User:Lancy1214/Mesmer

Elites

 * - - (Fast Casting) - Elite Skill. ( seconds.) This skill becomes the Elite spells or signets of target creature. Elite spells or signets you cast use your Fast Casting attribute instead of their normal attributes.
 * - - (Fast Casting) - Elite Hex Spell. Interrupts an action. Interruption effect: ( seconds.) Target foe moves 33% slower and has +% skill activation time when targeting you. You move 33% faster and skills you activate on target foe have -% cast time.
 * - - (Fast Casting) - Elite Stance. ( seconds.) Your spells and signets recharge 33% faster.  All your Mesmer skills recharge instantly whenever your interrupted.

Enchants

 * - - (Fast Casting) - Enchantment Spell. ( seconds.) Your interrupted skills recharge instantly. You gain  Energy.
 * - - (Fast Casting) - Enchantment Spell. You move 33% faster. Lasts  seconds for each signet you have equipped.
 * - - (Fast Casting) - Enchantment Spell. You cant be knock down. Lasts  seconds for each signet you have equipped.

Hexes

 * - - (Fast Casting) - Hex Spell. Initial effect: interrupts a skill. ( seconds.) Target foes next skill is interupted and Web of Disruption ends. End effect: all foes in the area are hexed with Web of Disruption.

Fast-Talk

 * Symbols of Inspiration: Now targets both Allies and Foes. Now only effects Spells and Signets.
 * Mantra of Recovery:There are no Mesmer elite recharge for signets (non-elite Mantra of Inscriptions gives superior +35% recharge with 6 ranks)

Elites

 * - - (Inspiration Magic) - Elite Spell. Remove one top hex, one bottom hex, and 1 Mesmer hex from target ally. Return  Energy for each Hex removed in this way." Cannot self-target.
 * - - (Inspiration Magic) - Elite Enchantment Spell. (20 seconds.) You have + maximum Energy.  End effect: you gain  Energy.
 * [[Image:Confusion.jpg|24px|Mass Hysteria]] Mass Hysteria - - (Inspiration Magic) - Elite Spell. Interrupts a skill. Interruption effect: also interrupts all foes in the area and you steal  Energy from each interrupted foe.

Spells

 * - - (Inspiration Magic) - Spell. Remove a hex from target foe. Causes  Energy loss. You gain 4 Energy for each point lost.


 * - - (Inspiration Magic) - Spell. Remove one Weapon Spell and one Enchantment from target foe. Removal effect: you gain  Energy and  Health.
 * - - (Inspiration Magic) - Spell. Remove a Weapon Spell and an Enchantment from target foe. Target foe loses  Energy if target foe is hexed.
 * - - (Inspiration Magic) - Spell. Remove a Weapon Spell and an Enchantment from target foe. If a Weapon Spell or Enchantment were removed in this way, that foe also loses  energy.

Hexes

 * - - (Inspiration Magic) - Hex Spell. You lose all Energy. Target foe has - Energy degeneration and you have + Energy regeneration (30 seconds).

Signets

 * - - (Inspiration Magic) - Signet. (15 seconds.) Hexes cast on you expire % faster. You lose  energy whenever you are the target of a hex.
 * - - (Inspiration Magic) - Signet. You lose all Energy. Nothing happens (10 seconds). End effect: You gain  Energy (maximum 30) for each point of energy lost.
 * - - (Inspiration Magic) - Signet. "Removes all enchantments. Removal cost:  Energy each.

Stances

 * - - (Inspiration Magic) - Stance. ( seconds.) The next time you would be interrupted, the attacking foe and earshot foes are interrupted instead.
 * - - (Inspiration Magic) - Stance. (30 seconds.) Hexes you cast last % longer but have -% slower recharge.
 * - - (Inspiration Magic) - Stance. (30 seconds.) Your next signet recharges instantly. You gain + Energy for each equipped signet.

Elites

 * - - (Domination Magic) - Elite Hex Spell. Initial effect: deals  damage if target foe is not Enchanted. (10 seconds.) Enchantments expire 50% faster. End effect: deals  damage if target foe is not Enchanted.
 * - - (Domination Magic) - Elite Hex Spell. Interrupts a spell or chant. Target foe has - Energy degeneration and you have + Energy regeneration (10 seconds). Interruption effect: deals  damage.
 * - - (Domination Magic) - Elite Hex Spell. Interrupts an action. Interruption effect: If a skill was interrupted, that skill is disabled and Simple Thievery becomes that skill ( seconds). All skills of the same attribute are reduced to 0 ranks for  seconds.
 * - - (Domination Magic) - Elite Hex Spell. (5 seconds.) Also effects foes adjacent to target. Deals  damage. Removes one Enchantment each second.
 * - - (Domination Magic) -  Elite Hex Spell. ( seconds.) Target foes skills takes % longer to recharge. No effect and ends early if target foe hits you.
 * - - (Domination Magic) -  Elite Hex Spell. Also hexes nearby foes. ( seconds.) These foes take  damage whenever they use a skill. Deals  additional damage if not under the effects of another Mesmer hex.

Spells

 * - - (Domination) - Spell. Interrupts an action. Interruption effect: all signets in the area are disabled ( seconds) if a signet is interrupted.


 * - - (Domination Magic) - Spell. Removes a hex from target foe. Removal effect: deals  damage to all foes in the area if any of these foes had a hex.
 * - - (Domination Magic) - Spell. Removes an enchantment from target foe. Removal effect: deals  damage to all foes in the area if any of these foes had a hex.
 * - - (Domination Magic) - Spell. Removes a hex from target ally. Removal effect: deals  damage to all foes in the area if any of these foes had a hex.


 * - - (Domination Magic) - Spell. Deals  damage to target and nearby foes. Instant recharge if it hits a spirit.

Hexes

 * - - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. ( seconds.) These foes take  damage whenever they cast a spell or chant.
 * - - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. ( seconds.) These foes take  damage whenever they attack.


 * - - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next skill takes + seconds to recharge, and Diversion is refreshed for 6 seconds. Renewal: if target foe uses a skill.
 * / -  - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next spell or chant fails and you steal  Energy. No effect unless this foe's spell or chant targets one of your allies. Renewal: if target foe casts spell or chant.
 * - - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next spell or chant fails and deals  damage to target and nearby foes. Renewal: if target foe casts spell or chant.


 * - - (Domination) - Spell. ( seconds.) Target foe cannot use signets. You deal  damage for each signet disabled in this way.
 * - - (Domination) - Hex Spell. (30 seconds.) Target foe takes  damage whenever they use a skill. No effect unless foe has less than  Energy.
 * - - (Domination Magic) - Hex Spell. (5 seconds.) Causes  Energy loss whenever target foe uses a non-Elite skill. End Effect: Causes  Energy loss. No effect and ends early if target foe uses an elite skill.

Signets

 * - - (Domination Magic) - Signet. Causes  Energy loss. Also affects foes near your target.

Domi-Talk

 * Backfire/Empathy/Visions of Regret: Notice that it says 'adjacent to target' and not 'target and adjacent foes' (there is a range smaller then adjacent; technically it -should- be called Touch-range, but Anet never officially recongnized Touch-skills until after the 'Concise-update'). Slightly buffed Backfire to hopefully avoid PvP/PvE-skill split. Vision of Regret is either tad strong for PvP or tad weak for PvE; either split or form a compromise. AoE needed for PvE
 * Power Flux:Inferior to Power Leech in almost every way

Elites

 * - - (Illusion Magic) - Elite Enchantment Spell. Enchant target ally with Illusionary Weaponry (30 seconds.) Deals no damage in melee, but target foe takes  damage whenever ally attack in melee. Furhter deals  damage if suffering from Illusion Magic hex.
 * - - (Illusion Magic) - Elite Hex Spell. ( seconds.) Causes - Health degeneration and doubles spell casting time. End effect: inflicts Dazed condition ( seconds).
 * - - (Illusion Magic) - Elite Hex Spell. (10 seconds.) Deals  damage. Inflicts Blindness and Weakness condition ( seconds). No effect unless target foe attacks.
 * - - (Illusion Magic) - Elite Hex Spell. (10 seconds.) Causes - Health degeneration. Intial effect: all hexes on target foe are renewed. Renewal: if target foe has another hex when Recurring Insecurity would end.
 * - - (Illusion Magic) - Elite Touch Signet. You and target foe become Blinded for  seconds. Signet has half-range if you are blinded.

Spells

 * - - (Illusion Magic) - Spell. Deals  damage per hex. Inflicts Deep Wound condition ( seconds) if target has 2 or more hexes.

Hexes

 * - - (Illusion Magic) - Hex Spell. ( seconds.) Target foe has  health degeneration and 50% miss chance but deals +  damage.
 * - - (Illusion Magic) - Hex Spell. (6 seconds) Target foe has -5 health regeneration. The next skill used by this foe takes % longer to activate.
 * - - (Illusion Magic) -  Hex Spell. (10 seconds.) Causes - health degeneration. End effect: target foe gains  Health for each point of degeneration caused by this spell.
 * - - (Illusion Magic) - Hex Spell. ( seconds) Target foe takes twice as long to gain adrenaline.

Non-Attribute & PvE-only Skills

 * - - (Sunspear rank) - Spell. Interrupts a skill. Interruption effect: also interrupts 5  foes in the area plus 1 additional foe for every 2 ranks in Fast Casting. Deals  damage and causes  Health degeneration (10 seconds) if any of these foes had a Mesmer hex.

-
 * - - (Illusion Magic) - Spell. Remove one Enchantment. Recharges instantly if target foe has more enchantments than you. If this foe has less enchantments than you, you lose enchantments equal the difference.

Mesmer Recycle Bin

 * Transpose Weapon - - "(Spell) Move one weapon from target foe to yourself and increase its remaining duration by %."
 * Transpose Enchantment - - "(Spell) Move one enchantment from target foe to yourself and increase its remaining duration by %."
 * Transpose Hex - - "(Spell) Move one hex from yourself to target foe and increase its remaining duration by %."

Lancy1214
Most of the enchantment-removal skills are being configured to also remove Weapon Spells. As such, the names should change to reflect this. Inserting the word "essence" instead of "enchantment" should suffice. For example, "Drain Enchantment=Drain Essence, Shatter Enchantment=Shatter Essence...etc".
 * Mantra of Recovery: Ok...but when combined with Mantra of Inscriptions would that be too deadly/imbalanced?
 * --Falconeye they are both stance, so no it wont ^_^ thats a with beauty of self-regualating rules.
 * I knew that, I was just testing you:P--Lancy1214 23:55, 22 October 2008 (UTC)
 * Expel Hexes: Even though it's only mesmer hexes, this is still WAY too powerful and puts a MUT right to hexers. The way it was before was better if u ask me.

Falconeye
Any mesmer non-elite anti-Weapon Spells should have greater difficulty removing WS, particulaty if target is earshot of a spirit (the idea being that while caster uses mana to enchant, the ritualist uses an ally's -SOUL- to power/bind the WS to the ancestral weapon).
 * - Now affects target foe and all foes near that target.
 * Ignorance: If it's going to be nearby foes, maybe a duration shortening would suffice?


 * Arcane Mimicry: Sure?
 * Arcane Mimicry: Sure?


 * / - Now removes the bottom hex from target ally instead of the top hex.
 * Inspired Hex/Revealed Hex: Sounds good but are the programmers talented enough to do that?


 * - 10e / 1c / 12r -Domination Magic -Elite Spell. Remove a Hex from target ally. If a Hex is removed in this way, foes near that ally take 30...102…120 damage and lose one Enchantment.
 * Hex Eater Vortex: I think 5 energy is a bit much for a skill that does this much! This used to be overused in GvG's...it was nerfed for a reason!
 * - - (Domination Magic) - Elite Hex Spell. (6 seconds.) The next time target foe performs a skill, that skill fails, is disabled for  seconds.


 * Personally its annoying when skills cause x-damage but neglect to mention what type so players must assume its armor ignoring (the 3 armor-ignoring types are Shadow[dark], Holy[light], Chaos); we all know that Necro curses/Rits spirits deal Shadow, and Der/Monk deal Holy. While Shadow/Holy could've gone different/more interesting routes (i.e. Shadow can -only- be negated by Shadow -- M:tG), Chaos by its very nature is impossible to counter since its damage-type is constant state of flux, perfect for mesmer's blue-magic style of play.