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Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Um, no? I didn’t make the post for your benefit. If you don’t trust that I’m being honest, that’s up to you. I’m not trying to convince you of anything. I made the post I did to show the terrible damage iBerserker is capable of and often hits for. If anything, you’re being extremely insulting to the dozens of players that have tested this, and observed it simply by using the GS a lot, over the past few months, acting is if you’re the only person to have ever done so whilst looking at the health bar. Honestly, get off your high horse.

There is no doubt that iBerserker’s damage is highly variable. My point was if you pick and choose which attacks to screenshot, you don’t get a good idea of what the average really is. For example, by omitting bugged popups (which are generally high damage attacks) you are essentially making your sample look weaker than it is.

If for example you made 20 attacks, 5 low damage, 1 medium damage, 1 high damage and the rest bugged (which are actually high damage), and you omit the bugged ones; it would look as though the average damage is low when it is not the case.

And also, without a comparison with another Phantasm (a control) to go by, you cannot eliminate the variable of player builds and such.

I am sorry if I come across as insulting. I’m trying to investigate this in a scientific manner, eliminating as many variables as possible so we can get as clear a view of what is going on. The fact is, if you don’t present raw data as it is without modifications, and have a control to compare it with; then your data can’t really be used for analysis.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

https://forum-en.gw2archive.eu/forum/professions/mesmer/Final-Phantasmal-Berserker-video/

are we just playing completely different games here? how do you explain this discrepancy?

I would not know, I have never seen iBerserker miss completely (although someone else has reported this issue too, so I’m sure it exists). I imagine it is related to the issue that makes iBerserker frequently miss most of its attacks on the first strike. It is possible it is related to where iBerserker gets summoned, certain positions may result in it missing more often than not when it whirls back and fro (on a stationary target); and a moving target may result in it occasionally getting into a position where its whirl is ineffective.

You certainly can see this effect even in my screenshots: the great discrepancy between damage numbers indicates that the number of hits on the target is very variable (anything from 2 – 4 is the norm, 1 tends to occur on the first strike). As Epslen mentioned the problem may be that iBerserker used to hit all its whirls, which was a bug that was “fixed”.

In any case it would be far more useful if people do more than one Golem kill so we can see what’s going on. Perhaps we’d notice a trend where iBerserker tends to do poorly at a certain position or distance or something. If you genuinely believe this is a problem to be fixed then whining about it won’t help, try collecting information that may help Anet fix it.

Signet of Inspiration Question

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Posted by: Embolism.8106

Embolism.8106

You shouldn’t be using SoI for its passive, and if you use it for its active , well; it’s active is mainly useful if you play with people you know. Though in WvW it has great potential, and I still haven’t forgotten my Beta idea of a group of SoI Mesmers amplifying boons over and over…

I mean think about it. Say one Mesmer has Protection for 10s, they use SoI to spread it to five other Mesmers, who then all use SoI and spread it to the other five Mesmers; giving each Mesmer ~40s of Protection…

Improve PvP Confusion Scaling off CondDmg

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Posted by: Embolism.8106

Embolism.8106

From 7.5% to 10%. For reference, the scaling in PvE is 15%.

Since it’s improving scaling and not the base damage, it should not affect Shatter builds very much, making it an exclusively Condition Mesmer change.

The only concern is that it might make Condition Engineers too good, but IMO balance the base mechanics first and the builds after.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

IP is +50% damage to to a three Illusion Mind Wrack, so it is quite essential for Shatter builds. Too essential I would say.

IMO Anet should also look at some of our non-neglected, but still unpolished, traits; for example Empowered Illusions (maybe replace this and make Phantasmal Strength +20%) and Illusionist’s Celerity (I’d replace this and lower Illusion CD by around 10% across the board).

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Unless you post a full sequence of screenshots, bugged popup or not, then your screenshots are non-objective. Please post a full set from start to just before killing shot regardless of if you think the popups are bugged or not: if they are it is easy to see.

I also posted screenshots against the running Golem, there is no difference; so don’t give me the “Heavy Golems are stationary” thing.

And please post a series of screenshots showing you using the iSwordsman against the same Golem on the same build. Unless people also post comparisons to another Phantasm you can’t tell if the damage dealt is the result of a bug or just a weak build.

Seriously, it seems to me no one actually did a thorough, objective examination of this issue. I’m beginning to think it is just a fix (as some people have stated regarding whirling attacks in general) and people are angry because it isn’t OP anymore.

Of course that’s not completely fair, as I’m fairly certain there is a “bug” where the first strike misses far too often; which is a concern.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

Id’ like to note that none of the on-interrupt traits actually make Mesmers better at interrupting, they just give you benefits for interrupting (so shutdown builds won’t actually be more effective at shutdown). And since you’d have to sacrifice something else to get these traits, it remains to be seen if the benefits you get actually make you more powerful than if you didn’t take these traits and just ran interrupts with a Shatter or Phantasm build or whatever.

I can see Bountiful Interruption being reasonable since it can benefit from AoE interrupts, but the other interrupt traits I don’t know.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Sorry if i dont care a lot about the damage on a golem as long as i hit 449 on a random risen.

In the first screen i use a common shatter build without phantasm traits. In the second one i use a phantasm build with both the damage traits.
Yes i used a PTV weapon, the only item that wasnt zerker when i did those screens (armor with ruby orbs, every ascended item with berserker stats). Does it justify a 449 damage and a 655 damage?
Yet sometimes it crits for 7500, without boons/conditions on the same mob it hits for 655. This is unrealiable, if i need to catch a foe i want to be sure the phantasm hits and for a decent amount of damage.

I dont really want to hit 12k with a phantasm but a bit of consistency would help.

http://imgur.com/O1Vbfss
http://imgur.com/4l367ML

What I see here is the “first hit” issue that I noted in my screenshots. Sometimes it looks like the first strike of iBerserker only hits once.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

Well, warriors get Distracting Strikes upgraded to applay 4 stacks of 8s confusion every time they interrupt. Cry of Frustration aside, they will be better in applying confusion than mesmers, which is kind of sad…

Eh, don’t catastrophise. Confusion on interrupt is hardly spammable, especially since it isn’t enough to land an interrupt skill, it has to actually interrupt something to inflict its effect. Not to mention if your opponent is CCed, they can’t do anything, so they won’t be proccing Confusion until after the CC wears off.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

I did tests of my own (not all are first hits). The highest I got was the 4.5k. This was a phantasm build (20/20/0/25/5) with Divinity runes.

Now imagine those numbers in a build that doesn’t spec entirely into phantasms.

I find it a bit difficult telling which screenshots are a sequence of the same Golem. In my screenshots a row is one Golem kill, this makes it easier to tell when there is a popup error by checking the HP bar.

By an educated guess I think three of your numbers (1912, 1936 and 1827) are bugged and are actually higher than it indicates.

A comparison to iSwordsman with the same build on the same type of Golem would also be helpful.

(edited by Embolism.8106)

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Lol. Your numbers might be that high (3000 – 4000). Mine are not.

I don’t want to start with “maybe only some players are affected”, but we are not talking about the same numbers. And you are still talking like these high numbers (3000+) are real, everyday numbers for nearly all mesmers.
They are not. Maybe for a very small number of however skilled mesmers, but the average mesmer that want the old berserker’s damage back, does way less damage.
These affected mesmers do not complain about not doing 12k damage anymore, not even 6000 average damage numbers.. that thought/ assumption really misses the point. -.-

Then please, post some screenshots of iBerserker hitting a target and also of iSwordsman hitting the same type of target with the same build. Perhaps we can figure out what’s causing some people to experience this and others not to.

I posted screenshots that shows these numbers are real. You saw them. If people wants to argue otherwise they should post their numbers too.

And don’t you go posting a single screenshot of a low number, post a series showing every single pass (except the killing blow) on a target including the target’s HP bar.

.

I’m getting a really mixed message here. Some people claim that my numbers are right but iBerserker used to deal far higher damage, and others are claiming my numbers are wrong (despite screenshots showing they are real) and the actual damage is much lower.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

that isnt the issue, the raw damage wasn’t changed, the consistency of the hits is what led to the damage reduction.

Whatever changed, if what you say is true then the end result is the same. In any case looking at the numbers there is definitely variation, but the numbers that pop out the most often are 3000 – 4000. 2000 – 3000 is uncommon, and very low numbers seem to occur sporadically as part of a “missing” bug. The wrong popup bug definitely exists and when it occurs the Crits and HP bar seem to suggest the high 3000s and 4000s.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

ive been telling you how it was. the damage was cut by about 40%

Then it was justified. For an AoE Phantasm that also Cripples an average of 5000 or so damage (assuming a current average of ~3500, which note is based on numbers that don’t include the presumably very high bugged numbers and is therefore an underestimation) is far too high, more than the direct damage dealt by iDuelist and iSwordsman; which are single target.

(edited by Embolism.8106)

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

I didn’t really pay attention to damage before February, so I don’t any prior experience to compare.

Same for me. From the point of view of someone with little prior experience of iBerserker the damage it currently dishes out looks very reasonable. Which makes me wonder how OP it used to be to cause such an outrage.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Would you mind to try the berserker in pve against some moving targets? Like in Orr?

I tested against the moving Heavy Golem in the Mists also, the results are not significantly different from what I have already posted. I can’t test in PvE because my PvE gear is CondDmg-Precision-Toughness and I don’t have a PvE GS. My Attack in those screenshots is 3099, lower than yours.

What my results (from the screenshot) shows is that the average damage of iBerserker, including the apparently bugged first strikes and not including the bugged popups which are actually high damage passes, is 3470; compared to 3462 from iSwordsman (three crits out of four is pretty close to the average of 72% CritChance). Of Course, iSwordsman attacks more often, but iBerserker Cripples and is AoE.

The only bug, it appears, is that the first pass the iBerserker does has a nasty tendency to miss a lot, dealing about 1k damage. After that however is generally fine.

.

EDIT:

Here is another set of screenshots for iBerserker vs the Running Golem. There is one obvious bugged popup. The average damage (not including the bugged popup) is 3799.

Attachments:

(edited by Embolism.8106)

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

except you’re forgetting the phantasms are destructible.
warrior axe auto, eviscerate, killshot, thief auto, backstab, ranger auto, engi nades, ele 6k fire grabs, 12k churning earth, lightning whip, the list goes on.

all classes maybe except for guardian when geared fully gc deals just as much damage as phantasms. obviously, nothing can compare to the dps of 3 phantasms up consistently aside from 100b, but you’ll never get all 3 phantasms up in any real fight.

Even if you get only one hit from a Phantasm it is still 12k damage on a 12s CD, and with Signet of Illusions it is not hard for Phantasms to survive for another pass. Getting three Phantasms out is unlikely but two happens all the time, given you have a Phantasm on each weapon set.

which is completely reasonable. warrior burst attacks do more damage on a lower cooldown. thieves backstabs do more, with MUCH lower cooldown.

Thieves are a special case. Warriors… when was the last time you saw a Warrior in PvP? Seriously. They may have burst potential but in practice they’re subpar.

.

Anyways, on topic.

To put my numbers into kill terms, it usually takes four passes for iBerserker to kill a Heavy Golem. Same for iSwordsman. iDuelist can get a kill in three salvoes.

Did phantasmal zerker get fixed this patch?

in Mesmer

Posted by: Embolism.8106

Embolism.8106

except you’re forgetting the phantasms are destructible.
warrior axe auto, eviscerate, killshot, thief auto, backstab, ranger auto, engi nades, ele 6k fire grabs, 12k churning earth, lightning whip, the list goes on.

all classes maybe except for guardian when geared fully gc deals just as much damage as phantasms. obviously, nothing can compare to the dps of 3 phantasms up consistently aside from 100b, but you’ll never get all 3 phantasms up in any real fight.

Even if you get only one hit from a Phantasm it is still 12k damage on a 12s CD, and with Signet of Illusions it is not hard for Phantasms to survive for another pass. Getting three Phantasms out is unlikely but two happens all the time, given you have a Phantasm on each weapon set.

link some screen where u get your damage numbers, else i call bs

I just did. Notice in one case I get 6k+ damage against a high armour target, and in three cases the popup bugged out but since they’re quadruple crits their damages are obviously very high (and you can tell from the HP drop on the Golem).

EDIT:

For comparison, here are the numbers I get with iSwordsman on the same build.

Attachments:

(edited by Embolism.8106)

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Alright, alright. Here’s a series of screenshots of Berserker’s damage against the toughest Golem with a PvP Phantasm build. I left out the ones which killed the Golem because they’re likely to be lower than they otherwise would be. Each row is a separate Golem kill.

As you can see, three cases of low damage are obviously popup errors as the drop in HP is much higher than the numbers would suggest. In three of the four cases the attacks were quadruple crits, meaning the numbers are actually very high.

There are two cases where numbers are abysmally low, and they both occurred on the first attack. It is of course impossible to say with such a small sample size but it appears this “missing bug” tends to occur when the Phantasm is conjured, which I think some people have pointed out already.

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Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Okay, as I said the damage numbers I see the most often is around 3400, compared to the same for iSwordsman and about 4200 average for iDuelist. This is with a PvP Phantasm build against a Heavy Golem. That seems to me is a pretty reasonable average. An average of 6000 (which I doubt is in PvP) for an AoE Phantasm that also Cripples sounds, to be honest, OP.

IMO Phantasms should be balanced around iSwordsman’s level, and it sounds to me iBerserker is in a good place (it does about the same average damage as iSwordsman but also has other benefits). From what I see iDuelist needs a nerf too.

well anything less IS weak. any other class that are geared full GC will hit just as hard, or not harder.

Two Phantasms hitting for 6000 each is 12000 damage every 6 seconds. I don’t see any other profession doing that except perhaps Thieves, and they don’t have Phantasms doing their work for them.

Really, this is all a bit appalling.

(edited by Embolism.8106)

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

The fact that when WvW Confusion damage was changed to match PvP Confusion damage, Confusion Glamour Mesmers disappeared should be proof enough that PvP Confusion is too weak.

Then I pointed out that currently there are bugs that cause confusion to do a lot more damage then intended and maybe it will be fixed soon.

To be honest I don’t see this bug very often at all, it’s hardly something that plagues every profession all the time so I don’t really accept this as why some people here consider Confusion overpowered, especially given their woefully inadequate knowledge of how Confusion works.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Some consistency please. My tests are against the Heavy Golem in the Mists, which means against the Golem with the highest armour and without crazy stat boosts from PvE and WvW. Saying “My Berserker hits 20000! Against rabbits!” isn’t helpful.

Also, the highest damage I see (which is not exactly rare) is 5500. That sounds pretty close to the 6000 reported by people here. And to be honest overall I’m rather astounded by just how much damage people expect Phantasms to do: is anything less than two Phantasms hitting your target for 6000 damage each considered OMG ANET WE ARE WEAK NOW!!!!!!!11111?

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

If that is so then I don’t see what the big deal is, apart from the fact that it is a stealth nerf that Anet won’t acknowledge (which, admittedly, is quite a big deal). Other than that however it sounds like a reasonable change.

More consistency would be nice of course, but on average it does not appear UP at all unless you compare it to iDuelist, which is OP (and IMO needs another nerf).

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

waves hand What is this PU you are talking about? We know of no such trait.

;)

Uh… I don’t get the joke?

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

Yes confusion only hurts if you are spamming skills through it. So when you get caught by a mesmer, and have 8 stacks of confusion on you you have exactly 2 options: either stop attacking and wait for it to wear off, or you cleanse it off (thus hurting yourself from a skill activation).

For a Shatter Mesmer those stacks of Confusion lasts a grand total of 3 seconds. Also, you’re unlikely to get hit by 8 stacks from a Shatter Mesmer as they usually don’t waste Illusions on Cry of Frustration, the most you’re likely to get is 6 stacks from Diversion and Mind Wrack back-to-back. Possibly more if they use a Shatter recharger, but those are all on 90s CDs.

Again, mesmers are fine. Confusion is fine. It doesn’t need a buff. That’s like asking them to buff phantasm damage on the iDuelist, or sword damage on a thief. Why ask for buffs to something that doesn’t need it?

Except Confusion does need it. It is by no means a strong condition against any decent opponent that knows not to proc it repeatedly, and if you think it’s strong then I’m sorry; you do need to L2P.

You compare confusion to bleeding, yet bleeds need to be over the 10 stack mark to do significant damage and unless you are an engi who can apply every condition in the world easily, bleeds are usually cleansed very quickly with no negative side effects. Plain and simple, confusion is fine where it is.

And Confusion doesn’t need huge stacks to do significant damage? In any case facts are facts. One tick of Confusion does 1.5x the damage of one tick of Bleeding. Bleeding ticks every second, so you need to proc Confusion faster than once per 1.5 seconds to make it stronger than Bleeding.

Condi mesmers are about to get a huge buff with torment. Now stacking torment AND confusion you’ve just shut down someone completely. Can’t activate skills and can’t move around. Better stand still and twiddle my thumbs while this mesmer destroys me.

The only skill getting Torment is Illusionary Counter on the Mesmer’s weakest weapon, Sceptre; and to compensate it lost 75% of its damage. Currently Condition Mesmers don’t use Confusion very much at all, preferring Bleeding and Burning from the Staff. Do you know why?

(edited by Embolism.8106)

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

Confusion is only powerful, to be blunt, if you’re stupid. If you do not proc it every 1.5 seconds then it deals less damage than the same amount and duration of Bleeding.

No, confusion is powerful due to bugs that have existed since beta. Ele’s know this very well. Those "leaked " patch notes mentioned “Fixed Confusion to no longer fire extra times on skills due to hidden script actions.” so hopefully the days of procing confusion 5 times for one action is over.

Yes, I recall there was a bug that made Confusion proc on key presses instead of just skill activation, which resulted in people who just spammed a key to no tomorrow kill themselves despite only activating the skill once. Think this one was fixed now though.

In any case? Balancing around bugs is a huge no no.

No, I think they are talking about 1 press, multi procs. Like hurl. Maybe trait activations like Evasive Arcana what will proc the confusion as well as the dodge.

I was talking about a different bug. And yeah, trait activations proc Confusion too.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

The only thing Scepter needs as far as condis go is for it to actually be true to its own tooltip. Give it a small Confusion proc on the last of the chain, nothing major but a flavor proc like the Warrior’s Rifle or the Engi Pistol.

Won’t ever happen. Anet wants Confusion to be a burst condition, hence why it was removed from Ether Clone and Siren’s Call.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Well i think that players I’ve readed here prefer something more predictable and consistent.

“So what gives?”

Nothing, if you like how it works use it and if you don’t like how it works don’t. We have other weapons.

What I meant is, exactly how powerful was iBerserker before that made people scream this is a huge nerf? From what I see iBerserker’s average damage is similar to iSwordsman (which is around 3400), it just has a large spread allowing it to hit very low or very high (and I feel I see very high more often than very low). Combined with the fact that it is AoE and Cripples, that somewhat puts it above iSwordsman.

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

Confusion is only powerful, to be blunt, if you’re stupid. If you do not proc it every 1.5 seconds then it deals less damage than the same amount and duration of Bleeding.

No, confusion is powerful due to bugs that have existed since beta. Ele’s know this very well. Those "leaked " patch notes mentioned “Fixed Confusion to no longer fire extra times on skills due to hidden script actions.” so hopefully the days of procing confusion 5 times for one action is over.

Yes, I recall there was a bug that made Confusion proc on key presses instead of just skill activation, which resulted in people who just spammed a key to no tomorrow kill themselves despite only activating the skill once. Think this one was fixed now though.

In any case? Balancing around bugs is a huge no no.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

If Malicious Sceptre must stay in inspiration, I’d like to see it drop to Adept tier. As it is it isn’t a useful trait for Condition Mesmers because you’re basically locked into 0/20/20/0/20, although with the state of bouncing attacks you might be able to make do without 20 Illusions.

Cleansing Conflagration should probably drop to Adept tier too if it must remain in Domination.

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

Confusion from a shatter mesmer may not tick for as much as a condi build but its still going to tick for something and it’s not hard to land 8+ stacks of confusion from a full shatter combo. This still ticks for a large amount. Moderate to high stacks of confusion are already one of the more powerful conditions in the game, buffing them even more serves no purpose. Mesmers are not in a bad spot for their damage output, why ask for more damage?

Confusion scaling better with condition damage should only affect condition mesmers, so it seems like a fine change. The current power mesmers wouldn’t benefit from this change.

Exactly. Improving scaling of Confusion to the Condition Damage stat means that Power Mesmers, which do not invest in Condition Damage apart from the compulsory 30 into Illusions, gain almost no benefit.

You understand what we’re pointing out, yes? To spell it out, changing the scaling of Confusion to Condition Damage from 7.5% to 10% would improve the Confusion damage dealt by Shatter Mesmers by 7.

Confusion is only powerful, to be blunt, if you’re stupid. If you do not proc it every 1.5 seconds then it deals less damage than the same amount and duration of Bleeding. It is also impossible to maintain (unlike Bleeding) and generally lasts for much shorter durations than Bleeding.

(edited by Embolism.8106)

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Posted by: Embolism.8106

Embolism.8106

I will say that Prismatic is already pretty fantastic paired with Lyssa runes (both proc iMembrane causing the Protection to stack). It’ll be great to see how strong it is after the change.

Hmm…playing Mesmer a long time and I have no idea what iMembrane is lol

Illusionary Membrane is a 15 point Minor in Chaos that grants Protection whenever you get Regen.

It was nerfed long ago to have a 15s CD so it’s not very useful now.

Did phantasmal zerker get fixed this patch?

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Posted by: Embolism.8106

Embolism.8106

Okay, I’ve haven’t touched Phantasm builds for a long time and decided to test this in the Mists against the Heavy Golem see what the fuss is really about. The damage numbers I get are:

.

iSwordsman: 1800 – 4000 damage. 70%+ CritChance means you get around 4000 more often than not.

.

iDuelist: 3800 – 4500 damage. Pretty consistently over 4000, plus lots of Bleeding.

.

iBerserker: 1000 – 5500 damage. Varies greatly but the the numbers I see the most are around 3000 – 4000, and 4000+ is not that uncommon either.

.

Overall? I don’t see what the fuss is about. All it shows me is that iDuelist is OP and iBerserker deals very good damage considering it also Cripples and is AoE.

So what gives?

(edited by Embolism.8106)

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

Yes. of course thats the reason because some of the best shatter mesmers choose the trait from 33% more confusion duration, they are trolling, in a duel aganist mesmer you can’t evade mind wrack you gona die from direct damage confusion do nothing.

PD: no

Oh the ignorance. No Shatter Mesmer worth their salt takes Master of Misdirection (there are too many other important traits to take: Illusionary Invigoration, Compounding Power, Illusionary Persona), and the Confusion damage a Shatter Mesmer could deal is low: hence why I said if you lose because of Confusion from a Shatter Mesmer, you deserved it.

Confusion scaling better with condition damage should only affect condition mesmers, so it seems like a fine change. The current power mesmers wouldn’t benefit from this change.

Exactly. Improving scaling of Confusion to the Condition Damage stat means that Power Mesmers, which do not invest in Condition Damage apart from the compulsory 30 into Illusions, gain almost no benefit.

As I expected, opposition comes only from those who have no idea what they’re talking about.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

Mesmers never had Fear on Chaos Armour. The old Chaos Armour applied Regeneration or Protection on hit (casting the skill didn’t grant Protection) and inflicted the same conditions as it does now.

Are you sure it wasn’t on Chaos Armor too? And it always had swiftness attached to it as one of the boons (as it still does), and i knew the prot was random. shrugs may have been wrong with that, could’ve sworn it did in BE1

Swiftness was added to replace Protection as a random proc while Protection was made to be on-cast, because people complained that Chaos Armour wasn’t “armoury” enough.

Which is stupid, that was actually a nerf (since the combo version lost Protection as a proc, and back then Illusionary Membrane had no CD); but the dim-witted masses celebrated.

The idea then was that each Staff skill took care of a group of boons and conditions (and always one more condition than boons), without overlap, and together covering all conditions and boons (except Vigour, and back then Stability wasn’t a boon). Fear and Swiftness were the domain of Chaos Storm.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

Mesmers never had Fear on Chaos Armour. The old Chaos Armour applied Regeneration or Protection on hit (casting the skill didn’t grant Protection) and inflicted the same conditions as it does now.

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

What? No. Just no. Confusion is devastating with even moderate to high stacks. Sure 1 stack of confusion doesn’t do much, but that coupled with the damage output of mesmers anyway is just icing on the cake. Buffing confusion damage is just plain silly.

It always amuses me when people believe that a build can be good at both direct and condition damage. Not to mention this isn’t a Mesmer change, it is also an Engineer change.

Really though, if you die because of Confusion from a Power Mesmer (a.k.a. Shatter or Phantasm), you probably deserved to lose.

(edited by Embolism.8106)

Sigil of Nullification

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Posted by: Embolism.8106

Embolism.8106

Not worth it for Mesmers, especially not with MH Sword. Your Clones also strip boons when they use Mind Spike so the boon-stripping potential of MH Sword is already superb.

"Interrupting A Foe" Massive Buff

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Posted by: Embolism.8106

Embolism.8106

I don’t see Condition Builds as lending themselves better to Interrupts at all. I think the idea stems from Chaos Storm being awesome and SoD providing Condition Damage, but the fact is as awesome as Chaos Storm is it’s unreliable as an Interrupt; and with an Interrupt build you need to be precise with when your Interrupts land. As for SoD, if you’re using it for Interrupts you won’t be getting the Condition Damage boost very much anyway so it’s relatively negligible.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

Well, let’s be honest. How many Power builds use the Sceptre, except for Phantasm builds that want that extra OP Phantasm? Okay, Phantasm builds are really popular right now but they’re a dueling gimmick (although it looks as though that may be changing). Shatter builds always use the GS or Staff with the MH Sword.

Making Illusionary Counter a Condition Damage attack would only further serve to shift it away from the Power end (and make it even less desirable: if there are people who use the Sceptre seriously in a Power build I doubt they’d continue now), putting it pretty much right in the middle of the Power – Condition Damage spectrum. Which further reinforces the idea that it’s trying to be everything and is master of nothing.

The only reason that Power and Condition builds use it is because they have no choice: it’s the only MH other than the Sword for Power builds, and it is the only weapon other than the Staff that has some Condition Damage for Condition builds.

And I think the MH Sword actually scales better off Condition Damage than the Sceptre does ATM, simply because Sword Clones are much better at inflicting Bleeding than Sceptre Clones are and Confusion is pretty lacklustre in PvP/WvW.

Improve Confusion Scaling From 7.5% to 10%

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Posted by: Embolism.8106

Embolism.8106

As it is Confusion in PvP and WvW is not exactly weak, but quite often a stack of Confusion doesn’t do much more damage (if not less) than a stack of Bleeding. Given that Bleeding deals damage no matter what while Confusion has further nuances, and also the fact that Confusion is much less readily available than Bleeding; I think it deserves to be a bit better than Bleeding.

So what I’m suggesting is to raise Confusion’s scaling off Condition Damage from 7.5% to 10%. This would make it ~66% of its PvE scaling, instead of 50% it is now.

The Return of the Condi Mesmer?

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Posted by: Embolism.8106

Embolism.8106

AFAIK it appears Torment is only present on one skill each for Necros, Thieves and Mesmers. All the same any move to make the Sceptre a condition damage weapon is a plus in my books, although I think the Ether Bolt chain still needs to output some condition damage. It seems like the buff to Malicious Sceptre is to compensate for this, but really; it doesn’t compensate for the lack of spammable condition application.

Another change I think that may balance this out is to make Sceptre Clones use the entire Ether Bolt chain (with Ether Clone not conjuring another Clone of course) to increase Bleeding application from Sharper Images… or just raise Sceptre Clone RoF.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

You don’t see many stealth-focused builds because these builds are almost always condition builds, which have taken a heavy nerf recently and have become even rarer than they were.

Anet has promised they’re looking into the WoC “nerf” and Sceptre is becoming more desirable as a condition damage weapon. Coupled with the quite substantial buff to Prismatic Understanding we may be seeing a resurgence of 0/20/30/0/20 builds.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

It does seem like Interrupt builds may resurface, but I don’t know. You actually need to interrupt for Interrupt traits to work (just using an Interrupt skill won’t cut it), so Diversion is very unlikely to trigger more than once on each enemy. And if you want to use Imbued Diversion then you’re pretty much locked into 10/0/30/0/30, but then outside of mass interruption (which is highly unreliable as you’re not likely to interrupt everyone at the same time, and since they’d be Dazed subsequent Illusions aren’t going to interrupt anything) what are you going to do for damage and what-not?

I’m a bit disappointed we didn’t see more of our traits tweaked and nothing was merged. There’s quite a few more traits that I feel lack polish (Empowered Illusions for example) and could use a bit of looking into.

scene of crime box dont work

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Posted by: Embolism.8106

Embolism.8106

Hi,

As I was doing the solo-instance “Scene of the Crime” today I mistakenly dropped my Investigation Kit, and since I didn’t realise it was in my inventory I left the instance to be able to re-start it (and in that way, get a new kit). However, now I am unable to re-enter and can’t interact with any of the suspects – blocking any progress. I really want to do these achievements before the new patch hits. What can I do?

Kind regards

Same problem here.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

If your base your logic over bouncing mechanic to say Staff is the superior CD weapon, then yes it is. Without bouncing ? Nope. At least now with the new Chaotic Interruption, we will see a new style of CD mesmer.

+200 CD on Sc is huge. Glamour traits are still very usefull. Sc/P with Sword/T. Traited : Pistol (100 % combo + traited Fury and Bleed), Glamour, Blind on Glamour, Blind of Confusion. Add Torment to it while you swap to Sw/T, iLeap, The Prestige…

Winds of Chaos does bounce. So what’s the point in considering a scenario where it doesn’t bounce when it, well does? And Chaotic Interruption inflicts Blinded, Chilled or Crippled, it doesn’t inflict any damaging condition so in no way can you build a condition damage build around it.

+200 Condition Damage is nowhere near as good as Sharper Images and Deceptive Evasion, you get far more damage out of the former and the latter is required to make use of it. Blinding Befuddlement now has kitten CD and is useless.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

The problem is Malicious Sceptre is a Master Inspiration trait, and the typical Condition build can’t spare that without weakening the Staff; which despite the problem with bouncing attacks is still the superior condition damage weapon.

Unless the Ether Bolt chain deals condition damage I don’t see Malicious Sceptre being worth taking over Deceptive Evasion, Chaotic Dampening or Illusionary Elasticity.

I disagree. I didn’t weaken my staff and still have the scepter trait. ^^ I for sure do not think Deceptive Evasion is needed.

The Staff relies very heavily on maxing out Staff Clones. While Phase Retreat’s CD is short it will still take 15 seconds, instead of 1 second, to create three Staff Clones.

Also, without 15 in Dueling you lose Sharper Images, which is again a huge part of Staff (and also Sceptre for that matter) DPS.

So no, overall you’d just be weakening yourself by moving 10 points in Dueling into Inspiration.

Again, the torment would be a variation on the normal condition build and would be based on just how much damage it actually does.

We know that Torment deals 75% the damage of Bleeding, and double damage when the target is moving. Regardless, 200 Condition Damage and a few seconds shorter CD on two skills is hardly comparable to the incredible amounts of Bleeding you stack through Sharper Images and the supercharged Clone generation of Deceptive Evasion.

I’m not having a go at the Sceptre. The point is you don’t need Malicious Sorcery to use the Sceptre, and overall you’d be better off using the Sceptre without it.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

The problem is Malicious Sceptre is a Master Inspiration trait, and the typical Condition build can’t spare that without weakening the Staff; which despite the problem with bouncing attacks is still the superior condition damage weapon.

Unless the Ether Bolt chain deals condition damage I don’t see Malicious Sceptre being worth taking over Deceptive Evasion, Chaotic Dampening or Illusionary Elasticity.

I disagree. I didn’t weaken my staff and still have the scepter trait. ^^ I for sure do not think Deceptive Evasion is needed.

The Staff relies very heavily on maxing out Staff Clones. While Phase Retreat’s CD is short it will still take 15 seconds, instead of 1 second, to create three Staff Clones.

Also, without 15 in Dueling you lose Sharper Images, which is again a huge part of Staff (and also Sceptre for that matter) DPS.

So no, overall you’d just be weakening yourself by moving 10 points in Dueling into Inspiration.

Next Patch's Rumors

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Posted by: Embolism.8106

Embolism.8106

The problem is Malicious Sceptre is a Master Inspiration trait, and the typical Condition build can’t spare that without weakening the Staff; which despite the problem with bouncing attacks is still the superior condition damage weapon.

Unless the Ether Bolt chain deals condition damage I don’t see Malicious Sceptre being worth taking over Deceptive Evasion, Chaotic Dampening or Illusionary Elasticity.

Speculating on Torment and movement

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Posted by: Embolism.8106

Embolism.8106

Shattered Conditions is actually a very powerful trait, as I recall it removes one condition per Illusion Shattered. That’s three conditions and you have four Shatter skills.

The problem is Shatter builds cannot trait into Inspiration without making heavy sacrifices, so the build that actually works with those skills is excluded.

Exactly. It’s far too deep to make any use of. Put it in the power tree or move it to 20 in healing then it might see some use.

20 Inspiration sounds good. 0/20/0/20/30 is still a viable Shatter build, trading 20% Mind Wrack damage for strong condition cleansing I guess.

Shattered Conditions actually used to be a Master trait, but was switched with Restorative Mantras (then a GM trait) sometime during Beta.

Major bug with Bouncing skills' mechanic

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Posted by: Embolism.8106

Embolism.8106

Thank you so much for acknowledging this issue. Now I know at least we are not forgotten.