Mesmer – Spellslinger
Weapon: MH Pistol, 750 range (medium range weapon).
New Mechanic: Combo Points (Mesmer + Thief).
Mesmer Clones/Phantasms generate combo points instead of physical illusions. These are represented as small purple balls of fire (butterflies?) which fly around the Mesmer. These combo points are spent by activating Shatters which apply a unique effect to the next Pistol attack (weapon attack?). Abilities that generate Phantasms/Clones grant the Slinger a combo point and a boon instead (ex: Phantasmal Defender grants a combo point, Block and Protection for 15s).
F1 – Mind Spray – The next Pistol skill used by the Slinger applies reduced damage to an area (150/400/650) around the target.
F2 – Duelist’s Frustration – The next Pistol skill used by the Slinger bounces to an additional target, causing confusion and torment (1/2/3 stacks) to both targets.
F3 – Diversion – The next Pistol skill used by the Slinger dazes the primary target and applies Taunt to all enemies around the subject (150/200/250). Enemies aggro to the target of the skill, not the Spellslinger.
F4 – Distortion – The next Pistol skill used by the Slinger cannot be blocked or evaded, but still consumes any Blocks that the attack would normally be subjected to (1 ignores block, 2 ignores evade, 3 consumes both).
MH Skills
1 – Hip Fire > Deals damage.
Fan Fire > Deals more damage to closer targets.
Pincushion > Deals damage and applies bleed to close targets.
2 – Precision Shot – Fire a bullet that deals high damage (further increased against dazed targets).
3 – Double Shot – Shoot twice, dealing damage and applying vulnerability.
Tricks
Side Step – The Slinger shadowsteps back, firing a bullet from each pistol. The closest target is immobilized and the next closest target is crippled (both are applied to one target if there are no targets within range – 250). Both targets gain 2 stacks of Vulnerability. Evades.
Pistol Whip – Lash out at targets around you, knocking them down (200).
Slinger’s Advance – The Slinger cloaks themselves for 3s and shadowsteps toward the target (500). Evades.
Quickdraw – The Slinger gains Quickness and Swiftness for 5s.
Elite Skill
Barrage – The Slinger fires continuously in a cone in front of them, dealing damage and applying cripple and vulnerability to all targets within (1s/tick and 1 stack/tick).
Traits – Minor
Slinger’s Initiative – Every second spent out of combat increases the Spellslinger’s speed by 10% (max 30%).
Vim and Vigor – Gain Vigor after successfully evading an attack.
Grit – Spending Combo points grants Fury (2.25s).
Traits – Adept
Rifling – Increases the range of all Pistol skills by 200.
Volatile Powder – Gain Might every 3/2/1s depending on the number of Combo points held.
Burn Steel – Enemies within melee range (75) gain a stack of Burning when you use Hip Fire, Fan Fire or Pincushion (cannot occur more than once every second).
Traits – Master
Armed and Dangerous – Combo points are now tracked on the Slinger and not locked to their target (they stay generated after a fight, assuming you haven’t used them, and can be used in the next fight).
Spur of the Moment – Spending Combo points grants the Slinger Resistance for 1/2/3s.
Bulletproof After an evade, gain a shield which reflects projectiles for 1s.
Traits – Grandmaster
Slinger’s Momentum – Side Step, Slinger’s Advance and Dodging apply slow to enemies around the Slinger (1s, within 200).
Equilibrium – Shatters have their cooldown reduced for each attack made while under the effects of Quickness (-0.5s).
Double Tap – Spending 3 combo points generates 1. In addition, the Slinger counts as a combo point for the next shatter (in effect, granting 2 free combo points). The Slinger only counts as a combo point every 8s.