Let’s assume anyone absent from a match for ‘x’ minutes is considered a disconnect and given dishonor regardless of whether they return. What happens to the 9 other people? Are they forced to play out the rest of the match? Should their ratings be adjust still? What about rewards?
Unfortunately, you have to make their ratings still adjust, or having someone eat the dishonor to force a 4v5 when a match is going badly would become meta.
That being said, if a match starts and remains 4v5, then you could make it so scores aren’t counted.
I’m not too concerned about Healing Turret. It has high theoretical HP/second, but it also requires you to devote some time and concentration to drop it, overcharge it, pick it up, and repeat in 15 seconds to get that high HP/second. It takes a lot of practice to achieve that high HP/second while maintaining pressure.
Pressing 6, 6, and F rapidly takes a lot of practice? We’re not talking about the overcharge blast, remember. This is just cast, overcharge, pick up. It’s not difficult in the slightest.
“I have blink and I do blink behind people and 90deg to zerg to get away. Like I said before the lack of 1200 range from blink can be made up by better skill. "
Idk if your following this or not, I respect that you don’t like extended blink. I would also say that the mesmers on this thread that are more skilled than you are saying blink is better. Dont try to say that less skilled people use blink when 90% of your thread is using it. Need proof? cause I would love to duel you and show you how a 1200range blink works. When people are being polite don’t call them unskilled, remember a 1200range blink will go really far up your …
I like how you assume you are better than me . I’m up for a duel any time . We’ll see how well you’ll superior skill hold up.
edit: also no where in my post did I call anyone unskilled. I merely pointed out that the lack of 300 range can be made up by better playing i.e better position and anticipation of your enemies movements. However no amount of skill can make up for an un-crippled foe. But if you want to be a jack kitten about it, lets duel so I can shut your ignorant trap up.
Ooh ooh I want to watch! I’ll duel too
In build 1, gwskills show 20s cooldown lowered to 12s on swordsman. In game i see 16s whatever i trait lovered cd or not. Am i doing something wrong or they changed it?
Edit: ok checked it, in game blade training doesnt stack with illusionist celerity.
It’s only a tooltip error. The game can’t handle double cooldown reduction apparently, but if you actually cast the skill it’ll have a proper 12s cooldown.
Empowered illusions is purely for damage illusions themselves do. Mind wrack, like all shatters, is a mesmer generated attack.
I totally agree with you tho I am experiencing a whole nother problem with the dishonorable thing, sometimes I get alot of dc’s in a row while I’m playing TPVP, when this happens I log back in asap, tho when I get back it happens alot that I’m dishonorable, not for intentionally quitting a match, just because my internet sucks…. it’s very frustrating…..
This happened to me as well, and when I contacted an admin, I was basically given the definition of what the debuff is, which I already knew of course, why it happens, and gave me a wiki link. They then told me there’s nothing they can do about it.
This video describes how I feel the community is treated whenever an issue is communicated.
http://youtu.be/HAo5GgaJmsA
The admin was in the right. See, if you’re crashing out or dcing constantly, and you do it 3 times in rapid succession, then you are making the game terrible for 9 other players every time it happens.
Playing tournaments is not a right, it’s a privilege. If you continually abuse that privilege by dcing all the time, whatever the reason may be, then you lose that privilege for a period of time.
So to begin with, I’ll say that in my personal experience, PU conditions is by far the best spec to be running in solo queue as a mesmer for most maps. I use a different build for skyhammer, different build for spirit watch, and I use a modification of my phantasm build for khylo. Other than those 3 changes though, PU conditions is definitely superior. When played properly it can perform multiple functions that allow your team to win.
If you’re team queuing alone, this stays true. PU conditions is still the best spec to play (changing it for khylo).
Proof of this is my being able to rather easily maintain top 200 on both leaderboards by only playing the above.
Now, that being said, the problems that you raised about shatter in the OP are quite odd and imply that you’re doing something very wrong. When playing glkittenter you can absolutely wreck most builds/classes if you play it correctly. Killing glassy builds should be your bread and butter, as your burst generally hits harder and comes with more built in defense than theirs does. I usually take sword/torch to give me more inherent defense that stealth brings, and I also take the condition removal mantra to help on that front. However, since you’ve mentioned that you have difficulties taking down even glassier builds, I think it would be wise for you to seek ingame help from someone that knows what they’re doing, so they can advise you that way.
The way I like to describe feedback is that it’s not a bubble, it’s a solid sphere of projectile reflecting space. Any projectile contacting that sphere in any way is reflected.
Just a note. Crit chance sigils don’t work on phantasms. Phantasms don’t inherit your crit chance, they inherit your precision.
Thanks for the GREAT info Pyro and Dess. A couple more…
Could you point me towards a starter PvE Phantasm build? Browsing the build list thread, nothing jumped out at me.
Also, would your ‘Overpowered’ Phantasm build still apply today? Was thinking of trying that out for sPvP.
For PvE phantasm, check the new guide that was just posted.
My overpowered build still does what it does. It’s great in a 1v1 fight, but loses strength past that.
might and strength runes are fine.
introduce more methods to remove boons instead.
Also known as mesmers. The methods already exist, they just aren’t utilized.
I run a Celestial Hybrid build in Spvp but I use scepter / pistol – sword torch. It’s a lot of fun to play
Can you share it with us? I’m interested in how you managed to effectively use S/T.
Sword/torch is a great set in various builds. I prefer it when I run shatter, because the prestige gives such fantastic defense, with added aoe burst capability if you use it right. The phantasm is unfortunately just shatter fodder on a 35s cooldown.
I miss being able to run halfway across the map with moa :[
Haha, that was sorta silly though. Moaing people was distinctly unhelpful insofar as killing them went.
Just because you can’t tag everything in sight doesn’t mean that mesmer is not a profession that is helpful to a zerg.
Useful and helpful != fun.
Retaliation is useless from a damage perspective PvE, and nearly useless in PvP unless you’re specifically built to make the most of it, which involves ultra-tanky gear. Don’t worry about retal.
Retaliation reflects all the damage you take? If so, could a vitality set with healing power but no toughness work out? What about an Asura Mesmer (for the extra pain inverter), could it make a retaliaton Mesmer any viable? Im not thinking about going there (I liked a guide i read, i believe it was yours, that used retaliation but seems that it doesn’t work anymore), but ive been wondering if it could work somehow.
No. Retaliation returns a static amount of damage per hit. This amount is some base + scaling with power.
Great thread. mesmer noob here!
I have been running a PU build like this in sPvP and I LOVE IT.
I hit 80 and have been looking for a WvW/PvE build (and maybe those are separate…)
Looking at Pyro’s Zergmower build, I bought a bunch of Dire gear for that, and figured that would suffice for PvE for now as well. but I found myself reverting back to using a Scepter and playing a bit more like a PU Mesmer again.My question is why Rabid for this build? How does Precision help a condition build? Could Dire be used here for WvW?
Also, with a lot of damage coming from the Scepter block, could the same Guardian Runes be used here for the Burning condi?
So I’m gonna just paste a response with regards to the rabid gear that I’ve made elsewhere. It’s specifically dealing with rabid vs carrion, but the same applies for dire.
So let’s start with the easy one: Precision.
A massive amount of mesmer condition pressure and sustain is obtained through crits. Your dueling 15 point minor trait causes all of your illusions to bleed on crit. That’s massive. Since illusions take your precision, having high precision is a must for good bleed pressure.
A slightly less direct reason is the interaction with the 5 point minor in dueling, 5 seconds of vigor on crit. Vigor = 100% faster endurance regeneration = twice as many dodges = twice as many dodge clones, which leads to more damage and more damage avoidance.
Next up is toughness.
Toughness actually has a direct benefit too. Your 25 point minor in chaos adds 5% of your toughness to your condition damage. That’s at least 100 more condition damage right there.
Now, both vitality and toughness are defensive stats, but they defend against different things.
•Power damage will eat right through vitality with no toughness, but conditions take much longer with more health, so vitality is condition defense
•Conditions don’t care about toughness, but power damage does. You get strong reductions in power damage with more toughness, so toughness is power damage defense.In the blackwater build, you have strong condition defense already due to your traited torch, and so more condition defense is a lower priority. Additionally, mesmers already have medium base hp, so you’ve got a good amount of hp. When I run the build, I generally have 20k hp, which is fine, and so every bit of toughness you can get does much more for you.
Additionally, toughness indirectly increases the strength of your heals, while vitality decreases it. The same strength heal heals for a lower % of your hp with a lot of vit, making it indirectly weaker.
Lastly, we can talk about power.
This one really is quite obvious for anyone that’s ever played mesmer, but less obvious for a necromancer, which is why I’m thinking your friend is a necro. Mesmer condition skills don’t use power, generally. Your entire build is designed to do high condition damage, and not power. You have a couple skills that scale well on power, but the thing is that power does not matter at all without crit power. Pure power damage sucks, in order to do any appreciable damage, you absolutely have to have crit power.
Therefor, taking carrion gear would be lowering your condition damage because of vit instead of toughness, vastly decreasing your endurance regeneration, vastly decreasing your bleed pressure, making your heals less effective, and reducing your power damage defense, while providing you with a tiny bit of power.
Now, with regards to PvE….none of these work even in the slightest if you want to be effective for PvE play. You’ll want to get yourself a set of berserker’s gear and run a phantasm build for PvE.
As far as the scepter block + guardian runes go…I wouldn’t recommend it. They work really well with mimic because you get the massive numbers of blocks. It would work, but I just don’t think it would be worth sacrificing the other bonuses you can get from runes.
Looks decent because I’m inherently wary of hybrid builds. I’m not positive you’ll be able to get enough might stacking to really make it work the way an ele can, but I’d like to see it in action.
Arcane thievery served that purpose.. When facing a Warrior or an Ele, I was able to steal those 15+ might stacks. But then I wasn’t able to maintein them, because of the lack of might duration.
After your suggestion I should be able to gain and mantain at least 10 stacks of might, which is not that bad, afterall.
Yeah, arcane thievery isn’t really a viable way to might stack. It’s nice for a laugh now and then, but with the 45 second cooldown you can’t actually maintain anything with it. You’ll also run into the problem where there’s 3 targets with huge might stacks, and you want them off of all of them, but arcane thievery can only hit one of them.
Mesmer didn’t get any significant nerfs, we just got nothing good. No new worthwhile traits, only 1 significant bugfix out of the many we were promised…
Thanks for your advice, this is truly what I needed. Can you please elaborate why the build is only “decent”, assuming I made the changes you proposed? (And please, please!, drop the “I’m an ESL pro” attitude, one Helseth is enough
)
Looks decent because I’m inherently wary of hybrid builds. I’m not positive you’ll be able to get enough might stacking to really make it work the way an ele can, but I’d like to see it in action.
So a few things.
In a phantasm build, you’ve got an incredible way to deal with conditions in the form of the iDisenchanter. Unfortunately, this will also prevent you from stealing might stacks as they’ll be stripped instead. So drop arcane thievery, take runes of strength, and build your might stacks that way. This only drops your crit chance by about 9%, which isn’t too bad in a phantasm build.
Other than that, it looks decent.
Retaliation is useless from a damage perspective PvE, and nearly useless in PvP unless you’re specifically built to make the most of it, which involves ultra-tanky gear. Don’t worry about retal.
It’s gotten to the point now where I get into the match, give it a try, but if I can see that it’s a loss, I’ll ask an opponent to kill me so I can afk in the base. Then it’s just a matter of watching some YouTube vids while my team tries to fight to the last man to claim 20 points vs 500 points.
A bit of an exaggeration on the points, but you get my meaning.
Sounds like we’ve figured out why you’re on a losing streak. I’ve heard that afking in your base does wonders for the other team.
The games mechanics do not need changing either, there will always be optimal builds and weapons in a game, wanting your builds to be on par with the meta builds is flat out ludicrous. The only thing I can agree with being an issue is conditions, they need to remove the cap in PvE and make them scale better with condition damage or something.
Just thought I’d mention that these last 2 sentences are in direct opposition with each other.
The game most definitely does need to have some significant changes made. Maximum damage condition damage builds absolutely should be viable in the same way that maximum damage power builds are. This isn’t an easy fix though.
As I understand, the stacking cap exists for server/data reasons, not just an arbitrary pick. On top of that, most classes can’t even stack high enough to hit the stack cap by themselves, and even if they did…it would still be less damage than zerker. So to get condition damage builds to be viable they need to both figure out a way to improve the stacking limit AND get conditions doing more raw damage than they do now. This will absolutely require a pvp/wvw/pve split, as a boost this significant to conditions would absolutely destroy any semblance of balance that exists currently.
They also have to be very careful not to accidentally make conditions significantly stronger than zerker while they’re at it. If this happens, then they’ll kitten off everyone who’s gotten a zerker set of ascended gear, and I’m pretty sure they’d rather not do that. You might think that something like this is unlikely…and I’d advise you to look at how much other stuff they’ve screwed up on accident.
Hello Advent, I agree with your points, though I can give you the example of the conditionmancer that can stack a lot of bleeds, can poison and apply weakness, can deal aoe condition extremely well. The condition mesmer cannot stack with the same efficiency, nor apply aoe conditions in an effective way.
Then you have the stack cap, among other things. But in this case I am talking about the mesmer in particular. Of course the mesmer brings more utility, but the trade-off for damage compared to a condition necromancer seems pretty big.
It doesn’t matter if it’s a condition necromancer, engineer, or mesmer. Any condition class will get blown out of the water by any zerker class. Necromancers are particularly bad because they aren’t particularly great as zerkers either though.
In general, mesmer conditions are more optimized for pvp, this is true. The rng of application includes some strong pvp conditions such as cripple and weakness, along with damage ones like bleed. However, again, even a class specialized for full condition damage spamming like necromancer is absolutely nothing compared to a half-decent zerker.
I’m pretty sure we can let this thread die and nobody would miss it.
Yes, lets do that.
The way I see it however is that mistakes are always going to happen, I acknowledge that I probably made a lot during some of the fights.
This is absolutely true, mistakes happen. I just mentioned those 2 particular ones because you tended to repeat them over and over, at least from what it seemed in the video.
This may just be me, but I am completely unable to locate the 5/4/2014 podcast(Episode 24). Could someone please link to it?
Heya. That episode actually hasn’t been posted up yet. Our website moderator was out of town for a bit, so it’ll get up pretty soon. I’ll update this thread when it does.
You’ve got a very bad habit of wasting mass invis and magic bullet. You tend to use mass invis without a particularly good reason for it…and then break the stealth a moment later with some sort of ranged attack. Magic bullet you have a tendency to just use it into shield stance or various forms of stability, wasting it.
If the op means viable as in “accepted meta pve/PvP build”, yeah, it’s not happening. If it’s just about having something that holds up reasonably well, this would work.
1. In some builds/teams you might have aoe fury going off anyway.
2. In PvP with gs/staff and restorative mantras you would have a lot of ranged damage and quite a bit of survivability.
3. In pve with melee weapons it should be within about 10% of 6/2/0/4/2.I’m 99% certain that Phantasms don’t get fury from party buffs, just like they don’t directly get might stacks from your party. They only inherit primary stats like precision and power from you. That’s why your might stacks help your phantasm (because might buffs your power), but fury doesn’t, because fury affects crit chance directly and not precision.
Phantasms could get fury from your party, but it’s unlikely. Buffs prioritize players, and so the 5 target limit will usually rule out giving phantasms fury. If they did get fury, it would work though.
Are there any videos of The Zergmower in action?
Getting good footage of it is rather difficult for me. My frame rate already suffers in large fights, and fraps makes it drop dangerously low. I’ll see what I can do though.
Power Block
This one is really simple. Just make it work with thief skills and it would be more viable, though still not necessarily worth taking over CS.
Triumphant Distortion
This trait has a flawed concept. The only way I could see it being more useful is if it were changed to distortion upon downing an enemy instead of on killing it.
Bountiful Disillusionment
This trait has a severely flawed concept. It’s a shatter trait in a position where a shatter trait doesn’t really belong. On top of that, all of the effects it gives are incredibly weak. In order to make it every remotely viable, 2 things need to happen. Firstly, all of the boons it gives need to be aoe. Secondly, all of the boons need to be completely reworked and drastically enhanced.
Disruptor’s Sustainment
If BD is has a severely flawed concept, then I’m not sure what to term this one. Healing power is bad. Something that might be more workable would be a strong aoe heal on interrupt, not sure.
Maim the Disillusioned
This trait isn’t viable because it doesn’t pack the punch that shatter builds absolutely must do. Currently it applies 1 stack of torment per clone for 4 seconds on shatter. I would propose increasing it to 4 stacks of torment per clone, but reducing the duration to only 2 seconds. This allows you to actually do spike damage with conditions, as well as decreasing the potential for very long lasting torment through duration stacking.
I did some testing with it awhile back – what seemed to be the case is that, with 76% condi duration and burning as the ONLY condition, you would get one tick. With the same condi duration and multiple conditions, burning would tick twice.
Yes, I seem to recall something incredibly odd like that as well.
I also have a great Healer Guard but, oh I forgot! All classes here are Zerker DPS ..or BAD.
Full Celestial D/D Ele says hello!
Keep in mind we’re discussing this in the context of PvE. You wouldn’t run a full celestial d/d ele in pve. You’d tend more towards staff or sc/d and always zerker.
Thanks you. What would scholar rune be sufficient?
I am not really starting out, I just took a long break after dragon bash.
Scholar runes will be fine. I think that technically the best choice right now is strength runes…but those are upwards of 12 gold each.
The main downside to running phantasms (which I do roaming) is that if the attack is blocked, or evaded, or obstructed, etc the phantasm will not spawn: it will waste the CD.
I’m afraid this isn’t true. There are only a couple ways to make a cast fail. You can blind it, invuln it, LoS it, or outrange it. Evading and blocking will do absolutely nothing.
If you’re going to use hoelbrak runes, then you really ought to be using battle sigils (this goes for strength runes too). While shattering and mirror blade will give you some hefty stacks of might, the 3 stacks for 20 seconds on weapon swap adds a pretty massive amount of sustained might on you, and this ends up resulting in more damage than something like a fire/air sigil could provide. Unfortunately, battle sigils are incredibly expensive, so this might not be a viable option straight away.
Skoteinos, your build would suit better in just wvw, leave the pve dungeon related content out.
As for arguing with pyro, don’t bother he’s just a egotistical toxic part of this community who is going to make you feel stupid regardless. You want to play what you want? Go right ahead, no one here is stopping you.
So uh, in your first sentence you basically say that I’m right, and in your second sentence you say not to bother arguing with me because….I make you feel stupid? I’m a little curious of your thought process there.
The simple truth of the matter is, there those that want me to believe as they believe regarding Mantras, and I’m simply saying that I do not believe as you nor will I believe as you regarding Mantras.
And they simply can’t or won’t accept someone disagrees, so they continually try to ‘tear down’ any notion in favor of using Mantras.
We don’t care what you do or do not believe. We just want to make it abundantly clear to newer players who might stop by this thread that full mantras is not a viable playstyle. We don’t want this to be the case, I’d love it if full mantras was actually a thing that could be done…but it’s not. All of us here have come to terms with that reality, even the most steadfast mantra proponents (Fay). They simply aren’t good enough to truly base a build around.
Again, I think it’s about time you stopped talking and started doing. You say this build is good, you say you’re good with it, you say it can work. Record it. Show us. Prove us all wrong.
Yeah, as a general rule of thumb, BD is not a good choice to take in any type of build for any reason. It just provides nothing that can’t be obtained in a better way elsewhere.
Retaliation? You get that from a 2 point trait in illusions for far longer than BD. You can also combo iLeap/iSwap on temporal curtain for 15 seconds every 20 seconds.
Might? You can get that from a couple of sources, but a big one in particular would be bountiful interruption, where 1 interrupt would instantly give you more might than a shatter in BD.
Fury? Ok, this one is actually unique. Unfortunately, it’s also uniquely and incredibly short duration, making it totally useless.
Regen? Let us count the ways. Chaos 1, chaos armor on any one of a bunch of combo skills, the chaos armor skill itself, and last but not least…easy permanent aoe regeneration from phantasms with 3 points in Inspiration.
Instead of BD, you could take CI and actually be useful to your team, or BI and actually get significant offensive boons to share, or PU and get significant defensive boons to share. It just doesn’t do enough for even a master slot trait, let alone a grandmaster.
If the Mesmer is competent and experienced with shatter themselves, they won’t lose to a shatter spec whilst running phantasm. The burst is too predictable and shatter lacks the sustain of phantasm builds. Plus, as a Mesmer you don’t have easy access to AoE or effective cleave to destroy the opposing Mesmer’s phantasms.
You’ll lose more often than not.
I tend to have Signet of Domination ready + pistol num# 5 skill so they have to take my damage whether they like it or not
Most Mesmers will run two stun-breaks, even in a phantasm build (in PvP modes), so I’d hardly consider this a solution. I run both Blink and Decoy when I play phantasm.
Not to mention iSwap as another breaker. What the signet and pistol allow you to do, though, is interrupt the casts and try to get burst in before they build up phantasms.
That’s what I was trying to point out ._. To stun e’m before they get a phantasm out and Burst e’m
Yeah, you can definitely try to do that. It’s easier said than done, unfortunately. There’s a lot of ways to protect casts, so it’s not always going to be possible to get interrupts. Ultimately in a fight against a phantasm mesmer, you really just need to pressure them hard. Phantasm builds do have a bit of a setup time before they reach full strength, and this is your chance to kill them. At about 20-25 seconds into a fight though, if they have been able to get set up, you’re dead almost no matter what.
Such a genius that he used to try defending greatsword for PvE.
Used to. I haven’t done that in a very long time.
Also out of curiosity, is phalanx warrior not a thing in normal dungeons? I was under the impression that upkeep of 25 party might easily was worth losing a couple damage modifiers regardless of the situation.
(edited by Pyroathiest.4168)
Out of all of your examples, the warrior’s main hand sword is the most balanced condition-on-autoattack.
The most imbalanced condition-on-autoattack is in the form of long-range autoattacks with no avoidable projectile, i.e. Necromancer’s scepter.
Try capping a point with a Necro scepter. Nerfing this weapon for necro’s means it won’t be used.
Why would you be capping a point with a necro scepter? That’s…not your job description if you’re running condie necro.
There’s no stun breaks in that build, you’re going to have a bad time in sPvP with it. Sorry if that’s not what you want to hear.
Remarks void of the insight I’ve shared have little value, and, only serve the narrow-minded, which is fine, for the narrow-minded will be left to their devices, as, those who do read thoroughly through all that I’ve shared will at the least obtain my perspective.
You’re uh. You’re starting sound like you’re quoting scripture. Not sure what that means.
Take some screenshots to document the locations of the bug then send them with some written explanation to exploits@arena.net
Essentially, you’ve presumed that I started playing Mantra’s just recently and decided to create this topic for some intent other than to share.
Actually, we’re presuming that you’ve only started pvping recently. Note that this isn’t a bad thing in and of itself, but it is a fact. Your lack of understanding of how binding blade functions betrays the fact that you’re a very new pvper. Being such, it’s understandable that you may not have encountered many skilled players yet when using this build.
You simply presume to much, betraying whatever facade you show in these forums, thus, revealing your pompous pretentious arrogance, and as such, I have little respect for your words and words from those of your character.
I’m sorry, I couldn’t help but chuckle at this one.
Seriously though, not a single person in this thread thinks that this build is a good idea. That should tell you something. I may have been the first and loudest, but everyone here is on the same page. We’re not saying this build is bad because we dislike you for some odd reason, we’re saying it’s bad because of how it functions on its own merits.
Essentially, you’ve presumed that I started playing Mantra’s just recently and decided to create this topic for some intent other than to share.
Actually, we’re presuming that you’ve only started pvping recently. Note that this isn’t a bad thing in and of itself, but it is a fact. Your lack of understanding of how binding blade functions betrays the fact that you’re a very new pvper. Being such, it’s understandable that you may not have encountered many skilled players yet when using this build.
So, you keep saying lots of stuff about how this build is good. Would you like to provide us with a video of you being good with it so we can learn from your obvious brilliance?
Overall, this is a shatter build for PvE….which means it isn’t going to do all that well. There’s several reasons for this, the first being that you’ll be producing far lower damage than a standard phantasm build.
The other reason is more specific to this build. You’ve been forced into massive trait, rune, sigil, and utility expenditure just to provide might stacks now and then to your party. Warriors can maintain 25 stacks of might with 2 traits and then autoattacking with a greatsword. Elementalists can do 25 stacks of might for a party easily with blasts…and provide large amounts of fury at the same time. There’s no need for a mesmer that’s kitten most of their build just to be able to provide might to a party.
We’ll have to assume that your Swordmen wont die on cast or a while after,
for your math to work.
My conditions wont be removed in PvE..
You’re forgetting the fact that you also won’t have permanent burning (any burning at all actually in your build), and you’ll never have 25 stacks of bleed. My calculations were insanely biased in favor of the condition build.
However, its a Fact that this game should be renamed to ZerkerWars 2..
Yes, this is true. I don’t personally think it’s a good thing, but it is a fact.
I just made an effort to the opposite direction and I got a /facepalm, even though theorycrafting math does not always work in the field like on Paper. The same build played by different ppl may give odd results, especialy when we talk about Mesmers..
Math doesn’t lie. You made an effort, but unfortunately the game mechanics simply don’t support it. Can you kill things in PvE with this build? Sure, you can kill things in PvE with any build. Will you be even close to as effective as with a meta phantasm build? No, you won’t.
This is an all around Great Mesmer Build, but go on..
tell me how much crap it is and how stupid I am to post this.
_______________
OMG that attitude of the elitist polymaths
You’re making claims that it’s a “great” build and that “targets melt” when using this, but the simple fact is that it’s not a great pve build. Targets won’t melt when using this as compared to normal builds. There’s nothing inherently wrong with trying to make condition builds work in PvE…but it’s not going to work, and you’re making claims that simply aren’t true and that you can’t back up.
You can complain all you want, but as I said before, arguing with math is generally a futile endeavor.