While I like how Anet trying to make Illusions optional and Chronomancy line shaping up to be an appealing line for shatter builds, I agree with OP that this traitline (with the new traits revealed so far) could use some tweaks to offer power builds more. Right now, the master slot is almost just catering for condi builds.
My suggestion is to merge Phantasmal Haste with Persistence of Memory in the Adept slot, this will open up an empty slot in Master tier to truly cater for power builds. What to fill in this slot?
Option 1: Bring back Illusionary Invigoration(recharge shatter skills when health drops below 50%, 60s icd) —> this will make Illusions line compete nicely with Chrono
Option 2: Design a new trait that is power-based. I offer an idea below.
New major trait in Illusions line:
Depowering Strike
- Ripping boons will now deal dmg to enemies.
- Dmg per boon = 1/3 of Halting Strike dmg (same stat scaling) and can still crit.
- No ICD.
Btw, might as well buff Sum of All Fears while we’re at it.
People can only reflect a projectile that is fresh and has never been reflected.
No. Like frifoxy said, it can be reflected twice. I tested it with a guardian today using Wall of Reflection and Mirror (Temporal Curtain didn’t work. I guess because it’s too small).
I fired a scepter AA which was reflected by Wall of Reflection. I hit Mirror just before it hit me and it was reflected again and went through the Wall of Refletion.
I wonder if these projectiles get a “not reflectable” skill fact on them after being reflected twice, or (like all the projectiles anet did not want to be reflected an “unblockable” sign. Going to sleep now and test it tomorrow.
Pyro, I can testify to this. This is a big change that we’re not sure since when it happened. Because I also remember the same rule like u said. But apparently, projectiles can be reflected TWICE now before they become UN-reflectable.
Tested with a friend in PvP. Mesmer vs Guardian
Scenario 1: reproducing Me Games Ma’s test, scepter 1 and staff 1 got reflected twice with Wall of Reflection and Mirror to hit the guardian.
Scenario 2: Whirling Wrath bolts hit me after reflected twice by Feedback and Wall of Reflection. In this scenario though, the dmg scaling behaves very wierd.
A direct whirliing wrath bolt hits me for 500 (1k with crit), but after reflected twice, it hits for a mere 177dmg (seems to be a flat consistent number as well).
(edited by keenlam.4753)
Hahaha what I was thinking is that they’re adding a 15-20 second ICD on the new Sigent of Inspiration on phantasm summoning trait…
I thought it had the same cooldown (separate timer, but same length) as our existing Signet of Inspiration. Was it shown as being a no-cooldown trait? That seems crizazy strong
It doesn’t have an ICD in that_shaman’s spec calculator on dulfy.
True. That could be due to the limited information we got during the stream or because the actual trait has no internal cooldown. We’ll have to see how it’s balanced on release, and they were very clear about saying “these are still in progress!!!”
That said, I can’t imagine a GM trait being that powerful compared with its utility skill counterpart. I suppose it could happen though! Idon’t recall if the Chaos Storm on Falling Damage or the Feedback on Res have ICDs, and those skills have similarly large base cooldowns for their Utility counterparts.
In short- we’ll have to see!
To add on a quick afterthought- I like the trait a lot. It encourages phantasm SUMMONING rather than phantasm “get 3 up and don’t cast any other illusion skills”. Anything that promotes skill use rather than passive combat is a win in my book.
I guess the trait would still have some ICD but right now kitten icd makes it useless. 15-20s is about right as most of our phant summon skills are on 20s cd. So there’s a synergy there.
I would suspect the Signet itself will get reworked too and probably its cooldown would be reduced to match with the gm trait as well.
I think the new HM trait is fine, and I like the concept of getting a dmg buff when using a mantra. Good but not great yet, definitely needs some tweaking to make it GM-worthy.
First of all, why ferocity and not just flat dmg? I’m under the impression that decision to go with ferocity because this skill is designed with balance for burst dmg in mind. Like in a short time frame, you use many mantras to reach max stacks and then unleash your dmg or reflect a hostile powerful projectile attack.
But from PvE perspective, this is just not good enough as Pyro made a fair comparison against warriors and how they get their dmg bonus.
Realistically, because mantras are clunky, it takes a lot of effort to reach max 5 stacks and in the case of maintaing this bonus for sustained dps, its totally not worth it.
So my suggestion is to buff the number from 4% to 8%. This would mean:
In PvE encounters
- For sustained dps boost, you only need to maintain 2-3 stacks (16-24% ferocity bonus) to be on par with other dps classes, which is manageable.
- For a huge reflect dps boost, you can strive to get 5 stacks (40% ferocity bonus) and your effort will be more justifiably rewarded.
In PvP encounters, while the numbers look a bit high and too strong, mantras do have strong counters to them so it should be ok.
@DuckDuckBOOM:
Just need clarification,
when breakbar active, you use a CC skill, do they mob get CC’d or not? Or is it just reducing the breakbar?
For example: when you pistol#5, does the mob actually get stunned or its just the breakbar is reduced by some amount?
If mob still get CC’d when breakbar is active, then whats the point of breakbar? Isn’t it supposed to act like defiant and absorb the CC effect?
On the other hand, if mob cannot be CC’d when breakbar is active, then its not possible to interrupt.
Either way, we should agree that the new breakbar brings even more issues for us regarding to our interrupt focus on mesmer.
Even more curious.. Will it affect our new F5?
It’d better be. Maybe time rift is invulnerable for 3s at start?
From the information I gather from this thread, it looks like the new breakbar mechanic renders our interrupt traits useless. I mean:
When breakbar is active, you can’t cc —> you can’t interrupt.
When breakbar is inactive (broken), enemies not doing anything --> you can’t interrupt.
So… am I reading this right?
If Imbued Diversion was baseline, what would they do for F3 in Master of Fragmentation?
I like the idea, I’m just struggling to think of a substitute in that trait.
All our shatter effects are AoE (even Distortion with MtD inflicts torment in aoe fashion)… except Diversion unless you trait for it. Shocking I know.
Thats why ID should be baseline, and for the same reason Mantra of Distraction is only 180 radius instead of 240r like Mantra of Pain. ID baseline would be 180r splash effect. Master of Fragmentation would up this radius to 240.
Imbued Diversion.
^ This, a million times.
Ok, I will try to be constructive and as fair as possible.
I have played some PvP with Necromancer lately. And I felt the pain over and over again, when Lich Form got canceled into Moa by Mesmer. I find that counter actually too hard.
This is coming from a necro perspective yes? If so, this is already biased. What about other classes dont have access to any transformation elites? Transformation elites are meant to be justifiably strong and thus why you felt the pain being stripped off all that power. But your suggestion is biased to improve necro gameplay instead of giving a fair go to all classes being hit by Polymorph Moa.
So my suggestion is that Moa only cancels a transform. So if you were transformed, like Tornado, Lich Form or the like, Moa will transform you only back into normal form.
As someone above me said it and I want to reiterate in a more polished way. You’re basically asking to change the elite skill not to work as its intended purpose (polymorph moa), even though certain conditions need to be met. If we go with your suggestion, suddenly mesmers have yet another thing that doesn’t do the thing per original design (cough.. Power Block against thieves… cough).
So, not entirely bashing your whole argument about Polymorph Moa though so please hear me out.
My suggestion is that, since transformation elites usually last longer than 10s of Moa.
When you get Moa’d, you will still go back to your transformation after 10s instead of going all back to normal form.
For example, to clarify, u go Lich form, a mesmer moas you when you’re already 3s in your elite form, you become a moa for 10s, then after that, you get back to your Lich Form for the remaining 17s.
I think it would be a fair change. Not sure if Anet has the code sorted out to do it or not yet though.
To compensate for this change though, Polymorph Moa cooldown has to reduce to match the lowest transformation cooldown currently in the game, that is, 105s to make it more effective to “temporarily” counter enemy transformation for 10s.
(edited by keenlam.4753)
On the subject of heals – do you wonder if Ether Feast might become a clone summoning skill, to fit in the illusion category (with mirror images, defender, disenchanter and decoy)?
They could easily just call it a clone skill because of its interaction with illusions and call it a day. I’d be a little surprised if they actually added clones to it.
How about make it work in a similar fashion like Warrior’s Healing Surge.
Right now, Healing Surge healing amount is based on the adrenaline and will fill up the adrenaline (if its not full already).
Ether Feast can synergize with Mesmer illusions in similar way, healing scaled on the number of active illusions you have like currently, and if you have less then 3 illusions, summon clone(s) so that you have 3 illusions in addition to the heal effect.
More clone summoning option, less reliance on DE.
What if iDefender was permanently blurred so it actually only took damage if the protected people were hit? Would be a rather interesting change and avoid the issue of it just popping by some random area effect.
I like the idea, but i would suggest “always blocking” with its shield if its not attacking instead of “blur” (also fits the theme of the phantasm).
Hey Pyro, I’m interested in joining this, I could run some support build.
I’m thinking of the synergy between PU and Illusionary Inspiration for boonshare before engage.
Just wondering if F5 works without any illusion out (since IP is basline) so that PU mes can double cast MI for a total 20s of stealth (before engage, out of combat) and with so many boons gained, it might be nice to share them out to the group before the big clash.
To sum up this thread:
OP plays pve only, he only cares about personal dmg and will stick with the offhand weapons he’s learned to love. He wont use shield because it looks like a support tool in his opinion and will keep trashtalking about it regardless of all the people trying to explain to him how powerful and unique the shield skill (Tides of Time) is.
/thread.
Fully traited Death’s Charge vs fully traited Phase Retreat. The chase is on.
Reaper: Your soul is….
Mesmer: Nope!
Reaper: Your soul is…
Mesmer: Nope!
Reaper: Your soul is … … !!!
Mesmer: Nope!Awww… glorious.
Lol
Meanwhile, in another match:
Reaper: “YOUR SOUL IS ….”
Mesmer -interrrupted and stunned the reaper-
Reaper: “YOU ARE ALL WEAKLINGS!” – breaking stun and feeling strong with 10+ stacks of might-
Mesmer: Thank you for that! -stole the boons with AT-
Reaper: Wait? What? Oh no, you can’t have those boons. “NOTHING CAN S…!”
Mesmer -interrupted again, then blew the reaper up with shatters-
Mesmer: Sigh, I really hate it when people yell at me! -walked away in slow motion-
;)
Edited: btw, I’m sure this thread is just meant to be a tease so please dont be so hostile towards OP. I’d prefer to save it for thief specialization, I’m sure there will be nothing short of broken OP-ness.
(edited by keenlam.4753)
And that defiance bar probably goes to the golden child Warrior
My personal guess is that the Defiance Bar will go most likely to Engineers, since warriors already have relatively easy access (at least easier than engineers) to Stability, and along with the use Hammer, Engineers will be engaging into a more brawler type of approach, Stability seems more properly placed for them in that case.
I’d love to see Engy gets it. With the hammer, engy could become quite an interesting melee kind of brawler in their specialization.
Fully traited Death’s Charge vs fully traited Phase Retreat. The chase is on.
@EremiteAngel: I’m really glad that necros got as much (if not more) love from devs as mesmers did.
Not only we can now have a blast dueling each other but also … teaming up to unleash death on the battlefield.
can it last if you exit the shroud?
if so, then, i suppose i agreeYes, Robert confirmed it in the livestream. So yay!!
And that defiance bar probably goes to the golden child Warrior
I thought he confirmed that it stayed if you broke the armor to induce fear. I don’t think he said anything about leaving DS entirely.
For your clarification:
https://youtu.be/DjOrs5krQRw?t=27m20s
can it last if you exit the shroud?
if so, then, i suppose i agree
Yes, Robert confirmed it in the livestream. So yay!!
And that defiance bar probably goes to the golden child Warrior
Increase health for the rift seems a reasonable choice, hell i would even go as far as making it invulnerable for the first 3s or so to ensure we get at least some value out of F5.
They said multiple times during the stream when a certain trait emulates a skill, that it will be the same as using the skill in question, so that other traits can also affect it. It’s the same as using sig of insp, with the recharge, effect and cooldown reduction from signet mastery.
And besides, that’s also how skill-emulating traits work currently in the game as well.
Signet of Inspiration is also getting a rework so the cooldown might change. Hopefully the cd will go down as the current 45 seconds cd is pretty crappy.
I think 20s is a sweet spot as it will synchonize with most of our phantasm skill cds.
What do u mean at least? Reaper will get exactly 6 shouts.
They say that reaper will have longer cast time with larger effect -> INTERRUPT!!
But they will have Defiance bar =P
Where was that mentioned?
I’m just guessing. We dont know yet.
They say that reaper will have longer cast time with larger effect -> INTERRUPT!!
But they will have Defiance bar =P
I’m unable to reproduce the bug OP had as well, everything works as normal and intended.
Other classes creating clones would be one more unique skill gone.. moa, confusion, chaos armor and now clone production? I don’t think that’s funny at all. I think it’s pretty bad.
Right now the ONLY WAY other classes can make clones of themselves is to reflect our scepter autoattack #3 in the chain (Ether Clone), meaning sacrifice 1 skill (with long cd) against our scepter autoattack and you have to time it right. I think its a fair trade. The clone created is also paper (Lich Form, Tornado form or not), you can just 1 shot it with pretty much anything. So you can relax for now
Sure it’s a bug? You throw the sword, it’s a physical projectile finisher so it’s a projectile? Reflection =/= Block
Unblockable projectile is also UN-reflectable, my friend, in case you haven’t known that already.
The enemy clone bug has been around for a while. Its not game breaking though, i kinda like it and we can have some good laugh out of it.
The gs#2 reflectable bug, on the other hand, needs devs attention coz its a huge nerf to our burst dmg combo.
3×2 = 6. You made this sound more complicated than it actually is. In the example you give, all enemies (A-F) would simply have 6 stacks of confusion on them.
Furthermore, does the trait apply confusion to the interrupted foe as well. It must do, otherwise it would be a useless skill in a 1v1 scenario.
Do you think this is what is meant by the skill fact and do you think this is how they intend for it to work?Yes. The interrupted foe is within the radius, so obviously they would receive the confusion as well.
Wait isn’t it supposed to be, 1 stack on the target interrupted and 2 on nearby enemies?
As far as i know, no confusion on the target interrupted but enemies around get confusion stacks (2 i think)
How could he block/reflect gs#2? Its unblockable.
- Share boons every time you summon a phantasm … so share that Quickness!
Quickness is currently an Effect, not a Boon. So it can’t be shared like that unless it’s changed to a Boon with the HoT release.
It is confirmed that with the trait rework, quickness will become a boon.
PRAISE LYSSA FOR THE BLESSINGS THAT SHE HAS THUS BESTOWED UPON US WRETCHED HEATHENS!
Robert Gee might be our Lyssa in disguise.
Seize the Moment could work well with Mantra of Pain to keep your dmg rolling, something like: 3x power spike (HM traited for more dmg), shatter to recharge mantra quickly, then repeat.
- Chronophantasma – Your phantasms respawn the first time they are shattered.
I would like to bring something up about this trait that I verified going back through the chronomancer POI video. When you shatter phantasms, your phantasms move TO your target and then shatter. This makes perfect sense under normal circumstances. With this trait, phantasms still run to your target and then respawn where they shattered. What this means, though, is that things like a duelist will run into melee, respawn and be in melee range. If I am using a duelist, it is typically because I want to keep it long range.
It would be nice if the respawn happened where the phantasm was when the shatter was activated not where it was when it physically shattered. This could be done in a couple ways. 1) a reference is made when the phantasm was when the shatter is activate and the respawn happens at that point 2) the “respawn” actually happens before the move into melee range or 3) phantasms are given a skill where they “throw” their butterflies at the target which shatter on the target rather than shattering themselves. The 3rd option (and the second if it is actually the duplicate that gets shattered) would address the concern mentioned on the livestream about being able to essentially reset the skill cooldown of all your phantasms for spike damage if it is determined that that is too powerful.
I personally love the way it is. Don’t get me wrong, I totally understand your concern, but of all our dps phantasms, iWarlock on Staff is the worst when it comes to deal dmg reliably. But the way the trait works currently will synergize very well with iWarlock as it respawns near target and hurls the bolt soon after, so at melee range, it will be hard to react.
I will trait Dueling/Chaos/Chronomancy using Staff and Sword/Shield. Lots of conditions to stack on enemies to boost iWarlock dmg even further.
O M G what am I reading here?!
The crystal being destroyed in WvW fights? Yeah, sure I’m going to place my crystalon the points where the meele trains will collide. Made me laugh hard! Skillful play includes positioning. This skill will be a HUGE buff to all mesmers playing skillful. In wvw it’s not that hard to survive as a glascanon mesmer when your positioning is good and your stealth abilities are well timed. Always remember that you are a CASTER. (Backline or Caster-Killer). With good positioning your little crystal will most likely not even be noticed.Next point: Robert is doing a fantastic job with our class! The way we will be able to combine our skills (like Tides of Time with iLeap) is exactly what we need. More would be even cooler but well he cannot redesign everything.
Wells will be a really cool thing to use with “Into the Void” but it seems that everyone here forgot about that spell^^.
Skillful play means also to time your skills. I’d like to quote Chaos’ forum signature here:“Skill isn’t in knowing how, its in knowing when”. Your Skills will be dependend on timing and this is what skillful play is all about. If timed well we can pull the enemy into the well when it is about to burst.And again to all those F5 haters: We do not know enough to hate it yet. Keep that for later
Did they mention what range you have to be in to be able to recall?
If its portal range, that would be hilarious. Probably wont work well though, just wishful thinking.
(edited by keenlam.4753)
Meditation please.
From the look of it, this trap is the very first skill in gw2 that can actually reveal an enemy who is already in stealth. Think of the implications.
Deflecting Shot should be a ranger’s skill. Any master archer (longbow ranger archetype) should be able to pull off this trick that using their own arrow to deflect/nullify enemy projectile.
As for other OP stuff DH gets, i agree most of them are ridiculous.
On its own, the skill looks justifiably strong given its huge cooldown (45s, 36s traited).
Having said that, DH has access to a ridiculous amount of movement impairing CCs thru wards, pull, knockback, immobilize, etc. to keep enemies stay in the trap.
This synergy might be the thing that makes this trap, and possibly other traps as well, downright broken.
On my mesmer, I’m with you Windwalker.
On my ranger, I have an initial “wtf” feeling.On my ranger, Traps sure pale in comparison.
Ranger and thief traps better get some love and huge powerups rework considering DH traps look so strong atm (avoiding the word OP).
Not gonna lie, I’m pretty irritated at this point. I was (and still am) very excited about chronomancer. However, I forgot the cardinal rule of GW2:
Whatever Mesmer gets, Guardian and Warrior will get something 10 times better
Proof of that today. The guardian traps are hilariously strong, their skills on that weapon are fantastic, and many of their traits are just flat out broken.
Oh, and their forum don’t cry for nerfs =P (still busy fighting for a better name change)
When I remember right WoodenPotatoes already mentioned that in one of his chronomancer videos. I don’t really remember which one it was but I’m pretty sure he did. And yes it seems to appear in twilligt arbor only.
This one: “https://youtu.be/sKnyprfyuuA?t=6m20s”
:)
So far our fights with almost all of the dragon champions and Zhaitan have required never required specialized dragonhunters but lasers, cannons, tanks, air ships, …
While this whole hi-tech army thing worked for Zhaitan, not so much for Mordremoth. Remember what happened at the end of Living Story Season 2? Total destruction of the pact fleet?
Whatever names of the specialisations of each class are, they are clearly tied to the story of HoT expansion.
For example, the lore of Dragonhunter could play out something like below. I also believe Braham will become a Dragonhunter (just like Kasmeer will become Chronomancer)
So now the survivors of our once-mighty armies are scattered in the Maguuma Jungle, barely surviving the hostile environments as they look around to collect scrap metals and build makeshift weapons to defend themselves.
For those guardians who rather not accepting this humiliating defeat, but look inside themselves and draw the power from their VERY VIRTUES to create weapons (Spear, Wings and Shield) so that they could carry on their mission to protect Tyria.
Not only that, these guardians also “have the balls” (i mean courage and resolve) to solemnly take a vow to hunt down dragons as their lifelong mission and thus take on the name Dragonhunter (similar to Crusader class lore in Diablo 3 expansion).
Bows and traps are reasonable choices as they learn to combat in jungle areas and it fits the hunting theme.
I admit that i was taken aback and had my “WTF” moment when the name was first revealed too. but the more i read into it and listened to other people views while keeping an open mind, i think Anet being very creative here and made a good spin on the normal mmo archetype.
After all, its a fantasy game and your imagination can carry you far and help you get over this whole name hate burden.
(edited by keenlam.4753)
Actually I believe they stated in the video that the F5 shatter specifically, and choosing Chronomancer in general too IIRC, will disable some existing abilities for balancing reasons.
I don’t recall them saying that at all, I’m fairly certain people have just been speculating on that. If you could find where they said that in the video, I’d be appreciative.
People keep speculating about we would lose IP if we spec into Chrono because Robert Gee kept using Mirror Images to demonstrate F5 shatter in the stream.
This is a ridiculous idea and I hope this is not the case, guys please DON’T feed Anet crazy ideas like this one. That would suck.
I’m not sures a necro well pulses at the very beginning of the cast.
I think it’s more like:
1. you lay the well down (from second 0 to second 1)
2. first weak pulse (1° sec)
3. second weak pulse (2° sec)
4. third pulse, the strongest (3° sec)
5. well effect ends.However, I may be wrong.
Look at the tooltips of necro wells, you notice they all last for 5s and pulses 6 times (the tooltip on Well of Suffering is wrong with the duration as it says 6s, but its only 5s just like other wells). I’ve personally tested the duration and the dmg ticks.
So yeah, first pulse always happens when you cast the well.
To summarize, for mesmer wells, I’m almost 100% sure its gonna be like this:
1. you lay the well down, first weak pulse
2. second weak pulse (1° sec)
3. third weak pulse (2° sec)
4. big finale (3° sec) as well expires.
From what I understand, the well lasts 3 seconds so that 4 ticks (1 on cast + 3 ticks every second after). meaning, 3 weak + 1 strong. I guess 3 pulses refer to the first 3 weak ticks only and the fourth is the big finale.
(edited by keenlam.4753)
Okay after playing the first week with the Chronometer, I have to say…
EDIT:
kitten it… Continuum Split bugged again… ANet, fix it already (you have been warned ahead of time )All others forget that post please, we won’t wanna hurt the time continuum^^
Hmm… i think his Continuum Rift got one-shot. ^^
Ok guys, just to clarify, I picked mantras because we mesmer “stole” necro wells, so it’d be nice we give something back in return =P.
I know lots of people dont like mantras because they’re slow cast. But they’re really powerful and worth the drawback.
Having said that, meditation skills (from guardians) could be another interesting choice for necro spec if instant cast is preferred. And as Jelzouki mentioned, venoms would be a nice pick as well. I personally can’t see how Shouts would fit a necro theme though.
Hi guys,
I’m from mesmer forum and while I’m excited for the new stuff we’ve got. I can totally understand some of necromancers can’t help but feel jealous because mesmers now get wells. I hope and expect necro specialization will bring awesome stuff for u guys too. I believe we both classes share the same dev, Robert Gee? I like the guy, he seems to know his stuff well.
Anyway, just a way to cheer things up while we wait for the reveal of necromancer spec. How about I share some of my crazy ideas about necro specialization and how it could become?
As a class that manipulates death and life, it would be fitting if the necro spec would blur the line between life and death even further.
So below is my take of the specialization, let’s call it Avenger for now.
The overall theme is that whenever you or your ally takes dmg, you grow stronger by gaining certain benefits from the mantra charges.
Now, as they’re right now for mesmers, mantras are skills that have long cast time but once u charge them, they will allow you to perform certain actions at an instant for multiple times.
Mesmer wells while similar to necro wells, they do have their own twist so I would give necro mantras a flavour of their own as well to go well with necro’s class mechanic Death Shroud.
Basically, once you finish casting a mantra, you gain multiple charges of this particular mantra displayed as a buff just like mesmer mantras. As long as you have at least 1 charge, whenever you enter DS you will gain certain benefits related to that mantra. In addition, when in DS, whenever you or an ally close to you (1200 range maybe?) takes dmg, one mantra charge is consumed as you gain some additional and more powerful benefits.
So let’s have a look thru what I’ve come up with.
Mantra of Life (heal skill), 1.5s cast time, 5 charges, 15s CD.
- Heal for some amount when you enter DS with this mantra charged.
- While in DS, heal you for some more amount whenever you or an ally is struck. This effect consumes 1 mantra charge.
Mantra of Persistence, 1.5s cast time, 5 charges, 25s CD.
- You gain Protection and Vigor boons when you enter DS with this mantra charged.
- While in DS, whenever you or an ally is struck, consume 1 charge and gain 1 stack of Toughness buff (+100 toughness).
Mantra of Defiance, 1.5s cast time, 5 charges, 35s CD.
- You gain Resistance and Aegis boons when you enter DS with this mantra charged.
- While in DS, taunt enemies around you (radius: 360) whenever you or an ally is struck. This effect consumes 1 mantra charge.
Mantra of Retribution, 1.5s cast time, 5 charges, 20s CD.
- You gain Retaliation and Swiftness boons when you enter DS with this mantra charged.
- While in DS, whenever you or an ally is struck, deals dmg to the attacker (1200 range). This effect consumes 1 mantra charge.
Mantra of Hatred, 1.5s cast time, 5 charges, 20s CD.
- You gain Might (3 stacks) and Fury boons when you enter DS with this mantra charged.
- While in DS, whenever you or an ally is struck, inflicts Torment (2 stacks) and Poison conditions to the attacker (1200 range). This effect consumes 1 mantra charge.
Mantra of Death (elite skill), 2s cast time, 1 charge, 180s CD.
- Inflict Chill and Fear conditions to enemies around you (radius: 360) when you enter DS with this mantra charged.
- While in DS, if any ally around you (1200 range) is downed or defeated, your F1 turns into “Vengeance’s Mark” skill. Consume the mantra charge when this happens.
Vengeance’s Mark
- Mark a target, transfer all your Life Force to this target, effectively healing them. The target cannot be healed to more than their maximum health pool. This also forces you out of DS as you lose all your LF.
- The marked target will have a debuff called “Living Bomb”. If this target goes to downed state before this debuff expires, it will deal massive AoE dmg to nearby people who are allied with this marked target.
So as you can see, you have 3 defensive mantras including the heal one and 3 offensive ones including the elite skill.
So what do you guys think of my take on mantras for necromancers?
Also, feel free to post your own ideas about how you want your necro spec to be. Always interesting to see what people come up with.
I hope you enjoy. Have a nice day.
(edited by keenlam.4753)
F5 is already getting an increase in CD that they said at the POI but they didn’t say how much they are increasing it by.
Please let it be 75s. Think about it, our current shatters are at 15,30,45,60s cd.
Only issue I saw is that without a target, the block can’t be activated due to the phantasm component.
Well, my friend, this you don’t have to worry. This is quoting from Dulfy’s website
“It is a shield bubble that will block attack and create a phantasm on the enemy you blocked or on the enemy you targeted when it ends.”
So when u block, it works similar any other mesmer block skills, spawn a phantasm that targets the attacker. When you don’t block and the skill duration runs out, the phantasm is still summoned on whoever you’re targeting.
This is a HUGE problem for this phant summon. Essentially a lot of the time it’ll be summoning on anything but your target. Pets and clones a prime example. It’s like scepter 2 but worse partly due to cd. It might seem like a nice idea to the devs, but it should be reworked to something more reliable. Summons a phant AND blocks, for example. Though that’d mean the phant cast covers its own summon.
I totally agree, Ross. This is a legit concern. An easy solution could be allowing the mesmer to prematurely end the cast to ensure the phantasm summoned on target, the trade-off is ofc you lose access to Deja Vu follow-up skill which only activates with a successful block.