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Mesmer(core+elite specs) ideas and possible fixes


AzureInvidiaOnline.6789

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Hey wasssupp, Aozora here. I'm just thinking of some ideas to make mesmer(specially chronomancer) to be more fun and engaging! Please make sure to let me know about what you guys think about my ideas, thanks!

My goal for Chronomancer :

  • Wells: Making them more useful per pulses.
  • Shatters: Revert the illusion requirements for the shatter skills, make the illusions shatter right away instead of finding a target(illusions whos not been shattered will still try to approach the target). Shatter skills and illusions shattered(only if inside the affected area) also apply damaging effects to the user. This opens up new ways to play Chronomancer without butchering Shatter Skills.

Chronomancer:

  • Minor Adept: Time Bomb - (reworked)Removed Continuum Split. Gain access to Continuum Shift, reverting back to the previous timeline. Your health, endurance and cooldowns are reverted to their previous states, number of illusions affects how much time will revert the user from its previous timeline(1 illusion= 3 secs ago, 2 illusions = 4 secs ago, 3 illusions = 5 secs ago)Cannot be used if there is no illusion to shatter. Reverting will remove active phantasms as well. Chronomancer shatter skills and shattering illusions also affect the user.
  • Major Adept: (Removed Delayed Reactions) Out of time - Shatter skills give 1 sec of superspeed in a 240 radius(5 targets)around you. Next phantasm skill inflicts 1 sec of slow and applies 2 secs superspeed to the phantasm created.
  • Major Adept: Time Catches Up(reworked) - Gain 3 sec of regeneration,swiftness and quickness when you get alacrity. Regeneration and Swiftness effectiveness increased by 20%. (15 secs cd.)
  • Major Adept: All's Well That Ends Well - Increased number of pulses and duration by 1.
  • Minor Master: Flow of Time(moved) - Gain alacrity for each clone you shatter.
  • Major Master: (Removed Danger Time) Time Heist - Interrupting a foe slows them and grants you 1 sec quickness and alacrity.(5 sec interval/cd)
  • Major Master: (Removed Illusionary Reversion)Time Relativity - Applying slow or chill to a foe gives 3 seconds of superspeed to nearby allies(5 targets) around you.(10 secs cd, 20 secs cd wvw)
  • Major Master: Time Marches On(reworked)(moved) - Gain damage reduction while having each boon effects(alacrity, quickness,superspeed or swiftness).(5% each, 3% wvw/pvp)
  • Minor Grandmaster: Improved Alacrity - Alacrity applied to you is stronger but has a reduced duration. (moved)
  • Major Grandmaster: Time Lock(reworked) - Gain a charge each time you disable a foe. At max charge your next disable inflicts twice the duration and deals a non-critical damage. Charges 3(wvw/pvp 5)(charge duration 20 secs/ 10 secs wvw/pvp, triggering another charge resets the duration)
  • Major Grandmaster: (Removed Seize the Moment) Time Dilation - Enemies you inflicted with slow and chill receive twice the effect with lesser duration.
  • Major Grandmaster: Chronophantasma - Summon additional phantasm. The additional phantasm does not turn into illusion. (50% less dmg on wvw/pvp)

Skills

Utility:

  • Well of Action: (Reworked) - Now gives allies 3 secs of superspeed per pulse(duration resets on same target each pulse). Break stuns and receive 2 secs stability on initial cast. Removed damaging effects.
  • Well of Calamity:(Reworked) - Now applies damage each pulses and one of each conditions randomly for 1 sec: cripple, weakening, immobile, slow and chill. Replaced increased damage at final pulse for 1 sec daze.
  • Well of Precognition: (Reworked) - Now blocks projectiles for the duration of the well. Each pulse gives 1 sec stability. Receive 10% damage reduction buff for 3 secs at final pulse. Removed break stun capability.
  • Well of Recall:(Rework) - Now applies 2 secs quickness per pulse. Removed damaging effects and applies 5 secs alacrity at final pulse.

Elite:

  • Well of Time(removed Gravity Well): - Creates a well that removes stability to foes each pulse and converting movement-impairing conditions to foes into daze(1 sec) per pulse. Enemies float for 1 sec at final pulse and additionally applies 1 sec knockdown only at affected enemies whos been affected by float. Replaced damaging effects per pulse into increased damage at final pulse, targets affected by float/knockdown with this skill receives additional damage. Increased skill cooldown from 90 to 120.

Shield:

  • Echo of Memory:(Reworked) - Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs quickness to nearby allies while also making Deja Vu usable for a short time.
  • -Deja Vu: Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs alacrity to nearby allies.
  • Tides of Time: (Reworked) Launch a wave of temporal energy that damages and stops enemies it passes through while also making your illusions pushing away from you. When the wave returns it also drags your illusion towards you. Reduce recharge by 5 secs for each illusions shattered for the duration.

Mirage fix attempt idea(any):

  1. Remove the ability to use Mirage Cloak if affected by crowd control effects. (Unless Elusive Mind is traited)
  2. Receive increased incoming damage debuff for 1 sec after using Mirage Cloak.(duration and effect stacks)
  3. Decrease Vitality and Toughness by 100.

Core & Elite Spec Mesmer change:

  • When affected by Distortion reduce all outgoing damage to 0% for the duration.(includes illusions/phantasms damage).

Signets

  • Signet of Inspiration: Moved to Elite slot. Signet Passive: Grant swiftness to nearby allies and an additional random boon every ten seconds.Signet Active: Move all your current boons to allies.(2 secs each boons, affected by boon duration)(stacked boons like stability only applies half)(mesmer will lose all its current boons). Increased recharge to 60 secs.
  • Signet of Humility: Moved to utility slot. Signet Passive: Reduces duration of incoming stuns, dazes, fears, and taunts by 10%.Signet Active: Transforms your foe into a moa bird for 2 secs. (Defiant foes will have their defiant bar reduced instead.). Reduced recharge to 40 secs.
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Maybe instead of completely disagreeing with radical changes, I’ll provide feedback for once. Thus, from a PvEr’s perspective (who mains pChrono):

@"AzureInvidiaOnline.6789" said:My goal for Chronomancer :

  • Wells: Making them more useful per pulses.

Think this is something everyone can agree on.

  • Shatters: Revert the illusion requirements for the shatter skills, make the illusions shatter right away instead of finding a target(illusions whos not been shattered will still try to approach the target). Shatter skills and illusions shattered(only if inside the affected area) also apply damaging effects to the user. This opens up new ways to play Chronomancer without butchering Shatter Skills.

Okay... when you say ‘apply damaging effects to the user’, do you mean the shatter effect or the actual dmg component? If it’s the latter, this implies that chrono shatters should be changed to holoforge levels.

Chronomancer:

  • Minor Adept: Time Bomb - (reworked)Removed Continuum Split. Gain access to Continuum Shift, reverting back to the previous timeline. Your health, endurance and cooldowns are reverted to their previous states, number of illusions affects how much time will revert the user from its previous timeline(1 illusion= 3 secs ago, 2 illusions = 4 secs ago, 3 illusions = 5 secs ago)Cannot be used if there is no illusion to shatter. Reverting will remove active phantasms as well. Chronomancer shatter skills and shattering illusions also affect the user.

A different way to Csplit I guess? Removing phantasms is a huge hit to PvE chrono players though.

  • Major Adept: (Removed Delayed Reactions) Out of time - Shatter skills give 1 sec of superspeed in a 240 radius(5 targets)around you. Next phantasm skill inflicts 1 sec of slow and applies 2 secs superspeed to the phantasm created.
  • Major Adept: Time Catches Up(reworked) - Gain 3 sec of regeneration,swiftness and quickness when you get alacrity. Regeneration and Swiftness effectiveness increased by 20%. (15 secs cd.)
  • Major Adept: All's Well That Ends Well - Increased number of pulses and duration by 1.

Superspeed was given to shattering clones so that shatters became harder to avoid. Phantasms probably need superspeed the least because they don’t move very much. Other changes are kinda meh or seem PvP oriented and I can’t say much about.

  • Minor Master: Flow of Time(moved) - Gain alacrity for each clone you shatter.
  • Major Master: (Removed Danger Time) Time Heist - Interrupting a foe slows them and grants you 1 sec quickness and alacrity.(5 sec interval/cd)
  • Major Master: (Removed Illusionary Reversion)Time Relativity - Applying slow or chill to a foe gives 3 seconds of superspeed to nearby allies(5 targets) around you.(10 secs cd, 20 secs cd wvw)
  • Major Master: Time Marches On(reworked)(moved) - Gain damage reduction while having each boon effects(alacrity, quickness,superspeed or swiftness).(5% each, 3% wvw/pvp)

Only 1s quickness + alacrity? With an added ICD? On interrupt?

There’s a lot of superspeed being thrown around in here, doesn’t mean much for PvE but you might want to be careful of how it interacts in PvP.

More bunker for a supposedly already bunker-ish spec. I don’t PvP so I can’t comment. :confused:

  • Minor Grandmaster: Improved Alacrity - Alacrity applied to you is stronger but has a reduced duration. (moved)
  • Major Grandmaster: Time Lock(reworked) - Gain a charge each time you disable a foe. At max charge your next disable inflicts twice the duration and deals a non-critical damage. Charges 3(wvw/pvp 5)(charge duration 20 secs/ 10 secs wvw/pvp, triggering another charge resets the duration)
  • Major Grandmaster: (Removed Seize the Moment) Time Dilation - Enemies you inflicted with slow and chill receive twice the effect with lesser duration.
  • Major Grandmaster: Chronophantasma - Summon additional phantasm. The additional phantasm does not turn into illusion. (50% less dmg on wvw/pvp)

Discount Lost Time (a whole lot weaker), effect wasted against stability. WIP idea?

‘Twice the effect’ - chill basically stops CDs and becomes another immob and slow practically stops the opponent from doing anything with a cast time at all. Seems a bit broken unless it’s like -80% duration.

So more nerfs to Chronophantasma and another hit to PvE chronos. (What does this even address?)

Skills

Utility:

  • Well of Action: (Reworked) - Now gives allies 3 secs of superspeed per pulse(duration resets on same target each pulse). Break stuns and receive 2 secs stability on initial cast. Removed damaging effects.

Drop this well to run away?

  • Well of Calamity:(Reworked) - Now applies damage each pulses and one of each conditions randomly for 1 sec: cripple, weakening, immobile, slow and chill. Replaced increased damage at final pulse for 1 sec daze.

New RNG well. I think this will see less use than it already does. Unless the player is a heavy gambler and tries to use this with the new Time Dilation.

  • Well of Precognition: (Reworked) - Now blocks projectiles for the duration of the well. Each pulse gives 1 sec stability. Receive 10% damage reduction buff for 3 secs at final pulse. Removed break stun capability.

Sounds appropriate... maybe?

  • Well of Recall:(Rework) - Now applies 2 secs quickness per pulse. Removed damaging effects and applies 5 secs alacrity at final pulse.

So StM was removed in favour for this and the ‘effect once unique to chrono’ - alacrity, still eats it with the ‘stand in this place for 3s’.

Elite:

  • Well of Time(removed Gravity Well): - Creates a well that removes stability to foes each pulse and converting movement-impairing conditions to foes into daze(1 sec) per pulse. Enemies float for 1 sec at final pulse and additionally applies 1 sec knockdown only at affected enemies whos been affected by float. Replaced damaging effects per pulse into increased damage at final pulse, targets affected by float/knockdown with this skill receives additional damage. Increased skill cooldown from 90 to 120.

Only applies second CC if CC’ed by the first. Only applies extra dmg if CC’ed by the second CC, which only happens when CC’ed by the first. Otherwise removes stability but does nothing else. (What does this even address?)

Shield:

  • Echo of Memory:(Reworked) - Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs quickness to nearby allies while also making Deja Vu usable for a short time.
  • -Deja Vu: Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs alacrity to nearby allies.

Randomly buffing bunker capabilities, ok cool.

  • Tides of Time: (Reworked) Launch a wave of temporal energy that damages and stops enemies it passes through while also making your illusions pushing away from you. When the wave returns it also drags your illusion towards you. Reduce recharge by 5 secs for each illusions shattered for the duration.

I don’t know of any situation where you’d actively want to move your phantasms with this skill. Recharge thing is weird because I assume the ‘touch returning wave to reduce CD’ is removed, and apparently getting illusions shattered in PvP/WvW is ‘difficult’ (What does this even address?)

Mirage fix attempt idea(any):

  1. Remove the ability to use Mirage Cloak if affected by crowd control effects. (Unless Elusive Mind is traited)

This is ok.

  1. Receive increased incoming damage debuff for 1 sec after using Mirage Cloak.(duration and effect stacks)

Mirage - Dodge to die edition.

  1. Decrease Vitality and Toughness by 100.

I’m pretty sure people have suggested many really good fixes to mirage right now, this isn’t necessary.

Core & Elite Spec Mesmer change:

  • When affected by Distortion reduce all outgoing damage to 0% for the duration.(includes illusions/phantasms damage).

Big troll to any mesmer who ‘accidentally’ uses a 3 clone Distort to save their bacon, suddenly they’re non-existent for the next 4s. Weren’t shatters meant to be more effective the more clones shattered?

Signets

  • Signet of Inspiration: Moved to Elite slot. Signet Passive: Grant swiftness to nearby allies and an additional random boon every ten seconds.Signet Active: Move all your current boons to allies.(2 secs each boons, affected by boon duration)(stacked boons like stability only applies half)(mesmer will lose all its current boons). Increased recharge to 60 secs.
  • Signet of Humility: Moved to utility slot. Signet Passive: Reduces duration of incoming stuns, dazes, fears, and taunts by 10%.Signet Active: Transforms your foe into a moa bird for 2 secs. (Defiant foes will have their defiant bar reduced instead.). Reduced recharge to 40 secs.

You can do this (the 60s CD for a better SoI) without the position switch. Also, moa signet becomes domination signet v2. (What does this even address?)

Was this meant to be a PvP oriented change? Did you actually address your listed goals? Was a entire rework necessary to achieve these goals? Because you’ve axed a lot of things that probably didn’t need to be axed, and buffed some things that really didn’t need buffing.

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@Noodle Ant.1605 said:Maybe instead of completely disagreeing with radical changes, I’ll provide feedback for once. Thus, from a PvEr’s perspective (who mains pChrono):

My goal for Chronomancer :
  • Wells: Making them more useful per pulses.

Think this is something everyone can agree on.

In theory. Depends on how they are done. Regardless, there will be raiders upset they can't place them exactly where wanted.

  • Shatters: Revert the illusion requirements for the shatter skills, make the illusions shatter right away instead of finding a target(illusions whos not been shattered will still try to approach the target). Shatter skills and illusions shattered(only if inside the affected area) also apply damaging effects to the user. This opens up new ways to play Chronomancer without butchering Shatter Skills.

Okay... when you say ‘apply damaging effects to the user’, do you mean the shatter effect or the actual dmg component? If it’s the latter, this implies that chrono shatters should be changed to holoforge levels.

No, just no. IP simply needs to come back, as opposed to an Elite Spec playing like a 2012 version of the class before you unlocked IP.

Chronomancer:
  • Minor Adept: Time Bomb - (reworked)Removed Continuum Split. Gain access to Continuum Shift, reverting back to the previous timeline. Your health, endurance and cooldowns are reverted to their previous states, number of illusions affects how much time will revert the user from its previous timeline(1 illusion= 3 secs ago, 2 illusions = 4 secs ago, 3 illusions = 5 secs ago)Cannot be used if there is no illusion to shatter. Reverting will remove active phantasms as well. Chronomancer shatter skills and shattering illusions also affect the user.

A different way to Csplit I guess? Removing phantasms is a huge hit to PvE chrono players though.

No, just no.

  • Major Adept: (Removed Delayed Reactions) Out of time - Shatter skills give 1 sec of superspeed in a 240 radius(5 targets)around you. Next phantasm skill inflicts 1 sec of slow and applies 2 secs superspeed to the phantasm created.
  • Major Adept: Time Catches Up(reworked) - Gain 3 sec of regeneration,swiftness and quickness when you get alacrity. Regeneration and Swiftness effectiveness increased by 20%. (15 secs cd.)
  • Major Adept: All's Well That Ends Well - Increased number of pulses and duration by 1.

Superspeed was given to shattering clones so that shatters became harder to avoid. Phantasms probably need superspeed the least because they don’t move very much. Other changes are kinda meh or seem PvP oriented and I can’t say much about.

They are terribad.

  • Minor Master: Flow of Time(moved) - Gain alacrity for each clone you shatter.
  • Major Master: (Removed Danger Time) Time Heist - Interrupting a foe slows them and grants you 1 sec quickness and alacrity.(5 sec interval/cd)
  • Major Master: (Removed Illusionary Reversion)Time Relativity - Applying slow or chill to a foe gives 3 seconds of superspeed to nearby allies(5 targets) around you.(10 secs cd, 20 secs cd wvw)
  • Major Master: Time Marches On(reworked)(moved) - Gain damage reduction while having each boon effects(alacrity, quickness,superspeed or swiftness).(5% each, 3% wvw/pvp)

Only 1s quickness + alacrity? With an added ICD? On interrupt?

Well, if this is an alt account of a certain less than good medic, he's winning the board trolling wars with this one.

There’s a lot of superspeed being thrown around in here, doesn’t mean much for PvE but you might want to be careful of how it interacts in PvP.

More bunker for a supposedly already bunker-ish spec. I don’t PvP so I can’t comment. :confused:

  • Minor Grandmaster: Improved Alacrity - Alacrity applied to you is stronger but has a reduced duration. (moved)
  • Major Grandmaster: Time Lock(reworked) - Gain a charge each time you disable a foe. At max charge your next disable inflicts twice the duration and deals a non-critical damage. Charges 3(wvw/pvp 5)(charge duration 20 secs/ 10 secs wvw/pvp, triggering another charge resets the duration)
  • Major Grandmaster: (Removed Seize the Moment) Time Dilation - Enemies you inflicted with slow and chill receive twice the effect with lesser duration.
  • Major Grandmaster: Chronophantasma - Summon additional phantasm. The additional phantasm does not turn into illusion. (50% less dmg on wvw/pvp)

Discount Lost Time (a whole lot weaker), effect wasted against stability. WIP idea?

‘Twice the effect’ - chill basically stops CDs and becomes another immob and slow practically stops the opponent from doing anything with a cast time at all. Seems a bit broken unless it’s like -80% duration.

So more nerfs to Chronophantasma and another hit to PvE chronos. (What does this even address?)

That's he's not really a mesmer player and has no idea what he's on about.

Skills

Utility:
  • Well of Action: (Reworked) - Now gives allies 3 secs of superspeed per pulse(duration resets on same target each pulse). Break stuns and receive 2 secs stability on initial cast. Removed damaging effects.

Drop this well to run away?

Because apparently Blink is not a thing and he wants to remove one of the two useful utility wells for raiding.

  • Well of Calamity:(Reworked) - Now applies damage each pulses and one of each conditions randomly for 1 sec: cripple, weakening, immobile, slow and chill. Replaced increased damage at final pulse for 1 sec daze.

New RNG well. I think this will see less use than it already does. Unless the player is a heavy gambler and tries to use this with the new Time Dilation.

Well of calamity is already simply inferior to current Well of Action. This makes it more so.

  • Well of Precognition: (Reworked) - Now blocks projectiles for the duration of the well. Each pulse gives 1 sec stability. Receive 10% damage reduction buff for 3 secs at final pulse. Removed break stun capability.

Sounds appropriate... maybe?
  • Well of Recall:(Rework) - Now applies 2 secs quickness per pulse. Removed damaging effects and applies 5 secs alacrity at final pulse.

So StM was removed in favour for this and the ‘effect once unique to chrono’ - alacrity, still eats it with the ‘stand in this place for 3s’.

Because that's what we want more of, having to stay in the wells.

Elite:
  • Well of Time(removed Gravity Well): - Creates a well that removes stability to foes each pulse and converting movement-impairing conditions to foes into daze(1 sec) per pulse. Enemies float for 1 sec at final pulse and additionally applies 1 sec knockdown only at affected enemies whos been affected by float. Replaced damaging effects per pulse into increased damage at final pulse, targets affected by float/knockdown with this skill receives additional damage. Increased skill cooldown from 90 to 120.

Only applies second CC if CC’ed by the first. Only applies extra dmg if CC’ed by the second CC, which only happens when CC’ed by the first. Otherwise removes stability but does nothing else. (What does this even address?)

Someone is apparently bad at PvP and gets caught in this a lot.

Shield:
  • Echo of Memory:(Reworked) - Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs quickness to nearby allies while also making Deja Vu usable for a short time.
  • -Deja Vu: Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs alacrity to nearby allies.

Randomly buffing bunker capabilities, ok cool.

After stripping it everywhere else. Clearly they want to know by weapon views exactly when they have to fight a bunker memser in PvP. Apparently failing to hit it for 30+ seconds in first engage is not enough of a clue.

  • Tides of Time: (Reworked) Launch a wave of temporal energy that damages and stops enemies it passes through while also making your illusions pushing away from you. When the wave returns it also drags your illusion towards you. Reduce recharge by 5 secs for each illusions shattered for the duration.

I don’t know of any situation where you’d actively want to move your phantasms with this skill. Recharge thing is weird because I assume the ‘touch returning wave to reduce CD’ is removed, and apparently getting illusions shattered in PvP/WvW is ‘difficult’ (What does this even address?)

This just proves this person is either brand new or lies and has never played mesmer. Or both.

Mirage fix attempt idea(any):
  1. Remove the ability to use Mirage Cloak if affected by crowd control effects. (Unless Elusive Mind is traited)

This is ok.

No, this is freaking terribad as @"Lincolnbeard.1735" and I have already pointed out many times with how much Elisive Mind has been guttered and is a trap.

  1. Receive increased incoming damage debuff for 1 sec after using Mirage Cloak.(duration and effect stacks)

Mirage - Dodge to die edition.

Yeah, this person gets reck a lot in PvP and is looking to whine nerf here.

  1. Decrease Vitality and Toughness by 100.

I’m pretty sure people have suggested many really good fixes to mirage right now, this isn’t necessary.

This is clearly trolling now.

Core & Elite Spec Mesmer change:
  • When affected by Distortion reduce all outgoing damage to 0% for the duration.(includes illusions/phantasms damage).

Big troll to any mesmer who ‘accidentally’ uses a 3 clone Distort to save their bacon, suddenly they’re non-existent for the next 4s. Weren’t shatters meant to be more effective the more clones shattered?

Yeah, we already covered this is trolling.

Signets
  • Signet of Inspiration: Moved to Elite slot. Signet Passive: Grant swiftness to nearby allies and an additional random boon every ten seconds.Signet Active: Move all your current boons to allies.(2 secs each boons, affected by boon duration)(stacked boons like stability only applies half)(mesmer will lose all its current boons). Increased recharge to 60 secs.
  • Signet of Humility: Moved to utility slot. Signet Passive: Reduces duration of incoming stuns, dazes, fears, and taunts by 10%.Signet Active: Transforms your foe into a moa bird for 2 secs. (Defiant foes will have their defiant bar reduced instead.). Reduced recharge to 40 secs.

You can do this (the 60s CD for a better SoI) without the position switch. Also, moa signet becomes domination signet v2. (What does this even address?)

Was this meant to be a PvP oriented change? Did you actually address your listed goals? Was a entire rework necessary to achieve these goals? Because you’ve axed a lot of things that probably didn’t need to be axed, and buffed some things that really didn’t need buffing.

This is trolling. It has to be.

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I just wish Csplit CD wasnt a shatter, and that it would have low cd, the CD would get increased for every skill used in its duration.Since its lowish CD, it could be used as pseudo disort -> you see dmg coming, use csplit, go back in time to heal up.Example : 15s cd, +10s cd if you "die" during its duration + and gains 20% of cooldowns reduced, if blink gets reset (30s) it adds extra 6s to the cooldown.this way, you could use CSPLIT as defensive tool, OR offensive tool, or both depending on situation, and you would be punished for brainless spamming, while promoting reseting important cooldowns.

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@"AzureInvidiaOnline.6789" said:

  • Wells: Making them more useful per pulses.Or/and increase radius.

  • Shatters: Revert the illusion requirements for the shatter skills, make the illusions shatter right away instead of finding a target(illusions whos not been shattered will still try to approach the target). Shatter skills and illusions shattered(only if inside the affected area) also apply damaging effects to the user. This opens up new ways to play Chronomancer without butchering Shatter Skills.Didn't understand the "shatter right away" part.Chronomancer:

  • Minor Adept: Time Bomb - (reworked)Removed Continuum Split. Gain access to Continuum Shift, reverting back to the previous timeline. Your health, endurance and cooldowns are reverted to their previous states, number of illusions affects how much time will revert the user from its previous timeline(1 illusion= 3 secs ago, 2 illusions = 4 secs ago, 3 illusions = 5 secs ago)Cannot be used if there is no illusion to shatter. Reverting will remove active phantasms as well. Chronomancer shatter skills and shattering illusions also affect the user.I wanted to continuum shift just affect health and position so they can balance properly other skill while no being into the "double" effects,so I agree.

  • Major Adept: (Removed Delayed Reactions) Out of time - Shatter skills give 1 sec of superspeed in a 240 radius(5 targets)around you. Next phantasm skill inflicts 1 sec of slow and applies 2 secs superspeed to the phantasm created.Ok.

  • Major Adept: Time Catches Up(reworked) - Gain 3 sec of regeneration,swiftness and quickness when you get alacrity. Regeneration and Swiftness effectiveness increased by 20%. (15 secs cd.)Stop with icd on trait please we already have enough of them.

  • Major Adept: All's Well That Ends Well - Increased number of pulses and duration by 1.Hmm prefer higher aoe or higher effect because well use case is to have the 3 sec last pulse, I don't know if it will be good to delay this last tic.

  • Minor Master: Flow of Time(moved) - Gain alacrity for each clone you shatter.

  • Major Master: (Removed Danger Time) Time Heist - Interrupting a foe slows them and grants you 1 sec quickness and alacrity.(5 sec interval/cd)We allready have a quickness on rupt trait. And on rupt trait were never viable, should be on disable to be usefull.

  • Major Master: (Removed Illusionary Reversion)Time Relativity - Applying slow or chill to a foe gives 3 seconds of superspeed to nearby allies(5 targets) around you.(10 secs cd, 20 secs cd wvw)No more long ICD trait please. You already have a trait who give superspeed on adept.

  • Major Master: Time Marches On(reworked)(moved) - Gain damage reduction while having each boon effects(alacrity, quickness,superspeed or swiftness).(5% each, 3% wvw/pvp)I'm not convinced.

  • Minor Grandmaster: Improved Alacrity - Alacrity applied to you is stronger but has a reduced duration. (moved)

  • Major Grandmaster: Time Lock(reworked) - Gain a charge each time you disable a foe. At max charge your next disable inflicts twice the duration and deals a non-critical damage. Charges 3(wvw/pvp 5)(charge duration 20 secs/ 10 secs wvw/pvp, triggering another charge resets the duration)Why not.

  • Major Grandmaster: (Removed Seize the Moment) Time Dilation - Enemies you inflicted with slow and chill receive twice the effect with lesser duration.Hmm talking about this it would be better to have double duration while half the effect than the opposite.

  • Major Grandmaster: Chronophantasma - Summon additional phantasm. The additional phantasm does not turn into illusion. (50% less dmg on wvw/pvp)It's actually the case no ? (Last time I check on

Skills

Utility:

  • Well of Action: (Reworked) - Now gives allies 3 secs of superspeed per pulse(duration resets on same target each pulse). Break stuns and receive 2 secs stability on initial cast. Removed damaging effects.3 sec of superspeed on well concept of needing to stay inside seems kinda counter-productive.
  • Well of Calamity:(Reworked) - Now applies damage each pulses and one of each conditions randomly for 1 sec: cripple, weakening, immobile, slow and chill. Replaced increased damage at final pulse for 1 sec daze.delayed CC is passive gameplay.
  • Well of Precognition: (Reworked) - Now blocks projectiles for the duration of the well. Each pulse gives 1 sec stability. Receive 10% damage reduction buff for 3 secs at final pulse. Removed break stun capability.What is laking with well currently is breakstunt.
  • Well of Recall:(Rework) - Now applies 2 secs quickness per pulse. Removed damaging effects and applies 5 secs alacrity at final pulse.

Elite:

  • Well of Time(removed Gravity Well): - Creates a well that removes stability to foes each pulse and converting movement-impairing conditions to foes into daze(1 sec) per pulse. Enemies float for 1 sec at final pulse and additionally applies 1 sec knockdown only at affected enemies whos been affected by float. Replaced damaging effects per pulse into increased damage at final pulse, targets affected by float/knockdown with this skill receives additional damage. Increased skill cooldown from 90 to 120.Gravity well is the only good well currently, no need to change.

Shield:

  • Echo of Memory:(Reworked) - Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs quickness to nearby allies while also making Deja Vu usable for a short time.
  • -Deja Vu: Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants protection to allies. If an attack is blocked, apply 5 secs alacrity to nearby allies.When I look at ranger GS 5 sec block + hard CC + damage and shield block I feel kinda weak.Need more effects on this, maybe heal.
  • Tides of Time: (Reworked) Launch a wave of temporal energy that damages and stops enemies it passes through while also making your illusions pushing away from you. When the wave returns it also drags your illusion towards you. Reduce recharge by 5 secs for each illusions shattered for the duration.I think tides of time better be an pulsating aoe like scrapper aoe cc gyro than a slow moving wall.

Mirage fix attempt idea(any):

  1. Remove the ability to use Mirage Cloak if affected by crowd control effects. (Unless Elusive Mind is traited)
  2. Receive increased incoming damage debuff for 1 sec after using Mirage Cloak.(duration and effect stacks)1 sec mean nothing and we already have a trait like this in illusion.
  3. Decrease Vitality and Toughness by 100.? for a spec who is supposed to be melee thanks to axe it seems strange.Core & Elite Spec Mesmer change:
  • When affected by Distortion reduce all outgoing damage to 0% for the duration.(includes illusions/phantasms damage).Not in a world where many class can block/evade while attacking.And you can anticap point then...Signets

  • Signet of Inspiration: Moved to Elite slot. Signet Passive: Grant swiftness to nearby allies and an additional random boon every ten seconds.Signet Active: Move all your current boons to allies.(2 secs each boons, affected by boon duration)(stacked boons like stability only applies half)(mesmer will lose all its current boons). Increased recharge to 60 secs.Considering all ulti are trash apart mass invis, why not.

  • Signet of Humility: Moved to utility slot. Signet Passive: Reduces duration of incoming stuns, dazes, fears, and taunts by 10%.Signet Active: Transforms your foe into a moa bird for 2 secs. (Defiant foes will have their defiant bar reduced instead.). Reduced recharge to 40 secs.hope in aoe then.

Well I'm not convinced at all by your propositions.Chrono currently isn't that bad designed, it only need few to be usable (better illusions life for exemple.).Wells aren't that bad, they need more aoe or more usefull trait though.The day mirage can't evade when he want, it will just be a bad version of core with no survival tools.My 2 cents.

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I don't think Chrono needs an overhaul.All it needs is IP and Distort back, wells pulsating boons and affecting 10 people.

As for mirage, as @Kylden Ar.3724 said MC is already an worse dodge, by that change it would turn it into an another useless mechanic.The can't do dodge while stunned was proposed multiple times by the mesmer commmunity when MC was 1sec and movement was still good at that time it made sense, nowadays it doesn't.

As for the damage incoming debuff, isn't it called vulnerability? I'm all for risk reward type of stuff, when the game is design around it, which isn't the case, this game is all about safety nets, everything is spoon-feed, this might actually be the reason this game has so much qq all around.

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Anet doesn’t like IP on chrono through (0 clone OOC Csplit + free dry shatters, and the idea of ‘espec trade offs’... ugh) and despite restoring IP fixing a multitude of problems, they’d probably rather keep it the way it is.

Though if they do this, it would only be fair for chronos are allowed to petition for clones to be invulnerable or persist somehow (maybe they just continually resummon themselves or stop/freeze when ‘destroyed’, etc.).

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@Noodle Ant.1605 said:Anet doesn’t like IP on chrono through (0 clone OOC Csplit + free dry shatters, and the idea of ‘espec trade offs’... ugh) and despite restoring IP fixing a multitude of problems, they’d probably rather keep it the way it is.

Though if they do this, it would only be fair for chronos are allowed to petition for clones to be invulnerable or persist somehow (maybe they just continually resummon themselves or stop/freeze when ‘destroyed’, etc.).

they could make CS remove IP for its duration, why in the wrold is CS even a shatter? just to make short fights and switching target clunky.they are developers, its literarly their job to be creative and find a proper solution.

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