Phantasmal Healing
Something like this is always going to be hard to track. The best solution would just be summon a ton of phantasms to stack regen so they come off cd before you run out of regen. I wouldn’t want phantasms to grants it on shatter though because then, well, you lose the phantasm.
On attack however could be used but the regen would have to nerfed hard. The regen is a 50% uptime and because many phantasms attack every 4 seconds (about) the regen would be only 2 seconds. This would cause a problem if the phantasm couldn’t attack for w/e reason resulting in a lot less regen. It would also cause the problem of procing illusionary membrane (protection on regen) a lot faster causing that to be nerfed as well.
I think it’s the design. Some traits reward you to shatter, some reward you to not shatter.
Most of my builds use a mix of those traits, so I’m not overly pressured to do something for traits sake, but can do whatever the situation requires. For example, if I don’t shatter I get protection+regeneration+ increased phantasm damage, if I do I get vulnerability+confusion+vigor+shatter effect. Then I’ll have a few on death traits too, just because sometimes they die before I can use them, and at least then I feel they’ve done something.
You can also go the other way and build exclusively around maintaining illusions, shattering illusions, or letting them die. Depends on how you want to play really.
To be honest I’d just make it trigger on attack, with a duration equal to the inter-attack delay.
To be honest I’d just make it trigger on attack, with a duration equal to the inter-attack delay.
I would love this.
The wiki data was incorrect when you posted this. Most are 4s on, 4s off as of 12/3 patch. The duelist is still every 3s.
I just fixed the wiki page to show the correct (as of 12/3) behavior.
(edited by Okuza.5210)
Phantasms now produce an aoe regen pulse immediately upon being summoned since the latest patch. This allows you to spam phantasms for additional aoe regen and not worry about shattering after the pulse has occurred.
@Okuza: You are completely wrong. The repulse times are still exactly the same, namely duelist at 3 seconds regen every 3 seconds, and everything else 5 seconds regen every 10 seconds.
That contradicts what I observed in game, but it’s basically only off by 1s (5s on, 5s off compared to 4s on/off).