https://www.youtube.com/channel/UCJTjZ2yriM20o_36MZmMTuA/videos
(edited by Iavra.8510)
I know, i already got another thread about something similar but it’s already quite old.
I will put the proposed changes in major and minor to indicate the priority these changes have for me. It also indicates those changes that i’m not really sure of.
Heal/Utility/Elite:
Ether Feast (major):
- removed the additional healing per illusion alive.
- now cleanses the mesmer for 1 condition per illusion alive (IP counts, too).
Mirror (minor):
- removed the reflect.
- now evades during the cast, cancelling Mirror puts it on full CD.
Portal (minor):
- cd reduced to 60s.
- visible buff now indicates how long it is until the first portal vanishes.
Veil (minor):
- increased stealth duration by 1s.
- enemies crossing the line get Revealed for 10s.
Phantasmal Defender (minor):
- now has permanent retaliation.
Signet of Midnight (minor):
- passive changed to +20% boon duration.
Signet of Inspiration (major):
- passive changed to +25% movement speed.
I’m actually unsure which signet should get the increased movement speed passive, but it should go to one of them. Both passives need a buff, imho.
Mass Invisibility (minor):
- cast time reduced to 1s.
Polymorph Moa (major):
- replaced by something else, can be discussed in this thread.
Time Warp (major):
- now is a glamour skill.
Deception (Downed #2, major):
- will randomly teleport and stealth but won’t create an illusion when nothing is targeted (now works without a target).
Weapon Skills:
Mind Stab (GS #3, minor):
- increased radius to 180.
- reduced AoE limit to 3.
Winds of Chaos (Staff #1, major):
- removed vulnerability.
- bleed duration reduced to 5s.
Ether Bolt, Ether Blast (Scepter #1, first 2 attacks, major):
- now apply 1 stack of confusion for 2s.
Temporal Curtain (Focus #4, minor):
- now applies 3s chill instead of 5s cripple.
Into the Void (Focus #4 follow-up, major):
- reduced delay to 1/2s.
The Prestige (Torch #4, major):
- blast finisher now happens on cast.
Phantasmal Mage (Torch #5, major):
- reduced cd to 20s.
- now attack every 4s, down from every 6s.
Traits:
Signet Mastery (Domination VI, minor):
- moved to master tier.
- merged with Cleansing Inscriptions (Chaos IX).
Confusing Enchantments (Domination VIII, minor):
- moved to adept tier.
Confounding Suggestions (Domination XII, major):
- now reads “every daze you apply is converted to a stun. Every stun applied to you is converted to a daze. Durations are preserved”.
Protected Mantras (Dueling VI, minor):
- now a master trait
- now reads “gain stability while channeling mantras” (note: this removes stability when channeling is finished so it cannot be abused by stacking boon duration).
Mantra Mastery (Dueling VII, minor):
- now an adept trait.
Retaliatory Demise (Chaos VI, major):
- now applies 5s of quickness when you are downed.
- now has a 60s ICD.
Mirror of Anguish (Chaos VII, minor):
- ICD reduced to 60s.
new Chaos Master tier trait: Infusion of Chaos (minor):
- every 10s, a condition is transfered to a random illusion (only works when at least 1 illusion present).
Compounding Celerity (Inspiration VI, minor):
- now is a grandmaster trait.
- now reads “you and your illusions move 25% faster”.
Temporal Enchanter (Inspiration IX, minor):
- now is an adept trait.
Shattered Conditions (Inspiration XI, major):
- now is a master trait.
- AoE limit reduced to 3.
Illusionary Invigoration (Illusions VI, minor):
- now is the 15pt minor trait.
Illusionary Elasticity (Illusions VII, major):
- now fixed.
Illusionists Celerity (Illusions 25pt, major):
- now is a master trait.
Shattered Strength (Illusion 15pt, minor):
- now is the 25pt minor trait (again).
That’s it. In first place, i tried to adress our weaknesses against conditions and our slow movement speed. Some changes, like Compounding Celerity, are kinda strange but in this particular case i needed a replacement to move Shattered Conditions to master tier.
These are my thoughts so far and i’m hoping for a healthy conversation and many good suggestions regarding Moa replacement ^^
(edited by Iavra.8510)
Some i would like:
Unknown name – Creates a Phantom that absorbs conditions from the Memser. Secondary function (press button again) makes the Phantom run at target and explode – gives all the conditions (and stacks) to the targets affected
Not sure if it should be affected by traits that inflict conditions on shatter. Phantom is immune to the condition damage it absorbs but is not immune to AoE and such. This means that it wont die in seconds off getting conditions but it can be killed by attacks and AoE
I would LOVE to see a Elite that turns us into a sick looking Phantom with new skills. having Clones/Phantoms up will shatter them and buff up the elite. This new form gives the Mesmer new skills as well.
That would be good notes.
My favorite is :
Winds of Chaos (Staff #1, major):
- removed vulnerability.
- bleed duration reduced to 5s.
YES.
This is what we need.
Bumping this a bit.
Also adding these changes:
Protected Mantras (Dueling VI, minor):
- now a master trait
- now reads “gain stability while channeling mantras” (note: this removes stability when channeling is finished so it cannot be abused by stacking boon duration).
Mantra Mastery (Dueling VII, minor):
- now an adept trait.
Bump + another update:
The Prestige (Torch #4, major):
- blast finisher now happens on cast.
Bump + another update:
The Prestige (Torch #4, major):
- blast finisher now happens on cast.
This one finally needs to happen why can eles get a blast finisher on cast and we can’t. We not only have to wait til the end of cast if we move outside of the field while stealthed welose the bonus of the ffield we were in (churning earth+lightning flash). However if we move into a new field we won’t get that bonus either.
Bumping this until a dev reads it.
May not ever happen.
Illusionary Membrane-ICD needs decreased. Right now this is a big reason that mesmers can’t bunker.
Bumping this until a dev reads it.
iElasticity and staff clones. Now. I have the build ready, I deserve it.
The staff AA change seems kinda meh, not the strength but the “theme”. I actually like having random condition and boon procs and it makes the weapon stand out from other condition setups, it’s just that vulnerability has 0 use in a condition spec.
So, how about instead changing it to a 1-3s poison/torment? Or chill/cripple/weakness if a dps increase must be avoided for some reason.
Also staff 4 became rather underwhelming, especially since Phase Retreat essentially does the same and more, at 1/4 the cooldown. Maybe add a blast finisher, or would that make it OP with specific team comps?
Also staff 4 became rather underwhelming, especially since Phase Retreat essentially does the same and more, at 1/4 the cooldown. Maybe add a blast finisher, or would that make it OP with specific team comps?
The changes were made to make Staff #4 similar to the combo version of chaos armor like ele auras. Problem hereby is that ele skills generally “do less” than those of other classes to balance out the higher amount of weapon skills the class has.
So we essentially got a skill that does the same as an ele skill but is “costing” us double since we only have half the number of weapon skills compared to eles.
/edit: An easy fix would be to just lower the cd of staff #4 but i’d rather see a replacement of useless RNG elements (swiftness…) for something more useful.
The changes were made to make Staff #4 similar to the combo version of chaos armor like ele auras. Problem hereby is that ele skills generally “do less” than those of other classes to balance out the higher amount of weapon skills the class has.
So we essentially got a skill that does the same as an ele skill but is “costing” us double since we only have half the number of weapon skills compared to eles.
/edit: An easy fix would be to just lower the cd of staff #4 but i’d rather see a replacement of useless RNG elements (swiftness…) for something more useful.
I know the old skill could’ve caused problems with the Chaos Armor rework. I just think the skill itself is extremely lackluster, previously it was already boring and only really useful as a panic button.
The effect of Chaos Armor itself is okay, but to lose an entire skill slot for a single application of this effect is annoying, especially since the 5→2 self-combo also hands it out “for free”. In addition it’s an incredibly simple and selfish ability on an otherwise complex and supportive weapon.
Oh, and a big +1 on Moa removal. That or make it work through Defiant stacks (it is an Elite after all)
I agree with you, it’s better to just get rid of Chaos Armor as a weapon skill and replace it with something useful at this point.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.