Sempiternal Order [SO]
Northern Shiverpeaks
This is a simple suggestion and I don’t know if anyone has suggested this before.
I think it would be good if you have 3 phantasms if you use use any clone spawning skills/traits, the clones wouldn’t overwrite the phantasms. Sometimes I would like to keep the iBerserkers and iDuelists up and I need to dodge, but deceptive evasion overwrites the phantasms with a clone.
I don’t think there are any problems with this suggestion and I think it would be beneficial for all Mesmers. Discuss away!
This is a simple suggestion and I don’t know if anyone has suggested this before.
I think it would be good if you have 3 phantasms if you use use any clone spawning skills/traits, the clones wouldn’t overwrite the phantasms. Sometimes I would like to keep the iBerserkers and iDuelists up and I need to dodge, but deceptive evasion overwrites the phantasms with a clone.
I don’t think there are any problems with this suggestion and I think it would be beneficial for all Mesmers. Discuss away!
This has actualy been raised many times and discussed.
I’d say the consensus is that, while there’ll never be 100% satisfaction with this feature of the class, the pro’s of having a clone spawn overwriting a phantasm if you chose to take DE far outweigh the problems that arise if you were to not have a clone spawn on dodge with DE overwriting a phantasm.
Two things that immediatly come to mind are
If you want to avoid clones overwriting phantasms, don’t take DE. Simple as that.
I guess I see what you mean, I was just thinking about how sometimes my opponent is too tunneled on me that they don’t do anything about my spawning phantasms and I manage to get three up at the same time. At that point I want to keep them. I like using DE for the confusion (not the condition) it can cause by having clones and for reasons such as what you stated as well as clone death traits.
The particular situation that caused me to think about this is that I had managed to get 3 iBerserkers up on an enemy and I wanted to use #2 on greatsword for some might and deeps, but then if I use that I’d lose a iBerserker.
I guess I see what you mean, I was just thinking about how sometimes my opponent is too tunneled on me that they don’t do anything about my spawning phantasms and I manage to get three up at the same time. At that point I want to keep them. I like using DE for the confusion (not the condition) it can cause by having clones and for reasons such as what you stated as well as clone death traits.
The particular situation that caused me to think about this is that I had managed to get 3 iBerserkers up on an enemy and I wanted to use #2 on greatsword for some might and deeps, but then if I use that I’d lose a iBerserker.
Well, you already 2 zerkers, so maybe the might bouncing to them will cover a bit until you can get a third zerker up?
If you have three, then you’ll likely have the pressure up to afford spending one for whatever reason until you can get it up again. That’s just my opinion, but it’s still situational and a risk-gain scenario you should think about when creating the clone.
I guess I see what you mean, I was just thinking about how sometimes my opponent is too tunneled on me that they don’t do anything about my spawning phantasms and I manage to get three up at the same time. At that point I want to keep them. I like using DE for the confusion (not the condition) it can cause by having clones and for reasons such as what you stated as well as clone death traits.
The particular situation that caused me to think about this is that I had managed to get 3 iBerserkers up on an enemy and I wanted to use #2 on greatsword for some might and deeps, but then if I use that I’d lose a iBerserker.
Well, you already 2 zerkers, so maybe the might bouncing to them will cover a bit until you can get a third zerker up?
Might on phantasms does nothing, just thought I’d mention that.
Personally I’ve always thought that they should make a major change to how Phantasms & Clones work… and I’ve stated as much since early closed beta…
How I honestly think they should work is:
1) 6 total Illusions (3 Phantasms, 3 Clones)
2) Illusions follow one of the following:
A) Per enemy basis (3 phantasms & 3 clones at a time per enemy, illusions only attack the enemy they are summoned on)
B) Persist through Combat (illusions don’t automatically die if the enemy they were summoned on dies, but instead persist until the mesmer exists combat)
C) Last for a Duration (If persisting through combat is to “OP” give them a set duration instead)
I’ve found myself met with arguments of “illusions are meant for shattering” all the time… however, there are benefits to not shattering illusions, and when you’re in a party you will often find your illusions die before you can shatter them due to your target being killed quickly.
Personally I’ve always thought that they should make a major change to how Phantasms & Clones work… and I’ve stated as much since early closed beta…
How I honestly think they should work is:
1) 6 total Illusions (3 Phantasms, 3 Clones)
2) Illusions follow one of the following:
A) Per enemy basis (3 phantasms & 3 clones at a time per enemy, illusions only attack the enemy they are summoned on)
B) Persist through Combat (illusions don’t automatically die if the enemy they were summoned on dies, but instead persist until the mesmer exists combat)
C) Last for a Duration (If persisting through combat is to “OP” give them a set duration instead)I’ve found myself met with arguments of “illusions are meant for shattering” all the time… however, there are benefits to not shattering illusions, and when you’re in a party you will often find your illusions die before you can shatter them due to your target being killed quickly.
Wow. We’d have to face some major nerfs for that to happen.
Personally I’ve always thought that they should make a major change to how Phantasms & Clones work… and I’ve stated as much since early closed beta…
How I honestly think they should work is:
1) 6 total Illusions (3 Phantasms, 3 Clones)
2) Illusions follow one of the following:
A) Per enemy basis (3 phantasms & 3 clones at a time per enemy, illusions only attack the enemy they are summoned on)
B) Persist through Combat (illusions don’t automatically die if the enemy they were summoned on dies, but instead persist until the mesmer exists combat)
C) Last for a Duration (If persisting through combat is to “OP” give them a set duration instead)I’ve found myself met with arguments of “illusions are meant for shattering” all the time… however, there are benefits to not shattering illusions, and when you’re in a party you will often find your illusions die before you can shatter them due to your target being killed quickly.
Wow. We’d have to face some major nerfs for that to happen.
At the very least illusions should either persist through combat or have set durations so that killing an enemy that an illusion was summoned on doesn’t automatically end the illusion when there are multiple enemies.
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