User:Raine Valen/Mass Balance/Mesmer/Skills/Domination Magic

=Domination Magic=

Current:

 * 15, 3, 20. Hex Spell. For 10 seconds, whenever target foe casts a spell, that foe takes  damage. 

Raine's Proposal:

 * . Hex spell.  (2 seconds.)  The next time target foe attempts to cast a spell, that spell fails.  Fail effect: target foe and nearby foes take  damage and all spells of that attribute are disabled for  seconds.
 * Non-passive hex is non-passive. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:09, 12 August 2009 (UTC)

Current:

 * 10, 2, 10. Hex Spell. For  seconds, whenever target foe attacks, that foe takes  damage.

Raine's Proposal:

 * 10, 1, 10. Hex Spell.  ( seconds.)  Whenever target foe deals damage, that foe takes 66% of that damage.  Whenever that foe takes damage, you take 50% of that damage. 
 * Pain Inverter (PvP). Unlike the former version, this hex deals damage proportional to the damage the target deals, so it can't, say, be applied to a cripshot ranger for much of an effect.  Axe warriors won't eat 110 damage for Frenzying at a bad time (maybe 80, if they crit), dervishes take some amount of damage relative to the insane amount they can put out, etc.  However, because this is a strong effect (using this on a spike will probably half-kill kill an axe warrior), it has a big drawback: the mesmer suffers from the same thing, to a lesser extent.  It should also be noted that this now triggers on damage, and not on attack; it can be used on casters, too, against things like Rodgort's and SH (which Backfire really didn't do much against, since fire eles cast relatively infrequently).  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  17:52, 17 August 2009 (UTC)

Current:

 * 10, 2, 20. Elite Hex Spell.  For 10 seconds, target foe and adjacent foes take  damage whenever they use a skill.

Raine's Proposal:

 * 10, 3, 12. Elite Hex Spell.  For 12 seconds, whenever target foe uses a skill, that skill recharges for an additional  seconds (maximum  seconds) for each of their recharging skills.
 * Mesmers were never intended to be a damage class. Instead of dealing damage for each skill used, this punishes skill use by increasing the their recharge, with longer disabled periods as the hexed foe uses more skills.  For example, a W/A Endurance Daggers warrior using Golden Fox Strike, Wild Strike, and Death Blossom under this hex at 12 spec would have their lead attack recharge increased to 8, their offhand to 13, and their dual to 14, assuming Warrior's Endurance was recharging.  If they continued to use skills, the penalty would continue to increase, effectively shutting down a target over time through forced recharge.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  19:51, 25 March 2009 (UTC)
 * 1, 10, 2, 12. Elite Hex Spell.  Affects target foe and adjacent foes.  While you maintain this Hex, these foes take  damage whenever they use a skill and you lose  Energy or Visions of Regret ends.
 * Yes, it's a maintained Hex. It now requires thought - applying it badly can easily drain a Mesmer of energy.  With the similar changes to other Domination hexes, it will make the "fire and forget" line a lot more attentive.  [[Image:User_Raine_R.gif|19px]]  Raine   - talk  20:14, 25 May 2009 (UTC)

Current:

 * 5, 1⁄4, 1. Hex Spell. After 3 seconds, target foe takes  damage. Wastrel's Worry ends prematurely if that foe uses a skill.

Raine's Proposal:

 * 10, 2, 1. Hex Spell.  After  seconds, all of target foe's skills are disabled for 3 seconds.  Wastrel's Worry ends prematurely if that foe uses a skill.
 * Instead of giving mesmers pressure through damage, this now gives mesmers pressure through the threat of shutdown. [[Image:User_Raine_R.gif|19px]]  Raine   - talk  19:51, 25 March 2009 (UTC)