New GrandMaster trait ideas.

New GrandMaster trait ideas.

in Mesmer

Posted by: Clip.6845

Clip.6845

Hi all, ever since playing the fabulous mesmer profession I’ve had some things that bugged me. Like how condition builds get damage (bleeds) from clones but power builds dont; how your precious phantasms die in large battles everytime the target mob dies and lately how the sword leap clone dies in group fights before you can leap yourself.

3 GM traits that could make for some interesting new builds:

First one, easy to implement as it was standard in beta:
Tangible Illusions
Your clones now do 10% of your own weapon damage.
(Maybe more, maybe less, would need to be balanced; I don’t remember how much damage they did in BETA or why it was removed).

Second one, also easy to create since there’s already a trait that grants fury:
Pragmatic Summoner
Newly summoned clones and phantasms have aegis.

And a third, less likely to be implented trait:
Strong Minded
You no longer need a target to summon phantasms and clones, but your maximum amount goes down to 2.
(Summoning and targeting would work like necro’s minions.)

80’s: Engineer/Warrior/Necromancer/Mesmer/Thief/Elementalist/Guardian [Seafarer’s Rest]

New GrandMaster trait ideas.

in Mesmer

Posted by: maha.7902

maha.7902

A trait which locks you out of summoning phantasms but their contribution of dps is added to your actual weapon skills (so basically double your damage on weapon skills). There, Mesmer doesn’t suck anymore, mission successful.

Serah Mahariel – Death and Taxes