Feedback:User/Trithne/Mesmer clones as condition delivery vessels

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Rather than clones existing purely to fuel shatters, which feels in practice to be a highly unsatisfying system with poor feedback on effectiveness, clones could operate as a sort of killable hex that repeatedly apples a condition to the enemy, and can then be shattered for benefits. Constantly trying to generate clones and shatter them isn't really much fun, and shatter has terrible feedback, often leaving me wondering if it actually did anything.

When a clone is created, it performs the first skill of the weapon that creates it, but instead of doing damage, it applies a condition to the enemy. Which condition is based on the type of clone it is, and is intended to match up with the strengths of the weapon being used.

  • Sword - The sword clone applies Cripple, helping sword Mesmers to keep their enemy in range.
  • Greatsword - This clone applies Vulnerability, assisting in the greatsword's style of strong spike damage.
  • Scepter - The scepter is the Confusion weapon, and scepter clones apply Confusion, which makes up for losing it from the Ether Bolt chain.
  • Staff - The staff clone already applies effects, but since greatsword takes Vulnerability, Winds of Chaos' conditions could instead be Burning, Bleeding, and Chilled, building on a theme of elemental chaos.
  • The Underwater weapons are a little less obvious, but perhaps Confuse for trident and Cripple for spear.
  • Clones formed from Utility skills or Traits could automatically pick up the Mesmer's currently equipped weapon, or have their own specific condition, such as Blind or Weakness.

Shattering works as normal, Cry of Frustration isn't entirely valid since there is a clone to apply Confuse now. Perhaps it could be replaced with Weakness. Mind Wrack, Diversion and Distortion would not need to be changed, but Shattering in general could benefit from being faster and more visually clear.

With the added effects of clones, Phantasms are no longer part of the shatter mechanic. Instead Phantasms are duration-based, appearing, doing their thing while they persist, then vanishing after their duration ends. Traits could increase the Phantasm duration, but this way they simply serve to give the Mesmer a short-term assist - something to help inflict damage or protect them or apply Boons/Conds while the Mesmer uses their own skills.