Showing Posts For Kobeathris.3645:
Thank you fay with the great post – this was with the new MS?
It’s with the old MS, but the difference between old and new MS is incredibly tiny, so it won’t make any noticeable difference. Probably would end up as 1-2% change.
I think I have read that MS affects charging mantras as well. Is that true? Regardless of whether or not it is, in a power build, would using MoP, and recharging on the autos instead of confusing images make a difference? If nothing else, it is ranged AoE instead of single target at least.
So yeah, pretty numbers on paper, but it’s realistically not good at all.
I don’t disagree with you. I was curious what it would like like to wring out as much damage as possible. The answer is, next to no utility, only single target, and hard to ramp up. I actually started this out with scepter first, since, you know, it just got buffed and all, and this looked like the way anet wanted us to go, but no dice.
I’d kinda like to see what the damage numbers on a Chrono, Dom, Illu Viper shatter build would look like. That would at least still keep some utility. Maybe with Sword/Shield and Staff. I’m not going to try to calculate that though since the rotation and timing is much more complicated.
Geomancy gives 3 stacks though, so that is 60 effective seconds of bleeding every weapon swap. Earth would be at most 5 stacks over a 10 second period, which would be 50 effective seconds, assuming every crit produced a bleed (which it shouldn’t).
So, after looking at the changes, I put this together. The goal is just to see how much single target damage we can put out if that is all we focus on. First off, here is the build:
Assuming all buffs, but not factoring in quickness and alacrity (maybe worth another 2.5k or so if they are provided?), this should top out around 20-21k dps. You can also use scepter as the main hand, but it looks to be still bad even after the buffs to it. If you do, because standing in melee is a problem, then I would swap Fencer’s Finesse for Evasive Mirror, Ineptitude for Malicious Sorcery, Mistrust for Harmonious Mantras, and SoI for Mantra of Pain. You would then want to spam Mantra of Pain unless recharging it would interrupt CI, which should be used on cooldown. That isn’t too far off from sword damage wise, but is even more single target. SoI can be swapped out for whatever you like, it’s mostly there for the swiftness since Chrono isn’t used. The rotation would be P Warden, I Leap, Swap, Swap Weapons, P Duelist, SotE, P Duelist, 2,1 until P Duelist is back up, and just keep swapping weapons on cooldown to keep up the bleeding from Sigil of Geomancy. When SotE is up, you can always cast two more duelists to boost DPS some if you don’t need the healing.
What about confusion on stun or daze? That would make it more useful for pve at least.
But honestly when a class has to give up its elite spec just to act as a counterpick for something the enemy may or may not be running (such as in queues) you know you have a problem.
Sorry this point is wrong. This is actually one of the few good things to come with HoT.
This is what made Gw1 PvP just as gut wrenching as well. The knowledge that there were multiple meta builds and team comps and you and your crew or maybe just you, had to try and compensate for that whenever you went to play.
It is a good thing to have a revolving door set up where builds and teams need to prep and then later switch things up. If you picked completely wrong on the first match (seems like every single Gw2 “Pro” match up consists of 3 to 5 rounds) Then you take it on the nose and try to recover. It means tournament players have to pay attention to one another and any new comers, there isnt going to be a “We all run the exact same team comp with the same builds and same weapons and runes and sigils as each other, so whoever lags first loses” kittening bore anymore.
Having strong Builds that have a small handful of counters is also a good thing, specially when they all share similar weakness with one another.
TLDR : You’re wrong, a Meta that can actually shift and rotate is something Gw2 has been missing for 3 kittening years, we need it badly don’t kill it in its infancy.
Here’s why I don’t like it.
If I run base signet condi/cele necro specifically to counter bunker mes, I’ll probably be deadweight if my enemy isn’t running a bunker mes. Now this is fine in tournaments when you can see eachothers builds. But if you’re just queuing you’ll have no idea if your counterpick was worth it or not until it’s too late to change your build. If the mesmernis running lockdown instead of bunker, he’ll probably destroy you since base necromancer has no stability.
I think you get the picture. It’s not a good thing to be such a random niche pick to a common overpowered build because you lose any semblance of versatility in your role.
Edit: this build also counters mallyx rev with more certainty than normal reaper by a large margin as well, but if neither of those classes are being used, you’re much less useful.
If these builds are the “cancer” that people claim though, then running a counter in queues should be a net advantage for you, since you will be running against it more often than not. If the don’t show up often enough to make running the counter worthwhile, then the effect of them is probably overstated.
Were you hitting the enrage, or were you wiping sometime before?
Last night, we started to semi-consistently get into phase 2, but lose it there. I was running Chrono/Insp/Illu with Well of Recall, Well of Action, Well of Precog, and Well of Eternity at first, then I dropped Action for Blink, because getting to the green circles is such a priority. Once I feel like I am better at getting there without it, I’ll switch back. I also think I agree that going with the signet is probably better due to the ongoing damage.
Anyway, if you aren’t hitting the enrage, build defensive until you are, once that is the reason your raid is dying, then start swapping things for more DPS.
I don’t have the gear for it, but after last night, I am thinking something like this might do well:
http://gw2skills.net/editor/?vhEQRAse8cnsIClfi1fC+fCUrhFlj6MAWgJDtyGoMrORj0KF-TxBBQBOU9Hso8DAnEg/t/g/0PEgnAwZUCSGA9FA-e
Get into a shatter cadence for the group alacrity and the self heal, then drop wells as needed as you suggest.
Yeah they definetly look much worse and I have no idea why they changed it.
They just took out some of the extra shiny animations that you’d see on high graphics.
As for why…….ESPROTS!
Seriously though, the idea is to make the skills and such less “noisy” so that it’s easier to follow in spectator mode for PvP.
Which is why a global change makes complete sense instead of it just being limited to SPvP or spectating.
Or, you know, making it a setting option.
Does anyone know if the critical chance increase from danger time affects illusions as well or just your attacks?
If you did literally zero dps but performed your role of providing alacrity and quickness flawlessly, you’re by far the very best choice a group has as their last player.
Ultimately, due to how Mesmer conditions go, you’re not going to be able to do damage that even approaches what condie engie/ranger are able to do. Whether it’s better or worse than power sw/sh….I’m not really sure, but it’s not going to be particularly impressive either way. Just remember that your first priority is pumping alacrity and quickness, with everything else being secondary.
Also, the toughness scaling doesn’t really kick in until 70+. It’s only in the very high levels that the enormous gap exists between power and condie due to the scaling. Quite honestly, unless you have a really good reason otherwise, I’d just avoid those levels entirely. There’s not actually any substantial reason to do them other than to say you’ve been there.
If the primary goal is pushing alacrity and quickness, would we be better off using commander’s gear over assassin/berserker? Or is quickness uptime already good enough that the extra boon duration isn’t needed?
Edit to add- something like this:
http://gw2skills.net/editor/?vhAQNAseWncfClfi9fC2fCUrhlejyMAugMC91itZreUb1XF-TBCBQB4TfAEV+BOzPIU9nzoEEAPCgss/QAODAkC4rxAA-e
(edited by Kobeathris.3645)
I don’t have Chronomancer fully unlocked yet, and I didn’t get a chance to play in the betas, so this may have already been answered. I have seen the threads about Chronomancer in group environments, where this wouldn’t matter, but what about solo? If you are traited for AWTEW, and you drop wells under your illusions, do they attack faster? Are clones and phantasms treated differently? Phantasmal Haste says specifically that the recharge is reduced for phantasm attacks, and that results in them attacking faster. Is the same true for Alacrity?
So my wife is interested in getting the dungeon set from TA, and as we both enjoy going around and fighting champions together, I thought trying to duo Twilight Arbor would be fun. She mains a Ranger, and I main a Mesmer. She has a full Exotic Berserker set, I have Full Exotic Berserker and Rabid, with Ascended Trinkets for both, and 1 Ascended sword.
I am looking for suggestions on what would be some good builds for the two of us to use to complement each other, as well as any strategies or things to watch out for when trying to duo a dungeon, as we have not tried this before.
IGN: Kobea Thris
Server: Gate of Madness
Playstyle: PvE, PvP
Role: Scholar
US East, evenings typically
What is the 20/20/30 build/gear? Is that mainly a team build or good for solo queue as well? I’m new to pvp and have been doing solo queue exclusively, primarily as 10/30/20/10/0 clone death.
One thing I haven’t seen mentioned much is the effect that this change will have on scaling. Everyone is calculating this based on level 80, which, sure, Arah and Fractals are at 80, but most other dungeons aren’t, and living story stuff can happen anywhere. Obviously, WVW is a different matter.
Currently, with no buffs:
In Divinity’s Reach, I have 56% crit chance and 106% crit damage.
If I map over outside of Caudecus Manor, I have 46% crit chance and 9% crit damage.
Once I step inside into CM Explorable, I have 56% crit chance and 43% crit damage.
So, just eyeballing this, after the change if I run CM, I will do MORE damage than I do now. I just also walked in to HOTW story, which is level 76, and my Crit chance was 56%, and damage was 97%, which should be about the same as CoF (locked on my server right now). I don’t know how it will all shake out, but that looks like for slightly more than half the dungeons, plus most open world stuff, this change will either have a negligible effect, or actually make berserker gear better.
With the sigil changes and whatnot, I feel like condi mesmers will be in a good place. Between clone-death traits, sharper images, and sigils (think doom/torment, hydro/geo, etc.), mesmers will be able to apply a ton of condis with all weapon sets.
Could be, I was just thinking that if confusion itself was good for mesmers, then you could potentially use it in a dungeon and not have to worry about the Bleed cap so much. No one else is going to want to stack it in PvE, unless they also had something that made it not bad there, and it doesn’t get applied incidentally as often as bleeding and burning do.
Yeah, i’m going to guess it’s something like the guardian trait that increases damage when enemy has confusion. That’s actually not a bad thing for us, though I wonder why it’s a grandmaster when guardian’s is adept (and the fact that guardian applies burning almost nonstop).
The problem with that, is it mainly buffs power builds, and would happen the same time as they are nerfing crit damage across the board, which would be kind of weird. I wouldn’t say no to more direct damage, but it still leaves confusion itself being kind of meh.
Maim the Disillusioned sounds like a reverse Compounding Power – Targets do less damage based on the amount of illusions summoned on them.
Actually sounds like a damage amp based around confusion, or potentially some sort of compounding debuff based on confusion stacks maybe?
My big hope for that is it somehow making confusion not terrible in PVE. Something like “Causes your confusion stacks to damage your target when you crit, X second cooldown”
If you are going to add the Coefficients, having the actual casting times (+after cast) and the true clone and phantasm cycle times (with and with out fixed phaste) would also be boss.
I’ve been thinking about this some more, and assuming PH is worth taking once it gets fixed, I think 0/20/0/30/20 is a really solid spread. It won’t have the raw damage you get from some other spreads, but, 3 inspiration majors is just so strong in terms of being flexible with what you can do. You can go II/VIII/IX if you need full reflect uptime. You can go IV/X/Whatever and equip MoR if conditions and healing are needed, or II/VIII/X and equip MoP if Reflects and Group healing are needed for some reason. V can even come in handy if you don’t need the reflect uptime or the condition cleanse, but still want some more Phantasm uptime. You aren’t tied to using Mantras so much like when going 30 Dueling, but you still have 2 Dueling majors so if you want to swap in I for longer blinks, you can still keep either II or IV.
Domination 10 gives you more Phantasm damage, which is definitely good, but that’s about all you can find useful there. Dueling 30 gives more damage and some added flexibility, allowing either I, IX, or XI, and is also a strong choice. I’m just not sure if it is worth losing 15% phantasm damage + the 3rd Inspiration Major to get.
Yeah, I am aware of that, I used it anyway just in case, but like I said, it shouldn’t make any difference. The wiki for warden, for example, lists the damage as 3816, and the coefficient as .275. Clearly, one of those is wrong, as with that coefficent and 12 hits, the damage should be 1162 at 916 power, but, and I would have to test again, as I don’t have the numbers here, I am pretty sure that is wrong too, though possibly close. The duelist shows the same coefficient, but I am pretty sure it is actually about 20% higher than that.
OK, it was phantasms that I had been looking at which seemed way off, particularly warden and duelist. When I tried them in the mists with a steady weapon (which shouldn’t matter anyway) and no stats, the numbers just made no sense based on either the wiki or the tool tip.
According to my math, which could be badly wrong, that puts a Rabid Staff Clone build (Including +40% c/d food) pretty close to Berzerker Sword Phantasm, assuming you don’t cap out conditions. That’s pretty sweet.
Your math is definitely wrong.
25 stacks of bleed and burning comes out to about 4500 dps. A single swordsman with a mesmer autoattacking will be at or above that. Any additional phantasms will surpass that. Additional vulnerability stacks will make the normal dps higher, and you’ll never actually reach 25 stacks of bleeding in any possible situation.
This change doesn’t make it any less awful for pve.
Ugh, I always forget about vulnerability. Do you know if there is a list of correct coefficients for all Mesmer skills anywhere? The wiki doesn’t seem right, and the tool tips are definitely wrong, which makes everything very hard to spreadsheet.
That was the fundamental diffirence. WoW condition scaled on a power or spellpower stat. Additionally, without the snapshot, it would just keep extending the condition as it was.
So you needed to land the big condition once, with full procs, and then just make sure it didnt fall of. And it would keep benefiting from the big procs the whole fight.Because even if it just took a snapshot and scaled for the duration, i dont see the problem. Hit for 10k instead of 8k due to procs instantly, or do 10k over 20sec instead of 8k due to procs. Same thing.
So id be a strong supporter of having conditions take a snapshot. Provided we dont have the problems WoW had where extending condition durations kept extending the damage.
You can get around that though by taking a snapshot of the total damage the condition would do (Damage X Time) when it is cast, then just dole it out of the course of the duration (Debit the snapshot each time damage is applied). If another condition gets applied that extends the time, you just add that snapshot to the remaining balance of the first and keep right on rolling. I actually had a post describing how this could work a while ago, but it got ignored. Here it is:
https://forum-en.gw2archive.eu/forum/professions/balance/Condition-Damage-Getting-Rid-of-Stacks/first#post3506676
One of the main reasons for taking PH is the higher reliable uptime on warden reflects. It’s not an either or thing.
If that is the case, I would think 0/30/0/20/20 would be the route to go, as that would give you the highest possible reflect damage. Unless the 15% from the Illusion traits also boosts reflect damage, in which case 10/15/0/25/20 or 0/25/0/25/20, depending on if the 15%+100 power is better or if 100 Precision and 10% Crit damage is better.
According to my math, which could be badly wrong, that puts a Rabid Staff Clone build (Including +40% c/d food) pretty close to Berzerker Sword Phantasm, assuming you don’t cap out conditions. That’s pretty sweet.
@Alienmuppet – I agree, it would be very nice to have an ability to swap traits all at once rather than just one at a time, I just figured this would be a lot less work.
@Donari – That’s interesting. I never knew about it before, definitely helps with some things, downside I found is, I have several Zenith blades, and they all show up the same in there, but it helps for sure.
Presently, it is possible to have 2 weapon sets equipped and to swap them while in combat. There are also cases, though, where you may want to switch to a different set for something while out of combat. In order to do this, you need to open your inventory or hero pane, find the set that you want to use, and either double click or drag it to the appropriate slot. Depending on how much you have in your inventory, and what weapon sets you have with you, this can be time consuming, and covers up a large portion of your screen. If swapping from a 2 hand weapon to 2 1 hand weapons, this can also be made more difficult as the items will often end up in different places in your inventory than where they were before.
Would it be possible to add an out of combat weapon swap as well? This could work similar to Guild Wars 1, with a small list of 4 icons (or more) that could be clicked on the bottom of the screen. The first item dragged into one of these icons would be set as the primary weapon, and the second would be set as the offhand. The items would remain in your inventory (or equipped if that’s where they were). Ideally, when you clicked on one of these icons, whatever you currently had equipped would take their place, to make it easy to swap back. For example, if I have my Sigil of Perception Sword and Focus equipped, and my Sigil of Force Sword and Sigil of Battle Focus in “Slot 1”, then clicking Slot 1 would equip the second set, put the first set in my inventory, and change “Slot 1” to equip the first set on click. Alternatively, If I have My main sword and another sword equipped, and “Slot 1” has my main sword and a focus selected fro out of combat speed boosts, then on click, my main sword would stay equipped, my offhand sword would go to my inventory, my focus would be equipped, and “Slot 1” would be updated to Main Sword + Offhand Sword.
This would make it much easier to have different sets ready for different situations, but, since it could still only be used out of combat, wouldn’t result in any increased power.
I thought I remembered this working perfectly in Beta Weekend 1, as a leap that left a clone behind you, which you could then swap to, but I might be remembering a different weapon, as I know a ton of skills got swapped around.
That was in teh 1st beta, and it was horrible.
the 2nd skill actually made you leap and leave a clone. the 3rd skill made a clone leap. Activating any agian would swap position…
Yeah, no thank you. I’d rather have blurred frenzy :P
Ahh, yeah, I remember that now. I agree, Blurred frenzy is better, though it would be nice to have one of those now in place of “Push button…. nothing happens”
I thought I remembered this working perfectly in Beta Weekend 1, as a leap that left a clone behind you, which you could then swap to, but I might be remembering a different weapon, as I know a ton of skills got swapped around.
thats the reason why i dont use focus anymore. this bug killed my fave phantasm. i loved the iwarden. its really bad they even touched this phantasm at all as it was fine the way it was before
Honestly, what I would like to see is it behave like this
1 Summon
2 Attack
3 Attack is complete
4 AI turns on and tries to follow target
5 Cooldown is done for the whirl
6 Start attacking again wherever it is currently standing, regardless if it got in range of it’s target or not
Warden’s damage is nice, but most of the time, the reason it is important is for blocking or reflecting projectiles. I can see where it is and when it is spinning, I’ll move there if I need to.
Agreed, had the same issue at Marionette 10 minutes after the last patch went live.
Did Marionette last night. In the path, I had 2 wardens up on a Champion Aetherblade Grenadier, and someone else had 1 up on it. All 3 just stood there and never did anything before finally dying.
Also, on the bow of the airship in “Not So Secret”, trying to cast warden on one of the 3 mobs standing just past the crates very frequently results in the warden spawning and doing nothing, particularly if it spawns toward the edge.
The Warden, the problem doesn’t happen 100% of the time, but it is fairly frequent.
CoF P2 destroyer nest spawns.
iWarden spawns.
I look at her.
She looks at me.“Really damp in here. My hair is ruined…”
“HIT THE kitten NEST ALREADY SRWE5AF@RGNREPG$#G!#QWHG)R#@H%!!!!!!”
I have had a similar issue on many different types of objects. The shards in Jormag pre, for example. Target the shard, summon Warden, Warden spawns inside the shard and proceeds to do nothing at all.
While collecting power cores last night and this morning in Lornar’s Pass and Gendarran Fields, I had the Warden fail to attack multiple times. It was very obviously not working because I often was using it as the initial pull to hit a clump of mobs. In one instance, I summoned it, it stood next to a mob, I swapped to pistol, summoned the Duelist, which hit, the mob started running for the duelist, THEN the warden followed and attempted to attack.
Will Illusionary Elasticity ever be changed to affect Illusions?
The current implementation of Bleeding, Torment, and Confusion limits the viability of condition damage builds in groups because of the 25 stack limit. The stated reason for this limit is that it is in place for performance reasons. In order to expand the viability of condition damage builds, while also improving performance, I propose a stackless method for handling Bleeding, Torment, and Confusion. With Bleeding and Torment, this can be done while keeping the damage properties essentially the same. Confusion will require some re-design in order to achieve the same goal.
Bleeding and Torment -
Presently, attacks that inflict Bleeding and Torment contain the following properties:
Damage Per Tick – The amount of damage applied to the target on 1 second intervals.
Duration – How long the condition stays in effect.
Stack – Each stack independently maintains its own Damage Per Tick, and Duration, allowing for damage to increase as more stacks are applied.
The above means that an attack consisting of 5 stacks of Bleeding, doing 100 points of damage per tick, for an 8 second duration will deal 500 damage per second, and will deal a total of 4000 damage (baring cleanses or the target dying). Damage is of course limited by the cap at 25 stacks.
In order to move to a Stackless method, Bleeding and Torment should be tracked on the target as follows:
A new Bleeding attack occurs, consisting of 5 stacks, for 100 damage per tick, with an 8 second duration.
The Bleed Condition begins on the target, and begins ticking for damage once per second until it is dispelled.
A Damage Pool is stored, it’s starting value is equal to stacks times damage per tick times duration of the attack, in this case, 4000.
The duration is noted.
Every second, Damage Pool / Duration is done to the target, that amount of damage is removed from the pool, and the Duration is reduced by 1.
Should another Bleeding attack occur, the damage pool is increased by an amount equal to stacks times damage per tick times duration of the attack.
If the new attack has a duration greater than the remaining duration of the condition on the target, that duration is used as the new remaining duration, otherwise, the remaining duration is used.
Damage tracking for loot rewards is done when the attack occurs and adds damage to the pool.
Damage display on the client is handled client side only once it receives acknowledgment from the server that the attack was successful, the server sends a message to stop if the target dies or the condition is cleansed.
This results in the server only needing to track one condition application, rather than many, and also saves it from having to report back to the client multiple times. The overall damage remains the same (except the cap no longer exists), though the application time may vary somewhat from how it behaves currently.
Confusion -
Because it does not apply damage over time, Confusion requires a different implementation. This will result in a different amount of damage being applied then present, so the Confusion formula may need to be adjusted if the results are outside of the desired range.
In order to move to a stackless confusion, a Damage pool will be created as well. We will also track the duration of the stack, and we will track % change in the duration per second. When a new stack is applied, it will add to the damage pool, and will set the duration in the same manner as described for Bleeding and Torment. At the end of each full second (or sub-second if desired), the Damage Pool will be reduced by the same % that the remaining duration was reduced. So, for example, if a stack of Confusion is applied to a target with a Damage pool of 400, and a duration of 4 seconds, for the first second, any skill use by the target will deal 400 damage, 300 in the second second, 200 in the third, and 100 in the fourth. If in the third second, another application of 400 and 4 seconds occurs, then in second 4, we would see 500 damage, 375 in second 5, 250 in second 6, and so on. This changes Confusion to an effect that decays over time, but it would also give traits that increase duration more value, as not only would it make it last longer, it would make it decay slower.
One drawback to moving to a stackless system is that there would be no cue as to how potent a stack of Bleeding, Torment, or Confusion is. To remedy this, I would still keep the stack counter, even though the stacks are gone. For Bleeding and Torment I would display Damage Pool/Duration/the base amount per second that one stack deals given the current formulas. For Confusion I would just show Damage Pool/the base amount per swing.
For bleeds, there is really no reason stacks are needed at all. If I do 5 stacks of bleeding that tick for 100 damage each for 8 seconds, instead of storing that in the form of 5 individual stacks, the game should store 4000 points of damage, 8 seconds and deduct remaining damage divided by remaining time each second until both are 0. If 3 seconds later someone else does the equivalent of 3 stacks of 50 points of damage for 6 seconds, then we do the flowing: The current remaining damage in the pool is 2500, so we add 900 to that. The remaining duration is 5 seconds, we set that to 6 seconds, as the newest duration is longer than the remaining time from the original cast. If it were shorter, we would keep the original remaining duration, and just add the damage to the pool. So, now bleed ticks for 566 damage per second for the next 6 seconds, or until more damage is added to the bleed pool. This is easier for the server to process as it only has to track one bleed stack, add any new damage, adjust duration, and subtract damage as it is applied. Tracking damage for rewards can just be noted when damage is added to the pool. Displaying damage numbers on the client can be handled totally client side, as the client already knows what it sent in.
Unfortunately, this wouldn’t work for confusion because of the way it’s damage is applied.
With 0 traits, shatters provide: aoe damage, aoe condition damage, daze, and diversion. Illusions provide direct damage, aoe damage, condition damage, boon removal, condition removal, multiple boons, multiple conditions, damage reduction, projectile blocking, as well as being a tanking mechanism. We have a minimum of 2 illusions available at all times. All of the weapon clone skills have shorter cooldowns than Mind Wrack, and all of the weapon Phantasm skills have equal or shorter cooldowns than Cry of Frustration, so they are available more often as well. Just because we have shatters on the f keys, doesn’t make them the core ability. Thieves have steal as their f key, and I would say initiative is their core feature.
Clones and Phantasms are NOT pets… we are not a pet class… the whole idea you “phantasm” build people are trying to push is the idea of making phantasms as strong as pets… that is not how the Mesmer is designed. Like EnRohbi notes, shatters are the core mechanic of our entire class not a specific build, all builds should be utilizing shatters. Playing a class while excluding use of it’s core mechanic should NOT be as viable as any builds that include use of the core mechanic… Warriors don’t really make good rangers, and rangers don’t make good tanks, this isn’t restricting build diversity simply because you want to play the class as if it were some other class with different mechanics.
Shatters are not the core mechanic of the class, Illusions are. Shatters are 4 free utilities that make use of illusions in different ways. You can make a build centered around shatters, much like you can make a build centered around mantras, but that doesn’t make them the core mechanic.
Look at it this way, if shatters did not exist, mesmers would still function but with reduced damage and reduced utility. If Illusions didn’t exist, shatters COULDN’T exist.
that is squishy mode and around 200 less condition damage (rune of the under +5% of your toughtness to condition damage and chaotic transference). in other words i never was nor will spec in power when running a confusion shatter build cuz there’s much more important traits to spend points on.
I’d go Rune of the Undead either way, which compared to 0/20/20/0/30 is a difference of 20 or so condition damage (0/20/25/0/25 would be 60ish, but loses IP). It is definitely squishier though, even if it does more damage. I have had more times when having access to traits in the Chaos line would help over times when a bit more damage is what I need.
10% of ~2000toughness is 200 condition damage not 20. Btw, you prove my point lol you have to spec in power to deal higher damage which shouldn’t be necessary if confusion worked properly. Condition builds are much more limited and i hope anet knows this and will give condition builds some kind of buff. I dunno but i think it would’ve been great if confusion could crit since its the higher condition damage and doesn’t last long, it wouldn’t be op.
And 10% of 1800 toughness is 180. You only gain 200 toughness from 20 in Chaos. 5% from undead runes and 5% from a tuning crystal. You can still use rabid gear while not specced chaos. That said, you are correct that it is dumb you need to go down the power line to buff a CD build. It would make more sense if illusion was malice and condition duration and domination was power and shatter cooldown. That would sucked for different reasons though, and at the end of the day the trait layouts are somewhat arbitrary. What would be really nice is some sigils and runes that do something for confusion beyond just buffing it’s damage. When it hits, it hits like a truck now, more damage isn’t it’s problem.
that is squishy mode and around 200 less condition damage (rune of the under +5% of your toughtness to condition damage and chaotic transference). in other words i never was nor will spec in power when running a confusion shatter build cuz there’s much more important traits to spend points on.
I’d go Rune of the Undead either way, which compared to 0/20/20/0/30 is a difference of 20 or so condition damage (0/20/25/0/25 would be 60ish, but loses IP). It is definitely squishier though, even if it does more damage. I have had more times when having access to traits in the Chaos line would help over times when a bit more damage is what I need.
You can also go 20/20/0/0/30, and take Mental Torment and whatever else in Domination for the increased Condition duration. That plus master of misdirection and a veggie pizza puts your confusion duration up close to 8 seconds. I have toyed around with it some, but the problem for me is I really like the Chaos line, and I feel like I have less flexibility with the utility skills if staff is on a longer cooldown. I’m more likely to want decoy or mirror images for example to pump clones out fast enough to MW/CoF on cooldown.
I am having the same issue.
I don’t think Illusionary Elasticity lets Mirrored Blade hit an enemy more than twice: untraited its final bounce is to an enemy, so with the trait the extra bounce would be to an ally.
I may be mistaken, I’ll have to check in game later, but untraited it is 3 bounces, so that should be:
Throw
Hit Enemy
Bounce 1
Hit Ally
Bounce 2
Hit enemy
Bounce 3
Hit Ally
(Traited Bounce)
Hit Enemy
Winds of Chaos will hit the target, hit you, then hit the target again with the trait, without, it will hit the target, then hit you.
Mirror blade gives might when it bounces off you or an ally. Traited, it will bounce off you or an ally twice (typically), and hit an enemy 3 times. Untraited, it will generally only hit an enemy twice (AOE groups may vary). For both of them though, I believe you or an ally needs to be within 600 or so range for the bounce to work right.
I have noticed many people using 20 in Illusions trait line. Why? Just for additional 200 condition damage? As I can’t see must-have traits in that line.
20 in Illusions is for the extra bounce trait, that basically doubles the damage from the staff, and will also add an extra hit on mirror blade if you are using greatsword.