Sybol's Suggested Changes to the Class

Sybol's Suggested Changes to the Class

in Mesmer

Posted by: TheComet.6471

TheComet.6471

So I’ve been thinking about the current state of the mesmer and the lesser used weapon skillsets, and have a few change ideas in mind.

Weapons
Torch
-iMage: Either return the phantasm to its original 1 stack of confusion with a longer duration, or extend the duration of the 3 stacks we have now.
-The Prestige: Give us the abiliy to break out of stealth with the blast finisher on command like how we can pop a stun using our sword block.

Scepter
-Ether Bolt: Give each shot a Projectile Finisher for condition builds.
-Block: The projectile could use some pathfinding tweaks, or make it homing.

Staff
-Winds of Chaos: Vulnerability gives 2 stacks instead of 1.
-Phase Retreat: When teleporting, check the Z of the ground vs the player’s Z position, and correct approprately so we stop going through the floor.
-Chaos Armor: Update the tooltip to mention the protection!

Greatsword
-Mind Stab: Increase the radius and increase the damage by about 50%, remove the rooted stance restriction.

Focus
-Swiftness veil: Allow it to be stacked with other swiftness boons, extend swiftness duration slightly.
-iWarden: Allow the warden to run into melee range with the target

Utility

Mimic: Enable blocking and reflection on skill activation instead of after absorbing a projectile first.

iDisenchanter: Summon beside the PC instead of in melee range
iDefender: Increase health

Mantra of Pain: Increase damage, inflict 3 stacks of Vulnerability
Mantra of Concentration (stability): Reduce the cooldown, add 5 seconds of retaliation

Mantra of Recovery: Increase base healing (not scaling) slightly to make it more relevant to non-healing power builds
Mirror: Increase healing slightly, increase reflection time to 3-4 seconds.

Well those are my ideas for many of the skills in the game, let me know what you think

Kaineng – Co-Leader of Skrittical Hits
Sybol – Healing Bunker Charr Mesmer (80)
Dresdon Honorclaw – Zerk All-Ranged Charr Warrior | Hawke Fullmoon – Melee Ranger

Sybol's Suggested Changes to the Class

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Posted by: Jermz.4613

Jermz.4613

While I agree with majority of your suggestions, the problem with them is that people think mesmers are already OP and making them more efficient with these tweaks will cause QQ threads like never before. lol.

I really like most of them, i think Signet of Midnight should have passive +movement speed. That way people may actually use signets in mesmer builds lol.

Sea of Sorrows ~ gw2-seaofsorrows.com
[HLX] Helix Leader ~ http://helix.venturegamers.com

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Posted by: TheComet.6471

TheComet.6471

oh I forgot about the signet of midnight…
I actually ran that signet for awhile, I used it as a confusion bomb and stun breaker, didn’t find it to be as bad as everyone makes it out to be, although I do agree that it could use a small buff.

I couldn’t tell you what needs a nerf though, I run a screwball tanky self-shatter heal build and I’m more concerned about that .25 global CD bandaid that is killing my build :P

Kaineng – Co-Leader of Skrittical Hits
Sybol – Healing Bunker Charr Mesmer (80)
Dresdon Honorclaw – Zerk All-Ranged Charr Warrior | Hawke Fullmoon – Melee Ranger

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Posted by: EasymodeX.4062

EasymodeX.4062

Mantra of Pain: Increase damage, inflict 3 stacks of Vulnerability
Mantra of Concentration (stability): Reduce the cooldown, add 5 seconds of retaliation
Mantra of Recovery: Increase base healing (not scaling) slightly to make it more relevant to non-healing power builds

Lols.

That would be funny.

If you can’t read English, please do not reply to my post.

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Posted by: Chaos Archangel.5071

Chaos Archangel.5071

I completely agree with almost everything.

*Scepter should be a projectile finisher, but I think the third hit should also add a bit of confusion(2 stacks for 3 secs?) in addition to the clone spawning.

*The iWarden is a defensive phantasm, isn’t it? Having it run to an enemy to do its attack would increase it’s offensive benefits but would make it much harder to stand inside it’s projectile-absorbing (deflecting when traited) bubble.

*iDefender should still work if you have more than 1 summoned, that’d make up for the crappy health as they could absorb eachother’s damage.

*The trait Restorative Mantras should heal slightly more or scale better with healing power.

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Posted by: Gaiawolf.8261

Gaiawolf.8261

Really like your idea for the scepter auto being a projectile finisher. Maybe it has been mentioned before, but most people just spam “add a condition.” The other thing that definitely needs to be done is removing the attack rate from the projectile animation if it had not been done already (haven’t tested in a while). We already have a great melee weapon, so there’s no point making scepter do more damage at melee range.

As for Torch, I admit I’m at a loss how to beef the iMage up without making him overpowered in a few situations (boss DEs). In most situations he’s subpar and could use more duration or damage. Maybe reducing stacks to 1 for 6s but giving it 2 bounces?

Here’s my idea for The Prestige I posted awhile back:
The Pledge: Blind nearby foes (5s). Combo Field: Smoke.
-> The Turn: Damage nearby foes. Combo Finisher: Leap.
-> The Prestige: Burn Nearby Foes (3s). Combo Finisher: Blast.

Lone Wolf Mesmer | Warrior | Engineer | Thief
Dissentient [DIS] ~Tarnished Coast

(edited by Gaiawolf.8261)

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Posted by: Xavi.6591

Xavi.6591

Adding 25% passive Movement Speed to a signet (Inspiration?) or some other ability (Decoy, Blink, etc.) would be nice.

Fantasme Bloodwen [R.I.P. Mesmer] | Andi Runi [Warrior] | Bonedoggle [Necro] | Zooerasty [Ranger]
Angry Intent [AI] | Yak’s Bend |

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Posted by: Confessor.8957

Confessor.8957

-Mind Stab: Increase the radius and increase the damage by about 50%, remove the rooted stance restriction.

Because I am lazy:

-Mind Stab: Damage remains the same, make it auto-hit, remove the rooted stance restriction.

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Posted by: Gaiawolf.8261

Gaiawolf.8261

Oops. Forgot to comment on Mind Stab. I don’t mind the rooted animation since it’s so cool, but it’s gotta be worth it. Increase damage, bigger radius, and blast finisher are appropriate given the self root.

And yeah, we definitely need a speed bonus somewhere. Signet of Midnight is lacking and seem appropriate, but I’d rather swiftness if we are being choosy. Make Signet of Inspiration only give swift and vigor while OOC.

Lone Wolf Mesmer | Warrior | Engineer | Thief
Dissentient [DIS] ~Tarnished Coast

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Posted by: Drawing Guy.3701

Drawing Guy.3701

My main is a Mesmer, and I think most of your suggestions are a bit OP, but here are my thoughts:

Weapons
Torch
-iMage: Either return the phantasm to its original 1 stack of confusion with a longer duration, or extend the duration of the 3 stacks we have now. Would be nice, though I would be happy with just a shorter cooldown… this phantom is crap unless you get multiple ones up to get stacks going, and with a 30 second timer, you’re only going to be able to do this on Champions. Makes this too limited.
-The Prestige: Give us the abiliy to break out of stealth with the blast finisher on command like how we can pop a stun using our sword block. Perfect suggestion. The simple ability to pop it on command turns this from just a pansy stealth move that you have to trait (unless you like not being able to attack for 3 seconds) to make good to something that can be very useful.

Scepter
-Ether Bolt: Give each shot a Projectile Finisher for condition builds. Straight up boost that would make it a bit too OP. Seriously, the ability to drop a veil or storm and stack up constant confusion and clones that do the same on a move that generates clones? My god this would be awesome, but no… too OP.
-Block: The projectile could use some pathfinding tweaks, or make it homing. eh – I’ve never had serious issues with the block hitting except at range, and that should be dodgeable at range. Not needed.

Staff
-Winds of Chaos: Vulnerability gives 2 stacks instead of 1. Any auto attack that clones can do should be especially looked at before boosting. Nice, but is it really needed?
-Phase Retreat: When teleporting, check the Z of the ground vs the player’s Z position, and correct approprately so we stop going through the floor. Functionally should happen, though popping me down or up floors has saved me from a few too hairy situations. :p
-Chaos Armor: Update the tooltip to mention the protection! Sure. Though I’m afraid Anet may go, oh, it shouldn’t, and just take off the protection. D=

Greatsword
-Mind Stab: Increase the radius and increase the damage by about 50%, remove the rooted stance restriction. Ummm… this is a 1200 range move already does good damage and is an aoe boon ripper. It casts in a quarter second. Sure, it’s not a staple DPS move to use over your auto-attack, but that is not the purpose of this move. Good as is.

Focus
-Swiftness veil: Allow it to be stacked with other swiftness boons, extend swiftness duration slightly. Yes. The Temporal Curtains swiftness is pretty broken right now, and should be fixed.
-iWarden: Allow the warden to run into melee range with the target While it has a very nice attack, as others have said, the shine of this phantom is it’s defense bubble… which you don’t want running away from you. Good as is.

Utility
Mimic: Enable blocking and reflection on skill activation instead of after absorbing a projectile first. People underestimate this skill as they forget about the 4 seconds of reflect/block that you get after absorbing. Actually taking the hit fits the concept of absorb, but any concept that requires you to eat damage I find a bit backwards. What I would like to see is that when you cast it back, you heal for the damage you took when you absorbed the move. It fits better as it was only an “illusion” you took the damage (of course it wouldn’t be an illusion if it took you down!), and helps bring this move to a proper level.

iDisenchanter: Summon beside the PC instead of in melee range Nice suggestion. It’s already set to prioritize players, would only make sense to be by the player.

iDefender: Increase health Not unless they fixed the defender stacking.

Mantra of Pain: Increase damage, inflict 3 stacks of Vulnerability I actually agree. Pain is nice while you’re low level, but without utility, it has no real purpose outside of that. This would wake the ability up a bit.

Mantra of Concentration (stability): Reduce the cooldown, add 5 seconds of retaliation This is definitely one of the weakest stability moves in the game… long cool down for 2-3 very short duration moves. This makes it a reactionary move, and if you are going to react to a move, you would dodge/blink instead of stability. While retaliation would add use for a bunker build, I’d much rather see it give 4 second stability casts. This would bring it on level with many other classes stability levels.

Mantra of Recovery: Increase base healing (not scaling) slightly to make it more relevant to non-healing power builds Two instant cast heals that you can trait to 3, making it your strongest. True it’s weak untraited, but weakest to strongest based on traits I find to be a good balance for a skill setup.

Mirror: Increase healing slightly, increase reflection time to 3-4 seconds. 1 second is indeed too short, but 3-4 is too long. 2 seconds is much more balanced and effect imo.

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Posted by: Animando.7956

Animando.7956

Hope the devs will read your topic

-iMage +1
-The Prestige +1
-Ether Bolt +1
-Block +1
-Winds of Chaos +1
-Phase Retreat: +1
-Chaos Armor: +1
-Mind Stab: +10
-Swiftness veil +1
-iWarden +1
Mimic: +1
iDisenchanter: +10
iDefender: X it’s fine IMO
Mantra of Pain: +1
Mantra of Concentration (stability): X
Mantra of Recovery: +1
Mirror: X I’m using it all the time and happy with it.

And my personal contribution: boost(/fix) all the signets!