Showing Posts For Astrimas.6431:

Chrono PvP Build: Alacrity Spam with Wells

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

@Esplen; could you elaborate? I think i was trying to get on the fact that before the duration of alacrity ends, some skills that give alacrity would be off cooldown and thus add to the duration of alacrity.

Chrono PvP Build: Alacrity Spam with Wells

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

Thank you Avead; thats why I posted my equations; so someone could correct it if there were any mistakes!

However wouldn’t simply counting the cooldown of the skill; (like taking 66% of the original cd) not taking into account any possible downtime on alacrity not be accurate as it usually the case where a duration of the skill is not affected my alacrity?

Chrono PvP Build: Alacrity Spam with Wells

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

NOTE: Avead proved certain equations wrong; I will look into it and re-calculate then, please disregard any numbers in this post until further calculations.

The Math (Behind Alacrity)

In a hypothetical scenario, I think this build is able to dish out 100% alacrity as it currently stands.

1 1/2 seconds from I avenger x2 = 3 seconds (assuming you spawn 2)

Each well gives 3 seconds x 3 wells (excluding elite) = 9 seconds.

Each Shatter gives 3/4 seconds x4 = 3 seconds
(I did not check if self-shatter procs Flow of time, so this might be wrong)

This is a total of 15 seconds of alacrity with one shatter, using two shatters (mind wrack and cry of frustration), leads to a total of 18 seconds of alacrity.

Theses are just hypothetical scenarios and would rarely be done perfectly in an actual combat situation. Therefore I am bringing it down to 70-80% (75% for convenience sake) in an actual combat scenario. That is 10 seconds of alacrity.

[side note: starting combo with 2 blocks = 3 seconds (phantasm) + 3 seconds (1 shatter) + 1 well = 9 seconds]

10 seconds of alacrity = 6.6 secs cooldown reduction [10 × 0.66 (66/100)]

Formula I use for calculating cooldowns:

CD of skill – Duration of Alacrity = X

Where X = CD of skill not affected by alacrity

CD of skill – X = Y

Where Y = CD of skill affected by alacrity

Actual CD of skill after taking into account alacrity = X + (Y x 0.66)

Mind Wrack has a cooldown of 10 1/2 seconds therefore, with 10 seconds of alacrity, it’s cooldown is roughly 4 + seconds.

Cry of Frustration has a CD of 21 3/4 seconds (22 secs for convinience)

22sec – 10sec = 12sec

10sec x 0.66 = 6.6 sec

12 + (10-0.66) = 16.4 sec

Shatters can be used again to get another 1.5 to 2 seconds of alacrity (assuming not 3 clone shatter); therefore under assumption after 4.4 sec (for mind wrack) we are able to add 2 more seconds to alacrity duration [bringing duration to 12 seconds and 14 seconds after another mind wrack at the 8 – 9 second interval etc.]

Well of Eternity and Calamity has a cooldown of 20 seconds
20 sec – 10 sec = 10 sec
10 sec x 0.66 sec = 6.6 sec

10 sec + (10 sec – 6.6 sec) = 14.4 seconds

For both wells that are each able to give an additional 3 seconds of alacrity. [Every 14 seconds we are able to add at least 3 seconds of alacrity bringing it up to to 17 seconds]

Alacrity on shatter depends on the number of blocks (assuming we stay on the Scepter/Shield Weapon Set)

Disregarding Mental Defenses because it is not affect by alacrity (not sure) and scepter 2 since it does not produce clones

24 sec – 10 sec = 14 sec
10sec x 0.66 = 6.6sec
14 sec + (10 sec – 6.6 sec) = 18.4 sec

By adding Persistence of Memory: 18.4 sec – 2 sec = 16.4 sec
assuming we shatter once.
Shattering Twice: 16.4 sec – 2 sec = 14.4 sec (which is near the full duration of alacrity of using the starting combo and another shatter 12 secs)

This means every 14.4 seconds we are able to produce an additional two more iAvengers (4 phantasms for shatters because of chronophantasma) assuming both attacks have been blocked.

Theses calculation does not take into account iAvenger attacks bouncing to the player only once and attacks once and sudden clone deaths due to massive aoe spike damage. With the ability to constantly use Mind Wrack throughout the 14 or so seconds which is near the duration of the cooldown of the wells, alacrity can be stacked near permanently throughout the entire fight.

Personally, I think alacrity is a little too strong at the moment and could perhaps be reduced slightly on All’s Well that Ends Well to perhaps 1.5 sec instead of 2 seconds.

PS: Sorry for the long post >.<, I just kept typing.

NOTE: Avead proved certain equations wrong; I will look into it and re-calculate then, please disregard any numbers in this post until further calculations.

(edited by Astrimas.6431)

Chrono PvP Build: Alacrity Spam with Wells

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

http://en.gw2skills.net/editor/?vhAQNAreWncfClphtfCmfCEgilnj6sACgDr+PT0FFdxynDA-T5gHwAv2fAwTAwYZAA

I was just curious to making a well spam build effective in PvP and this build surprised me on it’s performance especially due to the new changes on All’s Well that Ends Well and have had relative success with this build on ranked arena over BWE2.

Looking for comments, criticism and general discussion.

The main aim of this build is to focus on area denial (like contesting points and defending keep lord in stronghold) and AoE damage.

Weapons : Scepter/Shield, Staff

Scepter/Shield gives alot of blocks in addition to providing some cc on Shield 5; Tides of Time, and damage from Scepter 3; Confusing Images which deals both power and condition damage.

Staff helps for disengage or just having additional ‘dodges’ from Staff 2. In addition, the build runs 3 of wells and thus giving alot of fields to proc leap finishers.

Utilities: I prefer blink for the additional mobility and ability to blink back into my wells when i get cc’ed out of it. It really up to personal preference.

Wells: Well of Calamity and Eternity as they are the wells with the shortest cooldowns. I have tried this build with both Well of Action and Well of Recall, but do not find there to be much difference. Currently using Well of Action as it has a shorter cooldown.

Elite: Gravity Well; the ability to CC several people in a team and aoe damage them is simply amazing especially in a 5v5 scenario. However, this slot is also up to personal preference as Time Warp coupled with continuum shift is a good pick. Mass Invisibility is also always strong as party wide stealth with a coordinated group and the ability to prevent stomps are always helpful.

Sigils:

I run geomancy to get some additional damage out really, I haven’t found most sigils to greatly benefit this build. So… at this moment it’s really up to the user to decide what to use.

IMO: Sigil of Earth, Torment, Generosity, Doom, Energy, Bloodlust, Leeching are all possible picks.

Amulet: Celestial

This build does both power and condi damage; wells and torment on shatter, having some additional precision to help power damage and healing power to improve sustain also helps.

Possible alternatives include:

Carrion: For much more vitality, condition damage and power while having lesser toughness and precision. The lack of toughness is not that bad tbh as the build has alot of access to blocks coupled with evasion skills such as blink and staff 2, in the hands of a perspective player, be able to mitigate most hard hitting skills.

Rabid or Settler: To be more condition focused, but reduces damage on wells.

Trait lines: Inspiration, Illusion, Chronomancer

Runes: Undead

I use Undead runes to slightly boost my armor to 2.6k which is the comfortable range for me and also to boost condition damage. I have also tried this build with Dolyak runes and Melandru runes that adds to the build’s survivability. When running Carrion amulet, Runes of Scavenging would be a better option.

Inspiration:

Persisting Images: This simply gives your phantasms slightly more survival in AoE heavy fights. Since I am running all wells I don’t see the need to run Restorative Mantra. However it could be a better pick if one were to run Mantra of Recovery or Mantra of Resolve. Medic’s Feedback could be useful if you’re wish to have more support but I generally find it better to take out enemies and / or CC enemies with gravity well instead of rezzing my teammates in the middle of a fight.

Restorative Illusions: An obvious pick as it is the condi cleanse of the build and adds alot of sustain through the healing. Especially with alacrity, the cooldowns on your shatters should be fast.

Mental Defence: I find having access to an additional clone production skills on blocks (even though it on 25 secs cd) to be useful and it will almost always proc at the start of fights, assuming you get the block in on shield 4; Echo of Memory and Deja Vu, you will easily get up to 3 clones to be able to maximize your shatters. Illusionary Inspiration is another possible choice however I find that since most of my shatters will come from my phantasms the additional regeneration would not be able to tick that often. In addition, I do not find that I have alot of boons on this build (alacrity is not a boon; there has been some misconception by some people on other forums and / or map chat that alacrity is a boon and thus could be shared / increased duration; this is simply a clarification).

Illusion:

Persistence of Memory: The main clone production of this build comes from phantasms and any cooldown reductions on those skills would be helpful. Especially since shield 4; Echo of Memory, is also a phantasm skill, it enables me to block more often as Alacrity + Persistence of Memory greatly decreases it’s cooldown.

Maim the Disillusioned: Torment on shatter; helps damage and being a condition means you do not always have to be on your enemies toes, (allowing one to damage the target while performing other actions). Phantasmal Haste could also work if you do not intend to shatter the phantasms that often.

Malicious Sorcery: Reduces the cooldown on scepter 2 block to 6 seconds and makes auto casting on a scepter less painful to watch. The other two GM traits are also strong choices IMO, but I have not tested them. Ineptitude seems interesting and causing a blind after your block further frustrates your opponents and work as damage mitigation. Master of Fragmentation gives additional effects to your shatters which is always a good thing.

Chronomancer:

All’s Well that Ends Well: This trait, in my opinion is incredibly powerful, it gives you 2 seconds of alacrity when your wells ends. This allows you to have more access to alacrity other than your shatters and phantasms; this allows you to save your shatters to condi cleanse, heal or deal damage rather than to proc alacrity. In addition, in most cases, the wells WILL benefit you regardless if it hits the enemy or not. Time Catches Up may be useful but since most of our phantasms on this build are ranged, it is not necessarily a better pick.

Improved Alacrity: This makes All’s Well that Ends Well and your shatters give 3 secs and 3/4 secs of Alacrity respectively, thus helping to maintain near permanent alacrity. Illusionary Reversion is a possible candidate, but I found that I was able to keep my clone and phantasm production up without this trait.

Chronophantasma: Since most of the clone production of this build comes from phantasms; having an extra shatter on each of them would always help.

Playstyle:

I usually use this to contest far point or cap home point at the start, as I found this build to be rather strong in 1v1 scenarios where your opponent is forced to attack you (since there is no other targets).

In group fight scenarios; I try to force myself to be the main target, as the build’s clone production comes mainly from blocks. This could also be done by standing in the enemies way (while blocking) as they try to hit my teammates using melee attacks, aoe and skillshots (like warrior gs 4). With 2.6k armor and 21k health, the heals from Restorative Illusions, and 3 blocks on one weapon set, this build is can be quite tanky by PvP standards.

In addition, I try to use well of calamity whenever it is on cooldown, it does good damage if it hits, or simply act as area denial as you enter the well to get the proc on alacrity.I tend to use well of eternity rather often (sometimes even when I’m at 14-18k health as well) as it has a relatively short cooldown together with alacrity. It can also be used as preparation when expecting to get hit by a high damaging skill even when at high health.

Weaknesses: This build is a reactive build, against an enemy that doesn’t attack, alot like bunker builds, the ability to dish out damage is diminished. In addition, since most of the build’s defenses are one off blocks (for one attack only), multi hit attacks is easily able to breakthrough it’s defenses (ranger rapid fire, mesmer gs 1, thief stealth pistol 1 etc.). Also while I have not experienced it yet, a good lockdown mesmer would be able to interrupt the blocks and leave you open to it’s burst.

I was able to get about 70-80% uptime on alacrity while on this build while in teamfights (around 2v3, 3v4 scenarios). Couple that with the number of blocks available and shatter, it is able to both take and deal out alot of damage throughout the entire fight.

(edited by Astrimas.6431)

Build: Chronomancer PvP and WvW

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

Hmm, thing is with Chronophantasma; being used as more of a dps trait, it simply beter to ditch one of the weapon sets for GS or an offhand pistol, and doing so gives lesser defense than what I imagined this build to be. If so… it would simply be much better to go all in burst shatter that aims to +1 fights and spike enemies down rather than contesting a point. Putting Chronophantasma and Illusionary Reversion on this build focuses on a more bursty set up rather than constant stable dps. I also am picking the Dueling trait line for both Phantasmal Fury and Fencer’s Finesse as they both give a more stable / consistant dps output than using phantasms (yes Chronophantasma isn’t only a phantasm trait but it deals mainly in phantasms and increased your damage based on phantams). I am aware that Lost Time and Danger Time synergy with GS auto attacks, and while this build does not hit as much, it is still able to get the crit bonus up for most of the fights albeit slightly slower.

TBH though, I feel that Mental Defense is a slightly wasted trait on this build as it seems to be a bonus rather than an outright feature that I can constantly use, but Restorative Illusion & Mantra gives quite a fair amount of sustain to teamfights.

(edited by Astrimas.6431)

Build: Chronomancer PvP and WvW

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

Ah, I didn’t mean it in that way, as all traits does have their places with different builds. I kind of meant that in a gimmicky sense, sort of like fresh air or killshot / eviscerate warriors in that it does one or two things well but if it gets played around, then you’re in for a tough fight (its more of a personal preference, and I’m not saying I would not run it ever; i just find that it will be better in another build that would have a greater focus in spike damage, phantasms and timing bursts from shatters [does power break work with phantasms? To get rid of that daze duration], rather than try to squeeze traits in and make a good-stuff kind of build)

The primary goal of the build just having multiple sources of damage from phantasms, wells , mantras and shatters, while applying soft and / or short duration cc, without focusing too much on any so that you always have a few options open. As previously mentioned, i think wells is good putting pressure on points and during teamfights. Also not sure if anyone plays dota here but gravity well reminds me of dota 2’s black hole or reverse polarity. Simply put it, it’s an amazing teamfight elite, that clumps the enemies to make them vulnerable to aoe such as warrior 100 blades, guardian whirling wrath , or engineer nade / bomb spam are just some of the combos that can be pulled off. Even in the scenario, where you are alone, clumping them up and following up with sword 3, sword 2 + shatter and power spike, (many ways to perform follow ups to both wells such as shield 5 first etc.) does alot of aoe damage.

While it seems to center on wells, just simply playing it as a shatter mesmer (albeit without illusions or domination) still does a fair amount of damage unless the enemy goes full bunk, and careful management of block skills should keep you alive from spiky one shot builds.

My personal opinion however, is that this build tends to do too many things that it sometimes falls short on burst dps and sometimes require good team awareness from both yourself and teammates to perform as well as I like it to be.

On a side note, I did try this in 8 unranked matches and 2 ranked matches during the first Beta Weekend, and it perform relatively well but falls short on in between fights (mobility; perhaps I’m too used to having portals) and vs bunkers where you simply do not have enough burst damage. Also this iteration is taking into account the changes to chronomancer for the next beta weekend.

(edited by Astrimas.6431)

Build: Chronomancer PvP and WvW

in Mesmer

Posted by: Astrimas.6431

Astrimas.6431

I’m looking for feedback to my planned build for chronomancer:

WvW: http://gw2skills.net/editor/?vhAQRAse7cnknBlphloBufCEgiFcj6sFeharMASgfpuVn1dF-TFzDABifGAiRlCpUSgqSQg2fAATQNpMYKlYtouiTKF8Q/AEPEACBMaBA-w

PvP: http://gw2skills.net/editor/?vhAQRAse7anknBlphloBufCEgiFcj6sFeharMASgfpuVn1dF-TJhFABAcSAAvMQCPBgc2fAA

The reasons for the weapon set is to have 2 defensive skills on both weapon swaps, sword 2, shield 4 / scepter 2, sword 4. It would generally play as a shatter mes looking to +1 fights and landing a burst combo by catching the opponent in well of calamity + sword 3-2 + shatter combo. Mantra of pain is there to add additional damage between hits and hopefully build charges for lost time. Also it adds to the AOE damage after catching 2-3 people with gravity well. The builds seem to be more conservative in having more sustain through healing and condi cleanses, and I was wondering if I should be more aggressive by changing inspiration to domination or illusions.

If I were to make it more aggressive: http://gw2skills.net/editor/?vhAQRAse7cnknBlphloBufCEgiFWjiMBCggrMDChrpuYX2pF-TFzDABifGAiRlCpUSgqSQg2fAATQNpMYKlYtouiTKF8Q/AEPEACBMaBA-w

General playstyle would be to deal damage from multiple sources; mantra, phantasms, shatters while using active defenses to stay alive. WvW roaming would usually be with a small group of 2-3, whereas PvP playstyle would be putting pressure on the point, with AOE while surviving with active defenses.

Reasons for not using;

Chronophantasma: I think the trait’s a little too cheesy, being capable of doing huge damage spikes which is not the aim for this build. I plan to use it on a more bursty build with possibly GS & S/T or S/S

Illusionary Reversion: Deceptive Evasion is plenty enough clone generation, and I doubt I would need more than that as this is not a pure shatter build.

Domination or Illusion trait line: The condi cleanse from Inspiration: restorative illusions is quite hard to pass up and Dueling: deceptive evasion helps build the shatter combo much quicker + proc fencer’s finesse.