Long story short, the specialisation update has been out for awhile now and there was a special on my beer of choice today, so I’m just drunk enough to try and be constructive on the forums.
Which is quite drunk mind you, the title of this thread is a dirty lie.
So to get into the actual meat of this trainwreck, I’m gonna lay out some proposed changes to the Domination line, namely everything that isn’t Grandmaster tier, then explain my reasoning afterwards.
Minors
- Illusion of Vulnerability
Inflict vulnerability when you interrupt a foe (Unchanged) - Dazzling
Disabling a foe also applies vulnerability (Changed from dazes only) - Fragility
Use harsher words while discussing things with vulnerable foes, vulnerability you inflict lasts 33% longer (Unchanged damage modifier, with a duration buff thrown in)
The reasoning behind Dazzling is pretty simple, Domination is a line practically dedicated to vulnerability and despite being able to spike it, Mesmers aren’t particularly great at maintaining stacks of vulnerability which really devalues the line when you compare this to Steel-Packed Powder, a single minor trait that allows engies to stack far better than a mesmer could ever hope to, in aoe, and maintain it quite easily.
To top this off, you have Confounding Suggestions directly devaluing Dazzling if you take it.
As far as I know, that’s basically the only case of a trait devaluing something in its own line, which is all kinds of silly.
EDIT: Don’t drink and drive kids.
So basically, this and the duration buff thrown into Fragility aim to boost Mesmers ability to lay on vulnerability and to re-enforce the overall theme of the line via its minors.
Adept
- Furious Interruption
Gain quickness when you interrupt a foe (Moved from Master) - Empowered Illusions
Illusions deal mo DEEPS (Unchanged) - Expeditious Façade (Or whatever speed+illusion combo you find on a thesorous that tickles your fancy)
Clones attack faster and stack vulnerability. (New Trait, attacking faster refers to either removing, or reducing the delay between attacks clones perform)
Furious interruption is moved here for a few reasons, partially due to movement of Confounding suggestions, but also due to the traits general weakness.
3 seconds of quickness with a 5 second icd on paper seems quite powerful, but in practical application, its really not as strong as it lets on.
That’s not to say the trait is not good under the right circumstances, the problem however is that being entirely interrupt based, this isn’t a trait that’s going to proc all that often, I’m even tempted to say the icd should be removed entirely, but at the very least, its not powerful enough a trait to be competing for a spot with shattered concentration and moving down to adept makes the most sense, given the other changes.
Now the new trait basically exists because of the changes to master creating a spot here.
The aim of this trait is basically to give a vulnerability stacking option to non shatter centric builds, and to offer a little something for more condition oriented setups.
Master
- Rending Shatter
Shatter skills cause vulnerability and remove a boon on hit. (Merged with Shattered Concentration) - Blurred Inscriptions
Signets remove 99.99% of germs (Actually unchanged) - Confounding Suggestions
Stuns and dazes last for literal days, every -5 seconds, dazing a foe outright kills them instead. (Moved over from adept, but otherwise unchanged.)
Rending Shatter and Shattered Concentration being merged is a thing for the reasons I cited in the Minor section, and due to the fact that the current incarnation of Rending Shatter is just a little underused. (May or may not be an understatement)
As far as directly improving Rending Shatter, merging Shattered Concentration with it was really the only thing that seemed natural to me.
Now, there is allot of hallo about Confounding Suggestions being too strong floating around, and its movement here is basically a nerf without nerfing.
Namely, by making it compete with the primary method that mesmers have of dealing with stability.
Hopefully, moving it up with other more powerful traits will make choosing it slightly more meaningful to your build without devaluing it to much.
As far as the Gradmasters go, Id say they are, for the most part fairly well rounded and work well enough. (but more realistically, I cant really think of something to do with imagined burden right now)
Annnnd that’s about all I’ve got.
Feel free to let me know Im a lousy drunk who shouldn’t be up at unmeowly times in the morning writing walls of text like this.
(edited by clipnotdone.9634)