Had someone do it last week… Not 100% sure it was the sigil but I did notice 5 defiance stacks pop up.
They do damage him. That’s how you can get alpha to 75% without even touching him. It takes a while but it does happen.
So the 3 inquest banging on Alpha while he’s not doing anything is an exploit too?
Agent Spire pulling shutting down the console by pulling the lever (and selecting the path) triggers a self defense mechanism in Alpha that grants him unique defensive abilities. Alpha doesn’t care if you bully him, he cares only when you trigger his defensive mechanism (path selection). Once you do that, he goes on a rampage and starts attacking both the player AND the inquest, which is exactly what happens when you do select the path.
That ele must have been pretty bad If he gotten only down to 90%. It’s not an exploit, just clever use of jumping puzzle skills. How to do it:
- https://youtu.be/SahqNIKNvZw
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Simply fixing the bugged Mind Spike to match the tooltip would give SW another +7.2% over max-range GS, making it 43.6% better than max-range GS.
That build is nearly identical to the 5/4/0/5/0. While dps is pretty much the same, 4/5/0/5/0 build has ~2% better reflects from that extra point into dueling.
Comparing 4/5/0/5/0 to 6/4/0/4/0:
- Total dps is 0.9% higher
- Feedback/Curtain reflects same as 6/4/0/4/0 with 0 mantras
- Feedback/Curtain reflects 16.6% worse as 6/4/0/4/0 with 4 mantras
- Warden reflects as 18% better
4/5/0/5/0 build is only good if your main source of reflects going to be from Warden. Otherwise, the build has no real advantages compared to the mantra based counterparts.
lol, that didnt take long. I’ll check that out after work.
Anyone tried gw2helper? Seems to do same stuff as gw2lib based projects and more
Mesmer doesn’t have a good burst, but her damage isn’t that bad either. Mage Strike is iWarlock’s auto. I might or might have not Undead sigils on my weapons.
Runes/Sigils/Potions don’t apply to phantasms. If it did, you’d be seeing Warlocks wrecking havoc in pve meta 
Sword Mes / 3xWarlocks at 10 condis, with full buffs, with runes/sigils/potions applying to phantasms = 17.7k dps
Yeah…
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I did some math and for mesmers, even if you have your scholar bonus up 0% of the fight, rangers are still worse by like 0.1%. Reflects are like only 1.2% less than Eagle runes with that under 50% hp bonus multiplier, but otherwise even for reflects there is no real competition for Scholars as long as you keep your hp up when using Feedback…
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The only reason Feedback one-shot works is because there is a flat surface on top of the wall, which conveniently is at the same height as where lupi’s projectiles are generated from. Making the wall untargetable as well as extending that invisiwall well above lupi’s height will fix the Feedback too. Just make sure the invisiwall is a proper 3d object that effectively would raise that flat surface above lupi’s head. So even if you do land Feedback, lupi’s center-point would be equally far away from the top as from Feedback placed on the ground.
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I believe OP is referring to a different bug, which actually happens to me too. Quite often end up stuck solo on CoE lasers or in Arah at Tar unable to progress just because I get a few people to join and immediately leave my lfg (an elitist description on my 600 ap alt). I would mind that but many times I’m actually locked out from progressing.
The only solution so far i found was to invite a friend and ask him to list lfg for me.
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Last time I checked (~1yr+ ago) it was,
Projectiles reflected by Warden are considered Wardens and use Phantasm multipliers only, ie Empowered Illusions and Phantasmal Strength. Runes/sigil/potion multipliers are ignored.
Projectiles reflected with Curtain/Feedback are considered mesmers and use mesmer multipliers, ie Harmonious Mantra and Compounding Power as well the multipliers from gear/sigils/food.
This is how it used to be, if you had the CoE dungeon armor your phantasms would summon golems when being hit. ANet has patched that, after about 2 years into the game (can’t recall the real timeframe). In PvE that bug was not OP nor game-breaking, and in fact was more of an annoyance if anything…
I’m against phantasms inheriting the effects that would summon pets, proc on-hit/on-crit/on-whatever bonus effects. I, however, do strongly believe that the bonuses that simply increase our skill damage, do have to apply to our phantasms just like for the mesmer.
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They’re situational in PvP. In PvE (dungeons) they’re covered 99% of the time.
As a d/f ele you do make sure that almost all your hard-hitting skills do connect while you’re in Air attunement. As a LH ele, you always are in Water (or in Air if you’re running the d/f build). As a staff ele you’re always in Fire. Once again, all these conditions to proc the traits are met.
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The coefficients per sec numbers in my post did account for the attack speeds, both for mes and the ele.
Trait allocations for the ele
- Staff – http://gw2skills.net/editor/?fFAQFALIgAQIlMcgIDGNTYpMA
- D/F – http://gw2skills.net/editor/?fFAQJAoNGQAwCHAqAHgR3AxpgMQNE
- LH – http://gw2skills.net/editor/?fFAQBYAIgga880tKhNBA
Note that I did not include the Acane Lightning in my dmg modifier numbers in the previous post, which is actually another ~4% dmg boost for 15 sec after you use an arcane skill (the heal, arcane blast, etc). And yes, with a staff ele in the party you more or less will have perma burning.
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Elementalist dmg modifiers
- 6/6/2/0/0 d/f – 33% normal / 60% below 33% hp
- 6/4/2/2/0 staff – 46% normal / 76% below 33% hp
- 0/4/5/5/0 lh – 68% normal / 101% below 33% hp
Now, looking at the mesmer.
- 6/6/0/0/2 with 4 mantras & 3 phantasms – 27% mes / 15% phant = 17% weighted
- 6/6/0/0/2 with 2 mantras & 1 phantasms – 11% mes / 15% phant = 13% weighted
- 2/4/0/5/3 with 3 phantasms – 9% mes / 32% phant = 21% weighted
- 2/4/0/5/3 with 1 phantasm – 3% mes / 32% phant = 18% weighted
Now, this would have been acceptable if our skill coefficients would have been much higher than the competition but they’re not. Staff and d/f eles do ~1.41/sec and we do a sad 0.9/sec with our bugged sword aa and then 0.4/sec more for every swordsman you manage to keep alive. Skill coefficients in near ideal conditions are similar yet our damage modifiers are just a bad joke. Not only that, half of our coefficients are NOT affected by sigils/runes/potions while most other classes do take advantage of the ~40% modifier from the said runes/sigils/potions for the full 100% of their already insane damage. Don’t even get me started on how our other 50% of dmg actually takes time to set up (mes deals 0 damage while doing so) and it pretty kitten hard to maintain.
Whoever claims that our dps is acceptable is delusional, VERY delusional. The only reason why we’re still somewhat accepted in pve meta is our main utility – portal. We do have other awesome utility but it is not significant enough when you start comparing what other classes can bring to the table with less effort. Take away our portal and the need for perma-reflects and suddenly you realize just how kitten replaceable we are in a dungeon…
No, not broken. That would actual make mesmer a somewhat decent, balanced dps’er in dungeons. Otherwise we’re nearly dead last on the realistic pve dps chart.
It does work with ranger pets.
https://forum-en.gw2archive.eu/forum/game/dungeons/Ranger-runes-are-done/first#post4917147
Tested with/without minipet. Tested with/without clones. Tested with/without phantasms. Same dmg for all 6 tests. Minipets are understandable but clones/phantasms, ANet pls…
Yep. Same dmg with/without mini, with/without clones, with/without phantasms. The nerf bat was quite heavy this time around…
For staff I like the 0/4/6/0/4 build, with Krait runes and Bursting + whatever sigil. The goal is to have as many clones out with you keeping the mob’s aggro on yourself. The build is melee tanks and spank playstyle.
For scepter I can’t recommend a specific build though that same 0/4/6/0/4 or even a 0/4/6/4/0 build (nearly the same performance but with a bit more survavibility/condi clear) should work. With scepter you’ll be capitalizing on torment dmg so with this setup you’ll be mostly kiting with the mob perma-chasing you.
While staff can be very much viable, scepter on the other hand lacks too much dps output in pve to really matter. Condition builds can be fun, but be careful – don’t teach yourself bad habits. Try to stick to power oriented setups instead such as sword+sword/pistol or greatsword+sword/whatever weaponsets with 6/6/0/0/2 trait allocation. Power builds are quite often much more effective both in open world and 5-man dungeons. Zerk is meta for a good reason.
Correct, unless you’re planning on running a shatter burst build in which case zerk (power) is preferred. For sustain condition oriented gear is definitely the way to go.
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Very good synergy with Chaotic Transference minor grandmaster trait. Gives you more dps than with Sinister gear, which otherwise would have been the goto gear for pve condition builds.
Rabid, which is condition oriented gear.
Focus however is more of a power weapon and is mostly used with sword mainhand, which implies a power build with Zerk gear.
The list is still being compiled. You could have simply suggested OP to add both to the list, instead of complaining.
But yes, both jerem and sanderinoa definitely belong under the Dungeons section.
Tried it, bloodlust stacks retained as expected.
Could you explain how you managed to lose your stacks in more detail?
Pre patch,
- 2707 power @ lvl 80 downscales to 260 power @ lvl 10
Post patch,
- 2,707 power @ lvl 80 downscales to 159 power @ lvl 10
Something is VERY different about the new scaling formula…
So any exact numbers?
Lots of posts but barely any information. :P
I’ll run around the map tonight and try to get some of them.
Yeah, I’m aware and I agree that scepter is just terrible in pve. I simply enjoy thinking outside the box with my mes.
All settings on max except anti aliasing, post processing, and depth blur. Those are off.
Well, if you’re using scepter in PvE, you’ve made a massive mistake, so there’s that.
I’ve made a huge mistake…
I’d like to see how your ele manages groups that can’t even skip the part after ooze in a group, much less solo.
I get that quite often. What do I do? Make the run on my own (harpy feathers op) and then just watch a tv show while party tries to make the run.
warrior mainhand axe just dwarfs any autoattack damage from the ranger, mesmer, and necro.
Mesmer coefficients / dmg for weapon skills are low because ANet expects mesmers to reach full dps potential with the help of phantasms (or pets for rangers, minions for necros). What they are refusing to acknowledge is how fragile phantasms are, effectively preventing us from reaching that potential “high” dps. Phantasms are more fragile than a fully glass ele yet do half the ele’s damage.
ANet justifies our low dps because we have utility that ele doesnt have. Reflects, crowd control, interrupts, aoe stability, aoe condi cleanse, timewarp, portal.
PS: talking about pve, pvp is a gamemode I’ve never bothered with.
Yes, the clone HP still behaves that way.
Power is almost always the preferred playstyle. However, Condi definitely viable and in certain times even more effective than Power.
Searching your post for “bug”, 0 results… 
Bugs are probably one of the most ignored aspects of our class.
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Use meteor shower in wvw and I noticed a lesser count of meteors, though I’ll be willing to grant that’s not the best test scenario since I’m targeting moving targets and the varying amount of people within the meteor area at those times can muddy that up.
Meteor Shower hits exactly 24 times with and without tw. When under the effect of tw/quickness the shower simply executes 50% faster – a DPS increase.
Then you have skills like Time Warp which actually WORSEN spells like meteor shower and ice bow by actually shortening the duration of the skills so it’s not actually a damage gain.
That’s new. Where did you hear that or how did you tests that?
Mirror
For 3 seconds, you redirect the direct damage dealt to you back at your foe.
Something like Feedback but for direct attacks. If only…
Build:
2/3/0/5/4
Domination =III
Dueling =II
Chaos =
Inspiration = both changeable but I tend to run with II & V
Illusions = III & XThe link is as close to what am using but there are some gear that the site does not have.
Play style.
The idea is to try and max your bleed stacking and as fast but if not getting close to 20 stack still works.
Rather than write my rotation I will simply write it in numbers of the skills while having the weapon at hand.
Start with S/P
4 – 6 – 5 – 4 – 3 – 3 – 2 – 8 – 1 – 1 – 1 – 9 – 1 – 1 – 8swap to GS and roll out to get into max rang for max damage if possible
4 – 5 – 2 – 3 – 1 – 1 etc.The rotation can be adjusted but the idea is there.
When I check the combat log, I will say 98% of the time everything attack crits helping with bleed stacking. Bleed damage once you have around 18+ stack is a guaranty 1k tick. The highest I have seen is in the 3k per tick but that is when it close to 24/25 stacks.
Good news, the 2/3/0/5/4 trait allocation is one of the best sword/duelist trait setups you can get… given that you somehow forget that mantras are a thing.
98% of the attacks crit? Impossible. With the setup above (and better trait choices) your phantasms will be at 69% crit. You however will still be at 49%.
I ran a quick test comparing your gear setup vs proper power gear setup.
- 4,566 dps – zerk
- 4,322 dps – your hybrid
You’re close, about 5% less than zerk setup, but have a pretty big problem. Your main source of dps are the bleeds, 3.3k of the 4.3k. A power build delivers almost all of its dmg instantly yet a condi build relies on ranking up the bleed stacks until reaching its optimal dps, and even then still not better than a power build nor are you any more tanky than zerk build. Your setup will be alright in a dragged out fight where bleed stacks will be their max, but what open world pve mob is actually hearty enough to last more than 10 seconds? Also, with only 25% dps being direct dps (and that’s including your sword aa’s mind you), both of 15% phantasm dmg modifiers are practically useless as they do not apply to condi dmg.
The other huge problem of your setup is since 75% of your dps relies on bleeds, as soon as you get in a party with players that apply bleeds (warriors, necros, engis, other mesmers, etc) your dmg output will drop like a rock.
If you really want to be “different” and rely on condi dmg for dps then just get a staff. Running 0/4/6/0/4 with 3 clones you’ll be averaging 6,057 dps (40% improvement over your setup). Best of all, you’ll be insanely tanky due to Rabid gear and 9% dmg reduction trait. However, just like all other condi builds the dps will be greatly reduced as soon as you get someone to overwrite your stacks, which means these awesome builds are for solo’ing only.
Now, if you actually want to be efficient both in solo and in groups, equip mantras, trait 6/6/0/0/2 and start hitting at a safe 5,265 dps without worrying about players hampering your performance. Heck, with that trait allocation even a simple shatter combo such as GS2/4/3/F1 will obliterate pretty much 99% of the open world mobs in one shot.
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I don’t care what you all say, I have tested the build out
Please share your build with us. Weapons, traits, gear, runes, sigils, food. Also, how you play it too.
- How many conditions does it take for iWarlock to compete with iZerker?
Burst
- 2 condi (zerk hits x3)
- 5 condi (zerk hits x4)
Sustain
- 1 condi (zerk hits x3)
- 4 condi (zerk hits x4)
^ ignoring bleeds from Sharper Images
- How much of a DPS loss is a full clone shatter without iPersona?
- 25% (no CP)
- 30% (with CP)
- If including bleed potential, does iDuelist outdamage iSwordsman?
Yes, but under very specific conditions. Otherwise Swordsman has higher sustain DPS.
Zerk Scholar / No Buffs
- 6/6/0/0/2 – Swordsman is 14.1% better
- 6/4/0/0/4 – Swordsman is 7.5% better
Zerk Scholar / All Buffs
- 6/6/0/0/2 – Swordsman is 8.2% better
- 6/4/0/0/4 – Swordsman is 3.0% better
Assassins Ranger / No Buffs
- 6/6/0/0/2 – Swordsman is 7.6% better
- 6/4/0/0/4 – Swordsman is 0.8% better
Assassins Ranger / All Buffs
- 6/6/0/0/2 – Swordsman is 3.0% better
- 6/4/0/0/4 – Swordsman is 2.4% worse <—-
And for times where phantasm will be shattered or killed after only 1 unload, Duelist will consistently hit 53% – 69% harder than a Swordsman.
- How far behind does staff autoattack lag behind the others? Which is the second worse autoattack for damage?
Staff and Sword/GS are apples and oranges. One is condi and others are power so it would be unwise to compare them. However, common sense is a super power than I do not have. Comparison of direct dps only:
Stafkitten
- S at min range is 69% better
- GS at max range is 196% better
- Sword is 267% better
Staff AA (IE for 2x dmg)
- GS at min range is 15% worse
- GS at max range is 48% better
- Sword is 83% better
I didn’t bother comparing Staff to Scepter because my condi calc doesn’t support scepter yet. Clones generated on 3rd hit, Torment on AA, Torment on clone’s AA, clone forced clone death dmg…. ugh, too many variables XD
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Reflected lupi Frenzied Blast killing him in one shot. Got Hammer Master achievement, which is “Deliver XXX killing blows with a hammer”. Feedback is a hammer?
Or, is it Lupi who is secretly weilding a hammer, which I reflected? More importantly, could that mean lupi is a REVENANT???
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The projectile he flings has a bouncing mechanic after it successful connnect to a player. If you’re in melee, the projectile misses. If you’re at range it connects. If you’re in melee but happen to be evading, you evade the dmg but the projectile will still trigger the bouncing mechanic and dmg (and often, kill) the unsuspecting party members near you.