(edited by ManCaptain.3154)
The only useful mantra is the condition removal one.
The heal mantra is really really horrible, I have no idea why people use it.
and high damage component without the channel.
Yes, 3 sec burning every 33 seconds, everyone is kitten their pants when they see mesmer lay out that mega damage. It’s not like fire ele deals 3 sec of burning every time he farts.
I currently use a 30/20/10/10/0 build
Why would you use 30 domination for?
Why don’t you have 10 (or 5) in illusion?
(edited by ManCaptain.3154)
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: ManCaptain.3154
Problem with Mesmers, they have all the best utilities from multiple classes on shorter cool downs and in better forms.
Feedback > Wall of Reflection
Blink > Lightning Flash
Decoy > Thief Stealths
Arcane Thievery > Plague Signet + Corrupt Boon
Null Field > Well of Power/Corruption/Purging Flames
Temporal Curtain > Binding Blade
Time Warp > All Quickness (it’s elite yea i guess)
Chaos Armor > All other forms of Protection (Can be used twice, Phase Retreat into Chaos Storm)Seeing the trend here? Their damage and mobility aside (which is heaps better than most), they pack all the good stuff on much much lower cool downs, and they get all of it to pick from.
You must be trolling.
Like Blink is the best teleport in the game… what about shadow step and Infiltrator Strike/shadow return. Oh you conveniently forgot about them and listed the only teleport in the game that’s worse.
Decoy being better than thief stealth…. hard to say anything about some claim that’s this absurd.
Plague signet alone is just as good as arcane thievery. It keeps your team mates clean.
And Corrupt boon is completely equal to Arcane Thievery if opponent uses boons but doesn’t apply conditions, and if the opponent applies conditions too, it does more than half of what Arcane Thievery does (Corrupt Boon, removes boons from enemy, inflicts conditions on enemy but doesn’t remove conditions on self – you have consume conditions anyways), at half the recharge. And arcane thievery has a limit of 4 conditions/boons on top of that. There’s no way in hell it’s better than those skills. You are intentionally lying. How many people run Arcane Thievery in spvp? 10%? Yeah clearly it’s awesome.
Null field is of the same power as well of corruption. But slightly different functionality.
Your comparison of Binding Blade and Temporal Curtain prompts question again, if you’re simply trolling or just clueless. Binding Blade deals damage, and it pulls in a circle to a central point, and at this central point it just happens that there’s a guy with a weapon with incredibly powerful point blank aoe attack, which also isn’t that limited in aoe range. And the people are neatly bunched up so they all can be hit by pretty much any aoe in the game (like Lava Font, necro Marks). And by your words this is inferior to a pull that does no damage, that pulls enemies into a scattered line so they are hard to be all hit by a single normal sized aoe, on a class that is almost devoid of AoE to take advantage of that. Stop the trolling.
Chaos armor I can’t even compare with anything since nobody has anything directly comparable. But the elementalist has extremely powerful defensive auras too, of comparable power if not even greater. Shocing Aura, Frost Aura.
Sorry, did you say Necromancers fill the role of high sustained damage? This may have been the intended design, but it certainly is not the case currently
This is completely my point. Mesmers are THE condition class to play. Necromancers are inherintly tankier, but their defensive cooldowns aren’t nearly as useful. Also good luck to any Necromancer doing anywhere near the damage a Mesmer can pump out.
Did…. did you just call the worst or the second worst condition damage class in the game to be the best one?
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: ManCaptain.3154
Outsiders looking in often see the Mesmer as a difficult-to-play class with a lot of options, but this ends up being untrue.
Or, when you get even more proficient with the Mesmer class, you start seeing more of the options that are actually there.
Off the top of my head, viable builds include:
- Mantra 30/30 burst
- Shatter power
- Shatter hybrid
- Shatter support
- Clone spam/expire Staff
- Phantasm army
- Bunker army
- Glamour star
- Power no SI general (Phantasm/shatter/direct)There’s probably more that don’t come to mind. Probably several support builds, since I don’t really do support.
Most of that are strictly inferior to simply going
Staff or GS and sword/pistol going for phantasm damage.
The Mesmer problem - Defensive Cooldowns + Heavy Damage. One needs to go.
in Mesmer
Posted by: ManCaptain.3154
Between conditions from staff
Staff conditions don’t do much. None of the mesmer weapons do much damage directly.
Nearly everything they have causes detargeting or targeting of a clone
[/quote]Nothing except stealth cases losing target. And even stealth doesn’t cause pet and summons from losing target of the real mesmer. You’re way off base.
and even something as simple as a dodge creates yet another clone
With a trait. By your own standard something as simply as a dodge causes thief to gain swiftness, might and to drop caltrops. Because traits are free.
In short, there is a very clear cut issue. Mesmers have more useful defensive cooldowns than most/all other classes and do more (and more reliable) damage than any other class, short of a Warrior allowed to use 100B on someone or a Thief allowed to repeatedly Pistolwhip someone. Mesmers need to be given a role. Either they deal heavy sustained damage when left to their designs, or they confuse and disorient the enemy team, causing fights to go poorly. By aNet’s pre-release talks, I’m assuming Mesmers are supposed to be the latter, since Necromancers and Rangers already fill the role of high sustained damage.
Anet talks aren’t the measure of anything. They can talk about mesmer being deceptive till their faces turn blue on their blog, it won’t magically make experienced players go around smacking clones. Their design decisions speak louder than words. They want mesmer to be a summoner class. Kinda like a minionmancer, but with more expendable summons.
About 75%+ of mesmer damage comes from illusions. Majority of that part doesn’t come from shatters but from phantasms directly or from bleeds from illusion crits. This is a clear indication that it’s a summoner class.
I don’t want it to be that way. I don’t want to slot two +15% phantasm damage traits and just sit there while the poor guy tries to avoid the damage from my summons.
But anet leaves me no choice.
What they should introduce instead is the domination sounds from TF2. Those are amazing and fun. I would especially like the Spy’s snorty laugh when I kill the same guy 3 times.
Exactly. That’s why I love Phantasmal Warden, it offers utility.
Unfortunately, it doesn’t work well in spvp, not only because the warden doesn’t move, but also because it requires a main-hand. And in spvp it doesn’t work well with scepter (mainly because scepter sucks in spvp and that one block with it’s long recharge will not prevent you from getting killed) or with sword (better defense as scepter, but no ability to engage the opponent at range and low damage as a melee weapon, bad clone generation and gap closer). How much I wish I could have greatsword skills 1-3 as mainhand and focus as offhand.
Well that’s beside the point, but I think in general phantasms are bad, because they are just straight up damage.
Meh, in any case the Condition Remove on shatter occupies same slot as Heal on shatter, and is way more useful. Just like AoE daze on diversion – not a bad trait, but it’s in grandmaster slot with another better trait.
Recharge on both torch skills should be 25 sec.
Prestige is trash. The need to channel it completely ruins the skill.
1. You can’t heal, you can’t set up longer casts (phantasmal disenchanter, phantasmal defender, signet of illusions, heals, mantras could be partially casted while invisible), you can’t stomp.
2. Then if you break the channel before 3 sec are up (let’s say an opportunity presents itself to stomp someone), not only you lose invis but you also don’t inflict burning.
3. If you use prestige then while you channel someone CCs you (like launch from engineer’s big bomb) it will interrupt the channel and you will be fully visible for the whole duration of the CC (e.g. while flying off the point and lying on the floor you’ll be fully visibly even though you only used up 0.5 sec of invis). This is much worse than a skill like Clone, which will maintain invis even if you get CCed, for it’s full duration.
iMage is simply trash, it’s effectively the same as direct damage phantasms (that is, doesn’t offer any utility), but the damage is trash.
Torch is horrible.
I don’t use sword/sword, because I think sword is horrible offensively and I die a lot to ranged classes whenever I use it. Scepter pistol is a weird combo.
For some reason, when I go in to Stealth as a Mesmer (I don’t have Teleport on skill bar), the targeting does not break and other players are still able to see me
They can’t see you.
But,
1. any projectiles in flight will hit you
2. if they spam abilities at your location (or throw a projectile which intersects with your hitbox) they can still hit you
3. any channeled abilties that are in progress when you invis will continue to track you while invisible.
This last point is why it seems like they can see you. Ranger’s rapid fire will continue to send arrows at your real location even if you stealth when he fires the first arrow out of 8 (or so?). This also gives away your location if you’re trying to run away.
I'm seeing a lot of sadness about Scepters. Here's a 101 on them if it's a weapon you've never really used.
in Mesmer
Posted by: ManCaptain.3154
Maybe if I were running a scepter/sword build centered around Retaliatory Shield (gain Retaliation on block) for WvW/sPvP, but that would have to be a really tanky,
Tried it. Was less effective than you’d think. 3 seconds of retaliation is just too short.
You can get 5 seconds of retaliation per clone shattered with Cry of Frustration with the trait. (which is otherwise an extremely dumb trait since Cry of frustration scales with condition damage while Retaliation scales with power but that’s par for the course for mesmer – everything is antisynergetic as hell).
I'm seeing a lot of sadness about Scepters. Here's a 101 on them if it's a weapon you've never really used.
in Mesmer
Posted by: ManCaptain.3154
Right now, i really don’t see why i should pick scepter over greatsword.
True, but sadly, if I want to use focus or any offhand, I can’t use GS or staff. And sword blows offensively (low damage, easily kited).
Signet of Domination gives you a two second stun and Mantra of Distraction will let you daze someone three times (traited) for one second each. So you can lock someone up for five seconds assuming they’re too stupid to use a stun break/stability.
Of course, assuming someone DOES use stability, you can just steal it from them…
Cool story bro. Ahahaha, you actually have no idea how to play the class, and are just bullkitten OP, who actually bought it.
1. You can’t use Mantra of Distraction 3 times in one 5 second interval.
Scenario you described means the mesmer has utilities: Domination Signet, Mantra of Distraction, Arcane Thievery. Also mesmer spent grandmaster trait on mantra trait and now has 1 mantra. You would have 0 stunbreaker utilities. Enjoy getting gibbed by most melee builds.
Seriously… go play this “massively OP stun-lock build” and stream it, so we can all have a great time.
and forice is clueless player, can’t be even bothered to learn his own abilities (it doesn’t daze for 2 sec).
(edited by ManCaptain.3154)
Well for mesmer, each phantasm deals almost as much damage as mesmer himself.
People on forums whine about mainhand sword etc… but they clearly have no idea whatsoever about the class. Mesmer mainhand sword deals extremely low damage. It’s the least damaging melee weapon in the game (even if we include dagger necro).
Scepter deals 60% the damage of guardian one. Etc… none of the mesmer weapons deal any real amount of damage, with the sole exception of GreatSword if you can maintain range.
All mesmer’s damage comes from Phantasms and bleeds from illusions’ crits. So I see 2 futures for the class:
In the next 12 months anet will either nerf defenses or nerf phantasms.
The first variant will make it even more imperative to go for phantasm damage and to try to hide to survive. The second one will leave mesmer with just his own damage which, as I mentioned, is laughable.
Both will make prof unplayable for 6 months after that.
Moa should be changed to:
Transforms target into invulnerable mist for 10 seconds, 150 recharge.
Now you cant use it to beat up people 1v1, but it’s still useful for 2v1 to cc one opponent.
Well I don’t use it anyways because it’s too lame.
Also remove all the mesmer’s Phantasm damage traits.
When during BWE2 Anet said they will fix mesmers I was eagerly awaiting them to fix the weird mixed bag of the traits we had.
Instead their fix was to buff the most braindead, low skill mechanic we had, phantasms. I was pretty mad at that. Summoner classes are always the most braindead, low skill ceiling ones.
You see… if you go berserker gear then Phantasmal Warlock hits for 1200 on noncrit.
But then you slot two traits for phantasm damage and suddenly you’re hitting for 2000 on non-crit (don’t ask me how 2x +15% makes for +50%). Which makes mesmer extremely braindead to play at least somewhat effectively.
People here are complaining about mesmer’s defensive rotations, when they should have been complaining about how easy it is to summon phantasms then just run away, hide behind objects, go invis, while phantasms deal 3200 each on their recharge.
People say: I can’t pin down mesmer and kill him but he kills me. Without his phantasms, how much damage is mesmer dealing to you by rotating invuls and stunbreakers? Close to none. When some other class dodges, that means 2 sec of neither you or him dealing damage to each other. When mesmer dodges that means neither you or him dealing damage to each other, but now his Phantasmal Duellist has 3 sec left to next Unload instead of 5 sec. This is why being evasive works for well for mesmer.
This is bad. I want mesmer to have a high skill ceiling and this phantasm buffing that happened around BWE3 runs contrary to that. I guess when ANet tried to buff mesmers they went with the simplest solution they could find: fiddle with the numbers on summons. Instead of fixing the class mechanic (i.e. how having illusion up vs shatters and all the traits that affect that interact) because that was way harder.
For instance against ranger I can spawn phantasms then use LOS breaking to defend against his attacks while he takes damage. A lot of people have a problem with the fact that I can go invis for 3 sec and, unlike the thief who does no damage while invis(not entirely true, see P.S.), I am still doing really high damage through my summons.
The right thing to do would be to have phantasms do much much weaker damage but have each phantasm have some utility like Phantasmsal warden. Then buff the damage on mesmer’s own abilities (buff, which someone who keeps invising, running and evading damage, while his summons do the dirty work, doesn’t profit from). Mesmer also lacks a viable condition build, debuffs (poison, chilled, weakness), and boons. It’s pretty bad, but people can’t see it because they are too busy dying to summons.
That would fix a lot of the problems with mesmers being easy to duel with.
P.S. thief still does damage while being invis through conditions. But there one bug that’s really annoying. When I invis with mesmer and someone walks over my Temporal Curtain and gets crippled (but takes no damage) I drop out of invis. But somehow, the thief can spam his caltrops, all over control point, applying cripple and 10+ bleed stacks while rotating his invis abilities and staying invis pretty much the whole time. They should get popped out of invis when someone walks over their aoe just like everyone else does.
(edited by ManCaptain.3154)
I only go to 30 in illusion. In every other line the minor grandmaster trait and the major traits are too bad to go that high in a single line, when there’s very useful traits on minor level in almost every line, that I need to take.
For instance +1 sec invis could be nice. But I could go 10 into domination and pick Clones cripple on death or +15% phantasm damage.
Or I could go 10 into inspiration and pick vigor on shatter. Or I could go into 10 illusion and pick Recharge shatters at 50% or whatever else.
But 30 illusions is nice. Illusionary persona is just great. Longer distortion, distortion with no clones out, daze with no clones out. Free might stacks on shatter isn’t too shabby either. I love AoE daze trait, but unfortunately I can have both Illusionary persona and that trait.
I think Guardians are balanced. Here is why.
We have the lowest base hp, 10k. This is naturally offset by armor and we can use skills to blind, retaliate and block. However conditions like bleeding, poison and burning can eat through our hp quickly.
We have minimal range. Scepter gives us some weak range and stuns but it’s not going to kill anyone. With sword we have a teleport but it is short ranged. Good ele, ranger and engi have all been able to outrange me and pew pew me down.
In summary against guardians use conditions from afar. Or if you are a thief get behind us and press 2
900 range is not small (both sword teleport and scepter). Scepter deals pretty good damage (much better than mesmer one).
Mesmer – Utility (Pets/clones/illusions, stealth, teleports, confusion, debuffs) far surpasses any other class.
This is not utility, with exception of teleport and debuffs (which mesmer does not have).
Mesmer is the class with the fewest debuffs in the game.
Illusions are displaced DoT.
Stealth is a defensive skill, not an utility.
Confusion is DoT with a twist.
The one thing that’s crappy about the mesmer is that it’s basically a summoner. Way too much damage comes from Phantasms and clone bleeds.
evade all attacks for 2-3 secs.
Sword 2 makes them invunerable for 3 seconds
It’s 2 seconds, TWO. This is like the 1312435151515th time I’ve seen people say 3. Big difference. 2 seconds of invulnerability in every 12 second interval, provided you spam it on recharge.
Time warp – 10 sec aoe haste ..Sweet jesus!!! 10 sec haste?? aoe??? That’s just insane.
Great skill but usually wasted. Ironically mesmer is one of the worst quickness users.
Moa bird – 10 sec stun with no way to purge??
Moa is lame.
It’s near impossible to stun/root a mesmer. Every other class is subject to cc, not the mesmer.
Bullkitten. Mesmers spend their utility slots on stun breakers because you’re dead in seconds if you fail to break every stun or immobilize (and stun breakers don’t get you out of immobilize). Other classes have just as many stun breakers as mesmers but they don’t slot them then they cry how mesmer has more stun breaks than them.
Then a lot of other classes have good access to stability that mesmer doesn’t.
Warrior also has “movement skills break immobilize” trait.
Mesmer also doesn’t have much against cripple or chilled.
A half decent mesmer shouldn’t lose 1v1 ever, or 2v1. This is the point you know a class is unbalanced.
2v1? I got killed a million times in 2v1 in seconds. I’m fighting 1v1 then when I have a lot of things on cooldown I get dropped by incoming thief in 2 sec. Steal alone hits me for 4k.
Mesmers…..running around with similar hps to melee classes, all the dps and 100x more utility.
Mesmers have medium HP (base HP is 15k if I’m not mistaken). Mesmers have no utility, since they spend utility slots on self-survival in form of stun-breakers and invises.
OH sword doesn’t get cooldown reduction from 20% recharge reduction trait.
I see a bunch of bugs about iMage in OP. Not sure if intended or not, but phantasms (or iMage specifically) don’t seem to use caster’s stats. Confusion on iMage ALWAYS lasts 9 seconds, regardless of
+ cond duration from domination trait line points
+ cond duration runes
+ cond duration food
+ confusion duration trait
I assume retaliation doesn’t scale with boon extenders either.
We will start with the most simple function they provide: Fodder for Shatters. Most clone abilities are easily produced, and then easily disposable to be used in the shatter skill. Between Traits, utility skills, and the clone production skills on weapon bars, a
I producing clones in good enough quantities is so easy, then why do I feel like I’m locked into Duelling 20 and Clone on evade trait? Because in reality most weapons can only produce 1 clone 1 phantasm in one recharge cycle. Shatters are far far less useful if you don’t have Clone on evade.
Staff Clones use Winds of Chaos and further boons and conditions on the battlefield, which can build up at an amazing rate.
Amazing rate? Have you seen the attack speed on those?
The only clones that are powerful are GS clones with their bleeds. And that’s only with high precision and with Sharper Images trait. Which leads back to core mesmer problem: It sucks if it isn’t traited.
Additionally, several traits allow us to gain additional functions to our clones when they are killed, overwritten, or are used in shatters, regardless if they are mistaken for our true selves.
Traits, which are mutually exclusive. That is On clone death trait don’t work if you shatter them. On shatter traits don’t work if you don’t shatter them.
Then there’s traits that give benefit for each alive illusion. How does that synergize with our class mechanic?
We are considered one of the most survivable Professions in the game due to depth of the clone mechanic, and also the most deadly, depending entirely on how we build.
We are most survivable because we posses multiple invul, block and invis abilities, not because of clones.
Seriously, every single mesmer build needs Clone on evade. Every single mesmer build needs shaper images. Every single mesmer build needs high crit chance. That’s horrible design. And then there’s the fact that we don’t actually have a good condition build, that confusion sucks (and engineer can use it better), we don’t have condition mainhand weapon (and in general have way less weapon options than warrior/ranger/guardian), torch sucks, phantasms contribute so much damage you might as well call the class “summoner” and except for Phantasmal Warden, all weapon phantasms are plain old, boringkitten damage dealers. Summoned DoTs.
The multitude of useless traits is another whole can of worms. Everyone is using pretty much the same traits.
I’ve started using mass invis instead. Moa is nice but is easily stopped and tbh I don’t really need the “iwin” button. Invis gives me a better aoe escape, a free res or a reasonably easy stomp every 90 secs which when combined with distortion means I can normally get the stomp for free.
The problem with mass invis is that while it cloaks much larger area than Veil, the Veil:
- is not elite
- can have recharge reduced by a trait (along with several other useful abilities, making it worth it)
- CASTS INSTANTLY
- Stays up 8 seconds so you can cloak yourself twice.
Mass invis has the longest cast of all mesmer abilities except the mantras. That just ruins it in pvp as an escape.
Moa Morph is a bad ability.
It’s crap in pve because any serious threat like a dungeon boss is immune.
It’s crap in wvw because morphing one enemy out of 40 doesn’t do anything.
It’s crap in spvp, because it’s OP and not fun at all. Either it’s dodged and totally wasted or it completely disarms someone for 10 seconds. I don’t use it in pvp because it’s lame.
Arcane thievery swaps 4 boons and 4 conditions currently. It also completely fails in some cases.
I simply assume it fails due to Aegis, blind or a dodge of the target. A lot of mesmer’s abilities fail if target blocks or dodges or mesmer is blinded(like summoning phantasms). I think this ability is one of them.
I don’t know. The ability to pretty much spam a 3-second invul while dealing damage on an 8 second cool down is pretty dang strong.
Which ability is that? 3 clone Distortion shatter on 60 sec cd?
I think the problem here is largely the traits, not Shatter itself.
Our traits suffer from a near-complete lack of cohesion. By that I mean, we have “On Illusion Death”-traits in 3 trait lines, one of them 25 deep.I could only see that being viable if each on-death effect was the effect that specific line focused on (say, buffing, or debuffing, or damage). It isn’t, they’re completely random.
I’d expect things to be sorted like this:
- Domination, Power/Expertise, focuses on reactive damage, automatic damage and binary debuffs.
Speaking of domination trait line bonuses, putting condition duration on domination is IMO a mistake. Condition duration helps confusion builds a lot, but confusion builds have no use for power or domination traits.
A condition build needs:
precision have high crits to inflict conditions
condition duration to get more ticks
condition damage
Condition build doesn’t need power or crit multiplier.
A power build generally needs power, precision and crit multiplier.
If they move crit muliplier to domination and condition duration on duelling, the builds would be much improved.
Condition builds would be able to take duelling and illusions line to get condition damage, crit % and condition duration and shatter recharge (which you need to inflict confusion). Power builds would take domination and duelling to get power, crit %, crit multiplier and condition duration.
For all the mesmer’s problems, the class is really good in spvp. In 1v1 I don’t die to any other class but mesmers who use moa. The class is easily one of the better pvp classes.
If you wanna see what sucking in spvp feels like roll an engineer.
If you take Phantasmal Haste, Warden will whirl almost non-stop and will in fact block/reflect projectiles non-stop, even during the brief pause between whirls.
Actually even with that trait, there’s a short, like 0.5-1 sec, hole in the reflection.
My concern is that such a thing as a ‘shatter build’ even exists as a standalone pathway – is there such a thing as an ‘adrenaline build’, ‘pet build’ or ‘deathshroud build’?
There are such builds. They are the ones which trait the mechanic to gain more power to it (mesmer equivalent would be traiting illusion line for shorter recharge and benefits on shatter). However, mesmer takes it further, because if you intend to use class mechanic you practically always want to trait it, because if you trait phatasms/clones instead then your use of the shatter mechanic is diminishing the benefit of these traits.
The shatter system is absurd and using it can be self-defeating in certain builds (outside of obvious Distortion uses).
It also seems to favor power builds since confusion shatter has longer recharge for no reason. Guardian with his virtues is the only other class, where pushing the F buttons has any sort of drawback and that doesn’t come even close to how tough the trade is on mesmer.
You’re also spot on about traits. If you’ve ever played a Guardian, you know that a guardian with 0 traits is 100% functional, but deals somewhat less damage. Mesmer, on the other hand, is completely trait locked. Like if I am making a build that uses shatters I can’t possibly make it without 20 points in duelling to get clone on dodge. Condtion damage build is only possible with bleed on crit trait. The most bizarre traits are the ones that trigger on clone death. They basically force the player to not use the class mechanic of shatter. That is just absurd.
Mediocre player skill is in the toilet.
But that’s true by definition.
Because player skill argument totally beats simple math.
I wish they would shatter into butterfly projectiles and home in on the target like scepter/staff auto attacks… any ranged auto attack really.
I suggested this during beta on these forums and was pretty much ignored by everyone.
The fact that a single Phantasm attack out-damages a 3-clone mind wrack makes mind wracking extremely low priority.
And that’s not even taking into account
1. the bleeds phantasm applies
2. the bleeds applied by clones if you don’t shatter them.
3. loss of punching bags when you shatter and mobs picking you as target (even if you spawn new clones immediately)
4. traits that trigger on clone death (and don’t trigger on shatter)
Our class mechanic is in the toilet.
1. When summoning Phantasmal Warden (possibly others) if you are blinded, the phantasm won’t spawn. I suspect Utility phantasms work fine.
2. Illusionary persona doesn’t interact with Might on Shatter trait or Retaliation on Cry of Frustration trait.
It interacts with Confusion on shatter trait. This is inconsistent. I haven’t tested Heal on Shatter or Cond removal on shatter traits.
3. If you have 3 phantasms out, then clone on dodge will destroy one.
I am more irked by general design failures than bugs though. During bwe2 a dev said that mesmer will be improved for release and all they did besides fiddling with some numbers is changing so clones don’t override phantasms (and ruined Prestige skill).