[Mesmer] List of bugged abilities and traits.
I was wondering about whether this was just a text issue or not. I’ll go count it out to be sure, then, thanks.
Looks like it is working properly (yay!) although they really should reword the Phantasmal Haste description from “Phantasms recharge 20% faster” to “Phantasms skills recharge 20% faster” – I can’t be the only one confused by that. Thanks again.
All Clones with scepter deal Zero damage :
Did not find this mentioned so ges better report it in then.
Looks like it is working properly (yay!) although they really should reword the Phantasmal Haste description from “Phantasms recharge 20% faster” to “Phantasms skills recharge 20% faster” – I can’t be the only one confused by that. Thanks again.
Interpunction is important, even in english.
Phantasms != Phantasms’
skills != skills’
Writing “Phantasms skills” simply differs in the “s” to the “Phantasm skills”, which brings exactly the wrong impression.
The main difference is “Illusion-summoning skills recharge 20% faster.” and “Phantasms recharge 20% faster.”. The developers tried to make it clear. But interpunction seems to be dying in US.
All Clones with scepter deal Zero damage :
Did not find this mentioned so ges better report it in then.
they deal approx 2% of your damage. And you’re lvl11 …
Clones are not damagers, like the whole mesmer role, they’re utilities.
(edited by Nretep.2564)
Xolo.3580When being out of range and using an enemy-targeted skill that spawns a clone/phantasm, the skill will go on full cooldown (without a clone/phantasm spawned of course).
I don’t think this is a Mesmer bug (or even a bug at all) – if you use any player targeted skill beyond its max range, you’ll waste it. Projectiles/beams still get fired (depending on the skill), but they won’t reach the target.
Greatsword #5 illusionary wave seems to be missing on occasion while the target is still in range. The target isn’t dodge rolling, I am not blinded, and I don’t think it’s from lag. This mostly seems to happen against other players in PvP, so it could be some player defense I’m unaware of.
In PvP it could be Stability, which can be quite short-lived – it’s possible you didn’t notice the icon.
In PvE there’s Defiant, which tends to be on event bosses, plus you get the odd mob with a description like “Unstoppable” (e.g. Abominations) that seem to make them immune.
Despite all this, I’ve definitely noticed the same thing as you – sometimes Illusionary Wave just doesn’t work. My gut feeling is that it’s to do with your elevation in relation to that of your target (i.e. you can’t push someone up/down a hill), but I haven’t found a way to reliably reproduce it : (
Greatsword #5 illusionary wave seems to be missing on occasion while the target is still in range. The target isn’t dodge rolling, I am not blinded, and I don’t think it’s from lag. This mostly seems to happen against other players in PvP, so it could be some player defense I’m unaware of.
In PvP it could be Stability, which can be quite short-lived – it’s possible you didn’t notice the icon.
In PvE there’s Defiant, which tends to be on event bosses, plus you get the odd mob with a description like “Unstoppable” (e.g. Abominations) that seem to make them immune.Despite all this, I’ve definitely noticed the same thing as you – sometimes Illusionary Wave just doesn’t work. My gut feeling is that it’s to do with your elevation in relation to that of your target (i.e. you can’t push someone up/down a hill), but I haven’t found a way to reliably reproduce it : (
It’s not from defiant, of that I’m sure. Stability is a little harder because of it’s similarity to fury and the short duration, but I don’t think it’s that either. Uneven terrain isn’t a factor because I’ve lost points to people already on the point due to wave misses, and points are always flat. It seems like a fairly random bug… Also, I can’t be sure if I have hit multiple targets and had it miss some and hit others. I think I have but not sure.
Edit: Was thinking of retaliation/fury looking identical. No, it wasn’t stability either.
(edited by Atsuma Lawliet.5829)
Ether Bolt (scepter slot 1)- The primary attack function of this weapon appears to be either worded incorrectly or I am not inflicting the confusion status upon my foes as promised on the 3rd strike, which simultaneously produces a clone.
Utility skill:
Mimic – It is supposed to absorb the projectile and send it back on the secondary skill that you use. But instead it reflects projectiles during the primary skill and the secondary skill does nothing at all.
I tested it on an Icebrood Colossus.
Isnt arcane thievery suppose to send your condition to your foe and also remove them from you ?
Considering you send those conditions to someone else.
Because if so , then this whole skil isnt working.
“Null Field” lasts only 5 second instead of the 7 reported in the tooltip.
And with trait “Temporal Enchanter” lasts 7 sec indeed.
Trait “Malicious Sorcery” doesn’t affected on #2 scepter skill “Illusionary Counter”, but in tooltip reported right cd(9.1/2sec), base cd “Illusionary Counter” is 12 sec.
Isnt arcane thievery suppose to send your condition to your foe and also remove them from you ?
Considering you send those conditions to someone else.Because if so , then this whole skil isn’t working.
Yeah, as far as I can tell from when I used it, it fails to fully take all boons from them and transfer all conditions. I’ve used it briefly against necro’s and more so against guardians and engineers, but it doesn’t seem to work as intended. Unless it trades boons with conditions, in which case the tooltip needs to be updated. I’m not sure but it seemed more effective the the closer the conditions I had and boons they had were to being equal.
I never had any problems in either stealing boons (only) or transferring my conditions (only) with Arcane Thievery. Has always worked as intended for me.
The only thing I think I’ve read is, that it’s limited to 4 boons/ conditions per use.
Illusionary Leap doesn’t always spawn the clone, even when within the current 600 range limit.
Coupled with how it also sometimes fails to teleport you, this has cost me many repairs due to WvW deaths.
Blink also functions in a strange way in that it lets you teleport DOWN on some terrain (Such as blinking from a castle wall to the ground) but other times it doesn’t (some cliffs you try to blink down will blink you to the edge of the cliff, not down it).
Blinking up terrain doesn’t happen, period.
Engineers can rifle skill 5 their way to other platforms which helps them with Jump Puzzles, so I feel that Blink not letting us do the same is a bug or an oversight.
Hello,
2.“Masterful Reflection” does not proc off of Main Hand Sword #2 nor the effect from the trait “Blurred Inscriptions”.
This is a bug or did it work has intented ? i need a answer because i realy what to think about it.
Thanks.
Engineers can rifle skill 5 their way to other platforms which helps them with Jump Puzzles, so I feel that Blink not letting us do the same is a bug or an oversight.
This is working as intended. Teleports do not allow players to bypass terrain, including puzzle jumps or walls. The trick is that Blink will look for a valid path to your destination. If it can find it, even if the path goes up or down an incline or the path is not directly in front of you, it will work.
From my casual observation, it seems that Blink will use your LOS to look for a path up, and as long as the entire path is within 900 range, it will take. Mastering this subtlety can allow you to do some pretty tight moves like teleporting up the back of stairs in a tower/keep at certain angles, or up a hill that you normally have to run around to get up.
Abilities like the Engi jump or Warr Sword leap are jumps, not teleports, and function differently.
Luckily Mesmers have Portal which more or less shuts down any jump puzzle comparisons instantly.
I can also confirm that the duration of Null Field utility skill does not last 7 seconds after I did a series of 10 tests using a digital stopwatch. By starting my digital stopwatch and activation of Null Field at the same time, the results I got were at an average of ~5 seconds duration BEFORE a deduction from 1/4 of a sec for skill activation. I confirmed the duration of Null Field again AFTER the skill is activated and the result of Null Field’s full duration was an average of 4.79 seconds. There could be a very small margin of error by roughly ~10% due to human testing. Nevertheless, Null Field is still at ~28.6% short from 7 second which is roughly at ~2 second rounded to the nearest whole number.
We’d appreciate OP add Null Field and the information we gathered to the list.
Thanks
GWAMM & CotG
[HERO] – Star Leader – Black Gate
Perusing other class forums, it seems like it’s a common issue for abilities where there are tactics that extend the duration — the tooltips reflect the extended duration even though the player does not have the tactic.
I´ve also noticed that if you train “warden´s feedback” (Focus skills refects projectiles. Reduces recharge of focus skills by 20%), is not working as intended with “Temporal curtain” since not all projectiles are beging reflected.
^
It works, but Temporal Curtain has a low-ish height, so many projectiles can fly over it, and thus is appears to be inconsistent.
updated … we are right up against the 5001 character limit … be nice if some of these got fixed so I could take them off.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
Been using Mesmers Illusionary leap/swap for some time now. All I could say is that it is very unreliable at the moment. It has to be used on an even ground between you and the target for it to work. The illusion doesn’t really leap on your target but just runs fast toward it and if the target moves a little bit, using the skill again won’t trigger the cripple on your target since the illusion stops following the target after the initial skill is used. So right now this skill is bugged/useless since you have to use it on a target that doesn’t move or is on even ground for it to even work 90% of the time.. Hey ANET is this skill really working as intended or I’m just using it the wrong way? Appreciate your response. Awesome game and character btw..Good Work! Well worth my money. Have a nice day!
Class: Mesmer
Server: IoJ
updated … we are right up against the 5001 character limit … be nice if some of these got fixed so I could take them off.
Still not including the Mirror Blade LOS bug?
To add to the list.
Ilusionary defender is not working.
When using the skill ( even when in range of a boss ) the defender does not show up.
Just had a fight in arah explorer where defensive skills are very much needed as a kittened dps as the mesmer.
However every single time in the whole fight not a single time did the defender show up after using the skill.
2nd bug
When using mirror blade while having 3 berserkers up the berserkers are being replaced by useless illusions.
This makes using a skill like mirror blade pretty much useless because it will result in losing 1/3 of your dps.
3rd bug.
When using `temporal curtain it sometimes doesnt work when you run over.
Most of the time when you very close to the place you plant it.
(edited by Daisai.5879)
Traiting into illusions doesn’t update the Shredding rate tool tip for shatter skills .
http://www.twitch.tv/infintitus
https://twitter.com/infinitustv -[Desolation EU]
Arah 2nd path final boss.
When you have the buff and go in your illusions like berserker dont do any damage.
This is a gamebreaking bug since the mesmer class dps rely’s mostly on these illusions.
Daisai.58792nd bug
When using mirror blade while having 3 berserkers up the berserkers are being replaced by useless illusions.
This isn’t a bug. When you create an illusion, it replaces your oldest clone by preference; if you don’t have any clones out, it will replace your oldest phantasm instead.
just to clarify the blink bug:
when you blink with any weapon set sheathed, the character animation will freeze and you will proceed to glide instead of running. unsheathing the weapon before blinking prevents the bug.
this is on sylvari female.
This isn’t a bug. When you create an illusion, it replaces your oldest clone by preference; if you don’t have any clones out, it will replace your oldest phantasm instead.
Not that i want to discuss this on this forums forever however this is a bug.
Since plenty of times this doesnt seem to happen.
Even when its suppose to be working this way its a fault in the game mechanic of the mesmer since it renders the skill “mirror blade” pretty useless since it drops your dps by 1/3.
You can disagree with me on this but keep that to yourself since this is a subforum to post bugs etc.
Since plenty of times this doesnt seem to happen.
If it’s meant to do X but it does Y, then it’s a bug. Tell us how to reproduce/verify this erroneous behaviour and I’m sure Taldren will add it to the OP.
Even when its suppose to be working this way its a fault in the game mechanic of the mesmer since it renders the skill “mirror blade” pretty useless since it drops your dps by 1/3.
You can disagree with me on this but keep that to yourself since this is a subforum to post bugs etc.
If it’s meant to do X and it does X, but you think it ought to do Y, it’s not a bug. It may not be ideal, but it’s working as intended. I 100% agree with you that this is not a thread for proposing changes to the game mechanics.
(edited by Moderator)
This isn’t a bug. When you create an illusion, it replaces your oldest clone by preference; if you don’t have any clones out, it will replace your oldest phantasm instead.
Not that i want to discuss this on this forums forever however this is a bug.
Since plenty of times this doesnt seem to happen.Even when its suppose to be working this way its a fault in the game mechanic of the mesmer since it renders the skill “mirror blade” pretty useless since it drops your dps by 1/3.
You can disagree with me on this but keep that to yourself since this is a subforum to post bugs etc.
It is always like that after the game has released.
If you have read the leaked patch note during beta, the current behaviour is working as intended:
Phantasms will no longer be replaced by new illusions if there is a Clone that can be replaced instead.
You may not like the implementation, but it is not a bug.
Not sure if this was said already, looked through the posts but couldn’t find it.
The trait “Dazzling,” which applies 3 seconds of vulnerability when you daze an enemy does not work with the sword skill “Counter Blade.”
Counter Blade is the chain of Illusionary Riposte
I have not payed attention to torch fixes for awhile.
Can anyone confirm that the torch trait (which removes conditions) removes ALL conditions? When the game first came out it was only removing 1 condition at the end of the channeled stealth.
Not sure if this was said already, looked through the posts but couldn’t find it.
The trait “Dazzling,” which applies 3 seconds of vulnerability when you daze an enemy does not work with the sword skill “Counter Blade.”
Counter Blade is the chain of Illusionary Riposte
Yeah looks like it doesn’t work with Confounding Suggestions either. Good catch man
Just curious. It has been over a month and I have yet to see any updates on the Portal Entre/Exit. It lasts about 10 seconds instead of the described 20 seconds. Also, it is described that we should have about 60 seconds to place the portal exit after we have placed the Portal Entre but its nowhere near that time frame. It expires after 20 seconds.
As mentioned in previous replies, many of the mesmer skills mentioned are yet to be functioning correctly.
Lastly, I believe that the skill (Decoy) and or (Blink) breaks the stun after one second of activating it. I think that it should break the stun immediately once the skill is executed because when I use blink while stunned, there is about a 1 second delay before I am able to move.
Again, I’m not bashing on Anet or anything just hoping that these issues will be resolved shortly, as it has been over a month since many of these issues were reported.
Thanks,
Staff bounce seems to prefer allies over enemies at the moment. This makes tagging mobs for mesmers even harder.
Confusing combatants doesn’t always work. An earth elemental killed my phantasmal warlock and didn’t get confusion. Also an icebrood colossus killed my warlock and a clone but it did not confuse him. I suspect this is linked to clones made by a staff, the scepter ones are working.
Please increase staff bolt speed like scepter bolt speed. 90% of the mobs are dead before my bolt reaches them in medium-busy events such as opening Arah.
On Sorrows Embrace path 2 with the 2 golems the skill Mimic does block the aoe bolts initial hit but it doesn’t stop the aoe from being placed around you.
And this didn’t get added to the opening post yet:
Mimic – It is supposed to absorb the projectile and send it back on the secondary skill that you use. But instead it reflects projectiles during the primary skill and the secondary skill does nothing at all.
I wish they can start fixing more bugs before the continous nerfs.
Anyway here is one i found that i think wasn’t mentioned yet:
Arcane thievery: The original range is 900 which works fine. However, when extended by the trait “Far-reaching manipulation”, the skill and the tip tool will be updated to range 1200, but in fact the range STAYS THE SAME. I know i am within the range of 1200 because my Blink (extended 1200), mirror blade and spirit surge all works perfectly fine but only Arcane thievery will give me a “out of range” message and goes on a full cd.
Staff bounce seems to prefer allies over enemies at the moment. This makes tagging mobs for mesmers even harder.
It’s probably because might and fury on an ally are better than burn/bleed/vuln on an enemy.
Or at least that’s the way I see it.
It’s also another interesting way that mesmers can be picked out of a group of clones.
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Ok, so we are basically at the 5001 character limit so I would like some help just verifying that all issues currently listed are still issues. If you could all go through the list and just verify that all these bugs are still present and if not post here what I should remove that will free up space for some of the things that have been posted but we have had no room for.
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80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
Staff bounce seems to prefer allies over enemies at the moment. This makes tagging mobs for mesmers even harder.
It’s probably because might and fury on an ally are better than burn/bleed/vuln on an enemy.
Or at least that’s the way I see it.
I think it’s pointless to give your clones might …
I would like some help just verifying that all issues currently listed are still issues. If you could all go through the list and just verify that all these bugs are still present and if not post here
I’ve tested about half, and found the following:
Fixed
Sword (main hand)
- Illusionary Leap / Swap – both skills have range 600 as listed on their tooltips; I’m not sure if there was ever really a bug here?
Sword (off hand)
- Blade Training – correctly reduces recharge of both skills by 20%
Shatter
- Cry of Frustration – tooltip now shows correct duration of 3sec
Not fixed
Scepter:
- Ether Clone – still does not cause confusion
Sword (off hand):
- Illusionists Celerity – still does not reduce recharge of Illusionary Riposte, even though the tooltip shows a reduction. This should probably be listed with Illusions traits.
Trident:
- Illusion of Drowning – still reflects ranged attacks
Utility:
- Portal Exeunt – still only lasts 10sec
Traits – Dueling:
- Phantasmal Fury – still prevents Vengeful Images from working
- Confusing Combatants – still doesn’t trigger on phantasm death
- Far-Reaching Manipulations – still mysteriously reduces Arcane Thievery recharge
Not listed yet / needs updating
Trident:
- Siren’s Call:
- trident clones apply confusion to enemies on hit
- trident clones do not apply boons to allies on hit
Traits – Inspiration:
- Phantasmal Healing – the only phantasm this works correctly on is Phantasmal Duelist; for all others:
- does not activate until 10sec after summoning (i.e. once intial retaliation from Vengeful Images expires)
- prevents Phantasmal Fury and Vengeful Images from refreshing
- is only active 50% of the time (5sec of regeneration every 10sec)
Magic Bullet:
While untraited, states that it stuns, dazes and then blinds.
While TRAITED, states that it blinds, dazes, stuns.
Just a wording on the tooltip that needs to be fixed (nothing major).
Illusionary Leap / Swap – both skills have range 600 as listed on their tooltips; I’m not sure if there was ever really a bug here?
In Alpha and Beta you could summon at up to 1200, but couldn’t swap until 600. There was no notes on this being changed on purpose.
Thanks for all the work, I will update tomorrow.
80 Necromancer (IRNY), 80 Guardian (IRNY)
GW2: it’s like DAoC, but for the WoW crowd.
All Clones with scepter deal Zero damage :
Did not find this mentioned so ges better report it in then.
All clones except Staff clones (who deal damage through conditions) deal 0 damage. That’s how Jon Peters want’s it and that’s how it is. Remember Low damage = no damage. Shatter away!
(edited by Imaginos.3756)
Engineers can rifle skill 5 their way to other platforms which helps them with Jump Puzzles, so I feel that Blink not letting us do the same is a bug or an oversight.
This is working as intended. Teleports do not allow players to bypass terrain, including puzzle jumps or walls. The trick is that Blink will look for a valid path to your destination. If it can find it, even if the path goes up or down an incline or the path is not directly in front of you, it will work.
From my casual observation, it seems that Blink will use your LOS to look for a path up, and as long as the entire path is within 900 range, it will take. Mastering this subtlety can allow you to do some pretty tight moves like teleporting up the back of stairs in a tower/keep at certain angles, or up a hill that you normally have to run around to get up.
Abilities like the Engi jump or Warr Sword leap are jumps, not teleports, and function differently.
Luckily Mesmers have Portal which more or less shuts down any jump puzzle comparisons instantly.
Not really. While portal is great for everyone else the Mesmer still must do the puzzle themselves, though it’s a good, if not long, safety net for difficult jumps.
The rocket jump that engineers get on their rifles are far superior for most jumping puzzles. Place reticle, land where you want. Blinks/Teleports should work the same way. It’s stupid that a transport you through space ability can’t move where a I’mma jump here ability does.
The issue is that a jump obeys collisions objects like a wall because the player flies through the air. Teleports obey terrain pathing. It would be awkward for teleports to ignore terrain pathing but obey collision objects, since teleports don’t have the player fly through the air — they instantly move.
If they don’t obey collision or pathing, then teleports would be overpowered since you could teleport through keep walls.
Sidenote: A safety net for difficult jumps is something no other class has.
dudes, did you actually TEST the gate teleporting ? it seems it still teleports 100+ guys from hill to bottom or stuff like that… also if i mesmer remains in the castle/keep etc. he can start portal, then put portal on the other side of wall. (NOT fair imo)
Sidenote: A safety net for difficult jumps is something no other class has.
A safety net prevents you from falling or prevents you from dying from a fall. Portal doesn’t solve it.
It’s more a savepoint every 60s (assuming you don’t die or don’t fall unexpectedly into water).
-Blade Training and cooldown problems.
Blurred Frenzy – nothing wrong.
Illusionary Leap – Tooltip says 9,5 sec before the trait. After the trait it says 9,5 sec again. Casting it takes 0,75 sec, spamming swap and you see a cooldown starting from 9 sec. Also, all cooldowns (even from instanst spells) start their timer from 1 second less than the stated tooltip (because they count 0 as second too) That means that the original time is not only reduced but it’s bigger than stated 9+0,75+1 > 9,5
Correct cooldown would be:
Tooltip : 7+1/3 , Cooldown timer starts at 5,5 sec after you swap with the illusion
(9,5-9,5×0.20 – 0,75 – 1 )
Illusionary Riposte – Correct cooldown, tooltip wrong. Stays on 12 sec regardless if you remove the trait or not.
Phantasmal Swordsman – Correct cooldown, tooltip wrong. Stays on 16 sec regardless of trait.
Blurred Frenzy
Shows casting time of 0,5 second, which might be correct if it is referring to the casting bar that appears. However, the actual duration of the casting (not the bar, but the action) lasts longer, probably 2 sec. Which results in the follow inconsistencies:
-If you move after the channeling bar disappears you stop attacking with Blurred Frenzy
-If you move after the channeling bar is finished, you lose the effect of Distortion which is 2 seconds.
So either casting time and bar should be put at 2 seconds, in order to show the player the correct time that he is free to move without interrupting his attack or losing the distortion, OR make the blurred frenzy animation faster to fit the actual channeling bar, and the Distortion effect not to disappear if you move after the channeling is finished.
(edited by Moderator)