Feedback:User/Damysticreaper/Mesmer skills

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An ongoing complain about the mesmer post-buff is that it has been overbuffed, primarily it's ability to deal armor ignoring AoE damage and it's energy denial ability. I mostly adjusted those 2 abilities and reduced both the power of the AoE damage and energy denial. Altough the mesmer still has a large ammount of energy denial options most of the individual skill have it's energy loss effect reduced. For the armor ignoring AoE damage it is now mostly dealt by the elite skills. There are still some non-elite options but most of them have their power reduced or are more conditional.

There are several skills that have been changed/buffed as well, primarily elite skills to rival the power of the most commonly used elites; Psychic Instability, Panic, Migraine, Ineptitude and Energy Surge (the last 2 have received a small nerf). Several interrupts have also been improved to compete with the standard.

This suggestion is mostly an attempt to reduce the power the strongest of the mesmer skills wich dominate it's play and improve the power of several mostly unused skills as compensation and trying to find a proper balance between these skills.

Domination Magic[edit]

Backfire Backfire 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Deals 25...85...100 damage whenever target foe casts a spell.

Backfire Backfire (PvP) 10 Energy2 Activation time30 Recharge time Hex spell (10 seconds). Deals 15...63...75 damage whenever target foe casts a spell.

Enchanter's Conundrum Enchanter's Conundrum 10 Energy1 Activation time15 Recharge time Elite Hex spell. Also hexes nearby foes. Enchantments cast on these foes activate 100...180...200% slower. Foes losing an enchantment take 15...43...50 chaos damage. Initial effect: deals 10...82...100 chaos damage. End effect: you gain 1...6...7 energy.

Energy Burn Energy Burn 5 Energy2 Activation time15 Recharge time Spell. Target foe loses 1...4...5 energy. Deals 15 chaos damage for each point of energy lost.

Energy Surge Energy Surge 5 Energy2 Activation time15 Recharge time Elite Spell. Target foe loses 1...4...5 energy. Deals 20 chaos damage to target and nearby foes for each point of energy lost.

Hex Eater Vortex Hex Eater Vortex 5 Energy¼ Activation time10 Recharge time Elite Spell. Removes a hex from target ally or foe. Removal effect: deals 15...63...75 damage and causes 1...3...3 energy loss to nearby foes.

Ignorance Ignorance 10 Energy2 Activation time20 Recharge time Hex spell (10 seconds). Causes 2...8...10 energy loss whenever target foe casts a spell.

Ignorance Ignorance (PvP) 10 Energy2 Activation time30 Recharge time (10 seconds). Causes 1...6...7 energy loss whenever target foe casts a spell.

Overload Overload 5 Energy¼ Activation time5 Recharge time Hex spell (5 seconds). Causes -1...3...3 health degeneration to target foe. End effect: deals 5...41...50 chaos damage.

Power Block Power Block 10 Energy¼ Activation time15 Recharge time Elite Spell. Interrupts a spell or chant. Interruption effect: disables that skill and all skills from the same attribute for 3...7...8 seconds.

Power Flux Power Flux 10 Energy¼ Activation time10 Recharge time Elite Hex spell (10 seconds). Interrupts a spell or chant. Interruption effect: causes -1...3...3 energy degeneration.

Price of Pride Price of Pride 5 Energy¼ Activation time15 Recharge time Hex spell (5 seconds). The next time target foe uses an elite skill the elite skill fails and target takes 15...63...75 damage and loses 1...6...7.

Pvp version

10 Energy¼ Activation time15 Recharge time Hex spell (5 seconds). The next time target foe uses an elite skill the elite skill fails and target takes 15...63...75 damage and loses 1...6...7.

Psychic Distraction Psychic Distraction 5 Energy¼ Activation time12 Recharge time Elite Spell. Interrupts an action. Interruption effect: if you interrupted a skill that skill is disables for 5...11...12 seconds for target foe and all other foes.

Shatter Delusions Shatter Delusions 5 Energy¼ Activation time6 Recharge time Spell. Removes a mesmer hex from target foe. Removal effect: deals 15...63...75 chaos damage to target foe and adjacent foes.

Shatter Storm Shatter Storm 10 Energy1 Activation time15 Recharge time Elite Spell. Removes a mesmer hex from target foe. Removal effect: removes an enchantment and deals 10...34...40 chaos damage each second (5 seconds) to foes adjacent to the initial location of target foe. Causes 1...8...10 energy loss to target foe and adjacent foes if an enchantment is removed.

Signet of Disruption Signet of Disruption ¼ Activation time15 Recharge time Signet. Interrupts a skill. Interruption effect: deals 10...42...50 damage to target foe and adjacent foes.

Signet of Distraction Signet of Distraction ¼ Activation time20 Recharge time Signet. Interrupts a skill. Interruption effect: disables the interrupted skill for 1...12...15 second[s]).

Spiritual Pain Spiritual Pain 5 Energy1 Activation time12 Recharge time Spell. Deals 5...41...50 chaos damage to target foe. Inflicts deep wound condition (2...8...10 seconds) if a summoned creature is near target foe. All hostile summoned creatures in the area of target foe take 25...105...125 damage.

Spiritual Pain (PvP) Spiritual Pain (PvP) 5 Energy1 Activation time12 Recharge time Spell. Deals 5...41...50 chaos damage to target foe. All hostile summoned creatures in the area of target foe take 25...105...125 damage.

Visions of Regret Visions of Regret 10 Energy2 Activation time20 Recharge time Elite Hex spell (10 seconds). Also hexes foes adjacent to target. Deals 25...85...100 damage whenever they use a skill.

Visions of Regret (PvP) Visions of Regret (PvP) 10 Energy2 Activation time30 Recharge time Elite Hex spell (10 seconds). Deals 15...63...75 damage whenever target uses a skill.

Wastrel's Demise Wastrel's Demise 5 Energy¼ Activation time5 Recharge time Hex spell (5 seconds). Deals 1...8...10 chaos damage each second. Also hexes adjacent foes if target foe is not using a skill.

Wastrel's Worry Wastrel's Worry 5 Energy¼ Activation time3 Recharge time Hex spell (3 seconds). End effect: deals 5...41...50 chaos damage. Also hexes adjacent foes if target foe is not using a skill. No effect if it ends early.

Fast Casting[edit]

Ether Lord Ether Lord 5 Energy1 Activation time8 Recharge time Enchantment spell (15 seconds). Target foe loses 3 energy. For each point of energy lost your next 1...3...4 spell[s] have +0...2...2 Domination Magic and +0...2...2 Illusion Magic.

Symbolic Posture Symbolic Posture 10 Energy20 Recharge time Stance (20 seconds). Your next 0...2...3 signets recharge 75% faster.

Symbols of Inspiration Symbols of Inspiration 5 Energy1 Activation time10 Recharge time Elite Skill (5...25...30 seconds). This skill becomes target's elite skill. Elite skills use your Fast Casting attribute. Whenever you use a signet you gain 1...8...10 energy.

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 time10 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 EnergyActivation 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.

Inspiration Magic[edit]

Channeling Channeling 5 Energy1 Activation time15 Recharge time Enchantment spell (15...51...60 seconds). You gain 1 energy for each creature in the area whenever you cast a spell (maximum of 1...4...5). Does not affect summoned creatures.

Energy Drain Energy Drain 5 Energy1 Activation time10 Recharge time Spell. Target foe loses 1...4...5 energy. Heals for 30 and gain 3 energy for each point of energy lost.

Energy Tap Energy Tap 5 EnergyActivation time20 Recharge time Spell. Target foe loses 1...4...5 energy. Gain 3 energy for each point of energy lost.

Ether Signet Ether Signet Activation time30 Recharge time Signet (3...15...18 seconds). Target foe loses 3 energy. You gain +1 energy regeneration for each point of energy lost.

Hex Eater Signet Hex Eater Signet 1 Activation time10 Recharge time Signet. Removes a hex from target ally or foe. Removal effect: you gain 1...8...10 energy.

Leech Signet Leech Signet ¼ Activation time30 Recharge time Signet. Interrupts a skill. Interruption effect: You gain 5...17...20 energy.

Mantra of Recall Mantra of Recall 10 Energy15 Recharge time Elite Stance (5...17...20 seconds). Your hex spells last 25% longer, recharge 25% faster and cost 25% less energy to cast.

Power Leech Power Leech 5 Energy¼ Activation time15 Recharge time Elite Hex spell (10 seconds). Interrupts a spell or chant. Interruption effect: steals 1...8...10 energy whenever target foe casts a spell.

Signet of Recall Signet of Recall 1 Activation time10 Recharge time Signet (10 seconds). Your next hex spell recharges 5...25...30% faster and costs 1...6...7 less energy (minimum cost 1 energy).

Spirit Shackles Spirit Shackles 10 Energy2 Activation time10 Recharge time Hex spell (20 seconds). Target foe loses 1...4...5 energy whenever it attacks.

Spirit of Failure Spirit of Failure 10 Energy2 Activation time10 Recharge time Hex spell (20 seconds). Target foe has 25% chance to miss. You gain 1...3...3 energy whenever target foe misses.

No Attribute[edit]

Arcane Echo Arcane Echo 15 Energy1 Activation time10 Recharge time Enchantment spell (30 seconds). This spell becomes the next spell you use (30 seconds). No effect and ends early if you use a non-spell skill.

Arcane Mimicry Arcane Mimicry 15 Energy1 Activation time30 Recharge time Enchantment spell (30 seconds). This spell becomes target ally's elite skill (30 seconds). Cannot self-target. No effect if that skill is a form.

Arcane ThieveryArcane Larceny Arcane Thievery/Arcane Larceny 5 Energy1 Activation time Hex spell (30 seconds). This spell is disabled becomes the next spell target foe uses (30 seconds). The spell uses the same attribute as it's caster. End effect: recharges instantly.

Echo Echo 10 Energy1 Activation time Elite Enchantment spell (30 seconds). This spell becomes the next skill you use (30 seconds).

Expel Hexes Expel Hexes 5 Energy¼ Activation time7 Recharge time Elite Spell. Removes 2 hexes from target ally.

Inspired EnchantmentRevealed Enchantment Inspired Enchantment/Revealed Enchantment 5 Energy1 Activation time Spell. Removes an enchantment from target foe. Removal effect: this spell becomes the removed enchantment (30 seconds). The enchantment uses the same attribute as it's caster.

Inspired HexRevealed Hex Inspired Hex/Revealed Hex 5 Energy1 Activation time Spell. Removes a hex from target ally. Removal effect: this spell becomes the removed hex (30 seconds). The hex uses the same attribute as it's caster.

Lyssa's Balance Lyssa's Balance 5 Energy1 Activation time15 Recharge time Spell. You gain energy equal to the difference of your energy and target foe's energy if you have less energy than target foe. You lose energy equal to the difference of your energy and target foe's energy if you have more energy than target foe.

Simple Thievery Simple Thievery 5 Energy1 Activation time Elite Hex spell (30 seconds). This spell is disabled and becomes the next skill target foe uses (30 seconds). The skill uses the same attribute as the skill target foe uses. End effect: recharges instantly.

Signet of Disenchantment Signet of Disenchantment 2 Activation time20 Recharge time Signet. Removes an enchantment from target foe.

Web of Disruption Web of Disruption 5 Energy1 Activation time15 Recharge time Hex spell (10 seconds). Also hexes foes near target foe. The next time a foe hexed with this spell is interrupted all other foes hexed with this spell are also interrupted and this hex ends.

Summary[edit]

One of the main points that needs to be adjusted is the mesmer's ability to deal armor ignoring damage with ease. To counter that my advice is to make chaos damage be affected by armor rating and change multiple skills that deal armor ignoring damage deal chaos damage instead.

Energy Denial[edit]

One of the main points i focused on for the rebalance is the mesmer's energy denial skills. I reduced the energy loss of multiple skills that cause unconditional energy loss.

  • Energy Burn: I reduced the energy loss it causes and scaled up it's damage. The damage it deals has been changed into chaos damage and reduced to 75, however it's cost and recharged have both been reduced.
  • Energy Surge: Like Energy Burn it's energy loss has been reduced and it's damage has been scaled up and changed into chaos damage. Unlike Energy Burn it's cost and recharge remain unchanged.
  • Energy Drain: It now causes energy loss to adjacent foes as well and has gained a healing ability. The energy loss has been reduced, however since it affects multiple foes it can heal for and give energy for a large ammount.
  • Energy Tap: It's changes are the same as that of Energy Drain but without the healing and adjacent range. The activation time has been reduced to 1.5 and it's recharge to 20. It currently is quite a weak spell for energy management so it can use a small buff.
  • Ether Lord: I moved it to Fast Casting and overhauled it's effect. It now removes 3 energy from the targeted foe and following the "Lord" nomenclature it increases your Domination Magic and Illusion Magic attributes.
  • Ether Signet: Following the "Ether" nomeclature of the mesmer i changed Ether Signet into an energy denial skill that causes 3 energy loss. It still serves as energy management and gives you +1 energy regeneration for each point of energy removed for a duration that scales with the attributes. As long as the targeted foe has 3 energy it always gives +3 energy regeneration.

Punishment hexes[edit]

Second are the punishment hexes.

  • Backfire: I reduced the damage it deals and as compesation reduced it's casting time as well. I gave it a PvP vergion wich has it's damage reduced even further and has an increased recharge. Backfire has Always been a very powerful skill, a bit too powerful.
  • Ignorance: Instead of disabling signets i changed it into an energy loss version of Backfire. It has the same cost, casting time and recharge time as Backfire and scales in the same . Ignorance also has a PvE and a PvP version.
  • Visions of Regret: For both PvE and PvP i reduced it's drawback of a reduced damage when the hexed foes are hexed with another mesmer hex. For PvP the damage it deals has been reduced instead and has been made into a single target, it is basicly a Backfire that triggers on the activation of any skill instead of just spells. Like Backfire and Ignorance for PvP it also has it's recharge increased to 30.
  • Price of Pride: I changed it's effect a bit. It's cost, activation time and recharge has been changed and now causes both damage and energy loss the next time the hexed foe uses an elite skill. It's current version makes it a bit too difficult to play it properly.
  • Ineptitude: Instead of bein an elite Clumsiness it is now an elite Wandering Eye, hexing only one foe and interrupting, blinding and dealing damage to adjacent foes. It did not have an interruption effect before due to it's blind ability but i added it to make it more in line with the 2 skills mentioned and to give it synergy with Frustration.
  • Signet of Midnight: I overhauled it entirely. Instead of being a touch signet that blinds foes and that is outplayed by Ineptitude when it comes to blind i changed it into an elite Signet of Clumsiness. It now interrupts adjacent attacking foes and deals damage and blinds the interrupted foes. When an attack skill is interrupted it also causes a knock down, however it's knock down only requires the target to be using an attack skill instead of each individual foe for to knock down these foes. Like i said Signet of Midnight is being outplayed by Ineptitude, having it as an elite version of Signet of Clumsiness would not hurt the balance of either of these skills.
  • Spirit Shackles: I simply reduced it's activation time to make it easier to play, it's recharge has been slightly increased. The energy loss it causes now scaled with the attribute instead of being a set 5 energy loss.
  • Spirit of Failure: I reduced the cost, activation time and recharge to make it more playable, right now they are too high to let Spirit of Failure be considered taking.

Interrupts[edit]

I also changed several interruption skills, mainly the elite "Power" interrupts and the signet interrupts.

  • Power Block: I reduced it's cost and recharge and it's disabling time. The duration it disables skills is a bit too long so i reduced it as balanced it out with a recharge and cost reduction. The cost reduction is mainly because it is difficult, albeit powerful, to play with a cost of 15 energy. Panic and Psychic Instability are also favored over Power Block so it can use such a change.
  • Power Flux: To let it match up to the other elite interrupts i set it's duration to 10 seconds and scaled it's energy degeneration instead. Since it's energy degeneration now scales up to -3 it causes a larger energy loss than it currently does and should allow it to compete with the other elite interrupts.
  • Power Leech: I only gave it a minor change. The energy steal and recharge have been reduced, these need to be balanced out better.
  • Psychic Distraction: I changed it into an elite version of Complicate. The main difference would be that it recharges faster and costs less energy and affects all foes in range rather than just the foes in the area of the interrupted foe. It's current version is only useful for interrupting trough anti interrupt skills, but for an elite skill that is much too limited.
  • Signet of Disruption: It can now interrupt any skill unconditionaly and deals damage to the interrupted foe and foes adjacent to it as interruption effect. Making it's effect a bit more simple should allow it to see a larger range of play.
  • Signet of Distraction: Like Signet of Disruption it's function has become more simple. It can now interrupt any skill and disables it for a duration that scales with the attribute and does not depend on the ammount of signets you have in your bar. It's recharge has been increased to 20 as a balance.
  • Leech Signet: Like the 2 signets above it can now only interrupt skills and no longer any action. It's interruption effect however is no longer tied to the interruption of a spell but any skill. The energy you gain when a skill is interrupted has been increased as well. Currently it is more profitable to take Power Drain over Leech Signet when it comes to energy management.
  • Web of Disruption: Instead of being a hex that interrupts twice i changed it into a hex that supports interruption. The next time a foe hexed with Web of Disruption is interrupted all other foes hexed with Web of Disruption are interrupted as well and Web of Disruption end on all these foes. This makes it similar to panic and can disrupt a spike quite effectively because it also triggers when an attack has been interrupted.

Damage[edit]

Having already mentioned the problem of the mesmer's ability to deal armor ignoring damage and changing chaos damage into armor rated damage, here are the remaining skills that have their damage changed into chaos damage.

  • Shatter Delusions: A strong skill to infliocts AoE damage with ease. The only change that has been made to it is that it's damage has been changed into chaos damage.
  • Shatter Storm: I changed it into an elite version of Shatter Delusions. It removes a mesmer hex from the targeted foe and removes an enchantment from that foe. Following the the "Storm" nomenclature removal it deals chaos damage each second for 5 seconds to foes adjacent at the location of the foe that lost a mesmer hex. As a removal effect from the enchantment removal it causes an energy loss to the targeted foe and adjacent foes. With these changes Shatter Storm has become a strong bar compression skill, capable of removing an enchantment as well as serving as a damage skill and energy denial skill. The function it has also fits it's name much better (following the GW skills that is).
  • Overload: I changed it's damage into chaos damage and the condition the damage is dealt. Instead of dealing damage when the targeted foe is using a skill it now deals it's damage when it ends making it a good feeder skill for Shatter Delusions and Shatter Storm. The use of skills can be punished in a better way, or better yet interrupting them.
  • Spiritual Pain: For PvP the initial damage it deals has been changed into chaos damage. For PvE it's initial damage has also been changed into chaos damage but it has gained another effect. When the foe you target is in range of a summoned creature Spiritual Pain inflicts a deep wound. I first went for armor ignoring damage, but with a friendly summons it can cause a spike that is a bit too strong so i went for a deep wound, altough deep wound is a strong condition.
  • Wastrel's Demise and Wastrel's Worry: These 2 are either loved or hated for their large spammable armor ignoring damage. To make them more balanced. The first thing i did is reducing their damage and changed it into chaos damage, second is that they no longer end early when the hexed foes us a skill. Instead when the targeted foe is not using a skill when you cast these hexes they also hex foes adjacent to your target. These changes prevent a large continuous ammount of armor ignoring damage over multiple foes at once. Altough the damage they deal has been reduced as well as it's AoE damage potential they are easier to play now.

Copy skills[edit]

The mesmer has several skills that can imitate other skills, be it from allies or foes. I adjusted them to let them see better play. I also adjusted a shared problem the skills that copy a skill from a foe have.

  • Arcane Echo: I reduced it's recharge and activation time and the duration of the copy has been increased to 30. Altough the cost is still 15 energy, these changes should make it easier to play. The long casting time and 20 seconds recharge are 2 reasons that it does not see much play, the 15 energy cost is the main reason that it does not see play outside the bar of an elementalist.
  • Arcane Mimicry: I reduced it's recharge to 30 and reduced it's activation time to 1. Like Arcane Echo it's copy duration has been increased to 30. Altough having 2 elites on your skill bar is very powerful, only having one for 20 seconds at a recharge of 60 really makes it useless outside HB/UA mimicry builds.
  • Arcane Thievery/Arcane Larceny: These 2 have been moved to No Attribute and have been changed into hexes that copy the next spell the hexed foe uses for 30 seconds. The spell that they copy has the same attribute as the the spell that your target used, so if an enemy elementalist used Fireball at 14 Fire Magic the Fireball you copied will also have the same effect as a 14 Fire Magic Fireball even if you do not have 14 Fire Magic. The downside is that they no longer disable a spell of target foe.
  • Echo: I only removed it's recharge and increased it's cost to 10. It's a very nice skill already but as an elite skill that can only copy non-elites it does not need a recharge time.
  • Simple Thievery: I moved it to No Attribute and overhauled it's function entirely. It now acts more like Arcane Thievery/Larceny and copies the next skill the hexed foe uses with the same attribute as the foe that used it. However the main difference is that for the full duration Simple Thievery becomes the latest skill the hexed foe uses. So if a monk uses Healing Breeze Simple Thievery will change into Healing Breeze on your skill bar, when the monk uses Dwayna's Kiss next Simple Thievery will change from Healing Breeze into Dwayna's Kiss on your skill bar. After Simple Thievery has been cast on a foe and before that foe uses a skill Simple Thievery is disabled for 30 seconds, when it ends Simple Thievery recharges instantly. I made this change to prevent it from being applied to more than one foe at once, altough an early morale boost might be a bit of a concern.
  • Inspired Enchantment/Revealed Enchantment and Inspired Hex/Revealed Hex. These 4 basicly still have the same ability but have the duration of their copy increased to 30 and besides the copy always give 5 energy as removal effect. The Enchantments have their cost reduced to 5. Like the other skills that copy a skill from a foe the skills these 4 copy also use the same attributes as the foes that use them.