![]() Up to 3 PvP talents may be active at any given time (with additional slots becoming available at levels 30 and 40). PvP talents become available at level 20. They can be swapped out any time outside of a rested area using a (level 10 to 50) or (level 51 or higher). ![]() Only one talent can be chosen from each tier. The three mage specializations are Arcane, Fire, and Frost (all caster DPS).įor a summary of the character and strengths of each spec, see Mage specializations. Portals and teleports are listed in another section of this article. ![]() Mage abilities use three schools of magic: Arcane, Fire, and Frost.Īll mages automatically learn the following spells at the specified level, regardless of specialization. Most abilities are shared between all specializations, while some are only specific to one (or two) specializations. Mage abilities are abilities used by mages. And so arcane yet not so wizard like.For mage abilities and talents on Classic servers, see Mage abilities (Classic). This, and it's "anti-class" class natura is probably what makes them so odd in GW2, such as being a caster class that uses greatsword and sword as ranged options, with a lot of weird utilities. So it performed exactly the same in Hard mode as in Normal mode, and as such became a top pick for most Hard Mode content. And with a lot of options for control effects. The mesmer, however, had almost all damage be armor ignoring. As a consequence, the Elementalist started sucking ass because all it's damage except condi burns was elemental, and elemental was not armor ignoring so their DPS on HM was super super bad compared to other stuff. So the level bump increased their armor a lot. This had two side effects: in NPCs their natural armor rises according to their level iirc. You could turn it on ANYWHERE, and all enemy levels would jump to over the max level, usually foes would get at least 4 extra levels (max level was 20 back then, another callback I suppose to DnD). It also happened that GW1 had an analogue to "challenge motes" called "Hard-Mode". However late in GW1 game's cicle they received some buffs to offest their impopularity, as part of the class concept was that their natural damage type (chaos) was armor ignoring but lowish, they made it slightly higher, and it made them really popular. Useless for most classes, but overkill against warriors.įor those reasons it was considered good in PVP, specially because altough their spells did low damage they were armor ignoring, so they were good contributing for team-focused spikes regardless of target. Like, I remember it had a buff that made any warrior that attacked you loose all their adrenaline and 25% of their energy(mana) on every attack. It was basically considered the "anti-class". For a long time mesmer was considered the worst class on the game, and a "purely PVP" built class, because their damage wasn't really high and it had super weird concepts like focusing on countering other classes through spells, on control through spaming interruptions (think of stuns that didn't had a stunned time but cut animations) and slows, energy (mana) denial. ![]() The reason why mesmer is so "rare" in GW2 as a class is because in GW1 it was an oddball. Iirc those also coincide with old DnD damage types, if not in name in number and concept. Those 3 last types were mostly class locked in Monk/Dervish, Necromancer and Mesmer and all are armor ignoring. So you had 3 types of melee damage (blunt, piercing, slashing), then you had 4 damage types for the elements, and then you had dark, light and chaos. ![]() GW1 design both mechanically and thematically takes a lot from old DnD. But then they changed their mind and settled on mesmer. Iirc, in the original GW1, before release when they were designing the classes, mesmer was supposed to be called the "Sorcerer" or something like that. Mesmer has quite the weird and odd story in Guild wars. So yeah in a sense chaos fits, but only partially - it's rather that they manipulate reality at it seams until it's what they desire it to be. They warp the nature of the weapons they use (see greatsword as prime example) and they do not "reflect" - but rather warp the path of the projectile backwards. Chronos warp time, condense it or stretch it. The clones, phantasms, even mirage dodge is warping what "self" is. Or, to put it simply - they warp reality as a basis of all their magic. Mesmers use magic not by spellcasting, channeling or even reality shaping, but by what I'd call "unreality". I've mulled it over from several different sides (starting from ironically, the most incorrect and also popular in-game "illusionist") and imho if we need a template, it's actually not mage at all, but closer to a reality bender. Honestly can't compare to wow since I haven't played this, but from what you've described (and the general template of an arcane mage) I'd say mesmers have a more unique take on magic. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |