Part 1. Mantras redesign.
New mantras are different from old ones. The main difference is: they charge over time by themselves. When mantra is equipped in a utility slot, it has a 10 seconds (needs to be adjusted for better balance) before they start charging. Each given period of time you get 1 charge, that can be used immediately. Mantras store up to 2 charges (up to 3 with trait, traits suggestions are below). If you have a maximum number of mantra charges, it cannot generate more charges. If you have 1 charge, mantra keeps charging, meaning you can use it like dodge rolls (it is pretty much endurance-like mechanic). Since there is no charge time in terms of casting a mantra skill, the cooldowns are suggested to be increased. Time between uses of charges is 0.5 seconds (even for daze mantra)
Some of the specific mantra changes are:
1) Mantra of recovery – aka healing mantra
Stores a charge every 12 seconds. Healing amount is the same as before. Traits and runes that proc on-heal effects occur when mantra is used, not when charges appear. The most of them have internal cooldown, so there is no point to abuse them.
This change allows you to quick get your HP up without being interrupted with 2-3 quick casts or consistent healing every 12 seconds.
2) Mantra of pain – aka mantra that deals damage
Stores a charge every 5 seconds (actually i feel like it should be 7-10s, it is up to developers and balance issues). Damage is the same.
This chance can be used to quickly burst an enemy or to, lets say, break the aegis boon to land something else. I feel like it can be actually useful compared to the old state of it, when you have way more dps if you spam 1 rather then charge-discharge mantra.
3) Mantra of resolve – aka condition cleansing mantra
Stores a charge every 24 seconds. Removes 2 condition on activation on you and 4 nearby allies (down from 5) in 240 radius.
This one is actually good in it’s current state, but it can be better. Thus mesmers will have a decent condition removal, with no need to charge/have a target/have a nullfield and wait in it for 2 ticks/whatever other inconvenient condition removals are.
4) Mantra of distraction – aka mantra that daze
Stores a charge every 36 seconds. Daze a target for 1 second.
The main issue there – to make a cooldown between uses longer than suggested 0.5 seconds or not. In my opinion, if it has 0.5 seconds cooldown, it is not owerpowered since daze duration is 2 times more than recharge time, so it will be inefficient to spam it. This change will encourage more lockdown gameplay (it requires skill – better for players to get more satisfaction from playing).
5) Mantra of concentration
Stores a charge every 30 seconds. Grants a stability for 2.5 (up from 2) seconds to you and 4 allies (down from 5) in 240 radius, breaks stun.
The main and the only source of reliable stability. Mesmers need one.
Mantra related traits
1) Harmonious mantras
Mantras now can store one more charge, up to maximum of 3.
2) Mantra mastery
Reducing mantra charging time by 20% (time which takes to get 1 charge).
3) Protected mantras
Old: increases toughness while channeling mantras.
New:
option A – you gain a random boon when receiving a mantra charge (1 stack of might 10s, fury 5s, regen 5s, protection 3s, retaliation 5s, swiftness 5s, vigor 5s), new trait name is required.
option B – gain 20 toughness for each mantra charge missing (max. amount with 12 charges – 240 toughness).
4) Restorative mantras
Old: heal allies when you cast a mantra.
New: grants 5 seconds of regeneration on using a mantra charge. Cooldown 10 seconds.
5) Empowering mantras
Gain 4% damage bonus for 5 seconds after using a mantra charge. Increase damage done by 1% for each mantra charge you have (4% damage bonus should not stack, it should refresh itself on spending a mantra charge).
That’s it for mantras. Now let’s take a look at other balance suggestions.