Mesmer Changes

Mesmer Changes

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Posted by: kybraga.7103

kybraga.7103

Note: These changes are preference, Comment ideas or Recommendations!
Be sure to +1 if you agree with most of these!
__________________
Traits:
Inspiration:
Warden’s Feedback: Now baseline to Focus and removed.
New Trait:
Disruptor’s Blessing: Interrupting a target while wielding a focus gives allies in a radius increased Power and Condition Damage. Duration: 10 seconds; Radius: 600; Boost numbers: 150.
Protected Phantasms: Removed. It was pointless.~
New Trait:
Phantasmal Evasion: While a phantasm attacks, they gain blur until the attack is over.
Chaos:
Chaotic Interruption: Now inflicts the additional condition to foes near the interrupted target, allies gain the additional boon in a small radius around the Mesmer. Radius: 360; Targets: 5 ED: I didn’t realize I forgot to add a Target Limit LOL.
__________________
Utilities:
Signets:
Signet of Inspiration: Now has resistance and stability on the table of possible boons gained. Resistance: 3 seconds; Stability: 5 seconds.
Signet of Domination: Now gives 180 Power instead of 180 Condition Damage.
Mantras:
Mantra of Concentration: Power break now stun breaks allies as well.
Glamour:
Null Field: Now Unblockable.
__________________
Weapons:
Greatsword:
Spatial Surge: Now deals 600-900 range damage at all ranges.
Focus:
Temporal Curtain: Cripple inflicted is now unblockable.
Into the Void: Is also unblockable.
Scepter:
Illusionary Counter: Doesn’t trigger the counter if attacker is out of range.
Sword Offhand:
Illusionary Riposte: Doesn’t trigger the counter if attacker is out of range.
__________________

(edited by kybraga.7103)

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Posted by: OriOri.8724

OriOri.8724

Agree with wardens feeback going baseline and with the proposed changes to signet of inspiration. Also agree with null field, they can easily dodge out of the field anyway.

GS1 is fine the way it is, the whole weapon is designed around fighting at range anyway. Agree with the changes to scepter and sword blocks but other than that I am neutral on the rest of the proposed changes

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Posted by: kybraga.7103

kybraga.7103

Agree with wardens feeback going baseline and with the proposed changes to signet of inspiration. Also agree with null field, they can easily dodge out of the field anyway.

GS1 is fine the way it is, the whole weapon is designed around fighting at range anyway. Agree with the changes to scepter and sword blocks but other than that I am neutral on the rest of the proposed changes

Okay, so I thought the GS-AA to be balanced out on a certain damage set because of Life Blast on Death Shroud having a buff like that. So.. Why not.

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Posted by: Levetty.1279

Levetty.1279

GS auto could do its max damage at all ranges and still be a really weak auto attack.

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Posted by: otto.5684

otto.5684

Some of these changes are good. Problem Mesmer has is all auto attacks suck and majority of survivablity (especially from sPvP side) is tied to inspiration.

I want to comment on: "GS1 is fine the way it is, the whole weapon is designed around fighting at range anyway. " This is absolutely incorrect. GS damage relies heavily on skill 2 and shatter, which makes fighting at range extremely disadvantageous, even though the AA more damage at range. Now if they remove the minimum range and increase skill 3 damage, GS maybe useful. Currently it sucks.

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Posted by: OriOri.8724

OriOri.8724

@kybraga I say its fine as it is for now because there are bigger problems with mesmer weapons in general than GSauto. The damage needs to be buffed, but on all of our weapons. Staff auto needs its bouncing to be redone entirely, Staff 4 and 5 are on pretty long CDs for being pretty lame (imo), even though Torch just got buffed its still underpowered in general, Sword 2 does really low damage compared to similar skills on other jobs and it can be outdamaged by Sword auto under certain conditions. Sword auto needs a buff. Scepter is a decent weapon but not anywhere close to what it should be in order to give mesmers even decent dps. Focus would be in a good spot if wardens feedback were baseline. Right now its ok either way because we no longer need restorative illusions to survive due to the change to phantasmal disenchanter, but it still could use wardens feedback to be baseline, at least the reflects. Shield is a really good weapon (even though Echo of memory is apparently still bugged and doesn’t always spawn a phantasm).

I tend to prioritize the most important weapon changes needed in my mind, so when I say that GS1 is fine the way it is I meant that while it does need to be buffed, GS shouldn’t be the first weapon to focus on.

@Otto GS is our only ranged power weapon. The burst with skill 2 even relies on your starting at range so that by the time you blink over and shatter everything hits at the same time. Once that shatter lands I’ve never seen a mesmer continue to use GS if the other player isn’t downed, I’ve seen them switch to a close range weapon like the sword to finish it up. Even though the shatter relies on being next to them, I don’t think that GS was ever designed as a close range weapon for mesmers.

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Posted by: otto.5684

otto.5684

@Otto GS is our only ranged power weapon. The burst with skill 2 even relies on your starting at range so that by the time you blink over and shatter everything hits at the same time. Once that shatter lands I’ve never seen a mesmer continue to use GS if the other player isn’t downed, I’ve seen them switch to a close range weapon like the sword to finish it up. Even though the shatter relies on being next to them, I don’t think that GS was ever designed as a close range weapon for mesmers.

I totally agree with you, GS was not designed as a close range weapon. The problem is power shatter, which is nearly the main reason anyone uses GS, requires you to be close. Illusionary blade does not work well max range, so again you need to get close. You are losing damage if you are far you are losing damage if you are close. It just does not work well.

Sadly, GS is a relic of the past. It works, but it is a poor choice and largely inefficient compared to what most other classes/builds can dish out.

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Posted by: Carighan.6758

Carighan.6758

With Null Field I wish we’d move more towards what the class sounds like on a conceptual level. Say like this:

Null Field – 30s CD, 10s duration
Creates a field which temporarily suppresses all effects. The effects of all boons, conditions, control effects and non-boon buffs are temporarily suppressed while someone is inside the null field. The effects are not removed however.
In addition, area effects overlapping with Null Field cannot affect enemies or allies inside of it, and you cannot combo with fields overlapping Null Field if you are inside.
Allies affected: 5
Enemies affected: 5

Note: This isn’t quite super-resistance. Plus it also affects allies, and yes it also affects boons on allies and conditions on enemies. It just flat out suppresses things.

The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

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Posted by: OriOri.8724

OriOri.8724

With Null Field I wish we’d move more towards what the class sounds like on a conceptual level. Say like this:

Null Field – 30s CD, 10s duration
Creates a field which temporarily suppresses all effects. The effects of all boons, conditions, control effects and non-boon buffs are temporarily suppressed while someone is inside the null field. The effects are not removed however.
In addition, area effects overlapping with Null Field cannot affect enemies or allies inside of it, and you cannot combo with fields overlapping Null Field if you are inside.
Allies affected: 5
Enemies affected: 5

Note: This isn’t quite super-resistance. Plus it also affects allies, and yes it also affects boons on allies and conditions on enemies. It just flat out suppresses things.

That sounds like an absolutely epic skill to have. And it really sounds a lot closer to what mesmer was envisioned as

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Posted by: Vicroth.3514

Vicroth.3514

Note: These changes are preference, Comment ideas or Recommendations!
Be sure to +1 if you agree with most of these!
__________________
Traits:
Inspiration:
Warden’s Feedback: Now baseline to Focus and removed.
New Trait:
Disruptor’s Blessing: Interrupting a target while wielding a focus gives allies in a radius increased Power and Condition Damage. Duration: 10 seconds; Radius: 600; Boost numbers: 150.
Protected Phantasms: Removed. It was pointless.~
New Trait:
Phantasmal Evasion: While a phantasm attacks, they gain blur until the attack is over.
Chaos:
Chaotic Interruption: Now inflicts the additional condition to foes near the interrupted target, allies gain the additional boon in a small radius around the Mesmer. Radius: 360; Targets: 5 ED: I didn’t realize I forgot to add a Target Limit LOL.
__________________
Utilities:
Signets:
Signet of Inspiration: Now has resistance and stability on the table of possible boons gained. Resistance: 3 seconds; Stability: 5 seconds.
Signet of Domination: Now gives 180 Power instead of 180 Condition Damage.
Mantras:
Mantra of Concentration: Power break now stun breaks allies as well.
Glamour:
Null Field: Now Unblockable.
__________________
Weapons:
Greatsword:
Spatial Surge: Now deals 600-900 range damage at all ranges.
Focus:
Temporal Curtain: Cripple inflicted is now unblockable.
Into the Void: Is also unblockable.
Scepter:
Illusionary Counter: Doesn’t trigger the counter if attacker is out of range.
Sword Offhand:
Illusionary Riposte: Doesn’t trigger the counter if attacker is out of range.
__________________

Mmm so I agree with most of these changes, but I mainly don’t see the point in changing CI or Dom signet. People who use CI generally are focused on interrupt builds instead of boonshare heavy builds, as you could just take BD in the chaos traitline instead, on top of this too, group immobilization constantly for every interrupt due to CI… Is kind of…a bit out there.
Mmm I don’t really see the point of changing Dom signet for power, the stun is nice but the internal cd is a bit gross as it wouldn’t be viable even still in most power builds compared to mantra of distraction, especially with the lower CD time. GS auto attack doesn’t really make any sense to me as it wouldn’t be special, I’m fine with that change tho :P Now I love your idea for signet of inspiration yes pleaseeeee omg, but the glamour skill idea isn’t something I feel to be the problem. I’d say that null field’s condition removal is the real problem, as the radius of the field and timing of pulses isn’t really viable enough for PvP or WvW compared to the use of another utility in its place, so to increase the number of pulses within the skill itself, without increasing the duration time would be entirely nice. All of your focus ideas are on point, seriously focus is kind of rather pathetic ATM and I really don’t know why anet hasn’t changed it. Your solutions make complete sense to me on that matter, and also everyone should be complaining about protected phantasms. This is literally the most useless trait in the game IMO, if you use this just please don’t play mesmer anymore.

(edited by Vicroth.3514)

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Posted by: SaltAndLight.4652

SaltAndLight.4652

I agree with the scepter and sword block changes, and the changes to Signet of Inspiration.

I would like to see the sword skill Swap break stun and a finisher for the Scepter.