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Finally rolled a Warrior

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Posted by: messiah.1908

messiah.1908

my AA sword never hit 10/10/16k where and how u manage to do so. usually it does 2/2/4k when crit with 3200 power and 50% crit chance and 70% crit dmg.
were you hitting uplvl?

also like Vincet said warrior can do more dmg sometime but their Sdps is lower than the thief but they have better defenses like stunbreak and armor as they suppose to take the hit while thief meant to dodge/evade/stealth the dmg or they die

Thief build for zerging

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Posted by: messiah.1908

messiah.1908

i just love to put down 1 enemy go cnd and switch to SB and spam #2 with 4-5k aoe dmg which take down 3-5 more ppl

Finally rolled a Warrior

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Posted by: messiah.1908

messiah.1908

hello, i am a thief and recently tried a warrior for 30 min
in wvw with uplvl 34 warrior i took 2 thieves (sure they were bad) and i felt so sry that i had to stop. also the warrior is bit boring and fast curv learning.
nevertheless you should try the op signet warrior with 800-1000 hp regen per second which does 1k-2k dmg per seconds with 3800 armor and also daze and stun every 8 seconds and you’ll see why thieves dont get much love

got back to my thief even if he need some more anet love

[Guide]CeiMash's Guide to Loperdos' Tormentor

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Posted by: messiah.1908

messiah.1908

with your wvw spec you have to be very careful with torment runes and rotation skills as it can leaves you vulnerable with no stun breaks (wvw perspective)

d/p- i use it as get away weapon set as it gives sealth on demand

as you saw in the video the average torment stack was 4 as it’s hard to put 10 stacks on moving target
i take condition duration food as it does more dmg than another 100+ condition dmg as it puts your duration on 10 sec max and not 8.75 seconds
i run 0,0,30,20,20 build dire/rabid gear with caltrops so my rotation will be

cnd>skale venum>dodge(caltrops)>sneak attack>shadow strike>steal>shadow strike>infiltrator signet>cnd>dodge(caltrops)>sneak attack>shadow strike>dodge(clatrops)>withdraw(+2 torment)
its very fast rotation which your enemy wont know what hit him so usually i do it below 50% hp after he uses all his cleanse skills and ended with 14-16 stack bleeding +11 stacks torment = op!

also if i want to secure the hit i use body shot but it’s more complex rotation

Thief build for zerging

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Posted by: messiah.1908

messiah.1908

in zerg imo no matter what build you tack just be careful and be aware your surrounding

i am running sometime zerk build 0,30,30,10,0 d/d+sb with 3600 attack and 2300 armor which is feets right as long as i know where my enemies are and where my group going to.
i am taking out the necros, eles, mesmer etc fast and clean and go out fast to review mu position

Make WvW support Thief viable please?

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Posted by: messiah.1908

messiah.1908

unfortunately thieves are not build tosupport the team rather as contribute to it .
sure you can go as venom share but making you invest all utilities in venoms to be something for at least 5 seconds in the fight while only 5 ppl will grant the share and maybe also give them boons while stealing

boons sharing can be done much better with guardian and mesmer and also the venom share in every 32 seconds if traited will leave you so vulnerable during those 32 seconds

so our main role in team fight is to take the backline fast and clean or even maybe do some blast with SB but warriors and guardians do it better or just scout from afar.

dont be surprised that in every guild raid they want only 1 thief with them and in gvg which is 20v20

thieves not meant to be support class ! so sry

Backstab targeting logic

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Posted by: messiah.1908

messiah.1908

rarely had this problem
just target more carefully

its kinda more useful to me to have 3-4 more target so i can cnd more freely

New weapon skill for the P/P thief

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Posted by: messiah.1908

messiah.1908

I remember your older thread.

It’s usually not cool to reply to just correct a spelling mistake, but the word is “role” and not “roll”.

thanks

i am not from UA or EU so…. but nevertheless thank you

New weapon skill for the P/P thief

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Posted by: messiah.1908

messiah.1908

lately after all the patch (cough nerfs) and the upcoming one while its been harder and harder to fight against all the meta conditions/signet warrior/PU/HGH etc… i found myself looking at the thief roll as resemble more and more to a sniper roll.

sniper – looking for the weakest target, easiest, dangerous etc and try to take them out as fast as possible and retreat for another positioning for the next target
from wvw perspective i mean as our only weapon viable is the d/p (?) or d/d which is solo target and our SB as our blast finisher with group play.
if anet sometime in the future will buff the p/p set to more reliable and not just unload boring spam
so here are my suggestions:
1. vital shot – currently only viable on condition set so why not use it on power set.
open it to 2 skills – the first one bleed your foe and the second one do more dmg . with this both specs can do use for it and reduce cast time to 0.25 as now its 2 skills
2. body shot – good for sniper as it immobilize but as the dmg now for p/p is low you can benefit it but only in group fight as it cost too much initiative and give low duration of immobilize so its like cripple skill
3. unload – instead of just spam this skill i suggest we make it more interesting.

split it to 2 skills : the first will just unload 1 shot of 5 bullets (not 8 ) won’t be channelled and will cost 3 initiatives and maybe do bleed 5 stacks for 3 seconds and will be blast finisher .
as now the meta revolve around conditions. and after trying to win against signet warrior who can heals 800 per seconds so i need 10 bleed stacks to even start to do something to him (also d/d ele hgh engineer etc

the seconds will be channelled for 3 seconds will cost 3 initiatives and do sniper shot which pierce and do more dmg the longer you stay channelled (1 second 50% dmg, 2 seconds 100% dmg, 3 seconds 150% dmg) and the range will be 1200 (and maybe trait which increase it to 1500)

skills 4+5 should stay more defense roll

with this set of skills the thief can act more freely from afar will have to choose wisely and should not spam as the p/p set is hight initiative cost but which benefit the user.

so the sniper have now the ability to go stealth with blast finisher+ BP look for a target and shot it the more time its stay channelled . the ini cost will be high so no spamming and will be acting more like kill shot . and its high risk high reward set like all other weapon set of the thief .
and also have the ability to go condition high ini cost with BP+unload +sneak attack which cost 9 ini and can put more pressure on the target

TL;DR
pls anet make the p/p set more interesting to use and not just unload spam. so maybe add sniper roll to the p/p set

[Build] Phantastic Mantras

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Posted by: messiah.1908

messiah.1908

the problem i have with this build is it hard to keep the distance between me and the warrior or any other melee
i tried to spread out the phantasms but the higher armor and regen with the constant pressure of the sw/sh and GS is overwhelming after 1 min fight even if i manage to dodge its stun skills . and when i finally put some pressure as i dodge/evade their rotation they tend to run away

i am sure i need more practice

i duel d/d ele and sc/d ele and it was fair fight score was 4:3 to me
i duel a shatter mesmer and he just eat me with all his shatter burst even if i manage to dodge/evade his final and second burst. all his stealth skills out played me so the score was 2:5 for him with 2 tie as my iduelist killed him while i was down
against random necro/thief/ranger it was pretty easy

pls put some video so i can learn more

[Build] Phantastic Mantras

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Posted by: messiah.1908

messiah.1908

i would like to know in general and with this build how to fight against signet warrior hammer +sw/shield.
i cant make enough clones and the dmg i do is nice but i cant do much sdps for long so he outheal my dmg while have 3 stun/kd skills

[Video]Mugi D/D WvW Outnumbered 2

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Posted by: messiah.1908

messiah.1908

pls pls pls pretty pls stop make 1vx videos as now anet will nerf the d/d set

start making video of you dying to moa or spider etc

thanks

(gg)

The D/P "permanent" Stealth conspiracy

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Posted by: messiah.1908

messiah.1908

from wvw aspect i agree to the fact d/p perma stealth needed a nerf. but the cause of the nerf is from all the d/p perma annoying stealth who dont know how to play.

nevertheless the reason is bit unclear to me beside the only fact that thieves could restart the fight with full health and initiative points but doing to low sdps against any decent player so leaving it only to annoying ppl.

sure the perma stealth in keep/tower is just an abuse!

any other class have the ability to restart the fight
signet warrior can run back fast with sword, GS etc gain full health and restart
ele can do so with d/d spec with massive healing skills and fast rotations
engineer also with rifle or boots and stealth bomb combo
necro with double health pool from DS
mesmer with clones and stealth
ranger…. maybe not or just almost perma swiftness

so the only reason has left it was annoying to play against. but as i also play mesmer and necro i can say its really easy to take down d/p. so rarely i had any problem with them. sure they were hard to kill as the tend to run away when their hp went below 50%

[Build] Phantastic Mantras

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Posted by: messiah.1908

messiah.1908

very nice build
took it to wvw variant with good critical chance and nice armor
http://gw2skills.net/editor/?fgAQNAR8al4zipXUTiGb9IxZGQ35keo6Uv6yH4NA-jEyAYfBZKCMRBgEBlALiGbFsIasabMVMRUtQAjmAA-w
duel a bit but havent had the chance to use moc yet beside stomping
but with almost every other mesmer build i still have problem with HGH condition engineer

hybrid shatter

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Posted by: messiah.1908

messiah.1908

the problem is you are walking paper with 1900 armor . so you have to be kitten good against other burst dmg as they can hit you 12k bs/hb etc easily

current meta mesmer build

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Posted by: messiah.1908

messiah.1908

try my new build if you want
http://gw2skills.net/editor/?fgAQNAsaWlwzKqHWzgGb9IipHBnvBckKUalewbXYuB-j0xAYfBRKCIJKQ5vioxWBLiGr2GTFTEVLFAMrBA-w

strong hybrid – take feedback or null field if in zerg fight

or if you wanna go conditions go 20,20,30,0,0 PU build or try my other new build
http://gw2skills.net/editor/?fgEQRArf8alwzCrXUzgGb9IipHBnvBcnPAdlZgbXIA-jEyAItBRTLApOAEiInDLiGb1sIasqbMdMRUtUAwsGA-w

have fun

Pooff saying hey-bird

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Posted by: messiah.1908

messiah.1908

so after taking DuckDuckBOOM advices i made the gear and tested it
this is what i run with now for further testing
http://gw2skills.net/editor/?fgAQNAsaWlwzKqHWzgGb9IipHBnvBckKUalewbXYuB-j0xAYfBRKCIJKQ5vioxWBLiGr2GTFTEVLFAMrBA-w

for solo roaming its very good build and even some states are even better than the regular shatter builds .
with full condition build which have about 1800 condition dmg u miss around 40 dps with bleeding but get higher dps with power so the mix is so far very good
till now 6-10 stacks of bleed with 4-5k mind rack and 5k blurred frenzy – so the pressure you put is high enough.

for group play you can do ok (as any other meser build right now) just taking feedback or null field and off hand focus for more support

Pooff saying hey-bird

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Posted by: messiah.1908

messiah.1908

thanks ,
very good ideas.

forgot about sigil cd. you right!

if using GS i am losing the conditions effect of the staff and also some defense skills

Pooff saying hey-bird

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Posted by: messiah.1908

messiah.1908

i wanted to create hybrid build which some consider weaken. but can yield high Sdps.
it can be used for wvw group fight small or big (take feedback or null field) and also roaming alone

so here is 2 examples
the first:
http://gw2skills.net/editor/?fgAQNAsaWlwzKqHWzgGb9IipHBnvBckKYalewbXYuB-j0BBYfCiUGgkIBK/pIasVhFRjVbDTFjIqWIgRLAA-w

this build at start seem weak but when the fight goes above 20 seconds you can reach 20 stacks of might by switching weapon sets, interrupt, and healing skill easily while stealth with PU trait and almost 2.7k armor is your defenses so your power can reach 3.6k with 50% crit chance and 94% crit dmg along side with 1.4k condition dmg

second one bit more aggressive as your condition dmg and spike dmg with shatter goes bit higher on account of toughness

http://gw2skills.net/editor/?fgAQNAsaWlwzKqHWzgGb9ICqHgX29dkKYalewbXYuB-j0BBYfCiUGgkIBK/pIasVhFRjVbDTFjIqWIAfLAA-w

its theory craft build and havent tested yet

your contribute comment pls

(edited by messiah.1908)

[Build] Apex Predator (WvW/Hybrid)

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Posted by: messiah.1908

messiah.1908

I’d like to know how you’re calculating damage per second in this game.

easy – take a time frame from where u started the fight till you end it watch how much dmg you’ve done and divide it . do it with real fight and not npc than you’ll get the real Sustainable DPS
example : thieves have the highest dps in the game but if you play good against them their sdps is dropping because they cant kill you easily thus their SDPS can be low as they need to stealth or retreat . thus it dosent matter if you can shatter for 8k than play defensively for some few seconds while condition build will do so while playing defensively

you’ll be surprise sometime to see that condition Sdps with good player hands can be stronger than power Sdps
i have a video of me (average player) taking out bunker ranger in 20 seconds doing 25k condition dmg and about 5k direct dmg so sdps is 1.5k, and another vid against zerk sc/d ele which after 13 seconds got down so again about 1.2k sdps
other videos i saw of shater builds on youtube sometimes have the same Sdps as they took longer to kill an enemy. but you may encounter great shatter player who can do 4k Sdps easily

Mesmer December balance updates-OP edit 11/5

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Posted by: messiah.1908

messiah.1908

regarding scepter AA
first reminder :" Mesmers can create illusions to fight by their side, which they use to harass enemies with phantasms or mislead them with clones."

ppl dont use scepter AA as it benefit nothing so here are my suggestions:

1. the third attack create a clone which daze for 1 seconds – harass your enemy. so its not the power we want but the harassment. if enemy focus on us the clone can break its fight reathm.
2. the third attack create a clone which confuse for 2 seconds – as for now mesmer can stack in average of a fight 8-12 stacks of confusion while engineer can stack easily 25 with perplexity. i want confusion to be belong mostly to the mesmers and again 2 seconds of confusion its not op and can harass our enemy
3. combination of 1+2 – the third attack create a clone which might deal confusion or daze or torment for 1 seconds – like staff randomness the scepter will have it too- it wont be OP as it 1 seconds and usually clone easy to kill
4. if we want the scepter to be with power gear than me want to add maybe a clone which does 50%-100% more dmg or again give it some random ability like 3 so it can cause high dmg or daze or confusion or torment
5. the third attack create 3 clones which die after 3 seconds causing aoe torment/confusion for 1 second and give random boon for 3 seconds (240 area)- defend tool to confuse our position

i dont want it to cause bleed as it belongs to the necro part.

(edited by messiah.1908)

[Build] Apex Predator (WvW/Hybrid)

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Posted by: messiah.1908

messiah.1908

regarding hybrid build – its depends on your play style to do the most dmg. and also dps – dmg per second
full power burst will do the highest dmg in a small interval time – aka spike dmg
while full condition dmg will do most dmg in much longer interval.

so its depends on your play style and how you measure the dps – hybrid can do more dps as when you spike you do less power dmg but when you go defensive you still doing condition dmg thus overall dps can be higher
so power build will try to spike you and w8 for another attempt to do so. thus with the fight time frame there could be a time without any dmg , and vise versa regarding conditions as they will do dmg all the time but less dmg

so i can agree that hybrid build if played right can do more dmg per seconds (dps) but than your playstyle must be change for more longer fight than spike dmg shorter ones

after plying both power and condition build sometime my condition did 2k dps which was equal to the power build as the fight went longer. and some time my power build did 4k dps as the fight went shorter

(edited by messiah.1908)

Superior Sigil of Tormenting.

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Posted by: messiah.1908

messiah.1908

but take into consideration that the only way to put it is that you are the one who do the dmg and not your illusions

[Build] The Holy Hell Build

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Posted by: messiah.1908

messiah.1908

from what i saw he uses perplexity runes – as he got 3 stacks when his shater skills and scepter on cd and 5 stack when interrupt
also around 550-600 condition dmg and around 2700-2800 attack

build should be like this 20,25,30,0,0 as he got cd on torch and confusion when illusion get killed and using PU

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

i though i needed the cd too but seem not
cd on sword doesnt give much as the main dmg coming from your pistol and sc/t set
the scepter gives you 200+ condition dmg which is very nice but i think with 2.2k condition dmg its bit overkill
so i prefer confusion with confusion combatants

Thief Re-Roll celebration day

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Posted by: messiah.1908

messiah.1908

after reading so much QQ i think the main problem is that no thief is actually doing something which demonstrate what anet have done to this class.

all the videos out there showing short clips of thieves doing 1 -2 movement burst against uplvl / pugs or doing some permastealth abuse and not any single video against OP warriors/guardians or perplexity engineers or PU mesmers that pretty much can take us easily or stay alive soucking our dmg while running away
sure every class have few great players who can do wonder in any situation.

but what do you expect anet to do if the only videos out there showing how thieves are strong?

so pls ppl start to make videos of you doing 1v1/2/3 and losing or fighting against perma vigor classes or bunker builds while being useless, or fighting with a group while standing alone aside while the necros harvest all the bags from you

How the engineer rally?

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Posted by: messiah.1908

messiah.1908

thanks

very nice – didnt know that….

How the engineer rally?

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Posted by: messiah.1908

messiah.1908

pls check the first part of the video as i really dont know how the engineer did it

if you like you can continue watching me practice with my new build

Gandara vs Gunnar's Hold vs Fort Ranik

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Posted by: messiah.1908

messiah.1908

finally small scales fight again (not like last week zerg fest)

pls if you see 1v1/2/3 pls dont zerg it …

[OMFG] Build of the Month Contest – November

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Posted by: messiah.1908

messiah.1908

thanks
ive read it and posted in the forum and i see i dont need tester as i dont have one

Post Your Build Thread

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Posted by: messiah.1908

messiah.1908

here is my Pooff gone 2 builds with massive conditions use
the pooff and gone retaliation build will be buffed after the new patch with 2 condition clearness from heal skill
the first one is more fast phase and bit more risky

https://forum-en.gw2archive.eu/forum/professions/mesmer/massiv-condition-attack-build/first#post3136387

[OMFG] Build of the Month Contest – November

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Posted by: messiah.1908

messiah.1908

i made a build thread but dont know if its qualifying
its inspired by lockdown and PU builds
also made a video of it

if its good tell me what i need to do

thanks

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

here is another testing build video of my v2 build

some few team fight clips and 1v1/2 also and taking holdpoints ranger
with the new patch the build gain small buff to condition clear from 1 to 2 in each heal skill use

hope you like it

(edited by messiah.1908)

Dec. 10th Balance Preview - Updated Nov 6th.

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Posted by: messiah.1908

messiah.1908

my impressions:

  • Increased the base rate of initiative gain from .75/second to 1/second. → good as you nerf the gain from traits below
  • Shadow Return on Sword. Renamed to Infiltrator’s return. Added a 1/4s cast time. → first it was stun break and got nerfed now adding cast time combine with huge vigor nerf it will break this set. maybe at least improve the power of the skill or conditions clear to be more appealing
  • Pistol Whip. Reduced the after cast on the first half of this skill by .25 seconds.→ so evasion is 1.5 sec, stun is 0.5 and after cast is 0.25 so basically the skill does 0.17 base dmg unless you catch someone with no stunbreak or dodges left. so nothing change as before it was 1 sec stun with 0.75 cast time which is the same 0.25
  • Deadly Arts VI – Sundering Strikes. Increased the trigger chance from 50%. Remove ICD. Decrease Vulnerability duration to 6s.→ nice so basically with fury 0.33 chance to trigger it.
  • Critical Strikes VI – Practiced Tolerance. Increased conversion from 5% to 7%.→ not much a change its about 360 hp (2%)
  • Critical Strikes 15 – Opportunist. Increased trigger chance to 50%. Increase cooldown from 1s to 5s.→ very bad you gave more 66% chance (30→50) but increase trigger by 500%???? am i getting it wrong?!
  • Critical Strikes VIII – Signet Use. Reduced initiative gain from 2 to 1.→ so we see less the fast BS HS combos. maybe give 33% reduce recharge as now also vigor nerfed and initiative also so maybe more use in signet for defense mode like restore more often endurance and more often stun break and aoe blind
  • Critical Strike X – Critical Haste. Increase trigger chance to 25%.→ nice
  • Shadow Arts V – Infusion of Shadow – This trait functionality has been changed to “Gain initiative when you enter stealth.” 2 init.→ bless change no more d/p perma stealth. but i hope this wont kill this weapon set as the ini use is high or maybe ppl will go with 10,30,0,0,30 build as in tpvp
  • Acrobatics III – Vigorous Recovery. Reduced Vigor duration to 4s from 8s.→ other classes also have almost perma vigor. if we supposed to be the fastest and hard to catch class so why nerf it. basically you making ppl to use certain build with certain weapon. d/d with stealth, s/d with dodging.
  • Acrobatics IV – Assassin’s Retreat. Increased swiftness duration to 20s.→ never used it
  • Acrobatics IX – Quick Recovery. Reduced initiative gain from 2 to 1.→ so now we need more skills management and as for now its bit hard to land clean cnd on good opponent. guess we wait and see
  • Acrobatics X – Assassins Reward. Increased healing scaling by 35%. Moved to Grandmaster Tier.→ not much a change with 300 healing power thief had around 80 per initiative so it gives with 4 ini skills 320 and will be now 430?. not much a change and maybe nerf
  • Acrobatics XI – Hard to catch. Moved to Master Tier.→ never used it as thief must need control of their fight and this is random skill with kind random location drop. so very dangerous to the thief play style. i would change the skill to gain stealth and ignore the disable and increase recharge to 45 seconds
  • Trickery 5 – Kleptomaniac. Reduce initiative gain from 3 to 2.→ same as above. so maybe increase dmg from mug a bit
  • Trickery IV – Flanking Strikes. Move to Master tier.→ why so now he have less ability to dodge, to regain initiative combine with less dmg?!
  • Trickery VII – Bountiful Theft. Reduced vigor duration to from 15s to 8s.→ same as above
  • Trickery VIII – Trickster. Move to Adept tier.→ never use i

my conclusions:
thieves have to manage more their initiative points and be punished if they miss more than once cnd. also they must check their endurance more often as they can be wide open for 5+ seconds if they abuse dodges.

s/d got nerf bit more but still useable (in pve) but you wont be able to stay in the fight always so you must restart the fight and all over again. thus wont be any good against bunker build
welcome change to d/p perma stealth set. so maybe goodbye
s/p got back
p/d still trolling and fun to play
d/d same as before

all in all more nerfs than buffs and still no any sort of group fight contribution

i guess all over again thieves must learn to adapt and still will be the most qq class

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

here is the other build variation i came up with.
again inspired by blackwater build but more confusions and more regeneration up time and also give your phantasm retaliation so even more dmg along side with conditions
the retaliation does 267 dmg per attack so its bit low and can be twice if your phantasm will go down after 2 attacks . but the main reason i took it is to make your enemy think twice as he will see conditions on himself so he will probably want to destroy our phantasm fast but then he will get confusion stacks alongside with retaliation dmg

still have 2.3k condition dmg but lack the shorter recharge on skill weapon as the previous build has

i also took 30% stun duration on sigils so i can control the fight longer 4 seconds on signet of domination and 3-4 seconds daze – haven’t test those sigils yet

again you can switch 1 utility for more condition removal ability

pooff and gone v2
http://gw2skills.net/editor/?fgEQRArf8alwzCrXUzgGb9IipHBnvBcnPAdlZgbXIA-jEyAItBRTLApOAEiInDLiGb1sIasqbMdMRUtUAwsGA-w

(edited by messiah.1908)

Multi-combatant wvw fighting tips

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Posted by: messiah.1908

messiah.1908

1v2 you wanna try to target the bursty target as it will be more squishy
nevertheless always lookout for the one who put dmg on you and try to put them on defense like p/d thief, condition ranger etc and come back fast to your main target

2v2 play as wingman and try to control your area and divide 1 player from his team mate or push the other enemy back leaving your team mate for 1v1 shortly and come back to support
of course each fight you have to adapt and depend on your team mate roll

stomp and res – its mesmer and thief job (several times i forget to tell it myself). use daze/stun to prevent stomp and distortion to res

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

i didnt say you cant handle engi. i said its more hard to deal with and also good condition necro burst could be a challenge if he manage to burst you and fear you.

fist i would like to state that i love blackwater/osicat builds and surly my play style need to be improved a lot.
but the main difference between blakwater/osicat build are the condition clear on the torch so fighting against engi wouldn’t make any difference at all with his mass conditions and so i want to do more conditions burst on him and to be able to stun/daze key skills and also you can shatter more to do more daze and confuse control and to create faster clones and phantasms as your skills already rechard every weapon swap
and if you add to the build perplexity rune it can be close to cheesy build

so far after dueling against power spec classes the fights were easy to medium
against condition engi/necro/mesmer the fights were medium to hard.
roaming with small group its very easy and rewarding build as most of the fight you want be attacked as you are hard to catch and you put lots and fast condition
when going zerg i have to bring my staff unless i am backline punisher

have you try to play with it?

i am thinking of another build of fast condition burst with more boons on you and heal and will post it soon

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

the reason i change to trait line from 20,20,30,0,0 (blackwater/osicat) is to get another controlling condition which is confusion which makes the fight a lot shorter.
i can make more video but in this video i want to show how this build works and not how am i a great player (as i am not yet )
the first fight if you consider examine the dmg from where his hp went up to 85% came from bleeding about 6k, confusion 3k, poison 1k and direct dmg was 2k~

the second fight is trolling with stun

the third fight you right is hard to tell but the thief got involved in the middle and he is BS and not condition. and he only manage to to the final BS and couple more AA hits.

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

confusion is condition?! and i didnt even use perplexity so thanks
gangbang by me? (the group play was trolling
and look again as the dmg was done mainly by bleeding, burning, poison
confusion was ticking 3-5 stacks which is bit low but nice add
thanks for your feedback

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

here is video of the build and fast explanation
fighting against guardians 1v1

these days if hard to find roamers to fight after the new wvw tournament

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

oh i forgot to mention this build is for wvw roaming alone or small group
and you right after the tournament patch wvw become more zergy

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

yes i know the weakness of the build is conditions. thus against condition enemy i switch to Mantra of Resolve or/and use food to shorter the duration of conditions

i played the 20,20,30,0,0 build but against condi engi which does huge amount of burst conditions it doesnt give you any true defense against them with Cleansing Conflagration solely
against s/s warrior which does a lot of bleeding ticks it can handle even without condition removal if played right.
and also the torch part is offensive and not defensive .

as more players went to high condition defense builds i try to came up with build to counter them with huge condition dmg and also this is why with this build you mainly put your enemy at the start of the fight in defense mode so you must be aggressive

thanks for your comments !

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

you right the staff give almost the same conditions but shorter duration
and the s/p is much faster than staff and staff is more defense mode weapon so much slower and easy to dodge from chaos storm.
s/p giving more fast control to the fight with stun and good i duelist which does 10 stack of bleeding while staff will do 3-4 stacks

but all in all the staff is also good choice to take in group fight and if you like to play defensively .

after testing this build against melee classes i like to play s/p. but against dd ele or mesmer staff can do the job sometimes even better.

the s/p gives you stun lock for 5 seconds which you can put your target down fast if manage to time it right while with staff you just prolong the fight

Pooff Gone condition build

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Posted by: messiah.1908

messiah.1908

hi
i return to my mesmer and came up with this build (checked the forum but havent seen ppl post it)

i would like to hear your thoughts on it

pooff and gone buid:
http://gw2skills.net/editor/?fgEQRArf8alwzipXUzgGb9Ii5DBHaGgn3V6Budh5GA-jUyAItBRTBgpFgUFIqDQOsIasVzioxqux0xER1SBAzaA-w

main purpose is to do fast massiv condition attack burst to put my enemy on defense .
the most dangerous conditions are : burning and torment
and the most common and easy to pull out are : bleed and poison
combine it with 3 stun/daze skills to control your enemy and confusion

trait choose:
dueling 30: crit chance is high so i’ll get vigor which enable me to dodge more and to create more clones , my fantasm have fury so with 73% crit chance they will inflict bleeds and when they are killed they cause confusion

chaos 15: along with confusion they will inflict another random condition bleeding and weakness are the most important

illusions 25: when i shatter i inflict confusion, gain might, my phantasm gain skill cd, and i gain illusions skills shorter cd so i can use them more during fight

so every trait here has a purpose to do more and faster condition dmg

runes: you can switch to the cheesy perplexity runes.

defenses: i have good armor which can handle high burst, i can use more often distortion, and got block with scepter every 8 seconds and can dodge more often

weaknesses: condition dmg so you can take food that mitigate the duration, and switch skill to mantra of resolve or take phantasm disenchanter and also low speed movement.

combo use and dmg dealt:
starting with sword/pistol the usual rotation 4,5,3,2 to inflict bleeds stacks which can get to 10
switch to scepter/ torch rotation 4,5,3
punish with scepter 2
and switch again to sword/pistol to do another rotation 4,3,2

so the target get 10-12 stack of bleeding 7 seconds, -10,500 dmg
burning 4 seconds, – 3,700 dmg
poison 7 seconds, – 2,100 dmg (cover condition)
confusion 3-8 stacks for 4-7 seconds , – 1,100 per skill or dodge uses
torment if blocked 5 stacks for 11 seconds – 13,000 dmg if moving
vulnerability as cover condition,
weakness (random) as cover condition

so total dmg after 11 seconds will be 30,000 dmg

so against good condition remover the fight will be around 1 min as after he uses his skills to clear condition you can put them all over again after 12- 15 seconds with new rotation combo. and also against target who use food as the dmg will be half.
and against low condition remover you have 3-4 condition cover your bleed burning and torment

even when your enemy will kill your phantasm you can create more more frequently.
most fights will ended with 2 i duelist and 1 i mage and against tanky target you will end up running after them

thanks

(edited by messiah.1908)

[Video]BooBoo Mesmer Solo-WvW (Condition)

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Posted by: messiah.1908

messiah.1908

i like to use #4 torch and run to my target using #2 scepter thus ending with burning and torment condition when they below 50% hp thus most of the time the enemy already used his condition clearness skills

i like to watch melee classes just standing knowing if they move they would die

WvW Necro... ?

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Posted by: messiah.1908

messiah.1908

i am running with group in wvw so using 20,20,0,0,30 build with A/D + staff
state are 2600 armor, 3100-3350 power, 45% (65%) crit chance, 75% crit dmg, 21k hp
rotation combo: using staff marks, using 2 wells go on to DS using skill 5 and 4 going to A/D using skill 5, 3 taking target and skill 2 and 1 and all over again
dmg done is between 5-10k with wells. giving support with weakness and chill, having stability every 6 seconds for 3 seconds and having fury and retaliation

regarding defense – if i wont positioning myself right i am pretty easy target. my worst nightmare is immobilization so saving my number 4 skill on my dagger

here is short video with the build
http://www.youtube.com/watch?v=Naqow8tEEsc

(edited by messiah.1908)

Improvisation

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Posted by: messiah.1908

messiah.1908

the only time i can think someone will use it is like this

signet of malice, shadow trap, roll of ini, shadow step and basilisk venum. thus when you steal 1 of the skill will recharge and than you’ll have 3-5 breakstun available or 1 heal skill to use again every 30 seconds so always you’ll have 1 skill to help you till other will recharge and all over again

immob venom bug?

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Posted by: messiah.1908

messiah.1908

didnt follow you. which bug you mean?

Help me stay thief.

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Posted by: messiah.1908

messiah.1908

another point ppl sometime forget

thieves are the only class who can put the enemy forces on defense mode.
from wvw perspective i can choose backline target do fast massive combo which put the target on 0-25% hp which result in 1 less enemy is attacking my team. and all over again, look for another target as i dont have skill cd. in 10 seconds i usually take 3 -5 targets out of the battle whether by down them or make them disengage
any other classes like warriors have skill cd

i think all the nerfs made the thief rethinking how they can benefit the group play style than to do 1vx alone

and thats why i love gvg – why group most of the time take thief with them. they know that the thief can harass the backline and push them to play defensively and can take care of himself