(edited by Phloww.1048)
Different Mesmer Phantasm Function
Although it’s a different suggestion, I’ll post it in this thread since I agree that phantasms and F1-4 are both core mechanics of the Mesmer:
Right now mesmers can either focus on phantasms or shattering – so either you shatter your phantasms right away (maybe wait for one attack) or you avoid shattering your clones most of the time.
Why not change the idea of phantasm altogether.
(I know this would require a lot of tweaking numbers, even changing skills/traits)
Let’s take the greatsword as an example:
Using your phantasmal berserker skill will turn you and all your currently summoned clones into a phantasmal berserker, perform his attack (the berserker whirl) and return you and all clones to their original form afterwards.
This would open up so much more possibilities to build your class, you can still focus your traits on either shattering or dealing damage with your “phantasmal form” but getting a bit of both would become viable as well.
PS: I’m sorry about not posting this in a new thread, but when I read “… here’s an idea of making phantasms useful but not overpowered”
I felt like I had to post this in here >.>
I made the topic thread open for others to bring ideas to the table of having phantasms do something different. I figured that I’ll start an idea that I thought of and then hopefully others may like to add their own ideas.
My Phantasm suggestions would do more to enhance quality of life and balancing efforts while bringing phantasms more into line with the apparent dev vision for Mesmer:
Right now our phantasms are treated as only attacks, but our group utilities are tied to their presence, I want to fix this with the following changes
1 – make our utility spells “unlockable secondaries” (think focus 4 pull attack) that are made available after a phantasm is cast, but exist independently of the phantasm. (phantasm dodge/blind/block will no longer utterly gut group utility)
2 – Make our phantasms persist for only one attack (the fact they persist after the first attack, and that there can be more than one up, is unbalanced in that it scales ridiculously —- this leads to forum crying and frustrated rage quitting)
3 – compensate for the above by de-coupling the phantasm count from our clone-count and shatter mechanics, and making them untargetable/invulnerable to guarantee the first attack hits. (provided the mesmer themself is not blind, the target does not dodge or become invulnerable)
Those changes would bring phantasms into line with the way devs described them in this recent patch while reversing the evisceration of our group utilities and putting an end to “phantasm army” (which if you track the patch notes devs obviously don’t want) once and for all.
Additionally, I don’t think our clone mechanic when it comes to shatters is in good shape right now.
As encounters scale, our clones become increasingly useless. They’re supposed to be a source of AOE but die a fraction of a second after spawning when they’re really needed on “aoe packs” in pve.
I’d like to see our clone-to-shatter mechanic changed thusly:
1 – our clones still fill our “dot bar” on summon, but no longer empty when they are killed by any means other than shatter.
2 – “shatter” gets transformed into a 3-pulse aoe radiating from the current target. (Shatter STILL kills all active clones, so the rate at which you spawn and shatter clones would remain un-changed)
3 – Any shatter will still kill all active clones, so the rate at which you spawn and shatter clones will remain unchanged.
The effects of this will be to make the performance of shatters more consistent with event scaling. It would be a huge QOL improvement in general while also providing more consistent results for the balancing of mesmer. (As of now they seem to be always assuming all 3 clones survive and make it in to shatter, which is unreasonable in the most important circumstances.)
(edited by plasmacutter.2709)