Cool mesmer update.FC still deciding what to add.I was thinking that if mesmer is a very fast caster he could just put a few more spell without worry about energy.Either make any hex land on nearby foe after an interrupt.Or give him a window of opportunity to cast with out recharge or energy expense.
Thats way other class cant use Mesmer skill.
Preliminary Skill Update Notes - 23 April 2010
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Hey, something just occured to me.
What happened to all the energy denial stuff? Has that been dropped? |
"This is just an overview of some of the issues we’ve identified, how we are approaching them, and the types of changes we’re testing. We’re taking on other issues as well (things like energy denial, signets, utility functions like condition-spreading and enchantment/hex removal, and overly specialized counters) and, of course, looking at skills that are fine conceptually but are simply underpowered. "
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UA is total OP and the only reason its popular is its fast rezing ability that supports monks staying bad and using DP removal instead of actually healing people and playing monk as it should be played (not a rez bot). UA is OP to monks in the same since as if Ebon vanguard sniper support had 100% chance of success for DPS classes, its a iWin button for lesser players that just want to rush everything without actually playing. It shouldn't of even existed. HB is the same only not quite as bad, though it supports all around bad monking as well. imo they should look more like
Unyielding Aura, Enchantment, for 30 secs, your Prot and divine enchantments last for 25% longer, and Prot and divine skills heal for 25% more Healer's boon, enchantment, for 30 secs, spell, your healing spells heal for 30% more, and cast 30% faster, you lose 1 energy for every 5 energy you spend per spell. |
Unyielding Aura, Enchantment, for 3 secs, your Prot and divine enchantments last for 5% longer, and Prot and divine skills heal for 5% more
Healer's boon, enchantment, for 90 secs, spell, your healing spells heal for 3% more, and cast 3% faster, you lose 10 energy for every 1 energy you spend per spell.
That'd balance things out completely.
We both know overall the situations for Dervs and Paras are far worse than for Rangers. Dervs are simply inefficient compared to when other classes wield scythes and Paras have one solid build. However, I am slightly surprised that Smiting was targetted before Rangers.
My my, look at all this imba...
Welp, have fun when it hits!
Upier is possibly one of the smartest members on these boards, moreso when you look at his style (his linked thread is proof of that). ANet really needs to hire his bottom, pronto!
Welp, have fun when it hits!
Upier is possibly one of the smartest members on these boards, moreso when you look at his style (his linked thread is proof of that). ANet really needs to hire his bottom, pronto!
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... at least if each of those counts as a separate interrupt on a single attack for Frustration.
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Originally Posted by Feedback:Skill update previews
...we’re changing the way the Hard Mode casting speed increase works, so that spells with a casting time of 1 second or less are unaffected
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After reading this, I kinda feel bad for rangers in HM, since the only decent builds they have running for them now are SY, splinter barrage, and dagger builds.
$10 after this update passes we're going to see a ranger thread pop up. |
haha just a joke people.
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I am slightly surprised that Smiting was targetted before Rangers.
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They also have scythe/pet and barrage with someone spamming GDW on them.
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Originally Posted by Preliminary Skill Update Notes - 23 April 2010
In this way, we avoid have the Mesmer just feel like an AoE damage dealer.
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Originally Posted by The Guild Wars Manuscripts
While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.
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What exactly is the point in constantly boosting the damage output of the different professions? If they keep going at this rate all professions will be AoE damage dealers... I completely understand the need for PvE Mesmer love, but this is just ridiculous.
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Give them more shutdown, but wait people fear that. Let's not ignore changes that have already happened in the game since its release and what mesmers lack.
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Alot of the reason why the mesmer gets shunted in pug's is alot due to player perception and ignorance, sadly the only way for that to change is to give them overpowered s**t.
It happened with CoP untill people realised that you might as well use it on another profession. Then the cries for it to be nerfed began...
Also for a forum that loves to push the whole pug's suck, use heroe's hench etc... mentaility why are so many people worried about grouping with others if pug's groups suck? Again another player perception/ignorance issue...
So going by this, why would I still want to take a mesmer when I can just take a mesmer hero?
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I am gonna so *love* the new PvE meta where everyone would be carrying MoR to stop those massive interruptions thrown around.
/sarcasm
Honestly the HM rework of casting speed limit on mobs is sufficient enough to warrant some interruption skills brought into play. What is needed IMO is a PvE mesmer hex that causes target foe's skill bar to be disabled for several seconds whenever the mesmer successfully lands an interrupt on the foe.
/sarcasm
Honestly the HM rework of casting speed limit on mobs is sufficient enough to warrant some interruption skills brought into play. What is needed IMO is a PvE mesmer hex that causes target foe's skill bar to be disabled for several seconds whenever the mesmer successfully lands an interrupt on the foe.
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Let's not ignore changes that have already happened in the game since its release and what mesmers lack.
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It's just silly that this upcoming update is focused on giving Mesmers damage rather that expanding their ability to 'control' enemies and cast illusions, because that's what a Mesmer is about. Then again, Guild Wars isn't build for such a profession, because enemies die too quickly.
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