Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I posted this in another thread but I want to make sure all this kind of stuff gets seen to
I noticed from a screen shot i took that clones don’t actually show the off hand weapon even when you do have one equip to your character. here’s the screenshot
I don’t consider this a bug. Here’s why: clones only do one attack that is based off of your main hand weapon. It might be an aesthetic thing, but it does not affect gameplay in any way. Thanks for posting.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
For some reason I can’t edit my post right now. I will update it as soon as I can (going to bed soon, so I’ll check in the morning). Please keep posting.
EDIT: My ability to edit just fixed itself. Updating~
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I suppose I can see how having the icons would help with the relative learning curve of Mesmer.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
The problem with this kind of threads is people is that most of the time is people just asking for the Devs to change something that works as intended.. and they report it as a bug or a glitch just because they’r stupid enough as to not know how to use it..
for example.. Illusionary Leap..if you want it changed.. this is not the thread for it… that should go into a Suggestion thread not a “bug” thread.. because is not bugged or anything..
i Hope devs dont pay attention to everything you guys complain about.. zzz
The parts that I listed as a bug were the descriptions of when the clone did not spawn despite a close range (that is NOT how it is meant to work, and therefore a bug of some sort) and that at further ranges (still within the proper range, as shown by the lack of a red bar beneath the skill) it often will not summon the clone. These are not problems with users being fat-fingered. These are problems with the skill not doing what it proclaims to do.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Does far reaching manipulations effect the range of Arcane Theivery?
- Updated.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Thanks for letting me know. I kept thinking that my post on signet of inspiration was signet of illusions. But it’s not. Now it’s fixed.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
There is a necro bug thread that has been allowed to stay on the Necro page. For this reason, I posted my Mesmer bug thread on the Mesmer page.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Look on the very first page of the Mesmer forums. It’s like four posts below this. ._.
Laziness ftl.
Bump that thread while you’re there.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Just to make it easier for the lazies (there are a lot of us, you know!) you should summarize (or copy and paste) your post from before.
That being said, I do agree with a very very very simplified mark to tell if you have a clone or phantasm summoned. The first dot from the left should indicate your first-summoned illusion. Pink for clones, purpley for phantasms. Clones are already overwritten before phantasms are, and honestly, if you can’t remember which phantasm you summoned first, you need to be penalized for your carelessness, IMHO.
I think that the very simplified indicator is all that is needed or warranted.
I do not think we should be allowed to lock our phantasms in place. It’s a decision making process: “Do we use the phase retreat to get that chaos armor, or do we keep the three phantasms…Do I need the damage or the survivability more right now?” I enjoy the critical thinking. It’s why I chose such a complex class. Please don’t take that away.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I compiled a much neater-looking version that includes all of the confirmed bugs. Please post there.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Thank you for all the feedback. I edited out all of the “seems like” or otherwise unsure sounding lines, as per a suggestion, and I added the Prestige and Confusing Combatants.
Also, please no arguing on this thread. This thread will be an exhaustive resource to keep Anet informed of the bugs we find, as well as keep the playerbase informed of them. I do not believe that we are throwing anything in Anet’s face. We are just trying to make it as easy as possible for them to see bugs, and resolve fixes.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Alright, I’ll list both of these things as tooltip errors.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Also, @ thedenofsin, I did not include some of the “bugs” that you brought to the table because I do not feel they are actual bugs. This includes masterful reflection not affecting blurred frenzy (because if you look at the buff icon for blurred frenzy, it is called blur, not distortion, so I think this distinction was made intentionally), and the one about chaotic dampening because it was very badly written and overall did not seem reliable.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Shatters aren’t typically affected by the traits that effect you, I think because the clone is considered to be the one inflicting things, not you. I think this is working as intended, though it does kind of suck. xD
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Just went to go test Master of misdirection again to be sure.
It seems that all sources of confusion that your character inflicts from its skills/certain traits (Blinding Befuddlement) are extended, but those from shatters/illusions are not.
I would think that atleast cry of frustration should have confusion extended.Edit:
Also thought of another, not sure if it’s a bug or not though.Deceptive Evasion
- Sometimes summons clones that attack enemies besides the one you have targeted.
- Not sure how it happens, but it seems that just dodging with more than 1 enemy attacking you may make the clone target a different enemy.
- Most, if not all clones attack whichever target you had selected when it was summoned.
Alright, so you’re saying Master of Misdirection is not a bug? I’ll delete it, thanks for testing.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Also, if anyone has any suggestions on how to make this list more organized as it grows, feel free to post. Let’s keep this thread alive. It’s important stuff!
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Yay! Thank you for posting. I hope we get lots of support and make ArenaNet fix our problems. Please explain how you know this is a bug, or have tested it.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I just posted one. I’m willing to put in the effort to try and keep it up to date. If you know of a legitimate bug, please post in the topic I just created. I’ll try to make it nice and organized.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
There’s an amazing thread in the Necromancer forum where bugs are posted relating to their class. They’ve gotten feedback about the thread, and Anet has stated that they think it’s a valuable resource to keep up with the bugs.
I’m willing to put in the effort to update a bug list several times a day, if you are willing to post and detail the bugs you find for Mesmers. (please note, mesmers only, no racial stuff here).
If you have a bug, (or a tooltip error) please provide the topic, a brief description, and a screenshot if possible.
MECHANICAL BUGS
—————
WEAPON SKILLS
Phase Retreat (Staff #2)
— Occasionally blinks you to a point where you cannot normally go, or normally leave, such as inside terrain.
Staff Clones
— They use an outdated version of Winds of Chaos, which paths along the ground, and has a different bleed duration.
Illusionary Leap (Sword #3)
— Very unreliable near the maximum range.
— Sometimes the clone will not spawn, even if you are near the target.
Swap (Sword #3 Chain 2)
— If your clone runs into a wall while chasing an enemy, you can sometimes swap and be stuck within said wall.
Illusionary Riposte (Sword #4)
— Not receiving the effects from Illusionist’s Celerity (Illusions Adept Minor)
~~ The tooltip shows properly, but the the CD is not effected.
Temporal Curtain (Focus #4)
— If you already have any swiftness applied, the curtain will not properly adjust duration.
The Prestige (Torch #4)
— Can be cancelled during its channel, allowing it to render most of the effects of the spell while only putting it on a 4 second cooldown.
Phantasmal Duelist (Pistol #4)
— Bugged in regards to Phantasmal Healing in that it generates the Regen every 3 seconds rather than 6 like other phantasms.
Magic Bullet (Pistol #5)
— Sometimes the projectile vanishes and does nothing.
UTILITY
Phantasmal Disenchanter
— Spawns in melee range of the target.
Decoy
— Occasionally will not stealth.
Veil
— Only provides a 2 second stealth. The tooltip indicates a 4 second stealth.
Arcane Thievery
— Frequently does not steal boons/transfer condition properly.
Signet of Inspiration
— It does not grant its Passive effect until 10 seconds of being in combat.
Signet of Illusions
— It does not increase the health of illusions until several seconds after they are summoned.
— Increases illusion health by 200% although the tooltip says 50%.
TRAITS
Blade Training (Dueling Trait IV)
— Only affects Spear abilities and Blurred Frenzy.
Deceptive Evasion (Dueling Trait X)
— The clones spawned in this way do not attack your target, as all other clones do. They randomly attack a nearby (the nearest?) target.
Phantasmal Healing (Inspiration Master Minor trait)
— The heal does not proc until 6 seconds after the phantasm is summoned, or longer if they have another buff on summoning, such as fury.
— The regen tick cancels out fury, making it cease to refresh.
Temporal Enchanter (Inspiration Trait IX)
— It is either bugged or the tooltips are incorrect for Glamours. With Temporal Enchanter active the field lasts as long as the tooltips say by default and without it they end faster then what the tooltips say by default.
Phantasmal Strength (Inspiration Grandmaster Minor Trait)
— Does not stack with other percentage based illusion damage increases.
Far-Reaching Manipulations (Illusions Trait I)
— Reduces the CD of Arcane Thievery to 40s from 45.
Confusing Combatants (Illusions Grandmaster Minor Trait)
— Clones inflict confusion when killed. Phantasms do not. The description specifies illusions.
Phantasmal Haste (Illusions Trait X)
—It does not effect some phantasms. Warlock and Disenchanter being at least two.
TOOLTIP ERRORS
—————
Chaotic Dampening (Chaos Trait X)
— Changes the bleed duration on Winds of Chaos from 7s to 5s. Does not affect the actual duration.
Masterful Reflection (Illusions Trait IV)
— It does not affect Blurred Frenzy, though the tooltip references distortion. (The actual boon icon says “Blur”)
— Also does not affect Blurred Inscriptions
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
(edited by Temariah.9372)
“In relation to the damage you’ve quoted, that actually strikes me as quite low in comparison to my own which leads me to believe you are condition damage heavy? I use a 10/30/0/25/5 build and my Swordsman hits for around 5.5k damage on a 9 second cooldown. I’ve had my Warlock hit for 8k before!”
Did you know that damage is not always tangibly measured by the numbers you see above an enemy’s head? Also, I would enjoy hearing the circumstance you saw those numbers appear, as it does seem quite high. I explained that my numbers were against a specific heavy armor dummy. But if I had practiced against light dummies, or on a friend who wore light armor and had no toughness, I’m sure the numbers would be much higher.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
(edited by Temariah.9372)
The damage I quoted is actually irrelevant. The relative damage of the phantasms is relevant though. My warden does more damage than any other phantasm I have. Test it on a dummy. You can find them by the DPS Trials WP to the NW of the spawn point in the Heart of the Mists. It’ll take less than 60 seconds.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Alright, paragraph by paragraph..
He definitely does move, albeit not much, and especially not much with him traited to attack so rapidly, but I promise he moves.
I am quite sure that he does more damage with his combo, not considering any potential bleeds. I have tested extensively on the dummies. With my current build (20 dueling, 15 chaos, 15 inspiration, 20 illusions) his combo does about 3.5k to heavy dummies. The warlock (with the exact same build) does about 3k with about 4 afflictions on the heavy dummy. Duelist only manages about 2.5k. I honestly am not partial to Swordsman or Berserker and have not tested them with this particular build, but have with other builds and have seem damage from them that seems similar to Warlock. As far as forcing people to stay in his range, I do find that to be difficult, but possible. Just with sword and focus I have two ways to control an enemy’s movement (Clone Leap and Temporal Curtain, which I will mention later). If I’m really having difficulty keeping foes near him, I’ll often drop a Chaos Storm or Null field on top of him, so that his whirl combo becomes confusing bolts, which has enough range to harass the entire point, with the added bonus of all the chaosy storm goodness and confusion. Also, if the enemy sees him and dodges away, I’m okay with that, because now they have to come fight me on my terms, since I’ve wrested control of the point from them.
As far as Temporal Curtain goes… it is very accurate/reliable in my opinion. It pulls enemies a specific (not noted) distance (it seems to be about 800ish from my estimation) toward the exact center point on the line segment that is the curtain. I had to practice a lot, pulling dummies into the temporal, but once you get the hang of it it isn’t so bad. You just have to time things so that you pull your enemies in when they are a specific distance away. Also, there is a good margin of error for this, because you can pull them too soon and they’ll be yanked behind the warden, but will still be hit by him.
The main reason that I mentioned confusion was because it is a large aspect of control for some Mesmer builds. I think Warden is another way that we control the field. I’m not saying you should work confusion into your build, or anything like that. I’m just saying that Warden should be thought of less like a DPS ability (though he certainly can do that) but more of a crowd control effect.
You said that when organized teams see him, they instantly nuke him down. I think if Warden is that much of a priority, he’s gotta be doing something hot. I often have really similar problems with my illusions just dying too quickly, and for a long time I thought I would have to get the signet of illusions and the inspiration trait that gives +20% HP to phantasms. But then I realized that it also has a lot to do with combo order. If you open with Warden, yeah, they’ll destroy him before he can do anything, but if you open with a chaos storm, then blink up into it and switch to sword and blurred frenzy, they really have to scatter for a bare moment, which is enough to clone leap and get chaos armor, then place a warden. I’m not saying that’s the best combo there could ever be for Mesmer, but it’s one of the ones I like to use for scattering clustered opponents and it seems to work pretty well. Also, in an organized group environment, that type of scattering opening is all your team should need to get in there and focus one of the scattered enemies.
Which part did you think was bugged? All of the skills that I have experienced seem to be working properly. Also, anything that I have specifically mentioned are things that I have specifically used, as of last night, and would testify for.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
I’ve mentioned this before to friends, as well as on this forum… If you have a problem with the game, take a few minutes and reflect upon why it’s a problem. A lot of times, the problems that my friends have are because they aren’t taking advantage of potential, or because that skill/item doesn’t specifically strengthen their strategy and they want it to. A skill can’t please everyone. I love warden the way he is and fervently hope that he never changes.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
Alright so first off… I have tried all the other phantasms, as well as most popular builds. If the Warden gets his entire combo off, he does significantly more than any other phantasm. Hands down, no questions asked. Since you are running with the bleeding trait, warden also offers you the most potential, since his combo has the most hits, and therefore the most opportunity for crits and bleeds.
You stated that Temporal Curtain can pull enemies away from him… wow is that nearsighted. You can use the exact same skill to pull enemies toward him!
A huge part of Mesmer utility is controlling your opponent in one way or another. We do this by inflicting confusion and making them stop and think “wow I have 10 stacks of confusion. That’s like 1.3k damage per spell… Hmmm maybe I should stop attacking/dispel this” Or maybe it’s more like “Oh sh’t!! Chaos Storm!!” But sometimes, that controlling effect is intangible. Especially as a tournament player, I’m not sure how you belittle the Warden. Place him on a point, either as you’re defending or assaulting, and you severely limit your opponent’s ability to maneuver on that point. You can use the Warden to LoS all projectiles, which forces them to either AoE spam (which is typically less damage overall in small scale fights) or to come up at you with a melee weapon, in which case they will take damage from the Warden. This is really quite frustrating, as I’ve been on both sides of this equation.
Also, to clarify, Warden does move. He chases opponent’s when he is not attacking, but does not move while he is attacking… which is the exact same as all other illusions. The reason he seems more stationary is because his combo is so long, which could arguably be his strength when you consider his damage.
If you are intent on using the focus and really hate the warden, I have one great suggestion for you. Invest 20 points into the illusion tree and pick up the trait called “Phantasmal Haste”. It’s description is quite misleading. It says “increases recharge rate of phantasms by 20%” (or something like that). What it does is reduce the CD of your phantasm’s ability by 20%, so your phantasms attack faster. It is particularly amazing for the warden, because this begins the reduction effect the moment your warden starts attacking. So the entire 7 second whirl combo that he does is reduced. I use this trait and love it. My warden attack approximately every 2 seconds or so. His damage is far beyond any other phantasm, especially with this trait.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
So… I don’t know why they changed it, and I didn’t play in the betas, so maybe I’m not getting the other side of the coin where it was 1200, BUT.. I have absolutely no problem with its lower range right now. It’s a sword skill, so I’m honestly not expecting it to have a magnificent range. I primarily use this skill to cripple nearby people (it’s an AoE I think) then I cast warden, then I jump in and immobilize. It works very well.
Once again, this is just my strategy and how I use it. If you find that the skill isn’t working for what you wanted it to work for, you should alter your build, not beg Anet to fix it to make things easier for you. For example, you could add the blink utility, which is fabulous for chasing. Or you could get the low level inspiration trait that gives you 3% more movement speed for every active illusion. That way, even if your clone CAN’T keep up, you’re moving faster because he’s there.
There are a lot of ways around the issue, and perhaps you’re taking the wrong stance on the skill if you’re having trouble with it. Maybe Anet really DIDN’T want it to be a gap closer, which I would completely understand because Mesmers are one of the most evasive classes there (I would argue moreso than the thief) and making them amazing evaders AND amazing chasers might be unbalanced.
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood
