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Hammer Mesmer (elite spec concept) - The Occluder

Curunen.8729Curunen.8729 Member ✭✭✭✭
edited March 30, 2020 in Mesmer

This is very much a work in progress and will certainly require a lot of edits - many things have not been fully thought through and some things simply may not be appropriate. But have spent too long thinking about this so best to get it posted and then modify stuff later. Numbers are very much placeholder - some may either be too weak or stupidly powerful, so focusing on the concepts rather than numbers.


Occluder:
The warrior mesmer, which shuns deception and illusions preferring to directly enfold themselves with phantasmal energy and engage head on. Gain access to telekinetic Physical skills and build stacks of Phantasmal Armour, which can be unleashed in devastating burst attacks.
Reasoning (I like the symmetry):
Chronomancer ~ Mesmer/Necro (“light armour category”, support, offhand)
Mirage ~ Mesmer/Thief (“medium armour category”, damage, mainhand)
Occluder ~ Mesmer/Warrior (“heavy armour category”, control, two handed)

Primary feature: Phantasmal Armour

  • Occluder does not create clones. Clones that would potentially be created by any skills or traits are immediately absorbed into the player as Phantasmal Armour, with a swirling pink visual effect (similar to Peerless Infusion effect) stacking in intensity with the number of absorbed clones.
  • The clone counter is now the Phantasmal Armour counter (PA).
  • Phantasms directly increase the counter once they despawn or are killed.
  • Any clone generating traits or skills directly give Phantasmal Armour (eg Deceptive Evasion gives 1 PA after dodge, Signet of Illusions would give 1 PA every 10s and refresh all Burst skills on active, etc)
  • Taking damage greater than 25% of the player’s maximum health pool will directly remove one stack of Phantasmal Armour (simulating a clone being killed).
  • Each stack of PA provides 10% direct and condition damage reduction.
  • PA stacks decay over time out of combat – losing 1 stack every 3 seconds.
  • For each stack of PA, the player’s auto attacks are directly augmented to simulate what clones may contribute on the field.
    For example, Staff (this is by no means accurate, only to highlight that autos should scale with PA stacks):
    PA 0 – normal auto attack
    PA 1 – gains 1 additional stack of bleeding
    PA 2 – gains 1 additional stack of torment
    PA 3 – gains 1 additional stack of burning
    And so on… Each weapon has a scaling auto attack damage based on the PA counter, direct and/or condition.

  • Core skill outliers, modified for Occluder only:
    Sword 3 - changed into: mark your current position and teleport to your target, applying cripple and vulnerability. Swap to teleport back to your initial position, immobilising enemies around you and gaining 1 PA.
    Mirror Images - changed into: break stun and gain maximum PA. 20s cooldown.

  • Core trait outliers (there are more, but will edit and list others after having given better thought to them), possibly modified for Occluder only, or changed for Core to function seamlessly. This is a big problem, as there are a few things that don't appear to work without some kind of change...
    Sharper Images – applies directly to the player’s crits?
    Empowered Illusions – applies directly to the player’s attacks, but reduced to 5% for Occluder.

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New condition: Suppression
Suppression prevents boons from functioning in the same way as Resistance prevents conditions. If both are present on a player, the effects cancel out for the duration until one of them expires. Eg if a player has 2s resistance and 3s suppression, the first 2s will have no effect from either boon, and the final 1s will function with suppression once the resistance has expired.
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Shatter skills are replaced by "Burst" skills that unleash stacks of Phantasmal Armour. Burst skills are not accessible with 0 PA (equivalent to no IP/Self Shatter).
F1 and F2 are unique for each mainhand and two handed weapon, similar to warrior burst skills, using large phantasmal models of those weapons to deal attacks. I don’t have ideas for all the weapons yet, so will only write it for Hammer. Each weapon could have unique benefits with F1 and F2, eg wider cleave, range, greater single target damage, more conditions, soft cc, etc. This means Greatsword, Staff, Sword, Scepter and Hammer all have unique F1 and F2. However, F1 is still the direct damage burst, and F2 the condi burst - to synergise with Core traits that may affect either F1 or F2.

  • All F1 and F2 skill cooldowns apply over weapon swap, so using one will prevent use of another after weapon swap until the cooldown has refreshed.
  • Any traits affecting Shatter skills directly apply to the relevant Burst skills only. Eg, Blinding Dissipation would apply to F2 on whichever weapon, Shatter Storm would apply to F1. As far as I know it is only Master of Fragmentation aoe F3 that may need specific attention with Disorient, maybe also reflect and Auspicious Anguish to trigger on F4 activation.
  • Losing PA through taking 25% health damage is analagous to having a clone be killed, and has no other interaction with anything shatter related.
  • Absorbing PA with Heal and Elite skills is not the same as spending PA on Burst (Shatter) skills. It would function more as if "killing" clones to fuel the skill, and as above would have no other interaction with anything shatter related.
  • F1 (Hammer)Psychic Impact: Unleash your PA into a Phantasmal Hammer and smash the ground in front of you, dealing damage. 0.5s cast time, up to 5 targets in a cone, 180 range. Damage scales with PA stacks. 10s cooldown.
  • F2 (Hammer)Ring of Bewilderment: Unleash your PA into a Phantasmal Hammer and spin around, confusing enemies. 0.5s cast time, up to 5 targets, full circle 180 radius. 1 confusion per PA stack. 20s cooldown.
  • F3Disorient: Blast off your Phantasmal Armour in a pulse that moves outward, dazing targets in a line in front of you. (Master of Fragmentation turns this into a single PBAoE pulse) Instant cast with travel time, 600 range. +1s daze duration per PA stack. 30s cooldown.
  • F4 - Mental Barrier: Project your Phantasmal Armour outward, blocking attacks and pulsing Resistance to allies and Suppression to enemies in the area (up to 5 targets). 1s per pulse to targets in the radius. Radius 240, duration 1s per PA. Instant cast. 50s cooldown.

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Utilities – Physical Skills – with a telekinetic twist, they all feature pink glowing phantasmal effect (similar to Binding of Ipos). All physical skills, similar to weapon auto attacks, scale with higher PA stacks but can also be used with 0 PA for the baseline effect. Taking a lot of inspiration from crowd control Biotics and Force powers - think pink biotics! Elite absorbs PA stacks, the other utilities do not.

  • HealAbsorption: Shield yourself with phantasmal energy for 2 seconds. While Absorption is active, incoming damage heals you and does not deplete PA stacks. Instead, incurring greater than 25% of total health as damage while Absorption is active directly increases Phantasmal Armour by 1. For every stack of initial PA (prior to cast), increase Absorption duration by +1s. 25s cooldown.
  • Utility 1Grasp: Grasp your target in a field of phantasmal energy, slowing their actions. 2s Slow, Chill and Cripple, +1s for each initial stack of PA. 3/4s cast time, 900 range (visual animation of phantasmal hand and pink effect around target at range). 25s cooldown.
    Flipover skill – Pull: pull your target toward you, range 600. Available for 2s after Grasp and +1s for each initial stack of PA (up to 5s access). 0.75s cast time. 25s cooldown after use, if used.

  • Utility 2Dispel: Punch forward with phantasmal energy, launching enemies in a cone. 600 range, launch 400 units, +100 units per initial PA stack. 3/4s cast time, 25s cooldown.

  • Utility 3Fleeting Thought: Focus phantasmal energy to propel yourself towards a target at speed, stunning on contact. 0.5s windup cast time, 900 range, 1.5s stun on contact. +100 range and +0.5s stun for each stack of PA. 35s cooldown, reduced to 25s if hitting a target. Has travel time. (think Mass Effect - Biotic Charge, in pink)
  • Utility 4Nova Transfer: Temporarily become immune to any disable effects on you (daze, stun, knockdown, float, fear, taunt etc…), jump up and slam a phantasmal fist into the ground, sending out a wave of phantasmal energy that removes and transfers all current disable effect on you to players hit by the wave (effectively a Stun Break). 0.75s cast time, up to 5 targets, 240 range, 30s cooldown. +120 range for each initial stack of PA.
  • EliteFinal Form: Absorb all PA stacks and transform into a giant phantasmal juggernaut, gaining access to new skills (need to think this one through more, but essentially Rampage with mesmer flavour, and heavy cc potential). Duration 7s, +1s for each stack of PA absorbed. 180s cooldown? (depends on the effects).

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Weapon – Hammer (unlike other weapons, Hammer does not summon a phantasm, instead transforming the player into a phantasm for the associated attack. Any traits applying to phantasms apply to the player in this case). Only skills 1 and 2 are intended for damage, as well as of course F1 and F2 burst skills.

  • AutoPsychic Strike/Blow/Smash: Strike your foe x3, final hit applies Cripple (2s). 3 target cleave. Does higher damage within 180 range on physical contact, but also deals reduced damage up to 480 range within a narrow cone in front of the player. Pink illusionary hammer visual effect extending up to the farthest target being hit. Prioritises closest targets.
  • Skill 2Banish Construct: Focus phantasmal energy and charge to your target striking them twice, dealing damage and gaining 1 PA for each hit. 0.5s evade, leap finisher, 600 range, 10s cooldown (kind of a shorter range analogue to Fleeting Thought, just as on Mirage Axe 3 is analagous to Mirage Advance).
  • Skill 3 - Mental Chains: Hold out your hammer and fire a beam of phantasmal energy, immobilising and crippling targets in a line (up to 5). 2s immobilise, 3s Cripple, 1s cast time. 900 range, 15s cooldown.
  • Skill 4Phantasmal Vanguard: Transform into a Phantasmal Vanguard and knock down up to 3 targets in front of you. Gain 1 PA on transform end. 240 range, 2s knockdown. 20s cooldown. 0.25s transform time, 0.5s phantasm attack cast time.
  • Skill 5Shockwave: Slam your hammer into the ground sending out waves of phantasmal energy that Cripple and Weaken enemies (2s per wave). The first wave also applies Daze (1s). 600 radius, 3 waves with travel time, 3/4s cast, 25s cooldown.

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Traits
Minors:

  • Adept – Phantasmal Armour: clones created by you are immediately absorbed as Phantasmal Armour. Gain access to Hammer, Burst and Physical skills.
  • Master – Mindfulness: Incoming control effects have reduced duration for each stack of PA on you. 10% reduced duration per PA stack.
  • Grandmaster – Reinforcement of Superiority: Gain 1 PA whenever you disable a target (daze, stun, knockdown, pull, etc…)

Top line (control):

  • Adept - Hammer Time: Hammer skills gain 20% reduced cooldown. Whenever you apply Cripple, also apply additional Slow (1s).
  • Master – Food for Thought: Interrupting an enemy transfers conditions to them and applies Suppression. 2 conditions transferred, 1s Suppression.
  • Grandmaster – Force of Will: Apply 3s Suppression when spending 3 PA on a Burst skill.

Middle line (defensive/utility):

  • Adept – Shed the Shackles: Movement impairing conditions have reduced duration for each stack of PA. 10% reduced duration per stack.
  • Master – Cocoon: Gain Barrier when you gain PA. 5s ICD (not sure about this one as the visual effects could be a mess).
  • Grandmaster – All in the Mind: Health damage threshold for losing one stack of PA is increased to 50% (base is 25%, so now would only lose one PA if taking more than 50% of health as damage).

Bottom line (offensive):

  • Adept - Disillusion the Maimed: Gain increased damage to enemies with movement impairing conditions (cripple, chill, immobilise) - 10% damage increase.
  • Master - Battle Meditation: Physical Skills have 20% reduced cooldown, and their base effect is increased to that of having 1 PA (does not scale beyond 3 PA, so having 2 PA will effectively boost the physical skill to maximum).
  • Grandmaster – Intensify: Phantasmal Armour increases weapon auto attack damage by a further 5% per PA stack.

Ok let me re-emphasise that a LOT of this is still work in progress - I'll certainly be editing to change things - but I want to get this out now and then think on it as maybe feedback will help refine some of the ideas.

My ears, how are you! | Hammer Mesmer - elite spec concept.

Comments

  • Tayga.3192Tayga.3192 Member ✭✭✭✭
    edited March 16, 2020

    Two burst skills would probably be an interesting mechanic.

    Playing a warrior with mesmer theme sounds very fun but you have to consider the flow warrior has => CC and burst.

    Also, congratulations on the original idea :)

  • Curunen.8729Curunen.8729 Member ✭✭✭✭

    @Tayga.3192 said:
    Two burst skills would probably be an interesting mechanic.

    Playing a warrior with mesmer theme sounds very fun but you have to consider the flow warrior has => CC and burst.

    Also, congratulations on the original idea :)

    Thanks, yeah it is tough to think of how to do cc without either making it oppressive given how the game works, and having it make some sense. Also was difficult to pin down a coherent theme for this thing, though now it's becoming clearer to play on telekinesis and "Mind" energy (Chrono being Time, Mirage being Space, and this one being Mind).

    F2 in general is still condi with weak direct damage, similar to cry of frustration so I'm imagining as currently builds would either favour F1 or F2 burst depending on power or condi.
    Though in general I'm aiming for a power based spec so will need to consider modifying some things for use of say Staff and Scepter for niche condi play.

    Omg I just noticed redundancy conflict between grandmaster minor and major Tempered Resolve with F3... lol it would have excessive refund, ah kitten I need to change that to something. xD

    My ears, how are you! | Hammer Mesmer - elite spec concept.

  • XenesisII.1540XenesisII.1540 Member ✭✭✭✭

    So does this include 0, 1, or 2 dodges? We obviously need to include this in any mesmer balancing from now on. :)

    Also, you might have gotten rid of the clones into armor, but people will still complain about the armor providing both defense and offense at the same time, aka mirage cloak... full stack giving 30% protection from direct and condition damage, auto attack with 1 stack of burning bleeding torment, does it also stack with protection? I also don't think anet would ever modify core traits to work with separately for elite specs, it would become a mess for them to keep track of those changes. Interesting concept, but they obviously would tone it down a lot considering the past year of mesmer nerfs.

    ^ Another derailing post - Anet
    Perma stealth is needed to outrun zergs - Thieves
    A skill overpowered? just nerf their dodge, balanced. - Anet
    There's no power creep you just don't recognize more people hitting you - Flat Earther

  • Curunen.8729Curunen.8729 Member ✭✭✭✭
    edited March 17, 2020

    @XenesisII.1540 said:
    So does this include 0, 1, or 2 dodges? We obviously need to include this in any mesmer balancing from now on. :)

    Also, you might have gotten rid of the clones into armor, but people will still complain about the armor providing both defense and offense at the same time, aka mirage cloak... full stack giving 30% protection from direct and condition damage, auto attack with 1 stack of burning bleeding torment, does it also stack with protection? I also don't think anet would ever modify core traits to work with separately for elite specs, it would become a mess for them to keep track of those changes. Interesting concept, but they obviously would tone it down a lot considering the past year of mesmer nerfs.

    lol, 2 normal dodges! :lol:

    PA damage reduction was to make up for having little in the way of visual distraction or stealth/detarget etc - I'm not sure how much of, or whether it's even necessary - or maybe I could put it in one of the traits instead, maybe middle line GM major? The spec is intended to be more vulnerable than other mesmer specs to being focused, so looking at ways to be able to sustain the extra heat.

    The staff auto example was purely placeholder - I was thinking of something like auto attacks deal 2.5% more direct damage per PA stack and maybe just incrementally longer condition durations - of course depending on weapon. Something that was analogous to clones currently applying a small fraction of damaging conditions via autos, and then thinking to not make power autos feel left out.

    Yeah the core stuff was difficult to think about here and could be the big problem - especially eg Empowered Illusion giving 15% damage which is too strong in relation to this spec. It was difficult to go for a cloneless theme while avoiding some things from core that won't play nicely without a change. :(

    My ears, how are you! | Hammer Mesmer - elite spec concept.

  • Zoser.7245Zoser.7245 Member ✭✭✭
    edited March 17, 2020

    I have some questions.... Thinking in a way to maybe or not replace the illusions making all core traits usable and work with what i'm imagining as a new specialization, i found several problems that probably you saw but maybe not all them. If i have time, i'll post my idea for the new specialization design in few days or next week.

    Let me explain. What happen with the core traits that grant effects to illusions/yourself? Where those healing depending of the number of illusions active when you use your FX/shatter skills, stacks from traits related to the illusions, increased damage of illusions, etc, goes to?

    As an example " Restorative llusions". The way i thing it could work is if you link and change the amount of clones to the stacks of Phantasmal Armour you lose... But that will imply change the tooltip and programming of the trait when Occluder is active as a specialization.

    Something like this:

    Restorative llusions:
    When you lose 1 PA at once, you are healed by AAA
    When you lose 2 PA at once, you are healed by BBB
    When you lose 3 PA at once, you are healed by CCCC
    Conditions removed: 1
    (The health equivalent for 0 clones should be removed if this specialization is active because, if we extend it to 4 PA, then is 100% of your health and downed at once... it'll be wonderfull as that will prevent one shot... but as this is not a grandmaster, it should not, i believe).

    "Compounding Power" should not be a problem as it should be triggered upon creating an illusion that is later absorbed.

    There are inherited problems based on illusions. So to design a specification that don't rely on them implies that you have two alternatives:
    1. Make your desing fully compatible with the actual traits with maybe a simple change of tooltip/description and link its functionality.
    2. Redesing part of the skills and traits.

    In your case i see that you let phantasms attack and when they are converted to clones thanks to the mesmer rework in the past, then you absorb them. So you are free of rework the illusions skills and phantasm specific traits but you still need to rework those traits related to illusions in general. You lose the embembed IP but as you lose clones and you want to make it work with condition builds too... then, for example, you must rework "Sharper Images". You are losing a lot of damage there. But if only your phantasms inflict bleeding now that you don't have clones and IP then you could rework it like:

    Sharpen Images:
    You and your phantasms inflict bleeding with critical hits for X seconds. (To balance it properly, or the typical 33% chance on critical permament...)

    All cases that need rework must be studied.

    Finally, if you don't want to call "Shatters" to your F skills, you should change your minor Adept tooltip and link shatter traits to your F functions like its done in other speciallizations....

    Minor adept:
    Bla, bla, bla, bla....... allowing Shatters to manifest as "Your F skills name as a group or type". That implies that shatter traits will trigger and works with your F skills.

    Well, little by little or at the end we will all end up crazy hahahaha. We are giving ideas but we unknown how the final specialization will end be. The Neverending Story. With a bit of luck they'll include some of our new ideas (from all people in the forums contributing). I remember after watch the "phantom axes" and "axe ambush" how happy i was, as those were clearly inspired in my idea of flying boomerangs plus other things i saw in the Mirage specialization too. Do you remember? ;) That clearly shows that, maybe, only part of our ideas could be included in the final design and who knows if some will end in other professions, imagine in one that you hate and watch your ideas there.... XD

    For what i'm thinking about my idea of a new specialization.... In the past i usually tried to fill a roll we lack or features we lack in the profession. But this time i'm going to try to fit the Canthan theme into it. Maybe a mix of the old mesmer from GW1 , oriental Martial Arts and something new, maybe something that free us from illusions but disrupt, manimulating the environment in our benefit. ;P

    Regards and nice job!

    P.S: Maybe you should have added:
    "For those happy with the single dodge for Mirage, congratulations!!!! Now this specialization will have "0 dodges!!!!!", with only a single leap/evade skill, an ammo one with Count: 4, Range: 800, Count Recharge: 5 seconds, Casting time: Instant. =):p "

    It is very late and almost asleep.... I hope everything is more or less well written.

  • Senqu.8054Senqu.8054 Member ✭✭

    Where can I sign up for this? I want that please

  • Curunen.8729Curunen.8729 Member ✭✭✭✭
    edited March 17, 2020

    Ah, cheers this is very helpful!

    @Zoser.7245 said:

    I have some questions.... Thinking in a way to maybe or not replace the illusions making all core traits usable and work with what i'm imagining as a new specialization, i found several problems that probably you saw but maybe not all them. If i have time, i'll post my idea for the new specialization design in few days or next week.

    Looking forward to that too, I think a resurgence in ideas is great at this time when Anet are possibly in planning stages.

    Let me explain. What happen with the core traits that grant effects to illusions/yourself? Where those healing depending of the number of illusions active when you use your FX/shatter skills, stacks from traits related to the illusions, increased damage of illusions, etc, goes to?

    I should have written it more clearly in the OP - the intention is for:

    • Any traits affecting Shatter skills directly apply to Burst skills only (eg, Blinding Dissipation would apply to F2 on whichever weapon, Shatter Storm would apply to F1. As far as I know it is only Master of Fragmentation aoe F3 that may need specific attention with Disorient, maybe also reflect and Auspicious Anguish to trigger on F4 activation).
    • Any clone generating traits or skills directly give Phantasmal Armour (eg Deceptive Evasion gives 1 PA after dodge, Signet of Illusions would give 1 PA every 10s and refresh all Burst skills on active, etc)
    • Losing PA through taking 25% health damage is analagous to having a clone be killed, and has no other interaction with anything shatter related.
    • Absorbing PA with Heal and Elite skills is not the same as spending PA on Burst (Shatter) skills. It would function more as if "killing" clones to fuel the skill, and as above would have no other interaction with anything shatter related.

    As an example " Restorative llusions". The way i thing it could work is if you link and change the amount of clones to the stacks of Phantasmal Armour you lose... But that will imply change the tooltip and programming of the trait when Occluder is active as a specialization.

    Something like this:

    Restorative llusions:
    When you lose 1 PA at once, you are healed by AAA
    When you lose 2 PA at once, you are healed by BBB
    When you lose 3 PA at once, you are healed by CCCC
    Conditions removed: 1
    (The health equivalent for 0 clones should be removed if this specialization is active because, if we extend it to 4 PA, then is 100% of your health and downed at once... it'll be wonderfull as that will prevent one shot... but as this is not a grandmaster, it should not, i believe).

    I don't think RI would need a change as it would just function as it does with Chrono - providing heal and condi cleanse on activation of a Burst skill (instant effect, regardless of F1 or F2 cast time).
    Edit - for clarity, losing PA is not the same as spending PA on Burst (Shatter). Losing PA via health damage would not be interacting with any shatter traits as it is effectively a clone being killed. But yeah as a layman I certainly don't understand how difficult this would be to make it work, or whether it would just work as a consequence. From the concept though they are different ways of losing or spending "clones" (PA).

    "Compounding Power" should not be a problem as it should be triggered upon creating an illusion that is later absorbed.

    There are inherited problems based on illusions. So to design a specification that don't rely on them implies that you have two alternatives:
    1. Make your desing fully compatible with the actual traits with maybe a simple change of tooltip/description and link its functionality.
    2. Redesing part of the skills and traits.

    In your case i see that you let phantasms attack and when they are converted to clones thanks to the mesmer rework in the past, then you absorb them. So you are free of rework the illusions skills and phantasm specific traits but you still need to rework those traits related to illusions in general. You lose the embembed IP but as you lose clones and you want to make it work with condition builds too... then, for example, you must rework "Sharper Images". You are losing a lot of damage there. But if only your phantasms inflict bleeding now that you don't have clones and IP then you could rework it like:

    Sharpen Images:
    You and your phantasms inflict bleeding with critical hits for X seconds. (To balance it properly, or the typical 33% chance on critical permament...)

    I mentioned Sharper Images applying to the player for this spec only, but it could make sense to change it for Core as well to affect player crits.

    All cases that need rework must be studied.

    Agreed, though I think there are only a handful that could be a big problem - those in the Outlier section, though I imagine there must be a few more.

    Finally, if you don't want to call "Shatters" to your F skills, you should change your minor Adept tooltip and link shatter traits to your F functions like its done in other speciallizations....

    Minor adept:
    Bla, bla, bla, bla....... allowing Shatters to manifest as "Your F skills name as a group or type". That implies that shatter traits will trigger and works with your F skills.

    Yeah I will edit this in the OP - the point is Shatters are pretty much just renamed here for thematic purposes, but everything that applies to shatters in Core would apply to Burst skills on this spec.

    Well, little by little or at the end we will all end up crazy hahahaha. We are giving ideas but we unknown how the final specialization will end be. The Neverending Story. With a bit of luck they'll include some of our new ideas (from all people in the forums contributing). I remember after watch the "phantom axes" and "axe ambush" how happy i was, as those were clearly inspired in my idea of flying boomerangs plus other things i saw in the Mirage specialization too. Do you remember? ;) That clearly shows that, maybe, only part of our ideas could be included in the final design and who knows if some will end in other professions, imagine in one that you hate and watch your ideas there.... XD

    For what i'm thinking about my idea of a new specialization.... In the past i usually tried to fill a roll we lack or features we lack in the profession. But this time i'm going to try to fit the Canthan theme into it. Maybe a mix of the old mesmer from GW1 , oriental Martial Arts and something new, maybe something that free us from illusions but disrupt, manimulating the environment in our benefit. ;P

    Regards and nice job!

    Yeah, I don't remember the boomerangs sadly (will need to look that up)! But it is cool that they included it. No idea what they may come up with this time - but I like your idea for synergy with Cantha theme and some kind of mix of martial and psychic/spiritual/mental thing going on. :)

    P.S: Maybe you should have added:
    "For those happy with the single dodge for Mirage, congratulations!!!! Now this specialization will have "0 dodges!!!!!", with only a single leap/evade skill, an ammo one with Count: 4, Range: 800, Count Recharge: 5 seconds, Casting time: Instant. =):p "

    Oh no! I am not touching Endurance/Dodging with this spec at all, less headache! :lol: Mirage can be the thing that deals with endurance, this one is all about losing the clones. I realise my last thread did not go down well, and while I still believe in that point of view, prefer to let it die!

    For this spec I wanted it to have a clear weakness - it has one evade on a weapon skill and no target breaks/stealth/clones, so can be heavily focused.

    The utilities are all intended to be for control - so you might have one or two on the bar, and then need to mix in survival stuff from core like blink, stealth etc.

    The vision is something that can be very annoying if ignored and allowed to freecast, but equally has fewer ways of losing "aggro" comapred with core or other mesmer specs.
    Even loses Invuln on F4 replaced by a Block and aoe control.

    It is very late and almost asleep.... I hope everything is more or less well written.

    It is, thanks! :)

    My ears, how are you! | Hammer Mesmer - elite spec concept.