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Mirage - Rework Idea

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hi, the mesmer is my main, and I have played in all the beta of PoF. The Mirage need some rework and buffs.

Its concept and artistic part, is very successful, but in practice there are still bad mechanics, I will suggest in bold the new or the added rework on traits and skill that I think need fix, and I also add a new skill F5 and some ideas for ambush skill on phantasmal.

Weapon skills


SKILL 1 AXE————————————————————

Lacerating Chop

Inflict bleeding on your target.

Damage: 183
Bleeding (4s) A increase 2s of Bleed. (Before was 2s)
Number of Targets: 3
Range: 130

Ethereal Chop

Inflict torment on your target.

Damage: 183
Torment (4s) A increase 2s of Torment. (Before was 2s)
Number of Targets: 3
Range: 130

Mirror Strikes

Inflict bleeding and torment on your target.

Damage: 183
Bleeding (6s)
Torment (6s)
Number of Targets: 3
Range: 130

SKILL 2 AXE————————————————————

Lingering Thoughts

Spin forward dodging and strike multiple times, inflicting conditions and leaving a mirage at your starting position that summon a clone.

Damage (3x): 441
x3 Crippled (1s)
x3 Torment (4s)
Number of Targets: 3
Maximum Count: 2
Count Recharge: 8s
Combo Finisher: Whirl
Range: 130
Evade: (¾s): Evade all attacks. Now can evade attacks

SKILL 3 AXE————————————————————

Axes of Symmetry

You and all your axe clones shadowstep to a random location around your target and strike, applying confusion. This attack breaks enemy targeting, and your illusions change focus to the targeted foe.

Damage: 550
x5 Player Confusion (4s)
x1 Clone Confusion (4s)
Evade: ¾s
Combo Finisher: Leap
Range: 600

Now it fixed to the enemy, even if the target is in motion, this attack always hits the foe.

Commentary

With these small changes, the ax would be more viable, Mirage is very exposed to the enemy, needs to move a lot, it is easy to detect him, so, an extra added when evading, a small increase in durations of damage conditions, will be better and understandable.

Slot skills


HEALING

False Oasis

Create a mirage at your current location and heal over time. When the mirage expires, it spawns a mirage mirror.

Healing: 1,620
Vigor (5s)
Conditions Removed: 1 (Now remove conditions)
Pulses: 5
Mirage Duration: 3s
Interval: 1s

UTILITY

Crystal Sands

Draw in shards of crystal sand that confuse foes they pass through on their way to your targeted location. The shards form a Mirage Mirror upon reaching their destination.

Damage (6x) 636
Confusion (5s)
Torment (5s) (Now also inflict Torment)
Pierces (Now pierces on the foes)
Range: 900

Sand Through Glass

Evade backward, removing conditions, and leave behind a Mirage Mirror.

Distance: 300
Conditions Removed: Immobile (Now remove conditions)
Conditions Removed: Crippled
Conditions Removed: Chilled
Evade: ½s
Breaks Stun

Commentary

Using Crystal Sands feels little useful, just get inflicted x1 or x3 of Confusion on the foes that if not were on the center of the skill area. Otherwise, if there is only one enemy, and this is on the center of the area, inflict x6 confusion, taking into account if it is not moving.

If Crystal Sands pierces, it would gain a lot of utility and effect, especially in large groups of enemies. And adding Torment, it would be one more reason, to be an area damage skill.

And Sand Through Glass, it lacks something, a cleaning of conditions that impairs the movement.

New skill F5 and new mechanic on phantasmal ambush skill.


The Mirage need a new F5 skill, feel like you’re missing that part. Here is a new idea:

Infinities Mirages – New F5

You and yours illusions gets a Mirage cloak, with a increase of duration of time, for each illusions that your controls. Can use Ambush skill more times on this way. After, your illusions will destroy, creating a Mirage Mirrors on theirs locations.

Mirage Cloak (¾s): Evade incoming attacks. (Can multiply up to x3, for each illusions)
Ambush Attack Window: 1¼s (Can multiply up to x3, for each illusions)

Mirage Mirrors:

Damage: 80
Weakness (6s)
Mirage Cloak (1s)
Number of Targets: 5
Radius: 180

For ambush skill on phantasmal. Now yours phantasmals, attack again when you use any ambush skills. Their attack is corresponding that phantasmal of weapon.

mistrust gutted

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Well I really love the trait now, i can inflict more Confusion and will good sinergy with all skills Mirage.

If you want AoE Confusion to interrupt at the foe, one possibility would be that also when you interrupt at the foe, inflict AoE blind.

Ineptitude

Interrupting a foe inflicts AoE blinds, and blinding a foe inflicts confusion.

Blind (5s)
x2 Confusion (5s)

Fragmented Anomaly

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

For when to fix that?

Fragmented Anomaly

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Just had some mesmer troll whole map by pulling fragments to the anomaly. This is the real problem with this achievement.

Exactly, it is that add that there are people who have already achieved the achievement, and for kitten and “trolling”, they will annoy the others, to rejoice, when they had the achievemente “Fragmented Anomaly”.

This is desperate … and toxic, everything for a achievement on which you depend on a multitude of people, that if you do not get it now, forget forever, because later people are not going to do it.

Noo more achievement so Arenanet, it is not good for game.

Fragmented Anomaly

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Please Arenanet!! Fix already that bug of archivement “Fragmented of Anomaly”

What can not be, is that there are people who have achieved it in 2 trials, and I have more than 10, nor does it come out. Of how tired I am, when I stop making another attempt, it turns out that all get archivement to everyone. Is bad luck?

Fix that already!!!!

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

What you are asking for, are skills and traits of damage power on AoE, but without depending clons and phantams. It is not possible because mesmer depend 100% of clons and phantasmal mechanic, otherwise it would not be a mesmer.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I do not like anything, see mesmer with dps direct damage on a mesmer, is very boring.

I’m glad we have your biased opinion out in the open but Mesmer power in PvE has been pretty much non-existant.

Opening up an elite spec to be used for condi or power would be a change that we all can get behind.

Mesmer have power damage extra. It have…

Empowered Illusions – Illusions deal more damage. +15% dps

Dazzling – Dazing a foe also applies vulnerability.

Fragility – Deal more damage for each stack of vulnerability on your target.

Imagined Burden – Whenever you or a clone uses Spatial Surge, you gain might. All of your other greatsword skills inflict cripple. Reduces recharge time of greatsword skills.

Mental Anguish – Shatter skills deal more damage. This damage increase is doubled against foes that are not activating skills.

and now… new traits…

Superiority Complex – Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased.

Phantasmal Force- Phantasms’ damage permanently increases whenever they attack or gain might.

And still … want more power damage? No thanks, Mirage specialization need damage conditions, especially trait with mechanic of Confusion and Torment.

Mesmer have condition damage extra. It have…

Rending Shatter – Shatter skills inflict vulnerability on hit.

Dazzling – Dazing a foe also applies vulnerability.

Duelist’s Discipline – Pistol attacks from you and your illusions have a chance to cause bleeding. Interrupting a foe recharges pistol skills.

Sharper Images – Illusions inflict bleeding on critical hits.

Ineptitude – Interrupting a foe inflicts blind, and blinding a foe inflicts confusion.

Chaotic Transference – Gain condition damage based on your toughness.

Illusionary Retribution – Shatter skills inflict confusion on hit.

Compounding Power – Gain increased damage and condition damage for each of your active illusions.

The Pledge – Reduces recharge on torch skills. Flame bursts from torch skills inflict additional burning.

Maim the Disillusioned – Shatter skills inflict torment on hit.

Master of Misdirection - Confusion you inflict lasts longer. Reduces recharge of shatter skills.

Malicious Sorcery Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

And still … want more condition damage? No thanks, Mirage specialization need power damage, especially tied to the Mesmer and not Phantasms.

No, thanks. Mirage is a full specialization conditions, especially Confusion and Torment, thus not need power damage direct. For damage power, you have greadsword.

And this traits that you select is little for damage conditions, the necro have 2k damage conditions easy with her traits, mesmer does not arrive at 2k damage conditions, and above depends only Confusion and Torment (Bleed with mirage), the necro inflict more conditions, thus is more ease dps conditions than mesmer.

In addition, doing the sum of all the damage. The traits of mesmer power damage, inflict more dps than traits for damage conditions.

So, stop asking for more power damage, that Mirage is good as it is, full damage conditions.

I’m getting more then 2k ticks on my confusion in my mish mash of Viper and Berserker that I’m using because I’m too lazy to swap all the gear around on my characters. Thats ignoring torment, burn and bleed (though I’m not getting much bleed in this build since its shatter focused). The condition traits outnumber the power traits, condtion damage has much better aoe, doesn’t rely on broken phantasm mechanics and our condition weapons are better designed then our power weapons, particulary torch compared to other off hands.

Once again, adding some choice for power Mesmers to mirage won’t take away from its conditions.

I’m not talking about damage conditions itself, I’m talking about the points of condition damage, that is, the exact points of the stat damage condition. 2k damage of confusion is very little. The necro inflict 5k only on bleed per seconds… and more with other conditions.

The necro may have stats damage conditions 2k o more. The mesmer only 1,6k of stats damage conditions (with traits), and without the traits it arrive to 1,4k if you not to equip. Stat viper is good but only for durations conditions, but it give little points of damage conditions (1.4k -1,6k)

The ideal for Mirage, is have to stats damage conditions points arrive at 2k minimun.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I do not like anything, see mesmer with dps direct damage on a mesmer, is very boring.

I’m glad we have your biased opinion out in the open but Mesmer power in PvE has been pretty much non-existant.

Opening up an elite spec to be used for condi or power would be a change that we all can get behind.

Mesmer have power damage extra. It have…

Empowered Illusions – Illusions deal more damage. +15% dps

Dazzling – Dazing a foe also applies vulnerability.

Fragility – Deal more damage for each stack of vulnerability on your target.

Imagined Burden – Whenever you or a clone uses Spatial Surge, you gain might. All of your other greatsword skills inflict cripple. Reduces recharge time of greatsword skills.

Mental Anguish – Shatter skills deal more damage. This damage increase is doubled against foes that are not activating skills.

and now… new traits…

Superiority Complex – Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased.

Phantasmal Force- Phantasms’ damage permanently increases whenever they attack or gain might.

And still … want more power damage? No thanks, Mirage specialization need damage conditions, especially trait with mechanic of Confusion and Torment.

Mesmer have condition damage extra. It have…

Rending Shatter – Shatter skills inflict vulnerability on hit.

Dazzling – Dazing a foe also applies vulnerability.

Duelist’s Discipline – Pistol attacks from you and your illusions have a chance to cause bleeding. Interrupting a foe recharges pistol skills.

Sharper Images – Illusions inflict bleeding on critical hits.

Ineptitude – Interrupting a foe inflicts blind, and blinding a foe inflicts confusion.

Chaotic Transference – Gain condition damage based on your toughness.

Illusionary Retribution – Shatter skills inflict confusion on hit.

Compounding Power – Gain increased damage and condition damage for each of your active illusions.

The Pledge – Reduces recharge on torch skills. Flame bursts from torch skills inflict additional burning.

Maim the Disillusioned – Shatter skills inflict torment on hit.

Master of Misdirection - Confusion you inflict lasts longer. Reduces recharge of shatter skills.

Malicious Sorcery Increases attack speed while wielding a scepter. Reduces recharge on scepter skills.

And still … want more condition damage? No thanks, Mirage specialization need power damage, especially tied to the Mesmer and not Phantasms.

No, thanks. Mirage is a full specialization conditions, especially Confusion and Torment, thus not need power damage direct. For damage power, you have greadsword.

And this traits that you select is little for damage conditions, the necro have 2k damage conditions easy with her traits, mesmer does not arrive at 2k damage conditions, and above depends only Confusion and Torment (Bleed with mirage), the necro inflict more conditions, thus is more ease dps conditions than mesmer.

In addition, doing the sum of all the damage. The traits of mesmer power damage, inflict more dps than traits for damage conditions.

So, stop asking for more power damage, that Mirage is good as it is, full damage conditions.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

We’ve been waiting 5 years (since the game came out gw2) for that mesmer get and have a good damage Confusion and Torment mechanic with traits and skills. It is the most similar and close of mesmer from gw1 this specialization, mechanic with empathy or backfire (Confusion and Torment), but deceptions on your foes with mirages clones.

What mode are you talking about? In PvP Confusion and Torment spam has been the only usable build in PvP since the Chronobunker nerfs ripped Chronomancer and what was left of the base class apart. In PvE nobody was asking for Confusion and Torment builds because it was only the last patch that made them any good in PvE and they did that by basically turning them into bleeds.

In addition, mirage sounds like deception, mirage, confusion, not a magician doing direct damage based on power. For damage power, you have other professions or wait on 3º expansión, when they put a new weapon for mesmer, a hammer for example.

If the next expansion takes the same amount of time then the game will be 7 years old, currently there plan for keeping this game going through new players is ‘please tell your friends about it’, I’m not holding my breath.

Some bruiser based spec with high damage and a hammer should have been what we were getting this patch, it would have greatly helped us out in PvE and WvW and actually done what the elite specs are supposed to do of adding new ways to play the class. Instead we get two more years of condi spam, at least we might be able to do that in PvE this time too.

Give it time, you’ll see that you’re going to change your mind, little by little. Already changed the damage to the Confusion and Torment. What they are not going to do is take a specialization that is not going to be profitable in pve. They know how there are design mistakes, and they will should fix it If they see that it does not work.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I do not like anything, see mesmer with dps direct damage on a mesmer, is very boring.

I’m glad we have your biased opinion out in the open but Mesmer power in PvE has been pretty much non-existant.

Opening up an elite spec to be used for condi or power would be a change that we all can get behind.

Mesmer have power damage extra. It have…

Empowered Illusions – Illusions deal more damage. +15% dps

Dazzling – Dazing a foe also applies vulnerability.

Fragility – Deal more damage for each stack of vulnerability on your target.

Imagined Burden – Whenever you or a clone uses Spatial Surge, you gain might. All of your other greatsword skills inflict cripple. Reduces recharge time of greatsword skills.

Mental Anguish – Shatter skills deal more damage. This damage increase is doubled against foes that are not activating skills.

and now… new traits…

Superiority Complex – Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased.

Phantasmal Force- Phantasms’ damage permanently increases whenever they attack or gain might.

And still … want more power damage? No thanks, Mirage specialization need damage conditions, especially trait with mechanic of Confusion and Torment.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

If they instead want Nomad’s Endurance to … actually, just remove the condition damage from it. It doesn’t even fit the name. At all.

Find other ways to improve damage, tbh. Like increasingthe abysmal scaling on virtually all of our attacks.

No thanks, I prefer +150 damage conditions. Mesmer need it.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

In addition, mirage sounds like deception, mirage, confusion, not a magician doing direct damage based on power. For damage power, you have other professions or wait on 3º expansión, when they put a new weapon for mesmer, a hammer for example.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

You will see and change their opinion, when they try the Mirage, it is very powerfully specialization of damage conditions, it not need damage power. Mirage is a specialization with Confusion and Torment, not of damage power. Mirage based on deception with clones, doing that the attack of enemy fails find on you, at the same time it receives damage of Confusion and Torment.

For damage power, wait for the 3rd expansion, when they take out another new weapon for mesmer, a hammer or arch, and make it a specialization 100% full damage power for you. But let me the Mirage be 100% full damage conditions.

We’ve been waiting 5 years (since the game came out gw2) for that mesmer get and have a good damage Confusion and Torment mechanic with traits and skills. It is the most similar and close of mesmer from gw1 this specialization, mechanic with empathy or backfire (Confusion and Torment), but deceptions on your foes with mirages clones.

I do not like anything, see mesmer with dps direct damage on a mesmer, is very boring.

Mirage needs some Power Traits

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

No, thanks. For powers build you have Chronomancer. Let Mirage be full conditions damage, especially this trait “Nomad’s Endurance” is good, +150 damage conditions is very well. I dont like +150 damage power, i prefer damage conditions.

Confusion and Torment

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I hope and wish that Mirage be full conditions, especially confusion and torment, mesmer need this since 5 year that start game gw2.

Rework Signet of Domination

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

No thanks, I prefer that the signet be focused on damage conditions, and not on damage power, and when i use it, Confusion and Torment are doing more damage on a short time, for example, during a short time, confusion and torment inflict more damage if your foes dont use skills or not move. Is more logical and get sinergy for mesmer conditions, the domination from mesmer guild wars 1.

It would be something like heal signet of necro Signet of Vampirism, but version of mesmer for damage conditions.

Please, will not for a change of damage power, the mesmer have other traits or skill for it. Mesmer need damage conditions, no damage power, it have buff of dps phantasmal or GM greadswords.

I something like:

Signet of Domination

Passive: Improved condition damage.
Active: Increase damage of Confusion and Torment when enemy dont use any skill o not move.

Signet of Domination: 180 Condition Damage
Damage increase: 20%
Duration: 8s
Range: 1,200

It would even be better, than a stun of 3s.

(edited by Angel de Lyssa.4716)

Malicious Sorcery - Rework

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hi, good changes that received the conditions “Confusion” and “Torment” is so good for PVE.

Confusion and Torment: Base damage has been increased to match bleed’s base damage; movement damage has been reduced to compensate for this. This change only applies to PvE.

But the mesmer conditions need a especially trait for her “Confusion”, the other professions have a trait that Improves or helps with her damage condition especific. For expample:

The necro have:

-Demonic Lore (Damage increase: 33% for Torment, and inflict Burning when inflict torment a foe).

And in general, traits that when inflict a conditons, inflict other conditions, how “deathly chill” (inflict bleed when you inflict chill on the foes), and inflict torment when you inflict fear, etc.

Revenant hav:

- Yearning Empowerment (Torment deals more damage 20% and lasts longer.)

And I could go on, but in general the other professions have the same thing but with bleed, poison, burning, etc.

So, why the mesmer not have a special trait for her conditions “Confusion”. Malicious Sorcery is name very attractive for malicious “confusion” of mesmer.

The scepter need 20% attack faster perman base, but only on her skill (attack and skill of scepter, no on other skills), and a rework for grandmaster traits “Malicious Sorcery”.

Or if not, keep as is now, but adding a new buff.

Something like:


Malicious Sorcery

Increases attack speed while wielding a scepter (Optional). Reduces recharge on scepter skills. Confusion you inflict deals increased damage.

Damage increase: 20%

Confusion would be how a bleed´s base damage, but style of mesmer. Is a good change for pve. On pvp this nerfed to 15% for example, since, confusion damage on pvp is different.

Other idea:


Malicious Sorcery

Increases attack speed while wielding a scepter (Optional). Reduces recharge on scepter skills. Confusion and Torment you inflict deals increased damage.

Damage increase: 10%

This damage increase for Confusion, is not necesary while wield a scepter, is in general.

And lastly, if yet is much, it would to the old traits:


Malicious Sorcery

While wielding a scepter, your condition damage and speed attack is increased. Reduces recharge on scepter skills.

Condition Damage: +150
Increased Attack Speed: 20%
Recharge Reduced: 20%

The Pledge - Rework

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

It is a good option, that mage phantasmal also inflict x1 extra burning. But I preferred something more to support damage or inflict extra condiction that synergy with other traits of mesmer.

For example:


The Pledge

Torch skills recharge a 20% more faster. Mage phantasmal also now inflict blind and vigor.

Blind (3s)
x2Burning (3s)
Fury (3s)
Vigor (3s)
Recharge reduced: 20%

Now with that rework, have a synergy with “Ineptitude” (inflict Confusion when you blind a foe) and get Vigor, for more dodge (The Mirage need dodge).

mistrust gutted

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

It’s giving me a leap of joy. I can not believe that it not have a interval time, buff… There will be many crying and nagging…

For me it is the best rework for mesmer conditions, especially for stack Confusion.

mistrust gutted

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Really? I can not play now because the servers EU are offline. If not have time interval, then it’s going to be really powerful.

The Pledge - Rework

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Already could do better, this rework is not very good, well yes, only now we have a 20% recharge, but little more…

Seriously it just gives us x1 extra burning? Only for two skill … if the phantasmal also inflict an aditional x1 burning … but no, only for two skill that you need to use near the foes for you take advantage this trait. The phantasmal still same, inflict x2 burning…

The necro have a good trait for torch better than that trait “The Pledge”, the trait of necro for her torch get 20% recharge skill and 7% expertirse from your damage condition.

I’m just asking to need a better rework, x1 burning extra (x2 for this two skill) is little. It would be better inflict more conditions or more damage condition.

Something like:


The Pledge

Torch skills recharge a 20% more faster. Gain condition damage based on your precision.

Recharge reduced: 20%
Gain Condition Damage Based on a Percentage of Precision: 10%

Or, this idea, a additional condition and boon:


The Pledge

Torch skills recharge a 20% more faster. Now your Mage phantasmal also inflict confusion and retaliation.

x1 Confusion (3s)
Retaliation (3s)
Recharge reduced: 20%

I remind you that “confusion” is not very good for pve, a little damage increase condition would be the best.

I would choose the option that your Mage phantasmal inflict confusion and give retaliations, would be like the “Empathy” or “Backfire” skill of the mesmer from guild wars 1.

mistrust gutted

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

If that GM trait “Ineptitude” get a reduction of interval of 10s to 5s, it is will a good GM Traits, while now is not good, x2 confusion each 10s when you inflict blind… is long timer and not utility. Neither is not good, when that you interrupt a foe, inflict blind… on pve is bad, cant interrupt a boss champion…

The necro have a GM trait more good that “Ineptitude”, the necro can inflict x1 burning each 3s when inflict torment, and also increase the damage of torment is increase.

Rework some trait of Mesmer

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Since we have near the specialization “Mirage”, and seeing how the Necro has the best traits that favor the “conditions”, and the mesmer no. The “Mirage” is a specialization of conditions.

To get started, the necro have on her trait for torch “Fell Beacon”


Fell Beacon – Major Adept

Torch skills gain reduced recharge. Gain expertise based on your condition damage.

Gain Expertise Based on a Percentage of Condition Damage: 5%
Recharge Reduced: 20%

Instead, the mesmer has for his torch “The Pledge”


The Pledge – Major Adept

Torch skills remove conditions. Torch skills recharge faster while you are in stealth.

Conditions Removed: 1
Recharge Reduction per Pulse: 1½s
Interval: 1s

I think that is a bad trait for torch of mesmer, dont have sinergy, and for the recharge skill torch is very inconvenient, because you must to have wait on each seconds of stealth for recharge… and for cleaning “conditions” we have others traits on Inspiration and skills, therefore, does not bring anything to a weapon like the torch on condition damage.

Instead, the necro have a good trait for her torch.

My new idea for the trait torch on mesmer:


The Pledge – Major Adept

Torch skills gain reduced recharge. Gain condition damage based on your power.

Gain Condition Damage Based on a Percentage of Power: 7%
Recharge Reduced: 20%

Therefore, it would be better focused for offensive weapon, than defensive, is what the mesmer needs.

Then, other traits that need to be updated, are from on trait Chaos

“Chaotic Persistence” need to have change and updgrate:


Chaotic Persistence – Minor Grandmaster

Gain expertise and concentration for every boon on you.

Gain Expertise and Concentration Based for every boon on you: 50 expertise/50 concentration.

Another skill that will nerfed on duration condition is Signet of Midnight, because now is expertise, and not 20%. So, every 15 points of Expertise adds 1% to condition duration. Signet of Midnight will need 300 of expertise for this 20% duration of conditions.

Now, for the “Prismatic Understanding” on the specialization “Mirage”, is a new synergy, but waiting on each seconds of stealth for getting every boons… not a good idea. This need a good rework, someting like more fast and flexible. Someting like:


Prismatic Understanding – Major Grandmaster

Increased stealth duration from mesmer skills. When you enter on stealth, get Aegis and two random boons.

Duration Increase of Stealth: 1s
Recharge time: 5s

Aegis (3s)
Protection (3s)
Regen (3s)
Might (5s)
Swiftness (5s)

The are traits that need push or change para ser muy useful.

(edited by Angel de Lyssa.4716)

"Confusion" The condition of the Mesmer

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Why the mesmers aren´t have a especific Trait Major Grandmaster for “Confusion”?

The necro have:


Demonic Lore – Trait (Major Grandmaster)

Torment you inflict deals increased damage and causes your foes to burn.
(This trait can only inflict burning on a particular target once every three seconds.)

Damage Increase: 33%
Burning (3s)
Recharge Time (3s)

The mesmer never have a support for the “conditions” of Confusion, only for more apply. Instead, the necro get a new major trait grandmaster that support the “conditions” of Torment, that should be for the mesmer, because “Torment” and “Confusion” should be unique to mesmer.

So, why the mesmer not get that?

Especially for Specialization Mirage, since it is a support for “conditions”

I can think some changes or new ideas, for example:


Dune Cloak – Trait (Major Grandmaster)

Use “Confuse Shards” when you gain Mirage Cloak. Confusion cause more damage on the foes.

(Confuse Shards)

Strike nearby foes, inflicting confusion.

Damage: 133
Damage increase of Confusion: 33%
x2 Confusion (6s)
Number of Targets: 5
Radius: 180

It is most logical for a Mesmer, it would be a bad design if it does not have something like that on the mesmer, when the Necro has something better.

Other idea, put the Trait Grandmaster “Infinite Horizon” base on the mesmer (in another forum is debating that) and put a New Trait Grandmaster:


Confusing Mirages – Trait (Major Grandmaster)

Confusion you inflict deals increased damage and causes your foes to torment.
(This trait can only inflict torment on a particular target once every three seconds.)

Damage Increase: 33%
x2Torment (3s)
Recharge Time (3s)

But please, the mesmer conditions need to a Trait Grandmaster for Confusion or more support for “Confusion” damage, it suits us very well for pve.

(edited by Angel de Lyssa.4716)

Future Balance Patch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

I updated and edited some suggestions. Soon I will make suggestions for other traits.

I remind you that i not wish nerf for the mesmer, indeed, I worry about whether it will nerf, so, instead, I propose some come nerf if any, because it could be much worse. Still, I only suggest ideas, nothing more, do not want and wish the worst for mesmer, only the healthy and right for a competent good game. Do not misunderstand.

Regards

Future Balance Patch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Very well, understand the hatred of the mesmer, is typical since from Guild Wars 1, I hope not nerf Arenanet for mesmer.

Can not avoid impertinent comments on this post, it was very evident and I expected, very noticeable the age differences.

At no time did I waste my time, because I always do what I like, and write this post i like has always liked to suggest ideas.

This post is to discuss and shuffling ideas, make new ones, etc. I’m not asking any analysis or comment on whether correct or not you think my proposals.

Nor I ask you to fulfill all what I propose here, simply make suggestions.

Less hate and more love for mesmer.

Later I will change some balance ideas. It seems that any my proposal frightens and generate more hate.

Future Balance Patch

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, I created this personal post, clean and organized, to discuss my suggestions and ideas for the future balance patch for mesmer. In the spirit of sharing and shuffle some suggestions with you. ¡The goddess Lyssa caution us and bring us to glory in the fighting!

Since they are commenting on the balance patch for mesmer future, and most of the people here are asking for mesmer.

I do not like to see the typical Nerf, which then becomes useless skills and traits, few competent with other skills, and with a high Cd time.

For example, here are asking nerf for the elite skill to Moa. What would be next? For typical: Increased time Cd, and reduces the effect to 5s, or even worse, destroying an elite completely, and so on with other skills and traits.

I will suggest some balances and improvements as well. (Most people skills here said). What I ask you please to ArenaNet, is that if they are going to nerf some traits or skill, please, change it into something more practical or reduce a low effect, but not destroy skills / traits, with increase a high recharge time or reducing completely effects, as it did in its day with the skill Well of Precognition

We prefer skills with little recharge time or maximum 60s, to make it more practical. We do not want skills with recharge of 90 seconds, and that can only be used once in a great while…

I suggest (The words highlighted in bold, are the my ideas of new balances and changes. And words on Italic text is my commentary that made that change):

Skill (Profession mechanic and Weapon skills)

Continuum Split (I’m not wanting and asking for it, but if a future nerf possibility arises, i suggest this, that to what could much worse.)


It is clear that most OP, is in this mechanic specialization, the power to use twice the same elite. Sooner or later, it will be nerfed, and I do not want to nerf, but to get worse situations, I prefer to go ahead and suggest other ideas about nerf, before the nerf is much worse.

Destroy all your illusions and create a rift in the time space continuum. It expires when you use a Elite Skill or time off, you will revert back to this point with your previous health, endurance and skill recharges. Duration increases per illusion shattered.

This is a possibility, we can not use double elite skill. What else would occur better to you?

It is also possible that the mechanic can not nerf specialization, and only the Signet nerf Moa.

Staff (This is a suggestion on the phantasm of staff, in case a change for the better.)


Phantasmal Warlock
Mechanical skill changed

It Removed “Extra damage per condition: 10%”. Now inflict Torment and increase the durations of conditions per each conditions on enemy.

Reduce direct damage done (50% less)

Fix to range attack 1200 (now not 900 or less)

It has increased somewhat the velocity projectile of phantasm.

Now bounce the projectile attack

Damage: 302
Torment x3 (5s)
Increase of Duration per condition: 2%
Number of Bounces: 4
Umbral: 10%
Range: 1,200

The Staff is a weapon designed for condition damage, not for direct damage, hybrid weapons are not good, so it is better more conditions. The projectile is very slow and imprecise, a increase few of speed for projectile is good.

Scepter


It has increased a little the speed of projectile attacks scepter. (A 0,3s more fast)

Illusionary Counter

Now, when you get to block an attack, grant Mirror.

When you block a attack, grant Mirror and counter by applying Torment, creating a clone that casts Ether Bolt.

Damage: 367
Torment x5 (5s)
Mirror: 1s
Block Duration: 2s
Range: 900

With this addition of mirror, we have a little more help against attacks distances, competing with a new version different of main-hand sword, especially Blurred Frenzy .

Sword Off-Hand


Illusionary Riposte

Now, when you get to block an attack, you grant Swiftness.

Channeling for block the next attack. When you block a attack, you grants Swiftness and counter, create an illusion when attacked.

Damage: 734
Swiftness (1s)
Block Duration: 2
Range: 900

This addition helps a little, to react in combat, if we flee or approach the enemy.

Torch


The Prestige

It has increased the inflict burn, and a few of duration

x3 Burn (4s)

Really now, with 30s of recharge time for to inflict only x1Burn … is really poor, with this change compensates and becomes more just.

Phantasmal Mage

Reduce direct damage done (25% less)

Fix to range attack 1200 (now not 900 or less)

Increase the inflict burn, and reduce of duration

It has increased somewhat the velocity projectile of phantasm.

Increase a few number of Bounces

Create an illusion that burns foes and grants fury to allies.

Damage: 252
Fury (3s)
Burn x2 (3s)
Number of Bounces: 4
Range: 1,200

With this change, Phantasmal Mage is very usable and becomes a feasible weapon damage condition

Utility


Null Field

Now is unblockable.

Portal Entre and Portal Exeunt (I’m not wanting and asking for it, but if a future nerf possibility arises, i suggest this, that to what could much worse.)

Now has a life bar and can be destroyed when they are active, similar a Continuum Split

With this add, It is more difficult to keep active the portal, and can it is counter. It would be partly an Nerf right, without having to punish or destroy the concept of this skill.

That’s what suggest to me, it could be much worse nerf, so I prefer to suggest it, that will increase to 120 seconds, or worse, as change range 5000 to 3000, etc.

Veil

Mechanical skill completely changed

Create a field of energy that grants stealth on all allies and reveals the enemies in the area.

Stealth: 1s
Revealed: 1s
Duration: 3s
Pulses: 3
Radius: 240
Combo Field: Light
Range: 1,200

With this change, get a fully usable skill and practice, and to all areas, pve, pvp and WVW.

Arcane Thievery

Reduce the recharge time of 45 to 30 seconds.

The necro have Corrupt Boon
with the difference that the mesmer steals the blessings of enemies, it would be fair that the recharge time is reduced, for to be more practical.

Illusion of Life

Mechanical skill completely changed

Time recharge reduce of 120 to 90 seconds.

Reduce the effect of 15 to 3 seconds.

Infuse your allies with ether energy. Allies who would take lethal damage while is infuse, ignore the deathblow and active a effect of Illusion of Life. This allies can not dead while Illusion of Life is active. Illusion of Life expire if Endurance bar runs out or time off. If the effect expires naturally, grant a Chaos Armor.

Infuse of Illusion of Life (5s) (Effect no active, only put on)
Illusion of Life (3s): Take no damage from attacks and grant Resistance each seconds.
Resistance 1s
Chaos Armor 5s
Number of Targets: 3
Radius: 240
Prevents Capture-Point Contribution
Range: 1,200

A big change as well, as if it were a new skill, would use more, not that ability that is rarely used because of its high cost of recharging time becomes. It will also be competent skills against other professions, and becomes very practical, more than one would think of strategies.

Elite


Mass Invisibility

Increase the duration of stealth of 5 to 8 seconds.

The objective of this elite is to be in stealth to ambushes, engineer with normal skills can put up 7s stealth …

Signet of Humility (I’m not wanting and asking for it, but if a future nerf possibility arises, i suggest this, that to what could much worse.)

Reduce the recharge time of 180 to 90 seconds.

Reduce te effect Moa of duration of 10 to 5 seconds.

With such a change, the Moa effect becomes less effective, but not punish or destroy the elite itself with reducing recharge time, so it will be more practical and not become a little usable skill by a nerf.

Also it occurs to me:

On a version of Signet of Domination but more powerfull

Reduce the recharge time of 180 to 45 seconds.

Reduce the effect Moa of duration of 10 to 3 seconds.

Now is unblockable

In this case, if not nerf the mechanical specialization, the skill elite moa has been reduced, but now can apply its effect more repeatedly, I prefer something like it, that would increase the recharge time to 240 seconds, or worse.

Time Warp

Reduce recharge time of 180 to 120 seconds.

That’s all for today, later I will put my suggestions for traits. Comment your ideas or suggestions. What seem them?

This post is to provide ideas, shuffling traits and skill, for healthy competition against pvp, pve and WVW.

At no time did I seek superiority over other professions, if you do not agree with any my suggestion, etc. Simply you comments that are disagree and discuss their reasons, but please do not turn this post into a hotbed of pros and cons.

Respect and greetings.

(edited by Angel de Lyssa.4716)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The Harlequin ( New Idea Specialization – Mesmer )

Hello, i spent a lot of time designing the illustrations of new skills, the description, operation, synergy, I even made a illustrative poster for a total overview of the new specialization, it is a work that I take it very seriously.

I love designing new skills for the Mesmer. It is my favorite profession and I’ve been using and playing from the Guild Wars 1. So I’ve taken the time to create this new idea, which had long in mind. Now I’ll publish it and see what you think.

Introduction ( Summary of the idea, and what I base )


For starters, I really miss the mechanics of mesmer from Guild Wars1, because in Guild Wars 2 is different, it is based on illusions, then I’ve been thinking a lot, I have had many brainstorming. I’ve been analyzing and comparing what is the closest thing between both games. The Mesmer needs that role he had in Guild Wars 1, torment and confound his enemies, deceiving.

So, was a specialization that focuses on the mechanics (from Guild Wars 1), but adapting it in Guild Wars 2, but I wonder happened How can this be possible with the mechanics of Mesmer Guild Wars 2? Well, the secret is in Stealth and the Phantasm the mesmer have access to these skills, but they are not exploited, or at least have no synergy with the traits.

Then I wondered, missing nothing more, that detail that makes it special and unique is a new condition for the Mesmer. Do you remember the skill Wastrel’s DemiseDemise ? Well, that was the ability that made him special to mesmer on Guild Wars 1 (Besides other as Wastrel’s Worry )

So has occurred to me this new idea of specialization, based on the mechanics, but with ghosts, Damage Conditions and Stealth .Also in good synergies with traits that bolster the conditions, the mesmer inflict only 2 easy cleaning conditions, confusion and torment.

The Harlequin ( Description )


“…The harlequin consists on deception and the phantasm of shadows, bewitch and confusing the enemies, inflicting nightmare and hexing. Is a Joker with multiple smiling faces, acting as if in a theater but on the combat. He worship the goddess Lyssa, so she have multiple faces like she…”

Profession Mechanic ( Core Mechanic )


New weapon ( The Scepter Off-Hand )

You can equip other scepter (off-hand) and gain access to “hexed” condition and skill Deception. Gain access to Phantasmal Harlequin (skill F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Phantasmal Harlequin ( Shatter Skill – F5 )

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed.

Hexed ( New unique condition )

Hexing is a unique condition for specialization of mesmer that deals damage each second and additional damage time while the enemy not attacking or not using any skills.

The formula for “hexed” damage is:
(0.45 * Condition Damage) + (0.18 * level) + 1.5 damage per stack per second while using skill or attack.
(0.0625 * Condition Damage) + (0.575 * Level) + 3.5 damage per stack per second while not using any skill o attacking.

This new condition “Hexed” consist en play with the target foe, castigate your decision of action, depending or no of skill or action, forcing decisions to the enemy. With that create a sinergy with the Stealth, Confusion and Torment.

Weapon Skills


Visions of Regret ( Skill 4.1 -Scepter )

Type: Phantasm. Throwing a malicious sorcery on target foe that damaging and inflict hexing, later appears a Phantasmal Bewitcher that attack it. If the foe was activating any skill, Image of Remorse is usable on a short time.

Damage: 155
X2 Hexed 5s
Range: 900
Time for use Image of Remorse 5s
Cast Time: 0,25s
Recharge Time: 30s

Phantasmal Bewitcher

Create an phantasmal bewitcher that attacks the enemy with a malicious projectile that exploding in the area, inflicting hexing.

Damage: 255 (Interval of each attack 5s)
x3 Hexed 5s
Number of Targets: 5
Radius: 240
Range: 1200

Image of Remorse ( Skill 4.2 – Scepter )

Throwing a malicious sorcery on the foe that damaging. If the foe was moving, inflict torment. If the foe was activating any skill, inflict confusion.

Damage: 121
x2 Torment 5s
x2 Confusion 5s
Range: 900
Cast Time: 0.25s

Pandemonium ( Skill 5 -Scepter )

Create a malicious storm at the target location that inflict random conditions to foes according their acts. Inflict torment if they were moving, inflict confusion if they were activating any skill and inflict hexing on them if they were not using any skill or not moving.

Damage: 133 (x6)
x 1 Hexed 5s
x1 Torment 5s
x1 Confusion 5s
Range: 900
Radius: 240
Combo Field: Ethereal
Cast Time: 1s
Recharge Time: 35s

Utility


Deception ( Utility Skill )

Deception is the new type of skill utility of Harlequin Specialization, also is a version of skill phantasm more powerful.

Power Leech ( Heal Skill )

Deception. Phantasmal. Throw a malicious sorcery Power Leech, that drain a initial quantity of life on the target foe and drains more when it if is attacking or activating any skill. If the target foe was not attacking or activating any skill with Power Leech in the seconds of threshold, Power Leech ends and appear a Phantasmal Leech in near you that Throw a projectile in the target foe area that inflict damage and drain life, for give heal it to you.

Initial Self Heal: 3,960
Active Life Siphon Heal: 470
Active Life Siphon Damage: 201
Duration of Power Leech (6s): Life is siphoned when the target enemy are using any skill o attack.
Time of Threshold for appear Phantasmal Leech: 2s
Active Life Siphon Cooldown: 1 second
Range: 900
Cast Time: 0,75s
Recharge time: 35s

Phantasmal Leech

Throw a malicious projectile that exploding in the area of the target foe, drain life.

Active Life Siphon Damage: 201
Active Life Siphon Heal: 470
Number of Targets: 2
Radius: 240
Range: 900

Ether Nightmare ( Utility skill )

Deception. Throwing a malicious sorcery on target foe that damaging. Increase the damage per each phantasmal that you control on target it. Later the next attack of your phantam does more damage on that target.

Damage: 439
Damage increase per each phantasm: 1%
Damage increase of next attack phantasm: 3% (x1 action phantasm attack complete)
Umbral: 3%
Cast time: 1s
Time Recharge: 25s

Fevered Dream ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery on the target foe that inflict damage every second. Inflict more damage per each unique condition when is applied on the target foe. The damage do accumulate. If the target foe have three conditions or more when Fevered Dream finished, appear a Phantasmal Dream that attacks it and auto-inflict Fevered Dream around of the target foes. This attacking of Phantasm Dream is a malicious projectile, exploding in the area and transfering the conditions on their foes close.

Damage: (x4) 133
Damage Increase per each unique condition when is applied: 2%
Maximum Umbral of Damage increase: 10%
Duration of Fevered Dream: 4s
Recharge Time of Interval then for apply Fevered Dream on each enemy: 8s
Unblockable
Range: 1200
Activation Time: 1s
Recharge time: 60s

Phantasmal Dream

Create illusion that attacks target foe with a malicious projectile exploding in the area, transfering their conditions and copying the conditions on their enemies.

Danage: 155 (interval of attack: 6s)
Umbral Transfer of Condition, applied on each enemy: 3
Umbral Copy of Condition, applied on each enemy: 3
Radius: 240
Range: 900

Discharge Enchantment ( Utility Skill )
-
Deception. Remove a boon of your enemy. Remove one additional per each phantasms that you control on target it.

Remove boon: 1
If you control a phantasm: 1
Umbral: 3
Unblockable
Time Recharge: 25s
Cast Time: 1s

Phantasmal Nightmare ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery that damaging on the target foe. If the target have three or more condition, appear a Phantasm Nightmare.

Damage: 133
Umbral Condition: 3
Range: 900
CastTime: 1s
Recharge Time: kitten

Appear an Phantasmal Nightmare that deals damage and increase the duration of all conditions of target foe. The duration increase more per each unique condition on the target foe.

Damage: 438 (Interval of each attack: 6s)
Increase duration of conditions: 3% (Per each unique conditions)
Umbral: 15%
Range: 1200

Panic ( Elite skill )

Deception. Throwing a malicious powerfull sorcery on target foe, causing a bewitches on her body, inflicting damage and several harmful conditions depending on their phantasms on it. The target foe grants some buffs. Increase the power of this malicious sorcery per each phantasmal you control on target it.

if have a phantasm: inflict x5 Confusion (5s) and Quickness (5s), 150 Damage.

If have two phantasms: inflict: x5 Torment (5s) and Superspeed (5s) , 350 Damage.

If have three phantasms: inflict: x5 Hexed (5s) and Vigor (5s), 500 Damage.

Unblockable
Recharge Time: 90s
Cast Time: 1s

Minor Traits ( Passives )


Phantasmal Harlequin #1

You can equip other scepter (off-hand) and gain access to Harlequing hexing condition and skill Deception. Gain access to Phantasmal Harlequin (F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed. (When are you on Shadow of Harlequin, you can activate the “F5” again or expect for expiry time for summon Phantasm Harlequin)

x1 Hexed: 5s
Fear: 2s (Interval of Phantasm Harlequin inflict AoE-Fear: 12s)
Stealth: 5s (Interval of Phantasm Harlequin get Stealth: 7s)
Each illusion shatter: You get 1s of Stealth (Umbral: 4s)
Number of Targets: 5
Radius: 240
Recharge Time: 90s

Phantom Malicious #2

Phantasms deal more damage condition.

Damage increase: 10%

Bewitched Illusions #3

Shatter skills inflict hexed on hit.

x1 Hexed (5s): 95 Damage, 191 Damage if was not activating any skill or was not attacking.

Adept Traits


Spontaneous Interrupt #4

Whenever you interrupt a foe, summon a clone to attack your foe. The attacks of this clone inflict hexing additional, apart of their other effect attack. (Depending on the weapon you’re wielding)

x1 Hexed (3s)
Interval: 3s
Interval: 5s

Speed of Phantasm Conjuring #5

You cast the Phantasms more fast and its gets super-speed after you cast it in a short time.

Super-speed (1s)
33% more fast to cast.

Energy Surge #6

Gain a charge each time when the enemies block a ilussion shatter. After enough charges, your next hit of ilussion shatter will more damage your target and is unblockable.

Number of Hits: 4
x1 Unblockable (x1 The next illusion shattered)
50% bonus damage.

Master Traits


Veil of Lyssa #7

Gain Resistance while you are in stealth and gain Stability when you are out of stealth.

Resistance (1s)
Stability (2s)
Interval: 1s

Illusion of Haste #8

You move more faster per each clones that controls. When you suffer any conditions of movement-impairing, it transfer on the nearby clone.

11% of move faster per each clone (33% in total)
Interval of time for transfer conditions: 1s
Recharge Time: 3s

Enchanter´s Conundrum #9

When you remove a boon from your foe, inflict hexing on it. Hexed lasts longer.

x3 Hexed (5s)
Duration increase: 33%
Interval: 25s

Grandmaster Traits


Sum of All Fears #10

Confusion, Torment and Hexed does more damage on the enemies at the time they have this three conditions together.

Damage increase: 3% (3% each conditions, total 9%)

Ghostly Power #11

Your Phantasms gets stealth and quickness after you cast it and their attacks are unblockable in a short time.

Stealth (1s)
Quickness (1s)
Unblockable (3s)

Recurring Insecurity #12

When you apply three or more unique conditions on a enemy on a short time, inflict daze. If target was cleaned it faster in a interval time after that you apply it, reapply this conditions latest again and Reccurring Insecurity se disable on a time.

x1 Daze (1s)
Numbers of conditions: 3
Interval of time for inflict daze after apply conditions: 5s
Interval of time for reapply the conditions again: 2s
Interval if Recurring Insecurity disable: kitten

Attachments:

Idea - New Specialization - The Harlequin

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The Harlequin ( New Idea Specialization )

Hello, i spent a lot of time designing the illustrations of new skills, the description, operation, synergy, I even made a illustrative poster for a total overview of the new specialization, it is a work that I take it very seriously.

I love designing new skills for the Mesmer. It is my favorite profession and I’ve been using and playing from the Guild Wars 1. So I’ve taken the time to create this new idea, which had long in mind. Now I’ll publish it and see what you think.

Introduction ( Summary of the idea, and what I base )


For starters, I really miss the mechanics of mesmer from Guild Wars1, because in Guild Wars 2 is different, it is based on illusions, then I’ve been thinking a lot, I have had many brainstorming. I’ve been analyzing and comparing what is the closest thing between both games. The Mesmer needs that role he had in Guild Wars 1, torment and confound his enemies, deceiving.

So, was a specialization that focuses on the mechanics (from Guild Wars 1), but adapting it in Guild Wars 2, but I wonder happened How can this be possible with the mechanics of Mesmer Guild Wars 2? Well, the secret is in Stealth and the Phantasm the mesmer have access to these skills, but they are not exploited, or at least have no synergy with the traits.

Then I wondered, missing nothing more, that detail that makes it special and unique is a new condition for the Mesmer. Do you remember the skill Wastrel’s DemiseDemise ? Well, that was the ability that made him special to mesmer on Guild Wars 1.

So has occurred to me this new idea of specialization, based on the mechanics, but with ghosts, Damage Conditions and Stealth .Also in good synergies with traits that bolster the conditions, the mesmer inflict only 2 easy cleaning conditions, confusion and torment.

The Harlequin ( Description )


“…The harlequin consists on deception and the phantasm of shadows, bewitch and confusing the enemies, inflicting nightmare and hexing. Is a Joker with multiple smiling faces, acting as if in a theater but on the combat. He worship the goddess Lyssa, so she have multiple faces like she…”

Profession Mechanic ( Core Mechanic )


New weapon ( The Scepter Off-Hand )

You can equip other scepter (off-hand) and gain access to “hexed” condition and skill Deception. Gain access to Phantasmal Harlequin (skill F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Phantasmal Harlequin ( Shatter Skill – F5 )

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed.

Hexed ( New unique condition )

Hexing is a unique condition for specialization of mesmer that deals damage each second and additional damage time while the enemy not attacking or not using any skills.

The formula for “hexed” damage is:
(0.45 * Condition Damage) + (0.18 * level) + 1.5 damage per stack per second while using skill or attack.
(0.0625 * Condition Damage) + (0.575 * Level) + 3.5 damage per stack per second while not using any skill o attacking.

This new condition “Hexed” consist en play with the target foe, castigate your decision of action, depending or no of skill or action, forcing decisions to the enemy. With that create a sinergy with the Stealth, Confusion and Torment.

Weapon Skills


Visions of Regret ( Skill 4.1 -Scepter )

Type: Phantasm. Throwing a malicious sorcery on target foe that damaging and inflict hexing, later appears a Phantasmal Bewitcher that attack it. If the foe was activating any skill, Image of Remorse is usable on a short time.

Damage: 155
X2 Hexed 5s
Range: 900
Time for use Image of Remorse 5s
Cast Time: 0,25s
Recharge Time: 30s

Phantasmal Bewitcher

Create an phantasmal bewitcher that attacks the enemy with a malicious projectile that exploding in the area, inflicting hexing.

Damage: 255 (Interval of each attack 5s)
x3 Hexed 5s
Number of Targets: 5
Radius: 240
Range: 1200

Image of Remorse ( Skill 4.2 – Scepter )

Throwing a malicious sorcery on the foe that damaging. If the foe was moving, inflict torment. If the foe was activating any skill, inflict confusion.

Damage: 121
x2 Torment 5s
x2 Confusion 5s
Range: 900
Cast Time: 0.25s

Pandemonium ( Skill 5 -Scepter )

Create a malicious storm at the target location that inflict random conditions to foes according their acts. Inflict torment if they were moving, inflict confusion if they were activating any skill and inflict hexing on them if they were not using any skill or not moving.

Damage: 133 (x6)
x 1 Hexed 5s
x1 Torment 5s
x1 Confusion 5s
Range: 900
Radius: 240
Combo Field: Ethereal
Cast Time: 1s
Recharge Time: 35s

Utility


Deception ( Utility Skill )

Deception is the new type of skill utility of Harlequin Specialization, also is a version of skill phantasm more powerful.

Power Leech ( Heal Skill )

Deception. Phantasmal. Throw a malicious sorcery Power Leech, that drain a initial quantity of life on the target foe and drains more when it if is attacking or activating any skill. If the target foe was not attacking or activating any skill with Power Leech in the seconds of threshold, Power Leech ends and appear a Phantasmal Leech in near you that Throw a projectile in the target foe area that inflict damage and drain life, for give heal it to you.

Initial Self Heal: 3,960
Active Life Siphon Heal: 470
Active Life Siphon Damage: 201
Duration of Power Leech (6s): Life is siphoned when the target enemy are using any skill o attack.
Time of Threshold for appear Phantasmal Leech: 2s
Active Life Siphon Cooldown: 1 second
Range: 900
Cast Time: 0,75s
Recharge time: 35s

Phantasmal Leech

Throw a malicious projectile that exploding in the area of the target foe, drain life.

Active Life Siphon Damage: 201
Active Life Siphon Heal: 470
Number of Targets: 2
Radius: 240
Range: 900

Ether Nightmare ( Utility skill )

Deception. Throwing a malicious sorcery on target foe that damaging. Increase the damage per each phantasmal that you control on target it. Later the next attack of your phantam does more damage on that target.

Damage: 439
Damage increase per each phantasm: 1%
Damage increase of next attack phantasm: 3% (x1 action phantasm attack complete)
Umbral: 3%
Cast time: 1s
Time Recharge: 25s

Fevered Dream ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery on the target foe that inflict damage every second. Inflict more damage per each unique condition when is applied on the target foe. The damage do accumulate. If the target foe have three conditions or more when Fevered Dream finished, appear a Phantasmal Dream that attacks it and auto-inflict Fevered Dream around of the target foes. This attacking of Phantasm Dream is a malicious projectile, exploding in the area and transfering the conditions on their foes close.

Damage: (x4) 133
Damage Increase per each unique condition when is applied: 2%
Maximum Umbral of Damage increase: 10%
Duration of Fevered Dream: 4s
Recharge Time of Interval then for apply Fevered Dream on each enemy: 8s
Unblockable
Range: 1200
Activation Time: 1s
Recharge time: 60s

Phantasmal Dream

Create illusion that attacks target foe with a malicious projectile exploding in the area, transfering their conditions and copying the conditions on their enemies.

Danage: 155 (interval of attack: 6s)
Umbral Transfer of Condition, applied on each enemy: 3
Umbral Copy of Condition, applied on each enemy: 3
Radius: 240
Range: 900

Discharge Enchantment ( Utility Skill )
-
Deception. Remove a boon of your enemy. Remove one additional per each phantasms that you control on target it.

Remove boon: 1
If you control a phantasm: 1
Umbral: 3
Unblockable
Time Recharge: 25s
Cast Time: 1s

Phantasmal Nightmare ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery that damaging on the target foe. If the target have three or more condition, appear a Phantasm Nightmare.

Damage: 133
Umbral Condition: 3
Range: 900
CastTime: 1s
Recharge Time: kitten

Appear an Phantasmal Nightmare that deals damage and increase the duration of all conditions of target foe. The duration increase more per each unique condition on the target foe.

Damage: 438 (Interval of each attack: 6s)
Increase duration of conditions: 3% (Per each unique conditions)
Umbral: 15%
Range: 1200

Panic ( Elite skill )

Deception. Throwing a malicious powerfull sorcery on target foe, causing a bewitches on her body, inflicting damage and several harmful conditions depending on their phantasms on it. The target foe grants some buffs. Increase the power of this malicious sorcery per each phantasmal you control on target it.

if have a phantasm: inflict x5 Confusion (5s) and Quickness (5s), 150 Damage.

If have two phantasms: inflict: x5 Torment (5s) and Superspeed (5s) , 350 Damage.

If have three phantasms: inflict: x5 Hexed (5s) and Vigor (5s), 500 Damage.

Unblockable
Recharge Time: 90s
Cast Time: 1s

Minor Traits ( Passives )


Phantasmal Harlequin #1

You can equip other scepter (off-hand) and gain access to Harlequing hexing condition and skill Deception. Gain access to Phantasmal Harlequin (F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed. (When are you on Shadow of Harlequin, you can activate the “F5” again or expect for expiry time for summon Phantasm Harlequin)

x1 Hexed: 5s
Fear: 2s (Interval of Phantasm Harlequin inflict AoE-Fear: 12s)
Stealth: 5s (Interval of Phantasm Harlequin get Stealth: 7s)
Each illusion shatter: You get 1s of Stealth (Umbral: 4s)
Number of Targets: 5
Radius: 240
Recharge Time: 90s

Phantom Malicious #2

Phantasms deal more damage condition.

Damage increase: 10%

Bewitched Illusions #3

Shatter skills inflict hexed on hit.

x1 Hexed (5s): 95 Damage, 191 Damage if was not activating any skill or was not attacking.

Adept Traits


Spontaneous Interrupt #4

Whenever you interrupt a foe, summon a clone to attack your foe. The attacks of this clone inflict hexing additional, apart of their other effect attack. (Depending on the weapon you’re wielding)

x1 Hexed (3s)
Interval: 3s
Interval: 5s

Speed of Phantasm Conjuring #5

You cast the Phantasms more fast and its gets super-speed after you cast it in a short time.

Super-speed (1s)
33% more fast to cast.

Energy Surge #6

Gain a charge each time when the enemies block a ilussion shatter. After enough charges, your next hit of ilussion shatter will more damage your target and is unblockable.

Number of Hits: 4
x1 Unblockable (x1 The next illusion shattered)
50% bonus damage.

Master Traits


Veil of Lyssa #7

Gain Resistance while you are in stealth and gain Stability when you are out of stealth.

Resistance (1s)
Stability (2s)
Interval: 1s

Illusion of Haste #8

You move more faster per each clones that controls. When you suffer any conditions of movement-impairing, it transfer on the nearby clone.

11% of move faster per each clone (33% in total)
Interval of time for transfer conditions: 1s
Recharge Time: 3s

Enchanter´s Conundrum #9

When you remove a boon from your foe, inflict hexing on it. Hexed lasts longer.

x3 Hexed (5s)
Duration increase: 33%
Interval: 25s

Grandmaster Traits


Sum of All Fears #10

Confusion, Torment and Hexed does more damage on the enemies at the time they have this three conditions together.

Damage increase: 3% (3% each conditions, total 9%)

Ghostly Power #11

Your Phantasms gets stealth and quickness after you cast it and their attacks are unblockable in a short time.

Stealth (1s)
Quickness (1s)
Unblockable (3s)

Recurring Insecurity #12

When you apply three or more unique conditions on a enemy on a short time, inflict daze. If target was cleaned it faster in a interval time after that you apply it, reapply this conditions latest again and Reccurring Insecurity se disable on a time.

x1 Daze (1s)
Numbers of conditions: 3
Interval of time for inflict daze after apply conditions: 5s
Interval of time for reapply the conditions again: 2s
Interval if Recurring Insecurity disable: kitten

Attachments:

(edited by Angel de Lyssa.4716)

What is the point of playing Mesmer anymore?

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Why Chronobunker is cancer? Facetank, rewind, facetank, rip. Same as Necros second bar; doesnt saves from an angry mob.

When i play with torment and confusion pvp, they call me cancer, they say that i am a noob, it is a free win, bla bla bla. Now i see like them play with Chronobunker and they say nothing, of course, it is a more subtle way of gaining why ?, because if you do not get to kill me, they say “is that then you are a noob”, what is the difference? the way to play with damage conditions bother them, and Chronobunker assures the victory, and tests your direct DPS.

I only ask that give more love for mesmer scepter (mostly trait With confusion and torment), and other ways to play than ever “distortion” spam. Chronobunker yes, but not spam “distortion” with Well of Precognition, it is very cancer.

No details yet, but...

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Please, more love for the scepter mesmer, the damage conditions is very poorly assessed, especially confusion and torment in Pve.

Staff still good with chrono in HOT PVE?

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The staff is good, is a hybrid weapon, is a balance between direct DPS (iwarlock) and damage conditions, and as comments Xyonon, in WvW with the raid zerg, the enemies have usually always more conditions, iwarlock is very usable on this situations combat.

What is the point of playing Mesmer anymore?

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

First of all, nobody knows how big of a ’’nerf’’ it will be.

Second, Mesmers should only played by people who understand this class… just like Thieves…

If you already give up, before knowing anything, then you should consider playing other class.

+10

Please Rip “Chronobunker”, is cancer in pvp.

More love for scepter weapons for mesmer, the damage conditions is very poorly assessed, especially confusion and torment.

Scepter Balance

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

We do not want to see on the scepter:

  • A hybrid weapon, we are not know if it’s better on direct harm or damage condition.

Solution: The changes of balance must to make clear that it is a weapon of damage condition 100%

  • That the scepter skill does more direct damage (Berserker) that damage conditions.

Solution: The changes of balance must to make clear that skill scepter does more damage conditions with stat Sinister (Viper or other stat of damage conditions) that any other stat of damage direct, therefore, reduce the direct damage base, and increases more ways to apply conditions.

  • The skill scepter AA is very slowly and not have synergy with the traits.

Solution: The changes of balance must to make clear that skill scepter AA have to a synergy with the traits, and a more practical way to damage conditions.

In general, as we see will change completely the skills, we want to see a weapon damage conditions 100%, it is our weapon role Main-hand only damage conditions (We have the sword Main-hand for full DPS 100%).

We want to see a weapon Main-hand as scepter Necro, or mace Revenant, it are weapons of damage conditions 100%, on the mesmer we want to see a weapon Main-hand damage conditions 100%, no a wepaon hybrid.

Scepter Balance

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Some ideas for trait synergy for scepter mesmer:

Malicious Sorcery

While you wield a scepter, per each clone that you control, confusion and torment does more damage on the foes that are not activating any skill. Reduces recharge on scepter skills.

Damage increase: 2% (Per each clone, total is 6%)
Maximum Stacks: 3
Recharge Reduced: 20%

With this change, this trait grandmaster helps the scepter mesmer on conditions damage in PvE, and make good synergy with the skill AA.

Attachments:

Scepter Balance

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Please do not make scepter a condi only weapon.

I think scepter is really good as it is now as BOTH power and Condition and Hybrid Builds can use it.

Not everyone wants to be part of the braindead condi spamming meta.

Really ? The scepter must be a conditions weapon please, it should not be a hybrid gun, we have the staff for hybrid weapon.

If not want to be the scepter a conditions weapon, then remove all conditions that inflict it and turn it into a berserker weapon (Full dps, like the sword of one hand) both they love people, fewer conditions and direct more dps, other clone weapon like the sword of one hand, direct dps. (I laugh)

Seriously, the scepter must be completely a weapon of damage conditions (such as necro scepter), accompanying the mechanical and features with the trait “confusion” and “torment”, for direct damage we have the sword.

Have you tried scepter in a zerk build? Lemme guess. No.
Have you tried scepter in a viper build? Lemme guess. No.

Scepter works very well with condition damage and power damage.

Adding more conditions on the weapons would kill that diversity since it will be better just to go full conditions since there is a lot of conditions on the weapon.

You’re going to ask me, how they have to play with the scepter? when I’ve been playing since he left the game, come on man, you have no idea. You think that i no have experience with the scepter? I know more than you, and it’s really sad to see the scepter mesmer as “only weapon” to damage conditions and see that does more damage in berserker that damage conditions

If you do not want to play damage conditions, this is not your proper post, let alone ask the scepter mesmer not a weapon damage condition.

The scepter must not be conditioned and forced to certain traits (for example Maim the Disillusioned) only by it because is a show clone, the scepter must be a weapon conditions 100% (especially conditions base, independently with trait or no, as the scepter of necro).

The strategy or mechanic of scepter mesmer, is punished to the foes with the confusion and torment, as the enemies act according to their actions, receiving more damage or no, it is a reference mechanic to Backfire and Empathy

To make the scepter one hybrid weapon or direct damage, forget it, rip the unique weapon of damage conditions for mesmer.

Scepter Balance

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Please do not make scepter a condi only weapon.

I think scepter is really good as it is now as BOTH power and Condition and Hybrid Builds can use it.

Not everyone wants to be part of the braindead condi spamming meta.

Really ? The scepter must be a conditions weapon please, it should not be a hybrid gun, we have the staff for hybrid weapon.

If not want to be the scepter a conditions weapon, then remove all conditions that inflict it and turn it into a berserker weapon (Full dps, like the sword of one hand) both they love people, fewer conditions and direct more dps, other clone weapon like the sword of one hand, direct dps. (I laugh)

Seriously, the scepter must be completely a weapon of damage conditions (such as necro scepter), accompanying the mechanical and features with the trait “confusion” and “torment”, for direct damage we have the sword.

Scepter Balance

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Some thoughts idea for skill scepter 2:

Scepter Skill 2

  • Now when you use Illusionary Counter, grants Mirror (2s).
  • Now when you blocking an attack or reflect a projectile (On the first enemy), inflict torment and summon a clone instantly, and Illusionary Counter finished.
  • Now If Illusionary Counter fully channels (2s) and do not block any attack or reflect any projectile, summon a clone, but not inflict torment (x5 torment).
  • Now Counterspell also inflicts a bit of torment, for a more strategically in combat situations.

Illusionary Counter

Clone. Gain Mirror for a short duration and block the next attack. Counter by applying Torment and creating a clone that casts Ether Bolt if you reflected any projectile or blocked any attack of foes. If Illusionary Counter fully channels summon a clone.

Damage: 367
x5 Torment (8s)
Mirror (2s): Reflects incoming projectiles.
Block duration: 2s
Range: 900

Counterspell

Shoot out a bolt that blinds and Torment foes in a line.

Damage: 37
x2 Torment (8s)
Blind (5s): Next outgoing attack misses.
Number of Targets: 5
Range: 900

Adding more Torment on Counterspell is one more way of strategy if we decide to use a defensive and quickly as combat, the word says, against spell, while, if we decide that the channeling of the blockade, we decided a more defensive way and close combat, always with that extra help Autoreflect (on both sides, but use the skill na 2), it offset by comparing the protection offered skill 2 of sword (2s distortion of invulneravility), i think it would be fairer.

Attachments:

Scepter Balance

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Hello, now I am very happy and excited to read the next balance for the mesmer in the part “Additionally, we’ll be improving upon the scepter, which will be receiving updates through skills, functionality, and traits.”

A few weeks ago, I suggested several ideas on the skill AA of scepter and traits with conditions for the “confusion” for mesmer mechanic. Also some other changes in general, so now is the time advantage I will gather in this post, and put all my suggestions.

Scepter Skill AA

Some permanent changes

  • A little increase of durations all “conditions” of AA skill (4s). (The clon attack
    torment duration is 1s).
  • The second AA skill now also inflict torment AoE if the enemy was activating any skill.
  • The third AA skill now inflict torment.
  • Now when you control three clones, the third AA skill inflict confusion instead summon clon. (Both clones as phantasm, you are controls three clones)

Ether Bolt

Chain. Shoot a bolt of energy at your target that torment.

Damage: 183
x1 Torment (4s) <——- New change (Before it was x1 Torment 2s)
Range: 900

Ether Blast

Chain. Shoot a second bolt of energy at your target that torment. If the enemy was activating any skill, also torment nearby foes.

Damage: 183
x1 Torment (4s) <——- New change (Before it was x1 Torment 3s)
Number of Targets: 5
Radius: 240
Range: 900

Ether Clone

Shoot out a third bolt of energy that torment your target. Summon a clone that casts Ether Bolt. If you control three clones, inflict Confusion instead summon a clone.

Damage: 275
x1 Torment (4s) <——- New change (Add x1 Torment)
x1 Confusion (4s) <——- New change (Add x1 Confusion when you control three clones)
Range: 900

With these changes, the scepter would be a viable weapon to build of “conditions” compared to other professions. On the other hand, we can control and play with three phantasmal with scepter, without the hassle of being destroyed by replaced by a clone. If we control two phantasmal and a clone (or three clones), third AA now inflict confusion, however if we control two clone (or two phantasmal), third AA summon a clone and not inflict confusion.

Addition the mesmer scepter that only have access to 2 perma conditions (Torment and Confusion), and are easy to clean. The scepter is a weapon of conditions, therefore, have to perform its role of damage conditions, especially with torment and confusion, in addition, it would help that little increase of duration conditions a lot in PVE, i see no problem that we have more access to torment and confusion with the skill AA.

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[Suggestion] Mesmer Changes

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Well, I still have two trait line, another day I will, I hope Arenanet see a look at these suggestions, especially those of trait line of Illusions, are good synergy and new way to play with the Mesmer. Especially the change idea trait grandmaster “Sorcery Malicious”

[Suggestion] Mesmer Changes

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Here i will discuss some ideas and changes to the following traits of Illusions, i will put the trait and followed the idea suggested:

Illusions

  • Illusionary Retribution Now when you accumulate 15 of Confusion on to foe, you get Retaliation (5s), addition increased from 3s to 5s the duration base of Confusion, because is a short duration. The effect to get Retaliation has an internal cooldown 15s. With that change makes sense to use skill Shatter trait of the line of Illusions to punish the enemy, giving an award by accumulating the amount of confusion on your foe, if the enemy hit you, this will receive double damage, by the confusion and the retaliation.
  • Compounding Power Now if you control a Phantasmal , get a double accumulate bonus (One phantasmal is a increase 5% of damage and 100 condition damage, but only for a phantasmal, does not increase more if you control two or three phantasmal) but the other clones get a little bonus (is +2% damage and +25 condition damage, in total with one phantasmal and two clones is +9% damage and 150 condition damage), if you controls two phantasm, the second phantasm get bonus how a clone (2% damage and % 25 condition damage). It makes sense to maintain a Phantasmal in combat, even with a Phantasmal and one clone, and not go crazy on destroying it faster, it is designed to be long standing phantasmal in combat.
  • Persistence of Memory Now you get Endurance (+5 of endurace per each phantasmal shattered), aparte of shattering a phantasm recharges all phantasms by a small amount (2s per each phantasm). It makes sense to choose this trait to focus on regaining our phantasmal faster and prize giving us shattered phantasm, giving recovering of endurance.
  • The Pledge Now clean 1 to 2 conditions, and when clean a conditions, you get a effect “Pledge” that increase your damage conditions (increase +25 damage conditions per each clean conditions), apart of torch skills recharge faster while you are in stealth.

The Pledge

Torch skills remove conditions. If removed some conditions with torch skills, you get effect “Pledge”. Torch skills recharge faster while you are in stealth.

Conditions Removed: 2
The Pledge “effect” (15s): +25 damage condition (Is accumulate per each clean conditions with skill torch)
Maximum Stacks: 6 (maximun is 150 damage condition)
Recharge Reduction per Pulse: 1½s
Interval: 1s

Then if not, of the “Promise”, promise is debt, now it makes sense clean conditions with torch skill, giving you a prize for each cleaning conditions, I said, I promised, the promise is debt.

  • Illusionist’s Celerity Now when you summon a Phantasm , get a effect of “Celerity” (The duration is perma during in combat until the maximum stock is completed and reset, out of combat remove “Celerity” effect), if will accumulate 6 stack of “Celerity”, the next summon skill phantasm will recharges quickly, apart of reduces recharge on illusion-summoning skills (20%). This change makes it special line trait of Illusion, encourages and accelerates the synergy With the skill phantasm, especially in fighting very long, I am sure that is a great idea.
  • Maim the Disillusioned Now when you use skill shatter with this trait and accumulate 15 of Torment on foe after inflict torment, also inflict Confusion (x3 Confusion 5s), apart also shatter skills inflict torment on hit. The effect to inflict Confusion, has an internal cooldown 15s. If before, this trait depressed to the foe, with this change, more depressed and punish the enemy much stronger if their conditions are not clean early. How many times have we seen this enemy That with a stack 10 of torment or little more, and laughs in my face, and not dies, with this change, we can laughs of him.
  • Phantasmal Haste Now with this trait you can summon phantasm more a 20% more faster, but addition the phantasm get Quickness (3s) and Superspeed (3s) when appears after you summoned, besides then Phantasms attack more often (20%). With this change, this trait does her role, giving quickly and superspeed on the phantasm.
  • Shattered Strength Now when you use skill shatter with this trait and accumulate 15 of Might, you get Unblockable effect (x2 stack attack 5s), apart also shatter skills apply might on you per each hit The effect to get Unblockable, has an internal cooldown 15s. Another synergy for this trait, if we choose to choose this trait, it is because we want more power and a more offensive tactic in direct damage.
  • Master of Misdirection
    Now every time that you inflict confusion on your foes, get one accumulate effect of “Misdirection”, when you accumulate 25 or more effect “Misdirection”, it reset and recharge 10s second more fastest all your skill shatters. Addition of Confusion you inflict lasts longer (33%). Reduces recharge of shatter skills (15%). This change makes the skill shatter more practical, especially in the line trait of Illusions, it makes more sense and synergy.
  • Malicious Sorcery Now the increased Attack Speed 15% is permanent, regardless if you have put the trait or not, now while you wear a scepter, appears on your interface a icon effect “wickedness” (is permanent while you wear a scepter with this trait, independently si estas en combat or no) is a effect unique that modifies the conditions Confusion that “Increase your damage Confusion” chance every few seconds. This bonus is reset when yours foes confused active any skill." (Multiple x5 of normal damage each second, each second a multiplication sum until the x5, if the foe activate any skill, the effect reset and again new, from zero multiplier to again reach x5). Apart of reduces recharge on scepter skills (20%).

Malicious Sorcery

While you wields a scepter, get a effect “wickedness” that your Confusion does more damage on foes confused that not activate any skill on along time. Reduces recharge on scepter skills.

Damage of Confusion increase: 2%
Interval: 1s
Máximun Stacks: 5 (10% increase, +2% per each second while not active any skill)
Combat Only

This is one of my best ideas suggested, it is really I want you to put some day, have a lot of synergy, PvP, PvE, also combines well if the enemy will activate a skill and you can interrupt it, because it does not count as activated as it interrumpistes. Moreover, the trait is very similar Maniacal Persistence but the mesmer version and Wastrel’s Demise.

(edited by Angel de Lyssa.4716)

[Suggestion] Mesmer Changes

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Now it comment on the trait of Domination, i think suggest some ideas, i put the trait and followed the idea suggested:

Domination

  • Illusion of Vulnerability Now when you acumule 15 of Vulnerability on a foe after inflicting vulnerability, also inflict Weakness (5s), apart of when you interrupt a foe, inflict vulnerability. The effect to inflict weakness, has an internal cooldown 15s. This added helps you keep track line trait Domination, in the combat against the enemy, get rewards by accumulate to vulnerability amount on the foe now makes sense.
  • Rending Shatter Now when you acumule 15 of Vulnerability on a foe after inflicting vulnerability, also inflict Crippled (5s), apart of shatter skills inflict vulnerability on hit. The effect to inflict vulnerability has an internal cooldown 15s. This added helps you keep track line trait Domination, in the combat against the enemy, get rewards by accumulate to vulnerability amount on the foe now makes sense.
  • Blurred Inscriptions Increase the duration of “Distorcion” a 1s more (2s of Distorcion per each signet), also increase 1 clean conditions more (1 to 2 clean conditions per each signet). It makes much more sense now with this small increase. Since we can choose to go all signet build, or versatile with mantras (Mantra of Resolve) build.
  • Furious Interruption Now also grants Superspeed (1s), apart of quickness when you interrupt a foe. A small boost of adrenaline to approach the enemy very quickly during combat (with sword-one hand for example), comes very well and very helpful, especially if we choose this trait.
  • Shattered Concentration Now effect of this trait is unblockable, removing boon with shatter is unblockable ( The damage, others effect of traits remains are lockable, only is unblockable the effect of removing boons). You get the feeling that nothing good is the trait, if the enemy is invulnerable or blocking is always while you see it is full of boons, with this change it makes sense because now fulfill its function, regardless of whether or not blocks, always remove boons.
  • Imagined Burden Now whenever you or a clone uses Spatial Surge, you gain “Burden” (10s). All of your other greatsword skills inflict cripple (2s). Reduces recharge (20%) time of greatsword skills.

Imagined Burden

Whenever you or a clone uses Spatial Surge , you gain “Burden”. All of your other greatsword skills inflict cripple. Reduces recharge time of greatsword skills.

“Burden” (10s): Power 15
Crippled (2s)
Maximum Stacks: 10 (150 Power)
Recharge Reduced: 20%

With this change, the bonus of the trait “Imagined Burden” is not a boon, and can get a acumulate stack in along of the combat. Is very similar to Fencer’s Finesse. You say, as it was previously were much better because got to accumulate more than 300 of power and damage condition, yes i know, but now “Burden” have a duration of 10s and is not a boon. Damage conditions bonus is not adequate for this weapon.

(edited by Angel de Lyssa.4716)

[Suggestion] Mesmer Changes

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Here I will discuss some ideas and changes to the following traits, I will put the trait and followed the idea suggested

Traits

Dueling

  • Critical Infusion Now while you have Endurance maximum, grants + 3% critical chance, apart of gain vigor when delivering a critical hit. It makes more sense now, and good synergy for the Dueling line trait.
  • Desperate Decoy Now this trait not interrupt any action if actived while you was using any skill, similary working Last Refuge of trait Thief, otherwise, no change, because only bothered that.
  • Phantasmal Fury Now this trait grants fury (3s of fury on a interval of each 3s) to allies nearby your phantasms (In a radius of 240), aparte of your phantasms have fury (Perma fury, 10s each interval of 10s). This change also replaces the old trait “Master Fencer”.
  • Sharper Images Now this trait also to inflict bleeding on critical hits with your attacks and your skill shatters, apart of yours Illusions. Have a 33% of probability to inflict bleed (5s). It’s one more way to get a standar damage condition, relying solely on the clones is little enough.
  • Evasive Mirror Now increase 1s to 2s of Mirror after a successful evasion. Now it makes sense to avoid projectiles with this trait, intended to reflect projectile of foes.
  • Master Fencer Now this trait increases critical-hit chance per each clones that controls (increase a 3% of critical-hit chance, per each clone that controls, máximum 9%) . Gain condition damage based on your precision (13% of your precision is transform on condition damage). That trait is similary Target the Weak (Necro trait of curse) but is version for the mesmer. (One of my favorite ideas, and hopefully someday become reality <3)

Master Fencer

Increases critical-hit chance per each clones that controls. Gain condition damage based on your precision.

Critical Chance Increase: 3% (Per each clones that controls, máximum 9%)
Gain Condition Damage Based on a Percentage of Precision: 13%

  • Mistrust Now this trait also inflict Confusion when you Dazing a foe in an area around them (x1 Confusion 6s), apart of whenever you interrupt a foe, also inflict confusion (x2 Confusion 6s) in an area around them. I’m sure the idea of this Trait, is to punish and threaten the enemy in masses, I like the original idea, but does not work very well in almost many game situations, therefore this change will help much the idea, and it becomes very interesting.

Mistrust

Dazing a foe also applies Confusion in an area around them. Whenever you interrupt a foe, also inflict confusion in an area around them.

x1 Confusion (6s) (When you dazing a foe)
x2 Confusion (6s) (When you interrupt a foe)
Number of Targets: 5
Radius: 240

So I have added a small change to give more versatility, according to situations, keeping your original idea. With this change, more interesting and becomes more practical, even in combat situations where it is impossible to interrupt, but inflicting Daze, your punished en masse for yours enemies.

If you think about it, with only inflict Daze on a enemy nearby other enemy, inflict Confusion in each, but addition also if you get interrupt this foe that you was inflicted Daze, would inflict more Confusion, multiply even more if you get interrupted more enemies nearby, it is very punisher and interesting. Is very very similary to skill Panic of Guild Wars 1 ((One of my other favorite ideas, and hopefully this my version of trait “Mistrust” someday become reality <3)

(edited by Angel de Lyssa.4716)

[Suggestion] Mesmer Changes

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

There are some changes that I find very good idea, but if it is true that there are some traits that need rework them, and some skill weapons also rework them or any little changes.

I will comment some traits and skill with the more interest that i have:

Skill Weapons

  • llusionary Riposte (Sword#4): Since it is a complementary weapon, you must have a flexible and convenient in combat, especially versatile. So far, it is a weapon that simply worth for the Phantasmal Swordsman, with his jump combo and dps phantasm in each short time. But on skill 4 (Illusionary Riposte) remains very outdated, lacks a little change. I suggest this change:

Illusionary Riposte

Block incoming attacks for a short duration. If this skill full channels and had blocked any strike of your foes, can use Illusionary Riposte again in a short time for striking your foe and create an illusion.

Damage: 734
Block Duration: 2½s
Duration: 5s (Duration for use again to Illusionary Rispote if you block any your foe)
Range: 900

With this change, we have a defensive control and can decide when to answer (in a short time for activating again) without having to see the upset that your enemies guessing sure when the Illusionary Riposte answers itself.

  • Counter Blade Reduce time-to activate Counter Blade (From 3/4s cast time to 1/2s cast time), and then increase the speed of the projectile for to have a big impact to interrupt with more precision.

With this change, we also have an alternative of control to interrupt, clear, would have to be used before full chaneled completed Illusionary Riposte (if you blocked some stroke) in order to use Counter Blade.

(edited by Angel de Lyssa.4716)

Scepter Skill AA - Rework

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

With a few changes, we will have more pressure (conditions) with the scepter if you prefer to play with two weapons, for example scepter/sword or scepter/torch (if you do not want to play with the staff or greatsword). In addition, the skill AA of scepter Necro or mace Revenant, on each skill AA always inflict a condition, however, on the skill AA scepter mesmer now only inflict conditions on the two first AA skill, and with little durations.

Moreover, we not have the clone shows that replaces phantasm if we control three phantasms.

I LOVE YOUR IDEAS.

Few things:

1.) I suggest remove Torment on AA, Change it to something else like cripple, weakness, etc, we have so much torment. We have the number 2 for block, Maimed which is a lot. OR unique effects like boon hate, boon removal, or “next hit does X” This promotes more variety and just mindless spamming of conditions. We don’t need any braindead gameplay, what we need is more Engaging ones.

2.) Having Number 2 a full block will need to have its cd increased UNLESS, if only becomes a full block vs ranged/projectiles, melee range is 1 hit. Like the Ranger GS. Makes it balanced and have counterplay.

3.) Counterspell, remove torment. It’s just too much, A condi mesmer can put atleast 20 stacks of torment on you with just the block and maimed. It’s too much aids, put more engaging mechanics on it.

It will be too much for you, but remember the mesmer that only have access to 2 perma conditions (Torment and Confusion), and are easy to clean. The scepter is a weapon of conditions, therefore, have to perform its role of damage conditions, especially with torment and confusion, in addition, it would help a lot in PVE (although they are two conditions for pvp), i see no problem that we have more access to torment with the skill AA and skill 2 of scepter, so i do not suggest never deleted torment, even more, I prefer that reduce the damage AA dry-skill that removing torment.

Adding more Torment on Counterspell is one more way of strategy if we decide to use a defensive and quickly as combat, the word says, against spell, while, if we decide that the channeling of the blockade, we decided a more defensive way and close combat, always with that extra help Autoreflect (on both sides, but use the skill na 2), it offset by comparing the protection offered skill 2 of sword (2s distortion of invulneravility), i think it would be fairer.

“Disillusioned Maim” is the option that gives us more access to torment, but we must not limit ourselves to that alone, the scepter need to apply torment of a base, without relying on this trait (if not, look at the guardian, have much access to burn, and it is the condition that causes more damage, but is very easy clean, because is one condition).

To remove boon, we have “Shattered Concentration” and Phantasmal Disenchanter (Null Field need more help, at least to be unblockable), apart from the third AA skill of Sword or “Stab Mind” (3 skill of Greatsword), and Arcane Thievery, so, the scepter is not their role in removing boon, the rol of scepter mesmer is to punish the enemy according while acting and their decisions, is the weapon closest to the role of mesmer of guild wars 1, punish the enemy as such acts, and with that, with the clones and your tricks of deception (reflect, block, stealth, etc), the enemy take the wrong path and takes damage only.

So, i prefer that the scepter mesmer have a little more access to torment and confusion (my ideas previously proposed), both Skill AA and 2 Skill, independently of traits.

Phantasmal Mage

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Ideas updates and clearer

Recalling that increase of a rebound more and the projectile attack would move faster towards the enemy goal, completing itself, the number of rebounds with wide radius. (Because it, sometimes might not even get to complete the number of rebounds).

Also increase the of blind effect (The Prestige) a radius of 120 to of 240.

Attachments:

Scepter Skill AA - Rework

in Mesmer

Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

With a few changes, we will have more pressure (conditions) with the scepter if you prefer to play with two weapons, for example scepter/sword or scepter/torch (if you do not want to play with the staff or greatsword). In addition, the skill AA of scepter Necro or mace Revenant, on each skill AA always inflict a condition, however, on the skill AA scepter mesmer now only inflict conditions on the two first AA skill, and with little durations.

Moreover, we not have the clone shows that replaces phantasm if we control three phantasms.

Scepter Skill AA - Rework

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

Also the second skill of scepter.

Attachments:

Scepter Skill AA - Rework

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

New changes and ideas updates

I rework again the skill AA of scepter.

Attachments:

Hope on "Chaotic Presistance."

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

This is the grandmaster trait that is Supposed to increase condition duration and boon duration by 3% every boon on the mesmer… Thing is, there is nothing showing that it works. At all. Possible make a green number on the “Boon Duration” and “Condition Duration” ? aka: Base line 10% boon duration… 13% [In green] for one boon.

It seems a very interesting topic, this trait grandmaster is one of my favorites mesmer. After analyzing various ideas and thinking, and knowing Arenanet how to solve this proposal, i help him with this new idea:

Chaotic Persistence

Outgoing boon and condition duration increase for every boon on you.

Duration Increase: 3%
[Image/png] of “Chaotic Persistence” (effect) <—— New change (Add a new icon in the interface, that multiplies per each boon on you).

I put this icon in the topic, every time you get a boon with “Chaotic Persistence”, will appears this icon in the interface, and per each boon on you, appear a number on this icon (you can also count your boons), the number indicate the boons you have in this moment, so you only have to multiply that number by 3 (For example 4 × 3 = 12% increase of duration).

With that, you can see as of X% that you control in this moment, so all “conditions” and “boon” that you apply after are have this % bonus, so, you’re looking at and controlling.

On the other hand, is would be tricky, is the description of each skill be auto-actualize with “Chaotic Persistance”, might be so much work program, but it would be ideal.

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