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Old Feb 09, 2008, 11:18 PM // 23:18   #1
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Default Suggestions for improving mesmer skills(VERY LONG LIST)

I came up with a some ideas to improve some mesmer skills to make them more friendly in PvE.Keep in mind that there is freedom of opinion and the improvements I came up with is *my* freedom of opinions, so do not turn this into a flame war or else I will get a mod to lock this.

DOMINATION

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Blackout:Cost:10 activation:1 recharge:12

Skill. For 2...5 seconds, all of touched target foe's and all adjacent foes' skills are disabled, and all of your skills are disabled for 5 seconds.

Explaintion:Does this skill really be used much?Though it can sometimes ruin an enemy's strategy, your skills are also disabled.Perhaps by giving small AoE range, it could be a bit more useful, though I still doubt it would be used much.
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Chaos Storm:Cost:10 activation:4 recharge:35

Animation change to that of fire storm with mesmer colors.

Spell. Create a Chaos Storm at target foe's location. For 10 seconds, foes adjacent to this location suffer 10...20 damage each second.Foes lose 1...3 Energy whenever they take damage.

Explaintion:How often do you see this used?It doesn't have much range and rarely will a foe be casting spells while in it.With my improvements to this skill, it could deal decent armor ignoring damage and enemy's hit by it will lose a decent amount of energy by the time they try to run out.I think that activation being 4 is pretty fair due to fast casting, which pretty much makes it only efficient as a mesmer skill.

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Cry of frustration:Cost:15 activation:1/4 recharge:13

Spell. If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 10...70 damage.

Explaintion:It has a big cost of of 15 and you need to interrupt a skill to do any damage or aoe interrupt at all.I decided that changing the recharge to 13 and increasing the damage a bit is fair.
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Energy Burn:Cost:10 activation:2 recharge:10

Spell. Target foe loses 3...7 Energy and takes 12 damage for each point of Energy lost.

Explaintion:Good ol' energy burn.It was a decent skill before, but you are wondering why it is on my list of improvements?The recharge time.It has you waiting awhile and it only does decent damage to a single target.
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Energy Surge:Cost:10 activation:2 recharge:10

Elite Spell. Target foe loses 3...7 Energy. For each point of Energy lost, that foe and all nearby foes take 12 damage.

Explaintion:Same reason like Energy Burn.
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Hex Eater Vortex:Cost:10 Activation:3 recharge:5

Elite Spell. Remove a Hex from target ally. If a Hex is removed in this way, foes near that ally take 30...78 damage and lose one Enchantment.

Explaintion:For an elite, it sure cant do a lot as it should be doing.10 cost isn't bad, but nobody will wait 15 seconds for an ELITE that removes hexes.But to balance it out, an increase in activation time is fair because of fast casting.It is the mesmer with an advantage of these skills, not an elementalist.
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Mind Wrack:Cost:5 Activation:1 Recharge:5

Hex Spell. For 30 seconds, the next time target foe's Energy drops to 0, that foe and all adjacent foes takes 15...85 damage and suffer from daze for 5 seconds.

Explaintion:Man, isn't it a chore to do e-denial in pve?And after doing e-denial, the single target only takes a bit of damage?I think adding in a 10 damage increase as well as aoe and a tiny 5 second daze might work,though there are those that may not agree with me.Keep in mind that this skill is dependent on other skills to even activate in the first place.
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Panic:Cost:15 Activation:4 Recharge:15

Elite Hex Spell. For 5...10 seconds target foe and all nearby foes suffer -2 Energy degeneration and -5 hp degeneration and take 10...38 damage whenever they use a skill.

Explaintion:What the hell!?!??25 Energy cost with only 2 energy degen along with damage whenever someone uses a SIGNET?To hell with that!It barely even qualifyed as an elite in the first place and we have enough anti signet skills as it is.I think my improvement has a much better use:) Increased the casting time for the reason of keeping it only efficiently used by mesmer.While it may not look to deadly, think about how many times you see enemys using skills.Now THIS would cause a panic!

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Power Leak:Cost:5 Activation:1 Recharge:8

Spell. If target foe is casting a Spell or a Chant, that Skill is interrupted and target foe loses 1...4 Energy.

Explaintion:The energy equivilent of power spike.If it was nerfed, at least give it a better recharge time!
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Price of Pride:Cost:10 Activation:1 Recharge:10

Hex Spell. For 5...17 seconds, the next skill target foe uses is interrupted and target foe and all adjacent foes suffer 20..60 damage.If that skill was an elite then you deal +40 damage and all of target foe's skills are disabled for 5 seconds.

Explaintion:This skill was not a pve skill in the first place, but ask yourself:How many times do you see it used in RA or PvP in general?By the time you can even cast it, the elite skill of the enemy probably is already used anyways, so it is a pointless skill.The improvement I have for it may make it an entirely different skill, but at least it has a decent use now.
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Shatter Delusions:Cost:5 Activation:1 Recharge:4

Spell. Remove one Mesmer Hex from target foe. If a Hex was removed, that foe takes 15...63 damage.

Explaintion:Nothing in this skill was changed except for the recharge time.It has a fair uses but 10 second charge is kinda stupid.

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Shatter enchantment:Cost:10 Activation:1 Recharge:10

Spell. Remove an Enchantment from target foe. If an Enchantment is removed, that foe takes 14...73 damage

Explaintion:The most basic enchant removal in the game.Its recharge time and cost was crazy before.To balance it though, the max damage is decreased by 10.
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Spiritual Pain:Cost:10 Activation:1 Recharge:10

Spell. Target foe and all nearby foes take 15...63 damage. If any of the foes are near a spirit,this Skill recharges instantly..

Explaintion:Before it was nerfed, it was crazy.Then it became useless.It had a long recharge it could rarely do AoE damage in the first place.I think my improvement will help it be used more often.
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Unnatural Signet:Activation:1 Recharge:20

Signet. Target foe takes 15...63 damage. If that foe near a summoned creature,that summoned creature takes 15...63 damage and this Signet does double damage to target foe and recharges instantly.

Explaintion:Need I say more?Who would equip a skill just to killed a summoned creature?At least now if target foe is near a summoned creature, it can do its effect.Keep in mind that it will also destroy the summoned creature to prevent spammable spikes.The recharge was decreased to 20 due to balancing reasons.
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Wastrel's Worry:Cost:5 Activation:1/4 Recharge:5

Hex Spell.Target foe takes 20..50 damage.After 2 seconds, target foe and all adjacent foes take 20...50 damage. Wastrel's Worry ends prematurely if that foe uses a skill.

Explaintion:Skills are the core of the game.They are constantly being used.Surely a 2 second duration will help it deal damage more often.The AoE damage is in just to make us want to use this skill more in pve since it is not easy to make monsters stop using skills and you cannot focus so long on just 1 enemy.The recharge increased to 5 for balance reasons



ILLUSION

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Accumulated Pain:Cost:10 Activation:2 Recharge:10

Spell. Target foe takes 10...45 damage. If target foe is suffering from 1 or more Hexes, that foe suffers a Deep Wound for 5...17 seconds.

Explaintion:30 damage is pathetic even if there is a second effect, and 2 or more hexes just for a deep wound, uhhhhhhhhhh...Ill pass.The improvement kind of fixes this a bit.
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Clumsiness:Cost:10 Activation:2 Recharge:10

Hex Spell. For 8 seconds, Target foe and all adjacent foes are hexed with Clumsiness.Whenever target hexed foe attacks,the attack is interrupted and that foe suffers 10...76 damage.

Explaintion:
Much better than the current change to Clumsiness :P
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Fragility:Cost:10 Activation:2 Recharge:5

Hex Spell. For 8...18 seconds, target foe and all adjacent foes takes 5...17 damage each time target hexed foe suffers or recovers from a new Condition or Hex.

Explaintion:It looked more like a secondary skill rather than primary.Mesmers don't have much condition applying skills, so I think that adding hexes into the skill's effect is a neat idea.
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Illusion of Haste:Cost:5 Activation:1 Recharge:5

Stance. For 5...10 seconds you are no longer Crippled, and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds.

Explaintion:Just a self opinion, but I find this cooler as a stance.
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Illusionary Weaponry:Cost:15 Activation:1 Recharge:25

Elite Enchantment Spell. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...43 damage.

Explaintion:8...45 damage, WITHOUT runes.Meaning around 55 damage with about 15 illusion magic.Yeah, it was a cool skill and very unique and fun to use, but it wasn't serious for competitive play before.
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Ineptude :Cost:15 Activation:1 Recharge:15

Elite Hex Spell. For 4...8 seconds, the next time target foe attacks, that foe takes 30...114 damage and becomes Blinded for 10 seconds.

Explaintion:Old effect was MUCH more better.Also decreased recharge by 5 seconds.
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Wandering Eye:Cost:10 Activation:2 Recharge:10

Hex Spell. For 8 seconds, Target foe and all adjacent foes are hexed with Clumsiness.Whenever target hexed foe attacks,the attack is interrupted and that foe suffers 10...76 damage.

Explaintion:
Same explaintion as clumsiness.
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SUNSPEAR
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Cry of Pain:Cost:10 activation:1/4 recharge:12

Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 40...88 damage.This skill recharges 5% faster for each point in fast casting.

Explaintion:Every other sunspear skill gets an advantage from the primary.So should cry of pain :P I was always impatient for this skill to recharge anyways.Its also PvE only, so whats the worst that can happen?
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WOOT!THIS TOOK 2 HOURS TO COMPLETE!!
Feedback appreciated.Just PLEASE no flamewars.

Last edited by Lishy; Feb 09, 2008 at 11:29 PM // 23:29..
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Old Feb 09, 2008, 11:24 PM // 23:24   #2
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HEV & Blackout will be overpowered.
E-Burn & Surge imba...
Same with Price of Pride and Shatter Enchant...
Shatter Delusions is a nerf (Enchanter's Conundrum spike)
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Old Feb 09, 2008, 11:33 PM // 23:33   #3
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Quote:
Originally Posted by Kain Fz
Keep in mind that there is freedom of opinion
No there isn't.

You can't balance the mesmer for PvE simply because the mesmer isn't designed for PvE, not to mention you're trying to balance things for PvE.
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Old Feb 09, 2008, 11:47 PM // 23:47   #4
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Just triple-echo Cry of Pain or whatever and not destroy PvP, kk?
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Old Feb 10, 2008, 12:12 AM // 00:12   #5
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Not trying to flame or anything, but you have no concept of how balance is achieved.
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Old Feb 10, 2008, 12:48 AM // 00:48   #6
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/agree with other posters
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Old Feb 10, 2008, 01:03 AM // 01:03   #7
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Many of your skills were overpowered. When I got down to Panic, I didn't even want to read any more.

/notsigned
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Old Feb 10, 2008, 01:11 AM // 01:11   #8
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I understand if you guys don't like them.
I admit:I went overboard :P
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Old Feb 10, 2008, 01:51 AM // 01:51   #9
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Quote:
Originally Posted by Savio
No there isn't.

You can't balance the mesmer for PvE simply because the mesmer isn't designed for PvE, not to mention you're trying to balance things for PvE.
It's not that their isn't, it's just that no one has found an adaquete way to do it without getting major QQing off the PvP side of the game.

As for this, this is not the way.
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Old Feb 10, 2008, 01:54 AM // 01:54   #10
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Meh.
To hell with this thread.
Hopefully mesmer will get good skills if arena net makes a skill expansion pack
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