I modified tradewind_rider's "Wardens Call fix" addon to be a bit closer to the original functionality of warden's call. In particular relevant for adventurer builds.
In particular, I changed:
- weapon swapping is managed better, so that you always have your original weapon set equipped after a 'clone' is called (relevant for non-bow/non-dual weapon users)
- a clone's weapon manifold talent's cooldowns should be reset. the closest approximation I managed is resetting the cooldown for the character when a 'clone' is called
- as far as I can tell: shots use the general damage penalty when they hit, not when generated. Therefore shots from the 'clone' did too much damage. I compensated this by adding a chance that a melee proc which should cause clone to shot don't happen.
Link to addon: https://te4.org/games/addons/tome/anoth ... s-call-fix
[v1.7.0+] Another Wardens Call Fix
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