80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
(edited by Taldren.7523)
1. “Phantasmal Fury” blocks the Retaliation boon of “Vengeful Images”.
2. “Phantasmal Healing” still does not proc until 6 second after summons instead of at Phantasm spawn.
3. “Deceptive Evasion” has a nasty tendency to not produce a clone because you have randomly fallen out of combat even though you have an enemy target selected.
4. “Temporal Enchanter” is either bugged or the tooltips are incorrect for Glamours. With Temporal Enchanter active the field lasts as long as the tooltips say by default and without it they end faster then what the tooltips say by default.
5. “Phantasmal Haste” does not effect some phantasms. Warlock and Disenchanter being at least two.
6. “Masterful Reflection” does not proc off of Main Hand Sword #2 nor the effect from the trait “Blurred Inscriptions”.
7. “Signet of Inspiration” does not grant its Passive effect until 10 seconds of being in combat. In beta this passive effect was always active like other signet passives effects.
8. “Phantasmal Duelist” is bugged in regards to “Phantasmal Healing” in that it generates the Regen every 3 seconds rather than 6 like other phantasms.
9. Main hand sword’s clone summons is set to 600, rather than the 1200 other clone summons have. Swap is correctly set to 600.
10. This one I don’t know if it is a bug or intended … but when the change occurred so that range checks were made on clone/phantasm creation … players were also given the ability to evade our ability to summon said clone/phantasm. If our clones/phantasms couldn’t be countered by walking away, being killed, or CCed I would guess intended … but given that this is not the case I just had to ask.
(edited by Taldren.7523)
Explain the last one please. I’ve no idea what your on about. It sounds like your saying a player at pretty close to max range can just dodge away then run back in wasting a summon of ours before the actual combat even starts?
It means that if someone dodges while we are summoning he will evade and our clone/phantasm will not appear.
Thanks for this list. I was actually in the middle of compiling my own when this comes about.
You should add on the fact that Phantasmal Haste is just WEIRD.
Take the Warden for example. 14 second base cooldown from activation of attack. With Phantasmal haste it’s I believe 6.6 seconds. That’s just. Odd.
5. “Phantasmal Haste” does not effect some phantasms. Warlock and Disenchanter being at least two.
Swordsman is not affected either.
And to add another:
Illusionists Celerity affects pretty much nothing.
Illusionists Celerity affects loads, if not everything, actually. But a lot of people mis-see the data because of the various weapon trait slots applying the same cooldown reduction, which in fact stacks. Bear in mind that the tooltips don’t update properly however the actual cooldown IS adjusted.
Illusionists Celerity affects loads, if not everything, actually. But a lot of people mis-see the data because of the various weapon trait slots applying the same cooldown reduction, which in fact stacks. Bear in mind that the tooltips don’t update properly however the actual cooldown IS adjusted.
Yeah, the tooltips are broken, not the skill. I figured this out recently.
I’m not sure if this is a bug or not, but another thread mentioned the fact that clones who are using Winds of Chaos are using an old version that paths along the ground instead of the newer one our characters use that flies through the air. As a result, pathing issues appear with them making it so that their hits don’t always apply.
You forgot to mention that using the Underwater Downed 2 skill will lock the Mesmer in place until they either Rally or Die.
You forgot to mention that using the Underwater Downed 2 skill will lock the Mesmer in place until they either Rally or Die.
Gah! That’s why half the time I can’t swim to the surface. Thank you so much, this explains a lot. I thought I was doing something wrong.
2. “Phantasmal Healing” still does not proc until 6 second after summons instead of at Phantasm spawn.
Do the regeneration ticks also still not cover 100% of the time even if you’re standing next to the phantasm? I haven’t checked since beta, I’ll admit.
Skill 5 on the trident sometimes causes all damage to reflect back to its source. Basically a griefing bug.
6. “Imbued Diversion” does not proc off of Main Hand Sword #2 nor the effect from the trait “Blurred Inscriptions”.
How has this anything todo with eachother?
(edited by Zylo.6597)
3. “Deceptive Evasion” has a nasty tendency to not produce a clone because you have randomly fallen out of combat even though you have an enemy target selected.
4. “Temporal Enchanter” is either bugged or the tooltips are incorrect for Glamours. With Temporal Enchanter active the field lasts as long as the tooltips say by default and without it they end faster then what the tooltips say by default.
6. “Imbued Diversion” does not proc off of Main Hand Sword #2 nor the effect from the trait “Blurred Inscriptions”.
9. Main hand sword’s clone summons is set to 600, rather than the 1200 other clone summons have. Swap is correctly set to 600.
10. This one I don’t know if it is a bug or intended … but when the change occurred so that range checks were made on clone/phantasm creation … players were also given the ability to evade our ability to summon said clone/phantasm. If our clones/phantasms couldn’t be countered by walking away, being killed, or CCed I would guess intended … but given that this is not the case I just had to ask.
i Just quoted the ones i disagree with.
#3. I think your problem is that u’r too far from your target(mayb max range is 1200 or 900). Is like when u try to cast a phantasm on a target that is “out of range”.
It has happened to me more than once, that i use that skill just to go on stealth so i dont agro mobs, but instead the skill makes the ilusion, even while i was out of combat, and the monster agroes myself after killing the ilusion.
#4. Yeah there might be something wrong here, prolly in part because some of the glamour skills have at least 1s Cast time(between the time u cast it and the time the coldown actually starts on the skill), because i tested it and it worked propertly with Feedback, since its instant cast.
#5. Diversion is the F3 skill, not the F4. U’r confusion Diversion with Distortion, And the signet does proc Distortion when u have Blurred Inscriptions trait.
#9. Nothing wrong with this one, is just how is setup.
#10. Is like dodging any other skill, people can dodge the Phantasm summon skill, so we Missed our summon, just like when u try to summon an illusion on a target that is out of range.
(edited by ConterK.3972)
Both traits Phantasmal Healing and Restorative Mantras are bugged or not working as intended.
Blade training (Major trait in dueling) doesnt work for Sword OFF HAND
Clones dont got an off hand
Edit the bugs that are writen here in your first post and make it sticky!
Wow, many of these items explain why certain traits and weapon combos aren’t working well for me.
10. This one I don’t know if it is a bug or intended … but when the change occurred so that range checks were made on clone/phantasm creation … players were also given the ability to evade our ability to summon said clone/phantasm. If our clones/phantasms couldn’t be countered by walking away, being killed, or CCed I would guess intended … but given that this is not the case I just had to ask.
Illusions are in a strange spot between summoned pets and direct attacks/dots. There are two issues in this item, though:
1- Range checks causing full cooldown on phantasm summons is extremely annoying, especially in WvW, but I think the issue is more of a UI problem. I would prefer to see a 2-3 second cooldown on abilities when cast out of range (similar to interrupted abilities) than the full cooldown.
2- Phantasms attack on a timer until they die, like full-fledged pets. Can rangers, necros, eles, and engineers have their summons completely blocked? No? Neither should mesmers. My berserker should not completely fail to go off just because someone in an aoe group uses a block ability.
Blade training (Major trait in dueling) doesnt work for Sword OFF HAND
Clones dont got an off handEdit the bugs that are writen here in your first post and make it sticky!
Blade Training reduces the cooldown of your Illusionary Riposte, and your phantasm, the Illusionary Swordsman.
So yeah, it works for offhand. You’re confusing what it does.
Chaotic Dampening, the 10th chaos major trait which reduces recharges on staff skills by 20% and adds 50 toughness while wielding a staff is currently reducing the duration of bleeds from winds of chaos (the number 1 staff skill).
For example, Without the trait, my bleeds lasted 8s. With the trait, my bleeds were reduced to 5 3/4 seconds. This makes for a very significant damage loss.
If for some reason the trait is intended to reduce the bleed`s duration, then it should state so in trait`s description as it is a major drawback the must be weighed against the benefits.
(edited by Oddio.4153)
1. When summoning Phantasmal Warden (possibly others) if you are blinded, the phantasm won’t spawn. I suspect Utility phantasms work fine.
2. Illusionary persona doesn’t interact with Might on Shatter trait or Retaliation on Cry of Frustration trait.
It interacts with Confusion on shatter trait. This is inconsistent. I haven’t tested Heal on Shatter or Cond removal on shatter traits.
3. If you have 3 phantasms out, then clone on dodge will destroy one.
I am more irked by general design failures than bugs though. During bwe2 a dev said that mesmer will be improved for release and all they did besides fiddling with some numbers is changing so clones don’t override phantasms (and ruined Prestige skill).
5. “Phantasmal Haste” does not effect some phantasms. Warlock and Disenchanter being at least two.
Ive noticed if you double up on recharge traits they wont stack. So the 20% staff recharge rate trait(to reduce warlock cd) and phantasmal haste wont give your warlock a 40% recharge rate but… the phantasmal haste will affect any utility phantasms that are not covered in the weapon recharge rate trait.
The Prestige can be canceled at the end of the channel such that it procs the aoe burn but only goes on a 4 second cooldown.
#3. I think your problem is that u’r too far from your target(mayb max range is 1200 or 900). Is like when u try to cast a phantasm on a target that is “out of range”.
It has happened to me more than once, that i use that skill just to go on stealth so i dont agro mobs, but instead the skill makes the ilusion, even while i was out of combat, and the monster agroes myself after killing the ilusion.#4. Yeah there might be something wrong here, prolly in part because some of the glamour skills have at least 1s Cast time(between the time u cast it and the time the coldown actually starts on the skill), because i tested it and it worked propertly with Feedback, since its instant cast.
#5. Diversion is the F3 skill, not the F4. U’r confusion Diversion with Distortion, And the signet does proc Distortion when u have Blurred Inscriptions trait.
#9. Nothing wrong with this one, is just how is setup.
#10. Is like dodging any other skill, people can dodge the Phantasm summon skill, so we Missed our summon, just like when u try to summon an illusion on a target that is out of range.
#3. I am actually in near melee range at the time. If you arn’t in combat the ability will not function. It needs to check if you have a hostile target selected in addition to range.
#4. I tested it with a stop watch multiple times and while feedback is the least broken (still not going above the default value in the tooltip for duration with the trait selected) Null Field is by far the most broken.
#6. Sorry, I meant “Masterful Reflection” that states “Distortion grants reflection”. Both the Sword2 ability and the forementioned rune grant you Distortion, but MAsterful Reflection doesn’t proc the Reflection.
#9. Before the range check change I could summon it from 1200, but couldn’t use the leap unless within 600 … which is how I assume it was meant to function.
#10. That range check wasn’t added until right before release, the side effects of that change were not fully tested … so its dangerous to assume that this is what is meant to happen. I can’t kill a guardians #5 greatsword attack, cc it, ect in addition to all the normal counters to weapon attacks. This seems like a double penalty.
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