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Old Jul 25, 2008, 01:06 AM // 01:06   #21
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I think the mesmer has better options to blind people than using this combination with 14 fc tbh.

However, people were talking about Glyph at 0 fire. I think it's optimal at 8 fire whenever possible, as this is the minimum to get the 3 casts, 3 seconds ability.
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Old Jul 25, 2008, 01:17 AM // 01:17   #22
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I really don't see the problem. It effectively has a 2s cast time and an 8s recharge. It's significantly harder to catch spikes with it, can only keep one person permablind, requires two skill slots and two attribute lines. It's a solid combo, but nowhere near overpowered.

I suppose you could run it on a mesmer, but the steep att. requirement means you sacrifice a lot of utility. I don't know if it's possible to squeeze dom stuff on that bar, which would make it similar to the old bsurge mesmers. I have no clue why you'd want to run a 14fc 12 water mesmer, especially when signet of midnight exists.

Last edited by Dr Strangelove; Jul 25, 2008 at 01:20 AM // 01:20..
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Old Jul 25, 2008, 01:24 AM // 01:24   #23
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Quote:
Originally Posted by bhavv
Earthen Shackles doesnt last as long as you think. With 0 fire magic and immo glyph, you will be snared for 1 second per spell.
Why would you run 0 fire magic with glyph immo (unless you're baed).

On topic: Yeah, it's a bit OP, but it's got nothing on SoM, as others have mentioned. The only advantage this has is it's ranged. Also, Ebon Dust Aura is way more powerful than this combo. It's nothing to get your knickers in a bunch about.
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Old Jul 25, 2008, 02:18 AM // 02:18   #24
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Quote:
Originally Posted by bhavv
Earthen Shackles doesnt last as long as you think. With 0 fire magic and immo glyph, you will be snared for 1 second per spell. Even at higher ranks, burning only lasts for a few seconds, and all you need to counter a hex which relies on burning is a monk. If you do RA, it is far better for you to take a self heal and condition remover like mending touch for yourself to deal with condition pressure.
GFT, other guy doesn't know what he was talking about. Earthen shackles being Broken lol
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Old Jul 25, 2008, 02:56 AM // 02:56   #25
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Lol. The glip is working the way is supposed to work. I dont see a problem here.
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Old Jul 25, 2008, 03:31 AM // 03:31   #26
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I see it this way, blind to melee = daze to casters.

Blind is much more easily doable than daze, end of story.

The whole point of it being a gimmick, which it is makes it all the more frustrating.

Give us a gimmick to keep daze up indefinitely and then we'll see the QQ change hands.

Thx, for all for all of the feedback.

Last edited by Puddin Cheeks; Jul 25, 2008 at 03:44 AM // 03:44..
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Old Jul 25, 2008, 03:42 AM // 03:42   #27
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Daze is significantly harder to remove than blind.
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Old Jul 25, 2008, 03:50 AM // 03:50   #28
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Quote:
Originally Posted by around
Daze is significantly harder to remove than blind.
it is a condition as well, albeit, your monk is the one who is suppose to help with that. That is how us melee peeps have to do it. When melee players carry condition removal they just hurt there team, but if said team has no monk, meh.

Or i just say crap like, OMG, bring [antidote signet], because everyone wants to be leet and be Ranger secondary.
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Old Jul 25, 2008, 03:59 AM // 03:59   #29
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Melee player? =\

Suck it up. assassins only have to worry about miss and block. real melee has even more counters, such as weakness and armor buffs.
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Old Jul 25, 2008, 04:00 AM // 04:00   #30
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I see nothing wrong with this combo. Yep, it can be annoying if you have bad monks or bad mesmers/rangers. I can find tons of other stuff that annoys me as well but that doesn't mean it's an exploit...
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Old Jul 25, 2008, 05:01 AM // 05:01   #31
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While it does work as intended, this combo does make air ele's increasly unnecessary in PvP, as water eles now have snares and blindness (for less energy then blinding flash, at the cost of longer set up/cast time).

Edit: Daze is harder to remove since it is the monks who are dazed (and thus their spells cast to remove daze get interupted because of daze, or it gets covered).

Last edited by HawkofStorms; Jul 25, 2008 at 05:07 AM // 05:07..
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Old Jul 25, 2008, 05:52 AM // 05:52   #32
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[glyph of immolation] is a 1 second cast. it's pretty easy to interrupt, and definitely not an exploitable combo since it works the same way other glyphs work. Something that really needs to be nerfed is...

[signet of humility] + [mantra of inscriptions]

Oh and blind doesn't cause deaths.

Last edited by Tearz1993; Jul 25, 2008 at 05:54 AM // 05:54..
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Old Jul 25, 2008, 06:08 AM // 06:08   #33
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Quote:
Originally Posted by Puddin Cheeks
it is a condition as well, albeit, your monk is the one who is suppose to help with that. That is how us melee peeps have to do it. When melee players carry condition removal they just hurt there team, but if said team has no monk, meh.

Or i just say crap like, OMG, bring [antidote signet], because everyone wants to be leet and be Ranger secondary.
Blind doesn't wipe teams, daze does. At any rate, the game isn't balanced around RA players trying to be a war-in-a-can, it's balanced around TA, GvG, and HA. If blind is becoming the FOTM in RA, you'd be an idiot not to bring some kind of counter to it, just like a monk would be an idiot not to bring a hard counter to hexway when it was popular. To be honest, it seems that you're complaining more about the blind condition itself than this particular way of applying it.
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Old Jul 25, 2008, 06:19 AM // 06:19   #34
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Quote:
Originally Posted by Dr Strangelove
I suppose you could run it on a mesmer
GvG much lately?

Anet hates fastcasters (they don't even use mez skills), there will be some nerf to the bar somewhere. Glowing ice is my guess though, to make estorage more relevant.

Bsurge was hit too hard, everyone knows this... but steam isn't the strongest part of the bar anyway.
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Old Jul 25, 2008, 06:26 AM // 06:26   #35
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STEAM NEEDS NO NERF!!!
LET WATER MAGIC HAVE *SOME* KIND OF USE IN THE GAME D:

Seriously, you're giving ANET ideas
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Old Jul 25, 2008, 06:26 AM // 06:26   #36
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Quote:
Originally Posted by aapo
Well Earthen Shackles is even more broken. 17 seconds of 90% slowdown, which can be kept up indefinitely.
thanks for that thought, time to go and try it in HA

at thread:

get a good PD mesmer and sit him on it if u hate it that much

if its the me/e version spam diversion

problem solved
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Old Jul 25, 2008, 06:45 AM // 06:45   #37
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Quote:
Originally Posted by FoxBat
GvG much lately?
I haven't actually, my alliance has fallen apart as far as PvP goes . I've seen the FC steam mesmers in RA, but dismissed them as less useful than the normal eles. I haven't seen them at all in TA, mind posting the bar?
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Old Jul 25, 2008, 06:49 AM // 06:49   #38
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Quote:
Originally Posted by Dr Strangelove
I haven't actually, my alliance has fallen apart as far as PvP goes . I've seen the FC steam mesmers in RA, but dismissed them as less useful than the normal eles. I haven't seen them at all in TA, mind posting the bar?
[icy shackles][blurred vision][glowing ice][shard storm][glyph of immolation][steam][water attunement][resurrection signet]
Quote:
Originally Posted by Kain
STEAM NEEDS NO NERF!!!
LET WATER MAGIC HAVE *SOME* KIND OF USE IN THE GAME D:

Seriously, you're giving ANET ideas
You do understand water snares, along with Blurred Vision were already used before alot and without Steam / Immo, right? Oh, and some things are broken and practically unbalancable so they have to be killed. Not pointing at this build, as I do think there is a fix, but some things were bad choices on the Devs' part.

As far as FC Snares go, the problem lies in the snaring and anti-melee being extremely fast casting, and only divertable / PB on Water Attunement / lucky prediction interrupt. Well, outside of casting Glyph of Immolation that is, that one's an easy interrupt.

Last edited by Tyla; Jul 25, 2008 at 06:54 AM // 06:54..
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Old Jul 25, 2008, 06:52 AM // 06:52   #39
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This is the way it's always been in regards to the game mechanic.

Just look at [anthem of flame] + [stunning strike].

If you wanna kill something kill [symbolic celerity] + [signet of humility] + [mantra of inscriptions].

It's alright when its an easy dshot but when their getting it down to near 3/4 cast it's just stupid. It only opens up stupid builds for 8v8 and is broken in 4v4.

Last edited by fowlero; Jul 25, 2008 at 06:58 AM // 06:58..
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Old Jul 25, 2008, 07:27 AM // 07:27   #40
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Quote:
Originally Posted by Tyla
You do understand water snares, along with Blurred Vision were already used before alot and without Steam / Immo, right? Oh, and some things are broken and practically unbalancable so they have to be killed. Not pointing at this build, as I do think there is a fix, but some things were bad choices on the Devs' part.
Preveil the war, suddenly the hexes become interruptable by the mesmer. Have the ranger dshot [glyph of immolation]. Put [diversion] on the snare as soon as you see [glyph of immolation]. Get your hammer war on the FC snare on spikes to stop the blind. Sure it's annoying to go through all the hassle, but it's not broken since it can be countered with just a general balanced build.

Quote:
As far as FC Snares go, the problem lies in the snaring and anti-melee being extremely fast casting, and only divertable / PB on Water Attunement / lucky prediction interrupt. Well, outside of casting Glyph of Immolation that is, that one's an easy interrupt.
Lots of FC snares are very bad and cast things like Icy Shackles / Shard Storm and then immediately Glowing Ice. Rangers can get this pretty easily, as well as by using the timer to figure out when blurred is recharged. The only reason it's a FC snare now is because people are lazy and don't want to be bothered to cancel-cast or play intelligently.
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