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Dungeon Balance Post-Specializations
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Let’s compare Icebow 4 with Meteor shower.
Icebow 4 have a coefficient of 0.88 and 24 impact for a total coefficient of 21.12
Meteor Shower have 1.30 and 24 impact for a total coefficient of 31.2
But the Radius of Meteor Shower is 0.33 larger meaning that against a boss Icebow will be able to land all 21.12 Coefficient, but the meteor shower will probably just land coefficient of around 20. Frostbow also give Bleeding.
The additional advantage of Frostbow over Meteor shower is the cast time, which is 1 full second less. In the end Meteor Shower on a boss have 4-5 Coefficient per second, while Frostbow have 6-7 Coefficient per second (+bleed). It would be fair that frostbow have a coefficent per second of around kitten
Icebow 4 should have a damage coefficient per impact between 0.55 and 0.7 compare to the current 0.88. That way, Icebow is still worth using, but it’s a bit less powerful. Which in the end is probably a good thing.
We could still go lower if Anet really want it. Lava Front + Auto-attack is around 1.6 coefficient per second. Between 2 and 4 coefficient per second for the Icebow would still mean that it’s worth using it as a burst. That would mean a coefficient per impact of 0.3-0.55.
In the end, if they nerf it by 66% or more, Icebow will be useless. If they nerf it of 37-66% then it can be worth using but we gonna need if Signet of Fire or Arcane Wave is not a better choice. If they nerf it by 20-37% then it will have the same use as right now.
Thing is, it depends if you’re doing a rotation saving Retaliation for Whirling Wrath and managing it. If you take Radiance, you’re managing Retaliation for WW bursts, if you take Honor you’re losing some very good crit and RHS for Mace but you gain more Symbol duration(and damage with it).
Since Zeal heavily defines damage and Virtues heavily defines utility, the fight is between Radiance and Honor.
It might probably be comparing group damage (maybe for unoptimal groups or long-lasting fights) with Empowering Might and more Symbolic Exposure procs versus self damage with Retribution, Radiant Power and RHS.
Could be that Honor is just for carrying, or it might actually have a higher DPS than Radiance by itself.
Math time.
Guardian main since launch
(edited by Velho.7123)
The other thing to keep in mind is that symbols are light fields, so maintaining 100% uptime there may actually be a net DPS loss for the team if you’re blocking fire fields. It may not be as much an issue for short fights, but I could see symbol Guardian being really problematic in longer encounters.
but PS warrior is officially the only meta war build after the trait patch hits.
Wynd Cloud | Fierce N Licious
The light fields, especially bringing Vulnerability, are definitely good and still are a net DPS gain for the team, and with D/F and S/F-LH builds being nerfed in favour of Staff, we’re losing in-combat might stacking over the eternal presence of Phalanx with the Specialization changes.
Guardian main since launch
but PS warrior is officially the only meta war build after the trait patch hits.
PS war doesn’t get you 100% fury uptime though. Still want an Ele with fire fields for that, or other professions that can fill in and worth with PS war to fill the 66% gap in their up time.
I will say the more I look at it, the mroe I think Right Hand Strength is a competely pointless trait for any zerk/knight and of course assassin geared guard. hit 50% crit with gear, 25% extra from minor trait, 20% from fury, you’re at 95, banner fills in the rest. 15% extra would just be over the top. But your alternative is personal Fury with ideally 80% uptime, not a bad gig if fury is lacking in group, but that ideally shouldn’t happen. I’d never take the retal trait there on principle, so yeah… Not sure what my point is, but kinda be nice if they just made Right Hand Strength into a Sword trait with a greatly boosted damage as a “non symbol” based option.
You just gotta make sure you cast a firefield before anything else at the start of the fight and given that there are so much RP for bosses, prestacking with presisting flames should be more than enough fury.
Wynd Cloud | Fierce N Licious
With some good pre-might stacking from Elementalists, you get at least 2 minutes of Fury (12 blasts, 6 each Elementalist).
Finding a fight that lasts that long is not easy, and you still have Staff elementalists blasting their Lava Fonts once in a while(if that still is used for ArLightning after the Specialization changes).
Guardian main since launch
Doesn’t Fury cap at 9 stacks making 1.5 min the max with blasts for Ele?
Either way, yeah prestacking would likely solve that issue, if you have a fight longer than that you’re not playing very optimally already.
Still sometimes you don’t really have a chance to prestack or rather doing so would slow you down, so it’s still something to think about.
Its very easy to blast fury mid fight even with light fields all over the place. The ele just needs to be smart about their lava font placement and where they aim the arcane wave.
Its very easy to blast fury mid fight even with light fields all over the place. The ele just needs to be smart about their lava font placement and where they aim the arcane wave.
Worth noting that the new Writ of Persistence forces you to take the larger radius symbols, however, making maneuvering the larger light fields more difficult without suffering DPS losses. I still do think Fury will be mostly manageable, but the symbols will be a real PITA.
I don’t even think it’s about being larger or longer, it’s about the Elementalist knowing how fields overlap and which one takes precedence.
Guardian main since launch
Its very easy to blast fury mid fight even with light fields all over the place. The ele just needs to be smart about their lava font placement and where they aim the arcane wave.
Worth noting that the new Writ of Persistence forces you to take the larger radius symbols, however, making maneuvering the larger light fields more difficult without suffering DPS losses. I still do think Fury will be mostly manageable, but the symbols will be a real PITA.
66600 engi with experimental turrets dropping a flame turret with the addition of PS war will be able to keep fury going for the most part, just saying
<3 Engi!
PS war doesn’t get you 100% fury uptime though. Still want an Ele with fire fields for that, or other professions that can fill in and worth with PS war to fill the 66% gap in their up time.
Ranger should give a lot of fury.
I will do thief feedback today after uni.
I might have to agree with the things Nike said about guardian.
The 25% critchance while hitting a burning target might look nice, but do you really need that amount of critchance after the changes? Additional, how will the new burning be? Can you keep up burning long enough?
So, whats left worth picking in this Traitline, the 10% dmg buff while under the effect of retal? With the Virtue Traitline and an opening F1, you should be able to keep retal til you place the GS Symbol, so for short fights you should be fine.
The torch trait, didnt hear the thing, that you can throw it all the time, if it is like this it might be interesting, otherwise it will be “just” for burning uptime.
Now to compare it with Honor. Like people already said. Mace CD and longer Symbols make it worth picking. Master Traits are maeh.
So, for longer fights, you might really want to have the longer symbols to keep up the 20% dmg buff.
Virtues, you sadly cant use UC and Master of Consecrations together anymore.
Supreme Justice might be interesting, according how burning will be. And for the GM slot, as long as you dont need some stability, Battle Presence is a nice joice for more group support, together with the minor trait in Honor, a bit more endurance for everyone.
At the end, we still have to wait, til we see the final changes, but guard might change from GS + S/F to GS + M/F or will it even be hammer? At least for longer fights, hammer might be really strong.
Im fine with dropping the sword for the mace, never liked the 3rd AA. Sadly scepter will be dead as well, without symbols, both weapons arent worth to pick.
Uhm, another thing I missed out. If it really will be, that you wont go for radiance, I might miss the recharge on F1. It’s not only about the blind/vuln spamm, it’s more like having a blind ready all the time, for every encounter you join, same with the burning you apply this, dont underestimate that.
Basically thief is just getting a really nice damage buff and a lot of survivability, since we can take invigorating precision over hidden killer for the crit strikes trait line.
The build will most likely be
6: dagger training, revealed training, executioner
6: side strike, sundering strike, invig prec
0
0
6: ToC, bountiful theft/flanking strikes, hastened replenishment
personally in terms of dungeons/fotm the critical strike grandmaster traits all suck and are bad.
1: ricochet: boss fights are usually single target which means this trait sucks.
2: Hidden Killer: in group settings, thieves already have over 100% critical chance so this trait is useless.
3:Invigorating precision: this trait is just anti thief. Thieves are all about evading to stay alive, with this trait you can basically face tank a few hits and just shrug it off.
Wynd Cloud | Fierce N Licious
I won’t turn down having my thief be invincible with IP
The thing is that the way the old trait stats come now mostly from gear give us way too many precision.
In the best case scenario right now you can have 300 power, precision and ferocity. But 500 stats point need to be from something else.
With the new system 148 of these 500 pts will be vitality and tougheness, but the remaining 352 will be transfer to power, precision and ferocity with a full zerker gear. And this number can get as high as 900 stats point for some other profession. Getting 352 to 900 additional direct damage stats is a huge power creep for Dungeon meta.
Right now only Thief have a high precision in dungeon meta and that’s mostly because of trait. After the trait change, most if not all profession will have a high enough precision that most critical chance trait will be useless.
Spoj, what about working out a trait giving a power or fury boost to allies while the necro is in DS, in additional to causing a blast finisher when the necro enters and/or leaves DS? It would help make it the core part of the class it was always supposed to be, and something like this wouldn’t be a real issue in PvP since you can’t really build up life force in PvP as fast as you do in PvE.
Knights of ARES, Dragonbrand
Good times, good memories
I and many others have made lots of suggestions like that in the feedback threads on the necro forums. The new spiteful spirit trait is a really good opportunity to give us a blast on axe 3 and DS entry.
Lots of people have suggested sharing boons in DS. But i doubt we will ever get that. Im sure anet wants necro to remain selfish. Which is kind of bad in an mmo where you are meant to work together.
Anyway if we can push for finishers I think thats our best bet and most likely compromise. Finishers solves a lot of the selfishness problems. We might still be reliant on other classes bring the right fields but atleast we can then interact with the group. And still retain some of our selfishness. :P
For a class that was important in just about every stage of the evolution of the original game it’s sad to see it get so neglected
Knights of ARES, Dragonbrand
Good times, good memories
Anyone think 66600 venom share thief will be so strong?
1.)Ice bow 5> basilisk venom (10cc)> one more cc> icebow 5 again to stun boss for 10+ secs
2.) sustain up to 10 stacks of might, depends of how many venom you equip
3.) 20 stack of vulnerability for 10 secs every 32 secs
4.) around 6000~9000 heal every 32 secs to whole party
5.) great chill duration, which is useful in fotm
6.) mass immobilize for mobs that love running
7.) leeching venom is very effective against husk/building
In addition, we have increased stealth duration and stealth while revive.
Anyone think 66600 venom share thief will be so strong?
1.)Ice bow 5> basilisk venom (10cc)> one more cc> icebow 5 again to stun boss for 10+ secs
2.) sustain up to 10 stacks of might, depends of how many venom you equip
3.) 20 stack of vulnerability for 10 secs every 32 secs
4.) around 6000~9000 heal every 32 secs to whole party
5.) great chill duration, which is useful in fotm
6.) mass immobilize for mobs that love running
7.) leeching venom is very effective against husk/buildingIn addition, we have increased stealth duration and stealth while revive.
Strong, ehh, not really, a lot of those things are overlap to the point of not being all that important. Remember you’re not only going to be dropping different traits, but you’re going to have utilities competing and if you drop signets that’s a large drop in damage.
That said, It won’t be nearly as bad as it is now. Compared to Trickery you’re only losing the (1% damage per initiative) for damage modifiers.
That’s why I see these changes as pretty nice, I think we’ll be able to use different tools without as big of a cost as we’ll still have 2 full trees to get our big hitters, and the third has more flexibility.
Anyone think 66600 venom share thief will be so strong?
1.)Ice bow 5> basilisk venom (10cc)> one more cc> icebow 5 again to stun boss for 10+ secs
2.) sustain up to 10 stacks of might, depends of how many venom you equip
3.) 20 stack of vulnerability for 10 secs every 32 secs
4.) around 6000~9000 heal every 32 secs to whole party
5.) great chill duration, which is useful in fotm
6.) mass immobilize for mobs that love running
7.) leeching venom is very effective against husk/buildingIn addition, we have increased stealth duration and stealth while revive.
1) Icebow will be nerf and the new Defiant bar will change how we use icebow
2) Phalanx warrior keep it to 25 might
3) Elementalist have Glyph of storm. Thief, Warrior, Elementalist and Guardian all have a good vulnerability sustain, so there isn’t much problem about that and Engineer is a beast at giving vulnerability.
4) Heal why?
5) Not really
6) Not a real problem
7) So is power attack
With a full zerker gear, it won’t be bad. It won’t be the best either.
Anyone think 66600 venom share thief will be so strong?
1.)Ice bow 5> basilisk venom (10cc)> one more cc> icebow 5 again to stun boss for 10+ secs
2.) sustain up to 10 stacks of might, depends of how many venom you equip
3.) 20 stack of vulnerability for 10 secs every 32 secs
4.) around 6000~9000 heal every 32 secs to whole party
5.) great chill duration, which is useful in fotm
6.) mass immobilize for mobs that love running
7.) leeching venom is very effective against husk/buildingIn addition, we have increased stealth duration and stealth while revive.
Not bad. But I will limit to only two venoms at a time while keeping your other signets.
1. Basilisk Venom only works on the opening attack, so you cannot technically control the CC chain. If two attack the same target, the petrification duration won’t stack. Boss won’t be stunned more than 5 secs. It appears that, boss will be stunned for 5 sec after his defiance bar is emptied, regardless of any means.
2. Won’t use it for Might. It’s a little bonus in a chaotic fight when PS war cannot keep up with his job or on object which you cannot crit.
3. Only good in sPvP.
4. Heal is meaningless against agony ticks when you cannot evade attacks in high fractals
5. 6. Agree. Nice quality of life.
7. Wasn’t effective against turrets. So I doubt it.
- doranduck, 2016 on Lore in Raids
It was already bad. But this was a good oppotunity to put all the useless blood magic traits together and add more options for different types of builds in each line. They avoided those issues entirely. And didnt even attempt to address the main flaws of necro such as lack of active defence, scaling sustain/defence, group support and finishers.
All that said. Its not really as if anything on necro has been nerfed numbers wise (apart from target the weak becoming crit chance instead of damage mods). Its just so much doesnt make any sense and the atrocious lines that noone used are even worse. Its like every class has taken 2 steps forward but necro has taken 2 steps forward and 1 step back. Resulting in a comparative nerf.
Last time they did these lame, half-baked, not-really-working-as-planned change to SOMETHING in game, that SOMETHING was removed to avoid them the hassle of actually fixing/reworking it properly…. Soooo… yeah.
Luv you
(edited by deSade.9437)
Quick question. For immob and venom share. If i’m not mistaken you get 2 strikes of Immob from the venom right? Immob only stacks to 3 right? So wouldn’t sharing it only give basically 50% more duration to it, in other words an extra 2 seconds. Engi still Immob king!
Quick question. For immob and venom share. If i’m not mistaken you get 2 strikes of Immob from the venom right? Immob only stacks to 3 right? So wouldn’t sharing it only give basically 50% more duration to it, in other words an extra 2 seconds. Engi still Immob king!
Sure, but you can apply immob consecutively or spread it out to a group of mobs. You have 3 charges of immob (6 seconds) on 5 people after all.
Engi is good at immob as long as your turrets don’t get killed. Don’t forget that with the new change, turrets will take condi and critical hits. I doubt it lasts long in fractals without a special placement.
- doranduck, 2016 on Lore in Raids
True and True. Ugh the condi thing… yay PVP for ruining things! Cause splitting mechanics couldn’t possibly make sense.
Time to practice some sick jump to place your turrets in the air!
- doranduck, 2016 on Lore in Raids
Anyone think 66600 venom share thief will be so strong?
1.)Ice bow 5> basilisk venom (10cc)> one more cc> icebow 5 again to stun boss for 10+ secs
2.) sustain up to 10 stacks of might, depends of how many venom you equip
3.) 20 stack of vulnerability for 10 secs every 32 secs
4.) around 6000~9000 heal every 32 secs to whole party
5.) great chill duration, which is useful in fotm
6.) mass immobilize for mobs that love running
7.) leeching venom is very effective against husk/buildingIn addition, we have increased stealth duration and stealth while revive.
Not bad. But I will limit to only two venoms at a time while keeping your other signets.
1. Basilisk Venom only works on the opening attack, so you cannot technically control the CC chain. If two attack the same target, the petrification duration won’t stack. Boss won’t be stunned more than 5 secs. It appears that, boss will be stunned for 5 sec after his defiance bar is emptied, regardless of any means.
2. Won’t use it for Might. It’s a little bonus in a chaotic fight when PS war cannot keep up with his job or on object which you cannot crit.
3. Only good in sPvP.
4. Heal is meaningless against agony ticks when you cannot evade attacks in high fractals
5. 6. Agree. Nice quality of life.
7. Wasn’t effective against turrets. So I doubt it.
1.) I mean, use it right after icebow 5, then the boss will end up with 1 stack of defiance. Remove it then you can icebow 5 again. (Well, I forgot the new defiance system. Not sure how the new system works in dungeon.)
4.) I think the healing can help to maintaining health above 90% (scholar rune) without dodging in easier dungeon/ while clearing trash mobs
7.) I am thinking of combine the venoms with icebow 4, make each hit deal ~300 more damage, for each icebow. Not really useful in dungeon.
Time to practice some sick jump to place your turrets in the air!
Hmm, I wonder. For Archie if I can get the turret on the edge of the brazier if I can avoid the floor condis and the fire condi in the brazier. If not maybe just jump off as I cast it and have it floating?
1. Deep Freeze and Basilisk do not stack and they don’t apply successively either. Venom will apply the moment your attack successfully hits (aka. wasted if the enemy evades, block or reflect if ranged attack). In this case, Deep Freeze will overwrite the effect of Basilisk Venom.
4. In current dungeons, normal mobs can be obliterated so fast with mass blind and cleave so venom share won’t really see its use.
7. Not gonna happen, venom only affects one successful impact per charge.
- doranduck, 2016 on Lore in Raids
Time to practice some sick jump to place your turrets in the air!
Hmm, I wonder. For Archie if I can get the turret on the edge of the brazier if I can avoid the floor condis and the fire condi in the brazier. If not maybe just jump off as I cast it and have it floating?
That will do. For Mossman, place it on top of his shack. When I place iDuelist there, he rarely aggro’d on them.
- doranduck, 2016 on Lore in Raids
7. Not gonna happen, venom only affects one successful impact per charge.
7.) Time it and pop the venom one by one, not from a single stack of venom
Call me a jerk if you wish, but why are we still discussing the venom share build with all the caps on condis and ccs present in-game at the present date…
And PLEASE someone tell me I haven’t read what I have just read. Please, someone.
Call me a jerk if you wish, but why are we still discussing the venom share build with all the caps on condis and ccs present in-game at the present date…
And PLEASE someone tell me I haven’t read what I have just read. Please, someone.
Many of the Condi caps are going to go away, though I imagine Immob/chill stuff will still be there and CCs will become even more restrictive, though a venom share of basilisk venom could be interesting to see with the breakbar thing.
As for why it’s discussed, /shrug, because unlike now once the new traits hit the loss will not be all that large, if there’s even a situational advantageous use it’s worth discussing the possibilities. That’s what’s so nice about these trait changes, right now you’d have to drop points out of critical strikes or deadly arts, losing power/precision as well as important modifiers. With the trait changes the last 2 points which we already moved around for different situations will now be 6 points meaning more freedom to utilize many of these lesser used utility traits. Engineer Fortified Turrets is also something I’m looking forward to playing with, meta for both professions will likely be 66006 but if you can get something out of a 66600 or 66060 build it may be worthwhile.
I think I might try a condition thief in tanky dire gear with venoms to solo mossman sometime in the near future.
Wynd Cloud | Fierce N Licious
@spoj – That’s the same guy balancing mesmer, no kittens were given about PvE there either.
Edit :
@EcoRi : “If you run into an kitten in the morning, you ran into an kitten. If you run into kittens all day, you’re the kitten.” – I’m taking your quote from an other thread as signature, it’s just kawai with the swearing filter.
(edited by Miku Lawrence.6329)
I liked most of the changes on mesmer. They made sense and all that extra confusion could be useful with the condi reworks. So while i was watching that stream i was thinking “there is hope if this guy is doing necro”. Needless to say I and many others were disappointed. My initial reaction to the new spite line was good. But then after close inspection i noticed the ICD’s. An eternal problem for necros it seems. It happened to Withering Precision, now it happens to everything else and they decided to delete withering precision.
I liked most of the changes on mesmer. They made sense and all that extra confusion could be useful with the condi reworks. So while i was watching that stream i was thinking “there is hope if this guy is doing necro”. Needless to say I and many others were disappointed. My initial reaction to the new spite line was good. But then after close inspection i noticed the ICD’s. An eternal problem for necros it seems. It happened to Withering Precision, now it happens to everything else and they decided to delete withering precision.
What’s good for Mesmer? The new boon copy thing is cool, but nothing fantastic. A lot of “on interrupt” stuff but with the new breakbar, well, pointless on any boss.
I haven’t looked that in depth or spent much time with it (just browsed over) but doesn’t seem like they’re doing anything to adapt the mechanics to be more practical for mesmer. Still going to have that giant issue of a huge ramp up time just to watch your phantasms get cleaved down by the boss in one shot and shatter will still be /meh.
That said, mesmer can still be awesome, but just seems like the major issues they have are still present and nothing really done to address them.
Most of the stuff mesmers trait for currently in PvE will be baseline. Confusing combatants is pretty minor but nice. Then all those new reflect traits. Timewarp becoming a glamour. All the interrupt stuff could be really good in PvE aswell (definitely on trash mobs, maybe on bosses with new defiant). Recharging phantasms with shatters and illusionary persona being baseline? These are all pretty nice improvements even if they dont change the class in a major way. We could start seeing shatters and interrupts becoming more important in PvE builds which is interesting.
The only real nerf is the harmonious mantras change to ferocity on activation instead flat damage on passive. But thats fair. It rewards active play rather than passive play. Its a PvP focused change but i still think its fair.
Theres not really anything to complain about with mesmer. Unless you were expecting major new stuff to make it a meta class even without portal or to completely change how the class plays. But not even necros are expecting even a fraction of that. That kind of unrealistic expectation should be reserved for the elite specs.
You cant expect any classes major issues to be resolved in this change. I dont expect necros to get their problems solved like this even though they really need it. Thats something brand new elite specs have a better chance of doing because they actually change our class mechanics (which is mesmer and necros cause for issue). So clearly you cant solve the issue without the elite spec.
(edited by spoj.9672)
Mesmers actually got a lot of very strong enhancements with the specialization changeover. They gained a really awesome +10% damage vs. Vulnerability suffering foes minor trait in Domination, and that coupled with the natural boost to Mind Wrack damage, the Mental Torment bonus of up to 50% damage to Mind Wrack damage, and the possibility of packing Master of Fragmentation, and I think Mesmers will be shattering a lot more frequently post-patch.
I expect the rotation to look something like this:
- Start in OH Sword, summon Swordsman
- Swap to OH Pistol, summon Duelist
- Use Signet of the Ether
- Summon Duelist
- Use standard attacking DPS rotation until Signet of the Ether is off cooldown, ending in OH Sword
- Mind Wrack in melee for huge burst since you’re now the fourth illusion by default
- Repeat from 1
The biggest thoughts on what Mesmers have post-patch are as follows:
- Loss of Empowering Mantras is a huge DPS hit to Mesmers, hurting their DPS more than they gain from other new traits. Harmonious Mantras is insufficient at making up the difference, and Mantras will be mostly removed from PvE play as a build option (especially considering the new strengths of the Inspiration line).
- A good fix here would be to make Harmonious Mantras work as follows:
- Harmonious Mantras: Mantras can be activated three times before needing to be channeled again. Gain a 3% damage bonus for each Mantra equipped to your skill bar.
- This will make Mantras valuable to bring, but they won’t be mandatory in all builds. This also allows you to actually use mantras and retain the damage boost, which is important so players don’t just sit on them charged.
- This also gives the Dueling line a proper damage-boosting GM trait, which is great.
- Mesmers are in the unenviable position of really wanting four trait lines in PvE. In PvE Domination and Dueling will be mandatory, and the last will depend on if you want reflect and further Glamour support (longer Time Warp) or extra damage from Compounding Power, Phantasmal Haste, and Master of Fragmentation.
- I honestly don’t think this is a bad thing, and I think this will encourage some build diversity in PvE depending on if you want Inspiration’s support or Illusions’ damage. That’s cool with me.
- I do want to mention that Descent into Madness is a pretty poor trait that will never see use and could use an extra effect to actually justify bringing it anywhere other than when you expect to do a jumping puzzle. This isn’t a big deal, however.
Other than all that, I think Mesmers are in a great place.
Yeah, I’ll have to look more into it. I am hoping for more with the elite spec, mesmer just frustrates the heck out of me because of how often it’s kittenblocked on reaching anything close to it’s potential. And yeah, like I said, mesmers are still great, it’s just frustrating to play one a lot of the time for me.
I need to watch the video again, but how does that “recharge phantasms with shatter” thing work? Tooltip says 2%, so a 3 phantasm shatter will shorten the cooldowns by 6%?
I do like the 1s of distortion on phantasms.
Your rotation makes sense Dusk, but the same problem that’s always been ther will still be there, likely you’ll have to shatter those things much sooner than that in many cases so they don’t simply die on you.
(edited by Jerus.4350)
Your rotation makes sense Dusk, but the same problem that’s always been ther will still be there, likely you’ll have to shatter those things much sooner than that in many cases so they don’t simply die on you.
If you do, post-patch that’ll be fine given how strong Mind Wrack will be. I cannot stress enough that Mind Wrack is pretty decent burst already, and with a potential +75% layered on top of that alongside increased precision from Master of Fragmentation and the fact that you get Illusionary Persona for free makes the burst extreme. Shattering is going to be awesome, trust me, and you won’t look at shattering like its a bad thing.
That’d be nice. Will have to wait and see I guess. If you’re right I’ll shove my foot in my mouth and enjoy mesmer again