Persistent Illusions
Because it would be to strong. Imagine just summoning 3 Zerkers against trash AI and now they stay for when you actually fight people. It annoyed me to at the start but after a while i adjusted, its not really needed when you can quite easily pump them out anyway
Because it would be to strong. Imagine just summoning 3 Zerkers against trash AI and now they stay for when you actually fight people. It annoyed me to at the start but after a while i adjusted, its not really needed when you can quite easily pump them out anyway
They die all the time to AoE.
Should give some slightly stronger “when killed” traits for illusions then.
Like add one more that does aoe direct dmg, much weaker than shatters obviously, but would be nice in addition to the small conditions.
I prefer things the way they are because the AI is dumber than a box of rocks. Ive ‘had clones spawning from dodges that completely ignore my target and attack a rabbit that’s actually further away. I really don’t want then sticking around.
The utility phantasms could use a little more permanence.
iDefender takes damage for other players, so it won’t last long anyway. iDisenchanter could die after removing 5 conditions and boons or take damage for removing them. Keeping or adding these conditions should allow the player to keep them around after the target dies. This would make these skills more appealing to use.
The utility phantasms could use a little more permanence.
iDefender takes damage for other players, so it won’t last long anyway. iDisenchanter could die after removing 5 conditions and boons or take damage for removing them. Keeping or adding these conditions should allow the player to keep them around after the target dies. This would make these skills more appealing to use.
iDefender should get a large amount of aoe dmg % reduction.
It’d also be nice if the utility phantasms were seperate from our illusion counter.
As silly as it might be imagine if not only a phantasm would acquire a new target when it’s old target dies, but also would reset it’s attack cooldown.
Suddenly Berserker could do an aoe chain reaction in a group of mobs assuming it can actually stay alive, something like corpse explosion.
Would be beautiful lol.
As silly as it might be imagine if not only a phantasm would acquire a new target when it’s old target dies, but also would reset it’s attack cooldown.
Suddenly Berserker could do an aoe chain reaction in a group of mobs assuming it can actually stay alive, something like corpse explosion.
Would be obscenely overpowered lol.
Fixed that for you.
As silly as it might be imagine if not only a phantasm would acquire a new target when it’s old target dies, but also would reset it’s attack cooldown.
Suddenly Berserker could do an aoe chain reaction in a group of mobs assuming it can actually stay alive, something like corpse explosion.
Would be obscenely overpowered lol.
Fixed that for you.
In PvE, assuming the phantasm stays alive in a zerg of mobs.
if illusions attached to a new target thats with-in 900, that are already hostile to the player I see nothing wrong with that. It would be a massive boost to PvE where you have to fight multi targets at once. Builds like mine that actually use illusions as decoys are pretty screwed when to comes to multiple enemys.
Its not like you could create 3 phantom from the local wild life and save them until a player shows up. If theres no hostile target near when the last enemy dies they vanish.
And any amount of aoe is going to kill them near instantly. I dont see this trait being used much in PvP or WvW, but I would use it in PvE for sure.
They die all the time to AoE.
They no longer do after the HP buff, tbh.
If its added it should definitely be a trait, because as a “status on clone death” Mesmer I actually enjoy my clones exploding when the target dies, usually giving conditions to nearby enemies.
I prefer things the way they are because the AI is dumber than a box of rocks. Ive ‘had clones spawning from dodges that completely ignore my target and attack a rabbit that’s actually further away. I really don’t want then sticking around.
Yeah for some odd reason, clones generated through dodges tend to attack randomly or the target nearest them if there are many enemies around and not the one you’re attacking or targetting when you dodged.
later. It doesn’t care that I’m there.”
I prefer things the way they are because the AI is dumber than a box of rocks. Ive ‘had clones spawning from dodges that completely ignore my target and attack a rabbit that’s actually further away. I really don’t want then sticking around.
Yeah for some odd reason, clones generated through dodges tend to attack randomly or the target nearest them if there are many enemies around and not the one you’re attacking or targetting when you dodged.
That’s because that’s how that trait has always worked, that has nothing to do with AI.
It’s been suggested that the trait spawns the clones on target since beta but yeah… it spawns on the closest target to you instead.
And to the above poster, If you don’t want the trait then don’t take it, that simple, it’d a nice staple for PvE mesmer and a huge quality of life change.
If you can miraculously maintain 3 phantasms in a big zerg of mobs when deserve to have them continue on after it dies lol, that would be rare.