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CONCEPT: Official Mesmer Elite Spec Concept Thread


Tseison.4659

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Hi fellow Mesmers! Please share your concept ideas for a new elite spec you wish for the Mesmers to have.

The only rule is to be respectful of everyone’s ideas. Share your thoughts, suggestions and help others fine tune their elite specs. Not every idea is a bad one.

When posting your elite spec concept, please include: the Weapon, Healing, Utilities, Elite and Traits too if possible. Be sure that the spec has a balance with our current mechanics and traits too.

For added flavour, you may also come up with a Lore for the elite spec, Armor piece, Weapon and Runes for it too if you’d like.

Good luck everyone and can’t wait to see all your ideas! :3

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C H A R M E R

Bringing over my Charmer Elite idea from the old forums to here that I thought would be pretty cool. The Charmer elite focuses on damage, boons and interrupting your foes. Bringing back a bit of interrupting and fast casting from the original game, with a dash of tricks from the thief class. This specialization gives you access to daggers, being able to wield both in the main hand and off hand. Mesmers gain access to the new F5 skill Manifest Whip, which allows you to channel chaotic energy into your main hand dagger, manifesting it into an illusionary whip. Giving you range and just a sense of domination to whip your foes hard enough to make them kneel.

Below is a list of all the skills, traits, runes and armor the Charmer gets:

NEW F5 MECHANIC

 

Illusionary Whip You manifest an illusionary whip onto your dagger in your main hand. Giving you new whip based attacks that hit your foe at 900 range. 10s cooldownSkill 1 = Lash at your foe dealing damage > Lash at your foe dealing damage and inflicting 2s of confusion > Lash at your foe again dealing critical damage and inflicting 2 stacks of confusion for 2sSkill 2 = Trip your foe, dealing damage and crippling them for 2s. Activate again to lash out and disarm your foe, dealing damage and inflicting slow for 2s. 8s cooldownSkill 3 = Lash at your opponents mind, creating a clone of them that attacks them (with dagger skill 1). 33% of damage inflicted on the clone is mirrored to your foe. 12s cooldown

 

Dagger

 

MAIN-HAND

Dagger Skill 1:Strike your foe, dealing damage and inflicting 2s of bleeding. > Strike your foe, dealing damage and inflicting 2s of bleeding. > Strike a deep wound into your foe, dealing critical damage and inflicting 2 stacks of bleeding for 4s.

Dagger Skill 2:x2 ChargesThrow a dagger at your opponent that bounces to other enemies and converting 1 boon into confusion. (Yes if a boon on you has a 30s duration, it'll be turned into a stack of confusion that's lasting 30s. Or if you had protection on you for 6s, it gets turned into confusion for 6s and so forth. The boon removed is at random.) 6s cooldown

Dagger Skill 3:You do an evasive roll around your foe, dealing damage, inflicting confusion and summoning a clone beside you. 8s cooldown

OFF-HANDDagger Skill 4:Sends an illusionary assassin to shadowstep and unleash fierce attacks on your opponent. Number of hits: 5 (attacks once every 10s) 20s cooldown

Dagger Skill 5:Sling your dagger at your foe, dealing damage and confusing them for 3s. After a 3s delay, your opponent is randomly displaced to a random location. You can activate again to displace them early. 30s cooldown

 

TRICKS

HEALING:

 

Illusion of Weakness: For the next 3s, you deal no damage but damage you would've done heals you instead. (You're still able to inflict conditions and CC) 25s cooldown

 

UTILITIES

UTILITY 1:

 

Captivate: The next attack against you deals less damage and taunts your foe for 1s. 30s cooldown Successfully taunting a foe activates mesmerize > Mesmerize: Deals damage to a foe and taunts them for 2s. 900 range

 

UTILITY 2:

 

Misdirection: Tether to your foe for 4s, conditions you get go to them instead and boons they receive go to you instead. 35s cooldown Tether range: 600

 

UTILITY 3:

 

An illusionary fan, fans in an arch, sending a powerful gust of wind, launching foes away and blowing 2 conditions off allies. 35s cooldown Launch: 750

 

UTILITY 4:

 

You detarget yourself and become a cloud of illusionary butterflies traversing to the target location. When you reach the target, inflicts confusion to nearby enemies. 40s cooldown Radius: 240 Range: 1200

 

ELITE:

 

Become an illusion of yourself with less health and damage. When the effect ends, you return to your normal form OR when your illusion form is shattered by your enemies, you return back to your normal form. (This ability acts similar to the white mantle Mesmer where you have to defeat them first to reveal the real Mesmer)

 

TRAITS

 

Minor Proficiency: Dagger ProficiencyYou can wield daggers in both hands.

Minor AdeptGain illusionary manifestation, allowing you to switch between dagger for melee or whip. Gain access to tricks.Major AdeptInterrupting a foe reduces all of your cooldowns by 2s.Major AdeptYour illusions gain additional critical chance against foes with confusion.Major AdeptYour illusions attacks have a 66% chance to daze for ¼s.

Minor Master1Your illusions critical hits inflict 2s of confusion.

Major MasterEvery 10s, you lose a condition and summon a clone on your target.Major MasterWhen reduced below 50% health, you gain illusionary cocoon, granting you barrier.Major MasterGain bonuses for each dagger you equip: Main hand: Deal more damage to foes without boons, but dagger skills have increased cooldown by 2s. Whip: Deal more damage to foes with boons, but whip skills have increased cooldown by 2s. Off hand: off hand dagger skills recharge 20% faster and grant a stack of might and fury for 3s when a skill is used.

Minor GrandmasterYou gain a random boon for 5s each time you summon an illusion.

Major GrandmasterGain a charge each time you score a critical hit. After enough charges, your next hit will daze your target for ¼s.Major GrandmasterYour tricks grant you quickness and alacrity for 2s.Major GrandmasterWhen the illusion of weakness ends, it lingers for an additional 3s and heals you overtime. Pulses: 3 Interval: 1

 

RUNE & ARMOR

 

Rune of the Charmer(1): +25 power(2): +5% concentration(3): +50 power(4): 25% chance when struck to daze nearby foes for 2s. (20s cooldown)(5) +100 power(6) +15% concentration, dazing a foe grants you might for 6s.

The daggers almost share a resemblance with the Komalie's Sacrificial Blade but has etchings in them that glow a light purple as they are flowing with mesmer magic.

The armor piece you get with this spec is a purple/white goldish butterfly that hugs your arm. When you're in combat, it shatters into the signature mesmer butterflies that spawn when you shatter. The butterflies hover so gracefully around your character.

 

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I am still working out the details, and a lot of the skills, so I will edit this later. But here's the broad outline of my elite spec

The DreamerWeapon - ShortbowSkill Type - GlyphsNo F5, instead replace F1-4

Main MechanicF4 - Shatter 3 illusions to enter the nightmare state for 10 seconds. In the nightmare state your F1-3 are turned into Nightmare skills. F1 and F2 function like Hexes, but only one may be on a target at any time, F3 is an AoE skill. F4 will exit the nightmare state early. If you die in the Nightmare state you are kicked out early, get stunned for 2 seconds and F4 goes on 1.5x the regular CD. While in nightmare state you deal 20% (10% in PvP/WvW) more damage and take 10% more damage. 50sec base CD

The general theme of the class is to be a glass cannon spec, or as close as I feel Mesmer can get. You lose Distortion, but in return you get access to the nightmare state where you have access to extremely powerful nightmare skills, and your glyphs are transformed into very offensive skills as well. Its all about high risk, high reward while in the nightmare state. Shatter related traits will affect the new shatters, including the new F4, but I don't think they should be able to affect the nightmare skills.

For nightmare skills, I was thinking of stuff along these lines:

  • N1 - Single out a target, 200% (10% in PvP/WvW) of the damage that target deals is returned back to them until you exit the nightmare state. For every illusion you have out when you use this skill, extend the duration of the nightmare by 2 (0.5second in PvP/WvW) seconds after you leave the nightmare state.
  • N2 - Single out a target, until you exit the nightmare state, all of your attacks against this foe hit twice, and damaging conditions apply an extra stack (remove the hitting twice component from PvP/WvW, or severely limit the time of this nightmare in those game modes)
  • N3 - Sacrifice 25% of your health to deal very large damage to an enemy, and apply 6 stacks of confusion and torment (3 of each in PvP/WvW), damage and conditions splash onto 4 nearby foes (66% damage and 4 stacks of confusion/torment splash)

The weapon skills and glyph skills are not planned yet. For traits, 1 row would be about buffing the nightmare state (buffing the damage you do in it, buffing your nightmare skills etc...), 1 row would be about buffing your glyph/shortbow skills, and the third row would be about buffing your damage in general in smaller amounts (stuff like "using a shatter gives you +7% damage, 5sec duration for each illusion shattered")

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Daydreamer

Mechanism: Daydreamers apply illusions to themself, they master auto-suggestion.

When the daydreamer summon a clone, this clone is bound to the daydreamer and only disappear if shattered or if the daydreamer goes out of combat. The clones will always attack the same target than the daydreamer.

When the daydreamer use a fantasm, it will change it's auto attack. (can be switch on/off by re using the skill, automatically disabled when you switch weapon)

  • GS: grant a powerfull melee whirl auto attack
  • Sword: change your auto attack into a powerfull stab.
  • Pistol: change your AA into a flury of bullet.
  • Staff: Your auto-attack do high damage to a single target and more for each condition on this target.
  • Torch: You launch a bolt that burn and damage your foe. bounce granting fury on ally affected.
  • Fantasmal disenchanter: Your auto attack deal damage and bounce, removing a condition on an ally.Other:
  • Focus: Gain a 10s buff that make it so at the end of your AA skill chain you gain a 2-3s shield that reflect incoming projectiles
  • Fantasmal defender: Gain a 10 second buff that reduce all damage taken by you and your allies by 33%.

Utilities:The Daydreamer's utility skills are named "Act" as well but closely related to "corruption":

  • (heal) I'm Fired up!: Heal yourself for X. Also burn yourself and gain a buff for 5s that change all burning damage into health.
  • Asta la vista, baby!: Cripple yourself, gain a buff that nullify movement impairing effect and allow you to move faster when afflicted by them.
  • Bravado: apply vulnerability on yourself, gain a buff that reverse how vulnerability work, reducing damage taken by 1% per vuln stack on you.
  • Pride of the weak: Weaken yourself, gain a buff that reverse how weakness work on you improving your endurance regen when affected by weakness.

Weapon: ???

Traitlines:

  • up focus on fantasms effect, granting you bonus when using fantasms.
  • mid focus on conditions that affect you
  • bot focus on clones and shatter effect.
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C H A R L A T A N (Gunslinger)

NEW F5 MECHANIC

 

Fast Casting

Similar to the adrenaline mechanic, you gain access to a new F5 skill called Fast Casting. The bar is split in two from 50% to 100%. Your bar goes up by 1 every time you or your illusions attack. The bar degenerates when out of combat. Activating your F5 skill when the bar is 50% full has half the effect but when it’s full - will have devastating effects.

50% FullGain Quickness and Alacrity for 3sDeals damageConfusion 3sDaze 1sCooldown: 60s

100% FullGain Quickness and Alacrity for 6sDeals heavy damageConfusion 6sDaze 2sUnblockableCooldown: 60sDowned enemies struck with this ability are finished

 

Pistol

 

MAIN-HAND

Pistol Skill 1:Fires a shot, dealing damage and inflicts Vulnerability for 4s

Pistol Skill 2:Fires a shot, dealing damage, causing Weakness for 3s and gain 25 endurance. > Fire another shot and summons a pistol clone whose attacks bounce x2 inflicting confusion for 3s8s cooldown

Pistol Skill 3:Blast your foe repeatedly with both pistols, dealing damage and additional damage if the foe is inflicted with confusion. (If your offhand weapon isn’t a pistol, you can still use the skill - the animation will just have an illusionary pistol instead)12s cooldown

OFF-HANDThis elite spec gives you access to an additional skill from our current pistol offhand weapon. Yes they share the same cooldown.

Pistol Skill 4:Spin around for 3s, firing shots all around you, dealing damage to nearby foes.

Pistol Skill 5:Fires a magic bullet that travels a far distance, dealing damage and knocking back enemies. Pierces. Unblockable. Range: 1200. Number of Targets: 5. Knockback: 120

 

TRICKS

HEALING:

 

Heal yourself and remove conditions based on the number of active illusions you control. Conditions Removed: 3 25s cooldown

 

UTILITIES

UTILITY 1:

 

Leap to a target area, dealing damage and causing float for 2s. 35s cooldown

 

UTILITY 2:

 

Throw a magic grenade at target area, inflicting confusion and displacing enemies to a random location. 25s cooldown

 

UTILITY 3:

 

You shatter yourself, breaking stuns and granting yourself barrier. 40s cooldown

 

UTILITY 4:

 

You switch positions with your foe. Your next attack then deals additional damage and is unblockable. 32s cooldown

 

ELITE:

 

Foes nearby are dealt damage and are inflicted with stolen speed for 6s, inflicted with slow and chill overtime. 60s cooldown

 

TRAITS

 

Minor Proficiency: Pistol ProficiencyYou can wield a Pistol in your main hand.

Minor AdeptGain access to tricks and the Fast Casting F5 skill.Major AdeptEvery 10s you gain a magical round which causes your next attack to inflict a random condition (for 5s) or grant you a random boon (5s).RED BUFF = Condition RoundBLUE BUFF = Boon Round(Can have a max of 2 rounds on each side)

Major Adeptinterrupting a foe steals a boon from them and gives them one of your conditions.Major AdeptPistol range is increased by 100.

Minor MasterWhen Swiftness or Quickness is applied to you, you gain super speed for 2s.

Major MasterIncoming projectiles have a 60% chance to be reflected.Major MasterIllusions in the world grant Might for 5s to allies around them every 3s.Major MasterGain bonuses for each Pistol you equip: Main hand: Pistol attacks remove 1 boon. Off hand: Confusion damage is increased by 33%.

Minor GrandmasterSuccessfully evading grants stealth for 2s.

Major GrandmasterWhen reduced to 25% health, your Fast Casting immediately recharges. 90s ICDMajor GrandmasterSwitching to Pistol causes your next Pistol weapon skill you use to recharge faster. (66% reduced)Major GrandmasterYou attack 20% faster with a pistol. Your shatter skills grant you Quickness for 2s.

 

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The Thaumaturgist(Updated)The Thaumaturgist is a dark themed elite spec that focuses on debuffs and debilitation. I feel like it also provides quite a nice amount of cc.(I'm not really sure if it could be implemented & balanced in this game, but I like designing stuff so whatever. :wink: )Weapon: MH FocusSkill type: CorruptionIllusion and shatter mechanic replaced.

~ Focus

A long ranged weapon that focuses on weakening conditions and decent power damage. While being in combat with MH focus wielded, you'd have an illusory tome floating in front of you.

AA:

  1. _Word of Fragility - Flick through your tome, damaging the target and applying vulnerability.
  2. Word of Decay - Flick through your tome, damaging the target and applying poison._
  3. Word of Weariness - Fiercely close your tome, damaging the target and other foes near it. Applies focus' minor hex to your main target (explained later, in Minor Hexes spoiler).

Skill 2:

  1. Thaumaward - Ancestral cantrips embrace you for 3 secs, decreasing incoming dmg and condi dmg by 66%. While it's up, gain access to Word of Pain.
  2. Word of Pain - End your Thaumaward. Inflict high dmg on your target and poison it. Applies focus' minor hex to your target.

Skill 3:Tales of Destruction - Channel thauma for a while, and release a torrent of powerful magic that bounces and deals huge damage + knock down + weakness to many foes.

 

~Minor Hexes

Lose ability to summon clones. Now, whenever you'd normally summon a clone, you'll apply minor hex to your target. Each weapon has a unique minor hex to it. You can have max of 3 stacks of minor hexes on your target. Those stacks do not have to be the same minor hex (e.g., you can have 3 stacks of sword hex, or 2 stacks of sword hex and 1 stack of gs hex, etc). Each stack lasts for 6 secs. Whenever you change your target, your minor hexes will be transferred to the new target. They can't be removed by foes (not sure?). Traits that provide you with benefits based on the number of illusions active now do so based on the number of minor hexes on your target:

1) Focus: Sorrowful Spirit - Decreases target's Power, Condi Dmg and Precision by 40 and Toughness, Vitality and Healing Power by 50 per stack. (increased by 200% in PvE).

2) GS: Heart of Glass - Increases target's incoming damage by 2.5% per stack (increased by 100% in PvE).

3) Sword: Distracted Mind - Increases target's incoming stun and daze durations by 5% and decreases target's outgoing damage by 2% per stack (increased by 100% in PvE). Removes a boon every 3 secs.

4) Scepter: Mental Torture - Deals 73 (0.2) power-based damage every 3 secs per stack. Applies 1 stack of confusion every 3 secs.

5) Staff: Chaotic Thauma - Increases target's incoming dmg and incoming condi dmg by 1.5% each, and decreases its outgoing dmg and outgoing condi dmg by 1.5% each per stack. (increased by 100% in PvE).

 

~Major Hexes

The Thaumaturgist's F skill replacements. They benefit from shatter traits. The effect is based on number of minor hexes on your target instead of number of illusions shattered (for example, F1 with Maim the Disillusioned traited will inflict 1 stack of torment with no minor hexes, and 4 stacks of torment with 3 minor hexes on your target). Your target can be affected by only one of your major hexes at a time. Major hexes can be removed with stun breakers (not sure, again).

F1: Thauma Explosion - Consume minor hexes and hex your foe for 3 secs. When it expires, the target and other foes near it will be dealt considerable damage. Damage increases for each stack of minor hexes consumed. Only usable when your target has at least 1 stack of minor hexes.

F2: Weltschmerz - Consume minor hexes and hex your target for 3 secs. Whenever it uses a skill, it will pulse torment to itself and nearby enemies (in PvE, it would pulse every sec rather than on mobs' attacks). After 3 secs, the target and nearby foes will be damaged and confused. For each stack of minor hexes consumed, duration of the conditions will be increased by 1 sec. Only usable when your target has at least 1 stack of minor hexes.

F3: Insanity - Consume minor hexes. Interrupt your foe, then hex it for 3 secs. During that time, it will be dazed each time it receives a boon. When the hex expires, the target and other foes near it will become Moa for 2 secs. This skill can't be used unless there are 3 stacks of minor hexes on your foe.

(NOT A HEX) F4: Absorb Thauma: - Consume minor hexes. Become invulnerable for 1 sec and heal yourself. Gain more invulnerability and healing for each minor hex consumed.

 

~Phantasms

You no longer summon phantasms. Instead, you perform phantasmal attacks yourself. The effects are improved if target is affected by major hexes. Traits that benefit phantasms now benefit the caster instead (would need some changes, obviously).

1) GS: Phantasmal Ferocity - Whirl through your target (similar to warriors' gs 3, but not ground targeted and requires a target), evading attacks and damaging + crippling enemies. If your target is affected by major hex, damage is increased and struck foes become dazed.

2) OH-Sword: Phantasmal Assault - Teleport to your target, damage it, and evade backwards. If your target is affected by major hex, it will be launched and you'll gain might.

3) OH-Focus: Phantasmal Tornado - Perform a fast, evasive spin in place and create a stationary, magical whirlwind which lasts for 4 secs. It damages nearby foes and destroys projectiles. If you have a target and it's affected by major hex, a 2nd whirlwind will appear at his location.

4) Staff: Phantasmal Sorcery - Release a magical orb that floats around you for 5 secs, pulsing random boons to nearby allies and random conditions to nearby enemies.While it's active, you can activate Magic Missile.Magic Missile - Hurl the orb at your target. It will explode on impact, damaging nearby foes. Deals 10% more damage for each unique condition on your main target. If your target is affected by major hex, Magic Missile will also apply 1 stack of confusion to every foe for each unique condition on your target.

5) Pistol: Phantasmal Oppression - Unload your pistol on your target, damaging it severely. If the target is affected by major hex, every hit of this skill will apply daze.

6) Torch: Phantasmal Destruction - Release a powerful nova around your target that burns and damages foes in a huge radius. If the target is affected by major hex, enemies will also be knocked down.

7) Utility: Phantasmal Nullification - Remove 2 conditions from yourself and shoot a beam at your target, removing 2 of its boons. The beam then splits into several more beams which tag nearby enemies (removing 2 of their boons) and allies (removing 2 of their conditions). If your target is affected by major hex, this skill will also deal damage for each boon removed and heal for each condition removed.

8) Utility: Phantasmal Skin - Give protection to nearby allies and gain an effect that reduces incoming damage by 33% for a short duration. If you have a target and it's affected by major hex, you will pulse retaliation and regeneration after Phantasmal Skin's effect ends.

9) Downed: Phantasmal Surprise - Inflict large chunk of damage on your target after a very short delay. If the target is affected by 3 stacks of minor hexes, it will also be stunned.

 

~Skill type: Corruption

HEAL: Ritual of Empathy - Remove minor hexes from your target and apply them to yourself for a short duration. Heal yourself. Gain additional health and boons for each minor hex on you.

UTILITY 1: Distrust - Send 5 of your boons to your target. Gain an effect that increases your outgoing damage and condition damage by 3% for each boon on your foe. Duration: 6 secs.

UTILITY 2: Null and Void - Poison yourself. If your target is using a skill, interrupt it. Remove all boons and conditions from your foe. Deal damage for each one removed.

UTILITY 3: Mass Turmoil - Confuse yourself. Release AoE pulses of damage + confusion from your target and other nearby foes. If your target's activating a skill while being hit by this utility, everyone will release a 2nd pulse.

UTILITY 4: Mental Overload - Stun yourself. Remove aegis and stability from your foe and stun it.

ELITE: Pain Transfer - Continuously deal minor damage to yourself. Become immune to damage from other sources for a short duration. All the damage that would be dealt to you during that time will instead be dealt to nearby enemies.

 

~Traits

The general idea here is the following:1st row is all about Major Hexes (i.e. shatters) and power damage.2nd row focuses on Minor Hexes. It also improves Phantasmal skills and CC + interrupts.3rd row is all about Conditions.

Minor Proficiency - You can now wield a focus in your main hand.

Minor Adept: Hex Master - Replace clones, shatters and phantasms with hexes and phantasmal abilities. Gain access to Corruption skills.Major Adept 1: Etchings of Punishment - Major Hexes apply slow and daze to their main target when they go off.Major Adept 2: Frustrating Interruption - Deal damage whenever you disable a foe. Apply your current main hand weapon's minor hex to your selected target whenever you interrupt a foe.Major Adept 3: Indiginity - Corruption skills weaken you and foes around you. If you have a target affected by major hex while using a corruption skill, the target and other enemies in a radius around it will be poisoned and the used corruption skill will have reduced recharge (20%).

Minor Master: Shattered Morale - Vulnerability you apply also decreases target's outgoing damage (0.5 % per stack).Major Master 1: Pierced Mind - Thauma Explosion deals a little less damage when it triggers. All major hexes additionally deal power based damage when they are applied + every second while they are up.Major Master 2: Chimeric Persona - Your phantasmal skills apply your current main hand weapon's minor hex to your selected target. Phantasmal skills gain an additional charge (5 sec CD between charge uses).Major Master 3: Migraine - Deal power based damage whenever you apply vulnerability and weakness. Vulnerability deals condition based damage over time.

Minor Grandmaster: Overlord of Madness - Vulnerability and Weakness applied to you have reduced effect (50%). Deal more condition damage (5%) when you are affected by either of these conditions. Deal more power damage (5%) when you are affected by neither of them.Major Grandmaster 1: Imagined Thorns - If your target is affected by major hex, deal damage to it whenever it deals damage to you. Gain retaliation whenever your major hex goes off. Your hits deal additional damage after a short delay while you have retaliation.Major Grandmaster 2: Weaver of Misery - Heal yourself and remove a condition whenever you apply a minor hex (5 sec ICD). If your target has 3 stacks of minor hexes on itself, your next application of minor hex will reset the duration of all other stacks.Major Grandmaster 3: Psychosis - You no longer apply bleeding, poison and burning. Whenever you'd normally apply those conditions, apply confusion instead (bleeding -> 1 stack, poison -> 2 stacks, burning -> 3 stacks). Confusion you apply deals increased damage (25%) and reduces incoming healing by 15%.

 

~Base mesmer traits & utilities synergy

Signet of Ether - The passive heal is based on the number of minor hexes on your target. The active effect will recharge all of your phantasmal skills. However, if you have "Chimeric Persona" traited, it will recharge only one charge anyway.Signet of Illusions - Its passive will increase Minor Hexes' duration by 50%. The active effects will still recharge your F1-F4.

Empowered Illusions - It will increase the damage of Phantasmal abilities. Maybe it should also boost the effects of Minor Hexes, I'm not sure.Sharper Images - This will make each stack of Minor Hexes proc bleeding every 3(?) secs.\Illusionary Defense - You'll take reduced damage based on the number of Minor Hexes on your target.Healing Prism - Your Healing Power will increase based on the number of Minor Hexes on your target.Compounding Power - Your damage & condition damage will increase based on the number of minor hexes on your target.Illusionist's Celerity - This won't affect the CDs of Phantasmal skills. It will still affect the CDs of clone summoning skills (i.e. the ones that inflict minor hexes).Phantasmal Fury - You'll gain fury upon activating Phantasmal skill. The duration needs to be shorter though.Persisting Images - Hard one. It will give you retaliation upon activating Phantasmal skill (shorter duration, again). What about the health bonus though? Dunno.Protected Phantasms - Another difficult trait. I kind of hope it's gonna get replaced with something more useful soon, so I didn't think about it.Persistence of Memory - This could prolong all boons currently on you by a few seconds upon using Phantasmal skill.Phantasmal Haste - This one will reduce the CDs of Phantasmal skills by 20%.Phantasmal Force - This will grant you temporary damage bonus upon using Phantasmal skill.Illusionary Inspiration - You'll pulse regeneration and cast SoI upon using Phantasmal skill.Mental Defense - This will simply trigger Phantasmal Skin instead of summoning Phantasmal Defender.

Master of Misdirection - The CD reduction will still apply to F skills.Rending Shatter, Shattered Concentration, Mental Anguish, Illusionary Retribution, Shattered Strength, Maim the Disillusioned, Master of Fragmentation, Restorative Illusions - these traits' effects will trigger when Major Hex goes off. On F4, they will trigger instantly.Bountiful Disillusionment, Blinding Dissipation - these traits' effects will trigger instantly upon using F skills.

 

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