Apr 09, 2010, 11:49 PM // 23:49
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#21
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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1. They should introduce non-elite AOE skills for mesmers that DON'T scatter enemies. Necros got a lot of these in the last update with their blood line, and they were already very over-powered. The rits also got some AOE hex skill buffed last update...
2. Totally revamp the shitty FC elites. Either make them all AOE, or change them completely. Example:
(a) Arcane Languor: Elite Hex Spell. For 1...8 seconds, all spells cast by target foe AND ALL ADJACENT FOES cause Exhaustion.
(b) Stolen Speed: Elite Hex Spell. For 5...17 seconds, target foe's spells take 25% longer to cast and your ENTIRE TEAM CAST spells targeting that foe take 25% less time to cast.
(c) Psychic Instability: Elite Spell. Interrupt target foe's AND ALL ADJACENT FOES NEXT action. If that action was a spell, ATTRIBUTES OF THE SAME TYPE ARE DISABLED FOR 10 seconds, and AFFECTED FOES KNOCKED DOWN. (50% failure chance with Fast Casting 4 or less.)
(d) Symbols of Inspiration: (change this completely!): Disable elite skills of target foe and all adjacent foes for 10 seconds. Acquire a random elite from target foe.
3. Inspiration: Some changes:
Channeling: Enchantment Spell. For 8...46 seconds, whenever you cast a spell, you AND ALL PARTY MEMBERS gain 1 Energy for each foe in the area. This should make mesmers more useful to the team.
Last edited by mage767; Apr 09, 2010 at 11:51 PM // 23:51..
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Apr 09, 2010, 11:55 PM // 23:55
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#22
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Desert Nomad
Join Date: Sep 2005
Location: Anywhere but up
Guild: The Panserbjorne [ROAR]
Profession: R/Mo
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Quote:
Originally Posted by Gift3d
Remember the last time they said they were gonna buff mesmers in general? Now we can interrupt paragon chants! Hope this buff is actually worthwhile.
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Actually I don't, but I'm assuming that's the point.
Maybe make it so every hex also cause 1 pip of health degen for every 2 points into fast casting. Degen lasts 3-5 seconds. *shrug* who knows be interesting to see though.
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Apr 10, 2010, 12:05 AM // 00:05
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#23
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Krytan Explorer
Join Date: May 2009
Location: Devon, England.
Guild: Desolation Lords [DL]
Profession: E/Mo
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Just made a mesmer in pve (prophecies as it happens, reliving all those memories), looks like im just in time too.
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Apr 10, 2010, 12:12 AM // 00:12
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#24
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Simply changing them or buffing them a little won't cut it. They need to have just as insanely powerful skills like the other power creep synergy professions and changes that make up for the years of neglect.
Mesmers are a damage profession, but it's just they suck at it with the current game. They have punishment and risk skills.
A lot of skills need skill splitting. Allowing overpowered stuff and making a profession more useful isn't balance because you'll still have the powerful and synergy stuff running around.
Hopefully the Test Krewe isn't that strongly biased enough to foil any attempts at fixing things. I have no faith in them.
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Apr 10, 2010, 12:13 AM // 00:13
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#25
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Desert Nomad
Join Date: Jan 2007
Location: Massachusetts, USA
Guild: Guardians of the Cosmos
Profession: R/Mo
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My Mes has been sitting around waiting for a little tweaking I hope this does it.
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Apr 10, 2010, 12:27 AM // 00:27
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#26
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Frost Gate Guardian
Join Date: Apr 2008
Location: Europe
Profession: Me/
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Oh, this one's is gonna be good.
My take: /dance emote focuses enemy aggro on Mesmer player doing it.
Seriously tho, I'd say they will do something that will promote fast casting, like adding a secondary buff for each spell successfully cast on an enemy.
I'd also really like to see some power creep on the inspiration line, energy draining in particular, but on the other hand of course, monsters like shimmering oozes will become even more dangerous in HM.
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Apr 10, 2010, 12:33 AM // 00:33
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#27
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Forge Runner
Join Date: Jan 2006
Location: On Earth
Profession: W/P
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Don't set your expectations too high! You'll all just bitch and moan later on.
Last edited by byteme!; Apr 10, 2010 at 12:42 AM // 00:42..
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Apr 10, 2010, 12:55 AM // 00:55
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#28
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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How about tweaking mob AI so things like empathy/backfire will cause mobs to pause or shut some of them down completely? Or make it possible to interrupt mobs in HM.
Or change some of the illusion DoTs to be a single direct damage. Or give them a good spike as well as a smaller DoT effect.
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Apr 10, 2010, 01:02 AM // 01:02
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#29
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Make some interrupts have a lasting effect that makes them not cast or as well. Perhaps make some instantly recharge from successfully interrupting something. More skills that allow people to prevent stuff without having to worry about missing...which is the case in hard mode and normal mode just needs damage.
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Apr 10, 2010, 01:03 AM // 01:03
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#30
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Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Quote:
Originally Posted by Cuilan
Mesmers are a damage profession, but it's just they suck at it with the current game.
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What? lol.... that was sarcasm, right? I hope.... Mesmers are not a damage class. They can do damage, but so can Monk. Not all classes are based on damage, and Mesmer is one of those. If you said Elementalist was based on damage, I'd agree. Elementalist has a lot of utility as well (blind, weakness, knockdowns, wards, etc.), but they are mainly a class designed around damage. Mesmer, on the other hand, I'd say is a utility class. They do damage, but that is a support role for them, not a core role. They excel more at disruption (either interrupts, casting speed reduction, casting prevention, etc.), and utility (hex removal, adrenaline/energy denial, enchantment removal, etc.). Now, I agree they are weak for PvE use of many of those roles, but they are not a class designed to deal damage.
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Apr 10, 2010, 01:09 AM // 01:09
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#31
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Thanks for your narrow minded opinion. Never said mesmers were a damage profession as in that's all they do, perhaps read other posts without picking what you want. Mesmers and monks are damage professions because this is Guild Wars we're talking about.
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Apr 10, 2010, 02:42 AM // 02:42
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#32
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Krytan Explorer
Join Date: Dec 2005
Profession: Rt/A
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no need to buff mezmers in pve
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Apr 10, 2010, 02:59 AM // 02:59
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#33
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Quote:
Originally Posted by snikerz
no need to buff mezmers in pve
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Yep...because gimmicks are the only way to play.
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Apr 10, 2010, 03:31 AM // 03:31
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#34
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Desert Nomad
Join Date: Dec 2006
Location: Domain of Broken Game Mechanics
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Quote:
Originally Posted by Sante_Kelm
Yep...because gimmicks are the best way to play.
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Fixed.
There are a number of obvious ways to buff mes PvE:
- Link monster skills to attributes and allow them to be disabled by skills like Power Block or stolen/copied by skills like Arcane Thievery or Inspired Hex.
- Make more punishment hexes and interrupts AoE and/or increase the duration of those skills. Think Backfire or Ineptitude with "nearby" or "in the area" radius.
- Make interrupting viable in HM. Easy ways to do this are to make skills like Migraine AoE. Alternatively, increase the speed penalty to 150 or 200%.
- Greatly increase the potency of e-denial to compensate for the accelerated energy regen of monsters; skills that cause complete energy loss or -10 pips of energy regen should exist to make e-denial an efficient tactic in PvE.
- Lower recharge time and energy cost of b&b interrupts; alternatively, alter some interrupts to return energy or instantly recharge if the interrupt is successful.
Edit: upon further consideration, the last effect (energy return or instant recharge) could be linked to the FC attribute as an X energy returned or X% chance of recharge per point.
Last edited by Burst Cancel; Apr 10, 2010 at 03:34 AM // 03:34..
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Apr 10, 2010, 04:02 AM // 04:02
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#35
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Wilds Pathfinder
Join Date: Jul 2008
Location: Fissure of Woe
Guild: [LOD]/[GS]/[DL]/[LOD*]
Profession: N/P
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The problem with buffing any interrupt skills is that it's really a hero buff, not a player buff
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Apr 10, 2010, 04:10 AM // 04:10
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#36
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Jungle Guide
Join Date: May 2007
Location: WA
Guild: DH
Profession: Rt/
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Quote:
Originally Posted by Life Bringing
The problem with buffing any interrupt skills is that it's really a hero buff, not a player buff
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True that.
Personally, I think it'd be nice if a bunch of Inspiration spells were linked to Fast Casting in some way, similar to how Glowing Gaze, Glowstone, etc. are linked to E-Storage. A "this skill recharges x seconds faster for y points in Fast Casting" clause would be great.
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Apr 10, 2010, 04:19 AM // 04:19
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#37
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Jungle Guide
Join Date: Apr 2007
Location: Great temple of Balthazar
Profession: Mo/Me
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Quote:
Originally Posted by Winterclaw
How about tweaking mob AI so things like empathy/backfire will cause mobs to pause or shut some of them down completely? Or make it possible to interrupt mobs in HM.
Or change some of the illusion DoTs to be a single direct damage. Or give them a good spike as well as a smaller DoT effect.
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Agreed, imo most of the problems for mesmers are due to HM casting times ect. Removing the cast time would make mesmers more wanted (in my mind set anyway) for sitting on eles ect, stopping that double damage would be worth having a mesmer to me.
I also think interrupting should have better effects in pve, for example
Power flux, if target foe is interrupted target foes nearby take 15 damage for each rank in fast casting
Here are some other basic ideas I'd like to see.
Dom
Panic, hex target foe with panic for 10 secs next spell that foe uses fails. If a spell fails target foe gets knocked down every 2 secs for each rank in fast casting.
Backfire now hexes all foes nearby if fast casting is above 4 (this also will encourage player monks to take hex removal rather than a bar full of heals... hopefully...)
Diversion now hexes all foes nearby if fast casting is above 4, and skill backfires on the caster.
Shame/Guilt now cause 8 damage for each rank in fast casting as well.
Ill
Conjure Nightmare/Phantasm now also causes 4 damage each sec to adjacent foes for each rank in fast casting
Imagined Burden now hexes all foes in the area if Fast casting is above 4 (imo would allow for more team work because it allows melee to have less down time when a mob moves away, as well is allows your casters to kite in HM)
Clumsiness skills (or skills like them) cause 2 damage to nearby foes for each rank in fast casting
Insp
Channeling, enchants party members if FC is above 4
Ether lord, hex target foe with either lord, allies nearby gain 1 energy for each rank in fast casting whenever that foe cast a spell.
Spirit Shackles target foe loses 5 energy whenever it attacks. The ally who that foe is attacking gains 5 energy if your fast casting is above 4
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Apr 10, 2010, 04:22 AM // 04:22
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#38
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Quote:
Originally Posted by R666
So Mesmer's get the love for PvE, When do Dervs get some love for PvE & PvP (mostly PvP)? They gave some good buffs a while back but cause other classes abused the buffs they got nerf back again
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Let's not get ahead of ourselves, first of all. All she said was a couple of changes for mesmers in PvE. This could mean anything, and statistically speaking, any buffs (if there are any) would most likely not help the class significantly (going by Anet's history). It's possible Anet might be able to fix the class (they fixed rits after all), but it will be difficult, and I'm not sure they'll succeed.
And calm down. One (nearly) useless class at a time. Right now, it's the mesmer's turn.
Besides, dervishes need more help in PvE than they do in PvP.
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Apr 10, 2010, 04:29 AM // 04:29
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#39
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Lion's Arch Merchant
Join Date: Jan 2006
Location: California
Profession: Me/
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i just hope that if this is a mesmer skill buff update or some skills changed that Anet actually tests this stuff and see what effects happen in NM and HM. all we need is for Anet to take the cheep way out for skill changes and shorten casting time and/or recharge time on some skills for PvE only then find the HM Ai that uses the same skills just got way more difficult to fight because they failed or the fail crew didnt catch it before release.
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Apr 10, 2010, 04:36 AM // 04:36
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#40
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Forge Runner
Join Date: Jan 2006
Location: On Earth
Profession: W/P
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Quote:
Originally Posted by snikerz
no need to buff mezmers in pve
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I don't see a single Mesmer primary skill in that selection.
/failed argument
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