(edited by Nretep.2564)
While this seems nice for you, I’d request an option to disable this for myself (if it was implemented).
GW2 is an international game. The rules of international games is to try to keep their hands off of national things (exc historic things and some exceptions). I don’t dislike any nation in particular, but if they’d implement US military suits, they’d need to implement military suits of every nation. And this wouldn’t really do any good.
I support a violent-free world. (Proud aikidoka)
^
Pretty much like this, just want to add:
- Agony reduces incoming healing by 50% (Poison only 33%)
- Whoever distributes boons/ conditions “controls” its properties (strength & duration); remember that the reciever can lower his incoming condition duration by some means.
- If multiple instances of the same boon (except might) are applied by different sources, the strongest source will be used first, regardless of the order or duration.
Then I want an option to see everyone with their adam’s armor (or eve’s). Saves loading time of armors and dyes.
[/ irony ]
the endgame content relies on visuals. Allowing others to disable YOUR visuals wouldn’t fit.
I agree with this. While I’d like to buff the boon duration of my healing elementalist from 30% to 34% (>33.333%) to get some bonusses, it requires me to use four armors …
But the main reason I’m writing, it to add “give two-handed weapons also a higher condition duration than single-hand weapon”. It’s awkward that two weapons give double the bonus of a two-handed weapon.
If you go 10 more meters forwards, you get your stuff back. Don’t fight him at the nudism beach side.
The “(Infused)” is part of the name, not it’s property. That’s why you can use the two unique items “xyz” and “xyz (infused)” at the same time.
I don’t think it’s necessary to change the current system. If you link your item, anyone who knows what “(Infused)” means, see that it’s the infused version.
Mesmer with two weapons:
- Mainhand creates a clone with one skill (scepter is a special thing)
- offhand creates a phantasms with one skill
If you suggest the #2 Phantasm to instakill its target, no. Do not try to implement instakill features.
If you suggest the #2 Phantasm dies after attacking, no. Illusions are meant to be special spells. Making it “work only once” would make it equal to other classes’ skills.
@ #3
You suggest a clone that can mind wrack without dying? 20 times within 10 seconds ?
The guild been a leech is pretty common in other games. Be it money/ tax or experience …
@OP
unnecessary
(in response to “mogar”)
You seem to have not understood a single statement of my post …
FIRST the whole thread in meant to complain against condition based based being inferior to direct damage. Yet you clearly complained about the natural disadvantages of conditions and didn’t mention a direct damage one.
SECOND all my characters deal condition damage, yet I never bothered to test if the written rule is obeyed. Yet you complained while you didn’t even test if it’s the case. Maybe both things you suggested as “solution” would already be ingame.
ALSO the wiki being filled by the community is more a reliable source than being written by the developers themselves. The community tests and reports bugs and writes those into the wiki, the developers would write how it’s supposed to do.
THIRD it’s clear, that you didn’t understand my posting. MY MESMER (and 75+% of all mesmers)(and most of my characters have “on crit” effects) cause bleeding on criticals, like sigil of earth. You may be able to cause critical on yellow type buildings, you can’t make them bleed. But there are also yellow type enemies (like most worl bosses (e.g. the three dragons)) are immune to crits and threrefore immune to mesmer bleeds. And you complain that condition builds are inferior. You merely complain that your character is inferior.
It makes sense once you understand it.
@OP
the wiki describes conditions as being replaced by stronger ones. Meaning, if two bleedings (burnings, poisons) applied by different players, the stronger one (the one with more condition dmg) will always tick first, regardless of the order or the duration.
I forgot how it’s been with the bleed cap.
@OP – buildings
be happy that you can inflict conditions on yellow targets, my mesmer can’t since he’s based on inflicting bleed on crit. While there are yellow type buildings, which are completely immune, there’re also other yellow type targets – like most world bosses. They are immune to crits.
Generally direct damage deals more damage than condition builds. Even ramping barely works, especially on condition caps or yellow buildings. I suppose they tried to balance this game in PvE and WvW with the same formulas. They’re slowly (snail-like) correcting this mistake by halving confusion and retaliation. Just a matter of time when they do the same with other conditions/ boons. And with a small (everest-like) wonder, they’ll think about balancing those back for PvE (seriously, confusion in PvE ?).
As I said in that thread, I simplyfied alot. While it still seems complicated, I took tooltip informations and skipped alot other things.
Skipped things:
- Staff bouncing (buffs and additional attacks)
- GS higher damage at full range
- GS piercing effect
- On crit sigils/ foods/ runes
- Condition duration +/- (staff becomes quite useless with – condition duration)
- Party effects (which heavily affects iWarlock)
And even if the staff attacks slower and calculated (probably due to projectile travelling time), the condition with avg 278dps it not negligible. Especially from clones.
But here again, I only use the staff, when I face bosses I need Staff#2 against (like lupicus or alpha).
^
like this.
Just use the lower one of both to see what you get. Check the wiki for possible rewards (per level).
If yours if equal to or lower than the level you join, you get +1 personal reward (and the end)
if yours is higher than the level you join, you get karma instead (I guessed ~8k karma once)
^
happens when stealthed phantasms get revealed.
I’d like to see some evidence of staff #1 being better dps than greatsword as mentioned above..
I calced it with average stats in some thread. Even with sharper images the staff simply wins in terms of damage. The burning is just strong.
[ Edit ]
https://forum-en.gw2archive.eu/forum/professions/mesmer/How-to-maximize-bleed-stacks/first#post1576530
my calculation
(edited by Nretep.2564)
Since it’s supposed to be an offhand weapon, why not try something completely different? Instead something for 30 Domination, rather for 30 Illusion.
- #1 1.5s casttime; 0s CD; creates a clone with a random weapon; grants 2 random buffs to allies within 600 range; causes 2 random conditions to enemies within 600 range; no direct damage
- #2 0s casttime; 10s CD; creates a clone and transfers 2~3 of your conditions to it; 2s blinds opponents within 300 range; stunbreaker
- #3 .75s casttime; 20s CD; aoe heal by ~2000; 10s aoe swiftness; 4s aoe aegis
- GS#2 is a great opener for fights. It also deals conditions/ boons for those in range.
Well considering your skill 1 deals the most damage when at max range, I’d usually open with skill 1 to get their attention and follow up with the phantasm for damage + cripple. If you initiate at max range with skill 2, you’re not going to get the might .. too far to bounce.
I use it as combat opener so the mob gets aggro at the first clone. Right after that, I summon the phantasm to get a bit damage and cripple. Then I attack with #1, dodge (clone) and use MoP at full range. Usually enough to finish normal mobs.
That’s why I rarely see any use of ChaosArmor … it triggers on being hit.
- While Staff#1 is fine, it prevents you from fighting long range. Mathematically, Staff#1 deals more damage than GS#1 (assuming they only hit once and on medium range)
- Staff#2 is probably the greatest survival skill of mesmers. Yet, it’s not a stunbreaker. Most ppl tend to use it rather as clone spawn that an actual retreat.
- Staff#3 is a decent Phantasms, which only attacks a single target and its damage depends on your party
- Staff#4 seems decent for Mesmers who can’t dodge well.
- Staff#5 is a useful AoE for defense and offense. But lots of mesmers think it’s a damage skill
- GS#1 is a piercing long range skill, dealing less damage at close range. While it has no special effects (exc piercing), it deals almost 3 hits per second.
- GS#2 is a great opener for fights. It also deals conditions/ boons for those in range.
- GS#3 … well … sometimes it’s useful for boon ripping
- GS#4 is an awesome phantasm. Usually stays a bit away from the target, so it doesn’t get hit by every random attack. It also deals aoe damage and cripple. Probably most used phantasm
- GS#5 is a push skill, since GS is meant to be used long range
- Focus #4 is the most reliable swiftness skill of mesmers, so most wouldn’t skip it. But it can also pull (without aggroing) and reflect projectiles (traited)
- Focus #5 is an awesome phantasms which attacks 12 times and absorbs (/reflects) projectiles pretty well. When it hits, it’s probably the most damaging phantasm, yet has a bad AI.
- Sword#3 … well, I use it for combat opener, clone summoner and leap finisher. The gap closing sucks.
@Zumi
Sword clones cause vulnerability (with three clones not negligible) and boon ripping.
But how do I go about summoning it at myself without the enemy being right next to me?
ask the developers to make phantasms ground targeted
The radius is a bit bigger than the visual effect.
You don’t have to put it into your LoS, you can also summon it at mobs (like we could choose its location …) and you can summon it at yourself.
In FotM, it’s a common tactic (for me) to summon the iWarden at a mob and walk into it to sword melee the target.
But beware, it only reflects while attacking.
- Inspiration IV
- Inspiration X
- Healing Mantra
- Mantra of Pain
If you want, Dueling VII
GL
[ Edit ]
Unless you want pure mantra burst build with 30/30/x/x/x.
You can just use Decoy before charging Mantras. Blink might get you out of a bad situation but it won’t protect you from say an interrupt.
Decoy doesn’t protect you from an interrupt either. Alot interrupts are aoes, which decoy doesn’t prevent. On contrary, you have to use it before charging.
PhaseRetreat and Blink can be used while charging (and I tought decoy, too) and therefore are better for preventing interrupts.
And for Menders Purity (condition removal on heal), I don’t think it triggers on (healing) mantra charging.
[ Edit ]
you forgot to mention that Restorative Mantras can heal illusions and NPCs, too. But in a “group” fight it’s too crippled by the 5 entities limitation
When Decoy interrupts mantra charging, better use blink.
And personally, I don’t get 20 points into chaos for staff reduction. Deceptive evasion is enough for me.
And the “toughness on mantra charge” is weak. Far reaching manipulations of phantasmal fury might be the better choice.
You can have:
- Food
- Drink
- Each booster
simultaneously.
Meaning, check the “foods” for their icons (via hovering). Drinks have different icons from foods, so you can have both. Drinking a second drink will replace the previous.
Food comes from the chef
Drinks for any other crafting profession (oil, sharping stone, crystal, slayer potion).
@OP
Applying conditions is not reliable to count attacks. Scepter does not apply conditions, trident does.
Clones do attack slower than yourself and especially the scepter is slower the further you are away from the target.
Complaining that the scepter is slower than the trident is just calling ANet to nerf trident clones. Especially since the trident ones deal conditions from their weapons.
Generally speaking about clone abilities:
- Staff: Bleed/ Burning/ Vulnerability (33% each) & Might/ Fury (50% each)
- Sword: Vulnerability/ Boon removal (depending on chain hit)
- Trident: Bleed (100%) & Might/ Swiftness/ Vigor (33% each)
- Scepter: -
- GS: -
- Spear: -
Only natural that scepter clones cause less conditions … (exc you have “on clone death” traits).
Focus is better for movement, utility (#4), aoe damage and anti projectile (#5).
Pistol is better for 1vs1 and/or non-defiant
I often get 10+ bleedings from SI. Changing it to 10+ confusions would be to OP.
Either set a chance (~33%) or lower the duration (~2s).
And to make things fair in PvE, double confusion damage.
Is the amulet you’re trying to infuse one that has a utility infusion slot? If not, the infusion won’t work.
Is there even a way to find out what the infusion slot was once something was put on?
just check the vendor for the same name …
The reason I mention putting it in a trait is because it can be a very strong effect so giving something finite up (you can only have so many traits) would be a trade-off and it really isn’t any different from “Focus skill now reflect”. You could easily add “Steals boons” to something like Greatsword Training.
So, you’d prefer GS#3 to steal boons instead of +50 Power ?
As already said
Making Sword #1-3 steal boons would be overpowered. Even if clones would steal it to themselves, adding this into an auto-attack is just wrong.
Changing GS#3 would be interesting. But it’d be questionable, too. Hitting a single target and stealing a random boon would make this skill probably worthy. But using it on a group and stealing multiple buffs would be wrong, too.
Speaking as a mesmer main here.
Just tested in LionsArch on practice dummies:
Trait on; mantras off:
~760 dmg
Trait on; 4 mantras charged:
~900 dmg
→~+18% dmg
→ fits.
@Nretep
It’s pretty hard to actually see the healing, especially if you have some regeneration on top, because it happens instantly. And gaining 453 health out of 13000+ isn’t going to be very visible on your health orb.
for testing purposes:
- goto mists
- remove regeneration sources
- attack a golem once
- get falling damage
- attack golem and check for green numbers
Yes, the keyword Unique SHOULD appear in red as you wear the same name item already.
@Infusing/ Infusion/ Infused
You seem to not know what infusing means.
Infusion
This is the “new” upgrade component fitting in infusion slots. Beware that the slots are special and you can’t fit every infusion in every infusion slot
Infusing
The process of making items “Infused”
Infused
Currently only backs and rings can be infused. For rings you need to mix one of them with 5 Vials-, 3 Globs- and 1 Shard of Mist essence in the mystic forge. Your ascended ring will be completely replaced (as anything in the mystic forge) with another ring. This ring will have almost the same name and almost the same stats, but is clean (not soulbound and empty slot).
A “Ring of Death” with Pow/Prec/CrtDmg will become a “Ring of Death (Infused)” with Pow/Prec/CrtDmg/Agny. The base stats are the same, it just received additional 5 Agony Resistance. But the two important things are (1.) that it’s clean again and (2.) that is has a different name, so the keyword “unique” doesn’t block it. Yet, it will block two infused versions, since they’ll have the same name again.
Well, you have to calculate differently. Let’s use my crit mesmer as example.
The sigil can’t crit within the first 2s (let’s fix this here), so the important time starts from here. The assumption is now said to be 5s CD, so it wouldn’t trigger for three seconds, even when attacking.
My mesmer uses the GS, which has ~3 attacks per second, and a crit chance of min 60%. Within those three second it shoots nine times with average of (9* 60% =) 5.4 crits. The probability of the sigil not triggering once would be ((1-0.3)^5.4 =) 14.6%. This is still quite high, but testing it 10 times (50s) would reduce the probability of failure to ~0.000 000 43%.
I also use the sigil and I rarely see my character getting healed. Reducing the CD (and the tooltip) to 3s would probably still be fair.
It’s explained in wiki …
There’re two factors of Regeneration: Healing Power and Boon Duration (ignoring heal reduction effects). Both are taken by the SOURCE (not destination). Healing Power defines the size of the HP tick (per second). Boon duration increases the … duration of regeneration. 10.5s regeneration is equal to 10s regeneration since it ticks once a second (not sure here).
@Phantasms
They inherit the healing power of the owner, yet they don’t inherit his boon duration. But I don’t know if the owner is considered the “source”.
@stacking
If player A with a 5s regen with 500 HP/s and player B with a 10s regen with 300 HP/s will both apply regeneration on a single target, the higher one comes first. The target will first receive 5S with 500HP/s and then 10s with 300 HP/s, even if player B spreaded the boon first.
- Be sure you have any skillslot marked as auto-attack (Ctrl + RMB)
- Be sure you are in range (red bar beneath the AA skill slot)
- Be sure your character (not camera) is facing at least on the right side towards the target
- Sometimes other abilities cancel autoattack
Just press the (skill-)button twice.
50/75/100 Transmutation Stones + ~3 T6 dust → 1 Transmutation Crystal
Thx.
There are tons of threads like this. Another one won’t “inform other players” more than previously.
There IS information ingame which tells you that you can only wear one. It’s called “unique”. It’s not like you’d but a greatsword and complain that it’s not a single handded sword, yet the information is displayed on the very same position.
To bypass further problems, do not equip dual-trinkets (accessories and rings) by double click. Equip them by drag and drop.
And furthermore, you are kinda lucky that you “realized” this with rings, not accessories. Rings can be INFUSED, which makes them (1.) account bound again and (2.) changes their name so you can dual wield an infused and a not infused version.
And yet, I had to buy a second amulet for my character since they implemented the stat constellations after I bought the first one. You had a chance by asking/ searching what “unique” means, I had no such chance.
The pull AoE is similar to other pull ranges. It’s also an effective way of pulling enemies off of walls/ cliffs. Reducing the range would ruin it.
Instead of reducing the AoE, I’d rather have it increasing the height. Like 2.5m instead of 1m.
[ Edit ]
I forgot, I’d also like to see it STACKING swiftness. At least
If currentSwitftnessDuration < curtainSwiftnessDuration
{ currentSwitftnessDuration := curtainSwiftnessDuration; }
else
{ playsound “failed”; }
sucks to have 0.5s swiftness and the curtain doesn’t even set it to its 12s. Doesn’t even need to be 12.5s.
(edited by Nretep.2564)
And what about the combo finisher? Earlier the team said that the removal of the combo finisher was unintentional.
You haven’t addressed the removal in any of your posts, only the missing damage.
As I’ve tested the combo finisher yesterday, iZerker and iWarden still have it. The tooltip doesn’t mention it, but both create whirling projectiles.
I only tested if they actually work and not the detailed mecanics:
iWarden’s combo floater lasts like 0.2s (instead of ~0.9s); shot multiple projectiles; most likely less than 12 (more like 6)
iZerker’s combo floater lasted for the original duration; I saw only a single projectile.
@topic
Mesmer has enough easily fixable bugs (as I think), yet we’re stuck living with them. iZerker is nothing different. Sure I’d like it to deal more damage (lol), but I don’t ditch the GS because of the iZerker.
actually I’d prefer a longer queue. I’m a mantra mesmer and I’d like to queue longer. But only queue one, so a second press (even just #1) would replace the other.
the sigil of accuracy is known to NOT BE SHOWN in the hero panel.
If you have “magic find while boon”, it might not show up either.
be sure the condition you want to remove has a white border (duration counter). There are some fixed “conditions” with almost the same icon as the “usual” ones. You can’t remove those without white countdown border. Not a necro thingy.
Did they explain what “main hand” is ?
What you’re describing creates threads every three days. But ppl don’t look here, but continuously complain about the game’s mechanics.
Instead of soulbinding it (by equipping), you could try to equip it first. Then it’s still account bound. But players tend to soulbind it first and then realize that it was a bad decision.
Infuse the accessory (once possible) and it’ll be account bound again.
Basically what MLieBennett said …
I haven’t tried using sword clones on the CoE golem yet. I developed the iDisenchanter tactic before I started to use the sword. But when you say that you nee dto kill the reta turret, it seems to bother you. You won’t have to do that with 2~3 iDisenchanters.
I still didn’t get what your “untyped fractal” is.
In FotM, I use iDisenchanter for underwater – as you said, but not AThievery. 16s CD is just awesome.
But it’s more useful for Rabsovich, the dredge preboss. I constantly gets protection and iDisenchanter removes it. That equals like +43% damage for your party. I think sword clones wouldn’t last long enough there.
So in short – as you said:
iDisenchanter is a reliable boon remover, if doesn’t get destroyed 2s after spawning, but pretty unreliable condition remover.
Most has been said already, so I try to say other things.
In my eyes, any weapon is a better clone generator than the Staff. Staff #2 may summon a clone, but using it as such, negates its retreating purpose.
Staff is a defensive/ supportive weapon. Its #2 skill is unbeatable for retreating, yet is it not a stunbreaker. I equip the staff for bosses like Alpha #2~3 and Lupicus, since survival is most important there.
But the staffs #1 damage is mainly unseen. You cause the most damage by bleeding and burning and even with berserker gear is deals more damage than the GS. You just don’t see it. With clones the difference is just greater (seriously, GS and scepter clones need additional effects), even with the super useless Vulnerability.
I don’t like staff’s #4 since I need to get hit to trigger its effects; and I don’t get hit.
The GS is rather a direct damage weapon (so, better for yellow type targets) and a ranged one. You deal more damage at range, aoe cripple your targets and if they come close to you, you push them away.
The 30 points in illusion is a pretty personal opinion. Mesmer is one of the classes, which barely needs grandmaster traits (well, same for alot classes).
Personally, my minimum traits are
0/20/0/20/5
The 20 Dueling not necessarily for Deceptive Evasion, but also Mantra CD reduction. That’s why I have 30pt in there, getting both or +4% dmg for each mantra.
20pt in Inspiration for the additional mantra heal. Survivability +33%.
Has probably been reported already but Phantasmal Haste doesn’t seem to be working.
Using Illusionists Celerity and Duelist’s Discipline brings the cooldown of Phantasmal Duelist down to about 12 ish seconds, adding Phantasmal Haste has no effect on the cooldown.
Phantasmal Haste decreases the phantasms’ (skills’) cooldowns. Even if the apostrophe isn’t in the ingame description, its wording is correct.
Also differenciate the wording of Illusion 5 (and other): “Illusion SUMMONING skills have decreased cooldowns”
I believe this change might work, too – especially for PvE. But having such a long time of confusion is similar to a long time of cripple. Nice disabling within the first 5s, but then anyone would’ve used a condition remover.
Personally, I think even a big display of the condition would help alot. You usually see enemies’ attacks, but barely see condition damage on yourself. Sure, this would apply to almost any conditions (exc cripple, blind, fear and chill), but confusion might be special. Just something big on the screen, which immediately tells you, that you have confusion on.
But well, the easy way would be to half its damage and leave it useless in PvE.