Jun 22, 2005, 04:11 AM // 04:11
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#1
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Frost Gate Guardian
Join Date: Feb 2005
Location: SLC, Utah
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Shatter Delusions info needed...
I'm reading through my recently purchased Prima Game Guide.
Specifically about Shatter Delusions and its effects; trouble is that on this site it says that you remove "One" Mesmer Hex.
The book states that you remove "All" Mesmer Hexes...
Which is correct?
Thanks in advance,
Mind
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Jun 22, 2005, 04:18 AM // 04:18
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#2
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Lion's Arch Merchant
Join Date: May 2005
Location: North Carolina, USA
Guild: Evolution
Profession: Me/A
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It was changed recently (pre release) to one hex.
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Jun 22, 2005, 04:32 AM // 04:32
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#3
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Frost Gate Guardian
Join Date: Feb 2005
Location: SLC, Utah
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Thanks
Many thanks Narcissus.
Mind
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Jun 25, 2005, 05:19 AM // 05:19
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#4
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Frost Gate Guardian
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Which one does shatter delusion remove assuming your opponent had two hexes on him? Is it random?
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Jun 25, 2005, 06:03 AM // 06:03
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#5
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Lion's Arch Merchant
Join Date: May 2005
Location: North Carolina, USA
Guild: Evolution
Profession: Me/A
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Last Hex applied.
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Jun 25, 2005, 11:43 AM // 11:43
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#6
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Frost Gate Guardian
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Exactly why was this nerfed all to hell BTW?
Tsunamii Starshine
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Jun 26, 2005, 04:41 PM // 16:41
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#7
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Ascalonian Squire
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Too powerful... that's all.
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Jun 26, 2005, 05:40 PM // 17:40
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#8
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Wilds Pathfinder
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Lol, I see all the crazy spike builds and THIS was too powerful? If they left it as it was, we'd at least see some stronger Mesmer-focused groups having success like ele, ranger and monk focused groups.
Everyone would be forced to consider hex removal strats if three Mesmers started piling on the Illu DoTs on everyone just to mind blast them later with an ALL hex removal of the original Shatter Delusions. If you used Mantra of Persistence and a high fast cast, you may be able to get three mind bombs off in record time.
The build's obvious weakness is hex removals and protections, and if Mesmers are focused on offense, that takes them from being able to apply their talents towards defense. It was well worth keeping considering how spammable a lot of other classes are with their exagerrated skill sets.
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Jun 26, 2005, 08:07 PM // 20:07
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#9
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Wilds Pathfinder
Join Date: May 2005
Location: IA
Guild: Chronicles of Heroes [CoH]
Profession: R/Me
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I see a good 5 mesmer hexes at least that only have 1 second cast times and fairly long durations. 2 mesmers teaming up in an organised fashion on somoene, then Shatter Delusion working on all, and that could be about 350 damage in one spike. Then they each use one mana steal to refill most of the way and switch jobs to do it again.
Not quite as powerful as 2 Elems doing the same thing with Surge/Orb. But Surge/Orb can be defended with armor or any skills that add elemental AL. Mesmer damage is pure damage. Also, Elems are supposed to be big-time damage-dealers, while Mesmers aren't.
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