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Old Jun 12, 2007, 08:49 PM // 20:49   #1
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Default Mesmer changes - thoughts

Lots of changes inbound for the mesmer, so I thought I would start up the inevitable thread.

Arcane Conundrum: now affects adjacent foes
Good to see things moving in the right direction. I'm not sure this change is going to get the mesmer out of the PvE gutter, but I like the idea.

Clumsiness: reduced recharge time to 4 seconds.
I'll wait to see how this pans out. At 10 energy it might be a burner

Illusion Durations
I like the change, and am glad to see these durations buffed a bit. Its a pain for a mesmer to stack points in inspiration(mantra) to make illusion stuff last longer. I always hated that.

Fast Casting: each rank now decreases Signet activation time by 3%
Excellent. PS: What will become of symbolic celerity?

Lyssa's Balance: functionality changed to: "Target foe loses one Enchantment. If you have more Enchantments than the target foe, this skill has no effect."
OK, sure

Lots of buffs to Illusion. Sad to see other lines left alone

Last edited by =DNC=Trucker; Jun 12, 2007 at 09:07 PM // 21:07..
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Old Jun 12, 2007, 08:55 PM // 20:55   #2
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Quote:
Lots of buffs to Illusion. Sad to see other lines left alone
Yeah, Inspiration needed a look in.
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Old Jun 12, 2007, 08:56 PM // 20:56   #3
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These were good changes overall but they really don't do too much to make mesmers more attractive in PvE.

Arcane Conundrum has the right idea though... AOE is what mesmers need. Actually, damage would be decent too because at the moment degen on lvl 24+ mobs is practically useless.

Having both of those things would probably make the mesmer overpowered in PvP, so I'd be happy just getting one.

Here's an example ANET of a skill change I'd like to see:

Conjure Nightmare: Target foe and all adjacent foes suffer degen of -5 for up to 17 seconds.

This basically makes it into an AoE version of conjure phantasm with a higher energy cost to compensate. Try it... see what happens!
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Old Jun 12, 2007, 09:11 PM // 21:11   #4
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The changes to AC does'nt really help at all. For sure it slows the casting down, but you still need to interupt them for it to be effective. Much easier to bring a BHA ranger where every attack interupts.

Fast cast on sigs would be great if signet builds were actually useful in PVE

Degen changes are nice, but they are still single target only and since degen maxes at 10 a searing flames ele will provide 7 of that, thus negating a lot of the addtional degen.

Interupting chants is nice, but of limited use in PvE

All in all I am happy that AN took the time to revisit this, but I must confess I feel it's a missed chance.
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Old Jun 12, 2007, 09:26 PM // 21:26   #5
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Imo I think these updates are good ^_^. The illusion line is soo fun to play with now I can piss those warriors off even more with imagined burden . The conjure spells...not sure what to think, at least its a positive change! And i'm glad I can interupt chants, its a change but... I rarely ever see chant using paragons....ever but nightfall will be a whole lot easier. Sigs=faster I think thats a great improvement, it will encourage me to use signets more often. I'm quite glad power spike got a boost cause I love that spell.

Sure its not GREAT improvements, but it is an improvement worth looking into. To encourage a mesmer's degen, slow spells and signets. As well as help with interupts, you can't expect them to allow signets to be interupted, i mean really thats what complicate is for, chants is a good change.
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Old Jun 12, 2007, 11:47 PM // 23:47   #6
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The changes are nice, but we'll just have to see how they work out. Clumsiness should be very nice for PvE players, but it could potentially be overpowered in arena or AB type situations.
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Old Jun 13, 2007, 01:37 AM // 01:37   #7
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I like these changes a lot even if they did miss opportunities.

The clumsiness buff is by far my favourite of the buffs, although it will drain energy, combining it with mantra of recovery and heavy energy gain will make it devastating.
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Old Jun 13, 2007, 02:36 AM // 02:36   #8
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Well they basically killed my AB build... the nerf to Mantra of Persistence is 1 thing, but the fact they didn't buff the duration of Illusion of Pain or Images of Remorse has made the former almost completely useless now.
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Old Jun 13, 2007, 02:48 PM // 14:48   #9
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I thought I read somewhere that they buffed Ether Feast to a casting time of 1. Maybe where I read it was unofficial and wasn't going to be changed.
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Old Jun 13, 2007, 03:37 PM // 15:37   #10
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FC for Signets - I can't imagine what took so long to get this one implemented. Mesmers have had artificers insignias since NF(I think) but they have been totally useless since signets made FC totally useless. Anyway, glad to see that it finally happened.

The nerf to MoP seems strange since they also buffed some of the stuff it affected, but not all. We'll have to see how it plays out in the end.

The change to AC seems weird too since Migraine now does a crappy job of the same thing (but you also get 3 degen...hardly worth it being elite, imo)

On a somewhat related note, the cap to armor is going to make it tough on many mesmers...
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Old Jun 13, 2007, 05:10 PM // 17:10   #11
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Quote:
Originally Posted by Pick Me
I thought I read somewhere that they buffed Ether Feast to a casting time of 1. Maybe where I read it was unofficial and wasn't going to be changed.
It was on Gails post in riverside. 1 sec casting time It should have been like this along time ago
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Old Jun 13, 2007, 08:28 PM // 20:28   #12
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Things that worry me:
-Signet of Humility + Mantra of Inscriptions with high fast casting
-Mantra of Recovery + Clumsiness

Other than that, it is a nice buff to mesmers
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Old Jun 13, 2007, 08:36 PM // 20:36   #13
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Quote:
Originally Posted by LouAl
The nerf to MoP seems strange since they also buffed some of the stuff it affected, but not all. We'll have to see how it plays out in the end.
MoP down the drain... they should of just taken the skill out lol. I can't imagine anyone putting 12-13 points in inspiration just to get 50% longer illusion hexes. Whats the point in fast casting when MoP requires all your points in Insp and Illusion?

I was really sad to not see any new skills in inspiration to help the party with energy, etc.. Not sure anyone disagrees it would help the pve state of the mesmer immensely.
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Old Jun 13, 2007, 09:03 PM // 21:03   #14
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Quote:
Originally Posted by =DNC=Trucker
MoP down the drain... they should of just taken the skill out lol. I can't imagine anyone putting 12-13 points in inspiration just to get 50% longer illusion hexes. Whats the point in fast casting when MoP requires all your points in Insp and Illusion?

I was really sad to not see any new skills in inspiration to help the party with energy, etc.. Not sure anyone disagrees it would help the pve state of the mesmer immensely.
MoP, you don't have to put 12-13 points in it, its still a useful skill, I would....^_-. I usally always put in 3 way attributes.

And energy management for the party....isn't that what paragons do already? If they did that they would be improving mesmers sure but declining paragons (who are already dissed in pve) so would this improvement really get us invited? Paragons sure aren't.
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Old Jun 14, 2007, 01:28 AM // 01:28   #15
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These changes are a perfect indication that the situation is already terminal...

Still who gives a damn. It's not like mesmers are completely crap in pve. As I imagine everyone here has probably finished all 3 chapters with them and will no doubt crush Gwen just as hard. Enjoy the challenge.

Also Clumsiness on a 4 second recharge is way over-powered. There are ways to get around energy. This will become obvious soon enough...
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