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Mesmer Downed Skills are broken

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Posted by: azuzephyr.7280

azuzephyr.7280

You are making my point.

Every other class has forced a team to save some kind of utility just to stomp them, costing an aegis/stability/teleport which could have otherwise been used for their own benefit, the mesmer cost the other team absolutely nothing provided they actually know how to stomp.

Shadow return nerfed

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Posted by: azuzephyr.7280

azuzephyr.7280

I had no idea that patching an unlimited range teleport to match the range of every other self-teleport in the game was a nerf.

Hm

why does Anet listen to whiners?

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Posted by: azuzephyr.7280

azuzephyr.7280

Moa is more than fine, I have no idea where that rant even came from. It can be blocked, blinded, God forbid: dodged, gives perma-dodge – and in tournaments, it’s the least desired mesmer elite.

It’s only used for trolling hotjoin heroes running 1v1 specs.

Mesmer Downed Skills are broken

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Posted by: azuzephyr.7280

azuzephyr.7280

Totally wrong. Being interrupted by another class’ #2 would add a minumum of 1 extra second, sometimes more, meaning 2.9 second stomp, interrupt then 3 second stomp. Ours adds far less and does not require blowing a utility to gain stability or teleport in order to counter.

It’s the least punishing downed ability by comparison to any other class.

State of the Game - May 31st Discussion

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Posted by: azuzephyr.7280

azuzephyr.7280

This SotG was pure Necro and Warrior + sPvP in general.

I’m hopeful, but still skeptical until I see what gets done.

Still, better than just disappointed like other SotGs…

This is me all over.

Totally moist at the idea, but I’ve been hopeful for a long long time already.

Please come through on this

why does Anet listen to whiners?

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Posted by: azuzephyr.7280

azuzephyr.7280

Take a deep breath

While I would love to see more viable ele builds than the spam everything DD they are running atm, I’d actually say that the elementalist taits are nothing short of Golden and actually make for interesting character improvements that will effect gameplay [please, do this for my necro], it’s just choice that is limited.

To me, mesmer traits are almost the other way around. Tons of viable builds, but most of the traits are crap that I generally forget I’m carrying them most of the time.

What are you worried will get nerfed?

Mesmer Downed Skills are broken

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Posted by: azuzephyr.7280

azuzephyr.7280

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

In what scenario does hittin 2 NOT interrupt a stomp? Are you one of those silly mesmers that blow their #2 faster than a horny teen? Because that’s the only scenario I can think of.

Well then point proven. You obviously didnt read first post, so here it is again in plain terms;

What you are doing: Try to stomp mesmer/they cast decoy#2/your stomp misses/cry

What you should be doing: Try to stomp mesmer/they cast decoy#2/you hit esc when they start to cast/hit stomp again/win

It’s not our fault if you aren’t doing anything to improve your own performance.

Mesmer Downed Skills are broken

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Posted by: azuzephyr.7280

azuzephyr.7280

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

take your own advise, interrupting the stomp to restomp only works if you dont wait until the last second to decoy.

and guess what, if you do that, it’s essentially the same as a guaranteed interrupt.

It isn’t a guaranteed interrupt, if you are being interrupted 100% of the time it is used against you then it’s you.

This isn’t debatable

Mesmer Downed Skills are broken

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Posted by: azuzephyr.7280

azuzephyr.7280

I’ve seen illusionary rogues one shot people, my ranger (not even remotely glassy) being one of them…. And I fail to see how being able to stack an insanely high amount of confusion through you and your clone is bad, AND you get a guaranteed stomp interrupt regardless of if they go invuln or w/e.

I think it’s more of a L2P problem…

You’re totally right about L2p, if you consider decoy a guaranteed interrupt then I’d advise you to start learning

Mesmer Downed Skills are broken

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Posted by: azuzephyr.7280

azuzephyr.7280

people that think mesmer downed state is bad is either

1. new to game
2. bad at game
3. only PVE and bad at it.

It is factually and empirically the worst downed ability amongst any profession within GW2. Now, although your post lacked any form of evidence or credentials, here’s why you’re wrong;

Every other professions’ stomp-blocking downed ability requires an application of stability, stealth, blindness, block or a teleport in order for the stomping character to counter the stomp-block. Unless it’s a Mesmer. The only thing you need to roll the Mesmer’s attempt at stomp-blocking is to cancel and then recast the cast of stomp when they begin the animation for using decoy, this causes them to reveal from stealth before your cast finishes, bam – you have your stomp, no stealth or stability required, easy access to any profession/any circumstances.

Phantasmal Healing; undocumented change?

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Posted by: azuzephyr.7280

azuzephyr.7280

Hm, thanks for response

Phantasmal Healing; undocumented change?

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Posted by: azuzephyr.7280

azuzephyr.7280

My phantasms have stopped applying regeneration to themselves, still apply it to group, just not themselves, which I’m sure they used to. Also two phantasms next to each other weren’t applying regen to each other.

Bug?

Nerf?

…why?

Into the Void needs balancing.

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Posted by: azuzephyr.7280

azuzephyr.7280

Whoever just said ItV has no viable counter can go home. Stability is currently everywhere in PvP/WvW.

The truth of the matter is that it only works so well on bads who are pewing from walls, or standing too near to the edge, or crybad thieves who are getting yanked out of shadow refuge. I have zero sympathy. Any real pvp teams would be saving ItV for pulling people off of stomping/ressing.

The point: if you were actually running with a co-ordinated team with even the most basic application of stability then ItV is nothing. Quite ironic since being inside shadow refuge with stability is the only save/stomp combo with almost non-present counters, but that’s fine, right?

(edited by azuzephyr.7280)

Into the Void needs balancing.

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Posted by: azuzephyr.7280

azuzephyr.7280

1. The curtain does have a tell, the Mesmer moves/motions their right hand as if drawing a line in front of them.

2. Thief

3. Maybe if they gave backstab or pro teleport strike a ‘1 second before activation’ fix, since you know, they actually don’t have tells at all, I would listen to these concerns

Siphon Should Stay Flat Heres Why.

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Posted by: azuzephyr.7280

azuzephyr.7280

@ Bhawb, agreed, our ability to heal melee in PVE and groups in WvW is immense, easily higher than elementalists in an overall way.

I’d rather they got rid of vampirism traits and gave us scaling vampirism abilities. Dagger2 should steal a significant amount of health with + healing, I’d like a dedicated vampiric well rather than wells siphoning health, a siphon ability on an offhand, drop poison cloud [honestly does anyone, anywhere, ever use this?] and give us a siphoning corruption ability.

Siphon Viability?

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Posted by: azuzephyr.7280

azuzephyr.7280

In PVE it works really well, npcs are stupid, clump together and wont move or dodge any of the damage from wells. This can increase your healing from well of blood by huge amounts on some fights, its cracking.

WvW zergs are slightly less stupid, they will dodge some of the damage but will inevitably take some of it when you throw a well down into a blob.

In pvp you will get nothing, apart from maybe non-shatter mesmers, everyone knows to move out of the bad circle lines and the return for your investment will be zero. Tpvp games are teams of 5, hence you will never see the maximum possible return from well pulses, and even if you managed to somehow pin one player down inside a well for the full 5 sec duration, you’d gain 500 health from it, hardly a remarkable return for an unrealistic best-possible situation.

Power necro in level 80 PVE content.

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Posted by: azuzephyr.7280

azuzephyr.7280

I’m thinking more when it is required to do the whole fight from ranged. Most, if not all groups at some point in a dungeon will complain about JUST USE RANGED for one boss or another

Power necro in level 80 PVE content.

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Posted by: azuzephyr.7280

azuzephyr.7280

Long story short, I’m loving my power necro [played it tons in pvp already, so I’m v familiar with it] but what does a power necro do on fights like arah 2nd boss? Some of the fights and ‘skips’ mean you have to go ranged but max attack range is 600 which will still get you killed, or pull whatever mob the other lazy stupids in yr group are trying to avoid having to cope with.

But seriously, even sceptre with a power build will be doing not even half the damage of axe, which is already the kitten of everything. Staff I couldn’t even imagine auto attacking arah 2nd boss with nothing but staff 1.

help?

Dagger3 Gripes

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Posted by: azuzephyr.7280

azuzephyr.7280

I believe that the philosophy behind this is that they have far lower base health, no death shroud and can not swap to a second, long-ranged weapon if they see that they need to stay at range. This is why their skills are slightly better. At least that’s how I see it.

Their death shroud is called water attunement and goes on endlessly.

That being said, dagger #3 is the least of my concerns for my necro. Start by giving #1 the 300 range that ele has, then we can talk.

need help on my spectral/ds build

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Posted by: azuzephyr.7280

azuzephyr.7280

Few things to chip in; Vital Persistence – only effects the normal decay rate of death shroud, not the life force used by skills, as such it turns out a very weak trait [you said about using 3% LF on marks in stead of spectral skills – why not have both]

Dark Armor – You only listed staff as a weapon, the 400 toughness when channeling only effects channels not casts i.e. you gain toughness on dagger #2/axe #2 and life transfer, nothing else, change the trait to staff mastery for 20% faster marks

Signet of undeath – a traited spectral grasp is 10% LF every 24 seconds, signet by comparison only generates 8% in the same time, unless you particularly want the ally resurrection then spectral grasp is a solid choice to switch to, but might feel at odds with staff playstyle

Necro's can be OP

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Posted by: azuzephyr.7280

azuzephyr.7280

I hate coming off like ‘that guy’ but without even one stun breaker yr gonna have a hard time against thieves with even small cc, wellbombing like this is like 100b warriors, it’ll work on bads but anyone who knows to save their dodge will roll it.

Backstab is OP but 20k dmg from 1200 range is not?

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Posted by: azuzephyr.7280

azuzephyr.7280

@Azuzephyr: he can oneshot 3ppl every 10 seconds from the wall … how can you defend that? he is not dead afterwars since he is inside the keep.

Even if in the heat of battle you had 0 endurance = Literally backpeddle away from it, or since this is the thief forum, stealth and move out. If you want to get classy then time it with deathblossom.

Yes there’ll be times when your eye doesn’t catch him and he snipes you before someone lands an aoe on the wall to KO him, that’s a pretty different setup from thieves who can guarantee that you will never see them coming and then remove the opportunity for retaliation if they start to mess it up.

The trait to stomp them all

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Posted by: azuzephyr.7280

azuzephyr.7280

And by interesting I did mean good, there’s a kittenton of extra fear and utility available in just the first tier, second tier has great bunker options, final tier is the only traitline for necro which actually makes me think about which I’d rather have. Foot in the grave it less useful for my playstyle, but compared to the other trees, the choices for grand master traits can be amazing vs useless [power tree], or even beter, useless vs useless [blood magic]. At least foot in the grave vs near to death is somewhat useful vs useful.

The trait to stomp them all

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Posted by: azuzephyr.7280

azuzephyr.7280

I take close to death over foot in the grave, almost all the time. When you combine it with condition removal/retaliation on entering deathshroud, we almost come close to half the mitigation of other classes. If you take 20% faster recharge trait on deathshroud skills, then having access to shroud earlier lets you maximize the uptime of fear and chill too.

Life Siphon too weak

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Posted by: azuzephyr.7280

azuzephyr.7280

Reduce cooldown of siphon to 10s. Reduce channeling duration to 2 seconds.

Move Vampiric(Life on hit) to the 5-point trait. Make Vampiric Precision(Life on crit) the 15-point trait. Make these things scale a bit better.

Move the XIth trait to the Minion tree and add a trait which makes Life Siphon more like Life Transfer. Make it hit additional targets but reduce the healing by 40% and add Life Force gain to it.

This would make for one hell of a tanky beast. Perhaps even overpowered but I feel like the Necro(specifically daggers) need quite a bit of help.

I would love this, also GIVE US SCALING WITH +HEALING, WHY DO YOU MAKE US HATE +HEALING!?

Life Siphon too weak

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Posted by: azuzephyr.7280

azuzephyr.7280

The life siphon is too weak if you are looking at it from the perspective of being a dedicated life leeching spec, which is what I wanted to play from the start. it’s wholefully non-viable as a playstyle and I have given up, I see the life siphon as just a side bonus to dagger, in which case it’s about what I’d expect

The trait to stomp them all

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Posted by: azuzephyr.7280

azuzephyr.7280

I have tried it to make it work for a long time, no matter how many settups I try build and gear combos, high DS spec just does not work…. I would call it terrible its a traps for new necros to waste points and be even worst…. its that bad.

Spending 30 points into a useless line just so we can get 3 seconds of stability is a joke.

I could happily spend 50 in SR.

Agreed, it’s the only tree with actually interesting choices

EDIT: that is not to say that I like foot in the grave, if we had a real source of stability cough spectral armour cough, it could pass, but as our only source of stability anywhere, it’s a slap in the face

Backstab is OP but 20k dmg from 1200 range is not?

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Posted by: azuzephyr.7280

azuzephyr.7280

1. Bug

2. He is dead afterwards, glass thieves only die after they get outskilled if they are terrible enough to mess up stealth and not shortbow out fast enough

(Discussion) Condi Thief P/D or D/D in WvWvW

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Posted by: azuzephyr.7280

azuzephyr.7280

lol the condition build is so much more OP than bs/gc thief, yet no one complains about it aha. I honestly feel bad using this spec

We do, it’s just hard to get heard in a room full of people shouting the same thing.

I wish I could main a shortbow on my thief, but why bother asking for nice things for bow when everyone rolls dodge to win bleedspec or baby’s first-instagib/no consequence stealth and dagger. All the melee specs for thief tear pvp up, this is so kitten because not only does it make playing pvp less fun on my other classes, but it’s the reason that shortbow will forever be left as nothing more than Infiltrator’s arrow.

Trying d/d death blossom

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Posted by: azuzephyr.7280

azuzephyr.7280

You need to spam uncatchable, personally I’ve found builds with higher stealth reliance and spamming dodge whilst weaving deathblossom to work better, you get massive bleeds, no opportunity for opponents to actually fight back, standard playstyle.

But yours actually seems like less of the typical 1-button win specs that most thieves run, so kudos to you, I like it, builds like those will likely be the types to survive nerfs [if they actually happen]

Diversify/Add Death Shroud(s)

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Posted by: azuzephyr.7280

azuzephyr.7280

Some variety to death shroud, yes. But Jesus not linked to trait lines, it’s bad enough having to live with jagged horror if I want any of the toughness traits

Give the choice to us

Can't use my finisher in death shroud?

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Posted by: azuzephyr.7280

azuzephyr.7280

@berullos – that would definitely qualify as a bug

I do take it as a massive slap in the face that people can res/stomp from stealth [way more powerful than shroud] and invulnerable [more powerful still] but necro can’t do either from deathshroud.

I stand corrected

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Posted by: azuzephyr.7280

azuzephyr.7280

I can’t really comment on the lifespan duration. I actively try not to take traits from the toughness tree to avoid reanimator

I stand corrected

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Posted by: azuzephyr.7280

azuzephyr.7280

If you are totally sure, then report it as a bug, but quoted from a dev response to reanimator;

“It does not give a free res. These guys can’t rally you. Also they die in about 11 seconds, not 2 seconds.”

Harlequin mask

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Posted by: azuzephyr.7280

azuzephyr.7280

Go to the black lion trading post and buy any account bound bind-on equip light head piece. Deposit the head-piece and a transmutation stone into your bank.
Use a free character slot to create a new mesmer and choose the mask you want. Complete their intro, deposit the mask into your bank, then delete the caracter.
Log into your main character, withdraw the mask, use the transmute stone to turn it into whichever headpiece you want to equip, persto the mask is yours.

You can also do this with other scholar armours, my mesmer wears the skull mask from necro starter.

Upcoming nerf called for?

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Posted by: azuzephyr.7280

azuzephyr.7280

I’d agree necro as a whole needs redoing/fixing, but that particular talent setup is the least of their problems, and tbh it’s about right design. Stacking a bleed once every ten seconds on dodge is pretty standard, a constant permeating field which can be stacked ontop of one another with no cooldown and massive damage, all from dodging that’s not good design. If necro could stack bleeds endlessly form dodging, yes it’d bring them up to ridiculous levels, but I still wouldn’t call it good design, and if someone said to me that it’s overpowered, I’d agree with them.

I do have a thief btw! 100 matches played, around 10 enjoyed

Give Us Greatswords!

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Posted by: azuzephyr.7280

azuzephyr.7280

I WANT A BOW……!

Upcoming nerf called for?

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Posted by: azuzephyr.7280

azuzephyr.7280

Yes, it is. You can try playing necro where using every single tool at your disposal at the right crucial time will still not achieve the same results as thieves can. Whereas thief design allows you to utilize stealth to create the crucial moments at your whim, as others have said ‘with one trick’.

If you compare it to say Guardian Gw #2, this ability applies a snare to the caster, has a massively obvious visual and is easily avoidable, same for Hundred Blades. Can the same be said for a backstab from stealth with higher base damage and access to the extra damage signet? Even then if by some mistake on the thief’s part it doesn’t finish the job you can stealth out and try a different point.

More rantings;
Then there’s caltrops on dodge. Oh-My-God, I don’t know how this one ever made it live, here you can stack bleeds up to max stealthing away from damage weaving death blossom in between to stack endurance buff. It’s insane, and I really want to cap a video of it, on my guardian [when specced for 20khp and total condition removal] I can accomplish one condition lost every 5 seconds as passive, one meditation utility to remove all conditions and up to six conditions removed with consecration. That’s more condition purges than the next best options [necro/mesmer] and still a decent hp pool to last out the ticks. I can still never match the bleed application of this spec, caltrops apply stacks all the while you are stood in them, you can reach 10 stacks withing a second, it’s a permeating field lasting 10 seconds, endurance refills within three seconds with boon uptime, all the while death blossom attacks evade damage, dodging to apply cantrops evades damage and massive access to stealth.
What are the options here? Aoe into stealth; you are still stood in the bleed field, and will die. Stand off the bleed field; point neutralized by thief. Condition removal; the best condition removal spec in the game can’t even come close to the application power at thieves’ disposal.

Let’s also look at this in perspective, Necromancer condition specs can gain access to a similar talent leaving a mark of blood whenever they dodge, so why are they not reaping heads left right and center? It has a 10 second internal cooldown, is not a permeating field, can be dodged/blocked, has a smaller radius and lower damage [my necro is sitting on max condition damage available in pvp].

Please come back down to earth.

(edited by azuzephyr.7280)

Backstab, time to nerf.

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Posted by: azuzephyr.7280

azuzephyr.7280

Well it wouldn’t be am MMO without overpowered 1v1 stealth class

Mesmer Portal Debate

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Posted by: azuzephyr.7280

azuzephyr.7280

Tbh portal as a group strat isn’t all that great. The enemy can see exactly where you are planning to drop your team to, so they always know exactly where you are planning to hit once they move, anyone smart will have their eyes on the portal entry point in tpvp. If you can see exactly the point where you can expect up to five people to suddenly show up, and you don’t use that to your advantage, well then playability.

I use it more for personal kiting/ escape.

Vampiric in patch notes clarification

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Posted by: azuzephyr.7280

azuzephyr.7280

Bad insult to my intelligence, and your still lack of empiric evidence aside, you were referring to well of Suffering at the time.

If you include well of blood [which gives condition removal not lifesteal combo btw] you can up those numbers, still nowhere near 90% hp. Even in PvE Mobs will not stand still & grouped up long enough to ever achieve that. And if you want to try running four wells in pvp to throw them down at a large group then goodluck.

But do continue your rant thing, I’m aware it’s freshers month.

Vampiric in patch notes clarification

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Posted by: azuzephyr.7280

azuzephyr.7280

38 health now.
27 attacks and you’ve got yourself a 1000 health boost.

normally that sounds horrible. but I think its more of a trait for wells
so… lets say you run wells

4 wells x 5 ticks x 38 vamp = 760 heal (multiply this number by number of enemies in wells, include pets)
and one of those wells is a heal.
when you add in… say axe… its 8 hits x 38 vamp = 304

I’m not saying its great but its definitely a source of sustain.

Hmm, maybe.
Well of Darkness may pulse 5 times but it never says “hit” and never deals damage so I wonder if it affects the skill or not.

Also Life Siphon hits 9 times so if Vampiric affects it that’s 342 extra health on top of the leech effect.

Still a small amount but maybe it adds up?
Or maybe it just doesn’t?

Guess I’ll wait and see.

Edit: Somewhat ninja’d

I run a well build as a primary. I can confirm it is affected.

Often when I have 10% health, I cast my wells while a Guardian guildie puts up Line of Warding to keep a horde from chasing me and Wall of Reflection to keep projectiles off, and by the time my wells and Line of Warding drop (5sec) I’m at 100% HP.

With Wells, it is a tremendous method of sustain.

Combined with that, I run a full lineup of well support traits (ground-target, wells siphon health, when I run staff I’ll add larger/unblockable marks to compliment) and add life steal traits (life steal on crits as well) with a 65% Crit chance.

All of this will stack, and when my wells and marks all start AoE critting huge groups in WvW and PvE, I’m getting a very sizable health return (not including life force).

For DPS or condition necros? Likely not nearly as much return. But I run with my guild, and my duty is utility, often the tank in PvE and AoE havoc in WvW.

Sorry but unless you can post logs or extensive screenshots, this post is obviously hyperbolic and is really spreading a bad message on these boards.

You do not heal 90% of your hp using wells, when I simmed I calculated that I could achieve 7% of a generous hp pool using a well burst healing method combined with vampiric gearset and blood magic traits all combined. This was pre-patch so the 29hp from vampiric tics will now be larger, still at most this could result at 10% hp return.

Wells are further limited to 5 enemies, as are all AoE abilities.

The change to vampiric is a drop in the ocean if they want to make the blood magic tree style viable amongst other builds. Please do not listen to this 90% hp healing

!!How to Promance Tournaments!!

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Posted by: azuzephyr.7280

azuzephyr.7280

You missed the step where you use a boxing glove to mash all the keybinds at once

(edited by azuzephyr.7280)

Why I find the Mesmer badly designed

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Posted by: azuzephyr.7280

azuzephyr.7280

Its pretty much true, don’t get me wrong I’ve been on the wrong end of a good mesmer but the things people complain about like not being able to target the player are playability issues, you just need some ingenuity and even just a minor understanding of of the phantasms work to pick the correct one in a split second and that whole ‘defence’ is gone. Trying to lose yourself amongst the phantasms will outright not work on foes past rank 10.

I agree it is partly bad design to have something so confusing to new players but laughable to the experienced. I’d prefer if our illusions did not cause a target drop but instead were actually useful, another switch spell would be useful.

Bloodthirst and Vampiric Rituals?

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Posted by: azuzephyr.7280

azuzephyr.7280

Copied from mmo-cham;

I tried out one last siphon health build today and managed to snag some numbers, here’s how it went;

Gearwise- I went for vampirism, the 6pt bonus might be bugged idk, but I’ve never noticed turning into mist, maybe I’m missing it every time, it could also be that at 10% health you die so fast that you never notice it happening. In total this left me with the following stats;
21k health
3209 attack
14% crit chance
2680 armor
629 healing power

traits- http://gw2.luna-atra.fr/skills_tool/...585i5m5ph7hghm
To me, this build gave the most access to life siphoning. You have four wells, three of which make a life steal combo, the other removes conditions. While Under 50% crit, and not using a dagger MH, Bloodthirst is a superior option to Vampiric Precision as it buffs Vampirism, at 50% crit and above, Vampiric Precision overtakes it in terms of passive healing.

For weapons I took staff to access combo finishers and condition damage, then axe/warhorn for cc and quick [ranged] hits; hence more procs of Vampiric, as it scales from number of hits, rather than damage and does not proc from condition damage ticks. The reason you don’t take dagger for siphon life; it’s a lie, the base value for the health drain portion is 215, with the Bloodthirst talent it only moves up to 219, then with maxed out +healing from Blood Magic it maxes out at 227 per tick, in play it was healing 337 per tick and only the #1 attack generated lifeforce, dagger is viable weapon, but for this build kiting and generating lifeforce worked better. Offsetting such little health per tick in turn for being in melee range cost more health than it generated.

Passive Healing numbers.

The most basic passive heal in the build [Vampiric with the Bloodthrist trait] healed for 29 per hit done;
This was for all attacks, did not include condition ticks, but did include ticks from wells.

The Grand Master trait from Blood Magic [Ritual Mastery] healed for 42 per tick per target hit, and procced Vampiric for 29 health;
Each well ticks 5 times, once per second.

Lifesteal combo effects from Well of Darkness/Suffering/Corruption and lifestealing from the Vampirism gear bonuses both gave a rather generous 209 healing per proc;
This was the same amount as the 4pt bonus causing life stealing after casting your heal;

Summary of Numbers.

Under totally ideal circumstances, the amount of healing that could be generated from one well could be;
Five procs of Vampiric; 29+29+29+29+29= 145
Five ticks from Ritual mastery, plus 145 from double dipping well damage from Vampiric; 42+42+42+42+42+145= 355
Five instances of Lifestealing granted by Well of Suffering etc; 209+209+209+209+209= 1045
The total heal granted from one well-bomb amounts to 1545 [1045+355+145]; or 7.35% of my total hp

The ‘Good’.

Just the numbers taken from traited abilities granted a forgettable 400 healing from one well, this required four major trait abilities and one mandatory minor trait to accomplish, plus this is maxed out on healing power from traitlines. Adding on one proc of lifestealing from random Vampirism proc after the well has died adds one more 209 heal to the mix, still rather lackluster. Added healing from dagger at the same time grants 3433 healing, assuming a full uninterrupted cast of Life Siphon. More than with staff, but enjoy the mace pounding your face running with a dagger.

Also bare in mind that these are assumed numbers under ideal circumstances, in actual play there were numerous problems;

The Bad.

-Our main source of reliable combo finishers [Necrotic Grasp] is only 30% chance to grant the combo, lifestealing was the main source of healing in the above scenario, you can up this by saving Staff ability 4, but this is also costly to damage output if you aren’t using it upfront
-It is common knowledge to move out of the red circles, it was extremely rare to keep someone inside a well from start until finish, even more rare if they didn’t dodge a single tick while there, this becomes worse if you yourself are forced to move out of PBAoE, not only does your enemy follow you out of the well, but you lose access to lifestealing combos
-Dropping more than one well only increased to amount of passive healing from trait abilities [an extra 400 health] as stacking two wells does not grant double the combo healing
-Wells can’t be placed underwater, awkward if you plan to play Capricorn, you will be specced into nothing whilst underwater
-Wells have a hefty cooldown, as the build focuses so much on well contribution, placing them at an opportune time is crucial, if you mess it up you wont be around to get a second chance
-None of the traits or lifesiphoning work on object damage, hence focusing your defenses around siphoning health will not help you survive arrowcart damage in WvW
-I am still unable to tell whether or not you receive healing at all while under death shroud

Help my Tpvp build!

in Mesmer

Posted by: azuzephyr.7280

azuzephyr.7280

Stupid luna builder, here it is; http://en.gw2codex.com/build/18460-pvp-greatsword
Yes, we abuse portal entre a lot, dropping your whole team into a cap point or the enemy base, can be game changing, and obv on khylo I take the treb for higher uptime

(edited by azuzephyr.7280)

Help my Tpvp build!

in Mesmer

Posted by: azuzephyr.7280

azuzephyr.7280

I usually play guardian in Tpvp but have been asked to switch out to try mesmer on some maps, I ‘get’ how it’s all meant to work but I’m struggling with a few things, mainly the build.

To start off, here’s what I run with atm; http://gw2.luna-atra.fr/skills_tool/?lang=en&code=3g7000kkkvl2l6l9bgk0k0ubqbrced2l1lflh

I think it needs a lot of work, I’m still not feeling that high damage and the build doesn’t offer that much survivability either. Does anyone have any help to offer?

Greatsword and portal entre are a must, but all else is interchangeable^^

Death shroud broken since latest patch?

in Necromancer

Posted by: azuzephyr.7280

azuzephyr.7280

Hi, I just posted similar info on another thread, are you using Vampirism/Ice rune set? Or any runes which change your form?

Switch to a different runeset without any kind of form change and try again, this completely removed the problem for me.

Best of luck.

Death Shroud Skills interupted

in Necromancer

Posted by: azuzephyr.7280

azuzephyr.7280

Hi everyone, in the bug compendium stickied at the top, the bug describing item sets which “proc randomly when in death shroud” are the source of this, so things like the Vampirism runes, Ice Runes, or any variant of these runes where the item set grants a chance to turn your character into something else, i.e; mist, ice etc.

This is why it only happens in spvp, ,where you have applied such runes to your gear, and why some people have never experienced it at all, unfortunately. Try a different rune set like scholar/undead/necromancer and try again, this completely removed the problem for me.

Best of luck.