User:Bathory/Suggestions/Mesmer

The following skill suggestions are for Mesmer elite and non-elite skills. They are not actually implemented in the game.

Domination Magic

 * Spell. Target foe regains all Energy and takes damage for each point of Energy gained.
 * Spell. Target foe regains all Energy and takes damage for each point of Energy gained.
 * Spell. Target foe regains all Energy and takes damage for each point of Energy gained.

Increasing the damage may make this worth risking giving a foe all it's energy back. With Energy Regeneration, other spells in Domination can only drain so much Energy. I don't know any exact numbers, but if anyone knows them it'd be helpful.
 * Hex Spell. (6 seconds) Deals damage to target foe and adjacent foes each second. Drains  Energy whenever target foe casts a spell.
 * Hex Spell. (6 seconds) Deals damage to target foe and adjacent foes each second. Drains  Energy whenever target foe casts a spell.
 * Hex Spell. (6 seconds) Deals damage to target foe and adjacent foes each second. Drains  Energy whenever target foe casts a spell.

Mesmers don't have AoE spells, but they do have hexes. The damage is dealt in AoE, anyone standing next to the Hexed foe takes damage. Only the Hexed foe can lose Energy because of this spell. The shortened duration covers the fact that it can not be walked out of.
 * Spell. Interrupts an action. Interruption effect: all of target foe's signets are disabled ( seconds) if a signet is interrupted.
 * Spell. Interrupts an action. Interruption effect: all of target foe's signets are disabled ( seconds) if a signet is interrupted.
 * Spell. Interrupts an action. Interruption effect: all of target foe's signets are disabled ( seconds) if a signet is interrupted.

This skill's 20 second recharge disallows it from competing with other mesmer skills that also interrupt all actions and not just spells (Web of Disruption and Cry of Frustration). As the recharge is reduced by 5 seconds, so has the disable duration.
 * Elite Spell. If target foe is casting a spell, that spell is interrupted and takes damage and loses  Energy.
 * Elite Spell. If target foe is casting a spell, that spell is interrupted and takes damage and loses  Energy.
 * Elite Spell. If target foe is casting a spell, that spell is interrupted and takes damage and loses  Energy.

The current version is outclassed by a non-elite spell that has been nerfed several ways. Making this an elite version of Power Spike with some Energy denial involved gives it a broader use that can be used in lesser arenas for damage and in higher arenas for the energy loss.
 * Spell. (5 seconds) End effect: causes Energy loss. No effect and ends early if target foe uses an elite skill.
 * Spell. (5 seconds) End effect: causes Energy loss. No effect and ends early if target foe uses an elite skill.
 * Spell. (5 seconds) End effect: causes Energy loss. No effect and ends early if target foe uses an elite skill.

This proposal crosses Wastrel's Worry and it's original function. The foe is forced to either flash their elite skill or lose energy. Energy loss is lowered because a foe can only have one elite skill and many have recharges longer than 8 seconds, making them unable to use it. Alternatively, if their elite skill is Diverted, then this would be a good skill to use on them.

Fast Casting

 * Enchantment Spell. ( seconds) Your interrupted spells are instantly recharged.
 * Enchantment Spell. ( seconds) Your interrupted spells are instantly recharged.
 * Enchantment Spell. ( seconds) Your interrupted spells are instantly recharged.

Lower energy cost makes this skill a better choice when trying to get a spell through (10 energy for this compared to 5 energy for a block stance or Pious Concentration). 8 seconds with a 20% enchantment mod will only make this spell last 9 or 10 seconds. Without HRT mods, this will not effect itself, and the cast time makes this a spell easier to interrupt than it's current form.
 * Elite Spell. Interrupts a spell. Interruption effect: That spell is disabled for  seconds. This spell recharges 50% faster.
 * Elite Spell. Interrupts a spell. Interruption effect: That spell is disabled for  seconds. This spell recharges 50% faster.
 * Elite Spell. Interrupts a spell. Interruption effect: That spell is disabled for  seconds. This spell recharges 50% faster.

This spell's current function pales in comparison to the non-elite hex Frustration and serves as little more than that of an elite cover hex. Changing the stolen "speed" to be recharge instead of cast time could prove to be more useful in the hands of an experienced Mesmer interrupter (which is definitely not me). This makes it sort of like Power Lock (the disable) and Power Return (the recharge when an interruption is made; but without the Energy return). This would be able to stop 3 of the enemy's spells assuming you can constantly interrupt them. Missing one interrupt would potentially half the amount of shut down you do.
 * Elite Spell. Disables target foe's signets for seconds}}. You gain  energy for each signet disabled in this way.
 * Elite Spell. Disables target foe's signets for seconds}}. You gain  energy for each signet disabled in this way.
 * Elite Spell. Disables target foe's signets for seconds}}. You gain  energy for each signet disabled in this way.

Simple Thievery can be used to steal any skill, Resurrection Signet especially, while disabling it on a foe's bar. This skill only steals elite skills and only allows the Mesmer to use elite spells. While this may be useful sometimes, it would almost always be better to bring a skill you need and not hope your enemy has it, and then continue to let them use it. While signets are not very common, this build would be able to shut down Resurrection skills in 4v4 arenas, and could counter builds that use several signets (Smiters, maybe?). Interactions with signets go back the "Symbolic" definition of this skill.

Illusion Magic

 * Spell. Deals damage. Inflicts Deep Wound condition ( if target has 2 or more hexes.
 * Spell. Deals damage. Inflicts Deep Wound condition ( if target has 2 or more hexes.
 * Spell. Deals damage. Inflicts Deep Wound condition ( if target has 2 or more hexes.

Lowering the recharge would allow builds that depend on this to inflict Deep Wound able to inflict Deep Wound more often, to a shorter and lesser effect, rewarding good timing with the cast of this spell. It is also more comparable to Phantom Pain.
 * Elite Hex Spell. (10 seconds) Target foe has - Health degeneration. Renewal: Whenever target foe uses a skill.
 * Elite Hex Spell. (10 seconds) Target foe has - Health degeneration. Renewal: Whenever target foe uses a skill.
 * Elite Hex Spell. (10 seconds) Target foe has - Health degeneration. Renewal: Whenever target foe uses a skill.

The current form is weaker than other non-elite degeneration hexes. Having this renew more often could subvert the fact that it's still rather weak compared to other degeneration skills. However, if cast on a foe that has no means of removing it with a skill or by an ally - they would have to stop using skills for 10 seconds in order to avoid permanent degeneration.
 * Hex Spell. ( seconds) Target foe takes twice as long to gain adrenaline.
 * Hex Spell. ( seconds) Target foe takes twice as long to gain adrenaline.
 * Hex Spell. ( seconds) Target foe takes twice as long to gain adrenaline.

No longer AoE, this spell can be used to slow down a foe's adrenaline gain. While not as powerful as shutdown as it is before, it can only be used on two foes at once, and will only slow down their adrenaline gain - they will still be able to charge their skills.

Inspiration Magic

 * Spell. Remove one enchantment. Target foe loses Energy if target foe is hexed.
 * Spell. Remove one enchantment. Target foe loses Energy if target foe is hexed.
 * Spell. Remove one enchantment. Target foe loses Energy if target foe is hexed.

This is a cheaper, faster casting, faster recharging version of Feedback. The Energy loss is halved and conditional on whether or not the foe is hexed.
 * Stance. (30 seconds) +40 armor against Elemental damage. - armor against physical damage.
 * Stance. (30 seconds) +40 armor against Elemental damage. - armor against physical damage.
 * Stance. (30 seconds) +40 armor against Elemental damage. - armor against physical damage.

This would make the stance easier to lose (Wild skills) or change (another stance) and still be able to reapply it relatively quickly.
 * 25
 * Signet. (15 seconds) The next hex cast on you fails and you gain Energy.
 * Signet. (15 seconds) The next hex cast on you fails and you gain Energy.

Currently, this signet on removes one hex from a bunch of clumped up foes. This could only be useful in H/H groups (or bad PvP groups) that gather together in adjacent range. Changing to act like Hex Breaker, but with energy gain instead of damage could make it a better choice in areas where you plan to be hit with hexes, and already have a stance - or just need some more Energy. As a signet, it's un-removable (even though it only hits once) so it's recharge should be considerably longer than that of Hex Breaker itself.
 * Stance. ( seconds) The next time you would be interrupted, you are not interrupted.
 * Stance. ( seconds) The next time you would be interrupted, you are not interrupted.
 * Stance. ( seconds) The next time you would be interrupted, you are not interrupted.

Making this maintainable is asking for trouble. The slow recharge doesn't allow people to use it when they may want to protect a certain skill, they've just got to hope it doesn't get removed before someone bothers to interrupt them. A faster recharge coupled with an extremely short duration would make this skill useful to counter an interrupt on a skill you need to get through. Requiring decent spec in to this skill in order to get a few seconds out of it makes it less available for non-Mesmers who may not be able to put many points in Inspiration.
 * Stance. (30 seconds) Reduces earth damage you take by %. You gain 2 Energy when you take earth damage.
 * Stance. (30 seconds) Reduces earth damage you take by %. You gain 2 Energy when you take earth damage.
 * Stance. (30 seconds) Reduces earth damage you take by %. You gain 2 Energy when you take earth damage.

Same as above with Elemental Resistance.
 * Stance. (30 seconds) Reduces fire damage you take by %. You gain 2 Energy when you take fire damage.
 * Stance. (30 seconds) Reduces fire damage you take by %. You gain 2 Energy when you take fire damage.
 * Stance. (30 seconds) Reduces fire damage you take by %. You gain 2 Energy when you take fire damage.

Same as above.
 * Stance. (30 seconds) Reduces cold damage you take by %. You gain 2 Energy when you take cold damage.
 * Stance. (30 seconds) Reduces cold damage you take by %. You gain 2 Energy when you take cold damage.
 * Stance. (30 seconds) Reduces cold damage you take by %. You gain 2 Energy when you take cold damage.

Same as above.
 * Stance. (30 seconds) Reduces lightning damage you take by %. You gain 2 Energy when you take lightning damage.
 * Stance. (30 seconds) Reduces lightning damage you take by %. You gain 2 Energy when you take lightning damage.
 * Stance. (30 seconds) Reduces lightning damage you take by %. You gain 2 Energy when you take lightning damage.

Same as above.
 * Stance. (30 seconds) +40 armor against physical damage. - against elemental damage.
 * Stance. (30 seconds) +40 armor against physical damage. - against elemental damage.
 * Stance. (30 seconds) +40 armor against physical damage. - against elemental damage.

Same as above.
 * Signet. (10 seconds) -3 Energy regeneration. End effect: you gain Energy.
 * Signet. (10 seconds) -3 Energy regeneration. End effect: you gain Energy.
 * Signet. (10 seconds) -3 Energy regeneration. End effect: you gain Energy.

Denying yourself of all your Energy regeneration is scary to most people who don't want to bring other skills to compensate for it. Energy loss can be lowered to make up for the smaller amount of Energy degeneration.

No Attribute

 * Spell. Remove one Enchantment. Recharges instantly if target foe has more enchantments than you.
 * Spell. Remove one Enchantment. Recharges instantly if target foe has more enchantments than you.
 * Spell. Remove one Enchantment. Recharges instantly if target foe has more enchantments than you.

This would allow a Mesmer to quickly remove enchantments until they have the same amount as that foe, even if that's 0. Once the amount of enchantments is equal, the skill recharges.
 * Spell. Remove All Enchantments. For each Enchantment removed, one foe nearby your target also loses one enchantment.
 * Spell. Remove All Enchantments. For each Enchantment removed, one foe nearby your target also loses one enchantment.
 * Spell. Remove All Enchantments. For each Enchantment removed, one foe nearby your target also loses one enchantment.

Storms hit areas, not single targets. The solid extra recharge kills this spell for Mesmer primaries who have better options for enchantment removal that are non-elite.