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Old Apr 02, 2006, 03:56 AM // 03:56   #1
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Default Which new Mesmer skills would you like to see buffed be4 release?

I would like to see the following improved:

Arcane Languor: Totally worthless as-is. Needs a major buff or faces joining the pre-buff Fevered Dreams club. Much longer hex duration seems more than reasonable. Min 8-10 sec. Or drop its cost and recharge to 5.

Recurring Insecurity: There is just sooo many better ways to give 3 degen. The fact that this is supposedly a lingering hex, doesn't justify the fact it's only 3 degen... 4 min... maybe 5.

Conjure Nightmare: Cost is ridiculous for what you get. Either lower the cost or increase the degen... or make its icon prettier (ye... thats it )

Auspicious Incantation: In their desire to create more and more complex mesmer skills Anet went berserk on this one. Needs to be totally reworked. The only thing I'm sure about is that it is confusing. If I am going to self-divert 2 (!!!) spell (one for 30sec, mind you), I better be getting a whole lot of nrg out of it to make it worthwhile... At least make it so it doesn't self-divert itself...

Lyssa's Balance: Needs lower recharge. It's conditional and has 2 cast, the fact it's only 5 nrg doesn't justify it having 30 sec recharge.

Sig of Disenchantment: At least with EL there is an actual way to utilize the skill... Now this... losing all nrg seems to be unjustifiable anyway you look at it. Can it at least be "lose all nrg, target loses up to 1..3 chants" and move it over to an attribute.

Last edited by Hella Good; Apr 02, 2006 at 03:58 AM // 03:58..
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Old Apr 02, 2006, 09:10 AM // 09:10   #2
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Pretty much what you said. Also, Shatterstorm.
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Old Apr 02, 2006, 05:47 PM // 17:47   #3
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Originally Posted by Dragannia
Pretty much what you said. Also, Shatterstorm.
Shatterstorm is actually pretty good if you stay on top of things. If you remove 3 chants, it's cooldown is 21 secs, which is still better than any other chant remover you have, except the Sig of Disenchant but this skill is messed up. However, if you remove only 1 or 2 chants, cooldown is only 7 or 14... that's pretty damn good. I think you can do effective chant control with this skill, long as you don't go after things that have 100 chants stacked on top of them. On the flip side, will I choose this elite over any other? No.
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Old Apr 02, 2006, 07:54 PM // 19:54   #4
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I don't understand your problem with Nightmare, actually. 25e for 8 degen for around 20ish seconds with MoP is good, considering the only other way you can get that degen(nevermind how long it can last) is though an elite or burning. To get 8 most other ways by yourself require two hexes, usually around 10e each. It's a personal choice, removablility and energy cost vs slot space and application time.

Arcane Languor is fine as is, imo. Giving someone esle exaustion is a very powerful ability, something worthy of Anet being cautious with, at least in the begining.

Lose all energy part of Signet of Disenchanting is fine. Focus swap and it only hurts you if you're higher then 12 energy, which is reasonable seeing how easily signet recharge times are manipulated.

I agree with the rest.
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Old Apr 02, 2006, 08:17 PM // 20:17   #5
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Originally Posted by DieInBasra
I don't understand your problem with Nightmare, actually. 25e for 8 degen for around 20ish seconds with MoP is good, considering the only other way you can get that degen(nevermind how long it can last) is though an elite or burning. To get 8 most other ways by yourself require two hexes, usually around 10e each. It's a personal choice, removablility and energy cost vs slot space and application time.
Inbetween MoP and CNightmare you better have the rest of your skill bar dedicated to nrg management. CN needs a cover hex, so you will be using min 2 hexes anyway. I'd rather combo IoR/CPhantasm, give 10 degen for 15 nrg and not care much at all if one hex gets removed- both are fairly spammable. I clearly doubt you will be able to spam CN. It's just not worthwhile and I, for one, will not be using it.

Quote:
Originally Posted by DieInBasra
Arcane Languor is fine as is, imo. Giving someone esle exaustion is a very powerful ability, something worthy of Anet being cautious with, at least in the begining.
You do know it's a 3 sec duration hex, rite? That's half a Diversion. And the cost/cooldown are high enough to not justify the use of this skill at all. Even if we assume you manage to sneak it on one skill... you don't achieve much. You achieve nothing actually...
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Old Apr 02, 2006, 08:51 PM // 20:51   #6
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Quote:
Originally Posted by DieInBasra
I don't understand your problem with Nightmare, actually. 25e for 8 degen for around 20ish seconds with MoP is good, considering the only other way you can get that degen(nevermind how long it can last) is though an elite or burning. To get 8 most other ways by yourself require two hexes, usually around 10e each. It's a personal choice, removablility and energy cost vs slot space and application time.
Images of Remorse changes that, though. 15 cost nets you a decent duration of 10 degeneration, and possibly some direct damage as well.
I don't think many people would tell you that Conjure Nightmare's prohibitive cost makes it worth the convenience of a packing more degen in less slots. Spreading degeneration in a build that makes use of it isn't normally a huge issue.
Conjure Nightmare simply does not give you the added flexibility one might think it would, and the bulk of the problem is the cost, in a build where spreading many hexes on multiple targets to prevent easy removal is key.
As with most highly similar skills, balancing Nightmare and Phantasm to be both unique, and useful in their own situations, is something difficult. If either is too much better than the other, then nobody will bring the other. I'll hold on this one.

As for Signet of Disenchantment, it recharges fairly quickly as it is. It's probably intended as a no/low energy build supplement, whether it's a signet mesmer or a w/me adrenal build.
Some things to note;
Recharge with Mantra of Inscriptions puts it at about the level of 'remove hex'
Signet of Disenchantment is a 'signet', rather than a 'spell', and can remove Spellbreaker/Obsidian Flesh/Shadow Form

They could always tweak it, I suppose, but it's not quite as bad as it's billed for.

Auspicious Incantation is not good. It scales up to about 1.2 pips of energy in value at best. Considering Glyph of Lesser Energy is a meh non-attribute skill that yields ~.97 without penalty, I don't see why people would use Auspicious. The bonus doesn't match the harm disabling your own skills causes, in addition to such a ham-handed energy bonus; You absolutely HAVE to bring a +30/-2 regen set to fill the energy with. Tack on it's effectiveness scaling down with lower cost skills, and there's no reason to really use it.
I'd have to say that scaling the skill disabling down with more inspiration, while dropping the inherent recharge on Auspicious down slightly would be the only way people will run it. There're few spells worth disabling for 30+their own base recharge seconds just for a single burst of energy every minute, averaging out to be so little.

Lyssa's Balance is not balanced with existing enchantment removal. Even Inspired Enchantment is better, with just a few points in inspiration, while Drain Enchantment is much, much better. Attributeless or not, if you can afford the initial 10 energy investment, Drain is free.

Recurring Insecurity is a waste. Degeneration is not hard to come across from the illusion line, and having to babysit a degen target goes against the grain. 20 DPS is meh. You want to slap degen on multiple targets so that you're pumping out the health loss at a rate that the enemy can't keep up with.
Recurring Insecurity needs some other kind of meat too it to make it usable. Movement debuff and casting debuff have been done, though. Insecurity brought to mind interruption or some other penalty while performing actions; Perhaps making it more like Images of Remorse? Something like, 'If target foe is hexed while attacking or casting a spell, that foe takes 5+(3X) damage and Recurring Insecurity is renewed ..." I don't know, but the way it is now is meh.

Last edited by Mercury Angel; Apr 02, 2006 at 08:53 PM // 20:53..
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Old Apr 02, 2006, 08:59 PM // 20:59   #7
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If you use AL in conjuntion with an adren burn they're kinda forced. And yeah, you do achive something. You lower their max pool by 10 and give them exaustion. It's got a decent enough recharge time to keep exaution on them and even keep digging them into it. Their's an assasin skill that dazes if the target is exausted. Their's a ranger rit that doubles exaustion. I'm not saying it's a great skill, but it's useable.

Yes, inbetween MoP and CN you'll need alot of energy management, but you'll get that on a ConjureBot(e/me with ether prod). With a conjurebot I can see him at least keeping this on 3 people, which is alot of degen for three skills. As a mesmer primary, most energy managment skills still also offer ways to screw with the enemy, so it's not like it's a waste.But you will be devoting your elite to edrain or MoR instead of Migraine, so I guess that's another con. Again, it's not a fantastic skill, but I still think it can still be used effectively with the right team and skillset.

EDIT: Actually, yeah, after looking at images of remorse again, this skill does look alot weaker. Oh well. I don't really see how you could boost it though, nothing would make it to much more attractive then Conjure/IoR.

Last edited by DieInBasra; Apr 02, 2006 at 09:05 PM // 21:05..
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Old Apr 02, 2006, 09:26 PM // 21:26   #8
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I guess on a non-caster Signet of Disenchantment actually will be pretty good. I was looking at it from a purely Mesmer perspective and, yes, if you do a Signet build... it might be ok... But yea, it seems that after all this isn't a skill intended for Mesmers. Looks to me like a skill to put on a adrenal warrior.

As for ALanguor, lets assume it actually catches one spell and causes Exhaustion. It is very, very highly unlikely that it catches more than 1 spell every 15sec. Any event: Exhaustion = -10max nrg, recovery rate 1point/3s. In 15 sec (time it takes for AL to recharge), they will have recovered 5 points of nrg. I don't see how this makes it elite material. I still think that it should min last as long as Diversion.
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Old Apr 04, 2006, 11:33 PM // 23:33   #9
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Said it once, saying it again

Make Arcane Liq Crystal haze; then mesmers will have something in their FC attribute that is decent

Other mentions on this line...
Mantra of R=reduce energy cost to 5, increase duration
Interrupt gives you energy instead of them
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Old Apr 05, 2006, 12:35 AM // 00:35   #10
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Conjure nightmare isnt very good, but there is a much better illusion combo around..and man does it own. I was using something like this during the weekend

Images of Remorse(5 degen, fast recharge, 55 dmg to an attacking foe)
Conjure Phantasm(5 degen)
Accumulated Pain(Target takes 37 dmg and if target is suffering from 2 or more hexes, that foe suffers from deep wound for 21 seconds)
Clumsiness/Arcane Conondrum
Energy Drain {E}
Power Drain
Rez Signet/Leech Signet

Was amazing degen, all you need is e-management
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Old Apr 05, 2006, 12:39 AM // 00:39   #11
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Yea IoR/Conjure/Cume Pain was my choice of hexes for the better part of the event. Worked wonderfully. There is just something inadequately disproportional about Conjure Nightmare. They should either drop it to 7 degen and 15 nrg, or buff it to 9-10 degen and 25 nrg.

Quote:
Originally Posted by Eaimirth Etaivella
Make Arcane Liq Crystal haze; then mesmers will have something in their FC attribute that is decent
I have no idea what you are talking about.
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Old Apr 05, 2006, 12:44 AM // 00:44   #12
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Quote:
Originally Posted by Hella Good
Yea IoR/Conjure/Cume Pain was my choice of hexes for the better part of the event. Worked wonderfully. There is just something inadequately disproportional about Conjure Nightmare. They should either drop it to 7 degen and 15 nrg, or buff it to 9-10 degen and 25 nrg.
It may not be a very good skill, but i think illusion magic got a very nice buff, and giving them another wouldnt be very fair, i think the skills you mentioned need buffs, more so than this skill
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Old Apr 05, 2006, 01:31 AM // 01:31   #13
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At the risk of sounding a troll, I think that other classes need to be looked at before Mesmer's (ahem...Elementalists..). But I'm sure most skills will get a second look over, and tweak as feedback has been coming in.


I think Unnatural Signet needs to deal more damage.

Last edited by SnipiousMax; Apr 05, 2006 at 01:34 AM // 01:34..
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Old Apr 05, 2006, 01:57 AM // 01:57   #14
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I used Unnatural a lot and I've been advocating its double use as a Spirit killer and as a nice finishing move. I think it's fine. It's free 70-80 damage anyway you look at it. And the recharge you can handle in a few ways. If you run SoW, I don't see why you wouldn't put Unnatural in there and grab the Mantra of Inscriptions. Just my 2 c.
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Old Apr 05, 2006, 02:07 AM // 02:07   #15
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Unnatural signet may not be a great skill on the hole, but was great to use during that weekend since every team had atleast 1 spirit spammer :/
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Old Apr 05, 2006, 06:08 AM // 06:08   #16
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Quote:
Originally Posted by Hella Good
I used Unnatural a lot and I've been advocating its double use as a Spirit killer and as a nice finishing move. I think it's fine. It's free 70-80 damage anyway you look at it. And the recharge you can handle in a few ways. If you run SoW, I don't see why you wouldn't put Unnatural in there and grab the Mantra of Inscriptions. Just my 2 c.
The problem I have with USig, is that you're standing there for a long time to kill a spirit the spammer is probally going to blow up anyway. Maybe if it did extra condition damage vs spirits. But then instant recharge would suck... You're right, it's fine as it is!
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Old Apr 06, 2006, 12:09 PM // 12:09   #17
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Quote:
Originally Posted by SnipiousMax
The problem I have with USig, is that you're standing there for a long time to kill a spirit the spammer is probally going to blow up anyway. Maybe if it did extra condition damage vs spirits. But then instant recharge would suck... You're right, it's fine as it is!
That's why you only go for key spirits, like Elite ones and such. If you see a Pain or something, ignore it.
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Old Apr 06, 2006, 02:34 PM // 14:34   #18
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Yes, it does take some time to kill the spirit but it's relatively short. If they give it double damage versus spirits, I am not going to complain. But again, the spirits is just one side of this skill. You can take down a Wanderlust or something equally powerful but I prefer to use this skill under MoI for a finishing move. It's a sig, so very little protection you can have versus that.
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Old Apr 06, 2006, 03:15 PM // 15:15   #19
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Quote:
Originally Posted by Hella Good
I have no idea what you are talking about.
Crystal Haze
From GuildWiki
The only creature in the game who uses this powerful skill is the dragon Glint.
Skill Description
Hex Spell (monster only). For 30 seconds, target foe and all nearby foes lose 1 Energy regeneration and suffer exhaustion whenever they use a skill that costs Energy.

Happy to help ^_~; should be toned down a bit-but so much crazy hex removal these days *CoP cough* I don't think it would need much nerfing.
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