Showing Posts For Zansobar.4758:
…also tic for damage?
Perhaps have it tick like a bleed getting 0.05 damage per condition damage. Maybe limit the stacks to 15 or so to make bleeding still better overall.
Would this make confusion viable in Pve?
First of all let me say that at higher levels we are still squishy for the most part. I think your main obstacle at the moment is learning to play the mesmer. By this I’m not referring to traits but actual style.
May I recommend you try using the pistol first instead of the focus. While the latter does give more utility, the former is easier to pick up and would provide more damage.
Let me also advise you to give staff and gs another chance. At the moment the gs phantasm is bugged so here’s a simple combo for the staff. Practice with one creature first. Use staff skill #3, creature should start running towards you. Use staff #5 so that would give boons for you, damage and debuffs for creature. Combo quickly with staff #2 so that you trigger chaos armor on you. By this point you have 2 clones out, you can use your F1 mind wrack and the creature should be low, if not switch to next weapon set to finish off.
Thanks for the weapon advice.
Any advice on what trait line to put your first 5 to 10 pts into? I put my first 5 into the shredding recharge line to get the 20% faster summons but I don’t think that’s optimal, probably would have been better to put them into +power or vit line.
Also what about stats early on? I have found that Power is the best early but I’m not sure (haven’t ran the spreadsheets yet) of when other stats start becoming better relative to power.
Also does anyone know when a condition build would be feasible at all? It really doesn’t look like mesmer has that many condition building attacks (staff is main and it’s random) but I am curious about a condition build.
I’m curious if anyone can give a plan for PvE leveling a Mesmer…by that I mean what stats do you focus on, what weapons to use from levels and what trait lines to spec in at each level range.
For instance, from level 10 to 20 what weapon, what stats to focus on, what trait?
Then from 20 to 30 etc..
I’m having a bit of problem with constant dying at level 15 ish solo pve. On early toons I have found that +Power seems to be the best stat due to the way Power multiplies your damage so many fold at that low level. What trait lines should I be spending my first 5 to 10 trait points on? I’ve been trying sword/focus, tried GS, tried Staff. Not having a lot of luck so I tried switching to a condition build using staff and that doesn’t work well at this level.
I know it supposedly gets better at 40+ but what is the plan pre-40?
I don’t really understand the reason for the question.
Allow me to reverse it if you will:
Why are the thief’s non-auto attack abilities from daggers so much better than the necromancer’s non-auto attack abilities?
The point is the auto attack is so strong dps wise there is no point in using any of the other dagger skills. In fact I can’t seem to find another necro weapon skill that even comes close to the auto attack dps of the dagger.
Remind me, do the thief attacks hit multiple foes?
No not on dagger, on sword yes.
Just curious why the dagger auto attack chain is so much more damaging than other abilities…it’s even more damaging than the thief dagger auto attack.
It just seems out of whack with the other abilities. This seems to be a consistent problem with Anet, the weapon balance within class is pretty bad for most classes.
As a compromise they could make it so on a failed use, the skill only gets a fraction of its cool down, say 25%. Though I would prefer that a failed skill just gets a one or two second cool down before you can try again.
I notice in the Wiki page they have updated the firing times of each phantasm and each now shows lower times under haste than without. Before this patch several of the phantasms showed no change with haste.
So does this mean Phantasmal Haste is finally working, like the patch notes said? I know some folks had posted immediately after the patch that it wasn’t.
Can anyone summarize in text or point to a summary in text, I don’t want to spend 3 to 4 hours watching youtube videos giving out basic information on class play. I appreciate how thorough his videos seem to be but it’s just way too slow of an information transfer for me…the first video is 50 mins long for God’s sake.
Since they are probably lowering the damage on backstab that will be one less reason to take the 100% crit while in stealth trait.
@gaspara
Actually this is wrong, the good thieves stay with the zerg and use the zerg to the exploitative advantage, they are able to jump in kill and jump out without ever rendering.
The great thieves roam alone near supply camps with 1 or 2 other thieves and keep a zerg or small 10-15 group from capping supply camps due to WvWvW near infinite stealthing.
If they get in trouble they just stealth, which removes all conditions and run away. Honestly stealth should only remove 1 condition, not all.
Stealth doesn’t remove conditions at all, Hide in Shadows the healing skill does but that is the skill not stealth.
Also the good thieves do this yes, but good players of their class can do a lot of things. They aren’t the ones people are complaining about though because the good players should win. They all seem to be complaining about the lone thieves who just follow the step by step to gank other loners.
Stealth removes conditions if traited for it.
I don’t think you got my joke about the guild name….can’t play an OP’d class without having a little fun!
Me and my girlfriend might be interested and we are both thieves on Maguuma.
Also the name should be something like Obsidian Protectorate [OP]….. Hehe!
I think they are going to swing for the fences and add a global cool down of perhaps 1 second to thief skills that use initiative. This would, of course, drastically reduce thief DPS.
I see there are traits that give you +5% to dagger damage and other weapons (Pistol, etc) there are also ones that give +5% to Dual Wield skill damage.
My question is do these stack for the dual wield skill if it’s a dagger weapon dual wield skill?
For example Death Blossom is a dual wield skill when you are using D/D but you are also using a Dagger to do the damage…does this mean it is +10% damage to Death Blossom damage if you have both traits?
If not, and the type of skill (dual wield, etc) determines the bonus and not the weapon used, then what about stealth skills when you are using dagger? Does the +5% dagger damage not affect that skill since it’s flagged as a stealth skill?