Is confusion intended to be entirely supplemental?
Apparently, confusion is lackluster in PvE because of the mob attack patterns, but devastating in PvP where people are spamming skills constantly.
What I don’t know is if confusion triggers off of the #1 skill on all weapons or just the ones that have a cooldown.
I haven’t PvP’d much.
Confusion doesn’t trigger on the #1 of ANY weapon.. what are you talking about.
What I don’t know is if confusion triggers off of the #1 skill on all weapons or just the ones that have a cooldown.
I haven’t PvP’d much.
No, it triggers on all of them.
If you run a really Confusion heavy Scepter+Torch build, you could in theory overload someone on Confusion and for ~10 seconds they’d drain 75%+ of their health in that time, easily. With Time Warp, they’d probably kill themselves.
Has two issues: First, this is still rather low damage for something so marginal in application.
Second, they are still doing all those attacks causing the feedback damage. They’ll probably kill 1-2 people on your side, too.
Oh sorry, he meant the targets #1 not ours. Yeah they take damage for all of them.
It would make much more sense if confusion stacked in duration kind of like burning (the base damage would be increased). At the moment it doesn’t last long enough for PvE and can be 100% avoided in PvP. Adding the duration mechanic will solve some of the problems in PvE and strengthen the control aspect of confusion in PvP, an enemy can choose not to use skills, but will be losing an increasing amount of time if he does.
I think its intended to be supplemental. If it did so much damage your target couldn’t attack without fear of insta killing himself he would just be a punching bag until Confusion wore off. That or simply kill himself by using skills =/
Also combos are a great way to get tons of stacks of Confusion on someone in group pvp. You might be able to stack it high enough so it was pretty threatening then along with doing alot of damage to your target.
it’s not meant to work in pve like it does in pvp.
Confusion damage is much higher in PvE compared to PvP to compensate for slower mob attack rates. Fun fact: WvW Confusion damage uses the PvE version, which means you can gib people in an instant by using Confusing Images + IR CoF for 11 stacks of Confusion.
Currently I do more than 3000 damage per skill activation with this, and I haven’t even “maxed out” my condition damage yet: when I do it’ll probably be 4000 damage per skill activation.
Confusion damage is much higher in PvE compared to PvP to compensate for slower mob attack rates. Fun fact: WvW Confusion damage uses the PvE version, which means you can gib people in an instant by using Confusing Images + IR CoF for 11 stacks of Confusion.
Currently I do more than 3000 damage per skill activation with this, and I haven’t even “maxed out” my condition damage yet: when I do it’ll probably be 4000 damage per skill activation.
i still think confusion is not really usefull on normal mobs, on bigger bosses its another issue and i used it there a few times myself. imho that has everyone to decide for themselves.
but that WvW thing seem pretty broken O.O didnt knew bout that cause i havent done any WvW till now :/
therefore im sorry if i just posted some outdated stuff
also maybe a similar thread exists already, in that case im sorry for double post.
I’d like to see Confusion last for about two seconds longer. This would allow for some builds to maintain the debuff for a longer time in PvE and get more ticks off.
It used to be on the No1 skill of the sceptre, which made a condition build in PvE actually reasonably nice (see the trident clones for example) but in PvP it devastated glass cannon builds so brutally. Hence we, the confusion profession, now have far more trouble applying it that a lot of other profs.
Confusion can be extremely useful in PvE, but only if you are familiar with your enemies attack patterns. Since it only activates when the enemy attacks, you really need to either cast Confusing Images from range and then block with Illusionary Counter when they get close enough to attack, or make sure you have a few illusions up to draw enemy attention while you stack confusion.
I do agree that mesmers would benefit from more ways to reliably stack confusion on an enemy. This doesn’t include illusions stacking confusion, I mean a weapon skill that applies confusion. People say scepter need a buff, add confusion into #1 skill chain second attack or something.
I tried a confusion heavy build in sPvP with scepter/torch and Staff and have to say, that it really lacks burst dmg. If you get someone down to 25% hp they mostly fall back und heal up and there is alomst nothing you can do about it without good burst. You just cant finish them of. But I do think that is has its place in a organized group or tournament since you are really tankie and can just spam your confusion from far away while your teammates do the burst dmg.
But against Thiefs a Condition build is just hilarious. They kill themselves soo fast and can only wonder what has happend. The challange is to apply the confusion at the right time since its duration is just way to short.
But a good sword/pistol and Greatsword build with “Illusionary Persona” is still the best choice for PvP imo.
You can get a lot of output from confusion, the issue with condi builds n Mesmer is that you lack the cover conditions of an engineer and the application is spikey rather than constant; because of this all your precious confusion stacks can disappear with a single wipe.
The highest output comes against auto attack builds because of the constant one skill activations.
Not sure if this was said already but confusion damage is split between PvE and PvP, that is why you see different numbers.
Competitive sPvP (North America) http://www.twitch.tv/gigawattstudios