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Avion Blade.4869

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Everything posted by Avion Blade.4869

  1. You can stack a ton of torments with axe, illusion torment bonus, and mirage trait line column two bottom column three top ,with 3 clones up, and evading and auto attacking.
  2. All right you land lubbers, its time to suggest something new (if not new, then resurface the topic with a different approach). Similar to our land maps with a few rivers, lakes, some moats for Hill and Bay, etc; let us have the exact opposite. Let's give the sea some love, and a new feeling to WvW. In this three way match up, each base is a Man O war ship owned by each color team. The camp objectives are underwater nodes with a submarine (replaces the Yak) there. NPC guards are situated around the ball-shaped objective to protect it and prevent you from capturing the the area. Resource harvesting will produce sea-related things such as scales, shells, etc. Mining underwater is available. Instead of towers, you have islands, and/or ships that can be commandeered/captured for points. So, we may have a 5th map. We have EBG, Desert, Alpine, Alpine, and then Naval/Aquatic Map. This can help disperse player population across all maps. This map will definitely be something like 70% sea and 15% land 15% ships. The keeps are Man O Wars, and the home spawns in the corners of the map are large islands where all the traders are. To capture the Man O war ships [keeps] you must defeat the Privateer Captain [Lord] of the team, then capture the helm [ring]. The ship is not an airship, of course, but a naval ship. Furthermore, instead of siege golemns you have submarines. And to break into the ship/man O war, you need to build with supply (about 60 Supply) use a destructible siege submarine to breach through a destructable part or parts of the ship. Supply on the ship is delivered by non-combat npc submarines from the underwater resource nodes and/or camp nodes on islands where there is a submarine nearby off-dock ready to submerge en-route to another ship. Underwater sentries could be quaggan or whatever marine-race that can fight underwater. In between objectives you could have coral reef routes, and/or underwater caves and then some open areas of water. Also, all ships have cannons you can man, just like the cannons on towers and keeps, but the ships cannot move, stationary, and can be captured. Tell me what you think?
  3. This is just my taste, I like jumping around a lot, there is a good rotation of hit and runs and standing still, and then doing surprise attacks. It may seem dated, perhaps i should make some highlight reels so maybe its better understood. It won't be a kill all be all build, but it gets the job done imho.
  4. And also, the trick is to make your opponents waste cooldowns on clones. The less you move, the more likely you'll survive. This is where the windows open for those jump shatters.
  5. Primarily for WvW; Use my Build (use any armor set/weapon set regarding the stats you like, but I suggest going complete celestial). Philosophy: Versatility and All-rounded stats [Celestial Gear; and Attack/Defense Jumper Mirage Build] [Try to use a polyluminescent refractor of any color you like on any of your rings/accessory's so the clones also have the icon on them] Chaos Trait line - Low - Low - Mid [used to be high, but chaotic interruption was deleted] Inspiration Trait line - Low - Mid - High [Condi cleanses, heals, and shield phantasm for taunt bombs] Mirage Trait Line - High - Low - High <- This is the more difficult variant [DPS heavy]Mirage Trait Line - High - Mid - Mid <- This is the Medium Variant [Also good for condi cleanse per evade]Mirage Trait Line - Mid - Mid - Mid <- This is the starter variant. [Defence heavy] Weapons:StaffAxe/ off-hand Sword Utilities: Mirror [Heal] - Mirage Ambush - Mirage Advance - Blink - Mass Invisibility Gear: Full Celestial [Personal recommendation] Moving on to playstyle: This is an unconventional and non-meta build. No pistol, no torch, no sword, no GS, no focus. You will be teleporting and target breaking everywhere, but the key is to know when to move and when not to move.Using the Difficult Mirage Variant; engage with Staff 2, Staff 3, wait 1 second, then mirage ambush; drop Staff 5 on a clone [NOT yourself] Hit Staff 4, switch to axe/sword; hit mirage advanace, then axe 2, then sword 5, then hit mirage advance again (right after sword 5 finishes loading), shatter F2 confusion, then hit axe 3 (if you run toward opponent) with F3 daze to interrupt, then his axe 2 again, mirage evade and hit axe 1, then power shatter F2; Hit heal mirror, then hit mass invisibility, then switch back to staff , then hit staff 2. This is the ideal rotation; by doing this you engage with the opponent rushing to find you. This is not a burst (though it can be if you time it correctly, it is burstable but prepare for a big cooldown; you can hit weapon 1 in between if you like, these are methodical paced rotations [except for the shatter part, those are hit with the step involved]. Remember to turn off auto-attacking weapons kill 1 on both axe and sword, because you want to act like a clone from time to time. PATIENCE is built into this build. Staff - Great for distance, and having a body shield against range pop shots [sB/DE], Staff 4 is great for rapid firing shots or strikes; every pew pew is a boon on you, and a condi on them. CHaos 5 is for deception, but you can blink into them if you like after popping a shatter. Axe - distance closing and target breaking, the axe is there to close the gap and generate clones for an upfront brawl and to cripple; the sword is there to block big shots, and sword five is to push pressure. Staff Upgrades; Superior Sigil of Nullification; and use the Sigil that does +10% condition duration. Axe - Use a sigil that does 3, 5, or 7 percent outgoing damage. [Or use the sigil that gives you might every critical hit]off- hand Sword - Use the Superior Sigil of paralyzation ARMOR RUNES: TRAVELER, OR FIREWORKS. Traits: gives you super speed for using manipulations [Mirror, blink, mass invisibilty]; Chaos trait line gives you an auto heal after lower than 75%, and it helps with staff. You have extended stealth 9 seconds; Inspiration is to take off conditions on you for every phantasm summoned, and every shatter. You get to shatter heal if clones are up.Mirage trait for axe, clone generation per deception utility use, and also for condi cleanse, or more dps from clone condi for every evade, they will ambush attack with the special attack animations for the weapons. Very difficult build to master: Highly Effecting in obstructed environments: Tree Lines, forests, camps with buildings; elevation differences [upper-lower staircase access/ledge access]Highly INEFFECTIVE in complete open area IF more than a 1v2, 1v2 is okay, 1v3 you need to bud out unless you can use obstruction and terrain.Great support capabilities for team mates: Boon bouncing off of Staff 1, Staff 5 chaos storm for blocks and retaliation/speed, mass invisibilty.Good for reflects : Use Mirror; then cancel it before committing to the heal; will recharge in 4 seconds instead of the 16+ seconds. [<--- if you time this right you are rewarded with repeating mirrors within 4 secs]Blink and STaff 2 for mobility.Mirage Ambush works great with staffMirage Advance is great with Axe/SwordKite against HEAVY Professions, melee when stabilities are down. [Exceptions depend on opportunities opened, applies to the next two tabs]Hit and Run against MEDIUM Professions, use ranged attacks when they are visible or under cooldowns.Get upfront against LIGHT Professions, Use confusion shatters when up close, and power shatters when clones are spread out.After gaining experience against all classes, You will learn how to pace yourself to make the fight a fight of attrition and tempt your opponent to try and burst [this is why you let yourself tank their high attack cooldowns, do not use evade unless you are less than 60% and about to be hit with a big shot.Blink only if you are stunned, or you have an incoming attack.Mass invisibility allows you to gain boons while studying your opponents mechanics/utilities, and playstyle.Offensive Aspect: Clone generation and Axe Power/Condi brawl, with Power Shatter and Sword 5 bursts after daze.Defensive Aspect: Mobilitiy/Target Break, and jumping everywhere.BEST USED when pacing cooldowns and weapons, but you will get the idea of how I use this build. Don't give up on it, it will start off stressful and be completely stupid, but you will see the versatility over time. MOST players expect you to use GS, Sword/Torch,, or sword/pistol, scepter/torch, etc.When engaging melee fighters, Start with staff [kiting, and defence]when engaging ranged fighters, start with axe/sword [block and distance closers]When in a 1v2, you must switch targets every now and then. For example, send a Staff 3 to target 1, then Staff 2 to target 2, then switch to axe 3 for Target 1, then Sword five to target 2, then mirage advance to target 1, then shatter (you will have 1 clone going to shatter to one, and the other two to another; while your phantasms are up as queued future clones for a distortion follow up. You can see how this build is jumpy and really fun. Example for combos, each tab is a separate combo, this part is not a full rotation, but rather combos. Surprise Interruption; Axe 3, F3 immediately.The Spider Web: Staff 2, STaff 3, + Mirage Ambush; drop Staff 5 Storm on a clone to confuse opponent, BLINK to the chaos storm while simultaneously hitting F1, or F2, or F3, the shatter of your choice.The Shadow Step Break Strike: Mirage Advance, Axe 2, Sword 5, Mirage Retreat [Hit Advance again]The Delusional Escape: Mirage Advance, run in one direction, wait 2-4 seconds, mirage retreat, flip to opposite direction, STaff 2. You will be 1000- 1500 range from you opponent by this time. [Add blink and mass invisibilty]; you can re-engage with an invisible spider web chain attack.Cloak Spider Web: Put mass invisibility in front of The Spider Web chain before doing it; appear off an angle after cloaking somewhere behind the opponent.The Blind Strike: Mirage Advance, Mirage Retreat quickly. [perfect against thieves right before they cloak; leaves behind a clone to give you two seconds of distortion.The Disabled Confusion: Sword 4 [tap twice for daze shot] + Axe 2, you will daze your opponent opening up for a crippling blow from axe two; and you now have a clone up to mirage ambush, OR Axe three with Confusion Shatter F2. Up to you.The Body Shield: Against Ranged attacks like nets/pop shots, Hit staff two, and stay behind your clone; Hit mirage Ambush only if they are about to enclose with a heavy melee.The Bold Advance with a spider web finish and cloak finisher: Staff 4, switch to Axe/Sword; Mirage Advance, Axe two, Sword 4 [tap twice], Sword Five, distortion after chaos armor is gone; then mirage retreat. Switch back to STaff, Staff 2, Staff 3, Mirage Ambush, then mass invisibility to help give time for cooldowns and gain boons while invisibilty.Chain Jump Escape: Run behind opponent and right click on opponent, Staff 2, then Blink away, Use Mirage Ambush against any NPC, even white-named ones, and also use axe 3 to jump; mirage advance also to jump to the next npc, and the next. This requires some luck and alignment of the NPCs in the path you wish to go, Use Mirror Heal for that short super speed.Before the big patch this build would sustain like crazy, but after the patch it still is darn good, because with the greater cooldowns of the opponents; it is still viable. Use evasion only against Pop shots from opponents [High damage animations]. You have evasions BUILT IN, to this build, and you can avoid most attacks by jumping everywhere. As you can see, using celestial as a starter will help you figure out if you like to tank, or add more DPS. Mirage Secrets Revealed: With the First Mirage Trait line column; set on HIGH, using deception skills will generate another clone [if you have 1 clone already up, or more]. REVELATION: a clone replaces your current position while you appear somewhere else.Staff 5 Interrupts on first tick.Axe 3 with a confusion Shatter while 3 clones are up will stack up to potentially 9 or more confusion stacks.The Spider web is great to surround RANGE style combat players.Mirage Advance is great with axe 2 against melee because it will blind and cripple them, making them take a while to reach you if they find you, and they will miss their next shot/attack/activated skill.Off-Hand Sword is underrated, it is great for final blows, counter attack blocks, or interruptions while an opponent is about to hit you while in mid-air or in mid-animation to attack.Against a surprise thief attack, Axe 3, or Mirage Advance, OR F3 or F4 is great to decrease high damage DPS; but thieves are generally difficult, over time you will learn how to turn the fight into attrition.Mirage Advance against thieves if they try to invis [you will still be able to land on them even if they cloak, because the animation started while they were visible, and it will land where they went invisible [ this is similar to cloaking before a ranger hits their rapid fire on you, as their arrows will trail you while you are cloaked and running even when invisible, because their attack took place while you were not cloaked; its just the mechanics of the game.Mirages are underestimated in current meta.You will be highly targeted by thieves and rangers, the trick is to generate clones from npcs [fight the npcs then mirage ambush or axe 3 against incoming player opponents, you start the fight with NPCS, CLONES, and yourself, this is great against a revenant's jump attack with the sword, or axe, against rangers pop shots, or thieves, because while NPCS are trying to fight you and them, their interference will help act as a body shield, or lure an accidentally auto-target on them instead of you.Concerning thieves and rangers; you need to allow yourself to get hit first, when in doubt, just hit an evade and mass invisbility if you are surprised; and run away if you are not confident to fight just yet. Remember there are still builds out there that will wreck you if your opponent plays their cards right; but the same thing applies to this build and with YOU.Axe 3 and Mirage Ambush will RANDOMLY land you around your opponent. This is great, because it adds unpredictability against yourself and your opponent. You will be trained to think on the fly with this build. Use NPCs to your advantage [they are targetable hint hint, jump-to-able.]Blessings. You're Welcome. When Mirage used to have Two Evades, this build shreds, but the nerf is understandable.
  6. Bleed Condition:[shorter duration; but a much more massive initial damage, but then diminishes significantly per tick]. When hit with a bleed; the first tick is always the worst; but the next tick is something like 75% of the previous. So 100, then 75, then 56 Poison Condition:[Longer duration; with a small insignificant initial damage, but a dangerous multiplier per tick over time]; Heal skills should automatically remove any poison Stack, but the damage from the poison and the heal reduction still applies while heal skill is used] When someone is sick; their health worsens especially at the peak of the disease; but then it is overcome by medicine. Likewise; poison should start off as a small damage in the first tick; then significantly increases in the next tick (maybe something like 120% of the previous; so 100, then 120, then 144 etc.) , and the next. Using a heal skill will get rid of poison; although damage is still taken upon use. Yet, if not treated; it will be great loss to health points over a long time. Confusion Condition: (retains same damage output; waive primary and healing activation punishment)[Does not affect primary auto attack, does not affect heal skill]. Affects only weapon skills other than number 1 skill; and utilities other than heal skills. Designed to punish special attacks and non-heal utilities. Personal Opinion: By making these changes; these three conditions no longer become abusive, nor are they unable to be countered. If hit hard by bleed it will go away quickly, but if you neglect to get rid of poison; it will punish you. Thus, poison may force you to use a heal skill earlier than you don't want to. So if you don't heal; you might get caught at the wrong time; but if you do heal you might not be able to heal through another massive hit. [Depends on if you have condi cleanse or not, but you still have a way to heal poison. Moving to confusion; basic attacks don't damage yourself when hit with confusion, but when you try to go fancy with confusion on you [because you are confused!]; it is punished like you go dizzy on yourself; healing does not remove confusion, nor do you take damage from confusion when using heal. This way, melee based bleed builds can still get their reward, but their opponent have a chance to counter; poison builds can get their reward but in itself is not over powered; and confusion builds can do their job to mitigate their opponent's dps' but not have them suicide themselves from auto attacks and healing. Bleeds are usually difficult to land as they require to have the opponent fixed for a hit; poison is usually easy to reapply, so initial damage is low; and confusion is a curse and a psychological impact on the player due to self damage on skill use. (should I risk the skill; or not). TLDR: When these new conditions hit and are not treated. Bleeds : OUUUCHHH; owwwwwww; ahhhh; im good; that was close. Poision; nah its fine; uhhh... ill be okay; ughhhhh; AAAHHHH!!!! NURRRSEEE NURSEEEE!!!!!!! Confusion: [Non primary attack, non heal]Hahahaha watch this!!! OUCH OUCH OUCH OUCH. Stacking increases their intensity and damage output, but multipliers still apply per tick based on the group stack during the first hit. (If group stack 1 is 5 seconds with 5 stacks, and another group stack of the same condition hits 3 seconds later with the same stack; they are shown as stacked together, but the multipliers are separated based on the group stacked together. So the first stack will end at the 5th second, and the second grouped stack has the next two more seconds to go; and the multipliers are separated based on the grouped stacks; it is not combined. Therefore; additional stacks increase perceived damage per tick; but they shed off per group.1 - 2 - 3 (1) - 4 (2) - 5 (3) - (4) - (5) 5 - 5 - 10 - 10 - 10 - 5 - 5 .# = group stack 1(#) = group stack 2 Please let me know what you think! Thanks.
  7. Oh i definitely agree with you, take what you like and leave out what isn't compatible with your play-style. For a 2v1, cloak is important. However my experience is, due to the sentry and tower anti-cloak mechanics in WvW, i find myself being hindered by using cloak and would like mobility. Ironically, burst is not advisable if in 2v1, but rather do this: axe three, ambush, and mirage advance alternately against your foes. one time you are here, the other there, the other over there. You are jumping over one. AND the best part is to time them right when you are about to get hit. Torch is great, but sometimes i really need that block (with a counter power damage from sword), and sword five is sexy beautiful with that might bonus. On top I forgot to say to add the sigil of might on your axe, of sigil of strength? it will give you might on crit hit. After the block a clone spawns on the enemy after a counter-hit, then I can daze for a chaotic interrupt and you axe 3 on them, really great to buy time and close gaps. Celestial gear is beautiful because opponents will think you are glass cannon. However, wherever the opponent's stats are focused, you will win in the other aspects. The fun part is winning a battle of attrition, AND because you extend the fight, and this is WvW on sPvP chances of allies coming to help is increased. With staff you can help support. The downside to the build, is the standardized shatter cool-downs do not have reduction from illusions trait since you are not using it, which means shatter conservation is a must. Use distortion not when you are about to die, but when you have 50% health, its a good balanced tip if you don't know when to use it optimally. Since this is somewhat hybrid, you are adept at fighting condi-cleansers, or power-tank/or power precisioners.
  8. Another helpful tip: Whenever you use staff 2, and staff three, and then use the ambush utility, drop staff 5 on active clone. Take advantage of the deception if they mistake your clone as you thinking you are trying to defend yourself by dropping the ring but really its a clone inside the ring and not you. Another thing you want to realize is this: With ambush, wherever your location is, a clone will replace you in that location, (and with a trait), YOU will respawn around. So, the opponent will still see a mesmer in the same spot you were replaced with (only if the trait is active).
  9. Take Mirror with Chaos trait first column low slot. With chaos you have a passive heal if your threshold health hits below 75%, this is re applied again every 15 seconds if you are hit below that same threshold. Now due to the first column low trait selection, your manipulation heal skill mirror has 3 things done for you: Reflect while casting the heal, and a heal with a recharge of 12 seconds instead of 15. On top of that all manipulation skills including the mirror will now give you super speed for 3 seconds, great for kiting or getting out of range. With this trait selection, blink is reduced to 24 seconds, and the mass invisibility is reduced from 60 to 48 seconds. False Oasis is good also, but you need to time when you run through your mirage diamond, which is a free evade frame. Mirror to me is valuable and the chaos trait line is always a must for sustain. I suggest you try a mirage jumper build of mine (very versatile) (two variations) Name: WvW Roam Mirage Jumper (all-round) Axe/Sword (yes off-hand sword)Staff (highly important) Duelist (mid, low, high) (Cloak when hit below 50%, fencer ferocity and reduce sword recharge, and the superiority complex)Chaos (low, low, high) (Manipulation reduce recharge and super speed, staff reduce recharge and armor protection with chaos armor, and chaotic interruption (YOU NEED THIS ONE)Mirage (High, High, Low) (summon a clone for using deception skill when a clone exists, clone's shattered with distortion give you mirage diamonds, and then your boon steal ability after evading) (Your diamonds will buy you time for your mobile utility skills, you have 8 seconds to collect diamonds, wink wink). Utilities: Mirror Heal Reflection - Ambush, Mirage Advance, Blink, and Jaunt As far as rune's and sigils go, it is up to you. You will notice there is no condition cleanse here other than jaunt, so therefore, having condi cleanse on weapon swaps due to sigils, or condi transfers from sigils may be good. Engagement rules: can deal up to a 1v3 with environment support (ledges, obstruction, water-line etc). Benefits of Build: You have cloakYou have blocksYou have Staff for personal or ally supportYou have dps from duelistyou have defense from chaosYou have a LOT of mobility and target breakingyou mirror against range (you can exploit this by cancelling the heal and only use the reflection while undergoing a cast, then it only recharges 3 seconds to cast again after cancellation, finish the cast if you want heal and 3 sec super speed.You also have your endur regen from vigor due to shatter and also duelist crit vigor grant.You have BOON STEALING after your evades, you also have a lot more stealing after collecting your diamonds from distortian.In general this is a counter build play with a 3 second cloak lesser/desperate decoy if you get below 50% health.How to engage: Always start with staff, you have the option to kite back right away and apply chaos armor for reduced incoming damage with protection boon bonus from trait.Staff 2 then staff three to get your 3 clones up right away.Afterwards switch to axe/sword hit sword 5, and then press diversion THEN press mirage ambush. (notice you set up the 12 stack vuln from staff 3)Your clones will respawn around your target AND then proceed to run since diversion shatter is queued, and the opponent has lost you, by chance they will be interrupted and also your phantasm is also still on it's way to do melee sword damage with a bonus against stunned opponents with might bonus on you and the fact they are dazed. (due to trait selections)Mirage advance to your opponent whenever they are about to hit you with a high dmg shot for the blind, hit axe two, jaunt once on them then axe 3, evade once , and then mirage retreat back. You will still have clones up here.At this time your blink should be saved and your mirror heal also, switch back to staff, and let your opponent come to you, when your opponent tries to melee hit staff 5 (SAVE the chaos armor), your opponent may be interrupted or not, but you have aeigis, and retaliation to help you by chance with swiftness also. If you ever get hit below 50% and cloak blink away from your target and heal and run away and let the cool-downs come by and the opponent come to you, switch to axe/sword for counter-play.Rules of engagement: General Rule: Always take damage first, and let the enemy waste their bursts on you. You will die initially most of the time but you will eventually learn when to take damage and when to kite. Against a dead eye, right after you hear the (ringing sound), cast mirror then cancel, OR spam mirage ambush utility around you. When the dead eye pops up, the auto target will target them THEN you are within range, cast axe three and then cast mirage advance (if they try to cloak, you will still hit them because you casted mirage advance while they were visible, thus you will teleport ON them where they are invisible, and then Jaunt in the same location after landing on them. This may be an exploit but the game mechanics for all classes still targets the opponent when they are cloaked, and the cast follows through if they are visible INTO their cloak. Do not overcommit against two-spell breakers (unless you have ledge support and elevation support to blink to and kite around) Do not over-commit against two-soulbeasts (unless you are in forest or areas with a lot of obstruction) NEVER fight in an open field against more than one opponent. Against core thief, you want to let them come to you, while they are cloak, and wait for them to hit you below 50%. Blink away, and use mirror heal. Wait 3 seconds and then drop staff 5 on yourself, after staff 5, staff 4, switch to axe/sword and wait for their next attack after 2-3 seconds, sword 4 After blocking hit daze right awawy to interrupt, axe two then jaunt axe three then CONFUSION shatter Since thieves rely on active skill activiation, confusion will help you, and torment from axe will also help. Gear - Full Celestial everything for versatility Gear - Full Viper for Burst hit and run play: (SWITCH MIRAGE THIRD COLUMN TRAIT FROM LOW TO HIGH) (Staff two, staff three, staff five on enemey, mirage ambush utility skill, then hit daze, mirage advance utility skill , axe two, evade while axe two hit sword five, jaunt, then axe three sword 4 twice (for 2 second daze), then axe 2, then hit confusion, then mirage retreat, jaunt again (axe three again after cool down), power shatter, then switch back to staff apply chaos armor, staff two away, then blink away then mirror cast. get out of there and run away. By this time your opponent should be down (if the chaotic interruption daze works out). Wait until out of combat, come back with warclaw and end the down (if you have warclaw downing upgrade) Videos: I have none i don't have equipment to record, but this build is super fun. Just remember when to fight and when not to. IF you want cloak variants, swith chaos trait third column, high to mid (for extended duration of cloak and boon accumulation while cloak), change blink to decoy, change jaunt to mass invisibility. MI will have 48 sec CD instead of 60 CD. I follow the rule that one of your utility skills need to match your ultimate. If I am using blink, I should use jaunt (for telly), if I am using decoy, i should use mass invisibility. I also follow the rule, that you should run two- of the same type of utilities (if you have one signet, have two, one manipulation, have two, one glamour, have two) and traits support the utility, and weapons enhance the utility. If you struggle with condition, sacrifice duelist and switch to inspiration (low-mid-high) and make your MIrage trait line (High, High, High) with inspiration fights will take a bit longer, but you will not die to conditions. Against condi, you want to remove their endurance for your burst, so make sure you shatter distortion while your clones are near THEN Burst. You will run through the diamonds and give them weakness so they cant evade and dodge roll as much.
  10. Introducing a new passive mechanic feature for the Mesmer: True Replication (WvW only) Your clones will have the exact same icon information as you do, the player. However, clones will not be able to have the "mark or marked" from sentries, towers, or player-skill mechanics, only the real mesmer player when tagged. Examples of the feature: Guild bonuses and bloodlust bonuses will also show on your clonesFood bonuses and utility bonuses will also show on your clonesAny consumed exp boosters from rewards will also show on your clonesResult: Gives mesmers the ability to be truly deceptive, only giving themselves away if they move too much and are too obvious due to the faster rate of attack be it melee or ranged. Concerns from other classes: May be too OP due to the difficulty of finding the real mesmer.Justification of update: By definition a clone is an organism or cell, or group of organisms or cells, produced asexually from one ancestor or stock, to which they are genetically identical.The identical aspect needs to cover everything, including player icon informationThe mesmer suffer's from the ability to sustain while outnumbered (sustain mind you, NOT destroy the opponents, but sustain, and by sustain I mean last long enough before dying by the rightful skill of other players), therefore, by using the mesmer's actual profession mechanic rightly, acting like a clone, it will help with the confusion.simply tabbing the tab key can easily help identify the mesmer in the current state of the game, the real mesmer will have bonus icons while the clones do not, completely defeating the whole purpose of having clones.Mesmer's who move around too much will definitely give themselves away, but if they like to sacrifice some DPS for survivability, they can simply act like clones.Players no longer have to rely on builds which live and die by evade spams, but can truly master deception as a mesmer.The visual give away is that the clones will have a slightly darker shade than the real player.Thoughts? I always found it interesting, how the one mechanic and feature "clone" does not replicate the icons of the player itself.
  11. I believe a fix to this is to simply make mark reduce your stealth duration by 20% instead of reducing it to only 1 second after being casted. That is fair enough. Of course, while marked, you can still stealth and be seen on the map. This is fair tbh, but the current mark mechanics completely ruins some builds.
  12. It's more complicated to determine who to attack first. You need to look at what the class composition is if you are fighting against multiple opponents. As a general rule: Stay as close to the ranger as possible (ranger's are always your first priority their ranged knockbacks are super critical and can ruin rotation), kite all the heavy soldier classes (and engineers also even if they are medium class), keep an eye on thiefs/DD/DE's and dodge, block, evade their attacks when possible, deal as much damage as you can to pressure the necromancer and/or elementalist, and look for the most motion-fluid (highly mobile mesmer who is not a clone) and deal damage to them to force a cloak, blink or withdrawal. That should give you an all-round strategy. Always try to find the balanced point of how close you should be to each class and when to attack and when to withdraw for cooldown resets (kiting). Try to isolate opponents of interest when you have the opportunity.Add conditions and condition cleansing to improving multi opponent sustainability. Now, it is less likely that if ALL the above classes are present that you will win, unless you have allies with you, but take this as a blueprint and apply whenever a few of them encounter you.
  13. Do not be disheartened or discouraged by those who say your gaming experience will be ruined. The frustration they talk about comes from the constant death's everyone will always receive from zerg charges, being downed within seconds due to a high damage burst spike from most classes, being outnumbered in battle, and also sometimes failing to capture something because the enemy comes in time to save the cap. Other frustrations include the warclaw, since not having one will make you prey to enemies who have the mount. Getting your own warclaw is done by finishing the objectives and joining a commander to take over certain capture points (increases likelihood of completion). These frustrations will go away when you remember that this is WvW not structured PvP. Anything can and will go wrong or right depending on whether or not you are at the right place at the right time, or the wrong place and the wrong time, or any mixture of the two. Food and Utilities (consumable stat and effect buffs or modifiers), certain builds, and what you equip will determine your sustainability in a fight, your damage output, and your ability to withdraw without being killed. The most important of all is know when to fight, and when not to. Fight if you believe you have a chance of winning, flee if you know you will lose. If knowing you will die, die defending an objective to buy time for friendly teammates to come and help prevent your base from being captured., or die trying to kill a yak that will prevent a base from upgrading to the next tier when you know your team zerg is about to take advantage on a destroyed wall, etc. In other words, the frustrations of WvW will be removed if you identify your role regarding these 3 things: Your build and how you play it and when to fight with it.Your role in WvW (Roam, defense, scout, delay the opponent's advance, camp flipping (to prevent upgrades of yak supplying bases), etc.))When to fight and when to flee. (Fight with a purpose, die defending, but do not die trying to win a 1v5, unless you have a reason for delaying their advance)World Vs World is all about how you can contribute to your team being in the lead, getting the best points per tick. If you die a lot, study why, look for alternative playstyles and/or builds, take non-obvious routes when moving to an objective to avoid being spotted. Most of all, do not be afraid of a fight when you know you have to fight. It is a learning experience. The fun part is not the victory of a battle, but the knowledge you put into effect of why you achieved that victory. Do not play trying to be a 1 class army. Although some builds allow you to do such, your frustration will come from the moment your 1 class army build becomes obsolete or countered and then you will be fixated on trying to find another.My additional advice is for you to start out just by following your teammates wherever they go so you can learn how they fight and adapt with what they do and add it to your game knowledge, everything develops from there. Cheers!
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