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Posted by: Ross Biddle.2367

Ross Biddle.2367

Exploding Shatters: All shatter skills are blast finishers.

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Posted by: Miroe.2054

Miroe.2054

Sounds completely absurd. I like it

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Posted by: Carighan.6758

Carighan.6758

Shatter Other
Distortion now targets an enemy, draining 35% of current health per illusion shattered. If the enemy loses all life from this attack they completely shatter, killing them instantly and removing the corpse, forcing them to respawn.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Miroe.2054

Miroe.2054

Troll Swap
Whenever you are hit by an attack, if you have at least 1 clone, switch position with a random clone. The clone dies after the swap.

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Posted by: Phent.9350

Phent.9350

I win shatter
On shatter you win the game

[None] mesmer/ele/engi/thief/necro

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Posted by: Dondagora.9645

Dondagora.9645

Shatter Chain: When hit with a shatter skill, targets hit will create a shatter effect around them as well.

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Posted by: Blades of Sabatine.5639

Blades of Sabatine.5639

Phantasmal Warden Mobility:
Makes your clone mobile while attacking the enemy.

Supercharged Mantras:
Mantras are now instant cast.

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Posted by: Pyroathiest.4168

Pyroathiest.4168

Supercharged Mantras:
Mantras are now instant cast.

That would be the most hilariously overpowered trait in the game. Mesmers would be absolute gods for the 3 days it would take to hotfix it out

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Posted by: BlackDevil.9268

BlackDevil.9268

I would switch up mantra of distraction first.
Atm:
30 seconds cooldown – 2.75 sec casting time
Meditate, charging a spell that will daze your target.
Number of casts: 2
1 second Daze – 1200 yards

Change it to:
25 seconds cooldown – 2.25 seconds casting time (*please note that mantra casting time should be 2,25 instead of 2,75 Imo. 2.25 is just still a little bit too much. 2.5 would do too.)
Meditate, charging a spell that will daze your target.
Number of casts: 2
0.25 second daze – 1200 yards

GM trait dueling Illusioned Mantra’s
Makes all mantra’s area of effect.

  • Mantra of distraction:
    25 seconds cooldown – 2.25 seconds casting time
    Meditate, charging a spell that will daze your target.
    Number of casts: 2
    0.25 second daze – 1200 yards
    360 radius around selected target up to 5 targets
  • Mantra of concentration
    Breaks stun and grants stability to nearby allies.
    30 sec cooldown – 2.25 sec casting time
    Stability: 2 s
    Number of Targets: 5 -> 10 (Increased amount of targets due the low duration of the stability. Could potentially also see this being increased in duration from 2 to 4 seconds and leave it to be 5 targets)
    Radius: 240 -> 900
    Breaks stun
    Range: 1,200 (??? which range, wiki wut lol)
  • Mantra of Resolve:
    Remove conditions from you and nearby allies.
    20 seconds cooldown – 2.25 sec casting time
    Conditions Removed: 2
    Number of Targets: 5 -> 10 (Increased amount of targets due the lack of support this skill brings compared to other supportive condition removals in larger scale groups)
    Radius: 240 -> 900
  • Mantra of Pain:
    1 -> 5 seconds cooldown – 2.25 seconds casting time
    Damage your foe.
    Damage: 324 -> 405 (Increase of 25% since I really feel this skill is a lackluster in damage. Maybe if they change up the mantra healing a lot this could be reverted. Also made the cooldown longer to prevent spamming it as aoe attack.)
    Range: 1,200
    Damages up to 4 more targets around your target
    Radius: 360

When putting 30 points in dueling it leaves you up to 2 options: either go 30 in domination for power lock or go 30 in chaos for chaotic interruption. This makes the trait not synergise too well with the rest of the traits so it wont be too overpowered. (looking from an interrupt perspective)

(edited by BlackDevil.9268)

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Posted by: Pyroathiest.4168

Pyroathiest.4168

-snip-

/thread right here. Perfect. Would need tweaks to w/e for balancing ofc, but the idea is sound.

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Posted by: Blades of Sabatine.5639

Blades of Sabatine.5639

Supercharged Mantras:
Mantras are now instant cast.

That would be the most hilariously overpowered trait in the game. Mesmers would be absolute gods for the 3 days it would take to hotfix it out

I don’t see it been over powered, If it is under dueling as a 30 point GM. You either have the choice of going for more utility or damage.
If you still think it will be over powered, please explain to enlighten me.

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Posted by: BlackDevil.9268

BlackDevil.9268

Supercharged Mantras:
Mantras are now instant cast.

That would be the most hilariously overpowered trait in the game. Mesmers would be absolute gods for the 3 days it would take to hotfix it out

I don’t see it been over powered, If it is under dueling as a 30 point GM. You either have the choice of going for more utility or damage.
If you still think it will be over powered, please explain to enlighten me.

Well, if you would run full tank with a meleetrain then healing 5 targets for 2.6-3k each every 3 seconds would come down to being pretty op.

Every mesmer would also pick restorative mantra’s combined with the mantra healing and mantra of pain and just spam those 2. That’s some massive healing you would get from there. I don’t think any class can outdamage that healing.

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Posted by: Xaylin.1860

Xaylin.1860

I’m confused. Are we just trolling here or making serious suggestions?

I would switch up mantra of distraction first.

GM trait dueling Illusioned Mantra’s
Makes all mantra’s area of effect.

I don’t like the idea of your for the Mantra trait because it is extremly messy. Some Mantras already have area effects and while increasing their range/target limit might be a work-around the trait would be rather unintuitive.

However, I really like your idea for the Mantra of Distraction. If MoD was a pure interrupt skill instead of a lockdown skill ANet could make it into an area effect by default. The same could then happen with Mantra of Pain. While I can’t think of a balanced solution for Mantra of Resolve, this would result in a more consistent design when it comes to Mantras in general. A new GM could then increase the target cap.

Maybe slightly off-topic, but a new GM Mantra trait won’t solve the issues Mantras face since they lack an appropriate trait infrastructure. The traits are all over the place and some don’t live up to their expectations. Empowered Mantras (yawn) should be removed and replaced by Harmonious Mantras making Duelling and Inspiration the Mantra trait lines. A probable nice side effect would be an increased build diversity among lockdown/interrupt Mesmers since people not using MoD will favour Domination and Chaos while people using MoD will go for Duelling and Domination or Chaos. Mantra Mastery needs a rework since the reduced cooldown just does not fit the purpose of Mantras. Protective Mantras needs a rework, too. After those changes I would be open for a new Mantra trait. Right now, I’m not.

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Posted by: Blades of Sabatine.5639

Blades of Sabatine.5639

Good point. I now see what you mean. If that is the case, then a lot of changes will have to be implemented, like reducing the damage and healing stats.

But I see what you mean.

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Posted by: BlackDevil.9268

BlackDevil.9268

Hm well that’s of course your opinion and I can somewhat understand what you mean.
Thing is, we’re pretty much playing different games as I asume you play a lot tpvp?
The increased radius is added for WvW fights, whereas I rather like to see get my game balanced on. Mesmer, being medium hp class, not much access to stability, poor melee designed weapons vs big groups and low armor class, is not supposed to run close to a lot allies. Increasing the radius and give mesmer more viability’s of going more into the ’’aoe’’ and the ’’lockdown’’ part would help mesmer a lot in the situation where they are in now.

I did the rework caues I think lockdown in this game by using CC is kittened. Chain stunning shouldn’t be called as ’’lockdown’’. Interupting skill after skill and chain immobilizing should, however, be concidered as lockdown in my opinion.

Of course mantra’s face a much bigger problem than just buffing it with 1 trait and be like ‘’ok now 5% of the people use mantra’s’’.
As for the protective mantra’s, I rather would see that if you would pick this trait, it would be impossible to get interupted while casting the mantra, instead of giving you kitten loads of toughness.

The empowered mantra’s is just another example of a ‘’+x% damage’’ passive increase. I also agree this should be reworked to something else. Though I can’t really think of something else than the idea I mentioned above.

As for the restorative mantra’s, this should scale better with healing power. Especially with the new ‘’1000 hp’’ trait comming up.

Edit: As for the tpvp, I don’t think this trait would hurt tpvp, but neither would help tpvp. I understand your messy-thoughts on it, but if you’re into WvW a lot you would kinda understand why it’s actually not as messy as you might think.

(edited by BlackDevil.9268)

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Posted by: Xaylin.1860

Xaylin.1860

Hm well that’s of course your opinion and I can somewhat understand what you mean.
Thing is, we’re pretty much playing different games as I asume you play a lot tpvp?
The increased radius is added for WvW fights, whereas I rather like to see get my game balanced on. Mesmer, being medium hp class, not much access to stability, poor melee designed weapons vs big groups and low armor class, is not supposed to run close to a lot allies. Increasing the radius and give mesmer more viability’s of going more into the ’’aoe’’ and the ’’lockdown’’ part would help mesmer a lot in the situation where they are in now.

I was talking from a PvP perspective when referring to the MoD, yes.
I don’t see how such a change would negatively affect WvW, though.

I actually didn’t pay so much attention to the range increase you suggested because the MoD idea struck me as more interesting. You’re right about the range being too low. However, I doubt you will ever see their radius increased to 900 (Stability/Resolve) so you can do some safe pew pew from the backline. What ANet definitely should do is increasing their innate radius to 600 because 240 is just ridiciulous. A 600 radius would also be in line with Shouts which makes sense to me. Nobody would use Shouts with a 240 radius.

As for the protective mantra’s, I rather would see that if you would pick this trait, it would be impossible to get interupted while casting the mantra, instead of giving you kitten loads of toughness.

Impossible to interrupt will be too powerful considering that the long casttime is supposed to be the disadvantage of Mantras. Interrupt immunity would cancel out this weakness completely. But there are other things it could do. For example, you could reflect projectiles while channeling Mantras which would cancel out at least ranged interrupts. Or it could grant 1s of Distortion (ICD to prevent abuse) when charging a Mantra so you are protected from interrupts for at least some time of your channel.

The empowered mantra’s is just another example of a ‘’+x% damage’’ passive increase. I also agree this should be reworked to something else. Though I can’t really think of something else than the idea I mentioned above.

I’d just remove it to make place for a more meaningful trait. I always felt Harmonious Mantras should take its place in Duelling. Instead Domination could get a Signet GM trait which Mesmers currently lack. It could even be a reworked Empowering Mantras for Signets. It just doesn’t make any sense to gain a bonus for having a Mantra up because that is what Signets are supposed to do.

As for the restorative mantra’s, this should scale better with healing power. Especially with the new ‘’1000 hp’’ trait comming up.

Agreed.

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Posted by: Pyroathiest.4168

Pyroathiest.4168

Supercharged Mantras:
Mantras are now instant cast.

That would be the most hilariously overpowered trait in the game. Mesmers would be absolute gods for the 3 days it would take to hotfix it out

I don’t see it been over powered, If it is under dueling as a 30 point GM. You either have the choice of going for more utility or damage.
If you still think it will be over powered, please explain to enlighten me.

Well, if you would run full tank with a meleetrain then healing 5 targets for 2.6-3k each every 3 seconds would come down to being pretty op.

Every mesmer would also pick restorative mantra’s combined with the mantra healing and mantra of pain and just spam those 2. That’s some massive healing you would get from there. I don’t think any class can outdamage that healing.

I actually ran some basic calcs. Takig 4 mantras and the mantra cooldown trait, and literally spamming all your utile and heal constantly would generate a self heal of 3000 hps, and aoe of about 2000 hps. It would be like healing signet x5 in a 5 target aoe.

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Posted by: BlackDevil.9268

BlackDevil.9268

@Xaylin
Haha yeah 1 could only hope for such OP traits to come along with mantra’s as the idea of it is pretty cool.

At first I also thought of the 600 as that would promote bit more active play but then I went looking at the warhorn of warrior and actually didn’t feel so bad about the 900 range anymore.
I went for 900 range since of the absurt range a warhorn of warrior can have (1200 yards). As it can cleanse conditions and give boons.
I guess that’s up to those who are getting paid for these discussions, aka balancing devs.

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Posted by: Xaylin.1860

Xaylin.1860

I went for 900 range since of the absurt range a warhorn of warrior can have (1200 yards). As it can cleanse conditions and give boons.

There might be one thing which could justify the higher range on Warhorn. Warriors lack a ranged mainhand weapon they could combine with the Warhorn. When looking at WvW, this would mean Mesmers sitting at range and still applying their Mantras while Warriors are in the center of the fight.

I guess that’s up to those who are getting paid for these discussions, aka balancing devs.

Being payed for theorycrafting would be so sweet.

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Posted by: skcamow.3527

skcamow.3527

For example, you could reflect projectiles while channeling Mantras which would cancel out at least ranged interrupts. Or it could grant 1s of Distortion (ICD to prevent abuse) when charging a Mantra so you are protected from interrupts for at least some time of your channel.

I think the best buff we could get to protected mantras (that wouldn’t be OP) would be 1 second of stability (maybe 2) in addition to the extra toughness. This would still protect from interrupts but be balanced since you can still take damage. Distortion would be too OP IMO.

I’d just remove it to make place for a more meaningful trait. I always felt Harmonious Mantras should take its place in Duelling. Instead Domination could get a Signet GM trait which Mesmers currently lack. It could even be a reworked Empowering Mantras for Signets. It just doesn’t make any sense to gain a bonus for having a Mantra up because that is what Signets are supposed to do.

Can you imagine the outcry from the loyal mesmer meta dungeoneers by removing it? Empowering Mantras is pretty much the centerpiece. It’s actually a pretty decent (and strong) trait. The problem is that it’s pigeon holed to that spec and not very useful in any others.

The idea of applying that trait to signets is interesting, never heard that one before.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Xaylin.1860

Xaylin.1860

I think the best buff we could get to protected mantras (that wouldn’t be OP) would be 1 second of stability (maybe 2) in addition to the extra toughness. This would still protect from interrupts but be balanced since you can still take damage. Distortion would be too OP IMO.

I’m not a fan of Stability because it interferes with the Mantra of Concentration.
If Distortion is too much – or too similar to Blurred Inscriptions – I’d rather take the reflect. But when talking about Blurred Inscriptions I don’t see why Distortion on Protective Mantras would be OP. It just needs an internal cooldown to prevent spamming.

Can you imagine the outcry from the loyal mesmer meta dungeoneers by removing it? Empowering Mantras is pretty much the centerpiece. It’s actually a pretty decent (and strong) trait. The problem is that it’s pigeon holed to that spec and not very useful in any others.

I’m aware of that. But to be blunt: In this case I just don’t care.

Empowering Mantras defies the core design of Mantras. It keeps you from using them which is extremly weird considering that all other traits encourage the direct opposite. I don’t see why the status quo should be kept to satisfy min-maxing speedrunners. If Mesmers lack damage without this trait I’d rather like to see our baseline performance improved in other ways.

The idea of applying that trait to signets is interesting, never heard that one before.

My sarcasm detector failed me on this one. I’ll take it as a compliment.

(edited by Xaylin.1860)

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Posted by: skcamow.3527

skcamow.3527

I’m not a fan of Stability because it interferes with the Mantra of Concentration.

Yeah but from another perspective, it adds an element in that 1) It would give mesmers more access to stability and 2) Would lessen (somewhat) the need to take the stability mantra, which is really taken in specific situations anyway.

I’m aware of that. But to be blunt: In this case I just don’t care.

Empowering Mantras defies the core design of Mantras. It keeps you from using them which is extremly weird considering that all other traits encourage the direct opposite. I don’t see why the status quo should be kept to satisfy min-maxing speedrunners. If Mesmers lack damage without this trait I’d rather like to see our baseline performance improved in other ways.

Yeah I personally don’t use it, just playing devil’s advocate. I personally don’t like the trait because of it’s limitations of use in most of the game.

My sarcasm detector failed me on this one. I’ll take it as a compliment.

Ha, I’m not sarcastic often and if I am, I usually state it or make it very clear. It was genuine.

Kortham Raysplitter (Yak’s Bend)

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Posted by: Xaylin.1860

Xaylin.1860

Yeah but from another perspective, it adds an element in that 1) It would give mesmers more access to stability and 2) Would lessen (somewhat) the need to take the stability mantra, which is really taken in specific situations anyway.

Counter questions.
1) What does Stability provide that Distortion can’t do?
2) Wouldn’t this also be the case for Distortion?

Since the Stability would not be ‘shareable’ Distortion is better in any scenario and also fits the Duelling a lot better. The only reason I could see to not pick Distortion would be if it was too powerful. However, that should be no issue with an internal cooldown.

Or are we talking about Distortion with internal cooldown versus Stability without internal cooldown? The latter is probably not going to happen. That Restorative-Mantra-perma-Stability-Mantra-of-Pain-spam.

My sarcasm detector failed me on this one. I’ll take it as a compliment.

Ha, I’m not sarcastic often and if I am, I usually state it or make it very clear. It was genuine.

Hehe, then thanks.

The more I think about it, the more it makes sense.

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Posted by: Mek.2947

Mek.2947

I want a cosmetic trait that adds blood and gore to my shatters. I want to see the shards of my shatters stuck in the enemies’ bodies dripping in blood….oh it could add bleeding damage too.

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Posted by: Xaylin.1860

Xaylin.1860

I want a cosmetic trait that adds blood and gore to my shatters. I want to see the shards of my shatters stuck in the enemies’ bodies dripping in blood….oh it could add bleeding damage too.

You, sir, watched too much Happy Tree Friends.

Attachments:

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Posted by: lolevy.7423

lolevy.7423

New Dueling GM:
Destructive Dissipation- Clones deal damage to nearby foes when they are killed.

This should be able to crit (since its in the Precision+Crit Damage Line) but the base damage number should be calculated/lowered to compensate for that. And since clones are always dying in PvE, this trait gives Power mesmers a way to benefit from their dead clones.

This would be amazing for hybrid clone-on-death builds and I find it a real shame that none of the new GMs benefit any form of clone-on-death builds. Dueling would be the perfect line to place this trait in because it’s only 10 pts away from Deceptive Evasion, would work in a 10/30/30/0/0 PU mesmer build (not sure if any PU would go hybrid), and as mentioned before it matches well in a Precision and Crit. Damage line over a Power and Cond. Duration line.

If there are any Anet thread-manager reading this, please makes this a trait and gives us clone-on-death mesmers a GM we can destroy our enemies with!

(edited by lolevy.7423)

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Posted by: LumAnth.5124

LumAnth.5124

Replace that trash of a future grandmaster trait we are going to get in inspiration for:

Energy Tap (Name nods to GW1)

When you interrupt a foe, they lose (x) amount of energy and you gain (x) amount back. You also get regeneration boon.

I don’t think it needs an ICD, but if it seems OP, sure.

By energy, I mean the Dodge meter.

Sorry for the typos….
I’m usually typing on my phone

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Posted by: Xaylin.1860

Xaylin.1860

Energy Tap

Very interesting idea. But it probably doesn’t fit into the Inspiration line. Adding a random boon to it won’t hide that fact. Themewise Domination might be a better fit.

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Posted by: Carighan.6758

Carighan.6758

Mostly I think Inspiration needs something which gives more group support. The +1000 healing power is a move in that direction (since Regen is the only healing effect with good scaling and we give it as an AE , anyhow).

But, yeah, bit weak. I see this more as an issue with healing and especially scaling in general though, I think if healing was rebalanced then +1000 might be good.

Though, as far as a different idea goes:

Improved Illusions
An enemy using an ability which applies conditions has a chance to accidentally target an illusion next to you for the attack. Phantasms can trigger this effect for nearby allies, too.
Chance: 20%
Radius: 240
Your Phantasms also look like you instead of being easily distinguishable.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: Xaylin.1860

Xaylin.1860

So it would be a passive mixture of iDefender and iDisenchanter? I’m not sure what kind of build would use the trait for the occasional condition deflection since Phantasm Mesmer usually want to keep their Illusions alive. Personally, I’d prefer a GM trait comparable to Phantasmal Healing to benefit my allies. For example, Phantasms grant x (boon or healing or endurance regeneration) to nearby allies when summoned.

The second part of your idea would certainly lead to a lot of flaming.

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Posted by: LumAnth.5124

LumAnth.5124

Energy Tap

Very interesting idea. But it probably doesn’t fit into the Inspiration line. Adding a random boon to it won’t hide that fact. Themewise Domination might be a better fit.

Hmm…. really?

I was nodding to the fact that Energy Tap was an Inspiration Skill all the way back, but I got the inspiration (no pun intended, really) from this

Original Energy Tap

But I do understand thematically how Domination (a more “punishing” trait line) would fit.

Sorry for the typos….
I’m usually typing on my phone

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Posted by: Axander.3012

Axander.3012

Been playing a mesmer for a long time, here’s a grandmaster trait I would like to see:

Illusionary Obedience :: Your illusions will now always attack your intended target instead of random ambient creatures or other nearby mobs.

It doesn’t matter what trait line it is, I will gladly spend the points to get it.

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Posted by: Renny.6571

Renny.6571

  • New Dueling GM trait Functional Mantras: Gain “Channeling Mantra” buff for 3 seconds. After 3 seconds, the buff is removed and replaced by the mantra charges. While “Channeled Mantras” is active, the Mesmer can do other stuff instead of holding their kittens for 3 seconds per mantra. “Channeled Mantras” is removed if you’re CCed while it is active.

Similar to how The Prestige and A. E. D. for Engineers works. You can channel multiple mantras at the same time while still doing other actions, but you risk being interrupted and all of your mantras going on the 5 second recharge. The current visual effect of channeling mantras would still applied while channeling that mantra so people can’t complain that it’s too hard to counterplay.

elite specs ruined pvp.

(edited by Renny.6571)

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Posted by: Blades of Sabatine.5639

Blades of Sabatine.5639

Want to elaborate more on my previous Warden Trait idea.

Change: Warden Feedback:
Create a phantasmal warden in front of your enemy. While in action, all projected are reflected back and it immune to physical damage.

New: Warden Mobility:
Create a phantasmal warden at the back of your enemy. This phantasmal can chase and attack at the same time.

Option 1:

Move Warden Feedback to a 30 point Inspiration trait
Add Warden Mobility to a 30 point Inspiration trait.

WF will cater more for a defensive play style while WM a more offensive play style.
Focus weapon will now be more variable in both PVP and WVW, currently only Temporal Curtain is useful.

Option 2:
Leave WF at 20 as it is now and add WM 30 point in Inspiration trait.

Reason been that no one really attacks phantasmal also the spawn location is at the back of the enemy if new trait in picked.

It can now be used offensive and defensive play style.