Showing Posts For Nretep.2564:

A few GUI suggestions

in Suggestions

Posted by: Nretep.2564

Nretep.2564

M1) no need, you can use portals both ways. It’s not actually entrance/ exit. Instead it needs a timer and a range indicator after you laid the entrance.

M2) That’s why subtitles always have a fill color and a border color. ANet prefers to keep it easy … We’re just mesmers … we deserve it.

Nearly Completed but impossible to complete

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Maybe you can complete this achievement if you find a friend who names himself “Aetherblade Assassin” and kill him in PvP/ WvW
;)

Since the system shows you the “charm” action for other rangers’ pets when they’re still named juvenile.

Would be worthy to test for the Giant slayer achievement …

Shadow Trap Timer

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Portal Entrance needs a timer and a range indicator. I know it’s not a 1 min fix, but with 90s CD it deserves such.

Please include targets range

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Well, I’d still see the distance to the target as numbers.
Mesmers’ GS (Rangers’ LB) deal more damage the further you are away, I’d like to see the actual distance.

But yeah, generally there’s a red bar.

Can't AoE loot

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

the AoE loot is only possible if there’s no other [F] option (like loot, revive, talk or so).
Basically you have to stand close to loot-able corpses, but far enough to not “directly” loot them, just press F.

Another option would be to bind a key to aoe loot.

Mesmer and Elementalist Teleportation

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Posted by: Nretep.2564

Nretep.2564

key phrase “walkable path”
what you showed, is not one.

Lightning pull

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Posted by: Nretep.2564

Nretep.2564

Even if your GT skill gets replaced with a direct one, once you stepped in the area, but if you wait there for ~6s then you get your GT skill back. Then you could jump manually.

Load times still horrendous

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Posted by: Nretep.2564

Nretep.2564

Better defrag your disk (non-SSD) once in a while.
If it doesn’t help, get a faster one (SSD).

Loading screens come from your HDD, not from your server connection.

Speedy Reader not working

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

Well, it’s in the new achievement menu since yesterday.

You have two class buffs, what would they be.

in Mesmer

Posted by: Nretep.2564

Nretep.2564

Transforming attacks into boons is somewhat the chaos armor does. Except it doesn’t negate the attack itsself. I still prefer my reflecting Curtain

Cutting iWarden reflecting would surely harm it. Its damage is nice to have, but its anti-projectile features make it more worthy. You still have iZerker for damage and cripple, and TC for pulling together. I’d prefer having it ground targeted.

A question of clones.

in Mesmer

Posted by: Nretep.2564

Nretep.2564

“on death” triggers on:

  • foes’ attacks
  • target lost
  • being replaced

And does not trigger on:

  • being shattered

% damage and condition

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

no
15 chars……….

Another patch = Another mesmer nerf !

in Mesmer

Posted by: Nretep.2564

Nretep.2564

All classes (except Warrior) got nerfed … don’t complain.

Making a skill triggering on being hit (not as block) was a design flaw to begin with. Mesmers live by not getting hit.

[ Edit ]
@Ryuujin
https://www.guildwars2.com/en/news/july-9-content-release-notes/

[Bug List] Bugged Skills and Traits

in Mesmer

Posted by: Nretep.2564

Nretep.2564

@Elidath
Looking at today’s patch notes …
I shouldn’t have said that they’d need to change ChaosArmor’s tooltip to indicate that it also grants protection (next to actual chaos armor). They fixed that issue … not the tooltip, but the fact that the manual skill grants protection.
This makes the skill even more pointless for those who can dodge …

Thx ANet … but well … all classes exc warriors got nerfed this patch, not just mesmers

Bonus Chest for MAW lvl 40+ only?

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Posted by: Nretep.2564

Nretep.2564

personal reward level (PRL) lvl 37 in a lvl30+ fractal will receive a lvl 30 chest.
Otherwise the PRL wouldn’t make any sense. Go into lvl30 with a PRL1 char and get a lvl 30 chest ? no.

Mantra of pain

in Mesmer

Posted by: Nretep.2564

Nretep.2564

@OP
As direct answer, it’s the secondary. A precharged damaging spell. Skills with passive abilities are signets.

As a stand-alone skill it can only be a slight burst ability. Precharge it and unlesh the damage while doing everything else. You can use the charges all the time.

As naphack implied, its true abilities lie in its short recharge in combination with mantra traits, mainly Restorative Mantras (Inspiration X), secondary Empowering Mantras (Dueling XI).
In PvP as mantra burst mesmer, it’s an essential power source.

Weapons with the fastest attack speed?

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

Try guardians hammer.

Allow Blink to bridge gaps

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Do not mix jumps and teleports. Jumps have an animation and most likely a casttime.

But yeah, I’d also see blink to work on “jumpable” gaps. Jumps may reach farther.
But even there, I’d prefer the circle to be red when you can’t teleport there, so you don’t try and go in CD.

Sending karma

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Originally the karma currency were meant to be the only character-bound currency. So you couldn’t transfer progress from one character to another. The concept was ok, but there’s barely anything worthy of getting with karma.

But they implemented the orrian boxes, which can somewhat transfer karma between account characters.

Fotm, no daily chest/progression (video)

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

Well, some odd things happened in your video.

  • For yourself, there’s no proof you didn’t run a lvl20 fractal before. You not getting a chest might be legit. Especially since the timezones and the reset times vary.
  • You didn’t finish the dungeon. Why ? You got moved out before 5 ppl said so and the parties progression level didn’t go to 21 when you re-entered the lab. That means others might have pressed “leave to lab” instead of the OK button. That also prevent them from personal progression.

[ Preedit ]
Looking again at it … it was worse than what I previously assumed.
As I said, your party didn’t complete jade maw. But instead of waiting for the daily chest to appear and accepting to go back into the lab, someone pressed "go back to the lab and in your video it clearly states that you will lose progress when you accept. Also, it’s enough for 3 players to accept it.

As coehl said … someone in the party trolled you by leaving and at least 2 others (including you) blindly accepted the dialogue.

Cannot change skills when transformed.

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

Known issue, will be looked after.

Phantasmal Warden Issues

in Mesmer

Posted by: Nretep.2564

Nretep.2564

iWarden will move if he loses LoS. This includes little bumps and hills. Use this knowledge to your advantage.

How can you use this when you can’t controll the targets movement? or where the iWarden spawns?

Also, if he does lose LoS, he won’t start attacking until he gets LoS AND is melee range of his targeted opponent.

no. It does mot to get LoS, but still think it’s a 900 ranged phantasm. So it’ll most likely go around the corner, stay there and start attacking the corner.
If the target it that …. well … and hide behind a corner, the iWarden will hit it.

Phantasmal Warden Issues

in Mesmer

Posted by: Nretep.2564

Nretep.2564

iWarden has some issues I’d like to see fixed one day, yeah.

The range issue looks like a bug. I hope they reduce its “believing” range to its actual range one day. That’d be the main fix. So before it initiates its attack, it checks and corrects its distance. Pretty much like it does now, just with the right numbers.

I’d not like to see it act like iZerker or iSwordsman, attacking and then keeping its distance. The iWarden’s purpose to be a bit defensive for your party, not have a survival instinct.

Another issue is its spawning location. The system checks where the most space is for it to summon, meaning where it hits the least targets in a mob. It’s a pretty counterproductive feature. Of course, I don’t expect a feature “auto-hit the mobs targets in that area”, but keeping it random or ground targeted would dractically improve that … malfunction. Making it GT would also improve its anti-projectile functioning, but would need some tweaks with the “follow target” fix from above.

To fix those issues it could be done like that:

  1. Groundtargeted skill; iWarden summons at circle
  2. iWardens personal target is the players target (like currently).
  3. once summoned, it starts attacking (after the general phantasm delay)
  4. during its CD it does nothing
  5. right before its second (and following) attack, it checks and corrects its distance to the target
  6. starts attacking
  7. goto #4.

another fix would be to make ground-targeted and make its “believing” range 999999, so it wouldn’t move at all.

Changes to Armor/Toughness that will benefit

in Suggestions

Posted by: Nretep.2564

Nretep.2564

- Toughness is not supposed to reduce condition damage.
- There shouldn’t be a stat which reduces incoming critical damage.
- Reducing incoming critical chance would require an additional basestat; it doesn’t fit to any of the currently present ones.
- do not nerf boons, they are balanced. Don’t ask for armor being stronger and more punishing for low armor classes at once.

Guardian: Symbol of Swiftness stacking bug, or working as intended?

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

It’s not an issue with being “groundtargeted”, it’s a matter with “can be used multiple times”. Mesmers Chaos Storm is different since it applies random buffs.

Imagine Guardians Symbol would actually stack 8s swiftness duration. It lasts 4s and triggers swiftness on its initial cast, meaning 5 ticks. So you’d cast it on yourself and wait the 4s and you’d have (5×8s =) 40s swiftness. Seems fair.

Now the same with mesmer’s temporal curtain. lasts 4s, you can run through it like 4 times, granting (4×12s =) 48s swiftness. Seems fair.

Boons do note their source (player), but not their skill source. Right now developers can’t make the skill check if part of the swiftness was applied from the skill already, so instead they disabled stacking if there’s swiftness present.

A short, implement-able and acceptable (for now) fix would be to check the current swiftness duration and set it to the skills value, it it was below. Meaning 40s + TC = 40s swiftness; 10s swiftness + TC = 12s swiftness; 1s swiftness + TC = 12s swiftness. (same with guardian’s symbol).

Mesmer stealth

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Posted by: Nretep.2564

Nretep.2564

A recent post in mesmers bugthread listed this. But he tested it and it actually keeps you stealthed, it just unstealths you at your client. For others you’re still invisible

[Bug List] Bugged Skills and Traits

in Mesmer

Posted by: Nretep.2564

Nretep.2564

@iDisenchanter
Confirmed wrong localization ~11h ago. Not sure if it belongs here, but well. In a german client the skill’s name is ~“iEntzauberer” (as supposed), but its description is in english.

@iWarden
its range and following range is like traited iDuelist, so it’s very unlikely to be intended. If the iWardens target moves too far away, the iWarden follows at ~900 range, stand there and starts his attack (when CD is over). I don’t think it’s intended. Either make him not follow at all (not even around corners), or make him follow at his actual range (not while attacking ofc).

Multiple Trait trees

in Suggestions

Posted by: Nretep.2564

Nretep.2564

No, it’s different. If I want to “do better at JPs” is a wish, not a necessity. If you are underwater, you’re forced to change your playstyle. Your build’s skills and weapons are disabled.

If they’d allow me to use the focus underwater and allow me to blink, I wouldn’t need to change the traits.

Imagine a PvP map with two players with the current system. One traited for underwater combat, one for normal. The first one disappears and waits underwater, the second one waits in the middle of his footings. No time limit.

Since your equipment is the same, it’s not like you completely change a person, but the playstyle sure changes. So should the traits. Maybe limit the distinction of normal <> underwater can be limited to the choice of major traits, so the points in each line is the same, but it can’t be that several traits do completely nothing underwater because the game cuts your possibilities.

Multiple Trait trees

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Why would you change traits when you moved underwater? All it does is change your weapons and available skills, and it doesn’t break combat or alter the game. If a fight spills underwater, as it often will in PvP, it would be very strange to have your loadout and traits change just because you dropped underwater. Hell, you could slip in and out of the water to switch your traits back and forth like crazy. Given what some of those traits do, that’s a pretty hectic change. Switching trait builds would be an out-of-combat action, for basic balance reasons, having an automatic switch take place just because you get wet is… silly? I don’t mean that in an insulting way, it just doesn’t make any sense.

To name a few of my characters’ traits/ builds:

  • Mesmer with traited focus and blink (and others with greatsword)
  • Well Necromancer
  • ElixirGun/ Flamethrower Engineer (or Turrets)
  • Symbol Guardian
  • Bow/ Axe Ranger
  • Staff Elementalist

Yeah, just because “you get wet”.

If you actively switch traits in fights (as good ppl do), you realize that almost none of the weapon traits make sense underwater. Do you think anyone would put a weapon trait only for underwater weapon into his/her default trait setup? Or all groundtargeted skills are lost. Imagine you’d put all your traits into a group of spells (like well necro) and once you are underwater all traits simply do nothing?

(edited by Nretep.2564)

Multiple Trait trees

in Suggestions

Posted by: Nretep.2564

Nretep.2564

Has been suggested before … about once a month or so.

And to clarify,
Instead of just making a distinction between PvE, PvP and WvW they should make for underwater and normal as well. So a single character would have 6 different trait builds and skill slots.
Right now they have 2 different trait builds and 4 different skill slots … weird.

Shatter Skill Recharge rate is wrong

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

^
except that you wrote 10.5s. You wrote the right calculation but your result is wrong. It should be 11.538s

Generally, you don’t shorten the CD by 30% but increase the rate by 30%. Seems the same, but it’s not. Easiest to compare would be 100%. shorten CD by 100% would make it 0s. Double the recharge would half the CD → 7.5s

The calculation (as Sut said) is either [1/((1/15s)*(1+ 30%)) ] or shorter [ 15s / (1 + 30%) ].

Condition Duration Reduction help?

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

Just to add to what Nretep is saying though, conditions that ‘tick’ damage on the second (e.g. poison) any fraction of a second left you won’t take damage (or do damage if it’s your condition you put on someone else). So in the case of the 3.5 seconds the last 0.5 seconds you wouldn’t take any more damage than a 3 second poison duration.

So while not rounding (the effect is still there), in the case of the damage ticks like poision, burning, partial seconds don’t do anything damage wise.

The exact mechanics of fractions on ticking based conditions (/boons) is know known (yet). Well, not known for players, that is.

There are two different theories (, I know):

  • As you explained. It only ticks on certain intervals, all fractions will not tick at all.
  • An internal tick counter starts when a first time-tick based effects lands upon you. Each tick of this tickcounter will then apply effects for each tick-based condition (/boon).
    Example:
    -Target has no time-tick based effect before t=0.
    -At t=0 you inflict a 5sec bleeding, the tickcounter starts at t=0, ticking at t=1;2;3;4;5 (…)
    -You inflict a 0.5s burning at t=1.1, it voids at t=1.6; no tick from ticker here; no effect.
    -You inflict a 0.5s torment at t=2.9, ticker ticks at t=3; torment applied, even with 0.5s condition duration.

PS: I didn’t use poison as example, since it has a secondary effect.

Skill recharge times

in Suggestions

Posted by: Nretep.2564

Nretep.2564

TimeWarp lasts 10s and has a 210s recharge.

I don’t get your point.

[Bug List] Bugged Skills and Traits

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Posted by: Nretep.2564

Nretep.2564

Yeah some are not really bugs, but ignored lacks. I thought they might need clarifications from developers (that it’s what they intended).

@iDisenchanter
I usually run the client in english (while being german), but in my guild ppl have been complaining. I confirmed the issue with the “online-interface-language-swap” (right ctrl). But that was a bit after the last big patch, haven’t checked if one of the latest “fix patches” fixed it. I’ll try to remember when I’m at home again – if noone confirms it before that.

@Signet
Well, I missed the intended decrease, just the “works upon summoning”.

@ChaosArmor
If this is intended … but then Mesmer’s [Chaos Armor] skill’s tooltip needs to be changed to something like “Grants Chaos armor and Protection”.

@generally from my post
Most of those were not from myself. They included abilities I usually don’t use. They were taken from the previous thread of latest forum threads, so I’m not 100% sure that they haven’t been fixed already (like explained in localization of iDisenchanter)

Condition Duration Reduction help?

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

The game does not round.

65% critical chance will not be rounded to 50%, it’ll be 65 out of 100.
65% critical damage will still be 65% additional damage on a crit, 65 per 100 basedmg.

If you get hit a condition, which originally lasts 10s, and you have 65% condition protection, the condition will last 3.5s (= 10s x (1 – 65%)). No rounding.
The calculation changes if the source has bonus condition duration, but there is no rounding.

If the skill has 10s base duration, the source bonus 50% duration and the destination -65% condition duration, the duration will last 8.5s (10s x (1 + 50% – 65%)). No rounding.

PS:
formatting really hurts when a “+” is a formatting initiator …

Weapon swap sigils still not proccing

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

Yes, I am aware that weapon swap sigils have internal cool-downs, SoI’s being 9 seconds, but the sigil will sometimes not activate even if I had not swapped to the weapon that has it equipped in a few minutes. In these situations, where I had not used the equipped weapon in several minutes, the sigil is supposed to activate immediately on weapon swap while in combat. It just plain doesn’t, sometimes.

But are you aware that all sigils share cooldowns? Not just weapon swap. If you have a Sigil of Fire in your weapon, it triggers and causes a CD, the weaponswap of the other weapon can’t be triggered.

Also, the only time the sigil works properly is when attacking static objects like target practice dummies and doors (which are immune to critical hits anyway). The issue only occurs when fighting actual foes.

Sounds like you have a “on crit” sigil on your other weapon, which triggers cooldowns.

Game keeps freezings

in Bugs: Game, Forum, Website

Posted by: Nretep.2564

Nretep.2564

Sounds like a Tech Issue not a bug.

Keep your PC clean (dust) and watch the components’ temperature. You could also try to update some drivers.

[Bug List] Bugged Skills and Traits

in Mesmer

Posted by: Nretep.2564

Nretep.2564

Thanks for taking up the job, Pyro, but you should’ve reserved like two more postings. The TS of the last thread complained about the maximum post length …

Link to previous Mesmer Bug Thread

I’d like to add to this thread:
Focus

  • Temporal Curtain with Reflecting Focus doesn’t increase its height, making it only reflect ground projectiles
  • Temporal Curtain keeps its combo ability even after using Into the Void (?)
  • iWarden follows its target at ~900 range but only has ~130.

Feedback

  • The skill’s bubble is to small to help against some mobs.

Mimic

  • The skill’s tooltip does not reflect what the skill does (?)

Illusion of Life

  • Unlike other classes’ revival skills IoL does not work on NPCs

Phantasmal Disenchanter

  • German tooltip is english (still ?)

Signet of Illusions

  • The HP boost has been reduced to 50% from 200% (, intended?)

Polymorph Tuna

  • Skill is visually crossed out underwater, but still selectable

General

  • Clones to not wear offhand weapons
  • Combo-ed chaos armor is not chaos armor from mesmer

Anyone knows if there’re other bugs with Illusion of Life about not removing its debuff?

Nretep

What if DE was moved to Grandmaster

in Mesmer

Posted by: Nretep.2564

Nretep.2564

^
You might be right about this, but …

  • If you put all shatter related abilities into a single trait line, you can only choose three of them. So you need to put related trated into multiple lines – like Mantras in Domination Grandmaster, Dueling Adept, Master and Grandmaster and Inspiration Master.
  • Precision and Critical damage sure benefit shatters

What Utilities for Open World PvE?

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Posted by: Nretep.2564

Nretep.2564

Mesmer current status

in Mesmer

Posted by: Nretep.2564

Nretep.2564

  • No
  • Yes (Yes and Medium)
  • Yes

What if DE was moved to Grandmaster

in Mesmer

Posted by: Nretep.2564

Nretep.2564

@jportell
yes, of course it’d hurt builds. But if you’d move all traits into grandmaster, you’d hurt anyone as well. The question would be “what to move into master instead”. probably furious interruptions … better for interrupt builds, or “empowering mantras”, better for mantra burst builds.
But I understand that DE is essential for some builds … but then follows what carighan said … why are some traits so essential for mesmers? instead of just enhancing builds, it completely changes them …

@carighan
I wouldn’t like DE as minor trait now. I want an option to turn it off versus some bosses. (currently I rather activate it versus some)

When removing all those abilities would occur, it’d dractically affect all mesmers. I mean the -CDs … not much. But reflecting focus and deceptive evasion would change alot. For DE they’d need to implement/ change other things to increase the clone spawn.

As for your suggestion … well sounds somewhat ok, but to go one step further … If the clone is killed within those 3s of lifetime, it sound deal quite the damage to the killer (additional to its normal “on death” abilities) OR it should stun the attacker for 2s (like dredge fractals’ preboss’ block).

Using bloodlust and battle sigil

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

All sigils share cooldown. So if your sigil of battle triggers, your sigil of fire can’t trigger anymore (for 9s).

Transfering Rune of Divinity

in Players Helping Players

Posted by: Nretep.2564

Nretep.2564

Be sure to not try transmuting it to a NPC bought equip. Most merchant equip is not salvage-able anymore …

Expensive runes cause expensive maintenance …

What if DE was moved to Grandmaster

in Mesmer

Posted by: Nretep.2564

Nretep.2564

I got 30 in dueling but didn’t choose DE (anymore).

DE is a very powerful skill (trait). Unlike most other classes’ dodge skills it has no CD. Due to that it would almost be appropriate to move it into higher ranks of traits.

It would hurt Shatter builds, which were buffed in last patch. But it wouldn’t matter for phantasm builds, which were nerfed in last patch.

Mesmer PVE dungeon leveling build?

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Posted by: Nretep.2564

Nretep.2564

I don’t take Mirror Images because I run a Phantasm build, not a shatter build. So I don’t want to overwrite my phantasms with crap clones. With staff and sword I never really need Blink to escape.

I’ve been using signets mostly because I get some passive buffs to my illusions and boon duration and ocassionally pop them if needed, but that’s rare. Mantra of Pain was nice at level 20 but now it deals horrible damage. I’m traited for cleanse on heal so I don’t need any of those 3 utilities. Feedback and Mimic and Arcane Thievery are too situational in open world.

You didn’t say, that you’Re using a phantasm bunker build. Generally, they’re not meant for roaming. They’re focussed on high hp targets, where you can actually summon multiple phantasms (fight duration > 2x CD).
Roaming is best with hybrid builds, summoning 3 illusions (weapon phant, weapon clone, dodge clone) and shattering them. This is usually enough for small fry. And for the second mob you use mirror images + another dodge …

Well, if you use phant build in roaming it might depend on your traits …

  • if you got 15 in dueling, you can always use condition damage signet.
  • if you got 30 dueling, you can fill unused slots with charged mantras for additional damage
  • if you like to run with swiftness, you can use the boon duration signet (midnight). its active effect is also nice – and now a stun breaker.
  • if nothing is needed, signet of illusion or signet of inspiration.
  • mantra of pain is … special. If you grow attached to it (like with restorative mantras), its spike damage at the beginning of each fight is a nice thing. especially versus environmental targets which are immune to conditions. But mantras are not liked by everyone.

Dungeon Phantasms Build?

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Posted by: Nretep.2564

Nretep.2564

I tried a variation of #LordByron’s build, with GS/Sc+P
Going for critical bleed and confusion from glamours.
It benefits from the Illusion condition +dmg and I loose the focus utility + combo leap chaos armor.

You gain 6 confusion + 6 bleeding for each of your phantasms.
The switch to scepter was painful but as said in dungeons you want your phantasms to be far away from the mobs.

PS: Seeing 25 stacks of confusion next to the usual 25 bleeds in Temple events made me a proud Mesmer

The only trait which benefits bleedings in the illusion line is Phantasmal Haste. Bleedings sure increase their damage with the malice, but putting more into precision would get you the same result. At the same time you get more direct damage from prec and crtdmg (compared to malice).

I previously ran a mantra, bleeding build with ~70% crit (no buff, stack of food) and quite a bit malice (rampager). It seems powerful, but you get confused with all those numbers. A zerker/bunker build should deal the same damage while not sacrificing all defense.

[ Edit ]
putting 10 points into domination also grants you +10% condition duration, which is said to work on sharper images now (?).
Burst → direct damage
Ramp → condition duration
something between → condition damage

Mesmer PVE dungeon leveling build?

in Mesmer

Posted by: Nretep.2564

Nretep.2564

^
Solo open world roaming ?

Mirror images, Blink and something which is not covered in traits.

Best Weapons to Interupt

in Mesmer

Posted by: Nretep.2564

Nretep.2564

  • GS #5, Focus #4-2, Pistol #5, Sword #4-2 (, Staff#5 ?)
  • F3
  • Daze Mantra, Moa Bird (?)
  • Chaos VII

Toughness should reduce condition damage...

in Suggestions

Posted by: Nretep.2564

Nretep.2564

i dont think toughness should do this….but a new stat would be apropriate, would also give more room for new crafting mats and armor combos which would be nice.

Yeah, it’s called “Giver’s” granting additional condition duration. And that barely helps the ramp to catch up with direct damage.

In PvP and WvW conditions are fine. As you can’t completely negate condition damage, you can reset it once in a while (cleansening). If you complain that condition damage is too high, get more removal tools in your slots and not go zerker. You can’t reset direct damage, it’s not even a ramp, it deals its damage instantly.

But in PvE perspective, even without mobs cleansening conditions, conditions lose to direct damage. The armor of mobs would have to increase by 50% to make it somewhat balanced. Yet even then Torment, Retaliation and Confusion would still be inferior.