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Sapujapu.4072

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Everything posted by Sapujapu.4072

  1. I am not saying they don't need any improvements, but the notion that they are absolutely not usable is ridiculous. The concept of charging takes a while to get used to, but just as one wouldn't just stand in front of an enemy zerg as a staff ele and try casting Meteor Shower, one shouldn't just stand mindlessly in front of their opponent, praying they don't notice the 2,25s charge animation. There is a lot that can be done to 'cover' the charge part - Prestige/Decoy/Mass Invis, Distort mid-cast, LoS against certain classes, no port spots against others. The improvements I would definitely welcome are: no interrupt cooldown if the mesmer interrupts the cast themselves (by being forced to dodge for example) but I wouldn't know if something like that is possible to do; Restorative Mantras interacting with both the charge part and the ammo part (reduce the healing for ammo or charging if it's too much); buffing the charge effects slightly.
  2. There's a rotation section in there, might want to check that out. Otherwise, equipment, I guess? I find your numbers a little bit baffling 😐
  3. Am pretty sure even with a wild Mimic, CS and Signet of the Ether tossed on a Mental Defense + Chronophantasma Chrono it'd still be far from 'endless'. Anything works in Open World if you try hard enough, but, alas, there is a reason that current popular builds don't use PD, which is (surprise, surprise): Other utilities are more powerful/versatile. Don't get me wrong, I love all the different phantasms we have access to (except maybe Mage >.>), but I wouldn't call the Defender underestimated. It is fun, for sure, but it could use a little bit more oomph on the numbers' side (either cd-wise or dmg-wise) imho.
  4. Tormenting goes overcap with torment duration (even without regeneration present) and does not improve your other conditions (mainly bleeding and confusion) Tempest overcaps your overall condition duration when coupled with regeneration and gives just +36 to all stats from the other bonuses Nightmare squeezes the most condition damage coupled with condi duration out of all three - puts you just shy of the condi duration cap when affected by regeneration + offers additional 175 condition damage from the other bonuses My question is why would you be interested in minmaxing if the build is Tempest rune should be just fine if you just want to muck about Tormenting might help with regen upkeep for your chaos traits but as I mentioned before, it does not improve your other conditions and goes way overcap with torment duration (about 25% above cap with regeneration and food)
  5. IMO it's the weird aftercast animation (if you don't move at all, the character pulls the sword from the ground), that, even though cancelled by the movement input, roots you in place as if it is played out. So far, what I've experienced, as I'm casting it myself and trying to make lots of different inputs, if you move immediately after casting it or you cast it while you're moving, the aftercast animation gets completely skipped, but if you stay in place for just a while too long and let your character start the animation of pulling the sword from the ground, even though a movement input will either speed the animation up or cancel it outright, the character still gets rooted in place as if the animation was being played out normally)
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