Showing Posts For Fanolian.8415:
(It is fixed sometime after the first feature patch. Title too long, can’t edit it.)
Steps to reproduce:
1. Equip at least 4 Superior Runes of Melandru. (4 major runes may do as well but I don’t have those for testing)
2. Find a Box o’ Fun and hope for Petrify Mode.
3. Get petrified in your favourite posture.
Acutal result:
Petrification ends prematurely due to the -stun duration effect of the rune. I cannot hold any petrified positions for long.
Video of the issue: https://www.youtube.com/watch?v=Sae28VarqlE
Expected result:
I can enjoy this Box o’ Fun effect without being half/fully naked.
I understand that petrification is similar to stun, and Rune of Melandru should affect it. Maybe tweaking the petrification duration given by Box o’ Fun is a good compromise?
Thanks in advanced.
(edited by Fanolian.8415)
Steps to reproduce:
1. Make a mesmer.
2. Equip trait Temporal Enchanter (Inspiraton IX).
3. Check the tooltip of Null Field.
Actual result:
Updated duration in blue is appended above the original duration. (see screenshot)
Expected result:
Updated duration replaces original duration.
Browsing through all the trait facts, one good thing I noticed is they finally clarified what wastrel’s punishment is. “Increased damage to foes not using a skill”. That’s not bad actually. I think many, including myself, thought this meant foes needed to be stunned or dazed.
That means it’s pretty useful in PvE.
Vengeful Images nerf is a huge blow to the damage output of phantasm build (especially pDefender+retaliation trick).
5 seconds of retaliation is too few considering that Illusionists Celerity is moved to Grandmaster trait and thus resummoning time is increased. Also the HP buff to phantasms should prolong their lives (by a second or so…). 8-10 seconds of retaliation would be a better compromise for me.
The amount of the healing is the same as clones’ damage attacking an enemy. Except now they are hitting you and deal “negative damage”, as I would call.
If you have a large stack of might the amount of healing should increase (by 1 or 2 lol).
Yeah nerf portals ……. stupid patch….
why do they nerf mind stab? wtf?! it’s already useless……… Now it doesn’t even deserve to be called a weapon skill… I really don’t get their balance philosiphy…
I believe it’s about main-hand sword’s #1 3rd chain.
Before this patch 1st and 2nd chain hit 3 targets but 3rd chain (mind stab) hits the targeted one only.
Portal should be largely useless now…
no jumps in JPs require swiftness. It makes the jumps easier only.
Wrong, I was able to contain the Echo through Fractal change. I just never went to WvW since it means ditching a group, or surviving through a few more fractals, potentially. I’ve never done an odd finishing on Asuran Fractal since I found out about it (heck, with the new system, I only do evens, even to level up).
All fractals are in the same instance, like you teleport to various zones in LA.
Mesmers’ damage depend on illusions, clones or phantasms, heavily but you don’t get the first useful trait (Illusionists Celerity) until lv15.
Damage-wise, things get better if you trait for Sharper Images but you are lv40 by then.
I have some transmuted weapons/armors. When I unequip or switch them to another piece of item of the same part, the game message in chat panel shows “You receive 1 [old skin name].” instead of “You receive 1 [current item name].”
Steps to reproduce:
1. Obtain a Zhed’s Mantle. Transmute the skin of Strong Conjurer Mantle into Zhed’s Mantle.
2. Equip the new Strong Conjurer Mantle (with Zhed’s Mantle’s stat).
3. Turn on “Game Messages” in chat panel.
4. Unequip the new Strong Conjrurer Mantle.
Actual Result: Game message says “You receive 1 Zhed’s Mantle.”
Expected Result: Game message says “You receive 1 Strong Conjurer Mantle.”
(see the last game message in the attachment)
Note:
1. If I ping the item to chat panel, it shows the correct item name. Same if I hover on the item.
2. This applies for transmuted armors, backpieces, weapons, or weapon skins (Adam -> Bell Focus in my case).
Volcanic Fractal:
In the final phrase, the Legendary Grawl Shaman is immune to bleeding, perhaps other conditions too, when it is in the shield form. I guess it is to prevent breaking the shield easily by stacking 25 stacks of bleed.
Updated photos for Sunken Beacon in Sharkmaw Caverns.
Bonus: In-game screenshots for Firelighter. I transmuted it before noticing this post, so I don’t have images of it in a dark room.
Clones’ bounce attacks do not grant boons but heal for a very small amount.
2: http://wiki.guildwars2.com/wiki/Illusion
“Illusions derive their precision, power, condition damage, critical damage, armor, and healing directly from the mesmer’s attributes. Illusions do not gain any benefit from the mesmer’s vitality, condition duration or boon duration.”
p.s. armor = defense + toughness
1, 3: "They are neither affected by the damage of the mesmer’s equipped weapon nor by any of the various non-stat effects of weapon sigils or armor runes. "
4: http://wiki.guildwars2.com/wiki/Game_updates/2012-12-03#General
“Area of effect heals and boons now prioritize players over minions and NPCs. "
As for conditions, I think it is still affecting random players/minions/npcs with no priorities.
Then anet has to decrease the drop rate to all named exotics.
Signet of illusions is designed to be beneficial to both shatter (active effect) and phantasm (passive effect) builds. Everyone is happy slotting this skill.
To me this is a good example of active/passive combination.
It is accessible if you are in that order and have done the lv70 personal story quest. They all lead to Fort Trinity.
http://wiki.guildwars2.com/wiki/Fort_Trinity (See the note)
Besides jumping puzzles, don’t forget those explorer achievements. Many of them are quite challenging if you go solo.
The tooltip is incorrect if you have both Illusionists Celerity and Warden’s Feedback, or any other weapon-specific traits that reduce illusion-summoning recharge.
If you turn on recharge timer in option, you can see that the recharge works as intended. You can time it yourself of course.
You can buy a growth tonic at Degun Shun after a DE. It costs about 1s and increases your (body) size for around 10 seconds.
It is because all phantasms were called Illusionary XXX back in the betas. Anet changed that some time before release but players were used to it already.
You can still find this reference from the two underwater phantasms.
I was afk for 30 seconds when I was soloing a rifle-wielding champion, since my 2 pWardens and pDefender were taking care of it… My pDefender was still alive after the fight!
It’s been like that since release. The first reference I can find is on Aug 16.
Before Aug15 stress test all mesmer’s condition curing skills removes all conditions at once. Anet changed it that Null Field removes 1/pulse, Power Cleanse removes 2/use (2 uses per mantra), Arcane Thievery transfers 3/use.
But the fact is “recharge” is vague. I don’t need to spend time trying to decipher what a tooltip means, when a simple re-wording would make things clear. Like: “Phantasms attack 20% faster.”
Attack is a worse choice in this case.
Quickness is an effect that makes you act “twice as fast”, or attack 100% faster, but does not reduce the recharge time (cooldown). Since you are a mesmer, you can test it on your own using Time Warp with sword#2 or scepter#3, and then put Time Warp on pDuelist or pWarden (not your skill pistol#4 or focus#5!). Don’t test it with your #1 skills since they do not have cooldowns at all.
Phantasms do not attack faster with Phantasmal Haste. They(Phantasms) recharge (20%) faster.
(edited by Fanolian.8415)
The trait is not completely broken, but working in a very weird way, so I really do not know if it is intended or not…
I would really like a confirmation from the developers.
It is bugged when used with Vengeful Images, which is unavoidable, or Phantasmal Fury for all phantasms except pDuelist.
So equip an off-hand pistol to see what the trait is like.
http://wiki.guildwars2.com/wiki/Guild_Wars_2#Player_versus_Environment
A day/night cycle is present in the game. Day lasts for 70 minutes, night for 40 minutes and the transitions between the two take 5 minutes each, comprising a 2-hour cycle. A number of mechanics can be linked to this cycle, including events, NPCs, and equipment effects.
Interestingly, we cannot get focus kills since killing by illusions does not count.
If a longbow mob shoot to a reflection-traited curtain, gets reflected and kills himself, does it count as a longbow or focus kill?
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.
Not that i want to discuss this on this forums forever however this is a bug.
Since plenty of times this doesnt seem to happen.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.
It is always like that after the game has released.
If you have read the leaked patch note during beta, the current behaviour is working as intended:
Phantasms will no longer be replaced by new illusions if there is a Clone that can be replaced instead.
You may not like the implementation, but it is not a bug.
I sincerely hope that the (holy ____ trinity) Vengeful Image/Phantasmal Fury/Phantasmal Healing is fixed along with the coming new retaliation mechanism change.
It should ease out some of the recent changes to phantasms.
@Ryuujin
CD doesn’t start, until after the Weapon Skill finishes. The Whirl lasts about 5 seconds, I believe. Thus, the actual CD is 9 seconds, or 7.4 seconds if you factor in the Illusions’ 1.6 second delay to toggling a skill. 7.4 * 80% (Phantasmal Haste) is then roughly 6 seconds.6 seconds + 5 seconds whirl + 1.6 seconds skill delay for Illusions is 12.6 seconds total.
In other words, the time the Phantasmal Haste traited I.Warden takes from the start of one Whirl to the next.
Its not bugged in reverse.
Would you further explain the “Illusions’ 1.6 second delay to toggling a skill” part for me? It is a new concept to me and I don’t quite understand it. Does it exist on all phantasms or just multi-hit ones like Berserker, Warden, Duelist and Mariner? Thanks.
At first I was like “Oh! nice staff on the ground. Gonna pick it up.”, but then I realised…
@MLieBennett, I get the same test result too. The recharge time is around 7sec instead of the intended 5sec.
Illusion of Life: It appears that this skill is intended to put an effected player back into downed state with the possibility of being res’d after it completes. However, the ability will sporadically instantly kill (cannot be res’d) the affected player both when the spell first takes effect and when it ends. It appears this may happen when the player takes damage right as the spell goes off.
It’s rather disconcerting to instantly kill a teammate instead of res’ing him in sPvP!
I don’t use this skill. But according to its description, it is an AoE version of warrior’s downed#3 Vengeance, not the way you described.
incorrect.
Clones should never override a phantasm, as phantasms are our primary source of DPS.
Go to the mists and test it with scepter and three phantasms. The clone on the auto attack will spawn but instantly shatter. It will not replace or override a phantasm.
However, the trident 3* ability does.
I tested in the mists, but scepter#1 still replaces the oldest phantasms if you have 3 phantasms out already. It is how clone, from any means, works currently.
“Phantasms will no longer be replaced by new illusions if there is a Clone that can be replaced instead”
http://www.reddit.com/r/Guildwars2/comments/yjttc/synchronised_emotes_are_coming_back/
This change is implemented around Aug 21, few days before release.
After the few updates to mesmers in today’s patch, is there any news regarding Phantasmal Healing? It is severely limiting my choice of traits to my phantasms build. I would like some status updates even if the current behaviour is intended.
Okay, I’m really starting to wonder about Clone/Phantasm health here.
At times, I’ve seen them take multiple hits (Currently using Signet of Illusions). Other times, I see them disappear before they even show up! And this is on the same type of PvE enemy even.
It is due to a bug of Signet of Illusions.
I added my finding of that bug in one of the replies that may explain your observation.
http://www.guildwars2guru.com/topic/48885-upcoming-mesmer-changes/
Clones’ hp were increased by 50% from Aug15 Stress Test change. The wiki entry of phantasms has not been updated since that Stress Test. In fact, the sentence you quoted existed in the first ever revision of the wiki entry. (http://wiki.guildwars2.com/index.php?title=Phantasm&oldid=181297 WARNING: OBSOLETE INFO)
Phantasms having more health than clones may be the intent when mesmer was developing, but thing changes.
NOTE: Clones’ HP increase does not imply clones should have more HP than phantasms. I only want to point out that the wiki entry does not necessarily reflect the current status of phantasms.
I think you exceed the max range between the 2 portals.
It is due to Phantasmal Healing.
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Trait-Bug-Phantasmal-Healing/
http://wiki.guildwars2.com/index.php?title=Staff&oldid=204844 (WARNING: OLD ENTRY)
Staff was also 4 Phantasm / 5 Utility before we have wind of chaos as #1.
I believe reflected damages by Feedback count towards your kills.
http://www.youtube.com/watch?v=PpmwRAdUgEo&feature=youtu.be
I don’t have trait points to test Warden’s Feedback though.
In regards to your reply about Signet of Inspiration, its passive effect activates only AFTER your character has taken health loss and not necessarily when your character enters a combat or during a combat. This statement was confirmed by other players in the game. You can confirm this on your own by taking a fall damage in town and the signet will activates. Furthermore, when you “enter” in combat but you aren’t taking health loss, the passive will NOT activate. It will only activate when your character has taken negative effect or health loss from interacting with the environment, or an enemy. Signet of Inspiration passive may be bugged and we haven’t yet seen an official reply from one of the devs regarding it.
Interesting. But I am getting boons from Signet of Inspiration when attacking practice golems in the heart of the mists. They do no damages to me.
I think we are off-topic too much.
Since the change to Phantasmal Fury and Vengeful Images (give and re-apply 10-second boons every 10 seconds instead of a 2-hour long one), Phantasmal Healing blocks the re-application of the boons, i.e. fury/retaliation on phantasms disappear after 10 seconds.
In addition, the first regeneration given by Phantasmal Healing kicks in only after fury/retaliation disappear, i.e. 10 seconds after summoning.
This bug affects all phantasms except Phantasmal Duelist.
Signet of Illusions is an 12-second effect that you re-apply to all your illusions every 10 seconds, happens on :09, :19, :29, etc. in real world time.
Therefore if you summon an illusion at second :06/:07, it receives the effect in no time. If you summon it at :08/:09, you have to wait for at most 10 seconds until the HP increase kicks in.
It is a fundamental flaw of how the effect is implemented, without considering that mesmers can summon illusions at any time.
In fact Signet of Inspiration has similar bug, boon is given at :09, :19, :29, etc. no matter when you enter a combat.
(edited by Fanolian.8415)