I felt like creating a thread that lists skills and abilities you feel are underperforming compared to the ‘standard power’ of skills & traits in the game.
If you want to add to the list, please write the skill- and/or trait name and a (short) motivation of why you think it is underperforming (+ possible solution) and I will add it to the list.
So, I got a few skills and traits on my mind:
Skills:
- Ether Clone (Scepter #1)
The Clone that spawns from Ether Clone (or clones that spawn with the Scepter in the Main-Hand, in general) has no secondary effect tied to its attack and it is pretty much useless in that regard. All other Clones have at least some effect tied to their #1 (and GS-Clones can at least be viably traited for Bleed stacking, due to the 3-hit nature of the #1)
Solution: Give the Scepter #1 an additional effect.
- The Prestige (Torch #4)
While being a nice skill, both in effect and concept, I feel the need to channel the skill and wait for entire 3s for the Burn is not that great. Being able to cancel it/trigger the burning effect early would be a good solution.
Solution: Make it possible to trigger the burn effect (/cancel the stealth effect) early if needed.
- Phantasmal Mage (Torch #5)
The rate of attack and the effect of the attack of the Phantasmal Mage makes it really horrible compared to other Phantasms. It is not viable to use even when completely specced for it. Going with the concept of ‘punish when opponent attacks’, I’d suggest to increase the stack of Confusion the Phantasmal Mage applies (from 1 to 5?)
Solution: Increase stacks of Confusion applied (1->5?).
Traits
- Halting Strikes (Domination T1 Major)
The damage of Halting Strikes is really pitiful considering its prerequisites. For an effect that requires:
- T1 Major Trait slot
- The use of an interrupting skill (Daze, Stun)
- Actually interrupting the enemy
it is incredibly lacking in pay-off. It is not worth taking even when fully specced around it.
(Haven’t tested the other ‘on interrupt’-traits)
Solution: Drastically increase the damage (and/or scaling) of the Trait.
- Wastrel’s Punishment (Domination T3 Minor)
For being a T3 Minor Trait, it’s effect (with the requirement it comes with) is not really on-par with other proffessions’ equivalents – this coupled with the fact that most opponents actually fight back=‘not being inactive’ makes it even worse.
I like the concept behind it (and its reference to GW1), so I believe a straight % buff would be a good solution.
Solution: Increase the ‘Increased Damage %’ (5% -> 10%?).
- Confounding Suggestions (Domination T3 Major)
A chance to get a 1s stun whenever you daze is not at all worth taking in my opinion, usually a daze and a stun is used for the same purpose – i.e. interrupting or disabling your foe – only that a stun is usually to be preferred. It is really not that useful to stun a dazed target.
Solution: Change it into something else.
- Prismatic Understanding (Chaos T3 Major)
As Mesmers don’t really get as much use of the Stealth mechanic as e.g. a Thief (with a lot of traits benefiting Stealth and a lot of ways to get into Stealth), I feel having ‘increase Stealth duration by 1s’ as a T3 Major Trait is not really needed – I’d much rather see something else in this spot.
Solution: Replace with something more useful.
- Imbued Diversion (Illusions T3 Major)
This is, imo, a very narrow/niche Trait for its place – I’d like to see something with at least a little more diversity here.
Solution: Increase the diversity of the Trait.
Conditions
- Confusion
It is very hard to use the Confusion condition viably compared to other conditions (such as Bleed), mostly because of the low duration of most of the Confusion Skills – but the backlash from Confusion isn’t really that impressive either (for the effort it takes to build and apply Confusion).
Solution: Make Confusion either more impactful (higher backlash) or longer duration (easier to stack).
Thank you for reading.
(edited by Aesa.4819)