Showing Posts For Aethan.6457:
castlemanic.3198is illusionists celerity supposed to NOT stack with any weapon skill masteries that reduce recharge rate?
In most cases it stacks correctly, but the tooltip only displays a 20% redution
I would like some help just verifying that all issues currently listed are still issues. If you could all go through the list and just verify that all these bugs are still present and if not post here
I’ve tested about half, and found the following:
Fixed
Sword (main hand)
- Illusionary Leap / Swap – both skills have range 600 as listed on their tooltips; I’m not sure if there was ever really a bug here?
Sword (off hand)
- Blade Training – correctly reduces recharge of both skills by 20%
Shatter
- Cry of Frustration – tooltip now shows correct duration of 3sec
Not fixed
Scepter:
- Ether Clone – still does not cause confusion
Sword (off hand):
- Illusionists Celerity – still does not reduce recharge of Illusionary Riposte, even though the tooltip shows a reduction. This should probably be listed with Illusions traits.
Trident:
- Illusion of Drowning – still reflects ranged attacks
Utility:
- Portal Exeunt – still only lasts 10sec
Traits – Dueling:
- Phantasmal Fury – still prevents Vengeful Images from working
- Confusing Combatants – still doesn’t trigger on phantasm death
- Far-Reaching Manipulations – still mysteriously reduces Arcane Thievery recharge
Not listed yet / needs updating
Trident:
- Siren’s Call:
- trident clones apply confusion to enemies on hit
- trident clones do not apply boons to allies on hit
Traits – Inspiration:
- Phantasmal Healing – the only phantasm this works correctly on is Phantasmal Duelist; for all others:
- does not activate until 10sec after summoning (i.e. once intial retaliation from Vengeful Images expires)
- prevents Phantasmal Fury and Vengeful Images from refreshing
- is only active 50% of the time (5sec of regeneration every 10sec)
Since plenty of times this doesnt seem to happen.
If it’s meant to do X but it does Y, then it’s a bug. Tell us how to reproduce/verify this erroneous behaviour and I’m sure Taldren will add it to the OP.
Even when its suppose to be working this way its a fault in the game mechanic of the mesmer since it renders the skill “mirror blade” pretty useless since it drops your dps by 1/3.
You can disagree with me on this but keep that to yourself since this is a subforum to post bugs etc.
If it’s meant to do X and it does X, but you think it ought to do Y, it’s not a bug. It may not be ideal, but it’s working as intended. I 100% agree with you that this is not a thread for proposing changes to the game mechanics.
(edited by Moderator)
Daisai.58792nd bug
When using mirror blade while having 3 berserkers up the berserkers are being replaced by useless illusions.
This isn’t a bug. When you create an illusion, it replaces your oldest clone by preference; if you don’t have any clones out, it will replace your oldest phantasm instead.
Greatsword #5 illusionary wave seems to be missing on occasion while the target is still in range. The target isn’t dodge rolling, I am not blinded, and I don’t think it’s from lag. This mostly seems to happen against other players in PvP, so it could be some player defense I’m unaware of.
In PvP it could be Stability, which can be quite short-lived – it’s possible you didn’t notice the icon.
In PvE there’s Defiant, which tends to be on event bosses, plus you get the odd mob with a description like “Unstoppable” (e.g. Abominations) that seem to make them immune.
Despite all this, I’ve definitely noticed the same thing as you – sometimes Illusionary Wave just doesn’t work. My gut feeling is that it’s to do with your elevation in relation to that of your target (i.e. you can’t push someone up/down a hill), but I haven’t found a way to reliably reproduce it : (
Xolo.3580When being out of range and using an enemy-targeted skill that spawns a clone/phantasm, the skill will go on full cooldown (without a clone/phantasm spawned of course).
I don’t think this is a Mesmer bug (or even a bug at all) – if you use any player targeted skill beyond its max range, you’ll waste it. Projectiles/beams still get fired (depending on the skill), but they won’t reach the target.
No changes have been made nor has anyone actually provided any information for these so-called bugs. […] I am not going to put anything up that is Already reported or nothing more then some random claim with no supporting information.
Can I persuade you to add Illusion of Drowning to the OP? It’s a danger to yourself and to your allies, as it causes the target to reflect ranged attacks.
It’s easy enough to test using the underwater golems in HotM:
1. Your trident attacks are reflected and damage you
2. Trident clones’ attacks are reflected and inflict Confusion on them
3. Illusionary Whalers’ attacks are reflected and inflict Bleeding on them
Anecdotal: when fighting underwater bosses (e.g. megalodon), your attacks are reflected when another mesmer uses IoD – it’s fairly easy to spot due to the massive glowing anchor. The point here is that it doesn’t just reflect your own ranged attacks.
Duelist’s Discipline trait also doesn’t reduce any pistol skills’ CD.
I can’t reproduce this. Phantasmal Duelist goes from 15 to 12 seconds, Magic Bullet from 25 to 20, and the tooltips update accordingly.
Note that Illusionist’s Celerity also decreases the cooldown on the duelist; if you take both, it reduces to ~9.6 sec, but the tooltip remains at 12. It’s easier to see if you enable “Show Skill Recharge” in the options.
I think the clone that it summons is supposed to place confusion on the mobs?? It does no damage, but it only puts on one stack of confusion, then reapplies it after it wears off. Three clones can keep someone, or something, permanently confused (with albeit) one stack of confusion.
You got the ‘no damage’ part right, but you can spam scepter 1 as long as you like and there’ll never be any confusion on the target.
Now trident clones on the other hand… they definitely cause confusion. 3 of them can keep a constant 11-12 stacks on a target. I’d be happy if ArenaNet split the difference and let scepter and trident clones both maintain around 4-5 confusion. Cue howls of protest from the PvPers… ; )
I am at the character limit in the main post … so I am basically prioritizing bugs that are brought up and deleting them as soon as fixes are in to make room for new ones.
You could trim this:
This one I don’t know if it is a bug or intended … but when the change occurred so that range checks were made on clone/phantasm creation … players were also given the ability to evade our ability to summon said clone/phantasm. If our clones/phantasms couldn’t be countered by walking away, being killed, or CCed I would guess intended … but given that this is not the case I just had to ask.
down to
Players are able to evade our ability to summon a clone/phantasm
Then you’d have room to mention Illusion of Drowning, which desperately needs fixing – 20% of our trident skills are not safe to use.
- This is primarily a PvE concern at core
- It would also be helpful to do a QA check that the 33% confusion duration trait and other condition duration sources (Dom and runes) are affecting all sources of confusion appropriately (Cry of Frustration, trait for Confuse on Shatter, trait for Confuse on illusion death, etc)
I’ve done some of testing of Master of Misdirection and I’ve found the following:
The 33% extra Confusion duration is applied correctly to:
- Confusing Images
- Cry of Frustration (note that the tooltip is wrong, so it actually goes from 3 to 4 seconds)
- All shatters when Illusionary Retribution is active
- Physical projectile finisher on an ethereal field
- Blinding Befuddlement
It does NOT extend the Confusion caused by:
- Phantasmal Mage
- Confusing Combatants
- Siren’s Call (when used by clones)
It works partially for:
- Confusing Enchantments – adds an extra 1.33sec, which is 33% of the base 4sec duration… but this doesn’t make it 33% longer than the actual shortest duration of 4.8sec (i.e. including the bonus from the Domination line)
It’s definitely inconsistent, and in my opinion it should be considered to be ‘underperforming’. Confusion in general feels very hit-and-miss in PvE; a lot of mobs attack so slowly that even a 5-second Confusion is lucky to catch a single attack. Since we’ve already got a PvE/PvP split for the damage from Confusion, it feels like it wouldn’t be too much to ask for the duration to be buffed in PvE as well.
(edited by Aethan.6457)
This could really do with some attention. Confusion is supposed to be a Mesmer’s signature condition, but the Engineer is currently better at causing it with weapon skills. Every 15sec they can put out 8 stacks (2 × 4 targets) with Static Shot, vs. our 5 stacks from Confusing Images – plus they get multi-target blind as a bonus. Please fix Ether Clone to add a generous helping of Confusion… or even better, put the scepter back to how it used to be – a smaller amount of Confusion on every hit : )
This is really annoying, as there’s no easy way to report them from the mail interface. “/report” doesn’t seem to work, so I’ve had to send the spammer a whisper in order to make their name appear in chat – then I can right-click it and report.