[suggestion] My take at build diversity

[suggestion] My take at build diversity

in Mesmer

Posted by: Alissah.9281

Alissah.9281

i was very excited for the build diversity patch, and really hoped that every single trait would have multiple uses and are vialbe in some way, but as you all probably know, the build diversity patch did more harm than good.

Some time ago I decided to keep my complaints to a minimum and come up with actual feedback, in the form of rebalancing traits :D.
I added more ways to apply confusion, for most of them you have to be in a 600 range of foes, i also brought back glamour builds, but they have a 3 hit limit or 5 with 20 inspiration (temporal enchanter).
Confusion is still mostly secondary damage, you can build for ways to apply it, but not build it as your primary damage. (atleast i hope so)

in short, this is what i did to the trees:
Domination:

  • Primary damage is direct damage, secondary is confusion
  • utility: lockdown

Dueling

  • Primary damage is direct damage
  • utility: evasion and counters, a little bit non-damaging condition removal

Chaos

  • primary damage is condition
  • utility: “static” defense, boon application, condition removal

Inspiration (i didnt change much here)

  • primary damage is phantasm
  • utility: support

Illussions

  • Primary damage is confusion, or shatter with Illusionary Persona

My goal is to make every trait viable, and if possible to give them all multiple uses. Traits that are already strong shouldnt be changed, I’m only changing non viable/useless traits. I dont want to make a “power creep”, so traits have to remain a choice, even when for example using a shatter build, there should still be some choices in the traits you take, and one should not obviously be better. (bad example, i know)

Whenever I mention “inflict X condition to nearby foes”, its in a 300 radius.
at the end I’ll also give some example new builds using new traits and showing how much choice (build diversity) you have!

ok, lets get started ^__^

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
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(edited by Alissah.9281)

[suggestion] My take at build diversity

in Mesmer

Posted by: Alissah.9281

Alissah.9281

Domination
Adept
Minor: Wastrel’s punishment "deal 5% increased damage to inactive foes, inflict confusion for 7 seconds when dealing damage to a controlled foe (can only occur once every 2 seconds per foe).
I: Mental Torment
II: Halting Strike: inflict 3 stacks of confusion (5s) when you control a foe. Also deal damage when interupting them, or 25% when controling without interruption.
III: Empowered Illusions
IV: Rending Shatter. Shattering illusions causes vulnerability for 8 seconds to nearby foes. Vulnerability duration is increased by 20%.
V Crippling Dissipation
VI Dazzling Demise: daze (1s) and confuse (7s) your foe when they reach 50% health. Also confuse nearby foes. (Cooldown 20s)
Master
Minor: Illusion of vulnerability: Dazing a foe also applies 5 stacks of vulnerability (8 seconds). Inflict 10 seconds of vulnerabilty when you interrupt a foe.
VII: Shattered concentration
VIII: Confusing enchantments – glamours pulse 3 stacks of confusion (1s) to up to 3 foes (5 with temporal enchanter). Also inflict 3 stacks of torment for as long as the glamour lasts upon creation.
IX: Cleansing Conflagration
X: Greatsword Training
Grandmaster
minor: “Lingering distraction”. "Daze(1s) your foe and inflict confusion (7s) after your control effect on them ends (excluding dazed). This effect can only occur once every 15 seconds.

XI: Harmonious mantras: mantras can be activated 3 times before needing to be channeled again. All mantras inflict daze (1s) to target and confusion (7s) to nearby foes when. Activated. (Cooldown 20) (Mantra of distraction increased to 2s daze)
XII: Comfounding suggestions: stun a foe for 2 seconds when you daze them. also inflict confusion (7s) on nearby foes. This effect can only occur once every 15 seconds.

Dueling
adept
minor: Critical Infusion
I: Far-Reaching Manipulations The range of your manipulations is increased. Manipulations also remove a condition from yourself and affected allies when cast.
II: Phantasmal Fury
III: Reliatory shield: gain 4 seconds of retaliation(no cooldown), while inflicting 3 seconds of blindness (cooldown 15s) to your attacker when you block or distort an attack.
IV: Blade Training
V: Desperate decoy: Gain 4 seconds of chaos armor, 5 seconds of aegis and use decoy when you reach 25% health. This effect can only occur once every 45 seconds.
VI: Protected mantras

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

(edited by Alissah.9281)

[suggestion] My take at build diversity

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Posted by: Alissah.9281

Alissah.9281

Master
minor: Sharper Images
VII: Mantra Mastery Mantras recharge 20% faster. Mantras recharge (at their normal cooldown speed) 50% of their cooldown per charge used while readied. (33% per charge with harmonious mantras)
VIII: Blurred inscriptions: activating a signet grants 1 second of distortion and 10 seconds of swiftness. Activating signets is instant.
IX: Duelist’s Dicipline
X: Deceptive Evasion
Grandmaster
minor:
XI: Masterfull evasion: inflict 1 stack of vulnerability (15s)to your attacker and nearby foes, while applying swiftness(2s) and might (10s)whenever you evade, distort or block an attack. (Cooldown 1s)
XII: Furious Interruption

Chaos
Adept
Minor: Metaphysical rejuvenation
I: Chaotic Suspension: Gain permanent Chaos Armour when downed. (this Chaos Armor only affects each foe every 2 seconds, but boons remain 1 second. Regeneration and swiftness are replaced with aegis, might, retaliation and fury.)
Gain chaos armour (5s) and distortion (2s) when you rally.
Deception uses ground targeting.
II: Descent into madness
III Master of Manipulation Manipulations have 20% shorter cooldowns. They also remove a condition from yourself and affected allies when cast.
IV: Illusionary defense
V: Debiliating dissipation clones apply a random condition to nearby foes when they are killed, They also inflict 7 seconds of confusion.
VI Illussion of toughness: gain aegis (4s) while inflicting weakness (5s) and confusion (7s) to your attacker and nearby foes when you block or distort an attack. (Cooldown 15s)

Master
Minor: Illusionary membrane
VII: Mirror of anguish: when affected by a control effect, mirror it to one of your illussions(60 second cooldown), illusion suffers from permanent cripple.
When affected by 1 or more conditions, mirror a condition to your nearest illusions (30 second cooldown), destroying the illusion.
VIII: Bountiful interruption. Gain might for 5 seconds when you interrupt a foe, then gain another boon randomly.
Only gain another boon randomly when controlling a foe without interruption.
IX: Cleansing inscriptions: Signets remove 2 conditions when activated. Reduced signet cooldown by 20%.
X: Chaotic Dampening
Grandmaster
minor: Chaotic Transference
XI: Chaotic Interruption. Immobilize and confuse (7 seconds) your target when you interrupt them and randomly inflict blind, cripple, chill.
When controling a foe without interuption, only inflict confusion, then randomly blind, cripple or chill. (cooldown seconds)*
XII: Prismatic Understanding

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

(edited by Alissah.9281)

[suggestion] My take at build diversity

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Posted by: Alissah.9281

Alissah.9281

Inspiration
adept minor alternative: vengefull images Phantasms gain 2 seconds of retaliation when they are attacked. This effect can only occur once every 5 seconds.
I really just want to revert it back to the old perma retaliation… But thats overpowered according to arenanet >_<.
XI: Shattered conditions: remove a condition from yourself and neaby allies for each illusion shattered, heal them for each condition removed. (Im thinking 600 per condition, scales badly with healing power)

XII: Moment of Clarity: allies gain distortion (15s cooldown, capped at 1s) and remove conditions (15s cooldown, removed conditions are capped at 1) whenever you do so through selfish traits. (radius: 600)

Illusions
Adept
minor: Illusionary retribution. All shatter skills inflict confusion, You radiate 7 seconds of confusion when you activate a shatter skill.
I: Precise Wrack
II: Confusing Cry. Cry of frustration grants retaliation and 3 stacks of might for 5 seconds.
III: Compounding Power
IV: Masterful reflection. Distortion and Blur grant reflection, all reflected projectiles inflict 2 seconds of confusion. (no cooldown, including reflects with temporal curtain and feedback)
V: Master of misdirection.
VI: Illusionary Invigoration
Master
Minor: Shattered strength. Shattering Illusions grants you 1 stack of might per illusion (10 seconds) and Radiating confusion from yourself, illusions or foes had it’s radius increased to 600.
VII: Illusionary elestacity
VIII: Dazzling glamours. Glamour skills Pulse 2 seconds of blindness and confusion per second, can only occur 3 times, or 5 times with temporal enchanter.
IX: Blinding befuddlement Cause 3 stacks of confusion for 5 seconds when you blind a foe. (no cooldown)
X: Phantasmal haste
Grandmaster
minor: Illusionist’s celerity
XI: Illusionary Persona
XII: Imbued diversion. Diversion hits up to 5 targets in a large area. You radiate 5 seconds of blindness whenever you activate a shatter skill. (600 radius, 5 targets)

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

(edited by Alissah.9281)

[suggestion] My take at build diversity

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Posted by: Alissah.9281

Alissah.9281

Example builds:
30/10/10/0/20
name: stunfusion, LOL
sword/(pistol or sword), staff or greatsword, decoy, blink, signet of domination.
Your defense comes from stunlocking and blocking, offense comes from direct damage and secondary confusion.

  • halting strike, dazzling demise, empowered illussions,
  • greatsword training, confusing enchantments (if you want to replace decoy or blink with glamours), any adept trait.
  • any grandmaster or lower trait, with harmonious mantras you can replace blink or decoy with a mantra.
  • any dueling trait, depending on weapon choices.
  • master of manipulation or illusion of toughness depending on weapon choices.
  • Master of misdirection, or masterfull reflection if you use a sword or feedback
  • master of misdirection, masterfull reflection, dazzling glamours or blinding befuddlement depending on other trait choices.

As you can see, even if 2 people use the 30/10/10/0/20 build, they can be using completely different weapons or traits!

0/20/20/30/0
sword/focus, staff
A supportive build. can use 3 signets :o.

  • any dueling adept trait
  • any master or adept trait, except duelist’s dicipline, depending on your utilities. Deceptive evasion if you want to shatter alot.
  • Illusion of toughness is recommended for boons support, although the others will work aswell.
  • Any master or adept trait, cleansing inscriptions for signets
  • vigorous revelation for shattering, glamours and focus reflects are situational. Mender’s purity if you want Moment of clarity
  • Shattered conditions if you want to shatter, Moment of clarity if you want to use signets and blocks.

can get massive aoe condition removal with signets and boon support with signet of inspiration and staff.

Another good thing about these choices are, you can make a balanced build and change traits on the fly to adapt to new situations, without needing to reset trait points!

If you find any traits or combinations that are clearly overpowered or superior to others in the tier, then please say so.
remember to keep it calm and constructive, discuss!

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

(edited by Alissah.9281)

[suggestion] My take at build diversity

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Posted by: sephire.7296

sephire.7296

Bump.
I wish a dev would read something like this for the next class balancing; we have so many useless traits that really need something else added to them to give more trait choices and some of these are great (and balanced) suggestions.

Sephire Blackrose
- A crummy Mesmer on Piken Square

[suggestion] My take at build diversity

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Posted by: Phaedrus.7159

Phaedrus.7159

I’d really like to see one or two more traits for manipulations.

Arcane Thievery vs Null Field

Mimic/Absorb vs Feedback

I don’t feel like these measure up in terms of raw power, Mimic requires channel vs Feedback’s instant cast, and Arcane Thievery has a longer cooldown vs Null Field (despite their power levels being fairly similar). But by taking these you are sacrificing both group utility and the bonus combo fields which can be very powerful (almost all our weapons have finishers, but only staff and focus can create fields).

Glamours have the direct benefit of four traits, with duration, cooldown, confusion and blind, as well as several “feeder” traits (confuse on blind, medic’s feedback).

So it would be cool to see some traits that “buff up” the weaker manipulations without making a traited Blink too ridiculous!

[suggestion] My take at build diversity

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Posted by: Xaylin.1860

Xaylin.1860

Some time ago I made a longer post with suggestions, too. I totally agree that – besides some very obvious shortcommings (iMage, out of combat speeds etc.) – most issues evolve around the weird way of trait distribution resulting in a limited build diversity. Also, for example, I believe that Mantras and Signets currently serve way too similar purposes with comparable mechanics. I would love a change here which encourages the constant use of mantras rather than keeping them up while Signets would be more about keeping them up and situationally using them.



I specifically like two of your ideas:

Interrupt traits
Generally, it is quite difficult to interrupt as a Mesmer. First, there are only few skills which actually interrupt. Second, it is hard to reliably interrupt. An additional component to traits which are supposed to provide effects on interrupt would imho benefit build diversity. However, effects when not successfully interrupted should be weaker. Traits could look like “Gain x when dazing, stunning, pulling or pushing a target (weaker effect). Gain/Apply additional x when the target was interrupted (stronger effect)”.


Block traits
Currently, there is only one trait I can think of which supports block. I think improvements in this area could benefit builds with (rather unpopular) scepter and/or sword offhand. Additional 3s protection (currently granting 3s retaliation) for Retaliatory Shield would be great. This might sound pretty strong at first, but it still is a very situational and conditional trait. Also, it would make it more interesting when compared to other dueling adept traits (Sword Training, Far-Reaching Manipulations etc.). Not sure what else could be implemented for blocking and I am wondering if it is even reasonable since it only improves two specific skills a Mesmer has (or does it work with Mimic?).


That being said most of your suggestions – even if I agree with your intentions – are just way overpowered. I am reminded of some person which floods the warrior forum (I do not play a warrior but read all class forums because of PvP reasons) with ridiculously overpowered trait and skill suggestions on almost a daily basis. Most of the time including more protection for the warrior which he certainly does not need. I do not mean to be offensive by saying this since I really appreatiate your suggestions. But the suggestions should be more considerate and balanced. Overpowered ideas won’t fix issues for any class.

Problems I see…


Basics


Redudancy
Quite a few suggestions made make other existing traits obsolete. Either because they provide the same effect or are even stronger. Why would anyone use Menders Purity if you can get so much condition removal through manipulation skills or shatter? This also makes Nullfield really unattractive. Why bother with Retaliatory Shield any longer if your traits were available (crazy stuff happening on evade, block and distortion)? Why ever use Mantra of Distraction again when your suggested Harmonious Mantras was equipped (Daze on every Mantra)? Why use Cleansing Conflagration if you could also get Cleansing Befuddlement which has a shorter CD and can also be used with different skills besides the torch?

(edited by Xaylin.1860)

[suggestion] My take at build diversity

in Mesmer

Posted by: Xaylin.1860

Xaylin.1860


Conditions
Although, I’d really like to see more conditions on Mesmers to make condition builds more viable, I really dont think your suggestions help. Way too many conditions on almost every trait. They are way too strong and more importantly it is confusing for players. Maybe that is just a personal thing. I prefer very clean and distinctive traits so I actually know what is going on and what the traits are good for. Furthermore, I just don’t see a Mesmer dishing out that many different conditions. We are not Necromancers. I personally would prefer Mesmers being centered around confusion, torment and burn (Torch) although I am aware of that certain skills already provide other conditions. But that is just my opinion.


Boons
Why all the boons? We are by no means Guardians. There already are some groupfriendly boon providing builds. PU provides defensive boons. Interrupts can provide offensive ones. I also do not see a need for in-combat swiftness popping out of every skill I have. We need it out of combat.


Specifics


Condition Cleanse
Yes, Mesmers do have issues here. But omg… way too many condition cleanses. And condition cleanse on blind just seems wrong. I would prefer Menders Purity being enhanced and other traits being moved around so condition cleanse through shatter are more attractive for different builds.


Manipulation
For me personally, manipulation is more solo play while glamour is more group play. If manipulation skills provide condition cleanses for the party, glamour skills might not even be used in group play anymore. I do not think that the combo fields would make up for the condition cleanse of the manipulation traits you suggested. Nullfield… R.I.P.

Although I understand people asking for more traits I would argue that manipulation skills are still better off than glamour skills traitwise. Yes, there are more traits for glamour traits. But are they useful? First, they are spread across three trait lines. In two of these they are rather lackluster master traits. They come with a high investment but only small synergies with the trait lines themselves making reasonable builds difficult. Second, they are bad. Blind on glamour does not benefit from increased glamour duration which is the third master trait. Confusion on glamour might be nice when zerging but the damage does not make any difference. It also is irrelevant for PvE and very situational for PvP. Increased glamour time is quite nice but other traits on that tier might be more important (Hello, Focus!). The only trait I constantly use is the CD reduction. Manipulation on the other hand is buffed by two traits which are easily acquired (Adept) and therefore, can be included in way more builds than glamours.

If there are improvements to manipulations, I would prefer it to happen by improving/fixing the skills not by adding traits because of overused Blink. However, I think a trait providing some stacks of AoE confusion when activating manipulations (centered on Mesmer) might be nice. It also fits the theme of manipulation way better than condition cleanse and can be used either offensively and defensively.

[suggestion] My take at build diversity

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Posted by: Alissah.9281

Alissah.9281

Lets assume a 0/10/10/30/0 build with y traits and compare arcane thievery and null field.

When using arcane thievey, you send 3 of your conditions to your foe (unchanged), then you remove 2 more conditions due to the manipulaion traits. Additionally, all nearby allies will also remove 2 conditions due to the moment of clarity trait (name is subject to change, but i didnt want to call it blank)

Im not sure how long null field lasts, and my resources to go on the wiki are very limited (on holiday, typing from iphone).

But i think 5 conditions and 2 aoe condioon removed is kind of up to par with null field :P. not to mention arcane thievery already hampers the enemy by stealing boons and sending conditions!

Now mimic… Maybe it can have a trait that makes the radius bigger? The pros vs feedback will be that you carry it with you and a lower cooldown. it also removes 2 conditions with rhe new traits!
The cons vs feedback is that you have to channel it and thus, cant do anyhing else and the radius is still smaller. (Im thinking a 150 range area around you that is protected).

I put alot of work in making this list, so please keep the suggestions and stuff coming

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
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[suggestion] My take at build diversity

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Posted by: Alissah.9281

Alissah.9281

@xaylin.1860
Im currently short on time and ill respond to you as soon as i have time. Thank you for the feedback!

One thing i want to say is that the “remove condi on blind” was just a random though i had and im going to agree its overpowered. (I quickly skimmed through to see if i had enough time to intesively read it)

Edit: can you comment on how balanced all confusion traits are while im gone?

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

[suggestion] My take at build diversity

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Posted by: Xaylin.1860

Xaylin.1860

Lets assume a 0/10/10/30/0 build with y traits and compare arcane thievery and null field.

*snip

But i think 5 conditions and 2 aoe condioon removed is kind of up to par with null field :P. not to mention arcane thievery already hampers the enemy by stealing boons and sending conditions!

Now mimic… *snip bigger radius *snip

First of all: Enjoy your holidays *g

Nullfield vs. AT

As I said Nullfield = more group play, stationairy. AT = more solo, mobile. Also, there is quite a big difference. AT actually punishes the foe while nullfield only nullifies boons and conditions. Nullfield also requires you and the enemies to be standing inside the field since the effect pulses and only rips off one boon/condition per pulse. This is where nullfield actually is weaker than AT. Yes, it can affect more than one person, but usually enemies leave this area as fast as possible. With your traits AT would be much better than Nullfield in many situations since it guarantees a huge amount of condition cleanse without standing still.

Mimic

A radius would make it way too similar to Feedback. Even if it is a small one. Also, many people do not seem to know, that Mimic blocks all incoming attacks and reflects all ranged attacks after absorbing an effect. Thats quite powerful. Yes, it is a channeled skill, so you can’t use anything else (Maybe Mantras? Not sure). But it is not restricted to reflecting ranged attacks making it a great defensive skill. So again: It is stronger than the glamour, but yes, it is more for solo play than group play. If it had the same effect as feedback, there would not be any point of having two of those skills.

Confusion

You made quite a few suggestions which grant 1 stack of confusion. The confusion itself might not be overpowered but your suggestions also include many additional effects. That in my opinion is a bit too much. Also, Mesmers already have many traits which apply confusion. I’d prefer improving them. Most of them are just too weak since the confusion nerf.

I do like your suggestion for confusion on reflect though. It would synergize with different skills (Feedback, Medic, Mimic, Mirror, traited Focus, traited Distortion). The applied confusion should be short though. Otherwise it would just be a pre glamour nerf situation. 1 stack of confusion for 1-2s per reflected projectile should be strong enough.

I also think a trait which makes manipulation skills apply confusion would be fun (see above). And I would love to see the scepter AA to get 1 stack of confusion per 1s on the second hit (finally a condition MH).

Regarding existing traits…

If the “on interrupt”-traits would be reworked, Halting Strike could be “Apply 3 stacks of confusion for 5s when dazing, stunning, pulling or pushing a fow. Deal additional x damage when interrupting him.” Might play nice with the new rune.

Blinding Befuddlement should either have the ICD removed or the applied stacks increased. Otherwise this trait is just way too weak.

Confusing Combatants applies confusion on destroyed illusion (not shatter). They should either apply a bigger stack (2-3), or have a way longer duration, or have a small (!) area effect. It is a grandmaster minor and 1 confusion stack per destroyed illusion for 3s is just meh.

Confusing Enchantments would be great if it pulsed like your suggestion for Dazzling Glamours. 1 stack of Confusion for 5s per pulse would be nice and punishes enemies for staying inside the area. If it is not pulsing, I would rather have it apply 3 stacks of torment when enemies leave the glamour. Makes much more sense to punish the movement out of the glamour this way.

Illusionairy Retribution (shatter) is fine imho.

[suggestion] My take at build diversity

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Posted by: Alissah.9281

Alissah.9281

@xaylin.1860
Thanks for the detailed response!
My holiday has been quite miserable so far… But ill save you the life story >_<.

Ive made a lot of changes to traits today, hopefully toned down the OPness of most. All text between brackets (()) wouldnt be displayed in game to keep it cleaner.

I never intended to make a perfectly balanced suggestion, but more make some points of discussion so the community can help me with it, so i really appreciate your response.

I still think null field is better for group play than AR though.
Null field: removes 6 (?) condiions in total on up to 5 allies, 7(?) with temporal enchanter. (Temporal enchanter was never used, but i hope my new traits make it a bit more viable). Also removes boons on foes standing in it. Cooldown 40 (32)
Arcane thievery: transfer 3 of your conditions to foe, steal 3 boons if it hits, remove 2 conditions from yourself with both far-reaching manipulations and master of manipulation. Remove 1 condition from allies (15s cooldown, only 1 condition) with inspiration grandmaster. Transfer 3 boons from foe to yourself. Cooldown 45(36).

When i said “manipulations remove a condition from yourself and affected allies”, i meant only if the manipulation actually affects allies! Blink only affects yourself, so does mimic and arcane thievery. Only Illusion of life would remove conditions from allies.

Arcane thievery “removes” 5 of your conditions and 1 aoe, nullfield removes a condition per second, all of them are aoe. 5 removed conditions os a bit over the top though :/.

I had no idea mimic actually blocked attacks O.o.

Either far-reaching manipulations or master of manipulation can instead of removing a condition, inflict confusion instead! It can go in dueling because condition removal doesnt really fit in the tree, but it could also go in chaos because its a condition damage tree, kind of!

Blinding befuddlement didnt have an internal cooldown since the start of my suggestion.

Confusing combatants is very lackluster… Im not sure why arenanet put a confusion trait in the critical hits/evasion tree… What about something like "clones inflict 5 seconds of confusion when they are attacked (cooldown of 5s per clone). Most builds that take 25+ in dueling are shatter builds as far as i know, so making it on death but nothing on shatter doesnt really make sense imo.

VIII: Confusing enchantments – glamours pulse confusion (5s) to up to 3 foes (5 with temporal enchanter). Also inflict 3 stacks of torment for as long as the glamour lasts upon creation.

This is what i came up with. Feedback lasts 7 seconds, i think. If you place it on a foe, they would receive 3 stacks torment that lasts for 7 seconds. If you regive with medic’s feedback, it only inflicts like 3 or 4 seconds of torment (it doesnt last as long as the real feedback)

That said, i made alot of changes everywhere, and hopefully toned down the OPness. Thanks for the [feedback]!

New Rainbow Guild – An open-minded guild exclusively for Transgender people!
Warning: link may contain traces of awesome.
Lyssa’s Grimoire – a guide every Mesmer should read.

[suggestion] My take at build diversity

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Posted by: Xaylin.1860

Xaylin.1860

You’re welcome. I’m afraid though I won’t have the time to go through all traits again *g.

The situation you are describing for Nullfield is the best case scenario which even in PvE is quite unlikely. In WvW or PvP you will rarely have your party + enemies staying in such a small area for the whole duration of the spell. Exepctions might be certain keep fight situations, bridges/tunnels or point caps in PvP. But even there I would question if you ever get the full effect of the nullfield. You might have to move and evade your foes. They could leave the nullfield easily since the animation is quite obvious. And they can even force you out of the field by using area effects themselves. AT does not have these problems. You should just not waste it on an active aegis. The two skills shine in different situations (nullfield = group, AT = solo) and that imho is just how it should be.

I think Confusing Combatants fits nicely into Duelling because of Deceptive Evasion. Also I personally think that all the “effect on clone-death” traits are quite interesting. They might not be strong enough to be a core component of a build but they could be if they were improved a bit (e.g. scepter spawning two clones on the third hit due to a now fixed bug after the patch last month).

Regarding your new Confusing Enchantments: I think adding confusion AND torment to glamours with one trait is just way too strong. Even it it was a grandmaster trait. It should only be one of them. Or divided up into two traits.

I have seen that you towned down some traits making them more reasonable. But I still think that many of them are a) very complicated (many different effects with different durations), b) very conditional (e.g. trait 1 does this and this to skill a but is different for skill b and there also is an added effect with a certain cooldown) and c) some still apply way too many boons, conditions and cc at once. No enemy will be able to counter that since they just cant predict what the f is going on *g.