Phantasm delay?
i’ve noticed it a few times. if it’s an intentional change, it could be to allow your opponent the ability to dodge the phantasm’s attack if necessary. however, if it’s a bug, then as always, hopefully it’ll be addressed eventually.
for me, it’s been most apparent with iberserker in dungeon runs because that short delay will sometimes bring death to the phantasm before it does any damage whatsoever. [cast iberserker. it appears, but stands there for a second or so. mob turns and attacks it with one hit. izerker dies pathetically.]
if they decide to keep the delay on phantasms, i hope they take the cast time off of the others to make them more instantaneous with summoning like iberserker is.
(edited by Six.8051)
That attack delay has nothing to do with recent fixes, I’m afraid. Absence of 5-point inspiration minor trait “Vengeful Images” cause this and after quick test looks like anet haven’t fixed it yet.
Well I noticed that too, and even on every clone we have.
I have the trait that spawn a clone on strafe and now it takes like 1 sec before the clone appears.
I also have some strange bug : When my illusions/clones are dissipated or die, their weapon stays in the world for some seconds. never happened before this patch.
It looks like there’s some kind of script running to check if a clone is there or not now…but it just doesn’t work well.
i noticed the same “delay” summoning my phantasmal warlock. at first I thought it was network latency, but my normal clones were untouched by the delay.
I’m also seeing the slower illusions (my iSwordsman needs to hit the gym all of a sudden) and the weapons lingering after dissipation.
So far I’m not seeing Illusionary Leap fail to spawn a clone within its proper range, but it does look like we’re seeing some sort of regression here.
Always follow what is true.” — Sentry-skritt Bordekka
I’m also seeing the slower illusions (my iSwordsman needs to hit the gym all of a sudden) and the weapons lingering after dissipation.
So far I’m not seeing Illusionary Leap fail to spawn a clone within its proper range, but it does look like we’re seeing some sort of regression here.
I am not happy with my illusionary leap skill.
7/10 it spanws AT ME and runs a little, stops, runs a little more, stops, then gets to the mob. Its supposed to leap at the target, crippling them, and then I can use the swap to trade places with the clone, and immobilizing the opponent.
Trading places 2 feet beside me is not what is intended. And I oftentimes beat the clone to the mob. I switch only because I want the immobilization condition. This is pointless…
I run sword/gun scepter/focus and you broke BOTH my two things that I use in PvE. I use duelist too, and I am no way ‘limited’ by these nerfs..but these things…it was the only halfway decent DPS a mesmer could do….
Why, A.Net..Why??
With the latest nerf, your phantasms will propably never hit anything again, before destroyed, thus making phantasms and phantasmal haste alltogether useless! You’re now better of speccing into direct damage from GS and Sword/pistol in any situation (or rerolling warrior).
Phantasm builds are no longer viable in any circumstance.
(edited by Kraun.2961)
I’m also seeing the slower illusions (my iSwordsman needs to hit the gym all of a sudden) and the weapons lingering after dissipation.
So far I’m not seeing Illusionary Leap fail to spawn a clone within its proper range, but it does look like we’re seeing some sort of regression here.
It’s not like clones did any damage since BWE2 nerf anyways, so clones should not be a discussion in this thread anyways
except if clones attack slower and you have sharper images then they stack bleed slower, thus nerfing passive damage too.
That attack delay has nothing to do with recent fixes, I’m afraid. Absence of 5-point inspiration minor trait “Vengeful Images” cause this and after quick test looks like anet haven’t fixed it yet.
Interesting. I don’t usually play with that trait point, and didn’t have the delay. I did however play with my spec just before the reset, so i tested it out in the mists. I took out all my trait points and checked them on the way up through the trees. so far i found that :
I normally had the 10 point dueling trait to give your phantasms fury. I swapped that back in and it took the delay away.
I tried with the 5 point inspiration triat to give them retaliation, and that took the delay away.
I tried virtually any other trait combo and point allocation and none of the others took the delay away.
Soooo… It seems that unless your phantasms have any sort of buff, they’re scared to run in need to give our phantasms some balls.