Mesmer improvements

Mesmer improvements

in Profession Balance

Posted by: Chaos.3579

Chaos.3579

Gw2 Mesmer improvements
Weapon skills
[Mainhand sword] (want to fix a annoying bug that has been bugging me forever)

[Leap] : changed the clones leap skill to monarch’s leap (ranger skill) in order to give the skill z axis climb thus allowing the skill to be more easily used on uneven terrain.

[offhand focus]
(Overall i find the focus very underwhelming and filled with bugs or unintended issues. though even with that it is my favorite. It takes the most skill to use as a mesmer and is more so the weapon of a strategist then a warrior. What I want to do is improve its offensive capabilities in a balanced way while at the same time removing a lot of the issues it has

[Temporal curtain]
Large increase in hight so as to eliminate the unreliable projectile reflection when used with the focus weapon trait.

the skill will now also apply 5 seconds of fury in addition to the swiftness
( I think this is fair because we do not have any weapon skills that apply fury except for a random chance on winds of chaos(staff) and that’s condition based.

the skill will now inflict 5 seconds of weakness to foes that walk through it in addition to the crippled.
(I think this is balanced because unlike most other skills the opponent needs to be the one to walk through it. Both these changes I think will allow a skilled Mesmer to take advantage of the weapon in a offensive strategic way.

[phantasmal warden] revert changes so it will no longer “chase” the target and will execute its attack even when out of range of its target..
(Please…..I don’t have to explain why do I? T.T )

[Great-sword]
Somewhat debatable so I’m not surprised if I am flamed
[Mindstab]
- will steal the boon and transfer 1 condition we have to the target.
-If multiple targets are in aoe 1 boon will be stolen from each target and conditions we have will be transferred to the foe up to the number of conditions we have 1 per target.
-If the target does not have a boon increased damage by 5%
-If we don’t have a condition increase damage by 5%

Overall this skill is total lackluster week in utility and damage, and the fact that it has such a minuscule aoe brings it over the edge. So I thought it could be improved in many interesting “mesmer like” ways. Note it does not have to be one or all of these improvements so its most certainly up for debate. However what’s not up for debate is this: v
-is now a blast finisher!

(edited by Chaos.3579)

Mesmer improvements

in Profession Balance

Posted by: Chaos.3579

Chaos.3579

[Utility skills]
[Mantras] : reduce channeling time to 2 seconds
(The issue with running full mantras is that you will ultimately be in a situation were you will constantly be channeling the mantras leaving you vulnerable. Bu reducing the Chanel time by 3/4 sec I think it will greatly increase their viability.
although what I personally think should be done is to give each individual mantra a channeling time based on its cool down and effectiveness so that stronger mantras will need a longer cast Time and weaker mantras will need a shorter cast time.

[signet changes]
(The problem with signets is that some of their passive abilities are far too week or too situational in order to be of use and even when using their active abilities that still leaves us with a very long cool downs for some.)

[Signet of midnight]
Changed passive to give a 25% increase movement speed

[signet of illusions]
Now also a stun breaker
-instant cast

Out of ideas for the rest of the signets. As my ideas for domination and inspiration would be a crazy rework.

[crazy phantasm idea] somewhat unrelated.
another suggestion is somewhat a fix for phantasm meta and total lack of Mesmer aoe. More or less.
The issue with Mesmers phantasms is that we can have 2 of the same phantasm out. Such as 2 swordsman or 2 berserker. Overall this results in the opponent being overwhelmed by 3 phantasms 2 of which are the same type. If mesmer could not summon another phantasm when we already have one of the type we wish to summon out things would be a lot more balanced.

How this could be done would be to replace the phantasm summoning skill with another skill when that phantasm is out. Granted of course that skill would have a cd already proceed when the phantasm I summoned

So for a example if I summon a phantasm berserker (20 sec cd untrained)
When 20 seconds go by instead of being able to summon another phantasmal berserker I instead will be able to use a powerful targeted aoe skill that I could command my phantasm to use what that skill would be is up for debate and balance however for this example let’s say its whirling wrath. So when that skill comes off dc I click it. Choose a location. Then my phantasm will stop what he’s doing and go to the location and use that skill in the aoe I designated. Perhaps the phantasm could teleport to the location so as to improve the flow? Who knows. There are a lot of detailed in terms of balanced to be checked out I guess.
However

for balance reasons if that skill is used even if the phantasm Is killed we will have to wait for the cd on our phantasm berserker “unique skill” to end before we can summon him again. This would make it more harder to use and more tactical to use as you could not just spam phantasm like we are doing right now.

So you will either have to choose if you want to not use that phantasm unique skill and instead wait so you can re summon him right when he dies/shattered.

Or use the skill and have to wait for the cd in order to re summon the phantasm if it dies.

Overall this would give us more control over our phantasms and potential of aoe while at the same time reducing the no Brainer phantasm ai spammers we have right now.
It would be a work in progress because functionality, chosen skills per phantasm, balance cool downs and damage would have to take place..but overall it seems to me like a solid idea.

Edit: lookin over this I can c tones of spellcheck errors/typos. Too tired to fix any of em so be nice :P

(edited by Chaos.3579)

Mesmer improvements

in Profession Balance

Posted by: Warlord of Chaos.7845

Warlord of Chaos.7845

I agree with most of your ideas but I do have a question for the phantasm rework and a couple other things. How about right after you use the phantasm you can use a powerful aoe-type ability but it destroys the phantasm in the process? That could create some nice risk-reward and also make phants more creative to use.

Also, I disagree with part of the mantra changes. The cast time should be 2 sec and mantras kept the same, as they are still somewhat underpowered at least in my opinion.

Finally, for the focus changes, I absolutely agree with the warden change (please happen), however the curtain change is a little odd. It could probably be stronger if it granted fury and swiftness on friends and cripple and weakness on enemies, which would be a really nice buff to focus considering its lack of natural damage.

-Rylock [vE]
Retired.

Mesmer improvements

in Profession Balance

Posted by: WhiteRose.6934

WhiteRose.6934

I don’t enjoy the phantasm ideas that have been getting thrown around lately. Phantasm mesmer isn’t that overwhelming (Talking from a WvW standpoint) and the illusions are so easily destroyed or just avoided that making the illusions have more attached to them just makes them more of a hindrance than it already is to get burst going.

I understand the sentiment, in that there is an apparent lack of AoE for mesmer. I don’t see this lack, but maybe it’s just me. With proper placement of iZerker, Blurred Frenzy, Mindwracks, I’m getting massive AoE bursts on groups (still wvw), so maybe people are getting too used to not using their shatters (Cough PU COUGH) and wondering where the AoE potential went.

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