User:Lancy1214/Mesmer

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General Comments[edit]

Fast Casting[edit]

Elites[edit]

5 Energy1 Activation time15 Recharge time - (Fast Casting) - Elite Skill. (1...25...31 seconds.) This skill becomes the Elite spells or signets of target creature. Elite spells or signets you cast use your Fast Casting attribute instead of their normal attributes.

5 Energy¼ Activation time20 Recharge time - (Fast Casting) - Elite Hex Spell. Interrupts an action. Interruption effect: (5...13...15 seconds.) Target foe moves 33% slower and has +20...44...50% skill activation time when targeting you. You move 33% faster and skills you activate on target foe have -20...44...50% cast time.

5 Energy0 Activation time15 Recharge time - (Fast Casting) - Elite Stance. (5...17...20 seconds.) Your spells and signets recharge 33% faster. All your Mesmer skills recharge instantly whenever your interrupted.

Enchants[edit]

5 Energy¼ Activation time12 Recharge time - (Fast Casting) - Enchantment Spell. (3...7...8 seconds.) Your interrupted skills recharge instantly. You gain 0...4...5 Energy.

5 Energy¼ Activation time15 Recharge time - (Fast Casting) - Enchantment Spell. You move 33% faster. Lasts 3...7...8 seconds for each signet you have equipped.

5 Energy¼ Activation time15 Recharge time - (Fast Casting) - Enchantment Spell. You cant be knock down. Lasts 3...7...8 seconds for each signet you have equipped.

Hexes[edit]

10 Energy¼ Activation time15 Recharge time - (Fast Casting) - Hex Spell. Initial effect: interrupts a skill. (5...13...15 seconds.) Target foes next skill is interupted and Web of Disruption ends. End effect: all foes in the area are hexed with Web of Disruption.

Fast-Talk[edit]

Symbols of Inspiration: Now targets both Allies and Foes. Now only effects Spells and Signets.
Mantra of Recovery:There are no Mesmer elite recharge for signets (non-elite Mantra of Inscriptions gives superior +35% recharge with 6 ranks)

Inspiration Magic[edit]

Elites[edit]

5 Energy1 Activation time8 Recharge time - (Inspiration Magic) - Elite Spell. Remove one top hex, one bottom hex, and 1 Mesmer hex from target ally. Return 1...3...4 Energy for each Hex removed in this way." Cannot self-target.

5 Energy1 Activation time8 Recharge time - (Inspiration Magic) - Elite Enchantment Spell. (20 seconds.) You have +10...22...25 maximum Energy. End effect: you gain 10...22...25 Energy.

5 Energy¼ Activation time15 Recharge time - (Inspiration Magic) - Elite Spell. Interrupts a skill. Interruption effect: also interrupts all foes in the area and you steal 0...4...5 Energy from each interrupted foe.

Spells[edit]

5 Energy¼ Activation time12 Recharge time - (Inspiration Magic) - Spell. Remove a hex from target foe. Causes 1...4...5 Energy loss. You gain 4 Energy for each point lost.

5 Energy2 Activation time20 Recharge time - (Inspiration Magic) - Spell. Remove one Weapon Spell and one Enchantment from target foe. Removal effect: you gain 5...11...13 Energy and 40...88...100 Health.

5 Energy1 Activation time15 Recharge time - (Inspiration Magic) - Spell. Remove a Weapon Spell and an Enchantment from target foe. Target foe loses 1...4...5 Energy if target foe is hexed.

10 Energy1 Activation time20 Recharge time - (Inspiration Magic) - Spell. Remove a Weapon Spell and an Enchantment from target foe. If a Weapon Spell or Enchantment were removed in this way, that foe also loses 1...6...7 energy.

Hexes[edit]

5 Energy3 Activation time5 Recharge time - (Inspiration Magic) - Hex Spell. You lose all Energy. Target foe has -1...3...3 Energy degeneration and you have +1...3...3 Energy regeneration (30 seconds).

Signets[edit]

0 Energy1 Activation time25 Recharge time - (Inspiration Magic) - Signet. (15 seconds.) Hexes cast on you expire 5...29...35% faster. You lose 5...1...0 energy whenever you are the target of a hex.

0 Energy1 Activation time20 Recharge time - (Inspiration Magic) - Signet. You lose all Energy. Nothing happens (10 seconds). End effect: You gain 1...3...3 Energy (maximum 30) for each point of energy lost.

0 Energy1 Activation time15 Recharge time - (Inspiration Magic) - Signet. "Removes all enchantments. Removal cost: 15...9...7 Energy each.

Stances[edit]

5 Energy0 Activation time15 Recharge time - (Inspiration Magic) - Stance. (1...31...38 seconds.) The next time you would be interrupted, the attacking foe and earshot foes are interrupted instead.

15 Energy0 Activation time15 Recharge time - (Inspiration Magic) - Stance. (30 seconds.) Hexes you cast last 20...44...50% longer but have -20...44...50% slower recharge.

15 Energy0 Activation time15 Recharge time - (Inspiration Magic) - Stance. (30 seconds.) Your next signet recharges instantly. You gain +1...8...10 Energy for each equipped signet.

Insp-Talk[edit]

Domination Magic[edit]

Elites[edit]

10 Energy2 Activation time20 Recharge time - (Domination Magic) - Elite Hex Spell. Initial effect: deals 30...102...120 damage if target foe is not Enchanted. (10 seconds.) Enchantments expire 50% faster. End effect: deals 30...102...120 damage if target foe is not Enchanted.

10 Energy¼ Activation time12 Recharge time - (Domination Magic) - Elite Hex Spell. Interrupts a spell or chant. Target foe has -1...3...3 Energy degeneration and you have +1...3...3 Energy regeneration (10 seconds). Interruption effect: deals 30...102...120 damage.

10 Energy¼ Activation time10 Recharge time - (Domination Magic) - Elite Hex Spell. Interrupts an action. Interruption effect: If a skill was interrupted, that skill is disabled and Simple Thievery becomes that skill (5...17...20 seconds). All skills of the same attribute are reduced to 0 ranks for 1...7...8 seconds.

5 Energy1 Activation time25 Recharge time - (Domination Magic) - Elite Hex Spell. (5 seconds.) Also effects foes adjacent to target. Deals 10...34...40 damage. Removes one Enchantment each second.

5 Energy3 Activation time15 Recharge time - (Domination Magic) - Elite Hex Spell. (4...8...9 seconds.) Target foes skills takes 20...84...100% longer to recharge. No effect and ends early if target foe hits you.

10 Energy2 Activation time15 Recharge time - (Domination Magic) - Elite Hex Spell. Also hexes nearby foes. (5...13...15 seconds.) These foes take 15...39...45 damage whenever they use a skill. Deals 5...41...50 additional damage if not under the effects of another Mesmer hex.

Spells[edit]

10 Energy¼ Activation time15 Recharge time - (Domination) - Spell. Interrupts an action. Interruption effect: all signets in the area are disabled (5...9...10 seconds) if a signet is interrupted.

5 Energy1 Activation time10 Recharge time - (Domination Magic) - Spell. Removes a hex from target foe. Removal effect: deals 15...63...75 damage to all foes in the area if any of these foes had a hex.

5 Energy1 Activation time15 Recharge time - (Domination Magic) - Spell. Removes an enchantment from target foe. Removal effect: deals 14...83...100 damage to all foes in the area if any of these foes had a hex.

5 Energy1 Activation time10 Recharge time - (Domination Magic) - Spell. Removes a hex from target ally. Removal effect: deals 30...102...120 damage to all foes in the area if any of these foes had a hex.

10 Energy1 Activation time30 Recharge time - (Domination Magic) - Spell. Deals 15...63...75 damage to target and nearby foes. Instant recharge if it hits a spirit.

Hexes[edit]

15 Energy3 Activation time15 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (5...13...15 seconds.) These foes take 35...119...140 damage whenever they cast a spell or chant.

10 Energy2 Activation time15 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (5...13...15 seconds.) These foes take 10...46...55 damage whenever they attack.

10 Energy3 Activation time15 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next skill takes +10...47...56 seconds to recharge, and Diversion is refreshed for 6 seconds. Renewal: if target foe uses a skill.

10 Energy2 Activation time30 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next spell or chant fails and you steal 5...12...14 Energy. No effect unless this foe's spell or chant targets one of your allies. Renewal: if target foe casts spell or chant.

10 Energy2 Activation time15 Recharge time - (Domination Magic) - Hex Spell. Also hexes foes adjacent to target. (6 seconds.) These foe's next spell or chant fails and deals 15...63...75 damage to target and nearby foes. Renewal: if target foe casts spell or chant.

5 Energy3 Activation time15 Recharge time - (Domination) - Spell. (8...18...20 seconds.) Target foe cannot use signets. You deal 20...60...70 damage for each signet disabled in this way.

5 Energy1 Activation time5 Recharge time - (Domination) - Hex Spell. (30 seconds.) Target foe takes 15...75...90 damage whenever they use a skill. No effect unless foe has less than 5...9...10 Energy.

5 Energy2 Activation time8 Recharge time - (Domination Magic) - Hex Spell. (5 seconds.) Causes 1...4...5 Energy loss whenever target foe uses a non-Elite skill. End Effect: Causes 1...4...5 Energy loss. No effect and ends early if target foe uses an elite skill.

Signets[edit]

0 Energy2 Activation time30 Recharge time - (Domination Magic) - Signet. Causes 3...13...15 Energy loss. Also affects foes near your target.

Domi-Talk[edit]

Backfire/Empathy/Visions of Regret: Notice that it says 'adjacent to target' and not 'target and adjacent foes' (there is a range smaller then adjacent; technically it -should- be called Touch-range, but Anet never officially recongnized Touch-skills until after the 'Concise-update'). Slightly buffed Backfire to hopefully avoid PvP/PvE-skill split. Vision of Regret is either tad strong for PvP or tad weak for PvE; either split or form a compromise. AoE needed for PvE
Power Flux:Inferior to Power Leech in almost every way

Illusion Magic[edit]

Elites[edit]

5 Energy2 Activation time10 Recharge time - (Illusion Magic) - Elite Enchantment Spell. Enchant target ally with Illusionary Weaponry (30 seconds.) Deals no damage in melee, but target foe takes 10...34...40 damage whenever ally attack in melee. Furhter deals 10...34...40 damage if suffering from Illusion Magic hex.

10 Energy2 Activation time5 Recharge time - (Illusion Magic) - Elite Hex Spell. (5...17...20 seconds.) Causes -1...3...3 Health degeneration and doubles spell casting time. End effect: inflicts Dazed condition (5...9...10 seconds).

10 Energy1 Activation time20 Recharge time - (Illusion Magic) - Elite Hex Spell. (10 seconds.) Deals 30...114...135 damage. Inflicts Blindness and Weakness condition (4...8...9 seconds). No effect unless target foe attacks.

10 Energy1 Activation time10 Recharge time - (Illusion Magic) - Elite Hex Spell. (10 seconds.) Causes -1...4...5 Health degeneration. Intial effect: all hexes on target foe are renewed. Renewal: if target foe has another hex when Recurring Insecurity would end.

0 Energy2 Activation time10 Recharge time - (Illusion Magic) - Elite Touch Signet. You and target foe become Blinded for 8...18...20 seconds. Signet has half-range if you are blinded.

Spells[edit]

10 Energy2 Activation time15 Recharge time - (Illusion Magic) - Spell. Deals 10...30...35 damage per hex. Inflicts Deep Wound condition (5...9...10 seconds) if target has 2 or more hexes.

Hexes[edit]

10 Energy1 Activation time10 Recharge time - (Illusion Magic) - Hex Spell. (4...9...10 seconds.) Target foe has 1...3...3 health degeneration and 50% miss chance but deals + 25...13...10 damage.

5 Energy1 Activation time15 Recharge time - (Illusion Magic) - Hex Spell. (6 seconds) Target foe has -5 health regeneration. The next skill used by this foe takes 75...135...150% longer to activate.

10 Energy1 Activation time5 Recharge time - (Illusion Magic) - Hex Spell. (10 seconds.) Causes -3...9...10 health degeneration. End effect: target foe gains 15...9...7 Health for each point of degeneration caused by this spell.

10 Energy2 Activation time5 Recharge time - (Illusion Magic) - Hex Spell. (5...9...10 seconds) Target foe takes twice as long to gain adrenaline.

Illu-Talk[edit]

Non-Attribute & PvE-only Skills[edit]

5 Energy¼ Activation time12 Recharge time - (Sunspear rank) - Spell. Interrupts a skill. Interruption effect: also interrupts 5 foes in the area plus 1 additional foe for every 2 ranks in Fast Casting. Deals 25...50 damage and causes 3...5 Health degeneration (10 seconds) if any of these foes had a Mesmer hex. -

5 Energy1 Activation time15 Recharge time - (Illusion Magic) - Spell. Remove one Enchantment. Recharges instantly if target foe has more enchantments than you. If this foe has less enchantments than you, you lose enchantments equal the difference.

Mesmer Recycle Bin[edit]

  • Transpose Weapon -

10% Sacrifice5 Energy1 Activation time20 Recharge time - "(Spell) Move one weapon from target foe to yourself and increase its remaining duration by 20...84...100%."

  • Transpose Enchantment -

10% Sacrifice5 Energy1 Activation time20 Recharge time - "(Spell) Move one enchantment from target foe to yourself and increase its remaining duration by 20...84...100%."

  • Transpose Hex -

5 Energy1 Activation time20 Recharge time - "(Spell) Move one hex from yourself to target foe and increase its remaining duration by 20...84...100%."


Lancy1214[edit]

Most of the enchantment-removal skills are being configured to also remove Weapon Spells. As such, the names should change to reflect this. Inserting the word "essence" instead of "enchantment" should suffice. For example, "Drain Enchantment=Drain Essence, Shatter Enchantment=Shatter Essence...etc".

Mantra of Recovery: Ok...but when combined with Mantra of Inscriptions would that be too deadly/imbalanced?
--Falconeye they are both stance, so no it wont ^_^ thats a with beauty of self-regualating rules.
I knew that, I was just testing you:P--Lancy1214 23:55, 22 October 2008 (UTC)
Expel Hexes: Even though it's only mesmer hexes, this is still WAY too powerful and puts a MUT right to hexers. The way it was before was better if u ask me.

Falconeye[edit]

Any mesmer non-elite anti-Weapon Spells should have greater difficulty removing WS, particulaty if target is earshot of a spirit (the idea being that while caster uses mana to enchant, the ritualist uses an ally's -SOUL- to power/bind the WS to the ancestral weapon).

  • Ignorance Ignorance - Now affects target foe and all foes near that target.
Ignorance: If it's going to be nearby foes, maybe a duration shortening would suffice?

15 Energy2 Activation time20 Recharge time

Arcane Mimicry: Sure?
Inspired Hex/Revealed Hex: Sounds good but are the programmers talented enough to do that?
  • Hex Eater Vortex Hex Eater Vortex- 10e / 1c / 12r -Domination Magic -Elite Spell. Remove a Hex from target ally. If a Hex is removed in this way, foes near that ally take 30...102…120 damage and lose one Enchantment.
Hex Eater Vortex: I think 5 energy is a bit much for a skill that does this much! This used to be overused in GvG's...it was nerfed for a reason!

15 Energy3 Activation time15 Recharge time - (Domination Magic) - Elite Hex Spell. (6 seconds.) The next time target foe performs a skill, that skill fails, is disabled for 5...25...30 seconds.

Personally its annoying when skills cause x-damage but neglect to mention what type so players must assume its armor ignoring (the 3 armor-ignoring types are Shadow[dark], Holy[light], Chaos); we all know that Necro curses/Rits spirits deal Shadow, and Der/Monk deal Holy. While Shadow/Holy could've gone different/more interesting routes (i.e. Shadow can -only- be negated by Shadow -- M:tG), Chaos by its very nature is impossible to counter since its damage-type is constant state of flux, perfect for mesmer's blue-magic style of play.