How to make Mesmers more wanted in PvE
Toilet Oni
The thing i dont like about mesmer skills are the SKY-HIGH recharge time.
And if A-net buffs the mesmer skills ,the balance in PvP goes too h**l
If you want to play leet Pve-mesmer take 16.fast casting and 12.fire magic
And if A-net buffs the mesmer skills ,the balance in PvP goes too h**l
If you want to play leet Pve-mesmer take 16.fast casting and 12.fire magic
Puebert
Quote:
Originally Posted by Toilet Oni
The thing i dont like about mesmer skills are the SKY-HIGH recharge time.
And if A-net buffs the mesmer skills ,the balance in PvP goes too h**l If you want to play leet Pve-mesmer take 16.fast casting and 12.fire magic |
Toilet Oni
Quote:
Originally Posted by Puebert
...So the only thing a Mesmer is good for is playing a weaker version of a Nuker?
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~Toilet Oni
Ensign
Quote:
Originally Posted by Pakana
Interrupting is actually the part of mesmer that works BEST in PvE.
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The problem being that interrupts really aren't a reason to take a Mesmer. Against a lot of mobs they don't do much. Against the mobs where they are valuable, you can have DBlow on melee, the dual interrupts on every Ranger, PDrain or Leech Signet on anyone who feels like going /Mesmer, etc. If a Mesmer could do some other really useful things I'd be glad to take one, but no way am I grabbing one just for interrupts. Not when even my herohench bars have a minimum of 3 interrupts.
Peace,
-CxE
noblepaladin
Quote:
Originally Posted by Ensign
I agree, and that's one of the prime reasons for the sorry state of the class in PvE. Why are interrupts the part of the mesmer that works best? Because it is immediate. Most Mesmer shutdown is attrition based, gradually wearing down a foe, with only a few skills that immediately say 'no' to what an enemy is doing. As has been mentioned, resources don't really wear down in PvE, not when you're blowing up trash at least. So yes, interrupts can be pretty valuable to blunt some of those initial volleys.
The problem being that interrupts really aren't a reason to take a Mesmer. Against a lot of mobs they don't do much. Against the mobs where they are valuable, you can have DBlow on melee, the dual interrupts on every Ranger, PDrain or Leech Signet on anyone who feels like going /Mesmer, etc. If a Mesmer could do some other really useful things I'd be glad to take one, but no way am I grabbing one just for interrupts. Not when even my herohench bars have a minimum of 3 interrupts. Peace, -CxE |
On Mesmer shutdown: Some of the more powerful Mesmer abilities in PvP, such as Diversion, are meant for long term effects. What is the point of shutting down Reversal of Fortune if the enemy monk is only going to be alive for 7 seconds? In PvP, battles last for minutes because people know how to kite and avoid AoE. Over the course of a PvP battle, it is not uncommon for a Mesmer to use energy denial and remove 100 energy in total from a monk (that adds up to a lot of health that could have been healed, which is equivalent to a ton of damage). In PvE, you fire all your E-Denial and Shutdown spells only to find the target dead before they hit zero energy. Shutdown only works on bosses in PvE, and even then the use is limited. It is often better to take advantage of the "stupidness" of the AI. Broadhead Arrow, which is a mediocre skill at best in PvP is one of the best skills in PvE. Enemy AI simply casts through Dazed and gets all their spells interrupted. It virtually removes an enemy caster immediately - no need to time interrupts or use an entire skill bar of e-denial skills.
On Mesmer attrition: Mesmers are awesome at wearing down enemies. I don't know if degen teams are still popular or not, but I know that at one time they were very strong in PvP (mainly because degen goes through the Boon Protector). In the long run, Mesmers can deal incredible amounts of damage. Conjure Phantasm drains 150 armor ignoring health at level 16 (last 15 seconds), making it one of the most cost effective damage spells in the game. Degen teams in PvP could outdamage the monks' healing due to the cost effectiveness of these spells. However in PvE, most enemies are focus fired one at a time and they die within a few seconds. Degen spells don't have time to take full effect. Mesmers in PvE can do significant damage if they attack targets that the rest of the team is not focusing (ie. team goes after monks and elementalists, Mesmer uses degen, Empathy, etc on warriors and rangers). Also, some skills like Illusion of Pain is particularly effective in PvE, since focused targets usually do not survive more than 10 seconds, adding -10 degen will speed up the kill. So why isn't Mesmer attrition good in PvE? The enemy AI is stupid. Sure degen does high long term damage, but it does nothing compared to Searing Flames which does -7 degen (along with damage) on all enemies because the AI is stupid and always bunches together. AoE spells trump these single target attrition spells. In PvP, you AoE is almost the same as a single target spell because humans are smart to get out of the way (in which case Mesmer degen will do more damage), but in PvE the AoE spells always hit multiple targets.
I'm not saying that Mesmers are completely useless, in specialized situations in PvE, are very good (ex: the Shiverpeaks where there are many cold/necro hexes, inspired hex + revealed hex can fuel many skills like shatter hex. Removing degen hexes is just as good as healing, the monks will love you for it). But Mesmer's biggest strengths can often be played just as well by other classes (Ex: People fear the Mesmer interrupter in PvP, but in PvE the Ranger interrupter with Broadhead Arrow is much easier to play and probably more effective if you take advantage of the poor AI).
Captain Dingo
"We all know one of the least wanted professions in the game is the Mesmer.
The profession seems to be focused on slowly taking down 1 target"
You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead.
Mesmers are only unwanted because people have bad experiences with players who don't know how to use a Mesmer.
My primary is a Mesmer and is incredibly powerful. I feel sorry for people who see me in a mission outpost and overlook me as an option for their party. They'd rather have some cookie-cutter "Lawl echo nuker!". And at the same time, it's very discouraging that people don't want my class just because they don't understand what it is I can do.
The profession seems to be focused on slowly taking down 1 target"
You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead.
Mesmers are only unwanted because people have bad experiences with players who don't know how to use a Mesmer.
My primary is a Mesmer and is incredibly powerful. I feel sorry for people who see me in a mission outpost and overlook me as an option for their party. They'd rather have some cookie-cutter "Lawl echo nuker!". And at the same time, it's very discouraging that people don't want my class just because they don't understand what it is I can do.
Redfeather1975
You're right Ensign.
When I play a PVE mesmer I'm stuck between Mantra of Recovery+conditional damage or nuking, or interrupting. That's about it.
I'd like to see more support skills. We only have the visage spells atm.
When I play a PVE mesmer I'm stuck between Mantra of Recovery+conditional damage or nuking, or interrupting. That's about it.
I'd like to see more support skills. We only have the visage spells atm.
MSecorsky
Quote:
Originally Posted by Captain Dingo
"We all know one of the least wanted professions in the game is the Mesmer.
The profession seems to be focused on slowly taking down 1 target" You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead. Mesmers are only unwanted because people have bad experiences with players who don't know how to use a Mesmer. My primary is a Mesmer and is incredibly powerful. I feel sorry for people who see me in a mission outpost and overlook me as an option for their party. They'd rather have some cookie-cutter "Lawl echo nuker!". And at the same time, it's very discouraging that people don't want my class just because they don't understand what it is I can do. |
Mesmers - death without flash.
upier
Quote:
Originally Posted by Captain Dingo
You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead.
My primary is a Mesmer and is incredibly powerful. I feel sorry for people who see me in a mission outpost and overlook me as an option for their party. They'd rather have some cookie-cutter "Lawl echo nuker!". And at the same time, it's very discouraging that people don't want my class just because they don't understand what it is I can do. |
id love to hear it!
DarkSpirit
Quote:
Originally Posted by Captain Dingo
You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead.
Mesmers are only unwanted because people have bad experiences with players who don't know how to use a Mesmer. My primary is a Mesmer and is incredibly powerful. I feel sorry for people who see me in a mission outpost and overlook me as an option for their party. They'd rather have some cookie-cutter "Lawl echo nuker!". And at the same time, it's very discouraging that people don't want my class just because they don't understand what it is I can do. |
Somehow I am still not convinced that a mesmer can kill mobs in PvE faster than a full decked out elementalist, so why dont we try alittle experiment?
Take only certain henchies and kill a certain mob in RoT with your mesmer and we will try the same configuration with elementalist and time them to see who can clear them faster. You can only use mesmer skills and the elementalist can only use elementalist skill for this experiment. How about that?
Renegade26
In RoT the mesmer would probly do better. The monk has Spell Breaker (interupts ftw) and then other terrible skills. After the healer is dead the team will fall, especially with Empathy and Backfire spread around.
DarkSpirit
Quote:
Originally Posted by Renegade26
In RoT the mesmer would probly do better. The monk has Spell Breaker (interupts ftw) and then other terrible skills. After the healer is dead the team will fall, especially with Empathy and Backfire spread around.
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We can try proving this theory one way or another through experimentation though.
aubee
Quote:
Originally Posted by Captain Dingo
"We all know one of the least wanted professions in the game is the Mesmer.
The profession seems to be focused on slowly taking down 1 target" You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead. |
It would be nice if ANet buffed the mesmer for PvE by adding some nuking skills that would allow them to be as useful as nukers (and thus as likely to get into a PUG) as necros or elementalists. I think could be done without screwing up PvP by just looking at some of the other classes functionality and adding skills that are similar but fit within the mesmer's current character framework. Consider these possibilities...
Ether Quickening
Attribute: Inspiration Magic
Type: Enchantment Spell
15e, 1c, 45r
For 20...39 seconds, you gain +2 Domination Magic and +2 Inspiration Magic, but spells you cast cost 50...25% more energy to cast.
This would basically be a mesmer version of Awaken the Blood or Glyph of Elemental Power for boosting up damage of some AoE spells. Which there just aren't enough of for the mesmer at the moment, but...
Empathetic Spirit
Attribute: Domination Magic
Type: Elite Hex Spell
15e, 2c, 10r
For 8...18 seconds, target foe and all adjacent foes are hexed with Empathetic Spirit. Whenever a hexed foe attacks, that foe takes 15...39 damage and loses all adrenaline.
An AoE version of Empathy. This would be no more powerful than Spiteful Spirit (no damage to adjacent foes) and probably of no more use in PvP than SS or Ineptitude. But it would give mesmers some PvE nuking punch against melee mobs.
Ethereal Pain
Attribute: Domination Magic
Type: Elite Hex Spell
15e, 3c, 20r
For 8...18 seconds, target foe and all nearby foes are hexed with Ethereal Pain. Whenever a hexed foe casts a spell, that foe loses 3...7 energy and takes 10 damage for each point of energy lost. Ethereal Pain ends if hexed foe's energy reaches zero.
AoE version of Backfire/Energy Burn. Likewise, no more useful in PvP than either of those. And it would be elite.
Fevered Anguish
Attribute: Illusion Magic
Type: Hex Spell
10e, 1c, 5r
For 3...13 seconds, target foe and all nearby foes suffer health degeneration of 1...4.
AoE degen. No more powerful than Suffering for the necro, but would be the setup for...
Crush Delusions
Attribute: Domination Magic
Type: Elite Spell
15e, 1c, 20r
Remove one Mesmer hex from target foe and all adjacent foes. Each affected foe takes 25...100 damage.
Basically a mesmer version of Feast of Corruption. Heavy AoE spike Damage ftw.
Shadow Phantasm
Attribute: Illusion Magic
Type: Elite Hex Spell
10e, 2c, 5r
For 1...13 seconds, target foe is hexed with Shadow Phantasm. Whenever target foe attacks or uses a skill that foe and all adjacent foes suffer from blindness for 5 seconds.
Again, probably no more useful in PvP than BSurge or Glimmering Mark, but it could be quite useful in many PvP situations to reduce damage from melee mobs. Or it might not get used any more often than Glimmering Mark but I thought I'd throw it out there.
And aside from the nuking aspect, mesmers currently have a lot of skills relating to energy gain/drain/denial. So maybe there could be some spells that allow the mesmer to play the battery role while maybe adding a few of their current nice capabilities to a party. Like...
Ether Leech
Attribute: Fast Casting
Type: Elite Hex Spell
5e, 1c, 5r
For 1...6 seconds, whenever target foe attacks or casts a spell, you steal up to 1...6 energy from that foe and all nearby foes.
Somewhat useful for e-denial, but not so much that it would likely ever be used as an elite in PvP. The energy gained could be useful to power...
Ether Bond
Attribute: Inspiration Magic
Type: Enchantment Spell
5e, 1c, 5r
For 5...17 seconds, target other ally gains +0...2 energy regeneration and you suffer -1 energy degeneration.
Like Succor or Blood Bond except for energy. Might allow the necro to power up some other players while again bringing some of their current mesmer capabilities to PUG groups.
Ether Burst
Attribute: Inspiration Magic
Type: Elite Enchantment Spell
10e, 1c, 10r
Lose all energy. Target touched ally and all nearby allies gain 1...25 energy.
This last one would allow a mesmer to play a role similar to a BiP necro but providing bursts of energy instead of regen. Again, this is probably of little or no use in PvP so it shouldn't affect balance, but might help mesmers get into PUGs more easily.
I don't PvP, so I could be wrong about how much these might affect PvP, but it seems like some of them would really help mesmers in PvE.
DarkSpirit
Buffing up mesmer skills is nice but there is a possibility of abuse from secondary mesmers so I have another suggestion. One of the most limiting aspect of a primary mesmer is the Fast Casting attribute.
Energy is a HUGE problem for mesmers, in fact I would even go as far to say that energy is one of the mains reasons why primary mesmers are not as popular in PvE.
Why? Just look at the unique attribute lines of every profession in GW:
Monks divine favor gives an energy advantage because it grants bonus heals. With more heals, means you dont need to cast heals or protection spells as often, thus saving the monk energy.
Elementalists have energy storage that increases their energy pool. On top of that they also have good energy management skills like the attunements (which is very popular among elementalists), and GoLE.
Necros have soul reaping and I dont think I need to say how useful that attribute is as an energy advantage.
Even rangers have expertise which gives an energy advantage and they are not even a caster class.
Assassins have critical strike, Ritualists have spawning power which gives more hp to their spirits so they can last longer and dont need frequent recast. Paragons have leadership and Dervishs have Mysticism. All these primary attributes give an energy advantage!
Warriors's strength doesn't give an energy advantage but that doesn't matter as much since they have adrenaline skills and they are not a caster class since they depend more on their weapons for damage.
Mesmers have what? Fast casting? What energy advantage does that give? Also fast casting is more useful in PvP than in PvE. With fast casting you increase the chance of completing your cast rather than being interrupted. You also increase the chance of interrupting others. How important is fast casting, in PvE, with a laggy mob charging at you while you try to interrupt one monster at a time?
Another problem is that mesmer energy skills, besides the elite Mantra of Recall, tend to be offensive (e.g. Ether Lord, Energy Tap, Energy Drain) so ANet may not be able to boost them as much without considering skill balance. These skills have gone through numerous nerfs and boosts since the beginning.
If being a primary mesmer is to be energy disadvantaged in PvE, then of course the trend would be to either build secondary mesmers or avoid the mesmer class altogether. My suggestion to ANet would be to Add an energy advantage to the Fast Casting attribute line to fix this problem. Maybe something along the line of, the more points into Fast Casting, the higher your energy regen and scale that appropriately.
Energy is a HUGE problem for mesmers, in fact I would even go as far to say that energy is one of the mains reasons why primary mesmers are not as popular in PvE.
Why? Just look at the unique attribute lines of every profession in GW:
Monks divine favor gives an energy advantage because it grants bonus heals. With more heals, means you dont need to cast heals or protection spells as often, thus saving the monk energy.
Elementalists have energy storage that increases their energy pool. On top of that they also have good energy management skills like the attunements (which is very popular among elementalists), and GoLE.
Necros have soul reaping and I dont think I need to say how useful that attribute is as an energy advantage.
Even rangers have expertise which gives an energy advantage and they are not even a caster class.
Assassins have critical strike, Ritualists have spawning power which gives more hp to their spirits so they can last longer and dont need frequent recast. Paragons have leadership and Dervishs have Mysticism. All these primary attributes give an energy advantage!
Warriors's strength doesn't give an energy advantage but that doesn't matter as much since they have adrenaline skills and they are not a caster class since they depend more on their weapons for damage.
Mesmers have what? Fast casting? What energy advantage does that give? Also fast casting is more useful in PvP than in PvE. With fast casting you increase the chance of completing your cast rather than being interrupted. You also increase the chance of interrupting others. How important is fast casting, in PvE, with a laggy mob charging at you while you try to interrupt one monster at a time?
Another problem is that mesmer energy skills, besides the elite Mantra of Recall, tend to be offensive (e.g. Ether Lord, Energy Tap, Energy Drain) so ANet may not be able to boost them as much without considering skill balance. These skills have gone through numerous nerfs and boosts since the beginning.
If being a primary mesmer is to be energy disadvantaged in PvE, then of course the trend would be to either build secondary mesmers or avoid the mesmer class altogether. My suggestion to ANet would be to Add an energy advantage to the Fast Casting attribute line to fix this problem. Maybe something along the line of, the more points into Fast Casting, the higher your energy regen and scale that appropriately.
MSecorsky
Or, tagging along with Dark Spirits thoughts... have fast casting decrease the chance that a mesmer can be interrupted. Think of it as being able to cast around or through the interrupt inherently with a percent increase as fast casting goes up.
If someone wants logic behind it... think that the greater focus and concentration to cast spells at a greater rate also enhances the ability to ignore things that would interrupt.
You could also add an inverse effect... a percent chance increase that any spell cast will interrupt the enemies action. Even if it's one to two percent per point in fast casting, it adds up.
Now everyone look at the swirly light and forget about the effects on PvP...
If someone wants logic behind it... think that the greater focus and concentration to cast spells at a greater rate also enhances the ability to ignore things that would interrupt.
You could also add an inverse effect... a percent chance increase that any spell cast will interrupt the enemies action. Even if it's one to two percent per point in fast casting, it adds up.
Now everyone look at the swirly light and forget about the effects on PvP...
DarkSpirit
Quote:
Originally Posted by MSecorsky
Or, tagging along with Dark Spirits thoughts... have fast casting decrease the chance that a mesmer can be interrupted. Think of it as being able to cast around or through the interrupt inherently with a percent increase as fast casting goes up.
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Energy advantage for prolonged fights against a powerful mob would be more useful in pve. Tying that to the Fast Casting attribute would make primary mesmers more popular in pve and prevent abuse from secondary mesmers which are already popular since secondary mesmers can depend on their own primary attribute that already has good energy management capabilities.
the_jos
When discussing PvE damage, you should talk about team damage and not single player damage.
The 'I can kill a caster in 5 seconds' is true, but that does not apply on the whole mob.
A couple of SF ele's do much more damage (dps) when targeting a close mob.
There is however one more reason besides AI and dps why mesmers are not that wanted in PuGs.
The W/E/Mo (and probably MM) setup is easy to play and requires not that much thought. It's easy to do a fair amount of damage as W or E.
The same is true for B/P teams. You only have one or two people that know what they are doing to keep things going. The rest of the B/P's can just go 1-1-1-1....
There are a couple of situations that require a different setup.
I can think of Glint, Shiro, Healer's Boon boss for example.
Many teams fail miserably because those enemies are not easily taken down with the standard W/E setup.
You have to know something about your opponent and how to counter them.
And most PuGs don't have that knowledge, they just know how to do damage.
When you want to shine as a mesmer, you have to adjust your skills to fill the gaps in the team or to buff the skills they use.
That's something that almost never happens outside organised teams.
And even then, because of AI and dps, it's probably better to have a nuker instead of mesmer.
Best examples I know about how 'wrong' PvE is:
Deep and Orguz.
Those area's are nothing more than large numbers of mobs with huge damage.
You take a mesmer there, he can take out one or two enemies.
But there are six or seven left.
So what do you take?
Warrior as wall, Ele and SS necro for damage.
They damage all 8 or nine at once, with dps a mesmer can never get.
Compare that to high end PvP, where mesmers do have a role.
At least, I see them often in top 100 GvG and HoH battles.
That's the kind of environment mesmers can and do make the difference.
No blocking, less AoE, people can't run off to kill the enemy monk.
Enemies are hitting hard and are probably healed by two monks.
They focus on the most vulnerable parts of the team.
That's the kind of environment where energy pressure and diversion work.
Change the PvE part of the game to that and mesmers will be valuable.
And about 80% of the PvE population will quit screaming it's too hard.
I know, I'm switching from PvE to PvP right now and PvP a tough environment compared to PvE.
The 'I can kill a caster in 5 seconds' is true, but that does not apply on the whole mob.
A couple of SF ele's do much more damage (dps) when targeting a close mob.
There is however one more reason besides AI and dps why mesmers are not that wanted in PuGs.
The W/E/Mo (and probably MM) setup is easy to play and requires not that much thought. It's easy to do a fair amount of damage as W or E.
The same is true for B/P teams. You only have one or two people that know what they are doing to keep things going. The rest of the B/P's can just go 1-1-1-1....
There are a couple of situations that require a different setup.
I can think of Glint, Shiro, Healer's Boon boss for example.
Many teams fail miserably because those enemies are not easily taken down with the standard W/E setup.
You have to know something about your opponent and how to counter them.
And most PuGs don't have that knowledge, they just know how to do damage.
When you want to shine as a mesmer, you have to adjust your skills to fill the gaps in the team or to buff the skills they use.
That's something that almost never happens outside organised teams.
And even then, because of AI and dps, it's probably better to have a nuker instead of mesmer.
Best examples I know about how 'wrong' PvE is:
Deep and Orguz.
Those area's are nothing more than large numbers of mobs with huge damage.
You take a mesmer there, he can take out one or two enemies.
But there are six or seven left.
So what do you take?
Warrior as wall, Ele and SS necro for damage.
They damage all 8 or nine at once, with dps a mesmer can never get.
Compare that to high end PvP, where mesmers do have a role.
At least, I see them often in top 100 GvG and HoH battles.
That's the kind of environment mesmers can and do make the difference.
No blocking, less AoE, people can't run off to kill the enemy monk.
Enemies are hitting hard and are probably healed by two monks.
They focus on the most vulnerable parts of the team.
That's the kind of environment where energy pressure and diversion work.
Change the PvE part of the game to that and mesmers will be valuable.
And about 80% of the PvE population will quit screaming it's too hard.
I know, I'm switching from PvE to PvP right now and PvP a tough environment compared to PvE.
aubee
Quote:
Originally Posted by DarkSpirit
Buffing up mesmer skills is nice but there is a possibility of abuse from secondary mesmers so I have another suggestion. One of the most limiting aspect of a primary mesmer is the Fast Casting attribute.
Energy is a HUGE problem for mesmers, in fact I would even go as far to say that energy is one of the mains reasons why primary mesmers are not as popular in PvE. Why? Just look at the unique attribute lines of every profession in GW: <snip> If being a primary mesmer is to be energy disadvantaged in PvE, then of course the trend would be to either build secondary mesmers or avoid the mesmer class altogether. My suggestion to ANet would be to Add an energy advantage to the Fast Casting attribute line to fix this problem. Maybe something along the line of, the more points into Fast Casting, the higher your energy regen and scale that appropriately. |
Quote:
Originally Posted by the_jos
Compare that to high end PvP, where mesmers do have a role.
At least, I see them often in top 100 GvG and HoH battles. That's the kind of environment mesmers can and do make the difference. No blocking, less AoE, people can't run off to kill the enemy monk. Enemies are hitting hard and are probably healed by two monks. They focus on the most vulnerable parts of the team. That's the kind of environment where energy pressure and diversion work. Change the PvE part of the game to that and mesmers will be valuable. And about 80% of the PvE population will quit screaming it's too hard. I know, I'm switching from PvE to PvP right now and PvP a tough environment compared to PvE. |
Seriously, look at the hubbub and screaming over the last major AI change that makes monsters kite more and go for backlines and such. Most PvEers seem to prefer wadding the foes up on a tank and nuking the crap out of them. I think if they changed PvE to be even more like PvP, there would be a mass exodus of PvE players.
DarkSpirit
Quote:
Originally Posted by aubee
I agree that mesmers not having any energy benefit from their primary attribute is a problem. But I just don't think ANet is likely to change that. The potential for unbalancing PvP with that would seem to be much higher than just adding some PvE-oriented AoE elites. I also don't think there is much chance of abuse by secondary mesmers of skills like that. You'd have as hard of a hard time getting in a PUG as an ele or necro advertising as a "Crush Delusions nuker" as mesmers currently do getting in a group as a "fast casting fire nuker" or "fast casting SS nuker", imo. As a true nuker, a secondary mesmer just couldn't do as much damage as a primary who could use runes to get their attribute to 16... if mesmers just had some really good nuking spells like necros and eles currently do.
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Tanks - Usually warriors and dervishes are best for such role
Healers - Usually monks are best for such role
Nukers - Usually Elementalists are best for such role
Interrupts - Mesmers face serious competition from rangers in this area. Rangers can interrupt more frequently but they need line-of-sight. In PvE monsters are too dumb to hide behind walls, so rangers can be argued to be better interrupters than mesmers at least in the pve stage.
Party buffs - Ritualists and Paragons
High damage Traps - Rangers
Energy/skill denial - Mesmers but on single targets, and it is not that useful in general PvE against mobs given the energy cost and recharge. Can be useful against certain caster bosses though.
Primary mesmers need to find a role that they are best at without making secondary mesmers over powered.
Retribution X
Quote:
Originally Posted by Captain Dingo
You've never seen me work, have you? :P I'll drop any Elementalist/Necromancer/Monk in five seconds flat. Show me one, count to five, and it's dead.
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Mesmers are powerful, But they usually focus on one target, which is what PvE lacks. If we had smaller, better AI mobs with better SKILLS, it would be worth more to take a mesmer in PvE.
sage tank
Quote:
Originally Posted by dgb
Put Willa the Unpleasant in every mob in PVE IMO.
(not that she is actually that hard to take out, with decent builds/players but the average stance tank and ECHO NUKAR generally struggles). |
upier
Quote:
Originally Posted by DarkSpirit
Interrupts - Mesmers face serious competition from rangers in this area. Rangers can interrupt more frequently but they need line-of-sight. In PvE monsters are too dumb to hide behind walls, so rangers can be argued to be better interrupters than mesmers at least in the pve stage.
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you can spread via epidemic(!!!) it and anyone JUST WANDING the target will interrupt it!
so for pve - theres just no way to compare this to mesmer interrupts!
Quote:
Originally Posted by DarkSpirit
Primary mesmers need to find a role that they are best at without making secondary mesmers over powered.
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Winterclaw
Quote:
Originally Posted by Ensign
I think everyone pointing to Fast Casting for a reason why Mesmers aren't popular are missing the point entirely. Fast Casting is a perfectly good attribute in PvE. Casting spells faster = things die faster. Ever notice how Elementalists seem to love those fast casting mods? Fast spells are good. Fast Casting is good.
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Quote:
You want to know the real problem with Mesmers? Arena.net has balanced the game in such a way that against the mobs where a Mesmer should be at his finest - the nasty bosses that stand out as a threat that needs to be tamed with mes effects - a Mesmer is instead an utter gimp, his spells ineffective from a bunch of game mechanics that serve to make bosses more 'mes-proof'. You want to make Mesmers good? Make there be boss monsters that people want to kill, that are incredibly dangerous unless tamed by strong mes effects. Guild Wars focuses far too much on cleaning out trash mobs - and bosses, for the most part, are glorified trash. In World of Warcraft, everyone designs their characters and thinks of tactics to use to take down the bosses - clearing out the trash mobs is an afterthought. Until that sort of mentality makes sense in Guild Wars, I can't possibly see the Mesmer being an interesting profession in PvE. |
Problem is, people are only concerned about bosses only when it is farming time or you need to beat a really nasty one to finish the mission. Another thing is the bosses or where you find them change so I don't know if I will even find a particular boss sometimes.
I'm not against increasing the importance of bosses, but maybe there should be fewer bosses, or more mini-bosses.
Anyways, here are some things I think that are a big problem for mesmers.
1. Overspecialization of skills. I mean you don't see els, monks, or warriors with skills that only work on one class or the other (for the most part). Why does empathy can backfire have to be two different spells?
2. Not great primary. I think that fast cast has some use (I put 7 points into it myself) but if you look at say monks, 10 in DF will increase your basic 5e healing spells by up to 50% and allows you to have healing even with prot spells.
3. Poor elites. Energy surge used to be nice and it's still useable, but not as great as it used to be. Signet of Midnight is one of the worse elites in the game if you ask some people. Tease is kind of useless unless you either have a good knockdown or can TP out. Powerflux at best will cause the other guy to lose about 6 energy over 9 seconds where power leak would double that at once. Psychic Instability is only worth it in some very specific builds. Mantra of recovery should be a non-elite and linked to FC so it's has reduced value to messes.
4. Females need a better /dance emote than river dancing.
DarkSpirit
Fast Casting is only good if you have the energy to cast the spell and the spell isnt in recharge cycle right?
If you dont have the energy then you back to wanding, I dont care how much fast cast you have. Fast Casting, unlike the primary attributes of ALL the other classes (besides warrior), does NOT carry an energy bonus. EVERY OTHER primary attributes of ALL the other classes DO help the energy level of its caster! (besides the warrior's which has adrenaline skills and the mesmer's)
http://www.guildwarsguru.com/forum/s...&postcount=134
If you dont have the energy then you back to wanding, I dont care how much fast cast you have. Fast Casting, unlike the primary attributes of ALL the other classes (besides warrior), does NOT carry an energy bonus. EVERY OTHER primary attributes of ALL the other classes DO help the energy level of its caster! (besides the warrior's which has adrenaline skills and the mesmer's)
http://www.guildwarsguru.com/forum/s...&postcount=134
Bai
It would be awesome if Mesmers got an AoE interrupt skill that interrupts all actions, not just skills.
Something like this..
Power Surge [E] - 15e, 1/4c, 20r
Hex Spell. Interrupt target foe and all nearby foe's actions. If a foe under this hex is interrupted, that foe takes 5..25..32 damage.
and another idea.. an elite version of Blackout.
Mental Barrier [E] 10e, 1c, 12r
Skill. For 2...5 seconds, all of touched target foe and nearby foes' skills are disabled, and all of your skills are disabled for 5 seconds.
Sorry if they're too overpowered or too unreasonable..
I'm really pro-Mesmer and I really think that they do indeed need a buff in PvE. I've played a Mesmer and it really is fun, but sometimes it feels like I'm ignored and usually when the other classes die in a mission, they don't get blamed for anything and when I die, it's a whole different story. I still love the Mesmer because of the nice armors they get though.
I guess Lyssa's disciples were meant more for PvP rather than PvE.. (Mesmers and Assassins)
Also, I've noticed that all that everyone's been talking about is giving the Mesmer more AoE spells. It's really sad to think about because thats really what PvE is mostly about...Just getting your strongest damaging spells and bombing away on the incoming mobs. When I first played Mesmer(It was my first character.), Sometimes I would take AoE spells like Energy Surge because it did some damage to the mobs. If you compare that damage to the damage that the Elementalists have, its not much at all.
I wonder if there are any ways that the Mesmers can improve by not adding AoE to their spells?
Something like this..
Power Surge [E] - 15e, 1/4c, 20r
Hex Spell. Interrupt target foe and all nearby foe's actions. If a foe under this hex is interrupted, that foe takes 5..25..32 damage.
and another idea.. an elite version of Blackout.
Mental Barrier [E] 10e, 1c, 12r
Skill. For 2...5 seconds, all of touched target foe and nearby foes' skills are disabled, and all of your skills are disabled for 5 seconds.
Sorry if they're too overpowered or too unreasonable..
I'm really pro-Mesmer and I really think that they do indeed need a buff in PvE. I've played a Mesmer and it really is fun, but sometimes it feels like I'm ignored and usually when the other classes die in a mission, they don't get blamed for anything and when I die, it's a whole different story. I still love the Mesmer because of the nice armors they get though.
I guess Lyssa's disciples were meant more for PvP rather than PvE.. (Mesmers and Assassins)
Also, I've noticed that all that everyone's been talking about is giving the Mesmer more AoE spells. It's really sad to think about because thats really what PvE is mostly about...Just getting your strongest damaging spells and bombing away on the incoming mobs. When I first played Mesmer(It was my first character.), Sometimes I would take AoE spells like Energy Surge because it did some damage to the mobs. If you compare that damage to the damage that the Elementalists have, its not much at all.
I wonder if there are any ways that the Mesmers can improve by not adding AoE to their spells?
Aigred
Don't improve Mesmers in PvE by changing any Mesmer skills.
Improve Mesmers in PvE by changing the monsters instead.
Add more good healers like Mungri Magicbox and Coventina the Matron.
Have more groups with 3-monk backlines, with a mix of prot and healing, so that simply focus firing the monsters one at a time is not good enough. You have to care about shutting down the monks.
Make mobs regenerate energy the same as players, so that e-denial is practical.
Give the mobs ward of stability and balanced stance, so that Echo-Meteor Shower is not as effective.
Add kinetic armor tanks, 55-hp, and 600-hp monks who are difficult to take down by raw damage but can be easily killed by enchant removal.
To encourage interrupts, continue to give bosses double damage but don't give them double casting speed.
To encourage using hexes, don't give bosses Prophecies-style half-hex/condition duration.
If the fights take longer as a result of these changes, then compensate by having fewer fights.
Improve Mesmers in PvE by changing the monsters instead.
Add more good healers like Mungri Magicbox and Coventina the Matron.
Have more groups with 3-monk backlines, with a mix of prot and healing, so that simply focus firing the monsters one at a time is not good enough. You have to care about shutting down the monks.
Make mobs regenerate energy the same as players, so that e-denial is practical.
Give the mobs ward of stability and balanced stance, so that Echo-Meteor Shower is not as effective.
Add kinetic armor tanks, 55-hp, and 600-hp monks who are difficult to take down by raw damage but can be easily killed by enchant removal.
To encourage interrupts, continue to give bosses double damage but don't give them double casting speed.
To encourage using hexes, don't give bosses Prophecies-style half-hex/condition duration.
If the fights take longer as a result of these changes, then compensate by having fewer fights.
upier
Quote:
Originally Posted by Aigred
Don't improve Mesmers in PvE by changing any Mesmer skills.
Improve Mesmers in PvE by changing the monsters instead. Add more good healers like Mungri Magicbox and Coventina the Matron. Have more groups with 3-monk backlines, with a mix of prot and healing, so that simply focus firing the monsters one at a time is not good enough. You have to care about shutting down the monks. Make mobs regenerate energy the same as players, so that e-denial is practical. Give the mobs ward of stability and balanced stance, so that Echo-Meteor Shower is not as effective. Add kinetic armor tanks, 55-hp, and 600-hp monks who are difficult to take down by raw damage but can be easily killed by enchant removal. To encourage interrupts, continue to give bosses double damage but don't give them double casting speed. To encourage using hexes, don't give bosses Prophecies-style half-hex/condition duration. If the fights take longer as a result of these changes, then compensate by having fewer fights. |
and its simply because i dont play the mesmer exclusively. i play other classes and even if we are talking about the mesmer class id hate seeing ANY other class expland the holy trinity. with just 8 slots in the party we should be breaking the trinity not open new postions in it!
i dont play with ppl but much rather with hench. and hench currently arent able of doing any other shutdown but interrupting. but are superior when it comes to just brute force interrupting.
as for utility - like ench removal - the thing is that the skill functions as nicely with 16 in that attribute as it does with 0. if the point of the skill is damage = ss, sf, .... - you want the attribute to be as high as possible. if the point of the skill is the primary effect (e-denial, removing hexes, removing enches, interrupts, kds) with damage, e-gain being more of a secondary effect - so these skills (unless the primary effect is scaled like with e-denial) work as nicely with as low attributes in it as they do with max. so this makes the class that focuses on these kind of effect - a superb secondary (and lets not kid ourselves - if the point will be that a foe will require massive ench removal - that necro will grab two ench removals and that nuker also INSTEAD of taking a ench removal messy with them!).
my guess - that the mesmer cant be pve-fixed before c4. because we need new skills - not spike options like sp (since they will be heavily used in pvp which will warrant a de-buff) - but hexes like ss. aoe damage that lasts a long time and triggers on as many actions as possible (at the cost of reduced damage - eg. compare the damage ffrom backfire which triggers on spells only to ss that triggers on everything).
yes - pve should change - but only so much that the mesmer also becomes a viable option and not the only option. and that - i cant see happening without completely reworking some of the skills in the game (which just WONT happen) or till we get new skills. because otherwise a necro with max curses for ss, barbs, mop and something in sr for superior e-management with mesmer secondary for utility is still a better option!
Pakana
Quote:
Originally Posted by Aigred
Don't improve Mesmers in PvE by changing any Mesmer skills.
Improve Mesmers in PvE by changing the monsters instead. |
It would be the nicest solution though, since it wouldn't rock the PvP boat.
Quote:
Originally Posted by upier
if the point will be that a foe will require massive ench removal - that necro will grab two ench removals and that nuker also INSTEAD of taking a ench removal messy with them!).
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If interrupting, shut down, life/energy drain, ench removal would be useful and get the enemy team down faster, it would make sense to take a primary mesmer. (I think it already does, in end game areas. But I guess I'm weird that way.)
Quote:
Originally Posted by upier
my guess - that the mesmer cant be pve-fixed before c4. because we need new skills
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Quote:
Originally Posted by upier
yes - pve should change - but only so much that the mesmer also becomes a viable option and not the only option.
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Obey The Cat
If a mesmer could spam his hexes around, he would just be great. Main problem seem to be energy and the long recharge times.
GrimWizard
Quote:
Originally Posted by Winterclaw
Why does empathy and backfire have to be two different spells?
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Since we are mentioning poor elites, does anyone else wonder why Spiteful Spirit is a Necromancer elite and not a Mesmer one? Mesmers get the lesser form of SS, but necros get the elite form. Just another elite Mesmers got screwed out of.
Shmanka
Quote:
Originally Posted by Aigred
Don't improve Mesmers in PvE by changing any Mesmer skills.
Improve Mesmers in PvE by changing the monsters instead. |
I'll change every single piece of AI in ascalon, you do it for the shiverpeaks, and lets see how long that would take. Hmm? Be reasonable FFS, there is no way that staff could handle a complete vamp on all 3 chapters to suffice such a low cause. People aren't educated on how mesmers work, most of their elite skills are useless PvE wise, just give them some skills and not make them look like Elementalists begging for quarters.
Pakana
Quote:
Originally Posted by Shmanka
Ok, lets do it your way.
I'll change every single piece of AI in ascalon, you do it for the shiverpeaks, and lets see how long that would take. Hmm? Be reasonable FFS, there is no way that staff could handle a complete vamp on all 3 chapters to suffice such a low cause. People aren't educated on how mesmers work, most of their elite skills are useless PvE wise, just give them some skills and not make them look like Elementalists begging for quarters. |
For your information, games today are made with TOOLS. You don't need to write the code of every god damn dwarf in Shiverpeaks from toe to beard tip! They do testing all the time. Adding a new priest in a mob group won't take hours!
And they do AI changes, too. As we painfully know, those aren't always nice. But AI changes have been done every now and then with game updates.
Redfeather1975
How about just giving mesmers more cooler armour choices to appeal to a wider audience.
Yeah.
Mesmer armour is pretty much an acquired taste and I'd like to see more diversity in the future.
Yeah.
Mesmer armour is pretty much an acquired taste and I'd like to see more diversity in the future.
Tucks
Delete every other class.
Skuld
Quote:
Power Surge [E] - 15e, 1/4c, 20r Hex Spell. Interrupt target foe and all nearby foe's actions. If a foe under this hex is interrupted, that foe takes 5..25..32 damage. |
dgb
It's all down to PVE design. Currently, mobs are designed such that DPS is the easiest way to take them down. Shutdown just isn't valuable, who honestly cares if a monk is blacked out if I can put four frenzying dragon slashers into it's face, back them up with orders and a GFTE! paragon and do upwards of 400 DPS to it. It's going to be dead before it can get many casts off anyway. Damage mitigation tends to vary from being able to easily be handled by decent monks with some utility skills stashed somewhere else (ie. the entire main game), then it spikes upwards to the ridiculous level that anything that so much looks at you will kill you in DoA.
At the main game level, you don't need mesmer shut-down for defence, what you do need can be stashed somewhere else (Sig of Humility/Mantra Inscriptions on a ranger or something, stronger interupts on other characters D-Blow on melee, D-Shot/Savage-Shot on rangers, leech sig + power drain on monks), while still allowing that class to operate at near peak efficiency. At the DoA level, mesmer shutdown doesn't help because it's surgical, not mob level. Who cares that a margonite is shut down, his mate is doing 200 damage a hit to you. At this level you're better off getting a warrior, buffing him up to an AL ~200, putting bonds on it and letting it eat all the damage.
The answer to this is mob-design. If you keep putting in mobs that can't defend themselves against even a moderate level of DPS, then there's going to be no point in the mesmer. The mesmer excels in surgically disabling defences, but there's no point because it's not worth doing, you're better off just killing the thing instead.
Would I take a mesmer in a PVE build of mine? No, I wouldn't for the most. It's just not efficient. For all those people who say mesmers can effectively deal damage, show some proof - lets see the builds. They are either frontloaded and unsustainable or they don't work IMO.
Reworking the mobs such that surgical disabling is useful would make mesmers useful in PVE. Is this likely to happen? Hell no. Face it, first off it would require a massive rework of three chapters worth of PVE. A-Net won't even make Prophecies/Factions armour inscribable, let alone doing anything more than that. Prophecies and Factions are dead campaigns as far as A-Net is concerned. They throw out a bone with the events everynow and then, but that's all you're going to get.
Secondly it's going to increase the difficulty way beyond what the normal PUG can handle. If you put mobs in that can handle damage such that you need a mesmer to pick through the defence, how do you think the average player is going to do - they aren't going to be running optimal builds, they are just slowly going to bash through and get nowhere - look at all the rage that was generated over Gates of Madness, where a gimpy Shiro was placed who soundly defeated the majority of PUGs going through there. Imagine that experience for the entirety of PVE (not the Impossible Odds, the QQ).
At the main game level, you don't need mesmer shut-down for defence, what you do need can be stashed somewhere else (Sig of Humility/Mantra Inscriptions on a ranger or something, stronger interupts on other characters D-Blow on melee, D-Shot/Savage-Shot on rangers, leech sig + power drain on monks), while still allowing that class to operate at near peak efficiency. At the DoA level, mesmer shutdown doesn't help because it's surgical, not mob level. Who cares that a margonite is shut down, his mate is doing 200 damage a hit to you. At this level you're better off getting a warrior, buffing him up to an AL ~200, putting bonds on it and letting it eat all the damage.
The answer to this is mob-design. If you keep putting in mobs that can't defend themselves against even a moderate level of DPS, then there's going to be no point in the mesmer. The mesmer excels in surgically disabling defences, but there's no point because it's not worth doing, you're better off just killing the thing instead.
Would I take a mesmer in a PVE build of mine? No, I wouldn't for the most. It's just not efficient. For all those people who say mesmers can effectively deal damage, show some proof - lets see the builds. They are either frontloaded and unsustainable or they don't work IMO.
Reworking the mobs such that surgical disabling is useful would make mesmers useful in PVE. Is this likely to happen? Hell no. Face it, first off it would require a massive rework of three chapters worth of PVE. A-Net won't even make Prophecies/Factions armour inscribable, let alone doing anything more than that. Prophecies and Factions are dead campaigns as far as A-Net is concerned. They throw out a bone with the events everynow and then, but that's all you're going to get.
Secondly it's going to increase the difficulty way beyond what the normal PUG can handle. If you put mobs in that can handle damage such that you need a mesmer to pick through the defence, how do you think the average player is going to do - they aren't going to be running optimal builds, they are just slowly going to bash through and get nowhere - look at all the rage that was generated over Gates of Madness, where a gimpy Shiro was placed who soundly defeated the majority of PUGs going through there. Imagine that experience for the entirety of PVE (not the Impossible Odds, the QQ).
Darcy
Most posters who keep saying give them more powerful skills or AoE ones are missing the point. Upping the damage or AoE of current or future skills will not work unless those skills are attached to Fast Casting. Otherwise, the new or changed skills will be overused by x/Me PvP players and again the mesmer will get nerfed.
If you want to see more mesmers in both PvE and PvP groups, ANet needs to give them quality skills that cannot be used by a mesmer secondary character.
If you want to see more mesmers in both PvE and PvP groups, ANet needs to give them quality skills that cannot be used by a mesmer secondary character.
Neriandal Freit
Quote:
Originally Posted by Darcy
Most posters who keep saying give them more powerful skills or AoE ones are missing the point. Upping the damage or AoE of current or future skills will not work unless those skills are attached to Fast Casting. Otherwise, the new or changed skills will be overused by x/Me PvP players and again the mesmer will get nerfed.
If you want to see more mesmers in both PvE and PvP groups, ANet needs to give them quality skills that cannot be used by a mesmer secondary character. |
dgb
Quote:
Originally Posted by Darcy
Otherwise, the new or changed skills will be overused by x/Me PvP players and again the mesmer will get nerfed.
If you want to see more mesmers in both PvE and PvP groups, ANet needs to give them quality skills that cannot be used by a mesmer secondary character. |
darktyco
Quote:
Originally Posted by GrimWizard
Since we are mentioning poor elites, does anyone else wonder why Spiteful Spirit is a Necromancer elite and not a Mesmer one? Mesmers get the lesser form of SS, but necros get the elite form. Just another elite Mesmers got screwed out of.
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