Since It's been a while since the expansion came out I'd like to give my honest thoughts on what changes could be made to mesmer for the sake of build diversity, I'll also be talking about core mesmer changes, overall build changes, weapon changes, rune changes, and passive traits, so strap yourself in because this thread might be a bit long. Lets get the overall changes out of the way first.
**Talent Tree Changes **
-- If you choose not to slot into a major grandmaster trait, you may choose a major master trait or minor adept trait in it's place. Same goes for If you choose not to slot a major master trait, you may choose a minor adept trait in it's place.
The reason of this change is obviously to give the player more choice if they choose not to trait into higher tier traits and trait the lower tier instead because it fits their build/playstyle.
Passive Invuln & Stealth
--The two that come to mind straight away are Desperate Decoy for mesmer, Self-Regulating Defenses for engi, among others. There needs to be something done to give these passive traits a more active role. I don't care what it is, any type of active play triggering it is better than a passive health threshold. Just to throw some off the wall examples that may or may not be good, have desperate decoy give you stealth on successfully casting your heal, etc.
Runes -- Make runes give on screen procs where needed, to give a few examples such as rune of surging#6 and lyssa#6, so that the player can act accordingly rather trying to estimate the cooldown instead.
Now to the mesmer changes
Off hand Sword:
illusionary reposte: Block incoming attacks for a short duration and create an illusion when attacked
Block Duration 1 1/2 seconds
Counter Blade: Swap places with the illusion created by illusionary riposte and release the energy stored blade by your blocked attack in a area of effect by stabbing your sword in the ground, knocking enemies down within the radius. "the animation will be similar to greatsword 3, except with a off hand sword instead without the illusionary blade animation afterwards”. You will only have a 5 second window to swap after a successful block “same amount of time as main hand sword 3”
Damage : 710
Max targets knocked down: 3
Knockdown time: 1 second
Cast time : ¾ second. You can cast this while moving
Phantasmal Swordsman: This ability is now summoned on the target, similar to phantasmal beserker. For being a melee phantasm, it shouldn't have to run a marathon to get to its target.
Tides Of Time: This skill no longer stuns enemies on its return trip. However touching the wave still reduces the cooldown of this skill. NOTES : The ability to stun 10 people
with one ability is kinda absurd, therefore only being able to stun 5 is still a bit extreme in my opinion, but a good start.
--Off Hand Focus--
Phantasmal Warden: This phantasm now chases its target until destroyed or shattered. There is no stop and go animation between attacks.
Magic Bullet: Hit up to four foes with a single shot. The first target is stunned, the second is dazed, the third is blinded, and the fourth is confused. If there is no target for the bullet to
bounce to, then the target is stunned for 2 seconds, followed by a 2 second daze, blinded, and confused.
Confusion: 6 3/4 seconds
Blindness: 5 seconds
Stun: 2 seconds
Daze: 2 seconds
Number Of Bounces: 3
Combo Finisher: Physical Projectile
Imagined Burden: Your Greatsword skills are improved "This trait has been redesigned"
-Spacial Surge - Number of targets increased from 3 to 4
-Mirror Blade - Gives 4 stacks of might instead of 3 -
-Mind Stab - Now removes 2 boons from foes instead of 1, and transfers one random condition from you to your foe.
-Phantasmal Beserker - Number of impacts increased from 4 to 5
-illusionary wave - knockback increased from 450 to 600
Blurred Inscriptions: Conditions removed increased from 1 to 2
Mental Anguish : Shatter skills deal more damage, This damage increase
is higher against foes that have 20 or more stacks of vulnerability
-damage increase 15%
-damage increase with 20 stacks of vuln – 40%
Power Block : Interrupts deal damage and inflict weakness, Enemy skills
that you interrupt have an increased cooldown. (If you interrupt a skill
that has no recharge, inflict slow for 2 seconds.)
Wardens Feedback: Your focus skills have been improved. Gain access to the following
-Focus recharge reduced by 20%
Healing Prism: This trait now scales with the base heal you use. For example healing prism is on a 10 second icd and heals nearby allies for 532 base. So if you were to use ether feast which is a 20 second heal skill, healing prism would heal nearby allies for 1064, therefore giving the minor grandmaster more diversity for long cooldown heal skills as well, instead of being only min maxed for only low cooldown heals such as mantra of recovery.
Mirror of Anguish "This skill has been redesigned" The duration of chaos armor has been increased to 6 seconds. Every 2 seconds, chaos armor converts 1 random condition into a random boon.
Desperate Decoy: Cloak and leave a clone of yourself behind when you successfully use a heal skill. Cooldown 25 seconds.
Mirage Mirrors: https://imgur.com/EyzMxzb - Instead of the idea of running over the mirrors, you instead get them as charges "to a max of 3", and use said charges through its own specific shatter. Specifics are in the link.
Speed of sand: This trait has been merged into the minor adept "Mirage Cloak"
Mirage Cloak "Updated": Gain Mirage Cloak instead of dodge rolling. Ambush skills become available for a short time whenever you gain mirage cloak. Gain Access to Deception skills. Gain superspeed when you gain mirage cloak.
-Mirage Cloak- 1 second
-Ambush attack window 1 1/2 seconds
-Superspeed duration 1 second
Elusive Mind: This is now a minor grandmaster trait, and has been changed to the following.
Elusive Cleanse: "This is the new Grandmaster trait where Elusive mind used to be." Dodging now cleanses a condition. Conditions cleansed "1".
Sand Shards: Strike nearby foes inflicting bleeding.
Bleeding: 3 (4 seconds)
Number of targets: 5
Radius : 240
Crystal sands - Destroy all your active illusions, giving you a mirage charge for each illusion destroyed.
Cast time: 1/2 second
Cooldown: 32 seconds
Nullfield: Now breaks stun "There still isn't a glamour that gives you a stun break, null field is the most fitting in my opinion"
Mimic: The cooldown of this skill is double of the skill that it's used on. For example blink is 30 seconds, if you used mimic on blink the cooldown of mimic would be 60 seconds. So for illusion of life, mimic would have a 240 second cooldown. Which gives it a good balance of not punishing you as much for shorter cooldowns such as blink, but punishing you quite a bit for using it on longer cooldown skills like illusion of life.
Signet of the Ether: Signet Passive - Now heals you every time a illusion is summoned for 114 health base rather than a interval of 1 second. Regardless of pve or pvp you're going to be summoning illusions for damage, so this way even if you shatter straight away you still get the healing bonus from summoning the illusion.
Jaunt: Ranged increased to 500
Let me know what you guys think. Again thanks for reading, appreciate it.