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Mesmer Personality Quiz! Exclamation Points!
(edited by Chaos Archangel.5071)
http://www.ign.com/articles/2013/07/18/the-future-of-guild-wars-2-detailed
“New Skill and Traits
We’ll begin regularly adding new skills and traits to the game for each profession to expand your characters and builds! You will be able to earn these new traits and skills by unlocking them. To go along with this, we’ll expand the content and options to earn skill points to help encourage players to experience different challenges and content throughout the world. These skills and traits will be designed to be balanced with the existing skills/traits we currently have in the game, and will simply compliment and expand the range of abilities and tactics available to each profession. Both WvW and PvE players can acquire skills and traits, and additional means of earning skill points will be addressed for both core content areas.
The regular addition of skills and traits that you can earn as you play provides us an extremely stable, easily expandable reward system that fits neatly into the pillars of progression and advancement that Guild Wars 2 are all about. Your character will be able to grow and change for years to come without invalidating everything you’ve earned so far..”
New traits?! New skills! Sounds awesome. What would you like to see for the Mesmer? Personally I’d like to see.. iMage replaced with AoE condition & boon Phantasm (Torment/Protection?) to match the AoE condition of torch’s Prestige// Some traits for Chaos Armor// New Manipulations&Glamours. Something with a teleport or some kind of Glamour-lockdown mechanic… Hm, maybe some kind of ethereal field that makes enemy skills all the wrong buttons for its duration.
.. Thoughts? Hopefully this thread can get some dev attention so they can see what the Mesmer community wants. Hell, the sPvP forums have devs reminding them they’re watching all the time. THAT’D BE NICE FOR ONCE! =[
Edit: Some really great suggestions. I’ll list them here.
http://wiki.guildwars.com/wiki/List_of_mesmer_skills
(edited by Chaos Archangel.5071)
What do I want? Patched class bugs, before anything. Then we can talk about adding new stuff. Preferably skills/traits reminiscent of the original incarnation of Mesmer.
Well, of course. But lets be honest: there are always gonna be bugs of some sort. And, at least for the Mesmer, they’ve been improving. What GW1 traits could transition into 2? I keep hearing about how awesome the GW1 Mesmer skills were
Thanks for the link, just read through it. I’m going to go ahead and say I’m cautiously optimistic. I think new skills/traits is a very cool idea for progression and keeping the game fresh, but I also think it’s very risky.
We’ve already seen evidence of the devs having a tough time balancing skills with overbuffs/nerfs, and it will only get worse with more things to balance.
Don’t get me wrong, I’m excited, but I really hope they introduce a test server to help testing all these new things.
As far as new skills, I don’t have anything specific, but I really hope we get more options for condition builds, AoE damage for mesmers who zerg (I don’t, but i know plenty would like it) and a new elite skill. I also hope they make some of our current skills more viable (looking at you torch and signets).
Keep in mind this is coming solely from a WvW perspective, but as far as I can tell that’s the game mode that dominates this forum overall, which I also find interesting.
2 words.
Mainhand Pistol.
Then split power and condition between it and Scepter.
Make it happen already.
I’d just as soon they fix the ones we’ve got before adding new ones to break.
2 words.
Mainhand Pistol.
Then split power and condition between it and Scepter.
Make it happen already.
Seconded!
One skill from GW1 that I’d love to see return, but in GW2 form….
Shatter Delusions – remove all stacks of confusion on target. Deals X damage to the target per stack removed.
2 words.
Mainhand Pistol.
Then split power and condition between it and Scepter.
Make it happen already.
Seconded!
One skill from GW1 that I’d love to see return, but in GW2 form….
Shatter Delusions – remove all stacks of confusion on target. Deals X damage to the target per stack removed.
This is gorgeous. I never once thought about having that sort of functionality, but having a consumption of confusion for power damage is a fantastic idea.
Yay….more traits and skills for Anet to be awful at balancing. Surely, Surely they should be concentrating on balancing the CURRENT skills and traits before introducing even more that they will no doubt fail at balancing as well as introducing some that will just be broken or useless…
One skill from GW1 that I’d love to see return, but in GW2 form….
Shatter Delusions – remove all stacks of confusion on target. Deals X damage to the target per stack removed.
Down the GW1 Mesmer gameplay?
Just give me back Panic, Fevered Dreams and Vision of Regret….
2 words.
Mainhand Pistol.
Then split power and condition between it and Scepter.
Make it happen already.
Seconded!
One skill from GW1 that I’d love to see return, but in GW2 form….
Shatter Delusions – remove all stacks of confusion on target. Deals X damage to the target per stack removed.
That would be AWFUL. Skills should benefit ALL specs, this would benefit the small(imo) number of people that run Confusion builds, This would be a bad move from Anet to introduce Skills/Traits that affect a minimal number of players.
Maybe have it so that it removes stacks of ALL conditions and deals damage per a stack of condition removed? This would then benefit Condition builds as well as Confusion Builds at the very least.
uh, it wouldn’t just benefit confusion builds… on full shatter i can still stack confusion fairly well. the stacks don’t do high damage but shatter delusions would be stat-ambiguous, i.e. it only cares how many stacks you consume, not how powerful those stacks are.
Again what about those that DON’T take the Confusion traits? Having Skills/traits that have next to no use to those that aren’t spec-ed to stack Confusion?
Given Anet’s track record for “soon”, I wouldn’t get my hopes up if I were you.
That would be AWFUL. Skills should benefit ALL specs, this would benefit the small(imo) number of people that run Confusion builds, This would be a bad move from Anet to introduce Skills/Traits that affect a minimal number of players.
Maybe have it so that it removes stacks of ALL conditions and deals damage per a stack of condition removed? This would then benefit Condition builds as well as Confusion Builds at the very least.
This is massively false. What that change would do is make confusion not a worthless condition, and actually give meaning to confusion bomb builds, which currently blow chunks against anyone halfway competent.
You would be able to spike confusion, then consume it for high damage spike. The only thing that could make this better is if the consumed damage scaled off of condition damage, instead of power.
Again what about those that DON’T take the Confusion traits? Having Skills/traits that have next to no use to those that aren’t spec-ed to stack Confusion?
Sounds about right. Just like how the interrupt traits are useless for people who don’t bring interrupts, many phantasms have little use if you aren’t specced for damage, and mental torment has no use in a phantasm build…
(edited by Pyroatheist.9031)
Yay….more traits and skills for Anet to be awful at balancing. Surely, Surely they should be concentrating on balancing the CURRENT skills and traits before introducing even more that they will no doubt fail at balancing as well as introducing some that will just be broken or useless…
Your optimism and enthusiasm lifts my heart to the heavens.
Given Anet’s track record for “soon”, I wouldn’t get my hopes up if I were you.
The skill/trait additions are supposedly for 2013.
Well, of course. But lets be honest: there are always gonna be bugs of some sort. And, at least for the Mesmer, they’ve been improving. What GW1 traits could transition into 2? I keep hearing about how awesome the GW1 Mesmer skills were
http://wiki.guildwars.com/wiki/List_of_mesmer_skills
I’m just dying for some of those skills to be implemented in GW2 form. Though Ether Feast is my all time favourite spell in any game, sadly it’s GW1 form can’t be transferred to GW2. Though a close second (and more probable for implementation) is Drain Enchantment
Except named ‘drain boons’. Instead of just stealing the boons, the skill would remove the boons from the enemy (or a short aoe) and heals the mesmer for every boon drained and adding one second of vigor for every boon drained.
Admittedly arcane thievery would be more powerful, but it would be a fun skill in my opinion.
One skill from GW1 that I’d love to see return, but in GW2 form….
Shatter Delusions – remove all stacks of confusion on target. Deals X damage to the target per stack removed.
This is gorgeous. I never once thought about having that sort of functionality, but having a consumption of confusion for power damage is a fantastic idea.
Just as a whole, i think consuming the effects of conditions for added damage is a good idea, and it wouldn’t have to be reserved for one skill.
‘Shatter Delusions’ As described by jijimuge
‘Hastened Demise’ next (3-5) attacks remove a condition, dealing extra damage (would prioritise damage conditions, uses a maximum of 5 stacks for bleeds, confusions and torments and deals their maximum damage in the case of confusion and torment, deals full damage of the durations for burns and poisons and deals a small amount of extra damage for other conditions)
‘Hopping conditions’ (bad name i know) Next attack consumes 1-3 conditions, dealing small damage per condition and transferring them to a nearby enemy.
’It’s all in your mind’ Next attack consumes 2 conditions, randomly adds another 2 conditions (would never re add a removed condition).
‘Mirage’ Converts 2 conditions into damaging conditions. Prioritises non-stacking conditions.
And then some more condition fun below
‘Nightmare’ Add 5 seconds to any conditions currently on target. Adds 2 stacks to applicable conditions.
‘Demented Thievery’ Steal conditions from target, stealing life for every condition stolen.
Hypochondria implement it exactly the same.
Now I’m no game designer (well not yet anyway) so I can’t state enough that these are just thoughts and that I wouldn’t know how over/underpowered each of those skills above would be. Though I do have to say I went with the assumption that the skills would be utility skills
Hopefully this means Mesmers can get a 25% speed signet or close to perma swiftness (a jump not tied to a clone would be nice too).
Main hand pistol as a ranged power weapon too.
I also like the idea of Main Hand Shield, just to be weird.
This is massively false. What that change would do is make confusion not a worthless condition, and actually give meaning to confusion bomb builds, which currently blow chunks against anyone halfway competent.
You would be able to spike confusion, then consume it for high damage spike. The only thing that could make this better is if the consumed damage scaled off of condition damage, instead of power.
Like most of the builds dont have the option for high damage spikes. Even on Condition builds you can do like 7k+ damage in seconds. Having so much Confusion at the moment isnt a problem as its manageable, add a huge burst spike to that as well as the easily re-applicable condition would make it to strong – then we would see Nerfs that would do damage not just to the build that use this build other builds as well.
Sounds about right. Just like how the interrupt traits are useless for people who don’t bring interrupts, many phantasms have little use if you aren’t specced for damage, and mental torment has no use in a phantasm build…
I take Interrupts – do i take the traits? No because they are pretty poor and (imo) a waste, sure its not bad for the Minor traits, i dont trait into a tree for the minor traits so that doesnt bother me.
I am not spec-ed for damage, i have 20points in Dom and thats it, all my gear is Rabid and yet i still very nice damage with the Phantasms iMage doesnt count as its awful no matter the spec.
People need to loosen the stranglehold that they have on the gw1 Mesmer. The gw1 Mesmer was a very different class. It has very little applicable to the gw2 Mesmer.
@castlemanic: Pretty much every single one of your ideas is a necromancer skill, not a Mesmer skill. Mesmers play with, apply, and manipulate confusion alone, not conditions across the board.
@ArmageddonAsh: You were attempting to make the argument that having skills and traits that work with confusion shouldn’t happen because not everyone stacks confusion. I was simply pointing out how ludicrous that line of reasoning is.
(edited by Pyroatheist.9031)
Double dare – stunbreak, stealth for 1/4 second and charge a spell that swaps places with a clone (in order-first one cast).
-I think this is balanced vs blink, because your location is limited, and vs decoy because you don’t get a free clone, and the stealth only lasts long enough to break target lock. This skill would excel in builds designed to get clones attacked, while pretending to be a clone. One important balance issue – this can’t let you get into towers/keeps by swapping with scepter clones on walls.
The clone cure – Grandmaster trait in dueling: if you have a condition; when you create a clone, you lose 1 condition, and the clone gains the condition.
Shattering illness – Grandmaster trait in Illusions: Your clones transfer all their conditions to opponents when shattered.
Fix for wastrel’s worry – attacks against inactive foes apply 5 seconds of torment.
(edited by bobross.5034)
@castlemanic: Pretty much every single one of your ideas is a necromancer skill, not a Mesmer skill. Mesmers play with, apply, and manipulate confusion alone, not conditions across the board.
What?
Winds of Chaos : burning, bleeding, vulnerability
Phantasmal Warlock deals extra damage per condition
Chaos Armour : confusion, blind, cripple
Chaos Storm : poison, weakness, chilled
Illusionary Counter : torment
Counterspell : blind
Confusing Images : confusion
Cry of Frustration : confusion
Phantasmal Berserker cripple
Mind Slash : vulnerability
Mind Gash : vulnerability
Illusionary Leap : vulnerability, cripple
Swap : immobilise
Temporal Curtain : cripple
Magic Bullet blind
The Prestige : burning, blind
Phantasmal Mage : confusion
Ineptitude : blind
Illusionary Whaler : confusion
Arcane Thievery transfers any three conditions to enemy
Signet of Midnight : blind
Mind Blast : confusion
Null Field removes all conditions from allies
Mirror Blade : vulnerability
Signet of Domination : improves all condition damage
Now, unless I’m mistaken, that’s a healthy selection of conditions from a healthy selection of skills to choose from on top of a few condition related skills as well.
Mesmers don’t deal exclusively with confusion and ignore any other condition. Mesmers in this game are about manipulation of both boons and conditions, all across the board for both. Winds of Chaos, Chaos Armour, Chaos storm, Arcane Thievery, null field, spinning revenge, temporal curtain, mind spike, mind stab, mirror blade and signet of illusions all deal with boons as well, and all across the boon board as well.
So saying “Mesmers play with, apply, and manipulate confusion alone, not conditions across the board” is completely false. And that’s just looking at the skills, nevermind the traits that also include a wide variety of conditions and boons as well.
@castlemanic: Yes, mesmers can apply conditions, but manipulation of conditions is (almost exclusively, with the exception of arcane thievery) the realm of necromancers.
Pulling conditions from aoe targets to 1 foe, that’s the opposite of epidemic, that’s necromancer.
Consuming general conditions to deal damage and transfer them, that’s necromancer, adding duration to conditions, that would be necromancer.
Mesmers don’t play with conditions and boons (for the most part). We remove conditions, and strip boons. The 2 exceptions are arcane thievery and signet of inspiration. Other than those 2, everything else is straight removal or stripping. Necromancers are the ones that change boons to conditions, conditions to boons, heal by eating conditions, spread conditions, etc. Those are all necromancer signature abilities and themes that define their class.
@castlemanic: Pretty much every single one of your ideas is a necromancer skill, not a Mesmer skill. Mesmers play with, apply, and manipulate confusion alone, not conditions across the board.
I think you’re right about castle’s proposals, but I think you’re a little wrong about how mesmers work. Currently mesmers have access to all of the conditions except fear in at least small doses. Furthermore, most mesmer condi-builds do most of their damage through bleeds/torment and burns, not confusion. I think direct control of conditions is a necro’s domain, for sure. But mesmers are also specialists, so there should be ways for them to do necro-ish things, provided they require clones and phantasms to get it done…and that they require a specialized build to accomplish (hence my trait suggestions).
I would love to see a skill like focus ’’4’’/vortex, but as utility, making it a circle like feedback where you pull mobs/enemies towards the middle. Pulses every 2-3 second maybe?
But mesmers are also specialists, so there should be ways for them to do necro-ish things, provided they require clones and phantasms to get it done…and that they require a specialized build to accomplish (hence my trait suggestions).
Mesmers are specialists, but keep them within the realm of what our class themes are. Consuming conditions and causing damage would be a necromancer thing, but if we’re able to do it purely with confusion, the only condition we can effectively burst, that’s now putting specialization for a necro-y thing within our class themes.
Necromancers are the ones that change boons to conditions, conditions to boons, heal by eating conditions, spread conditions, etc. Those are all necromancer signature abilities and themes that define their class.
Guardians can also change conditions into boons btw. Also epidemic was originally a mesmer ability, and hypochondria was a mesmer ability too, so saying that manipulation of conditions is the signature ability and theme of necromancers is to ignore the heritage of the GW1 mesmer’s abilities with conditions. Go through the list of mesmer skills for GW1 and look at how many abilities fall under the category of manipulating and playing with conditions. Mesmers, both in GW1 and GW2 are clearly capable of playing around with conditions, and with arcane thievery that actually gives a footing for condition manipulation abilities, regardless of whether they’re integrated with illusions or not, as bobross suggested.
Edit:
Mesmers are specialists, but keep them within the realm of what our class themes are. Consuming conditions and causing damage would be a necromancer thing, but if we’re able to do it purely with confusion, the only condition we can effectively burst, that’s now putting specialization for a necro-y thing within our class themes.
The mesmer class themes are creating, manipulating and playing with illusions, the mind and reality itself. It’s very well within mesmer capabilities to manipulate conditions, regardless of whether their origins are magical in nature or not. Also, there is a certain element of mesmers being able to manipulate magic itself, especially when we look back to GW1, with mimic/echo being a descendant of that mesmer signature.
(edited by castlemanic.3198)
@castlemanic: Yes, I am completely ignoring the heritage of the GW1 mesmer’s abilities, and with good reason. As stated earlier, the GW1 mesmer was an absolutely and completely different class than the GW2 mesmer. People complain constantly about how the GW2 mesmer isn’t like the GW1 mesmer without seeming to realize that they are simply completely different classes. Mechanics like hypochondria and epidemic may have been mesmer skills in GW1, but they are necromancer skills in GW2, that’s simply how this game was developed.
^ GW2 mesmer is not the GW mesmer. Thought Pyro made that clear earlier in this very thread. Must have dreamed that I guess.
Ninja’d by the man, himself.
New condition, call it “Suppression”.
Think of it as Blind, except instead of making the next outgoing attack miss, it interrupts the next skill used.
Durations similar to Blind, stacks in duration.
(In looking at GW1 Mesmer skills, this condition could also be described as Clumsiness without the damage or AoE component, and would cleanse on the next skill used.)
All sorts of ways this condition would help Interrupt builds, in my opinion.
Gimme main hand pistol before you do anything. then a dagger offhand
I would love to see a skill like focus ’’4’’/vortex, but as utility, making it a circle like feedback where you pull mobs/enemies towards the middle. Pulses every 2-3 second maybe?
THIS!
All day errday this.
How many kittens(thats no censor) must I punch in the face for this?
Another one could be a skill that increase the CD on enemy attacks/reduce the CD on allies attacks
An AoE zone that applies Torment and stacks the more you move in it. Maybe centered on a Phantasm.
An AoE zone that adds a stack of confusion each time you attack while in it. Maybe centered on a Phantasm.
Swap that lets you swap positions with a random clone.
@castlemanic: Yes, I am completely ignoring the heritage of the GW1 mesmer’s abilities, and with good reason. As stated earlier, the GW1 mesmer was an absolutely and completely different class than the GW2 mesmer. People complain constantly about how the GW2 mesmer isn’t like the GW1 mesmer without seeming to realize that they are simply completely different classes. Mechanics like hypochondria and epidemic may have been mesmer skills in GW1, but they are necromancer skills in GW2, that’s simply how this game was developed.
While this may be mostly semantics, I disagree. It’s a different game not a different class. Mesmers used to not have sustained dps or heals and with the secondary class mechanic, you could borrow most skills from other classes in gw1. Since gw2 shifted the roles of the trinity around and got rid of the secondary class mechanic, every class is different in gw2 because they need to be self sufficient. I feel that the gw2 iteration/interpretation of the mesmer mostly stays true to the mesmer of gw1 but it’s obviously going to feel different.
With that said, epidemic should stay on the necro and it does feel right on the necro (both in flavor and gw2 design).
Hypochondria (excessive preoccupancy or worry about having a serious illness) this seems like a perfect way of taking all of the mesmer RNG aoe conditions and “worry” our enemy into “feeling” all of them. Balance wise, it might also be too much to have the necro have both of these abilities.
There is nothing wrong with drawing inspiration from the mesmer heritage. Just need to make sure it fits in the gw2 balance and game mechanics.
An AoE zone that adds a stack of confusion each time you attack while in it. Maybe centered on a Phantasm.
They had this…nerfed the hell out of it. The old glamour builds were combinations of a few traits that made people take aoe blinds/confusions when in glam fields…if they attacked they’d get another blind/confusion.
yay this sounds awesome. new skills could open the door to many new builds for us….i am sure a ton of bugs and probably balance issues will come along with it but i am excited about this!
i would love to see a buff to confusion though for wvw.
The opportunity that is all but lost with mesmer is having a playstyle that encourages standing still, acting like ai, and generally playing it cool during pvp. The highpoint towards this is a gs bleed build but since mesmers can be targeted outside of his clones its not quite there.
I would like to see skills that encourage this type of gameplay. Success in pvp has always incorporated movement and here is a wonderful opportunity to truly create a different method of play as it rails against years of pvp experience.
In short adapting to a different playstyle with your fingers as well as your mind.
New condition, call it “Suppression”.
Think of it as Blind, except instead of making the next outgoing attack miss, it interrupts the next skill used.
Durations similar to Blind, stacks in duration.
(In looking at GW1 Mesmer skills, this condition could also be described as Clumsiness without the damage or AoE component, and would cleanse on the next skill used.)
All sorts of ways this condition would help Interrupt builds, in my opinion.
Instead of a new condition (they got rid of hexes since they wanted to minimize the number of conditions), what about a trait that does damage when blind is removed? Would not be able to stack the trait BUT we could time our blinds for that “active DPS interrupt” defense that seems to have a few core mesmer ideals while staying within the gw2 boundary of mechanics.
Elite
Masters Echo
This skill becomes the next skill you use.
Two heals? Two Phantasms? Two Bubbles? Two Chaos Storms (that would sort out some aoe problems)
This would be an elite that would reward skill play and correct timing. It is something from guildwars 1, and i think it will fit right into guildwars 2.
Elite
Masters Echo
This skill becomes the next skill you use.
Two heals? Two Phantasms? Two Bubbles? Two Chaos Storms (that would sort out some aoe problems)
This would be an elite that would reward skill play and correct timing. It is something from guildwars 1, and i think it will fit right into guildwars 2.
Not a bad idea, How about an Elite that summons 3 of your next Phantasm
Or your next Phantasm summoned has 200% of normal Phantasm stats as well as the attack would give addition affects.
Elite
Masters Echo
This skill becomes the next skill you use.
Two heals? Two Phantasms? Two Bubbles? Two Chaos Storms (that would sort out some aoe problems)
This would be an elite that would reward skill play and correct timing. It is something from guildwars 1, and i think it will fit right into guildwars 2.
Would it function like the gw1 echo or immediatly go on cd after the 2nd casting?
This would vastly change how OP it would be and what CD it would deserve. Being able to chain blurred frenzy for 20 seconds would get blurred frenzy and even heavier handed nerf. However, only 1 casting would mean the CD should be shorter? 90 seconds for 50% more feed backs? This seems tough to balance when we have skills with 6 second cooldowns and 90 second cooldowns with no mana bar to limit double spamming.
I would like to see http://wiki.guildwars.com/wiki/Arcane_Larceny brought back and put a new main hand dagger. Would have a nice spell thief vibe and would give us another melee weapon to play with. Unfortunately, this probably wouldn’t work on monsters BUT it could maybe give us something generic in PvE like the Thieve’s steal does. This would probably have a limit of only stealing #2-5 on players. Reactivation would cause an “illusionary replica” of the stolen skill then give it back to the player. Holding on to it would disable the enemies skill for however long it lasts (8 seconds?)
I want another true melee weapon for the mesmer.
Hypocondria got me thinking about fatal bounds from the dota warlock. Basically, some sort of shared pain in a glamours aoe. 10% of dmg done to enemies in the glamour would also hit all other enemies in the glamour.
I dunno why, i would love to see dual daggers some nice right up close gameplay could work really well if given the right skills.
I’d like a skill that makes all thieves in stealth fall over dead in a 1200 range.
This skill shall be named ThievesQQ
It will greatly increase the pace and joy of the game, and will go down in history as one of those fond memories talked about between players for years to come.
I’d like a skill that makes all thieves in stealth fall over dead in a 1200 range.
This skill shall be named ThievesQQ
It will greatly increase the pace and joy of the game, and will go down in history as one of those fond memories talked about between players for years to come.
1,200? it should be 120,000 or even the WHOLE map.
Give me Echo/Arcane Echo NOW.
Imagine Echoing a phantasm or a shatter or Chaos Storm or Blurred Frenzy!
Give me Echo/Arcane Echo NOW.
Imagine Echoing a phantasm or a shatter or Chaos Storm or Blurred Frenzy!
We have a skill called echo, thats’ why someone suggested “master’s echo”. (Mimic captures the next ranged attack used on you, then you trigger echo, to shoot an identical projectile back at them)
Ok, in OP’s post, they explicitly said the 2 core contents of the game are PvE and WvW. If so, please stop nerfing mesmers in PvE and WvW with the purpose of balancing in tPvP.
As for new skills and traits, I always welcome such additions as long as they don’t take away the manpower used to keep fixing our existing skill/trait bugs.
This blog is making me rethink of my legendary weapon choice. Now I need to compare the different weapons currently and what possible new ones coming later this year.
New condition, call it “Suppression”.
Think of it as Blind, except instead of making the next outgoing attack miss, it interrupts the next skill used.
Durations similar to Blind, stacks in duration.
(In looking at GW1 Mesmer skills, this condition could also be described as Clumsiness without the damage or AoE component, and would cleanse on the next skill used.)
All sorts of ways this condition would help Interrupt builds, in my opinion.Instead of a new condition (they got rid of hexes since they wanted to minimize the number of conditions), what about a trait that does damage when blind is removed? Would not be able to stack the trait BUT we could time our blinds for that “active DPS interrupt” defense that seems to have a few core mesmer ideals while staying within the gw2 boundary of mechanics.
I don’t understand why you’d suggest “damage on blind removal” as an alternative to “interrupt next skill used”?
While I agree that your suggested trait may have value in a number of builds, it would not take advantage of any of the existing “on interrupt” traits that we already have.
Anet has already shown that they are open to implementing new conditions post-launch with Torment. My suggestion would be to make several new skills which cause Suppression, not to limit it to three skills in the game on three classes. They could even consider adding it to some of the existing RNG type skills that Mesmers and Engineers already have.
Honestly, I just think that it would be nice to have a more reliable method of interrupting.
New condition, call it “Suppression”.
Think of it as Blind, except instead of making the next outgoing attack miss, it interrupts the next skill used.
Durations similar to Blind, stacks in duration.
(In looking at GW1 Mesmer skills, this condition could also be described as Clumsiness without the damage or AoE component, and would cleanse on the next skill used.)
All sorts of ways this condition would help Interrupt builds, in my opinion.Instead of a new condition (they got rid of hexes since they wanted to minimize the number of conditions), what about a trait that does damage when blind is removed? Would not be able to stack the trait BUT we could time our blinds for that “active DPS interrupt” defense that seems to have a few core mesmer ideals while staying within the gw2 boundary of mechanics.
I don’t understand why you’d suggest “damage on blind removal” as an alternative to “interrupt next skill used”?
While I agree that your suggested trait may have value in a number of builds, it would not take advantage of any of the existing “on interrupt” traits that we already have.
Anet has already shown that they are open to implementing new conditions post-launch with Torment. My suggestion would be to make several new skills which cause Suppression, not to limit it to three skills in the game on three classes. They could even consider adding it to some of the existing RNG type skills that Mesmers and Engineers already have.
Honestly, I just think that it would be nice to have a more reliable method of interrupting.
“They got rid of hexes since they wanted to minimize the number of conditions.” Implementing a condition that is basically a hex from gw1 is going down a slippery road of stacking 20 conditions on an enemy while condition removals only remove 1 condition at a time. Giving necros 2 “new” conditions is part of what is making them “op” in the ability to overload people.
“Think of it as Blind, except” … you mentioned blind yourself.
This is why I recommend some modification to blind rather than a new condition. If that modification is an interrupt, sure.
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