I’m not saying a Guardian with a bow is “unrealistic”, just that you’re pretty spoiled. Having a Guardian and a Warrior, you’re flooded with weapons. Play another class and feel that those two have enough weapons.
Mainhand/ Offhand (only)/ Special; Total
Warrior: 7/ 2/ 1; 10
Guardian: 6/ 3/ 2; 10
Ranger: 5/ 3/ 0; 8
Thief: 4/ 0/ 0; 4
Mesmer: 4/ 3/ 0; 7
Necromancer: 4/ 2/ 3; 9
Elementalist: 3/ 1/ 6; 10
Engineer: 2/ 1/ 7; 10
And you seriously ask for the guardian to get another 1200 range weapon set? Thief doesn’t even have one.
Before that, give Mesmers mainhand pistol, bow or mainhand focus.
I’m confused. The cooldown of the torch’s Phantasm is 30 seconds, so it should be reduced to 24 seconds with the trait. What you’re seeing is the reduced cooldown.
I assumed he was talking about Torch trait + IC.
i didn t say its MY build nor thakittens superior.
I said just that for FRACTALS (the thing i played most in the game) you need IC.
Wow … I wonder how I’ve played FotM before … even without IC. Since they moved it. I must be crazy.
Interesting suggestion. But have you thought about … there might be such a feature ingame already? Especially for Spekk’s laboratory ? Just because you didn’t know it, doesn’t mean it doesn’t exist.
TL;DR
talk to the hand … err the golem.
2,000,000 copper coins
= 20,000 silver coins
= 200 gold coins
The achievement doesn’t say 2,000,000 gold coins, but “coins”.
Not a bug.
Superior Runes of the Monk are Runes from AC dungeon, so they’re soulbound. It doesn’t matter where those runes come from. Same with all other dungeon-runes.
@OP
- I never recommend a build which traits different weapon sets at the same time. You always ditch away one of those. Usually I’m not a fan of it anymore, but getting IC might be the better choice here.
- Don’t use Mass Invisibility in Dredge Fractal Bomb part. The dredges will steal the bombs. This part is meant to be zerged to cause repair cost; bad design.
- Don’t use Sigil of Force as Mesmer.
- If you use Signet of inspiration as default skill and have sigil of battle on, better also use Runes of Altruism (at least 2) and Ghost Pepper popper. In a Guardian or Warrior party this might not be needed.
- Learn to use iDisenchanter in some situations.
@Lord Byron
keep your discussion of “superior build” in your threads. Seems like you don’t accept other opinions than your own.
Ok thanks for clearing that up for me guys! One other thing too…When using the torch the trait IX in Domination “Cleansing Conflagration” it is supposed to “Reduce Cooldown of Torch Skills by 20%” though when you choose the trait. The Phantasm skill stays at my cooldown of 24 seconds. Where as the other torch skill goes from 30 seconds to 24 seconds. Would this be from a different trait that cannot stack?
Be sure that you’re talking about actual cool down reductions and not just the tooltip text.
Without much experience:
- Don’t use Sword in WvW; I deals decent damage but to melee in WvW you need locking and high burst, to kill those who want to run away from you. #3-2 + #2 sure seem to fulfill those things, but they’re not enough.
- Don’t use Mantras in PvP (unless it’s a mantra burst build); the recharging kills you if you don’t fnish your target in “one burst”
When I said to use mantras, I mainly means healing one. But since I said to use the charges while sword fighting, it means that it’s not suited for PvP or WvW (see above).
Getting one of the three skills (speed, high jump, long jump) has been implemented as “transformation”. Skill #5 undoes thies “transformation”.
A few patches ago (two months ?) the dev unintentionally implemented a skill-swap-prevention during transformations. The issue has not been solved yet.
To solve your issue, ditch your crystal skills and you can change the #6 ~ #0 skills again.
^
Afair the bug behaves like this:
- Have Glamour [X] in utility slot #7; Have non-glamour [Y] in utility slot #8
- Use Glamour [X]
- Swap non-glamour [Y] with glamour [Z] in utility slot #8
- Glamour [Z] in utility slot #8 will instantly be on cooldown with the same time as the previously used glamour [X] in utility slot #7.
I keep my inventory clean and instantly move the off-hand weapon to a “sorted” place once I swap. But it really is inconvenient. Due to this problem I usually only swap two-handed weapons with two handed weapons and dual weapons with dual weapons.
I also long for the possibility of dual wielding with both of the classes, but it comes with great problems as well. My engineer often uses kits, so “swapping weapons” is a normal thing. If I accidently swap it too often and get attacked, I have the wrong weapon active and may never be able to swap back (you know the huge areas which might never let you go ooC). But well, this is a minor issue and only penalizes misclicks.
The bigger issue would be the technical implementation. Unequipping kits or summoned weapons also use the feature of “weapon swapping”. So the coder would have to differenciate the two kinds of swapping and disable only one.
Buy an ‘invisible’ bag and put all your extra weapons inside of it.
Just try it yourself. Equip a two one-handed weapons and then one two-handed one. Good luck with an ‘invisible’ bag.
I don’t know if Sword is viable in PvP terms, but in PvE it works well.
.#1-1 and #1-2 cause vulnerability, #1-3 is a boon ripper. even clones follow that cycle
.#2 make you almost invulnerable while dealing damage
.#3-1 is a clone skill while #3-2 closes gaps and immobilizies your target.
Sword works great with focus. You get the swiftness (and probably pull), can summon your iWarden, fight next to it and be protected from projectiles – and probably get regeneration.
I got used to fighting with the sword, so I often use it more regular than the GS. The AoE tagging and damage dealing is just great. For mobs which are not meant to be melee-d, switch to GS and cripple the mob away from you.
[ Edit ]
Another peculiar tip would be to use mantras while melee-ing. You charge the mantras between mobs and can use the charges (especially healing) while fighting in melee range. Personally, I combo that with “on heal” runes so I also buff other melee-ing allies.
(edited by Nretep.2564)
Adding an infusion wouldn’t help. Infusing would.
@OP
If you have a “Prototype Fractal Capacitor” it means you still have the exotic one. Its stats are below upgraded green backs.
Be sure to tell us its correct name. Depending on it you may be able to save it or not.
I logged into my lvl26 Warrior this weekend – after not using him since the southsun cove event – and he also had his traits resetted.
No clue when or why, but I could reallocate the points immediatly (well, lvl26).
All “on heal” effects trigger by pressing #6 (except racial skills). Even as mantra mesmer Runes of altruism trigger either on charging the mantra or on using a charge.
But what I tested last days, mixing multiple different runes of altruism doesn’t work. No 5 (/6) stacks of might for me.
Someone posted a similar bug report in the mesmer section. Originally clones spawned with scepters as default. So if you’d spawn one with a non-mesmer weapon, it’d have a scepter. But this seems to have flaws now.
I previously ran a bleeding build (condition build is staff, bleeding build is sharper images). I ran it before condi duration made a difference or IC got moved, but what I learned was
- Direct damage is superior. Especially on buildings you’re more than useless.
- Precision is more important than malice. Malice just scales badly. With 100% rampager (and the new prec/pow/tough trinkets) you reach about 70% crit, even without sigil of accuracy, stacks or food. 66% crit means 2 bleeds from a GS clone’s attack cycle.
- Condition duration is better than malice. While it’s still not known how fractions are calculated with tick-based effects, try to get 20%, 40%, 60% … of condition duration. Like 20 pts in domination (20%), giver’s GS + Sigil of Agony (10% + 10%) and koi cake/ pizza (+40%). But remember than condi duration is limited at + 100%.
- Deceptive Evasion is a must. Condi builds always ramp, but as mesmer you need to start the ramp asap. GS#2, GS#4, dodge. And Dodge as soon as a clone dies or you shatter.
- Try to not shatter. When GS#2 and GS#4 are recharged, shatter and instantly summon three illusions again. Mirror Images help alot.
- Secondary set “should” be sword/focus. cSword has the same hit frequency as cGS, but they’re melee range, focus has the highest hig frequency of all phants. 12 hits * 70% crit = 8.4 bleeds.
- While you’re not a zerker, you have as much toughness and vitality (that’s why I like the new trinkets)
- IC and GS traits are not necessary, you have Vigor and DE.
- In a party with other condition players, you’re useless
- On Dredge fractal’s endboss, you’re useless
- You have to fight single targets only (fate of Mesmer, but especially on bleeding one)
- Condition removing or transferring mobs are difficult.
Sharper Images feels strong, but doesn’t impact the total damage by phants except for iDuelist and iWarden.
Those + 250 malice sure help bleeding, but so does + 10% (/+ 20%) bleeding duration. But + 100 (/+ 200) power are more useful than + 25% shatter recharge (for phant builds).
So the difference would then be (-20% CD vs + 15% + 100 Power) on Focus or Pistol (not “and”). Assuming you’d use GS or Staff, the Domination version would win. Here again, it’s mainly personal choice but you’re still comparing 25 pts to 10 pts.
In my build instead, I go for 30 Dueling for higher critchance (comparable to -20% CD on summoning) and 30 in inspiration for the focus trait (better than IC in terms of focus).
In my eyes getting 25 pts into illusions or 10 (/20) into domination should be personal preferance. The damage output should be comparable, but (imo) the domination one wins as soon as you fight non-crit mobs (world bosses), buildings or when you already have 3 phants out.
^
Right, I mistyped 192 to 162, but calculated correctly. If your guild does not perform all guild missions guest at others. That’s what the multi-guild system is for.
100 Fractal Relics = lvl 26 run (incl lvl20 daily) … the most common one. You can get more of less ofc.
Even if you say Ascended takes so much time to buy from laurels (original issue), take the same time.
Laurels → ~6 months = ~180d
highFotM → ~160d
lowFotM → ~148d
Guild → 32w = ~224d
Getting a weapon of the mist uses 1500 orichalcum ores and 250 ectos. Assuming you’d gather 20 ori ore per day, you’d also have to invest 75d of gather … just for a single weapon for a single character. Given you want to equip all of them with 2 weapons, it’d take 1200d simply for the orichalcums.
i don t think that “bunker” and “PvE” can coexist in any profession but guardian (and even guard is often better as zerker).
At least in current meta.
Then rephrase it to “Phantasmal damage” build.
It sure is legit in PvE. Summon your Phants; try to not use clones (try to avoid DE); add direct damage from yourself; wear mainly berserk gear.
And there, +15% illusion damage should be as good as -20% CD. Sure, -20% is stronger than +15%, but you still deal your damage sooner. And for open world, you might kill your mob with fewer phants → faster.
Equipping eight characters with full ascended trinkets:
16 Rings —> 160 highTokens FotM —> 160 days of bad luck (assuming you only go once per day)
8 Amulets —> 240 Laurels —> 6 months of daily/ monthly
8 Backpieces —> 14,800 lowTokens FotM —> 148 days (assuming you only go once per day)
16 Accessories —> 162 Guild Commendations —> 32 weeks of guild missions
so … you need 2.5y ? I think 32w are enough.
And please … do not say ascended is hard to get. There are many more exotics which are harder to get. Those are soulbound as well. Not even mentioning legendaries …
The system is fine the way it is.
try hitting it without killing it … you may fail the event, but get the achievement
so … get a lvl10 white weapon
worked 4/4 times for me.
PvE
0/20/0/25/25is the best adaptation imho.
At least for dungeons and fotms
For a PvE Bunker build, I’d prefer +15% damage (domination) over -20% recharge (illusion). The line’s passive stats are better as well.
Base: 10/15/0/25/0 +20
Mantra: 10/20/0/25/0 +15
Mantra + Focus: 10/20/0/30/0 +10
You could buy one set and use them for all your toons if you wanted. I have 8 characters and I am currently buying the pieces one by one for each and it’s taking quite a long time.
Why not do this for all equips then ? Why not make transmuting for free ?
I don’t really see the issue.
You can select everything in time, so why would it matter if you selected the “wrong” item now?
as currently known, you can only select 2 of 19. Choosing a single one wrong, is actually horrible (if you like those skins).
Isn’t that the same thing? What is the difference between faster recharge and cooldown reduction then? I was was looking at the tooltip where cooldown is listed next to cast time in the top right corner.
So …
+100% recharge rate
and
-100% CD
is the same for you ?
They are acc bound afaik. They turn soulbound when you equip them.
A ticket system would be awesome.
this wouldn’t work … right now you choose a skin and can recollect that skin infinite times. If you’d get a ticket, you’d only get a single one.
Relax dude, I’m not trying to compete with your build.
A) Then don’t. I just compliment my evasion with tanky gear and live a lot longer.
B) 400 Toughness is not that bad?
C) That was to be a remark from the reader, not myself.
D) I’m not going to answer any more of these, because you’re starting to not make sense. Except for the sigils, which I just threw on there.Besides, you’re completely missing the point. You don’t go with a Mantra build if you’re looking for damage. This is clearly a defensive spec. So, in truth, your build probably doesn’t have as much in common as you thought with mine. You don’t even stealth.
I’m not comparing your build(‘s effectiviy) to mine(’s). Just meant that I know about several features since I’m running a similar one.
- I just meant that your build deals no damage at all. You collect boons … for what ? Sharing them with the signet ? then you should probably trait signets (Domination 10) and stack more boon duration (runes). Your build is designed to collect boons, tank and bit aoe heal, so it’s a 70% survival + 30% heal build. Is thakittens intended path ? Like a support guardian, you will not be able to kill anything alone.
- I don’t find 400 toughness attractive enough over phantasmal fury or far reaching manipulations. Unless you’re using MoP as auto-attack (ctrl + right mouse). For survival you could also use Desperate decoy or Blade training, basically almost anything but protected mantras.
- misunderstood it, but yeah, you tried to format it as a “if you don’t like …”
- better check the wiki if you do not believe me. You’re using 3 sigils with cool downs …
- as I said … instead I traited mantra CD and precision (for perm vigor). I don’t need to stealth to survive, though boons would be nice to have, but for me not for 30 points.
Wow … even pyro didn’t know this.
No, this is as intended. The points in illusion line don’t say “reduced cooldown by 1%” but “increases recharge by 1%”. +100% recharge does not mean 0% CD, but 50% CD.
Xenoheresy’s calculation is right.
15s / (1 + 30%) = 11.538s
either start with
0/5/0/0/0
or
10/0/0/0/0
but remember that you get trait resets at lvl40 and lvl 60. For leveling purposes, you can also put 5 points into chaos, it’s pretty effective at the beginning.
At lvl40 go
10/20/0/0/0
30/30/0/0/0 +10
additional charge from Domination GM, additional 4% damage for each mantra from Dueling GM.
fill all your slots with mantras, use GS or sword (power weap).
And have fun to play with a sword of damocles above your head.
Unfortunately the bazaar is not a city since it has mobs and dynamic events. Fortunately this issue is limited. Once you have all those crystals, you’re done. No need to continuously jump and fall. And as compensation you received several golds from APs. So I see no problem there (for now).
But instead I’d rather like to see a skill everyone gets. Cast 10s (fully interruptable, like downed heal), CD 2 mins, “teleport to lions arc/ your home city”.
And additionally to that, I’d also like to see waypoints between cities should be free as well. There are asuran portals, so given 3 loading screens you’re there, too. Just shorten it to a single one.
In the bazaar section an official mentioned that Adnul actually is “a bit too mean”. He said that they’ll look into it, while keeping him “difficult”.
In a coordinated party multiple necros could multiply the bleeding stacks on a boss a few times (without capping). The first one uses epidemic on the boss and the other necro(s) use it on the minion to multiply back to the boss. Without capping that’d be very, very awkward and ofc overpowered.
so…you wont run 5 necro`s?
this is what i had in mind op to say the least.
to let chain epidemics do direct dmg is crazy.but after you said some tweaks here and there im more willing to accept your idea and only for intensity not for the duration stacking.
also keep in mind you can spike something like 30k with blood is power-x2 enfeebling blood if you invest in duration,just one example.impact on game balance is something to keep in mind if you tweak this and tweak that.
the devs will not be ok with a solution that create a lot of balance problems.
If you were talking about epidemic, say so. Everyone (including me) thought you were saying that necros damage output is OP and only acceptable due to bleed capping. It’s not necromancers, but epidemic.
Let’s looking at your initial suggestion with a 5 man coordinated necro party:
They cause 20 bleeds (for other suggestions I use 20 instead of 25), the wounded debuff didn’t appear yet. One uses epidemic on the boss and 4 use epidemic on the minions. Suddenly the boss is faced with 4×20 bleeding stacks. 5 are used for the wounded debuff, 95 remain. I still didn’t get your exact suggestion, but I assume those 95 still cause somewhat damage. 95 bleeding stacks ……….
Now drakes suggestion as “replace the weakest bleeding with direct damage”:
Well, the boss gets the 95 bleedings and replaces the weakest 95 ones with direct damage, dealing like 71,250 instant damage (with 5 man; 150dmg/tick, 5s) to the boss.
My suggestion is pretty much the same as drakes in this example. It’d only change for uncoordinates groups (like bossing) since the bleed counter would continuously reset from 25 to 0 and run up again. So you’d have to time your first epidemic close to 25 and hope noone else bleeded the minions before. If you’re a bit too late or the minion has bleedings you end up having no/ low bleedings on the minion.
PvE speaking:
Well, I once went the rampagers way especially for Sharper images. Passive 70% crtchance including almost 100% uptime of vigor. But well, alot bleedings mesmerize your evaluation ability … you think you’re dealing alot damage. The trait lets clones deal quite the damage, but you’ll sacrifice your phantasms and your defense for it.
You’d have to gear and trait especially for running a SI build. High critchance, high malice, additional condition duration would be required. And the hardest part would be the phantasm restriction … All phants would lower your damage. You need to focus on cSword, cGS, iWarden and/or iDuelist. cStaff might work due to condition damage, but wouldn’t help your SI.
And once you have this build, fight buildings or crit-immune world bosses.
Well, your build has some similarities with mine. Except I use the Dueling line instead of PU. In PvE I don’t like stealthing, but I haven’t tested PU yet.
So compared to you, I use Focus offhand and a “random” skill instead of decoy.
But well, to your build
- I don’t like to go full defense with the equip. Mesmer is not the damaging class, but an evasion one. So you shouldn’t neglet all of your damage from equipment … unless you intent to be mainly a healer/ buffer for your party.
- Protected mantras … is just bad. Get far reaching manipulation for blink or phantasmal fury
- Deceptive Evasion … you said you don’t like it, but have it in your traits. Better go for reduced mantra CDs there. It really helps healing mantra, but makes it faster than Dwayna runes (btw, their CD is more like 15s, not 10)
- reduced damage from illusions. I really wonder … don’t you intend to evade attacks? You stack up toughness and vitality, reduced damage … but then you’re a mesmer with stealth build. I assume that’s because you wanna go WvW. In dungeons you’re supposed to be able to dodge, especially when you go for stealth build.
- Sigils … you use three sigils with cooldowns … Do you know that those block each other ? I know, two of them are on weaponswap, but once the sigil of water triggers, it’s unlikely that the sigil of engery in the second weaponset triggers … ever … and that’s the most expensive one.
In a coordinated party multiple necros could multiply the bleeding stacks on a boss a few times (without capping). The first one uses epidemic on the boss and the other necro(s) use it on the minion to multiply back to the boss. Without capping that’d be very, very awkward and ofc overpowered.
But the problem is the skill itsself. Copying all conditions to multiple foes with a short CD is too strong. Using my suggestion “a full 25 bleed will turn into its direct damage” would surely restrict this possibility. Not completely forbid it, but drastically limit it. Both other suggestions (condition debuff increasing incoming condi dmg; only overflowing bleedings deal direct damage) would horribly boost epidemic.
While I also love the general concept of the skill, it’s still too strong. I’d probably limit the transferable conditions to 5 bleedings (5 vul, 6s burning, 12s poison) while keeping the rest of its mechanics.
I suppose there’s not official word “zerg” in your dictionary, is there?
It’s a term of another game … maybe wrong to use it due to … politeness ?
wow … not only stof exactly rephared what I said, now Subrus did the same while refering to the copy of my suggestion …
@cottage
you seem to not understand any suggestion but your own. And you seem to overestimate bleeding damage alot. Just because you see alot numbers is doesn’t mean that you’re dealing much damage.
Even a necro skill with 10s bleed (+condi dur), 3 stacks at once, dealing 150 dmg per tick, hitting multiple targets, still only deals 4500 damage per target. Warriors deal the same amount of damage (per recharge) with autoattack. But they also use skills (100blade) which deal 5k damage within 2s instead of 10s. And necros’ scepter’s autoattack is not AoE.
Basically in PvE conditions (exc poison) always lose to direct damage. Direct damage scales to easily with zerker gear (pow, prec and crtdmg), while condition damage only scales by malice and condi duration, and you can’t have both in the same gear.
Think of a skin transmutation to be like a sigil/ rune/ infusion. Do not use it with items you want to refine …
I think that is basically what Nretep was suggesting. The problem I see there is that it could result in extreme damage spikes once the stack caps are filled, especially with Burning, which has very high damage numbers when full duration. It might be more reasonable to instead calculate the remaining damage from the stack that has the least duration remaining on it, then drop that stack (the one with least remaining duration) and deal that stack’s remaining pro-rated damage all at once.
It was what I’ve been suggesting, indeed.
Here, your reasoning isn’t correct. While it would actually deal spiking damage once in a while it would only do that at the exact moment of the replacement. The raw damage per second remains the same as when no limit would exist (givien infinite time). The damage output would just be a bit sooner. I wouldn’t think that’d cause problems. You’re either outnumbering the boss and the spike pops every 2s and it’s comparable to having no cap or you’re barely hitting the cap (in a 5 man party) and you barely get any spikes. The high HP of the mobs (which last 25 stacks) evens the sudden spikes out.
Making “only replace the first bleed with instant damage” wouldn’t make much difference. Basically the same in another order. But here you don’t seem to want it to hit the cap like in my suggestion. It’d especially create problems due to priorization of conditions. Imagine 3 sources of burning with different malice numbers. High, mid and low. While the high one ticks in general due to priorization. The low one will tick due to replacement. The mid one would barely tick … or at least as the last.
I dunno if bleed-replacing also follows the “replace the weakest”-rule. If yes, it’d cause the same problems.
you only get one chest per day
The problem lays in crediting …
The general “replace 25s of bleeding into [deep wound]” has been suggested multiple times before. And the general three problems are:
- How do you get credited for inflicting bleed? Your bleed disappears, deep wound appears, but whose condition is it?
- What’s the damage of deep wound? Everyone has different condition damage, so which to choose? a fixed one ?
- What duration will the new condition have? Same as condition damage …
If I understand you correctly, instead of replacing the 25 stacks of bleed, you want to create a new status, which is active when you have 25 bleedings (30s burned, 60s poisoned) and during that time conditions deal more damage. But this doesn’t change the unfairness of the limit or the server stress on calculating tick based effects 25 times a second. It would just increase the damage a bit when you’re in a zerg.
What conditions need is more damage in PvE, not additional damage when you’re zerging a high hp boss. And for bosses they’d need to cut the limit so anyone can inflict his/ her bleeding without being replaced by the “stronger one”. I know … those limits are for server performance, so it’s rather a technical limit than a design one.
I’d rather suggest that once you stacked up 25 bleeds, their damage will be applied instantly. Meaning … you applied a 10s bleed with 100 dmg/tick, someone filled the stack to 25 and your bleeding will be turned into instant 1000 damage instead of ticking. Same can be done with poison and burning. This will not only improve condition builds, but also be quite effective with stacking parties. It’d solve both problems when you manage to stack up to the limit.
it’s not an omnipotent teleport skill (as in beta). It can only teleport you where you would walk by only pressing W. (Sometimes not even that).
I’d like to see both instances back in the game (as well as SAB and similar). Just reward everyone with 60 tokens of a random other dungeon (not choose one, but randomize it each time you finish it).
I liked them both. AR surely was more difficult. MF was rather a “run through” instance without obstacle but the final boss(es).