Originally Posted by Shriketalon
There's a number of specific buff focuses that could help the mesmer, and amusingly, they come straight from the description.
Mesmers are masters of illusion and control, subverting the enemy’s Energy for their own use, and that of their allies. Combined with any other profession, their skills provide excellent support, turning enemies’ powers against them and changing the very fabric of reality to hinder foes and help allies. Mesmers have the ability to cast spells quickly, which can make all the difference in the heat of battle. Their powers of domination allow them to take control of enemy skills and Energy. Their unique illusionary talents can slow or even halt enemy movement and skill casting, or cause imaginary illnesses that drain Health and Energy from foes while healing and energizing allies. While Mesmers are not known for brute strength, their ability to confuse, distract, and drain the enemy’s resources more than compensates.
Emphasis Mine.
There are Three Things that mesmers should be able to do, and do well. That's where fixes should concentrate.
Dominate, decimate, and debilitate enemy skills.
-Decrease recharge times on most skills, especially enchantment removal. Single target removal should recharge at around 10 to 15 seconds to compete with Rip Enchantment.
-Energy loss is made of fail against hard mode monsters. All skills that use it should change functionality. For example, Chaos Storm could increase skill recharge times, like a wide area/less potent diversion. Price of Pride could cause major damage on elite skill use. Signet of Weariness could reduce attributes. Power Leak could cause easy interruption.
Apply Debuffs
-Give most illusions spells area effect. Crippling Anguish, Ethereal Burden, Imaginary Burden, Ineptitude, Calculated Risk, and Confusing Images should all hit adjacent. Recurring Insecurity should hit all adjacent, and every time it reapplies itself, spread to each enemy adjacent to those; a recurring spread of doom.
-All skill thievery skills should be targetable (for Arcane X), like Simple Thievery, and use their own attribute as the base. Applies to Arcane Larceny/Thievery, Revealed/Inspired Hex/Enchantment.
-Expand range of skills like Blackout and Signet of Midnight.
Energize and Inspire the Party
This is a big one.
-All hex removal should have better targeting, less recharge, more effect. Expel Hexes should remove all hexes from the target. Hex Eater Vortex should be a massive area hex removal. Shatter Hex should have reduced energy cost, Hex Eater Signet should have less recharge and not require touch range, etc. Just like rits can own conditions but have no hex removal, proper mesmer bars should obliterate hexes but have no control over healing and conditions.
-All skills that steal energy should transfer energy to yourself AND to nearby party members. This will allow the mesmer to truly use foe's resources to aid his friends. Skills like Ether Signet should be able to target allies, and Signet of Recall should give energy to everyone nearby. Just as a necro can transform health into energy for the party, the mesmer should be able to move energy around to help them.
-Finally, Mantras should influence the party at a range based on Fast Casting. At 0 FC, a Mantra should only effect the mesmer. At 1 point, it buffs the mesmer and all adjacent allies, at 4 FC, all nearby, at 8, all in the area, at 12, all in earshot. 16 Fast Casting could also expand this to spirit radius. This would allow the mesmer, the Primary Mesmer, to have an unrivaled place in the party dynamic, able to make everyone just a little bit better.
For example, Mantra of Recovery could become "your skills recharge 33% faster and all skills of allies within range of your mantras recharge 15% faster." Primary mesmer is credit to team.
Mantra of Recall could become "You gain +1 energy regen, and all allies with range of your mantra gain half your Fast Casting attribute." Everyone loves cuddling up to their fastercaster.
Mantra of Flame/Frost/Lightning/Earth/Physical Res/Elemental Res/Inscriptions would all apply to an area. Distortion and Resolve would apply to an area, but only the mesmer using it would lose energy. Concentration would affect a number of interrupts, dependent on Inspiration.
The buff would be less potent than the normal mantra (for example, when using Mantra of Flame, you would be the only one gaining energy when hit by fire, everyone else would just have damage reduction), but it would still apply a potent, passive buff. And since they are stances, thus you can only have one, it doesn't infringe on paragon territory, and the fast casting effect keeps them in primary mesmer turf.
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