Showing Posts For frifox.5283:

Meta Builds Website (PvE/Dungeons)

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

@maha: Sandy (and I) disagrees.

6/6/0/0/2 is better only if you don’t plan on summoning phantasms (terribad mes), want to maximize reflects and are not wearing assassins armor (terribad mes, kinda), or have 0 might/fury/vuln (nobody cares about dps in those parties anyways).

Afaik, 6/6/0/0/2 is pretty much [SC]‘s standard requirement for a mesmer trialee to have a clean Lupi kill in their organized runs. Personally, I don’t have the balls to go for such extremity but witnessing how it works proves to me that “terribad mesmer” is just your opinion.

I took the “terribad mes” jab at the gear type, not the buid. It was an extreme but has merit.

Meta Builds Website (PvE/Dungeons)

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

And of course, time to scrutinize the mesmer section:

For 2/4/0/5/3 drop Blade Training and get Phantasmal Haste, ending up with 2/3/0/5/4. Now you are doing .5% more dps than the previous build with 1 phantasm, 1.87% more dps with 2 phantasms, and 3.5% more dps with 3 phantasms.

6/4/0/0/4 is more dps than 6/6/0/0/2 with 1 or more phantasms in fully buffed scenarios. Also, will allow you to perma-reflect with just 2 wardens. 6/6/0/0/2 is better only if you don’t plan on summoning phantasms (terribad mes), want to maximize reflects and are not wearing assassins armor (terribad mes, kinda), or have 0 might/fury/vuln (nobody cares about dps in those parties anyways).

Meta Builds Website (PvE/Dungeons)

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

I Care How I Want.

… wait, did that just become a thing?

(edited by frifox.5283)

Meta Builds Website (PvE/Dungeons)

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

What I fear is pugs justifying their condi builds when joining my lfgs, because “meta builds site” told them they’re meta.

Meta Builds Website (PvE/Dungeons)

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Conditions > direct damage against heavy armour bosses, so …

… “when solo”

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: frifox.5283

frifox.5283

I’m preparing an updated buglist. Might take some time to go through the rest of the thread to add any new bugs that are not in the OP. I’ll post here once the new thread is up.

Did Anet get a dungeon team back?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

I have reported and sent videos of quite a few myself. Result? They finally got patched nearly 1 whole kitten year later.

Yeah, they have to look. I checked video history and the submitted videos were always viewed either the same or the following day. After that? Not a single view.

For the love of God, stop nerfing mesmers.

in Mesmer

Posted by: frifox.5283

frifox.5283

So because I don’t go into a game looking for ways to exploit the mechanics, I’m the one that’s bad? Yeah, okay.

So that’s what people call being creative nowdays…. sigh

Did Anet get a dungeon team back?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Nope, still no such thing.

TVH Armor Set - New Dungeon Meta

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

stuff with no linked build

Base setup: link (6/4/0/0/4 w/ travelers, no sigils)
Numbers obtained with: link (mesmer dps spreadsheet)

Seriously, there’s a reason why I included this. If a build happens to be extremely proc heavy, or natively stack a lot of ferocity, then knights becomes better offensively.

Ok, I took out all on-crit damage procs from my calculations. Both Soldier and Knight builds had exactly +16% critical damage (236 ferocity) which is just pathetic compared to a proper zerks +56% (845 ferocity). The 0/0/0/0/0 build Soldier/Knight tests had +2% (36 ferocity). It would be stupid to call either those “a lot of ferocity”.

No Might / No Fury

  • 2,039 dps – Celestial
  • 2,132 dps – Soldier
  • 2,276 dps – Knight

25 Might / Fury

  • 3,116 dps – Soldier
  • 3,286 dps – Celestial
  • 3,438 dps – Knight

Now, the same test but with a 0/0/0/0/0 build (because pug builds are equally horrible)

No Might / No Fury

  • 1,137 dps – Celestial
  • 1,311 dps – Soldiers
  • 1,339 dps – Knights

25 Might / Fury

  • 1,969 dps – Celestial
  • 1,987 dps – Soldiers
  • 2,129 dps – Knights

Same story, Knights is better than Soldier. Under full might/fury Celestial actually becomes BETTER than soldiers but still not as good as Knights. Not sure why you keep refusing to accept the inevitable. Soldiers gear is just terribad no matter how you look at it.

(edited by frifox.5283)

TVH Armor Set - New Dungeon Meta

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Ooh a theorycrafters debate, love those. Mind if I join?

soldier’s is better when you are getting precision and crit chance boosts.

Case in point looking at the two sets under your circumstances:
Pre buffs: 2040 effective power soldier vs 1880 effective power knights.
Post might and fury: 3220 effective power soldiers vs. 3155 effective power knight.
Post might no fury: 2933 soldiers vs. 2833 knight
Post Fury, no might: 2240 soldiers vs. 2040 knight

Soldiers wins. Every time.

Mes with power-meta traits/runes/sigils/food:

No Might/ No Fury:

  • Soldier – 2,882 dps
  • Knight – 3,325 dps (+15%)

25 Might / No Fury:

  • Soldier – 3,973 dps
  • Knight – 4,832 dps (+22%)

No Might / With Fury:

  • Soldier – 3,094 dps
  • Knight – 3,508 dps (+13%)

25 Might / With Fury:

  • Soldier – 4,260 dps
  • Knight – 5,089 dps (+19%)

You can’t factor in runes and traits because we’re basically looking at pugs here.

Alright. Same scenario but with terribad runes/sigils/food:

No Might/ No Fury:

  • Soldier – 2,284 dps
  • Knight – 2,614 dps (+14%)

25 Might / No Fury:

  • Soldier – 3,212 dps
  • Knight – 3,897 dps (+21%)

No Might / With Fury:

  • Soldier – 2,418 dps
  • Knight – 2,729 dps (+13%)

25 Might / With Fury:

  • Soldier – 3,397 dps
  • Knight – 4,062 dps (+20%)

Knights gear will always, ALWAYS, be better than Soldiers. The ONLY case where soldiers is better than knights is when hitting non-critable objects.

Go ahead and disprove it then. Otherwise please leave, grownups are talking.

Now, both of you, see the door on the left? Don’t let it hit you on the way out…

(edited by frifox.5283)

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Hope you do realize it takes 0.5 seconds to click your name and /kick. You’re only wasting your own time.

Discussion: iLeap [Rework]

in Mesmer

Posted by: frifox.5283

frifox.5283

Throwing an oversized kunai knife. Omg I so want that!

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

A single OMM will get you 10 stacks, instantly.

For the love of God, stop nerfing mesmers.

in Mesmer

Posted by: frifox.5283

frifox.5283

Guan, you have a serious case of disconnect with reality. You, just like ANet devs, are simply ignoring the fact of how severe the current bugs in the class are.

I’m sure many of those who truly enjoy playing the class are still playing it. It’s just that for quite a few the iLeap fix/nerf was the final blow that broke their spirit. It’s like a relationship with an abusive girlfriend who you still love. She hurts you yet you endure it, but only to a certain point. There does come a time when you just say it’s not worth it and move on.

If you, Guan, are truly playing a mesmer atm then you are still in the honeymoon phase. You simply have not experienced enough of these bat-to-the-head blows ANet is dealing to the class with almost every patch.

Discussion: iLeap [Rework]

in Mesmer

Posted by: frifox.5283

frifox.5283

I have an interesting idea. Press 3 and a 1s countdown starts after which a clone spawns and leaps to your target. If you actually tap 3 within that 1s countdown, YOU leap on the target leaving a clone behind.

Something like a combination of pre-launch #2 and #3.

Wow that 3 button really doesn't do anything

in Mesmer

Posted by: frifox.5283

frifox.5283

It’s not a case of you moving outside the range during the cast and thus failing to summon the clone. There is a small range past 600 where there is no red bar below the skill yet the skill will activate and of course – fail. It’s a bug, nothing less.

FGS vs. Timewarp

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

In the past few weeks I now have had multiple people claim that Timewarp lowers Fiery Rush’s dps. Where did this idea came from?? From all my tests Timewarp does NOT lower rush’s damage output.

I have counted and rush does exactly 68 ticks both with and without timewarp. Here’s how I tested it:

Am I missing something here?

For the love of God, stop nerfing mesmers.

in Mesmer

Posted by: frifox.5283

frifox.5283

- Mind Spike now deals extra damage against boon-less targets.

While they did “fix” the different coefficient trigger when your enemy has no boons, they also lowered it’s damage by 10%. It was both a fix and a ninja nerf all in one.

Mesmer: The #1 Nerf Prof.

in Mesmer

Posted by: frifox.5283

frifox.5283

They still have too much left to nerf before mesmer is completely ruined.

The day ANet nerfs reflect damage is the day they finally drive mesmers into a grave.

Subject Alpha armor value

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Easiest with a thief but doable solo with every class except mesmer and necro. Or, can always get an friendly ele to summon you a LH and do the jump with the conjure.

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

  • base hit = (power * weaponStrength * coefficient * multipliers) / armor
  • crit hit = baseHit * critDamage
  • weighted hit = (critHit * critChance) + (baseHit * (1-critChance))
  • dps = weightedHit / attackRate

(critChance and critDamage in decimal format, aka 150% = 1.5)

Swordmsan

  • WeaponStrength – 952.5
  • Coefficent – 1.925
  • AttackRate (no ph) – 4.541 sec

Duelist

  • WeaponStrength – 952.5
  • Cofficient – 0.275 * 8
  • AttackRate (no ph) – 7.591 sec

Everything off the top of my head (apart from the attack rate) so double check with the spreadsheet to make sure they’re correct.

(edited by frifox.5283)

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

does anyone have a matemathical formula to calculate phantasms damage that factores in power, precision, fury and eventually attack rate?

Yes,

https://forum-en.gw2archive.eu/forum/game/dungeons/Spreadsheet-Mesmer-DPS/

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

@frifox
thank you for the fast answer. That is The perfect scenario and I apologise for mentioning that. But I also said pvp and as you know you cannot always be hitting the target, running, not always having 2, lets not mention 3, phantasms out.
My weapons choice is pistol and swordman. Yes, a phantasms only comparison would be really appreciated, thanks!
PS: no mantra trait, no sigils. For runes either pack or ranger

Assuming you are running Berserker jewel & Ranger runes and have Dominaion IX and Dueling II equipped. PvP environment with no might, against a standard decap engi with no protection (3,063 armor).

Expected damage per unload.

6/6/0/2/0

  • Swordsman (base): 1,548 direct + 215 bleed = 1,763 unload
  • Swordsman (crit): 3,196 direct + 215 bleed = 3,411 unload
  • Duelist (base): 1,764 direct + 1,717 bleed = 3,481 unload
  • Duelist (crit): 3,642 direct + 1,717 bleed = 5,359 unload

4/4/0/6/0

  • Swordsman (base): 1,691 direct + 186 bleed = 1,877 unload
  • Swordsman (crit): 3,378 + 186 bleed = 3,564 unload
  • Duelist (base): 1,926 direct + 1,488 bleed = 3,414 unload
  • Duelist (crit): 3,848 direct + 1,488 bleed = 5,336 unload

And once you account for how fast each phantasm hits and weight the crit chance into the equation,

6/6/0/2/0

  • Swordsman – 670 dps
  • Duelist – 651 dps

4/4/0/6/0

  • Swordsman – 684 dps
  • Duelist – 634 dps

ps: calculations assume 5 stacks of vuln because I forgot to remove it from the formula… :/

(edited by frifox.5283)

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

Assuming assassins armor/weapons & zerk trinkets, ranger runes, 5%/10% sigils, 50% uptime on wastrel’s punishment, 2 mantras, and 2 swordsmans & 1 warden out:

6/6/0/2/0 will have 9.1% more sustained dps than 4/4/0/6/0.
6/6/0/2/0 will have 9.9% more sustained dps than 2/5/0/5/3.
6/6/0/2/0 will have 7.0% less sustained dps than 6/4/0/0/4.

ps: this is combined damage meaning phantasms + you constantly attacking with the sword. if you want phantasm only dps comparison then let me know.

Subject Alpha armor value

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

After some testing came to an interesting but probably not a surprising conclusion. Alpha’s armor value is exactly 2,600.

Why is this useful? Knowing that you can get to him and use him as an test dummy that doesn’t hit back (just like the test golems in HotM) with almost no effort, he is a perfect test material for those interested in calculating skill coefficients and similar theorycraft-fü in PvE environment.

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

And also being aware that phantasms have only 5.8k HP and are as glassy as their owner which is completely ridiculous once you compare it to ranger’s fav dps pet, jaguar, who has 25k HP and 1,374 toughness even if their owner is glass cannon.

-.-

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

On a 2,600 target with 6/4/0/0/4 (assasins armor/weapons) and ALL offensive buffs swordsman will hit for 7,057 – 8,625. If we let him inherit all the damage modifiers from gear he’ll hit for 9,593 – 11,725. That’s a 36% increase and knowing that with 3 phantasms out the split between mes and phantasm dps is around 50/50 so mes as a class then would get at most an 18% dps boost.

I think that would be fair.

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

Gear = armor, weapons, trinkets, runes, sigils.

Anything that affects the core stats will transfers to phantasms. Whatever you see in your hero panel under “Power”, “Precision”, “Ferocity” is what phantasms will use as their own stats. Might increases “Power” so yes, it will transfer to phantasms. “Critical Chance” and “Critical Damage” and anything that modifies them however will be ignored by phantasms.

(edited by frifox.5283)

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

How to properly pull the champ wolf in coe,

lol

(edited by frifox.5283)

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Yeah, to do perma reflect with 2 wardens you need PH, and that’s what your’re sacrificing with 2/4/0/5/3 – perma reflect traded for better initial damage burst.

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Same rotation, same gear, different builds – 6/4/0/0/4 – 2/4/0/4/4 – 2/4/0/5/3.

Damage/Time

PS: all done vs subject alpha, solo, 10 rounds per build.

(edited by frifox.5283)

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Correct, which is why I said it’s an “anecdotal” evidence. I didn’t bother actually calculating anything past some quick napkin math, which is swordsman doing 15% more dps with the fixed ph trait compared to pre april 15th patch when ph was practically useless.

For the question above, solo or meta dungeon party? Those builds compare differently depending on the environment.

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Yes, PH now works for all. In Illusions you pick III and X.

(edited by frifox.5283)

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Yea he had 1 clone, 1 swordsman, and 1 warden. Compared to 2 swordsmans and 1 duelist that’s right about 20% less dps. Signet was introduced Dec 10th and his video is dated also Dec 10. If instead the signet was used to summon 3 dps phantasms the time should have been 16sec x 0.8 = 12.8sec. Ferocity nerf in April lowered glass mesmer dps by nearly the same amount so kill time probably would have jumped right back to 16 sec.

General Dungeon Discussion Thread - Part 1

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Spent 6 hours at lupi few days ago. Got to p3 like 3 times… and died.

Mesmerize One Last Time

in Mesmer

Posted by: frifox.5283

frifox.5283

Yeah, I don’t think it’s truly intentional because that would require devs to be quite evil. However, I do think they are quite happy with the end result no matter what is the cause.

Mesmerize One Last Time

in Mesmer

Posted by: frifox.5283

frifox.5283

The fact that most of these items ever existed is just blatantly a bug. The decision to throw cooldowns on them were for server performance/stability as the patch notes said, not for balance. Period. This was something that was long overdue.

Think of it this way: Between the embers and whistle, those items were effectively doubling/tripling the amount of players active in a map.

Dev considered consumables that summon AI pets a “bug” because they put a lot of stress on the servers. Mesmers summon and destroy these “AI pets” every few seconds. Mesmers therefore cause the most stress on the servers. Devs keep ignoring our bugs and constantly keep nerfing the class. Players are so fed up that they give up and leave the class for something that is actually viable and works. Less mesmers = happy servers. Looks like this is dev’s hidden agenda and they are finally achieving it.

The end of this podcast is just one of examples.

PS: I know this is a bit anecdotal but I wouldn’t be surprised if it was true, even if devs will surely deny it publicly.

(edited by frifox.5283)

Runes with damage modifier

in Mesmer

Posted by: frifox.5283

frifox.5283

Nope

Rangers Useless in Dungeons

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

I hate Rangers. They put my assassins gear out of business.

Kasmeer's staff skin

in Mesmer

Posted by: frifox.5283

frifox.5283

Better than creating a new thread… just to say that.

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Also, 100% solid proof that mesmers do more dps than everything in gw2… hopefully:

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

Edit: which cases?

Anecdotal evidence, me beating previous record – 16s risen giant kill – with my 12s kill (all thanks to the healing signet and non bugged ph trait):

Granted, jerem did say he wasn’t going for a record with his attempts but 16s was definitely record fast back then, a time I couldn’t beat when I was trying before the patch.

(edited by frifox.5283)

Mesmer Meta(s) since April 15th?

in Fractals, Dungeons & Raids

Posted by: frifox.5283

frifox.5283

I have made a mathematical comparison and the difference between 2/4/0/4/4, 2/4/0/5/3, 2/3/0/5/4, and 5/4/0/5/0 builds was less than 2% at most. Just run whatever you are more comfortable with. 6/4/0/0/4 on the other hand was about 15% more dps than all of the above, which is why it is the meta right now.

And, mesmer wasn’t nerfed, it simply gotten a harder to pull off the mad dps we used to easily do with that one-build-for-everything setup. Now you have to work twice as hard to avoid being a dead weight on your party during a dungeon run.

In fact, there are cases where you can pull off MORE dps than before the “nerf” patches.

(edited by frifox.5283)

List of Mesmer Bugs (Older Thread)

in Bugs: Game, Forum, Website

Posted by: frifox.5283

frifox.5283

Looks like even our core mechanic, shattering, fails to actually do anything:

Rune of the Ranger - fixed?

in Mesmer

Posted by: frifox.5283

frifox.5283

Yes, it still does.

Rune of the Ranger - fixed?

in Mesmer

Posted by: frifox.5283

frifox.5283

What do you mean by “fixed”?

How to optimize your dps in PvE

in Mesmer

Posted by: frifox.5283

frifox.5283

While it’s awkward at first you eventually get used to it and it becomes easy. Same can be said about using torch 4 as a blast finisher. Nobody in their right mind will use torch in actual combat in PvE dungeons. So ooc weapon reslotting is the obvious answer. Double click torch, use #4, double click focus/pistol, expect a blast finisher in about 3 seconds. Personally I found it difficult at first but after constantly using it to blast ele fire fields In dungeons it became very natural and now do it all the time. In fact, same can be said about swapping traits and utilities between fights (and even trash running) ooc. To be a better mesmer you HAVE to get used to the idea that you will be swapping traits, utilities, and weapons constantly when ooc.

How to optimize your dps in PvE

in Mesmer

Posted by: frifox.5283

frifox.5283

Thanks for the tips, but I have a ‘and what then?’ question. I’m just levelling a mesmer now. Having come from a thief background I thought swords were a good way to go (S/S S/P), but I’m having trouble keeping everything flowing.

If I’m maintaining/resummoning phantasms then I’m just stood there auto-attacking and dying.

If I’m dodging around to stay alive then I’m interrupting my own casting for all the good stuff like mantras and phantasms.

Alternatively I can drop back out of melee to get my illusions up again, but then I’m losing dps by not hitting anything.

Any tips?

Time your Sword 2 evade to mitigate high damage hits. Also, use Sword 4 block to mitigate single hits but only if absolutely necessary as it will overwrite a high dps phantasm with a crappy clone if you had 3 of them up. Otherwise use it on cooldown because it’s one of the hardest hitting skills we have. Good example of using those two together @1:13 and on in this video:

If you can, always try to summon phantasms on one side of the mob and then move around to the other in order to minimize how much your glassy phantasms get hit. If phantasms still die too fast, try summoning a duelist or two at a near max range and then moving in to melee. Quite often duelists will be safe from any danger at distance steadily dps’ing enemy without interruptions.

Stopping your dps to summon/resummon phantasms and mantras unfortunately something you can’t avoid. The best you can do is plan ahead and time your summons and mantra charging to minimize interruptions. This one is achieved mostly from practice and experience. Once you are comfortable with the class and dungeon encounters planning ahead will be a second nature to you. It’s only difficult initially but gets easier the more you play.

There are, however, fights like in the video I posted above where it’s nearly impossible to keep 3 phantasms up so at that point you simply summon them when they’re off cooldown when you can/want and focus on buffing your personal dps and staying alive instead. That’s one of the main weaknesses when playing a phantasm mesmer, phantasms die too easily :/

(edited by frifox.5283)

How to optimize your dps in PvE

in Mesmer

Posted by: frifox.5283

frifox.5283

The biggest weakness with dps-spec mesmers is the horribly slow time it takes you to reach 3 active phantasms for max dps. Most of the time (in speedruns) the fights are either done or are well past 50% by the time you reach that point. Luckily, there are a few tricks you can do to minimize that dps downtime. Below I’ll run down through 3 most commonly used ones along with a video showing how it’s done.

Level 1: When you don’t have the line-of-sight to the mob until he’s right on top of you. This is most common in dungeons that utilize the “los the boss” technique. Expected first-hit to max-dps time is 5 to 7 seconds:

  1. Summon Duelist/Warden/Berserker
  2. Swap weapons
  3. Summon Swordsman
  4. Heal (Signet of Ether)
  5. Summon Swordsman
  6. Video examplehttps://www.youtube.com/watch?v=KHglpNG3d_8

Level 2: When you don’t have the line-of-sight to the mob but can handle some split-second click-fü at the start of the fight. The trick is to summon 3 different high dps phantasms without actually using the healing signet by re-equipping weapons before you get into combat. Expected first-hit to max-dps time is 3 to 5 seconds:

  1. Start summoning Berserker
  2. As skill is casting, double click Focus or Pistol in your inventory
  3. Summon Warden or Duelist
  4. Swap weapons
  5. Summon Swordsman
  6. Video examplehttps://www.youtube.com/watch?v=l3Wz_BiHN3Q

Level 3: When you have clear line-of-sight to the mob from 1,200 away. The trick is to use the time it take the Swordsman to reach the mob to actually summon other phantasms. Expected first-hit to max-dps time is 1 to 3 seconds:

  1. Summon Swordsman
  2. Start moving toward the mob
  3. Heal (Signet of Ether)
  4. Swap weapons
  5. Summon Warden/Duelist
  6. Swap Weapons
  7. Summon Swordsman
  8. Video examplehttps://www.youtube.com/watch?v=covdN2N886A

(edited by frifox.5283)