Equinox [EqnX]
Riverside[DE]
I got the Idea from the thread about the new elites.
Like the topic sais this thread is meant to gather Guild Wars 1 skills of the mesmer and transfere them to Guild Wars 2.
In guild wars 1 we’ve had over 140 skills and there are some that are good ideas and could be used and implemented in this game too.
Here’s a List with all the old mesmer skills from gw1.
An example was posted by me a few month ago:
- a skill that deals heavy aoe damage and does even more when the enemy is NOT using a skill
- Range: 900
- +10% dmg when enemy is not using a skill
- Cooldown 12s
- Activation 1s
Calculated Risk: (My favorite)
- a skill that does medium dmg and grants might to your enemy but also causes cripple, weakness and blind. also creates a clone on hit that uses autoattack
- Range 900
- Cooldown 20s
- Activation (press and hold) 0.25-1.25s (5 steps 0.25 | 0.5 | 0.75 | 1 | 1.25)
- 1-5 stacks might for 15s for your enemy
- 2-10s weakness
- 1-5s cripple
- 1-5s blind
- a skill that does more dmg when the enemy has low energy
- Cooldown 15s
- Activation: 0.75s
- Range 900
- +5% dmg when the target has 50-99% energy
- +10% dmg when the target has 0-50% energy
- a skill that deals heavy dmg and dazes the enemy. if the enemy is channeling a skill you stun instead of dazing
- Cooldown 20s
- Activation 0.25s
- Range 900
- 1s daze
- 2s stun
- a skill that causes bleed and vulnerability to your enemies, also creates a clone whose attacks cause bleed and vulnerability (one stack each for 5s)
- Cooldown 25s
- Activation 3/4s
- Range 900
- 3 stacks bleed for 10s
- 8 stacks of vulnerability for 10s
like the idea of cry skills maybe only make it work around clones though
Good point it could be overawesome with phantasms
My thoughts exactly
Pretty coincidental I find a thread like this after making a utility skill version of a certain old skill. I too like the sound of Cry skills.
Love these suggestions. I personally don’ think we need more skills like chaos storm which is just deal damage = the end. What i would like to see is more punishing skills like they had in gw1. Wastrel demise could do exactly what it did in gw1. So it would be like this this skill do power/3+333 damage for every second this hex was on which means it will only do max damage if it stay for the entire 5 second duration. but it will be canceled if they use any skills. sounds extremely strong right? well its not just imagine 1 auto attack its gone. It will synergy good with other punishing skills.
I just wish there was 1 weapon set focusing on punishment.
Which means if there is nothing to punish it will deal close to no damage.
But if there is enemies will have a very bad day
Some more old friends:
Panic
Trait: Domination Grandmaster (replaces Confounding Suggestions)
Grants a chance to spread control effects on 4 more targets in a 360 range around the original target.
Masterful Distraction (Inspired by Signet of Distraction)
Trait: Domination Grandmaster Minor (Replaces Wastrel’s Punishment)
Interrupted Skills will have a 10s cooldown.
Time Warp (Extended by Stolen Speed)
Elite: Extends Time Warp
Create an area that warps time, granting you and your allies quickness and shared speed and causing chill and stolen speed to foes
Blackout
Skill: Manipulation
Daze yourself to stun your foe.
Casttime: 0s (instacast)
Cooldown: 30s
Some more old friends:
Panic
Trait: Domination Grandmaster (replaces Confounding Suggestions)
Grants a chance to spread control effects on 4 more targets in a 360 range around the original target.
- Daze – 1s
- Stun – 1s
- Knockdown – 1s
- Knockback – 1s
- Launch – 1s
- Float – 1s
- Sink – 1s
- Internal Cooldown: 10s
- Chance to trigger: 25%
I have always wanted to see Panic make a return, it was one of my favourites in GW1.
That’s a nice idea for the implementation. I had always envisioned it as an AoE Elite with roughly the radius of Time Warp, but would transfer control affects within it’s aoe to all other (3-5 other?) enemies within the circle.
Ancestors Visage
Trait: Inspiration 5 Minor (replaces Vengeful Images)
Grants Phantasms retaliation when hit.
Internal Cooldown: 10s
Web of Disruption
Elite Skill: (replaces Moa Morph)
Place a web of disruption on the ground that removes stability and causes random effects to disable your foes.
Casttime: 1/2s
Cooldown: 150s
(edited by Me Games Ma.8426)
More focus on interrupts and punishing enemy skill recharge sounds good to me. This was the style of mesmer I prefered in GW1, because it’s all about skill, timing and intimate knowledge of other classes and their skills.
Web of Disruption
Elite Skill: (replaces Moa Morph)
Place a web of disruption on the ground that removes stability and causes random effects to disable your foes.
- Web duration: 10 seconds
- Interval: 2s
- Fear(1s): flee
- Daze: 1 second
- Stun: 1 second
- Knockdown: 1 second
- Launch: 450
- Knockback: 300
I wholeheartedly approve. bump
Missing one thing though. Effect radius ‘skill fact.’
1200 would be lovely. 900 would be plausible.
Wastrels Demise was the single biggest, massive, giant, huge f up in the entire gw1. Why would you bring that to gw2?
Love the idea of expanding mesmer’s methods to punish skill recharge/inactivity, low energy, …
Also some of the old “Illusion” Skills (Illusion of Haste/Pain/Weakness) could be pretty fun to use. (adjusted to gw2 mechanics of course)
Wastrels Demise was the single biggest, massive, giant, huge f up in the entire gw1. Why would you bring that to gw2?
You were punished by mesmers weren’t you? =P Most of my Domination builds used this skill :>
Backfire/Visions of Regret + Wastrel’s Demise on Monk and they’re done for :>
Visions of Regret
Scepterskill (replaces Confusing Images)
Create a field of illusions to confuse your foes.
Casttime: 1s
Cooldown: 12s
I wish they bring the old mes back. Even just some of it.
Arcane Echo
Utility (Manipulation – self)
After casting Arcane Echo the next skill you use will replace Arcane Echo for 60 seconds. After the 60s are over arcane Echo will go on 90s cooldown.
Casttime: 1.25s
Cooldown: 90s
Channeling
Trait Inspiration Grandmaster (replaces restorative illusions)
Increases your cool down rate for every active illusion.
Could also be called Fast Casting
The thing is, we are really missing at least one AoE spell for the utility slots. Or maybe one / two skills that inflict damage dealing conditions or do damage on their own. Eles got their really powerful Arcane skills, Necros got a lot of AoE damage skills in this section. And we… yeah, we got nothing like that. Mantra of Pain? Yeah sure…
Edit: For Nyel
Ether Nightmare & Drain Delusions
Ether Nightmare
Skill: (Glamour)
Creates a line on the ground that inflicts bleed and weakness on foes crossing it.
Casttime: 1/4s
Cooldown: kitten
Drain Delusions
Destroy your Ether Nightmare to consume your foes Bleeding Stacks and heal yourself and up to 4 allies around you.
(edited by Me Games Ma.8426)
@ Lue.6538 here you go
Backfire
Skill (Hex — “new” skill category)
Hex your foe with backfire for 5s. Whenever he casts a heal-, utility- or elite skill he suffers to 5stacks confusion for 10s.
Casttime: 2s
Cooldown: 60s
Ineptitude
Skill (Hex — “new” skill category)
Hex your foe with Ineptitude for 4s. The next hit he lands will inflict blind, weakness, torment and bleed to 5 foes near him.
Casttime: 3/4s
Cooldown: 45 seconds (lol “4—5—s” is censored)
Clumsiness
Skill (Hex — “new” skill category)
Hex your foe with clumsiness for 4s. The next successful attack the hexed foe lands will damage 5 foes near him.
Casttime: 3/4s
Cooldown: 45 seconds
Sum of All Fears
Skill (Manipulation)
If the target has 2 or more conditions it will be chilled, crippled and weakened.
Casttime: 1s
Cooldown: 35s
Waste not Want not
Skill (Manipulation)
If target foe is not casting a spell or attacking, you gain endurance and vigor.
Casttime: 0s
Cooldown: 30s
To be honest, if these skills were added, could we also add the gw1 blackout pretty please <3. I miss that skill so badly :P. I mean, who wouldn’t want a 7-9 second daze!
Sum of all Fears and Ineptitude pls?
To be honest, if these skills were added, could we also add the gw1 blackout pretty please <3. I miss that skill so badly :P. I mean, who wouldn’t want a 7-9 second daze!
Blackout
Skill (Manipulation)
Make yourself and your enemy faint by emitting a burst of energy through your hands.
Casttime: 1/4s
Cooldown: 30s
New mesmer-only Skill function:
Interrupts
Skills that do not use controll effects (like stun, daze, knockdown, knockback,…) to interrupt foes but do just interrupt any action (running, casting,…) without using a controlleffect. Skills that interrupt will only have effect if a skill was interrupted but ignore stability. Skills that were interrupted by interrupt skills will go on 1/4 of the normal cooldown but at least 5s.
Example:
Leech Signet
Skill (Signet)
Casttime: 1/8s
Cooldown: 35s
Passive
Active
Interrupts your foe. If a foe was interrupted it grants vigor and weakens foes.
Power Block
Skill (Manipulation)
Interrupts a foe disabeling the interrupted skill on full cooldown.
Psychic Instability
Eliteskill (no category)
Interrupts a foe. If a skill was interrupted it causes a lose of stability and knockdowns nearby foes.
Casttime: 1/8s
Cooldown: 60s
Empathy
Skill (Cry)
Grants retaliation to all your allies and confuses your enemy for each clones.
Casttime: 1s
Cooldown: 35s
Extend Conditions
Elite Skill (Glamour)
Increase all new incoming conditions on foes in the target area.
Casttime: 1.25s
Cooldown: 90s
Spirit Shackles
Skill (Glamour)
Inside of this circle all foes will suffer to random conditions while moving.
Casttime: 1.5s
Cooldown: 60s
Edit: Reworked hexes as other skills removed Shame to post it with other reworks in a new post.
(edited by Me Games Ma.8426)
Air of Disenchantment
Skill (Cry)
Heal yourself and send your conditions to your active illusions. Illusions steal boons from nearby foes.
Casttime: 1s
Cooldown: 25
It seems to me like Anet have made a concerted effort not to have lots of unique debuffs such as those inflicted by Hexes like Clumsiness, Shame or Backfire. Effects outside of standard conditions, boons and CC are pretty uncommon in the game and are usually generated by mobs and not PCs. I doubt Anet will move away from this model any time soon. It’s a shame ‘cause while this makes the game a lot more newbie/casual friendly (ie. you don’t have to learn a hundred different skills to understand what’s happening to you), it does seem to detract from what made the Mesmer so fun in GW1.
One way in which these could be made to work might be to rework them as channelled skills similar to blocking. So Shame might be a 3 second targeted channel with some kind of clear visible effect (like Confusing Images), which interrupts and puts on CD the first skill the target uses during the channel.
Would LOVE something like Sum Of All Fears, and the Cry idea would be really nice and encourage us to pay attention to our clones more!
It seems to me like Anet have made a concerted effort not to have lots of unique debuffs such as those inflicted by Hexes like Clumsiness, Shame or Backfire. Effects outside of standard conditions, boons and CC are pretty uncommon in the game and are usually generated by mobs and not PCs. I doubt Anet will move away from this model any time soon. It’s a shame ‘cause while this makes the game a lot more newbie/casual friendly (ie. you don’t have to learn a hundred different skills to understand what’s happening to you), it does seem to detract from what made the Mesmer so fun in GW1.
One way in which these could be made to work might be to rework them as channelled skills similar to blocking. So Shame might be a 3 second targeted channel with some kind of clear visible effect (like Confusing Images), which interrupts and puts on CD the first skill the target uses during the channel.
Would LOVE something like Sum Of All Fears, and the Cry idea would be really nice and encourage us to pay attention to our clones more!
I don’t see a problem for anet to break their own rules regarding the buff/debuff system twice.
We have unique buffs/debuffs for as well for:
Just to mention some. There are unique buffs and debuffs already so why are they still refusing to give the mesmer hexes? I don’t get this.
Hexes also could replace phantasms…
Wastrels Demise was the single biggest, massive, giant, huge f up in the entire gw1. Why would you bring that to gw2?
Arguments like this are why I fear we will never have GW1 Mesmer.
I don’t see a problem for anet to break their own rules regarding the buff/debuff system twice.
We have unique buffs/debuffs for as well for:
- Warriors (banners / stances / impale / … )
- Guardians (Shield of Wrath / virtues / Binding Blade / Hallowed Ground /…)
- Ranger (Quickening Zephyr / Spotter / spirit buffs /… )
- Thief (venoms / Haste)
Just to mention some. There are unique buffs and debuffs already so why are they still refusing to give the mesmer hexes? I don’t get this.
Hexes also could replace phantasms…
These are mostly passive buffs rather than the more complex debuffs that Mesmer Hexes would represent. Only Impale and Binding Blade seem to fit into that category (and they are mostly just timers for a chained skill), and Shield of Wrath as a more complex buff. I’m not saying it couldn’t/shouldn’t happen, only that it would seem like a marked shift away from their current design philosophy regarding combat.
Hexes replacing phantasms would necessitate a complete rework of the profession, so I think that’s unlikely.
I hope it doesn’t seem like I’m criticising your ideas – I absolutely love a lot of them and I adore the intricacies of GW1’s Mesmer – but I think we need to bear in mind that Anet have deliberately built GW2’s Mesmer to be a different beast.
@ Nikku
Yeah I understand what you’re trying to say. I’ll overthink ‘my’ Hexes and replace them with other skills. How do you feel about the interrupts? Any thoughts?
(Edit: addet “@ Nikku”)
(edited by Me Games Ma.8426)
New cateagory Mind Tricks
Mind tricks are skills that are bound to specific conditions. Using them will always be a timing issue. But when they trigger they hurt by stealing life granting it to your phanasms.
Shame 2
Skill (Mind Trick)
Channel a skill that prevents the foe from using a heal, utility or elite skill. The skill will go on 1/4 cooldown (at least 5s).
Channeltime: 3s
Cooldown: 45 seconds
Drain Enchantment
Skill (Mind Trick)
Stand still and concentrate to strike your foe with an attack that will drain his life for each boon he has granting it as heal to your illusions.
Casttime: 2s
Cooldown: 5s (yeah this is extremely low cd because you can’t move while casting)
Clumsiness 2
Skill (Cry)
Protect all of your illusions with an illusionary riposte. If your block an attack the enemy will be damaged and stunned for the number of still active blocks.
Casttime: 1s
Cooldown: 45 seconds
Backfire 2
Skill (Glamour)
Place a glamour on the ground. All foes inside will suffer to confusion.
Casttime: 2s
Cooldown: 60s
Yeah I understand what you’re trying to say. I’ll overthink ‘my’ Hexes and replace them with other skills. How do you feel about the interrupts? Any thoughts?
Pls?
Pls?
I was refering to the post exatly above mine Well I could have written @ Nikku
Just post some haha
I don’t see a problem for anet to break their own rules regarding the buff/debuff system twice.
We have unique buffs/debuffs for as well for:
- Warriors (banners / stances / impale / … )
- Guardians (Shield of Wrath / virtues / Binding Blade / Hallowed Ground /…)
- Ranger (Quickening Zephyr / Spotter / spirit buffs /… )
- Thief (venoms / Haste)
Just to mention some. There are unique buffs and debuffs already so why are they still refusing to give the mesmer hexes? I don’t get this.
Hexes also could replace phantasms…
Yes but do keep in mind that except a very tiny amount these are boons. Not conditions.
There’s an important difference in that with boons, you can take your time and check at a later date what they do. Since these unique ones cannot be purged anyhow. But with conditions, you should know immediately what they do. And hence it’s important to have as few as possible.
Just to throw something in here. I’ve had an idea for awhile of possibly adding a condition called “Fragility”. For all you GW1 vets you know what that is – doing damage for every condition gained and removed. I loved the skill, but it seemed for mesmer it was difficult to use effectively in a build.
For inclusion in GW2, first it wouldn’t be a mesmer unique thing, but strong with mesmer of course, similar to how Anet introduced torment to be strong with necros. The problem I have with it is I’m not sure if it should be a condition (since it would affect other conditions) or if it should be a control effect. I’m thinking it could operate in that unique space of being both a condition and CC (like fear), able to be removed by condition cleanse or stun break.
To refer to this thread and Dusty Moon’s Idea:
Nullfield (Extended by Ignorance)
Additional facts:
Hello I am a big fan of mesmer from guild wars 1. My suggestions for new skills and traits of the mesmer.
New Trait:
Trait Domination XIV – Watrel´s Demise
Your confusion hurt when your enemies are not attacking or using a skill.
(The damage done by the confusion thus 1xconfusion would be calculated for 2xbleeding. So if the enemy has 5xconfusion and does not use any skill, the enemy would receive 10xbleeding in the second it does nothing).
Trait Illusion XIV – Backfire (Bonus Feedback – Glamour)
All enemies within “Feedback” suffer confusion and all the allies get retaliation.
3xConfusion (5s)
1xRetalion (5s)
Radius 240
Rank 1200
(edited by Angel de Lyssa.4716)
New skill:
New skill scepter – Empathy (Is replaced by number 2 of skill scepter)
The target and its close allies enemy takes empathy, confused and weakened.
3xConfusion (5s)
1xweakness (5s)
Casttime (1s)
Cooldown (12s)
Radius 240
Rank 900
New skill horn – Aneurysm (Only is replaced by number 4 of skill horn)
Reloads all the energy from target foe stealing his closest allies dealing damage. Giving
force so that he and his allies weakened.
Damage 100×1 (for each point drained)
1xForce (5s)
1xWeakness (5s)
Casttime (3/4s)
Cooldown (35s)
Radius 240
Rank 900
*Note: The sound effect would be like a sweet siren chaotic.
New skill horn – Ghostly bard (Skill number 5 of horn)
Summon a ghost bard song throwing notes bouncing between enemies causing him daze.
Damage 500
Casttime (1s)
Cooldown (25s)
Rank 1200
New skill Utility
Signet of Weariness
Passive: When an enemy hits you it causes weakness and lost 3% of its energy.
Active: Target foe loses all its energy.
1xWeakness (3s)
Casttime (1.1/2s)
Cooldown (60s)
Rank 900
Interval (10s)
Effect 3% (Enemy loses 3% of its power for every hit you)
Skill utility handling – Shatter Enchantment
Blessings destroy up to two target enemy dealing damage to it and its nearest allies
Damage 650
Casttime (3/4s)
Cooldown (30s)
Radius 240
Rank 900
New skill scepter – Conjure nightmare (Only is replaced by number 3 of skill scepter)
Create an illusion close to the target enemy and pursues him.
The near this illusion enemies were suffering torment.
8xTorment (5s)
Casttime (1.1/2s)
Cooldwon (20s)
Radius 240
Rank 900
Interval (8s)
New skill Elite – Arcane Languor
You create an area that slows energy.
Enemies within the area not always recharge
your energy and dodging takes damage.
Damage 700
Casttime (1s)
Cooldown (180s)
Radius 360
Rank 1.200
Combo field Ethereal
Duration 10s
New skill Elite – Visions of Regret
Create an area of illusions and fantasies.
Enemies within the area whenever you use a skill or attack
confused and tormented.
3xConfusion (5s) (for each skill used)
1XTorment (5s) (for each skill used)
Casttime (1s)
Cooldown (180s)
Radius 360
Rank 1.200
Combo field Ethereal
Duration 10s
(edited by Angel de Lyssa.4716)
It seems to me like Anet have made a concerted effort not to have lots of unique debuffs such as those inflicted by Hexes like Clumsiness, Shame or Backfire. Effects outside of standard conditions, boons and CC are pretty uncommon in the game and are usually generated by mobs and not PCs. I doubt Anet will move away from this model any time soon. It’s a shame ‘cause while this makes the game a lot more newbie/casual friendly (ie. you don’t have to learn a hundred different skills to understand what’s happening to you), it does seem to detract from what made the Mesmer so fun in GW1.
One way in which these could be made to work might be to rework them as channelled skills similar to blocking. So Shame might be a 3 second targeted channel with some kind of clear visible effect (like Confusing Images), which interrupts and puts on CD the first skill the target uses during the channel.
Would LOVE something like Sum Of All Fears, and the Cry idea would be really nice and encourage us to pay attention to our clones more!
I don’t see a problem for anet to break their own rules regarding the buff/debuff system twice.
We have unique buffs/debuffs for as well for:
- Warriors (banners / stances / impale / … )
- Guardians (Shield of Wrath / virtues / Binding Blade / Hallowed Ground /…)
- Ranger (Quickening Zephyr / Spotter / spirit buffs /… )
- Thief (venoms / Haste)
Just to mention some. There are unique buffs and debuffs already so why are they still refusing to give the mesmer hexes? I don’t get this.
Hexes also could replace phantasms…
yes please replace phantasms with some hex like aoe spell would be amazing!wvw mesmer could actually be useful in wvw besides veilbotting!
It seems to me like Anet have made a concerted effort not to have lots of unique debuffs such as those inflicted by Hexes like Clumsiness, Shame or Backfire. Effects outside of standard conditions, boons and CC are pretty uncommon in the game and are usually generated by mobs and not PCs. I doubt Anet will move away from this model any time soon. It’s a shame ‘cause while this makes the game a lot more newbie/casual friendly (ie. you don’t have to learn a hundred different skills to understand what’s happening to you), it does seem to detract from what made the Mesmer so fun in GW1.
One way in which these could be made to work might be to rework them as channelled skills similar to blocking. So Shame might be a 3 second targeted channel with some kind of clear visible effect (like Confusing Images), which interrupts and puts on CD the first skill the target uses during the channel.
Would LOVE something like Sum Of All Fears, and the Cry idea would be really nice and encourage us to pay attention to our clones more!
I don’t see a problem for anet to break their own rules regarding the buff/debuff system twice.
We have unique buffs/debuffs for as well for:
- Warriors (banners / stances / impale / … )
- Guardians (Shield of Wrath / virtues / Binding Blade / Hallowed Ground /…)
- Ranger (Quickening Zephyr / Spotter / spirit buffs /… )
- Thief (venoms / Haste)
Just to mention some. There are unique buffs and debuffs already so why are they still refusing to give the mesmer hexes? I don’t get this.
Hexes also could replace phantasms…
yes please replace phantasms with some hex like aoe spell would be amazing!wvw mesmer could actually be useful in wvw besides veilbotting!
Necromancer had more hexes than any other profession. If hexes were allowed in the game, that profession should get them first (since it would make having more than one build cough MM cough viable).
Oh boy… There was a reason why mesmers dominated in gw1.
Damage for not using skills.
Damage for using skills.
Interrupt for using skills.
Resource drain for using skills.
But I do like hexes.
New skill Manipulation – Aneurysm
Broadens the enemy target with a lot of energy, granting him quickly and being weakened.
If he was stunned, stun breaks and confused.
8xConfusion (8s)
1xQuickness (8s)
1xWeakness (8s)
Casttime (1/4s)
Cooldown (35s)
Rank 900
*Note: The sound effect would be like a sweet siren chaotic.
(edited by Angel de Lyssa.4716)
Trait Illusion XV Grandmaster – Migraine
Your confusion does 10% more damage and causes damage whenever the enemy dodges.
Trait Domination Master – Frustration
Your interruptions cause confusion to enemies.
4xConfusion (8s)
*Notes: This ability is a copy of Warrior trait “Distracting Strikes”
I think that should be the mesmer.
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