I think the mesmer has better options to blind people than using this combination with 14 fc tbh.
However, people were talking about Glyph at 0 fire. I think it's optimal at 8 fire whenever possible, as this is the minimum to get the 3 casts, 3 seconds ability.
Request for a skill fix!!!
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I really don't see the problem. It effectively has a 2s cast time and an 8s recharge. It's significantly harder to catch spikes with it, can only keep one person permablind, requires two skill slots and two attribute lines. It's a solid combo, but nowhere near overpowered.
I suppose you could run it on a mesmer, but the steep att. requirement means you sacrifice a lot of utility. I don't know if it's possible to squeeze dom stuff on that bar, which would make it similar to the old bsurge mesmers. I have no clue why you'd want to run a 14fc 12 water mesmer, especially when signet of midnight exists.
I suppose you could run it on a mesmer, but the steep att. requirement means you sacrifice a lot of utility. I don't know if it's possible to squeeze dom stuff on that bar, which would make it similar to the old bsurge mesmers. I have no clue why you'd want to run a 14fc 12 water mesmer, especially when signet of midnight exists.
K
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Originally Posted by bhavv
Earthen Shackles doesnt last as long as you think. With 0 fire magic and immo glyph, you will be snared for 1 second per spell.
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On topic: Yeah, it's a bit OP, but it's got nothing on SoM, as others have mentioned. The only advantage this has is it's ranged. Also, Ebon Dust Aura is way more powerful than this combo. It's nothing to get your knickers in a bunch about.
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Originally Posted by bhavv
Earthen Shackles doesnt last as long as you think. With 0 fire magic and immo glyph, you will be snared for 1 second per spell. Even at higher ranks, burning only lasts for a few seconds, and all you need to counter a hex which relies on burning is a monk. If you do RA, it is far better for you to take a self heal and condition remover like mending touch for yourself to deal with condition pressure.
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I see it this way, blind to melee = daze to casters.
Blind is much more easily doable than daze, end of story.
The whole point of it being a gimmick, which it is makes it all the more frustrating.
Give us a gimmick to keep daze up indefinitely and then we'll see the QQ change hands.
Thx, for all for all of the feedback.
Blind is much more easily doable than daze, end of story.
The whole point of it being a gimmick, which it is makes it all the more frustrating.
Give us a gimmick to keep daze up indefinitely and then we'll see the QQ change hands.
Thx, for all for all of the feedback.
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Originally Posted by around
Daze is significantly harder to remove than blind.
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Or i just say crap like, OMG, bring [antidote signet], because everyone wants to be leet and be Ranger secondary.
While it does work as intended, this combo does make air ele's increasly unnecessary in PvP, as water eles now have snares and blindness (for less energy then blinding flash, at the cost of longer set up/cast time).
Edit: Daze is harder to remove since it is the monks who are dazed (and thus their spells cast to remove daze get interupted because of daze, or it gets covered).
Edit: Daze is harder to remove since it is the monks who are dazed (and thus their spells cast to remove daze get interupted because of daze, or it gets covered).
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Originally Posted by Puddin Cheeks
it is a condition as well, albeit, your monk is the one who is suppose to help with that. That is how us melee peeps have to do it. When melee players carry condition removal they just hurt there team, but if said team has no monk, meh.
Or i just say crap like, OMG, bring [antidote signet], because everyone wants to be leet and be Ranger secondary. |
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Originally Posted by Dr Strangelove
I suppose you could run it on a mesmer
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Anet hates fastcasters (they don't even use mez skills), there will be some nerf to the bar somewhere. Glowing ice is my guess though, to make estorage more relevant.
Bsurge was hit too hard, everyone knows this... but steam isn't the strongest part of the bar anyway.
D
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Originally Posted by aapo
Well Earthen Shackles is even more broken. 17 seconds of 90% slowdown, which can be kept up indefinitely.
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at thread:
get a good PD mesmer and sit him on it if u hate it that much
if its the me/e version spam diversion
problem solved
T
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Originally Posted by Dr Strangelove
I haven't actually, my alliance has fallen apart as far as PvP goes
. I've seen the FC steam mesmers in RA, but dismissed them as less useful than the normal eles. I haven't seen them at all in TA, mind posting the bar? |
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Originally Posted by Kain
STEAM NEEDS NO NERF!!!
LET WATER MAGIC HAVE *SOME* KIND OF USE IN THE GAME D: Seriously, you're giving ANET ideas |
As far as FC Snares go, the problem lies in the snaring and anti-melee being extremely fast casting, and only divertable / PB on Water Attunement / lucky prediction interrupt. Well, outside of casting Glyph of Immolation that is, that one's an easy interrupt.
f
This is the way it's always been in regards to the game mechanic.
Just look at [anthem of flame] + [stunning strike].
If you wanna kill something kill [symbolic celerity] + [signet of humility] + [mantra of inscriptions].
It's alright when its an easy dshot but when their getting it down to near 3/4 cast it's just stupid. It only opens up stupid builds for 8v8 and is broken in 4v4.
Just look at [anthem of flame] + [stunning strike].
If you wanna kill something kill [symbolic celerity] + [signet of humility] + [mantra of inscriptions].
It's alright when its an easy dshot but when their getting it down to near 3/4 cast it's just stupid. It only opens up stupid builds for 8v8 and is broken in 4v4.
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Originally Posted by Tyla
You do understand water snares, along with Blurred Vision were already used before alot and without Steam / Immo, right? Oh, and some things are broken and practically unbalancable so they have to be killed. Not pointing at this build, as I do think there is a fix, but some things were bad choices on the Devs' part.
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| As far as FC Snares go, the problem lies in the snaring and anti-melee being extremely fast casting, and only divertable / PB on Water Attunement / lucky prediction interrupt. Well, outside of casting Glyph of Immolation that is, that one's an easy interrupt. |

