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Old Apr 24, 2010, 04:09 AM // 04:09   #81
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interesting changes after reading them. after sitting here thinking about the current mesmer foe's in PvE, i hope the people on the TK identified alot of potential problems. as everyone had stated, wind rider groups will get instantly harder. so far ive only reviewed prophicies areas but the falls will get harder to vanquish. the newly installed peacekeepers might get harder. the Losaru's outside of destiny's could get interesting with the way mobs tend to overlap and only having a 6 man team. the tengu run both ineptitude and cry of frustration.

if most or all of these changes get implemented i think at the very least the hero/hench AI should be updated to be able to respond to AoE as the enemy AI do now.

i also hope there is a plan that makes these updates more usefull for a mesmer primary to use them instead of being abused by necros or ele's using a mesmer secondary
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Old Apr 24, 2010, 04:48 AM // 04:48   #82
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I dont think it will make pve that much harder, might be alot easier with aoe shutdown. Best way to counter a mesmer is with a mesmer so i can see that they will get more playtime now.
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Old Apr 24, 2010, 04:50 AM // 04:50   #83
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Hm, this is one skill update that I'm actually interested in.
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Old Apr 24, 2010, 05:25 AM // 05:25   #84
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Smiting
Great to hear that.
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Old Apr 24, 2010, 05:43 AM // 05:43   #85
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interesting changes after reading them. after sitting here thinking about the current mesmer foe's in PvE, i hope the people on the TK identified alot of potential problems. as everyone had stated, wind rider groups will get instantly harder. so far ive only reviewed prophicies areas but the falls will get harder to vanquish. the newly installed peacekeepers might get harder. the Losaru's outside of destiny's could get interesting with the way mobs tend to overlap and only having a 6 man team. the tengu run both ineptitude and cry of frustration.

if most or all of these changes get implemented i think at the very least the hero/hench AI should be updated to be able to respond to AoE as the enemy AI do now.

i also hope there is a plan that makes these updates more usefull for a mesmer primary to use them instead of being abused by necros or ele's using a mesmer secondary
That roaring ether boss mob in Hidden City of Adashim(sp) is going to be rough!

It looks like this update is going to give Mesmers more options with what they run and not simply one cookie-cutter "must use" skillbar.
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Old Apr 24, 2010, 06:01 AM // 06:01   #86
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The new Psychic Instability just screams win...
Time to dust off my mesmers dress and start pveing

>_>
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Old Apr 24, 2010, 06:15 AM // 06:15   #87
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what they wanted to avoid:

elementalist:i'm using meteor shower!
mesmer: i'm using visions of regret!
mesmer: i'm using cry of pain! (ya, med dmg interrupt over area and a little degen, one of the nice mesmer skills in pve)
mesmer:still camping for interrupt or for the monsters to trigger VoR (which because of enemy behavior doesn't trigger often.)
elementalist:im using searing flamez!
mesmer:still camping for interrupt or for the monsters to trigger VoR
elementalist:im using searing flamez!
mesmer:still camping for interrupt or for the monsters to trigger VoR
elementalist:im using searing flamez!
mesmer:still camping for interrupt or for the monsters to trigger VoR
elementalist:im using searing flamez!
mesmer:still camping for interrupt or for the monsters to trigger VoR

you get the picture^^

i play a lot of mesmer since its what to say?, my second main if i may express myself that way and since some mesmer skills have been:

hex spell: Camp target foe for 20...15...10 seconds. when this hex ends if target foe is using a spell, that spell is interrupted and that foe gaze tiresome at you for 0...0...1 milliseconds before summoning his bigger brothers and sisters and using another powerfull AoE spell wiping out the whole party.
(This skill wont give you party blame since noone knows what mesmers do anyway except empaty backfire VoR and crying (literally))

ok thats maybe a bit overkill but you get the picture i mean look at the elites, would you honestly like to bring eg shatterstorm, air of disenchantement, simple thievery, symbols of inspiration, Recurring Insecurity, Power Flux, Keystone Signet, Illusionary Weaponry, Extend Conditions, Crippling Anguish, Energy Drain, Arcane Languor and so on ever in pve (some of them even in pvp...) and yes they are all elite spells

elementalists have more roles than "IMAH FIRIN MAH LAZZORR!!" but they rarely see use (there is those skills that aren't pure fire magic)
we tested air magic in doa and the like, and we found it sweet using underused skills like thunderclap(!) and delivered still a nice amount of damage (since AoE shouldn't really do more dmg on single targets than a single target spell does)

if they buff eles i would like to see a earth magic buff or water magic buff (imagine a targeted shock wave ) since earth is kinda lame requiring the ele to tank most of the time... and snares aren't really... in pve....

But back to the mesmer.
If they make a class to be manipulative and conditional they need to really make them shine in what they do (vor isnt that much better, if its not bader than SS (especially in hardmode) as we say "Dead men use no skills!"

so thanks god they give this to mesmers ("more skills of this type is indeed well deserved")

Last edited by miriforst; Apr 24, 2010 at 06:29 AM // 06:29..
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Old Apr 24, 2010, 06:18 AM // 06:18   #88
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If pretty much any of these changes effect PVP mesmers will be too OP...
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Old Apr 24, 2010, 06:38 AM // 06:38   #89
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With the exception of the focus on interrupting (which I believe will benefit heroes more than humans and encourage PvE botting), the changes seem good to me. I'm looking forward to them. Well, assuming they aren't abusable by mesmer secondaries, that is.
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Old Apr 24, 2010, 08:15 AM // 08:15   #90
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Originally Posted by Luminarus View Post
If pretty much any of these changes effect PVP mesmers will be too OP...
Mesmers are powerful enough in PvP. They are probably the most target-prone class in PvP, right after Monks (or healers in general).
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Old Apr 24, 2010, 08:24 AM // 08:24   #91
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Why don't they just give "Fast Casting" a secondary effect, like hostile spells you cast do 1 or 2 damage per rank in fast casting to your target and 2 nearby enemies.

That way mesmer primaries get a benefit, unlike with the proposed change which will probably mostly benefit Necros and Elementalists.
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Old Apr 24, 2010, 08:52 AM // 08:52   #92
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Finaly, my kick ass mesmer will become even more kick ass ;D
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Old Apr 24, 2010, 09:10 AM // 09:10   #93
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Interesting, even if I'm afraid this could have devastating effects on some monster bars. Hopefully those will be looked into as well.

Nice to have more AoE effects on some spells, even though some of them render VoR rather pointless now (imagine AoE VoR coupled with AoE WW...). Couldn't they get rid of the clause introduced with the nerf and simply tone it down? I'd rather have it detuned but with the same functionality as before. Maybe even the damage simply halved, and the costs downgraded accordingly.

I like Empathy. Not fond of reactive hexing, but with damage reduction it could make some more sense.

I'm really looking forward to see what changes they have in store for Fast Casting.

Last edited by Gill Halendt; Apr 24, 2010 at 09:12 AM // 09:12..
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Old Apr 24, 2010, 09:33 AM // 09:33   #94
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Seems promising. As other have mentioned I hope the skills will somehow depend on Fast Casting and that some foes will be checked. Not looking forward to fighting a group of 9 Mindblade Specters.

Hope update will also look into hex removal to bring balance to that. Whoever said you can do PvE without even bothering to remove hexes... maybe if you only play in normal mode and haven't tried DoA or some dungeons like Frostmaw.
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Old Apr 24, 2010, 10:10 AM // 10:10   #95
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I'm quite happy with the notes as they sit thus far, I don't really have an issue with cross class exploitation, IMO that is still very much a GW conceit. As long as the mesmer can go over 12 points per attribute line in it's own atts, and other classes can only hit 12, then obviously, the incentive will definitely be there to play as a mesmer.

I suppose that I'd make the concession that certain skills need to be tied to FC level, just to stop potential nerf-fests fueled by rampant QQ due to any too-well thought out builds.

After all, isn't that how we got into this mess in the first place?
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Old Apr 24, 2010, 10:12 AM // 10:12   #96
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Dang! It seems pve might be exremely fun soon! And that's by playing a mesmer! I'm excited and might re-create my pvp mesmer in pve!
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Old Apr 24, 2010, 10:17 AM // 10:17   #97
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It seems like people like the thought of more overpowered exploit builds.

If they try to slip some of this stuff into PvP, expect a) a year for the fail krew to ponder it b) teams with 6 mesmers running over GvG in the first week.

Panic looks funny.
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Old Apr 24, 2010, 10:17 AM // 10:17   #98
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Mes is already faster (On average) at farming the top six at ToPK, due to a combination of FC with the usual recharge mods. They're also the best for Sin spam, as has been noted several times.

We are headed, my friends both loyal Mesmer users, and that other lot :P into heady days of excitement! Well, at least for a few months until GW2 steals everyone..Or so they say.

Being able to replace a lot of the pve skills and skills from other classes with a full Mes bar worth using (If you want to) is definitely the icing that we've waited for since about forever.

IMO.

*Edit* Has anyone else noticed just how exploitable a team with a mes, an ele and a ranger has the possibility to be? Add a smite monk or 2, my god, the scary possibilities from just that taste that we've been given.
I hope they don't mess this up..

Last edited by Turbo Ginsu; Apr 24, 2010 at 10:24 AM // 10:24..
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Old Apr 24, 2010, 10:24 AM // 10:24   #99
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Best way to counter a mesmer is with a mesmer so i can see that they will get more playtime now.
This. Just start bringing Gwen if you H/H, maybe grab some more general defense rather than pure offense and you'll be fine.
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With the exception of the focus on interrupting (which I believe will benefit heroes more than humans and encourage PvE botting)
I'm quite worried that the interruptions in HM, even after those changes, still won't be that useful or possible. Mesmers in PvE need fast and possible, AoE or DoT, general shutdown - generally something along the lines of Maelstrom.
As a mesmer, i've used much more Meteors and Maelstroms when i needed reliable interrupts with some damage (for example, at Mallyx) than CoFs or Power Spikes.

Quote:
Why don't they just give "Fast Casting" a secondary effect, like hostile spells you cast do 1 or 2 damage per rank in fast casting to your target and 2 nearby enemies.

That way mesmer primaries get a benefit, unlike with the proposed change which will probably mostly benefit Necros and Elementalists.
Changing a primairy attribute now is not a good option, imho. Adding a secondary effect on skills and tying it to FC is good. I'd love to see my party benefitting somehow from my mantras (give them some part of my xyz res, give them energy when i take xyz damage, give them energy when they take xyz damage - either or all), but tied to my FC level.
This way mesmer secondaries won't get nerfed nor buffed, as nothing would change for them, while primairy mesmers would become much more useful in groups.
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Old Apr 24, 2010, 10:25 AM // 10:25   #100
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shit brix @ escort of souls

Anyway, the skill im loving most atm is psycic instability.

Stolen Speed would be great on heroes too.
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