Feedback:User/Damysticreaper/Domination Magic

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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[edit]

Backfire Backfire 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Deals 25...85...100 damage whenever target foe casts a spell.

Backfire Backfire (PvP) 10 Energy2 Activation time30 Recharge time Hex spell (10 seconds). Deals 15...63...75 damage whenever target foe casts a spell.

Enchanter's Conundrum Enchanter's Conundrum 10 Energy1 Activation time15 Recharge time Elite Spell. Deals 10...82...100 damage to target foe. Also hits foes near your target if target foe is hexed or enchanted. You gain 1...5...6 energy if you are enchanted.

Energy Burn Energy Burn 5 Energy2 Activation time15 Recharge time Spell. Target foe loses 3 energy. Deals 5...25...30 damage for each point of energy lost.

Energy Surge Energy Surge 5 Energy2 Activation time15 Recharge time Elite Spell. Target foe loses 3 energy. Deals 5...25...30 damage to target and nearby foes for each point of energy lost.

Hex Eater Vortex Hex Eater Vortex 5 Energy¼ Activation time10 Recharge time Elite Spell. Removes a hex from target ally or foe. Removal effect: deals 15...63...75 damage and causes 1...3...3 energy loss to nearby foes.

Ignorance Ignorance 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Causes 2...8...10 energy loss whenever target foe casts a spell.

Ignorance Ignorance (PvP) 10 Energy2 Activation time30 Recharge time (10 seconds). Causes 1...6...7 energy loss whenever target foe casts a spell.

Mind Wrack Mind Wrack (PvP) 5 Energy1 Activation time7 Recharge time Hex spell (5...33...40 seconds). Causes 1 energy loss each time target foe is target of a non-hex mesmer skill. Deals 15...63...75 damage and ends when target foe's energy drops to 0.

Overload Overload 5 Energy¼ Activation time5 Recharge time Hex spell (5 seconds). Causes -1...3...3 health degeneration to target foe. End effect: deals 5...41...50 damage.

Power Flux Power Flux 5 Energy¼ Activation time10 Recharge time Elite Spell. Interrupts a spell or chant. Interruption effect: deals 30...102...120 damage and causes 2...8...10 energy loss.

Price of Pride Price of Pride 5 Energy¼ Activation time15 Recharge time Hex spell (5 seconds). The next time target foe uses an elite skill the elite skill fails and target takes 15...63...75 damage and loses 1...6...7.

Psychic Distraction Psychic Distraction 5 Energy¼ Activation time15 Recharge time Elite Spell. Interrupts a skill. Interruption effect: Disables the interrupted skill for 5...11...12 seconds for target foe and all other foes.

Shatter Storm Shatter Storm 10 Energy¼ Activation time15 Recharge time Elite Spell. Removes a mesmer hex from target foe. Removal effect: deals 10...34...40 damage and causes 1...3...3 energy loss each second (5 seconds) to foes adjacent to the initial location of target foe.

Simple Thievery Simple Thievery 10 Energy¼ Activation time Elite Spell. Interrupts a skill. Interruption effect: that skill is disabled and Simple Thievery becomes that skill (10...18...20 seconds). Interrupted skill uses your Domination Magic attribute. This skill is disabled for 10 seconds if it fails to interrupt a skill.

Spiritual Pain Spiritual Pain 5 Energy1 Activation time12 Recharge time Spell. Deals 5...41...50 damage to target foe. Deals +5...41...50 damage if a summoned creature is nearby target foe. All hostile summoned creatures in the area of target foe take 25...105...125 damage.

Spiritual Pain (PvP) Spiritual Pain (PvP) 5 Energy1 Activation time12 Recharge time Spell. Deals 5...41...50 damage to target foe. All hostile summoned creatures in the area of target foe take 25...105...125 damage.

Unnatural Signet Unnatural Signet 1 Activation time15 Recharge time Signet. Deals 5...41...50 damage to target foe. Deals +5...41...50 damage to target foe and adjacent foes if target foe is hexed or enchanted.

Visions of Regret Visions of Regret 10 Energy2 Activation time20 Recharge time Elite Hex spell (10 seconds). Also hexes foes adjacent to target. Deals 25...85...100 damage whenever they use a skill.

Visions of Regret (PvP) Visions of Regret (PvP) 10 Energy2 Activation time30 Recharge time Elite Hex spell (10 seconds). Deals 15...63...75 damage whenever target uses a skill.

Wastrel's Demise Wastrel's Demise 5 Energy¼ Activation time5 Recharge time Hex spell (5 seconds). Deals 1...8...10 damage each second to target foe. Also hexes adjacent foes if target foe is not using a skill.

Wastrel's Worry Wastrel's Worry 5 Energy¼ Activation time3 Recharge time Hex spell (3 seconds). End effect: deals 5...41...50 damage to target foe. Also hexes adjacent foes if target foe is not using a skill.

Summary[edit]

I reduced the casting time and damage of Backfire so it's more in line with it's elite version Visions of Regret. It now has a PvP version as well with an increased recharge and reduced damage like the PvP version of Visions of Regret. The damage it deals is currently too much. Ignorance became an energy loss version of Backfire instead of a skill that disables signets, it has a PvP version for about the same reason as Backfire. Price of Pride has it's casting time decreased to 1/4 and it's recharge increased to 15, it's duration has been set to 5 seconds and now deals damage as well and causes the elite skill to fail. With the decreased recharge it's easier to use and it also enables the ability to cast it when foes are using their elite skills. With the decrease in duration and increase in recharge it remove the pressure on the use of elite skills in PvP and requires more intelligent play to use in PvP.

Energy Burn and Energy Surge; these two have received a lot of complains about their large energy denial capabilities combined with the large ammount of armor ignoring damage they deal. To properly balance out the damage vs energy denial i have reduced the energy loss and set it to 3 and scaled it's damage instead. Now it only causes 3 energy loss but still deals the same ammount of damage. Since the decrease in the energy loss i have reduced the recharge of Energy Burn since the hazard of large energy denial the skill causes is no longer present.

Enchanter's Conundrum now deals damage unconditionally to the target and hits all foes nearby tto the target if the target is enchanted or hexed. It also returns energy if the user is under the effect of an enchantment spells. This gives the mesmer a form of elite unconditional damage. 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 amount 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 a combination of Power Spike and Power Leak dealing damage and causing energy loss both. 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 changed it into an elite Complicate. It's drawback has been removed so it is no longer situational to play and more all-round, and very effective against foes who use multiple copies of the same skill. It's range is party-wide. 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 changed Overload into 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 amount 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 additional damage because it would be too strong. Unnatural Signet also has it's recharge increased but instead of dealing AoE damage on a hexed or enchanted foe it deals additional damage to a hexed or enchanted foe instead.

The Wastrel skills have received a bit of a change. First thing is that i have reduced their damage by half but they no longer have their drawback. Second is that they now hex foes adjacent to the target and deal damage individually to each foe instead of just hexing one target and dealing damage foe thats foe and all adjacent foes. This way it cannot be spammed on multiple foes to deal a large ammount of AoE damage. Third is that they now have an increased to reduce their spammability and to take the recharge reduction effect of Fast Casting into concideration. These are changes to limit the ability to deal armor ignoring AoE damage.

With the decrease in damage of the Wastrel skills and the PvP version of Backfire i have reverted the damage of Visions of Regret to how it used to be before it was nerfed due to the combination of those skills. It's PvP version now only targets a single foe. With the increased recharge of Backfire (PvP) and the recharge of Visions of Regret (PvP) it leaves a 10 seconds gap between the recharge of the 2 skills. Combined with the damage reduction they both have and with the damage reduction and increase of recharge of the Wastrel spells they are now a lot less powerful both individually and as combo but still playable and effective.

Last is Mind Wrack which 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.