Feedback:User/Mcscamper/Rethinking Phantasms v2
Rethinking Phantasms v2 | |
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User | Mcscamper |
Categories | Mechanics |
I've already made a suggestion about Phantasms, but I had more ideas. The ideas below are supposed to go hand-in-hand with these suggestions I've already made on the Mesmer as a whole profession as well as others I made for several Weapon Skills.
The Weight of a Phantasm[edit]
Phantasms should be things that really affect a battlefield. As a single-target attack, if they don't outright kill a target, these fabulous, pink allies really don't have a large impact at all on combat. To change this, I suggested that once cast, a Phantasm should become the primary worry for an opponent (if only for a second), deliver one single attack before shattering and then follow up with a longer-lasting secondary effect. This secondary effect (the second ability of a skill chain) will simulate the lingering effects a phantasm has on someone's mind, give more control back to the Mesmer in how he or she employs a Phantasm's abilities and should also give the Mesmer more sway in a chaotic or large-scale battle situation.
Goals and Specifics
- Upon activation, each Phantasm skill will now grant the casting Mesmer 1 second of stealth. The Mesmer vanishes momentarily, leaving the target to deal with whatever monster he or she has conjured up for the battlefield.
- Each Phantasm has a fixed lifespan of 10 seconds--enough to use its ability twice before dying if kept alive that long.
- After activating a Phantasm skill, it will chain into a Phantasmal Shatter skill that the Mesmer can use immediately or at leisure (so long as the Phantasm remains alive). Once that secondary skill is activated or the time limit for its availability is up, the entire chain goes into cool-down.
- Activation of secondary skills in a Phantasm chain skill--regardless of their description--shatters the Phantasm.
- Since Phantasms would no longer be persistent elements on a battlefield and would have their own Shatter mechanic, it should be changed so that they wouldn't be affected by the current F1-F4 Shatter skills.
Phantasmal Warlock
Beguile your foes and summon an illusion that deals extra damage for each unique condition on the target foe.
- Damage: 74
- Extra damage per condition: 10%
- Stealth: 1 second
- Range: 1,200
Skill chains into -->
- Fragility
- Create a field at a target area that deals extra damage for each unique condition on target foes. Foes that enter or leave the field are rendered Weakened and Vulnerable.
- Damage: 100
- Duration: 4 seconds
- Extra damage per condition: 10%
- Weakness: 5 seconds
- Vulnerability: 5 seconds
- Combo Field: Ethereal
- Range: 1,200
- Activation sends skill chain into 20 second recharge
- - Damage and effect trigger 4 times (once per second).
Phantasmal Defender
Beguile your foes and summon an illusion that inflicts Weakness and Blindness on your target.
- Damage: 122
- Stealth: 1 second
- Weakness: 8 seconds
- Blindness: 5 seconds
Skill chains into -->
- Sympathetic Visage
- Imprint the visage of a hero at a target area that Weakens enemies and grants Protection to allies when triggered by a foe.
- Weakness: 5 seconds
- Protection: 5 seconds
- Range: 1,200
- Activation sends skill into a 30 second recharge
- - This would function like a Necromancer's Mark.
Phantasmal Mage
Beguile your foes and summon an illusion that applies Confusion to enemies and Retaliation to allies.
- Damage: 363
- Stealth: 1 second
- Confusion: 9 seconds
- Retaliation: 3 seconds
- Range: 1,200
Skill chains into -->
- Backfire
- Detonate a psychic backfire at target location, applying Confusion to enemies and Retaliation to allies.
- Damage: 100
- Confusion: 9 seconds
- Retaliation: 3 seconds
- Combo Field: Ethereal
- Range: 1,200
- Activation sends skill chain into 30 second recharge
Phantasmal Swordsman
Beguile your foes and summon an illusion that attacks your target.
- Damage: 672
- Stealth: 1 second
- Combo Finisher: Leap
- Range: 1,200
Skill chains into -->
- Phantasmal Leap
- Leap at your foe and gain Distortion.
- Damage: 494
- Distortion: 1 second
- Combo Finisher: Leap
- Range: 600
- Activation sends skill chain into 20 second recharge
- - This could be fun to pair with Illusionary Leap and Swap.
Phantasmal Warden
Beguile your foes and summon an illusion that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
- Damage: 30
- Stealth: 1 second
- Range: 1,200
- - The phantasm will reflect projectiles back at opponents while staying stationary.
- - Calculated damage 135. 12 hits. Attack duration approximately 7 seconds.
- - The phantasm's skill counts as a combo Whirl Finisher.
Skill chains into -->
- Phantasmal Sanctuary
- Create a dome at your location that pushes foes back and absorbs projectiles.
- Knockback distance: 320
- Duration: 3 seconds
- Combo Field: Ethereal
- Activation sends skill chain into 30 second recharge
Concluding Thoughts[edit]
These are only five of the ten possible Phantasms (if I counted right). I guess I couldn't come up with a secondary effect for all of them, but I'm sure I got my idea across. However, this sort of scenario would allow Mesmers to have more control over their Phantasms, their abilities and--in the end--hopefully have a stronger impact on a battlefield.