I always wondered if this behavior was intended or is just a byproduct of game engine. Warrior starts Killshot, enemy stealths right away and moves away. No matter how far he moves to the side Killshot will always track and connect. Only way to counter the projectile is with normal means such as dodge, block, evade, blind, or reflect.
Channeled skills continuing to track enemy through stealth makes no sense.
I hope the patch makes swordsman attack same speed as current without the trait and attack even faster with new PH. Knowing ANet they just might keep current speed as “traited” and make him attack slower without PH…
I recommend watching this video: http://www.youtube.com/watch?v=35ozCg25--E&list=UUYUY9_i44IDNOs_Ja815mlA
First time seeing the video but good to know I had similar assumptions as well. Still I would hope ANet actually makes it so you can blink to anywhere you can walk to without jumping. That makes more sense.
CoE after Advanced golem moving on to p2/3. Blinking onto or past those steps leading into the next room Blink will ALWAYS fail.
Also, any WvW tower that have steps leading onto the wall. They’re walkable yet you can not blink even an inch if you’re on them.
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Yup, it is.
Personally, the only reason I run staff in PvE is during dragonite farming while trying to see how high my warlocks can hit. Still trying to break the 20k barrier. 
So I went to the vigil keep in the middle of the night,
- 20 wars
- 15 guards
- 11 rangers
- 9 mes
- 6 thieves
- 4 eles
- 3 engis
- 1 necro
I think we’re just about average
Traited staff = 2s + 12s till 3 phantasms. Untraited = 2s + 16s (2s are for 1st summon, heal, 2nd summon). 4s longer wind up time. Granted in many situations those 4s you might not even notice.
In zerg environment with bosses having all conditions PH helps a lot but is not needed to best other phantasms. In small party you’ll need a condi heavy ally/allies to cover those ~7 unique conditions. If solo and you need ranged, might as well go with the iDuelist. Stagger them up and with 3 up their DPS will be higher than Swordsman thanks to Sharper Images, and definitely higher than 3 warlocks.
The reason I said ‘many variables’ is because if you look at them one at a time they might not seem significant, but if you consider the whole picture in general you realize running staff has very little to no real advantage compared to other options.
Build. The only way to get both 15% dmg traits, phantasmal fury, phantasmal haste, and sharper images is with 10/15/0/25/20. That means no traited staff which means longer wind up time to 3 phantasms. Inability to trait for Blade Training also means losing ~5 crit chance/damage. Of course, you can run standard 10/20/0/25/15 but then your warlock advantage will be much harder to achieve due to loss of PH.
I believe zerk Staff is only viable vs dps sponges with a zerg such as world bosses and champ farms. But then, nobody cares about your DPS there so might as well camp gs. XD
^^
According to my old study Warlock will have to hit 48% harder (77% without PH) to match Swordsman. 10% boost per unique condition means enemy has to have at around 4 or 5 condis to match swordsman DPS. Of course, there are many other variables but this is a solid starting point
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So we finally have found a way to get anet to work on dungeons. Publicize exploits and force their hand.
You can. GW2 equations are more involved and have a big element of RNG in them which further makes calculations even harder.
No I wasn’t leveling up. This is why I post here, because it happened twice in the same day and is definitely unnatural. I’ll keep at it and try to see if I can reproduce it.
Bonus – garrison to citadel max portal range:
http://www.youtube.com/watch?v=QTF5VeqyP0A
I tested portal range in PvE/WvW/PvP. To my surprise, the range is actually shorter in PvE/WvW compared to PvP.
- PvE/WvW – 4,999 in.
- PvP – 5,999 in.
Why ANet made portal range 1,000 units shorter in PvE/WvW confuses me, especially knowing that PvP maps are much smaller in size compared to PvE and WvW maps. Here’s a vid of portal failing at 5,000 in PvE yet succeeding at 5,999 in HotM: [link]
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As of few days ago I started noticing an odd and very rare behavior while doing map completion. When attacking with gs sometimes the mobs end up flying out as if they got banished, aka same distance and animation as one caused by guard hammer banish skill.
I’m running standard 30/25/0/0/15 build with all offensive signets and FGJ utilities, if it matters.
Get your 5 man party into HotM and I’ll tell you your party DPS while you bully the Indestructible Heavy Golem.
Don’t worry, you’ll be the first to get kicked even without such requirements. If you can’t handle fighting in melee with zerk gear then you aren’t worth it.
I get an impression that everyone’s forgetting that IC also applies to Sword #4. Sword #4 hits like a truck on a successful block and having it on a lower CD means higher DPS.
IC is probably the best trait mesmers can get.
Not in a dungeon run but few days ago I made a vid for someone to show my 7 mesmer outfits. Might as well share it here: http://www.youtube.com/watch?v=5V8u2qbVrM0
That happened earlier to us. Party kicked a member but he stayed inside the dungeon. The 5th replacement couldn’t enter and was getting the exact same error as you because the person we party kicked was still inside our instance but not in our party list.
What about this kind of “private” dps meter?
http://www.youtube.com/watch?v=_a7SkN6kULI
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Noticed this earlier today when testing some stuff:
- http://www.youtube.com/watch?v=Ibb2cQqUNa4
Were the clones always changing targets like that or is this a new bug?
I’m working on one that calculates dps by monitoring enemy’s health but got a small issue to sort out. How the heck do you calculate dps when enemy heals (lupi, subject alpha, etc). At the moment it just shows it as party having negative dps XD
Carry a 2nd gearset,
- All PVT
- Runes of Speed/Traveler/Centaur
- Focus/Torch with Energy sigils
Skills,
- Ether Feast
- Decoy
- Blink
- Mantra of Resolve/Concetration depending on skip
- Mass Invis
- Veil, if you need more stealth
Traits,
- 1200 range blink
- Mender’s Purity + Mantra Heal for okitten condi cleansing
Notes,
- Temporal Curtain to move mobs out of the way as you’re running. Remember it will put you in combat if you actually cc the trash.
- Torch/MassInvis/Veil stack in duration, Decoy doesn’t. Decoy will put you in combat 3s after use if hit a mob around ~300 radius.
Other than the above, actually knowing the trash aggro range and their basic attacks and what to dodge/avoid will help you a lot.
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PU based builds, specifically the Blackwater variant, is very easy to play and has plenty room for error. That is the main reason I still run it.
Earlier I joined “zerks only 5k AP+” lfg just for fun. What do you know, the poster was a war with 5,1xx AP. Probably would have been better to rename the post to “lfm who have more ap and are better than me. I wanna be carried”. Once party filled up we ended up with 4 warriors. Looked promising so I decided to stay even though I have completed the path that day already. I check the party and oh my, only one warrior was running full zerk and a proper build.
In the end, I came to a conclusion that even a 3 man guild party will clear that path in less time.
Yeah a Mesmer in a speedclear guild never uses 10/20/0/25/15
I am the one who firmly stands behind 10/20/0/25/15 because all utility and heal slots that I utilize in my dungeon runs are NOT mantra. Most of the time I have at max only one single mantra charged. Also, I have no problem keeping up 2 or 3 phantasms up apart from Arah where it does make sense going for mantra builds even if you hate it.
I’ve done tests and in non-ideal conditions the build is losing no more than 5% to 10% dps depending on the encounter. I’m ok with occasional trading that amount of dps for the flexibility and freedom of utility.
Condition damage scales with might and most other damage buffs are ignored by phantasms.
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“Fixed an issue in which the Powerful Potion of Slaying Scarlet’s Armies was causing players to take additional damage from Scarlet’s forces.”
This could be a universal fix, not just Scarlet potions.
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Assuming you’re running both Empowered Illusions and Phantasmal Strength traits:
[1,931 dps] Swordsman
[2,050 dps] Swordsman (with Sharper Images)
[1,383 dps] Duelist
[2,066 dps] Duelist (with Sharper Images)
[2,358 dps] Duelist (with Sharper Images & Phantasmal Haste)
It’s a dll that works similar to how SweetFX does. You inject it into gw2’s process (detectable but I doubt gw2 does that client side) and presents the info gw2 client already knows just in a different way. No data is actually modified, only read.
In PvE it’s harmless but it’s game breaking in WvW/PvP. You have an unfair advantage vs your foe by knowing how much health exactly he has. Also, I limited the drawing distance too 3,000 but you CAN have it show enemies and all their info halfway across the map (ex: bay wall/gate status while you are sieging or defending hills). It also ignores any terrain so you have unfair advantage since enemy can’t really hide or sneak up on you anymore.
Because of this I’m 100% sure anet will be against it and might even ban you depending on how you use it. Personally, I use it only in PvE and occasional pseudo-gearcheck but never in WvW/PvP. I see this as fair and harmless.
My personal pugs gear “lie detector”, http://www.youtube.com/watch?v=CGJS_MiYLqI
I must be an oddball since i still run full non-mantra phantasm builds, 10/20/0/25/15.
My main reflect damage comes from wardens and having both +15% ph dmd modifiers is great. Amazing in CM/SE when you reflect a bomber and your whole screen is filled with a million juicy crits.
Last night I post lfg for “experienced zerks only” and enter the dungeon. Few mins later it fills up and they enter my instance. I notice one of the guards is wearing AC gear so I ask him to link his armor. 5 seconds later I find myself on a loading screen outside of the dungeon…
Nah, it’s quite easy to replicate. Summon your phantasms onto a mob that was summoned by enemy trash. The chance your phantasms will freeze is quite high. That, or have your enemy stealth or teleport away.
- Temporal Curtain is too short (most projectiles will fly over the curtain) and is unreliable (some of the ground projectiles do not reflect, even at point-blank range).
- Warden will continue reflecting even past its whirl animation.
All of the above demonstrated in this video,
http://www.youtube.com/watch?v=DWU6s5EBrz4