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All phantasms now utterly broken.

in Mesmer

Posted by: Infernyl.2364

Infernyl.2364

the already mentioned changes of range and blocks by buffs like aegis are really utterly overdone, same goes for the LoS fix where i totally agree with Deviijas example from WvWvW
it is okay to evade the cast of an phantasm/clone, but such an important part of a build which is supposed to deal a big portion of the total dps the build aims for and then u do cant rely on it is a real overkill against the mesmer
same goes for the range of summoning especially because its better for the enemy to see a phantasm walk towards him because it needs to get in range first
if i summon a phantasmal gunner with extended range due to the trait he attacks directly which is harder to evade, if i miscalculated the range and he needs to walk prior to his attack the enemy (if in pvp of course) is warned if he sees the phantasm and has a better chance to do something against it

also zerker and the warden have a kind of similar problem if i didnt miss it being stated as purpose concerning warden
sometimes warden follows the enemy, sometimes he stands around and creates his bubble, happiely swinging his axes trying to cut some butterflies around him but totally missing the enemy
if his purpose is repelling attacks and protecting and his behaviour is accordingly scripted okay, but why does he have such a high total dmg if all his hits connect ?
zerker so as warden should follow the enemy more aggressively so that the whirls executed by zerker can connect better and dont miss so often and warden reliably follows his target
i think shortening the distance from which the zerker attacks would improve his issue of missinh
focus is really tempting i have to say but i dont use it much because i cant rely on the phantasm so 1/2 of the focus is useless for me despite being able to pull them towards him
i know its not #1 offhand weapon for a purely offensive build but if the warden has the ability to deal dmg and not just repel projectiles it should be able to hit better than it does now

even if the delay is fixed zerker will still not hit for sure after the 1st attack, at least thats whats always been the case for me
standing targets were fully hit with the initial attack, 2nd attack was executed from a too large distance so only about 1/2 of the full dmg was dealt at best
moving targets were mostly better hit in average but sometimes they even were totally missed

greetings

(edited by Infernyl.2364)