Over the last couple of weeks I’ve had a few ideas about how to make the Mesmer more viable in PvE and other improvements, and just thought I’d share. Not sure if it should go here, as I have no illusions (pun intended) about whether the devs will actually implement any of these ideas.
1. Phantasm change; first they no longer vanish on target death (sort of how the powerful hexes in GW1 were usually multi-target like VoR) and just switch to the Mesmer’s new target, and only shatter if the Mesmer uses a Shatter skill or goes out of combat (or the Phantasm is “killed”). Second, all phantasms become a sequence skill with the secondary effect being a “mode switch” similar to the Engineer turrets. The sequence in most cases would be an AoE mode, for example:
Phantasmal Duelist – AoE mode becomes a Grammaton Cleric-esque pistol attack animation, hitting up to five targets each attack cycle for 1/5 the listed single target damage, improved up to 1/3 or even 1/2 listed single target damage via traits.
Phantasmal Swordsman – AoE mode becomes an animation reminiscent of the Monk’s Seven Sided Strike from Diablo 3, the Swordsman Blinks to up to five targets each attack cycle for 1/5 the listed single target damage, improved up to 1/3 or even 1/2 listed single target damage via traits.
The rest of the phantasms would be in the same vein, and as long as the Phantasm is up and running, the Mesmer can switch modes at will, so back to single target mode for stronger targets or when the rest of the mobs are softened up for a Shatter.
2. A new weapon type, Flails. Would be dual wielded (such as whips, cat-o-nine tails or flails), and if possible some could be two handers (such as martial arts themed chain weapons) if the coding and animations allow for it. This would be our signature AoE weapon, perhaps out to 450 range, with skills that are PBAoE and a multitude of combo finishers. Possible example:
1-MH Auto Attack – lash up to 3 targets for damage, inflicting 1 stack of Confusion along with a random other condition such as Bleeding, Poison or Burning. 20% Projectile Finisher
2-MH Clone Skill – swing the weapon around extremely fast, generating a Lightning field that damages and blinds anyone entering and a clone who uses the auto attack
3-MH Gap Closer – teleport dash forward (can be used with or without a target), at the end whip the weapon around hitting up to five targets, Blast Finisher
4-OH Stealth – swing weapon and wrap it around yourself (ala Tygra from Thundercats) becoming invisible for a short period. When coming out of stealth cause Immobilize and Vulnerability to up to 5 nearby foes. Whirl Finisher (both entering and exiting of stealth)
5-OH Phantasm – summons a phantasm dual wielding whips that lashes a single target for minimal damage, but applies Confusion and Daze. AoE mode does no damage but applies Confusion and Daze to up to five targets per attack.
3. Signet of Inspiration – remove Swiftness from the list, grants a 25% movement speed buff Passively, along with the other boons.
I’m sure there are many other ways to improve, but it always struck me as odd that the Mesmer was seriously lacking in AoE, which multi target Phantasms and the Flail weapons could address.