Idea - New Specialization - The Harlequin

Idea - New Specialization - The Harlequin

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The Harlequin ( New Idea Specialization )

Hello, i spent a lot of time designing the illustrations of new skills, the description, operation, synergy, I even made a illustrative poster for a total overview of the new specialization, it is a work that I take it very seriously.

I love designing new skills for the Mesmer. It is my favorite profession and I’ve been using and playing from the Guild Wars 1. So I’ve taken the time to create this new idea, which had long in mind. Now I’ll publish it and see what you think.

Introduction ( Summary of the idea, and what I base )


For starters, I really miss the mechanics of mesmer from Guild Wars1, because in Guild Wars 2 is different, it is based on illusions, then I’ve been thinking a lot, I have had many brainstorming. I’ve been analyzing and comparing what is the closest thing between both games. The Mesmer needs that role he had in Guild Wars 1, torment and confound his enemies, deceiving.

So, was a specialization that focuses on the mechanics (from Guild Wars 1), but adapting it in Guild Wars 2, but I wonder happened How can this be possible with the mechanics of Mesmer Guild Wars 2? Well, the secret is in Stealth and the Phantasm the mesmer have access to these skills, but they are not exploited, or at least have no synergy with the traits.

Then I wondered, missing nothing more, that detail that makes it special and unique is a new condition for the Mesmer. Do you remember the skill Wastrel’s DemiseDemise ? Well, that was the ability that made him special to mesmer on Guild Wars 1.

So has occurred to me this new idea of specialization, based on the mechanics, but with ghosts, Damage Conditions and Stealth .Also in good synergies with traits that bolster the conditions, the mesmer inflict only 2 easy cleaning conditions, confusion and torment.

The Harlequin ( Description )


“…The harlequin consists on deception and the phantasm of shadows, bewitch and confusing the enemies, inflicting nightmare and hexing. Is a Joker with multiple smiling faces, acting as if in a theater but on the combat. He worship the goddess Lyssa, so she have multiple faces like she…”

Profession Mechanic ( Core Mechanic )


New weapon ( The Scepter Off-Hand )

You can equip other scepter (off-hand) and gain access to “hexed” condition and skill Deception. Gain access to Phantasmal Harlequin (skill F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Phantasmal Harlequin ( Shatter Skill – F5 )

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed.

Hexed ( New unique condition )

Hexing is a unique condition for specialization of mesmer that deals damage each second and additional damage time while the enemy not attacking or not using any skills.

The formula for “hexed” damage is:
(0.45 * Condition Damage) + (0.18 * level) + 1.5 damage per stack per second while using skill or attack.
(0.0625 * Condition Damage) + (0.575 * Level) + 3.5 damage per stack per second while not using any skill o attacking.

This new condition “Hexed” consist en play with the target foe, castigate your decision of action, depending or no of skill or action, forcing decisions to the enemy. With that create a sinergy with the Stealth, Confusion and Torment.

Weapon Skills


Visions of Regret ( Skill 4.1 -Scepter )

Type: Phantasm. Throwing a malicious sorcery on target foe that damaging and inflict hexing, later appears a Phantasmal Bewitcher that attack it. If the foe was activating any skill, Image of Remorse is usable on a short time.

Damage: 155
X2 Hexed 5s
Range: 900
Time for use Image of Remorse 5s
Cast Time: 0,25s
Recharge Time: 30s

Phantasmal Bewitcher

Create an phantasmal bewitcher that attacks the enemy with a malicious projectile that exploding in the area, inflicting hexing.

Damage: 255 (Interval of each attack 5s)
x3 Hexed 5s
Number of Targets: 5
Radius: 240
Range: 1200

Image of Remorse ( Skill 4.2 – Scepter )

Throwing a malicious sorcery on the foe that damaging. If the foe was moving, inflict torment. If the foe was activating any skill, inflict confusion.

Damage: 121
x2 Torment 5s
x2 Confusion 5s
Range: 900
Cast Time: 0.25s

Pandemonium ( Skill 5 -Scepter )

Create a malicious storm at the target location that inflict random conditions to foes according their acts. Inflict torment if they were moving, inflict confusion if they were activating any skill and inflict hexing on them if they were not using any skill or not moving.

Damage: 133 (x6)
x 1 Hexed 5s
x1 Torment 5s
x1 Confusion 5s
Range: 900
Radius: 240
Combo Field: Ethereal
Cast Time: 1s
Recharge Time: 35s

Utility


Deception ( Utility Skill )

Deception is the new type of skill utility of Harlequin Specialization, also is a version of skill phantasm more powerful.

Power Leech ( Heal Skill )

Deception. Phantasmal. Throw a malicious sorcery Power Leech, that drain a initial quantity of life on the target foe and drains more when it if is attacking or activating any skill. If the target foe was not attacking or activating any skill with Power Leech in the seconds of threshold, Power Leech ends and appear a Phantasmal Leech in near you that Throw a projectile in the target foe area that inflict damage and drain life, for give heal it to you.

Initial Self Heal: 3,960
Active Life Siphon Heal: 470
Active Life Siphon Damage: 201
Duration of Power Leech (6s): Life is siphoned when the target enemy are using any skill o attack.
Time of Threshold for appear Phantasmal Leech: 2s
Active Life Siphon Cooldown: 1 second
Range: 900
Cast Time: 0,75s
Recharge time: 35s

Phantasmal Leech

Throw a malicious projectile that exploding in the area of the target foe, drain life.

Active Life Siphon Damage: 201
Active Life Siphon Heal: 470
Number of Targets: 2
Radius: 240
Range: 900

Ether Nightmare ( Utility skill )

Deception. Throwing a malicious sorcery on target foe that damaging. Increase the damage per each phantasmal that you control on target it. Later the next attack of your phantam does more damage on that target.

Damage: 439
Damage increase per each phantasm: 1%
Damage increase of next attack phantasm: 3% (x1 action phantasm attack complete)
Umbral: 3%
Cast time: 1s
Time Recharge: 25s

Fevered Dream ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery on the target foe that inflict damage every second. Inflict more damage per each unique condition when is applied on the target foe. The damage do accumulate. If the target foe have three conditions or more when Fevered Dream finished, appear a Phantasmal Dream that attacks it and auto-inflict Fevered Dream around of the target foes. This attacking of Phantasm Dream is a malicious projectile, exploding in the area and transfering the conditions on their foes close.

Damage: (x4) 133
Damage Increase per each unique condition when is applied: 2%
Maximum Umbral of Damage increase: 10%
Duration of Fevered Dream: 4s
Recharge Time of Interval then for apply Fevered Dream on each enemy: 8s
Unblockable
Range: 1200
Activation Time: 1s
Recharge time: 60s

Phantasmal Dream

Create illusion that attacks target foe with a malicious projectile exploding in the area, transfering their conditions and copying the conditions on their enemies.

Danage: 155 (interval of attack: 6s)
Umbral Transfer of Condition, applied on each enemy: 3
Umbral Copy of Condition, applied on each enemy: 3
Radius: 240
Range: 900

Discharge Enchantment ( Utility Skill )
-
Deception. Remove a boon of your enemy. Remove one additional per each phantasms that you control on target it.

Remove boon: 1
If you control a phantasm: 1
Umbral: 3
Unblockable
Time Recharge: 25s
Cast Time: 1s

Phantasmal Nightmare ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery that damaging on the target foe. If the target have three or more condition, appear a Phantasm Nightmare.

Damage: 133
Umbral Condition: 3
Range: 900
CastTime: 1s
Recharge Time: kitten

Appear an Phantasmal Nightmare that deals damage and increase the duration of all conditions of target foe. The duration increase more per each unique condition on the target foe.

Damage: 438 (Interval of each attack: 6s)
Increase duration of conditions: 3% (Per each unique conditions)
Umbral: 15%
Range: 1200

Panic ( Elite skill )

Deception. Throwing a malicious powerfull sorcery on target foe, causing a bewitches on her body, inflicting damage and several harmful conditions depending on their phantasms on it. The target foe grants some buffs. Increase the power of this malicious sorcery per each phantasmal you control on target it.

if have a phantasm: inflict x5 Confusion (5s) and Quickness (5s), 150 Damage.

If have two phantasms: inflict: x5 Torment (5s) and Superspeed (5s) , 350 Damage.

If have three phantasms: inflict: x5 Hexed (5s) and Vigor (5s), 500 Damage.

Unblockable
Recharge Time: 90s
Cast Time: 1s

Minor Traits ( Passives )


Phantasmal Harlequin #1

You can equip other scepter (off-hand) and gain access to Harlequing hexing condition and skill Deception. Gain access to Phantasmal Harlequin (F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed. (When are you on Shadow of Harlequin, you can activate the “F5” again or expect for expiry time for summon Phantasm Harlequin)

x1 Hexed: 5s
Fear: 2s (Interval of Phantasm Harlequin inflict AoE-Fear: 12s)
Stealth: 5s (Interval of Phantasm Harlequin get Stealth: 7s)
Each illusion shatter: You get 1s of Stealth (Umbral: 4s)
Number of Targets: 5
Radius: 240
Recharge Time: 90s

Phantom Malicious #2

Phantasms deal more damage condition.

Damage increase: 10%

Bewitched Illusions #3

Shatter skills inflict hexed on hit.

x1 Hexed (5s): 95 Damage, 191 Damage if was not activating any skill or was not attacking.

Adept Traits


Spontaneous Interrupt #4

Whenever you interrupt a foe, summon a clone to attack your foe. The attacks of this clone inflict hexing additional, apart of their other effect attack. (Depending on the weapon you’re wielding)

x1 Hexed (3s)
Interval: 3s
Interval: 5s

Speed of Phantasm Conjuring #5

You cast the Phantasms more fast and its gets super-speed after you cast it in a short time.

Super-speed (1s)
33% more fast to cast.

Energy Surge #6

Gain a charge each time when the enemies block a ilussion shatter. After enough charges, your next hit of ilussion shatter will more damage your target and is unblockable.

Number of Hits: 4
x1 Unblockable (x1 The next illusion shattered)
50% bonus damage.

Master Traits


Veil of Lyssa #7

Gain Resistance while you are in stealth and gain Stability when you are out of stealth.

Resistance (1s)
Stability (2s)
Interval: 1s

Illusion of Haste #8

You move more faster per each clones that controls. When you suffer any conditions of movement-impairing, it transfer on the nearby clone.

11% of move faster per each clone (33% in total)
Interval of time for transfer conditions: 1s
Recharge Time: 3s

EnchanterĀ“s Conundrum #9

When you remove a boon from your foe, inflict hexing on it. Hexed lasts longer.

x3 Hexed (5s)
Duration increase: 33%
Interval: 25s

Grandmaster Traits


Sum of All Fears #10

Confusion, Torment and Hexed does more damage on the enemies at the time they have this three conditions together.

Damage increase: 3% (3% each conditions, total 9%)

Ghostly Power #11

Your Phantasms gets stealth and quickness after you cast it and their attacks are unblockable in a short time.

Stealth (1s)
Quickness (1s)
Unblockable (3s)

Recurring Insecurity #12

When you apply three or more unique conditions on a enemy on a short time, inflict daze. If target was cleaned it faster in a interval time after that you apply it, reapply this conditions latest again and Reccurring Insecurity se disable on a time.

x1 Daze (1s)
Numbers of conditions: 3
Interval of time for inflict daze after apply conditions: 5s
Interval of time for reapply the conditions again: 2s
Interval if Recurring Insecurity disable: kitten

Attachments:

(edited by Angel de Lyssa.4716)

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Posted by: francescoG.1069

francescoG.1069

XD Hahaha ….. I must say the truth: I HAVE A WORLD AMUSED reading of harlequin, not because it is done with the feet but because you did a specialization (I refer mostly to ine traits) a lot smarter than the Chronomancer, placing offensive and defensive traits that make it a good choice to replace it in chaos or inspiration.
A class so I could play it for eternity, sin does not work for Anet, your hexing is without a doubt the smartest slow.
I do not think that many people took seriously your work, really a shame, I do and to tell you the truth I did it to see if there were some good ideas for the chrono … and indeed I say you have not let me down even in this.
Enchanter’s Conundrum, a stretch in association with the boon removal is brilliant this stretch has more synergy with the basic mesmer.
Recurring Insecurity, another trait that made me think, not a bad idea.
I have to hand you the criticism, however, include fear and stealing life in the mechanical mesmer I see it too, the idea of ??a spec based on stealth / is good except that filled the Effeti game anti-stealth and made virtually all classes resistant conditions.
More hexed fear not really have a good compatibility with confusion (not that it is slow ahahahahaXD). Try to work on chrono, I’d be curious to see the result

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Posted by: Curunen.8729

Curunen.8729

Very well put together, I really like it and would be happy to see it as the next elite spec.

A few things would need tweaking though – for example “Veil of Lyssa” looks pretty overpowered!

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Posted by: Ross Biddle.2367

Ross Biddle.2367

We still haven’t finished nerfing the last elite spec and you’re submitting new ones? XD

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Posted by: Crossplay.2067

Crossplay.2067

I like your concept of skills applying affects by what the opponent is doing. I’m not sure that is balanced though. For instance, what happens if your opponent is moving and attacking? Which affect gets priority?

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

Overall, clearly a lot of love put into this, amazing. I am really loving the spontaneous interrupt and sum of all fears as good trait ideas in general for the mesmer or elite spec.

“Major/general” pet peeve: I would prefer future mesmer elite specs to reduce the dependence of mesmers on illusions. I would also like to see new F1-F4 instead of just adding F5. These potentially feed on each other as well since the current F1-F4 always destroy phantasms. Almost all the utilities you propose are phantasm or buff phantasms which makes this build super hit or miss in PvE vs PvP and would a giant pain to balance.

There is clearly a lot of inspiration taken from gw1 mesmer skills. However, some like illusion of haste aren’t transferring over. Old IoH: Remove cripple, swiftness for X seconds, crippled again when swiftness ends. Proposed IoH: Always fast, remove all movement comparing conditions. If we want to go with “deception” idea for mesmer, this feels more like trick your enemy into thinking you are weak then turning that weakness into a strength.

Deceptions:
Illusion of Vulnerability / Calculated risk: Inflict 20 stacks of vulnerability on self, 50% chance to evade attacks for X seconds.
Illusion of weakness: Inflict weakness on self, phantasms do 40% more damage for X seconds.
Illusion of Life: (stepping on engi’s toes but it was a gw1 mesmer skill) Lose X amount of health (this can’t kill you) if you take damage that would be lethal, heal for a huge amount.
Illusion of forfeit: Destroy (not shatter) all illusions, gain 30% personal damage buff for each phantasm destroyed for X seconds.
Blackout: Remove all boons and stun/daze your target 5 seconds but daze yourself for 5 seconds (maybe even removal all conditions AND boons on the mesmer too).

Whether it’s a new F1-F4 or a new F5, or a trait, something that can convert conditions on the mesmer into boons with a decent CD. So weakness would become might and vulnerability would become protection. Has to have a decent CD to not spam.

(edited by DuckDuckBOOM.4097)

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Posted by: Quadox.7834

Quadox.7834

Some of the stealth things seem pretty overpowered, but otherwise, good job designing interesting mechanics and traits. =)). I also couldn’t help thinking; why doesn’t mesmer already have a “transfer a condition to each of your clones” or something. This would be one of the only thoughtfull condition removes in the game and would be incredibly beneficial to the burst-type mesmer that doesn’t run inspiration.

Yaniam [Mesmer]

^ Usually only characer that i play on

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Posted by: Zendella.9573

Zendella.9573

AHHH this is just like a thing I did a little whiles back!!

https://forum-en.gw2archive.eu/forum/professions/mesmer/The-Harlequin-Mesmer-Elite-Spec-Idea

I really like that image! Did you create it yourself? If so, you’re extremely talented!

I like a lot of your ideas, but a few things I have a problem with:

1) While I like the concept of a “hexxer” Elite spec for the Mesmer, as it draws upon a very strong aspect of them that was ever-present in Guild Wars 1, I’m just not sure it fits in well in their Guild Wars 2 incarnations. It’s too dark. Maybe if it were done very cleverly.. Like in the form of a Gambler or Sorceress or Fortune Teller or something like that

2) As I mentioned in point #1, the thematic you’ve got going on is just a little too dark. Mesmers definitely are dark in many ways, but it has to be subtle. If we showcase our darkness, we’re no better than Necros ^^; The whole “nightmare” theme is sorta their thing. So, if we were to use our tricky mind powers to bring people some horrifying hallucinations, it would have to be sugarcoated in a way that’s sickeningly sweet, like, phantasmal unicorns of death ramming their horns up your kitten .

;D

-Zen

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Posted by: Curo.2483

Curo.2483

I appreciate the effort you put into this, and while it may be a great idea thematically, I stopped when I read the “scepter offhand” part. Mesmer already has too many offhands, and is in dire need of a main hand ranged power-base weapon (pistol) in order to round out the class. Just adding this as an option would open up a plethora of possible builds, where a power mesmer would otherwise be forced to use sword in both sets (all melee), or a greatsword (not able to use 2 offhands). Considering how many power-based offhands mesmer has, a ranged power main hand would fit perfectly. Consider this when you make your next idea.

Curo Lunesque – “Concerned Citizen and Community Builder”
NSP – northernshiverpeaks.org