In CoE with double sanctuary you have a muuuch higher chance in killing Bjarl and Husk without resorting to other means for lockdown…
Also, 3-phantasm startup for mesmers… totally an exploit… /s
So I afk’d the Ooze at the start of Arah 1 while waiting for lfg to fill. He didn’t split at 25% and actually died at 0%. Nothing bugged but still, odd behavior that never happened before. Could it be something that got changed in yesterday’s patch?
I’m on NA and my EU ping is usually around 200ms, very much playable. But for you here’s a suggestion. Amazon’s services have amazing connectivity between their own services. You can try to take advantage of that.
Make an account on AWS, fire up an EC2 box nearest to you. Test connectivity. If there is no packet loss, this might actually work. Create a 2nd AWS account and fire up a similar box somewhere on EU’s datacenters. Then, using OpenVPN, route all your traffic to the NA box, then to EU box, and then to GW2 servers.
This might take quite some time and effort to set up but I believe it will help you. A private VPN directly to EU. Best of all, it’s free for 1 year…
Viable? Yes. Good DPS? Kinda. Worth it? Not really.
Going condi means throwing away all the utility mes has to offer to achiveve competitive dps. Why go condi when you can go power, do more or less the same dps as condi and still retain almost all the awesome utility we have to offer. There is little to absolutely no reason to go condi when in a full party. You are a utility bot so capitalize on that, leave dps to eles…
I just shed a tear: http://gw2efficiency.com/c/Frifoxy
I miss her…
I’ve never heard of nor seen anyone get suspended for using “safe spots”.
Being oblivious doesn’t prove anything.
so main idea of build .. mobility out of combat
Carry a separate PVT + Centaurs armor set and use the Mantra for OOC mobility. No need to sacrifice in-combat performance just so you have more mobility out-of-combat.
.. killing things asap ..
That requires full zerk/a$$assins gear. Half knights & valkyrie will not do.
usfullness in dungeons / fractas
I don’t see feedback nor warden (reflects), nor focus (mob control), nor mantra concentration (aoe stablity), nor mantra of resolve (condi clears), nor mantra of distraction (instant interrupts). Your usefulness in dungeons with that setup is near 0. Also, I wont even bother discussing that GS, that’s a whole topic of its own…
Trait wise your traits are spot on, they’re meta, in which case might as well get yourself min/maxed with this:
- http://metabattle.com/wiki/Build:Mesmer_-_S/S_/F_/P
Have fun 
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Soundtrack is too loud, have to really pay attention to hear the spoken instructions 
In Arah you often interrupt the spiders without actually using anything that would cause an interrupt…
Join a dungeon guild
Doesn’t help all that much, been in a few myself but still end up having to pug on regular basis. I’m actually inclined to agree with the OP. I pug Arah/CoE daily and I did notice a drop in activity in lfg, not just for NA but both NA and EU. However this anecdotal evidence is just reflection of my personal experience so it may be all fluff, never know…
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You can enter it while its closed. Search and you will find
You mean that jumping routine? Last time it took about as long as completing event chain.
Pre is about 7 to 10 mins. Jumping is 2:30 min from the WP to entering to CoE
Personal bleeds
Winds of Chaos attack speed: .75s/attack
2 hits per attackPersonal attack damage
Winds of Chaos, as above
Dmg per hit: 236
2*236=472
472/.75= 629.3333 base damage per second
Mes Staff AA is 1.320 sec / attack, which is 0.66 sec / hit from 2 hits per 1 attack. With 236 dmg per hit thats 715 dps, not 629. Clone AA is 2.442 sec / attack, which is 1.221 sec / hit with the bounce.
Accuracy sigil does affect your reflects, aka they crit 7% more often (but not Warden reflects).
Once Alpha gets past 75%, spire will teleport to nearest player and then the risen will start spawning every 40 sec. Just reset alpha near 75% and you should avoid all of the above.
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Also this build just shuts down conditions in PvE which has continually been a threat or annoying lately.
I think we may be playing completely different PvE, since conditions in dungeons are the last thing you need to worry about…
Nah, it’s obvious that he went to do an open world boss, died there, got invited to arah instance, and then entered the dungeon already dead.
They aren’t affected by your mantra dmg modifiers, only the vuln of daze.
Interesting. I would love to hear more about it. I’m under impression that reflected damage is effected by all damage modifiers, including Empowered Mantra (old) which is now carried under Harmonious Mantra (current).
Afaik the reflects from the mesmer (not phantasms) do use harmonious mantra modifiers just like any other direct dmg modifier.
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
Warlock 10% multiplier stacking multiplicatively is something that is widely accepted so I never really tested it. Who know, maybe it actually adds up additively and we’re just doing it wrong. Though, seeing how high these Warlock hits we manage pull off I’m leaning toward it really being multiplicative.
IMO, it seems game-play limiting and as it would encourage more dungeon runs/PvP track time
Somehow I fail to see that as a bad thing. More people running dungeons the better.
If the phantasm coefficients stayed the same as pre-patch (all that I checked did, didn’t check Warlock/Berserker yet), then this sheet should still be valid:
The rotation didn’t change with this patch, still same keep phantasms up while AA’ing with sword. One thing that did become an option (and a requirement in most cases), is spamming all your mantras before you burst. Also, spam that Mantra of Pain on CD and recharge it whenever you dodge out and need to run back to the stack, Ancient Ooze and Lupi in Arah being the perfect example of such.
Ever had pugs want to 1shot lupi so bad, but a guildie and I weren’t letting them, that they start pulling the risen elites/champs on us during lupi?
Yep, that. Happened last night, in my own party…
You know the speedrun community reached a new all time low when immobilizing tar is actually brought up for debate…
Regarding the trait line, it’s pretty kitten good. It alone let’s be sustain melandru in Arah, alone, in melee. Or, optimize it for them juicy reflects. I find myself constantly swapping between inspiration and illusions, for reflect and dps respectively. Both are amazing lines for pve.
PvP… no idea 
Some people take pride in running suboptimal / bad builds. Why? Guess it must feel good being the useless underdog…
All you have to do is bring a GS to a dungeon. 
Though, I don’t think there is anything to add here other than link the already linked metabattle page. The two builds on it are pretty much the go-to builds now. I don’t see any other alternatives that could compete for meta spots, in direct dps or reflects. One exception would be Power Block. The trait is actually pretty kitten good now, as long as you can coordinate defiance stack management. For times where there are no defiance to manage, the trait is pure gold – ie Bjarl.
Am I starting to become Elitist?
You were in IX, it’s in your blood… 
I didn’t see a post in the first 4 pages of the bug forum.
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-bugs-6-23/
(since we have 18 points). It would be 5/3/6/0/4. Unfortunately the points are all over the place.
I think you missed a very important fact – you are limited into traiting to 3 lines, no more. In fact, you can’t even trait partially in a line and you always have to pick traits for all 3 tiers for those 3 lines.
Sometimes when you use focus4/gs5 and land an interrupt while pushing, the mob will trip and not actually move. This bug has been around for ages…
Also, not sure if it’s still present but if someone tries to push/pull a mob and the mob happen to cross your curtain during the pull, the mob will trip on your curtain and not move past it.
0.880 is how many seconds between the times WoC actually hits your enemey, which is referred to as Attack Rate.
5k per WoC
- 5k / 0.880 sec
- 5.68k dps or 11.36k dps with 2 bounces
1 bleed stack per WoC
- 1 stacks / 0.880 sec
- 1.14 stacks / second or 2.28 stacks/sec with 2 bounces
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I removed the numbers in paranthesis, while valid it seems to be driving you more into confusion… XD
No Q > .758
Q > 1.136Could you explain that for the Mathematically challenged?
Ignore that, I forgot how to math there for a sec… The #’s in paranthesis are Seconds / 1 Attack, not the other way around XD
You guys are killing me…
Staff Mesmer
- 1.320 sec per 1 attack
- 0.880 sec per 1 attack with TW
Staff Clone
- 2.440 sec per 1 attack
- 1.700 sec per 1 attack with TW
If projectile bounces, just 2x the above.
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At 1.32 attack speed, that’s 1.52 stacks of burning applied each second.
what if you magically hit burning every single time a clone attacked?
You would get 6 stacks of burning every 1.32 seconds, or kitten stacks every second
That’s the attack rate for mesmer. Clones attack much slower.
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Which is why it is harder to estimate shatter sustained DPS than the usual PvE rotation 11111111111111111….
Record yourself while in a dungeon. Review the video and record all actions/skills into a spreadsheet with a timestamp the action happened. Theorycraft dmg estimates for every offensive action. There ya go, now any “playstyle” can be estimated/min-maxed. Not that hard after you do it a few times 
Not sure if necessary to give this a special name since it’s suspiciously close to the meta PvE builds we run in Dungeons.
What were your goals with this build. Max damage in PvE? Use in PvP? RP potential?
Does that take into account ferocity from….whatever?
I assumed 221% base crit dmg but even if you do account for 10 stacks of FF, PF gets a tiny bit closer with DD still being the better option.
We obviously haven’t taken into consideration the additional damage itself due to phantasmal fury. But a comparison of those two will also have to include the values for condition damage and power.
I did some quick calcs that includes both condi and direct dps. DD still wins.
0% base crit
- PF – 2,236 dps
- DD – 2,408 dps
80% base crit
- PF – 4,764 dps
- DD – 4,937 dps
Now… if only the trait actually worked as intended…
I don’t think CoE has any mobs to path. The risen on the stairs of p2/3 are a simple pathing event unlike the ooze on arah p1. As soon as you pass the top of 2nd stairs, the risen will simply walk down the platform and stop. Their destination is the platform and not players so no real need to “path” them.
Before we get too far with arguing semantics:
- Yes, there are condition build(s) that can be pretty decent in dungeons
- No, there are NO condition builds are are good enough to compete for meta
1 = viable / phiw
2 = optimal / meta
My main that was active since betas = ~11k AP, and I did do a lot of other activities other than dungeons…
Mesmer doesn’t really have a good place in casual speedruns. If reflects are needed, guard is almost always the preferred choice.
I ran that path solo last week, took about 2 hours but I did learn a lot. Here are my top reasons why I would never run P2 with a pug:
- The DPS pressure from dredge is too high, need high reflect uptime to sustain.
- The constant CC spam by dredge is too annoying, need high stability uptime to mitigate.
- Blinds don’t work, required to bring the two above to mitigate.
- For reflects, mesmer alone is not enough, wardens die to splash damage too fast.
To do this path “fast” and “smooth” requires good active defenses as well as high dps output to avoid sustaining. Judging by my past experience (daily pug runs for past 1.5 years), my guess would be that only 10% of pugs will actually meet the criteria above, meaning only 10% of the runs will be enjoyable. Nobody wants to repeatedly run a path with such low chances of being smooth. To increase that chance pugs will need to actually change and adapt their builds/comps and we already know the chances of that happening….