Wait, an [XF] group engaged 2 people instead of turning around and running? That’s a first. You must have looked especially squishy.
so are they bots? or what
carl winslow-kimmy gibler interracia
Make it so that Mantra recharges 1 charge per 20 seconds. I often find myself on only 1x stack of Mantra left so I have to use it and wait for it to cool down to reapply to 3x stacks. Very inefficient.
this is whats wrong with mantras. having to waste charges to recharge.
So how many classes have range skills to hit something they cant even see? Just curious as this seems a little unfair to every other class in WvW.
Therein lies the anomaly. Not too long ago, people were whining like mad that mesmer’s iBerserker could hit siege out of line of site. So Anet fixed the problem, I think citing this very reason. And yet they left Dragon’s tooth which does the exact same thing and for some reason people have never complained about it.
By the way, if Dragon’s tooth works the same way as iBerserker did, you don’t even need to be able to see the target – all you have to do is turn autotargetting on and hit the skill, which will automatically target anything in range.
it does work the same way,
people didnt complain about dragons tooth because it does kittenty damage compared to izerker, it’s also not as noticeable.
if your target stealths after you shatter, then the illusiosn will run to the last known location of your target and shatter.
Hey [BV] south supply camp at windmill is fight club. Way to be cool.
LOL BV
they like to constantly lose even numbered fights then jump on your body after they win out numbering you 2 to 1.
i love it
this is a decent bunker build for spvp, not so much for wvw.
rennoko so good
The only counter to a phantasm Mesmer in a 1v1 is another phantasm Mesmer.
Since you’re assuming a 1v1 scenario, that allows for specific counter utilities. If I’m going against a condition heavy class, I will take the heal mantra for rapid condition removal through mender’s purity as well as the condition removal mantra. Between the 2 of those, you can remove about 8 conditions every 20 seconds, which is far more than enough to deal with any condition class.
Other classes and builds have different counters. I will change my utilities to suit each individual 1v1. There is no counter to a phantasm Mesmer with utilities set up for your class. If you catch the Mesmer with poorly set up utilities, you have a chance, although the build is still immensely powerful.
Do you happen to have access to one of these allegedly “OP” phanta builds on you? Couldn’t find any on Fay’s guide.
…my guide is listed in Fay’s guide under the simple title of ‘Overpowered’
Thanks, checking it out now. It’ll give me a good idea on feedback to give about countering phanta mes.
you cant really counter them in spvp, you cant get high enough burst to kill them quickly enough. in wvw, any class with enough burst/aoe will be able to defeat them.
the easiest way to defeat them in spvp is a build with access to alot of blinds, and a player that is exceptional at timing blinds during phantasm summoning.
The only counter to a phantasm Mesmer in a 1v1 is another phantasm Mesmer.
Since you’re assuming a 1v1 scenario, that allows for specific counter utilities. If I’m going against a condition heavy class, I will take the heal mantra for rapid condition removal through mender’s purity as well as the condition removal mantra. Between the 2 of those, you can remove about 8 conditions every 20 seconds, which is far more than enough to deal with any condition class.
Other classes and builds have different counters. I will change my utilities to suit each individual 1v1. There is no counter to a phantasm Mesmer with utilities set up for your class. If you catch the Mesmer with poorly set up utilities, you have a chance, although the build is still immensely powerful.
So how do you kill P/D thieves that are getting free cnd heals and resets off your illusions?
With P/D thieves it’s not just their conditions — it’s the mini unload from stealth opener they can chain while using basilisk to stun to land the cnd with steal.
dodging the unload from stealth is pretty easy if you’re experienced fighting p/d thieves. they dont do much direct damage, since they’re built for high condition damage.
live long enough to summon 3 phantasms, and as soon as the thief unstealths to attack, he gets hit by 10k damage.
use arcane thievery/mimic/disenchanter against p/d thieves.
pistol is the best offhand for phantasm builds.
the iduelist is a 8x 100% projectile finisher
and you need phantasmal fury 100%
best underwater damage is trident clones and extra bounce trait.
dodge all day with trident, and switch to spear for escapes. never die
edit: first link was broken
(edited by wads.5730)
Just be aware that if you go full berserker, you will die VERY fast if you are the target of multiple attacks… which is often the case in WvW; especially in group-fights… even more in zergs. And if you die, every downed opponent that did hit you at some point will get an instant-rally, which can turn the tide in the fight in their favor.
you have to have VERY quick reactions to use escapes, stealths and invulns as a full zerk mesmer, as well as have good situational awareness and positioning.
that said, mesmer is possibly the safest class to run full zerk in.
I do 20/20/0/25/5
15% DMG on illusions, gs -20% recharge
Phantasm fury, dodge roll clones
Feedback revive, focus -20% & reflectGs/sword/focus
Mirror/decoy/feedback/portal/mass in is
If you try soloing someone built with a lot of toughness you will most likely lose since you have minimal healing and they will just wear you down. I think of myself as a group fighter ;-)
this is a good zerk build if you want to run in zergs
go with 20/20/0/0/30 for small group fights/roaming. you’ll need IP for the extra burst damage and distortion.
use gs + sword/x
@wads
Who was the last member or your party, I tried to join it but it said it was full..
the 5th was logged out, but in party, cant kick.
it was great until like 10 more showed up and we got zerged
Thanks for playing with [Ai] at Bluevale in KBL, [CAMP] guild.
We had fun.
yeah it was fun, it’s too bad guild camp only has 5 members total, and one wasn’t on =[
i think we did pretty well considering it was 4v6 the whole time
i’m thankful for the outmanned buff roflz
You are showing me a video from when shattered strength gave 3stacks of might per illusion shattered (miss those days)… I know this because at 1:07 Osi did a mindwrack and after the last illusion shattered he had 9 stacks of might… Please show me evidence in the current game of mesmers hitting these insane numbers…. because in mesmers current state I am over 90% sure that it is impossible to hit 34k damage from the combo.
You’re probably right about that but it still doesn’t change the fact that thief burst is sorely lacking when it’s supposed to be the best burst class. Even if mesmer can no longer hit that dream 34k they still blow the thief out of the water.
“but they trade this fragility in order to have some of the highest burst damage in the game.”
very sad that we don’t even come close to the highest
as a GC, i’ve been combo’ed by a thief for 6k mug, 6k cnd, 13.5k backstab.
thats enough total burst to oneshot any GC target, even warriors. thieves pull off this combo instantaneously with haste. warriors can not achieve the same burst, they need to cc their target first, often multiple times due to stun breaks/blinks.
theres no point talking about sustained dps in pvp or wvw. if you’re talking about pve, then who cares, go roll a warrior if you want to do pve.
i would have remembered if he was in SM, unless he was on an alt char not representing for some reason.
you cant get that sort of numbers with blurred frenzy+MW
you’d need to use a GS combo+MW
if the stars align, you can mw for 14k , then 8k with mirror blade then 8k with izerker(lol prebug), against a GC target
I am annoyed up to the highest levels with the borderlands bashing their Eternal Battlegrounds force.
…
In summation, the purpose for this whole section is to say that those of you who are die hard Borderlands veterans shouldnt bash on part of your own community of players, were all a team and sometimes we pick up the slack for you.If only there was a way to privately talk to the only person (your guildmate) that actually bashed EBG in this thread.
I’m not the only one, there’s been others in other threads and in game that have bashed on ebg. I’ll admit that I did bash on them without even considering that they might have gotten better though.
in combination of better commanders, and learning how to listen, the mag zergs in ebg have definitely gotten better compared to months prior.
though in general, it’s still a liability to rely on allies to help in small fights with less than 5 players. with some exceptions
though i’ve been surprised quite a few times, a few matchups ago, there was this one engi i’ve never seen before in some no name guild that i can’t remember, coming to my aid while i was fighting 4 enemies, with just the two of us, killed all of them, but kept aggroing more enemies until our kill count was up in the double digits, but we were eventually overrun as more came faster than we could kill. he was a really good engi. and now i dont even remember his face.
missed connections =[
i want to do these gvg’s , can someone invite me next time this happens =[
i’ve noticed this too, most noticeable symptom is rolling in the wrong direction after spamming dodge key when immobilized, this leads you to roll backwards immediately after the immobilize wears out, instead of forwards, even if you are holding your forwards key.
a good shatter zerk mesmer has always had the advantage against dd ele’s, simply due to the nature of how shatters work.
this doesn’t mean mesmers are op or ele’s are up. you can’t balance around 1v1’s.
plus phantasm mesmers dominate even more in 1v1’s, but relatively worthless in any other aspect of the game.
blinds are what ruin hammer builds
isnt it only fury on phantasms. not illusions. maybe i missed something.
yeah, and from just personal experience, the crit chance of any illusions is the same as the mesmer (not including fury on either the mesmer or phantasms), i suspect the same is true for power too, but that’s hard to tell due to phantasms attacks having their own base damage.
except thats not how the warrior skill works. if you start your spin close to your target, you’ll hit 4 times. and if you start spinning far away, and just barely reach your target by the end of the spin, then it’ll hit once.
This is completely false. Just did several whirlwinds straight through mobs, starting point blank in melee range:
2 hits
3 hits
2 hits
3 hits
2 hits
2 hits
1 hit
1 hit
2 hits
3 hitsAnd when I whirled into a wall, so I was right on top of the mob for the whole spin?:
4 hits
4 hits
4 hits
4 hits
4 hits
i must have been thinking of WW with quickness pre nerf then, which i guess makes sense, the 4 attacks would have been spaced closer together.
but regardless, whether or not WW hits 4 times or not, it does a hell of a lot more damage with full GC gear than the phantasm does.
Really? I thought it was exactly different, based on experimenting with the Fiery Greatsword! :O
Hrm… then I would love to see their hit models. I mean, how the AE circles are lined up along the line.
yeah the fiery greatsword spin doesn’t work the same way as the warrrior spin, the firey GS spin travels like over double the distance.
The hitting bug doesn’t seem that weird to me. The Berserker seems to proc 4 AEs along the path, which in theory could all hit the same target (there’s a space in which all four overlap), but this would assume that the target didn’t move and is in the very centre of the whirl-line.
In the case of this video, for some reason the first charge left the Berserker very far away from you, instead of halfway of his whirl-distance. After that, it makes sense that each time he only hits you with 1~2 of the AEs, until it “corrected”.
I don’t really see the big issue with this. At least not design wise. Yes, against a single target it’s annoying as hell but nothing about the Berserker (or other such whirlwind-attacks) bills them as single-target-centric attacks. Their very nature is to whirl through a group or ideally a line of targets.
In other words, the dev’s “Works fine” might very be the correct answer, just that they don’t see it as a single-target attack.To compare, this is probably the same as an Elementalist wanting Meteor Storm to hit with all impacts if used on a single target.
What they changed in the patch when it broke, I suspect, is the charge-distance. I get the distinct feeling that the Berserker covers the same horizontal distance as a Warrior now. Which puts the 4 individual hits further apart, increasing the chance that they will not all hit a single target, but increasing the total space covered with the AE.
Not saying that it doesn’t hurt (for single target damage), but it very much sounds intentional, and most of all consistent with other such attacks. One thing they should change though is that against a static target, the Berserker could keep halfway-distance (so that all 4 hits connect every time).
except thats not how the warrior skill works. if you start your spin close to your target, you’ll hit 4 times. and if you start spinning far away, and just barely reach your target by the end of the spin, then it’ll hit once.
this was how the berserker used to work, not anymore.
If any ability doesn’t hit for it’s full potential on a static target, when it’s meant to, that ability is broken.
He just said it’s not “meant to.”
The berserker itself travels as it attacks. 4 attacks are spread out over the distance. Not all 4 of them are going to always be in range of a stationary target.
It’s completely identical to warrior greatsword whirlwind, where you do A LOT more damage if you stay right next to them for the entire animation. Such as if the warrior is crippled/chilled or immobilized, the attack barely moves and thus gets more hits. Same with if the target is next to a wall, and you whirlwind into the wall so you don’t move.
“Whirlwind Attack will hit 1-4 times depending on the distance between the user and the enemy. Starting in melee range usually results in 4 hits, while reaching the target at the end of the attack results in 1. "
which agrees with my observations of whirlwind, and the phantasm attacks before this bug.
the attacks are front loaded, it’s not evenly spaced out across the entire length of the spin.
The 4 hits do not always happen if the IZerker is far away from the target it might only get 1 strike in because the animation generates 4 attacks. Saying it only hit a static target 3 times doesn’t really tell the whole story. Hundred blades or whirrlwind on great sword are similar. Each attack has a size and facing and timing and those things determine if a hit occurs.
except the phantasm always spawns in melee range, so the max distance the target can travel from being in melee range is the .25s delay of the phantasm’s attack, excluding the target blinking or using some other movement skill.
this means attacks against a stationary target should always hit 4 times, which has been the case before the this bug appeared.
why can’t you just fix this issue by copying the code used for whirlwind attack from warriors? that skill reliably hits 4 times if you start within melee range.
just saying there is no reason to blindly ignore half a problem just because you think one thing is more important. both issues were caused durring the same patch and are pieces to the same puzzle.
btw in no world did they ever say izerker was guaranteed 4 hits on a target. it has a potential of 4 hits on a target so you better hope if you are hitting 1x you arent hitting for 300 damage.
i would make up a fake chart like you did Sunreva but i think that would be ignorant.
1
1
1
11000000
0
0
0there i did it anyway. ignorant just like i expected.
you missed his point completely
this is definately NOT just a bug with the floater text. there is no way from just playing the game that the phantasm is doing normal damage.
the damage numbers you saw in full berserker and the amount of average health 1 spin USED to do pre-bug and the damage it does now is night and day.
what are you crying about? 1v1 down state the mesmer only loses to rangers.
downed state #2 is still the best second only to elementalist for interrupting stomps.
if you fail to rally as a mesmer in a fight, then you sure as hell wouldn’t rally as any other class, aside from ele mistforming into keeps.
the confusion nerf was a necessary thing, confusion damage is supposed to be supplementary damage for condition mesmers. similar to retaliation guardians.
the only thing they need to do to fix condition builds for mesmers is to exchange vulnerability with either poison or the new condition on staff #1
and give the first 2 attacks on scepter #1 chain a condition on hit.
bam, condition build fixed.
OK, let’s says 10 attacks (not taking in account the min 4% thanks for the data).
50% without criting= 5×100=500
50% criting for 50%=5×150=750That’s 1250 Vs 1000, that’s an 25% increase. Or I don’t understand the table (that claims a 15%) or it is not how are you saying.
That’s the formula that I’m interested in:
Effective Power = Power × [(1 – Critical Chance) + (Critical Chance × Critical Multiplier))] × Damage MultiplierSo, just comparing effectives power is the way to go?
theres a base 50% crit damage, so 50% crit damage stat means you’ll be doing double damage on crits.
so it should read:
50% without criting= 5×100=500
50% criting for 100%=5×200=1000
which is a 50% increase, which is what the table shows for 50% chance and 50% damage.
and by extension, if you have 50% chance and 50% damage, then you gain more total damage by adding 5% crit damage than 5% chance, 1.55 vs 1.525
(edited by wads.5730)
it’s inconceivable that this bug hasn’t been fixed yet, even after a dev explicitly said this was going to be fixed months ago.
in a full berserker spec, this bug is reducing the damage of the phantasm by upwards of 4k damage.
few suggestions,
while this does indeed sound fun to play in, it’s boring as hell to watch.
i skipped through some of the all ele and necro matches you have up, and it’s not fun watching a terrible player (no offense to the ele) play tpvp
perhaps get highly ranked or very skilled players to play, or once custom arena’s come up, organize some all 1 class matches in 5v5 up to 8v8 deathmatch.
i think seeing a 5v5 with 20 mesmers/illusions against 5 minionmancers would be pretty entertaining, though onesided.
or 5v5 spirit weapon guardians vs spirit rangers,
you get the idea.
Just another question: Which stat is a higher priority if there is one. Precision or Crit Damage if I had to choose? Thanks!
whether or not +1 point of precision or +1% crit damage gives higher dps depends on your current precision and crit damage.
see https://docs.google.com/spreadsheet/ccc?key=0AkXSlFKEkur9dGVFdjcxa1diZC1sX0oya29kZ3FTY3c#gid=0
yup ty anet for destroying an entire build!i want my laurels back!wait until all the QQ’ers that cried about confusion and nerfed many mesmer builds to up now get their class destroyed.ty anet for ruining my game experience and definitely won’t buy any gems any more u dont deserve that!
the irony
real mensmers use berserker.
just be better at timing dodge/invuln skills
I believe that was because of an earlier patch where a phantasm would fail to summon if the target is invulnerable, obstructed or dodges before the summon is completed.
correct except for not dodged.
instead it’s blinded.
stop crying about mesmer downed state, we have it good.
we are only one of two total classes that are guaranteed to interrupt a stomp.
the enemy server took my keep, halp i can’t get in.
i report enemy defenders for ‘malicious denial’ of entry to the JP.
Good fights from yesterday holding Mag EK against a much larger Kaineng force (this video just has 2 of them) and other things.
Spin2Win, don’t hate. I’m new at condition thief too.
i like how you kept running into guardian walls over and over
Good “GvG like” on our BL against CL & pugs. Keep trying.
PS: i have to say again if any chilean player want to join a pro wvw feel fre to join RP, we have cookies and we’re full of WIN.
PS2: we can help you to paid the transfer.
pls no
ill put my confusion gear next to my greatsword in the garbage.
why would the GS be garbage?
ill be so kittening kitten if they dont fix izerker in the patch.
thats a pretty odd bug, you can see the reveal buff appear the second mass invis finishes casting.
i’ve ever had this happen to me. usually the only time my stealth breaks is if i shatter before stealthing, and some of the clones haven’t shattered yet before i stealthed. but illusion attacks themselves dont break your stealth.
i can only imagine it has something to do with dodging at precisely the moment the spell finishes casting.
you dont see stars on enemies anymore, regardless if they have it or not
take leg specialist instead of desperate power, aoe immobilize with hammer, and man arrow carts.
and go 10 in arms instead of strength for unsuspecting foes. you’ll be using your burst skill on hammer everytime it’s available, so the strength trait is useless, and you get like 100% crit chance on your aoe stun.
Doesn’t dodging trigger confusion?
Also you can’t just say ‘confusion is OP against bad players’ and ‘Thieves are OP against bad players’ (not that I agree, but that seems to be the common consensus) and just nerf one and not the other.
only if the class dodging casts an effect on dodge, like guardians heal on dodge, or ele’s evasive arcana.
mesmers cloen on dodge doesn’t proc confusion