Before I go into this concept I'm going to state the two polling options so that you can keep these in mind while you read through. I'm posting this here because I want everyone's input on this concept not just Mesmer mains.
.Yes: I like the concept/ aspects of the concept.
.No: I dislike the concept and all aspects of the concept.
If you have ideas to add to this please do so and due state why you voted yes or no. List any points you like and/ or disliked and changes you've come up with. Lets be constructive with our criticism and not childish.
This concept pays homage to the Guild Wars 1 (GW1) Mesmer by combing the concepts of shattering clones and the use of hexes together.
Shatters on all Mesmer specializations are now two cast abilities; that first start out as shatters. When used all active clones are immediately shattered. Shatters then change into a hex ability that after a short cool down ( CD 3-5 sec) can be cast again to perform direct damage and/ or an affect either on the Mesmer, opponent, or allies. For each clone shattered (consumed) the hexes affect is increased but so to is its CD after used (can't use the hex until the shatter is off CD). Each shatter will also have a specific and noticeable visual animation (and maybe a noise) that is triggered only on the clones ( by having the visual affect apply only on the clones this reveals the Mesmer as well as allowing their opponent to know which hex has been prepared).
Clones are also changed to be given greater survivability:
Clones can only be destroyed by one of two ways. The Mesmer shatters them to charge a hex or the clones are hit by a crowd control (CC) affect. The CC can be anything from a daze to a knock back. If a clone is destroyed by a CC affect the Mesmer is revealed/marked for 3-5 seconds, this can not be removed and does not stack once activated. If someone kills 1 clone and then 2 seconds later kills another the duration does not increase. Another idea is to have an obnoxious visual affect and/ or noise proc on the Mesmer each time a clone is destroyed by a CC affect. The idea is to actively reward players for killing clones by revealing the real Mesmer while also not completely preventing the use of the shatter/hex system. By giving clones better survivability the changes we see currently to Chrono (not being able to self shatter) could in theory be applied to all Mesmer specializations, as now clones wont die too fast.
For this I'm going to use cry of frustration as its more easy to use to explain this new system.
Cry of frustration:
Shatter all active clones to charge the hex cry of confusion. Once all colones are shattered there is a 5 sec CD before you may cast cry of confusion.
Cry of confusion:
1 clone x1 confusion + 5 sec CD
2 clones x2 confusion + 15 sec CD
3 clones x3 confusion + 30 sec CD
Other ideas I've had includes:
Shatter all active clones to charge the hex Mind Block. Once all colones are shattered there is a 5 sec CD before you may cast Mind Block.
1 clones blinds your target + 3 Sec CD
2 clones dazes your target + 20 sec CD
3 clones Stuns your target + 35 Sec CD
Shatter all active clones to charge the hex Time Boost. Once all colones are shattered there is a 3 sec CD before you may cast Time boost.
Time Boost: Give alacrity to your self and 5 other allies.
1 clones 5 sec of alacrity +10 sec CD
2 clones 10 sec of alacrity + 20 sec CD
3 clones 15 sec of alacrity + 40 sec CD
This is the main idea, I hope you've liked it or maybe it sparked someone ideas of your own.