Showing Posts For Kobeathris.3645:
Yeah, the problem with how phantasms are currently designed is that, if you are in a situation where you can keep 3 of them up, suddenly 2-3 of your weapon skills and f1-4 are either useless, or you actively don’t want to use them, so at that point, you do the best DPS by just sitting there auto attacking, and maybe pressing 1 other button.
Honestly, I would go even a step further. Have the attacks take place as you suggest, but at the end, spawn a clone. Adjust the damage and cooldowns of the attacks to balance, and do away with us having a split resource. Clones, by in large, work just fine. Almost everything that is broken, or weird, or buggy with us has to do with phantasms. The traits that currently apply to phantasms could still work the same way, and just apply to the specific attack. I think the only 3 traits that would actually need to change are Vengeful images, Persisting Images, and Phantasmal Healing. Vengeful images and Phantasmal healing could just do an aoe burst that gave allies 3-5 seconds of Retaliation/Regeneration when cast, and Persisting images could apply to clones instead.
Clones are attacking their nearest target when created now and not who I have targeted. Deceptive evasion is now officially broken for PvE/WvW and to a lesser degree PvP.
Deceptive Evasion has always worked this way.
Wait wait…. you’re trying to tell me that Deceptive Evasion has always created a clone that attacks neutral targets that are not in combat with you and that is something we’ve been content to live with that I have never noticed until now?
Clones generated that attack the closest target regardless of whether it’s neutral or in combat or a rat with 1 hp, is not working as intended I am sure of it. Why would they give us a skill that generates clones that are incapable of attacking our targets? Oooooh wait a second I see what’s going on here. Our phantasms are also incapable of attacking our targets due to instantly dying upon summon. Ok ok you’re quite right this really is working as intended my bad time to close this thread, nothing to see here we’re all wrong about these issues.
I made no comment on whether or not this is the way things should work, but for the purposes of a developer reading this information and looking to troubleshoot something, nothing has changed with how Deceptive Evasion works in the 12/3 patch. It killed critters and pulled yellow mobs into combat before, and it still does now.
Clones are attacking their nearest target when created now and not who I have targeted. Deceptive evasion is now officially broken for PvE/WvW and to a lesser degree PvP.
Deceptive Evasion has always worked this way.
My understanding is that healing power does not scale very well at all. Trading Power for Precision will be a net loss of damage. If you want to be Tanky, but still do decent damage, I would go with Knight’s (Toughness, Power, Precision), and just rely on your traits in inspiration for Vitality and Healing power.
Point for Point power gives the largest damage boost (assuming a dd build), however, trait wise, Dueling (Precision/crit damage) gives a larger damage boost per trait point than Domination does in a DD build.
Fyi, the delay on first attack has been present since BWE2. It is there for balance reasons to give enemies a moment to react to the powerful summon.
I don’t agree with this since the summon itself can now be blocked/dodged/fail on blind, etc, but if this is the way you want to go, can phantasms at least be summoned with immunity until their attack starts? That way at least they will have a chance to make an attack, even if it can still be dodged a second time. This would also be a HUGE quality of life change in dungeons and events.
Ryuujin.8236:Mechanically they behave more like ranged attacks, and if you treat them as such your play-style will benefit greatly from it instead of trying to herd phantys around like a minion master.
Attacks can’t be killed. Summons can. Our phantoms are temporary summons, just like the guardians weapon summons (which also can be destroyed for an effect). The only difference is we need a target to create them and they die when our target dies (again… attacks don’t die).
At the most you can consider them as a peculiar form of conditions.
Yeah, really clones are fine, but I think most of the problems with the class would be fixed if phantasms were made into hexes instead and defender and disenchanter were completely redone.
Try 20/20/0/0/30 with the bounce trait and Carrion gear and see how the staff works out inside bounce range. Rabid is a better gear set for staff with clones, but carrion is without. I know that’s traiting and gearing for staff, but honestly for auto attack only, you need to to draw any conclusions because it’s damage scaling is so different than anything else.
The other issue is that staff does sustained damage but low burst damage. After 10 seconds with the bounce trait, winds of chaos is probably around it’s Max Dps, but everything else more or less starts there.
What gear and spec did you use for each? Staff with berserker for example will be less than half the auto attack dps of staff with rabid. Same thing but reversed for sword and greatsword. Also sharper images will make a variable amount of difference wih scepter 1 depending on condition damage and crit rate.
How is CoF better than MW, once you have the confusion trait from Illusion?
CoF does 2 stacks of Confusion per shatter.
Also, I didn’t see it pointed out here, but you can use a Tuning Crystal and a Pizza at the same time, which not only gives a boat load more condition damage, but also helps make confusion much more useful.
The buff from Quality tuning crystals seems to be lost when changing maps. I have not tried the other levels.
This is admittedly somewhat hard to test, but I THINK the following is occurring.
1) I throw Mirror Blade
2) I become Blinded (screen goes dark around the edges)
3) Mirror Blade reaches the target
4) No damage is done, no clone spawns
5) Blind is still active (screen is still dark around the edges)
6) Spacial Surge fires
7) Blind is removed (dark edges disappear)
If anyone else can confirm, that would be great. I was fighting some of the risen outside of the Rally Waypoint in Malchor’s Leap when I noticed this.
edit – To clarify, Mirror Blade does not cause me to become blind, the issue seems to be when I receive a blind while mirror blade is in flight.
(edited by Kobeathris.3645)
It is possible to climb the wall behind the viewpoint in Portage Hills and then run off the edge of the map. Behind the viewpoint, if you turn north and run toward the red plants in the bushes, then jump a couple of times, and turn left, go up the ledge, once at the top, turn right and follow the ledge around the rocks, and from there, you are on the top of the map. You can then run along the edge of an invisible wall, all the way to a drop off into water, which will then let you swim under the world. See the screenshots below.
I will say, there is a lot of open space up there, so if you wanted to put in a jumping puzzle and call it Kobe’s falls, rather than just fixing the way up, I wouldn’t hold it against you ;-).