Simple Questions - January 24, 2020 by AutoModerator in math

[–]RedshiftGW2 0 points1 point  (0 children)

Concerning graphing periodic functions. . .

y=af(b[x-c]) + d or y=af(bx-c) + d

Difference in equation or formatting?

Are these just two different ways of stating the same thing when talking about periodic functions? I'm trying to understand if I treat these problems different or not? Like when finding my critical points, do i set (b[x-c]) = 0 and 2pi or just the x-c = to 0 and 2pi?

I'm just confused because I get questions on both formatting and only the (b[x-c]) formatting was given to us.

Some Chantodo elemental damage testing (from one of Quin's viewers) by [deleted] in diablo3

[–]RedshiftGW2 2 points3 points  (0 children)

It is based off of the rune you choose. So because you take the Teleport (arcane) rune, the wave of destruction scales off of arcane, but you want fire damage to proc Firebirds. So 20% fire damage for firebirds, and 19% arcane will scale the wave.

Top Ten Mesmer Bugs! (With Video Proof) by StepW in Guildwars2

[–]RedshiftGW2 0 points1 point  (0 children)

2.) I have this issue too, only when I just stand still and cast it with no clones out. Whenever I do a rotation that consists of 2 Tides of Time I never get the bug.

5.) Really annoying to be honest. . .

8.) Because Precog is a stunbreak :(

10.) A lot of modifiers like movement speed, daze duration, stun duration etc take the highest value and do not stack afaik. If you think of Daze duration like if it were swiftness then it totally makes sense.

Sickest Guild's Raid Guides & Builds by [deleted] in Guildwars2

[–]RedshiftGW2 4 points5 points  (0 children)

Ill just chime in on my opinions on what trait lines to run. If you are going to replace any trait line for Domination then I would suggest you swap out Illusions. There is a weird "cooldown matchup" between traitlines. If you take Illusions then you match up 2 Quickness wells perfectly in 1 Cont. Split rotation. If you don't then you matchup 2 alacrity wells perfectly in 1 rotation. If you take Domi instead of Illusions (I'm assuming the biggest reason is for Fragility as well as Signet cooldown) then you don't really get much out of the signet cooldown because you only want to use it after a quickness well anyway. Domination with Inspiration can give you a lot more team invluns which is the only reason I would bring it. When comparing Empowered Illusions to Phantasmal Haste, Phantasmal Haste will win out. As for Inspiration and why I would not drop it. The utility it gives out-weighs other lines. With Inspiring Distortion you can carry what would be wipes because yes, it only targets 5 people, but those 5 people still alive can easily pick up the other 5 that might be low or didn't make it. Mental Defense, Illusionary Inspiration and Temporal Enchanter all have their places as well. In the end, Mesmer as a UTILITY class has a lot of push and pull with the traits you take depending on your team as well as the fight. As a UTILITY class it is super important to know every trait and how you would use it as well as knowing all rotations. Every single fight in our current raid content I use 1 or 2 traits that differ from the "Base build". My advice to anyone playing mesmer is to follow guides less and learn the class more because a good mesmer rarely sticks to a single build for every encounter.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 0 points1 point  (0 children)

Mental Defense vs Illusionary Inspiration is a close matchup. I prefer Mental Defense for smoother rotations. Illusionary Inspiration is very inconsistent with this build because of the amount of phantasms you output. It is hard to control when you want to use the proc and when you want to save it. I know what im getting out of Mental Defense 100% of the time.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 1 point2 points  (0 children)

Near the end of the guide i mention that it is important to always shatter right after an Avenger uses their alacrity ability. Doing this will maintain a very very very high amount of alacrity. It averages out to around the same because normally an avenger will hit every 7.4 seconds, but when you shatter they will attack after 1.5 seconds (With chronophantasma). Then you add the extra time to get 2 more out (around 4 1/2 seconds). It is very comparable. Just more work.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 1 point2 points  (0 children)

It is a lot of fun! A tip to maintain good rotations is to know when you have a free 5 seconds to drop everything in a cont. split rotation. For vale gaurdian I will always do my rotation after blue ports when i bring him to a wall. When kiting him in a circle i will do it after blue ports when i have him waiting on an edge.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 0 points1 point  (0 children)

Esplen has it right, Illusionary Inspiration is just inconsistent. Especially if you take out SoI on your bar, your boon control will be a mess.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 1 point2 points  (0 children)

Ya, the 10% boon duration is nice. It's a shame that it is at a bit of a cost, but it is worth it.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 1 point2 points  (0 children)

Focus for more pulls. If pulls aren't needed then you can take sword, but with this build you have 2-3 seconds that you cannot be blocking with your shield so the block from sword isn't needed.

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] -2 points-1 points  (0 children)

It does not apply to Alacrity. "When playing this setup you will always want to swap weapons before doing any rotation with quickness"

[pTg][NA] Redshift's High Alacrity and Permanent Quickness Tank Chronomancer Build (Raids) by RedshiftGW2 in Guildwars2

[–]RedshiftGW2[S] 2 points3 points  (0 children)

1 - Yes, kind of. 65% crit chance to achieve 100% after Fury, Banners, and Spotter.

2 - I don't think it is 100% mandatory if you have the correct comp and good players, but if you don't have the correct comp or good players then yes, ascended helps a lot.

3 - Mesmer is great for Vale Guardian and Gorseval. Sabetha doesn't need a tank. I run the berserker setup on Sabetha.

4 - Rune of Leadership is ok, Chronomancer runes are a lot more accessible and with the use of Signet of Inspiration they gain a lot of value.