Full phantasm rework

Full phantasm rework

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Posted by: Silverkey.2078

Silverkey.2078

Hi all

I have decided like many to play the game of “how would you redesign mesmer”. My focus was mostly a full rework of the phantasm concept, but this naturally lead to a lot of changes in the skills and traits.


This has been already discussed heavily in the forum: many of us feel like the concept of phantasm is holding us back. Having so much of our potential sustained damage in the hands of our “pets” is bad for many reasons:

  • AI is unreliable
  • they die very fast at the first cleave
  • our class mechanics destroy our main sustained damage source and therefore many builds hardly use it.
  • To reach our full damage, we need to have 3 phantasms up which takes a lot of time.
  • if everything goes fine, you can pretty much afk and still do high damage. I assume this is one of the reason why a-net does not want to buff phantasm damage, and at the end the reason why our sustained damage is the absolute lowest of all classes.

Many suggestions have been made on how to fix this problem. My favorite is the idea that we remove all damage from phantasms and put it on mesmer skills instead. Conceptually, this makes sense: they are only “illusions”. However, we don’t remove phantasms all in all. Instead, phantasms will provide “utility”, which basically mean anything useful BUT damage. Like the shield, the skill which casts the phantasm will now bring something for the mesmer himself, and the phantasm will be a “side-effect”.

This removes all balance issues relative to AI damage: we have now full control of our own damage. The only issue it does not solve is the fact that a shatter will still have an opportunity cost (loss of the support), but this problem is greatly diminished.

So below is a list of all weapons and traits reworked with this concept in mind. I have tried to modify (i.e. increase) the damage coefficients to reflect the loss of phantasm. I started to do some maths to see what would be balanced, but it took too much time so I gave up. So I have put damage that seemed reasonable with very very minimal maths, but a proper balance would require some more maths and of course a lot of testing.

One important note is that we probably need to reduce a bit the damage of mind wrack to ensure we can increase our sustained damage without creating too much trouble. I suggest 0.75 coef/illusion. I like that it scales linearly (favors full shatters instead of shatter spam) and for most cases is a small nerf (but a slight buff for a full 3 illusion+self shatter).

I haven’t touched much the utilities and therefore will only say a few general words about them.

(edited by Silverkey.2078)

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Posted by: Silverkey.2078

Silverkey.2078

Weapons
The skills tooltips are shown in the images. All skill which cast phantasms have now also a main effect. The skill performed by the phantasm is shown below and the cooldown displayed corresponds to the attack frequency of the phantasm.


The greatsword is a ranged burst damage weapon, particularly appropriate against single enemies. I have mostly kept all the skills identical (only upping their damage to make up for the loss of phantasms) and only changed the phantasm skill. The skill will now deal damage to enemies around your target (but not the target itself). The target should therefore split from the group to reduce the damage they take.This feels very mesmeric (punishing bad playing) and also fits in the theme of “singling out enemies”. The phantasm cripples, which also synergies well with the skill (by slowing his movement away from the group).


The staff is a ranged hybrid damage/condition/support weapon, with good AOE capabilities. This is the weapon which has seen the most change, which probably comes from the fact that while one of my favorite weapon, I always felt it wasn’t quite right in many ways. Because of the changes I made, I am afraid I pushed a bit too far on the support side, don’t hesitate to tell me if you think this is the case.

  • I upped the condi on staff 1. I actually also ran some maths about the ideal damage/condi ratio, and this gave approximately this.
  • Staff 3 is now a “ring of fire”-type skill but with confusion and targeted. A way maybe to bring back the confusion bombs to WvW zerg fights? It also casts a phantasm in the middle. This phantasm is not following enemies like they usually do, but it remain attached to a target (the current target or the first enemy hit). This means this skill can be cast without target. What it does is basically a chaos storm without the damage. Here again, it synergies well with the casting skill, since you do not want to remain in the circle because of the disruptive nature of chaos storm, but at the same time can’t leave it (except by dodging) if you don’t want the confusion.
    Staff 4 is lackluster, and I hesitated between bringing the CD down, or making it AOE. I made it AOE. Is that too much?
    Staff 5 is now a mix damage-support, characteristic of the staff, but better (I feel) than chaos storm.

The sword main hand is just fine I believe, so I kept it identical (except buffing the AA). Sword 3 could see some QoL, but overall fine.
Sword off-hand on the other hand is seriously lacking Currently, it is our best DPS phantasm in PvE, but see very little use in PvP because it lacks personality. To me, sword-oh should be about damage and mobility. So:

  • sword 4 is now a dash with a small evade (I put blur for the theme, but evade is just fine). Animation-wise, it is a very fast dash with a “flash” (the super hero)-blur-type animation, with especially a purplish blur line following the sword.
  • the phantasm converts up to 2 boons into very short vulnerability, mostly to set up a burst.
  • sword 5 is a burst skill. Animation-wise, I see the mesmer whirling mid-air and giving the final blow while going back to earth.

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Posted by: Silverkey.2078

Silverkey.2078


No change except for buffing a bit the torment on AA


Torch currently is only useful because of the stealth. And it is already strong for that, so maybe it did not need a boost. Yet I gave one. So now this weapon got the interrupt it was missing (the only mesmer weapon set which did not have one) and some nice condi/support (fire field + blast), as well as a reveal which is very thematic on “the prestige”. I also added a small QoL which is that you can end the stealth earlier if you want to, in order to benefit from the second part of the skill at the right moment.


For the pistol, the unload is now done by the mesmer. To make it a bit different from the thief one, it is a single-pistol unload (but the magic works) and I added slow. The reason is that I think pistol is THE interrupt weapon, and slow helps. To continue on this theme, the phantasm now cast very short daze now and then. It may not be such a good idea (CC in the hands of AI) but it is the best idea I got, and well, if you find this obnoxious, remember it takes basically one hit to kill a phantasm!


Like the sword, the focus off-hand does not see much use in PvP. I believe the focus is a support weapon + AOE damage. So focus 4 is unchanged, but in focus 5, you now cast a storm at a target location for AOE damage and whirl finisher. This also makes the comboing more easy since you control it. The phantasm is static, like the staff, and does essentially swirling winds (elementalist focus skill which destroys projectiles), but with an added small heal (very much like “Astral Wisp” for druids). This way, it is a support off-hand but with a very different feel and utility compared to shield.


No change.


Later

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Posted by: Silverkey.2078

Silverkey.2078

Traits


I had to change the traits to reflect the change of phantasms. But I ended up doing a full rework, based on similar concepts to the reworks I had suggested long time ago:

  • one line, one theme: no defensive utilities on an offensive line. We can pick 3 traitlines which is already enough to bring some defense to your offensive build.
  • every trait makes sense in at least one build. I designed these mostly by thinking of many different mesmer builds and see how to make good traits for them.
  • every build can make use of at least one trait in each tier.
  • often main-hand or off-hand only weapon traits have an additional non-weapon related effect to compensate for the fact that the trait affects only 2 or 3 skills.

This is not a full change though, as many of these traits already exist, and if I was in charged of the balance, many traits types (the passive ones in particular) would probably remove to promote skillful gameplay (while allowing a few less efficient but easier builds for beginners).


The main damage line. Associated to sword, greatsword and mantra skills. This traitline should support at least 3 gameplay:

  • burst shatter
  • interrupt
  • slower attrition gameplay (might stack, the return of retaliation, etc…).

The biggest change. It is now the condition/crit line, therefore inheriting many of the “illusions” traits. But it can also be a valid choice in non-condi or hybrid builds. Again, supports shatter, interrupts or attrition gameplay. A special mention to mistrust, since I really like my suggestion :p The idea is that stun an daze act against torment and confusion. So the trait reduces the duration, and add a blind instead to compensate for the loss of the defensive nature of CC + nice synergy with confusion on blind…


Fairly similar. Centered around evasion, reflects, stealth and of course a lot of boons.

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Posted by: Silverkey.2078

Silverkey.2078


The support line. Now all traits actually add support. Added an “aura trait” (benefit allies from just being around), and a bit more AOE healing possibilities with a change to Restorative Illusions. Of course, phantasms are now fully supportive skills, so the presence of phantasm traits make even more sense now. The main themes are boons, phantasms and healing.


Illusion should be about illusions and shatters. It basically helps generating more illusions or add some utilities to shatters.


For this line, I mostly tried to move away from “alacrity is the main stuff”. Alacrity is now fully optional. You basically have now “quickness”, “slow” and “alacrity” as 3 distincts effects that fits the theme. In terms of builds, chronomancy favors support and defense, but is perfectly valid for a shatter build who wants to live at a faster pace


Just a quick word about utilities. I did not go too much into it, because most of them live independently from the phantasm change. The main thing I would like about utilities are:

  • shorter cast time for the phantasm utilities
  • mantras now recharge up to a third of their cooldown in the background for each cast. This means that if you have mantra of distraction, almost 7s can recharge in the background after your first cast, so if you do your second cast (untraited) after 7s, you have only 14s cooldown. If you do it at 5s, you of course have 15s CD. This way, you would not as much consider wasting your charges to start the cooldown earlier.
  • Veil really has an awful cooldown
  • Mantra of Concentration needs a shorter recharge and slightly longer stability.
  • Signet of Domination should have a shorter cooldown and shorter stun.
  • Well of Precognition should go back to its original design: 3s unblockable and 1s blur (or even aegis if blur is really too OP). At least, with the unblock ability, it would have some use.

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Posted by: Silverkey.2078

Silverkey.2078

Builds
A small note to mention something about possible builds. It is interesting to note that in PvP the usual shatter build is still possible

  • Dom 1 × 3
  • Chaos 3 1 2
  • Illusion 2 2 1

and as usual, you can remove chaos to get insp, dueling or chrono and still get something useful out of it.

Condi shatter can play dueling-chaos-illusion
power interrupt dom, chaos, ill/chrono
condi interrupt duel/chaos/ill

I have barely moved support traits, so all support builds are pretty much the same. But this time, we can actually make a decent healing support. The main point for me is that I believe this is a good basis for a higher build diversity, especially since we now have a decent sustained damage, so bruiser-y roles become available.

PvE build now have much higher sustained damage, and can benefit from the damage multipliers in domination and illusion (especially since now they can shatter). Reflects are still possible with the focus, but you do loose the DPS of shatters (but it makes sense, utilities should be at the price of damage). You can also play might/fury sharing more efficiently thanks to the might from domination, the fury from dueling + boon share, etc…

In GvG/WvW, we now have ways to get some damage and support in a big fight despite our phantasm dying instantly.

Overall, I think this is an improvement over current mesmer, but not OP, simply diversity and QoL.

So what do you think?

(edited by Silverkey.2078)

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Posted by: epouvante.7392

epouvante.7392

kitten there is a hard work here. The idea is really insteresting. Actually mesmer suffer a lot by this aoe spam so fantasm does nothing.
The proposal changes are really smart, all lines have a real indentity and role. I m not a fan of the chrono lines, it doesnt seem like an elite spe. Mayne the chrono line have to add some smart talent (with the time tematic).
Devs have to listen this thread!

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Posted by: Silverkey.2078

Silverkey.2078

kitten there is a hard work here. The idea is really insteresting. Actually mesmer suffer a lot by this aoe spam so fantasm does nothing.
The proposal changes are really smart, all lines have a real indentity and role. I m not a fan of the chrono lines, it doesnt seem like an elite spe. Mayne the chrono line have to add some smart talent (with the time tematic).
Devs have to listen this thread!

Thanks for reading through this
It has indeed taken me some time, so I appreciate your patience. Yes, being able to do damage despite the AOE spam is a big part of the rework. You would now loose some utility, but at least your damage would be untouched.
For the chrono line, what turns you off? Why doesn’t it feel like an elite spec (and maybe more importantly, what should an elite spec feel like?)?

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

I’m not sure I understand how this new rollover skills work for phantasms. Example: Focus #5. 25 second CD on the storm and this storm summons the phantasms. The roll over skill has a 14 second CD. Does this mean once the phantasm is summoned, I must reactivate #5 every 14 seconds to get the phantasm effect? What if I weapon swap, does the phantasm do nothing? What if I use SotE to recharge the skill and try to summon 2; do both phantasms activate at the same time?

A+ effort and some really cool ideas but sadly, as much as I want a rework to base mesmer, I don’t think it’s going to happen. With that in mind, I would much prefer and think it’s more feasible for new elite specs that change the phantasm mechanic/shatters. Would also mean buffs to base mesmer skills could happen without affecting elite specs.

I think a lot of your ideas could work for an elite spec. Thinking marionette / revenant style of elite spec. Invocation/Phantasms skills have an active effect. Could be the same active effects you have listed. However, instead of roll over for phantasm effects, the mesmer now gains modifiers based off of which phantasms are being “invoked.” Example: Invoke the torch phantasm and all your attacks now have burning added to them.

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Posted by: Silverkey.2078

Silverkey.2078

I’m not sure I understand how this new rollover skills work for phantasms. Example: Focus #5. 25 second CD on the storm and this storm summons the phantasms. The roll over skill has a 14 second CD. Does this mean once the phantasm is summoned, I must reactivate #5 every 14 seconds to get the phantasm effect? What if I weapon swap, does the phantasm do nothing? What if I use SotE to recharge the skill and try to summon 2; do both phantasms activate at the same time?

Hi
It’s probably unclear from the way I presented it. It’s not a rollover skill. The phantasm is cast when you use the skill (the storm for focus) and the CD on the phantasm is actually meant to be the iCD of HIS attack. So the phantasm will attack every 14s. So everything works like it currently does.

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Posted by: Menaka.5092

Menaka.5092

A lot of hard work and some very good ideas!

A few notes:

GS: I really like the idea of “forcing players to play against their own interest”, I think it’s very “mesmery”. They can either put themselves at risk or put the whole group at risk.

Staff: what kind of field is it on Staff 5? Ethereal?

Sword: 900 seems way too much for a mesmer dash, 600 seems more in line with our playstyle.

Healing Prism: instead of healing power, gain outgoing healing % for each illusion (5%?).

Temporal Enchanter: I love how you changed it, but it should have a 2s ICD per target, else people would abuse it to stack Resistance

Compounding Power: the condi damage gain should scale in % as the power does.

I really don’t like having to pick between Shattered Concentration and Persistence of Memory in Illusions Master tier

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Posted by: Silverkey.2078

Silverkey.2078

A lot of hard work and some very good ideas!

Thanks

Staff: what kind of field is it on Staff 5? Ethereal?

I didn’t put any, since we already have one on staff 3. But this is of course a possibility.

Sword: 900 seems way too much for a mesmer dash, 600 seems more in line with our playstyle.

Fair enough

Healing Prism: instead of healing power, gain outgoing healing % for each illusion (5%?).

Compounding Power: the condi damage gain should scale in % as the power does.

I’m perfectly fine with this suggestion. These traits are the ones mesmer currently has, I did not change them (except for their positioning).

Temporal Enchanter: I love how you changed it, but it should have a 2s ICD per target, else people would abuse it to stack Resistance

Yes, it was the plan. You should not be able to stack it. My change was mostly meant to ensure that the trait works also with portal or veil which are typically crossed and not “stand on it while cast” type.

I really don’t like having to pick between Shattered Concentration and Persistence of Memory in Illusions Master tier

To be fair, anything competing with Shattered Concentration will have hard time…

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Posted by: Xyonon.3987

Xyonon.3987

Greetings!


It really takes A LOT to impress me. But you did it. I read everything carefully, not just overflew it with one eye on the TV screen or something! :’D

I once tought about a similiar idea – shifting more support to the phants and less damage. But you – you did it even better!

I’m really impressed! But I’m a realist and I gotta tell you those changes will never make it live… BUT (!) the whole thing is a great concept for another elite spec. Some sort of “reality bender” or something. A new Elite spec that changes phants to pure support and deals good damage himself.

About those traits, I have to agree with a lot of them, would probably change a few things but I hope some stuff will make it into a balance patch one day.

All in all – good work!


Greez!
- Xyonon

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: Toeofdoom.6152

Toeofdoom.6152

This is quite interesting and well thought out – I’m just not really sold on the premise. Every class mechanic has drawbacks, but there are already good examples of how to address them through traits etc. Without toning down what makes classes unique – for example, persistence of memory and chronophantasma allow phantasams to be shattered frequently. Similarly the pet survivability in pve was massively improved.

I won’t go on forever as this isn’t really the right thread for that argument anyway, and the skill changes look cool regardless

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Posted by: jarthur.3649

jarthur.3649

I can’t say that I like it, but I will give you that the work is solid and impressive on how through you were in making sure there wasn’t a damage loss. one thing i would suggest is that the cooldowns on the skills could come down some if phantasms deal no damage. probably to around 5/12 of the current cooldown
i’ll use the pistol as an example. i’m making the assumption that the phantasm didn’t die for what ever reason.
assuming 1k power your pistol would deal 2.4k damage every 20 seconds, but a phantasm build using current pistol assuming 3 phantasm will deal 2.7k every 5 seconds and 11k in the same 20 second period.
assuming 3k power your pistol does 7.2k damage every 20s, phantasm build would do 8.1k every 5 and 32.4k over 20s.
if you take the time to build up those 3 phantasms into account(semi worst case still assuming traits), 32s+20s for the bit we did above, total time 52s
your pistol’s total damage at 1k power is 7.2k+2.1k from the second skill
current pistol’s total damage at 1k power is 18.9k
your pistol’s total damage at 3k power is 21.6k+6.3k from the second skill
current pistol’s total damage at 3k power is 56.7k

my personal opinion for how to fix phantasm is a trait that does something like this:
illusions take 50% reduced damage from all sources, illusions gain protection (6s) on creation.
this would more or less guarantee your phantasm attacks twice

P.S. of course this takes me so long to reply that more than a few new post show up

(edited by jarthur.3649)

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Posted by: Silverkey.2078

Silverkey.2078

I can’t say that I like it, but I will give you that the work is solid and impressive on how through you were in making sure there wasn’t a damage loss. one thing i would suggest is that the cooldowns on the skills could come down some if phantasms deal no damage. probably to around 5/12 of the current cooldown
i’ll use the pistol as an example. i’m making the assumption that the phantasm didn’t die for what ever reason.
assuming 1k power your pistol would deal 2.4k damage every 20 seconds, but a phantasm build using current pistol assuming 3 phantasm will deal 2.7k every 5 seconds and 11k in the same 20 second period.
assuming 3k power your pistol does 7.2k damage every 20s, phantasm build would do 8.1k every 5 and 32.4k over 20s.
if you take the time to build up those 3 phantasms into account(semi worst case still assuming traits), 32s+20s for the bit we did above, total time 52s
your pistol’s total damage at 1k power is 7.2k+2.1k from the second skill
current pistol’s total damage at 1k power is 18.9k
your pistol’s total damage at 3k power is 21.6k+6.3k from the second skill
current pistol’s total damage at 3k power is 56.7k

my personal opinion for how to fix phantasm is a trait that does something like this:
illusions take 50% reduced damage from all sources, illusions gain protection (6s) on creation.
this would more or less guarantee your phantasm attacks twice

P.S. of course this takes me so long to reply that more than a few new post show up

As I stated, I did not go full maths to balance things out, and maybe the pistol coef should be upped a bit.

But I’d still like to mention that your reasoning is still a bit flawed here. You consider the pistol damage, and say that my new version has a lower damage than the old one. And this is true. But the reason is because currently mesmer is relying on their phantasms for the bulk of their damage, and therefore, an off-hand pistol does a lot of damage since that’s where the phantasms are. In my suggestion, most of the damage is on the main-hand sword. The pistol skill is a DPS increase over the sword, and therefore would be included in a damage rotation, but it cannot on its own do the same amount of damage that pistol phantasms use to do since most of this damage has been put on the sword AA.

Thanks, it means a lot coming from you
And yes, I have little hope of it being implemented, but this may still give ideas… I’m an eternal optimist.

(edited by Silverkey.2078)

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Posted by: jarthur.3649

jarthur.3649

your right my reasoning was flawed. although it looks like you missed that I thought that the cooldowns could come down quite a bit on off-hand weapons, ~60% was my original suggestion, taking main hand weapon into account the 20% that illusion summoning skill gave those skill seems more appropriate on some of them.

you may not have missed what my suggestion was, and i could be missing that because you mention damage coe-efficient going up, instead of cooldown going down

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Posted by: Silverkey.2078

Silverkey.2078

your right my reasoning was flawed. although it looks like you missed that I thought that the cooldowns could come down quite a bit on off-hand weapons, ~60% was my original suggestion, taking main hand weapon into account the 20% that illusion summoning skill gave those skill seems more appropriate on some of them.

you may not have missed what my suggestion was, and i could be missing that because you mention damage coe-efficient going up, instead of cooldown going down

As I said, I’m not saying I disagree. The changes I suggest are obviously big, so it is hard to say how they would fare. I tried to use some maths for PvE since there, it is quite easy to just compute the DPS. It is more difficult in PvP, but one can more or less assume that phantasms hit only once, so that was my comparison point.

Currently iDuelist is 20s CD, 2.2 coef. I upped this to 2.4 with the same CD, while increasing the sword AA by quite a bit. So this is stronger, but the drawback is that unload now takes 1.5s, instead of 1s to cast the phantasm; we cannot CC while the phantasm attack to ensure all hits land, and we have no hope of an additional phantasm hit. I felt that this was reasonable. At the end, the only way to see is to put it in the game and see how it works in all game modes.

Note that the way I designed it, unload will not be affected by illusionist celerity because the phantasm is now on the #5 skill…

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Posted by: Fhaeris.9237

Fhaeris.9237

This thread reminds me of that guy that some months (years?) ago completely remade the UI. Guess what happened? Yeah, exactly.
You’re wasting your efforts and good will here.

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Posted by: Walkure.9056

Walkure.9056

First of all thanks for the hard work! You showed that the idea of moving damage from the phantasm to the mesmer is legit. Have you thought about the following:

- make the phantasms invulnerable (to set it more apart from the clone) and have it dissappear after 6,7,8 seconds? Units can’t attack the phantasm anymore. My main concern is that in pve you can have too much utility by keeping 3 phantasm up (perma fire field etc). In raids for example phantasms don’t die that easily anymore since the update to remove 90% of damage on cleave for summoned units (the invulnerability part is only a minor step away from that update).
- add a reflect to the GS phantasm spin, while spinning around the target? The cripple effect seems a bit minor to me.

Great stuff

edit: I think the way chronomancer works now is fine. Maybe you are nerfing the chrono a bit too much with this trait change

(edited by Walkure.9056)

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Posted by: Xyonon.3987

Xyonon.3987

Guys don’t poke out details – this is a concept. Ofc he wasn’t able to balance everything right away. It’s about the idea, and the idea is awesome!

Ziggs Ironeye – Engineer | Madame Le Blanc – Mesmer | Mentor (PvE) | EU
“Mentoring engineers / mesmers and showing you what you can do with your fantastic class!
Just pm me for my advice! Always eager to help!”

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Posted by: MolniyaSokol.7142

MolniyaSokol.7142

Please let this become a thing! I’m sitting on a set of Zealot’s gear just WAITING for Mesmer’s to be viable healers. IMO they would be right at home as something similar to a Discipline Priest from WoW with boonshares and distortion: I can’t exactly give you much health or reverse what happened, but I can make you feel invincible and let you forget about damage for a bit.

To me it seems like the Mesmer could be so good at manipulating, they could make their own allies forget they just took a giant claw to the face. But maybe that’s just me. Either way, A+ for effort!

WTB Mesmer Healer

(edited by MolniyaSokol.7142)