Mirage:
Disclaimer – I’m keeping my feedback to the things that need to change to prevent bloat of the post.
Mirrors feel difficult to utilize for several reasons: functionality, low duration, sporadic spawning qualifications, difficult to predict spawning locations. Please fix at least two of these issues.
Weakness is great as a condition but the mirrors are very sporadic, so the duration that Mirage Mirrors pulse out should either occur around the mirror while it is active, or have a longer duration once shattered. Consider increasing base damage or adding another condition to them.
Spawn duration is (as stated) very low. They need to last enough time to be used strategically in fights and allow us some sort of zone control.
Shards of Glass as a trait creates an issue in unreliability. Leaving a mirror (if it spawns) on the field has no purpose in current implementation, and there is little incentive to actually run for it when there is such a minor benefit. This feedback applies to most of my comments and is the crux of the issue with Mirage.
Weapon:
Axe is a nice weapon in that it provides unique play. However it feels weaker in comparison to using a sword main hand related to lower defensive capability (no evades). Perhaps make the “mirror” that spawns a clone also give us mirage cloak when the clone spawn is triggered?
Ambushes:
Mirage Thrust is nice (maybe lower aftercast?) but feels wasted in selecting Mirage as as a trait line, it has little interaction with power builds.
Split Surge is incredibly situational/weak. Perhaps allow the ability to hit more targets, or cause an increase in damage on the attack. Power needs some help with Mesmer.
Chaos Vortex could feel more impactful in that its size limits its usefulness. When I tested it, it was not a bouncing projectile like the regular staff auto. Perhaps change it so it does have this functionality.
Utilities:
False Oasis: for such a long cooldown, the healing is rather weak.
Crystal Sands: interesting concept but its weakness comes from the Mirage Mirror functionality outlined above. Why bother spawning the mirror at all? Evades are great but running to the Mirror adds a major layer of predictability to a spec that is supposed to be unpredictable.
Sand Through Glass: This one I have an issue with mostly due to Mirage Mirror’s current implementation. It could provide some area denial in weakness application, but in order to cause that, we have to jump back into the place we just dodged from. I hope you can see the counter-intuitive design stemming from Mirage Mirror at this point.
Jaunt: Perhaps just increase the distance by 100 and I will be fine with this skill.
Traits:
Self-Deception: Should activate on Mirage Mirror shatter if improvements to Mirage Mirrors go through.
Shards of Glass: Needs to have some sort of reliability built in. Will be improved by a clean up of Mirage Mirror itself and if that is the case, no changes needed.
Mirage Mantle: 1.5 seconds of protection is abysmally low. Either add another boon (Vigor? Might?) or change the duration.
Infinite Horizon: If Ambushes are improved on clones (as in they do more damage), then this can stay a trait. But it should be baseline with current implementation. If it goes baseline, then please add in another shatter-related trait to help bolster that playstyle.
Suggestions for Infinite Horizon replacement:
Shattering Chaos: Using a shatter also shatters each of your Mirage Mirrors, granting once instance of evade frames to you and your clones. Effects on enemies occur per Mirror activated. x second ICD.