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12+ Fractals build ?


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#61 Nemhy

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Posted 01 December 2012 - 09:15 AM

Alucard, could you upload a video of the Lupis fight if you ever get a chance to?  I need a lot of help with doing that fight in zerkers x,x

#62 Krag

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Posted 01 December 2012 - 02:52 PM

I run the same build as Alucard with a tiny bit more defensive stats, fractals level 20+ aren't an issue at all.

My gear is
Full berserker Jewelery
Soldier/Knight/Vakyrie armor (2 of each)

#63 Dream Proxy

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Posted 01 December 2012 - 03:30 PM

View PostPuandro, on 01 December 2012 - 07:15 AM, said:

At higher levels you NEED a phantasm Defender for some mobs/bosses otherwise you get 1-shot. Also its a must that everyone is in melee so that the guardian can heal as much as possible with AH. When everyone is in melee and stacked and the defender is up, its smooth sailing. If everyone panics because they took a few big hits and start to kite away and you start to get less healing its when it gets iffy.

Really i wouldn't recommend my setup with pugs who can't melee but with a set group it def shines.

Still i must commend you for running full berserker in a pug at high fractal levels.


I'm currently on FotM 41, and I have to say that the phantasmal defender gets essentially 1-shotted by anything that hits you.  This isn't to say that the utility can't be useful; as of now it can still buy you an extra hit, which in all seriousness can save your life.  I don't personally use it, but I can see how in some unique situations it could work.

To have everyone stand in melee range, in the same token, is essentially a death-sentence.  It works for us in CoE because in all three paths Subject Alpha is limited to 3 or 4 predictable moves.  When you get used to the pattern and can time your distortion, blurred frenzy, and dodges, you can amaze the rest of the group as you get in right in his face and straight dps him (and manage to survive).

In FotM I would use the universal "it depends," but I prefer my own motto "only get in melee range as long as your distortion lasts."  You don't want to all stand on top of each other & melee the harpies in the Undiscovered Fractal, for instance, because the second your reflect skills run out you'll all be knocked off the map by one of the harpies' "electric ball" attacks.  Healing everyone isn't the issue here-- it's not getting knocked off.

The same applies to the bosses throughout that fractal-- during the holding cell with the fire shaman & the champion rabbit, you don't want to stand right on top of the fire shaman-- it's just an unnecessary risk for suicide.  You want to use your sword/focus for the #5, #3-3, #2, dodge-clone + shatter burst, and then stay ranged until you can switch weapons and repeat the burst again.

"Get in, burst safely, get out."

On "Old Tom" (next robot boss) everyone has to be split up to supply and activate the fan that gets rid of the poison aura.  On the "raving asura" final boss the optimal plan is to have someone kite the invulnerable asura around the pillar, while everyone else concentrates on focusing down the robots.

In ascalon you want to let the npcs do the tanking while you mostly stay ranged-- the npcs do more damage than the group ever could alone.  Efficiently tagging the mobs with melee (to cause the npcs to aggro them), bursting, and "getting out of there" is probably the easiest and one of the fastest strategies to getting through the level.  If you try to melee all the enemies at the capture point before the boss, you will all surely die, and fast.  You need to pull the mobs towards the gate, get the npcs on them, and stay mostly ranged.  Now and then you can jump in for a burst or to finish a group off, but having everyone stay in melee is utter suicide at 40+.

There aren't many levels that any mesmer would even want to stay in melee range.  You don't NEED to have a defender or stay in melee to have a "super res" by the rest of the party-- no one can res when they're all down.  It's not necessarily "panicking" to back off & kite away some mobs, it can be smart and a way to adapt when you know you're getting overpowered & need to regroup.

The healing isn't the issue-- the only level that you totally depend on a guardians light of deliverance or healing potential, is the jade maw bonus stage-- and that's only because the agony in his phase-changes really is unavoidable.  It's possibly the only real "unavoidable" damage in the game, barring some kind of glitch to make yourself immune to it.

Don't forget that there are down penalties, and it's not some magic full-proof plan to stack on top of each other and spam the F button when someone goes down.  That won't work later on.. you'll just die on top of each other.

The goal is to deliver as much DPS as SAFELY as possible, and to take into consideration player-skill, dodges, and mesmer techniques like distortion, to both quickly get through the fractals, but at the same time to do so without taking any unnecessary risks.  In my opinion, toughness & vitality do not equal safety.

Whether you have 1000 toughness or 0 toughness, 15k hp or 30k hp; if you get hit by the harpie's electric ball attack on the Undiscovered Fractal, you're gonna go down.

This is why I favor getting better at totally avoiding damage over any sort of defensive stats.  There's situations like the harpies where only your skill will essentially increase your survivability, and as you delve deeper into the fractals you need more and more skill; while your toughness & vitality becomes less and less helpful.

Group strategies like "everyone melee & res" will NOT work in most situations in the fractals.  In a select few (like the dredge) it's fine, but even then it doesn't have to be a MUST (as long as the others don't pull the mobs away).  Never have a plan written in stone, never order people to NEED to do something, and never assume there's only one optimal way to win.  Always be willing to try something & adapt, and try unconventional, even "inefficient / stupid" strategies, if someone suggests it-- sometimes things you don't expect to work, just work better a certain way.  Being patient & adapting & being able to judge what to do in a given situation is really the key to getting through the fractals.  Having an open mind is the most important thing.

I'm completely open to someone proving that they can do more DPS efficiently at the later levels, mainly due to their defensive stats like toughness & vitality (and their play style), compared to a pure damage build like mine.  All it takes is a gameplay video that proves the point to a reasonable extent.

I'd set the bar at FotM 30+-- if you can constantly cleave in melee range, do more damage than me and somehow not die, I'd be very interested in seeing how you do so.  I just can't see such a thing being possible without some very specific group setup that's constantly protecting you.

#64 Puandro

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Posted 02 December 2012 - 12:56 AM

View Postxxalucard, on 01 December 2012 - 03:30 PM, said:

Snip

The defender gets owned if you have no traits to back it up. Also with Feedback from 1 mesmer, Reflection and stability from 2 guardians the harpies are NEVER an issue unless we mess up.

#65 Xunlai Agent

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Posted 02 December 2012 - 02:02 AM

Is Phantasmal Fury worth it? Wouldn't Far-Reaching Manipulations or Desperate Decoy be stronger choices?

#66 Dream Proxy

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Posted 02 December 2012 - 02:36 AM

View PostPuandro, on 02 December 2012 - 12:56 AM, said:

Also with Feedback from 1 mesmer, Reflection and stability from 2 guardians the harpies are NEVER an issue unless we mess up.

that was more or less my point; "not messing up" is more important than how much defense you have (in terms of toughness / vit).

View PostXunlai Agent, on 02 December 2012 - 02:02 AM, said:

Is Phantasmal Fury worth it? Wouldn't Far-Reaching Manipulations or Desperate Decoy be stronger choices?

the constant fury makes your phantasms hit for the most damage possible, since nearly every hit is a critical.  far-reaching manipulations is good in certain situations (like mini games, traps, covering distance), but the regular blink distance often serves it's purpose.  & desperate decoy sucks-- if you're at 25% or less hp, you're probably dead.  if your not dead, it wasn't the very limited stealth that saved you, it was a dodge or a distortion.

#67 Puandro

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Posted 02 December 2012 - 02:44 AM

View Postxxalucard, on 02 December 2012 - 02:36 AM, said:

that was more or less my point; "not messing up" is more important than how much defense you have (in terms of toughness / vit).

But the Tough/Vit allows you to not have to avoid every single attack the enemy throws at you and sit there and attack them, using your endurance only to dodge the big hits.

#68 Krag

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Posted 02 December 2012 - 02:49 AM

View PostXunlai Agent, on 02 December 2012 - 02:02 AM, said:

Is Phantasmal Fury worth it? Wouldn't Far-Reaching Manipulations or Desperate Decoy be stronger choices?

Desperate Decoy didn't seem to work like I wanted or even didn't seem to work at all sometimes.

Phantasmal Fury does two things,
first, it boosts your dps, even in a shatter build
second, because of a bug, it makes your illusions attack faster (right after being summoned). Every trait that gives a boon to your illusions does this, try it. Pretty handy to have your warden spin the moment it's summoned instead of one second later. FIXED/BROKEN WITH THE LAST PATCH

Edited by Krag, 04 December 2012 - 06:06 PM.


#69 Nemhy

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Posted 02 December 2012 - 02:56 AM

@Alucard   How is your build in the other explorable mode dungeons? (mainly Arah)

#70 Dream Proxy

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Posted 03 December 2012 - 07:34 PM

View PostNemhy, on 02 December 2012 - 02:56 AM, said:

@Alucard   How is your build in the other explorable mode dungeons? (mainly Arah)

It's nearly the same application all around.  In Arah especially, it's mainly about learning the enemies & bosses, and their patterns, and knowing how to avoid every attack.

For Giganticus, in particular, it's about knowing when to change up your play style.  For example, in phase 2, (which is what I assume you're having trouble with), you want to actually avoid shattering your clones.  It's better to keep them up for when you need to use your distortion shatter, so you can have those extra seconds of invincibility when it counts.  You should also use veil as one of your utilities and temporarily change one of your dueling traits (the II for phantasms have fury), to I for extra blink distance.  You have to judge when to use your shatter, your main hand sword #2, and your limited dodges to avoid his attacks.  If he shadowsteps to you more than once (aka focuses only on you) then use veil and stealth to make him change targets.  You also have blink for emergencies & temporal curtain to gain some running speed.

With all those tools it's really just about being able to time his projectiles and arguably easy-to-dodge shadowstep.  As long as you learn exactly when to time the dodge, similar to subject alpha's attacks in CoE, you can make the fight relatively easy and have plenty of tools always at your disposal to avoid things.  The main-hand sword #2, for example, I never see anyone but myself use at 10 miles from an enemy.  But the distortion that attack gives you is amazing-- who cares if something is in range or not.  It's saved me many times when I'm out of dodges and the distortion shatter is on CD.

If you can learn the timing, you can make it easy.  To play a DPS build means you have to learn the enemies/bosses, their attacks, how to time them, and know how to avoid them or counter them.  It may not be easy to learn the timing, but once you do, things become a lot less stressful and seem a lot more simple than they did at first

Edited by xxalucard, 03 December 2012 - 07:36 PM.


#71 Nemhy

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Posted 03 December 2012 - 08:25 PM

Good stuff!  I really want to learn how to function with a DPS build and learn to dodge better. I tried switching to Power Toughness Vit and my damage dropped hardcore.  I also did NOT notice that I would get targeted less in melee.  I would be targeted just as often as I was and I would die almost as quickly. I switched backed to Pow/Prec/Crit  and trying to figure out when to pop what

#72 Chase

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Posted 03 December 2012 - 08:30 PM

View Postxxalucard, on 03 December 2012 - 07:34 PM, said:

.

I'm very curious if you've ever run with 2 theives, a ranger, and another mesmer all glass cannon? (Or any group without a guardian/ele/engi)

I didn't get a chance to look through both the clips, and I might have missed you saying whether they were glass cannon as well or not.  Sorry if I did.

I do agree that for a glass cannon it is paramount to learn how to survive based on dodge, dodge-skills, utilities, heals, and learning the game mechanics/patterns. I'm just curious if you've found 4 other people as good as you.

Also what do you consider to be the benefits and cons of running 5 glass cannons vs 5 "no-thinking-face-tanking"? If the latter is possible and takes a bit longer, wouldn't it be in some ways "better" if you can keep running fractals with less thinking, and therefore less mental fatigue? I'm curious to hear your thoughts on this. I could be looking at it the wrong way.

For some background, I run glass cannon no toughness, no vitality berserker crit thief D/D. So I have to agree with you on a lot of points. I'm just not wholly convinced yet that if my entire team were comprised of glass cannon thieves that things would go so well...

#73 Dream Proxy

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Posted 03 December 2012 - 10:54 PM

Ultimately, "no-thinking-face-tanking," even with completely defensive/healing based guardians, will eventually become impossible at the extreme high levels (probably around 100+).

What at first gives you some "mental fatigue" will eventually be able to be done without nearly as much thinking or stress.  It may seem daunting that just one or two mistakes = death, but once you learn patterns and what animations / buffs / tells to watch out for-- and know how to counter them-- it becomes more like trying to refine your movements & strategies to be as effective & precise as possible.

It certainly is possible to run groups with all glass cannons & no tanks or guardians.  I've done it at 42 with me (mesmer), another mesmer, glass cannon warrior, condition necro, & a single elementalist.  The ele certainly didn't tank anything or provide massive amounts of heals (at least not compared to what guardians specced for it can do), but we still made it through the run, even when we had to run the Cultist Hammer Fractal with the statue.

I like FotM because it's unique in which it forces you more than any other dungeon to know what you're doing & puts an extreme emphasis [with agony] on avoiding mistakes, at least at the later levels.

--

As a separate discovery, a friend told me recently how to control what fractals you will be put into and how to avoid fractals you don't like.

When you jump into that blue circle in the lab, it's actually not random what fractal you will get.  The game cycles through all of them at least once, without the possibility of it occurring twice in a row.

What does this mean?

Lets say you want to avoid the fire stage.  All you have to do is jump in, see what stage you get, and jump out.  Do this until you hit the fire stage (if that's what you want to avoid).  Then return to the lab, & go back in.  Now you're guaranteed not to get the fire stage the rest of the runs.

It cycles through all 8 of them once before starting a new cycle

Hope this helps


^
They ninja patched this

Edited by xxalucard, 06 December 2012 - 06:57 AM.


#74 Li2ieNhf

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Posted 04 December 2012 - 03:52 PM

xxalucard whats your opinion on going 20/20/0/0/30 over 10/30/0/0/30? you essentially trade phantasm fury for greatsword cooldown reduction and +50 power.

#75 Dream Proxy

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Posted 04 December 2012 - 09:41 PM

View PostLi2ieNhf, on 04 December 2012 - 03:52 PM, said:

xxalucard whats your opinion on going 20/20/0/0/30 over 10/30/0/0/30? you essentially trade phantasm fury for greatsword cooldown reduction and +50 power.

It's what I use (10/30/0/0/30) so I naturally think it's better.  You don't "essentially trade phantasm fury for greatsword CD reduction + 50 power," since those extra 10 points in dueling are also 100 points of precision and 10% more critical damage.  Criticals cause you to do nearly twice as much damage per hit with the right gear (right now my "critical damage" is around 106).  10% crit damage and 100 more precision for both weapons IMO is a lot better than a mere 100 power (150 with the GS out).  You're also using both  stat bonuses from the Dueling trait rather than only 1 from the Domination trait (since condition duration % is meaningless for a non condition build).  What am I trying to reduce on the GS?  The CD for the #2 is barely 6 seconds & the #4 is only 16 seconds.  Most of the time, when I use both those skills & dodge + shatter all 3 clones, the majority of mobs are dead.  Not to mention after one rotation on the GS, I normally switch to the sword/focus & do a burst with that weapon as well.

Essentially my general rotation is Greatsword #2, #4, dodge, shatter-- switch to sword focus-- #5, #3~#3, #2, dodge, shatter.  Even when I just sit there with the Greatsword out, I'm doing my real damage from crits that me & my clones inflict on enemies, not from +50 power and a 2-4 second reduction in my skills, which is barely noticeable & ends up causing LESS damage because my berserker doesn't even have the fury for near-guaranteed crit damage.

I can't see why anyone would go 20/20/0/0/30 just because they see "greatsword" in the skill tree. If they really think about what it actually does & how power compares to critical hit damage (which a DPS mesmer is usually based around), they'd see 10/30/0/0/30 is a superior build in terms of damage.

Edited by xxalucard, 04 December 2012 - 09:59 PM.


#76 rentauri

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Posted 05 December 2012 - 10:34 AM

I'm curious since the topic has been mostly about 'glass cannons' how do those in the higher levels feel about Support Mesmers? I personally don't like playing straight DPS (in any class) and normally have 20 points in Inspiration to assist the group. In Dungeons it has proven to be extremely helpful and allowed me to do something I enjoyed, since the game has no 'healers.'

Secondly I am wondering if Support Mesmers are seen as viable do you feel that gearing Healing Power is worth it? People have been making cases that Toughness and Vitality aren't as important so should I be gearing DPS but still running as a Support or keep my gear as is (note unless I am forgetting an armor type all Healing Gear has either Vitality or Toughness in it).

#77 Dream Proxy

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Posted 05 December 2012 - 01:06 PM

In FotM your vitality & healing traits are only useful in the lower levels.  At the higher levels people will get one shotted with agony (if they get hit) before you can even react, & in some places (like the ascalon fractal) mobs will tear through so fast that you probably will die before you manage to get a heal off.  Since healing & Inspiration traits are based around recovering health (for the most part), they really aren't useful if you intend on going as far as you can in FotM.  Even the trait that gives you vigor when you shatter clones-- it sucks because your teammates will have to actually be NEAR your clones, which will be right on top of the enemy, to even get the limited benefit of the extra dodge.  And while it may help you, you already have a trait that gives you vigor on criticals from the Dueling trait line-- so you're barely gaining any more vigor than you would from the other trait.

Remember, just cause my TRAITS & GEAR are all based on power/prec/crit% damge and are focused on DPS, doesn't mean I can't still play support when I need to.  Support is all about your current utilities and weapon skills, not traits & defensive gear.  Feedback works as a great support AND DPS skill, portal comes in handy during the swamp & the harpy fractal (as well as the ascalon skip).

I also frequently switch blink & illusion of life with Arcane Thievery and Signet of Inspiration.  Those 2 skills combo so well for support that there is little need for anything else.  You steal the 25 stacks of might off of the ascalon monks, or the jellyfish boss, or the many boons off the dredge... and then activate the signet of inspiration to give your entire group the huge amount of might & other boons already stacked onto you.  You can even do this to give the veteran npcs in ascalon all of your boons as well, making them absolute beasts that easily overpower the trash mobs AS WELL as the boss.

So while you can certainly play support with the right utilities / weapon skills, having "support" traits & weapons stats / armor stats is only going to take away from your damage and do very little to actually "support" anything compared to your choice of skills & player skill.  Depending on your weapon choice, you should be focusing on what gear & traits add up to the most damage.

#78 Graham_Specter

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Posted 05 December 2012 - 02:29 PM

View Postxxalucard, on 05 December 2012 - 01:06 PM, said:

In FotM your vitality & healing traits are only useful in the lower levels.  At the higher levels people will get one shotted with agony (if they get hit) before you can even react, & in some places (like the ascalon fractal) mobs will tear through so fast that you probably will die before you manage to get a heal off.  Since healing & Inspiration traits are based around recovering health (for the most part), they really aren't useful if you intend on going as far as you can in FotM.  Even the trait that gives you vigor when you shatter clones-- it sucks because your teammates will have to actually be NEAR your clones, which will be right on top of the enemy, to even get the limited benefit of the extra dodge.  And while it may help you, you already have a trait that gives you vigor on criticals from the Dueling trait line-- so you're barely gaining any more vigor than you would from the other trait.

Remember, just cause my TRAITS & GEAR are all based on power/prec/crit% damge and are focused on DPS, doesn't mean I can't still play support when I need to.  Support is all about your current utilities and weapon skills, not traits & defensive gear.  Feedback works as a great support AND DPS skill, portal comes in handy during the swamp & the harpy fractal (as well as the ascalon skip).

I also frequently switch blink & illusion of life with Arcane Thievery and Signet of Inspiration.  Those 2 skills combo so well for support that there is little need for anything else.  You steal the 25 stacks of might off of the ascalon monks, or the jellyfish boss, or the many boons off the dredge... and then activate the signet of inspiration to give your entire group the huge amount of might & other boons already stacked onto you.  You can even do this to give the veteran npcs in ascalon all of your boons as well, making them absolute beasts that easily overpower the trash mobs AS WELL as the boss.

So while you can certainly play support with the right utilities / weapon skills, having "support" traits & weapons stats / armor stats is only going to take away from your damage and do very little to actually "support" anything compared to your choice of skills & player skill.  Depending on your weapon choice, you should be focusing on what gear & traits add up to the most damage.

I was wondering if I could pick your brain for your opinion on Staff/Sword & Pistol Mesmers. I'm thinking of running a very similar build to yours (actually the same allotment of TP with different major traits) except swapping a Staff for the Greatsword (since I just like the way the Staff plays a bit more) and Rampager's jewels for Ruby jewels. Skills include Null Field, Feedback and Mirror Images (Swapped for Blink when necessary). I'm really not looking to go as far into Fractals as you are - no offense, but the promise of Ascended gear is a bit lukewarm for me, and I'd rather cut my teeth on other explorable modes while I wait out the next big expansions in overworld content - but it seems like this would fill the same "niche", just doing damage of a different sort.

I suppose the major issue with condition damage in dungeon play is that every other profession can do it, several can do it better than we can. And I imagine bosses in higher level Fractals have ways of instantly cleansing themselves of all of those pesky little bleed ticks, eh?

I ask because I played a Pistol/Dagger condition damage Thief, which seemed to do quite well in a lot of explorables (Granted, they were some of the easier ones) with Carrion accessories - a rather slapdash build. So, it'll be nice to play a Mesmer geared and skilled for that sort of thing from the start.

Just a random thought I had - Numerous people on this board have the same "Vit/Toughness" opinions that you do, so I'm not questioning that. I'm just wondering if there's a way to focus "damage" into another form.

#79 Nemhy

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Posted 06 December 2012 - 04:57 AM

@Alucard  What major traits do you usually use?

#80 Livid_Lemur

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Posted 06 December 2012 - 03:25 PM

Holy frijoles alucard, you are my gw2 hero!  I had to create an account here just to express this.  Have been groping around with my mesmer, trying to figure out his best build and playstyle.   Everything you say rings true and I've bought into your philosophy on them 100%, especially now with a few days of practicing the full dps/avoid build.

By chance, do you have any more fotm videos and/or do you have plans to make any more?   tbh im old and kinda slow with poor laptop/fps (a horrible concoction for dps/evade mesmer indeed), but I am determined.   Watching your tactical choices in the various fotm instances goes a long way, saving some frustration by being able to anticipate rather than fumble about and be a hindrance to my group).  I'm getting psuedo-pro on some of the fotm instances but still feel like a nub on many of them, or at least parts of them.

Tbh i can't stand watching youtube videos of gw2 for many many reasons but your dps mesmer / frac 36 was the first one I ever watched in entirety, since you kept it funny and talked tactics a fair bit.   If you don't plan on making more videos, are there other particular mesmer users' videos you enjoy so i can check them out?

cheers

#81 Dream Proxy

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Posted 07 December 2012 - 05:06 AM

I'll be doing *many* more videos.  It's just tough to get a group now (fotm 48) especially now that you can no longer skip stages and do the majority of exploits.  I went from 46 - 48 yesterday and it was definitely more challenging than it used to be.  We also got a series of ice stage / dredge / fire, so it was quite a long run (like an hour and a half).  I'll make sure to record more runs from now on to keep up with all the changes and show people that even without any of the exploits and the pain-in-the-ass delay on clones, playing pure dps is still very do-able and won't lead to 1000 deaths.

One of the main reasons I hadn't been recording was because any groups I got would always go for the same kind of rotation when you could control what fractals you would get-- so it'd be nothing different.  Now though, since I tend to always get one of the harder levels as the 2nd or 3rd fractal, I'll definitely record any future runs I get with some commentary.

If I ever get a static group that would be willing to run with me (and is around 48+), I'll probably post a video a lot more often on my current progress.  Getting a group is really the hardest part.

#82 Livid_Lemur

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Posted 07 December 2012 - 03:01 PM

Awesome, looking forward to them alucard

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Posted 08 December 2012 - 12:02 PM

Got another video for you guys, a boss fight from FotM 48 (no commentary, unfortunately).

it's the Dredge fractal's Boss Fight: the Legendary Rampaging Ice Elemental.  I wanted to demonstrate that nothing is impossible and the rumors people spread about things being impossible to avoid or insanely difficult are often untrue.  He definitely takes practice, but when you get used to the patterns, come up with a plan, and don't get easily frustrated it's not really that hard.

There's no commentary in this one because I was on teamspeak at the time and focused on talking to vivx & farer while we were fighting.





Also working on uploading a full FotM 49 run (WITH commentary) that includes the grawl stage as the hellish finale

#84 Dream Proxy

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Posted 08 December 2012 - 08:16 PM

Here's the FotM 49 run:





It's still processing but should have up to HD quality when it's finished (right now only 360p & 240).

#85 Livid_Lemur

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Posted 11 December 2012 - 04:47 PM

View Postxxalucard, on 08 December 2012 - 12:02 PM, said:

Got another video for you guys, a boss fight from FotM 48 (no commentary, unfortunately).

it's the Dredge fractal's Boss Fight: the Legendary Rampaging Ice Elemental.

Very smooth xD

general questions:
1)  does a party typically leave all of the adds alive, since they infinitely respawn?
2)  If the boss was the dredge suit instead, would you/the mesmer typically be down in the fray due to the insane damage from feedback?
3)  looks like you have a sharpening stones buff in addition to a food buff.  What's the 3rd/clover buff you are sporting there?

mes q's:
1)  are you timing the Blurred Frenzy against any particular animation?  Or just trying to pop it when the Rampager gets within range of his 'short' agony aoe so as not to interfere with flipping the switch?
2)  unless im mistaken, the only mes skills you needed here were blink, temp curtain, and blurred frenzy.. with a bonus time warp or 2.  Are there any other skills you might have loaded if had felt like taking the time to load them?

Thanks!   Now to hopefully find time to watch the 49 vid today xD

#86 Dream Proxy

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Posted 11 December 2012 - 05:32 PM

View PostLivid_Lemur, on 11 December 2012 - 04:47 PM, said:

Very smooth xD

general questions:
1)  does a party typically leave all of the adds alive, since they infinitely respawn?
2)  If the boss was the dredge suit instead, would you/the mesmer typically be down in the fray due to the insane damage from feedback?
3)  looks like you have a sharpening stones buff in addition to a food buff.  What's the 3rd/clover buff you are sporting there?

mes q's:
1)  are you timing the Blurred Frenzy against any particular animation?  Or just trying to pop it when the Rampager gets within range of his 'short' agony aoe so as not to interfere with flipping the switch?
2)  unless im mistaken, the only mes skills you needed here were blink, temp curtain, and blurred frenzy.. with a bonus time warp or 2.  Are there any other skills you might have loaded if had felt like taking the time to load them?

Thanks!   Now to hopefully find time to watch the 49 vid today xD

for general:

1.  they more-or-less ignore the adds, usually killing them (as a side effect) as they damage and pull the legendary elemental boss.

2.  i usually run the switches vs the dredge suit also, mainly because if you mess up and get hit with his agony, almost every class other than mesmer will be guaranteed to go down.  because i'm a mesmer, even if i happen to get hit with the occasional agony, i can pop distortion or do blurred frenzy, and that will negate the agony "tick" damage to nothing.  i.e, you get hit with agony, pop a form of distortion (whether blurred frenzy or the shatter), and it actually says "invulnerable" instead of taking 1/4th or more of your life.  this way, i can save myself from going down even if i happen to screw up.  not a lot of other classes can do that.

3.  i think i had 2 boosts also going from a recently opened black lion's chest-- the damage reducing one & the magic find one.


mes q's:

1.  i'm timing it based on his proximity to me & what pattern of attacks he's recently done.  it's more of a "just-in-case" thing to make sure that i avoid his agony.

2.  true, but "signet of illusions" grants me an extra set of shatters in case i need them for whatever reason.  sometimes i include illusion of life, but usually i either don't have a chance to use it in between running the switches, or it causes more harm than good.  sometimes i swear, like on the lava boss, i've used illusion of life on someone, watched them kill 2 - 3 lava elementals, and then watch them STILL go down and not gain permanent life...   apparently the skill is somewhat glitchy and certain things don't register as "kills" to gain permanent life in certain fights.  so i usually opt NOT to use illusion of life, at least until they update how it works.

#87 Livid_Lemur

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Posted 11 December 2012 - 06:01 PM

View Postxxalucard, on 11 December 2012 - 05:32 PM, said:


2.  i usually run the switches vs the dredge suit also, mainly because if you mess up and get hit with his agony, almost every class other than mesmer will be guaranteed to go down.  because i'm a mesmer, even if i happen to get hit with the occasional agony, i can pop distortion or do blurred frenzy, and that will negate the agony "tick" damage to nothing.  i.e, you get hit with agony, pop a form of distortion (whether blurred frenzy or the shatter), and it actually says "invulnerable" instead of taking 1/4th or more of your life.  this way, i can save myself from going down even if i happen to screw up.  not a lot of other classes can do that.
.

wow!  I had no idea distortions/blurred frenzy would negate agony after the fact like that.  That's bad azz

View Postxxalucard, on 11 December 2012 - 05:32 PM, said:


2.  true, but "signet of illusions" grants me an extra set of shatters in case i need them for whatever reason.  sometimes i include illusion of life, but usually i either don't have a chance to use it in between running the switches, or it causes more harm than good.  sometimes i swear, like on the lava boss, i've used illusion of life on someone, watched them kill 2 - 3 lava elementals, and then watch them STILL go down and not gain permanent life...   apparently the skill is somewhat glitchy and certain things don't register as "kills" to gain permanent life in certain fights.  so i usually opt NOT to use illusion of life, at least until they update how it works.

wow again.  I didn't know signet illusions would give a self shatter/distortion even with no illusions out!  Does this effect require Illusionary Persona to take effect?  Or rather, does using the distortion shatter give you distortion even with no illusions out?  

Good to know about Illusion of Life, especially on those lava elementals.  Had been using it there at the grawl boss, but it seemed to do more harm than good and wasn't sure why.. until now xD

#88 Dream Proxy

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Posted 13 December 2012 - 12:31 AM

View PostLivid_Lemur, on 11 December 2012 - 06:01 PM, said:

wow!  I had no idea distortions/blurred frenzy would negate agony after the fact like that.  That's bad azz



wow again.  I didn't know signet illusions would give a self shatter/distortion even with no illusions out!  Does this effect require Illusionary Persona to take effect?  Or rather, does using the distortion shatter give you distortion even with no illusions out?  


You need Illusionary Persona to get the shatter-on-yourself effect, which is incredibly useful when it comes to the distortion shatter since you'll get the effect of distortion for at least 1 second, even with no clones out.  Signet of Illusions recharges all of your shatters when you activate it.  Otherwise the passive effect just does some useless HP increase for your clones, which you won't care about anyway.

If you combine Illusionary Persona, Signet Of Illusions (for the ACTIVE effect), and the VI trait Illusionary Invigoration, you can guarantee 3 Distortion Shatters in a row (assuming you get hit at some point but don't die).

Edited by xxalucard, 13 December 2012 - 12:31 AM.


#89 amonet

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Posted 15 December 2012 - 06:41 PM

Hey guys, awesome discussion.

Alucard:
What kind of gear do you use? Power, precision and condition damage? Or do you go for the precision / % crit dmg and power?

Could you also tell me why to choose which? I might have missed it in the previous posts, as I haven't been able to find it.

Appreciated if you'd tell me ^^

#90 amonet

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Posted 17 December 2012 - 03:51 PM

If there is someone else who knows, then thats fine too of course ^^. Please tell me if you know (What kind of gear do you use? Power, precision and condition damage? Or do you go for the precision / % crit dmg and power?)




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