| Mesmer skills|
|Categories|| Skill feedback|
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.
Enchanter's Conundrum 10 1 15 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.
10 ¼ 15 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.
Shatter Storm 10 1 15 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.
Spiritual Pain 5 1 12 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.
Symbols of Inspiration 5 1 10 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.
Ineptitude 10 1 15 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 10 1 15 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 Midnight ¼ 10 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.
Arcane Thievery/Arcane Larceny 5 1 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.
Inspired Enchantment/Revealed Enchantment 5 1 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.
Lyssa's Balance 5 1 15 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 5 1 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.
Web of Disruption 5 1 15 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.
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.
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.
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.
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.
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.
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.