Feedback:User/Damysticreaper/Domination Magic

An ongoing complain about the mesmer post-buff is that it has been overbuffed. It's ability to inflict armor ignoring AoE damage with non-elite skills is even in my view too strong. This suggestion is mainly a de-buff to Domination Magic's ability to inflict large ammounts of armor ignoring AoE damage. It also posseses some buffs however and it isn't a hate and nerf suggestion since i play a mesmer myself and i like it alot.

=Domination Magic=

Hex spell (10 seconds). Deals damage whenever target foe casts a spell.

Elite Spell. Removes an enchantment and deals damage to target foe and foes nearby target.

Elite Spell. Removes a mesmer hex from target foe. Removal effect: deals damage and causes  energy loss to target foe and foes nearby target.

(PvP) Elite Spell. Removes a mesmer hex from target foe. Removal effect: deals damage and causes  energy loss to target foe and foes nearby target.

Hex spell (10 seconds). Causes energy loss whenever target foe casts a spell.

(PvP) Hex spell ( seconds). Causes 1 energy loss each time target foe is target of a non-hex mesmer skill. Deals damage and ends when target foe's energy drops to 0.

Hex spell (5 seconds). Causes - health degeneration to target foe. End effect: deals damage.

Elite Spell. Interrupts a spell or chant. Interruption effect: causes energy loss.

Hex spell (8 seconds). Steals energy each time target foe uses an elite skill.

Elite Spell. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disabled for seconds.

Elite Spell. Interrupts a skill. Interruption effect: that skill is disabled and Simple Thievery becomes that skill ( seconds). Interrupted skill uses your Domination Magic attribute.

Spell. Deals damage to target foe. Deals + damage if a summoned creature is nearby target foe. All hostile summoned creatures in the area of target foe take damage.

Spell. Deals damage to target foe. All hostile summoned creatures in the area of target foe take damage.

Signet. Deals damage to target foe. Deals + if target foe is hexed.

Hex spell (5 seconds). Deals damage to target foe and foes adjacent to target. Deals + each second this hex is in effect.

Hex spell (3 seconds). End effect: deals damage to target foe and foes adjacent to target.

Summary
I reduced the casting time and damage of Backfire so it's more in line with it's elite version Visions of Regret. The damage it deals is currently too much. Ignorance became a health loss version of Backfire instead of a skill that disables signets. Price of Pride as been turned into a version of Ignorance but steals energy on the use of an elite skill and has a shorter recharge.

Enchanter's Conundrum has been changed into an elite Shatter Enchantment. It now removes an enchantment and deals damage unconditionally to the target and all foes nearby that target instead of dealing damage conditionally and increasing casting time of enchantment spells. It's recharge has been adjusted matching it's ability of AoE damage to Energy Surge. Hex Eater Vortex has been changed from an elite version of Shatter Hex into an elite version Shatter Delusions. It deals damage over a larger area than Shatter Delusion and causes a small ammount of energy loss. As with Shatter Delusions Hex Eater Vortex also has a PvP version.

I changed the energy denial effect of Power Flux from energy degeneration into energy loss making it an elite version of Power Leak. This new effect also makes it alot more AI friendly as it is no longer a hex and should be able to compete better with the other elite Power interrupts. I increased the recharge of Psychic Distraction and increased it's disable time of a skill and removed it's drawback so it is no longer situational to play and more all-round. Simple Thievery no longer has a recharge and let the stolen skill use Domination Magic attribute so it can be used to full potential. To prevent abuse of it's lack of recharge for skills like Mind Wrack i increased the minimum duration of the skill steal from 5 to 10 and added a 10 second disable time if it fail to interrupt a skill.

I Overload more of a cover hex function dealing damage on an end effect synergizing with Shatter Delusions and Hex Eater Vortex. Spiritual Pain has it's recharge increased from 7 to 12. It now deals less damage unconditionally but a larger ammount of damage to a single target when the condition is met. It still retained it's damage to summoned creatures. The PvP version does not deal adtional damage because it would be too strong. Unnatural Also has it's recharge increased but instead of dealing AoE damage on a hexed foe it deals aditional damage to a hexed foe instead. The Wastrel skill have their recharge times increased to their duration to make them less spammable so they cannot be reaplied as soon as they are removed or be aplied to multiple foes at once. These are changes changes to limit the ability to deal armor ignoring AoE damage.

Last is Mind Wrack wich only received a change for PvP. I removed it's ability to deal damage but retained it's effect to cause energy loss. The damage it deals on end effect has been reduced. This should limit the damage an energy loss build can deal making the mesmer choose between either damage or energy denial instead of having both in one.

Well i expect not everyone would like these changes but i also expect that there are people who do like them.