Showing Posts For Capitan Mancino.7915:
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How to:
1) Have an awesome mesmer;
2) Go to Great Lodge Waypoint [&BNUDAAA=], then move towards Fang of the Serpent [&BHIDAAA=];
3) Target the fang in the middle of the lodge, making sure to keep your distance;
4) Use Decoy and Mirror Images;
5) Enjoy the sight, now four times as fabulous.
Protip:
Just use Decoy and keep changing dye between clone generations.
Bonus pic with the real one, because one’s clothes should always match one’s own beard.
Happy 4th anniversary everyone!
My daily options are Tub of Wood Glue, Bolt of Embroidered Silk and Wagon.
I filed a ticket, thanks for your answers anyway.
Hello everyone.
I’ve been trying to buy a couple of decorative Wells for quite some time now. Wiki says Sigurlina Jonsdottir sells them provided my guild unlocked Guild Trader 4, which it did. Still, no trace of Wells, only Mossy Pillars, Lattices and Wagons, on a somewhat regular rotation. My guild hall is Gilded Hollow, if that’s of any avail.
Any help or suggestion would be greatly appreciated. Thank you.
or you avoid condition damage and cry to ArenaNet to remove conditions from your weapon of choice
Which I didn’t. Suggesting the complete removal of conditions from staff. Implying that it’s my weapon of choice and asking for it to be tuned according to my tastes. Suggesting it be turned into a power/crit weapon (???). And especially crying. I might have filled a thread with loads of crap, opinions are opinions, but I don’t think I ever cried.
but it’s still a problem, and not one that band-aiding the staff is going to address.
I most certainly agree. Yet I made a thread specifically about mesmer staff, not about game mechanics.
Seeing this is hardly being read – for real – please close it whoever can.
I honestly think I do have some idea, having played the class for quite some time now. What I also think is some of you didn’t bother to read my posts in their entirety, or else I wouldn’t quite explain why some things were said that I never implied myself in the first place.
Might as well be my fault for not coming on in a forum-friendly manner though
I’ll be back in my dusty corner.
Thanks for your replies. In no precise order, some things I wish to answer to.
I pretty well know poison and chill are extremely strong conditions. Then again, I don’t see why every existing condition should be necessarily made available to mesmers, nor to any other class for the matter. For instance, a guardian is thematically well suited to blind, vulnerability and burning. Not as much can be said of poison, which I’d consider a signature condition of necromancers and rangers, whereas chill of necromancers and elementalists. There already is a class able to deal with – I think – every condition in the game, that is the engineer, who’s supposed to be a jack of all trades in the first place. So again: poison and chill, despite being very strong, don’t seem to fit – to me at least – with mesmers. As has been said, they’re only attainable randomly via a single skill out of our entire skillset (I’m not contemplating sigils or runes), and thus seems to me like an afterthought rather than a strategical choice.
On phantasmal mage: why would it be impossible for them to code the damage increase with respect to every single boon you have? That’s something already being implementd, except it’s on conditions. Is there anything I miss? Also, while it’s true that a proper team composition can stack up all different conditions available in the game, the very same goes for boons. Pick up an ele and a guardian and you’re pretty much done.
Chaos Armor the way I suggested it to be doesn’t actually sets itself apart from the already mentioned Frost Aura. You get a base damage redution, then chill when you’re hit. With the way I envision the staff, you get a base damage reduction and a damage damping boon when you’re struck. See the parallel, forgive my lack of fantasy
And here’s a couple more questions (I hope I’m not coming on as snotty, I’d just like to make my point clearer).
1. Provided the scepter was consistently given the opportunity of being our MH of choice for condition damage, would a second weapon set really be needed in that respect? I thought the whole idea behind weapon swap was to allow people to vary combat style depending on situations… I’m suggesting scepter be revamped to provide easy accessibility to bleeding – the bread and butter condition of the game – and confusion, our signature condition, and torch be consistently made into a burning dealing weapon. And quite honestly, giving the staff access to every existing conditions and boons in the game seems a way into creating the most unrealiable and gimmicky weapon ever designed. Though I must confess I thoroughly hate randomness, so my opinion is definitely skewed for that matter.
With that said, question number 1 leads me directly into:
2. What’s our support weapon supposed to be? Focus in itself is nice, plainly awesome when traited, but it’s just those two skills. And I know we have some of the best supporting utilities out there, but we’re talking about weapons. The way staff is currently implemented is to have it offer support, dealing conditions and flat out damage. I honestly think it does look quite the mess. That’s why I suggested the above stuff. Scrap conditions, or better, scrap at least DoT conditions, and focus on boons, throwing in some CC as a complement. Might raises condition damage as well, as I am sure you know.
So, some have said staff is our only go-to 2H weapon for condition damage, and as such it should stay this way. What if I asked you about a MH ranged damage dealing weapon? Well, we don’t have any. We have to cope with a somewhat medium sized weapon arsenal, so I suggest weapon be more clear cut in what they do, instead of each doing a little bit of this and a little bit of that. We lack a true CD weapon: make scepter and torch into it. We lack a full fledged support defensive weapon: make staff into it.
And last but not least. Bouncing skills are a bit iffy, so to speak, but that’s another story entirely.
Again thanks.
Yes, this is yet another post on mesmer staff suggestions. I’m not even sure this is supposed to stay here, as opposed to the suggestion subforum, but anyway. This post was elicited particularly by the last skill update, which turned Chaos Armor into Fancy Useless Purple Bubble of Awesome, as other people already pointed out.
I really like staff (as opposed to GS). Before the recent update, I thought staff’s 2,4,5 to be great skills. Now Chaos Armor has approached uselessness, so I’m pretty much left with 2 skills I like on the weapon.
The problem with staff is I think it tries to convey too many things at once, while not excelling in anything in particular. It applies conditions, but not as consistently as a real condition build would require, it applies boons, but not as reliably as a full support weapon, it deals damage, but not as your standard damage dealing weapon.
So here’s my take on staff skill:
1. Winds of Chaos: Remove Bleeding, Burning and Vulnerability, slightly adjust damage to compensate. Might and Fury are ok.
2. Phase Retreat: this is a terrific skill, just change it according to Winds of Chaos change.
3. Phantasmal Warlock: make this phantasm deal 10% more damage for every different boon you have. Substitute the bouncing attack feature, it is far to easy to avoid the bolt, and this is the damage dealing skill of the weapon.
4. Chaos Armor: Ele Frost Aura says hello – make this skill apply an ARMOR (duh) which reduces incoming damage by 10%. If you’re struck by melĂ©e or ranged projectiles (not spells) you get 5s of protection and enemy is inflicted with 2 stacks of vulnerability for each hit (1s internal cooldown).
5. Chaos Storm: remove poison and chilled (poison and chilled on a mesmer? For real?) and swiftness. I suggest keeping the way this skill work, only conditions applied are now daze and blindness, whereas boons are aegis and 1s quickness (yes I said it, and yes I know this is not a boon).
As you might have noticed, the underlying idea I’d go for Chaos Armor and Chaos Storm is having them apply boons and conditions one the opposite of the other: Protection VS Vulnerability, Daze VS Quickness, Blind VS Aegis.
Quickness sounds OP, but you have to consider it does not stack. I think it’d be fairly easy to make Chaos Storm grant 1s plus an unnoticeable amount of quickness duration, so that, should it reapply right on the next pulse of Chaos Storm, it wouldn’t actually trigger. The wasted pulse is worth having the effect in the first place I think. Also, you can hardly capitalize on 1s of random quickness hoping to land a burst. One viable alternative, borrowing from GW1 where this skill dealt damage and removed energy from foes, would be to grant, say, 5% endurance per pulse to allies within it, while removing 5% endurance per pulse to foes caught inside.
Now about the condition removed, specifically bleeding and burning, I suggest they be moved to scepter and torch respectively. I’m not going to digress about those weapons in detail because this is already far longer than needed, but for the sake of completion:
Move bleeding to scepter AA and remove clone generation from chain 3. Devote a skill to a surefire clone generation ability conjuring confusion-inflicting clones, and fuse confuse images with illusionary counter so that you block and deal damage, or can activte a 5 stack AoE confusion.
Move Burning to Illusionary Mage (which sucks so blatantly it even hurts to think about). Scrap confusion and retaliation, and make this phantasm deal three pulses of increasing PBAoE damage. Last wave inflicts burning.
These are of course suggestions based solely on very own opinions. Critiques are appreciated that are possibily more elaborated than kitten NOOB or OMGMESMERISOP. Thanks for hopefully having borne with me thus far.
Many thanks for the fast reply! My prime intent is to build around a character able to withstand incoming damage while retaining some decent power, inflicting AoE burning and throwing into the equation some might stacking for buffing allies as well as myself.
I’m aware this pretty much sounds like your typical Jack of all trades, master of none build, but… Armor and weapon are strongly focused on Pre-Tou-CdDmg (42k karma armor set), whereas accessories tend to make up for our natural low health pool.
I’m specced 0/0/20/20/30, planning to equip 4 Runes of the Pack and some +20% might runes. This way, mights applied by Empowering Might get as high as 7.5s, and I can benefit from higher tier traits in virtue line for a very consistent AoE burning via Justice passive. Loss of precision is partially made up by Retributive Armor (5% toughness into precision). Fury is also of great help, hence the question on the runes.
I searched the forums but couldn’t find anything on the matter, so…
Is anybody aware of Empowering Might having some sort of internal cooldown? It seems to trigger more than once on multihit skills such as Zealot’s Defense or Cleansing Flames, but might stacks applied never equal the exact number of crit strikes.
The same goes for AoE skills: one AoE hit providing multiple crits, just one might applied.
On to Superior Rune of the Pack. I know it’s supposed to be bugged at the moment, and in many different ways, but I’d like to know if this has always been the case, also considering betas. If it ever wasn’t, does anybody know the duration of swiftness, fury and might?