Feedback:User/Avaera/Improved Mesmer Shatter

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I find the Mesmer one of the most unique, interesting and beautiful classes to play (and see played well), but as my previous suggestions indicate I struggle to appreciate the main profession mechanic of shattering as something that enhances my gameplay. While I accept that the mechanic functions and does bring something useful to the Mesmer illusion dance, it really tends to work against any build that doesn't regard both clones and phantasms as shatter-fodder that are only there long enough to be exploded.

What I'm discovering as I increase in level is that with the right traits that broaden the usefulness of illusions, the Mesmer actually does start to feel much more coherent in its design. I'm not sure why that needs to be left until late in the game however, and so my suggestion is to beef up the utility of illusions right from the get-go, particularly so those early dynamic events/dungeons aren't as frustrating.

Proposal: Shatters with lingering effects[edit]

I propose that the four F1 - F4 keys retain their current functions, with one important addition - upon using any shatter you receive a Mesmer-specific buff that remains on you and any illusions you summon until your next shatter.

First, the shatter skills would be tweaked slightly so that all effects are instant, and where relevant occur at the current location of each illusion, rather than by running to the target. This is summarised in the table below:

Shatter Skill Shatter Effect
F1 Mind Wrack Destroy all your clones and phantasms, damaging nearby foes.
Instant large AoE damage (stacking) at location of each illusion
F2 Cry of Frustration Destroy all your clones and phantasms, confusing nearby foes.
Instant AoE confuse(x2) (stacking) at location of each illusion
F3 Diversion Destroy all your clones and phantasms, dazing their targets.
Instant 1s daze (stacking) on target of each illusion
F4 Distortion Destroy all your clones and phantasms, gaining distortion for each one shattered.
Instant 1s distortion (stacking) on caster for each illusion

Next, the buff that the caster and all their illusions receive after shattering would grant any illusion a reveal effect, which occurs whenever the illusion is destroyed (through damage or when their target dies). Note that the reveal effect does not include shattering, because those effects will be actively managed by the player using the shatter skills.

Whether the reveal effect should occur when an illusion is overwritten by a new one is debateable - for balance reasons it is probably best that this circumstance does not count as a reveal.

You would only have one reveal buff at any time, and this would be changed each time you use a shatter.

The proposed reveal effects are summarised below:

Shatter Skill Revelation Buff Buff Effect
F1 Mind Wrack Mindbending Revelations Illusions damage nearby foes when destroyed.
Instant medium AoE damage at location of illusion
F2 Cry of Frustration Confusing Revelations Illusions confuse nearby foes when destroyed.
Instant AoE confuse(x1) at location of illusion
F3 Diversion Startling Revelations Illusions daze their attacker when destroyed.
Instant 1s daze on attacker, no effect if target dies (or maybe 1s stability for caster in the latter case?)
F4 Distortion Misleading Revelations Illusions grant distortion when destroyed.
Instant 1s distortion on caster

Benefits of Implementation[edit]

There are a few reasons that I suggest this improvement to the class mechanic.

The main one is that one of the biggest difficulties in playing a Mesmer in PvE is not having time to build up your illusions to make use of a shatter. For example in dynamic events most non-boss targets die far too quickly, well before you can bring out the two or three illusions that would justify the shatter skill cooldown.

Another issue is that even when there is time to build the illusions, a casual AoE will destroy all of them with no payoff for the trouble. This is particularly noticeable in dungeons, from what I understand.

This suggestion would address both these issues, by making every illusion summoned potentially benefit the Mesmer.

  • If the target dies too quickly (ala dynamic events) your illusion would still explode and either contribute to tagging the remaining hostiles with damage/conditions or provide you with a brief defensive boon.
  • If your illusions are destroyed through damage you can penalise the attacker in a minor way, or again grant yourself a defensive boon that might mitigate their loss.

I also think this suggestion does almost nothing to take away from the existing gameplay of the Mesmer, so shouldn't ruffle any feathers amongst those who really enjoy the current implementation. Hopefully it merely broadens the appeal and effectiveness of the profession to a much wider audience of skill levels.