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Old Feb 14, 2007, 03:49 PM // 15:49   #1
Master of Beasts
 
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Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Default Mesmer suggestions

Well, I have written complaints since prophecies about mesmers, and it seems that ANet is actually going to examine the class from a PvE standpoint soon. Good on ya!

Here is the theme though of my complaints, since day one:

Mesmer energy management is in a non-primary attribute, which has lead it to be weakened since other classes co-op it.

My suggestion then is to add some form of energy management to Fast Casting - either skills or an attribute effect, like other classes get.

One possibility is a "per action" effect, like the critical hit energy gain of assassins, the enchantment based gain for dervishes, the death-based gain on necromancers, and the shout-based gain on paragons. If it were based on hexes cast or interrupts achieved it could help push those activities.

A second possibility, that I like better, would be to make Fast Casting amplify energy gain. If each rank of fast casting provided 3% more energy gain from spells granting energy it could allow Inspiration to function better for a mesmer than a non-mesmer.

Example:
At 12 Inspiration an Energy Tap drains 6 energy, provides 12 energy to the user, for a net gain of 7.
If an 11 Fast Casting were used though, at 33% more energy, it would still rain only 6, but would return 16, for a net of 11. Poof - energy for mesmers from their energy gain spells, without ruining the balance for other users of Inspiration. 3% is of course just a figure I selected. This can allow Inspired Hex, Drain Enchantment and other staples to work as the source for mesmers without them being used by other classes as much.

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As for PvE stuff, fine - I've never understood why Spiteful Spirit was necromancer and not mesmer (it's like an AoE Empathy really), why skills like Reckless Haste or Blurred Vision have no equivalent for mesmers (seems like nice illusion spells), why there are condtion spreading and reliant skills (Hypochondria, Epidemic, Fevered Dreams, Fragility) but next to no conditions to spread and so on. Adding conditions to the spells effects would be in keeping with many ideas of mesmer skills (adding Weakness as a condition from some, like Imagined Burden? Doesn't seem out of place). The reactive spells that necromancers get outclass mesmer versions (Spoil Victor, Spiteful Spirit?). Even the necromancer degeneration skills tend to be better than mesmer versions, and many could have been made for mesmers instead.
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