yet ANOTHER mesmer suggestion

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Ok so...my ether lord suggestion was rather nicely received by the majority to my surprising. So I started thinking about other mesmer skills. Granted...you brought this on yourself by giving me encouragement XD

I wanted to start with something small, The elemental mantras. Now they are actually pretty nice damage reduction/energy skills for your mesmer, and also provide a bonus for knowing the area and preparing for it.

Unlike my last suggestion, this one is taking skills that are already kind of usefull, to make them something more.

Mantra of (earth/flame/lightning/frost)
10 Energy 1 sec casting 20 recharge
For 15...30...34 seconds, A mantra of [element] is cast around your character. Allies Adjacent to you take 26...45...50% less damage from [element] damage. Allies nearby take 20...37...40% less damage from [element], and allies in the area of you take 10...25...30% less damage from [element] Everytime you take [element] damage, you gain 2 energy.

I also thought about adding this to the skill.
Everytime allies within your mantra take [element] damage, they gain 1 energy if you have 8 or greater fast casting

The Mantras of course would not be stackable.

Now the Mesmer has some more party support! Now I know what you might say, "But ajc, when you fight [elemental monsters] it is better to spread out to mitigate damage anyways! YOUR A NOOB!" Well....the noob part may be true, but also remember there are many foes that take single target elemental spells, that can do quite a bit of damage to you party, so it would actually benefit to clump up so everyone is protected! as for the AoE damage, it at least offers SOME protection while being able to spread out.

I kind of see the Mantra turning into a ward around the mesmer that moves with him/her. I didn't want 50% damage reduction in the whole area, but I didn't want to force everyone to bunch up near the mesmer either. That is why I gave it a Shockwave sort of treatment. Change effectiveness to scale with area.

This way, the Mesmer skill gets the full effect of the mantra, only thing being i reduced the duration a tad since its party support. I also added one second casting. nothing a Mesmer shouldn't be able to handle. Granted still being in inspiration, other classes could use this, but they wouldn't get the energy in the second clause.

I only thought about this because I know when I vanquish sometimes, I like to add Mantras in certain areas to my hero's, because even if I spread them out, they never seem to stay that way for long and end up being AoE'ed by an elemental spell lol.

I dunno, Party support seemed like a good idea without going overboard.

Suggestions? Ideas? Flame?

Cuilan

Cuilan

Forge Runner

Join Date: Mar 2008

Me/

This would help make Mantras less used for farming. Adjacent isn't too bad in terms of being too much. Maybe the numbers are slightly too high. A bit.

I'm sure someone will compare this to SY.

This doesn't help mesmers with making bars due to having 2-3 energy skills and the rest whatever because of recharge.

Clumping can be bad, even when taking less damage from a skill.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by Cuilan View Post
1This would help make Mantras less used for farming. Adjacent isn't too bad in terms of being too much. Maybe the numbers are slightly too high. A bit.

2I'm sure someone will compare this to SY.

3This doesn't help mesmers with making bars due to having 2-3 energy skills and the rest whatever because of recharge.

4Clumping can be bad, even when taking less damage from a skill.
I numbered your post so I can respond effectively ^_^

1) The only reason it would be less usefull for farming is the duration. However, usually, the energy gained from these skills should be more than enough to keep fueling, so it actually shouldn't affect it too much. remember, For the Mesmer him/herself, nothing is actually changed from how they were before, except for the duration, and a 1 sec casting time.

2) Yes, and SY is much much better than this. +100 armor against EVERYTHING completely trumps 50% damage reduction against ONE element. But as others know, I am not fond of making Mesmers Overpowered, just more useful.

3) Not quite sure where you are going with this. It might not compress the current Mesmer bar, but it will provide some energy management, and party support.

4) Yes, you are completely right, Clumping can be bad. But in other areas, Clumping can not matter. When clumping is bad, at least there is still SOME damage reduction from a far range, and the Mesmer can move effectively to the people who need it, so say there is a damage over time AoE spell, the mesmer AND the party can move out of it, and still be protected incase another is casted or something of the sort.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

Quote:
Originally Posted by Cuilan View Post
This doesn't help mesmers with making bars due to having 2-3 energy skills and the rest whatever because of recharge.
There are 64 slots in which to build a team, not eight where you make your build as strong as possible and combine it with others.

OT
The idea is good, but the numbers are way too high. I'd suggest making the duration last no longer than 25 seconds, and decrease the percent damage reduction for nearby and in the area by 10%.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by The Drunkard View Post
The idea is good, but the numbers are way too high. I'd suggest making the duration last no longer than 25 seconds, and decrease the percent damage reduction for nearby and in the area by 10%.
I dunno. I want to agree with this, but we are talking about protection from ONE source of damage. It's not like watch yourselves or save yourselves where it reduces damage from ALL physical and elemental attacks. I like to think the specialization of the damage reduction is what makes it balanced.

But maybe it's not for certain areas....you could very well be right.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

Quote:
Originally Posted by ajc2123 View Post
I dunno. I want to agree with this, but we are talking about protection from ONE source of damage. It's not like watch yourselves or save yourselves where it reduces damage from ALL physical and elemental attacks. I like to think the specialization of the damage reduction is what makes it balanced.

But maybe it's not for certain areas....you could very well be right.
Greater conflagaration+winter?

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

I think I'd agree with the OP. The specificity of the effect does make it a balancing factor, especially when compared to some skills out there that give effectively 80% damage reduction to everything that respects armour (which is most forms of elemental damage).

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

Quote:
Originally Posted by The Drunkard View Post
Greater conflagaration+winter?
WHOA very true...Totally forgot about those skills...

Maybe a 10% decrease to nearby and in the area IS indeed in order....

Well then again after thinking about it, we are talking about using 3 skills, one of which is elite, to get the damage reduction. The R/X or X/R will also probably be part Rt to bring summon spirits (if it affects nature rituals...I haveno idea) to help.

Is this all really worth it?

paddymew

Frost Gate Guardian

Join Date: Jul 2008

D/

You are always adjacent to, nearby, and in the area and earshot of yourself.

Maybe specifically state what happens to you, and what happens to others?

Desert Rose

Krytan Explorer

Join Date: Sep 2007

Please gather all suggestions for mesmer buffs in one thread, or at least give each one a meaningful title!

Maybe:
Mantra of (earth/flame/lightning/frost)
10 Energy 20 recharge
Stance. (30...78...90 seconds.) Reduces earth damage you take by 26...45...50%. You gain 2 Energy when you take earth damage. Allies Adjacent to you take 7...13...15% less damage from [element] damage, allies nearby take 7...13...15% less damage from [element], and allies in the area of you take 7...13...15% less damage from [element]. (7 +1 for every odd number in Inspiration)

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Quote:
Originally Posted by ajc2123 View Post
Mantra of (earth/flame/lightning/frost)
10 Energy 1 sec casting 20 recharge
For 15...30...34 seconds, A mantra of [element] is cast around your character. Allies Adjacent to you take 26...45...50% less damage from [element] damage. Allies nearby take 20...37...40% less damage from [element], and allies in the area of you take 10...25...30% less damage from [element] Everytime you take [element] damage, you gain 2 energy.

That is why I gave it a Shockwave sort of treatment. Change effectiveness to scale with area.
Ever used Shockwave? I see a problem with your numbers because of that. People adjacent to you are also nearby, and also in the area. This would mean they are taking 50%+40%+30%=120% less damage. Or they would be healed? And I see too many similarities to the Wards, but making it movable is OP. I don't really like this idea much, and your numbers would need SERIOUS changes to make it balanced.

ajc2123

ajc2123

Desert Nomad

Join Date: Jan 2007

North of the wall

Me/

I didn't clerify in my post, but, the percentages would not be stackable. Each percentage value is for that area, and does not stack with percentages of other areas that coincide with that.

If that makes sense.

It is Similar to how shockwave acts, but, only because it uses multiple ranges.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

Quote:
Originally Posted by ajc2123 View Post
WHOA very true...Totally forgot about those skills...

Maybe a 10% decrease to nearby and in the area IS indeed in order....

Well then again after thinking about it, we are talking about using 3 skills, one of which is elite, to get the damage reduction. The R/X or X/R will also probably be part Rt to bring summon spirits (if it affects nature rituals...I haveno idea) to help.

Is this all really worth it?
Me/r

Greater conflag (though it isn't really needed for a lot of the benifits)
Winter
Ebon standard of honor
EBVas
Finish him!
optional*3

Huge damage mitigation, large energy gain for people getting hit, and some damage support.

I think the numbers should be reduced because they're abit too strong, but an opinion is still an opinion.

draxynnic

draxynnic

Furnace Stoker

Join Date: Nov 2005

[CRFH]

P/W

(Do I really need to fill in the rest?)

Builds already exist that'd do this. This one strikes me as being more offensive, but without as much damage mitigation, and possibly with at least as many weaknesses. It's not as if spirits have a high life expectancy if they get caught in area effects, after all, and Ranger spirits haven't benefitted from the Ritualist summoning time buff.