The dancer weaves through the battlefield with their Phantasmal Doppelganger to strike foes with elegant and enchanting yet deadly manuevers. Their syncronized choreography and hidden daggers strike foes in unison when they least expect it.
Disclaimer: No numbers yet, just a concept that I had in my head. Balancing is another whole differet aspect of it. I'm not really creative with names soooo /shrug
The Phantasmal Doppelganger is a much stronger illusion than regular Phantasms or clones. It deals as much damage as the Mesmer and mimics the moves that they do but delayed by a second. (Includes movement and dodging) Thus, having the Phantasmal Doppelganger removes illusions and replaces regular shatters with dances. Additionally Phantasmal attacks become regular attacks that mimic the effect of the Phantasm that was supposed to be summoned. (ie Phantasmal Berserker becomes like Warrior's Whirlwind Attack)
The Doppelganger inherits clone and Phantasm traits,
Killing it will render it stunned for 7 seconds, in which it will be resummoned on the Mesmer's location afterwards.
Instead of gaining an illusion like usual, you gain a Reality Charge which allows your illusion count based traits to affect the Mesmer like usual. (Duration 10 seconds)
And it also transports your Doppelganger to where your clone would be normally summoned. This allows the Dancer to tap Sword 3 once, to summon her clone near a foe, then tapping it again will let her swap positions with her Doppelganger. Or if using GS 2, your Doppelganger instantly appears right beside the target, Staff 2 summons the Doppelganger on your original place etc.
The new shatters inherit the same traits as the base Mesmer shatters. Using a dance would interrupt your doppelganger.
First Dance: Sharp Mind:
The dancer and doppelganger spin around in unison, dealing heavy AoE damage over time. The dance becomes stronger with more Reality Charges you have. Inherits traits that affect Mind Wrack.
Second Dance: Return to Me!:
The Doppelganger runs toward the dancer with superspeed, ignoring terrain, Confusing and Crippling foes passed through by the doppelganger. Intensity of conditions applied depends on the number of Reality Charges you have. Inherits traits affecting Cry of Frustration.
Third Dance: Dazzle:
The Doppleganger blinks toward a location, dazing foes around. Length of daze depends on the number of Reality charges. Inherits traits affecting Diversion.
Fourth Dance: Crystallize:
The Doppelganger turns into a solid crystal that grants the Mesmer distortion. It is rendered useless for 5 seconds. Inherits traits affecting Distortion.
Dagger Proficiency: (Melee long/short bow could work too like a Chakram)
The Dancer gains the ability to wield two daggers in both hands, allowing to weave in and out of the battlefield with gracious and elegant manuevers.
Dagger 1: Autoattack> gains more damage with Reality Charges on final hit.
Dagger 2: Dagger Throw>Mind Rip: Throws a dagger to a target, if it connects cripple the target, gain a Reality charge and allows you to cast Mind Rip. Casting Mind Rip blinks you and your doppelganger behind your foe dealing damage and vulnerability.
Dagger 3: Fan of Blades: Slice your dagger infront while spinning away gracefully. Deals moderate damage while evading.
Dagger 4: Phantasmal Dancer: Perform an elegant dance summons and throws phantasmal daggers around you. (think 20~ daggers that seek targets for the whole duration).
Dagger 5: Blank Thoughts: Daze a target, when hit from behind stun and rip a boon instead. Deals small damage.
Minor Adept: Phantasmal Doppelganger
Major Adept 1: Tireless Partner: Your doppelganger has 30%~ more health
Major Adept 2: Imaginary Stance: Whenever you activate a stance gain a reality charge.
Major Adept 3: Dancing with Daggers: 20% CDR on dagger skills, Dagger projectiles now bounce to an additional target.
Minor Master: Sturdier Glass: gain 75 power and condition damage per Reality Charge.
Major Master 1: Doppelwalk: The doppelganger resets its position to yours every 5 seconds. (i don't know if this trait would be good or not lol)
Major Master 2: Realist: Reality Charges lasts 10 more seconds.
Major Master 3: Evasive Dancer: Gain 2 seconds of quickness everytime you dodge an attack. (7 sec ICD)
Minor Grandmaster: Elegant Performance: Gain swiftness when doing a dance, 5% more damage when under the effects of swiftness.
Major Grandmaster 1: Unison Raid: Doppelgangers now mimics the same moves at the exact time.
Major Grandmaster 2: Ideal Reality: You can gain two more reality charges at a time.
Major Grandmaster 3: Jaded Audience: Your and your doppelganger's dances taunt enemies affected by the dance for 2 seconds, gain protection on use. (20 second ICD)
Wave Stance (Heal): Synchronize with your doppelganger and provide a healing aura around you two.
Tag-along: Swap with your doppelganger's position.
Evading Tango: Break stun and evade skills while dashing forward. (charge, 20 seconds per charge, 5 second cooldown)
Quick Step: You and your doppelganger gains quickness and stability over the duration.
Mimicry: You and your doppelganger come together and confuse enemies. You will be randomly placed next to each other and for a 3 second duration your doppelganger isn't delayed for a second. Breaks enemy targetting.
Waltzing Daggers(Elite): You and your doppelganger come together and waltz, flourishing into summoning falling daggers around an area as you perform the dance with your partner. (think of Meteor shower but much weaker).
The theme of the spec is all about micromanagement and deceiving your opponents with your Phantasmal Doppelganger. I made the concept as such so that it takes into account old shatter traits and illusion traits as well. Let me know your thoughts.
Dancer - Elite Spec Concept for Mesmer