ovinnik.9216 Posted February 8, 2018 Share Posted February 8, 2018 This one seems slightly ... overzealous. I've noticed that it tends to spawn a clone when a battle is over (your actual targets are dead, as it were), but combat mode is still active for a few seconds. The clone then proceeds to attack the nearest mob it can find: Sometimes a veteran, sometimes a bunny, ~~sometimes a tree it mistakes for an enemy~~. Anyone else? Link to comment Share on other sites More sharing options...
HyperLooser.2698 Posted February 8, 2018 Share Posted February 8, 2018 Yeah its like this for everyone, its funny and a little annoying at times Link to comment Share on other sites More sharing options...
Curunen.8729 Posted February 8, 2018 Share Posted February 8, 2018 Agreed it can often be more annoying than helpful. I would like to see it spawn a clone every 10s on hit or being hit only. That way if you are in combat running/disengaging it won't suddenly spawn a clone - rather the clone would be held after the 10s cooldown until you got hit or hit something. In addition to this, all skills with passive hidden ICDs should have a similar UI treatment as ammunition recharge - ie the white line moving around the skill icon. This way we would know exactly when skills passives such as that of signet of illusions are off cooldown and will generate their affect, in this case a clone. I'd also like traits/sigils/runes with hidden ICDs to have a similar UI treatment, each with a small icon in a suitable place to give us a clear idea of when they are o/off cooldown. But that's a separate issue. Link to comment Share on other sites More sharing options...
ArmageddonAsh.6430 Posted February 8, 2018 Share Posted February 8, 2018 I think the passive should be changed, maybe making it so that clone attacks summon a second clone instead of this every 10second rubbish. Or even make it so that every 10seconds your clone based attacks get improved in some way and summon a second clone. That would have been very cool. Link to comment Share on other sites More sharing options...
Melian.5368 Posted June 3, 2018 Share Posted June 3, 2018 This is starting to get very annoying and I'm finding it more and more difficult to get out of combat nowadays. Clones summon after combat is over and they even attack neutral targets. I try to shatter them and be on my way but then another one gets summoned and attacks another mob and so on it goes. There must be a way to fix this. Sorry for the necropost. Link to comment Share on other sites More sharing options...
Nightmare.1234 Posted June 6, 2018 Share Posted June 6, 2018 I remember when it was grant more health to phantasms, I don't see why it needed be MORE clone generation. since all phantasms turn to clones now anyway might as well make clones take reduced damage. I find auto proccing stuff on ICD's just silly design. Link to comment Share on other sites More sharing options...
Curunen.8729 Posted June 7, 2018 Share Posted June 7, 2018 Yeah I don't like the lack of control with this signet as it is now. Would rather it did something like make clone summoning skills summon two clones as a passive. Edit - oops I didn't see this was a necro and had already posted in! Link to comment Share on other sites More sharing options...
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