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[Guide/Build] The Zergmower

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Updated this guide with a specific build that I’ve been having a lot of success with lately, as well as a specific build link and utility skill recommendations.

A new Mesmer skill to deal with Signets...

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Pyroatheist.9031

That’s a unique idea. I’d love to see some sort of implementation of it.

New at 80 - questions & ask for advices!

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Pyroatheist.9031

Thank you guys.

So the most important thing, the material farming ( 400 materials to sell or use ), should be better done with my Ele. Nice…

You should know that there’s no actually efficient way to farm T6 mats. Farming stuff in this game is usually just a bad idea. If you’re farming, it can probably be accomplished in another way.

Empowered illusions

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Posted by: Pyroatheist.9031

Pyroatheist.9031

% damage modifiers in any form will only affect direct damage.

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I’m going to take a stab here and guess that we’ll get the release date for the feature patch during the ready-up?

It’s all but certain Powerr knows the current target date, and since it’s his last day you probably don’t want to put him in a position where he would have to stay quiet when he’s not working there anymore.

I’m not sure Anet would care much. NDA is NDA.

Yep. Remember back in the early betas where if you disclosed anything about the game from that period, even after the game’s release, you’d be banned from ANet games for life? At least that’s how I remember it… Could be wrong.

I wonder if thier contracted or full time employees have thier NDAs expire when thier employment ends. And I wonder if a build release date would fall under the language for the NDA. Actually I wonder if an NDA is even legally enforceable after employment ends.

Oh for sure it’s enforceable. The NDA would apply to any information that could potentially impact the company, as long as they wrote it properly. You think someone that worked in the CIA, for example, isn’t held by the same secrecy/NDA agreements once they leave? It’s the same here, just…smaller things.

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I’m going to take a stab here and guess that we’ll get the release date for the feature patch during the ready-up?

It’s all but certain Powerr knows the current target date, and since it’s his last day you probably don’t want to put him in a position where he would have to stay quiet when he’s not working there anymore.

I’m not sure Anet would care much. NDA is NDA.

[OMFG] Official Mesmer Forum Guild

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Name: Eugenio Del Male
Server: Ring of Fire
Playstyle: tPvP, solo roaming WvW and small group roaming WvW
Role: Scholar
Playtime: week ends and-tuesday-thursday

You’re maxed out on guilds.

Warden + Temporal Curtain combo

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Pyroatheist.9031

Is that implying that warden’s projectiles originate at his epicenter, not the edge of the reflect bubble? If so, dropping curtain right in the middle makes that all projectiles originate inside the light field and all proc the cleansing bolts once they exit the curtain field.

…maybe? Go test it out and tell me :p

List of Mesmer Bugs (Older Thread)

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Pyroatheist.9031

Just gonna copy/paste from a review I found:

-Recent removal of the QA department to a third party agency poses a severe threat to studio culture and the pre-existing dynamic of hiring/mentoring from within (Good portion of design and production started as QA)

And you think this game is buggy now…

Warden + Temporal Curtain combo

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Pyroatheist.9031

Been attempting to proc Cleansing Bolts by finishing Temporal Curtain with a Warden. Someone please make a video guide how to get it done. Either I’m missing something very obvious or just doing it wrong but I simply can’t get the clears going with that combo. 99% of the time I’m stuck with conditions after the combo…

Any tips on how to guarantee a successful condition clear?

By the nature of whirl finishers, it tends to be a bit random.

I have pretty decent success with it if I have the curtain right on top of the warden, and I stand right on top of the warden myself.

List of Mesmer Bugs (Older Thread)

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Pyroatheist.9031

Little treat for you guys we snuck in today

11. Fixed in feature build

Anyways tomorrow is my last day at ANet so you won’t be seeing this face on the forums any longer. Hopefully this forum visibility helped ease you guys over. Sorry for all the issues we never got around to I did my best to get as many bugs cleared in the last few months as possible.

~see you in game!

Why are you leaving?

Look up Arenanet/Ncsoft on websites that review companies for their work environments and benefits and such, and you’ll find your answer.

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Little treat for you guys we snuck in today

11. Fixed in feature build

Anyways tomorrow is my last day at ANet so you won’t be seeing this face on the forums any longer. Hopefully this forum visibility helped ease you guys over. Sorry for all the issues we never got around to I did my best to get as many bugs cleared in the last few months as possible.

~see you in game!

Thanks for doing what you could Tyler, we really appreciate it.

That being said, my hopes for this game are fading fast. With you gone, the balance team is reduced to the 4-man circle of failure. :-/

[OMFG-Testers] RNG Probability Curves

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Pyroatheist.9031

When dealing with RNG, you basically need to have a high enough sample size to get statistically relevant data. This sample size depends on the number of possible outcomes and the % chance of each outcome.

And…that’s about where my in-depth knowledge of statistics ends. I can say that if you do 100 samples for winds of chaos, that will almost definitely be enough times to have a statistically relevant sample. Chaos storm might need a bit more, since it has 4 possible negative effects, although only 3 positive ones.

New at 80 - questions & ask for advices!

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Pyroatheist.9031

What would you suggest me to do first, what are important things at 80 to do?

Just play the game really. I prefer WvW and PvP, but I also enjoy doing dungeons from time to time, and I do the living world content as it’s released. There’s no real gear grind (just ignore ascended armor/weapons, you’ll be happier for it), so you sorta just do what you like.

And I want to farm materials for my two professions.

What sort of materials are you farming and why?

Which build is good for (AoE) farming?

The elementalist staff build. Seriously though, mesmere just is abysmal at that. You can sorta get it done with some good greatsword phantasm/shatter work…or you could hop over to your ele and press fire 2 and 5 a bunch of times.

Which weapons should I choose?

This depends on what you’ll be playing, and how you want to play it.

Which equip?

Same as above.

Where should I farm and what especially?

Honestly, I wouldn’t recommend farming anything. All of the gear you need can be acquired from dungeon running the appropriate dungeon for the gear. You’ll get the gear from tokens and you’ll get enough money to buy a few pieces as well.

What should I “learn” as a new Mesmer on level 80?

Not 100% sure what you mean by this one.

Legendary weapons? Precursors? Ascended gear? Whaaaaaaat?

Try and get all ascended trinkets. They offer the largest boosts to your stats and are the easiest to get. If you really really want to get more ascended gear, go for ascended weapons, but I’d recommend you stay far away from ascended armor. Legendary weapons…get them as you feel like it.

Functionality of Illusion of Life

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Pyroatheist.9031

Illusion of life is a PvP skill, and an incredibly strong one at that. It’s fine as is.

It is?
That means there are people using it?

I can think of situations when to use it but aren’t resurrection skills of every other class much better?

The resurrection skills of every other class are worse. Every other class has limitations such as up to 3x longer cast times, smaller radius, no radius at all (sigils target) higher cooldowns, taking an elite slot, or some combination of all of those.

In a fight, this skill won’t make a difference if your team is getting destroyed, but if the fight is close, they’ve got 1 person down maybe, and your team needs a bit of a boost, this skill will win fights every time.

Staff clone fixes: new builds on the horizon?

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Pyroatheist.9031

Here’s how I’m thinking…

The 20/20/30 condi PU build actually doesn’t even go into the condition damage line (illusions), Condi Mesmer going 0/20/30/0/20 are gaining 200 condition damage, potentially longer confusion procs, AND higher confusion uptime. The only defensive loss here is an untraited torch, which honestly isn’t that bad of a trade-off compared to the gain.

As far as PvP goes, look at all the people already crying about PU Mesmer. Most of the time the “solution,” crappy as it may be, is to just ignore them. With this buff that’s now impossible. A condi Mesmer now has access to constant Bleed/Burning/Torment/Confusion/Vulnerability and that’s not even considering Chaos Storm/Armor and weakness/cripple from clone deaths, also don’t forget that sigils are getting tweaked, so likely Hydromancy just for the chill as an extra cover-condition. And the thing is, none of this hits in a “burst” like it does with Necros and Engineers, its just a steady nonstop stream of death. You’re going to have to be a good player to beat a condition Mesmer, which means all the people who were crying about PU before -which is why it’s getting nerfed- are gonna turn into wet girls now.

(… No offense to any moistened women out there.)

You’re getting too caught up in the little picture though. Take a step back and see what it actually changes.

Condition Mesmer is already one of the strongest 1v1 and 1vX builds in the game. All of these changes simply reinforce their strength in that particular nitch, but do nothing to address the other weaknesses they have.

Running this build means that you’ll be even more devastating in a normal 1v1. What does this mean? It means they’ll send a decap engie if you’re holding a point, and you won’t be able to scratch them. It means you’ll still have really low mobility, and a thief will out-manouver you around the map for recaps. It means you’ll be a bit stronger in team fights, but not much, since almost all of your teamfight damage will be from dissipations, not actual bounces due to the low life expectancy of clones in a fight.

You’re not gaining any more stopping power in the build, and you’re actually losing crippling dissipation, which makes more of a difference in overall fight control than you might think.

Overall, it just is a condie Mesmer variant that’s a bit more offensive, has a bit less control, and will effectively function exactly the same in a team environment.

Staff clone fixes: new builds on the horizon?

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Pyroatheist.9031

@Boss: www you might be right-for spvp the first thing, that came to my mind was, what Chaos said. This is going to be OP. Theres a reason why the mesmer community wasnt crying that loud about staff clones’ attacks not bouncing. Enemies on bases cant ignore your staff clones so easily anymore. With clone on death traits, a condition build will be an even better point assaulter, than it is now; plus your teamfight ability will increase.

I’m not so convinced. Mesmer condition builds are ok far node assaulters because of their ability to force a 2v1, not because of their lightning fast kill speeds. However, a 0/20/30/0/20 build or 0/30/20/0/20 build is going to be sacrificing some survivability for this, and that’s going to make it worse at 2v1ing.

Additionally, all the standard counters that already exist to mesmer far node assaulting still apply. You’ll still be laughed at by an AR decap engie, a thief will still decap your home node and be back before you can follow them, and a tanky guardian will still take a long time to take down if they’re careful about condition management.

This change will mainly increase the potential power of mesmer condition builds in 1v1s and on far node assaulting/skirmishing against disorganized teams…a role in which it’s already very strong. It won’t really change the dynamic at all.

[WvW] Zerg Confusion Mesmer

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Pyroatheist.9031

Erm. Zerg confusion mesmer without any glamour traits? I don’t even…

But seriously, you have almost no ability to apply confusion to large numbers of people, you don’t have access to any reflects, no access to lower cooldowns on your glamours, and you’re wasting a trait on PU. I’m just not sure what you’re trying to do with this build.

Just as an FYI, perplexity runes are bugged, they don’t apply confusion duration. Additionally, they were nerfed a month or two ago, and the interrupt has a 10 (15?) second icd.

Oh, one more thing. Ether signet will give you very minimal healing, because none of your illusions will last more than a second or two in fights. You take that signet for the phantasm refresh in large fights, not for the passive heal.

And one last note. Illusion of life doesn’t work on NPCs as it’s not a proper res (I think).

Actually, I lied. 2 more things. Firstly, shattering illusions doesn’t count as a clone death, so you don’t get aoe conditions from clone-death traits if you shatter them. Also, until the feature patch is released, your on-crit sigil (torment) will conflict with your on-swap runes (energy) making them effectively non-functional.

(edited by Pyroatheist.9031)

List of Mesmer Bugs (Older Thread)

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I think there’s a thing worth mentioning:

  • How a normal player understands “intended”: «The resulting behaviour of this skill fully corresponds with both the letter (in-game skill description) and the spirit (common sense) of the game.»
  • How ANet devs (and Pyroatheist) understand “intended”: «This particular skill code works precisely as we expected it to work, regardless of any other global issues which break functionality or cause inconsistency in behaviour to the end-user.»

This is actually sorta accurate. Here’s the problem. If you were to classify every little thing that doesn’t agree with ingame tooltips or simply doesn’t agree with common sense in terms of how the game should be, then you’d be left with nothing but bugs. The balance in the game is atrocious, multiple classes/builds aren’t viable, is this common sense good game design? No, it’s not, but you don’t classify it as a bunch of bugs because it’s not.

A bug is something functioning in a way that is unintended by the game developers. That’s it. There’s no other definition, full stop.

You are trying to conflate undesired game mechanics with unintended game mechanics. I’m as eager as the next guy to have an actual functional swiftness implementation for mesmer, and for my DE clones to not kitten out on the nearest available target, but I’m precise in my understanding that those are not bugs that can be fixed, but mechanics that must be changed.

If you want devs to listen to your ideas, complaints, and comments, you need to talk in their language, not the language of the common forum rabble.

There is nothing “ignorant” about common sense. When you go into stealth, it’s only natural that you shouldn’t be tracked by Aetherblade’s lightning or a Toxic Assasin’s long-cast arrow. It is a game design flaw (one of those “lazy solutions” of early stages IMO, just like Temporal Curtain, which I BTW would call “ignorant”), and the fact that many people consider it a bug is not a coincidence but a consequence. A correct “lazy solution” to this problem would be triggering an interrupt on stealth, probably with a 1/2-1 second delay, with a “does not trigger any on-interrupt effects” flag and a “trigger only for skills which require a target” flag.

Many people consider it a bug because they don’t understand how it works. In a game of magic and all the other ridiculous things, trying to apply normal logic to how stuff works is an exercise in futility. If ask most experienced PvPers, they’ll tell you that channeled stealth tracking is an important counter to one of the strongest mechanics in the game.

Staff clones, elasticity, & feature fixes

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Pyroatheist.9031

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.

Pay no attention to the damage numbers on the wiki. Those, along with the tooltips ingame, are completely meaningless because your stats are not the only thing that determines damage. Damage varies based on target armor as well.

Staff clones, elasticity, & feature fixes

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Pyroatheist.9031

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.

Steady weapons don’t work with phantasms. They use their own level 80 exotic weapon for damage calculations. That’s why your numbers (and my previous testing) were way off.

P/D Perplex Thief.... Oh the fun....

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Pyroatheist.9031

I personally take a different route with P/D

Also, why don’t you use traveler runes for this build? It seems they would fit it much better than the speed runes, unless you really feel you need that vitality.

Its a fairly long and complicated answer, so I’ll try and explain it as best as I can.

I’m cheap

Well said.

List of Mesmer Bugs (Older Thread)

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Pyroatheist.9031

This is absolutely not true. If that is how projectiles work then why can ranger arrows track me down after I not only turn invisible but turn directions while running.

Because ranger arrows move fast enough that they’ll still hit you even if you’re moving. If, however, you blinked to a different location, a couple arrows would miss because they were aimed at the spot you used to be. Additionally, you’re talking about a particular channeled skill called Rapid Fire. We all know that channeled skills still track after stealth, though from the number of ignorant complaints about it, you’d think otherwise.

Tyler is 100% correct here, you’re just misunderstanding game mechanics.

some help would be really nice

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Medohgeuh no one telling you Shatter is a bad build.

Let’s clarify this a tad. People are telling you shatter is a bad build in PvE…because it’s true. It’s perfectly viable in other parts of the game.

Staff clones, elasticity, & feature fixes

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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.

The wiki is mostly right, as I recall. I have an excel file with all of them…just have been too lazy to go through the wiki and update things.

Edit: The wiki is right for all the skills that I have, albeit to less decimal places for some skills. I can’t verify phantasms as I’ve never tested them appropriately, and the wiki also lacks the skill coefficients for shatters, but I can’t edit that part of the page.

(edited by Pyroatheist.9031)

Functionality of Illusion of Life

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Pyroatheist.9031

Resurrection skills as a whole are very rarely used in PvE, as getting downed is almost always an avoidable mistake.

Illusion of life is a PvP skill, and an incredibly strong one at that. It’s fine as is.

Staff clones, elasticity, & feature fixes

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Pyroatheist.9031

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.

PH getting fixed ... but still unreachable?

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Pyroatheist.9031

I was under the impression 10/30/0/10/20 or 10/30/0/20/10 were the go to builds for PvE anyway, so in the latter’s case its just a question of what is more important to you fixed Phantasmal Haste or Focus reflects.

One of the main reasons for taking PH is the higher reliable uptime on warden reflects. It’s not an either or thing.

List of Mesmer Bugs (Older Thread)

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Pyroatheist.9031

Another bug.

Sometimes when attempting to use illusionary leap, the range indicator will display that you are in range, but the skill will no properly produce a clone. Instead, it will just go on cooldown.

I’ll work on finding an effective repro for that, but it’s a pretty flighty one.

Plz reduce cast time on signet of illusion

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Pyroatheist.9031

Not really. It’s unviable not because the cast time is long, but because the cooldown is enormous, coupled with the fact that a single refresh of shatters isn’t generally a better choice than blink/decoy/condie removal/etc.

List of Mesmer Bugs (Older Thread)

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There also seems to be a bug where there are HARDLY ANY RUN SKILLS FOR MESMER. We shouldn’t have to constantly switch to focus and use the #4 skill. What’s worse is that it doesn’t stack swiftness. So if I have the signet on which grants me a random boon every 10 seconds, and it just so happens to give me a few seconds of swiftness right before I cast #4 focus, that skill was just completely wasted and I have to wait for its cooldown to end. Not cool.

Seriously, it seems all the other professions get a signet skill which has a passive 25% increase in movement (assassin/necro/ele/guardian has a few good swiftness skills, and not sure about other professions as I don’t play them much). Why not give passive 25% increase in movement signet skills to ALL professions? Let’s be FAIR.

Is it truly intentional to make mesmers walk as slow as turtles? If so, that’s just plain stupid and illogical. It’s like they WANT mesmers to suffer.

This is a bug thread, not a whine and complain thread.

Charisma spam with Scholar Sigga

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The reason why these won’t be addressed is that the charisma/ferocity/dignity system is, by all accounts, something that Anet might have once intended to use for something…and completely abandoned. It doesn’t matter at all.

Lotsa Fixes

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Pyroatheist.9031

That’s awesome. Thanks for everyone’s hard work in creating a well-organized and constructive thread and actually testing things out for Anet. As someone who works in software, I love it when customers are willing to collaborate on identifying a problem.

Is there a date for the feature release? I had heard March 18, and then I thought they said something on one of the Friday twitch sessions about March 18 being a maintenance release but not a feature release.

Thx again!

March 18th is the maintenance release, not the feature release. The feature release will be after ‘a short break’ from the LS releases.

What the heck is this?

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Pyroatheist.9031

So I ran into a mesmer that had a constant, nonstop purplish fluctuating glow around her. It was like the effect of an illusion being shattered, sort of, but nonstop.

I didn’t see her holding anomaly, so I asked her what was causing it. she said “power return, as long as I don’t use all the charges,” which of course was from mantra of recovery. I have used that before and never saw the effect, but I tried it out anyway, and of course, it didn’t happen.

She refused to answer any more questions, so I thought I’d post it to you guys, along with a screenshot. What the heck causes this?

Looks like a visual bug from the cast of either moa morph or mass invisibility. Sometimes visual effects can bug out and remain, and I think that’s what we’re seeing.

Lotsa Fixes

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Pyroatheist.9031

CoE after Advanced golem moving on to p2/3. Blinking onto or past those steps leading into the next room Blink will ALWAYS fail.

Oops, actually meant number 5. Blink not blinking again isn’t a bug exactly, it’s more of an artifact of how teleports work.

I recommend watching this video: http://www.youtube.com/watch?v=35ozCg25--E&list=UUYUY9_i44IDNOs_Ja815mlA

Lotsa Fixes

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Pyroatheist.9031

Here’s to hoping they come true…

https://forum-en.gw2archive.eu/forum/support/bugs/20-Mesmer-s-Bugged-Skills-and-Counting/page/3#post3750901

Also, if someone wants to get video of bug number 9 happening, that would be helpful, as Tyler said he couldn’t repro it. Note that if the warden does it, it’s a warden problem, not a general phant problem.

List of Mesmer Bugs (Older Thread)

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Pyroatheist.9031

There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.

Respectfully, I believe you’re badly mistaken.

I could be getting confused. This release has my brain on overload. I would think all the tooltips can’t comprehend double cooldown reduction in that case. So that being said, the stated cooldowns might all be incorrect in those circumstances but the recharges will still function at their correct values.

That is the case. The tooltips do not function with both cooldown reducers, but the actual cooldown ends up at a 40% reduction.

Thanks for the hard work you put into the releases though Tyler, and I think I speak for everyone here when I say that we really appreciate the communication you’ve given us.

List of Mesmer Bugs (Older Thread)

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Pyroatheist.9031

There was some confusion regarding the malicious sorcery + Illusionist’s celerity. I made a mistake. To clear things up, using combinations such as Wardens Feedback and Illusionist’s celerity shouldn’t double reduce phantasm skill cooldowns. I thought that was regarding that issue but I see it was for a mainhand trait.

~posting from home, apologies.

Tyler, doubling up on cooldown traits has been a feature since the beginning of the game.

Respectfully, I believe you’re badly mistaken.

ascended celestial gear

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Pyroatheist.9031

Celestial is terrible.

And for Fractals, every class goes Berserker.

…which is why I’m always res’ing people in ‘pick-up’ Fractals runs.

ATT Forum Regulars: please, please stop recommending Berserker’s gear to people who don’t know how to play well defensively.

(JFYI, OP: Celestial armor/weapons using trinkets to alter your builds is fantastic on mesmer. All stats benefit all mesmer builds all the time. Bigger damage floater numbers are not everything. Not everything is a speed run.)

It is well and good to recommend going a bit tankier for people who aren’t as experienced yet.

However, note that going a bit tankier means picking knights and cavaliers gear, not picking celestial. Celestial gives you a bunch of garbage stats that aren’t helpful, while not making you as tough as taking a few pieces of knights and cavaliers, while lowering your dps by more. Everything about it is worse.

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: Pyroatheist.9031

Pyroatheist.9031

-snip-

Greatly appreciated Tyler. I’m excited for that portal change.

Illusionists celerity + Chaotic Dampening

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Posted by: Pyroatheist.9031

Pyroatheist.9031

Ok nevermind, I just realised the tooltip says 8second, but the actual cooldown is 6s.

Maybe they should change that tho. :p

Yeah, known bug. Been around since the start of the game, I doubt they’ll ever fix it.

some help would be really nice

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Shatter works fine in PvE… Mind Wrack is our only reliable method of AoE, after all.

You don’t need to run shatter build to AOE with mind wrack. Shatter build do not prevent from using Phats. I never did math on it but think traited phats offer higher DPS comparing to traited Shatter burst.

Many people have. Phantasms offer far far higher sustained damage than shatter. Shatter is for the instant aoe burst, and that’s only useful in PvP.

FA/MAG/DB Pre League

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Posted by: Pyroatheist.9031

Pyroatheist.9031

The Ratings of those 3 servers are practically the same, having said that, can Anet make (the week before the leagues) a final bout between those servers? to know who deserve to go down to silver and who goes up to gold?

Inb4threadlock.

But just as a bit of an fyi, DBs rating is massively inflated due to their sucking all the rating out of SoR. DB isn’t anywhere close to being able to compete in T2, it just looks like it from the false ratings currently.

Shatter mesmer guide video

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

That would be vashury’s advanced shatter tactics.

http://youtube.com/watch?v=c3fUhFuUP-E

(edited by Pyroatheist.9031)

When to phanta

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Hey guys i tecently started my mes and i run a shatter pow build s/t sc/s.
So is keeping phantasms alive good? Or bad? Im kinda lost. Ill summon 2 phantas dodge roll for 3rd then i hesitate to shatter cause i have 2 phantas out. Is it all situational? Is it better to keep them out or jst shatter them?

Try and summon the swordsman after you do a mind wrack, that way it gets 10 seconds or so to dps.

The mage is nothing. Treat it as a clone.

some help would be really nice

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Well, most mesmers typically use a shatter build for PvE purposes and switch it up a bit for WvW if they want more survivability.

yea shatter seems to be what i need, just read up the guide and yea.. my build is as far off as you can get from this. Mesmer is way, WAY more easy to skill and equip terrible wrong then i had imagined.

Nope nope nope nope nope nope.

Shatter is PvP and WvW only. Do not use shatter in PvE.

Phantasm builds are appropriate for PvE.

ascended celestial gear

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

Sure. Celestial gear is pretty bad for mesmer except for the one or two pieces that have a crit damage bonus. I’d still stay away from even those because they’re getting heavily nerfed with the ferocity change. While it may ‘work’ in fractals and PvE….everything ‘works’, few things are actually good.

(edited by Pyroatheist.9031)

Skills I wish my Mesmer had

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Posted by: Pyroatheist.9031

Pyroatheist.9031

5- I’m sure any enemy who saw a random tree somewhere it’s not supposed to be would know it’s a Mesmer.

Smells like a GW2 version of prop hunt to me

We need more mesmers

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

^lol are you serious?

Prolly hotjoin.

As a matter of fact, you are right. Although that also goes for solo queue.

Maybe at low ranks, but higher up mesmers are fairly uncommon.

[2014 Mesmer] Final PVE Build HELP

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

the last question is which slot should have asceded accesories? off/def/ulitilty?

Utility is only available for the amulet slot, and I’d recommend you to get it for that.

For the other slots, you can only have one of each type. This means you’ll have 1 off ring, 1 def ring, 1 off accessory, and 1 def accessory.