“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Heya,
Mantra of Pain too weak, pardon me? I agree that Mantra of Pain has no place in support oriented builds at all, but that wouldn’t change with doubling it’s damage either.
However MoP is actually kitten strong. It’s a dps increase in every situation (traited ofc) aslong as you don’t interrupt sword aa for 3rd attack. It’s a great aoe ranged option that basicly gives every weapon we carry a sword like aa, just with 5 targets. Don’t forget that this baby has no CD and boosts your damage with a long lasting modifier easily aswell. It’s also the spine of the Heal-O-Mancer.
Saying MoP is weak is pretty much the inexpirience talking.
Greez!
- Madame Le Blanc
Heyhey!
I’ve made my toughts about that one too and I had to disagree with the viability of the build in raids. I calculated the damage of 3 duellists and scepter and didn’t get over 18k~ at all. This said, other professions are better for dealing condi damage or damage in general (see Engi or Ele).
However I’m around 15k dps with more supportive variation of this build:
It will still not provide as much support as the regular power based Chrono with 100% boondura, yet it is a viable option for VG and Sabby:
Against Vale you can summon 2 duellists on red add and still strip boons from the blue add (requires sword), while also having green field duty. The overall dps is ok and you can spare a condi easily. Not perfect but something to think about if you lack condis.
Against Sabby you can stay on ranged with this build pretty well and let the healer stay melee. This is important if the healer is a Tempest or a Mesmer or when you need tons of heals like in the last phase where the Druid normally goes melee anyway.
Still, overall it’s rather a “meh, ok-ish” idea to play condi Mesmer in raids. But it’s definitly NOT garbage at all. I crafted myself a full ascended armor, weapons and trinkets for it – that should say something at least :P
Greez!
- Madame Le Blanc
Yup, quickness provided by Mesmer increases skills without cd by 50% damage. Alacrity provided by Mesmer increases skills with cd by 33% damage. So whatever rotation you are thinking of in theory, Mes is gonna buff it at least by 33%.
Guys just download JaxnX, run it, go ingame and record it and then post it here. :P That wall’o’text tough xD
They should simply give the mines the bigger aoe back and then their fine. I mean they’re a huge aoe damage spike with boonstrip. But agreed, sure would be great to actually trow them at a place, but would probably be too much “grenade barrage like”.
That’s where cast time with quickness comes into play. It was never 66% dps increase like ANet said, that’s plain stupid and wrong.
If you’d have skills with CD, but huge cast times, it’d be more like 50% dps increase, up to 66% depending on the cast time : cool down ratio. This made it in reality more like 50-62% or something. On the other hand, now it’s not 33-50%, rather 36-50%, since it’s always shifting to the cast time unless you have insta skills.
DpS is always according to 2600 armor, aka, Gorseval.
understand. thx for response.
Sure np. It’s because tooltips are against 2600 armor too, so we all take that as the base.
Against Sabby you get 10% more damage (medium aka 2200 armor), against Vale even 30% (light aka 2000 armor), compared to Gorsy / tool tip numbers. Remember only power is affected by armor, condi builds are always the same, that’s why condi engi is most efficient against Gorsy, power against VG.
Ok again: Noone thinks Alacrity alone increases the total damage of anyprofession by 33%. We’re talking about the whole Mesmer here:
Alacrity is a 33% dps increase for skills with cd, and only them!
Quickness is a 50% dps increase for skills without cd, (and slightly affecting those with cd).
Together, those two buffs made 50-66% damage boost for any profession, depending on how aa heavy the profession is. Now it’s 33-50%, way more balanced if you ask me.
Are we good? :P
(edited by Xyonon.3987)
Wahoo!
Yea you reach 20k dps with a power build for sure, but not in high lv fotm where toughness is too high. DpS is always according to 2600 armor, aka, Gorseval.
If you do not reach 20k dps with a power engi, it seems your one of those engis who “spawned for vale guardian” and never ever used a hammer or a power engi before. :P
Bomb auto attack alone is 18k dps with quickness so you’d be terrible to ruin to get 2k dps more out of all your skills.
Greez!
- Ziggy
(edited by Xyonon.3987)
Basicly every profession with 1005 toughness can tank. But most of them have to adapt a little bit to that, especially playstyle wise ofc. What I mean by that is that the tank normally loses damage due movement. So it’s wise to put a dps weak profession as a tank, like Mes or Druid. Yet since engi has ranged damage, it’s not the worst tank at all.
Short answer – yes you can tank as engi.
About that line:
I have a question about raiding on scrappers. I personally don’t really like to play condition engineer, mainly not for raids. However it seems to be the only accepted build for raids.
Power engi is awesome, against any boss. He has more dps against VG and Sabby with both running max dps builds, against Gorsy he only wins when both lose a kit due slick shoes. If not using slick shoes, condi engi will be a bit better. The damage differences against Grosy and Sabby are small, but at VG power engi surely deals about 50% more damage than condi.
The only reason why ppl want condi engi is because expirienced players say that they want an engi as condi for VG (red add). But players who gain their knowledge from metabattle and guides and not by their own expirience interpret this as “engi has to play condi”.
TL;DR: Power engi is awesome, I can give you a build if you want to, for each boss.
Greez!
- Ziggy
And that’s where you’re wrong too – the filler skills are either other skills with CD → alacrity makes them stronger, or they are auto attacks / attacks without CD → quickness makes them 50% stronger. It doesn’t matter what you use, overall every single profession gets boosted by 33-50% due alacrity AND quickness of the mesmer.
About your lava font calcs:
“Each lava front does 1,292 damage per second for 4 seconds, or 4 × 1,292 damage each = 5,168 dmg for each lava front.”
Hehe, no that’s not how tooltips work! xP You think a lava font deals 15-times the damage of your auto? ^^‘’ It’s not 4x 1’292 damage per second for 4 seconds. It’s 4 tics over 4 seconds that deal those 1’292 damage all together. ;3
Greez!
- Ziggy
Wouldn’t it be plain better if you’d just use the same build with power gear?
About those 10k burnings, I really doubt that’s the average tic, rather the highest one with napalm, ia and aa… :|
What’s the deal with you, escaping arguments all the time?
Mace + synergy with shield. I imagine heavy power based defensive weapon.
So how do you get your 20’992 damage in 16s then? With those numbers you’d be dealing 9’364 dmage in 16s = 585.25 dps.
Anyway, what we are saying is that alacrity increases the damage of skills WITH cd by 33%.
If lava font deals 1292 damage every 6s, this means 215 dps for this skill.
With alacrity it’s 1292 damage every kitten , this means 287 dps for THIS skill.
That’s an increase of exactly 33% (1/215*287=1.33).
Now the attacks between are ofc affected by quickness wich makes them deal 50% more often their damage wich equals 50% more damage in general.
TL;DR:
Skills with cd get an 33% boost by alacrity and by quickness (for their cast time).
Skills without cd get an 50% boost by quickness.
The mesmer boosts the squad by 33-50%, not more and not less.
343 +4x1,292, 5 sec x 343, 343 +4x1,292, 5 sec x 343, 343 + 4 x1,292, 3sec x 343
343 + 4×1,292, 3 sec x 343, 343 + 4×1,292, 4 sec x 343, 343 + 4×1,292, 3sec x 343
wat? ö.ö
So after you used blunderbuss you use what? Rifle aa? Or nades … ;3
Aslong as you do not have a full rotation without any aa’s and without using nades, nades will be required for max dps.
Bug? it’s nothing less but crappy shabby kittenty stupid design, that’s all. The gyro is considered a pet, rather than a fancy projectile animation. This means he does not inherit any of your stats.
He will always deal like 50% damage of what the tooltip says, if you are buffed even just 25%. And the gyros crit ratio is something between 4-20%.
It’s the only reason this skill is garbage in 90% of the situations. If they would let it inherit stats of the engi, this skill would be awesome. But currently … meh.
Oh boy – you’re totally right Q_Q what a terrible fallacy on my side
What I look like after reading your post:
greez! xP
Wahoo!
FT doesn’t do as much DPS as grenades? OK, but HOW much less? Enough to convince me crit procing and quicknessing my way into a hybrid from power FT build isn’t worth that difference? Show me!
Uhhh, one post above yours – there is a picture that shows what you want to know!
possible nitpick but i see an inconsistency between IA and IP/geomancy/air in that all 4 are no cast time things with only cooldowns so all 4 should have infinities for dpisct i think? but obviously the “free” dps that they offer is a somewhat interesting number (which is what is in the dpisct column for IP/geo/air). i think sharpshooter maybe needs to be added to each skill instead of having its own row since its modding each skill on a per hit basis? idk, where it is isnt a big issue for me cuz i know what it does.
Yea, IA, IP, geomancy and air are a bit wrong. It’s because the interesting part about them is the DpS they are doing, agreed it’s not DpiSCT, with those it’s really DpS.
The average sharpshooter trait damage has been calculated and added for each skill, that’s also the reason why every single attack (even in the power build) deals a part condi dmg. But yes – you are right this part is messy! xP
also, i see that neither sheet has the toolbelt cd, but i say that scrapper > tools any time you dont already have permaquickness (that is a thing in raids, but its not as much of a thing in fractals). for either build, but its more applicable to condi scrapper since i can see power scrapper is already a thing amongst people reinventing the wheel.
Yup I already mentioned in the other post that I forgot or rather calculated it later – the toolbelt cd trait is for condi only tough. In fotm you can easily stack speed for a minute with a few blasts and a lightning field tough
also, on the subject of air, i kinda assume force is the other sigil? what if you took concentration instead of air? weapon swap sigils are trivial for engis to make use of and it provides 77% uptime of 33% boon duration, which smells really nice with applied force and blasting fire and perfectly weighted/mass momentum (oh and HAE and no scope too) especially since its a very controllable uptime. but again thats more of a thing for fractals or even open world than raids i guess…
For open world, that’d be amazing. Yet I have an own open world hammer using Force and Strength. Strength procs so often with FT, it’s basicly always on ICD. Especially for the price of concentration – ugh.
In raids it’s really not needed at all, but you know that yourself you said. Air is overestimated and wiki lies about the stats. It’s a much lower power coef. as most ppl think. Air is for most professions a dps loss compared to accuracy, unless you hit the 100% crit chance mark with full zerk gear, wich only do thief, engi, rev and danger time mesmer (and necro but … well necro
). Still it’s the best dps for engi.
idk, i think its a good idea to bring your own quickness since most raids will only bring 1 chrono? they kitten out quickness but its likely enough that you only get inspired every other time since theres 8 allies and 4 targets. and inspiration should give around 20 sec on a 22.5 sec cd, usable twice at first but then only usable once at a time until the next continuum split. hmm…
Depends on your pt. You have 45% quickness uptime with your trait AND the revenant, yes. So you should always hang out in the quickness poor region, like going for green fields at VG, take further adds at gorsy or go up to the cannons at sabby / go ranged in last phase when druid goes melee (sabby too). Stuff like that.
In our guild we always want 2 mes, cuz their boost is too strong and a 2nd mes means he can go for dangertime, giving him the possibility to have not a too crappy dps output. We only demand 100% quickenss and alacrity uptime, wich is also easier achieved by 2 mes and proper equip, since they can use 4 wells then (more alacrity with calamity).
Something has changed, yes – hot – quickness and alacrity. Since hot power engi dps is higher than condi engi dps.
This statement goes completely against my personal experience, but I am intrigued to see your final results showing the damage difference.
I’ll be happy to show you my results as soon as they are aviable! I have expections for the new alacrity uptime, but we’ll know when A) I’ve done my calculations and furthermore
I’ve played both ingame for the rotations sake.
Greez!
- Xyonon, … uhh Ziggy ,, uhgh … it’s 4 am here ç_ç good night!
Just fix the AA projectile finisher finally…..
Mortar-Kit was meant as a combo machine, giving a double blast finisher with it’s toolbelt and an AoE AA projectile finisher. If it would work like it is supposed too, it would be awesome.
I couldn’t agree more with this.
33% faster recharge means every 1 sec, 1.33 sec pass. This is a CDR of 25%. In the old times 66% faster recharge meant 40% CDR for a 100% uptime.
Heya,
You don’t have to do so much “math”, it’s much MUCH simpler, since everything is % based:
If you assume you have 100% alacrity and quickness uptime you can assume this:
Quickness buffs auto attacks by 50% damage, or rather: skills with 0s CD.
Alacrity buffs skills WITH a cd by up to 25% (40% earlier), aslong as you also have quickness for the casttime itself.
TL;DR:
100% Alacrity and Quickness uptime reulted (pre nerf) into 40-50% damage boost, right now it boosts each person’s dps by 25-50% according on their aa:cdskills ratio. More aa’s = rather 50% dmg. If you only use skills with CD’s, 25%.
Greez!
- Madame Le Blanc.
I agree that mortar 2 could use a damage boost, both, a bit more direct and condi damage. After all it’s the damaging skill of the mortar – well it could be interpreted as that one at least.
Yet in the end the mortar is there to create combo fields, not damage in the first place.
With a full buffed damage of 8k in both power and condi, I’m barely ok with it.
Heya Phineas!
Not sure why you guys keep trying to reinvent the wheel here. The numbers have been done. Raids have been cleared. Builds have been tested.
You have to reinvent the wheel if your terrain changes. With that metaphor I want to say, hot changed everything – the Chronomancer changed everything.
Looking at things from a baseline perspective is pointless when traits are significant damage modifiers. Obviously the bomb kit auto does more power damage than anything else; it has a 125% power coefficient and is arguably one of the strongest auto attacks in the entire game across all professions.
Totally agree with that one. To get solid results – always go with full buffed average numbers.
But when you take into consideration Sharpshooter and Shrapnel it gets completely edged out. Against bosses like Gorseval where you’re just going ham the entire time your bleed stacks will commonly climb over 9K—and a lot of that is thanks to those two traits. And this is why the second error you made is so significantly egregious:
He was obviously talking about power engi and not condi engi. I think every condi engi knows that his / her nades aa’s are better than the bomb ones. Especially against heavy armored targets.
small info:
Condi Bomb aa: 5697 dps (62% power, 38% condi)
Condi Nade aa: 6536 dps (43% power, 57% condi)
Unless something has changed, our maximum DPS spec is still Viper’s and the grenade kit best procs all of our on-crit/hit condi traits. Bleed stacking is like 25-30% of our overall damage output, and is one of the few consistent and easily testable/observable aspects of the condition build.
Something has changed, yes – hot – quickness and alacrity. Since hot power engi dps is higher than condi engi dps.
The only place where this wasn’t the case, is Gorseval due his 2600 armor. If you used slick shoes, even there power was stronger than condi. But now the alacrity nerf hit us, power is max dps against everything but husks in open world. :P
Condis just got hyped from internet guides and those blindly following them, especially the “new engis” who rised cuz of the requirements for condi professions against red guardian. If there wouldn’t be a red add, all the engis would go power and deal about 50% more damage against VG itself. Yet mostly because of it’s low armor of 2000.
I am not trying to tell you guys that you have to play a condition engineer in raids, but there’s a reason why raid groups like mine downed the Vale Guardian day one while people were screwing around with power rifle builds hitting enrage timers at 40%.
Hehe, yea, the only reason for this is when A) there are NO condis for the red add at all or when you are simply better players. I think for most situations it was
. As a pure dps, even rifle scrapper would be better than condi engi but only against VG -> low armor.
You may choose not to run the grenade kit, and that’s a fine choice. But grenades are still required for maximum DPS, and yes a lot of us are quite sick of it but know what it takes to clear content like that … which is unfortunately why I only play this game roughly an hour a week queuing PvP and don’t raid anymore.
You may choose to go full aa FT, but that’s a kittenty choice. :’D Yea I agree. I personally do like the nades tough, but yes, they are a must have for MAX dps.
The reason for this is the Chronomancer. Quickness uptime and effectivity equals pre patch values, yet alacrity on the other hand has overall been nerfed. This means CD based playstyles took a hit, whereas auto attacking playstyles stayed the same. Or rather, power engi became stronger in comparison to the condi engi.
You have 50% more attack speed and (down from 40%) 25% less CD. You will definitly be using more autos now.
Stronger, sure, and probably competitive enough where you might actually kill Sabetha with power engineers … but it’s not a significant enough change to be better.
As mentioned before. The condi engi has been said to have higher dps than power engi since the condi rework, wich I totally agree with.
With the introduction of the Chrono, the power engi already gained a bigger boost than condi did and now a few weeks ago, condi took a bigger hit than power did. The gap is quite big now.
I’ve been doing calculations for about 50 hours against each raid boss for condi and power engi with reality based stats and situations. Even there power was already better than condi, everywhere except for gorsy without slick shoes.
Sadly I have to start over again cuz of the alacrity changes … -.-‘’ Well, I’m an ambitious person, so well, I’ll get over it!
It’s important to note that quickness doesn’t just affect auto-attacks. It affects all skills with cast times—and the grenade auto is casted; therefore, with more grenade throws under quickness that means even more Shrapnel/Sharpshooter procs.
Yes it affects every’s skill DpiSCT (damage per invested second cast time). Yet it doesn’t matter that much, if a skill has a cd. This cd mainly forms the dps. DpiSCT only gives you a priorisation list for all your skills.
The argument about more shrapnels and sharpshooters is futile. Those traits are a solid part of the whole dps. Quickness increases their damage by the same % amount as quickness affects the rest of the damage of the skill that proc it. They happen as more often, as the skills that trigger them do.
It’s also important to note that power builds aren’t any more about auto-attacking than condi builds are. Power builds rotate between freeze grenade, shrapnel grenade, grenade barrage, acid bomb, flame blast, jump shot, blunderbuss, and so on.
There are very few situations where auto-attacking is preferential to using CD skills, so you are very rarely just standing there and auto-attacking with either build. You are right, though, to point out that you do spend more time auto-attacking with a power build than you do with condi.
That’s not the point. In fact, power build do even less auto attacks than condi builds. But the point is that you will be forced to do more auto attacks than before. There is a huge difference when you go from 1-2 power autos / 3-4 condi autos to 3-6 power autos / 9-12 condi autos. Power autos deal 9k with hammer and 12k with bomb without quickness. Condi autos deal pathetic 6.5k dps wich is compareable to sword auto of the mes… x.x
These are things that can’t simply be supported with a calculator. Show me a video where you’re downing bosses with three power engineers instead of three viper engineers and then that’s all that needs to be said.
They can be supported with calculations and once I’m done, you’ll see them here in the forums. If you agree with it is your own choice but it’s hard to deny math imo (unless you find mistakes ofc!).
Yet what I already can give you, are results of all important damaging skills in form of a DpiSCT / Priorisation List for both condi and power engi. It’s:
Skill Name | Power Damage | Condi Damage | Cast Time | Cool Down | DpiSCT
What’s on my “to fix” list is that I forgot to reduce the CD of toolbelt skills for the condi engi due a trait.
About that vid with power engis – I’ll let you know when I got one… ;3
Greez!
- Ziggy
Wahoo! Took me a while since I’ve last been here in this thread, let’s clean up!
The mine has no place in a condi build indeed. But condi got rekt with the last patch and power once again dominates in max dps builds. Especially in raids with those low armor targets all over the place.
how so?
quickness affects condi as much as power. and you can keep a rev or something nearby for swiftness, especially in raids. thats the only thing tying condi to tools or inventions.
applied force is really good for any dps build. like, really really good.
i mean i assume this is what youre talking about, that power builds have an easier time abandoning tools/inventions for scrapper because of heavy armor exploit?
-same quote-
How has condi engi been nerfed? I didn’t see anything in the balance patch touching the core traits/skills.
The reason for this is the Chronomancer. Quickness uptime and effectivity equals pre patch values, yet alacrity on the other hand has overall been nerfed. This means CD based playstyles took a hit, whereas auto attacking playstyles stayed the same. Or rather, power engi became stronger in comparison to the condi engi.
You have 50% more attack speed and (down from 40%) 25% less CD. You will definitly be using more autos now.
Full buffed aa dps of power engi is 12k for bomb or 9k for hammer, whereas condi has crappy 6.5k nade autos as the best option.
As Blood Red Arachnid.2493 already mentioned – with wich I totally agree with – bomb auto is so strong that I too consider it to be a kit worth using again.
FT is rather useless for pure damage since hot, due the delay time of flame blast until you can use it a 2nd time for the max damage wich makes it worth using in the first place. Even double tab takes too long already. You can only use flame blast efficient with quickness, if you are max range and it explodes by itself. But then you were out of range for the 10% crit chance before and after this attack.
I suggest to use Nade, Bomb and EG now. Gonna make some calcs soon and will give them to you once I’m finished.
Btw, Blood Red Arachnid.2493, here are the full buffed dps numbers of your mentioned autos on a power build:
Bomb: 11843
Hammer: 8997
Grenade: 8192
Flame Jet: 8034
Rifle: 7056
Those numbers include sharpshooter and all traits wich affect the autos in the meta build. This means rifle attack speed is NOT included.
Again though, a comparrison between flamethrower and grenades is wasted, seeing as how we take both anyways.
I suggest to use Nade, Bomb and EG now. This means FT would be gone. This is why a comparison between those kits was important.
@ Phineas Poe.3018 : your big last post i haven’t yet read – I will shortly do so, but first my maties need me for a raid
Greez!
- Ziggs Ironeye
Ranger arrows fly 500 range further than max range – so they have 2000 range. I expect the same for every arrow kind? So yea, 1200 range + projectile = 1500-1700 range… It’s stupid imo…
You never need or even should go for commander’s , nor wanderer’s gear. As dps you use zerk or kitten (depending on the other mesmer), as tank you just use one piece of toughness gear and as heal-o-mancer you use magi / cleric mix or just full cleric.
At this point I want to entrust something to all of you: The whole “this is meta, I need it, that is meta, I need that” stuff is poison, don’t do that. Think for yourself, don’t blindly do stuff you hear others do. I’ve always been ignoring the meta, just took it as a reference of what other do. If it was optimal sure I did the same, but I came to that conclusion myself. I sure was a terrible player in the beginning, heck I even leveled my Mes with Scepter/Focus + Staff on release x.x – but for today, I’m happy that I experimented so much and that I calculate the best options for everything.
I carry 5 full asc armor sets with me – one is open world kitten with chrono runes, one is kitten with leadership, zerk with surging, both for raids, and only a few weeks after hot I made the Heal-O-Mancer magi / cleric mix. I even have a condi gear with me, it’s not even bad to play condi mes since last patch.
Still, if you join pugs and say you play heal tank mes or condi mes, they most of the time kick you for no other reason than being poisoned by “the meta”. The meta has to be invented.
Don’t follow the meta, design it!
Greez!
- Madame Le Blanc
Ok I did today a full run as heal-o-mancer, tanked and healed on both vg and gorsy, it worked perfectly fine. Good sustain for myself, many blocks, super aoe heal and still 100% quickness and alacrity.
Just Sabby seems a bit stupid since mop proc has low range and therefore i must stay melee, so anotherone has to go ranged. But maybe it’s enough with 500 HpS with just regen until the last phase, so I could just go ranged and summon phants for regen and spam wells.
I’ll definitly set up a guide soon _
(edited by Xyonon.3987)
Hey,
Alacrity does not affect the ICD of traits themselves, yet it works on traits that make use of skills you actually own, just like:
→ Inspiration, grandmaster, middle one → Illusionary Inspiration wich casts “Signet of Inspiration”, one of your signets.
Greez!
- Madame Le Blanc
Nah, someone else mentioned it…you can’t burst heal on a chrono. Well is 3s delay, mantra is a pulse every 4-5 seconds. A Druid can unload massive healing in seconds when necessary. Even the most aggressively heal-specced Mesmer can’t come anywhere close to that. Additionally, you’ll be losing out massively on quickness uptime without SoI. Yes, you have the trait. No, it doesn’t work. How do you plan on getting 3 illusions for the initial combo without using a phantasm skill? Answer: you don’t. How do you plan on doing your combo at all if you have to wait the 1.5s channel of shield block to cast a SoI. Answer: you can’t.
While I’m sure your healing is decent, there’s zero chance you’ll be as good as a Druid, and you’re sacrificing substantial quickness uptime to get there. No go.
This is greatly a matter of skill. You never need instant heal, unless somone really kittens up and that’s the point where this single person uses their own heal skill. Anywhere else, over the whole run, you can simply keep them at max HP and if they take a hit somehow, they’re not oneshot, they’re like at 50% and won’t get immediately hit again in the next 4 sec.
In that situation, the druid is like the guard was in the old days in fractals – a babysitter. Expirienced players replaced the guard with a mesmer for good reasons. They didn’t need perma stability, some procs of the mesmer were enough. They didn’t need perma protection, their own skill was enough.
I’m pretty sure the Mesmer will have the same sustained heal as the druid. The instant burst is lower, well not there I agree. But you don’t need it anywhere and this opens new ways to create a team to clear the raid as fast and efficient as possible.
About the quickness uptime: I play the normal support Mesmer too without SoI, why would I need it as healer? 100% boon duration and it’s done. TW, ToT, WoA, the trait is just an addition to not being forced to actually use concentration, so you can stay at your 75% boon duration with monk, rev and bountifuls.
A friend of mine asked me for help at Gorsy, they need a healer. I went there with my Mes and told them that I’ll tank aswell. They were suspicious, can’t blame them, but hey, it was one of the smoothest runs I’ve ever had. I had no HP problems, neither did anyone else in the whole group. CS + double well allowed the eles even to go for meteor shower at breakbar phases (they were in my sub ofc). At the split phase I simply summoned a phantasm for the solo ones, perma regen with 500 tics, heal done, didn’t have to worry about them a tiny bit anymore. Quickness and Alacrity? 100% of both.
I was extremly happy everything went so well, I’ve never Heal-O-Mancer / Tanked Gorsy before. It was glorious. I just really HATE myself for not recording it tough.
Greez!
- Madame Le Blanc
We already have a guaranteed place in raids. Just think about it that way: Every profession deals ~15-25k dips (average 20k), the Mes only ~10k dips. Alacrity buffs cd skills by 25%, quickness aa’s by 50%. This means a mesmer buffs your party by 25-50%. Professions like guard rather go to the 50%, professions like engi rather to the 25%. So let’s say 30% for a lower avergae. Now compare two subgroups:
Subgroup 1:
20k, 20k, 20k, 20k, 20k → 100k dps in this one, no mesmer.
Subgroup 2:
26k, 26k, 26k, 26k, 10k → 114k dps in this one.
The only problem is the 2nd subgroup with the druid who deals no damage at all. But in that sub you can go for a dps mesmer. The first mesmer takes 3 avengers, buffs alacrity, the 2nd one is dps and goes FULL ZERK with force and air and uses danger time, the trait with 30% crit chance against slowed targets. 2x TW, WoA and the iAvengers keep that slow up 100%. Then take 3 damaging phants and BAM, 15k dips we have.
I’m just not sure if duelling or illusions is better, and I’m also not 100% sure if dangertime is really that good, since you will lack a bit of alacrity from time to time and your phants have crappy 50% crit chance :/ Any ideas?
Also a few more things to mention – healing well scaling is insane. Mesmer personal damage as a healer is low, always. Therefore, unlike druid or tempest, you can completly forget about zealot gear to try push your damage. Just go full healing power with a magi / cleric mix and you’ll be fine. Maxing out HP let’s you reach the 2k mark with traits and 3 illusions up.
The main point of chronoheal is: you don’t lose dps on a tank / seperate mesmer. If the druid should play zerk and distribute his buffs to the party, or if you completly get rid of him and replace him with a true dps like thief or tempest, this I do not know (yet). But I expect a druid to be obsolete if a Heal-O-Mancer is doing his job.
If you are chronotank and you go commander (lose offensive stats), you might aswell be the healer too. I’m really no fan of commander stats, they seem subobtimal in the end, when you really know what you’re doing. I mean you can tank with 1005 toughness (or 1036 with leadership) already.
The…healer? No way you can heal, tank, and chronobuff at the same time.
>:3 Oh boy sure I can gonna upload a vid once I’m not terrible at it anymore xP But yea it works. You have alacrity with WoR and 3x iAvenger, you have quickness with TW, WoA, ToT and SoI via traits. The heal comes from MoP, regen and WoE.
pm me ingame if you want the build greez!
-snip-
So I haven’t raided in like two months so a few things might’ve changed but…
1. You don’t take the FT for Flame Blast. You take it for Napalm and Incendiary Ammo. I only use Flame Blast to combo fields.
2. Why swap? You take both. The Bomb Kit is used as well (primarily) for Fire Bomb.
3. Bomb auto does not stack bleed stacks as quickly as the Grenade Kit. Its power advantage is nullified over the course of a raid boss when mashing grenades 90% of the time gives you significantly higher damage through bleeds and power. The only time you’re not mashing grenades is when Blowtorch, Fire Bomb, Napalm, or Incendiary Ammo is off cooldown. The numbers have been done. You’re welcome to pester Brazil for them.
4. I really don’t understand how in the current PvE meta, in terms of raid comp or strategy, how Throw Mine has any practical application.
I think it makes a lot more sense to you if I tell you that I was talking about power scrapper :P my bad. ^^’’
The mine has no place in a condi build indeed. But condi got rekt with the last patch and power once again dominates in max dps builds. Especially in raids with those low armor targets all over the place.
So the mine field would be pure damage and yes I agree that probably one of the 5 mines will miss against small scaled enemies like insanemaniac.2456 mentioned. No problem for Gorsy tough. The mine itself would be a small cc, handy against all bosses. Knockback is even better for VG, even tough there I’d take Blasty for the super speed and engi heal.
greez!
(edited by Xyonon.3987)
stuff
a whole lot more stuff
What if I told you:
Just my current idea, worth trying, gonna tell ya the results if I’m certain ‘bout them. But if you REALLY REALLY hate nades, it’s probably the best you could do.
Greez!
- Ziggy
Wahooo indeed!
Wahooo!
lot’s of stuff, scroll up.
Greez!
- ZiggyThese are “vacuum” numbers. They aren’t realistic. For instance “what’s the crit. rate?” and “Is the Engineer alone?” and “Where are the buffs coming from?”
Not realistic? These numbers are made to be realistic – they are based on the raid environment. Every power engineer has 100% crit chance, the engineer is not alone, obviously, he has 9 allies and the buffs come from them. Those are not “vacuum numbers” as you describe them.
The problem with posting these numbers is two fold:
1. They presume isolated instances. The “Lost Time” problem is basically the idea that the optimal rotation for different strategies involving different skills shifts because of the cooldown on those skills. Comparing a skill with 8s cooldown to one with 5s becomes complex because people isolate the attack to produce what I call “PWM” or “Perfect World Mathematics” which involves basically a stasis in which the moves are the only things that trigger in that time.
That’s what you get if you measure the dps of skills with CD yes. But I did not do this. I’m well aware about this and I used the term “damage per invested second cast time” to exactly annihilate this “Lost Time” as you call it. It doesn’t matter when you use the skill, if it has been off cd for a few sec or if you perfectly throw it on 0, the priority to use that skill / the damage per invested second cast time stays the same.
2. It’s algebraically wrong. First question is whether or not we can terminate variables? We can terminate might for instance because 875 is added to both damage equations netting an effect of 0. There is absolutely no point to greater than half of those numbers. Critical damage (ferocity) has no value because it’s net zero as it can be applied equally and is. Critical chance is generally averaged in PWM so it’s worthless too because it’s a base factor whether 100 or 50 or 20%. The values are not simplified which inflate them and make them very hard to read for those who aren’t versed enough to know to terminate them to find the real values (despite having found the coefficients this way).
Might is 750 power and condition damage since about 1-2 years, but that aside:
Condition damage and power damage do not scale the same. Power damage does increase by the same % as the power of the engineer increases. This is not the case with condition damage due base damage values normal attacks do not have. For example a power skill deals 0 damage with 0 power, a condi skill still has a base damage with 0 condition damage. So it makes a difference if you have might or not, also there are different bonuses like empower allies wich only grants power. So you want to have full buffed realistic values to get correct results.
About crits – every single power profession aims for 100% crit chance and therefore has a 100% chance to apply the full ferocity aka crit damage in raids (! in fotm there might be enemeis with higher levels than 80 wich messes up everything, yet not in raids !). I agree that the dps may be different each time if you don’t have 100% crit chance (if you use a not optimized build), but even then we calculate the average in the long term, after using 1000000 times a skill. Those are values, you can’t disagree with.
The only things to take into consideration are A ) attack rate, B ) coefficient base ( which you can actually take and add with condition effects for a unified base since they are applied at the same time and are easily solvable), and trait values.
As mentioned above – no – you need full buffed values to get the correct upscaling of the power and the condi part of each skill, since they don’t scale the same.
PWM ignores player error, realistic sources for boons and debuffs, implicit costs and optimization, and tends to add in false values, temporary values, and “crest” values (where instead of looking at something on the whole looks at something in a moment and expanding that moment out to the whole) as the norm.
A quick example, if you have a 6s bleed how many seconds does it take to hit the crest? 7. 1 second to apply the first, 6s to apply the next 6, and in the 7th second snapshot you have the crest of these bleeds, or the “max”, but general math I’ve seen done actually goes about this backwards by calculating out the whole bleed and applying it then dividing it which doesn’t capture an accurate wave behavior between applications, dodges, weapon swapping, alternative moves, etc.
If you have a 6s bleed or a 12s bleed or a 20 years bleed, it doesn’t matter. All that matters is A) the invested cast time and that the target stays alive for the duration. It doesn’t matter if a skill is instant or not. You mustn’t calculate the damage per second of a skill, it only matters how much damage you get by investing a cast time.
The dps isn’t determed by the highest tic you can do, nor by the skills you may be able to stack together and see them tic as high and impressive as possible. It’s about to use those with the highest ratio of damage per invested bla bla as often as possible. Yet I do not see your point in breaking down my numbers with arguments like movement and skill, as it was purely to show that the rifle clearly is obsolete compared to the nade, especially auto attack wise.
But let me stop here. I really don’t want to get into this again. Basically those numbers are hyper-inflated junk in my opinion.
Those numbers are plain and simple realistic damage outputs in raids with a decent party. You can disagree to approve them, you can disagree to acknowledge them, but you cannot disagree with math itself.
Greez!
- Ziggy ;3
How do you use shredder in a good way? I agree with the rest, but SHREDDY!?!?
If you are chronotank and you go commander (lose offensive stats), you might aswell be the healer too. I’m really no fan of commander stats, they seem subobtimal in the end, when you really know what you’re doing. I mean you can tank with 1005 toughness (or 1036 with leadership) already.
Heyhey
You can do it reliably too: Squad 1: peps and you, squad 2: other peps. Now you have to form 2 groups and stay with squad 2 and buff only them with your aoes, then use inspiration to spread it with wide aoe to squad 1. The problem? No place let’s you do this coordination since the raid envoirment – again – supports stacking all together.
I still like 100% boon duration, for the simple reason to increase alacrity uptime and damage via calamity and then be able to not use 3 iAvengers for 100% alacrity uptime for my allies. But commander gear is NOT the way to go. Use surging + doubloon or leadership but for god’s sake STAY kitten ZERK !!
Greez!
- Madame Le Blanc
@DGraves
In my opinion your whole comment makes little sense … :/
You say “it’s great because it’s a bonus bleed and not a dedicated bleed” wich is basicly the same in the long term. So it’s neither good or bad. Just empty words.
You say “no one should use Shrapnel with the intent to apply lasting bleeds, it’s designed for nade dmg”. Uhhh well and how? I guess it increases the nade damage via bleeds, does it not? Even bomb 2 causes multiple procs and it is after all a (if not THE) main source of condi dmg in condi builds.
You say an “ICD would ruin it” wich adapted in the right way would lead to the very same results in the long term. I agree it’d be a nerf for nades, a buff for everything else, but if you take the overall average it doesn’t matter at all. Noone changes their rotation just for shrapnel.
You also say that you should use pistol aa for bleed and not nades with shrapnel with wich I can not agree with, especially with the Sharpshooter trait procing 3 times on nades. Nade aa’s do 50% more bleed per sec than pistol aa’s. Or are you aa-ing with pistol against red Vale Guardian (wich makes sense for the last few % tough, agreed xD)?
Greez!
- Ziggy
Wahooo!
Full buffed realistic damages of the ’nade kit and the rifle on a zerk spec are like this:
Rifle
Hip Shot: 7056 damage per second
(5777 power / 150 condi / 0.84s cast time)
Blunderbuss: 19960 damage per invested second cast time
(14215 power / 2551 condi / 0.84s cast time)
Jump Shot: 14733 damage per invested second cast time
(21799 power / 300 condi / 1.50s cast time)
Grenade Kit
Grenade: 8192 damage per second
(7742 power / 450 condi / 1.00s cast time)
Shrapnel Grenade: 17873 damage per invested second cast time
(12920 power / 4953 condi / 1.00s cast time)
Freeze Grenade: 12203 damage per invested second cast time
(11753 power / 450 condi / 1.00s cast time)
Poison Grenade: 15256 damage per invested second cast time
(11753 power / 3503 condi / 1.00s cast time)
Grenade Barrage: 28924 damage per invested second cast time
(28024 power / 900 condi / 1.00s cast time)
Thiese are the numbers of the max dps build, so yes the rifle would deal slightly more damage with more AS. But the difference is minor and I say the grenade kit is indeed required for optimal max dps. There is NO way around them.
Btw, you mustn’t compare purely a single attack in one sec. This is stupid and should even make sense to an ettin :P You have to compare full rotations until all skills are ready again and then break it down to the damage per second. To compare auto attacks on the engi is even a bigger tabu, since IF you use an auto, it should either be bomb or hammer, because those two are the only ones with more than 10k (no quickness) dps.
Greez!
- Ziggy
(edited by Xyonon.3987)
In PvE raids, you need nades. Yet FT will probably soon leave the meta and bombs’ll be back.
Well you deal no damage with it so it’s fine.
Oh boy …
The only time you get 3 phantasms up consistently is if it’s a boss , a boss that doesn’t AoE your phantasms,…
You live in the wrong century. If you don’t have 3 phants up in the current pve against a boss, idk WHAT you did wrong. They got 90% damage reduction from aoe since HoT.
Warden is the highest DPS phantasm. I know for a fact they use phantasms to guage DPS. I just put two and two together. Point is, phantasms are unreliable and we would be better off with higher hitting AAs
Warden the highest dps phantasm? Pardon me? Lemme help you out a bit here:
If you are zerk/assa, the dps ranking is like this:
1. iWarlock with 6+ conditions
2. iSwordsman
3. iBerserker with 4 hits (big target / wall)
4. iDuellist
5. iWarlock with 0 conditions
6. iBerserker with 3 hits
and then, finally
7. iWarden
iWarden is only good for reflecting or cleaving 3 targets, but for cleave, even iDisenchanter may outdamage him due its wide aoe and fast AS.
what for? raids? pvp?
why decrease wardens damage ? o.O
I perfectly agree and already suggested it in the past… But instead they made iDisenchanter attack every 2s…
wich was quite good aswell tbh – was a huge buff but somehow it’s impact is still too small – or rather – other skills are simply better :/
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Greez!
- Xyonon
aka: Ziggy / Madame Le Blanc
(edited by Xyonon.3987)
Heya everyone, I’ll keep it simple:
Aegis has lost much of it’s shine, especially in raids where auras simply strip it from you. Also in PvP, often aegis simply blocks one part of a barrage or something likely. I agree there are situations where you can benefit greatly from a single good timed block, but these situations have become so rare that I suggest a simple change in the aegis functionality:
While under the affect of aegis, when getting hit by a blockable attack, aegis disappears and you get the same named unique boon (like alacrity or super speed, not strippable and not affected by boon duration) that lasts 1s and blocks all attacks for that time.
So aegis would simply block attacks for 1 whole sec after proc. I suggest an unique boon once it got activated since you A) don’t have to worry about boon duration making it op and if aegis in general would block everything, you’d have to reduce all aegis durations rapidly and guards would require a rework of their F3 too.
Opinions?
Greez!
Gyros have their own stats wich is a terrible concept for skills that are basicly just fancy animations than actual pets. They should simply inherit main stats like phantasms from their owner – so blasty would deal actual damage, shreddy would deal good burn since it’d have condi dura then. But whirl finishers require a rework themselves to make them good.
About shreddy being a niche skill? That niche has yet to exist XD it’s the worst skill in the whole game…
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