A.net - are we playing the classes wrong AND any chance of some info?

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Official Wiki, Gaile News, June 12th Game Balance
Although we are keeping an eye on the powerful AoE damage of Searing Flames, we haven't done anything to it because we expect a lot of destruction from Fire Magic.
This was something that intrigued me.
Here we have insight into what the way A.net thinks. A bit of an insight on the role of the lovely fire ele.
Sure it's not something that most players who played GW for more then 2 minutes don't already know - but it shows that there is some thought behind the design of the class and that thought also expands to the skill balance.
There is a vision of the class, something that makes the class unique and something that A.net feels like building on.
In terms of the fire ele - its damagedamagedamage!

Although this isn't the newsflash - it poses a set of interesting questions:
What is the vision behind other classes?
What are the strengths and weaknesses of said class (in their view and how is it expected to deal with it)?
How would you like to the class to evolve?

Why is this important?
Because if there is a vision, a design behind the class - some kind of a red line - that line has to show in the skill balances.

Let's look at (what I feel is) the class where the gap between the players and the designers is the biggest - the mesmer. The mesmer in PvE.
The problem is that PvE has its specific set of rules - and the mesmer has issues with them.
So players try to make the best out of the given situation - but the results aren't comparable to classes who are more in-touch with the natural rules of PvE.
So we bitch about how some skills should be buffed - and then this doesn't happen - all hell breaks loose.
Why?
And before we point the finger at A.net, calling them selfish little twats who have no idea what is happening in the game - we could ask ourselves - is this something the class was envisioned to be?
The problem here is of course the fact that that vision hadn't been presented - other then a few lines of promotional text like:
"The paragon of illusion, misdirection, and control, the Mesmer subverts the damage-dealing capabilities of others, manipulating their perceptions to achieve personal goals."

The whole thing kinda reminds me of the Druid class in NWN - I loved it because I got a lovely little pet with me and then played it as damage dealing caster. The problem was - while the druid could do that, the damage just couldn't compare to some other damage dealing casters because the druid shined somewhere else - stuff like pre-fight buffs.
And after that became clear - i was able to play the class more efficiently because i was using the class the way it was designed.
(Well - I should have played the class more efficiently after finding that out BUT that playing style so wasn't me so I dumped it.)

And that brings me to my starting question - are we playing the classes wrong?
Is a direct damage dealing mesmer a wrong way?
Is this something that will always be doable BUT it's not something that the mesmer will excel at? And as such - should we stop expecting buffs of that way?

I feel that a clearly presented vision of the class might help with the tensions between A.net and the players since we might gain a better insight into what you - the designers and OWNERS of the game - want to achieve with it!
(I also feel that this might actually be a interesting series of articles that could be posted on your official site - and that is why i am posting here - to see if other players would also be interested in it.)

So once again - what is the vision behind the classes class and what do you want to achieve with them - either through skill balances or future additions to the Guild Wars saga?

(This of course differs from the State of the game articles - since these SHOULD be written by the creators and designers of the class to REALLY help us understand what was and is trying to be achieved here!)

(Ohh and of course the direct damage dealing mesmer can easily be replaced by a motivational paragon or a spell-casting assassin or something - meaning i am not trying to make this about mesmers again - but rather just using them an example since they clearly lack their "reason to be" in pve so they are an easy target!)

(Double ohh - it would be nice if the vision would include BOTH PvP and PvE!)

Thanks!

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

http://www.guildwarsguru.com/forum/s...php?t=10129170

What it comes down to is that damage/tank/heal is what works best in PvE, and the facet of Mesmers that deal direct damage have almost always been the most effective - however this cannot be made the focus of the class without causing imbalance (eg: spiritual pain).

The purpose of the Mesmer, to actively reduce enemy effectiveness, just isn't needed in PvE; the progression of the Mesmer class and the progression of PvE simply are not parallel - and nothing short of a redesign is going to really fix that.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

Quote:
Originally Posted by Avarre
http://www.guildwarsguru.com/forum/s...php?t=10129170

What it comes down to is that damage/tank/heal is what works best in PvE, and the facet of Mesmers that deal direct damage have almost always been the most effective - however this cannot be made the focus of the class without causing imbalance (eg: spiritual pain).

The purpose of the Mesmer, to actively reduce enemy effectiveness, just isn't needed in PvE; the progression of the Mesmer class and the progression of PvE simply are not parallel - and nothing short of a redesign is going to really fix that.
I am aware of that thread and it is one of the best views on the state of the mesmer - from the perspective of a user.
BUT like i said - this isn't JUST about the mesmer - its about A.net's vision of each class and how would they like to evolve them.


(IN the case of the mesmer - it would be nice if we'd finally get a straight answer that the mesmer was meant to be utility and the and the class and the skills will follow that path. Because if "mesmer = utility" and this is the way that A.net wants to develop the class - it might be better to expect a massive hex removal skill RATHER then Meteor Shower 2 as part of the pve-mesmer buffs. That way players have a better idea on what to expect and those that don't like this path - might as well go play an ele. Because if the theme that the class was was designed with in mind isn't followed - the classes just lose themselves. Suddenly they are able to do everything - but nothing really good anymore!)

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Vision is extremely important in a class, and it is one of the biggest problems the four new classes suffer from - the rebalancing of the strengths of the class shows a lack of clear design.

As far as the purpose of the class is concerned - it is really up to the players to define that with the structure presented by the devs. Since so much of the purpose of a character or class depends on the context it is played in, the design purpose and the use of the class aren't always the same. That's another interesting factor of the secondary class system, in that just about any class can fulfill any role.

At the start of your first post, you blend the purpose of Fire Magic with Fire Eles - which isn't necessarily the case, although largely it is. Each character class has a purpose, and each skill line has a purpose as well - typically in line with their class'. However, these purposes can be mixed (ie: fc fire).

If you really want purpose, you'd be best off setting out what (in the case of the mesmer) the mesmer is used for, what each of its attribute lines are for, and all of that in relation to the state of the game.

Torqual

Lion's Arch Merchant

Join Date: Mar 2006

W/Mo

Recent conversation with a fellow guildie:

Me: "I got some decent drops yesterday, couple of greens and stuff. I was going to sell them but they're yours. That is, if you have the space?"

Him: "Of course I have space. I have a Paragon."

bhavv

bhavv

Furnace Stoker

Join Date: Sep 2006

Mesmers in PVE are much more useful for one thing then any other in PVE - Boss farming.

However, the problem with shut-down mesmers (either spell casting or melee or E-drain) is that they only affect one foe at a time, while in PVE we have too mny foes where ganking them all with an MS is much more useful then backfiring an afflicted elementalist to death.

On the topic of your quote, I am thouroghly ashamed of Anet at nerfing searing flames, when other fire magic should have been raiesed to its level instead.

And btw - would it really hurt to buff mesmer interupts to affect all skills? I highly doubt a mesmer dealing the same damage they can to a caster to a warrior instead is going to be game breaking.

murtagh deadmoon

murtagh deadmoon

Frost Gate Guardian

Join Date: Nov 2006

Call to the Torment {CttT}

A/

I am also interested in the out-come of this post, perhaps they could give us some examples and scenarios of how they'd like certain classes to be used?

Haggard

Haggard

Desert Nomad

Join Date: Dec 2005

Urmston, Manchester, UK

Greener Pastures [DVDF]

W/Rt

My guild would argue that mesmers can be highly effective in PvE, but this requires a lot of concentration and effort to pull off, which I think is part of the appeal of the Mesmer to them. For instance, all mesmer teams can do DoA in HM. However, if the same players did the same again, but playing as the holy trinity (and the support necro), they'd have had a much easier time.

Ele's are built for pure damage, whilst mesmers are forced to improvise. They can do it well, but it is still not the same thing.

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

What about researching premade builds both current ones and (especially) past ones? It is likely that dev-made premades are based on their vision of how class is supposed to be played.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

I'm hoping that the devs (or someone at Anet) will give this a bit of thought. What was their vision as they created each class/profession? Not only will it provide insight to the game itself, but it may clear commonly held misconceptions between players and Anet. This can only be a good thing.

(And this applies to all professions, of course, not just the Elementalist or the Mesmer.)

Note: Avarre, hats off again for all the mesmer insight. In fact, your advice and encouragement here at guru has been nearly single-handedly responsible for my sticking with my (second) mesmer for over a year even though few would allow her in PuGs. A few people are beginning to appreciate the mesmer more, it seems, and often she now has to decline invitations.

~Falcon

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

Vision must sometimes give way to change because of unforseen circumstances.

To me the mesmers can fulfill their roles, shutdown, subjugation and caster or martial class hate. They have the skills. Just....not the targets to work on. Theres just no need for the true prowess of the mesmer in PvE.

The mesmer is about shutdown through interrupts and disabling skills (domination), hexes and degen(illusion) and energy control(inspiration). These are useless in PvE, since monsters can re-charge skills quickly and have huge energy pools. Theres very few direct damage skills on the mesmer, and thats fine with me.

I actually liked Flareway for the mesmer before it got nerfed...that was fun...

Ok...so lets see what i want in future changes to fit the class "vision":

For:

Mesmers - Theres simply very little need for a mesmer in PvE, until Anet redesigns monsters so their skillbars behaved more like player's skillbars, they arent too effective. I mean...why diversion when they seem to have 20 copies of 1 skill? As utility, stronger hex removal and energy control for PARTY members would rock.

Assassins - I think sins should be given Shadow Arts weapons to propogate more variety in Assasin builds.

Ritualist - Rits are at a strange place. They solo well, they have good weapon spells, they are dominating with spike builds, they heal well, they have good synergy with some secondaries. However, their ORIGINAL purpose (imo), the mass spirit spammer, is pretty much at the wayside. Heres an example of a class that changed its function.

Paragon - I like my paragon, and the paragon is Anet's most powerful class thats ever seen the light of day (The beta Dervish not withstanding). Its been the target of many many many many nerfs, and rightfully so, because of its strong synergy and skills. And even after that, its still very powerful. Imo, the paragon is at a good place, but just has bad public image like the Assassin. Anet needs to properly balance leadership to disable paraway, so it can rebuff the paragon's skills. Sound familiar? The assassin received massive nerfs and was later buffed to have its skills back to its original versions, but even those buffs cant change the public image in PvE.

Longasc

Longasc

Forge Runner

Join Date: May 2005

Snide remark:

Do we really need ANet to tell us how we should play a certain class?
Is it not up to you to find out what to do?


Of course ANet's developers need to have an idea what which class should do.

If players then play the class differently or it is not used for what it is "supposed" to do, they might have to look at the class again...

Paragons were a prime example for this, a lot of misconceptions and ANet unfortunately did not expect Paragon only teams with a lot of synergy and power.

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

WARNING!!!! This is a long post.
Quote:
Originally Posted by FalconDance
I'm hoping that the devs (or someone at Anet) will give this a bit of thought. What was their vision as they created each class/profession? Not only will it provide insight to the game itself, but it may clear commonly held misconceptions between players and Anet. This can only be a good thing.
This isn't hard if you look at the basic game play mechanics and the skill design of the characters. Ill take the Warrior and Ranger as 2 quick examples.


Warrior

By looking at what all comes with the warrior, you'll have a much better understanding of what the role of a warrior is. A warrior is ment to provide Damage over a period of time or DPS as commonly referred too. The warrior does this by using many high damage attacks and using conditions to apply this pressure. [skill]Eviscerate[/skill] is a great example of this. By having a good damage boost to the attack as well as applying a deep wound which lowers the targets health by 20% The warrior also has sever options as far as weapons to use to provide this. Each weapon has its own benefits and applications to help the warrior provide this high adrenaline offense. The sword warrior is usually considered the condition warrior by many who play it, but is less known for its raw high damage. The sword has the lowest Base weapon Damage but can provide several conditions and high damage attacks that can provide the Warrior with abilities to provide a high pressure output while skills like [skill]Final Thrust[/skill] can provide a quick high damage attack to help finish that last bit of health an enemy could have. The Axe Warrior is known for a more high damage warrior and straight out raw damage, although this damage can vary more due to the weapons base damage, but has a chance for a high damage return. Skills like [skill]Executioners Strike[/skill] can provide a very high damage return for the Axe warrior. Hammer warriors will attack slower than an axe or a swrod warrior, but can provide just as much damage and pressure. From a high damage weapon base, to hammer attacks that cause interrupts, knockdowns, and conditions, to high pressure high damage attacks, the hammer warrior can inflict a high amount of damage in a short amount of time. Each of these lines effectively use an attack based system that uses "Adrenaline" to help a warrior conserve energy, since this class has the lowest base energy pool and regeneration rate of all the professions. By effectively combining increased attack speed skills like [skill]Frenzy[/skill] or [skill]Flail[/skill] and adrenaline attacks, a warrior can attack at a faster rate, thus rebuilding adrenaline to be able to keep up a constant attack rate. The warrior also has several shouts and stances that will help him survive in several situations. [skill]Gladiator's Defense[/skill][skill]Endure Pain[/skill][skill]"Watch Yourself!"[/skill] are excellent examples of defensive single and party skills that a warrior can use to his ability to maintain his position on the frontlines. This character is usually the first into combat and has the position the deepest into the line you're trying to fight through. Thus the higher armor level of the warrior. The warrior is traditionally used as a pressure character, inflicting conditions and providing a high pressure offense, though they can spike or stance tank where needed, these warriors are often not as effective overtime as the DPS warrior. A good Warrior can be a well sought after commodity.

Ranger

This guy is a little more tricky. The Ranger can have several uses that he can use effectively. Marksmanship Rangers such as the Barrage/Pet ranger can be highly effective in groups and can use devistating bow attacks such as [skill]Barrage[/skill] to maintain devistating ranged damage to an enemy, all the while keeping at a relatively safe distance, unlike the warrior. Some bow skills such as [skill]Savage Shot[/skill] and [skill]Distracting Shot[/skill] can be used effectively to disrupt an enemy spellcaster or interrupt key targets, however these are more commonly used in key Wilderness builds such as the BA ranger or the BHA ranger. The wilderness survival attribute relies on the rangers abilitys and training from his natural surroundings to help him survive. Skills like [skill]Troll Unguent[/skill],[skill]Escape[/skill], and [skill]Natural Stride[/skill] all provide the ability to give the Ranger a survivability aspect to help keep the Ranger out of danger. Skills such as [skill]Apply Poison[/skill] or [skill]Barbed Arrows[/skill] can help the Ranger be able to effectively apply conditions from a distance and provide an area of pressure as well. These can allow the Ranger to stack conditions very effectively. A very common build using this is the BA ranger. When combining [skill]Burning Arrow[/skill] and [skill]Apply Poison[/skill] a Ranger can spread conditions and pressure around a party very quickly and when combined with interrupts like ones mentioned above can be a deadly force to have to deal with. Trap Rangers are also another variant of the Wilderness line. Traps like [skill]Dust Trap[/skill] and [skill]Spike Trap[/skill] help to provide a more defensive role for the party. By trapping in a strategic location, the Trap Ranger can effectively hinder groups rushing to attack, or can help to stall groups retreating. Skills like [skill]Healing Spring[/skill] can help to also provide party wide support to go along with the defensive capabilities of traps. But traps are not always defensive, you can offensive trap as well. [skill]Flame Trap[/skill] is a good example of a trap that is ment to provide an offensive capability as well as applying conditions. Spirit Rangers are also another variant of the Wilderness attribute. These Rangers use many spirits such as [skill]Favorable Winds[/skill] or [skill]Energizing Wind[/skill] to provide an effect bonus. While these rangers can help your team with certian spirits, the spirits are not limited to your party alone. They can also effect enemy parties as the spirit provides the effect to all parties involved. Thus builds with spirits such as [skill]Nature's Renewal[/skill] and [skill]Tranquility[/skill] can be devistating against opponent teams, but can also hinder your own party as well. Beast Rangers are not as well known as marksmanship or wilderness rangers, but can be just as effective. By using the Ranger's Companion, he can effectively command the pet to use a series of attacks to accompany his own for devistating effects. Pet Attacks such as [skill]Predator's Pounce[/skill] and [skill]Poisonous Bite[/skill] help the pet to attack effectively while applying conditions and the pet can effectively be another teammate or just a furry friend to bring along for fun. A knowledgeable Ranger can be well worth its weight in gold.

So you see there is an "intent" to a characters design and a purpose that it was effectively designed and created for, but there is no "one" way for you to play your character. Both warriors and rangers (as listed above) have several skills, builds, and play styles that can suit a variety of players needs or wants out of a character. It isn't up to anyone else to determine how you play your character or even what that characters purpose is. The purpose of a character is what you make of it.
Quote:
Originally Posted by Longasc
Of course ANet's developers need to have an idea what which class should do.

If players then play the class differently or it is not used for what it is "supposed" to do, they might have to look at the class again...

Paragons were a prime example for this, a lot of misconceptions and ANet unfortunately did not expect Paragon only teams with a lot of synergy and power.
The Paragon class was built for the purpose it fulfills, which is party wide support with a high pressure offense. The class in its intent and conception provides this very effectively. The problem with paragons is that alone they are underpowered, and in packs they are overpowered. The paragon by itself can barely have enough party support to effectively benefit the party more than 50% of the time. But paragons in a pack can be brutal. With having a high defense based armor and shouts and chants that can increase armor as well as provide damage reduction and mitigation, these guys can be virtual concrete pillars on the battlefield. Combine this with a high powered offense using things like [skill]Cruel Spear[/skill] and [skill]Harrier's Toss[/skill] and you can provide a very high rate of DPS while providing a HUGE boost to the party's survivability. There is not a hugely effective way to be able to nerf these guys from running around in packs other than whats been done so far with the skill adjustments and the armor stacking nerf. However due to them being so popular to being run in packs for the reasons stated above, it has effectively killed the single paragon's effectiveness to the point where the paragon is almost unwanted in PVE.

Enix

Enix

Krytan Explorer

Join Date: Mar 2005

I am in a transitional period.

GRE

Mesmers need a redesign.

FC needs to affect Cost and Recharge of spells - the signet update was pointless in reguard to PvE.

Mesmers Need AoE, especially if they are going to rely on Degen for PvE. Monster's health is to high to load Illusion hexes on a single monster at a time while the rest pummel your team. Necs already have powerful AoE degen, why shouldn't Mesmers?

Mesmer's "damage" skills need to calculate based on enemy health. For instance, Power Spike should deal 15-30% damage to its target, not just 30-102 raw damage.

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

Mesmers are fine in PvE, except in a few elite areas.
This is because A-net's way of making the game more difficult seems to be adding more enemies (which is not that strange, since AI is a lot more difficult to work on) or adding environment effects.
The mesmer being more powerfull to a single target makes it harder to add in a team without swapping out an other more (AoE) damaging role, which is better against large groups.

For example, most teams play Deep the Steel Wall build.
This is because it's one of the more easier team builds to play.
In the default build, bringing a mesmer would mean swapping out an ele or a monk.
You want the 3 warriors, the BiP and the SS.
A mesmer can take the SS role, but that's not the point here.

The question is if a mesmer can be swapped for an ele or a monk.
I think both swaps are possible, but only in experienced teams.

In DoA (DoA balanced team build) , it could be possible to swap an ele for a mesmer, agian with an experienced team.
It's not possible to swap the SS, since he needs to be /R for the spirits.

There are other team builds possible, but those are just not as easily played as the DoA balanced or Steel Wall build.

Enix

Enix

Krytan Explorer

Join Date: Mar 2005

I am in a transitional period.

GRE

The Jos-
In one breath you say Mesmers are fine in PvE, then in the next breath you contradict yourself. High level PvE is PvE. Mesmers play no significant role there. PvE IS AoE. That's the fact of the matter. If Mesmers have no AoE, they remain by the wayside.

I have played a PvE Mesmer - beat all three campaigns with her too. Compaired to my Ele and Nec, she is way underpowered, and interrupts are sketchy at best (because interrupting is based on ping, not skill). Missions are slower, killing is slower. The only time when being a Mesmer was useful is when you have one of those "impassable" monk bosses. Even then, a ranger with barrage and distracting shot or BHA/epidemic is MORE useful in that situation and in the mission as a whole.

Sorry, Mesmers just arent better than any other class at anything.

Nemo the Capitalist

Nemo the Capitalist

Desert Nomad

Join Date: Aug 2006

Trust me you dont want to know my Chasms of Despair

Zaishen Brotherhood

N/Me

O_O u think?

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

Since vanquishing takes place on about 100% of the visible map in Cantha and Elona and huge parts of Tyria, this must be considered as the 'ultimate PvE experience' (tm).
Elite areas don't even show up on the map, so they are not really the 'ultimate PvE experience'.

There is one simple way to get the 'ulitmate PvE experience':

- Have a good tank.
- Let him gather all enemies in the area in a small ball around him/her
- Nuke the enemies to death
- Repeat above till you have cleared the area.

Required professions:
Ele (tank and nukers) and monk when Ele takes too much damage to survive (if you have a good tank, swap monk for ele for more damage).
You don't need Necro's, Warriors, Mesmers, Rangers, Assassins, Ritualists, Paragons and Dervishes at all.
If only BiP and EoE were Ele skills and not linked to Necro and Ranger, this would make life even easier.

In PvE, all professions are less efficient compared to the holy duality of Ele and Monk.

Oh, this reminds me:
A-net, could you please nerf those annoying non-spell enchantment removers, they are ruining my 'ultimate PvE experience', I cannot run my holy duality because of those in some areas.

Since all professions are underpowered compared to the holy duality in the 'ultimate PvE experience', it's safe to state that those are not better at anything.
Why put BHA on a monk when you can ball him in a group and nuke him to death?
Why use conditions besides fire, since you can ball enemies and nuke them to death?
.......

Mesmers being sucky because they don't have AoE damage is just as true as the things I wrote above.
Very true, except it's not how people want to play the game.
They want to play the game the way they want to (though I doubt that many people realise it's possible to vanquish a lot of the game with just eles helped by monks).

I think all professions can add value to a team, but you need skilled players working closely together to get full advantage.
And since most PvE is just a bunch of people that are not even used to play in an organised team, many professions seem to be underpowered.
That has more to do with the mindset and skills of those players than the profession.

icymanipulator

icymanipulator

Krytan Explorer

Join Date: Mar 2007

Quote:
Originally Posted by Enix
Sorry, Mesmers just arent better than any other class at anything.
Agree with the whole post, but this point in particular.

Where would you sub a mesmer into the DoA? All 3 monk archetypes (HB/SB/Bonder) use high marks in DF not to mention skills tied to it. The eles use high marks in ES to drop lots of rocks and SF to hell and back. The BiPper is really a necro only job and the SS (which is relatively infrequently used) is also better suited to a necro due to the energy requirements of echoing. The benefits these classes have at their positions outweigh the benefits of fast casting. You might be able to get by as the bonder, but without Blessed Signet there will be even more bitching for BiPping than there already is because of overextension. The only thing I could see coming from bringing a mesmer into the group as a pseudo-something would be headaches for the BiP.

Phantom Gun

Phantom Gun

Frost Gate Guardian

Join Date: Aug 2006

Minion Bombing in Elona

The Drunken Dragons [DRNK]

Rt/N

Quote:
Originally Posted by Enix
Mesmers need a redesign.

FC needs to affect Cost and Recharge of spells - the signet update was pointless in reguard to PvE.

Mesmers Need AoE, especially if they are going to rely on Degen for PvE. Monster's health is to high to load Illusion hexes on a single monster at a time while the rest pummel your team. Necs already have powerful AoE degen, why shouldn't Mesmers?

Mesmer's "damage" skills need to calculate based on enemy health. For instance, Power Spike should deal 15-30% damage to its target, not just 30-102 raw damage.
I've only beat 2 campaigns on my mesmer, but I agree with you. There is one AOE spell they have that causes damage and energy drain.

http://wiki.guildwars.com/wiki/Chaos_Storm

The downside is this spell causes the mobs to scatter which makes this skill not such a good idea. I think some sort of degen aoe would be better. But that's just my opinion.

the_jos

the_jos

Forge Runner

Join Date: Jun 2006

Hard Mode Legion [HML]

N/

Since vanquishing takes place on about 100% of the visible map in Cantha and Elona and huge parts of Tyria, this must be considered as the 'ultimate PvE experience' (tm).
Elite areas don't even show up on the map, so they are not really the 'ultimate PvE experience'.

There is one simple way to get the 'ulitmate PvE experience':

- Have a good tank.
- Let him gather all enemies in the area in a small ball around him/her
- Nuke the enemies to death
- Repeat above till you have cleared the area.

Required professions:
Ele (tank and nukers) and monk when Ele takes too much damage to survive (if you have a good tank, swap monk for ele for more damage).
You don't need Necro's, Warriors, Mesmers, Rangers, Assassins, Ritualists, Paragons and Dervishes at all.
If only BiP and EoE were Ele skills and not linked to Necro and Ranger, this would make life even easier.

In PvE, all professions are less efficient compared to the holy duality of Ele and Monk.

Oh, this reminds me:
A-net, could you please nerf those annoying non-spell enchantment removers, they are ruining my 'ultimate PvE experience', I cannot run my holy duality because of those in some areas.

Since all professions are underpowered compared to the holy duality in the 'ultimate PvE experience', it's safe to state that those are not better at anything.
Why put BHA on a monk when you can ball him in a group and nuke him to death?
Why use conditions besides fire, since you can ball enemies and nuke them to death?
.......

Mesmers being sucky because they don't have AoE damage is just as true as the things I wrote above.
Very true, except it's not how people want to play the game.
They want to play the game the way they want to (though I doubt that many people realise it's possible to vanquish a lot of the game with just eles helped by monks).

I think all professions can add value to a team, but you need skilled players working closely together to get full advantage.
And since most PvE is just a bunch of people that are not even used to play in an organised team, many professions seem to be underpowered.
That has more to do with the mindset and skills of those players than the profession.

makosi

makosi

Grotto Attendant

Join Date: Mar 2006

"Pre-nerf" is incorrect. It's pre-buff.

Requirement Begins With R [notQ]

Me/

One of the things I like a lot about Guild Wars is the mix 'n' matching of professions and the lack of instructions on how to use them. Nowhere does the development team communicate with us on what we must or must not do with what we're given and, as a result, we end up seeing combinations of skills that we would not normally forsee. For example, we had fast cast nukers (Me/E), we have rangers with hammers (R/W "Thumpers"), high-energy monks (E/Mo) and Necro spirit-spammers (N/Rt). Their effectiveness is in the eye of the beholder.

Although the manual gives a brief synopsis of each profession's purpose, it does not detail what they should do or dictate how we should use them. I was surprised to see:

Although we are keeping an eye on the powerful AoE damage of Searing Flames, we haven't done anything to it because we expect a lot of destruction from Fire Magic...

...because it was the first time I saw Anet express an opinion on professions.

When it comes down to the mesmer, they are considered a 'utility' by the majority of the player base whereas, traditionally, warriors, elementalists and monks were the forefront characters of prophecies. This is subjective, although somewhat justified. A mesmer has plenty of damage skills, defensive skills and shut down skills at his/her disposal but the AI in PvE is too dumb to have to be 'shut down' so you're as well nuking with an ele.

Mesmers have never been cosnidered undepowered or under privelaged in PvP but they've always been shunned in PvE. Mesmers don't need to be redesigned but the AI in PvE has to be smartened to the extent that a mesmer would become the first port-of-call for a PuG.

Also, Fast Casting could do with a slight buff.

XvArchonvX

XvArchonvX

Forge Runner

Join Date: Nov 2005

R/

It's been said before and I'll say it again. There's nothing wrong with mesmers, there is something wrong with PvE, specifically 'high end' PvE. Until A-net implements enemies that are smart, have good skill bars, and don't come in droves of 1 million, mesmers just won't fit in.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Quote:
Originally Posted by the_jos
Since vanquishing takes place on about 100% of the visible map in Cantha and Elona and huge parts of Tyria, this must be considered as the 'ultimate PvE experience' (tm).
Elite areas don't even show up on the map, so they are not really the 'ultimate PvE experience'.
Just for the record:

Ultimate means a) last / final or b) most extreme of its kind

DoA comes under the catagory of "elite areas".

DoA is both a) the last PvE area in Nightfall - as it cannot be accessed until the previous areas of the game have been completed
and b) the most extreme PvE area in Nightfall, with its harsh environmental conditions, and bigger/higher level mobs.

So saying that "elite areas don't really count as ultimate PvE" is a false statement as it is self contradictory.

ockhams

ockhams

Ascalonian Squire

Join Date: Sep 2006

imo, a simple way to determine what a profession is/was designed for is to read the primary attribute of each profession (and to a lesser extent the armor level/bonuses for each profession) since everything else can be accessed secondarily. that is until you get into specific cross-profession combos. in that case there will be some combinations that will simply shine more than others at accomplishing a specific task. if you have a specific task in mind and find the skills that achieve it (e.g. knockdowns, conditions, snares, etc) then reverse engineer it back into the most appropriate profession, there will be a multitude of ways to accomplish just about everything across nearly every profession. but pinpointing who can use what skill most effectively will be determined almost entirely by the primary attribute (and to a lesser extent their armor). so yea, primary attribute, imo. that's anet's vision for each class.

majoho

majoho

Forge Runner

Join Date: Jul 2006

Denmark

Since hardly anyone is actually roleplaying it doesn't matter how we play.

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

In an effort to say something new (at least i haven't seen it yet), I offer this...

One of the biggest pains i've noticed in playing a mesmer is the long recharge for many of the skills. For example:

Skills that recharge in 10 seconds or less:

Monk: 92
Necro: 81
Eles: 61
Mes: 43


65 of the Mesmer's skills have a recharge of 20 seconds or more. Compare this with the 47 of the ele, and the 32 of the necro. Sure a mesmer has skills that can reduce recharge times, but one can only bring so many maintanance skills before they become generally inaffective.

Looking at the whole package, a profession is supposed to draw strength from its primary attribute. Fast casting allows mesmers to cast a large number of skills in a short amount of time. If a mesmer isn't bringing a recharge buff, they are just as likely to drop their load and spend the next 15 seconds wanding while waiting for a recharge. If they haven't taken an energy buff, the swift casting is likely to leave them depleted - thus waiting for energy to recharge. So to be effective, a mesmer needs to bring a recharge buff (there goes the elite slot), and an e-management skill. This leaves 6 slots. Don't forget to bring your res signet (everyone hates PvEers who forget ther res sig). And a self-heal just in case god forbid the monk falls down.

So now we have four skills for mainanance, and four skills for offense. Three of which are only going to recharge in 20 seconds (10 seconds with your recharge buff - which wont be in effect 20% of the battle). Compare this to the Ele who is spamming Fireball, SF, Glowing Gaze and maybe Immolate to fill in the gaps. Energy wont be a problem, because of attunement and GlowingGaze - does damage+returns energy with a PREDICTABLE/CONTROLABLE condition. Plenty of self heal via Aura of Restoration (works even better with spamming).

So if both bring a res sig, and a self heal (ether feast/aura of restoration) the ele will still have an advantage over the mesmer because:

a) their skills recharge quickly without modification (frees a skill slot for extra dmg or e management)
b) superior passive e-management via attunement (channeling requires that you be within a threatening range while attunement does not)
c) superior active e-management via Glowing Gaze (recharges faster than any mesmer e-theft skill, and burning is more controlable/predicatble than interuption/enchantment-hex removal... plus GG does damage while buffing energy)
d) The Ele's skills generally do high damage to many foes, while the Mes does high damage to individual foes. This is more advantagous than mere numbers.*

In a PvE environment, these are the reasons an Ele as caster will always be preferred above a Mesmer.


*AoE has benefits aside from causing damage to larger numbers. With the growing frequency of anti-spell skills (vow of silence/obsidian flesh/spell guardian/spell breaker) it is useful to be able to target something NEXT to your actual target, and still achieve the desired effect on your main target. For example, an ele can cast SF on the warrior next to the dervish, or the paragon next to the ObF Ele and still cause the target to burn, and later suffer spike damage. A necro can achieve similar goals by casting suffering or SS on an unprotected secondary target, and thusly attacking the main target. Mesmers have very few AoE skills, and so when they are to execute their job of shutting down the caster (monk/ele/whatever), they are stopped short, and rendered useless in their role. This particular example is especially noticable against Awakened in the desert. Both Vow of Silence and Obsidian Flesh are present in the mobs. Thank heavens the monks didn't have Spell breaker/guardian as well.

So bring skills that shut down casters AND melee... Well, as noted earlier, you only have four skill slots to work with. You either do one job well, or both jobs mediocre. Which bring us to the other problem of Mesmers not having as much versatility/utility in a single build as the other professions. A mesmer will go in and be really good at one thing, and suck at everything else. And if the one thing is absent, or blocked (via VoS/OB/SB), then you are SoL.

Well, that's my view on mesmers today. Summed up, slow recharges and lack of versatility/unversality make them somewhat impotent.

One step towards a fix:

Have Fast Casting also affect Spell Recharge times. Just throwing it out there. What do you think of that? Maybe i'll post someting on it in sardelac...

Nuclear Eclipse

Nuclear Eclipse

Banned

Join Date: May 2007

They way Anet had designed PvE, all that matters is raw damage, and some form of healing/defence. Mesmers are a tactical class, but in PvE, there is one tactic: Pump out lots of damage and kill monk first. That's it. Classes that don't augment that tactic, and unwanted.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Personally i see Cry of Pain as basically converting the Mesmer into an Elementalist. The posiblity of maybe putting some effort into the PvE enemies of GWEN is just a little too much to ask. Instead we'll be ending up with the usual wave upon wave of enemies that will succumb easily to Searing Flames spam w/ optional Winter. So instead they just gave the Mesmer an even more overpowered version of Spiritual Pain. How exactly does Cry of Pain fit into the 'counter' aspect of the Mesmer? Stick some random hex on the target, echo/MoR Cry of Pain until death, rinse and repeat.

Ecklipze

Ecklipze

Lion's Arch Merchant

Join Date: Feb 2006

R/

Quote:
Originally Posted by countesscorpula
In an effort to say something new (at least i haven't seen it yet), I offer this...

One of the biggest pains i've noticed in playing a mesmer is the long recharge for many of the skills. For example:

Skills that recharge in 10 seconds or less:

Monk: 92
Necro: 81
Eles: 61
Mes: 43


65 of the Mesmer's skills have a recharge of 20 seconds or more. Compare this with the 47 of the ele, and the 32 of the necro. Sure a mesmer has skills that can reduce recharge times, but one can only bring so many maintanance skills before they become generally inaffective.

Looking at the whole package, a profession is supposed to draw strength from its primary attribute. Fast casting allows mesmers to cast a large number of skills in a short amount of time. If a mesmer isn't bringing a recharge buff, they are just as likely to drop their load and spend the next 15 seconds wanding while waiting for a recharge. If they haven't taken an energy buff, the swift casting is likely to leave them depleted - thus waiting for energy to recharge. So to be effective, a mesmer needs to bring a recharge buff (there goes the elite slot), and an e-management skill. This leaves 6 slots. Don't forget to bring your res signet (everyone hates PvEers who forget ther res sig). And a self-heal just in case god forbid the monk falls down.

So now we have four skills for mainanance, and four skills for offense. Three of which are only going to recharge in 20 seconds (10 seconds with your recharge buff - which wont be in effect 20% of the battle). Compare this to the Ele who is spamming Fireball, SF, Glowing Gaze and maybe Immolate to fill in the gaps. Energy wont be a problem, because of attunement and GlowingGaze - does damage+returns energy with a PREDICTABLE/CONTROLABLE condition. Plenty of self heal via Aura of Restoration (works even better with spamming).

So if both bring a res sig, and a self heal (ether feast/aura of restoration) the ele will still have an advantage over the mesmer because:

a) their skills recharge quickly without modification (frees a skill slot for extra dmg or e management)
b) superior passive e-management via attunement (channeling requires that you be within a threatening range while attunement does not)
c) superior active e-management via Glowing Gaze (recharges faster than any mesmer e-theft skill, and burning is more controlable/predicatble than interuption/enchantment-hex removal... plus GG does damage while buffing energy)
d) The Ele's skills generally do high damage to many foes, while the Mes does high damage to individual foes. This is more advantagous than mere numbers.*

In a PvE environment, these are the reasons an Ele as caster will always be preferred above a Mesmer.


*AoE has benefits aside from causing damage to larger numbers. With the growing frequency of anti-spell skills (vow of silence/obsidian flesh/spell guardian/spell breaker) it is useful to be able to target something NEXT to your actual target, and still achieve the desired effect on your main target. For example, an ele can cast SF on the warrior next to the dervish, or the paragon next to the ObF Ele and still cause the target to burn, and later suffer spike damage. A necro can achieve similar goals by casting suffering or SS on an unprotected secondary target, and thusly attacking the main target. Mesmers have very few AoE skills, and so when they are to execute their job of shutting down the caster (monk/ele/whatever), they are stopped short, and rendered useless in their role. This particular example is especially noticable against Awakened in the desert. Both Vow of Silence and Obsidian Flesh are present in the mobs. Thank heavens the monks didn't have Spell breaker/guardian as well.

So bring skills that shut down casters AND melee... Well, as noted earlier, you only have four skill slots to work with. You either do one job well, or both jobs mediocre. Which bring us to the other problem of Mesmers not having as much versatility/utility in a single build as the other professions. A mesmer will go in and be really good at one thing, and suck at everything else. And if the one thing is absent, or blocked (via VoS/OB/SB), then you are SoL.

Well, that's my view on mesmers today. Summed up, slow recharges and lack of versatility/unversality make them somewhat impotent.

One step towards a fix:

Have Fast Casting also affect Spell Recharge times. Just throwing it out there. What do you think of that? Maybe i'll post someting on it in sardelac...
[card]Mantra of Recovery[/card] says hello.

cce

Frost Gate Guardian

Join Date: Feb 2005

Quote:
Originally Posted by countesscorpula
Looking at the whole package, a profession is supposed to draw strength from its primary attribute. Fast casting allows mesmers to cast a large number of skills in a short amount of time. If a mesmer isn't bringing a recharge buff, they are just as likely to drop their load and spend the next 15 seconds wanding while waiting for a recharge.
Once you figure in the .75 after-cast, fast-casting only gives a marginal advantage to "skill spamming". I'd couple this with noting that many of the mesmers best skills are interrupts, which are already at .25s cast. So, for a huge section of the skill line, there isn't much you can do.

Further, even if you were a skill spammer, you're going to run of of energy. The best built-in energy management is ranger/necros. The Elementalist has it easy with the uber-efficient Glyph of Lesser Energy. If you were going to do some sort of "buff" for mesmers, it'd be to have lots of the energy management options that Elementalists have. Why do elementalists have all those energy options? Since they have a big energy pool, of course. Is it fair? No.

In particular, energy management department (after the stuff in inspiration line took nerf after nerf 2 years ago, or was trash to start with).

Ether Energy
For 1...12 seconds, you get 1..4 energy back for each spell cast

Avarre

Avarre

Bubblegum Patrol

Join Date: Dec 2005

Singapore Armed Forces

Most domination skills are extremely powerful and balanced by a high cost/cast/recharge. The mesmer abilities are meant to offset this and make the skills more feasible (fc/mor or mods/mesmer energy skills). They're not meant to be spammed for the most part as much as used as precision tools.

FalconDance

FalconDance

Jungle Guide

Join Date: Sep 2005

...deep within the sylvan splendor...

Order of the Migrating Coconuts [ALBA]

Quote:
Originally Posted by Ecklipze
[card]Mantra of Recovery[/card] says hello.
......The whole point was that with energy management, self-heal, etc., there are only four skill slots open max for damage dealing or interrupting. Mantra of Recovery would qualify as the "recharge rebuff" mentioned - but it eliminates a damage dealing or interrupting elite slot. Hmmmm.

My mesmer doesn't carry any energy management. She does carry a self-heal of sorts (a necro skill) and a resurrection signet. Everything else is dedicated to damage dealing. Cry of Pain is actually not too bad if used judiciously, but as the only one-shot "AoE" for a mesmer, it's a little sad. Yes, she spends some time wanding, but not too bad, usually. If she were to use some of the (enticing) higher energy req skills, forget it! I mean, whoever thought of having a mesmer skill take 25 energy to activate?!?!? (Conjure Nightmare, anyone?)

Interrupting (with mesmer skills) in PvE has become so imprecise that most of the time, I don't even bother trying to set a build. I'm tired of activating an interrupt at the very outset of a foe's casting - clearly in ample time to interrupt that skill/spell - and the interrupt fail. NO apparent reason (i.e. no Spellbreaker, etc.)

At any rate, to bring us back to the original idea and get the spotlight away from the mesmer, I still think it would be interesting to hear how the developers envisioned the professions' 'roles' in PvE.

~Falcon

Mr. G

Mr. G

Desert Nomad

Join Date: Jul 2006

S. Wales

Mo/Me

I used to love my PvE mesmer, and he used to love [skill]Spiritual Pain[/skill]
now he just makes an apearance as a event host for the guild, at mesmer can look the part ^^

Despite all the mesmer talk, id liek to talk about another class that anet have decided should play a strict role - Ritualists

Now i love my rit, he has easily become my main and my 1st char to complete every campaign. And he did all this without touching a spirit, never not once - when i first got dragged into urgoz with my guild it cost me a good 6k just for the skills

So why, if ritualists are given resoration magic, weapon spells, item spells and channeling magic - Do BOTH the PvE skills focus on spirits, Despite the problem of Rit in PvP anet still seems to be push for spirit rits!

The whole 2% on weapons was a nice buff, but its still nothing compared to the why the rit is going - im sorry to say a single rit PvE skill has yet to touch my bar

Cant Touch This

Pre-Searing Cadet

Join Date: Jun 2007

The Flaming Swords

R/E

Just because of all of the comments my friends gave me of how 'weak' a mesmer is in PvE, i tried it. And i must admit it was even more fun than i imagined. Im not a very experienced player yet, and i dont survive as easily as a ranger, which i started out with. But just the thrill of quickly locking down key targets in a mission does it all for me. It feels kind of like though you dont have an easily defined role in your party, you can be a really good help in giving the final blow on a hard to beat enemy.

noblepaladin

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Cant Touch This
Just because of all of the comments my friends gave me of how 'weak' a mesmer is in PvE, i tried it. And i must admit it was even more fun than i imagined. Im not a very experienced player yet, and i dont survive as easily as a ranger, which i started out with. But just the thrill of quickly locking down key targets in a mission does it all for me. It feels kind of like though you dont have an easily defined role in your party, you can be a really good help in giving the final blow on a hard to beat enemy.
I felt good when I timed my interrupts perfectly to shut down particularly nasty bosses too. Then playing my ranger I just shot a Broadhead Arrow... and did the job much better. Playing a Mesmer is fun because you actually have to do stuff other than spam one spell. You have to look for spells to interrupt, etc. But in terms of the Mesmer's actual contribution to the mission, it is minimal and some other class could have done much more.

Cry of Pain is nice, it lets the Mesmer get a real kick in (against end game monsters, it's particularly strong with LB title stacking in and its armor ignoring effect). Although nuking just doesn't seem like the Mesmer style.

Xenex Xclame

Xenex Xclame

Desert Nomad

Join Date: Mar 2006

DPX

R/

Quote:
Originally Posted by Mr. G
So why, if ritualists are given resoration magic, weapon spells, item spells and channeling magic - Do BOTH the PvE skills focus on spirits, Despite the problem of Rit in PvP anet still seems to be push for spirit rits!

The whole 2% on weapons was a nice buff, but its still nothing compared to the why the rit is going - im sorry to say a single rit PvE skill has yet to touch my bar
Hello.
I have hated ritualist for that reason , i do not wish to spam a million spirits and then have the enemy explode.Its the same reason i like air magic more then fire magic, fire magic/spirit spamming , press 1,2,3,4,5 watch the enemies explode.

I came up with a build for ritualist a few weeks ago that i simply loved it used 1 single spirit and that was it,i could even drop that spirit if i wanted , i only needed that spirit for the reason you said, that the skill required one to be effective.

Build consisted of 2 weapon spells and 1 spirit and the rest just spells, it was some kind of healing Rt did in my words did very nice

Now my feelings toward rits are I HATE the spiritspamming style , i simply LOVE the weapon spells and the rest of the skills they have.

@paragons : they are a very well thought idea , that simply and sadly went wrong.
@mesmers : as have been said a few times, pve = aggro, tank it ,nuke it and heal.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Yes... playing a mesmer is fun when you shut things down. But Anet have turned it into an Armour ignoring nuker because they can't be bothered to make there counter aspect acutally required. Why not just play an SF Ele... you can't claim that the Mesmer is more fun, both professions are doing the same damn thing now.

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

My mesmer has vanquished Elona and is well on his way to finishing Cantha. He read this thread and called everyone a bunch of ignorant noobs. I was about to tell him how rude that was but then I saw these pretty lights oh look a bunny!..........

countesscorpula

Wilds Pathfinder

Join Date: Nov 2006

Gwen Is [EVIL]

N/

Quote:
Originally Posted by Ecklipze
[card]Mantra of Recovery[/card] says hello.
If you are going to quote something, maybe you should read it first.

"So to be effective, a mesmer needs to bring a recharge buff (there goes the elite slot), and an e-management skill. This leaves 6 slots. Don't forget to bring your res signet (everyone hates PvEers who forget ther res sig). And a self-heal just in case god forbid the monk falls down." - From my original post