Well if it’s a single trait then definetly a grandmaster (from Inspiration/Illusions). I think it’d be really mighty to have all thoose in one build… (well “only” two by weapons but disenchanter/defender would be quite mighty too).
Another Idea would be a trait that unlocks a fifth skill (F5) that causes our phantasms to do so. Maybe Inspiration Grandmaster. That skill would cause our phantasms to cast their “special abilities” with a cooldown in the skill.
My third Idea would be a Trait that allows ANY phantasm that lives for more than 15/20 seconds to cast another spell or improve it’s skills. so the result would be: the longer the phantasm is alive the harder does it hit / the more skills does it get (maybe a grandmaster in dueling)
- Berserker:
0-15 Normal
15-25 evades while whirling through enemies
25< gets the spinattack- Warlock:
0-20 Normal
20-30 gets chaosstorm
30< gets confusing images- Duelist:
0-15 Normal
15-25 50% that a shot bounces (max 3 bounces)
25< gains +25% that a shot bounces (max 4 bounces)- Swordman:
0-10 normal
10-25 inflicts cripple on hit
25< gets the block ability- Warden:
0-20 normal
20-35 while charging it runs after its target
35< always stays near its target (even while attacking)- Mage:
0-15 normal
15-25 2 additional stacks of confusion that last 5s in stead of 3s
25< gains a spell to daze (ICD 20s)- Defender:
0-15 normal
15-30 buffes protection
30< gains retaliation
*Disenchanter:
0-12 normal
12-25 removes 2 boons/conditions per hit
25< transferes conditions from allies to enemys and steals boons (ICD 40s)I think one should increase the time between their buffs but i also think that it’d be quite nice with higher durations to buff them
Hmm no, the point not being tied to any traits, much less Grandmaster trait is so both shatter and phanta builds have access to them.
E.g. You blew all 4 shatters, so you’re in a pinch. You have an option to keep your phantas alive and use the extra skill while you wait for your shatter CDs to be up for your next burst rotation.
Also they don’t have to balance it with the current traits. Less work / balancing is good.
Most of the skills augment the weakness of the phanta on a long-ish cooldown, sounds OP but the effects are situational at best.
E.g In PVE, TA wurm boss, maybe you want to move your warden to save it from his whirl aoe. But really its just a dps lost since your warden will be out of range and will be some time before the CD comes up to move it again.
Or dropping a zerker on WvW zerg, if you can keep it alive for the extra skill CD to come up, you really deserve that extra damage. But most of the time, zerker will die immediately.
