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ErazorZ.5209

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Posts posted by ErazorZ.5209

  1. @Twilight Tempest.7584 said:

    @ErazorZ.5209 said:First you state targeted changes should be applied to both offense and defense, and then literally a few sentences later you are saying defenses are fine and doesnt need to be changed cuz offensives are lower? Wat.

    Wat?

    Defense:
    With the reductions to offense, defensive abilities are more justified to enable that ramped condi application and allow "mirages to excel in longer combat engagements" per Anet's goal.
    Still, many complain about, and many mirage mains agree, that dodging while CC'd should go. It's not unreasonable for mirages to be forced to spend a stun break here like others.

    I would add that the reflect on dodge trait needs more c/d as well.

    But yes, I know, you really,
    really
    hate all mesmers because they're the only ones you can't "steamroll":

    @ErazorZ.5209 said:If i can steamroll every proffesion with ease on the level i am playing at except mesmer. How is that fine again? These people dont even know howto rotate or dodge key skills. Yet mesmers keep me locked there because of there ease of play.From:

    Nice, taking a message out of context i wrote. Mesmers basically butchered my ranked score from plat 2 to almost gold 2. I climbed my way up to plat before the mesmer invasion of PvP ...right when i started seeing 2 mesmers in my enemy teams, i started streak losing towards gold 2. Now i am literally easily killing people in my ranked games because the people i am playing with right now are allot worse then what i was facing in plat 2, except for mesmers, wich keep me contained in gold 2 because they are broken.

    You basically stated that mesmers needed both nerfs in offense and defence. Yet after you proclaim the nerfs to offense, you automatically state because 'the offensive is nerfed' The defenses shouldnt be touched.
    1. I didn't take anything out of context. Quite the opposite considering I linked to the full post.
    2. Maybe third time's the charm: Kindly revisit my last post (which you quoted) and read the bold, italicized part as many times as it takes to see that I agreed with a major nerf to defense.
    1. You know just aswell as me people are not going to read that entire post. I clarified it for those who are reading this thread. Not the other.
    2. This is the only thing you wanted changed about defense: "dodging while CC'd should go. It's not unreasonable for mirages to be forced to spend a stun break here like others." And that doesnt even scratch the surface of how many defensives a mesmer has. It is not enough.
  2. @Twilight Tempest.7584 said:

    @ErazorZ.5209 said:First you state targeted changes should be applied to both offense and defense, and then literally a few sentences later you are saying defenses are fine and doesnt need to be changed cuz offensives are lower? Wat.

    Wat?

    Defense:
    With the reductions to offense, defensive abilities are more justified to enable that ramped condi application and allow "mirages to excel in longer combat engagements" per Anet's goal.
    Still, many complain about, and many mirage mains agree, that dodging while CC'd should go. It's not unreasonable for mirages to be forced to spend a stun break here like others.

    I would add that the reflect on dodge trait needs more c/d as well.

    But yes, I know, you really,
    really
    hate all mesmers because they're the only ones you can't "steamroll":

    @ErazorZ.5209 said:If i can steamroll every proffesion with ease on the level i am playing at except mesmer. How is that fine again? These people dont even know howto rotate or dodge key skills. Yet mesmers keep me locked there because of there ease of play.From:

    Nice, taking a message out of context i wrote. Mesmers basically butchered my ranked score from plat 2 to almost gold 2. I climbed my way up to plat before the mesmer invasion of PvP ...right when i started seeing 2 mesmers in my enemy teams, i started streak losing towards gold 2. Now i am literally easily killing people in my ranked games because the people i am playing with right now are allot worse then what i was facing in plat 2, except for mesmers, wich keep me contained in gold 2 because they are broken.

    You basically stated that mesmers needed both nerfs in offense and defence. Yet after you proclaim the nerfs to offense, you automatically state because 'the offensive is nerfed' The defenses shouldnt be touched.

  3. @"Twilight Tempest.7584" said:Having read through every comment, we're all over the place with solutions to the "condi mirage problem". If we were to take them as a whole, the spec would literally be deleted (some make no secret that is what they actually want).

    On the one hand you have those who say the only problem is output:

    @"Daishi.6027" said:Condi mirage has to much output and that is the problem.

    Mirage's defensive options are on par with the rest of the cast. Different sure, but much like how warrior has a sturdy body, ele can keep rotation and safely heal up, DD having access to more dodge than anything in game, and DE's endless stealth; mirage has it's own quirks....Please dispel the notion of the defensive options being the issue, I have had 0 issue landing hits (and by extension killing) mirages on soul beast, pick your flavor of thief, guard, and somewhat holo (I'm pretty bad at holo tbh but I can still go 40/60 with high plat and legend), and can get the cap then contest them on point without problems on weaver.

    Yes you need to actively play around their options but that is the case for anything vs anyone who knows what they are doing.

    Tip: Sometimes combat comes down to reads and anticipation, this is especially true when fighting mesmers, thieves, and any opponent who makes good use of block or counter skills. I suggest everyone develop a good Seme
    ) . This will help you improve in almost any action based PvP game.

    On the other, you have the frequent complaints that mirage is an untouchable, unkillable, ez-mode, brain dead, god-spec, rife with too much evade, invuln, stealth, detarget, mobility, etc. (See any mesmer complaint thread as well as many posts here.)

    I think targeted changes should be applied to both offense and defense:

    Offense:
    • Minimize direct damage on axe, torch, scepter, and staff so condi builds really only output condi.
    • Shave condi application so condi damage is ramped rather than burst. Possibly add an ICD on Ambush attacks, but in exchange leave Mirage Cloak alone, except as stated below. Ideally, cut back the excessive cleanse and resistance in the game to compensate, which might even enable additional viable condi specs.
    • Maybe this is out there and has issues, but: Rework clones so they don't pile conditions via auto-attacks, but instead apply a couple stacks to opponents who kill them (to punish them for falling for the fake and encourage developing the most important skill for fighting mesmers: identifying the real mesmer--which isn't as difficult as people think.) Outside of shatters and ambushes, clones do almost no damage and truly exist to facilitate the mesmer's deceptive play style. So no more complaining about clone spam.

    Defense:
    With the reductions to offense, defensive abilities are more justified to enable that ramped condi application and allow "mirages to excel in longer combat engagements" per Anet's goal. Still, many complain about, and many mirage mains agree, that dodging while CC'd should go. It's not unreasonable for mirages to be forced to spend a stun break here like others.

    Generally, I think condi mirage should retain most of its defensive trickery in keeping with its theme. It should duel by craftily outplaying opponents, wearing them down with DOT (particularly the self-inflicted kind from torment and confusion for thematic reasons), and fill less of a burst DPS role. Kind of like a tankier but less damaging thief that hides among what opponents see rather than what they don't. Would that satisfy (most) everyone?

    First you state targeted changes should be applied to both offense and defense, and then literally a few sentences later you are saying defenses are fine and doesnt need to be changed cuz offensives are lower? Wat.

    You think condi mirage should retain most of its defensive trickery? LOL The entire problem with mirage is that it has permanent uptime of defenses while basically spamming there defensives when the condi has been put on. Its just a waiting game for mesmer at this point. Use condis and then just use your defensives, teleport stealth and watch ppl die while your stealthed, due to conditions.

    This should have never been a build to begin with. Its too newb friendly, unfun to play against, and frankly, unfun to play with if you actually want to progress in getting better with mesmer. This build allows people to never get better, because all you need to know is how your defenses work.

  4. @mortrialus.3062 said:

    @mortrialus.3062 said:You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing
    literally every single patch
    across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

    Game Update Notes: December 11, 2018
    • Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.
    • Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.
    • Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.
    • Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.
    • Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.
    • Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.
    • Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.
    • Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.
    • Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.
    • Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.
    • Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.
    • Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.
    • Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.
    • Bountiful Disillusionment: This trait now only applies boons to the mesmer.
    • Danger Time: This trait's effect now applies to illusions.
    • Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.
    • Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.
    • Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

    Game Update Notes: October 2, 2018
    • Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.
    • Continuum Shift: Fixed an API profession classification on this skill.
    • Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.
    • Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.
    • Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.
    • Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.
    • Temporal Enchanter: This trait has been removed from the game.
    • Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:
    • Signet of the Ether: Grants increased healing.
    • Signet of Domination: Strips 5 boons.
    • Signet of Illusions: Summons 1 clone.
    • Signet of Inspiration: Hits 10 targets instead of 5 targets.
    • Signet of Midnight: Cures 5 conditions from the player.
    • Signet of Humility: Applies 10 stacks of vulnerability.
    • Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.
    • Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

    Game Update Notes: August 28, 2018
    • Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.
    • Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.
    • Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.
    • Null Field: This skill has received a new underwater effect for greater visibility.
    • Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.
    • Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.
    • Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

    Game Update Notes: July 10, 2018
    • Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.
    • The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.
    • Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.
    • Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.
    • Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.
    • Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.
    • Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.
    • Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.
    • Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.
    • Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

    Game Update Notes: May 22, 2018
    • Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.
    • Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.
    • Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.
    • Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

    Game Update Notes: May 8, 2018
    • Siren's Call: Increased the projectile speed by 50%.
    • Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.
    • Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.
    • Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.
    • Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.
    • Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.
    • Vortex: Clarified the tooltips for this skill and increased its damage by 33%.
    • Null Field: This skill can now be used underwater, creating its field at the player's location.
    • Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.
    • Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.
    • Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.
    • Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.
    • Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.
    • Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.
    • Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

    Game Update Notes: April 24, 2018
    • Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

    Game Update Notes: March 27, 2018
    • Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.
    • Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.
    • Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.
    • Distortion: Updated the tooltip description of this effect to better reflect its functionality.
    • Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.
    • Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.
    • Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.
    • Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.
    • Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.
    • Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.
    • Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.
    • Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.
    • Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.
    • Jaunt: Reduced damage by 50% in PvP and WvW.
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.
    • Mirror Blade: Reduced damage by 14% in PvP and WvW.
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.
    • Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.
    • Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.
    • Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.
    • Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.
    • Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.
    • Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

    Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

    "Minor adjustments"

    Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

    That ain't no "minor adjustments."

    Look at the big picture. Non of these nerfs have changed how oppressive mirage is, reasons, many - no nerf has truly affected the aspects as to why mirage is so dominant, I'll let you figure that one yourself.

    I can give you a hint, what are the benefits of dodging as a mirage. Don't think Elusive mind. Just think for a second what Dodge can do for a mirage.

    You realize that I've been advocating the removal of both Elusive Mind and the ability to dodge while CC'd even without it since Mirage was released for almost a year and a half now right and that if you put forward like the slightest effort you'd would have seen that? Maybe you should actually, I dunno, check what someone's stances are before you patronize and talk down to them.

    Nothing personal. Your post stated mirages have been nerfed many times and don't need anymore nerfs - I disagree. Cheers!

    I said they need more nerfs and nerfs are coming because they've come every single patch. I never said they didn't need nerfs.

    @mortrialus.3062 said:You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing
    literally every single patch
    across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

    Game Update Notes: December 11, 2018
    • Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.
    • Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.
    • Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.
    • Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.
    • Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.
    • Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.
    • Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.
    • Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.
    • Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.
    • Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.
    • Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.
    • Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.
    • Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.
    • Bountiful Disillusionment: This trait now only applies boons to the mesmer.
    • Danger Time: This trait's effect now applies to illusions.
    • Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.
    • Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.
    • Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

    Game Update Notes: October 2, 2018
    • Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.
    • Continuum Shift: Fixed an API profession classification on this skill.
    • Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.
    • Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.
    • Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.
    • Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.
    • Temporal Enchanter: This trait has been removed from the game.
    • Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:
    • Signet of the Ether: Grants increased healing.
    • Signet of Domination: Strips 5 boons.
    • Signet of Illusions: Summons 1 clone.
    • Signet of Inspiration: Hits 10 targets instead of 5 targets.
    • Signet of Midnight: Cures 5 conditions from the player.
    • Signet of Humility: Applies 10 stacks of vulnerability.
    • Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.
    • Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

    Game Update Notes: August 28, 2018
    • Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.
    • Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.
    • Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.
    • Null Field: This skill has received a new underwater effect for greater visibility.
    • Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.
    • Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.
    • Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

    Game Update Notes: July 10, 2018
    • Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.
    • The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.
    • Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.
    • Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.
    • Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.
    • Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.
    • Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.
    • Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.
    • Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.
    • Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.
    • Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

    Game Update Notes: May 22, 2018
    • Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.
    • Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.
    • Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.
    • Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.
    • Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

    Game Update Notes: May 8, 2018
    • Siren's Call: Increased the projectile speed by 50%.
    • Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.
    • Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.
    • Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.
    • Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.
    • Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.
    • Vortex: Clarified the tooltips for this skill and increased its damage by 33%.
    • Null Field: This skill can now be used underwater, creating its field at the player's location.
    • Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.
    • Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.
    • Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.
    • Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.
    • Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.
    • Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.
    • Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

    Game Update Notes: April 24, 2018
    • Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

    Game Update Notes: March 27, 2018
    • Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.
    • Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.
    • Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.
    • Distortion: Updated the tooltip description of this effect to better reflect its functionality.
    • Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.
    • Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.
    • Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.
    • Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.
    • Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.
    • Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.
    • Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.
    • Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.
    • Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.
    • Jaunt: Reduced damage by 50% in PvP and WvW.
    • Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.
    • Mirror Blade: Reduced damage by 14% in PvP and WvW.
    • Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.
    • Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.
    • Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.
    • Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.
    • Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.
    • Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.
    • Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.
    • Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.
    • Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

    Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

    "Minor adjustments"

    Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

    That ain't no "minor adjustments."

    Mate they're still op as all hell. What are you talking about? Why are you trying to defend mirage? It's broken, i don't care how many nerfs it's had in the past. Mesmer mains trying to defend it have such weak arguments. The class is extremely bad for pvp and will turn away all the wow players coming over at the moment. 90% of people agree they need huge nerfs. The rest are mesmer mains. End of.

    I'm not "defending them". You made an entire thread pretending they never get nerfed, and they only get buffed each patch which is objectively not true. All I pointed out was that they've gotten serious nerfs every single patch and more nerfs are definitely coming and somehow you've gotten incredibly tilted over it for no reason. If you weren't incredibly factually wrong I wouldn't have to correct your nonsense.

    But every other class has also been undergoing strange alterations & nerfs, it isn't just Mirage. So at the end of the past year's worth of intra-class nerfs, Mirage is still the strongest class. In fact, these last couple patches "intra-class wide" have resulted in Mirage being stronger now than it ever was.

    We can't simply post a list of nerfs to one class without posting a list of nerfs to every other class. There is no ability to compare/contrast anything while doing that. For example: Mirage mains will frequently mention the nerf to EM while completely disregarding the vigor uptime that the build has, its use of adventure rune, and 2x energy sigils, along with w/e other stunbreaks it already has on its utility bar. Realistically Mirages are fronting more endurance usage than most other builds. Also, after the nerf to EM, Mirages began playing differently which these new playstyles ended up being stronger than the old EM builds anyway. Now let's take a look at Deadeye and the Death's Judgement nerf "which is now blockable". That was a detrimental nerf to DE's strength. Trying to compare the EM nerf to DJ nerf is of no comparison at all. The EM nerf actually ended up helping Mirages, whereas something like the DJ nerf did nothing but hurt DE. Even so, hearing "Death's Judgement is now blockable" sounds bad but what if we were to look at patch notes on other classes to find that most blocks in the game had been reduced to half durations or something. So again, we can't really just lay down a list of a single class and its nerfs, without looking at what happened to everything else it is playing against.

    All in all, people are noticing that Mirages are very dominant again lately. The only thing that's different this time is that players really are beyond disgusted with the mirage meme thing that anet has going on here. I've seen 2 players in the past couple weeks leave the game due to sheer Mirage hate, and these are people who play in the top 100 each season so it isn't "a l2p issue." People are disgusted by it, anet has let this go on way too long, and people are actually leaving the game due to it.

    It would be a wise move on anet's part to do something, anything to bring Mirage "actually balanced for once", before it continues driving people from the game. <- Because that really is happening lately.

    You can't say condimirage is the strongest build when Boonbeast mains alone made up at least 4 of the top 10 that I can for sure 100% identify and they got buffed last patch.

    Second strongest? I'd say definitely. But objectively boonbeast out performs Mirage and is just as brain dead and forgiving as Mirage and Boonbeast got massively buffed last balance patch.

    I like how you derail a thread by talking about boonbeast. The fact is boonbeast is not okay. We get that. But stating that its more broken then mesmer really does nothing for your point at all.

    Mesmer is broken.

    just because another spec this entire thread is NOT about is broken doesnt change the fact mesmer IS.

    To the guy stating 5 builds can sustain through a mesmers bursts doesnt automatically make mesmer fine. Those 5 ELITE specs on 1 build doesnt automatically make mesmer fine.

    If you want elite specs to be powercreeped in a single build BECAUSE its the only thing you CAN do on that build versus a mesmer disregarding how those classes cant 1v1 anything else as effectivly as a mesmer is just blind favouritism.

    Just because mesmer has some unfavourable matchups versus very specific builds, that really doesnt mean its automatically fine. Especially not considering those other builds cannot do the same as a mesmer can. You want to know why those other builds cant do that? because they arent broken.

  5. Mesmers main problem IS there extremely low cooldowns on defensives.

    Most mesmer skills have a 20/30 sec cooldown. they have multiple of those all focussed on defenses.

    Wanna do math? 7 defensives skills. 30 sec cooldown. that literally means 30/7 = 4,28 seconds.

    Every 4,28 seconds they have a get out of jail for free card (without counting dodges and this means in PERMANENT COMBAT)

    This 4,28 seconds also DOES NOT EVEN calculate the active uptime of said defensives. IF uptime of defensives is 3 seconds then that would mean you can only hit a mesmer within a 1 second timeframe every 4 seconds if the mesmer would be forever in combat!!!!!

    Lets look at some stats when a mesmer IS NOT permanently in combat. Lets say a mesmer is 50% in combat. This means quite literally you can hit a mesmer 1 second every 8 seconds!!! If all there defensives had a 3 second uptime.

    Now lets see what these defensives do: Stealth, detarget, invurn, block, leap, teleport. (it even has access to blinds wich i havnt even talked about!)Literally everything gw2 has in the defensive department.

    Staff 2 (8s cd btw traited 8!!!!!) + stealth = detargets, teleports away, free reset of cd's. <--- Main source of OP.

    The reason why power mesmer isnt deemed as OP as a power is not because its weak. Its because it has an actuall CASTING time on there skills.Every time a skill is used that has a casting time it can be punished, that is the ONLY reason why power mesmer is 'worse' then condi. This is also why mesmers think power mesmer is bad. When in reality if you actually know howto play it, its still broken, because a power mesmer can still 1 shot from stealth with all there defensives up. The amount of kills however are just lower due to higher cd's on 1 shots from a power mesmer.

    TL;DR Condi and power are both OP. Condi is just more OP.

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