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Old Sep 28, 2006, 07:20 AM // 07:20   #1
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Default Lacklustre Mesmer Elites: What can be done to fix them?

I'll start.

Enchanter's Conundrum
Elite Hex Spell. For 10 seconds, target foe casts Enchantments 100% slower. When this Hex ends, target foe loses all enchantments.

Hex Eater Vortex
10/1/10

Panic
15/2/10
Elite Hex Spell. For 10...22 seconds target foe and and all nearby foes suffer Energy degeneration of 2 and take 10...98 damage whenever they use a Signet.

Psychic Instability
5/1/10

Simple Thievery
Elite Spell. For 10...30 seconds, one random skill is disabled for target foe, and Thievery is replaced by that Skill, and can be used at that foe's attribute level.

Visions of Regret
Elite Hex Spell. For 5...17 seconds, target foe takes 30...102 damage whenever that foe uses an attack skill.

Arcane Languor
Elite Hex Spell. For 1..10 seconds, all spells cast by target foe cause Exhaustion.

Stolen Speed
Elite Hex Spell. For 5...17 seconds, target foe's spells take 33% longer to cast and your spells targeting that foe take 25% less time to cast.

Symbols of Inspiration
Either make it linked to Inspiration, or 5/1/5.

Fevered Dreams
Elite Hex Spell. For 10...22 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well, and that foe takes 10...30 damage.

Lyssa's Aura
Elite Enchantment Spell. For 3...9 seconds, whenever you are the target of an enemy Spell, you steal up to 1...6 Energy from the caster. All foes attacking you have a 10...20% chance to miss you.

Power Leech
Elite Spell. If target foe is casting a Spell, that Spell is interrupted and you steal 4...10 energy from that foe.

Signet of Illusions
-/1/3
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Old Sep 28, 2006, 08:14 AM // 08:14   #2
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I would run Panic forever if you did that, it was pretty powerful at 25e (famineway ftw) but 15?
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Old Sep 28, 2006, 09:03 AM // 09:03   #3
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panic would be overpowered. and so would arcane languor
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Old Sep 28, 2006, 09:26 AM // 09:26   #4
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PANIC PANIC PANIC PANIC

(x1000)
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Old Sep 28, 2006, 09:29 AM // 09:29   #5
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Well. When NF comes out, the non elite overpowered version of panic is going to be abused to no end for a while till it suffers the nerf bat (rightfully so).

I'm talking about Ether Phantom.
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Old Sep 28, 2006, 10:08 AM // 10:08   #6
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Quote:
Originally Posted by Song Rui
panic would be overpowered. and so would arcane languor
It wouldn't be overpowered, just fairly good. And I disagree about Languor. You're essentially investing 15 points into Fast Casting to get 10 seconds. And it can be contemplated off. It's like a faster, more *impacty* version of Backfire.
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Old Sep 28, 2006, 10:12 AM // 10:12   #7
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With Panic's low recharge and wide area, the only thing stopping the devastation is the high energy cost. PuP has run it in HA under QZ to good affect... it's a niche skill but it's powerful in the extreme. Can't really tweak it much (thought maybe 20 instead of 25).
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Old Sep 28, 2006, 11:03 AM // 11:03   #8
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Fevered Dreams+Fragility
Overpowered.

Panic wouldn't even be so godly tbh.
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Old Sep 28, 2006, 11:42 AM // 11:42   #9
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Personally, I don't think the 5 second recharge on Signet of Illusions is that bad.
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Old Sep 28, 2006, 12:24 PM // 12:24   #10
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Quote:
Originally Posted by Xasew
Fevered Dreams+Fragility
Overpowered.

Panic wouldn't even be so godly tbh.
Won't work. Read the 'suggested' description; Fevered won't trigger on 'recovery' of conditions.
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Old Sep 28, 2006, 03:02 PM // 15:02   #11
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Quote:
Originally Posted by Dragannia
Enchanter's Conundrum
Elite Hex Spell. For 10 seconds, target foe casts Enchantments 100% slower. When this Hex ends, target foe loses all enchantments.

Simple Thievery
Elite Spell. For 10...30 seconds, one random skill is disabled for target foe, and Thievery is replaced by that Skill, and can be used at that foe's attribute level.

Visions of Regret
Elite Hex Spell. For 5...17 seconds, target foe takes 30...102 damage whenever that foe uses an attack skill.
I suggested these exact same things already. I think it's fairly reasonable changes that make these skills far more viable that they currently are. In fact, after I suggested that change to EC, I added that it can also read "when this hex ends, target foe loses all enchantments if under the effect of an Enchantment spell, or takes 15...75 damage otherwise" for more versatility.

Hex Eater Vortex change sounds reasonable... I just don't necessarily understand why you would want to tie in the removal of enchantments to the removal of a hex in such a way. I'd rather it does something else.

Panic is one of my fav elites and I think is perfectly fine as is. The area is huge, the nrg pressure is immense, and it punishes Sig users (it effectively negates Sig of Healing and Sig of Devotion, for example). I often use this spell in combination with Suffering, altho Ulcerous Lungs is now a consideration as well, to toss in some anti-chant/shout into the mix. Again the skill is perfectly fine as is, it's rarely used, that is true, but those of us who use it, love it. You should see what Panic does to bunched up melee when followed by dual Sig of Weariness- good luck with those silly anti-block/evasion skills.

PI... it's just a niche skill... and it bypasses anti-interrupt protection unless combines with anti-kd. I used this elite some when Factions came out and it was fun vs all kinds of things. But I think it's just one of those niche skills. Niche elites are fine, they aren't often used by they are fine as they are.

Arcane Languor is fine. The buff put it where it should've been from the start. Now it lasts up to a little longer than Diversion. It's not a bad skill as is. Again, niche.

Stolen Speed was actually better the way it was than its current version. The only real problem there was with SSpeed was that it was counterproductive with FC. They should've fixed just that so that the 2 work together, not SS effectively replacing FC. Instead they messed up the skill. Oh, well.

Symbols of Inspiration is superb nrg management but I do feel a bit cheated by the way it so resembles Boon of Sigs. Use a fairly spammable Sig with this elite (just one is actually fine) and you gain tons of nrg. Can you even immagine this with Unnatural Sig hitting spirits? But the skill needs some attention.

FD should be AoE. All foes in the area are hexed with FD, whenever a foe suffers from a condition all foes in the area around that foe suffer from the same condition. Now THIS will make FD actually worthwhile.

I like the suggested change to Lyssa's Aura, afterall Lyssa doesnt only hate out casters, she hates out fighters, too. Maybe it should be whenever a foe casts a spell or attacks you, you steal x amount of nrg from that foe.

Power Leech will be better yes, if there was a direct nrg steal involved. If it steals upon the interrupt and then target is hexed for 10s and steals more if target casts spells, it would be good.

Sig of Illusions could use a faster cast, but that's not even necessary. Recharge is fine. But Thevery spells need to be reworked so that they aren't counterproductive with each other. Only then is this skill going to be valuable. Altho technically, you don't need to steal stuff to use this. You can simply carry an important spell from an attribute you dont have points for (or a primary att) and then you can use the spell at whatever lvl your Illusion is at.
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