Feedback:User/Life Infusion/Mesmer damage skills

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Mesmer skills have turned into elementalist skills[edit]

Instead of shutting down, Mesmers have turned into armor-ignoring damage machines that have 1/4 cast damage. It's not only the players that have this, it's the monsters. No human player can reliably interrupt 1/4 second cast. Hexes in general are extremely strong, even more so when they have below 10 recharge since most hex removals are 7-12 recharge. The exception is Blessed Light, which only one or two mobs have (outside of War in Kryta) and is not sustainable for more than a few casts against a hex stack. Mesmers should have damage skills, don't get me wrong. But having the possibility of a full bar of nothing but damage is contrary to the purpose of Mesmers.

Damage ought to be capped at 75 for ones that are pretty much unconditional and 115 or so for conditional ones.

Right now I can run "fake elementalist" builds, akin to a Fast Cast nuker Me/E: 12+1+1 or 12+1+3 Domination, 8+1 Fast Casting, 10+1 Inspiration: Overload, Energy Surge, Wastrel's Demise, Wastrel's Worry, Cry of Frustration,Mistrust,Spiritual Pain/Unnatural Signet, Res (this is not realistic since there are no energy management skills, but if you swap out 2 skills for Power Drain/Leech Signet and Waste Not, Want Not you're good to go)

or: 12+1+1 or 12+1+3 Illusion, 10+1 Fast Casting, 8+1 Inspiration: Ineptitude, Clumsiness, Wandering Eye, Signet of Clumsiness,Images of Remorse,Accumulated Pain,Calculated Risk,Res


Mesmer nearby range skills, damage[edit]

Mesmer pure damage in Domination Magic needs to be more costly since it has shutdown also[edit]

Overload Overload (10Energy, 0.75Activation time, 8Recharge time) "Hex Spell. (5 seconds.) Causes --1...3...3 Health degeneration. If target foe is using a skill, that foe and all adjacent foes take 15...63...75 damage and this hex ends prematurely."

  • for 5 energy this skill is ridiculous, since Conjure Phantasm is 10 energy and Images of Remorse is 2 activation. Also Vile Miasma is 10 energy and Putrid Bile is too.
  • increase activation, because fast casting makes it quick enough, and 0.75 is still fast. 1/4 ought to be left to interrupts only.
  • recharge can take a hit since fast casting reduces it to about 3 recharge. (See Signet of Clumsiness)

Wastrel's Worry Wastrel's Worry (5Energy, 1 Activation time, 3Recharge time) "Hex Spell. (3 seconds). End effect: causes 20...64...75 damage to target and adjacent foes. No effect and ends early if target foe uses a skill."

  • 1 recharge rewards spamming
  • no reason for 1/4 activation
  • damage is ludicrous for the recharge

Wastrel's Demise Wastrel's Demise (5Energy, 1 Activation time, 5 Recharge time) "Hex Spell. (5 seconds.) Each second while hexed, target foe and all foes adjacent to that foe take 1...8...10 damage. Foes take +1...8...10 damage each second this hex is in effect. Ends early if target foe uses a skill."

  • 120-150 damage for 5 energy, but in DPS so we'll let the damage stay
  • 1 activation because it is not an interrupt
  • Should be ~3 recharge after Fast Casting, not before

Cry of Frustration Cry of Frustration (10Energy,0.25Activation time,15Recharge time) "Spell. If target foe is using a skill, that foe and all foes in the area are interrupted and take 15...51...60 damage."

  • damage is in the area, so 15 energy was ok. Damage should be bumped down a bit. Skills like Power Spike can be mopped up with a spike heal. This needs at least a Heal Party or Protective Was Kaolai, the former would likely be interrupted as well.

Mistrust Mistrust (10Energy,2Activation time,12Recharge time) "Hex Spell. (6 seconds.) The next spell that target foe casts on one of your allies fails and deals 30...96...112 damage to target and nearby foes."

  • need a bit of skill to use but the damage still is high
  • 135 armor-ignoring damage at 15 currently...
  • possibly change to adjacent range

Illusion Magic pure damage needs to be scaled down[edit]

Wandering Eye Wandering Eye (5Energy, 2Activation time, 12Recharge time) "Hex Spell. (4 seconds.) Interrupts target foe's next attack. Interruption effect: 30...70...80 damage to adjacent foes."

  • takes no skill to use, so the damage shouldn't be that high (no other change since it is in illusion magic, which doesn't also have bulk amounts of shutdown)
  • 110 armor-ignoring damage at 15 currently...
  • nearby range is large, similar damage from Elementalists is always 10 energy

Ineptitude Ineptitude (10Energy,1Activation time,15Recharge time) "Elite Hex Spell. (4 seconds.) Also hexes foes adjacent to target. Deals 15...87...105 damage. Inflicts Blindness condition (10 seconds). No effect unless target foe attacks."

  • damage is way too high for a shutdown skill (114 at 12 Illusion...)
  • permanent blind with 11 Fast Casting, which leaves 8 or more attribute levels for anything you want
  • 135 armor-ignoring damage at 15 currently...

Accumulated Pain Accumulated Pain (5Energy,2Activation time,12Recharge time) "Spell. Deals 15...63...75 damage. Inflicts Deep Wound condition (1...8...10 seconds) if target foe has 2 or more hexes."

  • absurdly long Deep Wound duration, for 5 energy.

Clumsiness Clumsiness (10 Energy, 2Activation time,10Recharge time) "Hex Spell. Also hexes adjacent foes. Interrupts next attack. Interruption effect: deals 10...76...92 damage."

  • 10 recharge takes into account Fast casting
  • easily met conditional but 2 cast time so we can let the damage stay

Calculated Risk Calculated Risk (5Energy, 1Activation time, 10 Recharge time) "Hex Spell. Target foe does +10 damage with attacks (3...20...24 seconds). There is a 50% chance that the damage from each attack (maximum 15...83...100) will be done to that foe instead."

  • recharge is too low for its potency

Skills that might need a change[edit]

Signet of Clumsiness Signet of Clumsiness (0Energy, 0.75Activation time,8Recharge time) "Signet. Interrupts an attack for target foe and all adjacent foes. Interruption effect: deals 15...51...60 damage; knocks down foes using attack skills."

  • activation time is too low, even the fastest attacks are 0.5 (made without Fast casting in mind) ... Rust doesn't do anything to it otherwise
  • Needs to be considered with Keystone signet + Mantra of inscriptions + Symbolic Celerity

Unnatural Signet Unnatural Signet. (0Energy, 1Activation time,10Recharge time) "Signet. Deals 15...63...75 damage. Deals 5...41...50 damage to other adjacent foes if the target is hexed or enchanted."

  • easily met with the amount of hexes mesmers have, but decently balanced now
  • Needs to be considered with Keystone signet + Mantra of inscriptions + Symbolic Celerity

Images of Remorse Images of Remorse (5Energy,2Activation time,5Recharge time) "Hex Spell. (5...9...10 seconds.) Causes -1...3...3 Health degeneration. Initial effect: 10...44...52 damage if target foe is attacking."

  • supposed to be the token damage skill for Illusion Magic

Energy Surge Energy Surge (10Energy,2Activation time,15Recharge time) "Causes 1...8...10 Energy loss. Deals 9 damage to target and nearby foes of each point of Energy lost."

  • 80-90 damage isn't unreasonable since it is elite