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What Mesmer changes do you want prior to launch?

mesmer changes updates launch improvements

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#1 Six

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Posted 18 August 2012 - 06:59 AM

Here's my list: Updated with suggestions I'd like to see as well

Mind Stab (GS) reviewed and changed to something close to the following:

Blast finisher, player targeted, reverted back to 561 damage, 180 radius, removes 1 boon, effects up to 5 players.

Blast finisher, ground targeted, no root animation, remains at current damage, 150 radius, removes 1 boon, effects up to 5 players.


Player targeted, 714 damage, steals 1 boon, applies 1 second daze.

Anything that'll give Mind Stab the offensive damage it seems like it's supposed to have, but doesn't at the moment.


A blink, leap, or 2x run speed increase for illusions when shattering. I've had a few instances where my near-death targets were able to jump/run off of a small ledge or building to avoid the shatter since the illusions don't jump. I've also seen someone kinda kite the illusions around a corner, and it gave them just enough time to get a clutch heal off before the illusions reached them for the Mind Wrack explosion.

Clones & Phantasms having slightly different colored activation circles, so they are easier to identify. Illusion management shouldn't feel like too much of a hassle especially in chaotic situations, and I hate overwriting a Phantasm with a Clone by accident because I couldn't tell which was next in line mid-fight.

Some Mantras need a review for effectiveness, and a cast animation or visible effect on use. For example, Mantra of Pain feels too weak and doesn't have a spell effect when cast, and some of the others feel like a waste of a slot over many of the stronger non-mantra utility skills.

Mantra Mastery major trait also reducing the charge time (the initial 3s cast) by 20% second along with the recharge time.

Review or rebuild the Domination trait line, and move/change/combine traits to make them more viable/desirable. For example, Dazzling & Illusion of Vulnerability combined or moved to be optional for non-daze/interrupt, power builds.

Grandmaster Major traits or just even some Major traits in general could use an overhaul. If you do decide to get the 30pt Major though, there are only 1-2 traits worth getting, and the rest are garbage or would be better as minors.

Illusions persisting until out of combat instead of the target's death. It's irritating mostly in PvE since you're illusion dies with your target, but you might still be in combat and fighting other mobs, so if it were PvE only change, I'd be fine with that.

An additional trait in Inspiration or a utility skill focused around team support/healing that isn't specifically bound to Mantras.


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Anyhow, I'm sure is apparent by my list above that I'm wanting to focus on a greatsword Mesmer at launch, so some of my suggestions might favor the GS. I've tried a few different builds with various methods of dealing damage (condition damage, direct power, shatters, & phantasms), and I've used every weapon except the torch, but I always find myself coming back to the GS for it's fun factor. I really want to use it as a primary weapon in pvp, but it's not quite in-line with the strength or effectiveness of the staff or sword/pistol primary setups at the moment.

So what about everyone else? What would you like to see changed before launch?

Edited by Six, 19 August 2012 - 02:02 AM.


#2 Epic_Bear_Guy

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Posted 18 August 2012 - 07:47 AM

Altering the call target feature for the mesmer :)
Temporal curtain applying 15 seconds of swiftness instead of 10 (mesmer needs mobility badly).

Edited by Epic_Bear_Guy, 18 August 2012 - 07:48 AM.


#3 Wufgar

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Posted 18 August 2012 - 07:58 AM

Clones and Phantasms shouldn't be destroyed when the Target gets killed... In PvP it's fun but in PVE it's a pain in the ass... especially events...

#4 jondifool

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Posted 18 August 2012 - 08:35 AM

I want a lot of changes- but before launch i just hope that Jon get through the trait lines- that the mesmer gets some serius on critt effeckt as exsample- and that he balance the weapon skill yet again.

After lauch i hope they rework the whole class mechanic.

#5 jgm

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Posted 18 August 2012 - 08:49 AM

View PostEpic_Bear_Guy, on 18 August 2012 - 07:47 AM, said:

Altering the call target feature for the mesmer :)

Not sure exactly what you mean here, but in the last stress test call target did drop sometimes on other mesmers.  Not sure about the triggers, but you couldn't lock on a memser and just ignore their clone abilities any more.

As for changes, I could put out a huge list, but honestly I'd rather that they fixed up the outstanding bugs than change anything else.  I know that ANet have already said they're going to tackle traits, but right now if all of our abilities did what they said they would, consistently, then that would be a good base to start from.  Tweaking one thing whilst others are broken isn't the best way to keep sane...

#6 Six

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Posted 18 August 2012 - 08:56 AM

a 15s swiftness from temporal curtain seems reasonable because 10s felt a little short with the 25s CD. plus, a blink tossed in would help to cover some ground during the 10 second downtime. either that, or a reduced cooldown would be nice. i do love mobility, so i approve!

BAH! call target is such a dead giveaway that negates the mesmer's gimmick of deception. i think i noticed it disappeared on stealth during the stresser, but it should also either drop, copy, or have a chance of swapping the call target marker on clone creation.

ooo, i can't believe i overlooked the loss of illusions on target death because i found it so damn irritating when questing! they should really stick around until you drop combat during pve... i kinda like them exploding in pvp though because they apply my clone "killed" conditions to my next potential target if they are nearby, but then there are other times when i think i'd rather have just shredded them on someone's face instead. either way, i'd be fine with it effecting both pve and pvp, but mostly pve.

Edited by Six, 18 August 2012 - 08:10 PM.


#7 auxili

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Posted 18 August 2012 - 09:09 AM

+1 on the interrupt traits. They keep forcing illusion and interrupt-based buffs on every mesmer whether that's what they intend to do. The power and crit lines are so limiting because of this, not to mention the Mesmer's defensive options (phantasms have tiny auras. That's it. Whoop dee doo).

Why is that where the mantra build is located? The mantra build seems to be the only synergistic power-based build Anet wants mesmers to have. God forbid you want a swashbuckler, or spell caster, or whatever. No, you have to focus on interrupts and load your utility bar with mantras. That, or sell your soul to your illusions.

Because almost no matter what you spec, you are forced to depend entirely upon your illusions - whether it be for their damage, on-death effects, on-shatter effects. Choose one, that's your choice. Don't want to choose either and would like to, instead, focus on your other Mesmer attacks? Tough luck.

"Oh, I can improve my illusion damage? Cool. I'll try that build someday. :) For now, however, I'd like to improve my own damage. Oh, I can't? I HAVE to buff my illusions if I want to buff my damage? There's no other damage-based freaking buffs I can design a build around?"

"Oh, I can make my phantasms and clones give boons? Cool, I'll try that illusion-centric build someday. :) For now, however, I'd like to improve my own support. Oh, I can't? I HAVE to make my illusions the one giving the buffs? There's no other way I can support my team than minion spawning and minion bombing?"

Rangers are allowed to spec into their combat effectiveness. They aren't forced to buff up their pet, and their trees aren't 70% filled with class-mechanic based buffs and synergies. Why is it that the Mesmer's are?

Edited by auxili, 18 August 2012 - 09:17 AM.


#8 jgm

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Posted 18 August 2012 - 10:04 AM

View Postauxili, on 18 August 2012 - 09:09 AM, said:

+1 on the interrupt traits. They keep forcing illusion and interrupt-based buffs on every mesmer whether that's what they intend to do. The power and crit lines are so limiting because of this, not to mention the Mesmer's defensive options (phantasms have tiny auras. That's it. Whoop dee doo).

Why is that where the mantra build is located? The mantra build seems to be the only synergistic power-based build Anet wants mesmers to have. God forbid you want a swashbuckler, or spell caster, or whatever. No, you have to focus on interrupts and load your utility bar with mantras. That, or sell your soul to your illusions.

Because almost no matter what you spec, you are forced to depend entirely upon your illusions - whether it be for their damage, on-death effects, on-shatter effects. Choose one, that's your choice. Don't want to choose either and would like to, instead, focus on your other Mesmer attacks? Tough luck.

"Oh, I can improve my illusion damage? Cool. I'll try that build someday. :) For now, however, I'd like to improve my own damage. Oh, I can't? I HAVE to buff my illusions if I want to buff my damage? There's no other damage-based freaking buffs I can design a build around?"

"Oh, I can make my phantasms and clones give boons? Cool, I'll try that illusion-centric build someday. :) For now, however, I'd like to improve my own support. Oh, I can't? I HAVE to make my illusions the one giving the buffs? There's no other way I can support my team than minion spawning and minion bombing?"

Rangers are allowed to spec into their combat effectiveness. They aren't forced to buff up their pet, and their trees aren't 70% filled with class-mechanic based buffs and synergies. Why is it that the Mesmer's are?

I suspect that if you want a direct damage mesmer then you're going to be disappointed; I don't see that happening because there just isn't enough room to fit it in.  And, frankly, that isn't what the mesmer is about.

Support is another matter.  If you want to run a support build then there are enough direct skills you can use to be very useful without needing to rely on illusions dying/shattering.  Although if you're not doing it you're not being as effective as you could be.

#9 Delolith

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Posted 18 August 2012 - 10:09 AM

View PostEpic_Bear_Guy, on 18 August 2012 - 07:47 AM, said:

Altering the call target feature for the mesmer :)
Temporal curtain applying 15 seconds of swiftness instead of 10 (mesmer needs mobility badly).

I would rather prefer if they reduced Temporal Curtain CD down to 20 seconds from 25 (without Warden's Feedback). With Warden's Feedback you could possibly have 10 seconds swiftness every 15 seconds.

I don't want the swiftness to be 15 seconds for the people to just switch focus out of combat to get the swiftness buff for 15 seconds. That is just lame. Dedicate yourself to a weapon if you want it to be useful.

#10 Jairyn

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Posted 18 August 2012 - 10:27 AM

Shatter that occurs instantly, as if you and your illusions each had Illusionary Persona. Or shatter causing illusions to shatter on the spot, releasing "magic missile" style bolts of swirling sparkles, glowing shards, and purple butterflies (not physical projectiles) that streak towards the target to deliver the shatter promptly and without pathing while remaining dodgeable.

I still kind of want a baseline punishment on illusion death, but I'm getting over this one.

Mind Stab on GS should return to auto target or have the AoE largely increased.

Mantra of Pain needs to deal more damage, maybe apply a bleed or something rather than increased spike, though I thought spiking was its intended purpose.

I'd like all mantras to have a more conspicuous activation animation when cast. I can't even tell if MoP hit, etc. Shatters used to have this problem until last stress test, when they had their own pretty little sparkle effects. Mantras should be similar. Maybe just quickly flash the design from the mantra's charging over the target's head.

Creating clones should either drop called target or create clones that share the target mark.

Ether Bolt/scepter clones need a little something other than poor damage. If not Confusion, I vote Weakness, Chilled (ether could be "cold fire"), or Burning, or chance to Blind, or make them Inspiration clones that give you and allies boons.

A manipulation (Illusion of Haste? Stolen Speed?) that gives mesmers more reliable Swiftness/mobility without marrying us to the focus. Focus is awesome based on iWarden and Into the Void, alone, I don't think proliferating Swiftness hurts it. Mesmers should absolutely be a high mobility, high evasion profession. Maybe a trait applies swiftness on Blink, or Compounding Celerity could be tied to # of equipped mantras or something else more permanent than illusions. Idea: Compounding Celerity causes the mesmer to move faster (cap of 15-20%) the longer they keep moving, pausing resets the counter. Maybe a "Celeritous Evasion" trait that gives Swiftness on dodge.

Phantasms with >/= health than illusions. Profession descriptions still state phantasms are sturdier and more damaging than clones, but they're now actually squishier. Or at least that text needs changed.

Edited by J1083, 18 August 2012 - 03:57 PM.


#11 Siarsi

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Posted 18 August 2012 - 10:30 AM

I really like your 3rd suggestion for Mind Stab, let's hope that Arena net does something similar, if not, I also like your 1st suggestion. =)
I agree with the speed of illusions when shattering, I'm just not sure which way I'd prefer, they just need to be faster and players certainly shouldn't be able to kite them.

Call target definitely needs to be changed somehow for Mesmers as it really cripples the deceptive side to our profession, which is meant to be a huge part of staying alive. Perhaps they could add more target dropping to some of our abilities or when someone target drops, it removes the call target marker.

Temporal Curtain's swiftness lasting longer would definitely be nice but I won't write home about it.  I do feel Mesmer suffers quite terribly for map mobility in WvW, even with Blink and Temporal Curtain at our disposal.
Mantra wise, I agree about Mantra of Pain, it doesn't feel potent enough since the latest changes, the others I don't think are too bad though.
Totally agree about the interrupt traits, I'm not a huge fan of the Domination trait line in general.  I'd use it in more builds if it wasn't so focused on dazes.

As for traits, I hope they alter the internal cooldown on Mirror of Anguish, 90 seconds is far too long considering we still have to suffer the CC when it is reflected.  I think 60 seconds would be fair and maybe they could change it so it just reflects the CC and doesn't force us to still receive the CC.
That reply was longer than I expected, oops. =P

#12 devicus

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Posted 18 August 2012 - 10:53 AM

In terms of core mechanics, I'd just want shattered illusions to run faster.

In terms of weapons GS needs a few tweaks after the latest change

Maybe a couple more finishers, or better spread ones.

In terms of traits I'd like to see a few things moved around, a couple of the greaters switched with lessers and add a trait which stops phants being shattered as a greater in illusion so people can have that choice (I would not take it) as either a master or GM trait. And maybe replaced/overhaul the weapon precision ones for something more exciting.

And that's probably in order of importance to me too.

edit: I consider myself happy with the class. ANet said we'd get the top change and I'll be very happy if they stick to their words, then after that it's just icing.

Edited by devicus, 18 August 2012 - 10:55 AM.


#13 auxili

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Posted 18 August 2012 - 11:20 AM

I'm miffed that portal and blink are two different kinds of abilities, and don't both benefit from the same 20% CD reduction trait. I want my mobility. :( It seems like 'manipulation' and 'glamour' are simply randomly allocated to certain skills. I see no reason why blink is manipulative but portal isnt. :(

#14 devicus

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Posted 18 August 2012 - 11:30 AM

View Postauxili, on 18 August 2012 - 11:20 AM, said:

I'm miffed that portal and blink are two different kinds of abilities, and don't both benefit from the same 20% CD reduction trait. I want my mobility. :( It seems like 'manipulation' and 'glamour' are simply randomly allocated to certain skills. I see no reason why blink is manipulative but portal isnt. :(

On the flip side it means you can specialise in manipulations OR glamour and get a reduced cooldown mobility spell. Though perhaps removing a less popular greater and making it reduce mobility spells cooldowns (and maybe a few others) might be a nice extra option (and when it stacks you can build for ultra mobility).

#15 auxili

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Posted 18 August 2012 - 11:44 AM

Usually mobility utilities fall under the same skill type, ie thief stealth skills = deception. So getting that CD reduction has good synergy in a stealth build.
But in a mobility build as a mesmer, the 20% CD skill on manipulations only shaves 6 seconds off of blink, but not portal. There's no 'positive' to it. It makes no sense why portal is a glamour in the first place, it should trade places with a manipulation skill such as IoL or mimic. Both could be defined as manipulations or glamours. Currently it seems the only defining trait of glamours versus manipulations is glamours usually are the ones with a slightly flashier effect.
It's an arbitrary descriptor that has drawbacks gameplay-wise.

With thieves, something that is a trap is a 'trap'. You wouldn't see needle trap labelled as a venom, just because the needles were described as venom-tipped in the tooltip. It's a trap, so trap builds should benefit from trap-related synergies. Likewise for mobility mesmers. And every other class too, if they have this problem (though I don't think they do, due to having multiple trait passes already).

Edited by auxili, 18 August 2012 - 11:48 AM.


#16 Zendharma

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Posted 18 August 2012 - 01:17 PM

Right now, my biggest concern is the same as Epic_Bear_Guy's: the call target feature.  It really fundamentally ends the whole game of deception which Mesmers who use clones count on for survivability.  In every game I've played in the last two Stress Tests, the enemy Mesmer has been targeted before even I could do it ... and only the enemy Mesmer.  Never any other profession.  People even outside of tournaments know to call target on the Mesmer because it ruins that Mesmer's ability to deceive and the group takes the Mesmer down fast.  Of all the changes coming, this one really has to change.

#17 Siarsi

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Posted 18 August 2012 - 01:23 PM

View Postdevicus, on 18 August 2012 - 10:53 AM, said:

...a trait which stops phants being shattered as a greater in illusion so people can have that choice (I would not take it) as either a master or GM trait.
I like this idea, I really hope we do see some new traits when they have finished looking them over.  Some of the GM traits really are pathetic.

#18 Red J

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Posted 18 August 2012 - 02:30 PM

All my suggestions are from PvE point of view, as I don't care about sPvP:

- Increase the life of phantasms so they don't die in two hits from common mob.
- Every single off-hand and two handed weapon has one skill designated for phantasm summoning. Make them more useful in battles against large numbers of low-health mobs. Right now, they are not even worth using outside boss fights.
- Make Mantra of Pain do more damage. Or rename it to Mantra of Tickle.
- And for Lyssa's sake, fix that drifting bug when using Blink skill. It's so annoying.

Edited by Red J, 18 August 2012 - 02:32 PM.


#19 Potato Cat

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Posted 18 August 2012 - 02:48 PM

-For all clones to have conditions. When they have conditions, they are real killers and this could also really save the scepter.
-For phantasms to have more health. As it stands in PvE, they seems to be more fragile than clones. Especially the melee ones because these are ones enemies seem to target first. Illusionary Duelist is okay having little health because it's ranged and can actually get a few shots in before being killed by the enemy. But this is especially important with the Phantasmal Defender. It's a joke at the moment.
-Bring confusion back to the trident's 1st skill, or at least increase the damage. As it stands, it's really weak until you get your clone skill, which takes forever as it's so weak. Mirror Images helps a lot, but it's hard to get very early on in the game.
-Make Mind Stab auto targetted. It's too small to do any damage when I can get it anyway near my target in the first place. I suck at ground targetting in this game for some reason.
-Fix the shatters. Just the illusions transforming into speedy, undodgeable projectiles would really help us here.Or just have them shatter where they are, the special shatter effect plays on the enemy and the damage/condition is dealt. instantly. Why do they even have to walk over to the enemy when the game knows what enemy they are "assigned" to?

#20 Culture Shock

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Posted 18 August 2012 - 03:41 PM

Phantasms should cause more damage than clones when shattered.  Into the Void should also cause damage.  Great Sword needs more finesse, the attacks seem to choppy.  GS clones should apply a condition to be on par with Staff clones, it doesn't produce clones enough to be a shatter fodder weapon.

I would also like for Decoy to automatically stop your auto attacks so you don't blow your stealth, it would just have more finesse rather than having to sheath weapons in order to cloak successfully or turn your auto-attack completely off.

Melee ranged Phantasms should back away during the skill cool down so as not to get hit by accident.

Edited by Culture Shock, 18 August 2012 - 05:17 PM.


#21 spelley

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Posted 18 August 2012 - 03:48 PM

View PostCulture Shock, on 18 August 2012 - 03:41 PM, said:

Phantasms should cause more damage than clones when shattered.  Into the Void should also cause damage.  Great Sword needs more finesse, the attacks seem to choppy.  GS clones should apply a condition to be on par with Staff clones, it doesn't produce clones enough to be a shatter fodder weapon.

In my view, if they make any changes (I am beginning to think they are where they want to be with clones now, since the class is doing respectably now) it would be to give Scepter Confusion on it's Clone's attacks. Other than that, I think GS clones already work well with Sharper Images due to their 3-hit nature. Yes, but default they don't do much but I think they have to keep it in check with their POTENTIAL, and MANY Mesmers are going to be going Sharper Images for Phantasm builds. Wouldn't mind changing Mind Stab back to character targeted or bigger AoE but that has been said about 1000 times already by other people.

#22 Sixpax

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Posted 18 August 2012 - 03:50 PM

  • Make illusions leap to their target for the shatter.

  • Do *something* else with Mind Stab.  It's awful now.

  • Reduce the cooldown on Temporal Curtain.

  • Make Deceptive Evasion a major trait instead of a minor one.  I don't want clones replacing my phantasms when I dodge.

  • Most all of the grandmaster major traits aren't worth the cost.  I don't use a single one in any of my builds.  They just aren't all that appealing.  More group support would be better.

Edited by Sixpax, 18 August 2012 - 03:51 PM.


#23 Flailers

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Posted 18 August 2012 - 04:08 PM

- They really have to review the Power Trait Lines minors, they really keep me from putting points there, terribad traits.
- Longer Lasting Illusions, think we might see more upping of their HP, hopefully at least for PvE, barely can shatter with 2 Illusions in Level 20 zones allready. If they don't want to do that with the clones, at least up the Phantasms life. In general I wouldn't mind if the Illusions where more threatening than they are, as they fail to deceive anyway.

Anyway, cba to write more on yet another improvements thread, just wait for 25th of the next month and see where we'll be going. I'll be maining Mesmer regardless, as the class is allready fun to play.

#24 Culture Shock

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Posted 18 August 2012 - 04:15 PM

View PostSixpax, on 18 August 2012 - 03:50 PM, said:

  
  • Make Deceptive Evasion a major trait instead of a minor one.  I don't want clones replacing my phantasms when I dodge.

Didn't someone say that Deceptive Evasion no longer over writes clones in this thread?:

http://www.guildwars...changes-mesmer/

Yep, found it.  Don't know if it's true or not but here it is.

View PostFaithfulForce, on 16 August 2012 - 03:13 AM, said:

That is most of the changes, but there is also 50% buff in clone survivability, Into the Void chained focus skill actually working now, deceptive evasion no longer overwriting phantasms, z-axis improvements on Staff, increased mind wrack damage, Deception being fixed and some other things not listed there.

Edited by Culture Shock, 18 August 2012 - 04:22 PM.


#25 Jairyn

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Posted 18 August 2012 - 04:23 PM

I would love to see more/better/more direct support abilities on mesmers. Restorative Illusions on party? More boons to allies on use of other skills? More boons on phantasms? I'd really love it if I could go down the Inspiration line and make a "bard" of sorts, which I guess Vigorous Revelations + Restorative Mantras + Phantasmal Healing comes close to, but I'm not seeing a third major to really enhance party support, particularly at grandmaster level. I'd especially like to be able to party heal sans mantras.

It's also frustrating that 2/3 Inspiration minors are illusion buffs, not group, not even self. MOAR team utility, please. I wish Vengeful Images gave Retaliation to phantasms + phantasms give Retaliation to nearby allies and it'd be great if if Phantasmal Strength was the same thing, but with Might.

I am a little disappointed in the grandmasters in general. I also agree that the minors on Domination seem kinda weak. Overall, I wish minors were multiple choice like majors are.

Re: Deceptive Evasion, I'm not sure there was sufficient corroboration on the conclusion that dodge clones no longer appear to overwrite other illusions. My take was several people disagreed and suggested perhaps that player had been mistaken. I could be wrong.

Edited by J1083, 18 August 2012 - 04:30 PM.


#26 Sixpax

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Posted 18 August 2012 - 05:49 PM

View PostCulture Shock, on 18 August 2012 - 04:15 PM, said:

Didn't someone say that Deceptive Evasion no longer over writes clones in this thread?:

http://www.guildwars...changes-mesmer/

Yep, found it.  Don't know if it's true or not but here it is.

I hope it is true.  Thanks for that.

#27 Maxtofunator

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Posted 18 August 2012 - 06:02 PM

From a PVP perspective, I believe, like many others, we need to fix the target calling.
My favorite idea, which I had the thought of on my own but I have seen it floating around the forums after I think of it, is to make it so that you get the target, but any clones you create afterwards have it on them as well.
Target dropping seems a bit too OP in my opinion for how easy some of the weapon skills are to use, such as the staff #2 skill, which has like a 15s cool down, that just seems like too much.
I also think that we need to have some form of an increase in weapon usability, instead of them all converging on being the same thing, greatsword and staff are the examples here, both being more focused on AoE styled damage, though one is power and the other is condition

#28 Sixpax

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Posted 18 August 2012 - 06:10 PM

View PostJ1083, on 18 August 2012 - 04:23 PM, said:

I would love to see more/better/more direct support abilities on mesmers. Restorative Illusions on party? More boons to allies on use of other skills? More boons on phantasms? I'd really love it if I could go down the Inspiration line and make a "bard" of sorts, which I guess Vigorous Revelations + Restorative Mantras + Phantasmal Healing comes close to, but I'm not seeing a third major to really enhance party support, particularly at grandmaster level. I'd especially like to be able to party heal sans mantras.

Completely agree.  I'd love to see them extend the radius of Mind Stab and then have a grandmaster trait that adds a friendly heal component to it.

#29 Scion6

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Posted 18 August 2012 - 06:25 PM

Several things should definitely change before launch:


1) Our shatter should, in essence, really work like missles- especially if they are a core class mechanic.

Right now, in their current slow running "Oh look here comes a shatter" form, its entirely too easily avoided with a doge or even a ledge drop/jump. When we hit shatter, each current illusion should streak, fly, or scream towards the target at a very fast rate, almost resembling a 'missle' like effect. This would be good mechanic wise as well as visually to make MEsmers more appealing, and give their class mechanic a much more viable role in the midst of combat.


2) Mind Stab on Greatsword is absolutely horrible right now. The impact of stripping a single boon in a small AOE area is nill. I'm for reverting it completely, or giving it a huge AOE. I would prefer it be a single target high damage skill that either strips multiple boons, or stacks invuln like it did before.

Really, in accordance with the other Mesmer talents/utilities, I actually think it should be a single target boon strip and transfer to yourself, making it much more strategic in it's use instead of just a spammable skill that does very little in terms of impact. I think the community at large would agree that would be a fun change, and make the Greatsword weapon more desireable in tourney builds than it is now. it would certainly go with the Mezmer concept of stripping/applying boons or reversing effects. Please consider this! : )


3)Better/more useful Traits/Utilities skills in some areas. I look at other classes, (Let's say Warrior, for instance)- and their Traits, utility skills, and heals all seem to synergize perfectly for multiple builds, and are clearly superior to Mesmer in terms of their symbiotic relationship. I think Mesmers get somewhat pigeon-holed in terms of the utility diversity and traits you can take for highly competitive matches.Usually you see 1 of about 4-5 utility skills taken, and thats it- simply because those 4-5 are the best available regardless of your build. I know they were going to rework some of the trait lines, but honestly they need more punch or impact on the Mezmer Traits- too many are subtle, and not enough game changers like some of the other classes get.


The only other thing I would like to see is that, since we are a cloth class that sometimes needs to get up close in melee range, I would like a small damage increase on the one handed sword 1-skill or blurred frenzy, or both. If I had to have it anything I would choose the 1 skill since some of the risk is mitigated with Blurred Fenzy. I just think Mezmers can still get a bit damage starved in a group fight if someone is rolling over your phantasm's or eliminating them quickly.

Edited by Scion6, 18 August 2012 - 06:34 PM.


#30 Epic_Bear_Guy

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Posted 18 August 2012 - 06:34 PM

View PostDelolith, on 18 August 2012 - 10:09 AM, said:

I would rather prefer if they reduced Temporal Curtain CD down to 20 seconds from 25 (without Warden's Feedback). With Warden's Feedback you could possibly have 10 seconds swiftness every 15 seconds.

I don't want the swiftness to be 15 seconds for the people to just switch focus out of combat to get the swiftness buff for 15 seconds. That is just lame. Dedicate yourself to a weapon if you want it to be useful.

I personally love the curtain and was going to use it for all sorts of things with the new pull feature. For example void into blurred frenzy, void into oil pots in WvWvW, to kite by pulling my foes away with the void and using warden to reflect projectiles, to escape confrontations. Using the void to pull foes and then locking them down with the moa and stuns for focus fire or aoe nukes on a group of enemy players. Using the void to effectively shatter. I like the warden as well. I just feel as if the swiftness is low for a skill on a 25 second cooldown.  So you see, I've already thought of many ways to utilize the focus. Im not just using it for the swiftness.

We shouldn't have to heavily trait and specc for mobility just to be somewhat on par with other professions heh.

Edited by Epic_Bear_Guy, 18 August 2012 - 07:18 PM.






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