K THEN.5162 Posted January 8, 2021 Share Posted January 8, 2021 ![](https://i.imgur.com/PvFzaev.png "") Feels like I could use all my shatters off cd and they would still not have turned into clones by then Link to comment Share on other sites More sharing options...
necromaniac.7629 Posted January 9, 2021 Share Posted January 9, 2021 *Chronophantasma has left the chat* Link to comment Share on other sites More sharing options...
phokus.8934 Posted January 10, 2021 Share Posted January 10, 2021 > @"necromaniac.7629" said: > *Chronophantasma has left the chat* *ANet has left the building* Link to comment Share on other sites More sharing options...
Curunen.8729 Posted January 10, 2021 Share Posted January 10, 2021 Staff phantasm especially - tickle your opponent for an eternity before turning into something useful. xD (Granted I realise you mean the period after the attack) Link to comment Share on other sites More sharing options...
Tseison.4659 Posted January 11, 2021 Share Posted January 11, 2021 And this is why I NEVER rely on clones and just use Self Shatters. I swear, the next E-SPEC should NOT be reliant on clones or shattering. Direct all those damage/condition numbers into more useful skills/attacks. Link to comment Share on other sites More sharing options...
Kirrund.2654 Posted January 14, 2021 Share Posted January 14, 2021 Yeah I'd love it if other class's resources took anywhere from 2-10 seconds to activate after using them. Link to comment Share on other sites More sharing options...
kybraga.7103 Posted January 15, 2021 Share Posted January 15, 2021 Honestly you'd think it wouldn't be hard to reduce the after-cast on Phantasm skills. I'm pretty sure that's what the issue is, with aftercast. Then again, I've seen Phantasmal Swordsman take ~instant to 2s to despawn lol. Link to comment Share on other sites More sharing options...
scerevisiae.1972 Posted January 25, 2021 Share Posted January 25, 2021 > @"kybraga.7103" said: > Honestly you'd think it wouldn't be hard to reduce the after-cast on Phantasm skills. I'm pretty sure that's what the issue is, with aftercast. > > Then again, I've seen Phantasmal Swordsman take ~instant to 2s to despawn lol. Not to mention the Swordsman often gets stuck on all kids of world geometry so often doesn't even make it to the target to execute its attack. Link to comment Share on other sites More sharing options...
Veprovina.4876 Posted January 25, 2021 Share Posted January 25, 2021 > @"scerevisiae.1972" said: > > @"kybraga.7103" said: > > Honestly you'd think it wouldn't be hard to reduce the after-cast on Phantasm skills. I'm pretty sure that's what the issue is, with aftercast. > > > > Then again, I've seen Phantasmal Swordsman take ~instant to 2s to despawn lol. > > Not to mention the Swordsman often gets stuck on all kids of world geometry so often doesn't even make it to the target to execute its attack. Phantasmal swordsman and illusionary leap as well! Sometimes you even cast the skill and nothing happens, but you're damn right it'll go on full cooldown nonetheless! It's tragic how broken mesmers are, really... Definitely need more nerfs, this is OP. (and in case it wasn't perfecly clear - /sarcasm) Link to comment Share on other sites More sharing options...
Tseison.4659 Posted January 25, 2021 Share Posted January 25, 2021 Don't get me started on the cast time for: **Phantasmal Disenchanter, Swordsman and Defender** and how unbearably slow it is (EVEN with quickness). It needs to be instant or ½ ... Link to comment Share on other sites More sharing options...
necromaniac.7629 Posted January 25, 2021 Share Posted January 25, 2021 > @"Tseison.4659" said: > Don't get me started on the cast time for: **Phantasmal Disenchanter, Swordsman and Defender** and how unbearably slow it is (EVEN with quickness). It needs to be instant or ½ ... Very true, especially swordsman, even if you take phantasmal haste, the quickness runs out before it even finishes its attack because of that "run-up" it does before it attack EVEN if you're directly on top of what you're casting it on. Weirdly enough, disenchanter and defender cast time is 1/2 second underwater tho but I don't think it would be a good idea for all of them to be instant cast since you can also cast them from behind as well, or any phantasm skill rather. But there is definitely some "clunkyness" with those 3 phantasms. Link to comment Share on other sites More sharing options...
necromaniac.7629 Posted January 25, 2021 Share Posted January 25, 2021 > @"Curunen.8729" said: > Staff phantasm especially - tickle your opponent for an eternity before turning into something useful. xD > > (Granted I realise you mean the period after the attack) And then they have the nerve to reduce it to1 phantasm in wvw and pvp Link to comment Share on other sites More sharing options...
phokus.8934 Posted January 25, 2021 Share Posted January 25, 2021 > @"necromaniac.7629" said: > > @"Curunen.8729" said: > > Staff phantasm especially - tickle your opponent for an eternity before turning into something useful. xD > > > > (Granted I realise you mean the period after the attack) > > And then they have the nerve to reduce it to1 phantasm in wvw and pvp And call it a utility weapon but is so underwhelming. Link to comment Share on other sites More sharing options...
Tseison.4659 Posted January 25, 2021 Share Posted January 25, 2021 > @"necromaniac.7629" said: > > @"Tseison.4659" said: > > Don't get me started on the cast time for: **Phantasmal Disenchanter, Swordsman and Defender** and how unbearably slow it is (EVEN with quickness). It needs to be instant or ½ ... > > Very true, especially swordsman, even if you take phantasmal haste, the quickness runs out before it even finishes its attack because of that "run-up" it does before it attack EVEN if you're directly on top of what you're casting it on. > Weirdly enough, disenchanter and defender cast time is 1/2 second underwater tho but I don't think it would be a good idea for all of them to be instant cast since you can also cast them from behind as well, or any phantasm skill rather. But there is definitely some "clunkyness" with those 3 phantasms. Yeah that’s why if not instant then definitely 1/2 a second which is far more reasonable. As strong off hand sword is, I can justify its usefulness in a rotation when it’s so slow. Link to comment Share on other sites More sharing options...
Hannelore.8153 Posted January 26, 2021 Share Posted January 26, 2021 Being balanced around turning into Clone is half the problem with Phantasms and why they honestly kind of suck. Here's a novel idea, separate Phantasms from Clones entirely. Make all Clone skills (except autoattacks), generate an extra Clone, and then remove the Clone mechanic from Phantasms but keep their traits like transferring boons. Then increase the maximum amount of Clones to 5-6 like all other classes' summons, especially considering they're only temporary summons and have no lasting impact on the game or its performance (the main reason Phantasms were nerfed). This would also help both mechanics with their roles in competitive modes. Link to comment Share on other sites More sharing options...
Lumix.5069 Posted January 26, 2021 Share Posted January 26, 2021 Phantasms trigger me so badly, they are so useless that I often lose my mind, arousing the laughter of my guilds in discord.. Link to comment Share on other sites More sharing options...
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