Phantasmal Haste trait broken after patch
I’ve been testing this on golems for around an hour with zerkers and swordsmen, and the trait seems to have 0 effect. However, since the effect should be small I’d still like some feedback if other people noticed the same and then we can voice this and hopefully get a fix ASAP. With Illusionary Celerity moved to GM minor trait it’s absolutely necessary that “Haste” is working in order to get some viable builds for phantamesmer.
It has always been broken for swordsmen. If it is now broken for zerker, this is a new bug. I will test this later.
Thanks, yes please let us know.
I’m calling it: they’re going to fix the trait for zerker but in the process break zerker’s damage again
So can anyone confirm if this is indeed NOT working?
Bump… Can anyone confirm if this trait is still broken or has it been fixed?
i never observed any difference in attack cycles at least on test puppets in la.
IF that trait was ever working AND it has a benefit to shorten the whole cycle, i never saw it.
2h testing and stopwatch and all i saw was marginal differences in faster attack speed during the attack, the attack cycle itself wasnt touched at all (thats maybe the working as intended part of it idk) but from IC.
never saw any benefit from phantasmal haste during the time a played with it (few days few dungeon runs).
all pre 25 patch
anyway phantasmal haste is clearly a SHATTER trait. shorter attack cycle shorter shatter cycle. for me it was never a viable trait for pure nonshatter phantasm gameplay. thats y i say, movin IC to 25p trait was clearly a major hint from anet to the mesmer com “thou shall not negotiate shatter”
(edited by hardloop von edgehoven.8512)
Quick and dirty test of phantasmal haste with common phantasms.
Conditions: steady weapon, light golem, no amulet, 20 illusions, summoning in melee range, 4% crit chance, 10% crit damage.
Counting begins after phantasm summon and stops after golem death.
berserker with PH: 1 minute 45 seconds
berserker without PH: 1 minute 55 seconds
swordsman with PH: 1 min 21 sec
swordsman without PH: 1 min 25 sec
duelist with PH: 1 min 45 sec
duelist without PH: 1 min 54 sec
warlock with PH: 2 min 1 sec
warlock without PH: 2 min 25 sec
warden with PH: 2 min 7 sec
warden without PH: 2 min 19 sec
Quick and dirty test of phantasmal haste with common phantasms.
Conditions: steady weapon, light golem, no amulet, 20 illusions, summoning in melee range, 4% crit chance, 10% crit damage.
Counting begins after phantasm summon and stops after golem death.berserker with PH: 1 minute 45 seconds
berserker without PH: 1 minute 55 seconds
swordsman with PH: 1 min 21 sec
swordsman without PH: 1 min 25 sec
duelist with PH: 1 min 45 sec
duelist without PH: 1 min 54 sec
warlock with PH: 2 min 1 sec
warlock without PH: 2 min 25 sec
warden with PH: 2 min 7 sec
warden without PH: 2 min 19 sec
Ok, that’s rather bad. I’ll go test this myself.
Just tested with duelists and wardens, trait still definitely works for those 2 at least.
OK, just tested it with Beserker and Swordsman on stopwatch, and definitely does NOT work in my experience. I would like to see if others can confirm that Beserker and Swordsman are indeed not working, or perhaps it’s just me or (more likely) my build.
Too bad that such an important trait for build variation still doesn’t work.
Swordsman has never worked. Zerker doesn’t get its attack speed reduced that much cause it already attacks kinda fast so it will be harder to test.
I just tested this with a duelist and a warlock.
Duelist without ph: 5.2s in between attack animation. 4.6s with ph.
Warlock: 6.1s without 5.15s with.
Obviously there’s going to be some human error in there since I can’t tell the exact start up of every animation, but it does have an effect. It might not mean much but that amount of time is the difference between life and death (regen ticks, finishing heal animations, endurance recovery, etc.)
Well, so it seems only to be broken for Izerker and Iswordsman so far. Thanks for checking it for those two phantasm types. What is also possible is that it breaks when having certain trait combinations, which has happened in the past as well I think.