Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I totally agree with basically all suggestions in this thread. I would love the immersion of having more differentiated nights and days.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Your post probably alienates a large population of players who haven’t played the games you’ve mentioned and don’t care to research just to understand your post, like me. The only game on your list that I’ve played is WoW. The rest of your references make no sense to me, and as such I can’t comment on most of what you’ve said.
I will say that I wouldn’t mind seeing raids, but I would NOT like to see WoW raids where everything is choreographed and boring and lame and facerolly. At the same time they can’t really make things be crazy chaotic and potentially one shot players because there is no dedicated healer. I think raids would be fun, but I don’t know how Anet would incorporate them.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
The idea of a quiver offhand sounds marvelous to me, but I think it might interfere with the weapons concept. Do quivers have skills? Do they have stats? Do we need to upgrade the quiver?
I think just adding the quiver automatically when you equip a bow is the best/easiest fix.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I will say that I use them to troll. I have a few eagle ones and I’ll occasionally swoop down on innocent people in cities screeching “Amerrrricaaaaa!!!”
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I love the idea! The game is all about cosmetics, so why are our cosmetic shape-changer potions so lame!
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Dungeons and Rewards - What ArenaNet can learn from Blizzard, of all people
in Suggestions
Posted by: Temariah.9372
/signed
I enjoyed reading your post as it was well-written and had proper grammar. I also agree with almost everything you said, with a slight discrepancy that the first run should perhaps offer some bonus tokens, but not a full special shiny weapon.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I wish the Mesmer's class mechanic was something like the Warrior's Adrenaline.
in Mesmer
Posted by: Temariah.9372
I also think your idea is a bit (a LOT) unbalanced, as it would allow you to save your precious phantasms and shatter the clones. I think the uniform shattering of all illusions is potentially much more balanced.
I, however, would like to see phantasms contribute more to the shatter than a clone.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I wish the Mesmer's class mechanic was something like the Warrior's Adrenaline.
in Mesmer
Posted by: Temariah.9372
I think there are a lot of different ways to build a Mesmer (duh!) and the way that you’re focusing on is clone intensive. If you are trying to go a clone intensive route, you would probably have a lot of utility/traits that help you summon/re-summon illusions. I am running a somewhat illusion based build, and I can honestly say that I don’t have any problems maintaining 3 illusions at almost all times, and even after changing targets mid crazy combat, I can quickly get 3 more within ~5 seconds or so.
I appreciate the fact that all the class mechanics are new and unique, and I don’t think I would like to see them change our mechanic to be more like warrior, simply because I don’t want to see duplicates of class mechanics (or similarities, rather).
I will say, however, that I think the shatter and illusion system overall needs a revamp. People have said that Mantras are horrible if not traited, and wonderful if traited. I feel the same way about shattering and illusions. If you trait for shatters they grant vigor, rip boons, grant boons to you, heal, apply confusion, apply might… If you don’t trait into them fully… they do a pretty weak burst? (granted there are other shatters I think are way sexier, like Distortion. <3)
I think one of the biggest problems with Mesmer currently is that a huge majority of our strength (not power, just general awesomeness) comes from our traits. That means that almost all of our things (abilities, clones, shatters) are meh if left untouched or WOW if traited.
Maybe I’m not addressing your point, but you asked for my thoughts. xD
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
This thread is… horrible… Having to think is stupid? Then play a warrior.
Mesmer is a complex class, comparatively. We have a lot going on. I’m not saying we’re superior, but we are more confusing (to ourselves and enemies). Having the phantasms in different slots is the last thing we should be mentioning, when there are other legitimate balance and bug related issues still in game.
I happen to think that all the weapons are perfectly fine exactly how they are, and if the simple task of knowing which weapon you’re using is too difficult for you, don’t swap weapons.
Don’t expect Anet to dumb down a complex class so you can play it dumbly, please. Most of us chose Mesmer because we enjoy the playstyle and appreciate the complexity.
Wow….
You completely miss my point. I love the class, and I am not asking things to be “dumb down” I love the complexity of the class.
All I’m asking is that they stream line the skills a bit as far as the order. Skills in certain places don’t matter if you’re a button masher. Knowing when to use them is a different story.
Absolutely there are more important issues at hand, concerning Mesmer, but still, I have the right to offer a suggestion that is a quick fix. As it seems you would just want me to be quiet with my suggestion because there are “more important” issues.
Great job at fostering a good community.
While I agree that having to really extend yourself mentally to figure out which buttons you need to press is not a good idea, and while I agree that the game should be muscle memory in order for us to have the quick responses we need to survive, I don’t think that the order of skills on weapons has reached a point where it’s really hard to recall which buttons do what.
Maybe this is because I’ve played games (yes WoW, also Tera and several others) where you have dozens of skills that you can and should use. Having 10, with one on a long CD (elite) and 3 that are mainly situational (utility) does not feel overwhelming at all. I’m not trying to imply that I’m somehow superior than others who do not have those experiences with button-intensive games, but I think that using 10 skills is not generally difficult.
Also, a very big part of gameplay is weapon swapping. It gives us an additional potential 50% more skills to toy with, and that can really be an advantage. I suggest that players who are having a very hard time remembering which weapon they have equipped take a step back and practice in less stressful environments where they can really get a feel for the different weapons. I’m not saying I’ve never made the mistake where I hit the right button with the wrong weapon, but I’m saying that those mistakes are my fault for being ignorant of a key aspect of gameplay (my weapon).
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
This may be slightly off topic, but I’m a bit ashamed that you’re making a mountain out of a molehill. Yes, we are somewhat lacking in the map mobility department the way you describe it, but we have a lot of other strengths, and the point that a lot of us were making is that if not being mobile in a city is what really kills you, you CAN work around it. It just seems like you don’t want to put in the effort and you want Anet to fix it for you and make it easy.
As far as maps with mobs or events, we may not be as fast, but we’re just as successful when it comes to getting around and surviving.
I don’t think we need any sort of speed buffs.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I really don’t know how I feel about this. I love the fact that men want women to be sexy and glorious and all that… but I don’t want women to be objectified as little sex puppets. Maybe I’m reading too much into all the demand for slinkier armor skins.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I would love to see this. I made a cute little Sylvari and after playing for a few levels (and getting some rare dyes QQ) I realized that the glow I chose makes me pink, not purple (YUCK!).
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Which race are you creating? I know you can choose accessory color for humans, and Sylvari don’t have customizable accessories since their hair shinies are like reeds and such that wouldn’t naturally be bright blue or some crazy color.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
We don’t grind for gear, or ability-related items. We don’t grind for skills (Age of Conan anyone, yuck!) We don’t grind for money (since the things we do grind for don’t really cost money).
We grind for crafting mats.
We grind for achievements.
We grind for dye.
The things that we grind for aren’t game-altering in such a way that gives you a tangible advantage over other players who have not done those things, and I think that’s how it should be. Dye is something that we grind for, on each character, and I much much much MUCH prefer that to having to grind for gear.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Firstly, you can customize your stats. You can give up your precision boosts and instead choose to have power based traits and amulets.
The amulet incorporates the other accessories in a way, that’s why they’re so strong.
As someone mentioned, playing to 80 gives you the know-how that will automatically make you better than someone who just poofs to 80 for sPvP.
You should not have to PvE to PvP. That is the entire crux of the decision made here. Anet did not want you to have to level up to sPvP at the top level.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Would love to see NPCs outside of dungeons that allow you to queue for that dungeon. I think it would be appropriate, considering the way sPvP works with that NPC.
I would not like to see ANY sort of global LFG chat at all, ever. I hate that spammy crap.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I really love it. It would give the combat that last little push into action oriented that I feel it should have. Otherwise the combat is so glorious and fluid, but having this would be the cherry on top.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
We can be swiftness’d for about 50% of the time, with a blink. I honestly don’t think that’s too bad. The blink’s cooldown can be reduced, its range can be increased, and same with the focus skill. If you want to prioritize swiftness, get the rune of the centaur. When you heal you’ll get 10 seconds of swiftness, on a 10 second CD. Combine that with temporal curtain and blink and one of the low CD heals and we’re zooming.
Also, Mesmer is meant to be a more complex mind-bending class, so it makes sense that you have to put a bit more effort into it. Working as intended!
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
This thread is… horrible… Having to think is stupid? Then play a warrior.
Mesmer is a complex class, comparatively. We have a lot going on. I’m not saying we’re superior, but we are more confusing (to ourselves and enemies). Having the phantasms in different slots is the last thing we should be mentioning, when there are other legitimate balance and bug related issues still in game.
I happen to think that all the weapons are perfectly fine exactly how they are, and if the simple task of knowing which weapon you’re using is too difficult for you, don’t swap weapons.
Don’t expect Anet to dumb down a complex class so you can play it dumbly, please. Most of us chose Mesmer because we enjoy the playstyle and appreciate the complexity.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Alright, this is my build, and I use it for PvE and PvP and everything else under the sun. I’m head over heels in love with everything about it and can’t imagine playing another build on a Mesmer. So here’s why. Make sure to have the page open so you can see what I’m talking about, as you may not be intimately familiar with all the traits and skills.
So, the focus of this build is survivability, in every way, against everything (with only slight problems with condition builds, though this usually isn’t toooooooo bad). The damage comes from mediocre spike with Blurred Frenzy + trapping the opponent inside my Warden with various skills, annoying (not deadly) conditions, and iWarlock.
I really think it synergizes very well with itself.
First off, I have amazing clone production for several reasons: the adept minor trait in illusions reduces the cooldown of all illusion summoning skills by 20%, which is quite noticable. Also, my dodges create a clone, which is fabulous ever since Anet made it so that clones do not overwrite phantasms when possible. (used to be a problem!)
Secondly, I have several abilities that are more powerful with more illusions, such as Ether Feast (heals more for every illusion, for quite large amounts of healing overall) and Compounding Power (a trait in illusions). Now the reason that I didn’t get the other two traits that increase stats with more illusions was because I do not feel like I need more defense at all, and also the spare times when I would need more defense are when I am losing the battle and my clones are dead, making that specific trait pointless when I need it. The other trait increases speed with more illusions, and the main time I want this is OOC to move faster, but since you can’t summon illusions without a target (typically this means you’re in combat) this is pointless for what I want it for.
Also, not only am I staying alive a long time, so are my phantasms. I’m not sure how your toughness and vitality translates to your phantasms, but I know that you power does so I’m assuming (until proven wrong) that your toughness also translates to illusions. Since I have the utility signet and the inspiration trait that increases illusion/phantasm health, clones have about 8k HP in sPvP and phantasms have ~6k (thoroughly tested, not sure why phantasms have less…) My phantasms have retaliation due to the adept minor trait in inspiration, which isn’t game-altering but it’s nice when your little shinies have so much health.
So here’s how my battles usually go in sPvP.
I’m assaulting a point, and chaos storm is off of CD. I’ll usually try to lay the chaos storm as much on the point as possible. If I’m very far away I’ll blink into it so that I can phase retreat and get my chaos armor. If I’m closer I just run into it while I shoot bolts and summon up my Warlock. This gets the damage going. If the opponent stays on the point, I usually swap to sword+focus and summon up a beautiful warden (favorite skill!!) Since the warden is stationary (for the most part. He moves a LITTLE bit when the target leaves LoS, but due to his attack speed being buffed by phantasmal haste, he can’t move much) he is absolutely perfect for getting regen and protection every ~6 seconds. Also, having the warden there makes it so the opponent can’t do their aimed projectiles, as Warden absorbs them, so they really have to come closer. Once they come closer I’ll illusionary leap and blurred frenzy (hopefully sticking them in the warden as well!) for some decent burst.
One thing I will note that is vitally important about this build is to USE ARCANE THIEVERY, basically as much as possible. It is my only condition removal, but it is powerful. Very powerful. Make sure that the target does not have aegis and that you are not blinded before using, sometimes I’ll immobilize them with illusionary leap or temporal curtain to ensure they can’t dodge my thievery, since it has a pretty long CD.
Also, phase retreat is incredible. It can be used while stunned, knocked down, crippled… and it teleports you back (not much, but it’s enough to get you out of a Hundred Blades, or Pistol Whip, which are both powerful). I always make sure that I have either blink or phase retreat off CD at all times, except occasionally when opening. Don’t be caught in a cheesy combo with no escape!
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I’ve had some problems with it as well, and a lot of times it has to do with terrain. I think that the clone needs to quite literally leap toward the target when summoned, so that, provided we summon it within proper distance and LoS, it hops over most terrain issues.
Right now when you summon it it just kind of glides to the target, it doesn’t get up in the air or anything, which I feel would really solve the problem with having it halt over small terrain shifts, like tiny crevices or uphill slopey things.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Bravo on the new formatting. Much easier to handle this way. Also, for the “general bug 1” I’m pretty sure this is working as intended. All abilities that specifically target one person, such as bull’s charge for a warrior, ranged projectiles, etc will not work properly if the target evades. Our illusions are like hexes, so it makes sense that players can dodge the casting of it.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Mr Prometheus also has a guide on this forum, which is actually the main reason I accused this beginner of being lazy. If he had browsed the very forum he was visiting while creating this post, he would have seen Mr Prometheus’ guide, just a little bit further down the page.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Take a look at the traits. There are a few fun ones that make you inflict conditions when you perform other actions. One that comes to mind is Confusing Enchantments in the power tree, which makes glamour skills cause confusion. Another is Confusing Combatants in the dueling tree, where everytime an illusion is killed (or overwritten!) it inflicts 3 seconds of confusion. There are a few other condition-inflicting traits in chaos as well.
I haven’t tried a condition build yet, but it seems like the only two viable ways you have are intense confusion stacking, and intense bleed stacking by your illusions critting.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Tell me, is that actually what you wanted or were you just being lazy? =P
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I love that you’re really thinking about fair and balanced solutions. I think a preferable solution for the phantasms would be to just increase their health a little bit and/or make them take less damage from AoE attacks, similar to totems and pets in WoW (sorry for references that game here).
Not to be harsh, but I think that summoning the phantasm right as the target dies and seeing it disappear before it performs an attack is a user issue. Work on your timing.
Instead of summoning a new phantasm when the target is low health, send existing ones to shatter.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Type into google “Mesmer PvP guide GW2”. You will find so many.
Not to be rude or anything, but it’s always good practice to try and find the answers on your own before expecting others to feed them to you.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Blurred Frenzy is incredible. It makes you completely and utterly invulnerable to all damage except currently existing conditions on your character. This single ability on such a short cooldown gives Mesmers the unique ability to dive, and dive hard. I love it.
Illusionary Leap needs some sort of a tweak, for no other reason than that comparable skill that leap or lunge don’t need a target and don’t fail if they’re out of range. I’m not exactly sure how they would put it on par with other leaping abilities without making it seem really imbalanced or cheap, but right now, it feels very inferior to other leaps.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I should also mention that a lot of Mesmer power comes from traits. For example, if you feel that you aren’t making enough clones, there is a trait in the master tier of dueling that allows you to spawn clones on dodge, which is fabulous for aggro dumping and delaying mobs chasing you (even more so if you trait them to cripple).
Another great trait, if you feel you’re lacking the illusion production, is a mere 5 points into illusions. It reduces the cooldown of all illusion-summoning abilities by 20%, which is quite noticable.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Do you guys think phantasms/illusions persisting after an enemy dies is necessary?
in Mesmer
Posted by: Temariah.9372
Phantasms need to persist….having to bring them back up over and over plain sucks. They already get destroyed easily anyways. It just would get rid of a lot of the micromanaging that serves no purpose.
This is your opinion. I enjoy the momentum that we can build up. I think it’s a big part of how Mesmer is balanced, because if we had 3 little phantasms constantly following us, our damage would flatline at a high point, instead of requiring effort to build up, and that might truly be imbalanced.
Having to bring them back over and over is a part of being a Mesmer. That’s why we have shatters. They want to encourage us to think of the clones, and even phantasms as disposable, because they are. We don’t lose anything by summoning them. There is no energy. There is no spell component. We lose at the most ~1 second for the summoning animation. It’s not hard to re-summon our illusions at all.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
The problem is they have to boost it in such a way where they aren’t even more strong in 1v1 situations (I’m sure many of you agree mesmers are VERY good at 1v1 pvp) while have the buffs be enough to satisfy the idea you’re proposing (as well as other aspects of the game such as PvE)
We can be strong in PvE. There are many different types of strength and power than the numbers we see above an enemy’s head. For example, when I PvE, unless I’m really going crazy pulling 5+ mobs, I rarely take any damage because I effectively use my clones to aggro drop. Clones are basically a free aegis. It’s amazing. That’s a special kind of power that no other class can boast of. No other class can go for hours without taking a single point of damage.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Like what do they do that other pets have NEVER done? Do they auto attack…check…do they cause bleeds and cripple….check. They perform just as pets do. The only difference is we cant control them at all.
And please you cant respond, thats why you are not going to. You don’t have anything to offer. In fact you never even remotely explained what makes mesmer “pets” so unique and unlike any other pets seen ever in any game. So don’t respond it still does change the fact that mesmers have pets.
In your own words, the differences between “pets” and illusions:
we can’t control them
they poof when the enemy dies
we have to slowly summon up 3 of them
you cant move them to new targets
they make up the majority of our DPS
These are all direct quotes that you typed that make illusions a completely different creature than pets. Pets are controllable. They last for longer than one target. True pet classes are either limited to just one, with ranger, or multitudes, with necros, not just three. Real pets are much more engaged and can be swapped to different targets, and real pets are typically supplemental to the character’s DPS, not taking the majority of the DPS burden upon themselves.
You said that illusions are pets, and then ranted on about all the major differences between illusions and pets… So then… if there are so many differences, how can you possibly consider them to be pets? This is the problem you are having. You are convinced that they are poorly designed pets, when in reality they are masterfully designed hexes.
And the main reason that I did not explain what makes mesmer pets so different and unique is because they are not pets. I explained that they are living, breathing hexes and you chose to ignore my post.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
So if the “pet” class has pets that don’t do anything like any other pets ever seen in any game ever… they’re still… pets?
You are no longer worth responding to as you just defeated your own argument, by first stating that something is X, but has no characteristics of X. If something is not anything like X, how can it be X?
Good day, sir.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
That one is a lot better organized, but the devs stickied this one, which is why I was trying to get the author to update his formatting.
Also, you’re probably going to run out of space soon. There’s a 5001 character limit on any post, and once you hit it, there is nothing the devs can do. I think we should re-create this thread with several empty posts to fill later, so that we don’t have that issue.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Do you guys think phantasms/illusions persisting after an enemy dies is necessary?
in Mesmer
Posted by: Temariah.9372
I’ve thought about that too (the whole “why can other things see the illusions?”). My best answer is mass hysteria, or shared hysteria. As such, I don’t see why they -should- disappear on one target’s death – the other targets are still sharing the illusion.
If you want another lore reason just consider them as contagious illusions – target dies, his ailments pass on to another target.
On the other hand, I don’t see why such a long cooldown is in place for them. In most situations they can be killed instantly by aoe, by cleaves, by random projectiles hitting them, etc. On other occasions they are fine because they don’t get targeted. It seems difficult to balance to me like that. If they were on a much shorter cooldown then their uptime is far more likely to less varied, meaning their damage is more reliable, and thus easier to balance. It would also help with the problem of having to wait a good while after a target has died to then start being able to fight again, as well as help in multi-target fights.
If they had shorter CDs it’d be overpowered in too many situations. If I could spawn a high-damage dealing Phantasmal Warden every 8~10 seconds… it would be too much.
Also, they aren’t necessarily meant to be around forever. You’re meant to shatter them when someone starts attacking them, IMHO.
If you want to help in multi-target fights.. you may either be in the wrong class, or have the wrong mindset. Mesmer is amazing for locking down one target, via phantasms, confusions, chaos storms, etc. In a multi-target fight, you can really make an impact by shutting down one of the big damage dealers on the other side, for example. Mesmer isn’t designed for Massive AoE damage and tons of phantasms everywhere attacking everyone. You have to be intuitive and select your target wisely and make as big an impact you can with what you’ve got.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I don’t think it’s necessary. The lore of illusions is that they are living, breathing, hexes, similar to what Mesmer had in GW1. Why would a hex outlive the hexed individual? They need to die at the end of the target’s life.
The only thing I might agree with is an illusion living for ~1 second after target death, just enough time to shatter them for some AoE Mind Wrack damage before summoning up more of the buggers.
If you’re having trouble keeping up the numbers in PvE (I admit, it’s difficult for most of us. Not trying to sound condescending), try picking up Mirror Images as a Utility for 2 fast clones, or perhaps Phantasmal Disenchanter, who has a very short cooldown. Sure he doesn’t do much damage, but if you just want him around to shatter or for the regen/protection buffs via traits, he’s great. Or maybe hop up the dueling tree to get deceptive evasion, that spawns a clone on dodge. Oh, and make sure to get 5 points into illusions to decrease illusion-summoning skills’ cooldown by 20%!
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Apology accepted. I always try to call people out when they misinterpret things via text, because typically, I’m really not trying to be offensive.
I think the change would be welcome to most of us Mesmers, because we know how truly complex the class is, but Anet will probably be forced to listen to the masses that say Mesmer is too good 1v1 and doesn’t deserve any buffs, even if those buffs don’t necessarily increase our capabilities so much as make life easier.
What I mean by that is a great Mesmer will always know which phantasms he has out. He will always know which order he summoned them in, and which order they will disappear in, since clones do not overwrite phantasms when possible. So this little AI change will not make those top tier Mesmers better, it will just make things less stressful. This is what other classes do not understand. Yet I’m sure they will still fight to the end that Mesmer deserves nothing at all, in any context, for any reason. (At least, a lot of people I know say that.)
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Mesmers are specifically not a pet class. The devs tried to make Mesmer more like the Mesmer from GW1. Since a lot of game mechanics were altered that disallowed a direct translation, they decided to throw in phantasms and clones. Phantasms and clones are living, breathing, hexes that are directly targeted on one enemy, just like a hex spell would be. This is how they handled the Mesmer’s previous long-term hexes that we saw in GW1. Long term hexes would be a bit overpowered with the current game balances, where boons last for a few seconds at best.
I repeat, phantasms and clones are NOT PETS. They are living, breathing, hexes. They die when your target dies, like a hex. They shatter on their target, not yours, like a hex would work. They can’t retarget, because you can’t take a hex and just swap it over to another person.
Also, Mesmer is a very busy and relatively difficult class to play. If you’re having troubles, don’t first point the finger at Anet and say “Fix it!!” like a two year old. The first thing is to learn why you’re having problems, and develop potential fixes to those problems that involve dexterity, skill rotation, and build.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Nice catch Embolism … I noticed that the extra bounce tactic from Illusions trait line doesn’t affect disenchanter, warlock, ect either.
Warlock doesn’t have a bouncing attack, so his attack should not be effected.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I think this thread needs a huge overhaul. It looks very untidy and disorganized. I dislike that I have to look through the entire list to see if the bug I wish to report is already posted.
I doubt it’s any easier for the devs to glance at the list and see what they want to work on.
If you want to take the responsibility of managing a list like this, please make sure that you’re putting the appropriate effort in. This does not look neat or organized at all. It is very badly formatted.
That being said, I’m just glad the devs are taking the time to acknowledge our efforts. Looks like they’ve been stickying one bug thread in all the class discussion forums. Great!
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Do you guys think phantasms/illusions persisting after an enemy dies is necessary?
in Mesmer
Posted by: Temariah.9372
I do think that perhaps illusions could delay their implosion for ~1 second after target death, just so we could shatter them. I think that would be acceptable, lore-wise.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Do you guys think phantasms/illusions persisting after an enemy dies is necessary?
in Mesmer
Posted by: Temariah.9372
Jeffonna, this. I love you.
You can’t just alter the entire premise of the Mesmer (which interprets Illusions as a form of living, breathing hex, similar to how Mesmer performed in GW1) because of something you want.
I get that it kind of sucks that all your illusions disappear on target death, but there’s a significant reason why we cannot re-target our illusions. There is a significant reason why shatters affect the illusion’s target and not ours. There is a significant reason why illusions are so integral to Mesmer. Illusions are like hexes to us. If you don’t like the idea of the single target lockdown (it’s what Mesmer rocks at) then maybe you’re trying to force the square block in the circle hole.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
With all the health boons to phantasms, most of my phantasms have at least 10k damage. They do not get one shotted. In fact, it takes my warrior boyfriend an entire hundred blades to kill my warden. (This is all based off of sPvP, which is more reliable and repeatable than other testing mediums)
Just commenting, though as I said, apparently Signet of Illusions is doing more than what it’s supposed to.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Did I tell you to learn to play? I’m reading and re-reading my post, and I just can’t see where I said you need to learn to play. You seem very offended, and if my discussion offended you I am apologetic and confused.
What I said was that having icons might help with the relative learning curve of the Mesmer. What that means is that Mesmer is more complex than a Warrior, for instance (nothing against warriors at all). Playing a Mesmer is easy. Anyone can hit buttons. Playing a Mesmer well is arguably more difficult than playing other classes well. Perhaps seeing a slight change would make it easier to learn the class.
I was trying to agree with you, but apparently you just want to argue. .
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I would suggest that if you’re going a phantasm heavy build that you pick up phantasmal health (adept inspiration trait) and signet of illusions… however it seems that signet of illusions is increasing illusion health by 200% instead of 50%, so I feel that we will see an adjustment soon.
Also, not shattering phantasms is beyond overpowered. I suggest instead making phantasms contribute more to the shatter than does a clone, making it at least somewhat feasible that we blow up our shinies in order to take advantage of the class mechanic.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
- Empowered Illusions (Domination 10) 15% illusion damage and Phantasmal Strength (Inspiration 25) 15% phantasm damage : Traits do not stack, pick one or both it wont change damage.
- Global inconsistency in cooldowns once u apply cooldown reductions, some cooldowns gets reduced too much and some gets increased lol (I need to redo testings to list skills affected)
- Decoy not working u still get damaged from attacks although u shouldnt be targetable anymore, half the time u dont even enter stealth mode to begin with.
Yes, please try to post specific trait or ability names. I can’t pinpoint the bugs for the devs without that!
As I posted before, Decoy does not make you invincible, just invisible. You can still take damage from all attack that do not require a target, this includes your basic melee strikes, as they don’t necessarily need a target to swing in front of them. Ranged projectiles are a bit different because without a target the attack just kind of poops into the ground. If it is not stealthing properly though, that’s a different issue, and seems like a bug.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Signet of Illusions is still granting +200% health to all phantasms and clones.
Can we test this in any way? I use the signet and I feel uncertain since we don’t see HP values for illusions.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Drowning #2 confirmed working. I can move!
Thanks for testing, it’s edited.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
A couple of corrections for the OP
-Blade Training DOES work with everything except Illusionary Riposte & Illusionary Leap, possibly due to their dual activation nature, it just doesn’t reflect on the tooltip for Phantasmal Swordsman.-Deception (Drowning #2) was fixed last night per the patch notes (I haven’t been in a position to test this).
-Please clarify the line about Phantasms not receiving multiple ‘buffs’. Indicate that the error is actually with Phantasmal Healing & Vengeful Images not stacking as it currently appears to indicate that they can just have 1 boon at a time no matter what from any source, this isn’t true.
—Also reference that these skills will stop refreshing once Phantasmal Healing ticks initially. Pretty much all of the Phantasm Boon traits conflict horribly, the Inspiration path is crap now.
Thanks for the update. I’ll personally test the sword stuffies, since I do use sword MH.
If you (or anyone else) could take the time to test the drowning #2 that’d be wonderful.
I’ll fix my phrasing with the phantasm buffs, thanks.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood