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Originally Posted by NatalieD
No competent IW mesmer uses any weapon-based warrior skills. The warrior secondary is just for Flurry.
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I wasn't talking about
skills. I was talking about
skill attributes. Based on the weaknesses of IW, I don't think a competent IW mesmer uses IW at all. It's a fun skill, but you need Warrior attributes to make it worthwhile, if only to get the bare minimum weapon requirement so you can still do damage after IW gets obliterated.
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Except you can already just switch to a wand and do exactly as much damage as the proposed mesmer melee weapon.
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So why even need a mesmer melee weapon in the first place? The suggestion makes no sense because there is absolutely no need for it from a gameplay perspective; there's only a need for it, like I've said before, from a "cool factor" perspective.
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A sword does substantially more damage than a wand, and warriors have more defense against lightning than elementalists, so... this paragraph is nonsense.
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Sword max is 15-22. Wand max is 11-22. Not factoring in Strength...I don't really see "substantially more damage" in-game.
Regarding Lightning defense, throw up a Ward, some Earth enchant defenses, coupled with Aeromancer armor, and if my math isn't completely off, your AL won't be overshadowed by the Warrior's armor. In some cases, you'll have a higher (if only temporary) AL. Warriors having more defense against Lightning than Eles? A quick number crunch is saying otherwise. ~_^
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IW doesn't do chaos damage. Mesmer wands do chaos damage. The idea here is to have a weapon that does damage just like a wand, but not at range. I don't see how this can possibly be considered unbalanced.
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Again, though...what's the point? It's still sounding like a wholly extraneous and nigh useless suggestion. If you're doing the same damage with a wand anyway, with an attack speed roughly equal to a sword, why the need for an actual melee weapon in the first place?
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Originally Posted by Weezer
I stopped reading here cause you said that I based my idea on physical damage when I clearly stated several times that it would still do non physical damage.
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I'm going to ask again...if you're going to be doing the same damage anyway, why bother with a melee caster weapon of
any type? You're not going to be focusing on doing damage with your weapon if you're any one of the above-listed close-quarters spellcaster builds, after all, because the point of being a close-quarters spellcaster build is to do damage in close-quarters with your spells.
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Also because you seem to think that an earthquake elementalist does not need to stay in melee range so a melee casting weapon would be useful.
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I'm trying to break this sentence down so I can decipher the point you were trying to make with it, but...I'm having trouble. You're saying that I was implying...an Earthquake Ele could walk away from melee range and still have a melee caster weapon be useful? See my above point. I'll also re-iterate below.
If you're a close-quarters spellcaster, you're focusing on dealing damage with the spells, not with whatever is equipped in your right hand. I'm not saying you shouldn't swing away with wands, truncheons, etc., but what actual and legitimate benefit could there possibly be to getting these melee caster weapons?
If you're going to be hitting the space bar in close-quarters with any type of close-quarters spellcaster build...I highly, highly, highly doubt you'll see some dramatic jump in your damage output or improvement in your build's performance, simply because you can go into melee range without having to use the WASD keys.
I don't see how painful manually getting into proper positioning is. If anything, hitting the space bar and having the pathfinding get stuck is far more painful, and in GvG/PvP, or even PvE, the pathfinding gets stuck pretty often, especially on a crowded battlefield.
...are people really getting that...lazy...as to require the computer to even put them in proper position for their attacks?
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And finally, because you based your argument on IW: One of the most useless skills in the game. Despite having terribly underpowered damage compared... Oh... say... Anything? It is also easily removed crippling your build for another 40 seconds
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I'm sorry, but when I saw you mention "
Illusionary Mesmers" in the same thought process as
melee weapons for casters, I naturally assumed you were referring to a build that used
Illusion magic in
close-quarters,
swinging a sword around. Honestly, that's a logical connection that anyone would make, I'd think.
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and if you can't take a disabled mesmer with no back up out in under 30, you suck.
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And this has what to do with anything? It's irrelevant to the topic at hand, and it's not adding anything to your rebuttal...so why include a sentence like that? It just comes off as trite and annoying.
As a sidenote here, it seems to me that this suggestion is really something the game doesn't need at this point, or really, at any point in time. I keep asking "what's the point?" because honestly, I don't see a point to this proposed feature.
If I'm the only person who thinks this, I'll shut-up, but I'm hoping others noticed, too. I know I saw one or two people on the first page talking about how this idea seems a bit extraneous.