October 12 mesmer update
Skycluster
Wowwwww... http://www.guildwars.com/support/gameupdates/ heres the website. I love this update:
* Air of Disenchantment: decreased casting time to .25 seconds.
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked.
* Energy Burn: increased damage multiplier to 12.
* Energy Surge: increased damage multiplier to 12.
* Extend Conditions: decreased recharge time to 5 seconds.
* Hex Eater Vortex: increased recharge time to 12 seconds.
* Illusion of Haste: decreased Energy cost to 5.
* Ineptitude: decreased recharge time to 15 seconds.
* Keystone Signet: decreased recharge time to 10 seconds.
* Mantra of Recovery: decreased recharge reduction to 33%.
* Power Drain: decreased recharge time to 20 seconds.
* Power Leak: decreased recharge time to 12 seconds.
* Power Spike: decreased Energy cost to 5.
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple.
* Signet of Illusions: increased the number of Spells affected to 3.
* Signet of Midnight: decreased recharge time to 10 seconds.
I think we got a major buff almost everything got a buff. THe only bad thing is the nerf to MOR and HEV which will suck...badly. But I really like the power spike buff, signet of illusions buff, drain enchantment buff (heal?!?!), and the energy burn/surge dmg. Obviously it is to encouraged the use of lesser popular elites, air of desenchantement still sucks -_-. Lol keystone keeps getting buffs...anyways...how do you peeps feel about these updates.
* Air of Disenchantment: decreased casting time to .25 seconds.
* Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
* Enchanter's Conundrum: decreased Energy cost to 10; decreased casting time to 1 second; increased damage to 30..120; fixed a bug that caused multiple hits of damage when stacked.
* Energy Burn: increased damage multiplier to 12.
* Energy Surge: increased damage multiplier to 12.
* Extend Conditions: decreased recharge time to 5 seconds.
* Hex Eater Vortex: increased recharge time to 12 seconds.
* Illusion of Haste: decreased Energy cost to 5.
* Ineptitude: decreased recharge time to 15 seconds.
* Keystone Signet: decreased recharge time to 10 seconds.
* Mantra of Recovery: decreased recharge reduction to 33%.
* Power Drain: decreased recharge time to 20 seconds.
* Power Leak: decreased recharge time to 12 seconds.
* Power Spike: decreased Energy cost to 5.
* Shrinking Armor: fixed a bug that prevented the Health Bar from turning purple.
* Signet of Illusions: increased the number of Spells affected to 3.
* Signet of Midnight: decreased recharge time to 10 seconds.
I think we got a major buff almost everything got a buff. THe only bad thing is the nerf to MOR and HEV which will suck...badly. But I really like the power spike buff, signet of illusions buff, drain enchantment buff (heal?!?!), and the energy burn/surge dmg. Obviously it is to encouraged the use of lesser popular elites, air of desenchantement still sucks -_-. Lol keystone keeps getting buffs...anyways...how do you peeps feel about these updates.
zling
the only really good thing in this update is the nerf to MoR
it will still be the most popular elite, even at "only" 33% instead of the 40-50% you got otherwise but now it's a bit less strong.
good job in taking down HEV, the major alternative to MoR, now its on par with most monk hex removers, convert and deny come to mind but its not such a major setback, still own aegis and other widely used enchantments
I dont know if the drain enchantment thingy is a buff or nerf. it gives back a lot less energy now but has this weird heal. its a conditional self heal option to ether feast but ugh... I rather have the good old drain back, with the good 10-15 energy gain(after cost is calculated)
burn and surge got a little buffed, but not enough to make surgers popular again
the buff in interrupt is nice, but not enough to make a mesmer interrupt on par with the ranger
the rest are pretty meaningless buffs
it will still be the most popular elite, even at "only" 33% instead of the 40-50% you got otherwise but now it's a bit less strong.
good job in taking down HEV, the major alternative to MoR, now its on par with most monk hex removers, convert and deny come to mind but its not such a major setback, still own aegis and other widely used enchantments
I dont know if the drain enchantment thingy is a buff or nerf. it gives back a lot less energy now but has this weird heal. its a conditional self heal option to ether feast but ugh... I rather have the good old drain back, with the good 10-15 energy gain(after cost is calculated)
burn and surge got a little buffed, but not enough to make surgers popular again
the buff in interrupt is nice, but not enough to make a mesmer interrupt on par with the ranger
the rest are pretty meaningless buffs
terminus123
note^^ these may only be temporary, and yea HEV lost just alittile of its shining thing. Luckily now Energy Surge is a viable elite that I like to use! with 96 dmge instead of measley 80! woohoo!
Also now I know I'm going to keep power spike, mostly since its cheap energy.
Also now I know I'm going to keep power spike, mostly since its cheap energy.
Timotheos
*whimper*...not MoR and HEV
but...me luvs the buff to Power Spike xD and I've decided to use drain enchantment from now on since it also heals a bit
But wow, of all the proffessions Mesmer skills got most changes...overall I think the change is good. (they even buffed our uber leet running skill o_O)
but...me luvs the buff to Power Spike xD and I've decided to use drain enchantment from now on since it also heals a bit
But wow, of all the proffessions Mesmer skills got most changes...overall I think the change is good. (they even buffed our uber leet running skill o_O)
Avarre
MoR change = good.
HEV / Surge changes = both really small, not much point. All it will do is swap which skills are used in the PvP meta for the most part. Although I guess Surge is a little nicer in PvE now.
Interrupt changes are most likely to keep them in line after MoR hit. Power spike is a bit nicer, good for PvE, but still loses to Leak/Drain in PvP imo.
The rest really isn't important.
HEV / Surge changes = both really small, not much point. All it will do is swap which skills are used in the PvP meta for the most part. Although I guess Surge is a little nicer in PvE now.
Interrupt changes are most likely to keep them in line after MoR hit. Power spike is a bit nicer, good for PvE, but still loses to Leak/Drain in PvP imo.
The rest really isn't important.
Auturgist
I do not like the change to Drain Enchantment. Inspiration is about energy management, and Drain Enchantment keeps getting nerfed in this regard. I have monks to make my red bar go up -- I want Drain Enchantment to strip my target's defenses and keep me in energy for spikes and other harassment.
I'd like to try Power Spike in PvP now that it only costs 5e. I think it could make the life of an LoD Infuser a real pain; they infuse, losing half their health, and then you Power Spike them for 114 when they try to follow it with LoD -- very sexy! (Not that you couldn't do that before, but now the cost of it is too good not to give it another chance!)
I'd like to try Power Spike in PvP now that it only costs 5e. I think it could make the life of an LoD Infuser a real pain; they infuse, losing half their health, and then you Power Spike them for 114 when they try to follow it with LoD -- very sexy! (Not that you couldn't do that before, but now the cost of it is too good not to give it another chance!)
Dodo The Extinct
Ineptitude is pretty good too now, and of course, E-surge will be popular.
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Esurge is great pressure, can be used for spikes, and can pwn at VoD.
mesmer anthony
im happy with it but the nerf to HeV and MoR hurts
Avarre
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Originally Posted by Dodo The Extinct
....E-surgers were never bad. HEV just overpowered it because it went with the whole Blockway idea. Try E-surging a team, and then target their LoD and see what he uses.
Esurge is great pressure, can be used for spikes, and can pwn at VoD. Surge was used to complement edenial pressure on a target in conjunction with skills like pleak. While it didn't cause much effect in terms of removing energy, on top of the pressure created by melees, surge/burning the lod in his higher sets pushed down opponents' ability to stand up to pressure. At the same time, it allowed the mesmer to unconditionally hit the enemy backline while focusing interrupts/shutdown on the midline defenses.
That, along with spike support, made it a viable pressure skill that was just outclassed for the most part. The slight tweaks will make it come out more now.
I mean, I soloed a guy at VoD with surge-burn-shatter, it was hilarious.
Esurge is great pressure, can be used for spikes, and can pwn at VoD. Surge was used to complement edenial pressure on a target in conjunction with skills like pleak. While it didn't cause much effect in terms of removing energy, on top of the pressure created by melees, surge/burning the lod in his higher sets pushed down opponents' ability to stand up to pressure. At the same time, it allowed the mesmer to unconditionally hit the enemy backline while focusing interrupts/shutdown on the midline defenses.
That, along with spike support, made it a viable pressure skill that was just outclassed for the most part. The slight tweaks will make it come out more now.
I mean, I soloed a guy at VoD with surge-burn-shatter, it was hilarious.
Dodo The Extinct
I love the new update, from a Mesmers prospective
Seriously, Power Leak was awesome before....now its epic
Seriously, Power Leak was awesome before....now its epic
Dean Harper
NOOO!!!! Drain was nerfed!!!! I hate a-net for that nerf... do we seriously need that healing? i dont think so...
Dr Strangelove
Is ineptitude viable now? Discuss.
Sakura Az
i might actualy play my mesmer now.. i haven't touched her in like 6 months cause i couldn't find a build i liked anymore, go go energy burn/surge and oh yay powerspike is doesn't cost so much now tooo
Omniclasm
[skill]Weapon of Quickening[/skill] > [skill]Mantra of Recovery[/skill]
Abedeus
Well.... Omniclasm has a point. Now WoQ is MUCH better than MoR. Lasts longer with less points invested, isn't a stance (so can be used with anything except for other weapon spell), also works on Binding Rituals... And at 12 communing lasts as long as MoR with 16 fast cast.
Toutatis
The difference between WoQ and MoR is, how many rits are putting points into communing these days since spirits started getting hit by the nerf-bat of doom? In the meantime, pretty much every mesmer is still pumping fast casting for its passive benefit, if for nothing else. Plus with the buffs to some of the interrupts, WoQ is riskier now to use in the field with its 2 second cast time.
As to the mesmer's latest set of rebalances, I've found it quite interesting to say the least. I've found that the change to Drain Enchantment has meant that (shock horror) I'm having to use a second energy management skill more often. Which I'm happy about - just using one most of the time and using the secondary one I carry once in a blue moon was getting boring. The new healing effect has been a nice little bonus too. If it helps the healers save a bit of energy, it's worth the smaller energy gain for myself IMO.
Keystone Signet I'm very happy about. It's turned my ringbearer builds from an average disruption bar to an epic shutdown system in PvE. Energy Burn/Surge I'm also very happy about. An extra 20% damage is never a bad thing in the PvE environment.
As to the mesmer's latest set of rebalances, I've found it quite interesting to say the least. I've found that the change to Drain Enchantment has meant that (shock horror) I'm having to use a second energy management skill more often. Which I'm happy about - just using one most of the time and using the secondary one I carry once in a blue moon was getting boring. The new healing effect has been a nice little bonus too. If it helps the healers save a bit of energy, it's worth the smaller energy gain for myself IMO.
Keystone Signet I'm very happy about. It's turned my ringbearer builds from an average disruption bar to an epic shutdown system in PvE. Energy Burn/Surge I'm also very happy about. An extra 20% damage is never a bad thing in the PvE environment.
glountz
I agree about the recharge nerf of MoR, but they didn't change the ratio duration/recharge accordingly.
I would have liked, with the 33% recharge, a duration at 13 FC a duration of 30 secs on 25 recharge, making it a lesser energy burden than it is now.
I would have liked, with the 33% recharge, a duration at 13 FC a duration of 30 secs on 25 recharge, making it a lesser energy burden than it is now.
Dodo The Extinct
I say a Keystone build yesterday in gvg, and it was really interesting to watch. It was amusing to see Signets actually be effective
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longhornrob
Well, I was running a fast cast nuker with MOR, but now that I can't cast Rodgort's Invocation twice in five seconds, it just isn't the same anymore. Or Firestorm every 15 seconds. I mean, it isn't a huge drawback, but it'll definitely be noticeable.
A Leprechaun
I hadnt played my mesmer in ages but I played a great Ineptitude build in PvE the other day, great fun.
Yeah I would love to get back into playing some of these skill buffs will help but the MOR nerf hurts.
~A Leprechaun~
Yeah I would love to get back into playing some of these skill buffs will help but the MOR nerf hurts.
~A Leprechaun~
Painbringer
A few of my favorites
Power Spike: decreased Energy cost to 5.
(Great spell but always a drain for energy Thank goodness they changed it)
Power Drain: decreased recharge time to 20 seconds
(More drain More Pain)
Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
(Much better then it was I like the extra heal. Mesmer’s are the only class that has to have a target enemy to heal. Add more of these)
Energy Burn: increased damage multiplier to 12.
Energy Surge: increased damage multiplier to 12.
(I like the increase would have loved an adjacent foes lose x amount of energy as well.)
All and all a good buff to the mesmer
Power Spike: decreased Energy cost to 5.
(Great spell but always a drain for energy Thank goodness they changed it)
Power Drain: decreased recharge time to 20 seconds
(More drain More Pain)
Drain Enchantment: decreased Energy cost to 10; decreased Energy returned to 7..15; added a heal effect of 40..120 when an Enchantment is removed.
(Much better then it was I like the extra heal. Mesmer’s are the only class that has to have a target enemy to heal. Add more of these)
Energy Burn: increased damage multiplier to 12.
Energy Surge: increased damage multiplier to 12.
(I like the increase would have loved an adjacent foes lose x amount of energy as well.)
All and all a good buff to the mesmer
What if...
AOE energy destruction would me E-surge ridiculous. This change to Drain Enchantment is frustrating. You don't use ether feast in high level play, so why does changing a popular e-management skill to an additional, even more conditional self heal, with dismal e-managment uses sound like a good idea? At two seconds cast time, it wasn't like anything but a mesmer could get away with using it anyway. MOR's hit was sad but expected. E-Burn/Surge have got me dancing, as have Power Drain and the rest of the power interupt trio. Keystone Signet is no longer the game's most useless skill, a title which it has held for three years now. But signet of midnight is still something one can only use in RA. This has been pretty fair.
Wait a minute:
Update - Thursday October 18
Keystone: reverted this Skill to its original behavior.
NVM.
Wait a minute:
Update - Thursday October 18
Keystone: reverted this Skill to its original behavior.
NVM.
ACreator
OHH NOES!!! I was rly loving keystone signet
Dean Harper
Drain was the killer for me on this update.. hope they change it back.
TGgold
Aw, no more 6r Keystone Signet =(
Oh well, it still has its uses =F
I'm loving the other buffs. I'm glad MoR finally got hit, now other mesmer skills have a chance.
Oh well, it still has its uses =F
I'm loving the other buffs. I'm glad MoR finally got hit, now other mesmer skills have a chance.
Naylyn
From a pvp perspective the buff to ineptitude does nothing to make it viable since it only blinds every 15 seconds which still isn't much especially since a MT warrior can get rid of it very quickly and the damage still doesn't even compare to that of bsurge.
With MoR nerfed I am having big problems with picking elites for TA
With MoR nerfed I am having big problems with picking elites for TA
Dodo The Extinct
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