Showing Posts For Loafers.4126:
My fingers are becoming too pruned up to grip my staff much longer. I would also appreciate a refund of the waypoint coin I pay on behalf of poor attention to detail during world design.
Thanks for pointing that out Dixa, its Phantasmal Healing that prevents Fury from being re-applied to all the phantasms except Duelist.
Actually, it can take up to 8 seconds for the buff to apply to newly summoned illusions.
Here’s the test I ran: summon phantasmal Defender on a mob > target Defender and wait for his signet of illusion buff to refresh itself to 11s duration > summon a clone and target the clone > watch in disbelief as 8 whole seconds pass by until signet of illusions activates on your clone.
My biggest gripe about the mesmer profession is that the majority of the phantasm traits only work properly for the duelist, and one trait can interfere with another. Such inconsistency does not encourage build variety, and I am starting to give up hope as the weeks keep passing while traits affecting a core profession mechanic (phantasms) remain alarmingly untouched and broken.
Vengeful Images - Grants retaliation to phantasms.
10s retaliation every 10s – Duelist
10s retaliation applied once – all other phantasms
- This is most detrimental for the Phantasmal Defender, who’s main output relies on retaliation while soaking half of each allies’ incoming damage. Works great for the first 10 seconds, but not after the boon fails to reapply.
Phantasmal Healing - Phantasms grant regeneration to nearby allies.
3s regeneration every 3s – Duelist
5s regeneration every 10s – all other phantasms
- Pair this trait with Illusionary Membrane (2s protection every time you gain regeneration) and the inconsistency makes phantasmal Duelist far more effective than the rest. Compare:
- 2s protection every 3s – Duelist
2s protection every 10s – all other phantasms
Phantasmal Fury - Your phantasms have fury.
10s fury every 10s – Duelist
10s fury applied once – all other phantasms (with Phantasmal Healing traited)
- Phantasmal Fury interferes with Vengeful Images causing the retaliation boon to not apply.
Phantasmal Haste - Phantasms recharge 20% faster.
15% – Duelist, Berserker, Warlock, Whaler
10% – Warden
n/a – Swordsman, Mariner, Defender, Disenchanter, Mage
- 20 =/= 15, 10, n/a (if these values are wrong, please update the wiki)
(edited by Loafers.4126)
Back in BW3 I fell in love with signet of inspiration because it would periodically grant me swiftness as I ran around exploring.
That feel when I got 8 skillpoints after release and found out they broke my favorite mesmer skill. Instead of giving a random boon every 10 seconds as it still states in the description (and how it was during beta) it now gives a random boon after being in combat for 10 seconds (meh).
After dropping mesmer for a few weeks hoping for bug fixes that still haven’t arrived, I leveled up warrior and ranger. The movespeed signet for ranger was nice, but I eventually dropped it. Signet of Rage for warrior grants an absurd duration swiftness and minimal downtime with traits which makes running around the map feel great. I am not a fan of using the offhand weapon slot just for a speed buff while solo, but the AoE buffs from ranger made it a decent trade-off during WvW and DE farming.
Focus offhand for mesmer is a completely unattractive option to me so I would like to see signet of inspiration buffed back to a useful level.
Hope they “fix” the issue that arrows can be dodge easily by target. Which is my primary concern . Also can we ranger have the “bounce” effect thief have on their short bow.
Axe for ranger bounces just like the shortbow does for thief, and shouldn’t give you much trouble with players dodging your shots.
Ranger with blue jellyfish is very strong during underwater combat, as Stice mentioned. I have a 74 mesmer, 74 warrior, and 80 ranger and the ranger feels like godmode in the water. I always use the harpoon gun due to it giving my pet fury for a few seconds (during which time I use it’s f2 skill for 4-6k of AoE damage per target). Pair this with the trolls healing skill, jellyfish AoE regeneration, healing signet, and 4+ seconds of protection for my pet each time I dodge, I find soloing champions underwater or packs of 5-6 mobs that would easily kill my other characters a joke with my ranger. I find the other pets terrible in comparison to the blue jellyfish, and only rarely swap to the red jelly if my blue gets dangerously low (barely ever). The 5k AoE damage and sustainability is unbeatable from my experience.
Clones will replace other clones if one is available, but if you have three phantasms summoned, the oldest gets replaced.
Just ventured into the Iron Marches for the first time tonight. After wandering around for a few hours, it became obvious to me this zone was rushed and is full of bugs. There were NPC’s stuck up in trees that I needed to interact with for a mission (disjointed spirits). DE mob Bria was no where to be found for slaying, and the event to kill her was stuck.
I would really appreciate knowing the specifics of how the bonus experience is calculated when killing monsters around the world. I assume it has something to do with time, but I just can’t be sure since my results are never consistent. Any help is appreciated, thanks.
I was fully defeated one time awaiting a savior when a guardian came by and instantly revived me. Not sure what else I can say to help, but the skill has worked at least once!
Just going to add that Fast Hands (5-second cooldown on weapon swap) and Forceful Greatsword (gain might on crit with greatsword and spear) are bugged too. Forceful Greatsword trait is not giving might on crits with spear, and Fast Hands is bugged as detailed here.
Thank you for the specifics Aseyhe.
The mesmer staff skill “Phase Retreat” causes the player to fall through terrain and become trapped. Happens in the open world, as well as dungeons.
Seen Bleepdoop stuck once.
The 15-point Discipline trait, “Fast Hands”, is currently bugged.
It should reduce weapon-swapping cooldown by 5 seconds, and sometimes it does. Problem is, it also fails to work and the default cooldown of 10 seconds is applied. The tooltip makes no mention of Fast Hands having a 50% chance to work, so this seems like a bug to me.
Agreed. I was very sad with my mesmer during headstart to see this bug introduced to my favorite signet.