Bunker mesmer gear stats?
What gear set should I use for a bunker chronomancer? I’m guessing soldier. I figured I should try it out before the NERF train hits.
Commander Armour/Weapons with Zerker Backpack, Assassins Ear Rings and Knights Amulet and Rings will give you the best setup I think (enough defense to be tank, best dps with +boon duration).
Take +boon duration food and utility consumables.
I think anyway – only been doing it for a week or so, if anyone has better suggestions please post away.
Edit : Above advice was for rading.
For PvP I found Cele was better (assuming using Insp/Chaos/Chrono).
I don’t see the benefit of Cele for Chronobunker. Your direct damage is low and your condition damage non-existent, and you don’t have a way of rapidly building and maintaining large stacks of Might on yourself. Healing Power doesn’t affect Mesmer heals very much. I think you’re better off running a more directly tanky amulet.
I don’t see the benefit of Cele for Chronobunker. Your direct damage is low and your condition damage non-existent, and you don’t have a way of rapidly building and maintaining large stacks of Might on yourself. Healing Power doesn’t affect Mesmer heals very much. I think you’re better off running a more directly tanky amulet.
Not going to debate whether celestial is better or worse than a tanky Amulet (I personally use celestial but both sound great), but mind wrack with alacrity and CS does stack up some significant might.
I don’t see the benefit of Cele for Chronobunker. Your direct damage is low and your condition damage non-existent, and you don’t have a way of rapidly building and maintaining large stacks of Might on yourself. Healing Power doesn’t affect Mesmer heals very much. I think you’re better off running a more directly tanky amulet.
Not going to debate whether celestial is better or worse than a tanky Amulet (I personally use celestial but both sound great), but mind wrack with alacrity and CS does stack up some significant might.
The key word is “rapidly”. Mind Wrack provides three stacks every Shatter. For good Celestial damage you need to be able to build at least 10+ stacks of Might quickly.
Celestial DPS also depends on conditions, and Chronobunker, for all intents and purposes, has zero.
(edited by Embolism.8106)
I don’t see the benefit of Cele for Chronobunker. Your direct damage is low and your condition damage non-existent, and you don’t have a way of rapidly building and maintaining large stacks of Might on yourself. Healing Power doesn’t affect Mesmer heals very much. I think you’re better off running a more directly tanky amulet.
Not going to debate whether celestial is better or worse than a tanky Amulet (I personally use celestial but both sound great), but mind wrack with alacrity and CS does stack up some significant might.
The key word is “rapidly”. Mind Wrack provides three stacks every Shatter. For good Celestial damage you need to be able to build at least 10+ stacks of Might quickly.
Celestial DPS also depends on conditions, and Chronobunker, for all intents and purposes, has zero.
You can get 9+ stacks in under 8 seconds, which is decent. I mean I’m not going to say that it’s amazing, but it’s decent.
Again, I’m not debating on Celestial vs Pure tanky, so I’m not going to address your second statement.
I don’t see the benefit of Cele for Chronobunker. Your direct damage is low and your condition damage non-existent, and you don’t have a way of rapidly building and maintaining large stacks of Might on yourself. Healing Power doesn’t affect Mesmer heals very much. I think you’re better off running a more directly tanky amulet.
Not going to debate whether celestial is better or worse than a tanky Amulet (I personally use celestial but both sound great), but mind wrack with alacrity and CS does stack up some significant might.
The key word is “rapidly”. Mind Wrack provides three stacks every Shatter. For good Celestial damage you need to be able to build at least 10+ stacks of Might quickly.
Celestial DPS also depends on conditions, and Chronobunker, for all intents and purposes, has zero.
Do you use something other than Sw/Sh + Staff?
I don’t see the benefit of Cele for Chronobunker. Your direct damage is low and your condition damage non-existent, and you don’t have a way of rapidly building and maintaining large stacks of Might on yourself. Healing Power doesn’t affect Mesmer heals very much. I think you’re better off running a more directly tanky amulet.
Not going to debate whether celestial is better or worse than a tanky Amulet (I personally use celestial but both sound great), but mind wrack with alacrity and CS does stack up some significant might.
The key word is “rapidly”. Mind Wrack provides three stacks every Shatter. For good Celestial damage you need to be able to build at least 10+ stacks of Might quickly.
Celestial DPS also depends on conditions, and Chronobunker, for all intents and purposes, has zero.
Do you use something other than Sw/Sh + Staff?
Are you implying that Staff does anything close to decent condition damage? Mesmer condition is almost entirely from Shatters, which a Chronobunker cannot get as it requires Illusions. Staff condition output is weak, and not being a dedicated condition build makes it almost a non-factor.
pvp
go soldier which is much better with 2.3k power . sure less crit but more sustain dmg
pvp
go soldier which is much better with 2.3k power . sure less crit but more sustain dmg
How does Soldier fair up against Sentinel’s though?
IMO Sentinel’s extra Vitality is mostly wasted because a huge part of the Chronobunker’s strength is healing. As long as you have enough health pool to buffer you against burst (and Soldier’s is more than enough) extra Vitality is wasted in most engagements.
IMO Sentinel’s extra Vitality is mostly wasted because a huge part of the Chronobunker’s strength is healing. As long as you have enough health pool to buffer you against burst (and Soldier’s is more than enough) extra Vitality is wasted in most engagements.
Fair point!
I view sentinels as pretty essential in dealing with some of the tougher matchups. If facing a necro+dh or something, you’re going to get knocked out of your blocks/evades, and you’re going to take very heavy damage if they know what they’re doing. However, sentinels gives me 28k hp for them to have to burn through, and that’s enough to recover and get back into mitigation cycles under even the roughest set of burns.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Remember that the old Guardian Bunker ran with very little HP as well and did just fine. Obviously things are different post-HoT, but not THAT different.
(edited by Embolism.8106)
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
Your 4k hp argument is faulty because it goes both ways. How often is a few hundred more power actually going to make a difference. In fact, it’s more likely that 4k hp will make more of a difference than a bit of power, since power damage is so heavily linked to crits and crit power, which you’ll have none of either way.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
Your 4k hp argument is faulty because it goes both ways. How often is a few hundred more power actually going to make a difference. In fact, it’s more likely that 4k hp will make more of a difference than a bit of power, since power damage is so heavily linked to crits and crit power, which you’ll have none of either way.
The key is if 4k HP won’t make a difference then it makes absolutely zero difference, as in it might as well not exist. Extra power however always has an effect as long as you’re dealing any direct damage at all.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
Your 4k hp argument is faulty because it goes both ways. How often is a few hundred more power actually going to make a difference. In fact, it’s more likely that 4k hp will make more of a difference than a bit of power, since power damage is so heavily linked to crits and crit power, which you’ll have none of either way.
The key is if 4k HP won’t make a difference then it makes absolutely zero difference, as in it might as well not exist. Extra power however always has an effect as long as you’re dealing any direct damage at all.
What you’re saying makes zero sense.
“4k hp is small, and therefor will make zero difference, but an equally small amount of power will make a difference.”
Either that small amount of stats will or will not make a difference. Pick one, you don’t get to say yes for one and no for the other.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
Your 4k hp argument is faulty because it goes both ways. How often is a few hundred more power actually going to make a difference. In fact, it’s more likely that 4k hp will make more of a difference than a bit of power, since power damage is so heavily linked to crits and crit power, which you’ll have none of either way.
The key is if 4k HP won’t make a difference then it makes absolutely zero difference, as in it might as well not exist. Extra power however always has an effect as long as you’re dealing any direct damage at all.
What you’re saying makes zero sense.
“4k hp is small, and therefor will make zero difference, but an equally small amount of power will make a difference.”
Either that small amount of stats will or will not make a difference. Pick one, you don’t get to say yes for one and no for the other.
No no, what I mean is if the 4K HP didn’t do anything then you can take that 4K HP completely away and your effectiveness for that fight remains completely unchanged. It’s essentially exactly the same fight.
On the other hand, even if extra Power did not change the result of a fight, if you take it away your effectiveness for that fight would be changed. The result might not be, but it’s definitely a “different fight”.
(edited by Embolism.8106)
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
Your 4k hp argument is faulty because it goes both ways. How often is a few hundred more power actually going to make a difference. In fact, it’s more likely that 4k hp will make more of a difference than a bit of power, since power damage is so heavily linked to crits and crit power, which you’ll have none of either way.
The key is if 4k HP won’t make a difference then it makes absolutely zero difference, as in it might as well not exist. Extra power however always has an effect as long as you’re dealing any direct damage at all.
What you’re saying makes zero sense.
“4k hp is small, and therefor will make zero difference, but an equally small amount of power will make a difference.”
Either that small amount of stats will or will not make a difference. Pick one, you don’t get to say yes for one and no for the other.
No no, what I mean is if the 4K HP didn’t save you then you can take that 4K HP completely away and your effectiveness for that fight remains completely unchanged. It’s essentially exactly the same fight.
On the other hand, even if extra Power did not change the result of a fight, if you take it away your effectiveness for that fight would be changed. The result might not be, but it’s definitely a “different fight”.
The only thing that matters is the outcome. As far as drastic changes to the outcome of a fight go, a tiny bit more dps from the tank is going to matter FAR less than if that tank happens to die.
IIRC Soldier’s is 24k HP or something. Unless a burst leaves you with less than 4k HP before you can react Soldier’s should suffice.
Even with 15k HP as a Settler Bunker I almost never get killed before I can react (Blink helps to get you instantly out of any “oh kitten” sitations you describe, or even Well of Precog). I imagine with Soldier’s it would be trivial.
Blink loses you the point, and many “oh kitten” situations last longer than the 3 seconds of precog can provide for, particularly if you get yanked out of it by a DH.
Blink does not necessarily have to teleport you off the point (and even if you have to a split second before you get back in isn’t a huge deal most of the time).
3 seconds should be more than enough time to prepare, if you’re completely out of defenses (which is the only situation I can imagine that 3 seconds of invulnerability to CCs is not enough) then the extra 4k HP is not going to save you.
Your 4k hp argument is faulty because it goes both ways. How often is a few hundred more power actually going to make a difference. In fact, it’s more likely that 4k hp will make more of a difference than a bit of power, since power damage is so heavily linked to crits and crit power, which you’ll have none of either way.
The key is if 4k HP won’t make a difference then it makes absolutely zero difference, as in it might as well not exist. Extra power however always has an effect as long as you’re dealing any direct damage at all.
What you’re saying makes zero sense.
“4k hp is small, and therefor will make zero difference, but an equally small amount of power will make a difference.”
Either that small amount of stats will or will not make a difference. Pick one, you don’t get to say yes for one and no for the other.
No no, what I mean is if the 4K HP didn’t save you then you can take that 4K HP completely away and your effectiveness for that fight remains completely unchanged. It’s essentially exactly the same fight.
On the other hand, even if extra Power did not change the result of a fight, if you take it away your effectiveness for that fight would be changed. The result might not be, but it’s definitely a “different fight”.
The only thing that matters is the outcome. As far as drastic changes to the outcome of a fight go, a tiny bit more dps from the tank is going to matter FAR less than if that tank happens to die.
Indeed, assuming the extra Vitality actually has a tangible effect on survivability. My own experiences with 15k HP (and also thinking back to the old Guardian Bunker which has even less HP) suggest that the difference between 24k and 28k seems quite negligible.
I guess, YMMV. Extra Vitality would indeed be a lot more important for a Bunker when it makes a difference, but situations where it does isn’t common. Extra Power always makes a difference, but the difference it makes is minor.
I personally lean towards more “offensive” bunker variations so I obviously prefer Power, but a dedicated Bunker would be safer going with Vitality.
(edited by Embolism.8106)
Yeah either soldiers or sentinal depending on how coordinated and dmg heavy the enemy team is. Soldiers can actually do some decent dmg too once you have your boons rollin, auto attack away with that sword!