Showing Posts For ninjabiscuit.8052:
When can I play on a team with 4 computer controlled allies? This influx of new players lack any kind of intelligence.
Bunker mesmer
The problem is that changing any of the default options even just a single value makes no results show. Maybe a screenshot of some filter settings that work. I would like to get these working.
Does this feature work?
I want only Foefire and Niflhel to show. Can I do this?
I love this game but I must confess I really hate mismatched teams. Often, when I didn’t know any better, I would boil down the loss of a game to someone on my team in particular, blaming the entirety of a game’s final outcome on just one person’s inability to play. This I think is stupid to do. A single match has so many variables in it that to tie it down to one player’s performance is silly. Additionally you look like an idiot. I was recently watching OstrichEggs’ stream and I thought it funny that Hiba blamed the loss on him. This sort of thing happens a lot.
Departing from this method of loss examination, I can choose to then blame the other teams players(they are op as kitten), or I can say the lag did it, or I could simply say the loss falls on my own ability. It is usually a combination of these things, but a huge component of the game’s outcome also rests on class role and synergy.
Beyond the occasional 4v5, this seems to be more prevalent and less talked about. It has less to do with class composition i.e. mesmer, mesmer, mesmer(oh kitten time to afk), and more to do with battleground roles, in whatever way someone wants to define that, mobile capping players, high-damage nukers, bunkers, players with large team presence, disablers, etc. A class can be indicative of what that a player brings to the team, so it is not a bad face value assessment. Still, classes can obviously have a combination of these traits, but the problem seems to crop up whenever one team is either missing one of these traits, multiple, or has too much of one.
An example of this last situation:
With maybe a bunker or two on each team it seems fair enough, however, if one team spawns into the game with 4 bunkers and the other is left with only 2 bunkers, the game seems decided before it has even begun. The team with only two can never decap a point. Their two bunkers act as dead weight, taking the necessary players slots for more damage classes.This aggravates quite a bit. Not sure how others feel about this.
I know that this problem doesn’t really exist in team queue and that this branch of pvp is certainly available, but I think that with the addition of a ready check to solo queue there should be some kind of role check too. With all of this in mind, here are my questions:
*Is this a legitimate complaint? (I don’t know maybe I am asking for too much?)
How might you specify what the “required” roles are for a tournament match?
Does this problem lie in the map design? The potential for secondary objectives to sway the tide of a game or even the conquest style itself?*
tldr: Does tournament role need to be considered in setting up a solo queue game?
What is the most you have ever seen a phantasm hit for? What was the phantasm and, if you can supply it, what was the build?
Screenshots are also welcome.
Looking at that video, I see that you are using mantras with probably the 4% added damage /charge. Your setup is meant to do a ton of damage and it works well, but the problem with that in tpvp is its an all or nothing play style. I used to run with torch and mantras to do shatter burst, but the problem lies in a defensive skill completely absorbing all of the damage. If that happens, getting kitten blocked by an endure pain or engineer shield block or even just a ton of resilience to direct damage from toughness, you are caught. All those mantras that you took take away from decoy, blink, portal spaces. You are easy to evade and completely reliant on the shatter for a kill.
Without the mantras all that damage is reduced by 16%, so the damage that you are doing in the video is not an accurate representation of the build in pvp.
To be entirely honest, turrets won’t work in many cases until they can be mobile. Even in tpvp and spvp where there are points to defend turrets are just not viable.
Give them the ability similar to rangers:
Grandmaster Trait XI Spirits Unbound Spirits can move and follow you.
turrets have fanbelts attached to them like the hacked robots of bioshock and move with you. This would be Grandmaster Trait in inventions. They don’t need buffing they just need to move.
Just because I spotted this thread and because I run condi mesmer all day long, I think I will leave this build here. This is my favorite condi build for mesmer. Spam phantasms and clones.
http://intothemists.com/calc/?build=-NFR-c;0VPV1167sU-71;9;49O9-O4;019-4;349-UZ;08;1dZm9fJG47Zu
I play mesmer and engineer, but I am better at the former. I would really like to play with people that are not quick to becoming frustrated and enjoy the game win or lose. This is the kind of person that I am and the kind of people I would like to play with most. Please pm me in game; I would prefer it.
Names: Crozierr or Sprocket N Pockets
edit* names
(edited by ninjabiscuit.8052)
You need to be more specific with regard to sPVP. There are builds that work best in pug 8v8 matches, builds that work better in free tourney, and builds that work well in paids. Each of these arenas are very different.
Thanks! I agree SPvP can at times, with certain maps, not be the best place to use this play style. Still, it can be very good when the attention is drawn towards another player and you are free to laser away. Whenever I have had success with this in SPvP it has always been by a lot. Only when players on the other team are smart enough to focus me, do I have a hard time glassing people. A large portion of the build though depends greatly upon how the player uses it. You can either do extremely well or be shutdown most of the time.
The changes that you suggest can provide other forms of utility, but I think that if its played right, you do not need to use these abilities. Mantras are very powerful when used properly.
(edited by ninjabiscuit.8052)
Gameplay
This build takes time to understand and to do well with. Maximizing your range is the prime concern while playing, due to how spatial surge works and how squishy you are. Maintaining the furthest range that you can while still doing damage will make you able to burn through health pools real easily. The dodge roll clone spawn mechanic will enable you to keep the 9% extra damage from three illusions up pretty constantly. Critting frequently with this build ensures long vigor up times to spam dodge and to build large stacks of bleeding on targets. Because the Greatsword hits three times in its channeled duration with spatial surge, it can proc all kinds of benefits better than any other weapon. Your clones that wield a Greatsword will also hit three times during an attack and will subsequently unload lots of bleeding stacks with the high critical chance that they inherit from you. This makes your clones much more powerful, dealing more damage than they really ought to be able to do. With the 25% increase to damage (16% from mantras) and (9% from illusions) you can hit very high numbers with just auto attacks.
Positioning —-——————-
In order to position yourself in spots capable of reaping these rewards it is best to find locations on maps that are hard to get to or not easily visible. Perching yourself up in the clock tower on Khylo, can be a very strong point to hold with this build. Shooting from the windows, or from the destroyed walls (after the trebs have demolished them). Another place to be is on the cliff tops in Legacy of the Foefire. From there you can maximize range very easily while being very hard to kill. There are lots of other places still, but I will leave that for you to find out. In WvW this build works really well in large mobs as you can shoot purple lasers out from the crowd and being doing loads of damage, without getting too close.
When on these high ledges, your illusionary wave becomes invaluable as you can then knock your enemies clean off these elevated areas.
Weapon Skills —-———————-
Using the first skill is really all you will be doing, but when you need to chase an enemy down or to kite, the berserker fills this role nicely. He can be cast through walls to targets that you do not have line of sight of and does an incredible amount of aoe damage. Mirror blade is good to get out another illusion and to grant might when you are close to a foe, which should happen rarely. Should a thief jump you, be sure to save moa just for him. Mind Stab and mirror blade are good for close range as they do not suffer from the range penalty that affects spatial surge. The sword swap offset is useful for when you need to finish someone off or use the invulnerability.
Make sure to use your mantras. Do not be afraid of using them.
Note:
This build is one that I have been using for a good portion of my play in scenario based PvP and in World vs World. In order for it to be successful, it requires a certain kind of play style. Positioning with this build is absolutely key. The build is more or less a glass cannon style of play, however, by using spatial surge to its fullest extent, many weaknesses in the build can be greatly abated.
Weapons
Primary – Greatsword
Secondary – up to you. I fluctuate between these two currently (1 handed sword) (pistol/torch)
Sigils
It is best to obtain two greatswords; one that you use to initially build up precision stacks and then another once you have hit the 25th stack.
(Primary)
First Greatsword -> Sigil of Minor Accuracy
Second Greatsword -> Sigil of Superior Accuracy or Sigil of Superior Air
(Secondary)
Sword -> Sigil of Superior Air
Traits
Domination -> 30 points
Mental Torment (I), Greatsword Training (X), Harmonious Mantras (XI)
Dueling -> 30 points
Blade Training (IV), Deceptive Evasion (X), Empowering Mantras (XI)
Illusions -> 10 points
Compounding Power (III)
Utilities
(1) Mantra of Pain
(2) Mantra of Distraction
(3) Mantra of Concentration
Each mantra will give a passive 4% damage buff while readied. A 12% damage increase is nothing to shy away from. Mantra of distraction works well when followed by mantra of pain due to the Wastrel’s punishment trait that grants 5% more damage to targets that are inactive (dazed, stunned). In addition the Mantra of Pain/Distraction can be used to finish a target off interrupting a heal or a revive. Fantastic utility skills. Mantra of Concentration can be activated to see a finisher through or to recover from a knockdown. All these utility skills can be activated without interrupting a revive or a finisher.
Heal
Mantra of Recovery
A decent heal when used with Harmonious Mantra’s for the extra charge, but can be hard to get used to at first. Ether Feast may be a better option in the beginning, until you feel you can remove the training wheels. Mantra of Recovery is not picked over other heals solely because it grants 4% more to damage, but also because it can out perform ether feast in different instances. The heal is great when you find yourself stunned and susceptible to a beating, since it can be used while stunned. It is also great to use while reviving or finishing a downed player. Additionally it has a considerably shorter cooldown.
Rune
Superior Rune of the Eagle 6/6
Still Toying with other runes but as of the now I think it is the best choice for this build as maximizing critical hit chance and its usefulness is vital. Divinity is a close runner up but you lose too much precision.
Amulet and Jewel
Rampagers
The rampager’s stat combination is best for this build since it brings to the table the most precision that you can possibly acquire. It also has condition damage which has great synergy with the Greastsword. The power is not represented as well as the berserker’s set but I think the trade off is still more favorable. The additional condition damage will mean more than the extra critical damage provided with the berserker’s stat combination.
All mantras all day every day.