Any tricks for managing Phantasm?
I really, really hate the new AI of Phanty going into melee. It is stupid, since he has no melee attacks. He is supposed to stay back and blast from range, using his decoy to draw aggro.
I have changed my playstyle to adjust, but it really slows me down if I want to stay safe and keep him alive a bit more. I have been staying at the edge of my range, hitting a few foes with Deceive, and then moving in closer to let Phanty cast his decoy. Once the decoy is cast and Phanty has aggro, I then try to move a little bit away from him (laterally, if there is room), but close enough for my heal to reach him. He seems to stay back more if I stay back more. Deceive definitely reduces the number of attacks he gets.
LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Yep, the way Phanty works now he's downright broken. I've been finding that I don't bother with him some of the time, particularly against nasty foes. He has all the negatives of Fire Imps without the benefits.
I soloed Requiem a few days ago and the entire fight I don't think Phanty lived longer than 20 seconds. After a while I just cast him shortly before PA were ready to cycle as an aggro monkey... lord knows he wasn't worth a damned any other way since he'd get maybe 2-3 attacks off before he'd run in and suicide on the AOE the AV was outputting.
Fortunately I wasn't relying on him that much with perma-PA and Spooky along with the Rad debuffs. It's still very irritating.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Phantasm is actually way worse at surviving than imps now against tough single foes.
With imps the fire controller is usually standing back from them and the actual pc draws the agro because they outdamage each imp. The result is that the AV may never even take notice of the imps and attack them.
With phantasm the AV is agro'd onto your melee range PA and melee range decoy so phantasm ends up biting it nearly immediately due to aoe's.
It's persistent bugs like this that make me wish it had been one of the other lead devs on the layoff list as opposed to BaB's.
Phantasm is actually way worse at surviving than imps now against tough single foes.
With imps the fire controller is usually standing back from them and the actual pc draws the agro because they outdamage each imp. The result is that the AV may never even take notice of the imps and attack them. With phantasm the AV is agro'd onto your melee range PA and melee range decoy so phantasm ends up biting it nearly immediately due to aoe's. It's persistent bugs like this that make me wish it had been one of the other lead devs on the layoff list as opposed to BaB's. |
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
BaB got laid off? Last I'd heard he just quit taking PM's.
|
http://boards.cityofheroes.com/showthread.php?t=241110
http://boards.cityofheroes.com/showthread.php?t=241111
I'm finding I am almost better off not summoning him.
Depends on powersets. Ill/kin I use phanty selectively, Ill/FF I can pin things against the walls.
With GR, I brought my ill/rad redside to go big game hunting with Scirocco's arc. Phantasm now has the new-ish pet AI to go into melee, as most of you know by now. So now he gets whacked by various aoes. This is proving to be a bummer to my dps, as instead of spamming attacks, I have to either heal Phanty or resummon him.
So I post this to see if anyone has found any tips for dealing with this. What I end up doing is standing to the side of him (so I avoid cones) with him just on the periphery of my heal radius. This is fine and at the end of the day the AV/Hero is defeated, but I'd like to minimize this problem, especially since Lord Recluse will be coming up shortly and I'll need to be at max performance for him. |
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
By the way, are devs aware about this problem with Phantasm AI?
By the way, are devs aware about this problem with Phantasm AI?
|
Anyone PM'd Castle about it yet?
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Strange. My Phantasm seems a lot more resilient than described here, even against Giant Monsters and EBs. About the only time he dies is if he's on the other side of the critter from me and takes a few too many AoEs while out of range of Radiant Aura, or if I'm on a team where there's too many critters for my Phantom army to hog all the aggro or for the Spectral Terror to lock down...
Do you folks not make any effort to heal your Phantasms?
Strange. My Phantasm seems a lot more resilient than described here, even against Giant Monsters and EBs. About the only time he dies is if he's on the other side of the critter from me and takes a few too many AoEs while out of range of Radiant Aura, or if I'm on a team where there's too many critters for my Phantom army to hog all the aggro or for the Spectral Terror to lock down...
Do you folks not make any effort to heal your Phantasms? |
He has 3 attacks:
Power Bolt - single target, 70 feet range
Energy Torrent - AoE cone, 40 feet range
Decoy Phantasm - summon, 60 feet range.
Strange. My Phantasm seems a lot more resilient than described here, even against Giant Monsters and EBs. About the only time he dies is if he's on the other side of the critter from me and takes a few too many AoEs while out of range of Radiant Aura, or if I'm on a team where there's too many critters for my Phantom army to hog all the aggro or for the Spectral Terror to lock down...
Do you folks not make any effort to heal your Phantasms? |
Phanty has no business in melee and with mobs I'm not running in to heal his worthless butt and catching the same damage that's dropping him. PA is supposed to melee for aggro, Phanty is supposed to stay at range by you. Illusion is a set best played from range, there's no reason to run into melee. Because of Phanty's broken AI he's far less useful than he used to be.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Strange. My Phantasm seems a lot more resilient than described here, even against Giant Monsters and EBs. About the only time he dies is if he's on the other side of the critter from me and takes a few too many AoEs while out of range of Radiant Aura, or if I'm on a team where there's too many critters for my Phantom army to hog all the aggro or for the Spectral Terror to lock down...
Do you folks not make any effort to heal your Phantasms? |
On a team, the drop in performance isn't noticeable, but it's definitely there when solo'ing hard targets.
I honestly don't think this is intended giving the Phantasm is range oriented.
With GR, I brought my ill/rad redside to go big game hunting with Scirocco's arc. Phantasm now has the new-ish pet AI to go into melee, as most of you know by now. So now he gets whacked by various aoes. This is proving to be a bummer to my dps, as instead of spamming attacks, I have to either heal Phanty or resummon him.
So I post this to see if anyone has found any tips for dealing with this. What I end up doing is standing to the side of him (so I avoid cones) with him just on the periphery of my heal radius. This is fine and at the end of the day the AV/Hero is defeated, but I'd like to minimize this problem, especially since Lord Recluse will be coming up shortly and I'll need to be at max performance for him.
Global = Hedgefund (or some derivation thereof)