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Jaunt


Curunen.8729

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Agreed. If you were going to nerf anything about Jaunt, it would be the damage and confusion just because on a philosophical level the game needs less instant cast damage not more, even though post nerf the damage numbers were by no means blowing people the fuck up. Remove the damage and confusion and give us back the three charges on a 20 second cooldown.

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very powerful in pvp, every map has spots where only jaunt/blink can save youmes' now pushed towards full duelist, ia is taken more often now thus replacing/improving survivability in case you got stunned

as for wvw, mirage is extremely overpowered as roamer though not sure if 1 charge less of jaunt gonna do anything

just a little shave off of the extreme output of evasion

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@Koen.1327 said:very powerful in pvp, every map has spots where only jaunt/blink can save youmes' now pushed towards full duelist, ia is taken more often now thus replacing/improving survivability in case you got stunned

as for wvw, mirage is extremely overpowered as roamer though not sure if 1 charge less of jaunt gonna do anything

just a little shave off of the extreme output of evasion

Good mesmers have been aware that most of the stuff where blink (and now jaunt) can save you can actually be used with Phase Retreat for a much lower cooldown.

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@mortrialus.3062 said:

@Koen.1327 said:very powerful in pvp, every map has spots where only jaunt/blink can save youmes' now pushed towards full duelist, ia is taken more often now thus replacing/improving survivability in case you got stunned

as for wvw, mirage is extremely overpowered as roamer though not sure if 1 charge less of jaunt gonna do anything

just a little shave off of the extreme output of evasion

Good mesmers have been aware that most of the stuff where blink (and now jaunt) can save you can actually be used with Phase Retreat for a much lower cooldown.

the cooldown of jaunt is like 0.3 secs, so you can just chain it 3 times - this is not something phase retreat can do, and plenty of situation where this is required

and if you dont use staff then you are hit the most by this nerf (in wvw, where full dmg outputs is more common)

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@Koen.1327 said:

@Koen.1327 said:very powerful in pvp, every map has spots where only jaunt/blink can save youmes' now pushed towards full duelist, ia is taken more often now thus replacing/improving survivability in case you got stunned

as for wvw, mirage is extremely overpowered as roamer though not sure if 1 charge less of jaunt gonna do anything

just a little shave off of the extreme output of evasion

Good mesmers have been aware that most of the stuff where blink (and now jaunt) can save you can actually be used with Phase Retreat for a much lower cooldown.

the cooldown of jaunt is like 0.3 secs, so you can just chain it 3 times - this is not something phase retreat can do, and plenty of situation where this is required

and if you dont use staff then you are hit the most by this nerf (in wvw, where full dmg outputs is more common)
  1. You can't chain it three times anymore.
  2. Back when you could do that that's a 90 second cooldown until you get the full utility of jaunt back off cooldown.
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@mortrialus.3062 said:

@Koen.1327 said:very powerful in pvp, every map has spots where only jaunt/blink can save youmes' now pushed towards full duelist, ia is taken more often now thus replacing/improving survivability in case you got stunned

as for wvw, mirage is extremely overpowered as roamer though not sure if 1 charge less of jaunt gonna do anything

just a little shave off of the extreme output of evasion

Good mesmers have been aware that most of the stuff where blink (and now jaunt) can save you can actually be used with Phase Retreat for a much lower cooldown.

the cooldown of jaunt is like 0.3 secs, so you can just chain it 3 times - this is not something phase retreat can do, and plenty of situation where this is required

and if you dont use staff then you are hit the most by this nerf (in wvw, where full dmg outputs is more common)
  1. You can't chain it three times anymore.
  2. Back when you could do that that's a 90 second cooldown until you get the full utility of jaunt back off cooldown.

Now they perma taken away this jaunt and isntead of being free to use at least 1 charge of jaunt offensively . Now you can use only 1 offensively and always sit at 1 charge and being afraid something gank you ...60s cd 2 charges of jaunt vs 72s cd rampage that every hit does 8-10k . Can we get analog of rampage on 72s cd ? And throw moa signet(on180s cd) to trash can where its belong

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I'm over all fine with the changes, I can even tolerate the portal one because that will have sweeping changes that A-net will see, may even prove a point about mesmer.But this went to far and I doubt will get the treatment it really should.

So now we have a 900 range blink on 60 sec c/d as an elite. This is what happens when bads complain, I guess to many obvious warriors were about to Gsword 3 and got avoided? Double standards again, when thief can blink in and out from target range on a whim so long as they have initiative.

I don't disagree with the reduction of condi burst, but they could simply strait up remove the confusion and let it only be a reliable finisher for power. Hell even just removing the damage component all together would be fine.

If they are committing to this, the least they could do is set it back to 20 so it has more in combat usage.

Didn't they say "we want mirages to excel in longer combat engagements"? Well I'd say a mobility and sustain tool would be essential after that.

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