Feedback:User/Damysticreaper/Illusion Magic

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Illusion Magic since post buff is an attribute that is more balanced than Domination Magic. It doesn't really have any skills that can be seen as OP. PvE and PvP skills have been split nicely but there are some skills that could use an adjustment to give them better play.

Illusion Magic[edit]

Confusing Images Confusing Images 10 Energy2 Activation time20 Recharge time Hex spell (2...8...10 seconds). Also hexes foes adjacent to target foe. Doubles non-attack skill activation time.

Conjure Nightmare Conjure Nightmare 10 Energy2 Activation time8 Recharge time Hex spell (2...8...10 seconds). Also hexes foes adjacent to target foe. Causes -8 health degeneration.

Conjure Phantasm Conjure Phantasm 5 Energy1 Activation time7 Recharge time Hex spell (15 seconds). Causes -3...6...7 health degeneration to target foe

Images of Remorse Images of Remorse 5 Energy¼ Activation time5 Recharge time Hex spell (5 seconds). Causes -1...3...3 health degeneration. Deals 5...41...50 damage if target foe is attacking.

Imagined Burden Imagined Burden 10 Energy2 Activation time15 Recharge time Hex spell (3...13...15 seconds). Causes -1...3...4 health degeneration. Target foe moves and attacks 33% slower.

Ineptitude Ineptitude 10 Energy1 Activation time15 Recharge time Elite Hex spell (4 seconds). Interrupts target foe's next attack. Interruption effect: deals 30...114...135 damage and inflicts blindness condition (10 seconds) to target foe and foes adjacent to target foe.

Recurring Insecurity Recurring Insecurity 10 Energy1 Activation time15 Recharge time Elite Hex spell (10 seconds). Causes -1...4...5 health degeneration to target foe. Whenever target foe uses a skill one other nearby foe is also hexed with this hex (10 seconds). Deals 5...41...50 damage whenever this hex is applied to foes that are not hexed with this skill.

Signet of Illusions Signet of Illusions 5 Recharge time Elite Signet. You gain +1...2...2 Illusion Magic. Your next spell uses your Illusion Magic attribute.

Signet of Midnight Signet of Midnight ¼ Activation time10 Recharge time Elite Signet. Interrupts an attack of target foe and foes adjacent to target. Interruption effect: deals 20...68...80 damage and inflicts blindness condition (2...8...10 seconds). Causes a knock down to target foe and foes adjacent to your target if target foe is using an attack skill.

Soothing Images Soothing Images 10 Energy2 Activation time10 Recharge time Hex spell (2...8...10 seconds). Target foe attacks 33% slower. Target foe loses all adrenaline when using an attack skill.

Summary[edit]

I increased the range of Confusing Images from single target to adjacent so it can properly match up to the powers of Arcane Conundrum, Frustration and Sum of All Fears. As a similar skill i reduced the cost of Imagined Burden and added an attack speed reduction but both reduced to 33%. I reduced it's duration and it's recharge and added a health degeneration effect making it non-elite version of Crippling Anguish. These changes should make it more playable. Soothing Images only has it's cost reduced to make it more playable.

Conjure Nightmare has it's duration reduced and it's casting time and recharge increased. It now causes AoE degeneration giving Illusion Magic a bit of unconditional AoE damage. Conjure Phantasm has it's cost reduced and it's duration set to 15, it's degeneration now scales instead and has been increased from 5 to 7 offering better damage. It's recharge has been increased to 7. Being the first damage spell the mesmer receives it needs to be playable at low-end PvE where energy isn't that high but also be playable at higher level of PvE when compared to other damage skills like Accumulated Pain and Illusion of Pain. Images of Remorse has it's casting time reduced to 1/4 but also it's damage reduced. It's degeneration has been capped at 5 seconds and it's initial damage has also been slightly reduced. This should make it more playable agains attacking foes and offer better competition between Illusion Magic's damage skills. Recurring Insecurity still has the same cost and casting time and the duration of the hex and degeneration also remain the same but it's recharge has been increased to 15 and it no longer reaplies itself when it ends on a foe with a hex. Instead the hex is aplied to another nearby foe whenever a foe hexed with Recurring Insecurity uses a skill acting similar as disease. When it is applied it also deals damage to foes who are not yet hexed with Recurring Insecurity. This can create a continuous AoE damage and becomes more effective when more enemies are present against enemies with more skill and faster recharging skills.

Signet of Illusions now has a scaling increase in your Illusion Magic attribute. It's casting time has been reduced but it only affects one spell. Similar in function to Ritual Lord.

Ineptitude's function is now closer to Wandering Eye. It now target's only 1 foe and interrupts it, and causing an AoE effect as result of the interrupt rather than dealing damage to each attacking foe individually. This gives it better playability to deal AoE damage and blind and let's it synergize with Frustration like it's non elite counterparts do.

Signet of Midnight had not been changed during the mesmer update and remained too conditional for an elite as well as it has been outplayed by the buffed Ineptitude. To make it see play again in both PvE and PvP i moved it to Illusion Magic and turned it into an elite version of Signet of Clumsiness. It's function is basicly the same as Signet of Clumsiness but deals a larger ammount of damage and inflicts blindness condition. It's knock down condition is slightly different than Signet of Clumsiness. It now only requires the target to be using an attack skill for an AoE knock down instead of all affected foes individually using an attack skill. This new function should give it better competition to Ineptitude. I gave it a PvP split with increased recharge and reduced blind duration to prevent an anti-melee power creep in PvP. Soothing Images has been changed in function quite a bit but not in it's purpose. It now is a single target hex that reduces the attack speed of a foe and when a hexed foe uses an attack skill it causes that foe to lose all adrenaline similar to the drawbacks of attack skills such as Final Thrust and Hammer Bash.

Well thats it for Illusion Magic.