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Old Feb 24, 2010, 12:10 AM // 00:10   #181
Lion's Arch Merchant
 
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Originally Posted by The Drunkard View Post
(Fyi these changes are pve only.
Why? Mesmers could use some love in PvP also... Well i have seen Hex eater vortex in pvp - before it was nerfed to death. Also i would suggest to lower the time that the inspired/revealed hold skills to 10 sec, 15 is still too long IMHO...

This game was like rock paper scissors... Now its more like rock rock rock. Call rock paper scissors "build wars" if you like but the game is more fun that way... the idea that a balanced build should be able to take out any other build is boring. News Flash! - A Balanced build is also a gimmick.

other mesmer changes to make...
  • remove ALL casting time from Illusion of haste
  • reduce arcane mimicry recharge time to 45 sec
  • revealed and inspired enchantment keep skills to 10 sec
  • bring back signet of weariness
  • Lower the recharge of Shatter enchantment to 20 seconds
  • lower the recharge of shame and guilt to 20 seconds
  • make blackout work for at least one second longer
  • have chaos storm interrupt like malestorm
  • Lower the casting time for spirit of failure, and spirit shackles to 2 seconds
  • remove the energy loss from signet of disenchantment and give it the negative effect of cripple and blind if an enchantment was removed
  • Allow PvE Monsters to Kill themselves with backfire
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Old Feb 24, 2010, 09:02 AM // 09:02   #182
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[*]have chaos storm interrupt like malestorm
I really like that idea. As Maelstrom is a much more expensive skill, Chaos Storm would be better off doing purely interrupt rather than damage + interrupt, unless the cost was increased again. The energy loss is useless in PvE so that could also be dropped to keep the casting cost down.

On a different note I still like my idea from Upier's "chaos nuker...?" thread of Esurge, Eburn etc doing damage to enemies based on the amount of energy stolen from them plus the amount of energy they have remaining. It would actually punish monsters for having such stupidly large energy pools for a change, plus it would give mesmers some damage options that still feel mesmer-like. I'd be quite happy to see the numbers for the damage per energy taken reduced so that the overall damage done is the same in PvP as it currently is, so that a skill split isn't required, if making skill splits is such a big issue. The extra damage done for the energy remaining could be along the lines of "for every X ranks you have in fast casting, ..." to make it a mesmer primary only effect.

Last edited by Smarty; Feb 24, 2010 at 09:13 AM // 09:13..
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Old Feb 24, 2010, 09:04 PM // 21:04   #183
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Originally Posted by Gargle Blaster View Post
Why? Mesmers could use some love in PvP also... Well i have seen Hex eater vortex in pvp - before it was nerfed to death. Also i would suggest to lower the time that the inspired/revealed hold skills to 10 sec, 15 is still too long IMHO...
The changes I suggested would be way too strong for pvp. Tbh I am content with the role mesmers play in pvp. However, in pve they are like rits used to be before their update, the mediocre jack-of-all-trades.
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Old Feb 25, 2010, 01:56 AM // 01:56   #184
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Why? Mesmers could use some love in PvP also
lol? Mesmers are very good in PvP as they are. I would say the are one of the most balanced professions in terms of power in that format.
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