Overall Feel
The overall feel of Mirage is….okish. 4/10 at best. It has a lot of clunky mechanics, a lot of really bad traits, and overall just doesn’t really feel smooth to play. The mechanics don’t combo well with any other classes and overall seem more like gimmicks than actual usable mechanics.
Axe Skills
Autoattack: The auto is rather weak. The power coefficients are very low and the conditions it applies are ok but not great. The third skill in the chain is quite good, but it takes a while to get there, especially with all the other skills you need to be using.
Suggestion: The power coefficients here need to be increased. The action speed of the attacks should probably be boosted slightly, and the conditions should be increased either in duration or potency.
Axe 2: This skill feels really clunky. It feels like it should have an evade…but has no evade, so you’ll take a lot of damage from this skill if you’re not careful. The dps it does is reasonable for a fairly spammy skill, but the slow animation combined with locked in movement and no evade just makes it very unsatisfying to use.
Suggestion: This skill requires either an evade frame while using it or a much much faster animation.
Axe 3: This skill is just flat out non-functional. On a featureless flat plain it works great, but any sort of terrain will completely ruin it. The initial leap backwards has a wonderful habit of knocking you off of whatever you’re standing on, and the secondary leap forwards will usually just faceplant you into a wall and miss the target. On top of that, it doesn’t even have any aoe component, so you’re getting a really janky leap that doesn’t work for the possible reward of a single target hit of confusion.
Suggestion: This skill needs to get an aoe component to the attack. Additionally, the leap forwards needs to be a proper blink, otherwise it will never function. Remember old iLeap? Yeah, that’s what’s happening here.
Heal and Utilities
Heal: It’s ok. It heals for a decent amount and provides vigor…but it’s on a very long cooldown. This would be more reasonable at a 20s or 25s cooldown, but 30s is really a stretch.
Suggestion: Lower the cooldown to 20 seconds to make this a viable heal skill.
Illusionary Ambush: See axe 3.
Mirage Advance: The cast time on this skill makes it feel really clunky. This would be reasonable with a .25s cast time, maaaybe a .5s cast time, but .75 seconds for a shadowstep is really odd. Additionally, not being able to use it when out of range or out of LoS makes it essentially unusable in many situations.
Suggestion: Allow the skill to be used while out of range and out of LoS. Additionally, lower the cast time to .25 or .5s.
Sand Through Glass: This is ok, it’s a 30s stunbreak. It’s not great, the mirror is a bit clunky of a mechanic, and if I’m putting a 30s stunbreak on my bar, it’s going to be blink instead.
Suggestion: Lower the cooldown to 20s to make this competitive with blink.
Crystal Sands: This skill is really underwhelming. The little bolts do very weak damage and have extremely poor coverage. The reward for properly placing it and getting a shotgun at the center is just really poor. Additionally, almost any terrain will totally brick this skill and make the little bolts not work at all.
Suggestion: Increase the number of bolts from 6 to 12. This increases the coverage and boosts the overall utility and reward for proper placement. Additionally, figure out how to fix this skill when it’s used on terrain.
Jaunt: The range on this skill feels really really bad. 400 is so short it’s nearly unusable. If this were a direction based dash, 400 range might be reasonable (but still short), however as a gtaoe skill, this absolutely requires at least 600 or 700 range to feel anything close to ok. The radius, damage, confusion, etc are all fine, the range is what makes this horrid.
Suggestion: Boost the range to 600-700.
Ambush Attacks
Axe: This is ok, but having all the axes be projectiles basically makes it unusable in WvW.
Suggestion: Make the axes unblockable.
Sword: This is good, but buggy. The sword clones don’t proc interrupt traits, so this needs to be fixed.
Scepter: This is insanely clunky. The blink is very short range, and then it forces you to stand still for a full 1.5 seconds. It’s extremely vulnerable and extremely lackluster for how long it takes to execute.
Suggestion: Allow movement while channeling the orbs and increase the amount of conditions they apply.
Staff: Again a clunky projectile. This is totally useless in WvW because of how narrow the hitbox is, how awkward the targeting is…and it’s a projectile.
Suggestion: Make this a wave attack in front of the staff instead of a traveling projectile. This will make it an actually solid area attack instead of what it is now.
Greatsword: This attack is really bad. I’m not sure what to say.
Suggestion: Rethink this one from the ground up please.