Feedback:User/Raine Valen/Skill suggestions/Mesmer/Illusion Magic
Accumulated Pain (PvP)[edit]
Current:[edit]
5 2 15 Spell. Deals 10...30...35 damage. Inflicts Deep Wound condition (5...17...20 seconds) if target foe has 2 or more hexes.
Proposed:[edit]
10 2 12 Hex Spell. (5 seconds.) Target foe takes 2...6...7 damage per second for each hex on them (maximum 5...17...20 damage). End effect: removes all Illusion Magic hexes from that foe if it lasts its full duration.
Not sure why mesmers had a straight-up Deep Wound spell.
Now, it synergizes with other Illusion hexes for some decent degen for the duration on top of a respectable potential spike at the end.
Arcane Conundrum[edit]
Current:[edit]
10 2 20 Hex Spell. Also hexes foes adjacent to target (5...13...15 seconds). Doubles spell casting time. End Effect: you gain 1...6...7 energy.
Proposed:[edit]
10 3 12 Hex Spell. (6 seconds.) The next time target foe uses a skill, that foe is Dazed and Blinded (3...6...7 seconds).
Illusion Diversion, of sorts: a horribly dangerous hex that forces players to either go without casting or eat big shutdown.
Calculated Risk (PvP)[edit]
Current:[edit]
10 1 12 Hex Spell. Target foe does +10 damage with attacks (3...10...12 seconds). There is a 50% chance that the damage from each attack (maximum 10...50...60) will be done to that foe instead.
Proposed:[edit]
5 2 8 Hex Spell. (2...4...5 seconds.) Target foe deals +10...50...60 damage with their next attack skill. That foe's next attack skill has 50...36...33% chance to miss and a 33...47...50% chance to hit the user. This hex is renewed whenever target foe attacks.
I wouldn't mind a tweak to the math here; the chance to hit the target should decrease with every rank. As this stands, it's actually highest at mid-spec. Still, the chance to hit onesself increases gradually, and, at 15 spec, eventually balances out in such a way that the hexed foe has an equal chance of hitting itself, its target, and nothing. Of note, it doesn't renew itself on attack skill use.
Clumsiness[edit]
Current:[edit]
10 2 8 Hex Spell. (4 seconds.) Also hexes adjacent foes. Interrupts next attack. Interruption effect: deals 10...76...92 damage.
Proposed:[edit]
10 2 8 Hex Spell. (3 seconds.) Also hexes adjacent foes. 33% chance to interrupt each attack; interrupts next attack skill. Interruption effect: deals 10...76...92 damage and this hex ends.
The payoff for spamming this on physicals at any given time was too high. Like other skills, it's been reworked to give the target a viable option: in this case, attacking through it might not end badly. It still rewards mesmers who used it for maximum payoff, previously (on spikes) with its 100% proc rate on attack skills.
Illusion of Pain[edit]
Current:[edit]
10 2 5 Hex Spell. (8 seconds.) Causes -3...9...10 Health degeneration and target foe takes 3...9...10 damage each second. End effect: that foe is healed for 36...103...120.
Proposed:[edit]
10 1 30 Hex Spell. (12 seconds.) Causes -3...9...10 Health degeneration and target foe takes 3...9...10 damage each second. End effect: this skill is recharged and that foe is healed for 52...154...180.
The maintainability here was just stupid, so it's no longer maintainable.
In exchange, it's been given a longer duration and restored to its original casting time. The healing has been increased to match its longer duration.
Illusion of Haste[edit]
Current:[edit]
5 1 5 Enchantment Spell. (5...10...11 seconds.) You move 33% faster. Initial effect: removes Crippled condition. End effect: you are Crippled (3 seconds).
Proposed:[edit]
5 1 5 Hex Spell. (3 seconds.) Target foe moves 33% faster. Initial effect: removes Crippled condition. End effect: target foe is Crippled (5...10...11 seconds).
Illusion of Weakness[edit]
Current:[edit]
10 2 30 Enchantment Spell. Lose 50...202...240 Health. End effect: you gain 50...202...240 Health. Ends if damage drops your Health below 25% of your maximum.
Proposed:[edit]
10 2 15 Hex Spell. Target foe loses all but 25% Health (maximum 50...202...240). End effect: target foe gains 50...202...240 Health. Ends that foe's Health drops below 25% of their maximum or rises above 75% of their maximum.
I find this skill interesting because it doesn't actually do any damage. It does exactly what the current version does now, but to a target foe.
Because of its potential power, it's been adjusted to be absolutely non-lethal, which I feel was necessary.
What it should do, though, is panic unwary healers with the sudden, drastic decrease in health.
Illusionary Weaponry (PvP)[edit]
Current:[edit]
5 1 25 Elite Enchantment Spell. (30 seconds.) Deals 8...34...40 damage to foes in place of other damage or effects from melee attacks. Your melee attacks neither hit nor fail to hit.
Proposed:[edit]
10 ¾ 15 Elite Enchantment Spell. (15 seconds.) After one second, the target of your last melee attack takes 8...34...40 damage. This enchantment is renewed whenever you attack in melee. No effect unless you are wielding a focus.
Freakin' imaginary dual wield: turns your focus into a freakin' lightsaber.
Phantom Pain[edit]
Current:[edit]
5 2 15 Hex Spell. (10 seconds.) Causes -1...3...4 Health degeneration. End effect: inflicts Deep Wound condition (5...17...20 seconds).
Proposed:[edit]
5 2 8 Hex Spell. (12 seconds.) Target foe suffers from 1 Health degeneration and takes 1 damage each second. End effect: inflicts Deep Wound condition (0...2...2 seconds).
Shrinking Armor[edit]
Current:[edit]
5 1 8 Hex Spell. (10 seconds.) Causes -1...3...4 Health degeneration. End effect: inflicts Cracked Armor condition (5...17...20 seconds).
Proposed:[edit]
10 1 8 Hex Spell. (4 seconds.) Target foe attacks 10...20...22% slower and takes 3...9...10 damage for each second this hex has been in effect. End effect: inflicts Cracked Armor condition (5...17...20 seconds).
More active physical hate; also provides a more reliable source of cracked armor, in exchange for being worse than Clumsiness at phys shutdown.