While I think the mesmer forum managed to keep most of its comments in a few threads (compared to awful mess in necro forum for example), there are still a lot of messages to parse so I thought a summary would be welcome.
I will try to be exhaustive, but if I am not, please add messages on this thread and I will keep the summary updated. Also, while not intentional, I cannot promise I won’t have a slight biased toward my own idea, please excuse me for that.
General comment
First, I think most of us agree that the chronomancer was amazing. It seemed more polished than the other specializations and it really offers a very unique playstyle. It does have a lot of intricacies which means it has a fairly higher skill cap than the core mesmer (which is already not the most straightforward profession). So thumbs up Robert Gee and A-Net, this was a great week-end for me.
Now let’s go in more details.
Shield
The shield is very good as it stands. It definitely has its niche and is mostly well balanced. Possible suggestions/problems:
- The skill 5 has trouble when the moving field hits terrain, preventing it from returning.
- We have many block skills, but always a single block. Some people have suggested turning this in a “block everything during 2s and then cast phantasm”. May be a bit strong since we can block twice though.
- The phantasm seems to have a low attack rate, and being bounce-based, it is not very good in providing alacrity to a party (and 1s is really nothing). In general, party-wide alacrity is missing and non-shatter alacrity is weak. AOE instead of bounce and 2s alacrity would be a good start.
- Skill 4 is currently not affected by Illusionist’s Celerity/Persistence of Memory
- Skill 4 may have a too short CD.
Wells
Many people dislike them: a mesmer is usually very mobile, so staying on points for 3s to have the benefits seems impossible. On the contrary: I feel like wells do precisely what the elite specialization is meant to: promoting a different playstyle. I have myself enjoyed very much playing a bunker playstyle, and the wells were an essential component of it. Still some people think the radius should be increased and they should be unblockable like necro wells or ranger traps. A few suggested that we should be able to prematurely end the well to get the final effect albeit in a weaker form (the earlier you abort the weaker the final effect).
- Well of eternity: the comment above being taken into consideration, this is a very good heal. High AOE heal + vigor without being a weak heal for yourself if you manage to stay on points is great.
- Well of Action: I think a favorite for most people, mostly because it is used as a mini time warp so people already knew how to use it properly.
- Well of Calamity: very decent. Some people felt that having only the last pulse giving high damage made this well rather weak and suggested instead that the pulsing damage simply increases with each pulse or have the final damage really stronger.
- Well of Precognition: very hard to use. Because the defensive part of it is delayed, it is very hard to time it right. Some people suggested inverting the effects, but the unblockable part is also something you want to time right… I don’t know what to do with this well, but if kept as it is, its CD probably needs to be reduced to see any use.
- Well of Recall: our only source of AOE alacrity, but I feel it is not worth it currently. 3s alacrity means 2s reduced CD for your party. That is not that strong. The chill is nice, but at the end so less likely to happen. I would at least reduced this well’s CD and cast time.
- Gravity Well. By general consensus, this well is underperforming. While I can see why 4 CC was basically unescapable, only 1 and at the end is really underwhelming. There should be some mechanics so that people have a higher chance of taking the last pulse. Having a big pull in the first pulse is a very possible idea. Making everyone “attracted” to the center with a centripetal force stronger the closer we are from the center is a cool idea but probably needs a lot of new coding. A more simple reduce speed (cripple/chill or some unique effect) in the well works too. An increased radius can also be useful. Essentially someone playing well should be able to escape the well, but it should not be “too easy”.
(edited by Silverkey.2078)