^
that’s why pyro said to remove your DPS ranking. It’ll make players like colesy say that pSword is better than pWarden.
Well, those are MMO terms, so I doubt they are normed. I agree with both posts (@process and @pyro) because one use the keyword and one not.
Vulnerability is a multiplicator effect, therefore multiplies your damage. But it stacks additively. On the later the word “stacking” is important.
Same for toughness and almost every other effects.
Yet, a x^2 is exponential. Ragnarok had such a formula in damage output accordin to strength (before they renewed the whole game). Doubling strength equals damage times four.
Fortunately there’re no such formulas in GW2.
@OP
It’s nice how you think nobody likes mantras just because you don’t like them. I’d rather not like them the way you suggested.
There have been multiple usefull suggestions about mantras before, not counting yours.
Mantras are hard to use in PvP, indeed. The only exception would be mantra burst build. But well, pDisenchanter, Portal and SignetOfInspiration are also. So you wanna redesign them as well ?
There are so many skills/ traits/ abilities useless in PvE, so I’d like to see them changed completely. I don’t care if they become useless in PvP, like you don’t care about PvE.
The short few changes to mantras I’d like to see:
- To increase the support functions of mantras
All Mantra charge uses retain their current effect and get an AoE effect (like restorative mantras) with 50% effectivity. Daze Mantra needs to be discussed.
- To solve the long charging
- Mantra casttime gets increased to 3s (for calculation purposes now). Channeling 1.5s fills one charge, regardless if cancelled or interrupted; channeling 3s will fill two charges. (1s / charge with HMantra trait). Cancelling by pressing again (like our weapon block skills) will immediately use one charge; even if you only charged 0.5s.
- OR Mantra charges refill automatically by cooldowns. There’s no possibility to actively prepare them. Cooldowns neds to be re-adjusted
- To solve the “I have a single charge, what to do now?”-problem
- The maximum amount of charges to one. Casttime, Effect and recharge need to be readjusted. HMantras would need to be changed to something like “using any mantra charge deals damage to your target at 900~1200 range”.
- OR add an ability to recharge a mantra with one charge left. F5 ?
- Protected Mantras:
give protection, distorsion or stability. With decent duration and ICD. 400 toughness is pointless.
- Stability Mantra:
stunbreak is nice, but 2s stability is useless. It doesn’t even let you cast another mantra. 4s minimum.
Generally:
Do need to reduce their casttime so that anybody can use them. Don’t use them when you can’t handle their casttime.
Better infuse beforehand and then transmute the skin.
If I get the Prototype Fractal Capacitor for 1350 frac relix and
combine it in the forge with
Vial of Condensed Mists Essence
Gift of Ascension
and 40 Crystals
it will be upgraded from exotic rarity to ascended with an infusion slot?
It will retain its stat constellation/ prefix (well, noticable amount higher (22 → 56 for primary stat), but you cannot re-choose stats, nor its stats will be randomized) and if you use crystals it will recieve an offensive infusion slot.
TLDR;
yes
I can understand why ele doesn’t have weapon swap but never understood why engi does. I guess it’s because of their kits?
Yes, kits give you the ability of instantly (and almost no CD) swap your full weaponset. You can “gear” up for melee range or long range with your kits. Other classes need to do this with the two weapon sets.
Either way the suggestion for off combat weapon swap is a good idea imho. It saves you from having to go top your inventory all the time and give you the same extra space as everybody else.
Well, “give more space” is a bag argument in online games. You’ll be told to manage it better or buy more.
The two reasons are “convenience”. It’s just a pain to keep your item window open and manually swap the weapons.
And “different amount of weapons”. Both classes tend to swap the weapons between a dual hand and two single handed weapons. While switching a dual hand weap with two single hand gives not problems, the reverse does. When I have two pistols and swap to a rifle, one of the exotic pistols will be treated as “just looted”, not to into the invisible bag.
Basically what Mad Rasputin said.
The developers announced the change and said that if there’re problems (still bound), goto WvW unpack them and repack them into your inventory.
@Priorizing revives is an interesting idea, I also like it.
But for the dead <> downed at Tequatl issue, it’s teamwork. Dead players are supposed to respawn. You can’t expect this with NPCs.
@Color coding
ANet is pretty lazy there. If not, they’d finally color-code looting differently from pickups …
ANet clearly stated that the salvage-o-matic has the same stats than the smallest salvage kit. If you can’t read …
ANet also clearly stated that the chance on Essences of Luck does not depend on the used Salvage kit. If you want materials and sigils, use another kit, but the gem version is just made for MF salvaging.
@LoreChief
What you’re suggesting is actually excatly what the current system does.
Assuming you’re selling your 100g item, you pay 15g tax.
But if you cancel the offer, you pay only 5g tax.
Pretty much as the real world works, if you want to put your stuff in someonelses shop. Except that the shopowner wants the 5% and the government wants the 10% (well, 19% for germany).
I don’t like either idea/ suggestion (@Seath).
Engineer needs thee weapon swapping way more than elementalist. Both do have separate weapons as utility spells and elementalists even as F-Key spells.
As I use my engineer, if you want to be prepared for long range, short range and/ or support, just put the spells in your bar. That’s the reason those two classes don’t have a secondary weaponset.
Yet, I’d support a secondary weaponset for both with disabled in-combat-swapping as suggested multiple times before.
Well, with the current system you can equip the weapon and see their actual behaviour (not just preview) without binding them.
I’d like to do the same with skins …
What’s the duration of a pull ?
I agree that the current defiant system breaks certain builds (interrupt mesmers), but your suggestion is lacking.
But well, it’s PvE … so “noone” cares.
Didn’t you just post this a bit before ? Like 2~3 days ago ?
The skill is not flagged Illusion summoning spell, therefore IC doesn’t reduce its CD. It’s pretty much intended.
IC reduces the CD of two weapon skills, regardless of the weapon combination.
You can’t compare phantasms by a single number. Any of them has its advantages and disadvantages. Different situations require different weapons.
If you prefer another weapon than another mesmer, don’t critize him/her, he’ll be more suited in different situations.
Furthermore, do not mix PvE and PvP/ WvW.
I appreciate all testings and results, but can’t stand the posts saying “that is better than this because …” and “if you include this, it makes that better”.
We can discuss about underpowered phantasms/ skills/ traits, but don’t compare working ones.
P.S.: Mirror Images is better than Feedback.
^
colesy thinks that “bunker” means you use that one skill of your weapon which calls a phantasm, then disable autoattack and continuously run behind your phant. So that and ranged attack needs to kill your summon before reaching you. And you set your summon skill practially to autoattack without pressing any non-movement abilities.
Technically you can level in any starter zone until you’re 80.
Practically not.
With 763 achievement points, I’d not be so sure that you have one with a title included. Titles are very rare in the starting time.
But well, they’re pointless anyways.
iLeap has the same restrictions (well, a tiny bit more and a few less) than blink. It will fail over some edges and such.
Clones do not appear (anymore) when using a kit (non-mesmer weapon). It’s a reported issue since a few months. No official statement yet.
It would be nice to capture the numbers for a single attack “round” on each phantasm as many don’t live long enough for a second round of attacks (due to AoE, mob death, or shatters).
That’s what Pyro just said/ did above your post.
@Pyro
so it’s just the coeff of a single attack of the respective phants. Well, their recharge isn’t in, but with those values and the OP’s new PHaste timings, anyone should be able to calc the values as wanted. Since you listed “per hit”, adding bleeding is possible as well.
Still interesting numbers. pWarden has the strongest attack cycle with AoE and anti-projectile attack. And it’s attack doesn’t even end then the target dies (it completes its cycle). No wonder I like this one
I wonder how one calculates the DpS :o
Well, pWarden deals total of 1200 damage and initiates its attack every 10s = 120 d/s.
Temporarily bind doubleclick to your mousewheel
So the actual hit/sec increased by PHaste is:
- Phantasmal Berserker – 5.1%
- Phantasmal Defender – 11.1%
- Phantasmal Disenchanter – 15.5%
- Phantasmal Duelist – 13.3%
- Phantasmal Mage – 15.5%
- Phantasmal Swordsman – 8.8%
- Phantasmal Warden – 9.9%
- Phantasmal Warlock – 18.5%
- Illusionary Mariner – 0%
- Illusionary Whaler – 15.4%
And so many players thought the trait would do less than told.
But the actual DPS increase is:
- Berserker – 6.3%
- Defender – 14.2%
- Disenchanter – -24%
- Duelist – 13.2%
- Mage – 16.6%
- Swordsman – 7.5%
- Warden – 9.1%
- Warlock – 18.5%
How comes, that there’s a difference ?
pDisenchanter attacks (15%) faster but has (24%) less DPS ?
As for the order:
- Swordsman – 158 dps
Single target, close range - Duelist – 113 dps
Single target, ranged, multihit, good combo - Berserker – 111 dps
AoE, close range, some hits, bad combo, cripple - Warlock – 97 dps
Single target, ranged, with avg + 30% damage, it’d be ranked #2 - Warden – 87 dps
AoE, melee range, multihit, bad combo, anti-projectile, bugged immobile
Seems to be a fair list.
Thanks for testing.
[ Edit ]
^ @Pyro
You saying Warden has a coeff of 1.1 per hit per target? A total coeff of 13.2 (no death) which’d outrank any other ?
Is there bleeding, reflection, AoE and/ or cooldown included?
(edited by Nretep.2564)
You need to upgrade the capacitors to get infusion slots. Upgrade slots will automatically filled as for every ascended trinket. But the basic version is worse than green backs with upgrade slot.
http://wiki.guildwars2.com/wiki/Prototype_Fractal_Capacitor
check its mystic toilet recipes.
Sigils with cool-downs share cool-downs.
fixed.
And again, the effenctiveness of healing power is discussed as being “ok” because of PvP balance.
I do understand the issue, that ANet doesn’t want healing builds which simply outheal the damage of their opponents, but PvE or support builds are disregarded – as usual.
So falling a sloped cliff will deal 1x 200 dmg instead of killing you ?
I think the current system it fine.
Afaik ANet stated that they don’t want to put professions into preset roles. Adding cleric/ priest, wizard/ warlock, paladin (ragnarok) was not their intention. They preferred a balancing in which every class could do every job. Some a little better there, some a little better there. You can see this from the equip prefixes (not pure power, but mixed stats with 30% difference) and trait lines (anyone has power, toughness and healing line). So generally, it’s as they wanted it to be.
Stats imbalance
As we know, ANet first balances PvP/ WvW and then creates new content. The stats Power, Prec and CrtDmg do scale pretty well. Getting 0 of them and full of them surely boosts your effectiveness by … x3 (?). Getting 0 healpower and full healpower boosts your healing by … 40% (?). Same for toughness and vitality. Condition damage is somewhere between. It surely boosts your condition damage by a great amount, but we all know its disadvantage.
Here you clearly see, that ANet prefers zerker. With any class.
Crediting
Crediting kills is hard (technically). Adding code so you get the additional damage from your might credited towards yourself it difficult. Same for healing. If your ally fell from a cliff and you heal him, what credits should you get? 1c per 100HP ? for falling?
Here I’d prefer to see the ragnarok system as well: Party Share. Any exp will be shared … for GW2, it’d be the damage. Lower the drops a tiny bit and share the tagging to all party members.
Reviving
I like the current system. Anyone can ressurect anyone and downed and dead is fair, too. But do increase reviving by healing power and increase credits for reviving. If anyone can revive, I want others to fight for reviving. I mean you want others to be downed so you can run and revive them before others do. There needs to be a way to encourage ressing and not ignoring them.
Combos
Increase combo effects. Currently it’s rather a “nice” than a “use this, so we can do that”. You spam all your skills regardless of combo fields. Better keep them and use them when they deal tripple damage, not + 10%.
Yes, please encourage racism (/ profecism).
For the glory of the pure race.
Did you actually test confusion duration or do you rely on the tooltips’ values?
Battle in off-hands and either perception or bloodlust mainhand.
Fire is just bad because you’re relying on a lucky proc, it doesn’t proc on phantasm crits (I think) and you’ll get more damage out of 250+ power/precision and the might from battle sigils since it’ll buff yourself and your phantasms.
Phantasms do inherit your power/ prec and not “on crit” or “+ x% dmg”, indeed.
There’re alot viable sigils for mesmers. Just remember which do not work with phants.
Well, the basic phant bunker build is
10/15/0/25/0 + 20What? Phantasm … bunker? PvE?
The only reason you’d ever want to bunker in PvE is because you either like pretending to hold a certain role or you’re ignorant on combat and/or your class mechanics.
Well, imo “phant bunker” means that you summon your phants and “hide” behind them. Not turning your back to the enemy.
But if you prefer to name it differently, call it “70% phant damage”.
@Pyro
I usually run Inspiration IV (clean on heal), X (Mantra heal) and VIII (focus), so I don’t have the slots for persisting images. And even on most other situations, I barely ever use it.??:|
That’s the most constructive thing I could come up with.
Pyro explained why he likes the Phant HP trait and I just replied that the Inspiration line has so many good traits, that I barely ever use that one. Especially since RestMantras pretty much necessary for my build is.
Well, I don’t know how reflects or “pull-off-cliffs” are counted, but for phants …
They’re explained as mesmerizing your opponent. They are not real, but make the target think it’s been harmed (yet, it works on buildings). So it’s not actually your weapon which does the kill.
So, illusions do not “originate from specific weapons”. It’s the technical implementation, but not the designed one. Illusions can come from multiple sources, not bound to weapons. There’re even phantasms without weapon (pRogue, pDisenchanter, pDefender), so which weapon do they credit to?
If you look at staff phants, they wear abyssal scepters …
Technically, I’d also prefer weapon-specific phants to count towards the weapon, but that’s a design choice (well, most probably technical work) of ANet.
No illusion kill counts as weapon master achievement.
It was previously to closest I think or random at least. Anet mentioned that now AoE buffs favor party members in range dunno if it was already implemented or will be.
AoE buffs do affect those in your party first.
Not yet.
Currently:
Players → Non-players
Oct 15th:
Party → Other Players → Minions → NPCs
(not sure about last two)
And within a single group, it’s random. But if the party is priorized (not yet), you’re finally garantueed to get your own quickness/ heal applied …..
Note:
Heal only heals those, which are not full. So if the full party has full HP, other allies will be healed.
That’s what I said a long time ago. The live computing of condition damage (and other things) COULD be left out to reduce some stress. It’s still a design choice.
But well, it wouldn’t allow indefinite stacks on world bosses. There even criticals care left out for lower stress. Yet, it might increase the cap from 25 to like 40. Not much help, but probably nice for dungeon parties.
Always use a daytime-dependant sigil on ascalon skinned weapons.
Wallace answered everything already.
+ Afair equipping the same stacking sigil gets you two stacks per kill, but it’s still capped at 25.
+ Afaik sigils procc on any attack. You may attack/ kill with your utility skills. So it’s regardless of you kill with your main- or offhand. (unlike for weapon master achievements)
Behellagh,
Good places to start. Only to add one more location to yours excellent list: The Hall of Monuments. One POI and WILL NOT show on the world map. Even when the shape is shown or unclouded, the POI is not shown.
Never been there (no GW1) and I still have the title/ star/ gift of exploration.
I still vote for the Chantry of Secrets. The only POI I know of which counts and is not shown on any map completion.
Enable it in your chat log and you see when they login or log out.
Stunbreak does not break immobilization.
http://wiki.guildwars2.com/wiki/Stunbreak
works on control effects
http://wiki.guildwars2.com/wiki/Control_effect
Well, the basic phant bunker build is
10/15/0/25/0 + 20
You pretty much follow this concept. Alot mesmers of this kind are getting the GS trait as well, but … I think you should try to get along with the focus. Its pull, swiftness and phantasm works wonders. As colesy said, its reflect is pretty much necessary. Getting rid of the pistol would also give you the option to get the sword trait.
You also chose Inspiration XI for cleansening on shatter, but a phant build “doesn’t” shatter. You can freely choose another trait there, since the inspiration line has the most generic helping traits.
@Pyro
I usually run Inspiration IV (clean on heal), X (Mantra heal) and VIII (focus), so I don’t have the slots for persisting images. And even on most other situations, I barely ever use it.
- The game does not round.
- The tooltips are rounded for displaying purposes (or would you rather see your burn duration as 2.9632257893 seconds ?
- Tooltips are not evidences, but for helping purposes. They are not definite.
- (Assuming there are not other effects present, ) Condition durations are not rounded (up) and they only tick on full seconds, making 2.99998 seconds of bruning ticking twice.
@OP
I don’t know if the burning duration is actually applied or if even the general opinion of additive stacking of condition duration is true. Just, your reasonings are wrong.
Toughness aggro is meant so that your party can have a tanker (like Guardian) and the glass cannons are somewhat safe.
Unfortnately Toughness, Vitality, Healing Power (, Boon duration and Conditiondamage) are really weak stats. The only worthy stats to stack are power precision and critical damage. Anet develops the system so that only berserker is viable.
Nope, if your character is facing in the opposite direction almost no skill will work properly. You can’t attack your backside.
So be sure that when the phant cast is finished to turn your character towards the target for a short moment.
It’s funny how all those who can’t manage to use Mantras want to change them in a way so they can use it. But those who already use them will be ****ed when they’ll change that way.
Right now mantras are indeed precasted skills with a high (well, medium now) casttime. But their actual purpose is that you can use the charges any time, while reviving, while dodging, while attacking with other skills and even while charging other mantras. You simply don’t use mantras as you use other skills.
They have great uses and potentials, but alot mesmers just want to use them like all other classes …
I’d agree with making more items rather account bound than soulbound. But not to sell them.
But afaik petitions are forbidden here.
The exact mechanics of conditions have yet to be found out by players, especially the multiple stacking or the cap stacking are still clouded.
Right now the current mechanics are assumed to be like this:
Once a tick based effect is inflicted on an entity a tick counter starts. Every second (probably half-second for torment) that counter checks for current conditions and applies their damage. This allows even for 3.1s bleeding to tick for times.
For duration stacking conditions each source is checked and the strongest one applied (and reduced time).
Since you can’t undo the transformation by will, an entire hour is too long.
But the CD could be shortened.
enabling crits on those bosses just makes anything but berserker even more useless than right now.
But that’s not the reason for diiabling reasons. Server performance/ bandwidth is the reason for capping conditions and disabling crits.
The term “greatsword” does not specify the weight. Even long sword could be used with a single hand (but not dual wielded). Dual wielded weapons were rather daggers or short swords and not swords.
1.5kg is the weight of katanas, which were one-and-half-handers for slender humans. European swords were not much heavier (afaik).
5kg is rather a hammer, than a sword, which is still mean to cut, not crush.
On contrary, bows were heavy and strong. Since you didn’t mobility, you could be sturdy. Heavy bows with strong strings to reach more than 20m needed strong guys.
Yeah … all those rangers and mesmers with soulbound legendary greatsword shall salvage them and redo the work to get another.
If three classes don’t need a bigger choice of weapons those were Warrior, Guardian and Ranger.
I don’t understand how you let Ranger dual wield swords and say that the GS is too heavy …
My complete list would rather be like:
- Warrior
- Mace (Dual; no Mace/ Sword)
- Sword (Dual; no Sword/ Mace)
- Shield
- Warhorn
- Greatsword
- Bow
- Guardian
- Mace (Dual)
- Sword (MH)
- Scepter
- Focus
- Shield (OH and single wield (like a two handed weap))
- Hammer
- Staff
- Engineer
- Mace (MH)
- Pistol (Dual)
- Sword (MH)
- Shield
- Torch
- Hammer
- Rifle
- Ranger
- Dagger (Dual)
- Sword (MH)
- Torch
- Warhorn
- Bow
- Rifle
- Thief
- Dagger (Dual; no Dagger/ Sword)
- Sword (Dual)
- Pistol (Dual)
- Torch
- Katar (Two handed); maybe re-use another two handed weapon with different looks
- Elementalist
- Dagger (Dual)
- Sword (MH)
- Scepter
- Focus
- Shield
- Torch
- Staff
- Mesmer
- Dagger (Dual) or Sword (Dual)
- Pistol (Dual; no Pistol/ Dagger or Pistol/ Sword)
- Scepter (no Scepter/ Dagger or Scepter/ Sword)
- Focus
- Shield
- Torch
- Hammer (melee) or Staff (melee)
- Rifle or Bow
- Staff
- Necromancer
- Dagger (Dual)
- Sword (MH)
- Scepter
- Focus
- Torch or Warhorn
- Staff
- Weaponless
So, no need of
- Long-/ Shortbow
- Axe