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Ok, I’ve seen 35s in the livestream PvP notes. So much for my taste with PvP and WvW in mind. In PvE might work well.
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I still see 1s cast 25s CD in my tooltip.
Where do you see 35s?
Did I miss something … zoser how do you know so much about this?
“I know that I know nothing” (Socrates)
Perhaps my experience since the beta or perhaps no.
Time to play for a while and sleep.
Good night and sweet dreams in Tyria.
SuperPiggy
Illusions 25 – Illusionist’s Celerity – Moved to Master tier.
Illusions VI – Illusionary Invigoration. Recharge reduced from 90s to 60s. Moved to Master Tier.
Inspiration XI – Shattered Conditions. Increased radius from 240 to 600.
Well, I’m sure they will try to be fair.
Few days and we’ll see all news.
P.S: Excuse me, a fail quoting lol
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Aside from being better or worse than others heals, this opens a new front. We’ll have to be quick analyzing on you enemy bar, and if they use their passive or active part of these new heals along the combat to avoid it. These are offensive heals.
If you’re not careful when your enemy use of them, no matter what your profession, you could be in trouble or probably death.
Calm, what I understand is that recharge the attack of your active illusions not reset your illusions skill cooldown to cast them again. Your illusions attacks again when you active the healing signet. The healing signet have 1s cast and 25s cooldown.
If you have three clones out and active it is a waste but if you can active it with the mayor number of phantasms possible you get the highest burst.
You need to manage it and not always are you going to accomplish it if you need help yourself, etc.
Hmm.. well i guess refreshing the skills cooldown might be a bit op. If it worked that way, i was imagining the burst rotation going something like:
blink in – ileap- mirror image shatter combo- stealth wtih torch 4- activate signets – repeat ileap combo- ??? – profit/win. Don’t think even bunker guards can take that cause i usually take at least 60-70% hp when a full shatter combo hits even on bunkers
Of course that is no the way it works lol. Too much. The active illusions will attack again after you active healing signet, any illusions the worst, 3 phantasm the best, I think. Your burst on heal will will depend on the type and number of illusions you have active at the time you active the healing signet.
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Calm, what I understand is that recharge the attack of your active illusions not reset your illusions skill cooldown to cast them again. Your illusions attacks again when you active the healing signet. The healing signet have 1s cast and 25s cooldown.
If you have three clones out and active it is a waste but if you can active it with the mayor number of phantasms possible you get the highest burst.
You need to manage it and not always are you going to accomplish it if you need heal yourself urgently, the areas/zerg have killed your illusions (WvW ), etc.
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In my case with the build I’m using right now with 43 healing power at lvl 80 I see:
Healing: 3257
Passive Heal – 1 Illusion: 280
Passive Heal – 2 Illusion: 536
Passive Heal – 1 Illusion: 792
Aside that each time a balance patch seems to significantly improve ourselves certain …. can’t avoid put his snout here.
I hope ; ) this help a bit:
In Spanish the tooltip is:
Sello pasivo: “Te curas cada varios segundos en función del número de ilusiones que controlas.”
Sello activo: “Te curas y reinicias las recargas de habilidad de las ilusiones.”
Translating:
Signet Passive: “Heal yourself every few seconds depending on the number of active illusions.” (Illusions that you control) (For now, do not specify the number of seconds, obviously not every second.. Perhaps they’ll add it in the patch or we should check it in combat…)
Signet Active: “Heal yourself and refresh illusions skill recharges.”
Regards
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Xaylin, a variable complex effect (more than one at the same time) in the passive state of the signets sound good. It could be a good idea to improve signets in general , making signets builds more viable in the future. However add it to the active function could be a bit complex to control for some players. But I like the idea.
I think the variable complex effect you are talking about is referring to the low health high heal thing? This was meant for a Manipulation heal. Thus, it would not have a passive effect. Or did you mean anything else?
Yes, I thought it might be interesting to add something like that in the passive state of the signets. ; )
I’m agree with Carighan. All are focused on the attack.
Edit: Yes it seems 20-40-60 base in passive depending on the number of illusions and 40 base when you active the signet, then add lvl, healing power…
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I’m starting to think that the idea behind a healing signet is make a signets build realiable. Perhaps they are going to modify signets to acomplish it. It’s only a guess. I remember that it was mentioned the lack of a viable signets build in the discussion of the 10th balance patch that we had. Mesmer, necro and ranger are professions that have signets in utility slots but don’t have a healing signet. It seems that mesmer and necro are going to receive healing signets, curiously they have decided add a healing spirit for rangers instead of a healing signet.
Xaylin, a variable complex effect (more than one at the same time) in the passive state of the signets sound good. It could be a good idea to improve signets in general , making signets builds more viable in the future. However add it to the active function could be a bit complex to control for some players. But I like the idea.
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Rebalance phantasms around a single skill? If they rebalance phantasms due to this, they should rebalance all skills to compensate the loss of damage from phantasm or other kind of builds will suffer that loss. Even in a shatter build , the phantasms are a great source of damage.
I really want to see what developers have hidden for the next patch. I hope we will be able to find new interesting builds. Although looking back, always with caution, iBerserker (before), iWarden (now)… , etc.
It is more reasonable not to panic and wait. There are scarier healing skills in other professions. It’s better wait and analyse all once the details are known.
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Other players have been explained well how to play against a condi PU build. I’ve readed that in the next patch they are going to reward the duration of the match. That’s seems to take in account combats against bunker builds, PU condi, etc, where you need to be more tactical, patient, and no few hits and run to the next one. For that reason I don’t think they’re going to change PU trait. Also I do not think it’s fair affect all PU builds only for one build that some are bored by fighting it not knowing or not being able to beat it in a few seconds.
In any case, next week we will see…
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All back too. I wish you a good weekend.
Regards
I think that they are working on this because, now, I can see the list and improvements but can’t access the guild bank. Patience is a virtue. Hopefully, soon we’ll can get back to play normally.
Hello.
Guild: Aethereal at Baruch Bay (EU) lost all improvements, objects and members, all, only the founder is in the member’s list.
I’ve asked other players and there are other guilds affected at Baruch Bay.
Since I know they’ve only confirmed new skills and traits. I don’t know how they are going to add them, selectable in each slot like utility skills? In any case, about new weapons…
I would like to see dual wield Magic Boomerangs mind controlled. Flying, perhaps, in an elliptical path to our target and hitting enemies in it, from us to come back to us. (Like pBerserker, not bouncing)
With dual magic boomerangs you can develop really nice skills and amazing animations for those skills. Plus modeling great skins with very sharp blades/contour and animations too.
Allow fly your imagination with them in your hands…
Well, is an idea 
G700 here and happy with it.
More or less all we are agree on similar models. They are very helpful and greatly enhance the gaming experience.
We must not lose the hope to improve, even a little, the torch. Players of other professions like us to use it, because it is good for team play through fields and bounce. PvP players know their weakness in duel. (stealth against a mesmer with torch is a big red flag, and pMage is meh…)
It is the only weapon we have now that can be improved without the world come to protest.
Time to time. We’ll see, though I admit that if they have done nothing to improve it since now, or have low priority or do not plan to do anything …
Now, good night (again), my bed is calling me.
Finally , YES, I’ve written in other threads that a improvement to pMage is desirable to up him and make torch more profitable in general for all kind of builds.
I dont want a change, i want an overhaul. totally redesigned would be required i think, Confusion is just to much of a average condition and as stated in other threads i would take Torment/Cripple/Bleeding/Chill over Confusion. I think he Boon should be ALWAYS given to the Memser.
If you search topics about torch you’ll find that I even proposed add purple poison or burn with confusion or instead of the confusion or anything plus improve pMage, precisely because of the nerf that was done to confusion condition in wvw, perhaps it was too late, but we discussed it in more than one thread over the past months. Torment is an option now. Sadly they did nothing to improve the skills of the torch. Perhaps you could even revive the last torch thread or make new one.
But I’m sure that they read us, another thing is if they want to do something about it.
Edit: I forgot write that i was fighting (LOL) in the bouncing bug thread too and finally it was fixed. Sigh 
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No?
- Option 1: Move the torch stealth to another skill weapon.
It’s well known that pMage is less valued phantasm for the majority of players and torch is used mainly due to The Prestige and his utilily. The value of torch in this case will down in to the ground. Devs are not going to do it ever even more after a patch where they have buffed some skills to make more unused weapons desirable, idem with torch indirectly buffing Prismatic Understanding. But that make torch more oriented/desirable/profitable for utility or defensive builds.
- Option 2: Add stealth to the skill of another mesmer weapon.
The new stealth skill in another weapon + torch + Decoy + Veil + Mass Invisibility = Our subforum again full of QQers and Whiners again = nerf incoming.
If they do that , the first nerf will go to PU sure, and perhaps something more, and PU now is really good and desirable in Chaos , support/tank and even other builds.
I’m not sure if you like torch or you don’t like torch and due to that you wish have the stealth in another weapon, but i’m almost sure that devs are not going to add stealth in another weapon, at least not in the weapons that we have now.
Perhaps in a future expansion with new weapons or when they add new weapons for mesmer profession, it’ll be possible have one or more designed to have stealth. But sure that they’ll keep an eye in our traits too, and general balance if they do it.
Finally , YES, I’ve written in other threads that a improvement to pMage is desirable to up him and make torch more profitable in general for all kind of builds.
P.S: What calm now we have in our subforum after the patch or , at least, we do not have so many unwanted visitors as before.
Good night.
Shhhhhhhhh they still have time. Total a zero more or less… as unintended that could we as intented in some months of hard investigation….
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Play other professions, your heart will be calmer and healthier. And without the need for extra healing….
I prefer not to write the reasons, especially today, but there are all well known.
Despite it , the best we have is our community. Whenever you can keep calm against the QQers and Whinners we have here all time. Making friends…
But with the new changes, especially with PU (if the first leaked notes are true), probably we have a good choice in what you are looking for.
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stays on the field until it’s manually destroyed? son you have never played a mesmer -.-
Elementalist
Hello
After a bit test, yes cleanse one condition when you cast him and can clean with bolt, if he survive enough and you have the luck to be bounced with the actual bounce logic. But usually he dies before do more than one attack. Of course, with Cleansing Conflagration trait.
About his damage, well, we all know it. Luck to get retailation plus confusion and pray to be fighting with a no brain skill spammer…
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It’ll be Illusionary Retribution—all shatter skills inflict confusion.
What would show that they have no intention to change the damage done by the confusion and/or the importance that now have the confusion condition for them. .
Tomorrow we’ll see.
Snip
Yes , i read it too fast. The remove of the change in Halting Strike plus the move of Illusionist Celerity to GrandMaster Minor are two straight hits from leaked notes. I’ve edited my last post.
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In this notes:
They has delete the Domination trait from leaked notes:
Domination
Halting Strike: Damage dealt when interrupting enemies has been increased by 500%.
Small variation in some description and:
Edit: llusionist Celerity being moved to Grandmaster Minor trait!
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It’s hard think what is the right to improve this phantasm. With burn in the prestige, is hard think that they can add burn in the iMage, torment? I’m not sure. Perhaps purple poisonous smoke.
In one or another way this is great opportunity to improve him to a desirable and balanced level. At the end, actually , the torch is more used like a utility/defensive weapon with a loved Prestige and something more there…. iMage, almost undesirable against other phantasms.
Anyway, if they do something with iMage, it’s because they already had planned it, today is the last day, there is hardly time for testing. And we know well that there is nothing in the leaked notes. With the improvements in the weakest areas, general balance, etc, tomorrow could be a sad day for iMage.
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If that is so then I don’t see what the big deal is, apart from the fact that it is a stealth nerf that Anet won’t acknowledge (which, admittedly, is quite a big deal). Other than that however it sounds like a reasonable change.
More consistency would be nice of course, but on average it does not appear UP at all unless you compare it to iDuelist, which is OP (and IMO needs another nerf).
The damage I put above was in my build. I should have clarified it, of course, in other builds the damage was higher. in your build, the one you tested with iDuelist probably should be around 6000 constantly like the post above this, not around 4000.
If you look at my test numbers with iBerserker compared to your results of the iBerserker is easy to deduce.
Excuse me to don’t clarify it.
Regards
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I will say that Prismatic is already pretty fantastic paired with Lyssa runes (both proc iMembrane causing the Protection to stack). It’ll be great to see how strong it is after the change.
Hmm…playing Mesmer a long time and I have no idea what iMembrane is lol
Illusionary Membrane is a 15 point Minor in Chaos that grants Protection whenever you get Regen.
It was nerfed long ago to have a 15s CD so it’s not very useful now.
I disagree. While it is harder to get a good bonus from it now. It is far from “not very useful” W/ runes and food + 30 pts into chaos 110% protection uptime is achievable. Add that with other ways we get protection, iMembrane is now the icing on the cake.
Yes, but you must to go too deep there and sacrifice in the mix of specialized runes, with the new grand master (if the leaked notes are true), you’ll have more room to get the same but investing points to be more efective killing or in other areas that help you to get what you are looking for.
I can’t exactly remember the numbers but yes, it was a beast before. Around 4000 constantly (if i remember well), like your iDuelist numbers, with even higher crits. It is understandable that they tuned it down. The change in the mechanical, not so much.
But, after the last aswer of Jon, is time to assume that it will never be what it was and accept as it is if you want to use Greatsword. Although I’m sure there will be players who insist on doing it more constant.
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Well i think that players I’ve readed here prefer something more predictable and consistent.
“So what gives?”
Nothing, if you like how it works use it and if you don’t like how it works don’t. We have other weapons.
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In any case I went to the Mist to test. In my case, iBerserket makes the same damage with and without Greatsword Training trait. Between 850 and 2800 the best hit (I have come to see 450 two times lol and only once 28XX), without consistency, probably with an average around 1800 with Phantasmal Fury. (including crits)
Without Phantasmal Fury the avarege drops a bit, but due to the lack of consistency, not worth much talking about average. Sometimes bigger, sometimes lower.
You can see the the lack of consistency in the health bar of the golem, floaters aside.
The problem is that the phantasm usually die after his first path attack, if you don’t have luck, it can only hit 850 in a single enemy, something not desirable, above all against other players.
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Troll alert! Ignore him Levitas, this is the same that was claiming nerf the damage for mesmers in the nerf mesmers thread.
For me, the only thing that he want is maintain the iBerserker as it’s now to his own profit. He’s not a mesmer.
I’m exceptical in how they are going to solve it. I hope they give us back the player priority logic inside the bounce area (above all the player that use the skill), but they can not allow bounce turrets and non agressive creatures but maintaining the actual logic… Perhaps it’s a good moment to keep an eye on the clone’s target from Deceptive Evasion, but probably they’ll do nothing.
We don’t have ETA , is time to wait and see the result when they release the fix.
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When i saw torment in mesmer i thought wow, after read leaked notes… lol. The other two professions that have access to torment can use it in any build through an utility skill (thiefs) and death shroud (necros). Is block skill on Scepter the viable way to access torment for mesmer? O.o
No love for iMage in the balance patch? O.o
At least they are keeping an eye on the bouncing attack. Although i’m exceptical in how they are going to solve it. I hope they give us back the player priority logic inside the bounce area (above all the player that use the skill), but they can not allow bounce turrets and non agressive creatures but maintaining the actual logic… We will see. Perhaps it’s a good moment to keep an eye on the clone’s target from Deceptive Evasion, but probably they’ll do nothing.
Time to wait and see.
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I’m agree, first fix our bugs and then perhaps we can start to talk about things that works in one or another way. The last thing we want is that they change things that are working and introduce new bugs doing that.
Are your professions forums so bored that you are always in our forum?
Well, it doesn’t matter. We’ll continue spreading purple butterflies on you in Tyria.
I was talking about the casting/targetting itself. But yes, channeled skills once has been casted will follow you. The #2 lbow or #3 unload (dual wield pistol) are examples, even if you use decoy(stealth) it will continue hitting and following you. As you can understand channeled phantasm must work idem.
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If I understood you well, and our underwater skills (phantasms too) works as you say, like your skills. I see no problem to have the same on terrain. I only just tried to explain that there is no a big diference controlling the situation and about all for players that use the aid.
For me no problem. I play other proffessions too testing things although my main is mesmer.
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In underwater you can cast them without a target. Not in downed state.
But a lot of players have the auto target active, even if you have cast without target, with that help you usually never lose it while you have a enemy at your visual range and the red indicator below the skill show you when you shouldn’t use the skill. Is not a big diference in that case, the only thing you must do is use your skills when you see your enemy and don’t have the red indicator active. The tab key is your friend too.
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Go roll a warrior and figure out how Whirlwind Attack works. Its the same exact thing.
We can’t aim iZerker, for your information. Warrior can aim the direction and make a decision based on the aoe path. We can’t. It’s NOT the same thing.
Thanks for clarifications Jon. I’ll call iZerker officially Lottery Phantasm or RNG Phantasm.
And more things, not only the direction, with the Whirlwind Attack you can decide the distance to maximize the number of hits, and it’s instant, but when you invoke the iBerserker, you lift your arm with the greatsword, like a flag mast indicating to your enemy that it’s time to evade/block it and then kill him or anything better.
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snip
Is easy, in a stationary target without any condition/boon on both target and pBerserker. Each attack of the 4 will only hit the target when the target is inside the range of the whirling area of the attack, in the picture, inside the pentagon.
We know that the pBerserker move itself along a path (without walls ,etc). If the target is inside that pentagon area,(area of the attack), when the pBerserker start a new attack along his path, hit but if it’s outside no. Perhaps there are other variables but basically is like this.
In a stationary target, where the pBerserker start his first attack is determinant, sure. If is above the target he will probably do only one hit. If is at some distance more hits.
How many hits? Like Jon has explained, it depends of the position of the pBerserker and his target in each attack. In a real situation add conditions, boons, dodge…
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Burning is powerful although a condition that can be remowed.
They have the numbers, for me it is enough to draw their attention regarding this phantasm and perhaps with some luck, in the next balance patch they’ll up him to the damage level of other phantasms like Warlock, Swordsman, Duelist… Of course including the confusion damage in the equation. They are not going to change that.
Of course, we usually let or imagination fly and think what we would like
In the other hand we’ll see what they do or don’t….
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It seems none of the devs even believe/know what is actually wrong with izerker and keeps saying floater issue. GG.
If you are on the receiving end of the damage you will see it’s really a floater issue.
We know that there are a floater issue. But the thing we now know is that pBerserker can not hit their 4 hits on his target. You have no warranty of how many hits will be. Between 0 and 4. It depends of some variables like the position of the pBerserker when start each attack, the position of their target, the motion of both, and perhaps even the blade whirling.
This explains why if the pBerserker begins his first attack above you, although you do not move, perhaps it will hit you only once if pBerserker has moved enough in their path, because you’ll be out of his second attack area. How many times it hit you depends of some variables.
All is in this page:
At the top JonPeters explains it.
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For me all is clear.
We and devs are not talking about the same issue. They only see the floaters fail as the pBerserker bug. The random hits are part of the actual mechanics of this phantasm.
Aforetime, pBerserker was a berserker! He hit all times without fail hits and/or doing a
considerable damage, call it a storm berserker if you wish. At some point in the past, someone decided change the attack code adding variable/es to the attack that allow fail hits (not hit) in the whirling area (along path) depending on the position of the pBerserker/blade/enemy, motion of them and new damage equation. Perhaps due to balance reasons but with the consequences we see today.
Forgetting the floaters and watching the health bar of our enemy, it’s clear. JonPeters: “What this means is that based on the relative position of a iZerker to their target, and based on the targets motion it can hit between 0 and 4 times.”
This explains why if the pBerserker begins his first attack above his target, although if it’s immobile, perhaps it will be hit it only once if pBerserker has moved enough in their path after his first attack, because the target will be out of his second attack area/whirl.
And even when pBerserker hit all 4 hits in our target, I’m sure that formerly he did more damage than now. Probably due to the new code and new constants/variables.
Forget see an improve in the damage or see pBerserker hitting all hits regularly like before. That is not the issue for them.
In my opinion, pBerserker is just not the boss berserker! No longer afraid of see him appearing. Perhaps we should promote another name, Lottery Phantasm is more accurate now or Lucky Phantasm because you need to have good luck to see 4 hits in a single enemy.
Regards
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Perhaps that’s the problem with the iMage. We are talking about the phantasm not the weapon itself, torch have it’s utility, about all if traited. But iMage, even in a specialized confusion build, isn’t enough good to reach other phantasms which works well in almost any type of build. In a not confusion build seems weak. And phantasms should be widely used as one of our strongest/best attacks.
After confusion nerf, iMage needs adjustment. Perhaps adding a bit of burn, base damage or something else. Although I’m scared to think about a possible adjustment. Sometimes when they adjust something, ends worse … We still suffer some of these settings, as in the iBerserker or bouncing attacks.
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