I was thinking about how mesmers are short 1 skill (compared to the other core professions)...Which got me thinking that they should add another Elite Skill to fix that! (Even though we all know they wont add it, its still fun to pretend they will, right?)
So the question is: If you were to be able to create a Mesmer Elite that would be added to the game, what would it be?
Dont make the skill ridiculously OP...and if it would be balanced in PvE, but WAY too good in PvP, make a PvP version.
My idea for a skill:
Fragile Mind-Elite Hex
Domination Magic
15e 1sec 20rc
For 5...10 seconds, target foe casts spells 75%...50% faster, but is easily interrupted. Ends if foe is suffering from a condition.
Ideas/comments?
Your idea for a new Mesmer Elite
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As long as you don't cast Fragile Mind on a mesmer with high FC - cause then there is no way you'll interrupt a spell, the casting speed would be 300% or so.
Tbh I wouldn't make it faster, instead I'd do this : target foe casts spells 15...50% slower. Cause otherwise you're giving an advantage to your foe, no matter how many points you spend in Domination Magic.
Tbh I wouldn't make it faster, instead I'd do this : target foe casts spells 15...50% slower. Cause otherwise you're giving an advantage to your foe, no matter how many points you spend in Domination Magic.

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this would be massively overpowered in pvp. gvg and HA teams would just take soul barbs, stick on 10-15 different hexes and then use "repeating hexes" to deal a quick and easy 300-450 damage. then if two people take the elite, its a 600-900 dmg spike in 2 seconds (excluding any other hexes) nothing could prot vs this. prot spirit and spirit bond would be useless against it because soul barbs would hit 10-15 times, hitting 30 damage~ each time. so only soa would do anything against this, but if u just take a shutdown spell such as migraine/frustration then this, any team, even of 8 monks wouldnt stand a chance to stand against the damage
Master of Dominion
10e 1c 45r
Elite Skill. For 5...27..30s all hexes you cast apply to all foes in area, foes hexed indirectly use 1...5..7 modified domination magic attribute instead and last 10%...27%..33% of its duration. Domination magic.
Master of Dominion (PvP)
10e 1c 30r
Elite Skill. For 5..27..30s for each recharging domination skills you have your hexes last 2...4..5s longer. Domination magic.
10e 1c 45r
Elite Skill. For 5...27..30s all hexes you cast apply to all foes in area, foes hexed indirectly use 1...5..7 modified domination magic attribute instead and last 10%...27%..33% of its duration. Domination magic.
Master of Dominion (PvP)
10e 1c 30r
Elite Skill. For 5..27..30s for each recharging domination skills you have your hexes last 2...4..5s longer. Domination magic.
Mesmers need better elites, not a new one. And iirc, warriors have one more elite skill than every other profession so if you wanted to balance out the number of elite skills, mesmers would need two more and the remaining eight need one more.
But adding new elite skills isn't really going to change anything.
But adding new elite skills isn't really going to change anything.
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enemy minions/spirits are hardly a threat anyway :/. that's basically an elite verata's aura
Here's my candidate:
Dance Fever (E) -- Domination Magic 10 Energy, 1 Second Cast Time, 25 Second Recharge Time.
Description: Skill. Target foe and all adjacent foes have Dance Fever for 10, ... 25, ..., 30 seconds. While a foe suffers from Dance Fever all their spells have a 50, ..., 65, ...,90% chance of failure. Dance Fever ends if foe dances for 5 seconds.
Dance Fever (E) -- Domination Magic 10 Energy, 1 Second Cast Time, 25 Second Recharge Time.
Description: Skill. Target foe and all adjacent foes have Dance Fever for 10, ... 25, ..., 30 seconds. While a foe suffers from Dance Fever all their spells have a 50, ..., 65, ...,90% chance of failure. Dance Fever ends if foe dances for 5 seconds.
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It does. Positive effects on foes decrease when you increase your attribute points.
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Now reread it and tell me how the % actually affects the cast time rather than just positive effects good.
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No it doesn't make since. How do I cast something 100% faster? Does that mean it casts instantly or in half the time? Then what is 50% faster, that sure does sound like it casts in half the time.
Now reread it and tell me how the % actually affects the cast time rather than just positive effects good. |
AP > all.
It doesn't make sense adding skills that have an interesting or a new effect, when that just can not compare to the best option around.
Personally, I just want some new PvE versions of skills.
Mantra Of Recovery (PvE):
For 30 seconds, all your SKILLS recharge 50% faster.
Stolen Speed (PvE):
Target foe activates skills 100% slower, while your skills targeting that foe activate 100% faster. If you interrupt a foe hexed with SS, SS ends and all your skills recharge.
Symbols of Inspiration (PvE):
Interrupt target foe's skill. If target foe was interrupted, you gain 15 energy and all your skills are recharged.
Gives the mesmer the ability to abuse a secondary.
It doesn't make sense adding skills that have an interesting or a new effect, when that just can not compare to the best option around.
Personally, I just want some new PvE versions of skills.
Mantra Of Recovery (PvE):
For 30 seconds, all your SKILLS recharge 50% faster.
Stolen Speed (PvE):
Target foe activates skills 100% slower, while your skills targeting that foe activate 100% faster. If you interrupt a foe hexed with SS, SS ends and all your skills recharge.
Symbols of Inspiration (PvE):
Interrupt target foe's skill. If target foe was interrupted, you gain 15 energy and all your skills are recharged.
Gives the mesmer the ability to abuse a secondary.

