ArenaNet:Skill feedback/Mesmer/Inspiration Energy Management

Akirai's Issue -- 14:32, 26 March 2008 (UTC)
Discussion
 * Issue
 * The Inspiration Magic line used to be a very powerful source of e-management. However thanks to abuse, mostly from boonprot, it was nerfed. With the subsequent chapters came more and better monk skills and templates, divine boon itself was nerfed, and the ancient build finally faded into obscurity. However it's left a fair few wrecked skills in it's wake; skills which can now be safely buffed back, to make them more useful to at least their primary profession. After all, it wouldn't hurt to see more energy management options in the game besides just glyph lesser.
 * Besides that, a large part of the Mesmer community would be grateful (and what company doesn't want satisfied customers :P).


 * Suggestions
 * Revealed / Inspired Hex, replacement duration shortened to 15 seconds. Energy gain changed to 2..9..10.
 * Energy Tap, energy drained reduced to 2..6..7. Energy gain is now triple the energy loss.
 * Energy Drain, energy drained reduced to 2..7..8. Energy gain is now triple the energy loss.
 * Mantra of Recall, energy cost reduced to 5.


 * Addendum
 * Crunching numbers:
 * Energy Storage at 0:
 * Glyph Lesser -- 15 energy/30 seconds
 * Inspiration at 11:
 * Revealed / Inspired hex, 3e/15seconds, 6e/30seconds
 * Energy Tap, 10e/25seconds, 12e/30seconds
 * Energy Drain, 13e/25seconds, 15.6e/30seconds
 * Mantra of Recall, 16e/20seconds, 24e/30seconds

Marsc's Issue -- (19:23, 9 April 2008 (UTC))
Discussion


 * Issue
 * Inspiration magic uwas a great source of energy management, but other classes took advantage of it(basically the above suggestions Issue)

The inspiration energy management side of the skills should be effected by fast casting(so mesmers benefit the most from the spells rather then /me classes)
 * Suggestions

For example Energy tap which is Spell, Target foe loses 4...6...7 Energy. You gain 2 Energy for each point of Energy lost. could be change to: Spell. Target foe loses 3..5...7 Energy. You gain 1 energy for each point of energy lost and for every 6 ranks of fast casting you have that energy gained for each point lost is increased by 1.

Don Knowall's Issue -- (17:59, 4 May 2008 (UTC))
Discussion


 * Issue
 * Inspiration magic is open to abuse by all other profession's, hence the number of nerfs that make primary mesmers unlikely to invest more than 12 pts in Inspiration magic.


 * Suggestion
 * Why not go the whole way with making E-Management a primary skill of this class like every other character class has skills in the primary attribute that can affect adrenaline/energy cost/efficiency? Warriors and Paragons can regenerate energy at 2 pips, Ranger's at 3 pips, currently all other's at 4 pips. If you rebalance inspiration skills to allow mesmers a natural 5 pips regeneration then secondary abuse would be lessened and mesmers can throw out spells at the faster rate that their primary attribute allows. I personally think it's balanced that way already but it would help to make mesmers adopt a jack of all trades role like Hexing Necro's and Healing Elementalist. I know that Mesmer's can do that job already, but all other classes have skills in their primary attribute that can assist in energy management. --Don Knowall 18:00, 4 May 2008 (UTC)

Desocupado's Issue -- (09:30, 27 November 2008 (GMT-3))

 * Issue
 * It's an energy management non-primary attribute.


 * Suggestion
 * It has to be better on mesmer than on non-mesmers. To achieve this increase most skill numbers (i.e. un-nerf their effects) and increase most skill's casting time by 1 second (but interrupt's, of course.) Tough it would be fair to have a 1 second cast power drain, high skill high reward philosophy.