That being said, as it stands, there really isn’t all that much ArenaNet can do to give us the option to deal comparative DPS in a way that forces us to drop our utility (especially utility of the offensive kind, such as alacrity and quickness). If they buff either of our offensive trait lines like Domination and Dueling, there’s nothing stopping us from taking those trait lines along with Chronomancer and having better DPS while still being awesome support gods of timey wimey stuff.
Point is, Chronomancer is like 80 – 90% of our group DPS buffing, so if we’re not forced to drop that trait line for better DPS
So this is why I think the damage modifier changes would work well: Runes, sigils and food also affect chrono buffs. Rune of chrono is a big part of group quickness but prevents scholar bonus. Sigil of concentration prevents use of force and accuracy(or night/slaying for dungeons) at the same time. 20% boon duration food is mutually exclusive with 10% salad or other DPS stat food.
Domination has 15% and then another 12.5% vs vuln.
Dueling has p.fury, 15% and 150 ferocity and requires spamming MoP.
Illusions has phantasmal haste and 9%Chrono and inspiration are both used in the support build. It’s about the choice of picking all 3 DPS trait lines and DPS gear or only being able to pick one DPS traitline and support gear. If all those modifiers affected phantasms: (1.125*1.15*1.09*1.05*1.07*1.1*1.1=90% more phantasms DPS) and then also p.Fury and p.Haste and ferocity need to be factored in for around a ~150% more phantasm damage that wouldn’t be available in chrono support build. This isn’t including grace of the land and other team buffs that aren’t raw stats.
Summon 1 duelist and 2 swordsman with this build in the DPS testing with the most basic off buffs (vuln, might and banners)
http://gw2skills.net/editor/?vhAQRAra88msICloBUrhFVDqsDlYAkBYE7EtLpJKA-TBBXgA9q/As/o8LU/wjSQSBMwYA-e
About 7.8k dps for just phantasms. 7.8k * 2.5 = 19.5k dps from just the phantasm. Add some auto attacks, sc 3 and MoP spam and it wouldn’t be half bad and you hit about 30k in the most selfish mesmer DPS build. Add party buffs like spotter and grace of the land affecting phantasms too and the Mesmer now has a good DPS build that is selfish. Could theoretically go higher with staff phantasms and enough conditions. No major rework to separate PvP, WvW and PvE. Mutually exclusive with the chrono support build.Personally I’d rather they didn’t go down that route as we still have the clunkiness of the phantasm mechanic which puts us at odds with our class mechanic shatters. There are no other classes that sacrifice all their DPS just to use their mechanic.
Instead I’d rather they remove the idea of phantasms from the game entirely and adjust skills accordingly but that’s just personal preference. I know it would take a lot but phantasms just don’t work at all.
Phantasms just need to be illusionary strikes you summon and once they do their attack, they despawn. In exchange, lower cooldowns to 7-9 seconds. That way, you only have 1 phantasm strike with no 3 phantasm ramp up, you use them as a warrior would use 100b or a thief Vault.
It also massively reduces mesmer DPS ramp up.
Offhand sword phantasm also needs to be a cleave.
Then we can buff Blurred Frenzy to the damage of a pistol whip and buff mesmer autoattacks by around 40%.