Dec 31, 2009, 05:43 PM // 17:43
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#101
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Travelling around Tyria, Cantha, and Elona
Profession: P/W
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^But that's the main problem with the mesmer, you see. The problem is that their skills are so bad or have such long recharge (compared to what other classes can offer) that they have to rely on PvE skills and gimmicks like AP to even able to contribute. In all honesty, they don't really NEED a buff to their skills, just reduced recharges on many of their more useful skills should be sufficient.
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Jan 01, 2010, 10:11 PM // 22:11
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#102
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Furnace Stoker
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The reduced recharge on 20s+ skills and reduced cost on some 15e skills would be more than fine to fix mesmers for PVE.
Anyone who reads this thread and thinks of imbalanced PVP must have completely missed the point that we only want PVE changes with a skill split between PVP and PVE.
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Jan 01, 2010, 11:44 PM // 23:44
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#103
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Wilds Pathfinder
Join Date: Jan 2007
Guild: Guardians of the Light
Profession: W/Mo
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I'm just waiting for somebody to post for Cry of Pain to revert to it's previous effect. I sense that is what the thread is originally intended for.
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Jan 02, 2010, 01:24 AM // 01:24
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#104
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Forge Runner
Join Date: Mar 2008
Profession: Me/
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Quote:
Originally Posted by Owik Gall
I'm just waiting for somebody to post for Cry of Pain to revert to it's previous effect. I sense that is what the thread is originally intended for.
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What makes you say that? Reading the whole thread and the first post leads me and others to think otherwise.
Making interrupts a shout would mean other professions would use them more...since nobody apparently likes mesmers.
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Jan 02, 2010, 02:17 AM // 02:17
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#105
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Desert Nomad
Join Date: Apr 2009
Guild: FaZ
Profession: D/
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Quote:
Originally Posted by Owik Gall
I'm just waiting for somebody to post for Cry of Pain to revert to it's previous effect. I sense that is what the thread is originally intended for.
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Honestly, that wouldn't really help much, for the same reason that it was nerfed; other classes use it just as well. It wasn't that Mesmers were useful before the CoP nerf, it was that Mesmer secondaries were useful and Mesmer primaries were an inferior version despite people not realizing it.
Now, if CoP were reverted and it's cast time was increased to a stupidly high amount so only Mesmers could effectively use it (or it was otherwise tied to fc) then there might be something. Still, I'm doubtful.
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Jan 02, 2010, 03:54 AM // 03:54
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#106
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Furnace Stoker
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Cant really have interrupts with a long cast time. CoF is fine as it is, except again a shorter recharge would help. Reducing CoF, CoP and Tease down to 10s recharges would seriously boost the desirability of interrupt mesmers in PVE.
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Jan 04, 2010, 07:42 AM // 07:42
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#107
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by bhavv
Cant really have interrupts with a long cast time. CoF is fine as it is, except again a shorter recharge would help. Reducing CoF, CoP and Tease down to 10s recharges would seriously boost the desirability of interrupt mesmers in PVE.
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Simply boosting instant interrupts won't help much due to the difficulty of getting them to land on a HM enemy after latency and human response times are taken into account.
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Jan 04, 2010, 02:24 PM // 14:24
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#108
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Forge Runner
Join Date: Feb 2007
Location: Spain
Guild: LHV
Profession: R/N
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Quote:
Originally Posted by draxynnic
Simply boosting instant interrupts won't help much due to the difficulty of getting them to land on a HM enemy after latency and human response times are taken into account.
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Well theres an option , you can make some interrupts non instant , like Diversion but with the "interrupt + something" effect instead.
Ofc it will be like giving a gun in a sword fight but bleh , there are many things you can do to balance PvE mes in a split ..... in fact so many that i bet they dont know where to start.
PS: Recharges and energy req are my bet too .
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Jan 12, 2010, 01:10 PM // 13:10
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#109
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Wilds Pathfinder
Join Date: Aug 2009
Profession: Me/
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Buff please.
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Jan 12, 2010, 03:54 PM // 15:54
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#110
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Lion's Arch Merchant
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Better skills, you say?
-Change all energy loss spells so they actually have an impact.
-Make interrupts feasible. The Shame/Guilt idea was a good one.
-Cut down on the recharges of hex removal and support skills.
-Attach an AoE effect to Mantras to let them buff the party. It could have a short range and a more limited effect, but this would do wonders for any mesmer looking for a group.
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Jan 12, 2010, 04:44 PM // 16:44
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#111
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Desert Nomad
Join Date: Aug 2006
Guild: Guernsey Milking Coalition[MiLk]
Profession: E/Me
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I have a fast cast mesmer with my ele. It's called mindbender+red rock candy.
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Jan 13, 2010, 04:14 PM // 16:14
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#112
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Wilds Pathfinder
Join Date: Nov 2009
Location: The Netherlands
Guild: Not going to keep up with that anymore
Profession: R/
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Obviously, a profession based on strategy won't work in PvE. I mean, neither do Water Magic eles. Why would you want to snare things when you can blow them up? Mesmers aren't bad, PvE is.
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Jan 14, 2010, 03:50 AM // 03:50
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#113
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Frost Gate Guardian
Join Date: Jul 2009
Guild: ecok
Profession: Me/
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Put cry of pain to fast casting and revert it. (Stops the Cry of Pain abuse on other classes)
Put signet of illusions to fast casting, and make it the next 3,4,5,6,7 skills not spells. (Would be able to make a non-gimmick builds that can be of use to a team if the primary isn't available, as well as other fun builds)
Put arcane mimicry to fast casting, and have the elite copied use the fast cast attribute.
Have fast casting decrease skill recharge of spells.
Give inspiration skills some aoe use to other party members (eg channeling), or have mantras, enchants etc be able to be cast on others.
Give decreased skill recharge on energy management skills.
Just some ideas
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Jan 14, 2010, 04:10 AM // 04:10
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#114
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Jungle Guide
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Here goes:
Mesmer love is simple. Three main PvE changes:
1) Do great mesmer only damage:- Aneurysm - Increase damage to 0..10, max 150
- Mind Wrack - Hexes adjacent foes, also triggers damage if a foe is interrupted while using a skill.
- Price of Pride - Also causes 30..120 damage.
- Visions of Regret - Lower recharge to 10, revert to old functionality.
2) Strong team buffs via inspiration:- Energy Tap / Drain - Gives up to 0..4 allies in earshot energy equal to 10..50% of that stolen.
- Channeling - Also, if you interrupt a foe's skill with a Mesmer spell, all allies in earshot gain 0..8 energy.
- Lyssa's Aura - Also, spells for allies in earshot cost 5..15% less energy.
3) Some fast-cast buffs- Arcane Languor - Also causes dazed for 1..6 seconds whenever target foe casts a spell.
- Stolen Speed - Changed to 1/4 cast. Interrupt target foe. If you interrupt a spell, that foe casts spells 100..300% longer for 5..20 seconds.
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Jan 14, 2010, 12:14 PM // 12:14
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#115
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EXCESSIVE FLUTTERCUSSING
Join Date: Mar 2007
Guild: SMS (lolgw2placeholder)
Profession: Me/
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Quote:
Originally Posted by Morphy
Obviously, a profession based on strategy won't work in PvE. I mean, neither do Water Magic eles. Why would you want to snare things when you can blow them up? Mesmers aren't bad, PvE is.
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And this is why buffing them into a Fire Ele is the only thing that would make people happy.
1234 /faceroll is the only play style people in PvE seem to want anymore.
__________________
All seems lost now, but still we must fight on.
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Jan 14, 2010, 01:01 PM // 13:01
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#116
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Desert Nomad
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What made me laugh @ the VoR+CoP nerf was that:
- Those nerfs were introduced at the same time the Spirit Spammer was buffed to absurdity. "SoS is the only viable solution for Rits to be accepted in teams". Well, so were VoR and CoP to Mesmers...
- They took a overly complicated route of nerfing things. There was really no need to rework the functionality of those skills IMO. If anything, watering them down a bit and preventing abuses in a reasonable way would have worked better.
CoP could have been toned down - reverting recharge to its pre-buff state and having CoP dealing damage only while the target was under the effect of YOUR Mesmer hexes - and maybe tied to FC, while VoR could have been as well toned down a bit - increasing energy cost to 15? increasing its recharge time? reducing damage? reducing AoE range? - and split for PvP.
Stacking hexes isn't cheap nor cost-effective, expecially for a profession who needs to plan its energy management carefully, so I really don't see a problem with VoR stacking with Backfire in PvE... PvP is another matter, but, well, that's what the PvE/PvP split was conceived for, wasn't it?
Now VoR makes functionally little sense to me, since its current behaviour antisynergizes with most of the Mesmer skills: there are very few options for direct damage available to Mesmers (Energy Burn? Overload?), so either you stack hexes or interrupt skills (or drain energy from your target, which is pointless in PvE). Both solutions harm VoR tough.
I know reactive hexing isn't a smart way of playing, but choice wasn't really that broad for Mesmers, and it really isn't any more now.
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Jan 14, 2010, 04:42 PM // 16:42
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#117
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Morphy
Obviously, a profession based on strategy won't work in PvE. I mean, neither do Water Magic eles. Why would you want to snare things when you can blow them up?
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Why would you be attempting to deal damage as an elementalist? Elemental damage is shit, particularly in Hard Mode, whereas snaring is actually pretty handy. So yes, if I had an ele in my party and he wasn't running ER prot/infuse, I'd want him running Water Magic snares. That helps keep the enemies away from the backline so the assassins and warriors can run in and kill them quickly with minimum hassle.
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