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dontlook.1823

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Everything posted by dontlook.1823

  1. I like the idea of having something astrological/astronomy-themed with constellations. I like the idea of having one tied into Tyrian lore. I want some nodes to Western Astrology, though. And, your last part made me lol.. The area in DR near the queen's throne room could be a great staging for the signs.
  2. Hey, thanks for the reply. That weapon set (despite its deceiving name) looks to be another take on Eastern astrology.
  3. I was wondering, while we are in the Astral Ward, if there could be some Western Astrology-themed weapons or armor. Even if there were an outfit called the astrologer with different constellations and such floating about, it would be super cool. We have the Zodiac armor set, but that falls a bit short of what I was thinking. I was thinking about how GW2 celebrates the Lunar New Year each year. Only we'd get items themed around western constellations like Libra, Aries, and Gemini. ♈♉♊♋♌♍♎♏♐♑♒♓
  4. I had some time to read over some posts and think about pMirage. I think it would be pretty cool. The way people talk about it makes it seem like a fun new playstyle. I am still hoping they continue to rework traits. I want them to look into reworking the sword trait in dueling and phantasmal fury in dueling.
  5. I'm disappointed, to say the least. Maybe it's too early to tell, but I've never been interested in Mirage as a power option. The way clones work in this class seems to mesh best with the condition. I would have preferred for them to bring up power builds that are already working and buff core power to buff all power builds. I like the changes to virtuoso. Those are the only changes I'm looking forward to. I would have liked to see the fencer's finesse reworked and the fury trait to give us a critical chance bonus. Looking to the future, I hope the devs sift through the forums and take these nuggets of wisdom from their player base. I'm excited to see what's in store for Mesmer this year. Hopefully, we won't get the two-quarters worth of updates of their training to figure out how to bring Mirage power up into the meta. o7
  6. On another unrelated note, I wish that Phantasm 4 on a rifle would be a daze instead of a stun. That way, it could damage in competitive modes. I also would like for them to rework the rifle ambush. Having all your clones line up for a concussive sniper shot that applies confusion and vulnerability would be cool.
  7. I like the idea of getting increased effectiveness from vigor!
  8. I like the idea of refunding endurance on ambush. The rest is muddled for me since I rarely play mirage.
  9. I want the CC on rifle 4 to be a daze so that the phantasm can do damage in WvW/PvP...
  10. Insert quote in my previous post. >.<
  11. I was thinking about this the other day. The cast time is too long. They should decrease the cast time or buff the damage.
  12. Several months ago, the Arena Net balance team reworked a lot of core classes, skills, and traits. It was a part of their new initiative and balanced perspective in the future. This was all happening during the rerelease of the first Living World. I was wondering if we could get back to that. I have just a couple of gripes with Core Mesmer, and it is mainly for power. The dueling trait line could use a rework. Two skills come to mind. The fury on phantasm summon is good. But I would like a trait more geared toward empowering the Mesmer itself. However, it could be replaced with something more impactful for Mesmer builds in general. The trait could look like a flat 5% crit chance increase for the Mesmer and Fury for illusions/phantasms Fencer's finesse is also a troublesome trait. With the current meta, Mesmers aren't using a sword in their main hand, so maintaining the ferocity bonus becomes tight around the rotation. I know weapon traits such as these were reworked during the extensive core rework. The trait could be reworked into a flat % increase to ferocity equivalent to the 150 increase. This way, we aren't locked into having a sword in the main or off-hand for the ferocity bonus. The reworked trait could also add flavor to the dueling line, with something like successful critical strikes striking the target for an additional percentage of the damage just dealt (with a reasonable interval). That's just an idea. I'm just saying I'd like the balance team to continue to evaluate the effectiveness of core classes/mechanics to strengthen the core/elite specifications further. On another note, Virtuoso could use some love for their power variant. Virtuoso, to me, is like Soulbeast. Our clones have merged with us, and we are there to deal damage. I see Virtuoso as Mesmer's premiere damage line, as it has no access to support. With that said, Blade Requiem and Infinite Forge could use a rework. The power coefficient could go up on the F5 for Virtuoso. Infinite Forge could be more impactful for power builds by adding a damage modifier or increasing the velocity or something of the blades. These are all ideas. Let me know if you have any comments or suggestions yourself.
  13. Yes. The Virtuoso takes quite a bit to get their full damage potential out there. The trait where a dagger spawns after a phantasm is summoned is an excellent example of the ramp-up. If they could make the middle grandmaster more impactful for power builds without lending itself to the already strong condi build, that would be great.
  14. I think Power Virtuoso could use a buff in PvE. I was thinking of an addition to Infinite Forge where you get like .5% damage for each blade expended. Power Mesmer could use a buff in general. In fractals, it seems bursty classes overshadow Mesmer's damage. The ramp-up is relatively significant, and without precasting, it is challenging to keep up with other classes. Some classes, in particular, have a small window of high damage they can dish out. A power Virtuoso can contend, but when up against Bladesworns and Soulbeasts, it becomes rather challenging to keep up. Another suggestion might be to reduce the cast time of Bladesong Harmony. These are just some thoughts. Any other suggestions are welcomed.
  15. o/ I'm currently using this build for CM99: https://snowcrows.com/builds/mesmer/virtuoso/condition-virtuoso I hope you enjoy it!
  16. I think it would be to have that floaty cloud effect the weapons have.
  17. That is an excellent idea. I'd love for my unstable fractal essence to get used.
  18. Virtuosos currently sit at a modest 37.9k for the condi and power build. The main design around Virtuoso seems to be damage. It cannot provide alac or quickness. It would be nice to get like a 1.5-2k boost in damage. The infinite forge trait can be reworked to add 5-10% increased damage when blades aren't stocked or some other fancy mechanic—just a thought. Let me know what yall think.
  19. As the title states, having five-person-content legendary armor would be fantastic. It could be a combination of fractals and dungeons. This could appeal to people not into large instanced content such as raids. It could also appeal to people who aren't into competitive game modes like pvp and wvw. I would love to have another NPC in fractals with most of the components needed to craft the armor, like fractal relics and pristine relics, and (maybe since forcing people to do CM might overdo it) unstable fractal essence. In addition, the gifts from dungeons could be utilized or otherwise some other item tied to dungeon tokens. These are just some ideas. I would love to hear from you guys about what you think! You could further develop what I got or share your opinion.
  20. I think it is possible. The greatsword gets more dangerous the further you are from your enemies. My rule of thumb has been to have a ranged weapon with a melee if I cannot retain the distance between myself and the enemies. However, you could use your skill bar to your advantage if that is your preferred style. Also, the greatsword is a reliable ranged weapon. It is not a projectile; it cannot be reflected. It can be blocked or negated through invulnerability. That effectively shuts down a few skills or mechanics enemy units might employ during battle. For now, you can practice any way you'd like to be familiar with the Mesmer. When the dagger comes out, you will have another ranged set for your advantage. An extra perk is that greatsword skills count as blades, so that it will work well with the new trait line coming with the Virtuoso.
  21. That's a great suggestion. I also suggested that ANET make the armor, weapons, and trinkets similar to legendary items. You can check a box while selecting a stat to copy those stats to all the pieces in that category. So if you chose berserker, you could select a box and apply it to all the other equipped armor pieces. Likewise, you check berserk on weapons, and it will be applied to all your equipped weapons, so on and so forth. The danger with your suggestion is that while it sounds good, it will likely cause issues for those who like to min/max.
  22. This post is just a general beta suggestion for the future. The last beta week only afforded us three slots to create an elite beta spec. Soon, this became frustrating as I wanted to get a good feel for all of the select specs coming out with End of Dragons. While I did take them all for a spin, it was so tedious rebuilding the beta characters. The following are some suggestions for future 9-Profession betas: 1. Allow for checking the stats for them to copy over to all the pieces (similar to legendary armor, trinkets, weapons) you want for Armor and Weapons and Trinkets. - My lights professions were relatively painless because I have legendary light armor, lots of weapons, and all the Trinkets. I can honestly only imagine how time-consuming it was for others to set up their character builds. 2. For nine professional beta weeks, make sure to add nine extra slots. Only having three makes the above suggestion so much more tedious and unbearable. To put what it is like having only three places with nine open professions into perspective, I would have to delete my one beta toon to try another. Then when I wanted to play that beta toon I deleted, I would have to reconstruct the character completely. I thought of this as a significant oversight on ANETs part. The suggestions mentioned above are the only things I can think about right now.
  23. I like that idea a lot. I completely agree with you. The kinetic battery is underpowered for a grandmaster trait. In PVP/www, it's ridiculous to even consider it because even a decent amount of concentration gives minimal payoff. You cannot get good enough uptime. In addition, you have to hit five times, and the payoff is underwhelming. Engineers have so much access to super speed and even quickness. What is the point of that trait? The extra damage is a good idea. The value should be relatively high to make it fit into builds. Currently, I run tools, alchemy, and holo. Holo is the hybrid support/offensive. Alchemy is the defensive and Tools is what I like to use offensively. It's just silly, though, because I mainly take it for gadgeteer (rocket boots are super good for roaming in wvw). The damage modifiers and traits aren't enough to make tools a functional offensive line.
  24. I like this trait line, but I feel as though it needs significant improvements. Other traits lines with the engineer class have powerful grandmasters. The tools grandmasters have lackluster traits. Gadgeteer does not need to be a grandmaster; adrenal implant could use a second skill fact; kinetic battery is very underpowered and makes core engineer with this trait line just silly. A little bit of superspeed and quickness? I'd rather play scrapper at that rate. Tools used to be the ferocity line way back in the day. The engineer always had unique traits. I don't even know where to begin with changes. Any suggestions?
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