Equinox [EqnX]
Riverside[DE]
Mesmer
- Phantasmal Warden: This phantasm will now properly try to enter the attack range of its target before using its skill.
- Imbued Diversion: Added a radius trait fact.
- Empowered Illusions: This trait now indicates a damage increase for phantasms.
- Illusionary Duelist: This skill no longer indicates a loss of damage when traited with Empowered Illusions.
- Vortex: Updated the range indicator to use the proper range. Added a radius skill fact. Added a skill fact for initial pull radius.
THIS… is awesome Warden will finally chase the enemy =)
“This phantasm will now properly try to enter the attack range of its target before using its skill.”
HELL YEAH!!
Letd wait how it works but… HELL YEAH!!
Perplexity runes 8s recharge timer (not long enough).
HELL – … wait.
So, it’s now more vulnerable to cleave/AOE damage and won’t function as a stationary projectile-reflecting bubble?
… Erm. Let’s see how this goes.
I can already see how annoyed I’m going to be when my Warden dies before reaching its target.
Not an issue in speed runs tho.
This is the only good thing in the patch so far. -_-
Oh kitten yeah! That’s unexpectedly awesome.
Hey Me Games Ma, you should add (Nov. 26th Update Notes) somewhere in the title so people know what yer hell yeah-ing about =P
Im more excited about the sylvari cultural revert C:
They really kittened t up in the last patch… Ruined my whole look :/.
But now they reverted it, so im happy :P
I can not play til tomorrow, so I will appreciate any commentary on warden behavior.
Ty!
I can not play til tomorrow, so I will appreciate any commentary on warden behavior.
Ty!
It spins.
I have noticed my warden doesnt attack structures anymore as it’s supposed to.
Was at Lyssa earlier and tried attacking the trebs there.
After the warden got cast it just ran after the mobs instead of spinning next to the treb.
I tried it against the seperatist trebs southeast of Diessa, there the warden just spawns at the treb and does nothing at all.
(edited by Ironvos.9014)
In WvW, when you cast an iWarden attacking a camp, sometimes it has a delay before it starts spinning (might be related into spawning it in the blinding powder of a Scout). Sometimes it loses a whole cycle and doesn’t attack at all. I triple-checked it, it wasn’t “Soldier stunned it with charge”, it simply didn’t fire.
But on the other hand, when idle (that is, when they are not firing) they correctly trail a dolyak or a tower champ, so multiple wardens became more useful vs ranged NPCs.
…on the other hand, a cleave from a warrior made me really sad…
I just did fractals 30 and my warden sometimes didn’t attack too.
Spawned it and it did nothing. Sometimes it did only one attack and then nothing else but i think they’ll fix this (forgot the bug report… i’ll write one tomorrow)
Chasing IWarden, YES! An amazing change. No more becoming useless when the target moves 5 inches to the side.
Chasing IWarden, YES! An amazing change. No more becoming useless when the target moves 5 inches to the side.
Came here to say this, finally!!!
I’m not sure how I feel about this. It’s often been nice to be able to camp beside my warden after the player or mob moves away from it as the warden will still negate or reflect projectiles, and if points in inspiration, provide regen.
It’s weird that they changed it though.
After one year we’ve all been used to the stationary warden by now, and the warden is one of the better phantasms we have, both in damage and especially utility.
Would have preferred they took a look at the mechanics of our not so fortunate phantasms like the Mage, Disenchanter and Defender who have nice ideas behind it but have some big flaws.
Yeah. I rather dislike the idea of iWarden moving.
I kind of like the idea of the change, but might need to try it.
I often launch a warden at the ranged enemies and switch to the other enemies while my warden gets me protected from projectiles.
Often though the ranged enemy makes a couple of steps away and gets out of range of the warden and the poor stays there alone spinning as if being attacked by bees.
But I understand that those that used the warden as a protective totem might find this change bad.
I just wonder how they came up with the cooldown of 8s on perplexity runes. It might make a difference for Thieves and maybe CC Warriors. But for almost every other class the runes will remain the same. It’s silly…
I think it’s a step in the right direction. The problem is more that phantasms get cleaved to death, and less that it should be reliant on AI that is far too limited.
I really think that phantasms should sort of dodge when they use their attack routine, i.e they cannot be killed during their attack (the entirety of the animation). It would help so much making our dps more reliable in all scenarios.
edited for being nice to 1979!
(edited by Amethyst Lure.5624)
Bummer………
Fix, and possibly revert.
Vid of iWarden (not) in action.
http://www.youtube.com/watch?v=V2sT6iEqQvc&feature=youtu.be
Fix, and possibly revert.
Vid of iWarden (not) in action.
http://www.youtube.com/watch?v=V2sT6iEqQvc&feature=youtu.be
It’s an elevation and path finding issue related to the new chase feature. Examples seen in vid.
It’s an elevation and path finding issue related to the new chase feature. Examples seen in vid.
A clear delay in starting it’s attack on spawn even on level grounds makes me think it is not (only) elevation related.
It would be fun if the warden would attack WHILE moving :‘D hue hue. But yea – I’d like to have the stationary version over the current bugged one -.-’’
Meh ups and downs
I think it’s a step in the right direction. The problem is more that phantasms get cleaved to death, and less that it should be reliant on AI that is far too limited.
I really think that phantasms should sort of dodge when they use their attack routine, i.e they cannot be killed during their attack (the entirety of the animation). It would help so much making our dps more reliable in all scenarios.
But they’re not pets. I could see it if pets got a way to intelligently avoid AEs, but Phantasms are sorta-bombers.
Personally i like this, I was pleasantly surprised when i used it and i was like HEY you’re moving!!! what you doing!!! Cuz i didn’t read notes. Well, It won’t affect hard hitting aoe bosses/mobs cuz they’ll get like one shot anyway lol, plus u have other phantasms who are already in melee ish range anyway, Just treat Warden as another melee phantasm. It’s good if it actually lands its damage AND projectile defense/reflection. and then its a plus that itll hit again if it doesn’t die. I see no problem!
With the new 5 stack limit on defiant on fractal bosses. Interrupt mesmers can be a thing now
Im more excited about the sylvari cultural revert C:
They really kittened t up in the last patch… Ruined my whole look :/.
But now they reverted it, so im happy :P
THIIIIIIIIIIIIIIS!!!!!!!!!!!!!!!!!!!!
But the warden change is cool.
THE WARDEN CHANGE IS NOT COOL!!!!!!!!
The wardens main use is projectile protection/reflection
Having the warden chase around a target makes the utility and protection it provides useless because it does not use its attack often enough if at all, AND it makes predicting when next it will,provide the utility/defense extremely hard
Any damage it inflicts is a bonus.
Overall. A very bad update.
If arena net wants to improve the warden = damage buff. Simple
Any ai change just makes the skill usless
(edited by Chaos.3579)
I have noticed my warden doesnt attack structures anymore as it’s supposed to.
Was at Lyssa earlier and tried attacking the trebs there.
After the warden got cast it just ran after the mobs instead of spinning next to the treb.I tried it against the seperatist trebs southeast of Diessa, there the warden just spawns at the treb and does nothing at all.
Noticed this on the cages inside the Twilight chambers. Bug?
Funniest part of this biz is as follows:
Sorry, gents … but you honestly tweaked the wrong Phantasm. At least in my view.
THE WARDEN CHANGE IS NOT COOL!!!!!!!!
The wardens main use is projectile protection/reflection
Having the warden chase around a target makes the utility and protection it provides useless because it does not use its attack often enough if at all, AND it makes predicting when next it will,provide the utility/defense extremely hard
Any damage it inflicts is a bonus.Overall. A very bad update.
If arena net wants to improve the warden = damage buff. Simple
Any ai change just makes the skill usless
I disagree with you. The main purpose of ALL our phantasms is damage to the target in one form or another. That’s where most of our heavy damage comes from, outside shatters. The purpose of the warden is not PRIMARILY for defense even if that is how you use it, it is for damage and always was intended that way. This change mostly seems to have been to make the warden able to chase targets so it’s DAMAGE isn’t being wasted when it spins its arms in open air: something you appreciated for its secondary, not primary effect. Obviously the developers felt its damage needed to be more consistent, hence the change. The warden’s damage is already currently sufficiently powerful, among the best we have for phantasms assuming all attacks hit a target. What made it weak was its missing. Again, you obviously weren’t bothered by this preferring to use it as a ranged shield, something incidental to its main purpose. Lastly, to answer the chasing around and not knowing when it will attack: this is a bug that was not factored into the warden’s attack cycle when the change was made. If the Warden was functioning correctly based on this update, it would at least attack immediately on summons as before and continue to attack on its normal cycle, the only difference being it moves to chase down its target. Just remember: your interpretation of what the Warden’s purpose is shouldn’t be assumed to be the one that other’s see, including development. And if I am wrong, and you are right and this phantasm’s purpose is utility based instead of damage based, I am sure that will be fixed anyways.
THE WARDEN CHANGE IS NOT COOL!!!!!!!!
The wardens main use is projectile protection/reflection
Having the warden chase around a target makes the utility and protection it provides useless because it does not use its attack often enough if at all, AND it makes predicting when next it will,provide the utility/defense extremely hard
Any damage it inflicts is a bonus.Overall. A very bad update.
If arena net wants to improve the warden = damage buff. Simple
Any ai change just makes the skill uslessI disagree with you. The main purpose of ALL our phantasms is damage to the target in one form or another. That’s where most of our heavy damage comes from, outside shatters. The purpose of the warden is not PRIMARILY for defense even if that is how you use it, it is for damage and always was intended that way. This change mostly seems to have been to make the warden able to chase targets so it’s DAMAGE isn’t being wasted when it spins its arms in open air: something you appreciated for its secondary, not primary effect. Obviously the developers felt its damage needed to be more consistent, hence the change. The warden’s damage is already currently sufficiently powerful, among the best we have for phantasms assuming all attacks hit a target. What made it weak was its missing. Again, you obviously weren’t bothered by this preferring to use it as a ranged shield, something incidental to its main purpose. Lastly, to answer the chasing around and not knowing when it will attack: this is a bug that was not factored into the warden’s attack cycle when the change was made. If the Warden was functioning correctly based on this update, it would at least attack immediately on summons as before and continue to attack on its normal cycle, the only difference being it moves to chase down its target. Just remember: your interpretation of what the Warden’s purpose is shouldn’t be assumed to be the one that other’s see, including development. And if I am wrong, and you are right and this phantasm’s purpose is utility based instead of damage based, I am sure that will be fixed anyways.
What about the defender and disenchanter? Those are defintely not based on damage.
The warden is actually the worst phantasm in terms of damage (not including the mage… Because its just a joke). Berserker is better for aoe, and the rest is better for single target. much better.
It does like 7k damage per, i dunno, 14 seconds? Thats about500 dps, and very insignificant.
Its better for aoe than single target phantasms, but other than that, the main purpose of this one is definitely projectile protection.
warden is the best dps damage in many situation just with his reflect.
But when you need aoes nobody beats iwarden+izerker…..you totally need both
THE WARDEN CHANGE IS NOT COOL!!!!!!!!
The wardens main use is projectile protection/reflection
Having the warden chase around a target makes the utility and protection it provides useless because it does not use its attack often enough if at all, AND it makes predicting when next it will,provide the utility/defense extremely hard
Any damage it inflicts is a bonus.Overall. A very bad update.
If arena net wants to improve the warden = damage buff. Simple
Any ai change just makes the skill uslessI disagree with you. The main purpose of ALL our phantasms is damage to the target in one form or another. That’s where most of our heavy damage comes from, outside shatters. The purpose of the warden is not PRIMARILY for defense even if that is how you use it, it is for damage and always was intended that way. This change mostly seems to have been to make the warden able to chase targets so it’s DAMAGE isn’t being wasted when it spins its arms in open air: something you appreciated for its secondary, not primary effect. Obviously the developers felt its damage needed to be more consistent, hence the change. The warden’s damage is already currently sufficiently powerful, among the best we have for phantasms assuming all attacks hit a target. What made it weak was its missing. Again, you obviously weren’t bothered by this preferring to use it as a ranged shield, something incidental to its main purpose. Lastly, to answer the chasing around and not knowing when it will attack: this is a bug that was not factored into the warden’s attack cycle when the change was made. If the Warden was functioning correctly based on this update, it would at least attack immediately on summons as before and continue to attack on its normal cycle, the only difference being it moves to chase down its target. Just remember: your interpretation of what the Warden’s purpose is shouldn’t be assumed to be the one that other’s see, including development. And if I am wrong, and you are right and this phantasm’s purpose is utility based instead of damage based, I am sure that will be fixed anyways.
What about the defender and disenchanter? Those are defintely not based on damage.
The warden is actually the worst phantasm in terms of damage (not including the mage… Because its just a joke). Berserker is better for aoe, and the rest is better for single target. much better.
It does like 7k damage per, i dunno, 14 seconds? Thats about500 dps, and very insignificant.
Its better for aoe than single target phantasms, but other than that, the main purpose of this one is definitely projectile protection.
I disagree in regards to the Disenchanter and Defender. Those are illusions that are utility skills, and thus have a utility function. I don’t personally consider them phantasms because they are not weapon skills and were simply meant to have a special effect that was defensive in nature. A real phantasm is linked to a weapon skill and does heavy damage. Every weapons primary damage skill is a phantasm. Talk down the iWarden’s DPS all you want; that is still its purpose. And if it was meant to deal damage with reflects, it wouldn’t need a trait dedicated to doing that. Reflects are icing on the cake, not the bread so don’t read too much into it. I also note you assume the warden is hitting only a single target, which is not usually what happens, it has the best chance of hitting multiple foes due to its long attack sequence. Couple that with being able to chase targets and its dps gets MUCH better.
At this point though, I don’t want to attack anyone so much as state that I feel the warden needs to be able to run while attacking. Most mobs will stay clustered for protection, allowing the wardens dps to really shine if it can keep up with its target. This will resolve any lingering missed attacks due to the warden interrupting its own attack cycle to move. Oh, and some have reported warden will not attack non-enemy targets (i.e. destructible objects). If this is true it needs fixed as well.
One last comment just to increment the X-billion comments to this effect: iMage sucks.
I feel the warden needs to be able to run while attacking.
This would probably be fine. But right now, the warden often runs without attacking for an incredible 0dps!
I feel the warden needs to be able to run while attacking.
This would probably be fine. But right now, the warden often runs without attacking for an incredible 0dps!
Or just stands there with his hands in his pockets. Oh and then runs out 600 range only to run back to where the mob was 10s before that… Worst pathing example seen from iWarden yet. (if pets were useful, Rangers must love the ground textures)
Somebody tell me this is fixed? I waited to see if the warden was working well before changing my build. Glad I did. Right now it sounds like the warden is close to worthless which just makes this a nerf to Mesmer’s rather than the buff it was hoped to be. I don’t get why we cant fix the pathing. Make the skill activate without interrupting its own movement and give it similar pathing to swordsman. I don’t see swordsman acting stupid chasing people down, or am I just missing something there? Regardless, this shouldn’t be this hard.
Pathing/LoS in this game are two of the biggest issues, tbh. ILeap, anyone? Let alone the scenario of: The NPCs wrecking you, but you keep getting the “obstructed” message on your ranged attacks or Phantasms. We’ve all been there, and it’s no fun at all. I honestly think that the devs need to remove LoS until such time as they get it to work properly.
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