80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
I have always been a condition-glamor mesmer … but the new shatter build is just too good to ignore. Attached are the two builds side by side (A: 20/0/0/20/30 and B: 10/30/0/0/30) and I could use some feedback on equipment and thoughts on which seems to be better overall.
Wow…..all I see are a load of numbers, I just build and play the way that suits me.
Wow…..all I see are a load of numbers, I just build and play the way that suits me.
Hate to go all matrix on you … but the game is nothing but a load of numbers :p
What I am gathering is set A is better than Set B… B is giving better average direct damage by 10-30% but you are losing upwards to 55% con damage and taking 3% more damage. Additionally, direct damage is mitigated by defense, whereas con damage is not. On the other hand conditions cannot crit so they do not benefit from precision/crit while direct damage does.
For those reasons, I chose to forgo focusing my build any other way than through the synergies of the con damage, toughness, and vitality trait trees and carrion gear with Chrysocolla gems and undead runes for a total of 14% toughness converted to con damage
You didn’t compare it to 20/20/0/0/30 with GS which is arguably the highest Shatter DPS build.
Play whatever YOU want to play.
Personally I’d suggest if you’re going confusion/glamour, make yourself a little tanky and use some retaliation if it’s relevant to your build, this’ll let you sustain through other class’s burst potential
> Mesmer.
> Identity crisis.
> (Nearly) Identical copies of self.
Seriously though, while on paper condition damage tank-ish setups seem nice, in practice I find it’s not worth the benefits they give in the long run. If you are into pvping however, condition builds are far more effective against players than they are on mobs in pve.
Most pve encounters are predictable enough to avoid most, if not all, damage. Added toughness and vitality are of no effect if the damage can be avoided or mitigated entirely by other means.
The survivability you gain slows the death of the mob (i.e. boss). So, whereas you’ll be more likely to stay up, you party members risk being downed or killed the longer the target is alive.
The faster things die, the less risk over all. Conditions need /time/ to be effective, where as direct damage is instant on contact (and not capped off by other members stacking direct damage). Until such mobs exist with extreme defense to direct physical (magical) attacks, then I’ll be of the school of thought putting condition damage behind direct damage.
What’s this for?
If PvE this game is IMO pretty lenient to what you run, it almost feels like skyrim or another sandbox game where you don’t need to min/max to succeed, tho ppl will and ppl do (me included)
Pvp is a bit of a diffrent story tho…
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