I have collecting feedback from mesmers over the last few months, relating to all game modes, and what people think is usability or versatility, to combine this into a list of suggestions/feedback regarding weaker skills/traits. I have also made suggestions based on my own opinion and opinions of non mesmers relating to what may be imbalanced. The purpose in these changes is to open up a number of new builds and buff weaker traits/skills to a point they may be viable. I do not believe anything here will make the class OP, while the condition changes would need to be monitored overall it should be ok considering the previous state of the class.
At higher levels of play mesmers are stuck with one or two builds that have little variety. These builds perform well, and we are often labeled as OP as a result, but every time Anet decides to nerf the class they seem to affect far more than they intended and as a result the build variety is constantly diminished. These suggestions are aimed to improve condition specs, confusion in general and add general variety. Please note, while I have been playing mesmer since prerelease and have ran most build varieties to test, I have not tested the new interrupt traits so likewise have not commented on these since they are new there hasn’t been a large amount of feedback on the forums. Also I have not commented on mantras as I have seen a number of builds use these very successful, so unsure how to approach these without bias or direction. I also haven’t commented on the changes to blurred frenzy or temporal curtain as these were made recently and I expect are being monitored by Anet.
Weapon Skills:
Staff:
Winds of Chaos (Skill 1)
- Increase projectile speed by 20%
- Increase the value of the vulnerability or change this to a different condition.
- Fix bounce so it bounces the full range, as it currently only bounces if the first hit and bounce are within 1200. Refer to ele staff air skill 1 for correct bounce behavior.
One of staff’s major weaknesses in pve is how slow the projectile is, combined with the bounce, makes it a lot harder to tag mobs compared to GS, which is near instant hit. The bounce behavior reduces the viability in ranged situations. These changes may make the staff more viable in PvE without making the weapon OP in pvp.
Illusionary Warlock (Skill 3)
- Increase projectile speed by 20%
Same issue with WOC, for a slow cooldown attack this is a slow and very noticeable projectile making it very obvious to dodge.
Chaos Armor (Skill 4)
- Reduce base CD to 28s.
After the projection on case change to staff, this as a weapon skill is a low weaker, knowing how quickly we can proc this via ethereal fields – it’s just as quick to cast chaos storm as chaos armor, which doesn’t make sense. A slight reduction in CD time will give the skill more value.
Scepter
Ether Bolt chain (Skill 1)
- Reduce cast/chargeup time of third part of chain to be the same as other parts of the chain. (.5s each)
- Increase projectile speed by 20%
- The third skill now applies a condition on hit – whats generally brought up is 1 stack of confusion or torment for 4 seconds. This also affects clones created while scepter is mainhand weapon.
Currently this chain is simply weak. For a condition weapon it applies no condition on the third hit. The clones are meaningless other than shattering – something a condition build requires less of and worse, they overwrite useful clones. The chain is too slow and the projectile takes too long to hit at 900 range. The first two changes makes the weapon flow better. The third, while not increasing DPS greatly (in power builds the cond won’t do much, in cond builds the DPS would be low already from a lack of power), adds a small condition to make it harder to cleanse the main conditions, also means the scepter clones are far less weak and brings them closer to staff clones in terms of viability.
Confusing Images (Skill 3)
- Fix this so as a channel it constantly hits, as it seems to stop hitting when people move in particualr ways such as when your opponent is behind you.
- Reduce the precase by 0.2 – 0.4s.
Increasing the relibility of the skill to bring it in line with mainhand sword or other mesmer weapons.
While this may seem like a huge buff to the scepter, it is only to bring it in line with other weapons. Scepter is commonly ignored as a weapon (how often do you see this used seriously in PVP or in PVE where a sword couldn’t do a better job) due to the weak skill 1 attack chain and how long the build up is on skill 3. While the second and third skills are useful in condition builds, the clones offer nothing of value (clone death traits can help, though the creation from the auto attack chain is so slow staff clones are still more viable).
- John Smith
(edited by Asuka Shikinami.5462)