User:Lancy1214/Mesmer

From Guild Wars Wiki

Jump to: navigation, search

Contents

[edit] General Comments

[edit] Fast Casting

[edit] Elites

[edit] Enchants

[edit] Hexes

[edit] 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)

[edit] Inspiration Magic

[edit] Elites

[edit] Spells

  • Drain Delusions Drain Delusions - 5 Energy¼ Activation time12 Recharge time - (Inspiration Magic) - Spell. Remove a hex from target foe. Causes 1...4...5 Energy loss. You gain 4 Energy for each point lost.

[edit] Hexes

[edit] Signets

[edit] Stances

[edit] Insp-Talk

[edit] Domination Magic

[edit] Elites

[edit] Spells

[edit] Hexes

  • Diversion Diversion - 10 Energy3 Activation time15 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next skill takes +10...47...56 seconds to recharge, and Diversion is refreshed for 6 seconds. Renewal: if target foe uses a skill.
  • Guilt Guilt / Shame Shame - 10 Energy2 Activation time30 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next spell or chant fails and you steal 5...12...14 Energy. No effect unless this foe's spell or chant targets one of your allies. Renewal: if target foe casts spell or chant.
  • Mistrust Mistrust - 10 Energy2 Activation time15 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next spell or chant fails and deals 15...63...75 damage to target and nearby foes. Renewal: if target foe casts spell or chant.
  • Ignorance Ignorance - 5 Energy3 Activation time15 Recharge time - (Domination) - Spell. (8...18...20 seconds.) Target foe cannot use signets. You deal 20...60...70 damage for each signet disabled in this way.
  • Mind Wrack Mind Wrack - 5 Energy1 Activation time5 Recharge time - (Domination) - Hex Spell. (30 seconds.) Target foe takes 15...75...90 damage whenever they use a skill. No effect unless foe has less than 5...9...10 Energy.
  • Price of Pride Price of Pride - 5 Energy2 Activation time8 Recharge time - (Domination Magic) - Hex Spell. (5 seconds.) Causes 1...4...5 Energy loss whenever target foe uses a non-Elite skill. End Effect: Causes 1...4...5 Energy loss. No effect and ends early if target foe uses an elite skill.

[edit] Signets

  • Signet of Weariness Signet of Weariness - 0 Energy2 Activation time30 Recharge time - (Domination Magic) - Signet. Causes 3...13...15 Energy loss. Also affects foes near your target.

[edit] 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

[edit] Illusion Magic

[edit] Elites

[edit] Spells

[edit] Hexes

[edit] Illu-Talk

[edit] Non-Attribute & PvE-only Skills

-

  • Lyssa's Balance Lyssa's Balance - 5 Energy1 Activation time15 Recharge time - (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.

[edit] Mesmer Recycle Bin

  • Transpose Weapon - 10% Sacrifice5 Energy1 Activation time20 Recharge time - "(Spell) Move one weapon from target foe to yourself and increase its remaining duration by 20...84...100%."
  • Transpose Enchantment - 10% Sacrifice5 Energy1 Activation time20 Recharge time - "(Spell) Move one enchantment from target foe to yourself and increase its remaining duration by 20...84...100%."
  • Transpose Hex - 5 Energy1 Activation time20 Recharge time - "(Spell) Move one hex from yourself to target foe and increase its remaining duration by 20...84...100%."


[edit] 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.

[edit] 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).

  • Ignorance Ignorance - 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?
Inspired Hex/Revealed Hex: Sounds good but are the programmers talented enough to do that?
  • Hex Eater Vortex Hex Eater Vortex- 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!
  • Power Flux Power Flux - 15 Energy3 Activation time15 Recharge time - (Domination Magic) - Elite Hex Spell. (6 seconds.) The next time target foe performs a skill, that skill fails, is disabled for 5...25...30 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.