In PvE you manage to have triple phants up when you use a util phant. And then any ability which summons a clone (dodge, GS#2, Staff#2, Scepter#1-3, Scepter#2, Decoy …) does destroy a valuable phantasm.
But the main issue with with DE is that you sacrifice your valuable endurance for summoning illusions. Just turn it off and see how often you simply dodge without any reason.
It’s also a reason I’d like to see scepter’s #1 reworked.
Do phantasms benefit from your base precision/crit and crit damage?
Not from crit.
because groundtargetting doesn’t work underwater ?
I see no problem with Mesmers wielding a shortbow. Rather than a physical gun with magical bullets. Just use Quincies (from Bleach) as reference.
Longbow would be another story …
I also don’t like dagger or mace on mesmer.
I’d prefer Shield and Hammer (Jester-like) . And of course MH focus.
Better make it work on NPCs … like all other revive spells.
Mesmer downed #2 is fine. As said, it makes you invisible (useless in PvE), teleports (kinda useless in PvE) you and summons a clone with confusion.
Don’t gamble if you fear the risk.
It’s really awkward, but may be balanced. Just place your TC carefully now, and destroy it asap.
@Sword vs ambient
yes, it puts you in combat which is really annoying. Especially when staff doesn’t and is bouncing …
63~64
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As coglin and Shirk said.
Furthermore:
Damage ~= wpn_atk * power * skl_coef / trgt_defAnd remember that your kits preserve your weapon stats, but have their own wpn_atk (and wpn_def).
Kits and other bundles do not reflect your weapon values if you have ascended or legendary equipped. They max out at exotic damage. It’s been a severe issue for a while now.
They have their own wpn_atk value. It’s incomparable to master, rare, exotic or ascended.
But it’s true that engineers (conj ele, phant mesmers) only benefit half bonus from ascended weapons from what other power based classes do.
(+ 14% for power, + 9% for power/non-atk; + 4~5% for condition)
The original system (singly fury with uber duration) had two flaws:
- If your phant was hit by a boon remover, it never got fury again
- If anyone hit an enemy’s phant with a boon stealer, he stole fury with uber duration
So it was changed to 10s fury (+ boon duration) every 10s
better revisit
- Chantry of secrets
- every city
- every map
As coglin and Shirk said.
Furthermore:
Damage ~= wpn_atk * power * skl_coef / trgt_def
And remember that your kits preserve your weapon stats, but have their own wpn_atk (and wpn_def).
As Khisanth said, that’s not a bug, but a change of the system.
- You lose infusions when infusing (not preinfusing) a ring. Has always been the case. If you thorw four weapons into the MF, you’ll lose all four sigils.
- Omni/ Versatile Infusions don’t fit into resistance slots. That’s the new system. They can be inserted into Offensive, Defensive and Utility Infusion slots, not into resistance slots.
- A new infusion slot and items have been introduced – the resistance type. Resistance infusions can only be inserted into resistance slots and only resistance infusions can be inserted there.
- Pre-existed (infused) rings got their new slot patched and automatically filled with a + 5 AR infusion to compensate the changes. New (infused) rings come with an empty slot.
- Transmutation splitters don’t work with infusions.
Well, I accept your complain, but saying
“Blood Fiend has no innate out of combat healing”
is pretty funny …
But fortunately you can switch your skills as you like.
If it’s a HDD, defragment it once in a decade …
^
Nor there is the keyword “summoning” – as in all other traits.
^
Combining the suggestions “single charge” and “auto-recharge” is the most useless ever. It makes mantra pretty much the same as every other spells.
Also, making mantras channel-time based is also a VERY risky suggestion. The main use of mantras is, that you can use them any time; while downed, while reviving, while attacking. Your suggestion(s) just ditch everything the mantras stand for.
Another possible suggestion I thought of:
As I said before, auto-recharge is either like a cooldown or like thief’s initiative. It’d be pretty powerful with multiple mantras since you’d auto-charge them all at once.
So my suggestion is to unify all mantra charges. To separate the “charging” from “using charges”, I thought of adding a new class mechanic bound to [F5]. When pressed a regular mantra charging is casted creating 1~3 charges – probably even channeled. This class skill would have same casttime as currently and 3~5s cooldown. (Making it a “channels all charges would make it difficult”.)
Now you’d have “mantra charges” instead of “healing mantra charges”. Any mantra consumes those charges, is still instant, but has a bigger cooldown (to compensate the higher number of collaborative charges). As example, I’d use healing mantra with 10s CD and 1s chargeCD; using the average would result in a new 5.5s chargeCD.
The maximum amount of charges is based on the equipped mantras (as currently).
Advantages:
- Refill of charges possible anytime
- Unequipping & reequipping (underwater for 1s – who doesn’t know this problem) would indeed cut the current charges, but you’d be able to use the reequipped mantra instantly again (with the remaining charges)
- You could charge and use charges better together.
As example, use Mantra of Pain and Healing Mantra. Currently you can charge one and consume one at a time. But this requires one to be uncharged and one to be charged. With this system you could charge “MoP” while using it. - Traits wouldn’t need a big overhaul (Harmonious would be tricky)
- Great diversity/ balancing to further update that system
e.g. easy to swap to single charge system. Traits which allow more max charges …
Disadvantages:
- Bursting nerfed.
Instead of healing/ cleaning/ stunning twice in a row, you’d have a new CD between those - Heavy change in class mechanics.
Originally mesmers had “shattering” as class skills. That’d add another; other classes might complain. - Another button to use.
^
if it were what you suppose, it’d be phrased
“recharge phantasm summoning skills”
Even mesmers seem to not understand the wording of Phantasmal Haste …
suggested tons of times before.
Yes, it’d overpower legendaries. You could put every “+ 10% to x race” into it and swap accordingly. It’d make sigil of force/ night useless.
You could swap in boon/ condition removal as you like/ the situation requires and so on.
Sigils are not meant to work that way.
“you are warned”
+
Guesting
=
Noone execpt those pvp freaks want to go there. If you’re there noone cares about events; even worse, you can’t even cooperate to do those events since the others would be hit by your attack as well.
So you’d have a map without real events, some mobs standing around and only players who want to pvp randomly
=
WvW
We got WvW, no need for pvp in Tyria
AND
How would being able to hunt defenceless noobs make this game more interesting?
I think 900 range is enough for aoe loot. Originally it was like 130 range.
There are four types of infusion slots and five types of infusions.
The four in common are:
- Offensive
- Defensive
- Utility
- Resistance (new)
Offensive infusions only fit into offensive slots and so on. Here pops your problem up. You want to insert a resistance infusion into a utility slot, which is not possible.
The fifth type of infusion is the
- Omni (versatile)
This type can fit into the former three types of infusion slots (offensive, defensive, utility).
Instead of just doubling their effect, I’d probably mix CD reduction into it.
- Mantra of Pain:
200% of current effect (probably 300%) - Healing Mantra:
150% of current effect
75% of current CD - Stability mantra
150% of current effect (3s)
75% of current CD - cleaning mantra
100% of current effect (2 condi)
50% of current CD - Stun mantra
150% of current effect
66% of current CD - Harmonious mantras
33% chance to not consume a mantra charge
OR
50% chance to not consume a mantra charge (10s CD) - Empowering mantras
no change - Protected mantras
gain + 50 toughness for each charged mantra - Mantra mastery
no change - restorative mantras
150% of current effect
Reducing them to 1 charge would greatly reduce their utility in builds that use them for healing.
One problem I see with them is that the trait that increases them to 3 per charge is very useful but in a completely different place than the one that lets them heal.
reducing it to a single heal with the double amount of healing wouldn’t make it so different.
And putting traits into different lines means you should get them together.
I want to see you using two grandmaster traits of the same line together …
If you’d make all mantra related traits (5) into a single line you could only ever use 3 of them at once.
Reduce them to 1 charge and make them stronger? So it would be a normal skill wich has to be charged – seems legit.
isn’t that the definition of mantras ?
prepared spells with great effect which can be used in midcombat ?
It’s been said before. Reducing it to a single charge system would just kill this (main) issue without drawbacks. CDs, casttimes, effects and harmonious mantras would need to be updated.
It’s also fix the “harmonious mantras reduces healing per second” issue.
http://wiki.guildwars2.com/wiki/Vision_of_the_Mists
http://wiki.guildwars2.com/wiki/Abyssal_Scepter
http://wiki.guildwars2.com/wiki/Ignus_Fatuus
http://wiki.guildwars2.com/wiki/Ilya
http://wiki.guildwars2.com/wiki/Lyss
http://wiki.guildwars2.com/wiki/Reaver_of_the_Mists
http://wiki.guildwars2.com/wiki/Urchin's_Needles
http://wiki.guildwars2.com/wiki/Wall_of_the_Mists
http://wiki.guildwars2.com/wiki/Whisperblade
like those ? They don’t turn completely invisible when sheathing, but almost.
The points of the new system are:
- Collect infusions OR insert smaller ones
You’re to decide to insert a small + 3 AR infusion into your gear to resist the bosses’ attacks or collect 512 + 1 AR infusions to get a powerful + 10 AR one. - Spend money to combine AR infusions. → Gold sink
> 1s each fusion, makes > 511s ~ > 5g gold sink for a + 10 AR infusion. - More inventory slots needed for collecting + x AR infusions → more cashshop
You can clearly spot those non-mantra users who don’t even understand the issue or what the OP is suggesting.
having a single charge left in mantras has always been the biggest issue on them. Not being weak or long charge (eve the 4s before). Not that they weren’t AoE, but that once you’re finished with the fight you have to initiate a full CD + cast to get the charge back.
I’d prefer a “1 charge” system over the current. The “3 charge” trait would need to be redone, but that’s it.
To compare it with timewarp. Imagine you’d be finished with timewarp. You used it sucessfully in the fight and killed the opponent. And then after it you need to recast timewarp and making it go in full CD again.
It’s not a “reset CD to zero when ooC” but “don’t reset CD to 100% after ooC”.
Zaoda, I believe you don’t know what a gold sink is.
Gold sink is anything you (have to) buy off an NPC.
As I also realized, the latest changes to the “(Infused)” equipments, they replaced a constant “+ 5 AR” with items. And to get the very same item (for the same effect) you need to mix 16 dropped infusions 15 times together. Each time you mix two of them, you have to pay 149.6c. So to get the very same you got before the yesterday’s patch, you need to pay 2244c (aka 22.44s).
Even the “double-click” should be considered as “one action”. Though, no gamging producer defines his rules as precisely as needed so they can always judge as their mood tells them.
ANet says “it should not give you advantages others don’t have”. Binding click to your mousewheel to click does give you advantage, but doesn’t violate the “one button one action” rule. Getting multiple persons/ mice to click for you, is the same.
What about taping four mice together so that you press one and get four clicks ? what’s the difference to getting three other people to click for you ? Or get a robot that clicks for you ?
Generally, the rules are those that the ANet representative working on your case says.
Basically it’s pointless to get consumables with karma. In early game those didn’t exist and now they’re pointless again.
Previously they were meant to either be traded to another character or be collected and boosted. Now they turned both off, it doesn’t matter if you get + 600 Karma for completing your daily or get a bottle with 600 karma in it.
Just a waste of inventory.
^
pretty much this.
Before there were
- Offensive infusion slots, defensive infusion slots and utility infusion slots
An omni infusion (like versatile) could be inserted in any of those.
Now we got another type of slot
- Offensive
- Defensive
- Utility
- Special (dunno the official name)
The new infusions (+ 1/ + 2/ …) are meant to be put into the special slots. They can only be inserted there (?) and only those fit in there.
Versatile infusions fit into offensive, defensive and utility slots, not the special ones.
So ANet just forced us to continuously run 31 FotM shard to get a + 5 AR infusion and pay some money for it to get the same as we did when we infused a ring before.
your formula is right.
Just remember there are
- Different defense (not armor) values
- Varying weapon attack
- Crit
Pretty much what the others said.
- If you go full rampager, get Dueling 15 and Dueling X and run with GS or Sword/x. Valid bleed build, which still deals less damage than zerker. Does really bad on structures and mediocre in groups (bleed cap).
- Protected Mantras is pretty useless.
- SignetMastery is nothing for Mesmers
No clue what your build is intended to be for.
2x “30% chance to procc lightning strike on crit (5s CD)”
= “51% chance to proc lightning strike on crit (5s CD)”Not true.
It’s a known fact that if you have two on-crit sigils, only the one on the main hand will ever proc. Thus, the second sigil has a proc rate of 0%.
Not ture.
It’s a know fact that the sigil in the main hand is checked first and the one in the offhand second. So, when using two different “on crit” sigil the one in the main hand has a slightly higher probability. When using two different “killstack” sigils the main hand will always win, since it’s checked first.
It’s funny how they “say” ‘confusion is too strong in wvw. It kills your HP too fast when the mesmer can stack 5 confusions and you mindlessly keep autoattacking. Better half the damage.’
Then they implement a living story where mobs easily inflict 10+ confusion stacks on you with full damage, while they often don’t get a single confusion tick.
Balancing seems still to be much more important for PvP/ WvW. And they have to be able to no-brain with autoattacks. And better implement a condition which punishes you while moving.
2x “30% chance to procc lightning strike on crit (5s CD)”
= “51% chance to proc lightning strike on crit (5s CD)”
Trivia:
- Lvl60 aor above
- Consumed Master Training Manual before
- Not consumed Grandmaster Training Manual before
This will resolve itsself once you reach those levels by yourself.
There’s a reason a “personal reward level” exists.
If you got bugs at hint achievements, write an ingame ticket. The developers will often look into it and grant you the missing achievement (without notifying you).
No, actually 4 of 8 slots (not 2/7, since weapon can be wrong, too) can be the wrong version.
Imagine you want max healing power build, so you need to use 6 HP infusions. Assuming you took dual rings and accessories you are stuck with 1 offensive and 1 defensive slot each. Weaponary slots are always offensive, so you have 4 offensive slots you need omni infusions for.
Not talking about price vs worth.
You just found the most expensive infusion … which isn’t even needed in 71% of the cases.
- Agony Infusion
+ 5 AR
75 fractal relics - Basic Infusion
+ 4 stats (def OR off)
5 Laurel - WvW Infusion
+ 5 Stats (def OR off) & + 1% dmg vs WvW npcs
5 Laurel + 125 BoH - Utility Infusion
Gold, MF, Karma or Exp (Amulet only)
10~20 Laurel - Fine Infusion
+ 5 Stats (def OR off) & + 5 AR
5 Skillpoints + 20 MysticCoins + 250 PassionFruit/ KarkaShell + 100 T6 Mats - Omni Infusion
+ 5 Stats (def AND off) & + 5 AR
10 Skillpoints + 50 MysticCoins + 100 PassionFlower + 250 T6 Mats
Don’t look at things you can’t get. Maybe focus on getting #1~#3, not #6
PS:
100 PhilStones = 10 Skillpoints
Exotic equipments (incl weapons) dropped from boss chests are automatically AccBound & SoulBound on use.
Fractal Weapons (and very very few other equipable items) are AccBound only. So you can use them with one char and then move them to another.
- General → Gold
- Events → Karma
- Guild missions → Guild commendations
- Daily → Mystic Coin, Laurel
- New stuff → Achievement points
- Dungeon x → Dungeontoken x
- WvW → Badges of Honor
- Champions → Bloodstone
- World Events →Dragonite Ores
- Jumping puzzles → Empyreal Fragments
So why do you want events to give Laurels ? or guild missions to give laurels ?
why are you ressing NPCs?
because just pressing the button and cancel the rev still creates a feedback dome. So why are you using feedback ?
Other MMOs require a 30 min server downtime for build updates/ patches … and you complain that you have to relog?