[Mesmer] Inspiration GM Trait: Mantras

[Mesmer] Inspiration GM Trait: Mantras

in Profession Balance

Posted by: Flufferz.8907

Flufferz.8907

Hello All,

As we know, the inspiration trait line is about ‘improving phantasms and healing’, and admittedly we have 1 truly good PvP/WvW trait in (IV) Menders Purity, and several good PvE traits (most notable is (VIII) Warden’s Feedback and (X) Restorative Mantras). Of course a couple other traits are used, but much less so and I won’t really mention them.

Across both PvE and PvP/WvW I almost never see anyone go above 5 into inspiration, why would we? If we go into inspiration we are getting boosts to our phantasms/mantras, the GM traits are either for Shatters or Interrupts; the loss of DPS from a Phantasm based build on shatter is awful. The interrupt is not awful but 1000 healing power is useless for that short period of time and just not worth it.

That being said; I think we should have a Mantra based GM along the lines of -
1) Charging a mantra gives you 2 seconds of quickness or
2) When charging a mantra you gain quickness or
3) Mantra charge times are cut in half.

For (1) we would gain some small bonuses of being able to cancel a charge to stomp in PvP/WvW or Summon Phantasms in PvE. If this seems too strong then add an ICD of 3/4 seconds or so to make sure stacking doesn’t occur.

For (2) and (3), they both act similarly, quickness would only happen during the cast so we couldn’t use it otherwise but would have a reason to use Mantras in PvP/WvW.

In PvE this GM would probably not be used excessively except for a more support role, where you can take Restorative Mantras and heal allies. As I said, some PvE builds go up to 5 in inspiration, that extra trait point is not too much to ask and would make it viable for us in parties.

In PvP/WvW this GM would open up new builds to use; some interesting synergy would include:

Domination: (II) Halting Strike, (III) Empowered Illusions, and all 3 GM traits (think
daze mantra being able to be recharged easier in a match)

Dueling: (VI) Mantra Mastery (obviously), (X) DE (because it goes with every build
right now for mesmers), (XI) Harmonious Mantras, and somewhat (XII) Furious
Interruption although (XII) is almost never used b/c of the ICD

Chaos: (VIII) Bountiful Interruption, (XI) Chaotic Interruption

Illusions: Nothing for the GM, but inspiration can work well with (III) Compounding
Power, (X) Phantasmal Haste

If we want to make more than 1 mantra usable in PvP and give a reason for Mesmers to actually go into x/x/x/6/x builds, we should have something similar to this; if it’s too strong, then make it a 2/3 cast time rather than 1/2.

Any input is appreciated, I would like to see this move forward somehow, so potential problems, suggestions or +1’s are always welcome. Please don’t just say it won’t work or sucks, as it doesn’t help improve the idea.

Edit: Reworded ‘cast’ to ‘charge’ for suggestions

(edited by Flufferz.8907)

[Mesmer] Inspiration GM Trait: Mantras

in Profession Balance

Posted by: Hedgehog in the fog.1053

Hedgehog in the fog.1053

Restorative Illusions should give healing while Phantasms are alive as well! Why are we shattering?

[Mesmer] Inspiration GM Trait: Mantras

in Profession Balance

Posted by: Flufferz.8907

Flufferz.8907

Restorative Illusions should give healing while Phantasms are alive as well! Why are we shattering?

You mean to act like Signet of the Ether? Have a passive heal or cleanse when we have illusions up then shatter to actually heal?