I have personally never used Moa, like ever. I know, a travesty. But, I have seen other mesmers attempt to use it watching their GW2 streams and I have to say it’s a rather difficult skill to land. The reason? Dat age old RnG. On a vicious point battle, you’d love to moa that bunker to get them out of the fight but there is so much dodge spam, you’re left with “please don’t dodge, please don’t dodge”, you cast it and they dodge. Likely they’re not dodging your cast mind you, just randomness. Then your elite is worthless. I’ve seen this happen so many times.
Granted, if you can land it, awesome, but it’s heavy RnG in my opinion and not worth it unless you see yourself in many 1v1 scenarios.
Speaking of harmonious mantras – my rip roaring build is essentially lockdown support, so I suppose I’ll post it in this thread.
It’s 4/6/0/4/0, not too dissimilar from the lockdown build you’re running now chaos, only difference trading confounding suggestions for restorative mantras.
Interesting thing too – yesterday I was watching zoose (top level ele) on his stream going 3v3 versus a team with a mesmer I recognized from past mistpedia tourneys named QWho. Looked like he was running an HM build as evidenced by the 3 mantra charges. I derived a couple other things from watching him be focused by zoose’s team and it looked just like my build. I logged in, asked him and indeed it’s the exact same traits. He was using that build in tourneys to decent success apparently.
One big change from my build is he was using Staff. That was one big suggestion made by others in my build thread but I hadn’t got around to yet. He was also using Ogre runes for the max damage, which I’ll also try out. This is the build I’ll be trying after talking with him rip roaring revised. 3 mantras, but I’ll give it a shot.
EDIT: pasted correct revised build.
(edited by skcamow.3527)
Many players don’t realize that sword’s uninterrupted auto-attack does comparable damage to blurred frenzy in the same amount of time. Obviously you are more in the face of your opponents, but that also allows you to observe their attack animations and dodge, then using blurred frenzy not just offensively, but as an evade when you miss a dodge or don’t have enough endurance for one.
As for the runes, for open world PvE I would suggest against traveler due to their extreme expense. If all you’re after is speed and you don’t want to use the focus, you can take cheap centaur runes with mirror or mantra heal. If you’re ultimately wanting to get into dungeons, you’ll want scholar or ranger runes.
screw skamcow for the crap camera angle
Haha, yeah thought of that after I was done capturing. Like I said though this wasn’t meant for the real deal.
And don’t shoot the messenger! xD
Hail the mad jump dodger!
This is very raw footage as you can tell. I didn’t intend for this to go out yet – dat chaos, kid in a candy store. Ignore the guy talking in the beginning, I was watching cmc’s stream at the time. You can hear him butcher my name xD.
Yeah most people just run accuracy sigils because of the minimal difference in damage output versus the effort involved in trying to manage perception sigils.
I mostly do PvE with phantasms, not in organised groups with banners and boon stacking and so on. I currently have assassin’s armour with with traveller runes, precision trinkets with opals, and sigils of Force/Accuracywhich gives a 78% crit chance on my character.
As I understand it, my phantasms inherit my basic stats (power, precision etc) and derive their own crit chance. So a Sigil of Accuracy (crit chance) does not benefit them, but a sigil of perception (stacking precision) would. I’ve been wondering about switching to this.
The exploit with stacking precision and then swapping a weapon from inventory does not seem to work anymore, whatever your underwater weapon is. [I bought two major sigils and tested it this morning with some weapons from drops.] So if I do this, it’s for real — I commit to the stacking sigil, put it on everything, keep it on underwater weapons for when I go underwater, and of course it precludes stacking e.g. bloodlust.
I’m not sure how precision translates to crit chance. So I wonder if anybody could tell me…
1) Am I correct that +precision helps my phantasms and +crit doesn’t?
2) How much crit chance would +250 precision be worth, if I have 70% with no sigil?
You’re correct on #1. Critical chance modifiers do not transfer to your phantasms.
On #2, 250 precision will get you in the neighborhood of 10-12% critical chance.
As Odik mentioned, it’s usually a good idea to not go above 65% due to your other party members providing fury (20%), if you have a warrior – banner of discipline (8%), and if you have a ranger, spotter (7%). Obviously your personal fury does not transfer to phantasms, but that’s why you must take the phantasmal fury trait if possible. Banner of discipline and spotter buffs transfer to phantasms since they modify precision directly.
More good information can be found in the mesmer dungeon thread, specifically this post:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-How-To-Mesmer-in-Dungeons/first#post4022540
I was dueling Atrastea earlier with generosity and for about 9 seconds of critting him with the sigil, not once did it remove poison. I wouldn’t trust it, just try and not get hit by the condies I guess haha.
Definitely the best option, and incidentally, the “bug” regarding the proc when you don’t have a condition was not stated on the generosity sigil, only the purity one, for what it’s worth.
@scam
April 15 patch notes has em
I had missed that part of the update, thanks.
I’d say these are definitely more compelling to take, RnG aspects aside.
Looks like the standard 4/4/6 CI lockdown build. What’s nice about it is it can be useful with various weapons. Also most people use debilitating dissipation versus illusionary defense. The weakness procs are really, really good.
There is a bit of recent discussion in this thread about essentially what you came up with:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Chillin-Killin/first#post4093327
As stated in that thread, my advice would be to ditch the grenth runes since they are more condition damage focused, and keep the ice sigils. You could alternatively go for hydromancy on Sw/F if you anticipate being in melee more often when you swap to that set.
Even more ideas in the original 4/4/6 thread here: Phantasmic Interruptions, or a later thread Chaos made on 4/4/6: 20/20/30 best lockdown trait spread.
There are a lot of options with this build to be sure.
I haven’t heard/seen that, is that confirmed?
The bad thing about these sigils is that I believe they proc on any critical hit, regardless if you have a condition or not. Then when you really need it, it’s on cooldown. Same for on hit sigils like purity. I suppose ultimately you’re going to get a condition cleared from them but it’s just so random that I don’t find it worth it unless you can take both purity and generosity together (which can then kitten your setup).
Hey Countless, great to see you in the Mesmer forum.
My opinion on this – I hear the issue with applying torment in a team fight and for that I like the change. I don’t agree with the current lack of counterplay though, so I personally wouldn’t list that as a reason for change. I’d definitely miss the immediate proc, especially in 1v1 situations, but I think the on-screen proc could ultimately work there too.
That said, we have much worse issues with other weapons/skills I’d rather have Anet spend time on. Unfortunately they seem to be focused more on skills that don’t need as much love, evidenced by the recent Mind Stab thread.
I’ll follow up my post by saying my comments were more geared toward PvP – I shoulda read your post more clearly.
For PvE, yeah celestial is pretty bad – very much inferior to direct damage gear such as berserker or assassins. That said, if all you’re wanting to do is open world content, play whatever you want, it’s all about fun. If you want to get into dungeons however, make sure you don’t bring that gear into any groups advertising zerker or experience.
What Fay (pyro) said there is generally correct, but I know of a lot more mesmers using celestial after the feature patch since the gear stats got buffed. I would definitely not discourage the use of the gear for experimenting and what not, but to pyro’s point other classes can make MUCH better use of it.
Here is the chaotic perdition build, condition lockdown, if you want to include. I don’t play it anymore due to the iWarden issues but if those were resolved I’d be playing it often:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Vid-Chaotic-Perdition-WvW-PvP/first
Also I have a blind spamming build which I currently play a lot (my primary PvP build). It got a huge buff as a result of the recent 4/15 patch, and I’m currently working on a video:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Utility-Wizard-Blind-Spammer/first
Here is a build I posted awhile back but haven’t played in awhile due to the iWarden issues. It’s great for WvW roaming and actually a decent team build in PvP in my experience.
I haven’t updated it yet with the feature patch but there is a bit of info on how to play condition lockdown with the focus and using CI, plus a video.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Vid-Chaotic-Perdition-WvW-PvP/first
Sigh OK, lemme rephrase my question. What mesmer spec is there that isn’t hard countered by thieves, isn’t incredibly boring to play and is viable in PvP. NOT PU. ENOUGH ABOUT PU. I don’t care, even if it was viable, I would never play a stealth spam class.
4/4/6/0/0 using chaotic interruption – best viable mesmer build (that isn’t PU) to use against thieves, as Potato Plant was trying to point out.
I believe there is a state of the game episode scheduled for next Friday focused around PvP.
Yeah I was incorrect before about requiring a 3 illusion shatter – been a couple weeks since I played a build with the trait.
I don’t believe it’s bugged – all IP shatters with no illusions do proc BD, and it makes sense since it procs “on shatter”, not “per illusion”. Even looking at it that way, it’s really quite useless to use it that way to get the minimal boons you receive.
And yeah, unfortunately our other “on shatter” traits unfortunately aren’t all consistent where IP is concerned.
Hi ShadowKiller, yeah as xaylin pointed out, I’m pretty sure you are noticing the extra might stack from shattered strength.
My personal experience with BD has overall not been very good. I do believe 6 in illusions is the only path to even remotely talking about a decent build using it and I’ve personally run maimed more condition focused which I find works best.
That said, in the end I dropped the idea because I couldn’t keep sustained damage up enough to bring down bunkers or even semi-bunker-ish specs.
So, about BD in general:
- Retaliation: You have some decent uptime potential but what is that really getting you that you can’t get with just spec’ing into retaliatory shield for a lot less trait expenditure? RS alone with mimic and your scepter/sword blocks is more than enough to keep retal up.
- Might: cry of frustration works in a build in one of two ways 1) full spike damage in a shatter spec or 2) full confusion damage in a condition spec. This is my biggest problem with BD in that you have this large identity crisis in figuring out how best to use cry of frustration besides just spamming it to spam it. In your soldier’s gear, cry of frustration isn’t going to do much damage. In addition, the big insult to all of us is the might it provides is less than what a sigil of battle does. With battle sigils you get 3 might at a base 20s every 10s. With cry of frustration you get 3 might for 15s every 23s, even then assuming you’re shattering full illusions right off recharge. What a joke, right?
- Fury: This is decent, but fully traited still on a ~35s recharge. Even then, you’re not going to be spamming diversion, you’re going to be using it when you need it, so getting this fury is very situational.
- Regeneration: This is a bit underrated in my opinion – 8s base regeneration when you pop distortion isn’t bad, but worth spending a full 6 points for? Not in my opinion.
I applaud your experimentation of this trait and thanks for the vid. I just don’t think using BD in a build is viable right now.
We absolutely want to make build templates. They could work similar to GW1, but there are more components to a build now. Using the old string-code method may prove to be unwieldy.
Things that must be in a template:
- Weapons
- Sigils
- Rune
- Amulet
- Skills
- Traits
This right here would provide such an immense quality of life improvement. I know you want to scope it all out, but just having something simple like this that’s share-able would be amazing. Roll something like that out and it would satiate the masses for months on end.
PvP – for most of the builds I run, staff is essential, primarily due to the mobility and blinking abilities.
PvE – GS in open world all the way + Sw/F, and dungeons are the meta Sw/Sw-Sw/F.
You should play with GS more in PvP Chaos. It’s an awesome and incredibly effective weapon once you get the hang of it.
So that build is quite different than OP posted – basically the standard 4/4/6 lockdown spec that’s become really popular over the last few months with the one change being the grenth runes, which is rather interesting. You obviously lose the damage from other popular rune sets but the additional chill is indeed nice.
I personally run grenth runes in a condition lockdown build, but don’t know if I’d run those in such a power heavy spec since you can kill things faster with a power focused rune.
Always fun to see other builds inspired by the now pretty old dog in chillruption
As for your build here, three things I would do:
1) Drop wastrel’s punishment in favor of illusionary elasticity. You will do much more overall damage with that. Wastrel’s punishment is a waste since everyone is spamming something all the time in big fights.
2) I don’t like ice runes in WvW. You’re not going to realize the damage boost too often due to the random chill procs. You’d be much better off with something like pack runes which will give you a much welcome damage boost with decent fury uptime, plus mobility.
3) Utility choice. With a lockdown oriented interrupt build, you’re going to want to give yourself as much of a chance to strip stability as possible. For me, null field is a necessity for that, and helps clear conditions from you and allies in a wide range as well. I run only null field in my chillruption build in WvW and never have a problem with conditions.
As with any AoE lockdown build, keep in mind most will work decently in pug zergs but not as well as your world tier rises. Personally, I pug’d the updated chillruption the other night for a few hours and it still works great.
Phase retreat/blink and portal stomps both work fine, just tested.
In PvP as well, most likely game-wide.
Sounds like two parties on this idea:
- Pre-match veto
* Pro: Only play on maps you like
* Con: Longer queues (How much longer we don’t know)
- In-match vote on RNG selection
* Pro: Every map gets love, but you play on ones you like more often
* Con: You will sometimes play on maps you don’t likePersonally I’m partial to the RNG + vote because of queue times. I can just queue up and not worry about maps until the match is ready. I wouldn’t need to ever Veto a map because I enjoy them all, but my preference may change at any moment.
In a veto system, we would have to balance how many maps you can veto versus the queue times.
In a vote system, do you think people would vote for the already most-picked map to not ‘throw away’ their vote?
I think the RnG+vote is a great first start. It would generally decrease the amount of time players play on maps they don’t prefer. If I knew I would be playing in skyhammer, for example, say even like 25% less than current, that would be an improvement.
Not sure about those numbers you posted there, but those shatter numbers definitely seem high.
Regardless, I had a little fun with your build:
Your shatters will hit decently with that and you now have warden/curtain reflects to add to your defenses, as well as a little extra regeneration from your phantasms which will help your sustain.
I think mimic and the random aegis from chaos storm will be just enough to warrant retaliatory shield but again you don’t want to go overboard with the retaliation because it can be stripped. You want to be able to apply it with regularity. The leap/light combos from ileap/phase retreat and the curtain will be your primary sources.
Pack runes are great due to the extra precision you get with the #6 bonus. You don’t need traveler in a build like this due to the ample swiftness you’ll have with the focus and especially if you take pack runes. The fury you get is awesome as well and you’ll have it most of the time in active fighting between the runes and winds of chaos procs.
You have decent condition removal and mitigation with mender’s purity, warden/light combo and passive regeneration.
Bear in mind the obvious as well, the buggy warden if you can stand it.
In the end Pryo is probably right but it doesn’t mean you can’t experiment of course
Just some thoughts -
Take a look at pyroatheist’s immortal build. It was heavily retaliation based and although was nerfed out of viability when Anet nerfed vengeful images (inspiration 1), it contains good information on setting up a build where retaliation is a key damage source. Just a good reference for ideas.
One of the biggest things to take away is using Sw/F so you can get retaliation “for free” so to speak from the leap/light field combo. The uptime from that alone is impressive. If you don’t want to do that, the double block suggestion is good and usually enough to keep retaliation on you most of the time. With mimic in there it’s almost overkill.
From there, having an iDefender at your side is invaluable, as it will tank a lot of damage for you (thus dishing out retaliation), especially with your armor as high as you have it. Then when it dies, further retaliation damage will be inflicted by you. It works even better if you can get retaliation on the iDefender, which will double the retaliation damage while it is alive (retal from iDefender itself AND from you simultaneously). You can take vengeful images, which is good if you want to go into inspiration anyway, but not worth it to spec just for that.
(Hint: you could also try your hand at using signet of inspiration to share your retal with iDefender, though it can be tricky)
I don’t think bountiful disillusionment is going to do much for you in this build. Your mind wracks don’t really have a purpose other than to get you retal and they’re not going to be damaging much. You can easily get retaliation from so many other sources as well, a few of which you listed. Confusing cry also seems wasted since you have so many other retal sources, further limiting the usefulness of BD.
Edit: You know, I could be going about this all wrong. I never really considered the potential of a condition lockdown build in WvW.
I’ve tried that, works decent for roaming and excellent for camp flipping, but haven’t played it since iWarden has gotten worse.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Build-Vid-Chaotic-Perdition-WvW-PvP/first
Just a note, you didn’t test the triggered block in the video and that’s the part I’m trying to point out. The triggered block is the part that’s broken with malicious sorcery. As I said before, everything else about it works mostly correct, as shown in your video.
Maybe your own personal PvP profile which contains the maps you want to play in, and maybe even more granular than that. I could see potential issues where queues take forever trying to match people up based on their filters, though.
But keeping it with just the map choice, one drawback would be that skyhammer queue pops would increase for folks who enjoy playing it.
CollectiveEffort, you have been invited to the guild. Welcome!
Also, I have a query out about getting the thread stickied. Mods, can you help?
this is my testing from within a custom server in spvp yesterday, ill post as soon as i get home, tbh i never checked to see if this happens when not procing torment or letting the cast channel run its course
edit: this is going to sound very patronising but are you definitely sure you have illusions celerity traited?
Yes, malicious sorcery and illusionist’s celerity are both traited.
For more information and other people’s corroboration of this, see this thread:
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Illusionary-Counter-recharge/first
Granted that thread is 3 months old and IC was in a different place at the time but the underlying issues still exist. They did fix some issues along the way as you can see, but the last couple posts in that thread reflect what I believe the current issues still to be, in my experience.
My testing has been in the mists and PvE. Not sure why the functionality would be different in a match, but I hadn’t tried that yet. I just did a test in a match and recharges are still 8s on the scepter block with both recharge traits taken.
my tests are as follows
i used both malicious sorceryand illusions celerity and recieved a 6 sec CD on a succsesful block and torment proc,
working as intended, double reduced and is a shorter cooldown than eviscerate (extremely useful against decent warriors)
If that’s true, that’s amazing. Personally I have been waiting on Anet to fix this so I can try a few different builds. I have the same traited and only get 8s on the torment block. Any chance you can post a screenshot?
I suppose we should clarify things a bit, and I’m not at all trying to debunk your build. Like you, I’m trying to spread accurate information.
The following is the behavior as it’s been for months, and still is. I test after every patch and did following the feature patch in April. I also re-tested yesterday for a sanity check.
Base recharge of Illusionary Counter is 10s.
No recharge traits taken
- Illusionary Counter untriggered: 10s
- Illusionary Counter triggered: 10s
- Counterspell: 10s
- Tootip: 10s
Only Malicious Sorcery taken
- Illusionary Counter untriggered: 8s
- Illusionary Counter triggered: 10s (BUG)
- Counterspell: 8s
- Tooltip: 8s
The part I am saying is bugged – and the part I believe you’re referring to is the illusionary counter block trigger which generates the clone. If you block with scepter #2 and only have malicious sorcery traited, you do not have a reduced recharge like you should. It’s the base 10s instead of what it should be, 8s. If you have Illusionist’s Celerity traited, you get an 8s recharge on this.
So, malicious sorcery works fine for all the functions of the illusionary counter skill except for the block recharge reduction.
I’ve been dying to try my support chillruption variant (2/x/6/x/6 build w/BI and signet), but don’t have a group to run with.
But yeah I think the strongest lockdown build (even for roaming) I’m aware of is the now pretty standard 4/4/6 w/traveler’s.
I tested these on my S/D 6 trick thief and steal daze is 1.33 seconds and tactical strike is 2.66 seconds. I recorded and timed. Tried with both no change. Runes seem to set the duraton. With sigil of para was 1.3 and 2.6. From my tests on my thief no stacking.
Excellent, thanks for that validation!
Oops, screwed up blade training (duh)/crippling dissipation. I think I got everything else though.
As for malicious sorcery, your recharges indicate you’re not running it (at least in your video).
Yea my bad I didnt fully remember the build, I play so many builds on so many classes.
I played around with it today and not much reason to not run Malicious sorcery but thanks for point it out. I might of ran Illusionary Retribution but I think Malicious sorcery is a better choice unless you are going to shatter alot.
Even so, I’m positive you were running at least some points in domination for part of the video as evidenced by multiple illusion of vulnerability trait procs (domination) . Maybe that’s where you put the extra trait point.
A couple other thoughts on the build:
- Malicious sorcery is bugged when it comes to reducing recharges of illusionary counter, which is one of the main reasons to take it. The +200 condition damage is admittedly nice and you get a reduced CD on confusing images – but that isn’t too noticeable.
- Alternative: Confusion isn’t hitting very hard due to lower overall condition damage. Maybe you could go 0/4/4/3/3. You have to do without blade training and confusing combatants, but gain IC which lowers the recharge of illusionary counter. The only thing you’d miss at that point is the lower recharge on blurred frenzy. In return you gain all those illusion CD’s (dat 6s phase retreat), plus 150 condition damage. Your clone output would be huge which = lots of DD fodder.
I’m not convinced this option would be better on paper than what you have, just a brainstorm.
EDIT: Oops – I mentioned blurred frenzy up there but forgot you aren’t running MH sword. So with blade training only helping your OH skills, IC would be much better overall if you can give up confusing combatants and the extra precision/ferocity.
(edited by skcamow.3527)
by going 30 into illusions ive given my self a counter on a 6 second cooldown
Keep in mind malicious sorcery is bugged when it comes to reducing the recharge of illusionary counter (has been for months). IC is the only thing decreasing the recharge and even that is bugged as you get an 8.5 or 9s recharge though the tool-tip states 8s.
Yeah I did some extensive daze duration testing right after the patch broke:
https://forum-en.gw2archive.eu/forum/professions/mesmer/Daze-duration-results
Oops, screwed up blade training (duh)/crippling dissipation. I think I got everything else though.
As for malicious sorcery, your recharges indicate you’re not running it (at least in your video).
Obviously I’m not the OP, but I enjoy trying to guess builds, so I’m pretty sure this is it, or very close:
http://gw2skills.net/editor/?fhAQNArcWlknpRtlqxMNcrRSpxYycO6cXRqAK7JlD-TZRHwAFeCAc2fAwhAQwJA4YZAA
It’s pretty much your basic clone on death build but spec’d into inspiration for phantasmal healing instead of illusions for iCelerity.
Celestial amulet is very strong right in pvp now as of the feature patch, and yes in some specific cases it can be even for mesmer. I’ve been using it myself since the patch. 203 healing/sec from the healing power it gives is nice in a build that does decent damage.
Been using this same set up forever, I also carry a Traveler rune set as well and I prefer it for the most part. Dont understand why you have reduced recharge on signets though
Because with 30 in domination for mantra damage modifiers there isn’t much else better to take.
Does Torment/Confusion bursting not provide the same pressure as straight power-damage bursting? Even if I only had 1000 Condi damage, and got more power to be more of a Hybrid, I feel like this would play very similar to a GS Shatter power build, but just with condition elements subbed in…
Should be just as effective. Just a playstyle variation.
No, condition bursting with torment/confusion doesn’t come even close to applying the same pressure as a power shatter. I’ve seen the comparison numbers in other threads. The problem is there is very little “burst” of damage in a torment/confusion shatter build. The hope you have is that your opponents don’t clear conditions but in a zerg that’s going to be pretty constant.
Condition damage payload can be 1) nullified entirely by cleansing or 2) deferred somewhat because of the nature of how torment and confusion work, or 3) at best realize the full damage potential. Even in that best case scenario, you’re likely not going to reach the potential of power shatter damage.
Meanwhile, power shatter damage is front loaded, immediate and difficult to dodge in a zerg, assuming you’re picking off from flank or rear.
Going hybrid isn’t going to do much either because if you happen to hit #2 or even #3, your condition damage isn’t going to do much to them, and your shatters aren’t going to hit hard enough for anyone to notice.
Whenever I want to play ranged shatter in standard pug zerg vs zerg I take my chillruption build (see build link in my signature). It’s not the strongest WvW build but it’s really fun and will get you tags with 3 solid AoE interrupts and halting strike. It makes use of the mirror blade clone bomb that works really well if opponents don’t have stability. Note that build is power based though.
Using maim the disillusioned instead of imbued diversion for AoE confusion and torment shatter on clone bomb, you don’t have to worry about stability preventing interrupts and potential damage (as with imbued diversion). On the other hand, you’re not going to apply much condition pressure with 2 stacks confusion and 1 stack torment on a one clone cry shatter. I suppose one could use perplexity runes to try to get the most out of a daze shatter (AoE 1 stack confusion/torment plus 5 stacks confusion single target if you interrupt). But really the gains are way too small to try to go for something like that.
Your original build idea is decent IMO, though not for zerging – much more roaming potential. I’ve been playing something similar myself with success in sPvP since the 4/15 patch, with minor but distinct differences. Using an x/x/6/x/6 trait spread by and large is generally deemed not viable, but I’ve been able to put a build together using that (bountiful disillusionment and maim) which is effective enough for me to play and be successful.
More this, no nonsense type stuff from a nonsense type guy.
Wondering if anet has any idea how much respect they loose by banning some one so involved and helpful to the community? This Pyroatheist ban is permanently implemented?
It is, but he’ll be back in one form or another soon enough
Hey Jurica, thanks for the guide. One suggestion – you reference Vash’s video but it would be even better if you could have a video section where you could link them. Another great addition to that would be a video sensotix released in the past few days on GS/Staff shatter: https://www.youtube.com/watch?v=hwfnFs175BI&list=UUhKcXTocz7_QAnpbCCeOtfw. It has some good game play and commentary on how to play the build.