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Jijimuge.4675

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  1. No, I don't think it's an oversight in the notes. They write - "In this update, we're trying out a new process for the skills and balance update notes. Instead of combining new notes and preview notes into one continuous block and highlighting changes to the preview notes, we'll be separating the new changes into their own section. These new notes will be considered the most up-to-date version of the release notes, so if a change to a skill or trait exists in both sections, the new change will take precedent. In some cases, the new note may say, "This skill is unchanged" to communicate that a proposed change from the preview was removed from the final update. Our goal with the new process is to make clearer what has changed between the balance preview and the final release while also streamlining the transition from balance previews to final release notes." This item is one that exists in both sections, ("New changes" and "Preview") so the "New changes" result of "This trait is unchanged" takes precedence. I can see what they're trying to do (i.e. transparency), but I can also imagine some finding it a less clear format.
  2. My read of it is that the extra charge is a change to the skill and doesn't rely on crits. I don't think Anet want to get people to use off-hand pistol instead of torch, but that this is instead an attempt to get people to use off hand torch as well as off-hand pistol and switch between them. I.e. Having a torch may still be mandatory, but this may make it that off-hand pistol on one's other set becomes "mandatory" too
  3. (Re Radiant Fire ofc) I think they still want to tie the benefits to torch but, at present, if you score a crit when not wielding a torch, you've effectively "wasted" a radiant fire proc. Thus, having anything other than torch in the off-hand slot would have an opportunity cost. In the version going forward, you'll be able to switch in-combat between off-hand torch and off-hand pistol (or other if you wish) and still retain the benefit of radiant fire, as the time for the recharge of the 2 charges should be more than enough to allow for use of the other off-hand. The intention of this change is quite narrow, IMO - it's really just to enable x/Torch and switch to x/Pistol rather than almost forcing x/Torch all the time Edit : it also makes the use of the additional charge more predictable if one's stat set (e.g.ritualists) leaves one with a lowish crit chance, but I don't think that's the focus of this change
  4. There's some info available at https://gw2wingman.nevermindcreations.de/popularity It covers raids, fractals and strikes. It relies on people having an uploader tool (or manually uploading arcdps logs), so one can't say with certainty that the data is representative...but it's a start. For the most current figures, don't look at the last column (as that's an amalgamation of data through all patches), but instead at the last column but one, as that represents data from the current patch.
  5. So the science got done and they made a neat gun for the people (who are still alive)
  6. I'm a bit concerned about the reworked Illusionary Membrane It will now apply "Gain chaos aura when you use Shatter skill 2. Deal increased condition damage when you have chaos aura. " My concern is that, as auras don't stack, it may be very hard to make much productive use of that if one's auras can easily be overwritten by auras created by others Edit: Also, re revenant, with Song of Arboreum: This trait has been reworked. Energy Meld grants more energy and also grants its energy and vigor to nearby allies. I assume that means "Grants endurance" rather than "Grants energy"
  7. Update: Have checked re the combo fields that count towards this. None of the "Wall" fields count towards this daily, it seems, when one does a finisher on/through them. Circular area fields seem fine, as far as I can see Walls I tested were Temporal Curtain, Veil, Wall of Reflection, Fire Wall, Electric Fence. I used a range of combo finishers - leap, blast, whirl - and got the effect of the combo finisher just fine....but not the credit towards the daily
  8. Here's roughly what I use http://gw2skills.net/editor/?PiABg2xzlVw2YdsGWJW6WateA-DSJYiRPfhEWCEYFUYIYyhBZ6RAA-e Can mix and match stuff if you add infusions and enhancement effects etc. I'm not sure about the sigil of frailty - I'm undecided if Bloodlust would be better in OW. I start in dagger/focus and use the temporal curtain first half, then warden, and use the second half of the curtain skill ("Into the Void")to pull everything together, hitting dagger 2 and 3. I then switch to the sword set, blurred frenzy, swordsman and shatter as appropriate. Sigil of Celerity means that, by starting with a curtain pull, I can guarantee having quickness early in the fight. Illusions is good for solo play but, in group events, Domination is better. As for the relic, I've found Relic of the Warrior better than relics like Thief, as the reduced cd of weapon swap allows me to return more quickly to my fast-recharging sword phantasm (and the 5% damage bonus of Thief relic doesn't apply to one's phantasms' damage - and double spawning phantasms are a significant portion of the build's damage when fighting more durable foes). I *think* it works out better as regards damage for my setup, but either way it does make play flow easier. With decent play one can take on some harder foes, but this build isn't one for soloing legendary bounties or the like. The dagger/focus allows one to tag well enough in OW....and I prefer it to greatsword, in part as I find the sound of GS 1 a bit irritating, and also the GS 4 skill to knock enemies away usually isn't what I want - I much prefer the focus's ability to pull everything into a bunch.
  9. I'm pretty sure I've had some characters use their actual dodge against the golem when this daily was active, and not got credit for actual dodges, so I wonder if there's more to it than that. I'll check the next time this daily comes around, anyhow. Also, "Swap" isn't actually an evasion per se. Edit 9th Oct : KawsMeCal and Healix are correct - any dodge in combat (whether or not one actually evades an attack) will count as an "evade" - I think this is a bug, mind you - albeit one that doesn't cause issues. As regards the combo elements Linken mentioned, my "Swap" through the "Temporal Curtain" is a leap finisher through a light field, and gives me a light aura. Also, the phantasmal warden summon (with whirl finisher) within the "Temporal Curtain"'s light field creates cleansing bolts. Neither of these successful combos counted towards the combo daily. Doing the same in another field (specifically Gravity Well's dark field) did count towards it.
  10. I've noticed that I can now gain credit for a successful dodge by using "Illusionary Leap" and then "Swap" (mesmer sword 3)- I seem to get credit on the first action (of whatever kind) after "swap". I know this is a bug as I got this against the golem, which doesn't attack (environmental damage wasn't on, of course) and I didn't dodge at all. I've also noted that I don't seem to get any credit for combo finishers performed inside a "Temporal Curtain"'s Light Field towards the "Perform 3 combo skills in combat". I get the light aura for example, but no progress re the daily. I tried using a Gravity Well, and got full combo credit for combos performed with its Dark Field.
  11. There's some number-crunching of this kind of thing at https://fast.farming-community.eu/salvaging/unid-gear A lot hinges (for blue and green unided items at least) on whether or not you have a Runecrafter's salvage kit and also on whether or not you have an Endless Upgrade Extractor....but that's very expensive, and manually removing upgrades would be tiresome in most cases unless the upgrade is worth a decent sum. f you don't then you're strongly incentivised to sell the unided greens on the TP and probably less strongly incentivised to sell the blue unided items (but still probably better to sell on the TP) A runecrafter's kit isn't relevant to rare unided items (one should always use master's/mystic/silver-fed), but this is pretty marginal too, but there's a slight profit to opening and salvaging if one has an endless upgrade extractor in comparison with selling the unided rare on the TP. If one doesn't, then the numbers are marginally in favour of just selling the unided rare on the TP You may want the luck resulting from the salvaging; in which case, it looks like opening unided blues is the most cost-efficient way to acquire luck, though I can't see the effective cost of luck gained from salvaging rare unided items on their site. To correct the post above, magic find no longer affects the rarity of the item you get from opening unided items (though it used to at one time). It affects the rarity of the unided items themselves that drop from enemies, however. Makes sense, really, as, otherwise, the magic find stat would be "double dipping"
  12. IMO another factor to look at is Trapper runes and probably also Aristocracy relic. Moving from nightmare runes to that pairing, one goes from +175 condi dam and +15% condi dur (OK, and +10% fear, and the proc) to +300 condi dam and +30% condi dur (with 15% contingent on aristo activation, but it's trivially easy to activate on scourge). That's a pretty significant buff, and should be borne in mind. I've noticed a couple of my condi setups (non-necro) seeming like they had a bit more dps, too
  13. Their crit chance is derived from the player's native precision - they don't get bonuses from things like Sigil of Accuracy or Fury (on the player), as I understand it. For fury to boost an illusion, the fury has to be on the illusion itself, so your point re people getting Fury on phantasms is correct. But yes, the Sharper Images trait is a really good one, and *way* better than the other classes' on-crit condi traits. I don't know the exact breakdown of the extent to which the trait alone conttributed to the bleed stacks, but I recently did a golem (1M) test with a (mostly viper, axe/pistol) condi mirage with no food or boons (or condis on the golem - so all open worldy, self-generated stuff), using trapper runes, and apparently reached an average of 21.3 bleed stacks on the golem over the time - a dps of 3,225 from bleeding alone in this context. I'm pretty sure that doesn't all come from the pistol phantasm and the axe auto 1 ! On a condi axe mirage, precision has a more significant effect due to the condis applied than an equivalent amount of power. Of course, mirage is in a good position re this, as one shatters less than other mesmer specs when running mirage (or at least, that's what I do) I did run some tests on this trait a long time ago, but having cleared my cookies means that I can no longer locate them, sadly 😞
  14. Mirage can create a surprising amount of bleeding just through the passive trait Sharper Images - illusions inflict 1 stack of bleed for 5 seconds on crit. May not sound like much, but when one has 3 clones all attacking.... Edit - the clones won't activate the relic themselves, of course, but will manage to set up the condition of having at least 6 stacks of bleeding, with the hit from one's axe being required to trigger the relic
  15. Same for me with the Choya Piñata (unless of course, it's intended, and the Vinewrath and Choya Piñata are secret gang members - heck of a disguise if so!)
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