(edited by Shoryuken.9435)
Mesmer: Why do/does...
clones DON’T do damage they are useful just to create confusion to the opponent, phantasms DO damages
clones DON’T do damage they are useful just to create confusion to the opponent, phantasms DO damages
Oh yeah, why do they do damage under water then? Did you not understand the question?
They don’t do damage underwater either. Trident Clones however apply Confusion on each hit, so they can do damage indirectly through that. Staff Clones can do it too through Burning and Bleeding.
They don’t do damage underwater either. Trident Clones however apply Confusion on each hit, so they can do damage indirectly through that. Staff Clones can do it too through Burning and Bleeding.
Do I have to make video prof, or can’t you guys and girls log in a try it your self. No conditions just normal hits does damage. Not much, very litle, but they DO damage.
They don’t do damage underwater either. Trident Clones however apply Confusion on each hit, so they can do damage indirectly through that. Staff Clones can do it too through Burning and Bleeding.
Do I have to make video prof, or can’t you guys and girls log in a try it your self. No conditions just normal hits does damage. Not much, very litle, but they DO damage.
Oh, so by damage you just mean very little damage… well, my land Clones do that too at level 80…
It could be that your underwater weapons are stronger than your land weapons, allowing them to break through the 0 damage threshold.
Oh, so by damage you just mean very little damage… well, my land Clones do that too at level 80…
It could be that your underwater weapons are stronger than your land weapons, allowing them to break through the 0 damage threshold.
Thank you!
Yes little damage, around 7 per hit or so. Still better than 0.
…clones do damage under water but not on land. Not close to any real damage(1-10 @ level 30) but better than nothing on the land.
…mantras “charge” 2 times faster under water than on land?
…you get an Elite skill that gives stealth when we already have one that already does that in a utility slot? Is it for the 1 second extra duration? I hope not, it has a more vast cooldown then the utility one and eats an elite skill slot. 30 points, no thanks it’s a bad trade.
…you not have the ability to wield a pistol in main hand! wink wink
1.- U’r lvl 30..
2.- underwater monsters =/= ground monsters, Different defense, u have different weapons, etc
3.- I tested it and both do dmg
4.- Clones arent supposed to do significant dmg anyways
Mantras charge 1s faster.. just like other underwater animations are faster too.. not sure if its bug or intended..
Maybe u have 2 stealth skills so u can be stealth for a longer time.. (?)
also.. the normal is a Veil.. the Elite is all around you.. easier to stealth allies.. this skills are meant to be used for groups.. they werent invented thinking of a personal use.. and its a bad trade.. when u’r a bad player.. lol
Given some clones still use an older basic attack from beta (staff clones use a ground-pathing orb and trident clones use the siren’s call that once gave confusion), it’s possible their underwater attacks use old damage formulae too. I’m fairly sure that will all be corrected in time.
Mantras charging faster underwater sounds like a really obscure bug, good job on finding it!
Given some clones still use an older basic attack from beta (staff clones use a ground-pathing orb and trident clones use the siren’s call that once gave confusion), it’s possible their underwater attacks use old damage formulae too. I’m fairly sure that will all be corrected in time.
Mantras charging faster underwater sounds like a really obscure bug, good job on finding it!
Thank you for your replies, except the one above your’s. Has nothing to do with good or bad players. It’s just questions in general. A good player would see that there is no use in heaving both stealth abilities unless your trying something “funny” out.
Rather have the one that also give a light combo field than an aoe for the ppl who can’t understand how to walk through a veil.
(edited by Shoryuken.9435)
Dude you need to go back and read the tooltip on Mass Invisibility.
Yes Rhyno your point is?
Mass Invisibility: Stealth 5sec, range 1200y, 90 sec CD
Veil: Stealth 4sec, duration 8sec, combo field Light, 72 sec CD with trait that benefits all glamour spells.
Mass Invisibility is not worthy the Elite stamp.
Mass invisibility is not worth it when you look at Time Warp but it has its uses, especially since it doesn’t require your allies to run through one exact location (which is sometimes harder to organize that you think
I don’t see much PvE use for mass invisibility, but it’s kind of neat in the pvp modes even if you use veil too. I imagine a potential exploit would be a large mob of mesmers chaining the two together. I wouldn’t want to fight that. Not quite the “8 paragons on a team lol” of GW1 before the huge nerfs, but still seems bad.
Clones eventually start doing that level of damage at about 80. The reason that underwater ones start at 30 is because our underwater weapons are actually our best weapons and the only ones where the damage can be done by the Mesmer and isn’t completely tied up in our phantasms. Also if you are using Trident there is a good chance that you are spamming might and fury onto your clones too.
Shorter Mantra charge time underwater is probably something they forgot to change when they made them longer on ground.
My clones do at least 250 damage itself, but when I use mind wreck it does at least 400 and I’m level 44.
Good replies. Seams like we got 1 ability fix this patch. Hopefully we’ll see a big one sooner than later.
I think Clones deal ~2% of your basic attack damage. In low level you deal <50, which causes 0 dmg hits.