Mesmer concept skill idea

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

With the advent of all the teleporting in this game, i was wondering if a disruptive teleport might someday see play in GW chapter 3.

Examples:

Twisting Earth
10 mana
1/2 second charge
30 second recharge
no attribute
Spell

Target touched foe is teleported to a random location outside your cast range.

Forgotten Path{E}
10 mana
3 second charge
45 second recharge
Attribute: Domination
Type: Hex

Target foe is teleported to a random location outside of your cast range. Target foe moves 15-50% slower for 6-12 seconds.

Huddle
10 mana
2 second charge
20 second recharge
Attribute: Domination
Type: Spell

Target foe is teleported to the nearest foe to your location. This spell has half the normal range.

Still rough, I know, but it would be fun

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

Very interesting, I think this would be a very useful attack tool, although causing enemies to teleport to random locations outside of your radius could be very problematic.

I would also like to see a ranger spirit which disables teleporting. It isn't have so determental as frozen soil, this would cause enemies to kill the spirit before they could use teleport techniques.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

I'd rather you change twisting earth to 'pshychic displacement' (sounds too ele'ish) and force the character to teleport away from you (in the direction you casted it) ratherthan to a random location... you dont want to get lucky and do an "Undead Lich" trick^^

A ranger spirit that disables teleporting... /notsignednotsignednotsigned

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

I think its a good idea because mesmer is basicly an anti-char. These one is good against assassins who do step in.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

The spells sound nice, and I do love the Mesmer, but I don't think teleporting is really a Mesmer thing. I dunno, it just doesn't seem like their forte. Actually, I'm not sure who these spells should belong to.

A ranger spirit that disables teleporting... /signedsignedsigned

Dannzzigg

Dannzzigg

Academy Page

Join Date: Feb 2005

Heroes Etc...

I like the idea of intefering with teleportation, but I also agree that a Mes teleporting his target away seems to be somewhat outside the norm for just how a Mes goes about his business.

Even a mesmer skill which disabled an Assasins ability to teleport would be useful, and perhaps more in line with the "anti-" nature of a Mesmer.

Perhaps:

Illusory Shackles
5 energy
10 sec recharge

The next time target foe would Shadow Step, he is interupted and the skill is disabled for an additional 20 seconds

or

Phantom Shackles

5 energy
10 sec recharge

The next time target foe would Shadow Step, he is interupted and suffers xxx damage.

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

After some careful consideration, I don't approve of a ward against teleporting. I think they should be fairly unrestricted in where they go. maybe a "when they go" trap however, such as any teleport skill in the area takes an extra 3 seconds to activate...*scratches chin thoughtfully*

For the most part, I tend to lean toward the bling side of battle: how can I use this skill to really screw up someones day. Not how can I mess up someone's skill bar (though, that can be very fun too)

Teleporting is a weapon I want to see more play, not less atm. That means not counterable; not yet.

Good suggestions anyway BahamutKaiser and Dannzzigg. Just cause I don't like them now doesn't mean i won't like them later.

As for the random issue...its the only way i can think of to keep most counter teleports "fair". There should really to only 3 places you can throw someone else to: a random location, next to one of their friends, or right in your face. In all, yeah, Huddle is my favorite.

Here's one counter I thought up, but dismissed as abusive:

Trading Space (I know, i'm a bad namer
15 mana
3 charge
60 second recharge
Attribute: Illusion

Hex Spell: For the next 15-60 seconds, whenever target enemy teleports, Trading Space ends. When Trading Space ends, you are teleported to target enemies previous location and target enemy is teleported to yours.

And since I thought of it too just now:

Fate Exchange
10 mana
1 second charge
no rechage
Inspiritation

Enchantment spell. For the next 10-20 seconds, whenever an enemy teleports to target ally, you teleport to target allies location and target ally teleports to your previous location.

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I realy don't see a need to add a special counter for assassin, because dagger weapons deal dual attacks, this means skills like empathy and insidious parasite are twice as deadly, it also means skills that boost allies attacks, but not nearly as much.

I have nightmares about having SS cast on my Assassin, kill my whole party wile executing a combo before I even notice.

Again, I think the best counter would be a ranger spirit which disables teleporting. Just like Winter making all elemental damage ice, and bringing ice defense, or Frozen Soil to stop the enemy from raising their team after they have been trounced, making a spirit which disables teleports on everyone would be a good defense against expected Assassins, forcing them to kill your spirit in order to use them, this also doubles as a anti corpse denial technique, since the 2 quickest cast/recast corpse spells are both teleport. Since it disables on both sides, it is balanced.

Trylo

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

i agree with ranger spirit

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by BahamutKaiser
I realy don't see a need to add a special counter for assassin, because dagger weapons deal dual attacks, this means skills like empathy and insidious parasite are twice as deadly, it also means skills that boost allies attacks, but not nearly as much.

I have nightmares about having SS cast on my Assassin, kill my whole party wile executing a combo before I even notice.

Again, I think the best counter would be a ranger spirit which disables teleporting. Just like Winter making all elemental damage ice, and bringing ice defense, or Frozen Soil to stop the enemy from raising their team after they have been trounced, making a spirit which disables teleports on everyone would be a good defense against expected Assassins, forcing them to kill your spirit in order to use them, this also doubles as a anti corpse denial technique, since the 2 quickest cast/recast corpse spells are both teleport. Since it disables on both sides, it is balanced.
Winter works only with elemantal damage Bahamut. You need Greater Conflagration with it and Mantra of Ice/Elemantal Resistance to reduce dmg. It will be a cheap shot if you fight in an areana of lava and you TP the target in a lava pool..... cant get out after that. Maybe a spell or Hex to stop Shadow step.... Backfire

Vyldan

Vyldan

Ascalonian Squire

Join Date: Apr 2006

The Stolen Eye [SEyE]

Me/E

The thoughts of Teleport-related skills has already crossed my mind.

Ignoring cost, damage and other features...

Intercept Displacement
Mesmer skill (Illusion?)

For (time), the next time the target foe attempts to teleport, you/foe lose/steal/gain (#) energy and teleport to the spot where the target foe would have teleported. The target foe takes (#) damage for each point of energy lost/gained, and is teleported to your previous location.

Essentially, foe goes to your spot, you go to his target, he gets hurt and something happens with energy. Chaos and fun ensues.

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

I think a ranger spirit wouldn't be too bad because, as BahamutKaiser mentioned, the spirit can be killed to allow for teleporting. In fact, with the Unnatural Signet in the Mesmer's arsinal, it can be killed pretty damn fast.

A secondly, the Assassin is still going to have Dash. That's an amazing way to get around as well.

Sorry to get so hung up on the ranger spirit. Let's get back to mesmer spells. Ah, it's always so much fun to create spells for the mesmer.

If we're not having the ranger spirit, I wouldn't mind a mesmer spell that disables all teleporting spells for 5 seconds or thereabouts. If it's well-timed then say goodbye to the Assassin.