The GS is still decent for ranged offensive purposes. But the sword deals more damage.
And I suppose you were talking about the pWarlock (pStaff) and not the pMage (pTorch). It hits pretty hard with alot conditions. If you’re alone it’s just medium damage.
As Pyro explained in another thread, “clean on heal” is a peculiar trait. Alot effects (e.g. from onHeal runes) just trigger by pressing #6. I once wore Runes of Altruism (when Water got bugged) and while playing Belchor’s Bluff and selecting the buff (#6) I sent AoE Might. Same with some costumes.
But that trait is specially coded to only work on certain skills (lately even racial heal). While the tooltip says “clean on charging”, it does not – it only cleans on using a charge.
I also combined it with WaterRunes. Those also trigger while charging and grant another 1k AoE heal while charging (or using a charge).
You 1k H/s is wrong. MoP has 2.75s charge and 2x 1s CD. So a full cycle would be 4.75s. Having 300~465 HealingPower (traits and optional runeset) still making Restorative Mantras heal ~2800 (@ lvl80). So it’s an effective ~600 AoE H/s. (assuming you don’t use HealingMantra or other abilities during the cycle)
In my build (10/20/10/30/0) there’s a single bad trait for PvE players; retaliation for phants. Once they’ll quadruple its damage in PvE, there shouldn’t be any gaps left.
if the mesmer using the signet has enhanced boon duration then yes
Thats actually not correct :/.
Signet of Inspiration transfers boons you have to others. Uses the exact duration you currently have on them. Same with arcane thievery or the flanking strike thing from thief. If you steal 30s fury, it remains 30s fury, wether you have boon duration or not :P
Unless there’s a mesmer signet which improves boon duration …..
[ OnTopic ]
has already been solved.
Combo effects belong to the executer, not the field owner. Therefore his/ her boon/ condition duration is taken into account.
The issue with that is that it makes certain classes necessary to do fractals in general, since you can not pick what fractal you get. So doing fractals without either group stealth or stability or some other mechanic that can counter that is a completely nonviable way to go about Fractals as a whole, not just that specific one. :o
Rangers, guardians, and elementalists have easy access to stability. Thieves can blind, mesmers can reflect. Necromancers even have stability in plague form. I’m pretty sure warriors have stability too. How about engineers?
Everybody has a way to either become stable, block, blind, or reflect the harpies. The harpies are pretty bullkitten, but it’s the kind of bullkitten that forces you to become a better and more aware player.
Elementalist:
- http://wiki.guildwars2.com/wiki/Magnetic_Aura
- http://wiki.guildwars2.com/wiki/Magnetic_Wave
- http://wiki.guildwars2.com/wiki/Armor_of_Earth
- http://wiki.guildwars2.com/wiki/Tornado
- http://wiki.guildwars2.com/wiki/Swirling_Winds
- http://wiki.guildwars2.com/wiki/Rock_Solid
- http://wiki.guildwars2.com/wiki/Obsidian_Flesh
Necromancer:
- http://wiki.guildwars2.com/wiki/Foot_in_the_Grave
- http://wiki.guildwars2.com/wiki/Plague
- http://wiki.guildwars2.com/wiki/Lich_Form
- http://wiki.guildwars2.com/wiki/Well_of_Darkness
Mesmer
- http://wiki.guildwars2.com/wiki/Blurred_Frenzy
- http://wiki.guildwars2.com/wiki/Phantasmal_Warden
- http://wiki.guildwars2.com/wiki/The_Prestige
- http://wiki.guildwars2.com/wiki/Mirror
- http://wiki.guildwars2.com/wiki/Feedback
- http://wiki.guildwars2.com/wiki/Mantra_of_Concentration
- http://wiki.guildwars2.com/wiki/Mass_Invisibility
- http://wiki.guildwars2.com/wiki/Polymorph_Moa
- http://wiki.guildwars2.com/wiki/Medic's_Feedback
- http://wiki.guildwars2.com/wiki/Warden's_Feedback
Thief
- http://wiki.guildwars2.com/wiki/Hide_in_Shadows
- http://wiki.guildwars2.com/wiki/Blinding_Powder
- http://wiki.guildwars2.com/wiki/Shadow_Refuge
- http://wiki.guildwars2.com/wiki/Smoke_Screen
- http://wiki.guildwars2.com/wiki/Hidden_Thief
Engineer
- http://wiki.guildwars2.com/wiki/Magnetic_Shield_
- http://wiki.guildwars2.com/wiki/Elixir_S
- http://wiki.guildwars2.com/wiki/Toss_Elixir_S
- http://wiki.guildwars2.com/wiki/Toss_Elixir_U (random)
Ranger
- http://wiki.guildwars2.com/wiki/Rampage_As_One
- http://wiki.guildwars2.com/wiki/Hunter's_Shot
- http://wiki.guildwars2.com/wiki/Whirling_Defense
Warrior
- http://wiki.guildwars2.com/wiki/Dolyak_Signet
- http://wiki.guildwars2.com/wiki/Balanced_Stance
- http://wiki.guildwars2.com/wiki/Whirlwind_Banner
- http://wiki.guildwars2.com/wiki/Rampage
- http://wiki.guildwars2.com/wiki/Missile_Deflection
Guardian
- http://wiki.guildwars2.com/wiki/Virtue_of_Courage
- http://wiki.guildwars2.com/wiki/Hallowed_Ground
- http://wiki.guildwars2.com/wiki/%22Stand_Your_Ground!%22
- http://wiki.guildwars2.com/wiki/Shield_of_Absorption
- http://wiki.guildwars2.com/wiki/Shelter
- http://wiki.guildwars2.com/wiki/Sanctuary
- http://wiki.guildwars2.com/wiki/Wall_of_Reflection
- http://wiki.guildwars2.com/wiki/Shield_of_the_Avenger
- http://wiki.guildwars2.com/wiki/Renewed_Focus
- http://wiki.guildwars2.com/wiki/Resolute_Healer
Well, if you play a class I didn’t list, you’re pretty much out of options.
If you can’t manage the knock-back projectiles, play FotM lvl1~9.
Just invent something to distinguish looting from taking up kits … like colors .
Revive → Blue
Loot → Gold
Finish → Red
Interact → Green
Pickup → Brown
Picking up banners is “needed”, so don’t remove that feature.
The system isn’t meant to level up with one character (to like lvl38) and then go into lvl26 three times a day just because you have 3 characters.
I’d agree with some “halkittennowledgement” since it’s a pain and I just got my second character to lvl10. So if you managed it to lvl38 with one character all others get/ start at lvl19.
- Do not bump your own threads
- Do not expect ANet employees to reply to every thread
- (Do not expect any minor bugfixes)
Same on Kodash [DE]. That also happend before the halloween patch and got resolved by it.
At the same time Foulbear is stuck at Maybri standing in front of the gate, not destroying it.
First of … better use Two Runes of Water to get more boon duration and heal power, than two major monk ones.
As for your problem:
10s base duration
+ 55% boon duration
—> 15.5s end duration
+ 25% reta duration
—> 19.375s end duration (19.5s shown)
With only + 30% boon duration, it’d be
10s * (1 + 30%) * (1 + 25%) = 16.25s
Just to remind you … “Berserker” is an armor prefix.
better say “iZerker” or “pZerker” to show that you’re actually talking about the phantasm and not the armor’s stats.
http://wiki.guildwars2.com/wiki/Superior_Rune_of_the_Nightmare ?
http://wiki.guildwars2.com/wiki/Reaper's_Protection ?
http://wiki.guildwars2.com/wiki/Fear_of_Death ?
Those effects are probably not attacks and therefore not dodge-able.
clone on dodge not good with domination < 20
Dueling 25 and Chaos 10 are also “on clone death” traits. Since you prefer dueling 30, you already have one.
change traits without paying → dueling 30
don’t you mean inspiration 30 ?
vulnerability
it’s a nice debuff, sure. But daze mantra has a pretty high recharge. During that time you could use other spells (feedback for combo; pDisenchanter; pDefender; boonshare; aoe blind). It’s a personal trade off, which brings “nothing” at bosses.
If you want vuln at daze, I’d also consider quickness on interrupt. Especially since you can interrupt with GS and focus, too.
crippling trait
that’s also a nice debuff, but not necessary for melee chars – aka sword mesmers. We also have a great range crippling in the GS.
30 in dueling; what without mantras?
I barely ever unslot mantras, but there’re still enough useful traits in dueling adept/ master. PhantFury, BlinkRange, Sword … just to name the 3 most used ones (next to Deceptive evasion).
Deceptive evasion is nice and you don’t want to live without anymore, but it has alot flaws … you tend to dodge for offensive purposes. It’s like using your feet in aikido: “why would you sacrifice your even low stability (2 feet, seriously, nature) just for something you could’ve done without?”. And then the overwriting of phants in emergency cases.
MoP + Restorative Mantras
Well, if you’d 100% cycle MoP, you’d have a 4.75s cycle with ~2800 AoE heal. If you “tank” a ranged boss you can outheal with spamming your healingmantra and mantra of pain. If necessary you can heal your allies/ illusions a bit. Especially without sacrificing your healingmantra charges.
It does violate the last rule. Those are not “rules”, nor “it won’t work”, but if at least any of those is broken it could have an impact on the efficiency.
As you’ve broken the last rule I’ll explain the mechanics of the first two and the last rule.
“If one sigil goes into cool-down, none other can trigger”
Meaning … you have the “on crit” sigil for quickness. You crit, it activates and it goes into ICD for kitten . Within that time, no other sigil can trigger, including “on weaponswap”. And that’s pretty much what happens and what ANet’s Tyler said above.
Well Xyonon, you followed my advice and realized that three charges are not necessary.
I recommend building
10/20/0/30/0 +10
If you’re interested in Glamour/reflect, Mantra and Phantasm damage.
- Domination
- + illusion damage; no discussion
- except for the GS or the crippling trait I don’t see reasons to get more than 15 points in here. since you prefer sword (as I do) both reasons are fail. I don’t daze much in PvE (defiant …) and others do stack vulnerability better than mesmers.
- dueling
- We have alot nice traits here. For Adept it’d be Sword, BlinkRange, PhantFury and probably AutoDecoy
- For Master there’re CloneDodge and MantraCD
- GM provides either an additional slot for an adept or master trait, but also opens up empowering mantras. It’s a bad trait since it doesn’t work on illusion damage. That’s another reason why it’s not mandatory in the build.
- Chaos
- Well, this is the support/ survival line. I line the adept minor effect and chose another points for random conditions. It’s a trade of survivabilty for some damage.
- Inspiration
- That’s a hard line since it has so many good traits. Better align them before each situation to have the necessary features.
- Clean on Heal, Feedback on res, GlamourCD, PhantHP
- Heal on Mantra, Focus Reflect
- Wildcardslot for adept and master ones; Inspiration GM traits suck
Personally, I’d let you test
15/20/5/30/0
Hints:
- Slot Mantra of Pain for (aoe) healing purposes
- It’s still called ‘Vulnerability’
- Sword #1 causes vulnerability
General rule of “efficiency” of sigils:
- Do not use multiple “on crit” sigils in two hands
- Do not use multiple “on weaponswap” sigils in two hands
- Do not use different “kill stacking” sigils in any weapon
- Do not use “on crit” sigl in one weaponset and “on weaponswap” in the other
So, did you violate one of those rules ?
http://wiki.guildwars2.com/wiki/Cleansing_Water
Has a cooldown of 5 seconds in sPvP.
Dunno if it has other internal cooldowns
But well, another thread said, that it doesn’t work with Dwayna runes either.
bumping your own thread is against the ToS
So often reported …
As DesertRose said, if it’d stack swiftness each time, you could abuse it by running through it 4 times. It did behave like this in the beta and got “patched”.
There are multiple suggestions to fix it without making it too strong, but ANet sees this issue as a minor one (if actually).
- Only if the current, total swiftness duration is lower than TCs 12s (+boon dur) set it to its duration. Meaning, if you run through it with 1s swiftness left, it becomes 12s; if you have 13s, it stays 13s.
- Like Guardians SoS, add at least 1s swiftness when you already have swiftness (bad fix)
- Instead of giving 1 stack of 12s, it could give 5 stacks of 2.4s each. Since duration stacking boons are limited to 5 stacks, it’d wouldn’t fully stack with other durations, but will add a decent amount.
- Check if any of the current swiftness sources is the TCs mesmer. If not, add swiftness.
While your issue truely sounds wierd, at the end you said something off.
General rule of “efficiency” of sigils:
- Do not use multiple “on crit” sigils in two hands
- Do not use multiple “on weaponswap” sigils in two hands
- Do not use different “kill stacking” sigils in any weapon
- Do not use “on crit” sigl in one weaponset and “on weaponswap” in the other
So, did you violate one of those rules ?
General rule of “efficiency” of sigils:
- Do not use multiple “on crit” sigils in two hands
- Do not use multiple “on weaponswap” sigils in two hands
- Do not use different “kill stacking” sigils in any weapon
- Do not use “on crit” sigl in one weaponset and “on weaponswap” in the other
So, did you violate one of those rules ?
TC reflects at a ~1m height. Only low projectiles will be reflected by it (like asura fractal’s endboss) if you put it between yourselves. With arcing projectiles it’s kinda impossible.
Due to that behaviour (thanks ANet, that’s QoL), you need to place it at the right spot. Just like Feedback has its “instant-reflect” area in the center (projectiles don’t travel to the dome but get reflected before them come out), TC has one, too. Just place the TC right at the target’s feet and it’ll reflect almost reliably.
For arcing projectiles from multiple foes (asura fractal’s harpies), set the TC right at your feet and don’t leave it.
Well, it’s a difficult question, but I’ll try to explain.
First – as said by Casia – Armor is the addition of defense plus toughness. So doubling toughness does not equal doubling defense. But that’s the case for power (at least for weapon skills).
The equation ( dmg = wpnAtk * power * skillCoeff / defense ) is limited to weapon skills, not generally present – especially not for minions, kits or conjured weapons. But even there defense and power lose in strength the higher they get.
Imagine a base attack of 100,000 damage hit you and you had 500 armor. It’d be reduced to 200 damage.
You get 100 toughness by various means. The damage now gets reduced to 166. Effective reduction of 16.7% for 100 toughness.
You get another 100 toughness by various means. The damage becomes 143. The effective reduction is 14.3% for the second 100 toughness.
If you have 1500 defense and get another 100 toughness, that bonus only brings you 6.25% less damage.
Saying:
The more toughness you got, the less effective further toughness becomes. But that’s basically the case for all stats in GW2. But with direct damage, you can always compensate the reduction of effectiveness with three other stats: Power * WeaponAttack * Precision * ~CritDamage.
Spot the difference:
- cooldown reduced by 100%
- skill recharge rate increased by 100%
- Vulnerability
- Condition cap has technical reasons, not set by design
- Condition damage should get increased more by malice than it does now. Power scales directly, condition damage only x + y * malice. Furthermore, all weapon skills get bonus damage from weapon power and player power (multiplied), malice ignored weapon power.
- Toughness, Vitality and Healing Power (and boon duration) are weak stats, indeed. Vitality and Healing power follow similar formuals as condition damage, but toughness would be hard to change. Toughness gets weaker the more you get it. I still prefer reduction formulas with toughness as exponent ( dmg * 0.994^toughness ; instead of dmg/toughness )
- PvE ? This game does not support such puny things.
As said before, Stability Mantra grants Stability and StunBreak to you and Stability to your allies.
Stability prevents certain effects (CC) but does not cancel them. Stunbreak cancels but does not prevent them (well, no duration).
That’s why the main point for stability mantra is actually stunbreak, not the 2s stability.
http://wiki.guildwars2.com/wiki/Sigil#List_of_sigils.2C_by_type
There are various types of sigils. Yes, alot are so weak that even ANet forgot they exist, alot are increasing direct damage, not condition.
I also had a problem choosing an offhand sigil for my engy, but it’s not like there is none.
- + x% malice
- + x% condition duration
- + x% critical chance
- + x% duration for condition x (bleed)
- + x malice/ precision per killed foe
- gain might on weaponswap (for ele and engy; not necro)
- insert orbs/ crests for stats
Well, separating bleeding into bleeding and toxin wouldn’t solve the problem. Assuming they’d evenly spread the two new conditions, it’d equal setting the condition cap to 50 instead of 25. Like “we have trouble with our servers enabling more than 25 bleedings, but we can handle 25 bleedings and 25 other bleedings”. The only difference would be cleansening. While conditions are already pretty strong in PvP/ WvW, it’d just make them stronger.
Torment is a way towards what I just described, but it’s far from stackable. The current sources of the new condition is pretty low. It’s not like you see 25 torment stacks on bosses; not even tequatl.
As DesertRose said, if it’d stack swiftness each time, you could abuse it by running through it 4 times. It did behave like this in the beta and got “patched”.
There are multiple suggestions to fix it without making it too strong, but ANet sees this issue as a minor one (if actually).
- Only if the current, total swiftness duration is lower than TCs 12s (+boon dur) set it to its duration. Meaning, if you run through it with 1s swiftness left, it becomes 12s; if you have 13s, it stays 13s.
- Like Guardians SoS, add at least 1s swiftness when you already have swiftness (bad fix)
- Instead of giving 1 stack of 12s, it could give 5 stacks of 2.4s each. Since duration stacking boons are limited to 5 stacks, it’d wouldn’t fully stack with other durations, but will add a decent amount.
- Check if any of the current swiftness sources is the TCs mesmer. If not, add swiftness.
@Alex
it’s quite a difference, between "gain a charge when you kill a foe " and "gain a charge when you crit ". The first one is naturally time limited, the later one not.
I’m against it. I understand your issue, but at the same time you just want to leech from those who spend hours in organizing these events.
The main reason to create overflows is not “to be alone”, but “to have the maximum amount of players participating”. Sparkly fen is not the player-richest map, but even if there’re only 20 players roaming around it means you’re losing 20 players fighting tequatl.
The problem is either you and can be solved by yourself – just participate in the organizations and such. Don’t be the fifth wheel because you don’t want to spend time/ don’t spend time with others.
But the biggest problem is the new tequatl itsself. ANet designed the system the way that you can’t kill it with random attacking. His HP is far to high for 15 mins to kill it with just 80 people. Then the champ spawn at the hylek turrets is too strong if 1~2 players defend them when they’re not designated to.
Don’t request to nerf the only real way to kill it. Ask the developers to make it realistically killable without needing such methods.
Just to be sure …
When you say “mass condition removal” and “Cleansening Water” (Water XI), do you think that you cleanse the receiver of the regeneration boon?
Cleansening Water removes a boon from yourself when you grant anyone regeneration.
[ Edit ]
Ah well, seems like I misunderstood the trait. It’s quite powerful if it actually removes conditions from allies.
Take my post as freebump.
The criticsms are basically right.
Restorative Mantras is far from effective (in terms of party play) but it’s also far from useless (in terms of survival and support).
Personally, I always have this trait active. I don’t recall any situation I turn it off (I did once when I was testing 100% reflection tanker on asura fractals endboss). But I don’t use it to be the team’s uber healer. I use it mainly for survival purposes and tiny support if some players are lacking, or to heal melee phants like pWarden or pDefender. And yes, I did trade off some damage/ utility for it. I rarely get any glamour traits since I prefer my survival over a bit faster feedback.
@Grawl fractal
That’s another situation I’d never trade restorative mantras off. I got 30 Inspiration, use Feedback on ress, restorative mantras and focus trait here. Due to the loss of “clean on heal” I need to use a respective food for the boss.
I use this setup because I try to get the aggro from the boss and basically tank it alone. The moving around is a pain (and really unnecessary), which prevents easy TC reflection. Feedback needs to be preserved for the 25% phase, so I’m basically off constant healing, throwing phants out and sometimes reviving allies while they deal the damage.
And yes, due to that trade (+ MoP) I almost feel like a monster in survival.
Mentions by developers to be looked at “soon”
- Inequality of shards (length and difficulty)
- Adding 1~2 new shards
Transmuting is meant to combine the appearance and stats of two different items. Accessories, Amulets and Rings don’t have appearances.
The idea is quite good; never thought of this myself.
But it’s hard to combine with the cooldown. My mesmers GS causes three autoattacks (hits) per second. Ignoring, that I can still do damage by other means, with a high critchance (>66%), it means 2 critical hits per second.
And I somewhat think that the current system doesn’t allow cooldowns before counters.
But I also think that it’s possible to implement (with a bit effort), like “cannot gain any counters for 2s after it triggered”.
So, +1 from me, less rng.
All “on crit” sigils have internal cooldowns. SoEarth has 2~3s afair. If one sigil triggers, no other can trigger during the ICD.
If you say you saw two sigils of fire triggering on the same hit, that’s pretty much the bug.
Saturn, you’re not (completely) right either.
There are two sources of swiftness which have a peculiar stacking behaviour, because they have a similar abusive possibility – being ground-duration based. First is Temporal Curtain (TC), second is Symbol of Swiftness (SoS).
TC:
If it’d stack swiftness (it did in the beta), players would lay it on the ground and run through it four times getting four times the swiftness duration. ANet saw this and made TC not giving you any swiftness when you already have some.
SoS:
It’s quite similar here. Instead of triggering when you enter the field, SoS triggers once each second. If it’d actually add 8s of swiftness each second, you’d get quite alot by just standing in the area. If it’d only give 3s per pulse, you’d NEED to stay in the area to get the full swiftness. So ANet fixed this by SoS giving you the full 8s (+boondur) when you have no swiftness and 1s when you have. Because it pulses once a second, the timer gets refreshed while standing inside of it.
Possible fixes:
There have been suggestions multiple times before and ANet simply ignores them.
- Each swiftness-stack has a source. You could check if there’s a source from the mesmer present and then ditch the swiftness. So it’d fully stack with others but not with swiftness from other skills from the same mesmer.
- You could check the current duration (left) and set it to 12, if it’s below. That’d not really make it stack, but not waste a TC when you have a single second of swiftness left.
- You could make swiftness stack 5 swiftness stacks of 2.4s. Since swiftness (and several other boons) now only stack up to 5 times, it’d grant you the full 12s when you have no swiftness, but only 9.6s when you have another swiftness; or only 7.2s when you have two stacks of swiftness; and 0s when you run through two TCs (within 2.4s).
Afaik putting a lvl60 sigil into a lvl1 weapon works. But you can’t equip it until you’re level 60.
So if you want to insert the sigil while having the weapon equipped, might fail.
Try the sword or greatsword for faster damaging.
Probably try Dueling X + Shattering (while leveling)
Mantra of Recovery: Mesmer healing skill
http://wiki.guildwars2.com/wiki/Mantra_of_Recovery
Mender’s Purity: Mesmer trait – Inspiration IV
http://wiki.guildwars2.com/wiki/Mender's_Purity
Mender’s Purity is supposed to clean one condition upon usage of a healing skill. It works fine when you use Mantra of Recovery’s mantra charges, but it doesn’t work with the initial charging of the mantra.
I guess this behaviour is intentional, but with the new *tooltip*s, the Mantra (charging) shows that it does remove a condition, which it does not. Neither on start of the charge nor at the end.
So either make the charging cure a condition, or remove that wrong information from the tooltip.
We don’t know if it’s intentional, but that’s the current mechanic.
Illusions inherit:
- Power
- Precision
- Condition damage (malice)
- Critical damage
- Toughness
- Healing Power
- Condition duration
- Boon duration
Illusions don’t inherit:
- Vitality
- Critical chance
- + x% Damage (traits, buffs, skills, sigils, runes)
- Weapon Power
The mistake is, that you think phants are affected by YOUR weapon’s strength. Do the test with steady weapon and you get the same damage. But if you calculate the skillCoefficient by the formula for weapon attacks, it seems to get stronger with weaker weapons.
TLDR;
Phants do not use the weapon attack formula since they ignore your weapon’s atk (at least in pvp). That’s pretty much the reason even steady weapons don’t deal steady phant damage.
@Passive mantra recharging
I also thought of this possibility, but it’d just make mantras shouts/ meditations. Instead of “having a charge” other skills are in CD. Basically the same with another name. The current system is fine. If you can’t manage Mantras, don’t ever use them. Probably play another class. I’ve heard Warriors and Guardians are good.
I only see people talking about mantra in PvE being actually good… Maybe that alone is already an indicator they need some rework.
Besides, I’m not only complaining about how mantra’s were always crappy, but also about how this patch was ment to be good but totally failed when some dude thought of a 240 radius making it barely any different than what they were.
Yeah, you’re right. This game does not support PvE. Everything should be based on PvP. How could ANet think of something so unreasonable.
I still wonder why they didn’t just half retaliation and confusion in general. Or lowered illusions HP.
Update: Now I have made 4 successful dives with 2 different characters and still did not get the achivement for it! This is bugged. Period.
I did notice that I got tranformed into my normal armor the second I hot the water (was still inside the water). Usually I stay in my diving clothes after the dive but here I get changed when touching the water. I did NOT touch any surface and took no damage.
The achievement means to find all 38 dive locations, not to use 38 characters and do the same.
Yeah the aetherblade dive works, I can confirm that (have the Dive master myself), but as was stated above, the dive has to be “clean”, without touching anything on the way down.
And without leaving the invisible area.
Sure that it’s not, that he helped you rallying and you didn’t see that huge glowing ?
True the heal rotation is faster hmmm … How much does the healing mantra trait heal actually?
Pretty much the same as a healing charge. 2600~2800.
I don’t know if you grow accustom to using MoP as “additional heal” (as needed), but a third charge does decrease it’s H/S significantly.
- vulnerability is not underestimated. It does its job and everyone knows it. If you stack if for your party it’s indeed nice.
- I’m pretty sure the cleanse triggers first, because I think you don’t get confusion damage. But I can’t promise you.
- Assuming you continuously use it, it’s pretty much the same as a third charge. And even more, it doesn’t add 1 second into the cycle. But it also doesn’t remove a condition with mender’s purity (even if the new tooltips say so).
Well, you know it’s different and usually a bit more difficult, but it often does its job. - nc
As Zeivu said, if you want to save the skin, use transmutation stones/ crystals to a white item (cheaper anyways).
Transmutation splitters only give you the two original weapons (armors) back. So it doesn’t split skin and stats and sigil and it doesn’t work on “skinned” weapons (armors), since it doesn’t origin from two weapons (armors).
Let’s check your problems and compare your mantra burst with “my” “mantra support” build:
- 3×2 cleaning
→ if you get inspiration, you can choose [clean on heal], which works wonders with healing mantra. Usually healing and cleaning is desired at the same time. - Healing
→ if you get [heal on mantra], it’s technically a 3x heal with healing mantra. And furthermore AoE heal and healing from other mantras (like MoP). - Interrupt & vulnerability
→ Well, for PvE I usually don’t see uses for the daze mantra. And I indeed see nothing similar in my build. Instead of damage increase by vuln, you give out regeneration and aoe heals.
So technically (if you swap your traits – as I have to, too) you can maintain most advantages (exc interrupt) but trade a bit offensive power to defensive/ heal/ support.
I’m not gonna say “go support your team” or “anything but ‘more damage’ is trash”, just test it if you like and check for yourself.