yiksing.9432 Posted February 7, 2018 Share Posted February 7, 2018 Is it safe to assume this is one of the best healing skill now especially if you build your mesmer around clone generation? Patch still downloading for me. Link to comment Share on other sites More sharing options...
Llethander.3972 Posted February 7, 2018 Share Posted February 7, 2018 Not really. I found the heal to be almost worthless. This might just have been my perception of it but I didn't notice it giving me very much health per illusion generated. I honestly find Ether Feast to be more useful because of the lower cooldown paired with the fact that I'm almost guaranteed to always have 3 clones out. You have to be shattering constantly to see any benefit since the heal only applies if a clone is actually generated. On the flip side of the coin, though, it has amazing synergy with the Inspirations line trait "Restorative Illusions" since the Signet will give healing when generating illusions and the trait will heal when you shatter them. Link to comment Share on other sites More sharing options...
Velimere.7685 Posted February 7, 2018 Share Posted February 7, 2018 It's entirely outclassed by that of Elementalist and Warrior. They really should've buffed the passive on this skill. Link to comment Share on other sites More sharing options...
Me Games Ma.8426 Posted February 7, 2018 Share Posted February 7, 2018 With 0 healing power using chronophantasma 350 first spawn 700 respawn 1050 turn into clone. Doubled for staff or traited gs. Link to comment Share on other sites More sharing options...
Justine.6351 Posted February 7, 2018 Share Posted February 7, 2018 I run traited signets and while using this skill is ok I've switched over to traited healing well to do more healing more condi removal and help allies too. Link to comment Share on other sites More sharing options...
KeoLegend.5132 Posted February 7, 2018 Share Posted February 7, 2018 its the best one for mesmer, for sure Link to comment Share on other sites More sharing options...
warduke.1780 Posted February 7, 2018 Share Posted February 7, 2018 Why was this skill nerfed so badly? Fuck off, Anet. Link to comment Share on other sites More sharing options...
Hibiskus.8294 Posted February 7, 2018 Share Posted February 7, 2018 I personally would really like to see some CD reduce for the skill itself...i mean, yes we can reduce the CD with the GS Traitline, but overall i think it sould be reduced, so that it has (with GS Trait) 15 sec CD and without the Trait 18 - 20 sec CD......the thief signet is better than our signet ( signet of malice) it heals passive every time you attack, heals when you activate it and has just a CD from 15 sec......i mean i like the new passive from our signet of ether, but the CD is way too high for a healing skill.... (i also begin to like the new Signet of Illusions, i really hope they dont change it, bu i already see people complaing about it....sadly....) Link to comment Share on other sites More sharing options...
ArmageddonAsh.6430 Posted February 7, 2018 Share Posted February 7, 2018 > @"yiksing.9432" said: > Is it safe to assume this is one of the best healing skill now especially if you build your mesmer around clone generation? Patch still downloading for me. Well, you were wrong lol Link to comment Share on other sites More sharing options...
Taltevus.3289 Posted February 7, 2018 Share Posted February 7, 2018 > @"Llethander.3972" said: > Not really. I found the heal to be almost worthless. This might just have been my perception of it but I didn't notice it giving me very much health per illusion generated. I honestly find Ether Feast to be more useful because of the lower cooldown paired with the fact that I'm almost guaranteed to always have 3 clones out. > > You have to be shattering constantly to see any benefit since the heal only applies if a clone is actually generated. > > > On the flip side of the coin, though, it has amazing synergy with the Inspirations line trait "Restorative Illusions" since the Signet will give healing when generating illusions and the trait will heal when you shatter them. I think that's the point...You need to be actively doing something involving your profession and not just sitting around AA waiting for the heal to come back up. In this instance you are rewarded on the front end of your mechanic and not punished on the back end. i.e. Trading a shatter for healing and condition cleanse. It's doesn't heal much BUT again if you are actively playing I think the idea is that..it would soften the blow over time and you can double down on that if you want if on both the front and back of Mesmers unique menchanic. Heal on summon heal on shatter. Heal on summon only. Heal on shatter only. (and then also the condi transferal to clones) I think it would be very hard to have condis stick to you. Not immunity but you could very easily maintain this revolving door of condition management. The come and then the go...Like a game of ~~Hot~~ Torment Potato. I would definitely trade a small heal for a measly clone than for a measly heal on a mechanic performance dependent shatter. Link to comment Share on other sites More sharing options...
ArmageddonAsh.6430 Posted February 7, 2018 Share Posted February 7, 2018 The healing Co-effient really needs to be imrpoved, going up by 900 Healing power increases the healing by like 50. Thats poor. Very poor. With Scepter, i think it could be really solid. where else would you have enough clone and illusion to make it worthwhile? Link to comment Share on other sites More sharing options...
Ojimaru.8970 Posted February 7, 2018 Share Posted February 7, 2018 > @"ArmageddonAsh.6430" said: > The healing Co-effient really needs to be imrpoved, going up by 900 Healing power increases the healing by like 50. Thats poor. Very poor. With Scepter, i think it could be really solid. where else would you have enough clone and illusion to make it worthwhile? Phantasmal Warlock summons two phantasms (same for Phantasmal Berserker, if traited), that become two clones, for example, and that's excluding the two extra phantasms from Chronophantasm. If you're using Mirage, you create a clone each time you use a Deception skill, like Jaunt. If you shatter as a Chronomancer with Illusionary Reversion, you generate a clone while also getting healed by Restorative Illusions, if you have the trait. So I can see it being decent for sustain that you have more control of. Link to comment Share on other sites More sharing options...
ArmageddonAsh.6430 Posted February 7, 2018 Share Posted February 7, 2018 > @"Ojimaru.8970" said: > Phantasmal Warlock summons two phantasms (same for Phantasmal Berserker, if traited), that become two clones, for example, and that's excluding the two extra phantasms from Chronophantasm. If you're using Mirage, you create a clone each time you use a Deception skill, like Jaunt. If you shatter as a Chronomancer with Illusionary Reversion, you generate a clone while also getting healed by Restorative Illusions, if you have the trait. > > So I can see it being decent for sustain that you have more control of. Yeah i thought of that. Using Chronophantasma + Imagined Burden + iZerker that is 6 ticks. with 50ish Healing Power it was a 2.1k Heal. Onn a 16second cool down. That is 132HpS With 936 Healing power. That was a 2.4k heal. On a 16second cool down. That is 152HpS. Now look how many traits i need to combine WITH the heal skill + the Illusion skills. Now compare that to say a Restoration Signet, Healing Signet and such which ALL have lower cool downs. Then add in the skill cool down. I think The healing should be tweaked a little, the cool down does need to be reduced and maybe change the Active effect to something else. Maybe reduce the active healing and make it that damage your Illusions deal heal you rather than reset their cool down? Now THAT would be cool. something like: Signet Passive: Heal yourself when you summon an illusion Active: heal yourself for 2-3k, for the next 3seconds the damage your illusions do heals you for 33% of the damage done Cool down 30seconds What do you think? Or rather than reset JUST phantasms, it resets ALL illusion skill cool downs? Link to comment Share on other sites More sharing options...
eldenbri.1059 Posted February 7, 2018 Share Posted February 7, 2018 I'm testing with it now and trying to make it work. It's hard for me to adjust because I've been using the healing mantra for a long time. But conceptually, it feels like it could be good Link to comment Share on other sites More sharing options...
messiah.1908 Posted February 7, 2018 Share Posted February 7, 2018 its just absurd the amount of phantasms you can dish out with staff and gs (traited) + soe Link to comment Share on other sites More sharing options...
Ojimaru.8970 Posted February 7, 2018 Share Posted February 7, 2018 > @"ArmageddonAsh.6430" said: > > @"Ojimaru.8970" said: > > Phantasmal Warlock summons two phantasms (same for Phantasmal Berserker, if traited), that become two clones, for example, and that's excluding the two extra phantasms from Chronophantasm. If you're using Mirage, you create a clone each time you use a Deception skill, like Jaunt. If you shatter as a Chronomancer with Illusionary Reversion, you generate a clone while also getting healed by Restorative Illusions, if you have the trait. > > > > So I can see it being decent for sustain that you have more control of. > > Yeah i thought of that. Using Chronophantasma + Imagined Burden + iZerker that is 6 ticks. with 50ish Healing Power it was a 2.1k Heal. Onn a 16second cool down. That is 132HpS With 936 Healing power. That was a 2.4k heal. On a 16second cool down. That is 152HpS. Now look how many traits i need to combine WITH the heal skill + the Illusion skills. Now compare that to say a Restoration Signet, Healing Signet and such which ALL have lower cool downs. Then add in the skill cool down. Your "cooldown" calculation does not take into account the numerous other ways that Mesmers can generate Illusions, including the clone from Mirror Blade for example. Then there are the whole different set of Clones and Phantasms which you can summon with your second weapon set. By and far, Healing Signet is likely the most powerful healing skill in the game, and whether or not healing skills, or Signets, across all professions need to be homogenous in terms of power is a separate debate. I say give the changes a little more time and testing. Link to comment Share on other sites More sharing options...
ArmageddonAsh.6430 Posted February 7, 2018 Share Posted February 7, 2018 > @"Ojimaru.8970" said: > Your "cooldown" calculation does not take into account the numerous other ways that Mesmers can generate Illusions, including the clone from Mirror Blade for example. Then there are the whole different set of Clones and Phantasms which you can summon with your second weapon set. > > By and far, Healing Signet is likely the most powerful healing skill in the game, and whether or not healing skills, or Signets, across all professions need to be homogenous in terms of power is a separate debate. I say give the changes a little more time and testing. And Unless you are Chrono, given that i used it as an example due to Chronophantasma. Does that mean that it should be "meh" for the sake of 1/3 of the class? Base Mesmer and Mirage? Surely they are WORSE off taking it because they are not Chrono due to Alacrity? What about Improved Alacrity trait? These kind of things should NOT be the defining reason about balance. Lets take Staff and GS as an example. Assuming that you are running both the cool down traits for them. How often are you going to be able to be pumping out enough illusions to get anywhere near good healing from it? I personally would have preferred if they kept it the way it was, 1 second ICD with healing increasing with the amount of clones you have out. I do wonder, How big is the difference between healing from the way it was to the way it is now. The passive heal for about 750healing power was around 359 Per a second if you kept all 3 illusions up. I did like the synergy it had with Restorative Illusions. keeping them up gaining healing and then shattering them for a burst of healing (even if the burst healing was kinda meh lol) Link to comment Share on other sites More sharing options...
Lahmia.2193 Posted February 7, 2018 Share Posted February 7, 2018 rip mesmer healing signet. I thought it was onto a win when they changed the 3s proc to 1s. Alas good things don't last forever. Link to comment Share on other sites More sharing options...
Curunen.8729 Posted February 8, 2018 Share Posted February 8, 2018 The cooldown is certainly far too long. Needs to be 20-25s at most. I personally wouldn't use it unless it was in the 15-20s range. Link to comment Share on other sites More sharing options...
ArmageddonAsh.6430 Posted February 8, 2018 Share Posted February 8, 2018 > @"Lahmia.2193" said: > rip mesmer healing signet. I thought it was onto a win when they changed the 3s proc to 1s. Alas good things don't last forever. Yep, I defo think they should return it to the previous state, maybe increase it a little to counter that its only clones that will proc it now. > @"Curunen.8729" said: > The cooldown is certainly far too long. Needs to be 20-25s at most. I personally wouldn't use it unless it was in the 15-20s range. Again, agree with this. I think 25-30seconds untraited would be a reasonable spot. Think 20seconds untraited would be FAR too low. Link to comment Share on other sites More sharing options...
Exciton.8942 Posted February 8, 2018 Share Posted February 8, 2018 I like the current version of the skill. Active part is high risk, high reward. Passive part still encourages active play rather than running in circles doing nothing. It should not be reverted. Keeping illusions alive in PvP is impossible and again discouraging shatter. The whole point of the patch is to encourage shattering w/o worrying about keeping up phantasms. I do think the base healing is on the low end. Perhaps increase the healing power coefficient from 0.06 to 0.1 to reward those who invest in the stats. Link to comment Share on other sites More sharing options...
Jace al Thor.6745 Posted February 8, 2018 Share Posted February 8, 2018 I’d like to see the passive heal around 500ish myself. I doubt we would see a coefficient increase because none of our other healing skills scale well with healing power. Link to comment Share on other sites More sharing options...
Carighan.6758 Posted February 8, 2018 Share Posted February 8, 2018 > @"Ojimaru.8970" said: > Phantasmal Warlock summons two phantasms (same for Phantasmal Berserker, if traited), that become two clones, for example, and that's excluding the two extra phantasms from Chronophantasm. If you're using Mirage, you create a clone each time you use a Deception skill, like Jaunt. If you shatter as a Chronomancer with Illusionary Reversion, you generate a clone while also getting healed by Restorative Illusions, if you have the trait. Great, by now I got 300 extra healing from my 900 healing power. Such sustain! Much wow! Link to comment Share on other sites More sharing options...
Windwalker.7421 Posted February 8, 2018 Share Posted February 8, 2018 CD needs to be reduced to 25 seconds and it would be fine as it is. Sure a better HP scaling would be icing and probably still balanced, but for 0 HP it does quite well in conjunction with Inspiration line. Summon'em get healed, shatter'em get healed...in a pinch, burst heal. Link to comment Share on other sites More sharing options...
Refia Montes.3205 Posted February 8, 2018 Share Posted February 8, 2018 It's a PvE Heal skill since its main use comes from Phantasm resets. Don't bring it to pvp. Link to comment Share on other sites More sharing options...
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