(edited by Dondagora.9645)
[Game]Create Your Own Specialization!
Oh great, a thread for every mesmer and his dog to build their personal pistol specialization :p
Oh great, a thread for every mesmer and his dog to build their personal pistol specialization :p
Exactly~
Using this template for the 2 I’m working on:
*Specialization*: Name - General description
*Specialization mechanic*: description
*Weapon*: Weapon name
# *Autoattack*: description and details
# *Burst with a hint of self defense*: description and details
# *Clone spawning with a secondary effect*: description and details
# *Phantasm*: description and details
# *Crowd control or utility*: description and details
*Heal skill*:
*Utilities* (class of utilities):
* *Name*: description
* *Name*: description
* *Name*: description
* *Name*: description
*Elite Skill*:
*Minor traits*
* *Name*: description
* *Name*: description
* *Name*: description
*Adept traits*:
* *Name*: description
* *Name*: description
* *Name*: description
*Master traits*:
* *Name*: description
* *Name*: description
* *Name*: description
*Grand Master traits*:
* *Name*: description
* *Name*: description
* *Name*: description
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Nice Thread.
Specialization: Trickster / Jester
Weapon: Dagger MH + OH
[Illusionary Pin [1/2s Cast, 600 Range]]: Throw an illusionary pin that deals damage and inflicts 1 stack of Bleeding (4s). Auto-Attack 1
V
[Illusionary Dart [1/2s Cast, 600 Range]]: Throw an illusionary dart that deals damage and inflicts 2 stacks of Bleeding (4s). Auto-Attack 2
V
[Phantom Pain [1s Cast, 600 Range]]: Throw another illusionary dart that deals damage and inflicts [Deep Wound = > Doubles Bleeding Damage] (4s) while over the bleeding threshold (6 Stacks). Auto-Attack 3
[Illusionary Pendulum [3/4s Cast, 6s CD, 3 Pulses, 1 Pulse per second, Cone AoE: 480 Range]]: Create an illusionary pendulum in front of you, that inflicts Confusion (2 Stacks, 5s) with the first 2 pulses and deals great damage with the last pulse.
[Summon Nightmare [1s Cast, 10s CD, 900 Range]]: Summons a clone who will use [Illusionary Pin] and [Illusionary Dart] on the enemy.
[Illusion of Weapons [1s Cast, 24s CD, 900 Range]]: Summons a Phantasm with a random weapon (Phantasmal Berserker, Warlock, Swordsman, Warden or Duelist) and grants you and nearby allies Might (5 stacks, 10s).
[Echo of Illusions [2s Cast, 60s CD, 1200 Range]: Cast Illusion of Weapons, Summon Nightmare or Illusionary Pendulum (max. 1200 Range). Your next Attack will inflict Bleeding (3 Stacks, 8s), Chill (5s) and Confusion (4 Stacks, 5s).
Utility: [Trick]
[Illusion of Weakness [Instant, 60s CD]]: Self-Weakness (5 Stacks, 10s Duration), Damage to yourself => gain “Illusion of Weakness” (15s Duration), when life falls under threshold (10% or getting downed): restore to full health and remove 2 conditions.
[Sympathetic Visage [1s Cast, 30s CD, 900 Range]: When your enemy attacks you during the next 5s, block his attack and: he will lose all of his energy (PVP) / you inflict chill (10s) and deal damage to him. (PVE)
[Displacement [Instant, kitten CD, 1200 Range]: Stun break. Swap places with any of your clones (if no clone exists, create one in a random position (600 Radius) around your enemy and swap positions with it)
[Arcane Conundrum [1s Cast, 60s CD, 1200 Range]]: Slow (5s) an enemy. Your allies around him get Quickness (5s), nearby enemies get Confusion (2 Stacks, 8s).
[Crippling Illusion [3s Channeling, 1 hit/second, 30s CD, 1200 Range]]: Deal damage and inflict Chill (2s) and Cripple (2s) to your foe with every hit. Remove Swiftness, Quickness and Alacrity from the enemy.
Elite: [Migraine [1s Cast, 180s CD, 240 Radius, 900 Range]]: Dazes your enemies (2s) and then inflicts Slow (8s) and Deep Wound (10s).
Shatter: [Accumulated Pain [60s CD]
Effect: Deals high amounts of damage to enemies who are above the Bleeding (6 Stacks) and / or Confusion (5 Stacks) threshold. (Base power (according to the amount of clones shattered) +10% &/or +15%)
Traits:
[Minor 1]: Gain Vigor (5s) and Regeneration (5s), when hitting an enemy with Deep Wound. ( Internal CD: 15s)
[Adept 1]: Inflicting Deep Wound will remove a Boon from the enemy.
[Adept 2]: Inflicting Deep Wound will remove a Condition from you.
[Adept 3]: Inflicting Deep Wound will apply Vulnerability (4 Stacks, 4s) to an enemy.
[Minor 2]: Damage of Dagger skills and F5 Shatter will be affected by Condition damage.
[Master 1]: Confusion you inflict lasts 50% longer.
[Master 2]: Whenever inflicting Deep Wound, it lasts 1s longer.
[Master 3]: +100 Confusion Damage
[Minor 3]: Chill (4s) an enemy who is above the Confusion threshold (5 Stacks). (Internal CD: kitten
[GM 1]: Conditions last 25% longer, Dagger skills recharge 20% faster, Clones will also cast Phantom Pain.
[GM 2]: Your Phantasms inflict Confusion (2 Stacks, 4s) and Bleeding (3 Stack, 10s) with each hit + their attacks are unblockable. (Internal CD: 2s)
[GM 3]: Deal 25% more Damage to Enemies with Chill or less than 50% Energy.
Just some stupid attempt to think of a new Specialization.
darkprecure, that is very well thought out – I love the concept.
The Cardist: Show Off With Cards.
I really love the idea of using Cards as a Weapon, just like Gambit.
So this is my suggestion for a new Mesmer-Specialization, using a 2-handed-weapon.
The skills, more or less, apply to Card-Tricks.
- [F5] The System:
The System Dan and Dave
Passive:
For each Illusion that is not summoned, your damage is increased by X% each.
Active:
Cooldown: 90 seconds
Summon 3 Phantasms, based on your selected weapon.
When you hit an enemy the cooldown of The System is reduced by 1 second.
When you critical hit an enemy the cooldown of The System is reduced by 3 seconds.
[Weapon-Skills:]
- [Skill 1] Arcane-Cards:
Arcane-Cards
The first ability should not be just simple Card-Throwing.
But what I wanted to achieve was the creation of a kind of Card-Manipulation you can see from different Magicians and Card-Manipulators, which seemingly produce randomly Cards and Card-Fans.
Angela Funovits – Arcane Style
The Evolution of Card Manipulation by Lee Ang Hsuan
Range: 1200
With his right hand the Mesmer produces a single card from thin air and throws it at his opponent.
In addition the Mesmer has a chance of 40% to produce a second card with his left hand.
The cards explode on impact, dealing damage to enemies within that area.
Critical hits cause Burning.
Moreover the Mesmer has a chance of 20% to produce a Card-Fan (with his left or right hand), instead of a Single-Card. The Card-Fans deal more damage than Single-Cards and cause Bleeding.
- [Skill 2] S-Fan:
How to Do a One-Handed Fan
Range: 1200
Cooldown: 10 seconds
The Mesmer produces a Split-Fan. Both Card Fans are thrown alsmost simultaneously at his opponent. The Card-Fans then will bounce several times between targets, dealing damage and causing Pain on hit.
Number of Bounces: 3
While doing so, you create a clone at your position.
- [Skill 3] Shuriken-Cards:
Shuriken Card by Eldo
Shuriken Card by Eldo
Range: 1200
Cooldown: 15 seconds
The Illusionist shoots alternately with his right and left hand a total of 6 rotating cards at his opponents.
The spinning cards explode on impact, deal damage to nearby enemies and inflict Confusion each.
- [Skill 4] Thunderbird – 1, 2, 3, 4 Aces:
Lee Asher- Thunderbird
Shuriken Card by Eldo
Card Flourishes – Virtuoso: Thunderbird Ace Production
Range: 1200
Cooldown: 20 seconds
The 4 Aces appear and clockwise rotate around the Mesmer for 2 seconds to reflect projectiles.
After the 2 seconds, the Aces will fly, one after another, at your target to deal damage and cause Confusion each.
When casting Thunderbird – 1, 2, 3, 4 Aces, you also summon a Phantasmal Joker from your Arcane-Deck.
- [Skill 5] Waterfalls:
Waterfall Card Flourish Tutorial
Angel Beneath the waterfall tutorial
Range: 1200
Cooldown: 30 seconds
Cards / Waterfalls are falling down from the sky at the target position, dealing damage to affected enemies (Similar to Meteor Shower).
Critical hits apply random conditions to enemies: Poison, Bleeding, Burning.
Lasts 5 seconds.
(edited by Azathoth.2098)
[Healing-Skill:]
- Ace of Life:
Passive:
Grants health to you and your Illusions every time you or your Illusions use a spell.
Active:
Cooldown: 25 seconds
Heal yourself and your Illusions.
[Utility-Skills:]
- The Butterfly-Effect:
Cooldown: 30 seconds
Gain Stealth for 3 seconds and summon 10 Butterflies, which will track your target or nearby enemies. Each Butterfly cause an explosion on hit and deals damage.
Also frees from immobilized effects.
- The Card-Spring:
Card Flourish Tutorials – Virtuoso: The Spring
Cooldown: 30 seconds
Spring your Cards forward. The Cards will pierce through enemies, dealing damage to all affected targets. While doing so, the Mesmer teleports / evades backwards.
Also frees from immobilized effects.
- Ace of Swiftness:
Passive:
Gain 25% increased movement speed.
Active:
Range: 900
Cooldown: 30 seconds
Teleports you in the direction, you are moving.
When standing still, you teleport backwards.
Also frees from immobilized effects.
- Ace of Death:
Passive:
When you deal damage there’s a chance of 15% to gain Quickness for 3 seconds.
Active:
Range: 1200
Cooldown: 25 seconds
Your target and nearby enemies get cursed for 5 seconds.
Causes Damage and Pain on cast.
With each second your enemies suffer additional Damage and Confusion.
- Sleep:
Range: 1200
Cooldown: 45 seconds
Create a dome around your foes, that causes them to Sleep.
Lasts 2 seconds.
[Elite-Skills:]
- Tornado-Cut:
Card Flourish Tutorials – Virtuoso: 5 Tips on the Tornado Cut
Range: 1200
Cooldown: 90 seconds
Summon a giant Card-Tornado at the selected area.
Enemies within this area suffer Damage and Pain and get chilled.
Enemies within this area will periodically suffer Confusion.
Enemies within this area will periodically be pulled into the center of the Card-Tornado.
Lasts 10 seconds.
- Masks: The Butterfly:
Jeff McBride – mAsK rOuTiNe
Jeff Mc Bride – Les Masques – Le plus grand cabaret du monde
Cooldown: 120 seconds
The Mesmer gets glowing Butterfly Wings for 6 seconds.
As long as this effect lasts, the Mesmer permanently summons tiny glowing Butterflies, that automatically track enemies. The Butterflies explode on hit and deal damage to all enemies within this area. Affected enemies suffer a random Condition each: Poison, Burning, Bleeding, Confusion.
Furthermore, the Mesmer and the Illusions get the following Boons as long, as the effect lasts: Quickness, Fury, Retaliation, Stability. Also all cooldowns are reduced by 25%.
[Traits:]
[Minor-Traits:]
- [I] Hot Images:
Your Illusions conflict Burning on critical hits.
- [II] Poisonous Images:
Your Illusions conflict Poisin on critical hits.
- [III] Phantasmal Healing:
Your Illusions are healed for X% of your damage done.
[Adept-Traits:]
- [I] Improved Butterflies:
Summon a total of 12 Butterflies.
Gain Regeneration when using The Butterfly-Effect.
- [II] Improved Card-Spring:
Card-Spring grants Retaliation for 3 seconds.
- [III] Improved Shurikens:
Your Shuriken-Cards also bounce between targets.
Number of bounces: 3
[Master-Traits:]
- [IV] Improved Aces:
When using an active Ace-Effect get 3 seconds of Super Speed.
- [V] Improved S-Fan:
S-Fan deals 10% more damage. Increases the number of bounces to a total of 5.
- [VI] Improved Waterfalls:
Increases the duration to 6 seconds. Reduces the Cooldown to 25 seconds. Affected enemies suffer Confusion with each hit.
[Grand-Master-Traits:]
- [VII] Deep Sleep:
Sleep lasts 50% longer. Reduces the Cooldown of sleep to 35 seconds.
After the effect ends affected enemies suffer Pain.
- [VIII] Cardistry Training :
25 increased Precision and 50 increased Power while wielding a Cardistry-Weapon. Reduced recharge of Cardistry-Skills by 20%.
- [IX] Improved Thunderbird-Aces:
Your Phantasms spawn with Thunderbird – 1, 2, 3, 4 Aces.
Thunderbird – 1, 2, 3, 4 Aces lasts 50% longer and grants Distortion for you and your Phantasms.
(edited by Azathoth.2098)
Note: Most of my uses of shatter are to describe the visual effect, not the shatter game mechanic.
Specialization: Duelist (I couldn’t think of anything better at the moment.)
Weapon: Tarot Deck (Not literally, but I thought that name would give a properly Mesmer feel.)
When in combat, the illusory cards emerge from the deck and form an orbiting circle around the Mesmer.
[Skill 1]: Sleight of Hand: Throws an illusory card from the top of the deck, shattering upon contact with a foe.
Topdeck: Throws a second card with the other hand, dealing damage.
Fan of Cards: Throws a fan of cards with both hands, dealing damage in a cone in front of the Mesmer.
[Skill 2]: Defensive Hand: Three of the orbiting cards stop in front of the Mesmer and become large for a duration. A projectile that hits the Mesmer from the front is reflected and shatters one of the cards. A shattering card deals damage to enemies in an area around the Mesmer.
[Skill 3:] Hall of Mirrors: Summons a large illusory card to float over the ground at the Mesmer’s current location. If an enemy passes through the card, it shatters, dealing damage to them and summoning a clone.
Card Break: Shatters the currently floating card, dealing damage to nearby enemies and summoning a clone.
[Skill 4]: Phantasmal Oracle: Summons a phantasm who reads your allies’ fates in the cards, granting evasion to allies when it attacks.
[Skill 5]: 52-Card Pickup: Scatters your deck at the target location. Allies that run over cards are slightly healed and granted random boons. Enemies that run over cards are slightly damaged and inflicted with random conditions.
Utility: Traps
[Heal]: Shuffle: Throws cards around your current position, leaving magic circles below them. Next time you are attacked, you teleport to one of the magic circles at random and are healed. Also turns a condition into a random boon.
[Utility 1]: Illusory Chains: Drop a small floating card at the target location that projects a magic circle below it. An enemy that passes into the magic circle causes the magic circle to shatter, Immobilizing them.
[Utility 2]: Reflecting Circle: Drop a small floating card at the target location that projects a magic circle below it. When an enemy walks onto the magic circle, the card is shattered and three clones spawn around them.
[Utility 3]: Swirl of Cards: Drop a small floating card at the target location that projects a magic circle below it. An enemy that passes into the magic circle causes the magic circle to shatter, releasing a swirl of cards that project confusing images, pulsing Confusion from the center of the trap.
[Utility 4]: Sleeping Vortex: Drop a small floating card at the target location that projects a magic circle below it. An enemy that passes into the magic circle causes the magic circle to shatter, pulling all nearby enemies into the center of the trap and Crippling them.
[Elite]: Deck of Nightmares: The Mesmer throws cards out that hover over the Mesmer and nearby allies. Each ally with a card pulses Torment to nearby foes, and any enemies that get close to the Mesmer are Feared for a short duration.
Shatter: Card Trick
Effect: Does the effect of one of the other Shatters (F1-F3, chosen randomly), before cards scatter at your location that resummon the illusions that were shattered.
Extra Details: I’m not sure how much Elite Specializations can change, but if I could change more, I’d actually do this Specialization a bit differently. I’d make it where all abilities that currently summon Illusions instead summon “cards” that orbit you like in my current description. In this version, the F skills would instead shatter one card at a time to summon things from them. Each F ability would then be more like choosing a different kind of Phantasm.
I was trying to combine several various card fighter clichés I’m fond of, but I’m not really versed enough in this game to be that daring with it. I wanted to do something more where the cards themselves mattered more, but I was torn by the fact that you could use other weapons, so I just tried to heavily theme everything instead.
(edited by Jokubas.4265)
These are fun, I always like these.
Specialization: Summoner
Summary: Focuses on alternating between low personal damage, high illusion damage mode and high personal damage, low illusion damage mode. The idea is to get your illusions out, buff them, then recall them to buff yourself when they are low on health or you’re ready to shatter.
Weapon: MH Focus (you heard me. MH Focus.)
[Skill 1]: Auto attack chain-
Chain 1: Attack your target and cause vulnerability. Bounces once. Your illusions gain Might.
Chain 2: Attack your target and cause Bleeding. Bounces twice. Your illusions gain Regeneration.
Chain 3: Attack your target and cause Bleeding and Vulnerability. Bounces three times. Your illusions gain Fury.
[Skill 2]: Price of Price: Shoot a bolt of energy at your foe and summon a clone. If your foe is above 50% health, summon an additional clone.
[Skill 3]: Web of disruption: Channel a field of disruptive energy at the target location, damaging and randomly dazing or slowing foes. Each time a foe is interrupted by this skill, reduce the recharge of your phantasm and clone skills by 1s.
Utility: Corruptions
[Heal]: Illusion of Health: Heal a small amount. All damage you receive is split between you and your illusions for 6s. At the end of 6s, gain bleeding.
[Utility 1]: Illusion of Pain: Your illusions gain Might and Fury for 6s and you gain Weakness. After 6s, you gain Might and Fury for 3s.
[Utility 2]: Illusion of Speed: Your illusions gain Quickness and Haste for 6s. You gain crippled. After 6s, you gain Quickness and Haste for 3s.
[Utility 3]: Illusion of Stability: Your illusions gain Stability and cannot receive conditions for 6s. You are dazed for 2s. After 6s, you gain Stability for 3s and remove 3 conditions.
[Utility 4]: Illusion of Fragility: Your illusions gain Protection and Regeneration for 6s. You receive Vulnerability. After 6s, you gain Protection and Regeneration for 6s.
[Elite]: Illusion of Fragility: Your clones gain Blur for 3s. After 3s, you gain Blur for 6s.
Shatter: Ether Lord: Recall your illusions, instantly dealing minor damage around each one. You gain any boons currently on your illusions, and your illusion summons skills are recharged by 20% per illusion.
Traits:
Too many options! But I would say the GMs are the most important.
[GM 1]: When your illusions gain a boon, allies near you also gain that boon.
[GM 2]: You deal 20% less damage for each active clone. Your clones’ attacks deal 33% of your auto attack damage.
[GM 3]: Your phantasms gain can now auto-attack.
I had a hard enough time trying to flesh out my main idea, but I’ll bring up a couple of other themes I’d like to see used.
1) While I firmly believe that Main Hand Pistol should be baseline for the Mesmer, if there was a specialization with it, I’d call them “Duelist” and use a foppish noble dueling to keep their honor as the inspiration.
2) Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
(edited by Jokubas.4265)
2) Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
I also love the idea of having a kind of Stage-Magician or Illusionist as a playable class.
This is why I have suggested the Cardist (Card-Artist) as new Specialization for the Mesmer.
I have also already made a completely class suggestion for another game.
Maybe I will rework my class for GW2 sometime as a new class suggestion.
In my opinion it would be way too much to add everything to the Mesmer.
2) Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
Nice idea. I think a stage magician could be very enjoyable..
So many nice ideas in this thread. We should put them into the HoT Subforum to give the devs some inspiration for their next Elite-Specializations
Took a while, but here I am with my first one (2 more in the pipeline, with Hammer and Shortbow weapons).
Specialization: Nightmare – Dagger-based close combat/single target with fast attacks, distortion/evades and gap closers
Specialization mechanic: Haunt – The mesmer focuses on a target, for 10 seconds every time the mesmer is out of a 240 radius from his target, he’ll be ported back in range. 90s cooldown.
Weapon: Dagger (MH + OH)
- Grazing Fang: strikes the target for average damage applying one stack of bleeding. Sudden Fang: strikes the target again, applying a stack of confusion (cleaves 2 targets). Ravenous Fang: leaps (180 unit range) to the target, striking it twice and applying cripple for 1 second.
- Shadow fang: an illusionary shadow emerges from below the ground, trying to swallow-up up to 3 targets in a 180 radius for a large amount of damage and applying 3 stacks of bleeding. 10s cooldown. Ground targeted, 600 range.
- Chilling comeback: the mesmer dashes toward the target, gaining distortion for 0.5s. If the dash connects, damages the target, applies chill AoE (5 targets) for 2 seconds and spawns a clone using Grazing Fang. 12s cooldown. Leap finisher.
- Shadow assassin: the mesmer summons an illusionary assassin that will attack his target throwing daggers that bounce 2 times, applying randomly confusion, bleeding or poison. 600 range. 20s cooldown. 20% projectile finishers.
- Fearful Strike: the mesmer evades away from his target (240 units), while applying Fear for 2s to his target and 4 enemies around him. 30s cooldown.
Heal skill: Back in the shadows: gain Stealth for 3 seconds and heal for a small amount. 25s cooldown.
Utilities (Tricks):
- Get out!: the mesmer evades back for 600 units leaving a clone behind. 30s cooldown. Breaks stun.
- Going in!: the mesmer teleports to the target, dazing them for 0.5s and applying moderate damage and 2 stacks of confusion. 600 range. 20s cooldown.
- Ethereal shards: the area is covered in ethereal shards that pulse damage, cripple and confusion on up to 5 targets. 240 radius, 600 range, 40s cooldown.
- Flurry of Fangs: gain Distortion for 3s while spinning and hitting up to 5 targets around you multiple times inflicting damage and bleeding for each hit. Breaks stun. 40s cooldown.
Elite Skill: The great illusion. The target is lost in the nightmare: he sees everyone as an enemy and everyone sees him as an enemy for X seconds (he can attack and be attacked by everyone). 1s cast. Single target. 180s cooldown.
Minor traits
- Deep focus: as a Nightmare, you have the option to Haunt a target.
- Close quarters: your damaging conditions do 10% more damage and your direct damage is 10% more effective when you are less than 240 units from your target.
- Strength from Endurance: gain Power and Condition Damage based on your endurance (2 points of Power/CondiDmg per 1% endurance).
Adept traits:
- Tormenting cripple: whenever you or your illusions apply cripple to an enemy, you also apply one stack of Torment.
- Chilling cry: Cry of Frustration also inflicts Chill
- Bountiful dissipation: every time one of your clones is destroyed or shattered, you gain a random boon.
Master traits:
- Sudden Wakeup: interrupting an enemy removes 50 endurance from them and inflicts Chill and Slow for 2 seconds.
- Resourcefullness: tricks recharge 20% faster.
- Relentless Phantasms: your phantasms gain Quickness (3s), Swiftness (5s) and Resistance (3s) when they attack.
Grand Master traits:
- Defensive cuts: whenever you or your illusions apply bleeding to your targets, you also apply Blind, Weakness or Slow randomly. 3s ICD.
- Dazed and confused: dazing a target also applies 2 stacks of confusion.
- Critical evasion: gain back x% of your endurance whenever you crit.
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
We should put them into the HoT Subforum to give the devs some inspiration for their next Elite-Specializations
Great idea!
There’s ALOT of great ideas in that Nightmare specialization!!
I also am intrigued by the “corruption” utilities. Great creative work peeps.
“The jealous are troublesome to others, but certainly a torment to themselves.”
If I could be more bold with my Specialization, I’d do it more like this. The idea is a Mesmer who crafts Illusions inspired by their cards instead of based on themselves.
Specialization Mechanic: Cards
Instead of being able to summon up to three Illusions, you can summon up to a certain amount of illusionary Cards that are added to your “Hand”. You can visually see how many cards the Mesmer has in their Hand because they slowly orbit around the Mesmer.
All Illusion summoning skills now add a Card to your Hand instead.
Cards do nothing innately, but the F skills, new utility skills, and Traits would react to them.
Destroyed or Shattered Cards add to a Discard number (up to a limit). Cards in the Discard do nothing innately, but utility skills and Traits may reference them.
New Weapon: Card Deck
Unlike my previous version, this has nothing directly to do with the orbiting cards. It’s just a new weapon in the same theme as the Specialization, that could easily be given to other classes as well.
[Skill 1]: Sleight of Hand: Throws an illusory card from the top of the deck, exploding upon contact with a foe.
Topdeck: Throws a second card with the other hand, dealing damage.
Fan of Cards: Throws a fan of cards with both hands, dealing damage in a cone in front of the Mesmer.
[Skill 2]: Hall of Mirrors: Three larger cards appear in front of the Mesmer for a duration. A projectile that hits the Mesmer from the front is reflected and destroys one of the cards. A destroyed card deals damage to enemies in an area around the Mesmer.
[Skill 3]: Swirl of Cards: Release a swirl of cards from your deck, pulsing Confusion to nearby enemies and adding a Card to your Hand.
[Skill 4:] 52-Card Pickup: Scatters your deck around you. Allies that run over cards are slightly healed and granted random boons. Enemies that run over cards are slightly damaged and inflicted with random conditions. Whenever a card is picked up, it is added to your Hand.
[Skill 5]: Sleeping Vortex: Drop a floating card at the target location that projects a magic circle below it. An enemy that passes into the magic circle causes the magic circle to shatter, pulling all nearby enemies into the center of the trap and Crippling them.
Utility:
[Heal]: Shuffle: All Cards in your Discard are added back into your Hand (up to your Hand limit). You are healed for a base amount plus how many cards were in your Discard.
[Utility 1]: Razor Flush: Sends cards in all directions around you. Deals damage based on how many cards are in your Hand.
[Elite]: Deck of Nightmares: Your Hand begins to violently swirl around you. Enemies who touch the swirl are Feared. Damage and Torment are pulsed to nearby foes. Each pulse expends a Card from your Hand. This ability ends once you have no more Cards in your Hand.
Shatter:
[F1]: The Knight: Shatters a Card in your Hand to summon a Phantasmal Knight. The Knight charges forward and heavily damages and Cripples target foe before dissipating.
[F2]: The Magician: Shatters a Card in your Hand to summon a Phantasmal Magician. The Magician deals damage and applies Confusion in an area before dissipating.
[F3]: The Knave: Shatters a Card in your Hand to summon a Phantasmal Knave. The Knave counterattacks the next attack against you and then Stealths you before dissipating.
[F4]: The Healer: Shatters three Cards in your Hand to summon a Phantasmal Healer. The Healer grants Regeneration to nearby allies and rallies downed allies before dissipating.
[F5]: Death: Shatters five Cards in your Hand to summon a Phantasmal Reaper. The Reaper hovers over target foe, applying Torment upon summoning and pulsing Vulnerability over time before dissipating.
Extra Details:
The new Phantasms have unique appearances not tied to your character. For instance, the Reaper appears as a stereotypical depiction of Death, hovering over the enemy wielding a scythe. They still appear transparent and purple, however.
I’m not sure what to do with existing weapons that have abilities that only summon Phantasms. I’d say they add extra Cards to your Hand, but that may feel like a waste. I guess the Specialization could also reduce the cooldown of those abilities to help balance it out. Obviously, many existing Traits dealing with Illusions and Shatters would have to be tweaked when in this Specialization, but hopefully not majorly.
Also, I don’t mention too many numbers. I’m bad with that. So unless something’s really off, assume a longer cooldown or a number that makes it more balanced relative to the rest of the spec.
(edited by Jokubas.4265)
A specialization that takes a twist on Mesmer and adds a “sanity” bar to the Mesmer for it to manage and use might be cool. Kind of like a resource bar that has its own side effects as you generate it, and you go more and more insane. Though that might be cool as its own profession. Maybe an Occultist?
PRAISE GEESUS
Specialization: Hexweaver. (Given the increased threat of draconic minions carrying out complex schemes and tactical maneuvers, the Mesmer Collective has begun to dig up and adapt ancient hexes to better allow Mesmers to control and disrupt the flow of battle.)
Shatter Option: Shatter Storm. Upon activation, illusions shatter in place and creates a vortex of swirling shards around your target’s current location. Enemy projectiles attempting to go through this will be reflected. Foes who try to leave the vortex are damaged, crippled and bled in rapid pulses. Uptime increases per shattered clone. (1-4 seconds.)
Weapon: Rifle. Concept: High, slow, single target DPS with a lot of defensive options. Crowd control options depend heavily on positioning.
WS1: Chain skill. (probably takes about 3 seconds to complete.)
i. Hexer’s Thread. Fires a bright purple projectile which leaves a faint trail between the mesmer and their target. Applies vulnerability and two ticks of low damage at the start and the end of the animation.
ii. Overload. Fires two high powered bullets within milliseconds of each other. Each bullet will ricochet to another nearby target.
WS2: Trick Shot. Applies blind to a target and creates a clone at your location. Shot ricochets twice.
WS3: Complicate. You switch places with one of your clones. If no clones, then a phantasm.
WS4: Phantasmal Sniper. Summons a rifle-wielding phantasm that deals high single shot damage to a target on a long cooldown. Shot ricochets once.
WS5: Spirit Shackles. Fires chains which wrap themselves around the target, immobilizing them. Will ricochet twice.
Utility Skills: Traps. (These skills are all based off the mechanics in the Thief’s Shadow Trap: Marking an enemy, then activating the skill a second time to invoke the payoff. Flavor-wise, they’re more like Necromancer marks, and visually, they’ll look like phantasmal threads connecting characters that grow more visible as the skill progresses. Knowing when to activate these effects will be critical to success. Significant combo potential with Mantras.)
Heal: Web of Respite. Heals slightly upon placement. First enemy that walks over the trap becomes marked. Upon activation, you heal, and 1 of your conditions and its remaining duration is transferred to the target and those around them in an AoE.
Utility 1: Web of Phantom Pain. The first enemy that walks over this becomes marked. Upon activation, deals 8 seconds of low, pulsing damage in an AoE around the marked target.
Utility 2: Web of Disruption. The first enemy that walks over this becomes marked. Upon activation, does 4 pulses of Daze over 8 seconds from the marked target in an AoE.
Utility 3: Web of Phantasms. The first enemy that walks over this becomes marked. Upon activation, foes within an AoE around the target are blinded. Two Phantasmal Conjurers appear and fire pink butterflies from their hands at the target, dealing low ticking damage to the target and anyone who walks through the streams.
Utility 4: Web of Larceny. The first enemy to walk over this trap becomes marked. When activated, steals one boon every 2 seconds for 8 seconds in an AoE around the target.
Elite Skill: Web of Panic. The first enemy to walk over this skill becomes marked. When activated, pulse Fear, Chill and 2 stacks of Torment every second for 5 seconds, in an AoE around the target. The target themselves are stunned for 5 seconds.
-Hexweaver Traits-
Minor Traits:
1. Shatter Delusions. You learn the Shatter Storm profession skill.
2. Price of Pride. Deals 20% more damage to foes above 75% Health.
3. Farsight. You deal 10% more damage if you’re beyond 600 range of your target.
Adept Traits:
1. Calculated Risk. Applying Blind also applies Taunt.
2. Spider Sense. +20% crit chance if beyond 600 range from your target.
3. Vision of Demise. Deal 25% more damage to marked targets.
Master Traits:
1. Aneurysm. Overload fires one extra bullet.
2. Wide Webs. AoE of webs are doubled.
3. Best Laid Plans. Activating a mark cripples foes in an AoE around the target.
Grandmaster Traits:
1. Migraine. Overload applies Torment with each hit.
2. Persistence of Being. When a hit takes you below 75%, 50% and 25% damage, you will Phase Retreat. (each Health amount will operate on a separate cooldown of 15 seconds.)
3. Eye of the Storm. Shatter Storm lasts for 1 second longer per image shattered (ie. 2-8 seconds), and at its creation will pull caught enemies to the centre.
(edited by Delta.1526)
It would be nice to have something of a Trickster/Jester that brought to the forefront the distraction side of Mesmer. With clone-death builds being no more, this is potentially a way to bring them back in some fashion using the new condition, taunt. Note: this is purely conceptual. Testing would need to be done for to suggest appropriate numbers, ICDs etc. My idea is probably wildly OP and outside the realm of possibility…
Hallmarks of the Trickster
Traits
- Minors
1 Gain Fury when performing a leap finisher
2 Phantasms gain distortion when they cause taunt.
3 Phantasms auto attack. - Adept
1 Weakness duration increased. Weakness causes confusion.
2 Shatters don’t effect phantasms.
3 Signets grant 1-2s of stealth and leaves behind a smoke field. - Master
1 Increased crit chance against weakened enemies.
2 Dagger auto attack by you and illusions will pierce and cause bleed.
3 Performing a leap finisher grants AOE swiftness and vigor - Grandmaster
1 Illusions cause taunt/quickness on crit. (balance nightmare, ICD)
2 Reduce dmg done to phantasms by X% for every boon on you.
3 Shatter skills reduce the cool down of clone summoning skills.
Weapon (Dagger)
- 1 Weakness application. Projectile finisher. Low dps.
- 2 Dash towards enemy. AOE bleed. Teleport back to spot, creating a clone near enemy that does auto attack. Leap Finisher.
- 3 Evade away from target, leaving behind a smoke field. Clears immob, cripple and chill.
- 4 Phantasmal Jester that causes taunt (hard to balance probably).
- 5 Swap place with an enemy. Cause Cripple. Leap finisher.
Synergy with other trait lines:
- Domination – Powerblock (weakness on interrupt); Blurred Inscriptions in combination with stealth.
- Dueling – Mistrust combined with Taunt could lead to some serious confusion stacking on interrupts!
- Inspiration – Persisting Images combined with Taunt makes it punishing, but not on the scale of other clone death traits. Illusionary Inspiration with signets.
- Illusions -Sum of All Fears procing torment on 5 stacks of confusion means you have a chain effect of confusion/taunt/weakness/torment if traited properly. Blinding Befuddlement from frequent blinds.
- Plenty of other possible combos that I haven’t even thought of I’m sure.
Overall, the Trickster would lend itself to being more condition, single-target and lock-down focused. It could also be seen as a more focused phantasm trait line since the idea of illusions themselves is based on trickery. Positioning and evasion would be its forms of mitigating damage. No new utilities would be needed as it would buff existing signets.
Omg I just re-read everything I typed, and it seems ridiculously OP. LOL oops sorry guys!
“The jealous are troublesome to others, but certainly a torment to themselves.”
Lots of interesting ideas in here – looks like dagger main hands are quite popular… I’ll see if I can think up some replacements for the 2 traits that turned out to actually be chronomancer traits and post mine
EDIT: Mailmail – yours doesn’t all that OP except the taunt phantasm :P Did you have any ideas for the utilities?
Specialization: Spaceweaver
A spaceweaver specialises in warping the world around them, attacking from unexpected – occasionally, impossible directions. They slice through the world with a dagger or tap into the spectral forces holding it together. If they’re in a hurry, they’ll simply break it open…
Shatter: Knit space, 60s cooldown, 5s duration
Effect: Shatter illusions to weave a series of rifts in space. You can attack and be attacked through the rifts.
Two rifts are created by default – one where you stand and one where you target (900 range). An additional rift is created at the location of each illusion (up to 1800 range).
Attacking through one rift does 80% damage/condition duration
2 rifts, 70% damage/duration each
3 rifts, 60% damage/duration each
4 rifts, 50% damage/duration each
So how does that work? As long as you stand in one rift, copies of you are shown in all the others, duplicating your attacks (mostly). Only simple damage + conditions will be duplicated – you don’t get to summon 4 phantasms or singularities – but you can extend your range and line of sight for all effects through the rifts.
The downside is all effects hitting the copies will be transferred back with the same damage multiplier. Ouch!
Weapon: Dagger
Auto: Entwine: 600 range, 1.5s channel – Hits twice for high power damage with a laser loop string thing
Snap: 600 range, .5s cast – breaks the knot applying a 1s burn. Low power damage
2: Singularity – 8s cooldown, 600 range, 120 radius.
Singularity: Creates a singularity at the target dealing increasing damage over time. Creates dagger clone on completion.
Duration, 2 seconds. Pulses 4 times, 130, 170, 210, 250 damage. (Total: approx 1 mirror blade)
Alt skill – Decay: The singularity ceases to exist, causing 5 stacks of torment for 4 seconds. (No clone)
3: Point to point: .75s cast, 15s cooldown.
Create a portal entrance and disappear into it (can’t be hit).
Impossible strike: .75s cast – 600 range, Strike from a new portal exit, dealing damage (400) and inflicting 4 stacks of bleed. Portal lasts 5 seconds and has 10 charges.
Utility: Spectral skills!
Heal: Phase heal – 20s cooldown
Enemies who hit you for the next 3 seconds will be teleported. (1s ICD per enemy)
Below 450 range: teleported 400 away – Above 450 range: teleported 400 closer.
Spectral loop – .5s cast, 35s cooldown, wall, 900 range.
Enemies crossing the loop will be teleported 300 units backwards and take damage.
Allies crossing the wall are teleported 300 units forwards and healed slightly.
Spectral shadow – 1.5s cast, 75s cooldown, 900 range.
Trap the target in a rift, allowing them to attack and be attacked through it.
Rift lasts 6 seconds. Immobilises for 2 seconds.
50% damage through rift.
Spectral conduit – 40s cooldown.
Breaks stun and teleports you up to 600 range creating a mini portal. 10 charges, 5s duration.
Spectral knot – .5s cast, 45.0s cooldown
Stuns the target for 1 second. After one second, grab is available for 3 seconds.
Grab: Teleport the target to the targetted position. (This can be dodged). Range 1200 (from both you and the target)
Elite: Duplicate Armour, 60s cooldown
Spawn a clone when you are hit (1s ICD) for 6 seconds
Applies 6 seconds of resistance and protection
Traits:
Minors:
Riftweaving
You have access to the “Knit space” shatter.
Evasive maneuvers
Evading applies swiftness (3s, 1.5s ICD)
Unexpected angles
Deal 7% more damage from the side or behind.
Adepts
Dagger mastery
Dagger skills cool down faster. Your portal skills heal when used.
Cooldown reduction on teleport/portal use: 15%. Healing per use: 200
Proximity
Apply vulnerability and might (6s, 1s ICD) on hit below 600 range.
Elusive illusions
Illusions blink to their preferred range when attacking.
Masters
Realignment
Deal more damage and apply longer conditions while moving.
Damage increase: 5% – Condition duration increase: 10%.
Improved tunneling
Increase range of all teleports and portals
Self teleports: Range increased 25%
Enemy teleports: Range increased 50%
Portal skills: Range increased by 50%. Possibly less for actual portal if 50% would break every game mode in existence.
Inverse positioning
When you block or reflect an attack, teleport the attacker. (ICD 30s per target)
Below 450 range: teleported 400 away – Above 450 range: teleported 400 closer.
Grandmasters
Stable rifts
Rifts allow less damage through but last much longer
Duration increase: 300% – Damage/condition duration reduction: 50%
Spectral power
Spectral skills have reduced cooldowns (20%) and create (weakened) Singularities. [Note: This spawns clones]
Singularity damage: 50% of normal.
Harsh warp
Teleports and portal uses deal damage.
Damage on portal: 120 – Damage on teleport: 240 – Damage on enemy teleport: 400
Radius: 180
Specialization: The Harlequin – The Harlequin is a brutal mesmer based on his clone and the way he interacts with illusions. Instead of Shattering them he utilizes them to cast spells for him and makes them act like they were the real mesmer. Overall the damage clones deal is greatly increased. All clones the Harlequin has will weaponswap with him!
Specialization mechanic: The Harlequin has 3 ways to interact with his clones which replace all the shatterskills. All traits that affect shatter skills can be used with these as well.
- [F1] – Double Your next attack will summon a clone on its target. (CD:10s)
- [F2] – Copy All your clones will also cast the next non-phantamsm-weaponskill you use. Clones will not create further illusions (Range 1200; CD: 20s)
- [F3] – Swap Teleport to target area. Send one of your clones to your previous location. The clone will perform a dodge roll backwards. (Range: 900; CD: 30s)
Weapon: Axe MH
- Chain: 2 hits that deal flat damage and one hit that deals heavy flat damage. \o/ (executed in .5/5./.75 seconds)
- Leap: Evasive leap towards your target and hit it with your axe. When you hit you have 5s to cast retreat. (Range: 900)
Retreat: Roll backwards leaving a clone behind. (Range: 600) - Piruette: Spin around whirling your axe in a circle around you. (Damage: 2,500×10; CD: 12s Cast: 1s)
Utilities: Shouts
Heal skill: “Come Back!” Order your clones to run towards you and shatter on impact healing you by a great amout. (4.5k heal and 1.3k per clone shattered; CD:25s)
- “Here we are!”: Teleport to you and your illusions to your target. Gain Might and Fury for every Illusion you have. (2xMight: 8s, 3s Fury; CD: 25s)
- “Find me!”: Gain stealth for every illusion you have. (2s Stealth; CD: 30s)
- “Do not rest!”: Grant Quickness to all of your clones. (Quickness: 5s; CD: 15s)
- “xyz!”: I have no other cool idea which I would actually like/use.
Elite Skill: “Fear us!” Shadowstep to your target and create 3 clones. These clones can use all non-phantasm-weaponskills. Clones will not create further illusions
Minor traits
- Dance of Death: Unlocks Command skills, the Axe and Shouts for the Harlequin
- Illusion of Pain: Your clones deal damage. (Clone Damage Bonus: 5000%)
- Healthy Clones: Your clones have 100% more HP.
Adept traits:
- Fighter: When only using heavy weapons (Greatsword, Sword, Axe) your damage is increased. (10%).
- Battlecry: Your shouts recharge faster for each illusion you have. (Recharge: 10%)
- Confusing Chorus: Inflict confusion to foes around you whenever you create a clone.
Master traits:
- Crazy Clown: Your attacks against bleeding foes are more precise. (+15% Critical Strike Chance)
- Personal Mirror: Carry one Clone with you all the time. Respawns out of combat.
- Swift Images: Your clones have swiftness. (Swiftness: 10s ; Interval: 10s)
Grand Master traits:
- Brutal Dancer: Your Axeskills inflict Vulnerability with each hit. (2xVulnerability: 7s)
- Quintett: Allows you to have 4 illusions.
- Shared Burden: Your clones attacks cripple. (Cripple:1s)
Equinox [EqnX]
Riverside[DE]
My mouth is watering at these different specializations!
Just the thought of my mesmer doing a ballet dance move makes me chuckle with anticipation.
“The jealous are troublesome to others, but certainly a torment to themselves.”
Here’s an idea I’ve been rolling around in my head, but haven’t gotten to finishing:
Specialization: Inquisitor
Shatter Alteration – Sleeper Cell: Shatters now place a magical time bomb inside your targets body, creating an ethereal tether from you to your target[will break when far enough]. When the time is right, hit the shatter again, and the bomb will explode to hit the target and an AoE around the target for new and unique affects. Until the shatter is hit again, however, the Sleeper will continuously emit an AoE circle around the target, good for ostracizing certain targets from the group. 360 Range. Lasts 20 seconds.
-Saboteur’s Commitment[F1]: Sleeper explodes to do light-to-heavy direct damage.
-Unknown Unknown[F2]: Gives one random condition[Confusion, Torment, Burn, Bleed] of random intensity[1-15] for a random amount of time[3-15 seconds] per illusion.
-False Emergency[F3]: Blinds/Dazes/Pulls targets to the center.
-Prisoner of War[F4]: Create a circle of warding[but purple!] around the target, entrapping the target and whoever else nearby inside it. Lasts longer per illusion[2, 4, 6, 8]
Weapon: MH Pistol
- Opportune Cut-Off: A projectile attack which can bounce to nearby allies. When it does, both targets bleed for 2 seconds. If it doesn’t, the single target will get 3 seconds of cripple.
The main idea of it is, basically, to duel. The tethering with AoE circles basically tells the enemy’s team “stay out of this” and the auto on the pistol becomes more focused without other enemies around. I’d find it funny in WvW to tether someone with this and suddenly the zerg isolates that target on a one-man island or else gets punished for that one guy trying to stay with the zerg, basically saying “die or ruin us with you”.
Here’s an idea I’ve been rolling around in my head, but haven’t gotten to finishing:
Specialization: Inquisitor
Shatter Alteration – Sleeper Cell: Shatters now place a magical time bomb inside your targets body, creating an ethereal tether from you to your target[will break when far enough]. When the time is right, hit the shatter again, and the bomb will explode to hit the target and an AoE around the target for new and unique affects. Until the shatter is hit again, however, the Sleeper will continuously emit an AoE circle around the target, good for ostracizing certain targets from the group. 360 Range. Lasts 20 seconds.
-Saboteur’s Commitment[F1]: Sleeper explodes to do light-to-heavy direct damage.
-Unknown Unknown[F2]: Gives one random condition[Confusion, Torment, Burn, Bleed] of random intensity[1-15] for a random amount of time[3-15 seconds] per illusion.
-False Emergency[F3]: Blinds/Dazes/Pulls targets to the center.
-Prisoner of War[F4]: Create a circle of warding[but purple!] around the target, entrapping the target and whoever else nearby inside it. Lasts longer per illusion[2, 4, 6, 8]Weapon: MH Pistol
- Opportune Cut-Off: A projectile attack which can bounce to nearby allies. When it does, both targets bleed for 2 seconds. If it doesn’t, the single target will get 3 seconds of cripple.
The main idea of it is, basically, to duel. The tethering with AoE circles basically tells the enemy’s team “stay out of this” and the auto on the pistol becomes more focused without other enemies around. I’d find it funny in WvW to tether someone with this and suddenly the zerg isolates that target on a one-man island or else gets punished for that one guy trying to stay with the zerg, basically saying “die or ruin us with you”.
Where the H have you been?
Here’s an idea I’ve been rolling around in my head, but haven’t gotten to finishing:
Specialization: Inquisitor
Shatter Alteration – Sleeper Cell: Shatters now place a magical time bomb inside your targets body, creating an ethereal tether from you to your target[will break when far enough]. When the time is right, hit the shatter again, and the bomb will explode to hit the target and an AoE around the target for new and unique affects. Until the shatter is hit again, however, the Sleeper will continuously emit an AoE circle around the target, good for ostracizing certain targets from the group. 360 Range. Lasts 20 seconds.
-Saboteur’s Commitment[F1]: Sleeper explodes to do light-to-heavy direct damage.
-Unknown Unknown[F2]: Gives one random condition[Confusion, Torment, Burn, Bleed] of random intensity[1-15] for a random amount of time[3-15 seconds] per illusion.
-False Emergency[F3]: Blinds/Dazes/Pulls targets to the center.
-Prisoner of War[F4]: Create a circle of warding[but purple!] around the target, entrapping the target and whoever else nearby inside it. Lasts longer per illusion[2, 4, 6, 8]Weapon: MH Pistol
- Opportune Cut-Off: A projectile attack which can bounce to nearby allies. When it does, both targets bleed for 2 seconds. If it doesn’t, the single target will get 3 seconds of cripple.
The main idea of it is, basically, to duel. The tethering with AoE circles basically tells the enemy’s team “stay out of this” and the auto on the pistol becomes more focused without other enemies around. I’d find it funny in WvW to tether someone with this and suddenly the zerg isolates that target on a one-man island or else gets punished for that one guy trying to stay with the zerg, basically saying “die or ruin us with you”.
Where the H have you been?
Um… School, technical difficulties, drugs, sex, and rock’n’roll? Wait, one of these things is wrong…
(edited by Dondagora.9645)
We already got (or better will get) a spec focusing on the control of time… what else themes fit the mesmer?
- Space/Room Manipulation
For this one imo the coolest weapon would be a MH Dagger. The mesmer would be cutting holes into the reality and let the dagger appear inside of the foe. This kind of Long ranged power weapon fits the most imo. - Mind Tricks
This would be one thing which is really hard to do. Skills like controlling the enemies cast bar (moa) would match into this specialization. Also skills that swap around enemies skills on the cast bar could be reeaaally annoying.. (useless for pve though) - Heavy on Illusions (like without shattering them)
This is just something I’ve ever wanted for the mesmer. A specialization that does NOT shatter its illusions. This one could be really awesome to play. Ways to interact with your illusions, ways to use them for more than just stupid autohitting… all that stuff would be possible. - …
Equinox [EqnX]
Riverside[DE]
Specialization: The Librarian.
Weapon: Book (Sprite books).
Used both as MH and OH
The idea of a book also mean other class like neco, Elementals and Guardian could use it.
We know they are removing Tomes from guardian, this is also a way to add it back and give them a totally new and unique specialization that works only with Tomes.
Animation and graphics:
Mesmer: The book will be purple in colour with the theatre masks image on it
Link:http://www.bbc.co.uk/wales/arts/sites/stage-screen/
Elementals: Book will change depending on the attunement the elementals is in with the following symbol on them.
Fire/lighting/Earth/Air
Guardian: this my resemble their tomes image.
If on MH or OH with other weapon, the book will be held in that hand slightly floating.
If used on both MH and OH, the book becomes bigger. The OH hand will be under the book while the MH just above it.
[Skill 1]:Pages of Bleed Torment and Confusion.
You send 3 pages at your enemy (900 yards).
1st page hits and sticks but does a small amount of direct damage
2nd page hits and sticks but does a small amount of direct damage
3rd page hits and sticks. All pages explodes on your target, causing direct damage, Bleed (4 stack), confusion (3 stack) and torment (2 stack).(5sec duration)
Note:remember you can dodge the attack so say you manage to evade any one or two of the attack and get hit by just one or two of the spell, you will still be hit by the direct damage and the condition depending on which of the page hits you.
P1 bleed
p2 confusion,
p3 torment
This makes the class and the game more tactical.
[Skill 2]:Reverse Page (150 yards, 5sec duration) 20 sec recharge.
You create 5 pages that surrounds you for 5 sec, any enemy that touches or come in contact with a page get knock back 600yards and stunned for 1sec. This also applies torment (2stack) 3sec duration. This only removes one page form the 5 pages.
Note: this is good in an AOE situation, and also can be use in an offensive way. E.G.
After a knock back you can blink to the enemy again and knock them back again
[Skill 3:]Chapter One (900 yards, 5sec duration) 25 sec recharge
You summon a clone which takes your place while you disappear into the book.
You can control the clone / move jump and roll for the next 5sec.
Your 1 to 3 skill bar changed to Bleed, Confusion and Torment pages.
For every bleed cast, 3 stacks. In 5 sec = 15 stacks of bleed
For every Confusion cast, 2 stacks. In 5 sec = 10 stacks of confusion
For every Torment cast, 1 stack. In 5 sec = 5 stacks of torment
If clone is killed you return back to reality where your clone was kill and stunned for 1sec.
If you last the duration of the 5sec, you return to reality 300 yards from where your clone is.
You clone stills active but only applying the last spell you used before returning to reality.
[Skill 4]: The Final Chapter: (1200 yards) 30sec recharge.
You close your book which send out purple light in all direction. Any enemy that gets hit gets 2 random conditions applied on them, a damaging and a prevention conditions, one of each.
Prevention conditions are chill, blind, cripple, fear, immobilized (2sec duration)
Damaging conditions are, Bleed, Burning, poison,vulnerability (10 stacks)
Any allies that gets hit gets 2 random boon applied on them, damaging boost and support boon.
Damaging boost boons are, Fury, Might, Retaliation, Swiftness (2sec duration)
support boons are, Aegis, Protection, Stability,Regeneration. (5sec duration)
[Skill 5]: The lost pages. 30 recharge. 1200 yards
You summon random 3 Phantasm from any of your weapon type. No two of the same can be summoned.
Berserker
Warlock
Duelist
Swordsman
Warden
Mage
Utility:
The book of Misconception: 30sec recharge time
Passive: Increase all conditions duration by 3sec and add one extra stack to all conditions applied. Reduce conditions duration apply on you by 5sec.
Active: You and your allies have Immunity to all incoming conditions for 5 sec 900 yards
The book of Corrections: (Unblock able) , 1200 yards 45sec recharge time.
Passive: All utilities recharge 5% faster.
Active: You swoop position with your attacker causing daze for 1sec. Any conditions on you is passed to the attacker while every boon on the attacker is passed onto you.
The book of Power: 35secre charge time
Passive: All skills and 2% slower but does 5% more damage
Active: All shatter damage and condition damage is rolled into the next shatter skill you use.
Heavy on Illusions (like without shattering them)
This is just something I’ve ever wanted for the mesmer. A specialization that does NOT shatter its illusions. This one could be really awesome to play. Ways to interact with your illusions, ways to use them for more than just stupid autohitting… all that stuff would be possible.
Just throwing it out there, but it’s hard to buff phantasm builds to the level I think most Mesmers want [in pvp at least]. Unlike other classes that can utilize classic AI builds (Ranger, Necro, Engineer), it would be VERY easy for phantasm builds to be OP in a bursty way considering how low we can get their CDs, boosted health and attack recharge. pSwordsman every 12s says hello.
And yes, turret engis have been very OP for a long time, but the point is that it’s easier to balances turrets than it is illusions. Anet simply makes perplexing choices when it comes what they put energy into…
“The jealous are troublesome to others, but certainly a torment to themselves.”
So like, writing up an entire specialization is a lot of work, and I’m totally lazy. However, since rifle has been thrown around I thought I’d do 5 rifle skills. The theme is something along the lines of curving reality.
Weapon: The M-1 Rifle
- Autoattack: 1200 range, Piercing: targets 5, Combo Finisher: Physical Projectile (20% chance)
- Orbit Rounds: Fires a volley of shots that curve to their target (so you can fire them while running away, or around a degree of a corner- i.e. Effective while kiting https://youtu.be/U7wOX2WqbXE?t=22 )
- Barrel Roll: Barrel roll forward (evade), summoning a rifle clone at your starting location, and strike your foe in the butt with a kick. Applies vulnerability (no pun intended, but what the hell ;D ), grants swiftness 8s.
- Phantasm: Summons a phantasm that fires a cluster round. The first target hit springs 3 more shots to hit nearby targets, each of those creating three more shots that bounce to hit adjacent targets (including back to).
- Temporal Fake: 1/2 cast time, Mesmer fires an animated shot that doesn’t land, instead sending the bullet off into the universe. Skill changes to Temporal Shot which lasts for 10s. Temporal Shot re summons the bullet and upon impact blows back the target with incredible force (240 radius effect, max targets 5). Temporal Fake can be cast at any range. 1200 range on Temporal Shot. (So you can effectively prepare this attack, even firing it at one enemy to fake/bait out a defenses, then fire the skill again, even changing targets, to land it.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
My specialisation would be
Mainhand Pistol:
- Skill 1 shot: piercing. A bullet is flying from your target towards you (with minor)20% projectil.
- Skill 2 Timed Bullet: hit your target with a bullet, daze it and do dmg after a time
- Skill 3 cripple + blind your target, summon a clone behind you and you can swap with it.
Utilities : corruption
- heal : Give your opponent regeneration (5 Seconds) heal yourself grants healingpower 30 to you and yourgroup
- U1: give your opponent fury gives you and your group bonus 30 precision.
- U2 Give your opponent 5 stacks of might give you and your group bonus 30power .
- U3: Give your opponent protection 5s grands you and your group 30 toughness
- U4: Your opponent gets 5 second of resistance you and your allies gain reduced incoming condi duration by 5% duration.
- Elite: your target gain all boons 10s you and your group do 1% more dmg for each boon on your opponent.
This is combat onely.
maximum stacks are 10.
The cooldown of this should be between 25 and 35 seconds.
The elite should have a 60s cooldown or so.
Traids :
Minor
- bullets you shoot are reversed
- grants boons on you to you phantasm as well.
- chance to steal a boon on a critical hit
Adapt
- your phantasm have a chance to daze a target on on hit.
- deal 5% more dmg when you hit your target from behind
- reduce cooldown on corruptions per boon on you.
Master
- reduce the incoming dmg by 3% per number of boons on your opponent
- Illusionary placement. Your phantasm become groundtargeting
- combofinisher projectile grands the effect twice
Grandmaster
- increase the passive effect of your corruption skills
- your illusions become a bullet when activate a shatter (combo finisher)
- interrupting a foe grants 5 reverced bullet on him. He is the center
(edited by Flow.2947)
- Temporal Fake: 1/2 cast time, Mesmer fires an animated shot that doesn’t land, instead sending the bullet off into the universe. Skill changes to Temporal Shot which lasts for 10s. Temporal Shot re summons the bullet and upon impact blows back the target with incredible force (240 radius effect, max targets 5). Temporal Fake can be cast at any range. 1200 range on Temporal Shot. (So you can effectively prepare this attack, even firing it at one enemy to fake/bait out a defenses, then fire the skill again, even changing targets, to land it.
LOVE this! Let’s not forget that rifle was originally on the table for Mesmer’s first specialization. I’m assuming we’d get that next despite the 2+ year desperate cry for a MH.
It reminds me of a more precise Focus pull. It’s similar but just different enough to make it Rifl-y. I think you’d need to put a marker on the targeted person (either visually or on their bar) so that there’s some counter play to it.
“The jealous are troublesome to others, but certainly a torment to themselves.”
Making a hex based hammer specialization but my kindle crashes everytime I try and post it!
Making a hex based hammer specialization but my kindle crashes everytime I try and post it!
No pun intended
Professions mechanic, hexes targets
F1 foe based pulsing AoE which cripples enemies and spams unneeded red circles ( 2s cripple, 3 seconds, 500 base damage, 20s cd, 1/2s cast)
F2 mental oppression, your opponent becomes dazed once evey second for 3s ( 50s cd, instant
F3 chains attach 5 opponents within 360 range of each other. Affected opponents who leave 600 range of your target are yanked back towards him. ( 4s duration , kitten cd, 1s cast )
F4 gain distortion for 2s and your foe is blinded once every second for 4s. ( 40a CD instant)
Utilites:
Empathy; your target takes 300 base damage every time he executes and attack ( 20s CD, 6s duration instant, hex)
Virtuous insanity; apply a random hex to a foe (30s cd, 1/2s cast, hex)
Wastrels terror; your foe takes 1000 base damage if he does not use an attack within 2s (30s CD, 1/2s cast, hex )
Confounding situation ( swap location, boons, and conditions with your target, stunbreak, kitten CD, hex )
(edited by Sadrien.3470)
I’m still working on these, but I wanted to drop a teaser and bump this thread.
Ethereal Archer
Ranged specialization that can support his party by summoning illusionary weapons.
Specialization mechanic: upon shattering, your clones transform into ethereal arrows, projectiles with high travel speed that unleash the shatter effect when they reach the target.
Weapon: Shortbow
Utilities / Elite: Conjure illusionary bundles (ideally, fewer charges than the ele/shorter duration than banners, but stronger effects)
Illusionary Veteran
Warfare oriented mesmer that gives up most of his illusions and supports his party with shouts.
Specialization mechanic: Shatters now work similarly to Ele attunements: you can only select one at a time and switch between them with some cooldown. Depending on which shatter is selected, the effect of the selected shatter is istantly applied to the target when a clone is created. It does not affect phantasms. (some stuff will be broken – notably Sw3 and Decoy – and there’s probably a need for an ICD on F3 and F4)
Weapon: Hammer
Utilities / Elite: Shouts
Any feedback?
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Real Illusion[F5]: When you use this shatter, you split your existence amongst your clones and phantasms, making them into real illusions. Real Illusions use every skill you use, including Utility, Elite, and Heal. Real Illusions cannot be shattered unless killed. Your own stats are divided amongst these Real Illusions, meaning having one Real Illusion halves your stats, having two divides your stats by 3, and four gives a quarter to each of the Illusions, including yourself. When an illusion is killed, you get those stats back, but even if you get vitality back it does not mean you get the health back[meaning the damage your illusion took is inherited]. Real Illusions, while not shatterable, still count as your illusions but are unable to be overwritten. They inherit traits that affect illusions, their weapons, and so on.
Thought this might be a cool idea for an F5, plus wanted to bump this~
Specialization: Virtuoso
Weapon: Main-hand Warhorn (would sound like a trumpet)
>Skill 1 Serenade: cast time-1.5s, cone range-500
Play a melody in a cone in front of you while on the move. Each of the three beats damages up to 3 enemies. The last note also heals 5 allies for a small amount.
>Skill 2 Diminuendo: cast time-0.6s, cone range-600, recharge-5 s
Play a demoralizing tune that damages 5 and weakens them for 2.5 s.
chains to Staccato: available for 3s, no cast time, radius-300, blast finisher
casting Staccato increases the recharge of Diminuendo by 3s
Grant 2 x might to 5 nearby allies for 4s and summon a clone that casts Serenade.
>Skill 3 Crescendo: cast time-1s, recharge-18s, cone range-500
Damage and Stun 3 enemies in front of for 1s you and apply 10 x Vulnerability to them for 5. Also removes a condition from up to 3 allies.
Utility Type Shouts
_ instant activation and create persistent 300 radius auras for 3s that buff 5 allies every second. Auras would be visable aoes. Boons and unique buffs granted by Auras only last as long as the aura (3s).
Heal “Teneramente” recharge-20s
Heal yourself and create an aura that grants allies regeneration and Intimo for 3s.
Intimo: increases incoming healing by 10%.
1 “Ostinato” recharge-30s
Gain Resistance and create an aura that grants allies retaliation and Penseroso for 3s.
Penseroso: Reduce the duration of incoming damage by 2% for every boon on you.
2 “Bellicoso” recharge-30s
Gain Quickness and create an aura that grants allies fury and Incalzando for 3s.
Incalzando: Critical hits grant you a stacking Precision buff lasting 10s.
3 “Grazioso” recharge-40s
Gain Regeneration and create an aura that grants allies vigor and Risoluto for 3s
Risoluto using an ability grants you a small amount of endurance.
4 “Allegrissimo” recharge-25s
Gain 2x Stability and create an aura that grants allies swiftness and Accelerato for 3s.
Accelerato: Cripple, Chill, and Slow have no effect.
Elite “Finale” recharge-180, radius-900
Grant you and all nearby allies 5 stacks of might and quickness for 5s. Create an aura that grants allies Distortion for 1s.
Shatter Encore: recharge-50s
All active illusions perform a much weaker version of the last weapon skill you used against their targets before dissipating.
Minors:
1 Maestro – gain access to Warhorn, Virtuoso Shouts, and Encore.
2 Reverberation – Granting allies a boon increases their outgoing damage by 5% for 3s.
3 Volume – Boons you apply last 10% longer and cannot be removed.
Adepts:
1 Amplified Aria – Shout Auras are larger and last 2s longer. Shouts recharge 20% faster.
improved aura radius 500
2 Harmony – When you gain a condition grant yourself its counterpart boon for 5s.
2s ICD. Removing a condition from an ally grants them 1 x might for 3s.
3 Dissonance – Granting a boon to an ally causes their next attack to inflict 3 stacks of
Vulnerability for 3s and have a 5% increased chance to critically hit.
5s ICD per individual ally.
Masters
1 Tempo – Warhorn skills recharge 20% faster. Cast time of Serenade is now 1s and the
final note will grant 3s of swiftness to allies who don’t already have swiftness.
2 Muse – When you or an illusion you control removes a boon from an enemy you gain
that boon for 4s. That enemy is also blinded for 3s.
3 Synced Up – When you or an Illusion you control critically hits you grant 3s of
fury and another one of your boons to 3 nearby allies. This can only
happen three times every 10s.
Grandmasters
1 Masterpiece – Applying a boon to an ally who already has that boon grants them
2 stacks of might and stability as well as vigor for 3s. 8s ICD per ally.
2 Accented Notes – Boons you grant have increased effectiveness.
Fury – increases crit chance by 25%.
Might – grants 30 ferocity as well.
Protection – reduces incoming condition damage by 10%.
Regeneration – increases incoming healing by 10%.
Swiftness – Increases movement speed by 50%.
3 Re-Sounding Success – Shatters apply 2s of weakness and randomly grant you
and 3 nearby allies either Penseroso, Incalzando, or Risoluto for 2s. (Amplified Aria increases the duration to 3s)
Void Warden: Combines in-depth knowledge of chaotic energy with illusion magic to create things which can’t, shouldn’t exist.
New weapon: Focus mainhand: A mid-range power/aoe option.
1 skill: Warp: Instantly creates a small ripple on your enemy, dealing minimal damage and applying confusion. 900 range.
1 chain: Rend: Expands the ripple into a large rift, dealing heavy AoE damage. High cast time, and the ripple is stationary, meaning enemies can outrun it (Swiftness should be required to do so consistently). Max 3 targets, chain dps on par with Sword auto on a stationary target.
2 skill: Primal Seed: Create an unblockable projectile at the target location, which then moves towards you. Deals damage and removes a boon from foes. Pierces, 900 range, 100% projectile finisher, but relatively slow.
2 chain: Sphere of Destruction: Expands the seed into a raging mealstrom of darkness, dealing heavy AoE damage and pulsing whirl finishers.
3 skill: Relentless Steps: Phase out of existence leaving behind a clone, becoming immune to direct damage (secondary effects, including conditions, their damage, and CC still apply) and gain swiftness.
3 chain: No Escape: Reappear, chilling nearby foes and gain Resistance. Cooldown doubles if this skill is used.
New Utilities: Spectral (in name only): Each of these has 3 components: A pulsing effect, an “end” effect and one that procs if you use a shatter skill. Shattering ends all active Spectrals (i.e. the expire and shatter effects are mutually exclusive)
Heal: Eldritch Embrace: Heal and envelop yourself in dark energies.
Conditional Trigger: Absorb the first attack that would deal more than 10% of your max hp, and instead heal for all damage you would take in the next second.
Shatter: Inflict fear on enemies and grant allies vigor+regen. Heal nearby downed allies for ~25%.
Eye of the Void: Summons a destructible ethereal eye at your side, its gaze afflicts the designated target with pulses of revealed(1s), vulnerability(5s+) and torment(2-3s). 900 cast range, 1200+ tether range.
Expire: The final pulse is a devastating beam attack (high direct damage)
Shatter: Explodes into a Chaos Storm
Void of Yearning: Channel a large black orb above your head for up to 3s, granting might to allies and afflicting enemies with weakness. Each second you channel increases the potency of the chain effects, which can be triggered for up to 3s after channeling. The orb breaks without further effects if you are interrupted.
Manual chain trigger: Coalescence: Pull 1/3/7 targets from up to 300/600/900 range into the orb, destroying it in the process. Doubles the skill cooldown if used.
Shatter: The orb explodes violently, hitting up to 3/5/10 targets within the above range for massive damage. Doubles the skill cooldown if triggered.
Nameless Depths: Open an abyss at your feet which pulses chill on enemies and protection on allies. Ice combo field.
Expire: The abyss collapses, inflicting a long-lasting slow and healing allies.
Shatter: Black ice erupts from the ground, immobilising enemies and granting aegis.
New F5 shatter: I Am Legion: Illusions turn black and stand motionless, pulsing damage and confusion around them for ~5s independent of how many illusions you shattered. They can still be destroyed.
F5 chain skill: Riftwalk: 2000 range ground target, teleports you to the “dark illusion” closest to the target point. Said illusion is destroyed, granting you 1s reduction on all active cooldowns. Riftwalk itself has 0 cooldown, can be cast multiple times, but fails if no “dark illusions” are available.
TRAITS
Adept Minor: dummy “gain access” trait
Adept Major:
- Warped Perception: Inflicting confusion on an enemy transfers a condition to them. 5-10s ICD per target.
- Sanity Check: If you strike a foe with 5 or more stacks of confusion, cast Mind Stab on them (ICD per target)
- Fractured Logic: Gain quickness when shattering a Spectral skill.
Master Minor: Evanescent: Teleporting grants you 1s of aegis.
Master Major:
- Paranoia: Interrupting a foe inflicts fear on others around them. 10s ICD per target or 1s global, depending on whether mass chaining is too OP.
- Unphazed: Gain stability when you enter or leave stealth, 10s+ ICD.
- Eldritch Mastery: Spectral skills recharge 20% faster. Shattering a Spectral skill creates a clone.
Grandmaster Minor: Ever Closer: Attempting to cast a skill while out of range teleports you up to 300 units towards the target. Only works when already in combat with a target selected, ~20s ICD.
Grandmaster Major:
- The Inevitable: Makes all Focus abilities harder to avoid:
- Rend: Hits up to 5 targets
- Primal Seed has increased projectile velocity, Sphere of Destruction pulses cripple.
- Relentless Steps: Cleanses movement-impairing conditions upon activation, No Escape breaks stun.
- Temporal Curtain:
finally stacks swiftnessPushes foes back and grants 1s of Super Speed to allies, 10s ICD per target. Into The Void cast delay reduced 25-50%. - Phantasmal Warden: Gains 1 stack of 3s stability every 3s.
- Exploding Rifts: F5 Riftwalk deals damage on each teleport and acts as a blast finisher.
- We Are Legion: Every shatter impact (IP, illusions, Spectrals, Riftwalk, but not Legion pulses) grants might to 5 nearby allies.
Yes, this is mostly an excuse to bring a “void mage” to GW2, but I like the mesmer-y twist in that “it’s all in your head” (or is it?)
(edited by Photoloss.4817)
Real Illusion[F5]: When you use this shatter, you split your existence amongst your clones and phantasms, making them into real illusions. Real Illusions use every skill you use, including Utility, Elite, and Heal. Real Illusions cannot be shattered unless killed. Your own stats are divided amongst these Real Illusions, meaning having one Real Illusion halves your stats, having two divides your stats by 3, and four gives a quarter to each of the Illusions, including yourself. When an illusion is killed, you get those stats back, but even if you get vitality back it does not mean you get the health back[meaning the damage your illusion took is inherited]. Real Illusions, while not shatterable, still count as your illusions but are unable to be overwritten. They inherit traits that affect illusions, their weapons, and so on.
Thought this might be a cool idea for an F5, plus wanted to bump this~
I like the idea of splitting the health pool, but there’s no much point in splitting other stats (except maybe Power) because of how they scale. For example, splitting toughness would have wild repercussions on the damage we take.
Also, considering our base health pool, each “Real Illusion” would have pretty much the same HP as current phantasms (and we all know it’s not much).
I can see a similar mechanic being really broken, tho… since you can’t overwrite the illusions, if you start with 3 clones up you are giving up any chance of getting a phantasm (the only way it could work is with 1 illusion up, that way you can cast a phantasm and get 2 because your illusion cast the phantasm as well).
With 3 illusions you could drop 4xNull Field or Time Warp, pretty crazy stuff.
Make WvW Eventful! – WvW, 4 years in
Yes, I have 5 lv 80 mesmers – Funny Puns
Real Illusion[F5]: When you use this shatter, you split your existence amongst your clones and phantasms, making them into real illusions. Real Illusions use every skill you use, including Utility, Elite, and Heal. Real Illusions cannot be shattered unless killed. Your own stats are divided amongst these Real Illusions, meaning having one Real Illusion halves your stats, having two divides your stats by 3, and four gives a quarter to each of the Illusions, including yourself. When an illusion is killed, you get those stats back, but even if you get vitality back it does not mean you get the health back[meaning the damage your illusion took is inherited]. Real Illusions, while not shatterable, still count as your illusions but are unable to be overwritten. They inherit traits that affect illusions, their weapons, and so on.
Thought this might be a cool idea for an F5, plus wanted to bump this~
I like the idea of splitting the health pool, but there’s no much point in splitting other stats (except maybe Power) because of how they scale. For example, splitting toughness would have wild repercussions on the damage we take.
Also, considering our base health pool, each “Real Illusion” would have pretty much the same HP as current phantasms (and we all know it’s not much).
I can see a similar mechanic being really broken, tho… since you can’t overwrite the illusions, if you start with 3 clones up you are giving up any chance of getting a phantasm (the only way it could work is with 1 illusion up, that way you can cast a phantasm and get 2 because your illusion cast the phantasm as well).
With 3 illusions you could drop 4xNull Field or Time Warp, pretty crazy stuff.
Thought that might be a fun risk-reward scenario: You’re weakening your individual self to gain superior offensive numbers. Which stats would split would be up for debate, but I feel like maybe the Real Illusions might just last a flat 6 seconds, long enough for damage to be done against them while also long enough to get a good few skills out.
And, like you mentioned, there’s risk in how you may cast illusions in this time if you don’t leave a slot or more open for phantasms or clones, so sometimes the most effective shatter won’t be a full three illusion shatter.
Specialization: Banshee King/Queen (idk the gender neutral)
(assuming level 80, no gear)
———————————————————————————————————————————————————————-
Weapon: Short Bow
Numb the Mind 1/8 cast time
Fires a projectile inflicting bleeding and another random condition.
Damage: 130
Range: 900
Bleeding (2s): 440 (this is the constant)
Bleeding (1s): 220 (this is the variable)
Burning (1s): 131
Poison (1s): 134
Confusion (1s): 50 damage on skill use, 25 damage per second
Torment (1): 20 damage per second, 40 while moving
Combo Finisher: Projectile
Chaotic Barrage No cast time
Store charges over time and per stack of bleeding, confusion, torment, or poison you inflict. Release charges to inflict high damage, increased under certain conditions. You do not gain stacks for conditions inflicted by your clones or phantasms.
Range: 600
Max charges: 10.
Charge time: 2 seconds.
Damage: 355.
Damage if target has Bleeding, Confusion, Torment, or Poison: 520.
Archers to the Mark Cooldown: 10 seconds 3/4 cast time
Summon two clones who will cast Numb the Mind from target location.
Targetable summon range: 600.
Combo Finisher: Projectile
Phantasmal Dominator Cooldown: 15 seconds 1/2 cast time
Summon a phantasm who will place combo fields at random and will remain in stealth doing so until you reactivate this ability. Once activated, this phantasm will fire high damage projectiles that occasionally inflict Numb the Mind.
Damage: 880
Range: 600
Combo Field: Fire
Combo Field: Water
Combo Field: Light
Combo Field: Dark
Interval between Combo Field: 2 seconds.
Duration of Combo Field: 3 seconds.
Ether Quiver Cooldown: 25 seconds. 1 1/2s cast time
Release double the max charge of Chaotic Barrage which will inflict Numb the Mind every shot.
Range: 600
———————————————————————————————————————————————————————-
Utility: Runes
Couldn’t find what I was looking for, adding new one. In a nutshell, its like signets but you get to keep the passive effect regardless of cooldown and it also creates a zone instead of singular effect.
Rune of Safety Cooldown: 20 seconds 1/2 Cast time
Passive: Grant protection seconds to yourself and nearby allies and inflict weakness on your enemies every 3 seconds.
Active: Summon a symbol that heals you and nearby allies for a portion of your missing health.
Protection duration: 2 seconds.
Weakness duration: 2 seconds.
Heal: 1500.
Additional heal: 30% of your missing health (this is the bit your allies are healed for)
Radius: 900.
Active Radius: 600.
Rune of Peril Cooldown: 25 seconds 1/2 Cast time
Passive: Grant regeneration to your allies and inflict poison on your enemies every 5 seconds.
Active: Summon a symbol that deals increasing damage based on the number of conditions you are inflicted with.
Regeneration duration: 3 seconds.
Poison (3s): 470.
Damage: 700.
Damage per condition: +5%.
Radius 900.
Active Radius: 600.
Active Duration: 5 seconds.
Rune of Speed Cooldown: 35 seconds 1/2 cast time
Passive: Grant swiftness to your allies and cripple to your enemies every 5 seconds.
Active: Summon a symbol that hastens allies and slows enemies.
Swiftness duration: 3 seconds.
Cripple duration: 3 seconds.
Radius: 900.
Quickness duration: 2 seconds.
Slow duration: 2 seconds.
Active duration: 5 seconds.
Active radius: 600.
Rune of Focus Cooldown: 30 seconds 1/2 cast time
Passive: Grant vigor to your allies and chill to your enemies every 5 seconds.
Active: Summon a symbol that refreshes all boons on allies to 5 seconds of duration, excluding might. This symbol also snatches boons from enemies and grants them to allies standing on it, excluding stability and might.
Vigor duration: 3 seconds.
Chill duration: 3 seconds.
Radius: 900.
Active duration: 5 seconds.
Active radius: 600.
Rune of Power Cooldown: 45 seconds 1/2 Cast time
Passive: Grant might to your allies and vulnerability to your enemies every 5 seconds.
Active: Summon a symbol that rapidly inflicts bleeding to foes and converts conditions on allies to boons.
Might duration: 10 seconds.
Vulnerability duration: 10 seconds.
Radius: 900.
Bleeding (5 seconds): 350. (2 stacks, 5 second duration both)
Active Pulse Interval: 1 second.
Active duration: 5 seconds.
Active radius: 600.
Rune of Concord Cooldown: 135 seconds 1/2 Cast time
Passive: Pulse damage to foes and healing to allies.
Active: Reduce damage taken by allies, allow skills to recharge in half the time, and provide stability.
Damage: 100.
Heal: 100.
Passive Pulse Interval: 1 second.
Radius: 900.
Damage reduction: 15%.
Skill recharge: +50%.
Stability: 5 stacks, 3 seconds.
Stability refresh interval: 3 seconds.
Active Radius: 600.
Active Duration: 10 seconds.
Shatter: Paralyzing Discord Cooldown: 60 seconds
Effect: Freeze enemies in place, halting time for them entirely. During the time they are frozen, their cooldowns do not recharge nor do their boons or conditions alter. However, they do not take damage. Instead of the illusions running, they pop on the spot to prevent odd balance issues. Freeze time would be static 2 seconds, and would emanate from the player for radius 600.
Traits:
I am not sure how I would handle traits. I know I would have traits focused on the boon/condition application, traits for the runes of course, and traits focused on the short bow itself.
Extra Details: Added runes because I could not find a utility type that fitted what I wanted besides signet, but those are super linear. Runes will be placed where you are at unless you take a trait to place them at range from around 750. Idea behind the kit is deciding between safe play and support, and hard engage for pressure. =/ Not sure how that fits in the game, but I really wanted a super supporty kinda Mesmer thingie. =/ Did I go overboard lol?
It said message length too long.
Elite Specialization – Rapscallion
The Rapscallion is a mix between Mesmer and Thief, granting the Mesmer use of an OH dagger and Tricks utility skills. The focus is primarily on counters, blinds ad movement control.
The Mesmer’s offhand dagger would be used with deception and counter punishment in mind (For those that play D&D/Pathfinder, there’s somewhat of a feeling of Sneak Attacks and Teamwork Feats – particularly Broken Wing Gambit – mixed in as well).
Skill 4; Charlatan’s Gambit/Imposter’s Flourish
Taunt all targets within range and gain Aegis/Create a flash of light that blinds foes within range.
Taunt: 2s
Aegis: 2s
Blind: 3s
Radius: 500
CD: 22
Skill 5; Auspicious Strike
Roll around your target and deliver a strike that immobilizes them, dealing increased damage to foes with no boons.
Damage w/ Boons: 757
Damage w/out Boons: 1103
Evade: 1s
Immobilize: 1s
Range: 140
CD: 25
Utilities
The Rapscallion would focus on playing an evasive mid-range style of combat. The utility skills are designed with blind, evasion and counterplay in mind, relying on a combination of movement controlling abilities and well-timed counters.
Skill 6 – Heal; Scoundrel’s Reprieve
Vanish in stealth, gaining regeneration.
Healing: 3400
Stealth: 2s
Regeneration: 5s
Health/Second: 700
CD: 25
Skills 7 to 9 [Tricks]:
Hamstring
Throw a pair of daggers, weakening and crippling the target.
Weaken: 10s
Cripple: 8s
Range: 900
CD: 15
Bedazzling Maneuver
Block the next attack and teleport away from your target, dazing them and summoning a Phantasmal Rogue.
Daze: 1s
Block: 2s
Range: 600
CD: 35
Pilfer Momentum
Teleport to your target, steal 2 boons and slow and blind your foe.
Slow: 1s
Blind: 3s
Range: 600
CD: 25
Elite Skill; Rogue’s Ploy
Spin around, reflecting projectiles and dazing or knocking down foes rendering them vulnerable. You cannot move while spinning.
Duration: 5s
Daze: 2s (Projectiles)
Knockdown: 2s (Melee)
Vulnerability x 5: 4s
Range: 300
CD: 90
Adept Traits
Minor Adept: Main Gauche – Gain access to offhand daggers.
Major Adept: Plan B – Blocking reduces the duration of Revealed by 1s.
Major Adept: Embellished Return – Blind foes when you use a healing skill (3s).
Major Adept: Unbalance – Enemies you interrupt are confused and bleeding.
Master Traits
Minor Master: Unrelenting Shadow – Increases the duration of Stealth applied by skills by 1s.
Major Master: Remorseless – Dazing a foe below the threshold weakens them (50%).
Major Master: Ambidextrous – Reduces the cooldown of dagger skills by 20%.
Major Master: Evasive Maneuvers – Gain vigor and swiftness upon successfully evading an attack.
Grandmaster Traits
Minor Grandmaster: Furious Heister – Gain Fury and increased critical damage after removing a target’s boons.
Major Grandmaster: Sinister Rush – Transform a condition into a boon every 2s while in Stealth.
Major Grandmaster: Crime Spree – Blinding enemies reduces the cooldown of Tricks by 2s/enemy
Major Grandmaster: Penetrating Strike – Attacks from stealth have a 100% chance to critically strike and have increased power.
Firstly, sorry for not following the template as this is practically pulled from my word document.
Elite specialization name: Dreamweaver
PART 1/2
New class mechanic: This spec grants the mesmer more control over her illusions as she can transform clones into phantasms at will. It will attempt to redefine the deception theme of the class through the use of dream-inducing traps and more threatening illusions.
Weave and Unravel
As a dreamweaver, you gain access to a new shatter skill called Unravel (60s untraited, 51s traited). This is part of the new mechanic to allow you to turn clones into phantasms.
In order to do this, you need to:
- Apply [Woven] buff onto a clone (this can be done through specific weapon skill or trait).
- Unravel the [Woven] clone to turn it into a phantasm (this can be done by the new shatter skill or through a specific trait)
Clones with [Woven] buff will have a certain visual to distinguish themselves from normal clones for both the dreamweaver and her enemies.
The transformation starts as the clone stops moving and a cocoon is formed around it. After 3s, the cocoon shatters (applying any related shatter effect) and reveals the phantasm. The type of phantasm is determined by the dreamweaver’s weapon at the START of unraveling process. During the unravelling process, the cocooned clone can be still destroyed just like a normal clone.
Also, as the phantasm is formed, it counts as you summon a phantasm and thus would trigger any related trait like Protected Phantasms or Illusionary Inspiration. Apparently, compared to other shatter skills, this skill has an extra 3s delay before the shatter effect occurs.
Interaction with Bountiful Disillusionment: give Resistance boon.
Interaction with Master of Fragmentation: Clones have Chaos Armor (3s) as they being unravelled.
WEAPON SKILLS
Shortbow: a midrange weapon (900 range) with fast-hitting autoattacks dealing moderate damage. It is hybrid in nature and is useful in both power and condi specs.
1. Auto attack chain:
- Spirit arrow: low dmg with fast cast time (0.25s), standard projectile attack (20% projectile finisher)
o Clones created by shortbow will only use Spirit Arrow instead of the entire autoattack chain. They will attack comparatively fast and so would be still useful to stack Bleeds with Sharper Images traited.
- Silk arrow: moderate dmg with slower cast time (0.5s), standard projectile attack (20% projectile finisher). Inflicts Cripple (1s).
- Weaving arrow: moderate dmg with slower cast time (0.75s), after hitting your target, it will bounce to the nearest clone in range (1200) and apply [Woven] buff.
2. Ethereal Dash: (0.75s cast time) fire a piercing arrow and teleports you to the first target the arrow hits and blind the target, spawns a clone. You gain access to Confusing Flashback for 3s. 12s CD.
Confusing Flashback: (follow-up skill of Ethereal Dash) return to your original position and inflict confusion (2stacks, 5sec) to enemies (Max: 5) around you (Radius: 360). Cast time: 0.25s.
3. Weaver’s Retreat: evade backward (0.75s evasion) for 450 range distance. If successfully evade an attack, you gain access to Webspinner for 3s. No cast time. 15s CD.
Webspinner: (follow-up skill of Weaver’s Retreat) weave an ethereal web that immobilizes enemies on contact for 3s. Max target: 5. Radius: 240.
4. Phantasmal Archer: (1s cast time) summon a shortbow-wielding phantasm (Illusionary Archer) that fires a volley of arrows (Imagined Volley) at your target (similar to Poison Volley skill from Ranger’s Shortbow). This shotgun style attack deals high dmg at close range if all arrows hit. (20% projectile finisher). The phantasm will attempt to move into around 300 range before it attacks. 25s CD.
5. Twisted Nether: (0.5s charge up time, 2s duration spin) you spin around in place, pulling nearby enemies towards you (450 range pull), then inflict Fear (2s) at the end of the spin. Combo finisher: Whirl. Max target: 5. 40s CD.
Elite specialization name: Dreamweaver
PART 2/2
UTILITY SKILLS
Dreamweaver gains access to a full set of traps (6 traps, including a heal trap and an elite trap).
1. Tranquil Memories (heal skill): When triggered, heal allies for a good amount (~3500-4500) and reset the dreamweaver’s boon state to when she initially set down the trap. Prioritize the healing for you over your allies. Works similar to Ranger’s Healing Spring, triggers when you or ally walks over it when their health is not full. 30s CD.
2. Haunting Images: once triggered, inflict 2 stacks of Torment (5s) and summon a clone for each foe walked over the trap. Max target: 3. 15s CD.
3. Delusions of Grandeur: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse grants you 1 stack of Might (10s) and inflict Weakness (2s) on target(s). Total pulse: 4. Max target: 3. Combo field: Ethereal. 20s CD.
4. Torturing Flames: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse will inflict 2 stacks of Burning (3s) while also deals direct damage. This is your damage trap. Total pulse: 4. Max target: 3. Combo field: Fire. 30s CD. Damage (4x): 350-400???
5. Drowning Waters: this trap pulses once when triggered, then 3 more times every second over its 3s duration as long as the enemy stays in the trap. Each pulse will force the enemy to switch their skills to underwater combat for 1s and inflict 2 stacks of Vulnerability (2s). Total pulse: 4. Max target: 3. Combo field: Water. 60s CD.
6. Harbingers of Death (elite skill): once triggered, inflict Fear (2s) and summon an elite hammer-wielding phantasm called Illusionary Destroyer for each foe walked over the trap. When attacking, this phantasm slams the ground with its hammer, creating a cascading eruption of destructive force (Imagined Judgement), just like Revenant’s Coalescence of Ruin. Max target: 3. 75s CD.
TRAITS
Minor
- Reality Detached: gain access to Unravel, Shortbow, and Traps
- Conditioned Confusion: Your conditions last 20% longer on Confused enemies.
- Tailored Disillusionment: After shattering, your next summoned clone has [Woven] buff.
Major Adept
Unsettling Ripples: Ripping or stealing boons from enemies also steal life.
Imaginary Friends: [Woven] clones will continually grant Regeneration (2s) to nearby allies. Max target: 5. Effect radius: 300. Interval: 3s.
Hastened Unraveling: Reduce the time to unravel clones from 3s to 2s.
Major Master
Perplexing Dreams: Traps recharge faster by 20% and apply 2 stacks of Confusion (5s) when first triggered.
Projectile Manipulator: When successfully reflect a projectile, recharge your shortbow skills by 10% and your next projectile attack is unblockable. 10s ICD.
Bountiful Unraveling: Automatically unravel clones when you have 3 illusions out and at least one of them is a [Woven] clone. This trait basically activates Unravel skill and thus will also trigger any shatter related effects. 60s ICD.
Major Grandmaster
Persistent Nightmares: Your phantasms deal 10% more damage and take 10% less damage while they stand in your ethereal field.
Griping Befuddlement: Your Confusion condition no longer deals damage to foes not using a skill. Instead it deals damage whenever enemies use a skill or every second enemies channel a skill. Increase Confusion damage by 50%.
Blasting Transformation: Clones also deal damage to nearby enemies and blast fields when they are unravelled. Clones basically use a weaker version of Elementalist’s Arcane Wave (180 radius and less dmg).
2) Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
Nice idea. I think a stage magician could be very enjoyable..
So many nice ideas in this thread. We should put them into the HoT Subforum to give the devs some inspiration for their next Elite-Specializations
I made a Class Suggestion and put it into the HoT Subforum like you suggested.
[Class Suggestion] The Stage-Illusionist
I hope you all like it.