Well, everyone knows the dilemma of HealingPower, Vitality, Toughness and ConDmg. The only well scaling stats are Pow, Prec and … well not sure about Ferocity.
But you forgot several other points of view. Let’s use your examples but a bit simplified …
EtherFeast
Healing: 5560 + 1 * HPow
CD: 20s + 1s
H/s ~= 265 + 1/21 * HPow ;assuming you spam it
let’s separate those numbers and you get
bonus_H/s ~= 0.0476 * HPow
with 1k HPow
EFeast_bonus_H/s ~= 47.6
doing the same maths for other abilities (assuming they’re spammed):
EFeast: 47.6
Mirror: 36.9
SotEther (active): 23.6
SotEther (active + lowered CD): 29.5
SotEther (passive): 41.7 ; bad wiki here …
MoR: 58.2
MoR (lowered CD): 68.1
MoR (+ RestoMantra): 72.7
MoR (lowered CD+ RestoMantra): 85.1
MoP (+ RestoMantra): 42.1
Regen: 125
—————
So … guess why I’m using a mantra build with 30 in inspiration. Assuming I could spam MoR and MoP at the same time and had 100% regen uptime (phantasmal healing), I’d get ~ 252 H/s for 1000 Healing power.
If you don’t like it, don’t get it and deal with it.
^
That’s basically what I meant. It’s the OP which jumps into conclusion saying, that this behaviour must be a bug.
Mimic also worked different before (as [Swap] in the other thread) and got changed to the current version. So it’s also most likely an intended change.
- Do not use two sigils with “on crit” in two hands
- Do not use two sigils with “on weaponswap” in two hands
- Do not use one sigil with “on crit” in one set and one sigil with “on weaponswap” in the other weaponset
- Do not use two different “killstack” sigils in any weapon
Did you violate any of those “rules” ?
You said “all instant cast skills in the game would function the same”, so you also imply that all “non-instant cast skills in the game should function the same way”.
As said before and in other threads:
What you think “should be” is not always the same as the developers think.
I said before, [Swap] used to work while [BlurredFrenzy], but does not anymore. That means, it’s quite probably, that the developers intentionally turned this function off. No need to call it a bug.
Also all “instant cast skills which cause stealth, break casts” seems to be a rule … an intentional rule.
The developers don’t seem to have the same intentions as your “believes”. And you don’t seem to accept that.
First of all, it wasn’t me that quoted.
Second, indeed, wikis are maintained by everyone and not just the developers. It describes the current behaviour. Yet the OP thinks he knows how the skill SHOULD work.
So, there’s no document or quote which says “as intended”, yet, the OP claims to know how it should work.
Yes, quoting the wiki is an invalid answer to the question ‘Is it intended that way?’. But saying ’It’s different than intended.’ is even worse.
The tooltip is misleading because of social accustoms. While ‘to absorb’ can mean
(transitive, physics) in receiving a physical impact or vibration without recoil.
, it can also mean
(transitive, business) To assume or pay for as part of a commercial transaction.
. So the pay for absorbing it, is the damage. The term ‘to absorb’ does not imply ‘to negate without cost’.
And yes, I just quoted a wiki.
^
Maybe … just maybe … if you say the same thing another 10 times, others might finally get what you mean.
Why did you quote your mind ? Believing only you know how the skill is supposed to work ?
You can’t move while casting several skills. Is that a bug in your eyes, too ?
You keep bumping your reported “bug” because you think they are still not fixed,
yet, the skills are working as intended. Same with Mimic BlurredFrenzy and MagicBullet …
Phase retreat is neither a condition remover (immobilized) nor a stunbreaker (knock down/ launch).
The actual bug is that your character stands up and the global cooldown (knockdown CD) is reset.
- I thought WvW ranks are soulbound now
- Who wouldn’t like new skills? ANet already announced them.
- see 4.
- ANet announced to give more classes more weapons. It’s pretty unequal right now.
- Yes.
- Yes.
- Ascended already give a ~14% damage bonus for beserk classes. The unequality is that kit classes only gain ~9% and condition classes only ~4%.
- minor
- minor
- probably
- Yes.
Be sure to not confuse “critical chance” and “critical damage”; those are “completely” separate stats.
But 33% it pretty low. Both should be higher. Critical chance should be >50% and critical damage >60%.
Are you sure you weren’t downscaled when you checked ? wore the right equip (undamaged) and the right weapon (underwater) ?
If a trait synergizes with skills that are only usable on land, the solution is to make those skills usable underwater.
I would rather not have to keep track of a second trait panel, thanks very much.
It’d be easier to grant a secondary (and please an own for WvW and WvW underwater, too) traitsetup than making all skills (flamethrower, wells, etc) and all weapons “underwater-able”.
Most likely due to “unreachable” bug for warden and “unpathable” for warlock.
Meaning, the warden tries to get in melee range to the center of the target, which might be impossible with high or wide targets.
And for the warlock, the ground travelling projectile is often blocked by terrain structure.
It’s known. ANet previously used a variable with enough space to allow 256 (/ 255) numbers. While they updated the bank tabs, the chatlinks are still the same and can’t contain a higher number.
So any linked number <= 255 will be correct; 256 will result in unlinkable; and > 256 will result in [count – 256] linked.
Minor issue, no need to fix. No need to show others the actual length of your eP.
If you haven’t done any FotM 41~50 runs on that day before, your personal reward level isn’t high enough.
I’d like to see that unfixed. Why ?
Simple, HoM pets were only meant to give you style changes. Since you arenow able to equip “the same pet” twice, it gives you a functional advantage normal users can’t do.
Bag of coins do have a use. It’s a random money drop from mobs (opposed to fixed event rewards) which is not affected by “increased gold find”.
Karma bottles are completely pointless aside from using up space, time and lifetime of mice (called QoL).
Couldn’t the same reasoning you gave for Bags of Gold be applied to Liquid Karma? It’s a means for ArenaNet to give out karma to payers without having to worry about karma boosters from affecting it.
That’s actually a good reason. But I suppose it’d still be possible to give a fixed amount of karma when finishing daily/ monthly or opening orian/ champ/ dungeon boxes. Those things are the usual way to receive karma bottles. Events, Dungeons and FotMs should still be able to be multiplied.
To take the place of important loot, just like bags of coins.
Bag of coins do have a use. It’s a random money drop from mobs (opposed to fixed event rewards) which is not affected by “increased gold find”.
Karma bottles are completely pointless aside from using up space, time and lifetime of mice (called QoL).
OK, haven’t been in TA for a while. Just shared by rare observations of “target changing illusions”. And I also thought that pWarden just idles when he can’t get in range (not attacking structues or on steep slopes).
Does the same thing happen with cSwords ?
Now I remember … most target changing illusions were cSwords …
^
as Tink² said, just enable vsync.
If it’ll be stuck at 60 (/120) then, there’s no reason to limit the processing at 80/ 90.
I still wonder why they haven’t fixed that bug yet.
In short, when you wear a full dungeon-set, some “on-hit” effects of the original runes are still present, even after replacing them.
The gamebreaking thing was that each illusion could summon its own golem on being hit …I use a full set of golemancer runes, and I’ve never had that happen. Too bad, I’ve always wanted to run a dedicated golemancer, and I’d love that for the cosmetics alone! LOL!
In other words, for buttery asura golemancer goodness, this would be pure awesome win! wish I’d had that happen just once, lol!
Full set with “original runes” of golemancer ? transmuted skin/ stats ?
I don’t know the exact rules and “never” thought about intentionally abusing this bug, but I saw a screenshot of a mesmer having three golems out before. Maybe they fixed that. But having fear causing illusions would be as broken …
Well, I’ll also throw around my “theories”.
- Sometimes when you managed to summon an illusion and the target was unavailable during that time (like stealth), the illusions sometimes charge to your new target.
- When a mob dies and another mob with the same ID spawn again the illusion’s death will be prevented. It’ll go attacking another/ the newly spawned mob again.
I don’t think it’s the hitbox. That’d be very reproducible. I haven’t managed to get the technical reason, but I keep observing a “change of target”. I got the feeling that it sometimes happens “on target death” and sometimes “on target stealths”.
With regards to chaos armor, there are 2 internal cooldowns. There is an ICD of 1 second for boons applied. There is a separate ICD of 1 second for each individual enemy striking you for conditions applied, so if 5 people all hit you at the same time, they will all receive 1 condition.
And you get a single boon yourself.
I still wonder why they haven’t fixed that bug yet.
In short, when you wear a full dungeon-set, some “on-hit” effects of the original runes are still present, even after replacing them.
The gamebreaking thing was that each illusion could summon its own golem on being hit …
http://wiki.guildwars2.com/wiki/Regeneration
130 + (0.125 * Healing Power) per second
And “all” healing skills have similar formulas.
What is the build meant for ? Not just talking about the inferiority of SoE – pyro did that.
But why would you summon a defender and keep healing it with charging mantras ? Do you think the mob will die of age ? Do you think defender + MoP will make you a tanker ? you can’t even dodge or swap weapons.
While I think the pDefender is great on paper but really situational. If your teammates get hit, it dies. So it basically halved a single hit of you party; like 50% aegis. Even the iDisenchanter is less situational, since you can abuse it for regen spring
And I think that the only reason to get Mantra mastery would be Healing Mantra. In your setup ProtectedMantras could be more usefull ……. and it’s … you know … ProtectedMantras.
Ascended foods and drinks.
+ 105 power instead of + 100. Can only be taken once a day, lasts 30 mins.
+ 100% damage on undead; undeads deal + 10 000% damage on you.
pretty much what Astral said:
If you’re missing a PoI, goto Chantry of Secret or vivist every map to update their informations for newly added PoIs.
If you actually got 100% map completion but are lacking the achievement/ title/ gifts, visit the chantry of secret, visit every city, visit every map again.
I tried it. can’t fit it into my mantra playstyle.
9360 HP / 12s (including 4 conditions cleaned and allies healed by 3760)
vs
6700 HP / 28s (including 2 conditions cleaned and allies healed by 900)Charging the mantra removes conditions too, so its 6 conditions.
And how does signet of ether heal allies O.o?
Charging does not remove conditions. I reported it and has been acknowledged as tooltip-bug with the big tooltip patch.
I use WaterRuneSet for additional ~960 AoE Heal / 10s.
The timers are not accurate ? … That’s what I call spoiled. There were times you had to wait an hour at the spawn locations and inform your mates while they waited at other spots.
You can’t remember the three spots in tyria where the dragon spawn ? … Just train a year or so and you’ll be able to remember. Or make a note on a printed world map.
@suggestion
I’d accept it for tequatl and tequatl only.
It’s funny how often people complain about being zombyfied by a mesmer.
“How dare you to temporary revive me. The big glowing and the effect icon is completely invisible, too.”
Are you sure that it’s that trait which generates the effect, or do you have any other traits, runesets, sigils, pets which might be the cause ?
Your traits have been automatically resetted if there was a major change in your traits and you invested your points in the affected lines.
But since a trait reset costs <4s, it shouldn’t matter. Just reset manually at your master trainer.
And since 256 equals 0 (8 bit unsigned):
256 + 244 = 500
→ 0 + 244 ~ 500
→ 500 ~ 244
No, the bug exists since they “nerfed” the trait. Originally it worked with all phants decreasing their whole atkCycle by 20%. was pretty devasting for the pWarden. Almost continuous rotating.
Deserved balance including undeserved bugs.Nah, you’re entirely wrong.
They never ‘nerfed’ the trait. They fixed the trait. When the wardens were continously spinning, that was closer to a 90% reduction, not 20%. If you think that was actually working as intended, you’re simply delusional.
The warden has worked with pHaste properly for a long time. It was only broken this patch when they changed how it attacks/chases.
Yes, I’m entirely right. You just repeated what I said.
The pWarden was spinning too much because they reduced the entire attack cycle and not the cooldown between two attacks. e.g. pWarden rotates 7s and has a 3s CD. The attack cycle is 10s, reduced by 20% means new cycle is 8s and the attack duration is still 7s. So the new CD would be 1s.
Well, I believe the old versionn reduced a bit more, but it was untintentional, as we both stated. I quoted the ‘nerfed’ because it was a fix due to … unintentional behaviour. ANet patch-fixed that with direct numbers instead of a %-reduction.
But from that patch on pZerker and pMariner were unaffected. And pWarden joined their club two weeks ago.
for a build with high crit chance and DE I don’t see a problem with it due to the almost constant vigor from critical infusion.
You don’t see such problems when you never tried without or never go meleeing your targets.
When I started the mesmer (first char) I also thought that DE was great. For roaming with GS … just #2, #4, dodge, F1 and mob down. And since you’re not constantly fighting you can do that all the time.
But when you go high level content (arah) you sometimes need two dodges in a row. And with DE you tend to automatically dodge once when encountering a mob, destroxing your endurance. Last time I tried DE again, I saw this behaviour again. You just keep dodging.
And when you learn to time your dodge (to evade an attack) you see how oten that created clone will be destroyed without attacking once, because it gets hit by the attack you dodged.
I’ve never traited too deep into illusions because I felt like the traits were useless – and until yesterday (15) I was kinda right. I was happy to finally get a bit down there, I wanted to go 0/20/0/30/20, but .. Well ya know.
That’s my build now. I don’t like Illusions 5 & 10, since it doesn’t offer me anything useful (phant build).
If I get my staff kills full, I can finally switch back to GS (or scepter kills ?) and then PhantHaste will be uber …
This bug exists since release it finally needs a fix!
No, the bug exists since they “nerfed” the trait. Originally it worked with all phants decreasing their whole atkCycle by 20%. was pretty devasting for the pWarden. Almost continuous rotating.
Deserved balance including undeserved bugs.
When (if) they fix PhantHaste, the PvE meta build might be
10/20/0/20/20
My build is (due to restorative mantras & focus)
0/20/0/30/20
hoping they fix phanthaste and pWarden soon …
I honestly cannot understand how people can think it’s better than Ether Feast. Even in ideal conditions (being able to keep 3 illusions up at all times) it heals for less than EF.
I honestly cannot understand how people can think Ether Feast is better than Healing Mantra. Even in ideal conditions (being able to keep 3 illusions up at all times) it heals pretty much the same as untraited HM.
@Topic
I tried it. can’t fit it into my mantra playstyle.
9360 HP / 12s (including 4 conditions cleaned and allies healed by 3760)
vs
6700 HP / 28s (including 2 conditions cleaned and allies healed by 900)
I suppose its minimum distance (as close as you can go to a structure/ big opponent) might be bigger than its attacking range.
So if there’s a big structure (e.g. trebuchet) with a bigger radius than 130 might make the warden never attack it. Could be similar with normal mobs on a slope. The pWarden just thinks it’s never close enough, but can’t get closer.
Also, I’ve heard the new warden doesn’t work with Phantasmal Haste …
Are you sure that your pistol has no kill-stacking sigil in it ? and the said stacks are from sigil of life and not another ?
Known.
- sometimes the iWarden (and even other phants) will skip their initial attack. Especially seen on slopes
- some structures are iWarden-immune since he believes he never in range (probably same cause as above)
- iWarden does not gain benefits from phantasmal haste
There are just codes for up to +15 AR. It really goes to +30!? O.O
Thermocatalytic stuff is 14 silver per combination :o … holy …
No, you buy them in a pack of 10. So a single combination is + 1.4s
- 23s
- 47.4s
- 96.2s
- 1.94g
- 3.89g
- 7.79g
- 15.6g
- 31.22g
- 62.45g
- 124.91g
- 249.84g
- 499.7g
- 999.41g
- 1998.83g
- 3997.68g
I’m not sure, but afaik no healing will work (unfortunately). Boons and conditions will be reset (good for jormags breath). And I don’t think you can reapply regeneration to a downed ally.
So rally, getting special healed or some temporary zombie effects.
No, it’d be confusing. Especially for new players, the “old state” is nothing to keep up.
Better Alt-Tab or print out the changes. Sry