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Full Elite Spec Suggestion: Mind Mage (GW1 throwback spec)


Bod.8261

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So a while back, we had a thread about a GW1 throwback spec. I've been toying with the idea for a while, but GW1 was so fundamentally different, you have to wonder, if you can make it work at all.First we have to find a set of design goals, then we can create a spec that fits these goals.The design goals are

  1. Get rid of illusions, but replace them with a similar mechanic to not render core traits useless.
  2. Replace shatters with something else, but it has to be similar enough, so core mesmer traits can still function.
  3. Reintroduce hexes (powerful debuffs), but keep the overall number of hexes low (< 10) and the amount of hexes a single mesmer can carry even lower (3 max).
  4. Reintroduce mechanics similar to GW1s E-Drain skills.
  5. Keep names and mechanics as close to GW1 as possible.
  6. The spec will be PvP centered, no doubt. But it should also be somewhat viable as a dps spec for PvE.

With these limitations in mind, here's the spec.

Lore and introduction:Cut off from the rest of the world for centuries, the Mesmer of Cantha have never adapted the fighting style of the main continent.Instead of summoning physical clones to attack and deceive their enemies they focus only on the mind. Bolstering their own mind they relentlessly attack their foes thoughts, conjuring images of failure and regret.Mind Mages can drain their foes energy and punish them for fighting back or make them more vulnerable to attacks.It is even said they can use their foes own techniques against them.

The foundation of the spec are it's 3 minor traits:Illusion of Health: When you would create a clone, instead gain barrier. Enables the use of punishment utilities and different class mechanic skills.Phantasmal Embrace: When you would create a phantasm, instead transform into the phantasm, granting new abilities. Lasts for 6 seconds.Illusion of Haste: When you gain Swiftness, also gain 3 seconds of superspeed and lose all movement impairing conditions. When you lose swiftness, you are crippled for 3 seconds. Increases movement speed by 25% out of combat.

The new "shatters":F1: Shatter Delusions: Remove one Mesmer hex from target foe. Deal damage to target and enemies nearby if a hex was removed.F2: Wastrel's Demise: Hex your foe with "Wastrel's Demise" for 5 seconds. Deals low damage every second to target and enemies around them. Damage increases every second. This skill ends if target uses a skill other than "autoattack".F3: Exhaustion: Burn up to 50 Endurance from foe and deal damage for every point of endurance lost. If the enemy has lost all endurance this way, they are dazed. (PvE: Deals no damage, always stuns / breakbar.)F4: Ether Lord: Lose all endurance. Gain 1s Distortion and 2s Vigor for every 25 points of endurance lost.

How does Phantasmal Embrace work?When you cast a Phantasm you will apply the effect of the skill, then transform. For 6 seconds count as a illusion and phantasm for all related traits.In Phantasm form your skills 2 und 3 will be replaced. 2 will be a "phantasm skill", often similar to what the phantasm would do. 3 will always be a hex.You will still have access to all other skills. Transform can be ended at will with a weapon swap.

List of all Phantasm skills:

Phantasmal Swordsman + Illusionary Mariner (Sword + Spear):2: Phantasmal Leap: Leap at target foe, dealing damage and removing a boon. Counts as a leap finisher.3: Calculated Risk: Hex foe with "Calculated Risk". For 6 seconds they will deal 30% more damage with any "autoattack", but there is a 50% chance they will receive the damage instead. (PvE: 50% chance damage will be mirrored, no damage reduction here.)

Phantasmal Mage (Torch):2: Winds of Confusion: Launch an attack that bounces between foes and allies. Foes will be confused and burned, allies will receive retaliation. Counts as a projectile finisher.3: Backfire: Hex foe with "Backfire". For 4 seconds they will take high damage when activating a "non-autoattack" skill. (PvE: Long lasting burn on foes around target the next time they attack.)

Phantasmal Warlock + Illusionary Whaler (Staff + Trident):2: Hypochondria: Copy all conditions of nearby foes to target foe. (one stack only, max. 3 second duration).3: Fragile Mind: Hex foe with "Fragile Mind". For 8 seconds target foe takes low damage whenever they gain or lose a condition. (PvE: May need an upper limit of triggers like 100 or so?).

Phantasmal Berserker (Greatsword):2: Shared Burden: Whirl through enemies dealing damage and crippling foes hit. Counts as a Whirl finisher.3: Migraine: Hex foe with "Migraine". For 4 seconds apply damage and slow every second. Foe can not use skills without an activation time for the duration.

Phantasmal Warden (Focus):2: Spirit of Failure: Whirl in place dealing damage and creating a bubble that deflects projectiles. Counts as a Whirl finisher.3: Air of Disenchantment: Hex foe with "Air of Disenchantment". For 8 seconds target foe receives damage when they gain or lose a boon. All boons will end 50% faster for the duration.

Phantasmal Duelist (Pistol):2: Illusionary Unload: Unload illusionary pistols on your foe, dealing damage and causing projectile finishers.3: Web of Disruption: Daze foe and nearby enemies, hex your foe with "Web of Disruption" for 10 seconds. When this hex ends: Daze foe and nearby enemies.

 

How do hexes work?All hexes scale with power and can not crit.Hexes do not have a visual effect, but they do have a distinct sound effect unique for the hex.Hexes can be removed by the recipient by using a stun break while not under the effect of a control effect. If the Hexes conditions are met, it will still trigger (Web of Disruption will still daze, Backfire will deal damage once).Hexes from different mesmers can be stacked and will have their own durations, but the effects aside from damage application do not stack."Shatter Delusions" can only remove hexes from the casting mesmer.

The WeaponThe remaining niche would be a mid range (900) power based weapon. The spec should not be pushed to one specific phantasm, so that means two-handed weapons are excluded.This would leave dagger, pistol and mace - from which we choose mace - because the weapon type is apparently not very popular. Give mace some love.Said mace will not be used in the attacks, but acts like a focus, similar to GS, but without the laser beams. The weapon is not intended to replace sword in close quarters, but offer an alternative for ranged power play.

1: Shame -> Guilt -> MistrustShame: Deals direct damage to your foe, double if they are not using a skill.Guilt: Deals more direct damage to your foe, double if they are using a skill.Mistrust: Deals damage to your foe and nearby foes.2: Unnatural Celerity: Deal damage to your foe, gain 2 seconds of Quickness and alacrity when they are under a mesmer hex.3: Stolen Speed: Deal damage and cripple your foe, you gain swiftness.

Mayor TraitlinesThese are not finalized, but also do not have such a big impact on the spec

The top row will further increase the boon removal aspect of the mesmer.Adept: Ignorance: Deal 10% more damage to foes that have no boons.Master: Inspired Strikes: Reduces recharge of Mace skills by 20%. Mace skills remove a boon (8s ICD).Grandmaster: Disenchanters Harvest: When you remove a boon, deal damage and gain that boon.

The middle row will enhance phantasmal embrace and related skills.Adept: Phantasmal Strength: Gain 150 power as long as you are in phantasm form.Master: Phantasmal Persistence: Phantasm skills (#2 skills in phantasm form) have 50% reduced cooldown. Using a phantasm skill gives 2s protection.Grandmaster: Drain Delusions: When you successfully shatter a hex, reduce recharge of shatter delusions and all phantasm skills by 3 seconds.

The bottom row will increase defenses and offers utility.Adept: Bolstered Mind: Punishment skills have reduced recharge. Gain Barrier when using a Punishment.Master: Ether Nightmare: Exhaustion will now drain endurance, filling up your own. Ether Lord will now instantly restore 10 endurance for every enemy nearby.Grandmaster: Powerful Mind: Your interrupted skills will recharge instantly. Gain Vitality based on your power.

Utility skillsThese are classified as punishment, just like the Scourge's, but they do not have a unified theme. These can still be improved, I guess.

Heal:Illusion of Weakness: Sacrifice half your current health and gain resistance for 5 seconds. After 3 seconds gain back 150% of the lost health and copy all conditions on you to nearby foes.

Utility 1-4:Empathy: Channel this skill for 3 seconds, enemies that deal damage to you will receive damage each time they do.Mirror of Disenchantment: Remove one boon from target foe. All foes in a large radius around will also lose this boon. Remove another boon from target foe for every other foe affected.Aneurysm: Target foe regains all endurance and takes damage for each point regained.Simple Thievery: For 10 seconds, deactivate a random utility skill from your foe. Simple Thievery will be replaced by that skill for the duration. (= you can use this skill once in most cases).

Elite:Panic: For 10 seconds, create a large zone of Panic at ground target location. Whenever a foe in this zone successfully activates a skill, all other enemies will be dazed.

Core mechanic changes for this spec:There's still a number of effects that scale with the number of active illusions, which we don't have with this spec. I think having phantasm form count as 2 illusions for these effects would be enough.Phantasmal Defender and Phantasmal Disenchanter need a rework for this spec. Defender could work by just redirecting half damage from allies to you for a set amount of time and Disenchanter could just pulse its effect around you.Illusionary Leap: Will just teleport you to your target. Swap will bring you back to your original position.Downed state probably needs a rework for this spec. Skill 2 may be fine with just the barrier. Skill 3 doesn't work at all and needs to be replaced. Ideas?

Final thoughts:Obviously numbers need to be balanced. This spec seems very OP at first, but it needs to be because it sacrifices a lot of core Mesmer power and has very specific conditions that the enemy can play around.For PvP you can play a straightforward roamer. Web of Disruption -> Illusionary Unload -> Exhaustion -> Aneurysm -> Shatter gives a reliable burst that only requires pistol OH and 1 utility skill.Can also be built for defense through clone generation traits and skills while wearing your enemies down with punishing hexes and shatters. Panic is great tool to break up any team fight.In PvE a lot of the skills only function to a lesser degree, so I expect dps builds to optimise uptime of Fragile Mind and Phantasm form to deal maximal damage. The spec does not offer a lot of support, but can be used to whittle down breakbars or deal bursty AoE damage if needed.

What do you think?

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