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Will mirage ever get a proper nerf?


UfoCoffee.2084

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Condi mirage has to much output and that is the problem.

 

Mirage's defensive options are on par with the rest of the cast. Different sure, but much like how warrior has a sturdy body, ele can keep rotation and safely heal up, DD having access to more dodge than anything in game, and DE's endless stealth; mirage has it's own quirks.

 

I don't know where this notion of Power Mirage is a problem is coming from, no one in high end legitimately plays power to win, the strongest burst combo has been the exact same since release with Greatsword and is easily anticipated and avoided, and lost it's easy access stun a while ago. This is the same burst why thief replaced mesmer on teams in those early days and when mesmer was only taken for portal.

 

Condi by comparision applies stacks on all 4 shatters, has heavy stacking moves on scepter and axe, and synergy with blinds meaning you are rewarded offensively for a defensive cover condi. Blind Synergy being the major thing I advocate shaves for.

 

Please dispel the notion of the defensive options being the issue, I have had 0 issue landing hits (and by extension killing) mirages on soul beast, pick your flavor of thief, guard, and somewhat holo (I'm pretty bad at holo tbh but I can still go 40/60 with high plat and legend), and can get the cap then contest them on point without problems on weaver.

 

Yes you need to actively play around their options but that is the case for anything vs anyone who knows what they are doing.

 

Tip: Sometimes combat comes down to reads and anticipation, this is especially true when fighting mesmers, thieves, and any opponent who makes good use of block or counter skills. I suggest everyone develop a good Seme https://en.wikipedia.org/wiki/Seme_(martial_arts) . This will help you improve in almost any action based PvP game.

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> @"mortrialus.3062" said:

> > @"toxic.3648" said:

> > just gonna put this here. too good not to xD

> >

> >

>

> It's easy for someone to just describe something and then scream "WHY?!" at the top of their lungs and look like they're making an argument.

>

> If you want to address Condition Mirage's damaging condition spread and it's spread of soft cc cover conditions like Blind and Cripple, you need to address how over the top overpowered condition cleanses in this game are for anything not a condition mirage or scourge.

>

> Aside from Mirage and Scourge nothing are rocking condition damage. And Reaper is at the very least just as popular of a build for ranked as Scourge if not moderately more popular than Scourge. The reality is condition cleanses and conversion into boons are both extremely over tuned at this point. Most classes can quickly throw off 3-7+ conditions repeatedly over the course of a single fight, or have strong resistance uptime. Scourge and Mirage are the only condition classes capable of keeping up not because their condition damage is high (It's not. Scourge and Mirage are actually some of the lowest condition damage available) but because they have a wide range of conditions (Or in Scourge's case a wide range of conditions and boon corruption) that gives their conditions a chance to dodge condition cleanses entirely.

>

> Condition damage has completely fallen behind Power Damage in the scheme of things. To put this into perspective; Condition Berserker, Condition Firebrand, Condition Weaver, and Condition Holosmith have the higher condition pressure. Far, far beyond what Condition Mirage and Scourge are capable of. But even putting aside other weaknesses in those builds, the single biggest weakness that prevents them from ever becoming meta is the fact that when every class can effortlessly throw off 5+ conditions multiple times a fight, the bulk of their damage being tied down into one or two conditions means their effective damage output is zero.

>

> Arenanet really needs to look at both normalizing the spread of conditions, balancing all classes around 2-3 damaging conditions with more serious ramping power. And also heavily pulling back condition cleanses to compensate for it. Cleanses are the condition damage equivalent to protection. It's supposed to help you negate damage, but at this point unless you're a build that can shotgun 6 conditions at once your effective damage output as condi is 0.

>

> Anet should nerf condition cleanses by 50%+ across the board then trim Mirage's condition spread and condense it into fewer conditions. Right now power damage is absolutely over tuned compared to condition damage 7/9 classes are exclusively running power on a meta level. Mirage is mostly exclusively condi and Necro run a 50/50 split of condi and power.

>

> I really want to see all the condition cleanses and conversions straight up reduced by 50%-75%. I genuinely think that's needed. Mesmers should have their cover conditions trimmed and their damaging conditions condensed into fewer conditions, mostly torment and confusion for thematic reasons with maybe a bit of burning with the torch skills. I think the reason you've seen tons of power creep when it comes to conditions cleanses is because Anet is a bit too focused on the only two meta builds keeping up and is power creeping cleanses in an arm race.

>

> But like let's say a Burn Firebrand vs. a Core Guardian. The Firebrand has a lot of self sustain just like the core guardian, it has fairly easy application of it's condition skills. I bring up burn firebrand for a number of reasons:

>

> 1. It's not good but it's potentially closer to being going than people realize.

> 2. The best burn firebrand build has waaaaaaaay higher than condition mirage.

> 3. I think we can agree that the way Burn fireband applies it's conditions is how we all want to see condition builds operate in terms of their damage. A dps firebrand deals it's damage primarily through 2 damaging conditions and it has less access to CC conditions like blind, cripple and immobilize or rather their damage skills don't automatically come equipped with those. So when you fight a dps firebrand it's damage out put is going to look like : 1 burn, 2 burn, 3 burn, 6 burn, 8 burn, 10 burn, 15 burn, 20 burns. This is the ramping effect I think we'd like to see from condition damage builds compared to Mirage and Scourge which can shot gun you with tons of conditions and cover conditions.

>

> And it's completely unviable. There's way, way, way too much condition cleansing just rolling around on every single meta build except meta Herald at the moment. A DPS Firebrand will never be able to hurt the Core Guardian. How could it? The Firebrand has almost entirely burning and a little bit of bleed. And that's somehow supposed to punch through this:

>

> 2x Condition Cleanse on Heal with Lesser Smite Condition

> 2x Condition Cleanse on Virtue of Resolve

> 2x Condition Cleanse on Smite Condition.

> 12x Condition Conversion on Contemplation of Purity

> Condition Immunity during Renewed Focus

> 2x condition Cleanse on Virtue of Resolve

>

> Now I'm not saying that Core Guardian is OP. It's not and it fits into the meta moderately well, but it's condition cleanses are so over the top for anything not a Scourge or a Mirage and against Mirage at least it can survive for a while. And that's true of most builds that are meta now, from Holosmith, to warrior, to Boonbeast.

>

> Warriors:

> Healing Signet 6 seconds resistance

> 12x Condition Cleanse with Signet of Stamina

> 6x Condition Cleanse x 2 with Shake it Off

> Maybe running Berserker Stance still 4 seconds resistance

>

> Unless you're a Mirage or Scourge you aren't going to be able to punch through that with condition damage. Period.

 

Actually the amount of condis from scourge a lot of time is because of boon corrupt combined.When you have no boons to corrupt, the condis aren't that much to begin with.

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> @"kybraga.7103" said:

> > @"Lincolnbeard.1735" said:

> > Dd still has it all, more evades, more mobility, more dazes/rupts, I'll give you blind although blinding dissipation/ineptitude isn't meta anymore.

> Daredevil does not have more dazes or interrupts than Mirage. Mirage is capable of dazing 20 times in a row with just ambushes; Thief could daze 4-5 times in a row but actually be punished for it. Mirage could wait a few seconds and be able to release another daze ambush and then shatter with 4 more dazes. I don't understand where you get that idea that Daredevil can daze more, honestly.

>

> Mirage can also be significantly more mobile than a Daredevil due to their, again, ambushes; they can blink 1200 range, then ambush 2 and then Jaunt if they wanted to push a little further. If you're referring to Sword/Dagger Thief, I could understand that but Daredevil itself isn't as mobile as Mirage; granted, Sword isn't meta right now because people are going for a more passive approach towards abusing Scepter's high power damage/strong Confusion/Torment access/clone generation.

>

> Blinds on Mirage are insane due to the ability to do it instantly. Elementalist can do that once every 10 seconds, but they have to be attuned to a specific attunement; Thief can do it, but again, would be punished if they spammed their blind. You could walk away freely and have a lot of confusion stacked on the torture victim.

>

> > High damage, depends if you're fighting against a heavy cleanse build dd does indeed more damage since you'll only tickle the foe.

> Axe Mirage does more damage than Sword Mirage in terms of consistent damage; Scepter Mirage does more damage than Sword Mirage in terms of burst damage; GS Mirage is only counter to other Mirages and Mesmers due to their Ambush. All the while, all those weapons can do significantly more damage in around ten seconds than a Daredevil's burst Vault/Bound spam. Even Condi Daredevil wasn't that toxic, it was annoying because it could evade a lot, but it wasn't pressuring remotely as hard as a Condi Mirage does currently. A Power Mirage pressures twice as hard as any other spec in the game purely due to the ability to shutting someone down by evading while dazing, shattering, Mirror Blade-ing, and oh-so-many other things. C'mon, you can't tell me that all of this is fair for a Mesmer to do. I've taken time out of my day to shut down Mirages who legitimately run around flexing because of how 'good they are' at Mirage. Mirage itself is just over the top; I normally don't bother to talk about it, but this is just silly to try to argue. Everyone knows that Mirage is an insanely powerful Elite Specialization. Chronomancer only recently got something to be able to compete with that Elite Specialization again, but it's at least not evading every few seconds inflicting 15-16 torment and 12 confusion. ~~It's just a oneshot build instead.~~

> > With that said if mirage needs heavy nerfs care to tell me what to do with professions that counter mirage?

> If a class were to be overwhelmed in terms of being countered, it would be understandable to nerf that class if it were to be countering absolutely everything; everything should have a counter but Mirage manages to be able to be immune to that situation due to how flexible the evade makes them to almost every scenario.

>

>

Personally in my opinion, I don't find thieves that bad to deal with in the past, even before the massive nerfs. I knew that for instance if a DP thief tried to get to me and hide while in a large fight while on necro, I could load condis and cripple him, making him a target then go reaper and destroy him. Mesmers can infinitely escape and just keep adjusting to dps and not have a problem since they have so much sustain as well, but for daredevil, they kinda are expected to use stealth to get some of that health back and to reposition themselves.

 

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> @"Daishi.6027" said:

> Condi mirage has to much output and that is the problem.

>

> Mirage's defensive options are on par with the rest of the cast. Different sure, but much like how warrior has a sturdy body, ele can keep rotation and safely heal up, DD having access to more dodge than anything in game, and DE's endless stealth; mirage has it's own quirks.

>

> I don't know where this notion of Power Mirage is a problem is coming from, no one in high end legitimately plays power to win, the strongest burst combo has been the exact same since release with Greatsword and is easily anticipated and avoided, and lost it's easy access stun a while ago. This is the same burst why thief replaced mesmer on teams in those early days and when mesmer was only taken for portal.

>

> Condi by comparision applies stacks on all 4 shatters, has heavy stacking moves on scepter and axe, and synergy with blinds meaning you are rewarded offensively for a defensive cover condi. Blind Synergy being the major thing I advocate shaves for.

>

> Please dispel the notion of the defensive options being the issue, I have had 0 issue landing hits (and by extension killing) mirages on soul beast, pick your flavor of thief, guard, and somewhat holo (I'm pretty bad at holo tbh but I can still go 40/60 with high plat and legend), and can get the cap then contest them on point without problems on weaver.

>

> Yes you need to actively play around their options but that is the case for anything vs anyone who knows what they are doing.

>

> Tip: Sometimes combat comes down to reads and anticipation, this is especially true when fighting mesmers, thieves, and any opponent who makes good use of block or counter skills. I suggest everyone develop a good Seme https://en.wikipedia.org/wiki/Seme_(martial_arts) . This will help you improve in almost any action based PvP game.

 

100% agree. Shave condi application/intensity in appropriate places. Learn to anticipate, be unpredictable and land hits around defences (of which there are plenty of windows).

 

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> @"Shao.7236" said:

> Since the phantasm rework, mesmers in general has just been self carried since, being able to mirage dodge in any state just adds insult to the injury. They never really needed a condition nerf. (Besides the confusion nerf that was for every professions.) The real issue steams if not from the easy clone spam is how GOOD the evade is and how MANY they get along the way of their already strong core F skills (Without forgetting blindness on shatter which is quite unnecessary making them the strongest stompers and this blind is not removed until you legit get to have a hit on them, aka when using F4 blindness stay regardless.) and then you have the fact that immobilize doesn't stop them from dodging, nullifying so many viable strats that would work on ANY other professions.

>

> They are quite just untouchable in most hands as the skill gap heavily decreased since PoF and those reworks, all from a single button that might as well be called Invulnerable instead of evade for 1sec at any given time. All better than a warrior who has to wait 30 seconds to even get the right to avoid just power damage during 2 seconds for a "simple" example, I'm not comparing for the sake of 100% accuracy but just to make you think about how beneficial said evade is.

>

> You can tell me otherwise, but come back after you fought an OG chronomancer and seen how they get TRULY punished for their mistakes and not just able to avoid anything with a simple dodge that they might has well gotten from a mirror alone by accident or their heal alone. Also the Rune Of the Adventurer is just plain cancer to deal with as you make your way through the dumb spam of clones and conditions that regardless with any sustain is a pain to even lay an attack on them that isn't instant casted.

>

> I personally have my ways to deal with condition mesmers, but the latter still remains that the profession is just TOO strong and needs to have it's sustain nerfed in many places. My most drastic suggestion would just be to reduce endurance regeneration permanently by a certain amount upon picking the elite spec since people have such an easy access and can recklessly spam them without any consequences.

 

This guy knows exactly whats wrong with mesmer. Coming from a fellow mesmer player.

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> @"Trevor Boyer.6524" said:

> > @"mortrialus.3062" said:

> > > @"ErazorZ.5209" said:

> > > > @"mortrialus.3062" said:

> > > > > @"ferbz.6987" said:

> > > > > > @"mortrialus.3062" said:

> > > > > > > @"ferbz.6987" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > >

> > > > > > > > >

> > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > >

> > > > > > > > "Minor adjustments"

> > > > > > > >

> > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > >

> > > > > > > > That ain't no "minor adjustments."

> > > > > > >

> > > > > > > Look at the big picture. Non of these nerfs have changed how oppressive mirage is, reasons, many - no nerf has truly affected the aspects as to why mirage is so dominant, I'll let you figure that one yourself.

> > > > > > >

> > > > > > > I can give you a hint, what are the benefits of dodging as a mirage. Don't think Elusive mind. Just think for a second what Dodge can do for a mirage.

> > > > > >

> > > > > > You realize that I've been advocating the removal of both Elusive Mind and the ability to dodge while CC'd even without it since Mirage was released for almost a year and a half now right and that if you put forward like the slightest effort you'd would have seen that? Maybe you should actually, I dunno, check what someone's stances are before you patronize and talk down to them.

> > > > >

> > > > > Nothing personal. Your post stated mirages have been nerfed many times and don't need anymore nerfs - I disagree. Cheers!

> > > >

> > > > I said they need more nerfs and nerfs are coming because they've come every single patch. I never said they didn't need nerfs.

> > > >

> > > > > @"Trevor Boyer.6524" said:

> > > > > > @"mortrialus.3062" said:

> > > > > > > @"UfoCoffee.2084" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > >

> > > > > > > > >

> > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > >

> > > > > > > > "Minor adjustments"

> > > > > > > >

> > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > >

> > > > > > > > That ain't no "minor adjustments."

> > > > > > >

> > > > > > > Mate they're still op as all hell. What are you talking about? Why are you trying to defend mirage? It's broken, i don't care how many nerfs it's had in the past. Mesmer mains trying to defend it have such weak arguments. The class is extremely bad for pvp and will turn away all the wow players coming over at the moment. 90% of people agree they need huge nerfs. The rest are mesmer mains. End of.

> > > > > >

> > > > > > I'm not "defending them". You made an entire thread pretending they never get nerfed, and they only get buffed each patch which is objectively not true. All I pointed out was that they've gotten serious nerfs every single patch and more nerfs are definitely coming and somehow you've gotten incredibly tilted over it for no reason. If you weren't incredibly factually wrong I wouldn't have to correct your nonsense.

> > > > >

> > > > > But every other class has also been undergoing strange alterations & nerfs, it isn't just Mirage. So at the end of the past year's worth of intra-class nerfs, Mirage is still the strongest class. In fact, these last couple patches "intra-class wide" have resulted in Mirage being stronger now than it ever was.

> > > > >

> > > > > We can't simply post a list of nerfs to one class without posting a list of nerfs to every other class. There is no ability to compare/contrast anything while doing that. For example: Mirage mains will frequently mention the nerf to EM while completely disregarding the vigor uptime that the build has, its use of adventure rune, and 2x energy sigils, along with w/e other stunbreaks it already has on its utility bar. Realistically Mirages are fronting more endurance usage than most other builds. Also, after the nerf to EM, Mirages began playing differently which these new playstyles ended up being stronger than the old EM builds anyway. Now let's take a look at Deadeye and the Death's Judgement nerf "which is now blockable". That was a detrimental nerf to DE's strength. Trying to compare the EM nerf to DJ nerf is of no comparison at all. The EM nerf actually ended up helping Mirages, whereas something like the DJ nerf did nothing but hurt DE. Even so, hearing "Death's Judgement is now blockable" sounds bad but what if we were to look at patch notes on other classes to find that most blocks in the game had been reduced to half durations or something. So again, we can't really just lay down a list of a single class and its nerfs, without looking at what happened to everything else it is playing against.

> > > > >

> > > > > All in all, people are noticing that Mirages are very dominant again lately. The only thing that's different this time is that players really are beyond disgusted with the mirage meme thing that anet has going on here. I've seen 2 players in the past couple weeks leave the game due to sheer Mirage hate, and these are people who play in the top 100 each season so it isn't "a l2p issue." People are disgusted by it, anet has let this go on way too long, and people are actually leaving the game due to it.

> > > > >

> > > > > It would be a wise move on anet's part to do something, anything to bring Mirage "actually balanced for once", before it continues driving people from the game. <- Because that really is happening lately.

> > > >

> > > > You can't say condimirage is the strongest build when Boonbeast mains alone made up at least 4 of the top 10 that I can for sure 100% identify and they got buffed last patch.

> > > >

> > > > Second strongest? I'd say definitely. But objectively boonbeast out performs Mirage and is just as brain dead and forgiving as Mirage and Boonbeast got massively buffed last balance patch.

> > >

> > > I like how you derail a thread by talking about boonbeast. The fact is boonbeast is not okay. We get that. But stating that its more broken then mesmer really does nothing for your point at all.

> > >

> > > Mesmer is broken.

> > >

> > > just because another spec this entire thread is NOT about is broken doesnt change the fact mesmer IS.

> > >

> > > To the guy stating 5 builds can sustain through a mesmers bursts doesnt automatically make mesmer fine. Those 5 ELITE specs on 1 build doesnt automatically make mesmer fine.

> > >

> > > If you want elite specs to be powercreeped in a single build BECAUSE its the only thing you CAN do on that build versus a mesmer disregarding how those classes cant 1v1 anything else as effectivly as a mesmer is just blind favouritism.

> > >

> > > Just because mesmer has some unfavourable matchups versus very specific builds, that really doesnt mean its automatically fine. Especially not considering those other builds cannot do the same as a mesmer can. You want to know why those other builds cant do that? because they arent broken.

> >

> > It was in direct response to them calling condi mirage the strongest. I think boonbeast is objectively stronger and higher performing.

> >

> > I really don't see how that's a derail when it's a direct response to someone saying Mirage is the strongest build in the game.

>

> Boonbeast is no where near as strong as a Condi Mirage in general performance. The only thing that makes Boonbeast good is the game conquest itself, where people have to hold nodes. When the Boonbeast is on a node with someone else, they are in range for the Boonbeast to actually land damage. Outside of nodes, Boonbeasts have little chase power and end up being sitting ducks to focus. In a normalized 1v1 off node or let's say in wvw, Condi Mirage absolutely kitten on a Boonbeast when it doesn't have to worry about holding a node. Condi Mirage on the other hand, has ultra disengage & chase potential, while being able to land the easiest bursts in the game, that notoriously have the least tells.

>

> You keep insisting that Condi Mirage is not the strongest 1v1 spec in the game, which is ridiculous considering the amount of good players who stream who are indeed relaying information that it is. It ultimately wins 1v1s. If two top 25 players were dueling for the sake of testing "which I have been watching a lot of lately" we see that Condi Mirage has the ability to win any 1v1.

 

It's funny [how defensive ranger mains get](https://en-forum.guildwars2.com/discussion/65892/insanely-overpowered-ranger-skills-eg-whirling-defense-does-more-damage-than-hundred-blades "how defensive ranger mains get") when _their_ overperforming spec gets criticized. It's not just me calling Boonbeast the strongest 1v1 spec in the game right now because I lost a duel to to one.

 

> **Undoubtedly the strongest 1v1 build in the game right now**, Soulbeast has incredible pressure, self boon application and sustained healing.

>

> - https://www.godsofpvp.net/builds/ranger/

 

Boonbeast mains made up 5 of the top 10 last season (I was able to confirm a 5th account). I can also point out other players who made top 10 last season who agree boonbeast is the strongest build right now. I can also identify several top 11-25 players who historically main other classes who made the swap to Boonbeast as a main last season. That absolutely points towards something being very sick about Boonbeast and yes a _sicker rot_ to the game mode than Mirage. I can only point to one 1-25 players who either mains something else or multiclasses who primarily played mirage this season though admittedly I'm working on incomplete information here.

 

And another difference is Boonbeast _keeps getting buffed_ each patch like last balance patch where they got an additional 33% power and condition damage reduction given to on top of the 33% towards power and condi they already had when they were _already_ the most difficult build to kill in the game. That they keep getting their best skills already in the build buffed despite their best in slot status suggests similar buffs are likely to come next balance patch. Whereas with Mirage like I've pointed out the devs have clearly been very desperately trying to nerf all aspects of Mirage every balance patch. They keep buffing Boonbeast.

 

The rest of your post is a lot of ranting and responding to arguments I didn't make and didn't said so I don't see the point in responding to.

 

And all this ranting in response to a one sentence line in my post where all I said was "I think boonbeast is best and Mirage #2" which was in response to you saying "I think Mirage is the best build."

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> @"Trevor Boyer.6524" said:

>Boonbeast is no where near as strong as a Condi Mirage

I hate Mirage and Mesmer in general, but this right here is the worst trivialization I've seen in some time. Boonbeast is every bit as disgusting as Mirage. The fact that you don't encounter them while roaming around in WvW means diddly when they plonk themselves down at caps in PvP.

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> @"Aktium.9506" said:

> > @"Trevor Boyer.6524" said:

> >Boonbeast is no where near as strong as a Condi Mirage

> I hate Mirage and Mesmer in general, but this right here is the worst trivialization I've seen in some time. Boonbeast is every bit as disgusting as Mirage. The fact that you don't encounter them while roaming around in WvW means diddly when they plonk themselves down at caps in PvP.

 

Maybe it's just me, but while boon beast is indeed spammy in said boons.

 

I've been playing this Mallyx build I posted on Metabattle not too long ago and it's been fairly amusing to fight them, for as long as they didn't always run away but then again, that might as well also be a problem.

 

Admittely since they fixed lesser muddy terrain, you see a lot less of those easy decaps from them, which is a blessing imo.

 

I think that really all they need is some stance duration/cooldowns nerfs, from what I experienced they just have quite a forgiving kit that nerfing these might just remove the ability to do so many mistakes and actually start playing like they aren't so invincible and auto attack you constantly anymore.

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> @"Trevor Boyer.6524" said:

> > @"mortrialus.3062" said:

> > > @"ErazorZ.5209" said:

> > > > @"mortrialus.3062" said:

> > > > > @"ferbz.6987" said:

> > > > > > @"mortrialus.3062" said:

> > > > > > > @"ferbz.6987" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > >

> > > > > > > > >

> > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > >

> > > > > > > > "Minor adjustments"

> > > > > > > >

> > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > >

> > > > > > > > That ain't no "minor adjustments."

> > > > > > >

> > > > > > > Look at the big picture. Non of these nerfs have changed how oppressive mirage is, reasons, many - no nerf has truly affected the aspects as to why mirage is so dominant, I'll let you figure that one yourself.

> > > > > > >

> > > > > > > I can give you a hint, what are the benefits of dodging as a mirage. Don't think Elusive mind. Just think for a second what Dodge can do for a mirage.

> > > > > >

> > > > > > You realize that I've been advocating the removal of both Elusive Mind and the ability to dodge while CC'd even without it since Mirage was released for almost a year and a half now right and that if you put forward like the slightest effort you'd would have seen that? Maybe you should actually, I dunno, check what someone's stances are before you patronize and talk down to them.

> > > > >

> > > > > Nothing personal. Your post stated mirages have been nerfed many times and don't need anymore nerfs - I disagree. Cheers!

> > > >

> > > > I said they need more nerfs and nerfs are coming because they've come every single patch. I never said they didn't need nerfs.

> > > >

> > > > > @"Trevor Boyer.6524" said:

> > > > > > @"mortrialus.3062" said:

> > > > > > > @"UfoCoffee.2084" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > >

> > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > >

> > > > > > > > >

> > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > >

> > > > > > > > "Minor adjustments"

> > > > > > > >

> > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > >

> > > > > > > > That ain't no "minor adjustments."

> > > > > > >

> > > > > > > Mate they're still op as all hell. What are you talking about? Why are you trying to defend mirage? It's broken, i don't care how many nerfs it's had in the past. Mesmer mains trying to defend it have such weak arguments. The class is extremely bad for pvp and will turn away all the wow players coming over at the moment. 90% of people agree they need huge nerfs. The rest are mesmer mains. End of.

> > > > > >

> > > > > > I'm not "defending them". You made an entire thread pretending they never get nerfed, and they only get buffed each patch which is objectively not true. All I pointed out was that they've gotten serious nerfs every single patch and more nerfs are definitely coming and somehow you've gotten incredibly tilted over it for no reason. If you weren't incredibly factually wrong I wouldn't have to correct your nonsense.

> > > > >

> > > > > But every other class has also been undergoing strange alterations & nerfs, it isn't just Mirage. So at the end of the past year's worth of intra-class nerfs, Mirage is still the strongest class. In fact, these last couple patches "intra-class wide" have resulted in Mirage being stronger now than it ever was.

> > > > >

> > > > > We can't simply post a list of nerfs to one class without posting a list of nerfs to every other class. There is no ability to compare/contrast anything while doing that. For example: Mirage mains will frequently mention the nerf to EM while completely disregarding the vigor uptime that the build has, its use of adventure rune, and 2x energy sigils, along with w/e other stunbreaks it already has on its utility bar. Realistically Mirages are fronting more endurance usage than most other builds. Also, after the nerf to EM, Mirages began playing differently which these new playstyles ended up being stronger than the old EM builds anyway. Now let's take a look at Deadeye and the Death's Judgement nerf "which is now blockable". That was a detrimental nerf to DE's strength. Trying to compare the EM nerf to DJ nerf is of no comparison at all. The EM nerf actually ended up helping Mirages, whereas something like the DJ nerf did nothing but hurt DE. Even so, hearing "Death's Judgement is now blockable" sounds bad but what if we were to look at patch notes on other classes to find that most blocks in the game had been reduced to half durations or something. So again, we can't really just lay down a list of a single class and its nerfs, without looking at what happened to everything else it is playing against.

> > > > >

> > > > > All in all, people are noticing that Mirages are very dominant again lately. The only thing that's different this time is that players really are beyond disgusted with the mirage meme thing that anet has going on here. I've seen 2 players in the past couple weeks leave the game due to sheer Mirage hate, and these are people who play in the top 100 each season so it isn't "a l2p issue." People are disgusted by it, anet has let this go on way too long, and people are actually leaving the game due to it.

> > > > >

> > > > > It would be a wise move on anet's part to do something, anything to bring Mirage "actually balanced for once", before it continues driving people from the game. <- Because that really is happening lately.

> > > >

> > > > You can't say condimirage is the strongest build when Boonbeast mains alone made up at least 4 of the top 10 that I can for sure 100% identify and they got buffed last patch.

> > > >

> > > > Second strongest? I'd say definitely. But objectively boonbeast out performs Mirage and is just as brain dead and forgiving as Mirage and Boonbeast got massively buffed last balance patch.

> > >

> > > I like how you derail a thread by talking about boonbeast. The fact is boonbeast is not okay. We get that. But stating that its more broken then mesmer really does nothing for your point at all.

> > >

> > > Mesmer is broken.

> > >

> > > just because another spec this entire thread is NOT about is broken doesnt change the fact mesmer IS.

> > >

> > > To the guy stating 5 builds can sustain through a mesmers bursts doesnt automatically make mesmer fine. Those 5 ELITE specs on 1 build doesnt automatically make mesmer fine.

> > >

> > > If you want elite specs to be powercreeped in a single build BECAUSE its the only thing you CAN do on that build versus a mesmer disregarding how those classes cant 1v1 anything else as effectivly as a mesmer is just blind favouritism.

> > >

> > > Just because mesmer has some unfavourable matchups versus very specific builds, that really doesnt mean its automatically fine. Especially not considering those other builds cannot do the same as a mesmer can. You want to know why those other builds cant do that? because they arent broken.

> >

> > It was in direct response to them calling condi mirage the strongest. I think boonbeast is objectively stronger and higher performing.

> >

> > I really don't see how that's a derail when it's a direct response to someone saying Mirage is the strongest build in the game.

>

> Boonbeast is no where near as strong as a Condi Mirage in general performance. The only thing that makes Boonbeast good is the game conquest itself, where people have to hold nodes. When the Boonbeast is on a node with someone else, they are in range for the Boonbeast to actually land damage. Outside of nodes, Boonbeasts have little chase power and end up being sitting ducks to focus. In a normalized 1v1 off node or let's say in wvw, Condi Mirage absolutely kitten on a Boonbeast when it doesn't have to worry about holding a node. Condi Mirage on the other hand, has ultra disengage & chase potential, while being able to land the easiest bursts in the game, that notoriously have the least tells.

>

> You keep insisting that Condi Mirage is not the strongest 1v1 spec in the game, which is ridiculous considering the amount of good players who stream who are indeed relaying information that it is. It ultimately wins 1v1s. If two top 25 players were dueling for the sake of testing "which I have been watching a lot of lately" we see that Condi Mirage has the ability to win any 1v1. It is so versatile with all the dynamic options provided, that it can work around anything and eventually kill it. Condi Mirage has no counter where "such and such class should win vs. the Condi Mirage" no, Condi Mirage only has things that can potentially damage it, and maaaaybe kill it if the Condi Mirage messes up. For some reason these old time Mesmer mains seem to believe that "something can potentially damage you" is the same thing as "being countered" lol. Mirage has been so over powered for so long, that god forbid something like a Boonbeast posses an actual challenge to the Mirage, and all the Mirage mains start saying how over powered it is or that it is a counter to Condi Mirage. This kind of subjective experience from playing only Mirage for too long actually kitten a player's understanding of how strong Condi Mirage is and what being countered actually feels like. Condi Mirage vs. Boonbeast aint no counter like a Thief vs. a DH, or a Scourge vs. a Berserker LB Ranger.

>

> Every class & build in the game "outside of Mirage", has hard counters. Things like Firebrands can still be countered by even weird off meta builds that have a lot of power damage. Necros can still be hard countered by weird builds that have lots of CC. Boonbeasts are countered by anything with high DPS and access to frequent CCs and immobs because it has no burst heal, which the new sword/shield spellbreaker is all about. Ect.. ect.. everything has a counter, except Condi Mirage. There is nothing in the game that can be done to create a spec that simply counters this new Condi Mirage duelist build, nothing. <- And that is why it is overpowered. So INB4 the usual Mirage defense quotes "Well we're bad at team fighting" "We can get countered if you 2v1 us" "A Boonbeast can hold a node vs. me it is OP" Guess what? Lots of builds in the meta are worse in team fights than the Condi Mirage is, Everything gets countered 2v1, and every build in the game has some other build or two or three that it just isn't able to win a node against in a 1v1 situation. These things are all normal for every other class in the game. The fact that a Mirage main would even bring these things up as defense quotes, shows the lack of understanding of what it would feel like to play GW2 Conquest as not a Condi Mirage.

 

You're trailing off into a bit of a rant here, bud. I'll agree that Mirage is clearly the strongest 1v1 spec. But the reason people say Mirage isn't good in team fights has nothing to do with feeling "countered". As you note, Mirage can disengage quite easily. The problem with mirage in team fights, and the reason they probably deserve to be among the best 1v1 classes (albeit not to the degree that they are currently) is that they are quite ineffective in team fights. Their damage is diluted with multiple targets and is easily cleansed by support and incidental cleansing, while their susceptibility to incidental area effects makes them unable to survive for very long without disengaging. It's not unlike the way thief works. +1? Sure! Jump into a pile at mid? Not so much.

 

I also disagree that Mirage has "no" counters. It has too few counters. But you can't tell me there aren't druid/soulbeast, firebrand, holosmith and weaver builds that can't nullify condi mirage. There are likely others as well, but those classes readily come to mind.

 

Again, I don't completely disagree. Mirage is definitely too strong. But let's keep it reasonable.

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> @"AliamRationem.5172" said:

> > @"Trevor Boyer.6524" said:

> > > @"mortrialus.3062" said:

> > > > @"ErazorZ.5209" said:

> > > > > @"mortrialus.3062" said:

> > > > > > @"ferbz.6987" said:

> > > > > > > @"mortrialus.3062" said:

> > > > > > > > @"ferbz.6987" said:

> > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > >

> > > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > > >

> > > > > > > > > "Minor adjustments"

> > > > > > > > >

> > > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > > >

> > > > > > > > > That ain't no "minor adjustments."

> > > > > > > >

> > > > > > > > Look at the big picture. Non of these nerfs have changed how oppressive mirage is, reasons, many - no nerf has truly affected the aspects as to why mirage is so dominant, I'll let you figure that one yourself.

> > > > > > > >

> > > > > > > > I can give you a hint, what are the benefits of dodging as a mirage. Don't think Elusive mind. Just think for a second what Dodge can do for a mirage.

> > > > > > >

> > > > > > > You realize that I've been advocating the removal of both Elusive Mind and the ability to dodge while CC'd even without it since Mirage was released for almost a year and a half now right and that if you put forward like the slightest effort you'd would have seen that? Maybe you should actually, I dunno, check what someone's stances are before you patronize and talk down to them.

> > > > > >

> > > > > > Nothing personal. Your post stated mirages have been nerfed many times and don't need anymore nerfs - I disagree. Cheers!

> > > > >

> > > > > I said they need more nerfs and nerfs are coming because they've come every single patch. I never said they didn't need nerfs.

> > > > >

> > > > > > @"Trevor Boyer.6524" said:

> > > > > > > @"mortrialus.3062" said:

> > > > > > > > @"UfoCoffee.2084" said:

> > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > > >

> > > > > > > > > >

> > > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > > >

> > > > > > > > > "Minor adjustments"

> > > > > > > > >

> > > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > > >

> > > > > > > > > That ain't no "minor adjustments."

> > > > > > > >

> > > > > > > > Mate they're still op as all hell. What are you talking about? Why are you trying to defend mirage? It's broken, i don't care how many nerfs it's had in the past. Mesmer mains trying to defend it have such weak arguments. The class is extremely bad for pvp and will turn away all the wow players coming over at the moment. 90% of people agree they need huge nerfs. The rest are mesmer mains. End of.

> > > > > > >

> > > > > > > I'm not "defending them". You made an entire thread pretending they never get nerfed, and they only get buffed each patch which is objectively not true. All I pointed out was that they've gotten serious nerfs every single patch and more nerfs are definitely coming and somehow you've gotten incredibly tilted over it for no reason. If you weren't incredibly factually wrong I wouldn't have to correct your nonsense.

> > > > > >

> > > > > > But every other class has also been undergoing strange alterations & nerfs, it isn't just Mirage. So at the end of the past year's worth of intra-class nerfs, Mirage is still the strongest class. In fact, these last couple patches "intra-class wide" have resulted in Mirage being stronger now than it ever was.

> > > > > >

> > > > > > We can't simply post a list of nerfs to one class without posting a list of nerfs to every other class. There is no ability to compare/contrast anything while doing that. For example: Mirage mains will frequently mention the nerf to EM while completely disregarding the vigor uptime that the build has, its use of adventure rune, and 2x energy sigils, along with w/e other stunbreaks it already has on its utility bar. Realistically Mirages are fronting more endurance usage than most other builds. Also, after the nerf to EM, Mirages began playing differently which these new playstyles ended up being stronger than the old EM builds anyway. Now let's take a look at Deadeye and the Death's Judgement nerf "which is now blockable". That was a detrimental nerf to DE's strength. Trying to compare the EM nerf to DJ nerf is of no comparison at all. The EM nerf actually ended up helping Mirages, whereas something like the DJ nerf did nothing but hurt DE. Even so, hearing "Death's Judgement is now blockable" sounds bad but what if we were to look at patch notes on other classes to find that most blocks in the game had been reduced to half durations or something. So again, we can't really just lay down a list of a single class and its nerfs, without looking at what happened to everything else it is playing against.

> > > > > >

> > > > > > All in all, people are noticing that Mirages are very dominant again lately. The only thing that's different this time is that players really are beyond disgusted with the mirage meme thing that anet has going on here. I've seen 2 players in the past couple weeks leave the game due to sheer Mirage hate, and these are people who play in the top 100 each season so it isn't "a l2p issue." People are disgusted by it, anet has let this go on way too long, and people are actually leaving the game due to it.

> > > > > >

> > > > > > It would be a wise move on anet's part to do something, anything to bring Mirage "actually balanced for once", before it continues driving people from the game. <- Because that really is happening lately.

> > > > >

> > > > > You can't say condimirage is the strongest build when Boonbeast mains alone made up at least 4 of the top 10 that I can for sure 100% identify and they got buffed last patch.

> > > > >

> > > > > Second strongest? I'd say definitely. But objectively boonbeast out performs Mirage and is just as brain dead and forgiving as Mirage and Boonbeast got massively buffed last balance patch.

> > > >

> > > > I like how you derail a thread by talking about boonbeast. The fact is boonbeast is not okay. We get that. But stating that its more broken then mesmer really does nothing for your point at all.

> > > >

> > > > Mesmer is broken.

> > > >

> > > > just because another spec this entire thread is NOT about is broken doesnt change the fact mesmer IS.

> > > >

> > > > To the guy stating 5 builds can sustain through a mesmers bursts doesnt automatically make mesmer fine. Those 5 ELITE specs on 1 build doesnt automatically make mesmer fine.

> > > >

> > > > If you want elite specs to be powercreeped in a single build BECAUSE its the only thing you CAN do on that build versus a mesmer disregarding how those classes cant 1v1 anything else as effectivly as a mesmer is just blind favouritism.

> > > >

> > > > Just because mesmer has some unfavourable matchups versus very specific builds, that really doesnt mean its automatically fine. Especially not considering those other builds cannot do the same as a mesmer can. You want to know why those other builds cant do that? because they arent broken.

> > >

> > > It was in direct response to them calling condi mirage the strongest. I think boonbeast is objectively stronger and higher performing.

> > >

> > > I really don't see how that's a derail when it's a direct response to someone saying Mirage is the strongest build in the game.

> >

> > Boonbeast is no where near as strong as a Condi Mirage in general performance. The only thing that makes Boonbeast good is the game conquest itself, where people have to hold nodes. When the Boonbeast is on a node with someone else, they are in range for the Boonbeast to actually land damage. Outside of nodes, Boonbeasts have little chase power and end up being sitting ducks to focus. In a normalized 1v1 off node or let's say in wvw, Condi Mirage absolutely kitten on a Boonbeast when it doesn't have to worry about holding a node. Condi Mirage on the other hand, has ultra disengage & chase potential, while being able to land the easiest bursts in the game, that notoriously have the least tells.

> >

> > You keep insisting that Condi Mirage is not the strongest 1v1 spec in the game, which is ridiculous considering the amount of good players who stream who are indeed relaying information that it is. It ultimately wins 1v1s. If two top 25 players were dueling for the sake of testing "which I have been watching a lot of lately" we see that Condi Mirage has the ability to win any 1v1. It is so versatile with all the dynamic options provided, that it can work around anything and eventually kill it. Condi Mirage has no counter where "such and such class should win vs. the Condi Mirage" no, Condi Mirage only has things that can potentially damage it, and maaaaybe kill it if the Condi Mirage messes up. For some reason these old time Mesmer mains seem to believe that "something can potentially damage you" is the same thing as "being countered" lol. Mirage has been so over powered for so long, that god forbid something like a Boonbeast posses an actual challenge to the Mirage, and all the Mirage mains start saying how over powered it is or that it is a counter to Condi Mirage. This kind of subjective experience from playing only Mirage for too long actually kitten a player's understanding of how strong Condi Mirage is and what being countered actually feels like. Condi Mirage vs. Boonbeast aint no counter like a Thief vs. a DH, or a Scourge vs. a Berserker LB Ranger.

> >

> > Every class & build in the game "outside of Mirage", has hard counters. Things like Firebrands can still be countered by even weird off meta builds that have a lot of power damage. Necros can still be hard countered by weird builds that have lots of CC. Boonbeasts are countered by anything with high DPS and access to frequent CCs and immobs because it has no burst heal, which the new sword/shield spellbreaker is all about. Ect.. ect.. everything has a counter, except Condi Mirage. There is nothing in the game that can be done to create a spec that simply counters this new Condi Mirage duelist build, nothing. <- And that is why it is overpowered. So INB4 the usual Mirage defense quotes "Well we're bad at team fighting" "We can get countered if you 2v1 us" "A Boonbeast can hold a node vs. me it is OP" Guess what? Lots of builds in the meta are worse in team fights than the Condi Mirage is, Everything gets countered 2v1, and every build in the game has some other build or two or three that it just isn't able to win a node against in a 1v1 situation. These things are all normal for every other class in the game. The fact that a Mirage main would even bring these things up as defense quotes, shows the lack of understanding of what it would feel like to play GW2 Conquest as not a Condi Mirage.

>

> You're trailing off into a bit of a rant here, bud. I'll agree that Mirage is clearly the strongest 1v1 spec. But the reason people say Mirage isn't good in team fights has nothing to do with feeling "countered". As you note, Mirage can disengage quite easily. The problem with mirage in team fights, and the reason they probably deserve to be among the best 1v1 classes (albeit not to the degree that they are currently) is that they are quite ineffective in team fights. Their damage is diluted with multiple targets and is easily cleansed by support and incidental cleansing, while their susceptibility to incidental area effects makes them unable to survive for very long without disengaging. It's not unlike the way thief works. +1? Sure! Jump into a pile at mid? Not so much.

>

> **I also disagree that Mirage has "no" counters. It has too few counters. But you can't tell me there aren't druid/soulbeast, firebrand, holosmith and weaver builds that can't nullify condi mirage. There are likely others as well, but those classes readily come to mind.**

>

> Again, I don't completely disagree. Mirage is definitely too strong. But let's keep it reasonable.

 

This is what I'm talking about right here. There are double standards for "what it means to be countered" when discussing Mirages and when discussing Other Classes. Having a Boonbeast vs. a Condi Mirage where neither person is dealing much damage for an elongated amount of time, but both classes are of equal power on par is NOT the same as being countered, but Mirage players believe this is what it feels like to be countered because their class has been so strong for so long.

 

I encourage Mirage mains to hop on a Thief and go to try to 1v1 a DH or hop on a Scourge and try to 1v1 a Berserker Longbow Ranger or better yet, go use literally any other class that isn't a Mirage, maybe even try a Herald! and go 1v1 the Condi Mirage as not the Condi Mirage. Therein the usual Mirage mains would learn or remember what being countered actually feels like. After they have taken some considerable time to test play other classes against the Condi Mirage, I would like to see them come back to the forum and then give their responses on how powerful they consider Condi Mirage to be.

 

@"mortrialus.3062" You should stop derailing the focus of the discussion at hand, which is you starkly defending Condi Mirage. Implying that I am getting defensive over Boonbeast is a ridiculous finger pointing distraction considering that I have made a dozen posts myself saying that it needs to be nerfed. And that isn't even to mention how I main a Druid, not a Boonbeast.

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> @"Trevor Boyer.6524" said:

> > @"AliamRationem.5172" said:

> > > @"Trevor Boyer.6524" said:

> > > > @"mortrialus.3062" said:

> > > > >

> > > > > > @"mortrialus.3062" said:

> > > > > > > @"ferbz.6987" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > >

> > > > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > > > >

> > > > > > > > > > "Minor adjustments"

> > > > > > > > > >

> > > > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > > > >

> > > > > > > > > > That ain't no "minor adjustments."

> > > > > > > > >

> > > > > > > > > Look at the big picture. Non of these nerfs have changed how oppressive mirage is, reasons, many - no nerf has truly affected the aspects as to why mirage is so dominant, I'll let you figure that one yourself.

> > > > > > > > >

> > > > > > > > > I can give you a hint, what are the benefits of dodging as a mirage. Don't think Elusive mind. Just think for a second what Dodge can do for a mirage.

> > > > > > > >

> > > > > > > > You realize that I've been advocating the removal of both Elusive Mind and the ability to dodge while CC'd even without it since Mirage was released for almost a year and a half now right and that if you put forward like the slightest effort you'd would have seen that? Maybe you should actually, I dunno, check what someone's stances are before you patronize and talk down to them.

> > > > > > >

> > > > > > > Nothing personal. Your post stated mirages have been nerfed many times and don't need anymore nerfs - I disagree. Cheers!

> > > > > >

> > > > > > I said they need more nerfs and nerfs are coming because they've come every single patch. I never said they didn't need nerfs.

> > > > > >

> > > > > > > @"Trevor Boyer.6524" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"UfoCoffee.2084" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > >

> > > > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > > > >

> > > > > > > > > > "Minor adjustments"

> > > > > > > > > >

> > > > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > > > >

> > > > > > > > > > That ain't no "minor adjustments."

> > > > > > > > >

> > > > > > > > > Mate they're still op as all hell. What are you talking about? Why are you trying to defend mirage? It's broken, i don't care how many nerfs it's had in the past. Mesmer mains trying to defend it have such weak arguments. The class is extremely bad for pvp and will turn away all the wow players coming over at the moment. 90% of people agree they need huge nerfs. The rest are mesmer mains. End of.

> > > > > > > >

> > > > > > > > I'm not "defending them". You made an entire thread pretending they never get nerfed, and they only get buffed each patch which is objectively not true. All I pointed out was that they've gotten serious nerfs every single patch and more nerfs are definitely coming and somehow you've gotten incredibly tilted over it for no reason. If you weren't incredibly factually wrong I wouldn't have to correct your nonsense.

> > > > > > >

> > > > > > > But every other class has also been undergoing strange alterations & nerfs, it isn't just Mirage. So at the end of the past year's worth of intra-class nerfs, Mirage is still the strongest class. In fact, these last couple patches "intra-class wide" have resulted in Mirage being stronger now than it ever was.

> > > > > > >

> > > > > > > We can't simply post a list of nerfs to one class without posting a list of nerfs to every other class. There is no ability to compare/contrast anything while doing that. For example: Mirage mains will frequently mention the nerf to EM while completely disregarding the vigor uptime that the build has, its use of adventure rune, and 2x energy sigils, along with w/e other stunbreaks it already has on its utility bar. Realistically Mirages are fronting more endurance usage than most other builds. Also, after the nerf to EM, Mirages began playing differently which these new playstyles ended up being stronger than the old EM builds anyway. Now let's take a look at Deadeye and the Death's Judgement nerf "which is now blockable". That was a detrimental nerf to DE's strength. Trying to compare the EM nerf to DJ nerf is of no comparison at all. The EM nerf actually ended up helping Mirages, whereas something like the DJ nerf did nothing but hurt DE. Even so, hearing "Death's Judgement is now blockable" sounds bad but what if we were to look at patch notes on other classes to find that most blocks in the game had been reduced to half durations or something. So again, we can't really just lay down a list of a single class and its nerfs, without looking at what happened to everything else it is playing against.

> > > > > > >

> > > > > > > All in all, people are noticing that Mirages are very dominant again lately. The only thing that's different this time is that players really are beyond disgusted with the mirage meme thing that anet has going on here. I've seen 2 players in the past couple weeks leave the game due to sheer Mirage hate, and these are people who play in the top 100 each season so it isn't "a l2p issue." People are disgusted by it, anet has let this go on way too long, and people are actually leaving the game due to it.

> > > > > > >

> > > > > > > It would be a wise move on anet's part to do something, anything to bring Mirage "actually balanced for once", before it continues driving people from the game. <- Because that really is happening lately.

> > > > > >

> > > > > > You can't say condimirage is the strongest build when Boonbeast mains alone made up at least 4 of the top 10 that I can for sure 100% identify and they got buffed last patch.

> > > > > >

> > > > > > Second strongest? I'd say definitely. But objectively boonbeast out performs Mirage and is just as brain dead and forgiving as Mirage and Boonbeast got massively buffed last balance patch.

> > > > >

> > > > > I like how you derail a thread by talking about boonbeast. The fact is boonbeast is not okay. We get that. But stating that its more broken then mesmer really does nothing for your point at all.

> > > > >

> > > > > Mesmer is broken.

> > > > >

> > > > > just because another spec this entire thread is NOT about is broken doesnt change the fact mesmer IS.

> > > > >

> > > > > To the guy stating 5 builds can sustain through a mesmers bursts doesnt automatically make mesmer fine. Those 5 ELITE specs on 1 build doesnt automatically make mesmer fine.

> > > > >

> > > > > If you want elite specs to be powercreeped in a single build BECAUSE its the only thing you CAN do on that build versus a mesmer disregarding how those classes cant 1v1 anything else as effectivly as a mesmer is just blind favouritism.

> > > > >

> > > > > Just because mesmer has some unfavourable matchups versus very specific builds, that really doesnt mean its automatically fine. Especially not considering those other builds cannot do the same as a mesmer can. You want to know why those other builds cant do that? because they arent broken.

> > > >

> > > > It was in direct response to them calling condi mirage the strongest. I think boonbeast is objectively stronger and higher performing.

> > > >

> > > > I really don't see how that's a derail when it's a direct response to someone saying Mirage is the strongest build in the game.

> > >

> > > Boonbeast is no where near as strong as a Condi Mirage in general performance. The only thing that makes Boonbeast good is the game conquest itself, where people have to hold nodes. When the Boonbeast is on a node with someone else, they are in range for the Boonbeast to actually land damage. Outside of nodes, Boonbeasts have little chase power and end up being sitting ducks to focus. In a normalized 1v1 off node or let's say in wvw, Condi Mirage absolutely kitten on a Boonbeast when it doesn't have to worry about holding a node. Condi Mirage on the other hand, has ultra disengage & chase potential, while being able to land the easiest bursts in the game, that notoriously have the least tells.

> > >

> > > You keep insisting that Condi Mirage is not the strongest 1v1 spec in the game, which is ridiculous considering the amount of good players who stream who are indeed relaying information that it is. It ultimately wins 1v1s. If two top 25 players were dueling for the sake of testing "which I have been watching a lot of lately" we see that Condi Mirage has the ability to win any 1v1. It is so versatile with all the dynamic options provided, that it can work around anything and eventually kill it. Condi Mirage has no counter where "such and such class should win vs. the Condi Mirage" no, Condi Mirage only has things that can potentially damage it, and maaaaybe kill it if the Condi Mirage messes up. For some reason these old time Mesmer mains seem to believe that "something can potentially damage you" is the same thing as "being countered" lol. Mirage has been so over powered for so long, that god forbid something like a Boonbeast posses an actual challenge to the Mirage, and all the Mirage mains start saying how over powered it is or that it is a counter to Condi Mirage. This kind of subjective experience from playing only Mirage for too long actually kitten a player's understanding of how strong Condi Mirage is and what being countered actually feels like. Condi Mirage vs. Boonbeast aint no counter like a Thief vs. a DH, or a Scourge vs. a Berserker LB Ranger.

> > >

> > > Every class & build in the game "outside of Mirage", has hard counters. Things like Firebrands can still be countered by even weird off meta builds that have a lot of power damage. Necros can still be hard countered by weird builds that have lots of CC. Boonbeasts are countered by anything with high DPS and access to frequent CCs and immobs because it has no burst heal, which the new sword/shield spellbreaker is all about. Ect.. ect.. everything has a counter, except Condi Mirage. There is nothing in the game that can be done to create a spec that simply counters this new Condi Mirage duelist build, nothing. <- And that is why it is overpowered. So INB4 the usual Mirage defense quotes "Well we're bad at team fighting" "We can get countered if you 2v1 us" "A Boonbeast can hold a node vs. me it is OP" Guess what? Lots of builds in the meta are worse in team fights than the Condi Mirage is, Everything gets countered 2v1, and every build in the game has some other build or two or three that it just isn't able to win a node against in a 1v1 situation. These things are all normal for every other class in the game. The fact that a Mirage main would even bring these things up as defense quotes, shows the lack of understanding of what it would feel like to play GW2 Conquest as not a Condi Mirage.

> >

> > You're trailing off into a bit of a rant here, bud. I'll agree that Mirage is clearly the strongest 1v1 spec. But the reason people say Mirage isn't good in team fights has nothing to do with feeling "countered". As you note, Mirage can disengage quite easily. The problem with mirage in team fights, and the reason they probably deserve to be among the best 1v1 classes (albeit not to the degree that they are currently) is that they are quite ineffective in team fights. Their damage is diluted with multiple targets and is easily cleansed by support and incidental cleansing, while their susceptibility to incidental area effects makes them unable to survive for very long without disengaging. It's not unlike the way thief works. +1? Sure! Jump into a pile at mid? Not so much.

> >

> > **I also disagree that Mirage has "no" counters. It has too few counters. But you can't tell me there aren't druid/soulbeast, firebrand, holosmith and weaver builds that can't nullify condi mirage. There are likely others as well, but those classes readily come to mind.**

> >

> > Again, I don't completely disagree. Mirage is definitely too strong. But let's keep it reasonable.

>

> I encourage Mirage mains to hop on a Thief and go to try to 1v1 a DH or hop on a Scourge and try to 1v1 a Berserker Longbow Ranger or better yet, go use literally any other class that isn't a Mirage, maybe even try a Herald! and go 1v1 the Condi Mirage as not the Condi Mirage. Therein the usual Mirage mains would learn or remember what being countered actually feels like. After they have taken some considerable time to test play other classes against the Condi Mirage, I would like to see them come back to the forum and then give their responses on how powerful they consider Condi Mirage to be.

>

 

There is literally a thread about this, and mesmer mains have given plenty of constructive viable feedback on what their counter is by both playing and having died to counters.

People saying "X counters condi mirage" wasn't born from thin air. As people would like to believe.

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> @"Trevor Boyer.6524" said:

> > @"AliamRationem.5172" said:

> > > @"Trevor Boyer.6524" said:

> > > > @"mortrialus.3062" said:

> > > > > @"ErazorZ.5209" said:

> > > > > > @"mortrialus.3062" said:

> > > > > > > @"ferbz.6987" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > >

> > > > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > > > >

> > > > > > > > > > "Minor adjustments"

> > > > > > > > > >

> > > > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > > > >

> > > > > > > > > > That ain't no "minor adjustments."

> > > > > > > > >

> > > > > > > > > Look at the big picture. Non of these nerfs have changed how oppressive mirage is, reasons, many - no nerf has truly affected the aspects as to why mirage is so dominant, I'll let you figure that one yourself.

> > > > > > > > >

> > > > > > > > > I can give you a hint, what are the benefits of dodging as a mirage. Don't think Elusive mind. Just think for a second what Dodge can do for a mirage.

> > > > > > > >

> > > > > > > > You realize that I've been advocating the removal of both Elusive Mind and the ability to dodge while CC'd even without it since Mirage was released for almost a year and a half now right and that if you put forward like the slightest effort you'd would have seen that? Maybe you should actually, I dunno, check what someone's stances are before you patronize and talk down to them.

> > > > > > >

> > > > > > > Nothing personal. Your post stated mirages have been nerfed many times and don't need anymore nerfs - I disagree. Cheers!

> > > > > >

> > > > > > I said they need more nerfs and nerfs are coming because they've come every single patch. I never said they didn't need nerfs.

> > > > > >

> > > > > > > @"Trevor Boyer.6524" said:

> > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > @"UfoCoffee.2084" said:

> > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > @"ferbz.6987" said:

> > > > > > > > > > > > @"mortrialus.3062" said:

> > > > > > > > > > > > You can say Mirages are still OP, but you can't say that haven't gotten their fair share of nerfing **literally every single patch** across all aspects of the specialization since the phantasm rework. The only exception was scepter getting buffed and the underwater rework. Do they deserve more right now? Yeah. And more are certainly coming just like they've come every patch.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: December 11, 2018

> > > > > > > > > > > > * Axes of Symmetry: The physical damage of this skill has been split between game modes and reduced by about 30% in PvP only.

> > > > > > > > > > > > * Lingering Thoughts: The ammunition-recharge time of this skill has been split between game modes and has been increased from 8 seconds to 10 seconds in PvP only.

> > > > > > > > > > > > * Tides of Time: Fixed a bug in which this skill could strike foes multiple times per wave.

> > > > > > > > > > > > * Chaos Vortex: The might granted by this skill has been changed from 3 stacks for 8 seconds to 2 stacks for 15 seconds.

> > > > > > > > > > > > * Jaunt: The number of charges this skill can hold has been split between game modes and reduced from 3 charges to 2 charges in PvP and WvW.

> > > > > > > > > > > > * Signet of Humility: The defiance-bar damage performed by this skill has been reduced from 10 seconds to 6 seconds to match the duration of the skill's transformation.

> > > > > > > > > > > > * Signet of Inspiration: The active effect of this signet no longer shares the mesmer's boons with allies. Instead, it now extends the duration of all allies' current boons by 5 seconds.

> > > > > > > > > > > > * Signet of Midnight: This signet's passive effect now grants 180 expertise at level 80 instead of a flat condition duration in order to be consistent with other signet effects.

> > > > > > > > > > > > * Mimic: This skill's recharge time has been reduced from 75 seconds to 40 seconds and is now increased by the recharge time of the utility skill that it affects. The recharge time of this skill cannot be reset by other mesmer skills.

> > > > > > > > > > > > * Portal Entre: The duration of time the mesmer has to place Portal Exeunt has been split between games modes. The duration has been reduced from 60 seconds to 30 seconds in PvP and WvW, but remains unchanged in PvE.

> > > > > > > > > > > > * Well of Action: The duration of quickness that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds.

> > > > > > > > > > > > * Well of Recall: The duration of alacrity that the final pulse of this skill applies has been increased from 4 seconds to 5 seconds. Its casting time has been reduced from 1 second to 0.75 seconds.

> > > > > > > > > > > > * Continuum Split: Fixed a bug in which the rift object that is created by this skill could fail to be destroyed when the the "resign" command (/resign, /gg, /surrender, /forfeit/, /qq, /ff) was used.

> > > > > > > > > > > > * Bountiful Disillusionment: This trait now only applies boons to the mesmer.

> > > > > > > > > > > > * Danger Time: This trait's effect now applies to illusions.

> > > > > > > > > > > > * Lost Time: This trait now delivers its slowing strike when the mesmer disables their target instead of after the mesmer has built charges. Its base strike damage has been reduced by 50%, but its critical-hit damage has been increased by 100%.

> > > > > > > > > > > > * Mirror of Anguish: This trait has been renamed Auspicious Anguish. It now causes the skill Distortion to instantly recharge when the mesmer is affected by a control effect. It also causes the distortion effect to grant a random boon when it ends. The cooldown of this trait is 50 seconds.

> > > > > > > > > > > > * Power Block: The damage of this skill has been increased by 20% so that it now matches its tooltip. This trait can no longer critically hit foes.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: October 2, 2018

> > > > > > > > > > > > * Fixed a bug in which certain skills that break enemy targeting would stop the mesmer's autoattack.

> > > > > > > > > > > > * Continuum Shift: Fixed an API profession classification on this skill.

> > > > > > > > > > > > * Signet of Inspiration: Normalized the duration of boons applied by this skill to 3 seconds. Might and swiftness are exceptions to this rule and remain at durations of 20 seconds and 5 seconds respectively.

> > > > > > > > > > > > * Illusionary Inspiration: This trait now causes mesmers to heal all nearby allies whenever they summon an illusion. Competitive-mode healing effectiveness is 50% of PvE.

> > > > > > > > > > > > * Confounding Suggestions: This trait no longer converts dazes into stuns. It now increases daze duration by 50% and stun duration by 25%. It is no longer split between game modes.

> > > > > > > > > > > > * Well of Recall: Reduced the recharge time from 35 seconds to 30 seconds. Reduced the alacrity duration from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Temporal Enchanter: This trait has been removed from the game.

> > > > > > > > > > > > * Blurred Inscriptions: This trait has been moved to the Inspiration specialization at the Grandmaster tier to replace Temporal Enchanter. Its functionality has been updated. It now grants distortion when using signets and gives all signets improved functionality when active:

> > > > > > > > > > > > * Signet of the Ether: Grants increased healing.

> > > > > > > > > > > > * Signet of Domination: Strips 5 boons.

> > > > > > > > > > > > * Signet of Illusions: Summons 1 clone.

> > > > > > > > > > > > * Signet of Inspiration: Hits 10 targets instead of 5 targets.

> > > > > > > > > > > > * Signet of Midnight: Cures 5 conditions from the player.

> > > > > > > > > > > > * Signet of Humility: Applies 10 stacks of vulnerability.

> > > > > > > > > > > > * Egotism: This is a new Master tier Domination trait that replaces the slot left open by Blurred Inscriptions. It increases outgoing damage by 10% against foes with lower health than the mesmer. This trait is now split between modes and increases damage by 5% in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: The exhaustion duration of this trait is now split between game modes and has a 6-second duration in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: August 28, 2018

> > > > > > > > > > > > * Illusionary Counter: This skill now summons two clones instead of one if the mesmer successfully blocks a strike.

> > > > > > > > > > > > * Counterspell: In addition to its previous effects, mesmers will summon a clone to attack the first enemy struck by this skill.

> > > > > > > > > > > > * Confusing Images: The animation length of this skill has been increased from 2 seconds to 2.25 seconds. The damage has been increased by 25% per strike, and the number of strikes has been increased from 6 to 7.

> > > > > > > > > > > > * Null Field: This skill has received a new underwater effect for greater visibility.

> > > > > > > > > > > > * Chaotic Transference: Reduced the condition damage based on the mesmer's toughness from 10% to 7%. This trait now also grants 13% of the mesmer's concentration as expertise.

> > > > > > > > > > > > * Critical Infusion: The vigor duration of this trait has been reduced from 5 seconds to 3 seconds in PvP and WvW.

> > > > > > > > > > > > * Nomad's Endurance: The vigor duration of this trait has been reduced from 3 seconds to 1.5 seconds in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: July 10, 2018

> > > > > > > > > > > > * Blurred Frenzy: The animation time of this skill has been reduced from approximately 1.75 seconds to 1 second while retaining all previous attacks. Damage of this skill has been reduced by 17% in PvP and WvW, with PvE being reduced by 36%. The baseline recharge time has been reduced from 12 seconds to 10 seconds.

> > > > > > > > > > > > * The Prestige: Burning duration has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Phantasmal Mage: The burning duration of the initial attack has been modified from 2 stacks for 3 seconds to 1 stack for 6 seconds. The attack's burning has been modified from 3 stacks for 3 seconds to 1 stack for 9 seconds.

> > > > > > > > > > > > * Maim the Disillusioned: Torment duration has been split between game modes and will now deliver 4 seconds of torment in PvP and WvW while continuing to deal 6 seconds of torment in PvE.

> > > > > > > > > > > > * Imaginary Axes: Inflicted torment duration has been reduced from 5 seconds to 4 seconds.

> > > > > > > > > > > > * Axes of Symmetry: Inflicted confusion duration has been reduced from 8 seconds to 6 seconds in PvE.

> > > > > > > > > > > > * Jaunt: The ammunition recharge time of this skill has now been split and will use a 30-second cooldown in PvP and WvW while maintaining a 20-second cooldown in PvE.

> > > > > > > > > > > > * Signet of Inspiration: Reduced the duration of aegis shared by this skill from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Illusionary Inspiration: Reduced the duration of aegis shared by this trait from 10 seconds to 2 seconds.

> > > > > > > > > > > > * Inspiring Distortion: Reduced the duration of aegis shared by this trait from 5 seconds to 2 seconds.

> > > > > > > > > > > > * Nomad's Endurance: Fixed a bug that could cause the bonus condition damage from this trait to be applied to characters other than the mesmer.

> > > > > > > > > > > > * Chaotic Persistence: The boon and condition duration bonus has been decreased from 3% to 2% per boon on the mesmer.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 22, 2018

> > > > > > > > > > > > * Bountiful Disillusionment: The stability duration for this trait has been reduced from 3 seconds to 1 second in PvP and WvW.

> > > > > > > > > > > > * Illusionary Defense: The damage reduction per stack this trait applies is now split between game modes and has been reduced from -5% per stack to -2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Defender: The tooltip for this skill now shows the correct damage the skill inflicts in PvE. Its damage has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Warlock: The damage of this skill has been reduced by 50% in PvP and WvW.

> > > > > > > > > > > > * Echo of Memory: Reduced the damage inflicted by the illusionary avenger by 50%.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: May 8, 2018

> > > > > > > > > > > > * Siren's Call: Increased the projectile speed by 50%.

> > > > > > > > > > > > * Blinding Tide: This skill now inflicts vulnerability in an area around the player's target in addition to blindness. Its cooldown has been reduced from 12 seconds to 8 seconds.

> > > > > > > > > > > > * Spinning Revenge: This skill has been reworked and renamed Imminent Voyage. It now grants allies chaos armor if they are within a 600 radius, and it creates a clone at the player's position before they retreat.

> > > > > > > > > > > > * Illusion of Drowning: The damage inflicted by this skill has been increased by 33% and now affects up to 5 enemies in an area around the player's initial target. Fixed a bug that prevented the anchor effect from disappearing when the target broke out of stun.

> > > > > > > > > > > > * Feigned Surge: Increased the damage of this skill by 200% and clarified the text in its tooltips. The mesmer now charges at their targeted enemy, striking up to 5 enemies along the way before summoning a clone upon reaching the target.

> > > > > > > > > > > > * Slipstream: This skill has been reworked. Allies who pass through its area of effect gain 8 seconds of superspeed, and enemies are immobilized for 3 seconds. Its area of effect has been significantly increased.

> > > > > > > > > > > > * Vortex: Clarified the tooltips for this skill and increased its damage by 33%.

> > > > > > > > > > > > * Null Field: This skill can now be used underwater, creating its field at the player's location.

> > > > > > > > > > > > * Imaginary Axes: The torment duration of this skill is no longer split between game modes and will now use the higher 5-second duration in all modes.

> > > > > > > > > > > > * Axes of Symmetry: This skill has regained its confusion-inflicting function. Confusion remains split between game modes and will inflict 6 stacks for 3 seconds in PvP and WvW, and 3 stacks for 8 seconds in PvE, with each clone inflicting one stack of the condition.

> > > > > > > > > > > > * Signet of Ether: The cooldown of this skill is no longer split between game modes and will now use the lower 30-second cooldown in all modes.

> > > > > > > > > > > > * Illusion of Life: The cooldown of this skill is no longer split between game modes and will now use the lower 75-second cooldown in all modes.

> > > > > > > > > > > > * Continuum Shift: The cooldown of this skill is no longer split between game modes and will now use the higher 105-second cooldown in all modes.

> > > > > > > > > > > > * Compounding Power: The damage bonus per stack of this effect is no longer split between game modes and will now use the lower 2% damage bonus per stack in all modes.

> > > > > > > > > > > > * Chronophantasma: Resummoned phantasms now do 50% less damage in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: April 24, 2018

> > > > > > > > > > > > * Signet of the Ether: This skill now reduces the recharge of phantasm skills by 50% rather than 100% in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > > > Game Update Notes: March 27, 2018

> > > > > > > > > > > > * Seize the Moment: Fixed the tooltip for this trait that incorrectly referenced illusions instead of clones.

> > > > > > > > > > > > * Signet of Illusions: Fixed a text error for the passive effect that referenced this skill's old behavior.

> > > > > > > > > > > > * Chaotic Dampening: Fixed a bug in which this trait did not properly reduce the recharge time of trident skills.

> > > > > > > > > > > > * Distortion: Updated the tooltip description of this effect to better reflect its functionality.

> > > > > > > > > > > > * Imagined Burden: Fixed a bug that prevented cripple tooltips from appearing on the associated skills.

> > > > > > > > > > > > * Shatter Storm: Fixed a bug that prevented the reduced recharge from Master of Misdirection from properly interacting with this trait.

> > > > > > > > > > > > * Tides of Time: Fixed a bug that caused the recharge refund to fail if the chronomancer catches a wave from another chronomancer.

> > > > > > > > > > > > * Illusionary Riposte: Fixed a bug that prevented Counter Blade from activating under certain circumstances. Increased the cooldown from 12 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Chaos Vortex: Fixed a bug that caused the projectile fired by this skill to have inconsistent interactions with reflection skills.

> > > > > > > > > > > > * Phantasmal Swordsman: Fixed a bug that prevented this skill from summoning a phantasm if the mesmer jumped while casting it.

> > > > > > > > > > > > * Blinding Dissipation: Fixed a bug that caused the confusion skill fact from Ineptitude to display incorrectly on this trait.

> > > > > > > > > > > > * Illusion of Life: Reduced the cooldown from 120 seconds to 75 seconds in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Disenchanter: Increased the cooldown from 20 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Jaunt: Reduced damage by 50% in PvP and WvW.

> > > > > > > > > > > > * Illusionary Swordsman: Increased the cooldown from 15 seconds to 20 seconds in PvP and WvW. Decreased might from 8 stacks to 4 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror Blade: Reduced damage by 14% in PvP and WvW.

> > > > > > > > > > > > * Signet of the Ether: Reduced the cooldown from 35 seconds to 30 seconds in PvP and WvW.

> > > > > > > > > > > > * Illusionary Counter: Reduced the cooldown from 8 seconds to 6 seconds in PvP and WvW.

> > > > > > > > > > > > * Elusive Mind: This trait now applies 3 seconds of exhaustion when breaking a stun.

> > > > > > > > > > > > * Compounding Power: Reduced the outgoing damage per stack from 3% to 2% in PvP and WvW.

> > > > > > > > > > > > * Phantasmal Force: Reduced the might granted from 3 stacks to 2 stacks in PvP and WvW.

> > > > > > > > > > > > * Mirror of Anguish: Increased cooldown from 60 seconds to 90 seconds in PvP only.

> > > > > > > > > > > > * Mental Anguish: Reduced bonus damage from 15% to 10% in PvP and from 30% to 20% in WvW.

> > > > > > > > > > > > * Confounding Suggestions: Increased cooldown from 5 seconds to 15 seconds in PvP and WvW.

> > > > > > > > > > > > * Bountiful Disillusionment: Reduced stability duration from 5 seconds to 3 seconds in PvP and WvW. Decreased might from 5 stacks to 3 stacks in PvP and WvW.

> > > > > > > > > > > >

> > > > > > > > > > >

> > > > > > > > > > > Yep, that tells how extremely oppressive they have been and still are in all game modes, even after receiving minor adjustments.

> > > > > > > > > >

> > > > > > > > > > "Minor adjustments"

> > > > > > > > > >

> > > > > > > > > > Portal Smiter's Booned, Illusionary Defense dropped by 66%, Elusive Mind has 6 seconds of exhaustion, Confounding Suggestions no longer stuns, Jaunt repeatedly nerfed in every aspect, Bountiful Disillusionment, Critical Infusion and Nomad's Endurance, Torch 4+5 heavily nerfed in damage.

> > > > > > > > > >

> > > > > > > > > > That ain't no "minor adjustments."

> > > > > > > > >

> > > > > > > > > Mate they're still op as all hell. What are you talking about? Why are you trying to defend mirage? It's broken, i don't care how many nerfs it's had in the past. Mesmer mains trying to defend it have such weak arguments. The class is extremely bad for pvp and will turn away all the wow players coming over at the moment. 90% of people agree they need huge nerfs. The rest are mesmer mains. End of.

> > > > > > > >

> > > > > > > > I'm not "defending them". You made an entire thread pretending they never get nerfed, and they only get buffed each patch which is objectively not true. All I pointed out was that they've gotten serious nerfs every single patch and more nerfs are definitely coming and somehow you've gotten incredibly tilted over it for no reason. If you weren't incredibly factually wrong I wouldn't have to correct your nonsense.

> > > > > > >

> > > > > > > But every other class has also been undergoing strange alterations & nerfs, it isn't just Mirage. So at the end of the past year's worth of intra-class nerfs, Mirage is still the strongest class. In fact, these last couple patches "intra-class wide" have resulted in Mirage being stronger now than it ever was.

> > > > > > >

> > > > > > > We can't simply post a list of nerfs to one class without posting a list of nerfs to every other class. There is no ability to compare/contrast anything while doing that. For example: Mirage mains will frequently mention the nerf to EM while completely disregarding the vigor uptime that the build has, its use of adventure rune, and 2x energy sigils, along with w/e other stunbreaks it already has on its utility bar. Realistically Mirages are fronting more endurance usage than most other builds. Also, after the nerf to EM, Mirages began playing differently which these new playstyles ended up being stronger than the old EM builds anyway. Now let's take a look at Deadeye and the Death's Judgement nerf "which is now blockable". That was a detrimental nerf to DE's strength. Trying to compare the EM nerf to DJ nerf is of no comparison at all. The EM nerf actually ended up helping Mirages, whereas something like the DJ nerf did nothing but hurt DE. Even so, hearing "Death's Judgement is now blockable" sounds bad but what if we were to look at patch notes on other classes to find that most blocks in the game had been reduced to half durations or something. So again, we can't really just lay down a list of a single class and its nerfs, without looking at what happened to everything else it is playing against.

> > > > > > >

> > > > > > > All in all, people are noticing that Mirages are very dominant again lately. The only thing that's different this time is that players really are beyond disgusted with the mirage meme thing that anet has going on here. I've seen 2 players in the past couple weeks leave the game due to sheer Mirage hate, and these are people who play in the top 100 each season so it isn't "a l2p issue." People are disgusted by it, anet has let this go on way too long, and people are actually leaving the game due to it.

> > > > > > >

> > > > > > > It would be a wise move on anet's part to do something, anything to bring Mirage "actually balanced for once", before it continues driving people from the game. <- Because that really is happening lately.

> > > > > >

> > > > > > You can't say condimirage is the strongest build when Boonbeast mains alone made up at least 4 of the top 10 that I can for sure 100% identify and they got buffed last patch.

> > > > > >

> > > > > > Second strongest? I'd say definitely. But objectively boonbeast out performs Mirage and is just as brain dead and forgiving as Mirage and Boonbeast got massively buffed last balance patch.

> > > > >

> > > > > I like how you derail a thread by talking about boonbeast. The fact is boonbeast is not okay. We get that. But stating that its more broken then mesmer really does nothing for your point at all.

> > > > >

> > > > > Mesmer is broken.

> > > > >

> > > > > just because another spec this entire thread is NOT about is broken doesnt change the fact mesmer IS.

> > > > >

> > > > > To the guy stating 5 builds can sustain through a mesmers bursts doesnt automatically make mesmer fine. Those 5 ELITE specs on 1 build doesnt automatically make mesmer fine.

> > > > >

> > > > > If you want elite specs to be powercreeped in a single build BECAUSE its the only thing you CAN do on that build versus a mesmer disregarding how those classes cant 1v1 anything else as effectivly as a mesmer is just blind favouritism.

> > > > >

> > > > > Just because mesmer has some unfavourable matchups versus very specific builds, that really doesnt mean its automatically fine. Especially not considering those other builds cannot do the same as a mesmer can. You want to know why those other builds cant do that? because they arent broken.

> > > >

> > > > It was in direct response to them calling condi mirage the strongest. I think boonbeast is objectively stronger and higher performing.

> > > >

> > > > I really don't see how that's a derail when it's a direct response to someone saying Mirage is the strongest build in the game.

> > >

> > > Boonbeast is no where near as strong as a Condi Mirage in general performance. The only thing that makes Boonbeast good is the game conquest itself, where people have to hold nodes. When the Boonbeast is on a node with someone else, they are in range for the Boonbeast to actually land damage. Outside of nodes, Boonbeasts have little chase power and end up being sitting ducks to focus. In a normalized 1v1 off node or let's say in wvw, Condi Mirage absolutely kitten on a Boonbeast when it doesn't have to worry about holding a node. Condi Mirage on the other hand, has ultra disengage & chase potential, while being able to land the easiest bursts in the game, that notoriously have the least tells.

> > >

> > > You keep insisting that Condi Mirage is not the strongest 1v1 spec in the game, which is ridiculous considering the amount of good players who stream who are indeed relaying information that it is. It ultimately wins 1v1s. If two top 25 players were dueling for the sake of testing "which I have been watching a lot of lately" we see that Condi Mirage has the ability to win any 1v1. It is so versatile with all the dynamic options provided, that it can work around anything and eventually kill it. Condi Mirage has no counter where "such and such class should win vs. the Condi Mirage" no, Condi Mirage only has things that can potentially damage it, and maaaaybe kill it if the Condi Mirage messes up. For some reason these old time Mesmer mains seem to believe that "something can potentially damage you" is the same thing as "being countered" lol. Mirage has been so over powered for so long, that god forbid something like a Boonbeast posses an actual challenge to the Mirage, and all the Mirage mains start saying how over powered it is or that it is a counter to Condi Mirage. This kind of subjective experience from playing only Mirage for too long actually kitten a player's understanding of how strong Condi Mirage is and what being countered actually feels like. Condi Mirage vs. Boonbeast aint no counter like a Thief vs. a DH, or a Scourge vs. a Berserker LB Ranger.

> > >

> > > Every class & build in the game "outside of Mirage", has hard counters. Things like Firebrands can still be countered by even weird off meta builds that have a lot of power damage. Necros can still be hard countered by weird builds that have lots of CC. Boonbeasts are countered by anything with high DPS and access to frequent CCs and immobs because it has no burst heal, which the new sword/shield spellbreaker is all about. Ect.. ect.. everything has a counter, except Condi Mirage. There is nothing in the game that can be done to create a spec that simply counters this new Condi Mirage duelist build, nothing. <- And that is why it is overpowered. So INB4 the usual Mirage defense quotes "Well we're bad at team fighting" "We can get countered if you 2v1 us" "A Boonbeast can hold a node vs. me it is OP" Guess what? Lots of builds in the meta are worse in team fights than the Condi Mirage is, Everything gets countered 2v1, and every build in the game has some other build or two or three that it just isn't able to win a node against in a 1v1 situation. These things are all normal for every other class in the game. The fact that a Mirage main would even bring these things up as defense quotes, shows the lack of understanding of what it would feel like to play GW2 Conquest as not a Condi Mirage.

> >

> > You're trailing off into a bit of a rant here, bud. I'll agree that Mirage is clearly the strongest 1v1 spec. But the reason people say Mirage isn't good in team fights has nothing to do with feeling "countered". As you note, Mirage can disengage quite easily. The problem with mirage in team fights, and the reason they probably deserve to be among the best 1v1 classes (albeit not to the degree that they are currently) is that they are quite ineffective in team fights. Their damage is diluted with multiple targets and is easily cleansed by support and incidental cleansing, while their susceptibility to incidental area effects makes them unable to survive for very long without disengaging. It's not unlike the way thief works. +1? Sure! Jump into a pile at mid? Not so much.

> >

> > **I also disagree that Mirage has "no" counters. It has too few counters. But you can't tell me there aren't druid/soulbeast, firebrand, holosmith and weaver builds that can't nullify condi mirage. There are likely others as well, but those classes readily come to mind.**

> >

> > Again, I don't completely disagree. Mirage is definitely too strong. But let's keep it reasonable.

>

> @"mortrialus.3062" You should stop derailing the focus of the discussion at hand, which is you starkly defending Condi Mirage. Implying that I am getting defensive over Boonbeast is a ridiculous finger pointing distraction considering that I have made a dozen posts myself saying that it needs to be nerfed. And that isn't even to mention how I main a Druid, not a Boonbeast.

 

Don't say I'm derailing and starkly defending mirage when all I did was response to you saying "Mirage is the best" with "I think boonbeast is a better but yeah Mirage needs nerfs." Get out of here with that.

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Mirage will never be balanced unless Mirage Cloak is completely reworked.

 

The problem is that Mirage Cloak and Ambush skills mirror the most powerful skills in the game for competitive modes: simultaneous evade and high pressure. I am not sure if the developers just had no idea how potent this type of skill is, or if there was simply no input from anyone that cares about PvP/WvW, but Mirage is arguably broken at the concept level.

 

What makes it worse is that core Mesmer is a class that already is loaded with these types of skills— and is built around AI that lets you play very defensively while still applying pressure. This isn too oppressive on core Mesmer, but when every dodge becomes this type of supreme level skill on top of what core provides then you get where we are at.

 

Mirage seems like an idea that is fine at the PvE level, because AI doesn’t get frustrated. Right now, Mesmer is chasing away players from these game modes.

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They are calling it a counter, but it still isn't counter situations that they are talking about. I've sat and had full in-discord discussions with plenty of top 100 or better condi mirage players, and they say things like: "To counter me, watch for this skill and right after its use, mirages normally do this, and you can catch it with a CC" ect.. ect.. that isn't exactly "how to counter a condi mirage" that's more of an explanation of "how to properly engage it so you can actually deal damage to it", which I think is hilarious that this one elite specialization requires full discussions in-forum and out of forum in discord, from plat 2+ players who main it, to even explain how to begin to deal with it in general. People don't sit around stirring elaborate and elongated discussions, threads, discord conversations, streams and guides about how to deal with anything else except condi mirages. Got to wonder why that is. Again, mainly I'm pointing out the double standard of the usage of the term "countering" when applied to condi mirage discussions, and discussions about other classes. When other classes are discussing being "countered" they are talking about true rock/paper/scissor type situations such as the Berserker LB Ranger > Scourge or the Condi Mirage > Herald. They are NOT using the term so lightly as to describe a particular moment when it may be possible for someone to deal damage to their build structure or how to better avoid the condi mirage burst. Me knowing and reacting to small animations & tells that most people don't pay attention to is not countering that person's build, it's just me knowing how to better deal with it. A DP Daredevil could know everything about what he has to do to potentially kill a DH, but does that mean the DD is countering the DH? Hell no it doesn't, the DD is still at enormous disadvantage and the DH is actually countering the DD. But when we are talking about Mirages...… if the Mirage cannot immediately dominant another class such as the Berserker LB vs. the Scourge, apparently that means the Mirage is being countered if anyone can deal with him at all.

 

I mean you can sit and say "it's a l2p issue" all you want, but when it requires 10x as much effort to "l2p" against this one elite specialization as it does against anything else, we all need to be honest with ourselves, and admit that the elite specialization needs a real rework. That or just numeric nerfing if they don't want to invest the time for a real rework.

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> @"Crab Fear.1624" said:

> > @"nativity.3057" said:

> > i am still, and will continue to be tilted over the fact that Mirages can dodge while stunned.

>

> yep. my main beef too. shouldn't work on stun, pull, launch, push without EM

>

> but they have had over a year to change it, so I am not expecting much.

 

Mirage cloak should be cosmetic then revert EM, Mirage will still maintain a second mechanic being Ambush skills.

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> @"sephiroth.4217" said:

> > @"Crab Fear.1624" said:

> > > @"nativity.3057" said:

> > > i am still, and will continue to be tilted over the fact that Mirages can dodge while stunned.

> >

> > yep. my main beef too. shouldn't work on stun, pull, launch, push without EM

> >

> > but they have had over a year to change it, so I am not expecting much.

>

> Mirage cloak should be cosmetic then revert EM, Mirage will still maintain a second mechanic being Ambush skills.

 

That's a cool idea. Photon forge should be cosmetic, you get that fancy transformation but no photon forge skills.

Merge with the pet should be cosmetic, your pet disappears but do nothing.

Finally a solution to all balance problems.

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Apologies for not reading all the posts above but the fact that mirage has so much condi pressure in such a short time and a lot of defensive utilities (some unique) is absurd. You can't have them all in one package, every class should have a weak spot for balance's sake. People were raging for scourge, they nerfed it so hard that now scourge is a class needing babysitting to perform. Before people raged over revenant and it also got a hard nerf for nearly 2 years only to be 'revived' just recently. I am not asking for mirage becoming a dead class cause the above examples are poor handling of such matters. They could decide whether the class should have the burst damage or the godly survivability and nerf one department.

 

What is more disappointing though is that while a year and a half has passed we are sitting here discussing the obvious. Another season is close to start and we will be having the same thing again.

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> @"Psycoprophet.8107" said:

> > @"VAHNeunzehnsechundsiebzig.3618" said:

> > mesmers and thieves are so broken, any real nerf would be a complete redesign. So best to just ban those classes from pvp and wvw. Problem solved.

>

> I hope u mean DE specifically cuz core theif is far from broken and needs buffs

 

S/D isn't in a bad place. D/P needs a slight damage buff. Deadeye is annoying but easy to kill if you focus it. Bad players just ignore it and let if freecast.

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> @"UfoCoffee.2084" said:

> > @"Psycoprophet.8107" said:

> > > @"VAHNeunzehnsechundsiebzig.3618" said:

> > > mesmers and thieves are so broken, any real nerf would be a complete redesign. So best to just ban those classes from pvp and wvw. Problem solved.

> >

> > I hope u mean DE specifically cuz core theif is far from broken and needs buffs

>

> S/D isn't in a bad place. D/P needs a slight damage buff. Deadeye is annoying but easy to kill if you focus it. Bad players just ignore it and let if freecast.

 

D/P doesn't need a damage buff. Nerf sustain/defence across classes so there's more openings. Maybe also look at the damage these sustaining builds can do too so the D/P thief isn't getting killed in 2 hits by a build that can tank the +1 to some degree.

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> @"apharma.3741" said:

> > @"UfoCoffee.2084" said:

> > > @"Psycoprophet.8107" said:

> > > > @"VAHNeunzehnsechundsiebzig.3618" said:

> > > > mesmers and thieves are so broken, any real nerf would be a complete redesign. So best to just ban those classes from pvp and wvw. Problem solved.

> > >

> > > I hope u mean DE specifically cuz core theif is far from broken and needs buffs

> >

> > S/D isn't in a bad place. D/P needs a slight damage buff. Deadeye is annoying but easy to kill if you focus it. Bad players just ignore it and let if freecast.

>

> D/P doesn't need a damage buff. Nerf sustain/defence across classes so there's more openings. Maybe also look at the damage these sustaining builds can do too so the D/P thief isn't getting killed in 2 hits by a build that can tank the +1 to some degree.

 

Well they already had woeful damage and then they nerfed lead attacks with nothing to compensate. So I believe some small damage buffs would be fine.

 

Maybe buff heart seeker slightly so people actually use it to execute.

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