(edited by Lishtenbird.2814)
Changing Phantasms: -mancer/Stances/Traps
I must say I love the way you envision the Mind Trapper mechanic wise. I wish I had something to add to it but if this replaced Phantasms but kept the visual effect or something or rather, ah, I would be very happy.
It’s interesting to see that you came up with idea that are somewhat similar to mine. In another thread, I tried to expect how Specializations could end up. I restricted myself to the fact that these specializations would be tied to a weapon (if the weapon is unequiped or switched Specialization effects disapear) and that they would keep the current traits and utility. While maintaining these rules I still allowed me to slightly modify current mechanisms. All in all, I came up with this for mesmers :
1- the Specialization that would look like your Illusion mancer
Mesmer :
Specialization name : Dreamer
Weapon : shield
Granted what we saw on the video when they anounced the XPAC, we can expect :
- an aoe skill (with probably slow/chill and a damaging condition)
- if we follow weapon logic, we can expect a new fantasm on the other skill.
Tied to this, i think we could imagine that illusion linger while wielding the shield. This could bring some love to some traits and mesmer’s 2 fantasms utilities. The shield would act like a mirror allowing the mesmer to cast illusion on him.
2- the specialization that would look like Phantasmal stance (except that i keep mesmer reliance on illusion)
Mesmer
Specialization name : Singer
weapon : Warhorn
While using warhorn, the singer can’t use any phantasm (this is a phantasmless weapon) but each time the singer charge a mantra, it’s clones will resonate dealing [small to medium value] aoe damage. And each time the singer consume one mantra charge, the clones will inflict around then a condition (cripple, bleed or vulnerability).
- WH #4 : would be a blast finisher as well as an aoe fear.
- WH #5 : would be a channeled dealing damage and inflicting confusion to nearby foe.
I think with the restrictions I set up, the 2 of these specialization would still be balanced and would keep the “mesmer” theme alive.
(edited by Dadnir.5038)
as Overjoyed as I would be to have a DPS or CC option that completely removed Janky AI and programming from the equation of my worth in an encounter..
I doubt it’ll ever happen :\
I’ve been suggesting it for years now too..
I don’t think the Mesmer’s theme is Clones and Phantasms, or rather that it shouldnt be.. IT should be about domination and deception through any means given or available. Yes yes Gw1 isnt Gw2 but go look at the old Gw1 mesmer builds for PvP.
Caster Lock outs
Melee Lock outs
Hex Spam lock outs
Hex Degen
Condition/Hex overwhelming
Interrupt for Spells or Actions
Anti “zerg” Builds
Anti “Non-zerg”builds..
The options were all there and no one needed a clone that stood still using an AA to do it, just a sharp mind, quick reflexes and practice.
Was it possible to bring the completely wrong build? yes, it was and it sucked when it happened but in PvP you were still an unknown threat that could still cow a team into losing if you played right. Thats where the Mind games need to come from, not from Particles and Stealth + Punching bags that look like you.
“Gw2, It’s still on the Table!” – Anet
I must say I love the way you envision the Mind Trapper mechanic wise. I wish I had something to add to it but if this replaced Phantasms but kept the visual effect or something or rather, ah, I would be very happy.
I’m now thinking about those as “domains” though, not “traps”
I restricted myself to the fact that these specializations would be tied to a weapon (if the weapon is unequiped or switched Specialization effects disapear) and that they would keep the current traits and utility. While maintaining these rules I still allowed me to slightly modify current mechanisms.
I would say it is too strict to be interesting enough; with dual weapon sets, that will also lead to a lot of confusion and programming issues.
While using warhorn, the singer can’t use any phantasm (this is a phantasmless weapon) but each time the singer charge a mantra, it’s clones will resonate dealing [small to medium value] aoe damage. And each time the singer consume one mantra charge, the clones will inflict around then a condition (cripple, bleed or vulnerability).
The “resonating at clone location” sounds fresh and interesting. That pushes us from the canon fodder clones to valuable half-independent AoE source.
The options were all there and no one needed a clone that stood still using an AA to do it, just a sharp mind, quick reflexes and practice.
I guess they want to make the class cooler, but it turned out that AI makes it both overpowered and subpar at the same time.