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Leap, Swap, Phase Retreat and their Finisher

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Posted by: tuacker.5793

tuacker.5793

When casting an Illusionary Leap and your clone leaps through a combo field it correctly causes a leap finisher. When you then activate Swap, which too is a leap finisher, you will only activate a combo if you are currently standing in a field. It does nothing for any field between your original location and your clone location and neither for where you end up.
The same goes for Phase Retreat, it only counts as finisher on your point of origin. Fields at the end of your teleport are never triggered.

Now it is understandable that all combo fields between you and your target position are ignored, after all you are teleporting and not leaping. Though I think it should trigger leap effects on your target location too if no combo field was triggered on your original location.

With that in mind and the general wonky-ness of Illusionary Leap I propose the following change:

When cast, Illusionary Leap, similar to the 3rd chain in Torch 1-Skill, creates a clone besides the target, no combo finisher yet though the cripple effect happens on the clones first attack. This should greatly improve the reliability of the skill.
If you then activate Swap you are switched with your Clone an you cause a leap finisher on your original or clone location, wherever the first combo field is available. At the same time your Clones performs its leap to your target doing a finisher itself.

Bonus change: I think both Phase Retreat and Swap given the animation should actually count as blast finishers, though I don’t know if any other class has access to blast finishers on such short cooldowns and whether that would be balanced. Maybe have it as additional effect on the 20% cooldown traits for the respective weapon.

Thoughts?

Show us your Mesmer!

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Posted by: tuacker.5793

tuacker.5793

Fire!
We hit them!
This castle remains ours!

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Mantras

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Posted by: tuacker.5793

tuacker.5793

I’d really love if Mantras recharged themselves (simultaneously) while out of combat. Over the duration of 3-4 times the charge time, while still giving us the option to charge them manually. If you activate the charge it’d take 4s to cast in or out of combat or if you’re out of combat and not activate the charge then 12-16s later all your Mantras are fully charged on their own.

(edited by tuacker.5793)