Preliminary Skill Update Notes - 23 April 2010
8 pages • Page 6
Arcane Conundrum - slow down casting and provide energy on death (AP much?)
Frustration - prep for spike
Accumulated Pain - Deep Wound + 60? damage
Cry of Pain - 50 dmg + 75? dmg + degen
Cry of Frustration - 75 dmg + 75 dmg
Psychic Instability - 75 dmg + 4 second kd
Shatter Delusions x 2 = 75 dmg + 75 dmg
7 skills with ridiculous single target shutdown potential with ~560 direct damage, energy gain at end, deep wound (lolmesmer?), early degen, and some AoE damage and shutdown mixed in. EDIT: I was thinking about Wastrel's Worry after Accumulated Pain so that while you're busy shutting your target down, the clock is ticking on another 100 AoE damage burst, but I didn't want to fill out a full 8 skills.
Is it perfect? No, but it's the kind of bar we might be seeing this next week. I'd run that bar if the damages are as listed and energy and recharge values suit it.
Frustration - prep for spike
Accumulated Pain - Deep Wound + 60? damage
Cry of Pain - 50 dmg + 75? dmg + degen
Cry of Frustration - 75 dmg + 75 dmg
Psychic Instability - 75 dmg + 4 second kd
Shatter Delusions x 2 = 75 dmg + 75 dmg
7 skills with ridiculous single target shutdown potential with ~560 direct damage, energy gain at end, deep wound (lolmesmer?), early degen, and some AoE damage and shutdown mixed in. EDIT: I was thinking about Wastrel's Worry after Accumulated Pain so that while you're busy shutting your target down, the clock is ticking on another 100 AoE damage burst, but I didn't want to fill out a full 8 skills.
Is it perfect? No, but it's the kind of bar we might be seeing this next week. I'd run that bar if the damages are as listed and energy and recharge values suit it.
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Arcane Conundrum - slow down casting and provide energy on death (AP much?)
Frustration - prep for spike Accumulated Pain - Deep Wound + 60? damage Cry of Pain - 50 dmg + 75? dmg + degen Cry of Frustration - 75 dmg + 75 dmg Psychic Instability - 75 dmg + 4 second kd Shatter Delusions x 2 = 75 dmg + 75 dmg |
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I'd say yes. Even if it wasn't going to overpower mesmers (and it will, relatively speaking*) you'd still see a lot of new mesmers just from people who always wanted to make one but didn't like the weakness, and from people who decided to make one just to see what the "new class" is like. If it does overpower them? Lots of people.
*I doubt it'll bring them into the circle of awesomeness that the monk, assassin, and necromancer are huddled in, but like the spirit update, it'll appeal to PUGs.
*I doubt it'll bring them into the circle of awesomeness that the monk, assassin, and necromancer are huddled in, but like the spirit update, it'll appeal to PUGs.
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You're making a bar out of them? It would be pretty tame since you're splitting your attributes into 4...
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But... whatever.
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It seems like people like the thought of more overpowered exploit builds.
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*Shrug* at least it's different, and it's mesmer-y, which is something mesmers haven't been able to do in PvE for a long while.
Will just repeat myself yet again - some of the updates seem overpowered or may prove imbalanced in the gameplay, yet i doubt that any of them will result in game-breaking builds like SF, 600 or SoS spamming.
Before you shout 'omg OVERPOWERED!' please take a look at other classes' potential - mesmers are simply catching up to them now, finally, after years of being neglected.
And although some areas may become harder to complete/vanquish, it will bring some challenge into PvE. I mean, come on, even DoA (except Foundry) is a piece of cake. I'm concerned about several bosses in game, but not to the point of being worried 'omg how will it be possible now?!?!?!'. Furthermore, i would love to see mesmer mobs with the ultimate annoyer for speedclears in a few spots of elite areas.
Before you shout 'omg OVERPOWERED!' please take a look at other classes' potential - mesmers are simply catching up to them now, finally, after years of being neglected.
And although some areas may become harder to complete/vanquish, it will bring some challenge into PvE. I mean, come on, even DoA (except Foundry) is a piece of cake. I'm concerned about several bosses in game, but not to the point of being worried 'omg how will it be possible now?!?!?!'. Furthermore, i would love to see mesmer mobs with the ultimate annoyer for speedclears in a few spots of elite areas.
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I'm quite happy with the notes as they sit thus far, I don't really have an issue with cross class exploitation, IMO that is still very much a GW conceit. As long as the mesmer can go over 12 points per attribute line in it's own atts, and other classes can only hit 12, then obviously, the incentive will definitely be there to play as a mesmer.
I suppose that I'd make the concession that certain skills need to be tied to FC level, just to stop potential nerf-fests fueled by rampant QQ due to any too-well thought out builds. After all, isn't that how we got into this mess in the first place? ![]() |
i too like what i see bacause i have a mesmer who along with my ranger are my primary characters, but i feel there is other things that have needed to be addressed in the game before this update goes live or along with this update. namely the unbalanced mob makeup and after looking over some of the Ai enemy current skill bars, they run on average 2 of the skills in the planned update. if you currently do alot of Hero/henching, your game will get much harder seeing the H/H Ai doesnt react the same as the enemy ai when it comes to AoE.
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