Mantra of Pain

Mantra of Pain

in Mesmer

Posted by: Heneil Stormcaller.2935

Heneil Stormcaller.2935

So, I have an idea to revamp MoP:

The new Power Spike (probably the name would have to be changed) would:

If a target is further than let’s say.. 300 units, than the player deals the damage and teleports to the target, and then blinds nearby foes.
On the other hand, if the target is nearer than 300 units, the player deals the damage and teleports directly away from the target, and then cripples foes near the target.

This would make, in my view, MoP a rather useful skill, acting both as a gap closer and a way to distance yourself from the target, with some defensive characteristics while also applying damage. And , in my view, wouldn’t be OP, as you can’t abuse the blind nor the cripple, due to the teleport, and the damage isn’t that great and it’s still single target.

Useful to run away in WvW, without being OP and a way to close the gap without using the bugged iLeap.

So… What do you think?

~Heneil Stormcaller

Mantra of Pain

in Mesmer

Posted by: Chaos Archangel.5071

Chaos Archangel.5071

I think that’d be interesting for a brand new manipulation, or on our mainhand pistol, but honestly MoPain just needs a slight damage boost to be good.

I’d rather not add to much and force the cooldown to be raised past 1s, its just too good with Restorative Mantras.

Mantra of Pain

in Mesmer

Posted by: Xaylin.1860

Xaylin.1860

I feel that the two effects are too different considering that it is very hard to estimate at which range you are. It could get you into very bad situations. The only reliable way of using it would be either at high range or very close combat.

I’d rather see MoP gain an area damage component or causing an additional damaging condition to make it more appealing in condition builds.

Mantra of Pain

in Mesmer

Posted by: Maynolds.1539

Maynolds.1539

I just will add remove a boon, then that mantra get sinergy with distractions, it’s hard to take estability off when running a mantra build