(edited by Sharshar.1907)
First of all let me say two things about Mesmers:
CLONES are the ones that are supposed to look identical to the Mesmer, don’t do that much damage, and die in literally 1-2 auto attacks.
PHANTASMS are the ones that look ghostly, that do significant amounts of damage, and can take a few hits before going down.
I like to play my Mesmer as a “melee” dual wielding character, and I build very heavy around clones because I like playing the deception games and mind games. The main problem is that even if you’re dual wielding, your created clones only wield your on-hand weapon, they do not dual wield.
I am near 100% sure that this is unintended for two reasons:
1) It makes it extremely easy to instantly distinguish a dual-wield Mesmer’s clones, even if they try to mimic their clone’s behaviour (ie, just find the one carrying the flaming torch, etc. in their off-hand)
2) It really makes the gameplay favour 2-handed Mesmers because they don’t suffer from this, seeing as their clones will be carrying 2-handed weapons.
So my question is: Are clones not wielding off-hand weapons an intentional feature or an oversight? I’m really hoping it’s the latter because it negatively affects how the profession plays.
Before anybody posts saying it would be OP if you couldn’t differentiate clones from the real mesmer: I agree with that completely, but seeing as how 2-handed clones don’t suffer from this, and I seriously doubt clones were intended to be distinguished within half a second of them being created before the clone or player summoning them does anything else, I’m led to believe that this is an oversight in their design.
(edited by Sharshar.1907)
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