I’ve been lurking these forums for awhile so I just wanted to give my input.
As much as possible, my goal with these changes is to incorporate Anet’s principle to “buff underused options” and “nerf overused options.” (which they have done quite a lot of) While I personally agree with the philosophy they’re using to create balance, I’ve yet to see it come to fruition, especially with the scepter weapons.
TOOL TIP FOR ALL PHANTASM.
- a basic Quality of Life change.
Mind Stab:
This movie will strip the boon of an enemy BEFORE applying damage.
*This means that this move will practically ignore Aegis, Protection, Retaliation, Stability. Just to live up to it’s name, it should literally STAB the mind, bypassing physical barriers.
Staff:
Winds of Chaos: Increase projectile Speed
[These are really SLOW winds, the elementalist and necro staff auto attacks have decent speeds, why not Mesmer?]
Scepter:
Illusionary Counter: After successfully blocking an attack, daze foes for 1/4 a second then leap backwards 200m, summoning a clone at your place and inflicting torment on the enemy.
[One problem I’ve had with this skill is that even though I’ve blocked my enemy’s attack, somehow I still take damage because they aren’t pressured enough to stop attacking. I think they should be penalized more especially considering how obvious this animation is. Moreover since it’s a ranged weapon, the leap back should help to get distance between you and the foe]
Counterspell: Faster projectile speed.
[I would be more inclined to use this skill if the projectile would react as fast as I need it to. Normally when it’s been launched, the foe will have already used the burst I’m trying to avoid in the first place.]
Sword
My general problem with the Off-hand sword is that it doesn’t have a prominent SLASHING animation which is a waste considering the mesmer can dual wield swords (especially for swords with an after-image)
Illusionary Riposte:
On a successful block, create an illusion then use Mind Thrust.
- Mind Thrust: The same as Mind Spike but with a Leap forward (400m)
Counter Blade: Slash your blade upward so fast that it launches a vertical vacuum that slices forward and dazes foes.
[This is just to change the animation from the generic Scepter bolts.]
Phantasmal Swordsman: Slash in a circle and summon a phantasmal swordsman
Evade 1/2 second
[More slashing animations, yay]
Pistol
Magic Bullet:
if 1 target, that foe is Stunned, Dazed, binded, and confused
if 2 targets, the bullet alternates betweens the two. In other words, one foe is Stunned and blinded, the other is dazed and confused.
If 3 targets, the 1st target is stunned, the 2nd target is dazed, the 3rd target is confused, and 1st or 2nd target will be blinded (depending on proximity after 3rd bounce)
[This is to make the skill function similar to Revenant’s Relentless Assault wherein the skill is highly effective against single targets but is diminished when multiple targets are present.]
Torch:
Phantasmal Mage: transfers 1 burning condition to itself. Each stack of burning increases the Phantasmal Mage’s damage. The Phantasmal Mage’s damage still receives burning damage.
Slot skills
Healing
Mirror: User gains retaliation for 3 seconds when this skill is activated
(This is to give it more anti-physical defenses but just enough so mesmer is not impervious to melee hits.)
Utility:
Arcane Thievery
Send 5 Conditions you have to your foe and steal 5 of their boons
(This is just to make this skill more in line with Necro’s corrupt a boon back when it’s cooldown was still 45 seconds)
Mantra of Pain
Power Spike: Inflict 2 stacks of vulnerability and 1 stack of bleeding on your foe for 3 seconds (Up to 6 stacks if traited with Harmonius Mantras)
[Hopefully this will encourage power/condi builds to use this mantra]
Traits:
Restorative Mantras:
Casting a mantra heals you AND allies for a small amount.
Heals allies AROUND you for a large amount when you finish preparing a mantra.
[This is so that mantras give a reliable source of healing]
Ineptitude:
In addition, illusions that evade attacks will also blind foes.
[This is to synergize better with Protected Phantasms]
Chaotic Transference:
Gain condition damage based on your toughness
When you have 3 active illusions, each illusion will take 1 condition from you unto themselves. Cooldown 5 seconds
[To synergize with my suggestions for Malicious Sorcery]
Malicious Sorcery:
Increase attack speed of scepter 20%
Reduces recharge of Scepter skills
Ilusions will transfer conditions on them unto foes they hit; internal cool down PER Illusion is 3 seconds.
[Hopefully this will encourage taking this trait and using Scepter as a thematically condition weapon]
Chronomancer:
Danger Time:
Gain additional Critical-hit chance against slowed enemies
Increase critical damage on enemies by 5%
Damage taken from slowed enemies is reduced by 10%
(I believe this skill is meant to punish foes who do not cleanse the Slow condition. So it’s better to let it resemble Reaper’s Cold Shoulder.)
I did NOT fully consider how most of these changes will affect other classes however so suggestions and constructive criticisms are welcomed