Showing Posts For pengfx.8376:
I have multiple weapons/armor sets that I no longer use which contain expensive sigils/runes which are now worthless because I have no means of recovering/transmuting the upgrades to more relevant items (as they are on unsalvagable items).
Please allow all such items to be salvaged even if it destroys the item and only gives the upgrade (and no crafting materials, etc.). At this point these items merely take up a ton of bank space while serving no purpose, but I dare not delete them because of large amount of gold I have invested in them.
I have the same issue, I was about to upgrade my exotic PVT armor/weapons into ascended, keeping my expensive sigil/runes for the transfer, but could not do this after the update.
Before this update, I could use a transmutation stone to carry the sigil/rune onto the ascended stat item, but now I can’t do anything with my current PVT weapons/armor, besides have them sit there as wasted gold. Right now I have to buy new sigils/runes to put into my ascended armor, or buy a completely overpriced upgrade extractor to do what I could do just yesterday.
This kind of issue should have been obvious, other than the fact they did it on purpose to force people to use the upgrade extractor or waste even more gold rebuying everything.
From my experience, each hit has it’s own crit chance roll, so in your line AOE some might crit some might not.
In terms of damage at different ranges on multiple people, your AOE will do as much damage to each person based on their distance, so a 300 range person would be hit with minimum damage, and 1200 range would hit max damage on the same surge.
I think the crit proc flame burst actually will roll on each person you attack, so it can proc on any of the people you hit. (Just tested this to confirm)
(edited by pengfx.8376)
Nice glitching NSP, way to kill everyone and everything inside Sunny before the gate was even down lol.. nice “tactics” from RUDE/TFG/EL in there.
Only an SF player would think that was a “tactic.” That would explain so much of SF’s behavior if they actually think that having someone glitch through a gate with 20% hp and 2 two rams on it, into an almost undefended tower was a deliberate strategy.
I said “tactic” and not tactic for a reason, guess you forgot what sarcasm was. Too bad everything was dead inside way before the 20%, so yes, they were great tactics, not counting that it’s illegal lol. Good job. Nice garrison zergrush btw.
Hi
Nice glitching NSP, way to kill everyone and everything inside Sunny before the gate was even down lol.. nice “tactics” from RUDE/TFG/EL in there.
Only an SF player would think that was a “tactic.” That would explain so much of SF’s behavior if they actually think that having someone glitch through a gate with 20% hp and 2 two rams on it, into an almost undefended tower was a deliberate strategy.
I said “tactic” and not tactic for a reason, guess you forgot what sarcasm was. Too bad everything was dead inside way before the 20%, so yes, they were great tactics, not counting that it’s illegal lol. Good job. Nice garrison zergrush btw.
Nice glitching NSP, way to kill everyone and everything inside Sunny before the gate was even down lol.. nice “tactics” from RUDE/TFG/EL in there.
They nerfed shattered strength because tons of people kittened about how mesmer was actually getting buffed, and attributed the 100% shatter bug damage increase to the extra massive 10% damage increase from 9 stacks of might.
Too bad most classes have easy access to that kind of might anyway, just people like to complain hardcore anytime mesmer gets any sort of buff apparently, and ANET apparently listens to it. There were clearly a handful of people in these forums constantly complaining that 9 stacks of might were imbalanced and ridiculous for mesmers, you can easily spot who they are, lol.
I like how you make it seem that 6-18 stacks of might are SUPER OP, when many other classes generate that might pretty easily too. Do the math, 9 stacks of might = 315 power, which = ~10% of a full glass cannon build in terms of damage increase. This is only after a shatter, meaning it would have to be the second shatter that was done to even obtain the 3-9 might stacks. The might stacks barely help the mesmer in attacking since the mesmer weapon/auto attacks have the worst dps if not one of the worst in the game. Try a mesmer for once and see how much those might stacks really help, lol. Btw, we’re not talking about the bug discussed in the other thread, which isn’t that
Man, I didn’t know immobilize was such a special skill that seemingly mesmer should never have compared to every other class, especially as it’s based off a very unreliable clone jumping skill that has 600 range/barely any cripple to begin with to even start it, great skill there.
Let’s see, if I carry portal/decoy/blink as you say mesmers have all the time, then I can’t use mirror images to even bring out clones fast enough to do a quick double shatter. I can’t even do a triple shatter because then I can’t use the signet of illusions to recharge my shatters. Then I can’t carry the signet of inspiration to even spread the massive 9 stacks of might every 45 seconds. Where did my 6 utility skill bar come from? MESMER OP 6 UTILITY SKILLS IN ONE BAR.
Vigor change from before wasn’t much different than now, 1s vigor/crit, compared to 5s vigor total per 5s. So we had a similar trait before, it was just now buffed so its up a bit more often than before, not a massive change considering most mesmers have high precision.
Nice agenda against mesmers btw, that’s all I see you posting about.
More like people are making a huge deal of something that isn’t as big of a deal as people think. Many other classes can stack just as much might and more with their skills/traits, as people have stated before in this thread, but people don’t complain about them.
You can get 18 stacks of might with a double 3x shatter (getting 3 out from phantasms/clones, then 3 from mirror images/evasion, assuming the enemy doesn’t kill any of your clones/phantasms and takes 2 full shatters to the face, which means they’re probably not very good), but have fun burning all your clones/utilities for like 3-4 seconds total of 18 stack might, just to utilize 18 stacks of might for those 3-4 seconds. You probably won’t have much clone generation at this point for the 3rd shatter by the time the 18 stacks ends, making it probable you can’t even utilize the full stacks for that big burst at all. 18 stacks of might increases your damage about 20% on berserker gear, just 5% more damage increase than the thief’s assassin’s signet lol. 9 stacks is more realistic to have on a mesmer, and that will net you a 10% increase in damage on your mind wreck, which really isn’t a big deal.
So much overreaction, but I can see how people are complaining about how non shatter builds were untouched/nerfed yet shatter builds were buffed with this ~10% increase in damage. The nerf to our protection skill was pretty ridiculous.
Wow, big deal, so you now can have a reliable way of 9 stacks of might without relying on random bounces on GS 2? Other classes have many/way more reliable ways of stacking might, I don’t understand the big deal with the trait. Nothing wrong with a buff to the class, considering ANET basically just buffed every single class if you read the patch notes.
Nice bug with no confirmation from Anet, awesome. Love how much attention mesmers get on the forums.
lol, way to break the mesmer anet and not respond about it. Izerker still sometimes misses on targets/hits only once, so nothing was really fixed. Awesome.