Equinox [EqnX]
Riverside[DE]
With the new traitlines we seem to get a really powerful combo of damage increase boosts.
Weapons: GS/xy
Traits: this Chaos is not important for this whole thing.
Ulilities: Decoy, Blink, Mantra of Distraction
We start with a daze from our mantra.
daze->(dazzling)->vulnerability->fragility
daze->(confounding suggestions)->stun->“inactive foe”(mental torment)
Now we have at least 5 stacks of vulnerability which will trigger fragility and a stun which makes sure that we get the full dmg boost from mental torment.
If well timed we throw a mirror blade at the same time wich will grant 6 stacks might to us and apply another 9 stacks of vulnerability to the enemy.
By now we have 14% bonus dmg from vulnerability, 10% from fragility and 50% from mental torment. Since our burst is going in hand with stuns let’s take another 10% from sigil of impact (+10% dmg against stunned foes)
1.14*1.1*1.5*1.1=2.0691 yay! double shatter damage soon
Devs stated numbers are in flux, and in particular that mental torment was on the OP side.
Suggestion: Wait for final release numbers. Then for follow up round of balances changes.
Hopefully they can keep the number for PvE though, high shatter burst damage is needed to even think about competing with sustain phantasms. Luckily most mobs have longer waiting time between attacks so stun may not be needed.
I don’t understand why they don’t just simplify the mind numbing experience PvE is anyway. Remove shatters and phantasms (or keep them there if you like, its no matter) and just buff sword auto attacks in line with all other classes AA auto’s. Then between attacks you just time your dodges/blocks/invulns to avoid enemy attacks before continuing AA’ing again.
That’s essentially what it boils down to for other classes, right?
Not exactly the reason to stop progress though.
I don’t understand why they don’t just simplify the mind numbing experience PvE is anyway. Remove shatters and phantasms (or keep them there if you like, its no matter) and just buff sword auto attacks in line with all other classes AA auto’s. Then between attacks you just time your dodges/blocks/invulns to avoid enemy attacks before continuing AA’ing again.
That’s essentially what it boils down to for other classes, right?
You mean, something like this?
-20% CD, Sword skills do 50% more damage to boonless targets.
And yes, it is painfully obvious I’m thinking of PvE but hey, it’ll take a lot of skill getting that damage buff going in PvP.
P.s. Before someone cries OP, you will still do a lot less than the normal auto attack from other classes.
Now I was talking about the sword trait but there is an argument for just making sword do 50-100% more damage to targets without a boon as base across all attacks. With the current 3rd hit doing base damage halfway between it’s current 2 damage stipulations.
As for the topic. I really think mesmers if current numbers don’t change are getting burst, more burst, extra burst, all the burst. They’re not seeing sustain improvements really outside of the resume on phantasms on shatter, though I class that as a side order of burst.
Look at the first idea for the new mantra damage trait. A stacking ferocity (percentage so only affects Mesmer, not phantasms) buff when you use a mantra for 8s. It smells to high heaven of burst and is arguably worse than the current damage trait for PvE.
(edited by apharma.3741)
I don’t understand why they don’t just simplify the mind numbing experience PvE is anyway. Remove shatters and phantasms (or keep them there if you like, its no matter) and just buff sword auto attacks in line with all other classes AA auto’s. Then between attacks you just time your dodges/blocks/invulns to avoid enemy attacks before continuing AA’ing again.
That’s essentially what it boils down to for other classes, right?
I understand what you mean, but it is not an healthy way for the class.
If the go towards that rout, it will make the game/class in pve very boring fast.
Also not all want to play close rang or good at it, yes they can learn but sometimes it not enough because there are other factors that affect that play style or any play style for that matter. like connection…
I sometime want to play and do play shatter, rang or phantasms, but only when playing with friends and guildies. The current state of the game wont let you play this style because everyone want to rush to the end, get loot or there is ths crazy notion or if you are not doing this way you are not helping the group so gtfo/kick from group.
This is sad but this is the state of the game which Anet is trying to change.
They need to make the class to incorporate all our mechanics so we can chose which one we want to play.
Devs stated numbers are in flux, and in particular that mental torment was on the OP side.
Suggestion: Wait for final release numbers. Then for follow up round of balances changes.
I’ve just used the numbers we know. The idea will be the same. Just wanted to show the potential we get out of these traits.
Blossom you need to redesign your build using Chronomancer as the third line. The burst is so much more and sustain is better.
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