Hi Ross,
Mushin here again to bug you a little more :P
I tried small variations. One of which was already suggested in previous posts: going 4 points in Illusions.
I know you think it would undermine the “concept” behind the original build. However, I did some tests. Basically, the overall damage output between you and your iduelist in a 6/6/x/x/x with Assasin amulet is very, very close to the damage you would deal with a 6/4/0/0/4. Difference is that in your build, yourself would end up doing +/-41% damage more than your phantasm, while with Phant Haste, phant would do more and yourself less. Nothing new here, but the total is very similar. It looks like this:
- Asskicker build:
- Mesmer 1425
- iduelist 1012
- Tot: 2437
- Variation with p. Haste:
- Mesmer 1272
- iduelist 1133
- Tot: 2405
But I am thinking… how much time do you spend actively fighting and/or hiding, running away while the heal comes up, etc.? So, it’s not like you are always putting pressure, because it’s your phant. that in turn put pressure for you. Or I should say.. it’s a mix of the two, agree?
So, why not spreading the pressure more evenly? The calculation doesn’t take in to account compounding power, which for a power base build would be the ideal choice for going in illusions. Illusions give you also a shorter decoy/phantasms summoning.
Have you tried going this route?
A quick word on compounding power, it’s a nice little boost to damage and I’ve run it in place of 2 in Chaos. So it’s an option in the original build.
So the first thing that came to mind is what trait are you thinking to give up? Phantasmal Fury, Blade Training, or Duelist’s Discipline. There’s merit in your case for the trait changes in terms of damage, but there’s a wide gap between stacking mOar damage and viability. So my first concern isnt “Is this a stronger change” i.e. capitalizes on that high dps the build enjoys. Rather its how is this change going to effect the overall viability of the build.
Do I drop Phantasmal Fury?
The builds intense damage relies on the high crit chance. It effectively means that every strike from the iSwordsman is going to be a nasty crit. The iDuelist adds the benefit of bleed stacks on top of his damage, even if the condi damage behind them is low. It still has its effect and downs people. If anything Phant Fury would be my #1 trait to drop, but its presence in the build is noticeable and I don’t favor the build without it.
Do I drop Blade Training?
The low CD on sword/sword is as much offensive pressure as it is defensive. Having those CD’s coming off constantly is very important in a full glass build. Anything with a illusion summon is replaced by the investment in Illusions, but that can’t replace the power and utility of Blurred Frenzy. On the flip side, BF is the only thing you lose CD on if you were to drop Blade Training in place of 4 in Illusions. However, the synergy in CD’s (and rotations) becomes lost with the inbalanced CD’s, which can really have an impact on play. Never the less, this would be a close second for dropping.
Do I drop Duelist’s Discipline?
This build really comes together when you add the presence of the iDueslist to the field. But this only proves so potent, not only because of the range in which the iDuelist fires, but because of the range in which you can cast it and fire your Magic Bullet. Taking actions at 1200 range is a HUGE advantage over any class, and this is even before we get into the downsides of talking about an iDuelist who has to chase his moving target around. Once you maneuver yourself into 900 range you’re effectively in melee leap shot or steal range. Even if you’re to kite at that range, able to move in and out, one unit of range increase by your opponent (think a thief teleport, or phase retreat, or just a reverse dodge roll by anyone) can cause a bullet to miss or iDuelist to fail summon due to range. It’s a horrible, horrible thing to face when you’re trying to dish out your ranged pressure. Dropping this trait is a bad idea hands down without also dropping the weapon.
So yeah, Damage vs Viability. What am I giving up when I make this change. This is what I’m thinking about when I look at these particular trait changes. The differences might be so minute its negligible. At which point, perhaps its just a matter of getting used to the variations, and players running user preference. Essentially there is no change. On the other hand, the devil is in the details