Feedback:User/Avaera/Mesmer Mantra Suggestion
Mesmer Mantra Suggestion | |
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User | Avaera |
Categories | Mechanics Player vs. Environment |
Mantras are utility skills for the Mesmer profession which generally are less than appealing options in most builds. Mantras function by having a long cast preparation skill (channeled for 4 seconds to complete) which then provides two charges of an instant-cast ability which may be used while performing any other action. This is a great concept in theory, however in practice my experience has been that aside from very specific niche situations, other utility skills that can be recharged while doing other actions and still provide a comparable instant effect are much more versatile and useful.
The situation is even more confusing when traits are taken into account, as some of the traits affecting mantra skills seem to rely upon using a lengthy recharge in combat:
- Protected Mantras - Increases armor while casting mantras. (Note that 'casting' refers to 'channeling', not the instant use.)
- Restorative Mantras - Heal allies when you cast a mantra.
My suggestion is to rework mantras so that like other profession skills they hold synergy with the main class mechanic, by charging up the instant cast abilities through your illusion skills.
Proposal: Mantras that charge through illusions[edit]
- Whenever one of your illusions is destroyed in any way, all of your equipped mantra skills that are not yet activated gain one charge.
- Once a mantra has gained enough charges to activate, the instant-cast skill becomes available for use - once - and then after use returns to an unactivated state.
- There would be no cool-down on mantra skills, instead relying on the number of charges to determine how often each could be used in combat. Alternatively, the number of charges required could be lowered and the instant-cast spell could be given a cooldown before the mantra starts to charge again.
- Optionally, a special effect may be granted whenever you absorb a charge on one of your mantras, as long as the instant-cast skill is not available for use.
Example skill changes[edit]
Mantra of Concentration | Absorb ethereal energy from destroyed illusions to charge a spell that grants you stability and break stuns. Charges required: 12 Absorption effect: Gain a minor amount of endurance. |
--> Power Break | Gain stability and break stuns. |
Mantra of Distraction | Absorb ethereal energy from destroyed illusions to charge a spell that will daze your target. Charges required: 12 Absorption effect: Illusion deals 1s of confusion to nearby enemies. |
--> Power Lock | Daze your foe. |
Mantra of Pain | Absorb ethereal energy from destroyed illusions to charge a spell that will damage your target. Charges required: 9 Absorption effect: Illusion deals minor damage to nearby enemies. |
--> Power Spike | Damage your foe. |
Mantra of Recovery | Absorb ethereal energy from destroyed illusions to charge a spell that will instantly heal you when activated. Charges required: 15 Absorption effect: Gain a minor amount of health. |
--> Power Return | Instantly heal yourself. |
Mantra of Resolve | Absorb ethereal energy from destroyed illusions to charge a spell that will cure allies of two conditions. Charges required: 12 Absorption effect: Illusion provides 1s of protection to nearby allies. |
--> Power Cleanse | Remove 2 conditions from yourself and nearby allies. |
Example trait changes[edit]
To reflect the updated mechanics, traits would be slightly modified as well:
- Harmonious Mantras (Domination) - Mantras can be activated twice before needing to be charged again.
- Empowering Mantras (Dueling) - 3% more damage for each charging mantra.
- Mantra Mastery (Dueling) - Mantras recharge 20% faster [OR] Mantras require 20% less charges.
- Protected Mantras (Dueling) - Increases armor for each charging mantra.
- Restorative Mantras (Inspiration) - Heal allies when you cast a readied mantra.