First off, I personally think it is a great idea to give Mesmers and Thieves.
Why?
Because nobody runs condition spec’s on them anymore. After the confusion nerf the condition damage Mesmer disappeared. Condition damage Thief conditions builds are fairly horrible unless you run P/D in which case it is quite strong, however it is easy to counter with -40% condition duration food buff and melandru runes (if you happen to be using them). They also have poor chasing power or burst damage.
Anyway, the main reason for this post was to address the Mesmer.
1. This skill should not be implemented into traits.
Why?
Because any mechanic that relies SOLELY on traits to even have access to it limits the freedom that players can have with it. The only reason it would be in traits is if it was insanely powerful or something, but I find that highly unlikely.
2. It needs to be put on the Scepter or the Torch.
Why?
The scepter and torch are widely regarded as the most underused/useless (maybe not useless but definitely under powered) weapons that the Mesmer has access to. Introducing a new aspect to these weapons could be very interesting and make them more useful for new condition damage builds (I think it is wise to assume this new CONDITION will scale with CONDITION DAMAGE).
There are many ways it could be implemented but this is the way I believe it should be done:
Scepter: remove the clone generation at the end of the chain and replace it with this condition.
Scepter clones are by far the most useless clones the Mesmer has access to as they don’t do ANYTHING AT ALL. At least the staff ones apply conditions and the sword ones stack vulnerability and strip boons. Oh and don’t give me that “If the scepter doesn’t make clones how am I going to fuel my shatters?” crap. TAKE THE kittenING CLONE ON DODGE TRAIT/MIRROR IMAGES AND YOUR GOOD.
Another way that many have said (yes you, whoever found that patch notes leak) it could be implemented is the scepter 2 “doubletap” ability called ‘counterspell’. Lets be honest guys, the blind practically never hits and it useless for a (12 second?) cooldown. If it was replaced with this new ‘Torment’ condition it could become a lot more useful. By keeping the abilities core mechanics the same (having the damage/clone summon when successful block and the fact that the ‘counterspell’ is not homing) it would still be ‘balanced’.
Torch: this one is pretty simple, just add it to the godkitten phantasm. Maybe it will make it worth it for the LONGEST cooldown phantasm that is second only to the iZerker in bugs.
Please note that I haven’t spoken about how many “stacks” or how long the “intensity/duration” that each of the new scepter/torch skills will apply of this new condition.
The reason being is that we don’t know anything about it other than the fact that it deals more damage when you move.
And there you have it folks, the correct way to implement this new condition.