Mesmer - S/S /F /P
I would recommend splitting this into a DPS mesmer page, and a reflect mesmer page. Whilst they function similarly they have different recommended foods, armor and weapons (assassins, rather then zerker) Calach (talk) 02:41, 4 August 2014 (UTC)
- In an actually organized group the difference isn't much by gear. In an un-organized group, well... The variants section can cover all that. Because they function similarly and cover different aspects of the same goal (maximising DPS) I believe they should, for now, stay in the same article. There should be more explanation on when the traits should be used. Other than that, no issues from me. Chase (talk) 04:23, 4 August 2014 (UTC)
Hi, I'll be working on this page to make it actually clear and easy to use. No idea how a wiki works tho. There were guys discussing to split the mesmer build in two but they are so similar that there is no need for that. - Miku
- Great job on expanding the page ^^ The portal section is especially useful. --Hanz(talk) 12:13, 21 August 2014 (UTC)
About the Utility build in meta
Moved by Chase:
The exact same build is already existing in 'Great' section as a Pantasm mesmer for fractals. So dunno if we should keep it in Meta. —The preceding unsigned comment was added by Frifox (talk • contribs) 19:34, 21 August 2014.
About the maths by frifox
Basically what I'm reading is that zerker's + scholar's has the most usage, but assassin' is better in higher level play with either rune set. Assassin's + ranger is also a solid 5% better than other choices in reflect situations, which may or may not be plentiful in a certain dungeon. Should we main-bar what is MLG or what is most likely to help players that do dungeons and other things as well? I'm not sure which is the best approach, but I also wonder what gets good mileage in other arenas of the game. Say a mesmer wanted to do all sorts of PvE/WvW, what gear choice would we recommend then if they could only afford one set? « Chase ♥ ♥ ♥ » 15:07, 27 August 2014 (UTC)
- Well it's a meta build for dungeons exclusively so other areas of the game shouldn't bother us. I say remain with the most accessible and least problematic gear set up that doesn't offer dimunishing returns in most situations. Imo the meta is not only about spreadsheets. --Miku [iV] (talk) 20:43, 27 August 2014 (UTC)
Cheaper sigill placement
Correct me if I'm wrong, but I noticed you get the same bonus at a much reduced price if you use the sigills in a different order: Instead of buying 1 "sigill of the night" and two "sigill of force" you could buy 1 "sigill of force", and two "sigills of the night" instead. You place the "sigill of force" on the main hand sword, and the "sigills of night" on the other weapons. That way you always have 1 of each, the bonus they give is global according to the GW2 Wiki: "A sigil affects all skills while the weapon set with the sigil is active. For example, with an off-hand sigil of force, damage is increased for main-hand, utility, and bundle skills". At the moment you can save about 7 gold. Or am I mistaken? If it's correct, could someone edit the entry? I have no idea how to use a wiki so I wouldn't want to destroy the article by mistake. Cheers. - Aen Shilae (talk) 21:11, 1 November 2014 (UTC)
- Hmm that seems like a good idea. :P I'll make the changes today unless anyone has an objection. --Hanz(talk) 08:18, 2 November 2014 (UTC)
Regarding Sigils for Honor of the Waves
Correct me if I'm wrong, but I don't think all of the bosses types in Honor of the Waves have been tested and verified (source), and as far as I know, half of the bosses are Svanir and other half is Icebrood, so unless you want to swap weapon / sigil multiple times during a run, I think Accuracy / Frailty would be better - Jerem (talk) 15:19, 25 March 2016 (UTC)
Domination vs Illusions (and other considerations)
I'll quote only the relevan traits.
Illusions gives 20% lower cd on illusion summoning skills (phantasms) and increases phantasm attack speed by 20%. 9%dmg increase on you most of the time.
Domination gives phantasms 15%dmg increase and 12,5%dmg increase on you, providing there are 25 stacks of vuln. Signets recharge 20% faster.
Clearly, phantasm dps wise, Illusions is far superior. Also, better uptime on reflects on wardens.
This leads me to the conclusion that domination should not be taken over Illusions in almost any case.
Also, with Harmonious Mantras and Mender's Purity combo, using Mantra of recovery gives 8% dps boost, as opposed to 4%, as written in the guide (it casts 2 mantras, esentially). That, combined with the aoe condi cleanse, provided by this mantra, the signet heal seems quite insignificant in most cases. (May probably be used for fights where two wardens need to be summoned in quick succession). This will also remove the need for running mantra of pain and clear out a space for more immediately useful utilities.
There was no mention of using Mimic with Feedback, which is one of the most apparently useful combinations.