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Just a random thought I had and figured I’d get other’s thoughts on.
What are your thoughts on Mesmer illusions being invulnerable?
To kind of direct that:
This was brought on by the facts that:
Should be the case in PvE, will never happen in PvP.
Would be really op lol :P
Maaaaaaaayyybeeee… maybe if they would make it so that illusions can only be killed by the person/mob they are casted upon, but with some expiration-timer. Or maybe make everyone who isn’t directly targeted by an illusion deal less damage to it… as in they can help their ally get rid of it, but the “victim” himself can naturally fight back more directly because they are in his/her mind after all.
Let me re-emphasize this … it would be nice to know why you think what you think.
@Saturn:
Aye, I had thought that perhaps it could only be dealt with by the player it was cast on. That would at the very list give illusions a better chance in large-scale events … especially in WvW.
I would be down for illusions to last 8-10 seconds, but be invulnerable. (obviously not phantasms) This would greatly help mesmer in areas where aoe cleave is a big problem for clone generation. Also, giving the clones a time limit would encourage players to use their clones, which is an important part of playing mesmer.
Maybe, just make them invulnerable for 2 seconds, but no time limit.
Either way, this idea has my approval. For what its worth.
I’d really like to see them become invulnerable upon activation for one second and instead of shatter when using Distortion,w your phantasms gain distortion as well. The second part maybe put into a t3 trait.
Turret Engineer, only there’s less you can do about the damage and the Mesmer gets better value off of destroying their summons.
@Softspoken:
You bring up a good point. I’m not arguing for/against your point, but I would like to highlight some differences between turrets and illusions:
@phokus:
Are, it would be nice if our illusions (at least Phantasms) were invulnerable for the duration of their first attack. Currently, they can be countered by:
I feel there’s plenty of ways to counter … they should at least get a chance to perform their first attack … otherwise, they should get rid of the ways of countering the summon and focus on countering the summoned illusion.
(edited by Sebrent.3625)
So we go back to gw1 hex? Illusions are implemented to be destroyable effects. Yet I agree they need some love especially in pve
@phokus:
Are, it would be nice if our illusions (at least Phantasms) were invulnerable for the duration of their first attack. Currently, they can be countered by:
Well; there’s a trait for that. Though it doesn’t cover the full first attack for iWarden I think, since it’s a rather long channel (the attack).
I’d rather have a minor trait that makes phantasms invuln while dodging.
I would suggest to have the illusions last for as long as the Mesmer remains in-combat. And perhaps add some AoE resistant similar to what has been suggested in the Ranger forums for their pets.
@Saturn:
Aye, I’m aware of the Grandmaster trait. Something like that shouldn’t require an investment. I feel it should have been built it and improved to get off a full attack.
Heck, also compare that Grandmaster Trait to many of the other ones available to Mesmer as well as other classes …
3 phan out then just chain invis and watch ppl die. It would make turrets look like kid stuff.
@Mogar:
Aye, that is quite possible.
What would be the balancing factor() that would have to go in with Phantasm immunity?
Or would the temporary immunity that allows a phantasm to get at least one attack off before being popped be okay without any balancing factor(s)?
… please note that Mesmers can’t chain invis as well as Thieves …
I would like to see phants become something like a visible condition, they are immune to damage, do not add to the count of clones, but have a timed life. In this way shatter becomes a clone mechanic rather than a phantasm mechanic which becomes something else entirely. After all, people can dodge the attacks of Phantasms, which is the balance between phants and traditional condition.
I think illusions should be invulnerable to physical attacks long enough for them to perform 1 attack. They should still be vulnerable to conditions and control effects. If their attack is interrupted, blocked, or missed, they still lose their invulnerability.
I would totally buy invincible illusions if they were such a big alpha and omega of us that losing them in the one remaining way (shatter) was required but hurtful. Just brainstorming:
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