“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”
Some condition engy material for reference:
https://www.youtube.com/watch?v=0UeNcqdSJI8
I like this! I played this myself pretty much the same way, but I felt like it wasn’t that much dmg.
I guess the most deciving part of running a sinister condi build is that we (or I) often forget that we also deal power damage.
I disagree. In my opinion they should rather fix the rune and sigil affection for phantasms and their casttime. The shatter problem could easily be solves by giving all the F? skills a 2nd actiavtion. First only shatters clones, 2nd also shatters phantasms.
Like 1-2 years now Not the 23. patch
EG and FT should be baseline, the others – I agree
RIght now I always swap a single or two charges of a mantra with any other utility skill and then swap back, so the cd is gone >_> This way you’ve got the 20 sec cd after the last time you used the mantra. In the background the CD is 20 sec every time you use a mantra. So it’s a semi good solution out of combat, but in combat it’s still horrible :<
*small heal and condi cleanse! – later again! – aaaaand wait for the inc 10 stacks bleeding from mai … CLEANSE! … well time to wait for cd now >_>" feels so wrong. same goes for daze n’ stability.
another solution or rather rework would be that mantras charge themselves over time → dmg mantra 1 charge every 3 sec, heal mantra 1 charge every 5 sec, daze, cleanse and stability every 7? something like this.
And then Overcharged Shot is always situationally useful whenever a knockback is called for, like the golems during the final Harpy boss
Don’t forget that it also removes movement imparing conditions, wich is pretty useful aswell when you like have to deactivate anything in the thaumanova fractal or have chill / cripple / immo in general. It also get even better when you have stability, negating the knockback
and now we have the Mender’s Purity + Mantra of Resolve bug.
Didn’t notice nothing, explain yourself! :o
@topic: Engineers are in a very good spot. Even though, we are better in Fractals than in dungeons.
In fractals most bossfights are not just 100-0 things where you can burst with frostbow etc. Most bosses become invulnerable and do some weird stuff :P That’s why engineer shines there more than in dungeons. Blind, stealth and aoe dmg are very important aswell and thiefs just don’t bring as much party dps as the engineer does (say hi to my friend “vulnerability”) while also being able to blind veteran trash. The engineer is a mix of an elementalist and a thief, but also is able to bring enough utility to backup condicleanse, heal, reflection and mightstack. If you ask your party “does anyone have”, you can end the sentence with “ye, the engi has” (unless it’s about stability :< that’s a guard only thing :’D).
In dungeons, another ele will almost always be better. But this statement only matters if you want to do record runs. In every dungeon some other professions are required for record runs, most of the time 3 eles + two others. Yet for speedruns, engineers are perfectly fine.
@condi vs power engi:
I’ve been playing cond sinister and power zerker engi since the patch and condi just has the common problems in dungeons and fractals:
Condi engi is a fun thing and it’s something different than the meta. But except for the husks against vine wrath or the grawl shaman in the grawl fractals when he’s blocking, condi engi is just much weaker than power engi. You can post some “sick” 25k bruning on blowtorch to impress the mass, but after playing it for a longer time you realize it’s just 2nd class when it comes to group play. Usining it for soloing dungeons is a different story
Heya, I’ve tried the new authenticator and I feel a lot safer, but I’ve got a problem:
Since I play on my computer AND my laptop, I have the problem that I have only one desktop authenticator on my tower and none on my laptop. I can download the authenticator aswell but I cannot bind 2 of them to my GW2 account.
Am I missing something? Can anyone help me here? This way I have to start my computer at home and check the auth code via team viewer when I visist friends and want to play GW2 there … this really sux :<
Any ideas? Or remove the authenticator again :< ?
Greez!
You’re right, the animation is just wrong there too! Well I really didnt knew that, I thought I’ve tested it but apparently I did it wrong.
Another reason to always redo testings from time to time to prove oneself wrong
The mantra cd just feels so obviously wrong that I really expect them to change it again. I can’t beleve it should stay like this.
I don’t know why but it feels more and more like something ANet MUST change again. Every time I use a mantra wich is not pain i feel cheated… I can’t really adapt anymore to these old mantras. I miss the QoL they had, and I WANT THEM BACK!!!
>:((((((((
FJ and Fumigate animations behave that YOU see them firing at what you have selected. But they both are straight forward (not up or down, neither left or right) when you move, so you can not aim sideways at a hostile target, even if it looks like you would.
Holding your right mouse button will do the same thing, even if you select a hostile enemy, just tap a movement key while you face in a given direction and your character will re-orient based on your mouse rather than your target.
The animation will LOOK like you aim for your selected target for YOU, but in fact you are fumigating / flamejet-…-ting straight forward. Other players see a straight forward animation aswell. So while moving you can freely turn around and cleanse conditions from your allies with fumigate, just the animations looks bugged.
You can reproduce the same behavor with a rifle. Aim straight forward but target a friendly player, you character will bow to the direction of the player but still the bullets fly stright forward
greeeeez
Edit: screen for clarification
Edit2: fixed some wrong stuff, thx to SlyDevil
(edited by Xyonon.3987)
Today I expirienced it again in fotm – it’s so annoying to have 1 or 2 stacks left, you have to change the mantra with a random different skill and then swap back so the CD is gone and you can recharge. It’s annoying to get always the full CD even if you have just 1 or 2 stacks left.
Now that I think about the whole “bug” the mantra CDs had, it felt more like a fix.((
Those poor squishy eles with their low hp pool. It’s a wonder they even last 10 seconds in PvP.
<3
Yea they sorta removed all legendary effects for us now … nades toolbelt, sd, what’s next? downed aa??
There used to be a time and age when Mantras were trying to be an interesting mechanical concept, they only had a single charge but a comparatively strong effect.
The idea was that you had a ~100% longer cast time, but in exchange your cast time came sort-of after the use, and when convenient. Sure, the cast time back then was too long and HM had such an overpowered interaction with them that they had to be changed, but conceptually the old Mantras actually felt like a specific ability type.
Whereas the current ones… I dunno… clunky is the best I can think of, but that fails to fully encompass just how bad they feel.
At this point I’d honestly just rip them out. Entirely. There’s plenty ideas for better skills, and Mantras as a skill type had their try, they failed, now get it over with.
I’d be completely ok with them being removed entirely. I went 8 months b4 the trait rework without touching a mantra bc of how poorly they function/feel. The ‘bug’ after the patch finally made them worthwhile to use, so they were incorporated into a few of my builds. It genuinely felt like we got a brand new line of utility skills for me.
This – felt so happy
We all know what I’m about to say: Mantras are again “meh”. And I have to agree they were kinda ridiculous with this so called “bug” that the cd started after channeling instead of using the last charge. But right now (and I’m sure I’m not the only one) I feel like a little child that had his pacifier replaced with a lollypop and now vice versa again
The problem is, that this pacifier was very disgusting and the lollypop too sweet. I’d prefer a dental care candy instead
Not lets stop the metaphoric stuff and come to the point: Mantas need some love, something like pre “fix” but not that hard.
Mantra of Recovery
Now this one has the biggest issue imo. It has a 10 sec cd and heals and cleanses conditions. The problem with it is: Why would you EVER leave a charge or two left? You will have terrible consequences when you leave the last charge for a condi cleanse but then use it and see that there is a 10 sec cd on it! You will always be forced to use all the stacks in pvp and only in pve you may be able to use stack for stack for condi cleanses, but even then it’s a dangerious game.
Mantra of Pain
Sub … yea you’re fine Have a nice day!
Mantra of Distraction and Mantra of Concentration
Those are actually fine. You don’t feel forced to spam them through because you need the heal or something. But the main problem here is again – why leaving one charge? Why two if you got some time to run (pve) or feel safe for a moment (pvp)? It’s again the fear of the long cd, this is the major problem of all mantras.
Mantra of Resolve
Same as the two above – but additionaly this mantra became kinda obsolete compared to the healing mantra and power cleanse. I suggest we also add a few seconds of resistance here for the pvp sake!
The solution I suggest here is that manta cd start to run, after using a charge, but only a part of it! For example if you have a Mantra with 30 sec cd, and use all charges, you have 30 sec cd. When you use one charge, the cd reduces by 1 sec per sec (ofc) until 20 sec. Now spamming the other two charges leaves you with 20 sec cd! If you would have only one charge left, It’d be 10 sec cd.
TL;DR:
The cd should be per charge and not for the whole mantra. If you want a cheaper solution to program: Just reduce the CD to 0 again and weaken the healing mantra a bit, since it honestly was the only op one of all mantras.
Right now they feel so weak again and I enjoyed the not glamour pve play and the not shatter only pvp play.
Running 100% crit change is always a go to for mes in a party, even without reflects it’s more damage thx to fencer’s. You also grant permafury to yourself btw.
but back to topic: this thread is about SOLO dungeons, and not with a pt.
Wait … I didn’t use this trait since the patch – I thought it was the same! So what’s the difference? It still drops a smoke bomb but it ain’t a combo field??? O.O
Did i hear bugfixes? Did I hear Predator? Ah yes the grenades …. hehehe … cires
Also all modifiers are gonna affect all reflections done by you (not warden).
For soloing dungeons it depends on how much you reflect. Raw damage: I’d even say battle / strength are superior, if you can stack even bloodlust, since you have no might at all alone, wich makes it much more potent than a few % more damage.
For example 2500 power +6 stacks might (180 power) would make a 7.2% dmg increase for you AND your phantasms. Already better than force.
Raw stats get much stronger when you have low or no might as a base, wich makes also zerk armor better than assassin when you solo. But when you have to reflect, like soloing caudecus p3 first boss, get as much crit chance and dmg modifiers as you can get → assassins armor, sigil of force and outlawslaying or force and accuracy.
+1 need them healing bombs
all traits who activate something on something will break the chain. mesmer aswell → power cleanse on signet is cancer …
no that’s not the charrzooka and yes that’s what i’ve expected they would do … a huge disappointment…
most important thing: bomb radius – remains unchanged
close behind that: sd skill chain interrupt – remains unchanged
idc about anything else atm – even tough, i also miss the healing bombs…
Just got fixed with last patch, thanks
No it didn’t. SD still interrupts your chain.
So many changes, so many fixes, yet bombs stay unattended … ANet why? … T_T
This game is terrible when it comes to minions, turrets and their ai / how you control them. The other stuff is great but they need a total rework of all “companions”.
harmonious mantra change is unnessecary … just … why? was it “so op in theory” :< … god
everything else? expected and / or required.
the mantra change was a bug, obviously, since nothing was in the patch notes. but i agree that that qol was nice. the main problem is now that we got used to the new matnras. but they are still good.
1st – it doesn’t matter anymore if a trait is minor or major or what ever – there is no tier anymore since you got them all anyways.
2nd – the bug is the missing cleanse on the 3rd charge, worked pre patch.
- good night
Noticed this too, seems weird and I think it needs to be fixed. Definitly not an intentional effect of resistance.
push – this is definitly the biggest issue i have on my engi right now (pve wise).
the 2nd issue is SD breaking your command chain
and 3rd? ofc legendary animatin for nades!
The dones flied too perfectly with us to be minions unless there will be a major AI update for pets. I think they will “stick to us” and do additional effects. Can’t say more about that topic atm
To be honest any adjustment to mantra’s should be in charge time. Bump it up to 3.0s and mantra’s become more in line with other skills.
You mean they get back to the “noone uses them” place where they finally came out of? No thank you sir, I’d rather take the old CD back than a longer cast time…
The only problem we have is the oneshot from stealth. Everything else seems totally fine to me. It’s new that a mesmer can fight back like this and ppl have to get used to it and actually dodge a shatter comb to survive rather than “just take it”. But the stealth shatter is highly toxic and leaves no counterplay. Maybe shatter skills in general should deal less damage while stealth and revealed.
I guess I misread this one:
Only 25k? Mine hit 32k-38k on Teq
. They hit hard, but slow and almost only effective on immovable targets.
One thing I usually do with mantra is to activating all of them during a big reflect (Lupi/ Bloomhunger) to stack the effect of Mantra Strength. Mantra of Distraction and Diversion stacks Vulnerability on target, and so they are perfect to spam right before a big reflect as well.
I thought, since you are talking about phants you meant the wardens reflection.
Ofc your own reflection works with ALL modifiers on you! That’s out of question ^^
One thing I usually do with mantra is to activating all of them during a big reflect (Lupi/ Bloomhunger) to stack the effect of Mantra Strength. Mantra of Distraction and Diversion stacks Vulnerability on target, and so they are perfect to spam right before a big reflect as well.
They aren’t affected by your mantra dmg modifiers, only the vuln of daze.
Yea it was a required mantra buff and now they are totally fine. The charge time is like the cd replacement, they now feel unique and smooth! I love the mantras now, it’s so much better than b4.
Something I didn’t knew about the iWarlock is that it’s 10% dmg multiplier stacks aswell multiplicative wich gives it a 3x dmg against targets with all conditions… :o And this happens almost always in open world content like the silverwastes champ train.
I never understood all the GS mesmers there … look at it and cry!
(and now imagine 3 of those choochoo truck throwers!)
depends on the skill and the cd – as i said – it’s too early
Mesmer isn’t in a good spot in fractals and dungeons? Pardon me? Most guards I know fear that the mesmer is replacing him. Mesmer has never been in a better position than now.
btt: I don’t think this skill will ruin us. We are anyway in a pt for a different reason than the ele and overall I think it’s a nice skill, but 25% for the next skill? Maybe it will even have some restrictions like “no elite / no heal skills” or something. It’s too early to make a big talk about it.
MoP deals higher dps than all non-Sword autoattacks, and outdamages even that if it hits the full 5 targets (not sure against 4 targets)
This. It’s something most ppl don’t do or understand. It makes weapons like staff, scepter and gs viable ranged options. Replacing aa with mop is awesome. Ofc, stay melee with sword if you can, and charge mop if you face more than 3 targets unless you need the boonstrip (dredges). Just make sure you never interrupt your 3rd sword aa, since that hit is the strongest.
Same goes for veil and mesmer invis. I agree it’s annoying, but there are higher priorities atm (signet + inspiration line aftercast bug, mantra heal cleanse bug, warlock aim, oh sword clone bug, etc).
Superspeed doesn’t work ooc beacuse there is a swiftness cap and that’s working as intended. Ic it’s super strong, especially when chilled or crippled.
Asura – especially because projectiles aim for your model wich makes it easier to use (if you would) curtain as a reflection shield. It’s also better to hide and harder to target you for the enemy. You could even use dyes for camu
I disagree – I love the 10 sec of opness with a 3 min cd. If it would be just 5 sec with 1.5 min cd, I’d still see it as a nerf since it’s impact isn’t that great anymore. Half duration isn’t = half effect. Imagine the cd to be 5 minutes and it’s a 20 sec TW. That’d be totally op in pvp, you could just “win” one fight every 5 minutes with it.
TL;DR: TW is perfectly fine now. The last buff was exactly what it needed and I hope they won’t touch it anymore.
I’m fine with my 31 skills, ty. A weapon swap is really too much for us. Kits are already a weapon swap without CD.
We are fine
HORRIK! UNLEASH THE CANNON!!!
I expected the mortar to be something like this, and I agree the visuals are very underwhelming.
Different situations, different rotation – totally this. Against subject alpha, never start with barrage, since you can easy proc a second charge of the same toolbelt skill with those predictable dodges. Just a small example. Overall, it’s a very nice sentence Jerus just said.
Different situation, different rotaion. I like it.
Let’s wait for next tuesday and if we don’t get our bombs, oh boy the rage strom is appearing ._.
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