want it. There could have a "gg" (resign) button and if more than half of the squad presses it, the game is over. Etc. Devs can make it work easily and WvWers could play WvW as intended. GvG rewards would be GvG exclusive and considered as high end reward. Potentially it could mean eSports, top winners of tournaments earning money. Gfuel could sponsor it :P
  18. Can you post the build? :smile: Yeah if I'm not designatet to being veilbot tonight, I'll record a video and show the build)
  19. Have Stability or Aegis and you're safe from pulls.
  20. Imagine Illusionary Warden dealing any damage in WvW! :)
  21. They have aegis on Inspiration line. Does it help? No. They die in the 2. hit, which happens 0.00001 seconds after the first. This is the same problem with every AI stuff like minions, pets, clones, turrets, renegade summons. They are completely useless in a coordinated zerg v zerg when the enemy team uses proper meta classes. I'm not suggesting to give back the second dodge not because I don't want it but simply because it's highly unlikely that Anet is gonna do it.
  22. My basic ideas for the new elite specs. I'm mainly creating these from a WvW perspective so I focus on teamplay and minimal visual clutter or 1hit AI mechanics like clones, pets and minions. I'll update them on the go if I have new ideas: Guardian - Weapon - Off-hand Sword Warrior - Monk Weapon - Staff The monk is the master of analyzing the enemy and punishing it for it's mistakes. Gain access to "Divination" skills. The Divination skills are either strong buffs to the allies or strong debuffs to the enemies. The monk can swap between different "Foreseight" modes with F1-F4 which uses adrenaline. F1 - "Forseight of Damage". Mark your foe with the Foreseight of Damage. For each strike of adrenaline, the enemy damages up to 5 foes (including itself) in the area for 3% of their damage for 1 second. F2 - "Foreseight of Movement". Mark your foe with the Foreseight of Movement. For each full stages of adrenaline, the enemy gets punished if they move. 1 stage: 5secs of Cripple and 5 secs of Chill. 2 stages - 5secs of Cripple, Chill and 3secs of Fear and Torment. 3 stages - knockback, 5 secs of Cripple, Chill, Torment and 3secs of Fear. F3 - "Foreseight of Offense". Give yourself and nearby allies the Foreseight of Offense. You and your allies gain increased damage against foes with boons (+1% for all strikes of adrenaline) and superspeed for 5secs. You and your allies gain Might and Fury for 5secs if you have less boons than the enemy. F4 - "Foreseight of Defense". Give yourself the Foreseight of Defense. For each stages of adrenaline, grant yourself and nearby allies (5) 1 second of invulnerability. The staff is hybrid melee and ranged weapon for the warrior. In combat using weapon swap while a staff is equipped swaps between the weapon's melee and ranged modes.Overall the monk could go either offensive or defensive depending on the situation. The utilities would follow a similar pattern, focusing on teamwork and coordination. For example: "Divination of Union" - Utility. Grant yourself the Divination of Union for 10secs and gain Protection and Aegis for 5secs. Each time you receive a boon from another source, grant nearby allies 5secs immunity to movement-impairing conditions. Using the skill again breaks stun for you and nearby allies and gives 5secs of Stability and increases the recharge duration by 10secs.Recharge: 40secs. "Divination of Rebirth" - Utility. Grant yourself the Divination of Rebirth. For 10secs you and nearby allies (5) ignore the lethal blow and instead of going to down state, recieve a barrier with 10% of your health for 5 seconds. Increase recharge time by 10secs for each ally saved by this skill.Recharge: 60secsRadius: 240 Revenant -Ranger - Warden Weapon: N/A The Warden can choose to deploy its pet to the mist to channel powerful attacks or strong buffs, utilities etc. The weapon skills are replaced by the mist pet skills. The warden gets access to Ward skills. (So the ranger can be viable in WvW in various roles as the pet-weapon skills would provide great opportunity for the ranger not to be a meme in WvW any longer. And of course outside of WvW too. Iboga pet-weapon skills could be condi spam, bear tanky etc). Engineer - Thief - Elementalist - Something Astromy themed since Kaineng city people are obsessed with celestial objects. Gain access to a new element. Dark Matter maybe? (Or some more fitting GW2 lore version of an energy type, layline? bloodstone? etc.) As for the role I'd love to see something crazy with the new elements. Something a bit unpredictable and on the "high risk - high reward" side. So the elementalists in Cantha tapped into some very volatile unstable elemental energy which can be dangerous but they must be very careful with it. Necromancer - Mesmer - I've made a concept about it in the mesmer thread (Mentalist) but actually I would love to see something without clones because in WvW zergs that game mechanics is completely useless. I'd love to see a Hex mesmer, who doesn't necessarily deal a lot of damage on it's own but more like drains the enemy and forces them to kill themselves. On the line of "Feedback" and "Arcane Thievery" when the enemy basically damages itself, if the mesmer plays well. So I'd love to see something which makes the enemy to think when dealing with the new mesmer elite spec. The clones definitely need a rework in WvW.
  23. Recently I've been running power interrupter chrono, it's fun, until the commander cries for veil and illusion because the other mesmers are slacking :D
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