CoF/CoE gates:
http://jsfiddle.net/q9cPY/embedded/result/
And as others have said, the full CoE gate chain can be done in about 15 minutes, from start to finish.
That’s roughly how long it takes for me to solo whole chain on my war. Should be much faster with 5 people.
Also, CoF gate? It doesn’t need to be open to enter wink wink
Umm, yes it does. With high enough skill everything should be soloable. High risk, high reward.
IV (or II)/X/XI
Since Fury on youself does not apply to Phantasms, II is not optional. Deceptive Evasion on the other hand is optional. There are more than enough ways to summon illusions without relying on DE to fully utilize Compounding Power. Also, with 3 phantasms out and you dodge – poof goes one of your dps sources.
25/30/0/0/15 – no reflect
0/30/0/25/15 – reflects / encounters longer than 15s
10/30/0/20/10 – reflects / encounters shorter than 15s
That should cover 99% of mesmer playerbase
This brings us back to the mantras, which boost the aa again+feedback+wardens(not as much as the warden’s 15%, I agree).
…
the difference isnt massive, but I think it is safe to say that 30 in dueling is worth the traitpoints
Are you referring to warden’s direct damage? If that’s the case then Mantra do not affect phantasm damage at all, direct/reflect/condition dmg is same with either 0 or 4 mantras charged. The only boost your phantasms will gain are the flat stat bonuses from going 10 more points into dueling (4-5% crit chance & 10% crit dmg).
Oh don’t worry, there is no argument that 30 in dueling is a great choice. The only argument I’m making is that there are times were dropping those 10pts in domination can result in overall higher damage, which is the main reason why I personally am considering said build meta worthy, up until the feature patch at least XD
Many things will change post patch both in meta builds (PH working for all phantasms, Wardens actually being reliable, etc) and which build you’d take for your runs (free quick re-traits between runs / encounters). It will be fun comparing all new build options when it finally lands.
I apologize if it appeared as a personal attack, it wasn’t. I was referring to anyone in general that does not believe and can’t get a non-mantra build to hit harder than mantra build.
Consider the cases where you have 3 warden’s up and constantly reflecting projectiles with them. SE/CM are most obvious ones. Mantra multipliers don’t apply to phantasms dmg/reflects. Having both phantasm +15% dmg multipliers greatly increases how hard Warden reflects hit, especially where mobs constantly bombard you with them.
(edited by frifox.5283)
20 in dueling in meta build? I dont think so
Some mesmer builds perform better/worse depending on how it’s played. It’s the nature of the mesmer class. Current “meta” builds will perform the best is most cases by most mesmers, that’s why they’re accepted as meta. Personally, I find 0/30/0/25/15 to work very well in majority of dungeons and encourage most to run that build. The other build I mentioned, the 10/20/0/25/15, in fact CAN outperform other meta builds when played correctly. I have tested it both in controlled environment and inside dungeons extensively and there were enough times where I have managed to both burst and sustain harder than any of other mantra builds to consider 10/20/0/25/15 meta worthy. Don’t blame me if you can’t utilize a certain build to it’s fullest.
Mes is 0/30/0/25/15 for reflects, 25/30/0/0/15 no reflects, and 10/20/0/25/15 for 2/3 phantasms up and max warden reflect dps. Once patch hits the builds will most likely be different.
Need to stay immobile for 4 sec to get the full duration. Curtain only needs to be crossed once to get the buff so that would mean you can stack swiftness on the fly. Dropping curtain in front after stacking might and moving out also eliminates fire/light field conflict.
Grant full swiftness to all without restrictions but with maximum of one time per character throughout the lifetime of the dropped curtain. That’s the best logic but ANet is just too lazy to implement it.
The only problem I see is if 6 mesmers drop a curtain your whole zerg gets 60s+ of swiftness! Actually that might not be to bad since then we’ll no longer will be just the Veil bots. Veil and Curtain bots!
(edited by frifox.5283)
I’ve noticed something strange last night. Me and my friend entered a dungeon. My WvW window showed a 6% hp bonus (Robust: Maximum Health Increase) and his showed 7% bonus. I hosted the instance and both of us gained 6% more health. He hosted it, we still gained 6% hp bonus. Moving on, we filled the party with pugs and 4 of us showed the expected 6% hp bonus except ONE warrior showed ZERO gain in his HP. Wut?
I have no other explanation other than ANet kittened up once again and WvW bonuses granted in Dungeons (maybe open world pve too) is bugged.
Equip Mirror of Anguish and Halting Strike. Interrupt the ele while he has Shocking Aura on him and you have a chance to proc the bug. It’s possible that the bug has been fixed though.
Leeching on zerker groups for faster runs is easier.
and then they come here crying that we kicked them.
guardian/ranger are practically the same as a warrior and in fact slightly higher in the guardians case.
I’ve been playing my guard since game launch and… no matter the build I run I still pull off more DPS on my warrior =’(
Not really. Cast it, then jiggle a bit or jump.
That was something I wasn’t aware of and haven’t even considered an option since I always assumed Temporal Curtain was a “wall of energy”, not a box smaller than your jumping height :/
Good to know though, will definitely come in handy.
(edited by frifox.5283)
use zerker gear +mantra heal better than crap healing mesmer, far better
No, cleric healing is always better than zerk healing no matter how poorly it scales.
Now, if you’re referring to overall usefulness then yes, zerk mesmer is much more useful than a cleric one because you’ll also be contributing DPS along with your mantra healing by having phantasm deal damage while you are charging the mantras.
We need something to bring back confusion builds. Dump the healing grandmaster and replace it to something that buffs confusion. How about confusion ticks for twice as much for 4s on an interrupt?
Because swiftness is so useful when standing still on a line. Cast it 1 foot in front of the target or yourself.
Consider doing a jumping puzzle where quite often you don’t have anywhere to move. Unless you have centaur runes or have patience to wait for signet of inpiration to grant swiftness, you’re out of luck.
I’ve noticed that I get swiftness if I move ~60 inches from the epicenter of the curtain. Jumping launches you 63 inches high. That could mean that the curtain is actually a box, not a wall… 
Temporal Curtain “grants swiftness to allies who cross it”. That’s understandable and is how the skill currently functions, but what’s preventing granting swiftness to those already inside the field when you summon the curtain on top of them? Too OP?
Typical PvE mes will have Phantasmal Healing and that should grant permanent regeneration for your party. Full cleric mes (1.5k healing power) will regen for 318/sec and with extra 1000 healing power that’s 443/sec for those 4 seconds. So technically you can become a decent healing machine with help of Restorative Mantras. Other than that, you’ll be hitting softer than a wet sponge.
I like one vote kicking system. Me and somebody I know have much easier time kicking baddies.
Oh yeah, found use for it. You can make sword offhand block bit less!
Lol that’s why I often choose not to use timewarp in critical situations and get yelled at because of it. TW lowers the duration of your evades/blocks and lowers the duration of iWarden reflects if they gain the haste buff.
If thief trait has no CD then it can be used to fully heal you during fgs rushes in order to proc those scholar runes. Unfortunately, It’ll be a direct competitor to Executioner which grants 20% to foes below 50%. Imo the new grandmaster has its uses but it’s not better than current grandmaster trait we use.
Mesmer trait is definitely targeted for PvP. I can see it being used in PvE only if that trait allowed mesmers to ignore those stacks of defiant…
Never talked to and never heard of him before. Just joined my LFG, unloaded his “insults” and left. After being ignored he attempted again through /w 
Typical day in LFG:
- http://i.imgur.com/b2DlmaR.jpg
25/30/0/0/15 – open world pve
0/30/0/25/15 – dungeons (mantra)
10/20/0/25/15 – dungeons (non-mantra)
All are sword/sword + sword/focus.
- SE P3 Carrier is smaller
Not the right wording. The Carrier doesn’t have meshes now, meaning you can shoot and run through it (which also introduces the bug where you can’t hit it with projectiles).
So ANet is now literally forcing pugs to use melee weapons?
how was this tested?
In HotM by swimming under water in a straight line. I have tested it on land and the readings are the same.
The above is accomplished by taking XYZ coordinates (measured in inches) of my character every 1s and then recording the distance between the two point. The calculations are done every 200ms. From this I can easily deduct my movement per second.
FGS3 out of combat:
- base – 900 in
- signet – 1,090 in
- swiftness – 1,200 in
- superspeed – 1,660 in
RTL ooc: 1,000 in
So I coded a speedometer for gw2 and someone requested I test Fleet Shadow trait functionality. Here are the results (00% is base, 25% is signet, 50% is trait):
Out of Combat
- 00% – 294 in/s
- 25% – 367 in/s (+25% boost)
- 50% – 400 in/s (+36% boost)
In Combat
- 00% – 210 in/s
- 25% – 262 in/s (+25% boost)
- 50% – 315 in/s (+50% boost)
Anything that modifies stats other than Power, Precision, Critical Damage is ignored by phantasms. Heck, even half our traits that improve damage do not apply to our phantasms.
Why? Adaptability. PH is also a damage increase
Once patch hits, expect a proper study on how much exactly PH improves dmg for each phantasm once again 
Apocalypse = global destruction
Elepocalypse = ele destruction
FGS#4: Requires a target to activate.
Now, THAT would be elepocalypse XD
So I joined one single CoE lfg by accident (was looking for CoF). Left party and then attempted joining another one under CoF section. “You have joined too many parties recently”. What kind of bullshait is this?? I guess joining one single lfg is now considered “too many”.
Become a permanent Wall of Reflection. 10/10/0/30/20, III – II – II/IX/VIII – III/X.
Not that you couldn’t do that with a standard 10/20/0/25/15 right now, but still XD
I found the culprit – I was playing with traits using a lvl 69 alt. Using a proper lvl 80 char everything calculated as expected.
- At lvl 80, +100 vit = 10 points in vit line.
- At lvl 65, +48 vit = 10 points in vit line.
Of course I know this because I looked at my hero panel, but what if I don’t know how many traits player has spent. For example,
- At lvl 65, +230 vit over base = how points in vit line?
Obviously, both lvl and vit-over-base will be variables.
Perfect, after a bit of coding here’s the result:
- http://i.imgur.com/cDgqyHW.png (top left)
Shows allies around you (<6,800 radius open world, and unlimited for party members) and their Vitality deviation from base. Good way to guess people’s traits (a lvl 80 ele with 200 vit deviation most likely implies he traited 20pts in water), and their gear (36vit most likely means a cheap backpiece), and obviously easily spot fellow pvt’ers
Now, at lvl 80 traiting 200pts results in +200 vitality. When downscaled that is not the case anymore. Looks like that’s the next thing to figure out so I can add a +traitPoints deviation from base. Doesn’t look like I’ll be sleeping tonight XD
(edited by frifox.5283)
Is that implying that warden’s projectiles originate at his epicenter, not the edge of the reflect bubble? If so, dropping curtain right in the middle makes that all projectiles originate inside the light field and all proc the cleansing bolts once they exit the curtain field.
Since I believe this is where most theorycrafters and min/max’ers live I have a question/request. I need a formula which will calculate HP for light, medium, and heavy characters when downleveled.
I have two known variables: current level and vitality stat. How can we process that into HP?
Been attempting to proc Cleansing Bolts by finishing Temporal Curtain with a Warden. Someone please make a video guide how to get it done. Either I’m missing something very obvious or just doing it wrong but I simply can’t get the clears going with that combo. 99% of the time I’m stuck with conditions after the combo…
Any tips on how to guarantee a successful condition clear?
“no reason a warrior should not go glass” implies “warrior should always go glass”. I think you misunderstood that part
I do not see any drawbacks to this suggestion.
Try guardian, then you will see drawbacks galore.
If you are a guardian you are in control of what field you lay. It’s your own fault if you laid a light field but wanted to blast your purging flames. What is NOT in your control is some other guard spamming light field. Prioritizing your own purging flames combo field over the oblivious hammer spamming party member fields lets you to actually blast the fire field you laid.
Same goes for thief constantly firing pistol 5 to blind mobs. An ally places some field and tries to blast it for a desired effect but most likely will end up blasting area stealth simply because fellow thief keeps renewing his perma smoke field on the enemy.
(edited by frifox.5283)
Ok, I honestly cracked up on that “Ranger -> loot bag” one XD
You might be a warrior when you actually don’t remember the last time you used that healing skill…