Speculations on future Mesmer Specializations

Speculations on future Mesmer Specializations

in Mesmer

Posted by: Black Cat.1024

Black Cat.1024

Hey everyone,
I was wondering what everyone’s speculations were on future Mesmer Specializations, based on individual opinion, hopes, or logic (I was wandering around the forum before the Specializations release and I saw that a lot of people were expecting Chronomancer). Is this based on GW1? Or just class logic along with current traits?
Along with weapons of course and utility mechanics (such as wells, shouts, traps etc)
I saw somewhere that someone posted about a dual pistol wielder specialization, which could be nice imo, however I’m not sure if Mesmers have the mobility for that, the 25% speed buff is in the Chrono trait line, and we’d probably need much more vigor and endurance regen.
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Speculations on future Mesmer Specializations

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Posted by: DuckDuckBOOM.4097

DuckDuckBOOM.4097

Something I’ve dropped the idea of here and there but never really fleshed out before:
Problem: Phantasms make mesmer dps suck in PvE
Solution: Make phantasms buffs/boons that modify auto attacks rather than entities that die.
Example:
https://www.youtube.com/watch?v=nZ6wURth1oo
Video basically has the dead spirit phantasm attack when nero the mesmer attacks.

So going through the list of what phantasms buffs could do:

GS: Aoe cleave on auto attack
Sword: Single target max dps
Pistol: Ranged projectile+20 or 100% finisher (main hand pistol mesmer/gunsword)
Torch: Burning auto attacks
Focus: Short reflect at end of auto chain.
Staff: RNG Conditions
Shield: Can’t use shield with new elite spec
Defender: Protection on auto attack (“hammer mesmer”)
Disenchanter: Clears conditions in an aoe.

All of them should add some dmg but some are more utility than dps or vice versa. Only can summon one at a time. Can swap weapons and buff remains for set time. Can’t shatter phantasms but can replace the buff with a new one. Can only summon two clones as one “circle” is dedicated to the phantasm buff. The numbers would obviously have to be balanced in a way that some weapons are stronger than others, some only proc on the 3rd auto attack chain or they have an ICD.

I think the DPS could be balanced for a PvP mesmer while upping the sustained DPS of a PVE mesmer greatly. Furthermore, it allows a PvE mesmer to shatter freely without worry of phantasms dying. PvP shatters wouldn’t be too out of hand as only two clones could be summoned so it’s spike DPS would be lower than vanilla mesmer spikes. If it’s “too OP” maybe even make it so that a mesmer can only summon 1 clone at a time.

Fluff:
Borrows from shadow arts of the thief and uses deceptions. Could even call the phantasm buffs shadows. Call it a shadow dancer, or whatever. In a way, you could also consider the phantasm buffs like a duel skill#3 where thieves use both weapons at the same time.

Weapon:
As much as people want a new main hand, offhand dagger and a new phantasm seems like the obvious choice if borrowing from the thief. I would really like some form of leap. The phantasm buff could maybe have a short daze built into it (would need an ICD) or some kind of heart seeker DPS increase as the enemy gets lower on health.

Deceptions/utilities:

Elite: Shadow clone: This clone follows the mesmer for 20 seconds and doesn’t die when shattered. It inherits the phantasm buff on it’s auto attack.

At least 1 smoke field/blind for the offhand dagger leap to allow for stealth would be awesome.

Maybe something like
http://wiki.guildwars2.com/wiki/Grasping_Shadow

Decoy is currently a non-typed utility. Make it a deception. Maybe bring back clone death a bit. When this clone dies, it explodes for decent damage.

Utility (or maybe F5): Going along the lines with the new daredevil or berserker stun break, 1 utility could be a really short CD stun-break (10 seconds). However, it acts like a shatter. For each clone shattered (max 2 and IP doesn’t count), it gives 1 second of stealth. With PU, this means a max of 4 second of stealth when using this utility. This shatter would in and of itself do no damage. However…
GM traits
The reason I want to add “stealth spam” is because of the new GM traits. Just like the daredevil focuses on all the dodges with it’s GM, the new elite mesmer spec would focus on backstabs!? So 1 GM trait would basically give bonus damage on #1 while stealthed. Another might pulse slow/torment in an aoe while the mesmer is stealthed. (while it sounds op, it also gives you an indication of where a mesmer is, so swing at the air). 3rd GM trait could be like thief sword backstab with stun or blind depending on position.

Speculations on future Mesmer Specializations

in Mesmer

Posted by: Kelthien.8593

Kelthien.8593

Tricky to say… If I had to think about what we’re lacking, my first thought is “we don’t have a solid tanky front-line option”. So I’d vote for that.

Weapon: MH Focus because I’d love to dual-wield Anomalies. Short/mid-range weapon with protection on auto-attack, a “teleport behind your enemy and leave a clone in your place” generator, and a pulsing AoE ethereal damage field.

Elite spec passive: 30% of the damage you take is divided between your active illusions. Grants access to Phantasmal Displacement.

Phantasmal Displacement: Swap positions with your nearest phantasm. Removes movement controlling effects.

Playstyle: A bit more durable than we are now but with a focus on evading attacks through mobility rather than flat-out damage soaking. Goal would be to keep phantasms up and in a save area to swap with while teleporting in and out of combat.