I really loved the float. It was so much fun! Please bring it back!
.
Danger Time should get an additional effect. This could be:
- Increases your damage against slowed enemies.
- Increases your critical hit damage against slowed enemies.
- Slowed enemies take a random condition from all your spells: Bleeding, Burning, Poison, Confusion, Pain.
.
Lost Time should get an additional effect. This could be:
- Gain Ferocity based on your Precision.
.
Echo of Memory: The Shield and the Phantasm should be summoned simultaneously. There shouldn’t be a delay.
.
Chaotic Transference is a great trait.
But useless for those like me, using these stats:
Condition Damage, Power, Precision.
Chaotic Dampening on the other hand feels very weak.
So why not add this to Chaotic Dampening:
„Gain Condition Damage based on your Precision.“
or
„Gain Ferocity based on your Condition Damage.“
.
Winds of Chaos:
The speed of the Orb is way too slow.
This was stated so many times before.
In addition to that, this skill feels kind of to random to me.
If Vulnerability procs too often you can lose your Bleeding or Burning stacks.
So why not change it like this:
„Winds of Chaos causes Bleeding.
Critical hits additional cause Burning.
There is a chance of X% to additional cause Vulnerability.“
or
„Winds of Chaos causes Bleeding or Burning.
Critical hits additional cause Confusion.
There is a chance of X% to additional cause Vulnerability.“
.
Ether Clone: Summoning a Clone with the first skill? I never liked this game mechanics. Get rid of this chain-function and just let us use Ether Bolt.
Or exchange the Clone for an additional condition.
At least make the Clone to be summoned at the position of the Mesmer. It happens so often (especially in big fights) that the clone is summoned and instantly dies.
Pain could be changed to Bleeding or Burning, as it is the weakest condition.
.
Illusionary Counter: When using this skill, the clone should be summoned and Torment should be applied to the target, instantly.
Better change it to just one skill like this:
- Illusionary Counter:
Gain Aegis for 2 seconds and at the same time shoot a bolt that damages and blinds your target and enemies, it passes through. Affected enemies also suffer Torment.
In addition to that you summon a clone at your position that casts Ether Bolt.
.
When Illusions die during fight, or when Illusions disappear after an enemy’s death, they should explode and cause damage and conditions.
.
It would be great, if we could increase the range for Scepter-, Torch- and Shield-Skills to 1200; just like the Pistol-Skills.
.
Some people have stated, that the Mesmer is, or at least was (GW1) not only a Illusionist, but also a kind of Stage-Illusionist.
If that’s the case I am wondering, why the Mesmer does not use Cards, Wands, Linking-Rings, and so on.
I have made some suggestions about the Mesmer using Cards as weapons …
The Cardist: Show Off With Cards.
I really love the idea of using Cards as a Weapon, just like Gambit.
So this is my suggestion for a new Mesmer-Specialization, using a 2-handed-weapon.
The skills, more or less, apply to Card-Tricks.
…
[Game]Create Your Own Specialization!
… and about a new Class: The Stage-Illusionist.
[Class Suggestion] The Stage-Illusionist
It would be so great, if the Mesmer would be more like an Stage-Illusionist, using Cards and thinks like that.
I personally would love to see purple-colored (fitting for Mesmer) giant shiny and glowing Butterfly-Wing!
I also would love to see different Torch-Skins.? A purple glowing Orb with purple Flames, fitting for Mesmer, would be so great!
And a purple glowing Staff, also fitting for Mesmer!
I would love to see a torch that was essentially just a ball of flame enveloping my character’s hand (or floating above his palm)
That’s exactly what I would love to see!
I also would love to see different Torch-Skins.
A purple glowing Orb with purple Flames, fitting for Mesmer, would be so great!
Floating Fireball
Floating Fire-Ball
Floating Fire-Ball Routine
But there also should be a purple version for Mesmer! :-)
Also see:
It would be so great if there were more Skin-Slots and Cosmetic-Options.
Right now I have transformed my head-armor to the “Mask of the Wanderer”.
But it would be great, if there would be more options to choose additional skins like “Wraith Mask” or “Glint’s Gaze Mask” together with the “Mask of the Wanderer”.
So maybe you could add some more special slots to the wardrobe for additional skins.
There also could be added some more special slots to the “Hero-Equipment”.
Special blank items without any stats could be added there.
Or maybe normal items; but the stats on these items would not count.
Also see:
When Illusions die during fight, or when Illusions disappear after an enemy’s death, they should explode and cause damage and conditions.
Some people have stated, that the Mesmer is, or at least was (GW1) not only a Illusionist, but also a kind of Stage-Illusionist.
If that’s the case I am wondering, why the Mesmer does not use Cards, Wands, Linking-Rings, and so on.
I have made some suggestions about the Mesmer using Cards as weapons …
The Cardist: Show Off With Cards.
I really love the idea of using Cards as a Weapon, just like Gambit.
So this is my suggestion for a new Mesmer-Specialization, using a 2-handed-weapon.
The skills, more or less, apply to Card-Tricks.
…
[Game]Create Your Own Specialization!
… and about a new Class: The Stage-Illusionist.
[Class Suggestion] The Stage-Illusionist
It would be so great, if the Mesmer would be more like an Stage-Illusionist, using Cards and thinks like that.
Chaotic Transference is a great trait.
But useless for those like me, using these stats:
Condition Damage, Power, Precision.
Chaotic Dampening on the other hand feels very weak.
So why not add this to Chaotic Dampening:
„Gain Condition Damage based on your Precision.“
or
„Gain Ferocity based on your Condition Damage.“
.
Winds of Chaos:
The speed of the Orb is way too slow.
This was stated so many times before.
In addition to that, this skill feels kind of to random to me.
If Vulnerability procs too often you can lose your Bleeding or Burning stacks.
So why not change it like this:
„Winds of Chaos causes Bleeding.
Critical hits additional cause Burning.
There is a chance of X% to additional cause Vulnerability.“
or
„Winds of Chaos causes Bleeding or Burning.
Critical hits additional cause Confusion.
There is a chance of X% to additional cause Vulnerability.“
.
Edit:
.
Danger Time should get an additional effect. This could be:
- Increases your damage against slowed enemies.
- Increases your critical hit damage against slowed enemies.
- Slowed enemies take a random condition from all your spells: Bleeding, Burning, Poison, Confusion, Pain.
.
Lost Time should get an additional effect. This could be:
- Gain Ferocity based on your Precision.
.
It would be great, if we could increase the range for Scepter-, Torch- and Shield-Skills to 1200; just like the Pistol-Skills.
.
Echo of Memory: The Shield and the Phantasm should be summoned simultaneously. There shouldn’t be a delay.
.
Ether Clone: Summoning a Clone with the first skill? I never liked this game mechanics. Get rid of this chain-function and just let us use Ether Bolt.
Or exchange the Clone for an additional condition.
At least make the Clone to be summoned at the position of the Mesmer. It happens so often (especially in big fights) that the clone is summoned and instantly dies.
Pain could be changed to Bleeding or Burning, as it is the weakest condition.
.
Illusionary Counter: When using this skill, the clone should be summoned and Torment should be applied to the target, instantly.
Better change it to just one skill like this:
- Illusionary Counter:
Gain Aegis for 2 seconds and at the same time shoot a bolt that damages and blinds your target and enemies, it passes through. Affected enemies also suffer Torment.
In addition to that you summon a clone at your position that casts Ether Bolt.
(edited by Azathoth.2098)
This is all about the Mesmer!
- Which Skills or Traits do you like?
- Which Skills or Traits do you not like and why?
- Which Skills or Traits should be changed and how?
- Which additional Skills or Traits would you like to see in future?
- Which additional Weapons and Weapon-Skills would you like to see in future?
(edited by Azathoth.2098)
There also could be added some more special slots to the “Hero-Equipment”.
Special blank items without any stats could be added there.
Or maybe normal items; but the stats on these items would not count.
I would love to see a torch that was essentially just a ball of flame enveloping my character’s hand (or floating above his palm)
That’s exactly what I would love to see!
I also would love to see different Torch-Skins.
A purple glowing Orb with purple Flames, fitting for Mesmer, would be so great!
Floating Fireball
Floating Fire-Ball
Floating Fire-Ball Routine
But there also should be a purple version for Mesmer! :-)
I personally would love to see purple-colored (fitting for Mesmer) giant shiny and glowing Butterfly-Wing!
I also would love to see different Torch-Skins.
A purple glowing Orb with purple Flames, fitting for Mesmer, would be so great!
And a purple glowing Staff, also fitting for Mesmer!
(edited by Azathoth.2098)
Which Skins would you like to see in future?
Post all your skin-ideas and -suggestions!
It would be so great if there were more Skin-Slots and Cosmetic-Options.
Right now I have transformed my head-armor to the “Mask of the Wanderer”.
But it would be great, if there would be more options to choose additional skins like “Wraith Mask” or “Glint’s Gaze Mask” together with the “Mask of the Wanderer”.
So maybe you could add some more special slots to the wardrobe for additional skins.
Edit:
It would be great, if we could change the hair-colour of the characters with the collected Dyes.
It would be great, if we could save different Outfits to the Wardrobe, and freely switch between them.
(edited by Azathoth.2098)
You do know that multiple mesmers in GW1 literally were stage performers right? Althea and Norgu were both actors and the mesmer’s goddess Lyssa is closely related to art and deception in general and acting (which is deception and art) specifically.
I really didn’t know this, as I never played GW1.
This is a very interesting information for me.
Thanks for telling me.
I am wondering, if the Mesmer (GW2) will be more like an Stage-Illusionist with further specialisations? Maybe with Paying-Cards or so? This would be so awesome!
But the Mesmer like it is now, in my opinion really is no Stage-Illusionist.
But that’s my personal opinion.
What I tried was to bring Magic-Tricks, you can see in Real-Life performed by Magicians and Illusionist on Stage, to a playable class.
(edited by Azathoth.2098)
The Mesmer has kind of control over his Illusions, as he can summon them via skills.
The Illusionist has no control about his Zombie-Balls. He can’t decide, when he is summoning them. The summoning works similar to a Combo-Point-System.
The Illusions of the Mesmer can die.
Zombie-Balls can not die.
Illusions of the Mesmer disappear after an enemy’s death.
Zombie-Balls remain for their duration that can be reset. They can attack more than just one enemy.
Mesmer really needs his Illusions for damage, as they cause about 50% of the overall damage.
Zombie-Balls are not that important for the Illusionist, as they deal less damage.
Auto-Attacks of each Zombie-Ball cause about 5% of the Illusionists damage.
Mesmer has Clones to confuse enemies.
Zombie-Balls do not confuse enemies. They are just there for a little extra damage.
Mesmer can “only” shatter his Illusions.
The Zombie-Balls have a similar concept and can also be shattered.
But there’s more than just shattering them.
Zombie-Balls first will be transformed and get a kind of buff, before they are shattered.
But I guarantee you they are not going to add another class to the game that is already so similar to one that exists. You wrote out a lot though and have clearly put a lot of thought into it, but this would sooner be an entire rework of the Mesmer class itself rather than a new class added in.
If nothing else, thematically there is just waaaaaay too much overlap between this profession and the mesmer.
Maybe at first sight.
But no!
There are huge differences between the Mesmer and the Stage-Illusionist!
The mesmer concept works because mesmers are both stage illusionists and so much more besides that.
New class? The Mesmer is already a “stage-illusionist” class. Look at the torch skill “The Prestige” where you disappear in a cloud of smoke that blinds, then reappear with a burn.
In my opinion the Mesmer definitely is NO Stage-Illusionist!
Or where are his Cards and things like that?
Nevertheless I love playing the Mesmer.
Edit: I Also feel that considering we now have 3 professions per armor class and considering Anet has said they will continue to expand the existing professions through elite specializations, there is very little room and very little reason for more professions.
There is always reason and room for new classes or other kind of expansions!
There is good stuff in here
Well, that’s nice to hear.
Having more attunements than an elementalist
That’s right. Everything that doesn’t fit to the overall concept, should not find a way into the game. So one could also argue like this: „Get rid of the Elementalist. It’s the only class with 4 attunements…“
Well, I made this class suggestion a while ago for an other MMO.
When recreating the Illusionist for GW2, I wanted to keep as many skills and “skill-sets” as possible from my older version.
That does not mean, that the Illusionist automatically would come with all 5 sets.
There could be some magic-sets hold back for future specialisations.
I just wanted to show different magic-sets that are possible for this class.
But in my opinion it wouldn’t matter, giving the Illusionist all 5 magic-sets right from the beginning.
I wanted to have one elite-skill for each magic-set.
Which is not how ANY GW2 profession works. One of the key processes in creating something for a game is recognizing the existing patterns and working within them. Doing “I wanted” instead of how it obviously works is not creating a good presentation.
See; I could have done it similar to “Glyphs of Elemental”. This could have been something like this:
“The Illusionist uses a Elite-Skill depending on his magic-set:
Tornado-Cut, Orbit-Wands, Levitation, Fade, Masks: The Phoenix-Effect.”
With this, the Illusionist only would possess 3 Elite-Skills overall.
But I wanted to give the freedom to the player, in choosing the right elite-skill.
Moreover, with the new expansion, new elite skills will be added to the game.
And I am quite sure, there will be added more specializations and more elite skills in future patches and expansions.
So maybe the Illusionist could be implemented to the game, when all existing classes have the same amount of elite skills.
There also could be some magic-sets with their elite skill hold back for future specialisations.
Another idea would be to put these set-elite-skills to the trait-lines.
So for example, when skilling Arcane-Cards-Trade-Line, the Illusionist would get Tornado-Cut as elite-skill.
But why not let the Illusionist be unique in some ways.
Elementalists are also unique with their attunements!
And if ArenaNet really would implement the Illusionist or a similar class to the game, I am sure they would make many changes to it. Skills could be changed, removed, or new skills could be added.
But again: I just want to show as many skills as possible that COULD be used for this class.
more conditions than necromancer
The Mesmer is able to use all conditions, except for slow and fear. Thats 2 conditions, the Memser can not use.
The Necromancer is able to use all conditions, except for slow and confusion. Thats 2 conditions, the Necromancer can not use.
The Illusionist is not able to use pain, confusion, fear, slow, weakness. Thats 5 conditions, the Illusionist can not use.
So I don’t see the problem!
Aces are not exactly the same like signets.
During recharge, the Illusionist will not lose the benefits of the passive effects.Which should immediately set off alarm bells in your head
Think different!
I wanted to give some skills to the Illusionist that differs in some ways to skills of other classes.
So the Aces should not be like signets!
But I could imagine to put this special part of the skill (During recharge, the Illusionist will not lose the benefits of the passive effects.) into a trade-line.
But as I have mentioned above:
As I have made no trade-lines, all my ideas go directly into the skills.
How are Sphere’s mantra-like? They look like traps to me.
Spheres are Traps; that’s right.
But they can be used up to 3 times.
And no! I can’t hear alarm bells in my head!
(edited by Azathoth.2098)
As I have made no trade-lines, all my ideas go directly into the skills.
This concerns stealth; but also other things – like the Zombie-Balls.
Just for example:
Their duration should be 10 seconds and will be increased by trade-line to 15 seconds.
“Critical hits grants 3 Climax-Points.” Also this should be in trade-line.
So please see my suggestion and skills as they would be full skilled.
Also this is just a suggestion that can be changed.
But this is how I personally would love to see my Illusionist.
I wanted to have one elite-skill for each magic-set.
Without them, this class wouldn’t be “complete” for me.
Something would be missing.
And I did not want that to be like “Glyph of Elementals”, which can be seen as 4 skills in 1.
In addition, I added one elite-skill for the Spheres and Transformation for cc.
Aces are not exactly the same like signets.
During recharge, the Illusionist will not lose the benefits of the passive effects.
About stealth: I think the duration for stealth is ok as Mesmer can increase their stealth duration by 100%.
But maybe I will decrease the duration a little bit.
(edited by Azathoth.2098)
2) Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
Nice idea. I think a stage magician could be very enjoyable..
So many nice ideas in this thread. We should put them into the HoT Subforum to give the devs some inspiration for their next Elite-Specializations
I made a Class Suggestion and put it into the HoT Subforum like you suggested.
[Class Suggestion] The Stage-Illusionist
I hope you all like it.
Elite-Skills:
- Tornado-Cut:
Card Flourish Tutorials – Virtuoso: 5 Tips on the Tornado Cut
Range: 1200
Radius: 360
Cooldown: 90 seconds
Summon a giant Card-Tornado at the selected area.
Enemies within this area periodically suffer damage, Haunt and get chilled.
Enemies within this area will periodically be pulled into the center of the Card-Tornado.
Lasts 7 seconds.
- Orbit-Wands:
Range: 1200
Radius: 240
Cooldown: 90 seconds
The Illusionist is orbited by 2 Wands for 7 seconds.
Nearby enemies will periodically be pushed back by the Wands, take damage, a random condition (Bleeding, Burning, Poison, Haunt) and are Crippled.
Projectiles will be reflected back to the Attacker.
Each time, an enemy suffers direct damage from Orbit-Wands, the Illusionist gets one stack of Might.
As long as this effect lasts, the Illusionist gets the following boons: Fury, Swiftness, Quickness, Vampiric Aura.
Lasts 7 seconds.
- Levitation:
Criss Angel makes a girl levitate in front of a crowd
Criss Angel Levitate Woman
Range: 1200
Radius: 360
Cooldown: 90 seconds
You summon a Ring of Anti-Gravity at the target location, that periodically deals damage.
Affected enemies levitate in thin Air and suffer 20% more damage.
Enemies suffer additional damage, and are Stunned and Crippled, when they fall back to earth.
Lasts 7 seconds.
- Fade:
Range: 1200
Cooldown: 90 seconds
Fade out and get Stealth for 7 seconds.
Also gain Regeneration, Swiftness, Vampiric Aura, and you lose one condition each second.
Also frees from immobilized effects.
Lasts 7 seconds.
- Masks: The Phoenix-Effect:
Jeff Mc Bride – Les Masques – Le plus grand cabaret du monde
Cooldown: 90 seconds
The Stage-Illusionist gets glowing Phoenix-Wings for 7 seconds.
As long as this effect lasts, the Illusionist permanently summons tiny glowing illusionary Doves and D’Lite, that automatically track enemies. The Doves and D’Lite explode on hit and deal damage to all enemies within this explosion area. Affected enemies suffer a random Condition each: Poison, Burning, Bleeding, Haunt.
Furthermore, the Illusionist and the Zombie-Balls get the following Boons as long, as the effect lasts: Quickness, Fury, Retaliation, Stability. Also all cooldowns are reduced by 25%.
Lasts 7 seconds.
- Golden Sphere:
Range: 1200
Cooldown: 90 seconds
The Golden Sphere combines all 4 Spheres (Blue, Orange, Purple and Green Sphere).
Enemies will periodically be pulled to Golden Sphere.
The Spheres will release 7 circular Shockwaves. Affect enemies suffer damage and are Crippled.
In addition to that, the Spheres cast 7 Energy-Balls, that explode on impact.
Enemies within that explosion area suffer damage, and a random condition: Bleeding, Burning, Poison.
Moreover the Spheres cast 7 Energy-Bolts, that bounce (up to 4 times) between enemies. Affect enemies suffer damage and Haunt.
And finally the Illusionist and allies are periodically healed and gain Regeneration.
Spheres reveal stealthed enemies within their sphere of action.
Radius: 360
- Transformation: White Rabbits:
Range: 1200
Radius: 360
Cooldown: 90 seconds
Transform your enemies at the selected area into White Rabbits.
This effects lasts 15 seconds, or, until your transformed enemies have taken damage equal to 20% of the Illusionists total health.
The Spheres:
The Illusionist is able to summon Spheres, which are invisible for enemies until they are activated. If no enemy triggers them, the Spheres will disappear after 60 seconds.
They can be used up to 3 times before recharging.
It’s a kind of a mix between Traps and Mantras.
But Spheres do not need an activation like Mantras.
Spheres reveal stealthed enemies within their sphere of action.
- Blue Spheres:
Range: 1200
Cooldown: 30 seconds
The Spheres will release 5 circular Shockwaves.
Affect enemies suffer damage and are Crippled.
Radius: 240
- Orange Spheres:
Range: 1200
Cooldown: 30 seconds
The Spheres cast 5 Energy-Balls, that explode on impact.
Enemies within that explosion area suffer damage, and a random condition: Bleeding, Burning, Poison.
Radius: 240
- Purple Spheres:
Range: 1200
Cooldown: 30 seconds
The Spheres cast 5 Energy-Bolts, that bounce (up to 3 times) between enemies.
Affect enemies suffer damage and Haunt.
Radius: 240
- Green Spheres:
Range: 1200
Cooldown: 30 seconds
The Illusionist and allies are periodically healed and gain Regeneration.
Radius: 240
.
.
.
Climax:
- Mass-Sleep:
Range: 1200
Radius: 360
Cooldown: 45 seconds
Create a dome around your foes, that causes them to Sleep.
Lasts 5 seconds.
- Psychokinesis Shield:
Cooldown: 45 seconds
Give yourself a Psychokinesis Shield for 5 seconds.
The Shield grants you Retaliation.
Nearby enemies will periodically be pushed back by the Shield.
- Psychokinesis Dome:
Range: 1200
Radius: 360
Cooldown: 45 seconds
Create a Psychokinesis Dome around your foes, that causes damage and Haunt each second and Crippels enemies.
The Dome grants Swiftness to allies who cross it.
Lasts 6 seconds.
- Psychokinesis Wave:
Range: 1200
Radius: 360
Cooldown: 45 seconds
Summon a Psychokinesis Wave that moves away from you.
Affected enemies suffer damage and Haunt.
Enemies akso will be Immobilized and Crippled.
- Psychokinesis Wall:
Range: 1200
Radius: 360
Cooldown: 45 seconds
Summon a Psychokinesis Wall foes can not cross.
Enemies touching the Wall will be pushed back and suffer damage.
The Wall grants Swiftness to allies who cross it.
(edited by Azathoth.2098)
Utility-Skills:
Show Off:
Just some Skills to show off.
- Teleportation:
Range: 1200
Cooldown: 30 seconds
Teleport to the target location.
Also frees from immobilized effects.
- The Vanish:
Cooldown: 30 seconds
Gain Stealth for 5 seconds and at the same time summon 10 illusionary Doves, which will track your target or nearby enemies. Each Dove cause an explosion on hit and deals damage.
Also frees from immobilized effects.
- The Levitation:
Criss Angel Believe Airport Levitation
Criss Angel Levitation
Cooldown: 30 seconds
Levitate in the Air for 5 seconds.
Gain Retaliation, Stability and Swiftness as long, as the Effect lasts.
Gain one stack of Might each 0,5 seconds.
Also frees from immobilized effects.
.
.
.
Signature Spells:
Each Magic-Set has a Signature Spell as Utility Skill.
- The Card-Spring:
Card Flourish Tutorials – Virtuoso: The Spring
Range: 1200
Cooldown: 30 seconds
Spring your Cards forward. The Cards will pierce through enemies, dealing damage to all affected targets. While doing so, the Stage-Illusionist teleports / evades backwards and gets Invulnerability for 3 seconds.
Also frees from immobilized effects.
- All In:
Range: 1200
Radius: 240
Cooldown: 30 seconds
Gain Distortion for 2,5 seconds and leap to the target location.
When you land ram your Dancing-Cane into the ground and cause a wide shockwave.
Affected enemies take damage, Haunt and are Stunned and Crippled.
Then teleport back to your previous position.
For each enemy hit, the duration for Distortion is increased by 10%.
- Chain-Linked:
Range: 1200
Cooldown: 30 seconds
A Ring-Chain links you with your target.
The Chain periodically causes damage to the target and enemies touching it.
Affected enemies are also Crippeled.
The Illusionist and Allies touching the Chain receive Regeneration and Swiftness.
Lasts 5 seconds
- Ectoplasm-Shield:
Cooldown: 30 seconds
Give yourself a Ectoplasm-Shield for 4 seconds.
The Shield grants you Invulnerability and Vampiric Aura.
You are also healed by 5% of the incoming damage.
- Swarm of Doves:
Range: 1200
Cooldown: 30 seconds
Summon a Swarm of 10 illusionary Doves, that will fly forwards in a straight line.
The Doves then automatically track enemies, and explode on hit, dealing damage in a huge area and Stun enemies..
Affected enemies are also Stunned and Crippled.
.
.
.
The Ace-Effects:
Ace-Effects have a passive and a active component.
During recharge, the Illusionist will not lose the benefits of the passive effects.
- Ace of Swiftness:
Passive:
You and your Zombie-Balls gain 25% increased movement speed.
Active:
Range: 1200
Cooldown: 30 seconds
Teleports you in the direction, you are moving.
When standing still, you teleport backwards.
Also frees from immobilized effects.
- Ace of Pips:
Passive:
Removes a condition every 10 seconds.
You have a 10% chance to steal a boon from your enemiy on hit.
When you use a skill there’s a chance of 15% to gain Quickness for 2,5 seconds.
Moreover, when you use a skill, there’s a chance of 20% to summon a random Card-Pip that causes a condition to your target.
Spades: Burning
Hearts: Bleeding
Clubs: Poison
Diamonds: Haunt
Active:
The 4 Card-Pips appear and clockwise rotate around the Stage-Illusionist, each granting a Boon:
Spades: Fury
Hearts: Swiftness
Clubs: Quickness
Diamonds: Vampiric Aura
Lasts 5 seconds
- Ace of Deception:
Passive:
When you use a skill there’s a chance of 10% to gain Stealth for 0,5 seconds.
When you suffer damage there’s a chance of 20% to gain Stealth for 0,5 seconds.
Active:
Range: 1200
Cooldown: 30 seconds
Gain Stealth for 5 Seconds.
At the same time you summon 3 Mirror-Images (Illusion) of yourself.
The Mirror-Images attack your Target, using your first, second, and third Weapon-Skills of your current Weapon. Each Mirror-Image deals 5% of the Illusionists damage.
Lasts 5 seconds.
(edited by Azathoth.2098)
Healing-Skills:
- Ace of Life:
Passive:
Grants health to you every time you or your Zombie-Balls use a spell.
Critical hits of your Zombie-Balls grants Regeneration.
Active:
Cooldown: 25 seconds
Heal yourself.
- Healing Zombies:
Heal yourself.
Gain additional health for each active Zombie-Ball.
- Healing Spirits:
Heal yourself.
Regenerate additional health over time.
Off-hand:
Focus:
- [Skill 4] Follow the White Rabbit:
Range: 1200
Cooldown: 20 seconds
The Illusionist summons a horde of illusionary rabbits that move straight forward.
The rabbits explode on hit, dealing damage to all enemies in the area of the explosion.
Affected enemies suffer damage and a random condition: Bleeding, Burning, Poison or Haunt. Enemies are also Crippled.
- [Skill 5] The Last Unicorn:
Range: 1200
Cooldown: 30 seconds
The Illusionist summons an illusionary Unicorn, that is moving forwards in a straight line, and causing damage to all enemies it passes through.
Furthermore the Unicorn leaves a rainbow-colored trail of pure Energy on its way for 5 seconds.
Affected enemies are Crippled and suffer damage and random conditions: Poison, Bleeding, Burning.
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Sword:
- [Skill 4] D’Lite Flight:
Range: 1200
Radius: 240
Cooldown: 20 seconds
D’Lite Flight by Rocco
Summon 3 D’Lites that fly around you in a wide arc for 3 seconds.
Enemies within that area gets Crippled.
The Stage-Illusionist gets Protection and Regeneration for 3 seconds.
After 3 seconds your 3 D’Lites will fly, one after another, at your target to deal damage and cause Haunt each.
- [Skill 5] Swarm of D’Lites:
Range: 1200
Radius: 360
Cooldown: 30 seconds
Create a magic field with swirling D’Lites at the target location.
Affected enemies suffer damage and random conditions: Poison, Bleeding, Burning.
Critical hits cause Haunt.
Lasts 5 seconds.
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Dagger:
- [Skill 4] D’Image:
Range: 1200
Radius: 240
Cooldown: 20 seconds
The Illusionist summons a Mirror-Image consitsing of D’Lites that rushes to his target and explode on hit.
Enemies within that explosion area suffer damage, Burning and Haunt.
At the same time, he teleports backwards and gets invisible for 5 seconds.
- [Skill 5] D’Swarms:
Range: 1200
Radius: 240
Cooldown: 30 seconds
The Illusionist teleports to his target.
He gains Distortion , Swiftness and Vampiric Aura for 5 seconds.
In addition to that, the Illusionist is surrounded by Swarms of D’Lite, causing damage and a random condition (Bleeding, Burning, Poison, Haunt) each 0,5 seconds.
Lasts 5 seconds.
Master of Summoning
Preposition:
The Illusionist summons illusionary Pets, D’Lites and Illusions.
Dan Sperry – The Illusionists Part 5
America’s Got Talent 2010 – Dan Sperry
Lance Burton Vird Act 2
Winged Sorcery
Eun Geyol Lee – FISM Act
D’Lites
D’Lite
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Weapon-Skills:
Main-hand:
Scepter:
- [Skill 1] GoldenPhoenix:
Range: 1200
Release an illusionary Golden Phoenix that flies to your target, damaging enemies along its path. When hitting your target, the Phoenix will explode, causing damage in a small area.
Critical hits cause Burning.
- [Skill 2] The Mystical Dragon:
Mystical Dragon
Range: 1200
Cooldown: 12 seconds
Summon an illusionary Mystical Dragon consisting of pure Energy.
The Dragon flies from target to target, dealing damage and causing Haunt on hit.
Number of bounces: 5
- [Skill 3] The White Tiger:
Range: 1200
Cooldown: 16 seconds
The Illusionist summons an illusionary Tiger from his Black Tiger Deck, that charges up to 5 enemies.
Enemies hit suffer damage, Vulnerability and are Stunned.
Number of Bounces: 5
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Sword:
- [Skill 1] D’Lites:
Range: 1200
Alternately with his right and left hand, the Illusionist summons D’Lites, that bounce between enemies. The D’Lites deal damage and randomly cause Bleeding, Burning, or Poison, to enemies.
Critical hits cause Haunt.
Number of Bounces: 3
- [Skill 2] D’Dragon I:
Range: 1200
Cooldown: 12 seconds
Alternately in front of his left and right hands, the Illusionist summons a Swarm of D’Lites, that are formed to a Dragon-Head.
Altogether 5 D’Lite-Dragon-Heads will fly to your target and explode on hit, dealing damage to the target and in a small area.
Furthermore, your first Dragon-Head Cripples enemies, your second Dragon-Head causes Bleeding, your third Dragon-Head causes Burning, your fourth Dragon-Head causes Poison, and your fifth Dragon-Head causes Haunt, to all affected enemies.
Channeling-Time: 2,5 seconds
- [Skill 3] D’Ball:
Range: 1200
Cooldown: 16 seconds
The Illusionist summons a Swarm of D’Lites, that are formed to a kind of Ball.
This Ball of D’Lites flies to your target, damaging enemies along its path.
When hitting your target, the Ball of D’Lites will explode, causing damage and Haunt in a small area.
Furthermore, single D’Lites will leave their formation and attack nearby enemies, causing damage and Haunt.
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Dagger:
- [Skill 1] Cane-Strike:
Range: 130
Your hands are covered by D’Lites.
Punch your enemy with your D’Lites and cause damage.
You have a chance of 20% to cause Haunt.
Each time you deal damage, this chance is increased by 10%.
Each time you hit critical, this chance is increased by 20%.
Once you have caused Haunt to a target, the chance drops back to 20%.
- [Skill 2] D’Dragon II:
Range: 600
Cooldown: 10 seconds
Send out Swarms D’Lites out from each of your palms.
The Swarms form a Dragon-Head with a kind of tail at the end.
The Swarms simultaneously fly to your target and explode, causing damage and Burning to the target and nearby enemies.
- [Skill 3] D’Beam:
Range: 600
Cooldown: 15 seconds
With both hands hold together, the Illusionist thrusts a Beam of D’Lites at his target.
The Beam causes damage and Haunt each 0,5 seconds to all enemies it passes through.
Affected targets are also Stunned and Crippled.
The Illusionist is healed by a small amount each 0,5 seconds.
Channeling-Time: 2,5 seconds
Off-hand:
Focus:
- [Skill 4] Poisonous-Retreat:
Range: 1200
Radius: 360s
Cooldown: 30 seconds
Quickly roll backward and get stealth for 5 seconds, leaving behind a lane of Poison for 6 seconds.
Affected enemies suffer damage and Poison.
- [Skill 5] Ectoplasm-Shower:
Range: 1200
Radius: 360
Cooldown: 30 seconds
Call down a Ectoplasm-Shower onto the target area.
Affected enemies Suffer damage and Poison.
Critical hits causes Haunt.
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Sword:
- [Skill 4] Ectoplasm-Ball II:
Range: 1200
Cooldown: 20 seconds
The Stage-Illusionist releases a Ectoplasm-Ball that deals damage and pushes back enemies.
Affected enemies are also Stunned.
- [Skill 5] Jitters:
JITTERS
Range: 1200
Radius: 240
Cooldown: 30 seconds
The Stage-Illusionist summons an illusionary Ghost that explodes on impact or at the end of its path. Affected enemies suffer damage, Poison and are immobilized.
The Ghost leaves a trail of Poison on its way for 5 seconds.
Affected enemies suffer damage and are Crippled.
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Dagger:
- [Skill 4] Poisonous-Mirror-Image I:
Range: 1200
Radius: 240
Cooldown: 30 seconds
The Illusionist summons a greenly Poisonous-Mirror-Image of himself that rushes to his target and explode on hit.
Enemies within that explosion area are Stunned and suffer damage, Burning and Poison.
- [Skill 5] Poisonous-Mirror-Image II:
Range: 1200
Radius: 240
Cooldown: 30 seconds
The Illusionist summons a greenly Poisonous-Mirror-Image at his position.
At the same time, he teleports backwards and gets invisible for 5 seconds.
When enemies come close to the Mirror-Image, it will explode.
Enemies within that explosion area are Stunned and suffer damage, Burning and Poison.
Lasts 10 seconds.
Poison & Bones
Preposition:
Due to the use of Poison, and dangerous and forbidden Ectoplasm and of course the practice of occult rituals this kind of Stage-Illusionist is commonly addressed as an Occultist or Alchimist.
But nobody knows the truth about his rituals and his spells.
There is a lot of speculation concerning this issue, but only one thing is for certain: Those who talk, do not know; and those who know, do not talk.
Peter Loughran’s Entity Illusion
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Weapon-Skills:
Main-hand:
Scepter:
- [Skill 1] Poison-Bolt:
Range: 1200
The Stage-Illusionist spits a bolt of poisonous Ectoplasm onto his opponent that deals damage. In addition the Illusionist has a chance of 30%, that the Poison-Bolt ignites, dealing additional damage and causes Burning.
- [Skill 2] Bone-Spear:
Range: 1200
Cooldown: 10 seconds
The Illusionist throws a Bone-Spear that pierces through targets, damaging any enemy it passes through. Affected enemies suffer damage and Poison.
- [Skill 3] Houdinis-Skull:
Range: 1200
Radius: 240
Cooldown: 14 seconds
Zombie Skull
The Stage-Illusionist summons a burning, contaminated skull and throws it at his target. The skull explods on hit, dealing damage to all enemies in that area. Affected enemies suffer damage, Poison und Burn.
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Sword:
- [Skill 1] Toxic-Exhalation I:
Range: 1200
The Illusionist exhales a cone of poisonous Ectoplasm that causes damage.
Critical hits causes Burning (Similar to Flame Jet).
- [Skill 2] Ectoplasm-Burst:
Range: 1200
Raduis: 240
Cooldown: 12 seconds
Cause a Burst of toxic Ectoplasm at the target location.
Affected enemies suffer damage and Poison.
- [Skill 3] Ectoplasm-Beam:
Range: 1200
Cooldown: 18 seconds
The Illusionist thrusts a Beam of Ectoplasm forward.
Affected enemies suffer damage and Haunt each 0,5 seconds, and are Crippled.
The Illusionist is healed by a small amount each 0,5 seconds.
Channeling-Time: 2,5 seconds
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Dagger:
- [Skill 1] Ectoplasm-Ball I:
Range: 600
The Illusionist releases a Ectoplasm-Ball, that deals damage to his target and then returns to him to grant some health.
- [Skill 2] Toxic-Exhalation II:
Range: 600
Cooldown: 12 seconds
Exhale a cone of deadly and poisonous Ectoplasm that causes damage.
Affected enemies are also Crippled and suffer Poison.
- [Skill 3] Poisonous Speed:
Range: 600
Radius: 240
Cooldown: 15 seconds
Slide forward and deal damage to your target and nearby enemies.
Affected enemies are Stunned and Burn.
In addition to that you cause an explosion that leaves poisonous Ectoplasm on the ground for 5 seconds.
Affected enemies are Crippled and suffer Poison.
Off-hand:
Focus:
- [Skill 4] Ring-Prison:
Range: 1200
Radius: 240
Cooldown: 30 seconds
Your target is surrounded by a Ring consisting of pure Energy.
The Ring releases a circular Shock-Wave each second, causing damage and Burning to the target and nearby enemies.
Your target is also Crippled.
Lasts 5 seconds.
- [Skill 5] Meteor-Rings:
Range: 1200
Radius: 240
Cooldown: 30 seconds
5 Rings, almost like falling Stars, will fall down from the Sky onto your target.
The Rings explode on hit, each causing damage, Burning and Haunt in the area of the explosion.
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Sword:
- [Skill 4] The Vanishing:
Range: 1200
Cooldown: 30 seconds
The Illusionist releases a circular Shock-Wave consisting of pure Energy that causes damage and Burning.
At the same time the Illusionists gets Stealth for 5 seconds.
- [Skill 5] Flying-Orb:
Range: 1200
Radius: 240
Cooldown: 30 seconds
The Illusionist launches a Ring consisting of pure Energy.
The Ring rotates very fast around its center. It almost seems like the Illusionist launches an Orb consisting of pure Energy.
The Orb will pierce through targets, damaging any enemy it passes through and causing Burning.
The Orb also leaves a trail of pure Energy on its way for 5 seconds, which causes Burning.
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Dagger:
- [Skill 4] Shock-Wave:
Range: 1200
Radius: 240
Cooldown: 20 seconds
The Illusionist releases a circular Shock-Wave consisting of pure Energy.
The Shock Wave pulls the enemies slightly towards to the Illusionist.
Affected enemies are Stunned, Crippled and Burn.
- [Skill 5] Whirling-Chain:
Range: 1200
Radius: 240
Cooldown: 20 seconds
The Illusionist swings his a Chain over his head.
Affected enemies are Stunned, Chilled and Burn.
Channeling-Time: 5 seconds
(edited by Azathoth.2098)
Linking-Rings
Preposition:
The Stage-Illusionist concentrates on using his rings and the linking and unlinking of them. With his hands he focuses electricity and currents of energy which he forms into rings consisting of pure energy. These can be thrown at the opponent, causing damage.
Smaller Rings consisting of pure energy can be linked together to a Chain.
Stage Linking-Ring Magic
Luna Shimada Floating Rings
Ring Routine, Rizuki
Shoot Ogawa – Ninja Rings
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Weapon-Skills:
Main-hand:
Scepter:
- [Skill 1] Pulsing-Rings:
Range: 1200
Area of Effect: Circle 120
Launch a Ring consisting of pure Energy that periodically releases shockwaves as it travels away from you. All enemies, hit, suffer damage.
Critical hits cause Burning.
- [Skill 2] Dragonfly-Rings:
Dragonfly Rings
Range: 1200
Cooldown: 10 seconds
Summon a Lightning-Chain consisting of pure Energy with a Lightning-Dragon-Head on its front.
The Dragon-Fly-Rings arc from enemy to enemy, continuously dealing damage and causing Burning to all enemies hit.
In addition, some of the chain fragments periodically release Shock-Waves, dealing damage and causing Burning to all enemies hit.
Number of bounces: 5
- [Skill 3] 5-Ring-Fly
Range: 1200
Cooldown: 20 seconds
The Illusionist throws 5 rings, that are linked together to a kind of arc.
Your rings will pierce through targets, damaging any enemy they pass through.
Affected enemies suffer damage and Burning.
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Sword:
- [Skill 1] Flying-Rings:
Range: 1200
Launch a Ring consisting of pure Energy that bounces between enemies. Critical hits cause Burning.
Number of bounces: 4
- [Skill 2] 3-Ring-Circus:
3-Ring-Circus
Range: 1200
Cooldown: 12 seconds
The Illusionist summons 3 rings of pure electrisity, linked together to a kind of triangel-formation and rotating around their center. The rings explode when they hit, dealing damage in that area.
After the explosion the rings will dislink to 3 Single Rings which bounce between nearby enemies and cause damage.
Number of bounces: 3
- [Skill 3] 3-Ring-Fly:
Range: 1200
Cooldown: 22 seconds
The Illusionist throws 3 rings, that are linked together to a kind of arc.
Your rings will pierce through targets, damaging any enemy they pass through.
Affected enemies are Stunned and suffer damage and Burning.
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Dagger:
- [Skill 1] Chain-Thrash:
Range: 450
Hit enemies with a Chain consisting of pure Energy to deal damage.
- [Skill 2] Chain-Stun:
Range: 450
Cooldown: 12 seconds
Throw Chains at your target.
Your target is Stunned and Crippled and suffers damage and Burning.
- [Skill 3] Orbital-Rings:
Radius: 240
Cooldown: 22 seconds
The Illusionist is orbited by 3 rotating Rings for 5 seconds.
The Rings grant Vampiric Aura to the Illusionist, and deal damage to enemies.
Critical hits cause Burning.
Orbital-Rings refreshes each time you hit an enemy with this skill.
Off-hand:
Focus:
- [Skill 4] 6-Canes:
Range: 1200
Cooldown: 30 seconds
Call down 6 Dancing-Canes from thin air in a rapid succession.
The Canes will strike at the targets position and each causing an explosion and damage in that area of explosion.
Furthermore, your first Cane causes Stun, your second Cane Cripples, your third Cane causes Bleeding, your fourth Cane causes Burning, your fifth Cane causes Poison, and your sixth Cane causes Haunt, to all affected enemies.
- [Skill 5] 7-Wands-Flight:
Range: 1200
Cooldown: 30 seconds
(Very similar to Celestes “Solar Storm”)
You are summoning a total of 7 Dancing-Wands that are hovering horizontal in mid air.
The Wands form a kind of arrow formation. They hovering parallel next to each other. The outer Wands are closer to the Illusionist; the inner Wands are further away from the Illusionist and pointing in the viewing direction of the Illusionist.
All your Wands then will fly simultaneously in the viewing direction of the Illusionist.
Each Wand explodes on contact, causing damage and a random condition (Bleeding, Burning, Poison or Haunt) in the area of the explosion.
Affected enemies are also Stunned.
Your Canes also leave a trail of pure Energy on the ground for 5 seconds.
Affected enemies suffer damage, a random condition (Bleeding, Burning, Poison or Haunt), and are Crippled.
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Sword:
- [Skill 4] Boomerang-Wands:
Range: 1200
The Illusionist stretches his arms forward.
In front of each of his palms are Spinning-Wands, rotating around their center.
The 2 Wands then will fly simultaneously in the viewing direction of the Illusionist, until they have reached their maximum range, and finally flying back to the Illusionist.
Enemies hit by the Wands, take damage, a random condition (Bleeding, Burning, Poison or Haunt) and are Stunned and Crippled.
The Illusionist then receives Fury and Quickness for 2 seconds.
For each enemy, hit by your Boomerang-Wands, the duration for Fury and Quickness is increased by 10%.
For each enemy, hit by your Boomerang-Wands, the Illusionist receives one stack of Might.
- [Skill 5] 1000-Canes:
Range: 1200
Radius: 360
Cooldown: 30 seconds
Call down Dancing-Canes from thin air in a rapid succession at the target position, dealing damage to affected enemies (Similar to Meteor Shower).
Affected enemies suffer damage and random conditions: Poison, Bleeding, Burning, Haunt.
Lasts 5 seconds.
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Dagger:
- [Skill 4] 3 Wands-Flight:
Radius: 240
Cooldown: 30 seconds
The Illusionist is orbited by 3 Wands for 5 seconds.
Affected enemies suffer damage and are Stunned.
- [Skill 4] 3 Cane-Slam:
Radius: 240
Cooldown: 30 seconds
Gain Distortion while whirling your Cane over your head.
Affected enemies suffer damage and are Crippled.
At the end slam your Dancing-Cane into the ground and release a wide shockwave, causing damage and Burning.
Channeling-Time: 5 seconds
Dancing-Cane
Preposition:
The Illusionist summons Dancing-Wands and Dancing-Canes, that fly and dance by his will.
Jeff McBride 2009 Dancing Canes Masters of Illusion
Jeff McBride’s REVOLUTION
Color Changing Cane 3 Fluorescent Dancing
Dancing Cane Lessons
Makoto’s LED Dancing Cane
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Weapon-Skills:
Main-hand:
Scepter:
- [Skill 1] Dancing-Wands:
Range: 1200
Summon a Dancing-Wand, that is rotating around its center.
The Wand bounces between enemies, causing damage and Bleeding.
Critical hit cause additional Burning.
Finally the Wand flies back to the Illusionist.
For each Enemy, hit by the Wand, the Illusionist is healed by a small amount.
Number of Bounces: 4
- [Skill 2] 4-Canes:
Range: 1200
Cooldown: 8 seconds
Call down 4 Dancing-Canes from thin air in a rapid succession.
The Canes will strike at the targets position and each causing an explosion and damage in that area of explosion.
Furthermore, your first Cane causes Bleeding, your second Cane causes Burning, your third Cane causes Poison and your fourth Cane causes Haunt, to all affected enemies.
- [Skill 2] Cane-Slam:
Range: 1200
Cooldown: 14 seconds
You summon a Dancing-Cane to slam it into the ground.
This causes a Wave, moving forward in a straight line, and leaving behind a trail of pure Energy on the ground for 5 seconds.
Affected enemies suffer damage, Burn and are Crippled.
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Sword:
- [Skill 1] Exploding-Wand:
Range: 1200
Alternately with his left and right hand, the Illusionist throws Dancing-Wands, that are rotating around their center, at his opponent.
The Wands explode on impact, causing damage and Bleeding in a small area.
Moreover there is a chance of 30% to additional cause Burning.
Each time you deal damage, this chance is increased by 10%.
Each time you hit critical, this chance is increased by 20%.
Once your Exploding-Wands have caused Burning to a target, the chance drops back to 30%.
- [Skill 2] Cane From Thin Air:
Range: 1200
Radius: 240
Cooldown: 10 seconds
Call down a Dancing-Cane from thin air, that will cause an explosion when it strikes your target, causing damage and Burning in the area of the explosion.
- [Skill 3] Dancing-Wand:
Range: 1200
Cooldown: 16 seconds
Summon a Dancing-Wand, that is rotating around its center.
The Wand bounces between enemies, causing damage and Haunt.
Finally the Wand flies back to the Illusionist.
The Illusionist then receives Fury for 2 seconds.
For each enemy, hit by your Dancing-Wand, the duration for Fury is increased by 10%.
For each enemy, hit by your Dancing-Wand, the Illusionist receives one stack of Might. Number of Bounces: 5
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Dagger:
- [Skill 1] Cane-Strike:
Range: 130
Summon a Dancing-Cane and use it like a Bo-Staff to deal damage to your target.
You have a chance of 20% to additional cause Haunt.
Each time you deal damage, this chance is increased by 10%.
Each time you hit critical, this chance is increased by 20%.
Once your Cane has caused Haunt to a target, the chance drops back to 20%.
- [Skill 2] Cane-Strike:
Range: 450
Cooldown: 10 seconds
Leap to your target and slam your Cane into the ground and cause a shockwave.
Affected enemies take damage and are Crippled.
- [Skill 3] Stunning-Cane:
Range: 600
Cooldown: 12 seconds
Call down a Dancing-Cane from thin air, that causes an explosion, when it strikes your target.
Affected enemies take damage and are Stunned.
Off-hand:
Focus:
- [Skill 4] Thunderbird – 1, 2, 3, 4 Aces:
Lee Asher- Thunderbird
Card Flourishes – Virtuoso: Thunderbird Ace Productio
Range: 1200
Cooldown: 20 seconds
The 4 Aces appear and clockwise rotate around the Stage-Illusionist for 3 seconds to reflect projectiles.
After the 3 seconds, the Aces will fly, one after another, at your target to deal damage and cause Haunt each.
- [Skill 5] Waterfalls:
Waterfall Card Flourish Tutorial
Angel Beneath the waterfall tutorial
Range: 1200
Radius: 360
Cooldown: 30 seconds
Cards / Waterfalls are falling down from the sky at the target position, dealing damage to affected enemies (Similar to Meteor Shower).
Affected enemies suffer damage and random conditions: Poison, Bleeding, Burning, Haunt.
Lasts 5 seconds.
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Sword:
- [Skill 4] Shuriken-Cards II:
Shuriken Card by Eldo
Shuriken Card by Eldo
Range: 1200
Cooldown: 30 seconds
The Stage-Illusionist shoots alternately with his right and left hand a total of 6 rotating cards at his opponents.
Each spinning card pushes enemies backward and deal damage.- Royal Flush II:
Throw 5 cards (conical) that each deal damage and cause Stun.
Range: 1200
- Royal Flush II:
- [Skill 5] Oribit-Fan:
Orbit Fan
Range: 1200
Radius: 120
Cooldown: 30 seconds
The Illusionist throws an Orbit-Fan that flies forward in a line, causing damage to all enemies hit. Affected enemies will be stunned for 1,5 seconds.
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Dagger:
- [Skill 3] Fan-Lift:
Range: 1200
Cooldown: 20 seconds
A rotating Card-Fan levitates between the hands of the Illusionist.
This causes the target and nearby enemies to Levitate in thin air and to periodically suffer damage.
The enemies suffers additional damage, and are Stunned and Crippled, when falling back to earth.
Channeling-Time: 3 seconds
- [Skill 3] Army of 52:
Army of 52 – Part 1
Army of 52 – Part 2
Radius: 240
Cooldown: 20 seconds
The Illusionist is orbited by 52 Cards for 5 seconds.
Enemies within that area suffer damage and a random condition: Poison, Bleeding, Burning, Haunt.
Critical hit Cripples enemies.
Army of 52 refreshes each time you hit an enemy with this skill.
Dagger:
- [Skill 1] Blood-Metal-Card-Fans I:
Blood Metal Playing Cards
Range: 130
The Illusionist produces a Blood-Metal-Card-Fan with both hands to strike his enemies and to deal damage to them. Critical hits cause Bleeding.- Blood-Metal-Card-Fans II:
Range: 130
Strike your enemies with your Blood-Metal-Card-Fans. Critical hits cause Bleeding. - Blood-Metal-Card-Fans III:
Range: 130
Strike your enemies with your Blood-Metal-Card-Fans. Critical hits cause Bleeding. - Flying-Blood-Metal-Card-Fans:
Range: 600
Throw your Blood-Metal-Card-Fans at your target.
Your Card-Fans will bounce between enemies, causing damage and Burning.
Number of bounces: 3
- Blood-Metal-Card-Fans II:
- [Skill 2] Illusionary-Frenzy:
Range: 450
Cooldown: 8 seconds
Teleport to your target, and strike your enemy with a fury of strikes, using your Blood-Metal-Card-Fans. Each hit causes one stack of Haunt.
Number of strikes: 5
- [Skill 3] Whirling-Card-Fans:
Range: 600
Cooldown: 12 seconds
The Illusionist whirls with superspeed and his arms extended to his target.
While doing so, he is holding a Blood-Metal-Card-Fan in each of his hands.
Enemies along his path suffer damage and are Crippled.
Arcane-Cards
Preposition:
Because of his playful ways to handle the Cards in combat, the Stage-Illusionist is often laughed at. But underestimating him can be a fatal error. The Illusionist‘s attacks are strong, and he knows how to defend himself very efficiently.
To do so, the Stage-Illusionist uses the Cards of his Arcane-Deck, which he charges with arcane energy. So he can inflict deathly penalty on his opponent.
He produces single cards and even card fans out of thin air and throws them onto his opponent. All this creates variety and dynamics in his rotation, and his attacks resemble his stage shows.
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Weapon-Skills:
Main-hand:
Scepter:
- [Skill 1] Arcane-Cards:
Arcane-Cards
The first ability should not be just simple Card-Throwing.
Banshees – Break The Silence
Banshees
But what I wanted to achieve was the creation of a kind of Card-Manipulation you can see from different Magicians and Card-Manipulators, which seemingly produce randomly Cards and Card-Fans.
Angela Funovits – Arcane Style
The Evolution of Card Manipulation by Lee Ang Hsuan
Range: 1200
The Stage-Illusionist produces a single card from thin air and throws it at his opponent.
In addition the Stage-Illusionist has a chance of 40% to produce a second (additional) card with his left hand.
The cards explode on impact, causing damage and Bleeding to enemies within that area.
Critical hits cause Burning.
Moreover the Stage-Illusionist has a chance of 20% to produce a Card-Fan (with his left or right hand), instead of a Single-Card. The Card-Fans deal more damage than Single-Cards and cause Haunt.
- [Skill 2] S-Fan:
How to Do a One-Handed Fan
Range: 1200
Cooldown: 10 seconds
The Stage-Illusionist teleports backwards while producing a Split-Fan. Both Card Fans are thrown alsmost simultaneously at his opponent. The Card-Fans then will bounce several times between targets, dealing damage and causing Bleeding on hit.
Number of Bounces: 3
- [Skill 3] Shuriken-Cards I:
Shuriken Card by Eldo
Shuriken Card by Eldo
Range: 1200
Area of Effect: Circle 240
Cooldown: 15 seconds
The Stage-Illusionist shoots alternately with his right and left hand a total of 6 rotating cards at his opponents.
The spinning cards explode on impact, deal damage to nearby enemies and inflict Haunt each.- Royal-Flush I:
Throw 5 cards (conical) that each cause damage and Burning.
Range: 1200
- Royal-Flush I:
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Sword:
- [Skill 1] Arcane-Card-Fans:
PRO XCM DECK
PRO XCM Viper Deck
Range: 1200
Area of Effect: Circle 120
The Stage-Illusionist summons alternately with his right and left hand Card-Fans from thin air and throws them at his target.
The Card-Fans explode on contact, dealing damage and randomly cause Bleeding, Burning, or Poison to all enemies in that area.
Critical hits cause Haunt.
- [Skill 2] Mirror-Fans:
Range: 1200
Cooldown: 12 seconds
For up to 3 seconds, the Stage-Illusionist produces a Split-Mirror-Fan that blinds enemies and reflect projectiles back to the attacker.- S-Fan:
How to Do a One-Handed Fan
Range: 1200
Both Card Fans are thrown alsmost simultaneously at his opponent, daling damage.
- S-Fan:
- [Skill 3] Anaconda:
Anaconda
Bone Anaconda
Range: 1200
Cooldown: 18 seconds
Release a Anaconda (top Card first) that bounces from target to target, causing damage and Haunt on hit.
Number of bounces: 5
(edited by Azathoth.2098)
The F-Skills:
- [F1] Arcane-Overload:
Range: 1200
Cooldown: 15 seconds
All your Zombie-Balls grow larger and become Greater-Zombie-Balls which attack your selected Target.
The damage is increased by 33% and their cooldowns are reduced by 33%.
Lasts 5 seconds.
When the effect ends, your Greater-Zombie-Balls will fly with superspeed to your target and explode on hit, dealing damage and causing Haunt, each.
- [F2] Singularity:
Range: 1200
Radius: 360
Cooldown: 30 seconds
All your Zombie-Balls teleport next to your selected Target.
All Zombies-Balls then transform into one big kind of Singularity (Sorrow’s Embrace – Nokk) for 5 seconds.
Every second your Singularity will release a kind of circular Shock-Wave, dealing huge damage to all enemies in that area and causing Haunt with each Wave.
The more Zombie-Balls have been transformed into this one 1 big Singularity, the greater the damage:
1 Zombie-Ball: 100% damage
2 Zombie-Balls: 110% damage
3 Zombie-Balls: 125% damage
Lasts 5 seconds.
When the effect ends, your Singularity will explode, dealing damage and causing Haunt.
- [F3] Mirror-Images:
Cooldown: 45 seconds
All your Zombie-Balls teleport next to you and then each one turns into a Mirror-Image of the Illusionist for 5 seconds. They attack your selected target, using your first, second, and third Weapon-Skills of your current Weapon. Each Mirror-Image deals 11% of the Illusionists damage.
Lasts 5 seconds.
When the effect ends, your Mirror-Images will rush with superspeed to your target and explode on hit, dealing damage and causing Haunt, each.
- [F4] The Summoning:
Cooldown: 60 seconds
Summon all 3 Zombie-Balls.
Weapons and Magic-Sets:
Elementalists have the ability to attune to 4 different elements. So they have 4 different Skill-Sets for each weapon.
Stage-Illusionists however have the option, to choose one of 5 different Magic-Sets, for each weapon equipped.
The Magic-Sets are:
- Arcane Cards
- Dancing Cane
- Linking-Rings
- Poison & Bones
- Master of Summoning
So when a weapon is equipped, Illusionists can choose one of 5 different Magic-Sets for each weapon.
For this purpose they have an extra menu point for each weapon.
Contrary to the Elementalist, the Illusionists can not change the Magic-Sets during fight, but only out of fight.
In compensation, the Illusionists can swap their weapons during fight like almost all other classes.
The main reasons for the use of these Magic-Sets are the numerous skills, the Illusionists already possess.
Otherwise the Stage-Illusionist would need to many different weapons for all these skills; and there wouldn’t be much options for further Specializations.
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Climax-Points and Zombie-Balls:
In fight, the Illusionist receives one Climax-Point every 3 seconds.
When using a skill (also Auto-Attack), the Stage-Illusionist receives 1 Climax-Point each.
Hitting an enemie grants 1 Climax-Point.
Critical hits grants 3 Climax-Points.
After receiving the tenth Climax-Point, these Points drop back to zero and the Stage-Illusionist automatically summons a Zombie-Ball:
Zombie-Ball Gold
Zombie-Ball Glow
Zombie-Ball
Floating Fireball
Floating Fire-Ball
Floating Fire-Ball Routine
Fire Zombie Ball
The Stage-Illusionist can have up to three Zombie-Balls active at the same time.
They last for 15 seconds each.
For each new summoned Zombie-Ball, the Duration for all already existing Zombie-Balls will be reset (to 15 seconds).
As long as all 3 Zombie-Balls are active, each tenth Climax-Point will reset the Duration for all Zombie-Balls (to 15 seconds).
Zombie-Balls do not die after an enemies death.
Zombie-Balls will automatically attack enemies. They act, more or less, like the Pets of the Ranger.
Auto-Attacks of each Zombie-Ball cause about 5% of the Illusionists damage.
So (for example) if the auto-attack of the Illusionist deals 500 damage, the auto-attack of one Zombie-Ball would deal 25 damage.
Zombie-Balls can not be destroyed by enemies.
As long as the Stage-Illusionist is out of fight, he can choose one kind of these different Zombie-Balls, that then automatically will be summoned like described above:
Zombie-Balls:
- Blue Zombie-Balls:
The blue Zombie-Balls will be summoned next to the Stage-Illusionist.
Blue Zombie-Balls are causing direct-damage.- [Auto-Attack] Energy-Ball:
Range: 1200
Casts a Ball of Energy at the Target, dealing damage. - [Skill 2] Energy-Beam:
Range: 1200
Cooldown: 8 seconds
Casts a Beam of Energy at the Target.
The Beam pierces through Enemies. Affected enemies suffer damage.
- [Auto-Attack] Energy-Ball:
- Orange Zombie-Balls (Fireballs):
The orange Zombie-Balls will be summoned next to the Stage-Illusionist.
Orange Zombie-Balls are causing some direct-damage and conditions.- [Auto-Attack] Energy-Ball:
Casts a Ball of Energy at the Target, dealing damage and causing Bleeding. There is a chance of 20% to additional cause Burning to the Target. - [Skill 2] Energy-Beam:
Range: 1200
Cooldown: 8 seconds
Casts a Beam of Energy at the Target.
The Beam pierces through Enemies. Affected enemies suffer damage and Haunt.
- [Auto-Attack] Energy-Ball:
- Purple Zombie-Balls:
The purple Zombie-Balls will be summoned next to the Target.
Purple Zombie-Balls are causing direct-damage.- [Auto-Attack] Energy-Attack:
Charges the enemy and causing damage. - [Skill 2] Energy-Wave:
Range: 1200
Radius: 120
Cooldown: 8 seconds
Causing a Wave of Energy, that deals damage to all enemies hit.
- [Auto-Attack] Energy-Attack:
- Green Zombie-Balls:
The green Zombie-Balls will be summoned next to the Target.
Green Zombie-Balls are causing some direct-damage and conditions.- [Auto-Attack] Energy-Attack:
Charges the enemy and causing damage and Bleeding. There is a chance of 20% to additional cause Burning to the Target. - [Skill 2] Energy-Wave:
Range: 1200
Radius: 120
Cooldown: 8 seconds
Causing a Wave of Energy, that deals damage and causes Haunt to all enemies hit.
- [Auto-Attack] Energy-Attack:
The Class in Summary:
The Illusionist‘s appearance shows the powerful magician, just like Criss Angel or Dai Vernon, who are known for their special, like „magic“ appearance.
And ultimately, it´s Illusions (Card-Production, Linking-Rings, etc…) they are „performing“ and fighting with; because throughout the constant use of these items (regardless to rehearse new Art-Pices or to practise and upgrade of older Magic-Tricks; sometimes only to kill time or to distract and relaxe with it´s help) the Stage-Illusionist by time became very familiar with them and the use of it turned into a habit. The Illusionists are used to them, and they make them feel comfortable. In critical situations they make them feel stronger and more self-confident.
- Role:
The Illusionists role is to destroy enemies with powerful Illusions and Spells mainly from distance.
His attacks are very fast.
- Special Abilities:
- Pickpocketing:
Apollo Robbins: The art of misdirection
Apollo Robbins, The Master Pickpocket: Tricks of the Trade
The Illusionist has a chance to steal some extra money (and maybe some other stuff like crafting materials), when dealing damage. - Illusionary-Mirror-Images:
(Very similar to “Shadowy Apparitions” of the Shadow-Priests from another MMO)
When dealing damage, or, when standing still, the Illusionist has a chance to automatically summon a Illusionary-Mirror-Image of himself.
The Mirror-Images will track his target and explode on contact, dealing damage in a small area.
Mirror-Images can not be destroyed.
Mirror-Images are not meant to confuse enemies, just like the Clones of the Mesmer.
There is definitely a difference between the Illusionist and his Mirror-Images.
This is just to show off and for some little extra damage. - Levitation:
Cris Angel- Levitation from building to building
Slows down your falling speed.
Falling damage is reduced by 50%.
- Pickpocketing:
- New Condition: Haunt:
Haunt is a condition that deals damage each second.
Furthermore, each time the affected target is using a skill or is moving, Haunt deals additional damage to the affected enemy and in a small area arround the affected target.
Damage over time caused by Haunt has a chance to apply Vulnerability to the target.
In addition to that, the target suffers 10% of his damage done.
- Armor:
The Stage-Illusionists wear light armor.
- Weapons:
- Main-hand: Scepter, Sword, Dagger
- Off-hand: Focus, Sword, Dagger
Weapons are not used during fight itself, as the Stage-Illusionist summons his own weapons, like Cards and Rings.
(edited by Azathoth.2098)
History:
The art of illusions is a secret one, just like the art of sorcery. Secretly the Stage-Illusionists were studying and practising to reach perfection.
They did not only learn to master the elements, but to manipulate time and space and create Illusions which then beacame reality, as illusiveness and reality are one; yet two different sides of the whole.
They kept their actions secretly and traveled through the countries of Tyria, performing their Illusions in front of an excited audience.
It always happened the same way. Before the show started, the Illusionist was shaking the hand of each member of the audience. This was not just a polite greeting: it caused the transfer of Tetrodoxin from the Stage-Illusionist into the audience, which ensnares the senses and creates Illusions in the audience‘s mind, so real they could not tell the difference. Without the necessity of the effort, this made the process of mass hypnosis and manipulation for the Illusionist easier to handle.
The show always started with standard tricks like card tricks, linked and unlinked rings and floating items like the dancing cane.
The climax of the excitement was reached when someone from the audience was asked onto the stage.
This volunteer then was brought to death in a most brutal manner before the audience‘s staring eyes: He or she was burned or cut into pieces just to be „resurrected“ one moment later, seeming completely unharmed.
The audience was completely excited every time. None of them had the slightest idea, what really was happening during these shows: They believed the Magicians were very skillful non-magical tricksters. It was a best kept secret that it was real magic being practiced on stage – and it was real dying.
The Stage-Illusionists never stayed in one place too long. They were constantly fleeing the perils they knew were lurking in the shadows. Despite the combined efforts of all the different classes, those shadows grew and horrors nonethelike were brought to life.
So the Stage-Illusionists decided no longer to stand and watch, but to face the peril and fight back, as every hand was needed.
They started to fight evil in a time which is long gone but has not begun yet.
New Class: The Stage-Illusionist
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Prologue:
Dear Guild Wars 2 Community!
Referring to these posts …
Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
Nice idea. I think a stage magician could be very enjoyable..
So many nice ideas in this thread. We should put them into the HoT Subforum to give the devs some inspiration for their next Elite-Specializations
… I now want to introduce my Class-Suggestion to you – the Guild Wars 2 Community.
A while ago I was recommending the Illusionist as a new class possibility for another MMORPG.
I really got great feedback for my class.
Because of the combination of Card and Cane sorcery the Illusionist was compared to Gambit from „X-Men Origins: Wolverine“:
Though not having Gambit directly in mind when creating the class, I was very pleased by the idea. I can hardly think of a comparison more fitting, or closer to the picture I had in mind.
What I want to achieve is to access the world of the Stage Magician or Stage Illusionist through the means of MMO. This is why the Illusionist is created after the image of Magicians like Dan and Dave and others, trying to copy their spells.
If you have ideas how to improve the Stage-Illusionist, let me know.
Have fun reading and watching the linked videos.
I´m looking forward to your opinions and commentaries.
And, please, only constructive criticism and no useless flames or mimimi.
Please let me know what you think and keep flames to yourself.
(edited by Azathoth.2098)
We should put them into the HoT Subforum to give the devs some inspiration for their next Elite-Specializations
Great idea!
So after hours and hours of farming…. I finally got the BETA portal. Depending on how much gets released for us to try out what are some things you guys want me to look into?
Congratulations to your Beta Portal!
Well it would be so great, if you could give us as much information as possible about Reward Track and trait/skills unlocking.
http://dulfy.net/2015/04/23/gw2-specializations-part-two-reward-tracks-and-elite-specializations/
How about a mechanic that mesmer individual has a quite high dps but the dmg done by the mesmer decrease for each phantasm up.
Like this:
0 phantasms: Mesmer 100% dps | phantasm 0% dps
1 phantasm: Mesmer 90% dps | phantasm 15% dps
2 phantasms: Mesmer 80% dps | phantasms 30% dps
3 phantasms: mesmer 70% dps | phantasms 45% dps
Could this help? Is it bad because of phantasms like the defender/mage that deal (almost) no dmg?
That’s exactly what I thought, as I have proposed the following:
An additional F-Skill, not to shatter Illusions, but to summon all 3 Phantasms would help a lot.
Let’s combine this with an additional passive.
For example:
- [F5] The System:
Passive:
For each Illusion that is not summoned, your damage is increased by X% each.
Active:
Cooldown: 90 seconds
Summon 3 Phantasms, based on your selected weapon.
When you hit an enemy the cooldown of The System is reduced by 1 second.
When you critical hit an enemy the cooldown of The System is reduced by 3 seconds.
2) Another Mesmer Specialization I’d like to see is a stage magician. Playing off all the clichés like hiding things in hats, turning inanimate objects into birds, sawing people in half, making things appear to disappear, etc.
I also love the idea of having a kind of Stage-Magician or Illusionist as a playable class.
This is why I have suggested the Cardist (Card-Artist) as new Specialization for the Mesmer.
I have also already made a completely class suggestion for another game.
Maybe I will rework my class for GW2 sometime as a new class suggestion.
In my opinion it would be way too much to add everything to the Mesmer.
- Sickle, Axe, Pick and Copper-Fed Salvage-o-Matic:
If we want to play and farm with a Twink we first have to log to our Main-Char, take our Sickle, Axe, Pick and Copper-Fed Salvage-o-Matic bought from the store, put all this stuff in our bank, log out to change the character, go to the bank, take all that stuff out again and equip our Twink.
Well, this is kind of inconvenient.
So why not change our Inventory like this:
At the bottom of the Inventory there is a small section for our Gems (on the left side) and Coins (on the right side). Mouse Over in addition shows the Wallet.
Let’s increase the height of this section.
Move our Gems right on top of our Coins on the right side (all in this specific section).
This would give enough space to add 4 Slots in this section – starting from left side.
The leftmost Slot would be for the Copper-Fed Salvage-o-Matic; the other 3 Slots would be for Sickle, Axe and Pick.
These Slots should be account-wide.
This means, if I put in the Copper-Fed Salvage-o-Matic with one Character, all other Characters will automatically have access to this item.
The same goes for Sickle, Axe and Pick.
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- Account-Wide Inventory or Account-Wide Bag-Slots:
It would be great if our Inventory would be account-wide, just like the bank.
Or give us at least one or two Account-Wide Bag-Slots, that would work the same way.
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- Around the world -Tasks, Waypoints, Vistas and Points of Interests:
My World Completion is 100% with my Main-Character.
I really do not want to start from scratch with all my Twinks.
So maybe you can give us an option, to make this World Completion account-wide.
In addition to that make our earned Skill-Points also work account-wide.
Check out this topic:
But how about to change the whole way of playing of the Mesmer?
I mean: Do we really need 3 Phantasms?
Right now the damage of the Mesmer and the damage of the 3 Phantasms seems to be just about 50:50.
Let’s think different!
Increase the damage of the Mesmer from 50% to about 80% (or 85%) of the overall damage.
We still can summon 3 Clones to confuse our enemies or to shatter them.
But we can only summon one Phantasm at the same time (in addition to our 3 Clones).
Maybe add a special skill-button to summon them.
For example:
- [F5] The Summoning:
Summon a Phantasm, based on your selected weapon.
The new Phantasms deal about 20% (or 15%) of the overall damage.
To compensate this, they will get much more health and defensive values.
The Phantasms will act more like the Pets of the Hunter.
They won’t die, after an enemies death.
Phantasms can not be shattered.
But shatter-skills could add a special bonus to the Phantasms or trigger a special skill of the Phantasms.
Also our present skills to summon a Phantasm, could add a special bonus to the Phantasms or trigger a special skill of the Phantasms. Or just replace them completely.
One way to fix this, in my opinion would be to give Phantasms much more health.
But for PvP-reasons this might not happen.
Another possibility would be, to heal our Illusions, each time we deal damage, or each time we use a skill.
This could help at least a little bit.
For example:
- Signet of Restoration:
Passive:
Grants health to (you and) your Illusions every time you or your Illusions use a spell.
Or:
Grants health to (you and) your Illusions every time you or your Illusions deal damage.
Active:
Cooldown: 25 seconds
Heal yourself and your Illusions.
An additional F-Skill, not to shatter Illusions, but to summon all 3 Phantasms would help a lot.
Let’s combine this with an additional passive.
For example:
- [F5] The System:
Passive:
For each Illusion that is not summoned, your damage is increased by X% each.
Active:
Cooldown: 90 seconds
Summon 3 Phantasms, based on your selected weapon.
When you hit an enemy the cooldown of The System is reduced by 1 second.
When you critical hit an enemy the cooldown of The System is reduced by 3 seconds.
Referring to this topic (and lots of other posts):
DPS Analysis: Permanent Phantasms
Death and Taxes guild, using highly detailed DPS models, found that if a Mesmer hypothetically had three permanent, invincible phantasms:
- Their dps would be about the same as other classes
- Their damage without shatters or phantasms is about half that of other classes.
http://www.dtguilds.com/forum/m/6563292/viewthread/13274266-mesmerino-dpserino-no-copypastarino
Well, we all know this for so long.
But there are still no changes to the Mesmer, the Phantasms and the Gameplay.
In big WvW-Fights, for example, Phantasms die mostly right after summoning them.
And there are so many other situations, where Phantasms seems to be totally useless.
Moreover, even under best circumstances it takes quite long to summon all 3 Phantasms.
This of course means a great loss in damage.
But how to fix this core issue?
With this thread I want to collect all your suggestion about the Mesmer to hopefully find some solutions.
So, let’s start the discussion!
[Healing-Skill:]
- Ace of Life:
Passive:
Grants health to you and your Illusions every time you or your Illusions use a spell.
Active:
Cooldown: 25 seconds
Heal yourself and your Illusions.
[Utility-Skills:]
- The Butterfly-Effect:
Cooldown: 30 seconds
Gain Stealth for 3 seconds and summon 10 Butterflies, which will track your target or nearby enemies. Each Butterfly cause an explosion on hit and deals damage.
Also frees from immobilized effects.
- The Card-Spring:
Card Flourish Tutorials – Virtuoso: The Spring
Cooldown: 30 seconds
Spring your Cards forward. The Cards will pierce through enemies, dealing damage to all affected targets. While doing so, the Mesmer teleports / evades backwards.
Also frees from immobilized effects.
- Ace of Swiftness:
Passive:
Gain 25% increased movement speed.
Active:
Range: 900
Cooldown: 30 seconds
Teleports you in the direction, you are moving.
When standing still, you teleport backwards.
Also frees from immobilized effects.
- Ace of Death:
Passive:
When you deal damage there’s a chance of 15% to gain Quickness for 3 seconds.
Active:
Range: 1200
Cooldown: 25 seconds
Your target and nearby enemies get cursed for 5 seconds.
Causes Damage and Pain on cast.
With each second your enemies suffer additional Damage and Confusion.
- Sleep:
Range: 1200
Cooldown: 45 seconds
Create a dome around your foes, that causes them to Sleep.
Lasts 2 seconds.
[Elite-Skills:]
- Tornado-Cut:
Card Flourish Tutorials – Virtuoso: 5 Tips on the Tornado Cut
Range: 1200
Cooldown: 90 seconds
Summon a giant Card-Tornado at the selected area.
Enemies within this area suffer Damage and Pain and get chilled.
Enemies within this area will periodically suffer Confusion.
Enemies within this area will periodically be pulled into the center of the Card-Tornado.
Lasts 10 seconds.
- Masks: The Butterfly:
Jeff McBride – mAsK rOuTiNe
Jeff Mc Bride – Les Masques – Le plus grand cabaret du monde
Cooldown: 120 seconds
The Mesmer gets glowing Butterfly Wings for 6 seconds.
As long as this effect lasts, the Mesmer permanently summons tiny glowing Butterflies, that automatically track enemies. The Butterflies explode on hit and deal damage to all enemies within this area. Affected enemies suffer a random Condition each: Poison, Burning, Bleeding, Confusion.
Furthermore, the Mesmer and the Illusions get the following Boons as long, as the effect lasts: Quickness, Fury, Retaliation, Stability. Also all cooldowns are reduced by 25%.
[Traits:]
[Minor-Traits:]
- [I] Hot Images:
Your Illusions conflict Burning on critical hits.
- [II] Poisonous Images:
Your Illusions conflict Poisin on critical hits.
- [III] Phantasmal Healing:
Your Illusions are healed for X% of your damage done.
[Adept-Traits:]
- [I] Improved Butterflies:
Summon a total of 12 Butterflies.
Gain Regeneration when using The Butterfly-Effect.
- [II] Improved Card-Spring:
Card-Spring grants Retaliation for 3 seconds.
- [III] Improved Shurikens:
Your Shuriken-Cards also bounce between targets.
Number of bounces: 3
[Master-Traits:]
- [IV] Improved Aces:
When using an active Ace-Effect get 3 seconds of Super Speed.
- [V] Improved S-Fan:
S-Fan deals 10% more damage. Increases the number of bounces to a total of 5.
- [VI] Improved Waterfalls:
Increases the duration to 6 seconds. Reduces the Cooldown to 25 seconds. Affected enemies suffer Confusion with each hit.
[Grand-Master-Traits:]
- [VII] Deep Sleep:
Sleep lasts 50% longer. Reduces the Cooldown of sleep to 35 seconds.
After the effect ends affected enemies suffer Pain.
- [VIII] Cardistry Training :
25 increased Precision and 50 increased Power while wielding a Cardistry-Weapon. Reduced recharge of Cardistry-Skills by 20%.
- [IX] Improved Thunderbird-Aces:
Your Phantasms spawn with Thunderbird – 1, 2, 3, 4 Aces.
Thunderbird – 1, 2, 3, 4 Aces lasts 50% longer and grants Distortion for you and your Phantasms.
(edited by Azathoth.2098)