Phantasmal Warden Issues

Phantasmal Warden Issues

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Posted by: Otter.6348

Otter.6348

So, as many of us know, the Phantasmal Warden will stay in place where it is summoned and only chase foes up to 900 range.

The clone is melee ranged, so obviously this needs to be fixed. I suggest the Warden function the same way as the Berserker:

1. When summoned, it won’t begin its attack until a target is in range.

2. Before starting its attack, it will move back into melee range.

I just wanted to raise awareness for this issue. Still hoping it gets patched very very soon.

Otters! :D

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Posted by: djtool.8372

djtool.8372

I wish he was targetable. Kind of stinks to spawn a defensive phantasm off in the distance for someone to just run around.

Best universal method of tagging someone with it is to start with sword 3, cast warden, then port. More reliable if you take the stun on daze trait and take the distraction mantra.

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Posted by: Nretep.2564

Nretep.2564

iWarden has some issues I’d like to see fixed one day, yeah.

The range issue looks like a bug. I hope they reduce its “believing” range to its actual range one day. That’d be the main fix. So before it initiates its attack, it checks and corrects its distance. Pretty much like it does now, just with the right numbers.

I’d not like to see it act like iZerker or iSwordsman, attacking and then keeping its distance. The iWarden’s purpose to be a bit defensive for your party, not have a survival instinct.

Another issue is its spawning location. The system checks where the most space is for it to summon, meaning where it hits the least targets in a mob. It’s a pretty counterproductive feature. Of course, I don’t expect a feature “auto-hit the mobs targets in that area”, but keeping it random or ground targeted would dractically improve that … malfunction. Making it GT would also improve its anti-projectile functioning, but would need some tweaks with the “follow target” fix from above.

To fix those issues it could be done like that:

  1. Groundtargeted skill; iWarden summons at circle
  2. iWardens personal target is the players target (like currently).
  3. once summoned, it starts attacking (after the general phantasm delay)
  4. during its CD it does nothing
  5. right before its second (and following) attack, it checks and corrects its distance to the target
  6. starts attacking
  7. goto #4.

another fix would be to make ground-targeted and make its “believing” range 999999, so it wouldn’t move at all.

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Posted by: Esplen.3940

Esplen.3940

iWarden will move if he loses LoS. This includes little bumps and hills. Use this knowledge to your advantage.

Also, if he does lose LoS, he won’t start attacking until he gets LoS AND is melee range of his targeted opponent.

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Posted by: Nretep.2564

Nretep.2564

iWarden will move if he loses LoS. This includes little bumps and hills. Use this knowledge to your advantage.

How can you use this when you can’t controll the targets movement? or where the iWarden spawns?

Also, if he does lose LoS, he won’t start attacking until he gets LoS AND is melee range of his targeted opponent.

no. It does mot to get LoS, but still think it’s a 900 ranged phantasm. So it’ll most likely go around the corner, stay there and start attacking the corner.
If the target it that …. well … and hide behind a corner, the iWarden will hit it.

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Posted by: Otter.6348

Otter.6348

iWarden will move if he loses LoS. This includes little bumps and hills. Use this knowledge to your advantage.

Also, if he does lose LoS, he won’t start attacking until he gets LoS AND is melee range of his targeted opponent.

I appreciate the tip, but it’s unfortunately nothing close to the kind of fix we need.

The warden should just automatically move towards the targeted enemy when summoned, cast his ability when in range, then continue to follow the enemy during his ability’s cooldown. Sort of like Berserker, but staying in melee range between ability activations.

Otters! :D

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Posted by: Nretep.2564

Nretep.2564

It’s been like this since BWE … and you believe ANet will fix it within 14d after your thread? …

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Posted by: Otter.6348

Otter.6348

Here’s hoping they fix this in the patch tomorrow!

Otters! :D

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Posted by: Nuka Cola.8520

Nuka Cola.8520

Why is this phantasm on the longest available illusion CD, not ground targeting and doesn’t follow players like every other illusion? Are they seriously making this thing stationary on a 30sec CD thinking it would be too hard to move from his slow aoe attacks? This phantasm need some love, not iMage kind of change but still.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: Esplen.3940

Esplen.3940

Because he’s a projectile destroyer/reflector. He also has the highest potential damage out of all phantasms (he hits harder than a full damage iWarlock) with the most potential for bleed stacks (15 in dueling, hits more than a duelist).

He also only has a 25 second cooldown, not a 30 second cooldown.

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Posted by: Nuka Cola.8520

Nuka Cola.8520

Key word “potential”. Who exactly will be standing in its aoe unless stunned/immobilized (which you can do right now anyways)? Projectile reflection is the reason it has 25sec CD already. At most it will do ~2500 damage (most of the times less) before ppl move away so im not sure what were they thinking not letting it follow targets. Even if it moved (not talking about current out of range iwarden movement), went in melee range and started doing its animation, which is very easy to just walk out btw, it wouldn’t be OP and far from it.

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

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Posted by: Esplen.3940

Esplen.3940

When I run it in my Shatter builds, I let it auto for about half a cycle before shattering (not traited).

When I run it in my Phantasm builds, I let it go until it dies. My Phantasm isn’t geared for WvW, but it does run a traited Focus.

Note that for WvW, specifically, I run offhand Focus for the AoE interrupt more than the Warden (yes, I could use Pistol, but I feel like Focus is much more of a presence because it forces the enemy to roll dodge or fall down).

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

Yeah…I highly doubt this will be fixed and knowing Anet if they did fix it they would nerf it another way like reduce its damage by 99% or increase its cool down by 200% remove the reflect trait and such.

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Posted by: Otter.6348

Otter.6348

I’m starting to doubt that Anet will ever fix this…but I’m holding onto hope. For now.

Otters! :D