[Game]Create Your Own Specialization!

[Game]Create Your Own Specialization!

in Mesmer

Posted by: farfalle.5431

farfalle.5431

I want a specialization based on echoes, where the skills are mostly augmentations and some retaliations/reflects. Something amazing for group play but almost useless for solo

[Game]Create Your Own Specialization!

in Mesmer

Posted by: castlemanic.3198

castlemanic.3198

So i kind of have two idea for a mesmer specialisation.

I don’t know what to name the first one or what utility skills it will have, but i’ve figured out the mainhand weapon and the profession mechanic. For now i’m calling it the phantasmal knight (i know, bad name, looking for a better one).

EDIT: the name of this first one should have been obvious to me from the start.

First elite specialisation:

Name: Battlemage

weapon: mainhand mace

profession mechanic: phantasmal armour. this isn’t another shatter, but an f5 skill.
whenever you shatter your illusions, you fill up a phantasmal armour meter. the more health shattered illusions have, the more the meter fills up. once the meter is full, the mesmer can hit f5 to gain phantasmal armour, your character would be surrounded by phantasm armour that looks similar to a knight’s armour but shaded purple/pink (just like phantasms). the idea is to have a frontline tank fighter for the mesmer, being able to switch back and forth between shattering phantasms and wielding the phantasmal armour. illusion skills and shatters still work, but they do not replenish the phantasmal armour while you’re wearing it.

possible utility skills: shouts. I honestly don’t have any ideas for the shouts. Another idea might be conjures that go hand in hand with the new tanky style of combat.

possible traits: don’t really know, but i thought i’d get the idea out there.

second elite specialisation:

Name: Nightmare

new mechanic: shatters now transform illusions into various creatures or enhance Haunts (see below).

F1: transform illusions into ghostly apparitions that float towards enemies, dealing damage and torment to anyone it passes through on the way to it’s target. Enhances Haunts to deal extra damage and deals torment for the next three attacks.
F2: illusions change into phantasms of the enemy, striking once and disappearing, dealing stacks of confusion and vulnerability. Enhances haunts to deal confusion and vulnerability for the next two strikes.
F3: illusions shatter, creating a field that stacks up ‘scare’, four stacks of scare fears an enemy, fields can stack to increase the number of stacks dealt in an area. Haunts teleport behind their foes and strike, dazing targets for 1 second, dazes don’t stack duration.
F4: illusions shatter into apparitions, travelling towards you. when they reach you, grants stability, protection and aegis. Haunts teleport to you, shielding you from the next attack. Piercing strikes pierces through Haunt protection.

new weapon: haven’t decided, as really unless a two handed scythe comes out as a new weapon that professions can use, nothing else truly fits.

new utilities: HAUNTS. unique to the mesmer, these phantasmal horrors act like minions but take up illusion slots, meaning there’ll only be space for two haunts at a time, the third reserved for other illusions. Just as phantasms destroy clones, haunts destroys both phantasms and clones. haunts, when summoned, attack the enemy they are summoned on until the enemy is defeated, then they move onto the nearest target. haunts however do not shatter when out of combat and instead can be summoned outside of combat.

Healing slot: Drowning imagery (name needs rework). summon an image of a person drowning. Heals upon summon, when attacking enemies, heals in an area around the enemy and heals you however far you are. you get both heals if near the Haunt

Utilities:
Image of enslavement: summon a Haunt that resembles a tortured spirit in chains. attacks deal vulnerability and weakness. quick attack speed
Dream of despair: summon a haunt that attacks enemies from afar, chilling and bleeding them. medium attack speed
Falling haze: Summon a haunt that launches foes with it’s charging attack. slow attack speed.
Harrowing sight: Summon a haunt that attacks enemies from medium range, blinding enemies in an area around the target.

Elite:
Nightmare Incarnate: Transform into a Nightmare, similar to the image in the early mesmer artwork, gaining new skills for 30 seconds

Harrow: If enemy is ranged, send out a bolt that strikes them for high damage, piercing 2 enemies (so that it hits a third). If enemy is in melee, slash three times, attacking up to 3 enemies.
Daunting gaze: Stare at your enemy, striking any enemies in a cone in front of you and dazing them for 0.5 seconds.
Peripheral scare: Turn invisible and teleport behind the enemy, hovering over them for 2 seconds, before dealing damage and knocking them down. Evade while invisible.
Sleep paralysis: Trap enemies in target area, stunning every second for 1 second and dealing damage.
Vision of death: target the ground and create a vision of death, dealing a high amount of damage in an area, striking enemies with fear and torment. 30 second cooldown.

(edited by castlemanic.3198)

[Game]Create Your Own Specialization!

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Posted by: Azathoth.2098

Azathoth.2098

Predator

Weapon: Longbow

  • [Skill 1] Chaos-Arrow:
    Range: 1200
    The Mesmer shoots in a rapid succession illusionary Chaos-Arrows at his target.
    The Arrows cause damage and Bleeding.
    Moreover there is a chance of 20% to additional cause Burning.
    Each time the Mesmer deals damage, this chance is increased by 10%.
    Each time the Mesmer hits critical, this chance is increased by 20%.
    Once your Chaos-Arrows have caused Burning to a target, this chance drops back to 20%.
    Furthermore, critical hits additional cause Confusion.
  • [Skill 2] Arrow oft he Dragon:
    Range: 1200
    Cooldown: 8 seconds
    Mystical Dragon
    The Mesmer shoots an illusionary mystical Arrow, that morphs into an illusionary Mystical Dragon.
    The Dragon flies from target to target, giving Might to allies and causing damage and Burning to enemies. Critical hits additional cause Confusion to enemies.
    Finally the Dragon flies back to the Mesmer to create a Clone.
    The Mesmer then receives Fury for 2 seconds.
    For each target, hit by your Dragon, the duration for Fury is increased by 10%.
    For each target, hit by your Dragon, the Mesmer receives one stack of Might.
    Number of bounces: 5
  • [Skill 3] 7-Arrows:
    Range: 1200
    Cooldown: 12 seconds
    Call down 7 Arrows from thin air in a very rapid succession.
    The Arrows will strike at the targets position. Each Arrow causes an explosion and damage in that area of the explosion.
    Furthermore, your first Arrow causes Stun, your second Arrow Cripples, your third Arrow causes Bleeding, your fourth Arrow causes Burning, your fifth Arrow causes Poison, and your sixth Arrow causes Confusion and your seventh Arrow causes Torment, to all affected enemies in that area of the explosion.
  • [Skill 4] Arrow-Flight:
    Range: 1200
    Cooldown: 20 seconds
    (Very similar to Celestes “Solar Storm”)
    The Mesmer is summoning a total of 7 Arrows that are hovering horizontal in mid air.
    The Arrows form a kind of arrow-formation. They hovering parallel next to each other. The outer Arrows are closer to the Mesmer; the inner Arrows are further away from the Mesmer and pointing in the viewing direction of the Mesmer.
    All your Arrows then will fly simultaneously in the viewing direction of the Mesmer.
    Each Arrow explodes on contact (or at the end of their path), causing damage and a random condition (Bleeding, Burning, Poison, Confusion) in the area of the explosion.
    Affected enemies are also Stunned.
    Your Arrows also leave a trail of pure Chaos-Energy on the ground for 5 seconds.
    Affected enemies suffer damage, a random condition (Bleeding, Burning, Confusion), and are Crippled.
    Finally summon a Phantasmal Ranger, that bow-hunts your target.
  • [Skill 5] Chaos-Barrage:
    Range: 1200
    Radius: 240
    Cooldown: 30 seconds
    Barrage the target area with a hail of Chaos-Arrows.
    The Arrows cause damage and a random Condition: Bleeding, Burning, Poison, Confusion, Torment.

(edited by Azathoth.2098)

[Game]Create Your Own Specialization!

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Posted by: Azathoth.2098

Azathoth.2098

[Utility-Skills:]

The Shackles:

  • Chaos-Shackle:
    Range: 1200
    Radius: 240
    Cooldown: 30 seconds
    Applies a Chaos-Shackle for 8 seconds on the target.
    When your target moves, it releases a kind of a circular Chaos-Wave.
    Each Wave causes damage, Confusion and Torment to the target and nearby enemies.
    Maximum number of Waves: 5
  • Exploding-Shackle:
    Range: 1200
    Radius: 240
    Cooldown: 30 seconds
    Applies an Exploding-Shackle for 8 seconds on the target.
    As long as your target does not move, Exploding-Shackle releases a kind of a circular Fire-Wave each second.
    Each Wave causes damage and Burning to the target and nearby enemies.
    Maximum number of Waves: 5
  • Poisonous-Shackles:
    Range: 1200
    Radius: 240
    Cooldown: 30 seconds
    Applies a Poisonous-Shackle for 8 seconds on the target.
    Every 2 seconds, Poisonous-Shackle releases a kind of a circular Poisonous-Wave.
    Each Wave causes damage and Poison to the target and nearby enemies.
  • Haunting-Shackle:
    Range: 1200
    Radius: 240
    Cooldown: 30 seconds
    Applies a Haunting-Shackle for 8 seconds on the target.
    Every 2 seconds, Haunting-Shackle causes an Implosion, that pulls enemies to the affected target.
    Each Implosion causes damage and Cripples the target and nearby enemies.

[Elite-Skill:]

  • The Butterfly-Effect:
    Cooldown: 60 seconds
    The Mesmer levitates in air and gets glowing Butterfly Wings for 5 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 the area of the explosion. Affected enemies also suffer a random Condition each: Poison, Burning, Bleeding, Confusion.
    Furthermore, the Mesmer get the following Boons as long, as the effect lasts: Quickness, Fury, Retaliation, Vampiric Aura, Swiftness. Also all cooldowns are reduced by 25%.
    Furthermore, tiny illusionary Butterflies build a kind of chain, that links the Mesmer with his target (and up to 2 additional nearby enemies).
    The Butterfly-Chain periodically causes damage to the target(s), and enemies touching the Chain.
    With each damage tick, affected enemies suffer a random Condition: Bleeding, Burning, Poison, Confusion, Torment. Affected enemies are also Crippled.
    The Chain periodically heals the Mesmer and allies, touching the Chain.
    The Chain also grants Swiftness to the Mesmer and allies, touching the Chain.

(edited by Azathoth.2098)

[Game]Create Your Own Specialization!

in Mesmer

Posted by: Azathoth.2098

Azathoth.2098

[Traits:]

[Minor-Traits:]

  • [I] Predator:
    You can equip Longbows and get access to Predator-Skills.
    10% increased attack speed for you and your Illusions when you have equipped a Longbow.
  • [II] Blazing Speed:
    Your Illusions conflict Burning on critical hits.
    25% increased movement speed for you and your Illusions when you have equipped a Longbow.
  • [III] The Illusionary-Butterfly-Effect:
    When your Illusions get killed, they explode and leave behind a Swarm of Butterflies.
    The Swarm of Butterflies will track your target and explode on hit, causing damage and Confusion.
    If no target is selected, the Swarm of Butterflies track a random target.

[Adept-Traits:]

  • [I] Increased Ranged:
    Increases the attack-range for you and your Illusions when you have equipped a Longbow.
    Also increases the radius of area-skills.
  • [II] Improved Chaos-Arrows:
    Your Chaos-Arrows pierce through targets.
  • [III] Improved Conditions:
    Caused Conditions last longer.

[Master-Traits:]

  • [I] Chaotic Transference:
    Increases your Precision by 10%.
    Gain Ferocity based on your Condition Damage: 10%
  • [II] Grasping Chaos:
    The Mesmer deals extra damage for each Condition on the target.
  • [III] Illusionary Might:
    Gain one stack of Might for each killed or shattered Illusion.

[Grand-Master-Traits:]

  • [I] Illusionary Transference:
    Decreases the damage and condition damage of the Phantasms, and the damage of Shatter-Skills by 50%.
    This will not affect trait-skills like “Sharper Images”, “Blazing Speed”, “The Illusionary-Butterfly-Effect”, …
    Increases the damage of the Mesmer by 55% and increases the attack speed of the Mesmer by 15%.
    Dealing damage reduces the remaining cooldown of all skills by X%.
  • [II] Chaotic Conditions:
    Increases the Condition-Damage by 10%.
    When dealing damage, the Mesmer has a chance of 30% to cause an additional random Condition to the target: Bleeding, Burning, Poison, Confusion, Torment.
    Each time the Mesmer deals damage, this chance is increased by 10%.
    Each time the Mesmer hits critical, this chance is increased by 20%.
    Once the Mesmer has caused an additional Condition to a target, this chance drops back to 30%.
    Furthermore, critical hits have a chance to additional cause Vulnerable to the target.
  • [III] Improved Shackles:
    Reduces the cooldown of your Shackles by 25%.
    Increases the duration of your Shackles by 25%.
    Increases the damage and condition damage of your Shackles by 25%.
    Shackles applies Slow with each Wave.
    Increases the maximum number of Waves of „Chaos-Shackle“ and „Exploding-Shackle“ to 6.

[Game]Create Your Own Specialization!

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Posted by: Azathoth.2098

Azathoth.2098

The Rift-Master

Weapon: Focus (Mainhand)

The Mesmer becomes one with the cosmos and is able to manipulate Time and Space. But very different to the Chronomancer.
He is not only able to summon Spheres of Chaos and Astral-Flames, but also to cause rifts and apertures in the universe.

The Mesmers first Minor-Trait decreases the damage and condition damage of Phantasms by 50%. So the overall-damage of all 3 Phantasms will be about 25% (instead of 50%).
This will not affect trait-skills, just like “Sharper Images”.
Increases the damage of the Mesmer by 50%. So the overall-damage of the Mesmer will be 75% (instead of 50%).
With this, the main-damage is caused by the Mesmer.
This is similar to my Predator-Suggestion (above).

.

Chaos-Points and Spheres of Chaos:

(Version 1): Spheres of Chaos are used together with Illusions. So the Mesmer can have up to 3 Illusions and 3 Spheres of Chaos at the same time.

(Version 2): But it would also be possible, that the Spheres of Chaos completely replace the Illusions, or at least the Phantasms.
So when the Mesmer would summon a Phantasm, he automatically would get a Spheres of Chaos instead.

I personally prefer the second version where the Illusions will be replaced by the Spheres.
But I think the gameplay of the Mesmer (summoning Clones and Phantasms) will not be changed; not even for new Elite-Specialisations.
So, let’s go on with the first version.

.

Hitting an enemie grants 1 Chaos-Point.
Critical hits grants 2 Chaos-Points.
After receiving the tenth Chaos-Point, these Points drop back to zero and the Mesmer automatically summons a Sphere of Chaos.

The Mesmer can have up to three Spheres of Chaos active at the same time (and 3 Illusions).
They last for 10 seconds each.
For each new summoned Sphere of Chaos, the Duration for all already existing Spheres of Chaos will be reset (to 10 seconds).
As long as all 3 Spheres of Chaos are active, each tenth Chaos-Point will reset the Duration for all Spheres of Chaos (to 10 seconds).
Spheres of Chaos do not die after an enemies death.
Spheres of Chaos will automatically attack enemies. They act, more or less, like the Pets of the Ranger.
Auto-Attacks of each Sphere of Chaos cause about 2,5% of the Mesmers damage.
Spheres of Chaos can not be destroyed by enemies.

Zombie-Ball Gold
Zombie-Ball Glow
Floating Fireball
Floating Fire-Ball
Floating Fire-Ball Routine
Fire Zombie Ball

  • Spheres of Chaos:
    The purple glowing Spheres of Chaos could look similar to the Anomaly.
    Maybe with purple dust or purple flames.
    • [Auto-Attack] Energy-Ball:
      Range: 1200
      The Sphere casts a Ball of Energy at the Target, causing damage and Confusion.
      This Auto-Attack is very fast.
    • [Skill 2] Energy-Beam:
      Range: 1200
      Cooldown: 7 seconds
      Casts a Beam of Energy at the Target.
      The Beam pierces through Enemies. Affected enemies suffer damage and Confusion.

.

The F-Skills:

  • [F1] Exploding-Illusions:
    Range: 1200
    Cooldown: 10 seconds
    Shatter. Destroy all your Clones and Phantasms, damaging and confusing nearby foes.
  • [F2] Exploding-Spheres:
    Range: 1200
    Cooldown: 12,5 seconds
    Shatter. Destroy all your Spheres of Chaos, damaging and burning nearby foes.
  • [F3] Chaotic-Conditions:
    Range: 1200
    Cooldown: 15 seconds
    Spread conditions on a target foe to all nearby enemies.
  • [F4] Anomaly:
    Range: 1200
    Cooldown: 25 seconds
    The Mesmer transforms himself to a kind of purple Anomaly. Lasts 5 seconds.
    This looks similar to the Thaumanova Anomaly; just purple. But the look of the character should remain. Just give the character a kind of purple astral like look.
    As long as the effect lasts, the Mesmer gains Fury, Quickness and Alacrity; and all his spells inflict Confusion.
    As long as the effect lasts, the Mesmer receives one stack of Might, when dealing damage.

[Game]Create Your Own Specialization!

in Mesmer

Posted by: Azathoth.2098

Azathoth.2098

[Weapon-Skills:]

  • [Skill 1] Spectral-Flames:
    Spectral-Flame
    Range: 1200
    The Mesmer summons a smaller invulnerable Spectral-Flame, that explodes on hit, causing damage and Burning in the area of the explosion.
    Critical hits additional cause Bleeding or Confusion.
  • [Skill 2] The Impact:
    Range: 1200
    Radius: 240
    Cooldown: 8 seconds
    Summon a Clone.
    A Spectral-Flame will fall down from the sky onto your target, causing an explosion.
    Affected enemies suffer damage, Burning and are Crippled.
  • [Skill 3] Spectral-Flame:
    Range: 1200
    Radius: 240
    Cooldown: 14 seconds
    The Mesmer summons an invulnerable Spectral-Flame, that quickly moves forward.
    When it comes close to enemies, the speed of the Spectral-Flame slows down.
    The Spectral-Flame causes damage and burning to all enemies it passes through.
    Similar to a Plasma-Ball, the Spectral-Flame releases a kind of Chaos-Filaments that cause damage and Confusion.

.

[Utility-Skills:]

The Cosmic-Marks:

  • Star-Impact:
    Range: 1200
    Cooldown: 20 seconds
    Mark your target.
    Your marked enemy becomes the target of Star-Impact. This effect is unavoidable and cannot be removed.
    Each second, a shining star falls down from the sky onto the target that is marked by Star-Impact. Each star causes an impact.
    Each impact causes an explosion (radius 240), that causes damage and confusion to the target and affected enemies in the area of the explosion.
    The damage increases with each impact.
    Number of impacts: 5
    Lasts 5 seconds.
  • The Rift:
    Range: 1200
    Radius: 240
    Cooldown: 20 seconds
    Mark your target for 5 seconds.
    Your marked enemy becomes the target of The Rift. This effect is unavoidable and cannot be removed.
    The Mesmer causes a rift in the universe – right above the marked target.
    Shiny stars and strange lights will fall from the rift down to earth.
    The Stars and the Lights will cause damage and random conditions: Bleeding, Burning, Poison, Confusion.
    When your marked target moves, the rift slowly will follow your target.
    Lasts 5 seconds.
  • The Aperture:
    Range: 1200
    Radius: 240
    Cooldown: 20 seconds
    Mark your target for 5 seconds.
    Your marked enemy becomes the target of The Aperture. This effect is unavoidable and cannot be removed.
    The Mesmer causes a aperture in the fabric in the universe – right underneath the marked target.
    Enemies within this area periodically suffer damage and random conditions: Bleeding, Burning, Poison, Confusion.
    Affected enemies are also Crippled and suffer two stacks of Vulnerability with each damage-impulse.
    When your marked target moves, the aperture slowly will follow your target.
    Lasts 5 seconds.
  • Supernova:
    Range: 1200
    Radius: 240
    Cooldown: 20 seconds
    Mark your target for 5 seconds.
    Your marked enemy becomes the target of Supernova. This effect is unavoidable and cannot be removed.
    Each second your target releases a Supernova, that causes damage and a random condition (Burning, Confusion) to the target and nearby enemies.
    Lasts 5 seconds.

.

[Elite-Skill:]

  • The Anomaly:
    Cooldown: 60 seconds
    The Mesmer transforms himself and up to X allies to a kind of purple Anomaly. This is very similar to F4.
    As long as the effect lasts, the Mesmer and affected allies gain Fury, Quickness and Alacrity. All spells oft he Mesmer and affected allies inflict a random condition: Bleeding, Burning, Poison, Confusion.
    As long as the effect lasts, the Mesmer and affected allies receive one stack of Might, one stack of Retaliation and one stack of Protection, when dealing damage or using a skill.
    Lasts 5 seconds.

[Game]Create Your Own Specialization!

in Mesmer

Posted by: Azathoth.2098

Azathoth.2098

Based on the Kinetic (Skyforge) and Jean Grey (Marvel Heroes) I want to suggest a new Specialisation:

The Kinetic:
Use the force of Gravity!

Weapon: Hammer

As some people claim about the bad state of the Illusions of the Mesmer, I want to suggest something different for the first Minor-Trait:

The Mesmer now can equip a Hammer and gets access to Kinetic-Skills.
The overall-damage of the Mesmer is increased from 50% to 100%.
But the Mesmer can no longer create Illusions with weapon-skills.

.

F-Skills

  • [F1] Kinetic-Evasion:
    Cooldown: 10 seconds
    Quickly evade backwards.
    While doing so, release a giant Orb of Kinetic Energy that flies forward in a straight line.
    The Orb causes damage to all enemies it passes through.
  • [F2] Kinetic-Grasp:
    Range: 1200
    Cooldown: 20 seconds
    Telekinetically lift up your target for 4 seconds.
    As long as your target is lifted up, it periodically suffers damage.
    Furthermore, as long as your target is lifted up, the critical hit chance against this target is increased to 100%.
    When your target falls back to earth, it suffers additional damage.
  • [F3] Kinetic-Levitation:
    Cooldown: 25 seconds
    The Kinetic levitates in air for 5 seconds.
    As long, as this effect lasts, the Kinetic gains Fury, Swiftness and Vampiric Presence.
    As long, as this effect lasts, the Kinetic gains 1 stack of Might each second.
  • [F4] Kinetic-Shield:
    Cooldown: 30 seconds
    The Kinetic is surrounded by a Kinetic-Shield for 5 seconds.
    As long as this effect lasts, incoming damage is decreased by 50%.
    Nearby enemies will be pushed back periodically.

.

Weapon-Skills

  • [Skill 1] Stone-Blast:
    Range: 1200
    Telekinetically lift up one stone that flies to your target, causing damage and Bleeding.
    Critical hits additional cause Burning.
  • [Skill 2] Gravity-Rush:
    Range: 1200
    Cooldown: 10 seconds
    As long as this effect lasts, the Kinetic is protected by a shield that grants invulnerability.
    The Kinetic quickly rushes to his target.
    All enemies in his way suffer damage and Burning.
    Then the Kinetic teleports back to his your previous location.
  • [Skill 3] Burning-Stones:
    Range: 1200
    Cooldown: 15 seconds
    Telekinetically lift up 3 stones successively, that fly to your target.
    Each stone causes damage and Burning in a small area around the target.
  • [Skill 4] Kinetic-Ball:
    Range: 1200
    Cooldown: 20 seconds
    Release a giant Ball of Kinetic Energy that flies forward in a straight line.
    The Ball causes damage and Burning to all enemies it passes through.
    Furthermore, the Ball leaves behind a trail of pure Kinetic-Energy on the ground for 5 seconds.
    Affected enemies periodically suffer damage, Burn and are Crippled.
  • [Skill 5] Kinetic-Force-Field:
    (Ground-Targeting)
    Range: 1200
    Radius: 240
    Cooldown: 30 seconds
    Create a giant Kinetic-Force-Field at the target location, to lift up stones, that will fly in mid-air.
    Affected enemies suffer damage, Bleeding and are Crippled.
    Critical hits additional cause Burning.
    When the stones fall back to earth, affected enemies suffer additional damage.

.

Utility-Skills

  • Anti-Gravity:
    (Ground-Targeting)
    Range: 1200
    Cooldown: 30 seconds
    Create a giant Field of Anti-Gravity at the target location for 6 seconds, to lift up enemies, that will fly in mid-air.
    Affected enemies periodically suffer damage and Confusion.
    Furthermore, as long as your enemies are lifted up, the critical hit chance against these targets is increased to 100%.
    When enemies fall back to earth, they suffer additional damage.
  • Kinetic-Reflections:
    (Ground-Targeting)
    Range: 1200
    Cooldown: 30 seconds
    Create a giant Field of Kinetic-Energy at the target location for 6 seconds.
    Affected enemies within this field periodically suffer damage.
    Affected enemies within this field suffer 50% of their damage done (from all sources).
    Affected enemies within this field cause 10% damage to their nearby allies.
  • Kinetic-Implosion:
    (Ground-Targeting)
    Range: 1200
    Cooldown: 30 seconds
    Create a giant Field of Kinetic-Energy at the target location for 6 seconds.
    Affected enemies will periodically be pulled into the center of the field.
    Affected enemies within this field periodically suffer damage and get Crippled.
  • Kinetic-Explosion:
    Cooldown: 30 seconds
    Cause a circular Kinetic-Explosion around you that pushes back all enemies.
    Affected enemies are Chilled and Slowed.

.

[Elite-Skill:]

  • Kinetic-Aura:
    Cooldown: 60 seconds
    You and affected allies levitate in air for 5 seconds.
    As long, as this effect lasts, you and affected allies gain Fury, Swiftness, Alacrity and Quickness.
    You and affected allies also gain 2 stacks of Might each second.

[Game]Create Your Own Specialization!

in Mesmer

Posted by: Ghotistyx.6942

Ghotistyx.6942

I spent like, 2 hours working on an elite spec (because why not practice?). I ended up deleting everything, but I’ll go through what I came up with to continue the discussion.

Name: Bard
Weapon: MH Dagger
Mechanic: n/a
Utility: Shouts

Dagger 1: 900 projectile that bleeds
Dagger 2: clone generation and teleport
Dagger 3: block 3 attacks, each block causes aoe bleed

Shouts: conical fear, projectile defense, stun breaks, and other fun stuff

Notable traits:
Taunt on phantasm spawn, blocks reflect, and some other fun things I forgot.

Fishsticks

[Game]Create Your Own Specialization!

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Posted by: Xstein.2187

Xstein.2187

Just a few ideas/comments

1. I love the idea of extending the mesmer’s control over space by being able to create rifts in space and use telekinesis. These two ideas from previous posters could probably be combined into one specialization.

2. I also love the idea of a phantasm who produces taunt. If it is on a long cool down, I don’t think it would be op…maybe.

3. One of the cool ideas I like is that of a mime specialization. You would be able to replace your shatters with the ability to use a tool belt like the engineer. This specialization would grant you access to many “illusionary” weapons that your opponent can’t see with attacks based on the other classes. Examples may included an illusionary greatsword that gives you the attacks of a warrior gs, an illusionary longbow that gives you the attacks of a ranger, or a pair of illusionary swords that gives you the revenant’s attacks . Perhaps you may be able to conjure these types of weapons for other allies like the ice bow. This specialization may also have access to illusionary skills/traps. Some examples include creating an invisible box around you that basically gives you distortion for a couple of seconds. Another would be a trap that sets an invisible rope to trip enemies. If you are tripped by the rope, perhaps a piano could fall from the sky and land on the enemy. Just basic mime stuff. Removing shatters with toolbelt skills may also give mesmers more access to sustained damage.

4. I like the idea of cards as a weapon as well. Perhaps the mesmer uses a MH dagger as a throwing weapon and they release a skin that looks like a deck of cards for the specialization. (I don’t necessarily like the idea of a traditional dagger cause I feel like its turing a mesmer too much into a thief, especially when thieves have already complained about mesmers being too thiefish with pu.)

5. I would also like to see more of a hex mesmer specialization that focuses more on messing with the mind rather than space and time, kinda like how it was in the original guild wars. Perhaps for an elite skill you can enter into a butterfly caccoon for a few seconds. During this time, enemies may attack the caccoon. However, it will take multiple enemies to take down the caccoon in time before it hatches. When it hatches, the mesmer turns into an avatar for a few seconds that has psychic abilities and can control enemies. Obviously the mesmer would not be able to directly control the enemy. However, perhaps the mesmer avatar could use skill keys to apply fear infront, behind, to the right, or left of the enemy player. This way, the mesmer would be able to control where the enemy moves for a few seconds.

Here are some other skills based on the original guild wars that might be kinda cool to see in a specialization.

Spiritual Pain: Deal damage to summoned creatures in the area.
Hypochondria: Transfer all conditions from all foes in the area to target foe.
Tease/Web of Disruption: If the target is interrupted, you interrupt all foes in the area.
Wastrel’s Demise: Target takes damage and produces an AoE that damages nearby foes.

6. As I kinda mentioned before, I see nothing wrong with combining many of these ideas together into a “performance like” mesmer. Perhaps a MH dagger specialization with a card deck skin that uses many of the skills mentioned by others. However, this specialization also may conjure illusionary weapons and use an illusionary trap and illusionary box. One tool belt weapon could be a hammer that gives you telekinesis. They may also turn into a psychic avatar as mentioned in #5, accept it could be a large black top hat instead of a caccoon.

Oh ya, It would also be cool if you could taunt an enemy to attack their closest ally.

Lägertha Lothbrök: PvE Mesmer
Schrödingers Clone: PvP Mesmer

(edited by Xstein.2187)

[Game]Create Your Own Specialization!

in Mesmer

Posted by: Azathoth.2098

Azathoth.2098

@Xstein.2187

Just a few ideas/comments

Maybe you are interested in some of my suggestions:

1. I love the idea of extending the mesmer’s control over space

I also like the idea of controlling space and summoning Anomalies and Spheres of Chaos.

The Rift-Master

and use telekinesis.

The Kinetic:

4. I like the idea of cards as a weapon as well.

I really love the idea of using cards as weapon!

The Cardist: Show Off With Cards.

New Class: The Stage-Illusionist

I really hope you like some of my suggestions.