Showing Posts For jarthur.3649:
your right my reasoning was flawed. although it looks like you missed that I thought that the cooldowns could come down quite a bit on off-hand weapons, ~60% was my original suggestion, taking main hand weapon into account the 20% that illusion summoning skill gave those skill seems more appropriate on some of them.
you may not have missed what my suggestion was, and i could be missing that because you mention damage coe-efficient going up, instead of cooldown going down
I can’t say that I like it, but I will give you that the work is solid and impressive on how through you were in making sure there wasn’t a damage loss. one thing i would suggest is that the cooldowns on the skills could come down some if phantasms deal no damage. probably to around 5/12 of the current cooldown
i’ll use the pistol as an example. i’m making the assumption that the phantasm didn’t die for what ever reason.
assuming 1k power your pistol would deal 2.4k damage every 20 seconds, but a phantasm build using current pistol assuming 3 phantasm will deal 2.7k every 5 seconds and 11k in the same 20 second period.
assuming 3k power your pistol does 7.2k damage every 20s, phantasm build would do 8.1k every 5 and 32.4k over 20s.
if you take the time to build up those 3 phantasms into account(semi worst case still assuming traits), 32s+20s for the bit we did above, total time 52s
your pistol’s total damage at 1k power is 7.2k+2.1k from the second skill
current pistol’s total damage at 1k power is 18.9k
your pistol’s total damage at 3k power is 21.6k+6.3k from the second skill
current pistol’s total damage at 3k power is 56.7k
my personal opinion for how to fix phantasm is a trait that does something like this:
illusions take 50% reduced damage from all sources, illusions gain protection (6s) on creation.
this would more or less guarantee your phantasm attacks twice
P.S. of course this takes me so long to reply that more than a few new post show up
(edited by jarthur.3649)
don’t know why but i have a bit of a fixation on having the shatter as an elite illusion, bubbles would definitely be a nice depending on how much anet nerfed him when we got him
semi dead thread revival sorry didn’t feel like making a new one for the subject.
there are two things at the very least that need to be done to fix illusions/phantasms
first set the pvp health to match the pve health or give them something like a 50% damage reduction
second the skill protected phantasms, this shouldn’t need to be traited for it should be something that we get for free, the trait should be reworked to give all illusions quickness for 10s on creation along with the protection on shatter.
something I’d like to see done but probably isn’t the best way to buff phantasms is to give the phantasm extra effects maybe on the reworked protected phantasm trait, obviously it would need to be switch with one of the more lack luster grandmaster, traits maybe the scepter one. here is my example for most the phantasms
Illusionary Avenger, pulses chill in an area around the phantasm (5 targets)
Illusionary Berserker, set of short chain knockbacks
Illusionary Mage set to auto rate of fire, chills for 3s and dazes for .5s
Illusionary Warden immobilizes for 1s on each hit
Illusionary Defender pulses a 1s tuant in large area around the phantasm (5 targets)
Illusionary Disenchanter corrupts and steals boons on enemies instead of striping them
Illusionary Rogue stun for 3s
Illusionary Swordsman pulls enemy with it when it jumps back.
something i’d love to see that will never happen is phantasms given there own 3 bubbles, effectively meaning a max of 7 illusion in on shatter this would obviously come with a nerf to shatter damage hopefully not more than 10-20% given how hard a shatter with 6 illusions hitting would be.
no offense taken, I did ask how bad it was. I should have been more specific when I said pve I meant open world so less need for a actual build there.
thank you for the advice i’ll probably go something close to the second build you posted for pvp, and power shatter for wvw
I’ve been gone more or less since shortly after the heart of thorn was announced, and from what I’ve seen on the forum i have some catching up to do on effective builds and patch notes, after reading the forums and messing around in heart of the mist for the day this is what I came up with
can someone let me know how badly I did and what I can do to fix it.
for all those who state that making UA less effective by (A. dodging )(B. having other targets near by)(C. other methods listed) is not a counter i give you the definition of counter.
verb counter
: to do something in defense or in response to something
: to make (something) less effective or ineffective
http://www.merriam-webster.com/dictionary/counter link if you don’t believe me
while I agree that UA is srong in 1v1 versus zerk type power builds at the same time I know it is hard countered by almost all condition/toughness builds
so before you call it OP make sure that statement is true for all situation not just one relatively minority case.
finally this is probably a bad idea on my part but why in the world are you trying to fight a revenant 1v1 if your not a mesmer, thief, condition build, or another revenant.
could anyone make a short description about the difference in gameplay ?
without the subjective ‘this I like, that I don’t like’with chrono when using alarcity you are encouraged by the trait flow of time to constantly cycle your shatter skills as well as any wells you have due to the trait alls well that ends well
with out chrono or alarcity your are encouraged to keep your phantasms up as long as possible in pve
I have to contradict. What you are describing is exactly what I did in the first few hours of the beta but by far not the most effective way. Now “illusionary Reversion” gives you a clone whenever you shatter at least two illusions, turning your rotation into
shatter – generate another illusion – shattter – generate another illusion – shatter
This way you have always a three clone shatter (counting in the auto illusionary persona). Now how you generate that other illusion is completely up to you. The chapest way is, to trait “Seize the moment” (quickness per shatttered illusion) and equip Scepter that generates the clone with a quick third auto attack.
But in PvP for example you have a pletora of possibilities and situational skills to fill that role. With chronomancer I now have a real incentive to shatter more often in comparison to before the specialization which is a good thing.
this still means your attempting to cycle a shatter or two as quickly as possible
could anyone make a short description about the difference in gameplay ?
without the subjective ‘this I like, that I don’t like’
with chrono when using alarcity you are encouraged by the trait flow of time to constantly cycle your shatter skills as well as any wells you have due to the trait alls well that ends well
with out chrono or alarcity your are encouraged to keep your phantasms up as long as possible in pve
I would agree with that trait change because it benefits both sides of play
I have actually tested the cooldown part f1 shatter goes from 12 to 9 secs in 1 seconds which means the recharge rate is tripled so time for it to recharge is a third of normal I’ve checked this for shatter phantasms and one of the traits
Specifically illusionary inspiration it had a cooldown while alacrity was up of 8-10 seconds which is a third of normal
EDIT:
so something odd i just noticed went back and timed the recharge rate of f1 the first second of alacrity takes 3 seconds of the cooldown timer, 2 seconds of alacrity takes it to 6, 3 seconds take it to 4 and 6 seconds completely recharges it.
alacrity seems to be giving diminishing or increasing returns when it affects a cooldown timer.
(edited by jarthur.3649)
Xyonon while i haven’t tested if alacrity affects the rate at which phantasms attack, if it doesn’t then shattering and summoning a new one might actually be better dps wise.
example berserker has a 6 seconds between attack well if you have the greatsword cooldown trait it can be summoned every 16 seconds with alacrity up you can summmon it every 5.3 second with a .75 cast time it comes out about even, plus you get the shatter damage so damage wise your ahead berserker attacks come out even
second example warden attacks every 9 seconds traited summons every 20 with alacrity goes to 6.6 seconds with a cast time of 1 second and the shatter damage means we come out ahead attack and summon speed.
which you can use the 16 seconds of alacrity that you get without using shatter to just summon the three phantasms and continue keeping wells up near constantly.
my only complaint that others haven’t really voiced elsewhere is that wells feel kind of on the small side and could use a radius increase, maybe somewhere around 33-50% size increase 240→ (300-360)
Xyonon i agree with you on the increased radius, but the cooldown appears to built with someone running close to all wells in mind. I used our friendly indestructible golem in the pvp zone to test how long I could keep alacrity up, the answer was 100% of the time while in combat and 15 or 16 seconds after combat ended. with continuum split you can cast gravity well twice every 33 seconds i don’t think that any other class can cast that many elites that often.
my suggested changes would be
increased radius to 360
last pulse changed to float with a 1 or 1.5 second duration
I’ve noticed it as well, it wasn’t to much off a problem I follow axe 4 up with sword 3 and flip the view point during that animation
I agree with Chaos Archangel here conditions will kill you fast,
on another note having spent a couple days playing something very similar to this I can say about 75% of the time when you face a single power build that isn’t a glass cannon they won’t be able to kill, however if you face either more than one enemy or a class cannon you will probably die (lack of damage output on your end) . if you just need to make the battle drag on you will manage that.
the only experience I had with the build was in SoloQ so take that for what you will
blast finisher that leaves behind a smoke field. this givers Mesmer both a blast finisher and a helpful field that would allow us some pretty cool combos.
well this might work for a condition great sword build. it is slightly gimmicky because it relies somewhat on stacking might (~4-6 seconds to get 20-25). took ~16 seconds to kill the chieftain in HOTM forgot to use scepter block tho. so guys would this version work.
http://gw2skills.net/editor/?fhAQNAR7alknpUt1qxRNcrNCuxY6JaICU+TTlMgfB-T1RGABAcRAUS5XCPBgEV/Bk9HYT3QVKBJFAELrA-w
thought it would be interesting to see what classes people target first when they are going into a small group fight and why.
for me it is
thief->necro->elementalist->Mesmer->engineer->ranger->warrior->guardian
thief/necro because I hate fighting them
ele because of the aoe and damage
Mesmer because we are annoying to fight but somewhat rare
ranger aoe and pet auto tracking
Raunchy I can answer the thought process to get to them not doing anything in one word. pessimism
as for the mind stab i’d like a channeled aoe that leaves behind a field preferable smoke or ice, keep the root but maybe add protection while rooted.
i’d still like an aoe that leaves a field behind preferable ice or smoke.
Pyroasthiest it is possible to hit people on walls it is just a PITA to do.
and ya we pretty much use it because we don’t have anything better to use.
unfortunately this patch really killed Mesmer ability to level with any level of ease. yes clones are supposed to do no damage, phantasm are the ones that hit like a truck.
this should help a little https://forum-en.gw2archive.eu/forum/professions/mesmer/Lazy-Kai-s-Guide-to-PvE-Leveling-Guide-Update/first
ugh forgot staff auto isn’t a projectile, and ya leap would proc blindness.
otherwise if we get a new field my vote is for ice, useful for power and condition builds.
ya smoke would be op or at the very least cause a large amount of whining about Mesmer spamming stealth, and more whining about pu. but if the dev give us this it would be sweet imagine stealthed ileap clone.
blackdevil doesn’t darkness proc life steal and smoke proc blindness.or is this a staff is odd thing.
other wise go with a general channeled aoe (240 radius, 5 sec duration), boon rip on pulse, and have blade shatter (something similar to shatter’s crystals shattering) for daze on last pulse.
selfish and support in one if you have vuln on daze traited anyways.
one is illusions the other is phantasm. so techniquely the one is meant to boost clone and phantasm damage and is probably a throwback to when clones could do damage.
either you spend a very large amount of time being a fake Mesmer or you actually are a Mesmer, yah record of your posts. or your complaining because your old class can kick you kitten .
otherwise i’d prefer that the don’t mess with our phantasm anymore due to the fact it usually ends with bugs that completely ruin the phantasm. the other part of this is that phantasm are on par with other classes max damage skills so i’m not sure why they need a Nerf. side note they received a damage Nerf just a short while ago.
each class forum has a thread like this meaning that a large number of people hate everyone not playing their class, so thank you for posting more funny stories for me to read. seriously thank you.
I would like to see (4) with a (5) where you could re-position it once per second during channel by hitting the key for it again. keep the radius the same if you do this, so it takes some skill to use effectively.
also I agree with Pyroathiest keep the root on cast.
played around with it once and found that you would have to have really good timing on the share to get the phantasm to be effected by the full boons during their attack. when you did tho it was worth it 6 might=~1000+ extra damage on the duelist attack didn’t try it on the other phantasms.
as for hidden boon share would probably look something like this where you where as reliant on the might stacking as the clones. possible to get a consistent 20+ with it.
http://gw2skills.net/editor/?fhAQNAsaRnsISjaWoGGoB3aGB3IM9UT0ZHzLXAA-TJRGwAAODAJeEAg2fAaZAA
will try and see how well other phantasm get effected by it.
i’m with chaos Archangel on this one.
probably go sword/x for second weapon set while in pve and shortbow for when I start doing wvw
and what toughness/health would you suggest for wvw
switched the second set to shortbow and made the build more power focused with semi-decent condition damage.
RedCobra thank you for the piece about the shortbow, now if only I could trait reduced cooldown with out killing trap utility or damage
so I either need to switch one weapon set to shortbow or switch to a power based ranger.
which weapon set should I switch.
with the power ranger would I be able to use the traps for cc conditions still or would I need to switch to other utilities.
thank you for helping me out.
would this work in pve or wvw and if not what would i need to change to make something similar work.
came up with the idea after fighting the heart of mist champs, the result was killing them in around 30 seconds, so now i come here to ask would this build be any good anywhere else.
(edited by jarthur.3649)
two things
one Mesmer definitely need a speed boost because having to take specific runes just to be on par with other classes doesn’t make sense from any balancing view point.
two guardians are only slightly better on getting swiftness and don’t have a speed boost either without traveler runes.
so bacon are you saying that we shouldn’t have reasonable access to protection.
not sure how chaotic dampening got in there, and ya the in game is running choas V other wise thank and i’ll edit those out.
this is probably what was happening to me lag is a problem somedays, . thank you for explaining.
why mirror for heal?
not sure about the stealth i’ll pay more attention next time it happens.
the range may just have been my belief that you had to be in melee range to get stomped in which case ya that wouldn’t be a bug.
some of them may be the first one and mashing 1 but that still doesn’t explain the hitting me when i’m at a range of about 300
oh and i stomped a thief when he went invisible and jump about a body length away earlier today as well so i don’t think this is just Mesmer, he was still invisible when the stomp hit him.
and i don’t think i ran into this glitch until about 2 weeks before this latest patch.
nope I think what is happening to me is a bug because the thing teleports me closer and I get finished while i’m invisible or works and teleports me a little way of out of meele range and then they finish me without moving.
downed state number two not moving me out of finisher range.
character: kara moonfall
server: underworld
play-style: mix of everything
role: scholar
timezone: GMT-9
I tried a couple new play styles for a while and didn’t like playing any of them, and gave up and went back to my old play style phantasm.
the build is a pu power phantasm pvp build, after running this for a couple hours of straight match play, and running into a couple of people with shark, phoenix, and a dragon finisher (I think, didn’t fight him) I found that the build was exactly what I was looking for in play style.
If anyone can find something that needs changed or just has advice on how to run this better I’d appreciate the advice.
http://gw2skills.net/editor/?fhAQNAsaRnsISbaWoGOqB3aGp0YMdOzcDJXIgSeS5A-TZRGABAcIAab/BGeCAMXGAtTAAA
(edited by jarthur.3649)
I was having fun with it in spvp going to see if I can make a better version hopefully the lag that was hampering me goes away, and thank you all for the suggestions going to try a slight variation on blackdevil’s for my roaming build.
does this mean it partially got fixed or does it still just stop dead on angled slopes?
Elegie for the record a Mesmer is more likely to use mender’s purity, null field, or mantra of resolve for condition cleanse before they actively use torch for condition cleanse.
for the record I main a Mesmer.
otherwise if you can’t kill them run they won’t catch 95% of the time
I was playing with a modified version of this in pvp and it seemed to be working well enough for group and and doing above average for 1v1 . so could this work for wvw roaming or would I need to completely overhaul it? suggestions welcome.
the general setup was to use diversion with 2(mage ,dodge) clones and follow up with a 3(leap,mirror image) clone mind wrack, any following shatters would be cry of frustration (using staff) until their health got low enough, so a mind rack could finish them. torch and null field for condition removal, prestige for un-interrupted heal/ break los.
don’t they use that one for any issue on Mesmer they don’t want to fix