Feedback:User/Tounaku/Mesmer Skill Suggestions

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Seriously, ANet, you broke it. The least you could do is try to fix it. Well, thanks to the discussion we've re-confirmed that PvE is--and for a long time has been--broken but at least PvP can be saved rather easily from Purple Elementalists.

Fast Casting PvP[edit]

Mantra of Recovery Mantra of Recovery 10 Energy0 Activation time20 Recharge time Elite Stance. For 5...17...20 seconds, your spells recharge 33% faster and each time you cast a spell you also gain energy equal to 0...40...50% of that spell's energy cost. This stance ends after you cast 1...5...6 spells.


Inspiration Magic PvP[edit]

Mantra of Recall Mantra of Recall -1 Upkeep5 Energy¼ Activation time20 Recharge time Elite Enchantment Spell. When this enchantment ends, you gain 1...4...5 energy for each spell you cast while you maintained this enchantment.


Domination Magic PvP[edit]

Energy Surge Energy Surge 5 Energy2 Activation time20 Recharge time Elite Enchantment Spell. For 1...12...15 seconds, each time you cast a spell that targets a foe, after two seconds, all foes nearby your target's initial location lose 1...3...3 energy and take 9 damage for each point of energy lost. This enchantment ends after you cast three spells.


Simple Thievery Simple Thievery 10 Energy¼ Activation time10 Recharge time Elite Spell. Interrupt target foe's action. If that action was a skill, that skill is disabled for 5...13...15 seconds, Simple Thievery is replaced by that skill, and your next 1...3...3 skills use your Domination Magic attribute.

  • After realizing how Symbols of Inspiration works, I don't think that it would be possible with the current game mechanics to have a specific skill on someone's skill bar automatically scale according to a specific attribute line. Therefore, the only viable way to make a skill stolen like this effective would to use the same mechanic as Signet of Illusions and then tie the activation of that mechanic to the actual act of successful interruption in order that it can't be abused for it's quick activation time. I lowered the disabling time because odds are that the user would steal the skill, use it once, and then use two other skills doing things Mesmers generally do better than using other people's skills effectively thus probably rendering the skill useless for an unnecessarily long period of time. Some feedback for the further improvement of this skill would be appreciated.


Shatter Storm Shatter Storm 10 Energy2 Activation time15 Recharge time MOVED TO DOMINATION MAGIC Elite Hex Spell. For 7 seconds, every 5...3...2 seconds, if target foe is enchanted, he loses one enchantment and that foe and all nearby foes take 10...38...45 damage.


Panic Panic 10 Energy¼ Activation time20 Recharge time Elite Hex Spell. Interrupt target foe's action and the actions of all nearby foes. If that action was a skill, then for 1...5...6 seconds, each time target foe's action is interrupted, all nearby foes are also interrupted. This hex is renewed each time a skill used by target foe is interrupted.


Mind Wrack Mind Wrack 5 Energy1 Activation time8 Recharge time Hex Spell. For 5...17...20 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 energy. If the target foe's energy drops to 0, that foe takes 10...70...85 damage and this hex ends.


Energy Burn Energy Burn 10 Energy2 Activation time15 Recharge time Spell. Target foe loses 1...6...7 energy and takes 9 damage for each point of energy lost.


Wastrel's Demise Wastrel's Demise 5 Energy¼ Activation time3 Recharge time Hex Spell. For 5 seconds, target foe is hexed with Wastrel's Demise. Each second while hexed, target foe and all foes adjacent to that foe take 1...7...8 damage and an additional 1...7...8 damage for each second this spell is in effect. This hex ends prematurely if target foe uses a skill. If this hex ends prematurely, you lose 3 energy.