Mesmer Skill Suggestions

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

I am really troubled by the amount of Memser skills that are completely useless, especially elites, and have decided to suggest some skills that Mesmers could use.


Moral Dilemma Elite Spell. 10e/2c/25r Inspiration
If a foe is adjacent to target ally, the nearest foe loses 3 energy and target ally gains 2 energy for each point of energy lost. If no foe is adjacent to target ally, that ally loses 3 energy.

Judgement Call Hex Spell. 15e/1c/20r Domination
Target foe is hexed with Judgement Call for 8 seconds. If that foe uses an attack skill within this time period, that foe loses 16...85 health and this hex ends. If that foe uses a spell while under the effects of this hex, that foe loses 5 energy.

Shards of Memory Spell. 10e/1c/12r Domination
If target foe is under the effects of an enchantment and has less than 90% health, one enchantment is removed from that foe.

Spoiled Minds Elite Hex Spell. 15e/1c/20r Illusion
If target foe is under the effects of an enchantment or hex, that foe and up to 1...5 adjacent foes are hexed with Spoiled Minds. Each foe hexed takes 10...20 damage for each foe hexed. (Maximum 100 damage).

Mesmerizing Gaze Spell. 5e/2c/15r Domination
Target foe takes 10...15 damage for each hex on that foe (Maximum: 90 damage).

Deceptive Scrutiny Hex Spell. 10e/2c/25r Illusion
Target foe is hexed with Deceptive Scrutiny for 6 seconds. If that foe casts a spell on one of your allies, that spell is interrupted and that foe and up to 0...4 adjacent foes suffer from 1...8 health degeneration for 15 seconds.

Supportive Surge Spell. 10e/2c/25r Inspiration
You lose 0...10% of you maximum energy. For every 3 points lost, one adjacent ally gains 1...3 energy for every 8...4 points of energy lost.

Quickening Aura Elite Enchantment Spell. 15e/3c/45r Fast Casting
For 6...16 seconds, all allies within earshot cast spells 15...25% faster. [100% failure with Fast Casting 4 or less.]


give me your thoughts on these skills, thanks guys.

placebo overdose

Wilds Pathfinder

Join Date: Jan 2007

N/

Quote:
Originally Posted by Dean Harper
Mesmerizing Gaze Hex Spell. 5e/2c/12r Domination
Target foe takes 10...15 damage for each hex on that foe. If that foe is under the effects of an enchantment as well, that foe loses 3 energy.
1. that is not a hex
2. i can see that being too strong give it a damage cap
3. mesmers dont need new skills they need attention to the old ones

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

yeah, of course Mesmers need attention to their old skills, but this is just some of my suggestions on either how to fix those skills, or add in new ones.

I Phoenix I

I Phoenix I

Jungle Guide

Join Date: Jan 2007

The Elite Lords of Chaos [LoC]

R/

I don't like the idea of skills that can be negative towards your allies :/

Too easy for people to piss others off...

Nuclfus

Nuclfus

Frost Gate Guardian

Join Date: May 2007

Screw guilds.

Me/

Quote:
Moral Dilemma Elite Spell. 10e/2c/25r Inspiration
If a foe is adjacent to target ally, the nearest foe loses 3 energy and target ally gains 2 energy for each point of energy lost. If no foe is adjacent to target ally, that ally loses 3 energy.
Either make it target self, or simply have the caster lose 3 energy. Correct me if I'm wrong, but I've never heard of skills cast by one party member that makes his ally pay the sacrifice.
Quote:
Judgement Call Hex Spell. 15e/1c/20r Domination
Target foe is hexed with Judgement Call for 8 seconds. If that foe uses an attack skill within this time period, that foe loses 16...85 health and this hex ends. If that foe uses a spell while under the effects of this hex, that foe loses 5 energy.
Doesn't seem very useful compared to already existing skills. Given the energy cost and recharge I'd much rather stick with Clumsiness (cheaper, quicker recharge) or Guilt/Shame (these actually steal energy, and more of it) for these purposes, seeing as you can often tell by profession (sins and dervs being an exception) what sort of skill your target will be using anyway.
Quote:
Shards of Memory Spell. 10e/1c/12r Domination
If target foe is under the effects of an enchantment and has less than 90% health, one enchantment is removed from that foe.
Works I guess. I'd switch the conditional to energy-related just for a more mesmer-like characteristic.
Quote:
Spoiled Minds Elite Hex Spell. 15e/1c/20r Illusion
If target foe is under the effects of an enchantment or hex, that foe and up to 1...5 adjacent foes are hexed with Spoiled Minds. Each foe hexed takes 10...20 damage for each foe hexed. (Maximum 100 damage).
Seems more like Domination magic to me. I can't see why this is a hex, just make it a regular spell that counts up hexed/enchanted foes within a certain aoe, then multiply and apply the damage as needed.
Quote:
Mesmerizing Gaze Spell. 5e/2c/15r Domination
Target foe takes 10...15 damage for each hex on that foe (Maximum: 90 damage).
placebo covered this one already.
Quote:
Deceptive Scrutiny Hex Spell. 10e/2c/25r Illusion
Target foe is hexed with Deceptive Scrutiny for 6 seconds. If that foe casts a spell on one of your allies, that spell is interrupted and that foe and up to 0...4 adjacent foes suffer from 1...8 health degeneration for 15 seconds.
Seems like a spell shutdown with the penalty being an aoe Conjure Nightmare (at max attribute) which I think would be too powerful. I'd tone that down, and change some wording to "If that foe casts a spell that targets a foe, that spell fails..."
Quote:
Supportive Surge Spell. 10e/2c/25r Inspiration
You lose 0...10% of you maximum energy. For every 3 points lost, one adjacent ally gains 1...3 energy for every 8...4 points of energy lost.
I've always thought mesmers should be able to take all the energy they've stolen and transfer it to allies. This seems a little complicated though, I'd stick with a simple "lose X energy, target ally gains Y energy" formula.
Quote:
Quickening Aura Elite Enchantment Spell. 15e/3c/45r Fast Casting
For 6...16 seconds, all allies within earshot cast spells 15...25% faster. [100% failure with Fast Casting 4 or less.]
Within earshot?!?! Way too powerful. Again I would give this a "single target ally" mechanic, and maybe reduce the recharge to compensate.

Anyway, those are my thoughts. Do whatever you want with them.

legion_rat

legion_rat

Desert Nomad

Join Date: Aug 2006

668 the neighbor of the beast

TFK

A/

One mes skill I want to see improved is Illusionary Weaponry. Its lame damage and usually you do more with out it. Its a cool idea for a skill

Elite Enchantment Spell. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...34...40 damage. cast 15cast time 1 recharge 25


how bout

Elite Enchantment Spell. For 30 seconds, you deal no damage in melee, but whenever you attack in melee, target foe takes 8...60 damage and you steal +1 energy 15 1 25

~the rat~

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Move SS to domination and remove its AoE.

Kiasyd117

Kiasyd117

Academy Page

Join Date: Mar 2007

Chantilly, VA

Summit Soldiers [SS]

N/Rt

Interesting ideas, but several of these spells push the Mesmer more into a Paragon/Warrior line of work than keeping within their own strengths and weaknesses.

I would have to agree with earlier statements that new skills are less needed than reworking or reattention to the existing ones, most of which seem to be far more PvP intended than PvE.

The Mesmer is a devastating support class with limited offensive capabilities, expecting dominant front line combat or super support roles is beyond what the class was intended for or even capable of.

thedeadlyassassin

Krytan Explorer

Join Date: Oct 2007

Tualatin OR

N/A

A/W

Mesmerizing gaze is way overpowered. have 6 outta 8 be mesmers with 2 monks in a GvG and you can pretty much spam different hexes on enemies then spike with that spell.

Painbringer

Painbringer

Furnace Stoker

Join Date: Jun 2006

Minnesota

Black Widows of Death

W/Mo

Quote:
Originally Posted by Dean Harper
I am really troubled by the amount of Memser skills that are completely useless, especially elites, and have decided to suggest some skills that Mesmers could use.



Judgement Call Hex Spell. 15e/1c/20r Domination
Target foe is hexed with Judgement Call for 8 seconds. If that foe uses an attack skill within this time period, that foe loses 16...85 health and this hex ends. If that foe uses a spell while under the effects of this hex, that foe loses 5 energy.


Shards of Memory Spell. 10e/1c/12r Domination
If target foe is under the effects of an enchantment and has less than 90% health, one enchantment is removed from that foe.


Deceptive Scrutiny Hex Spell. 10e/2c/25r Illusion
Target foe is hexed with Deceptive Scrutiny for 6 seconds. If that foe casts a spell on one of your allies, that spell is interrupted and that foe and up to 0...4 adjacent foes suffer from 1...8 health degeneration for 15 seconds.


Quickening Aura Elite Enchantment Spell. 15e/3c/45r Fast Casting
For 6...16 seconds, all allies within earshot cast spells 15...25% faster. [100% failure with Fast Casting 4 or less.]


give me your thoughts on these skills, thanks guys.
Quickening Aura-I like this one has that [skill]Celestial Haste[/skill] feel to it

Deceptive Scrutiny-This could be a nasty little opener

Shards of Memory- I would lower the health requirement to 50% only because alot of classes have enchantment rips with no requirements to use

Judgement Call- For some reason I am thinking Knockdown needed maybe ?
Like for 8 seconds if a skill is used against an ally that foe is knocked down if not you are knocked down.