User:Llhyx

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Hello,

Ideas for mesmer that came up to my mind.

Variables such as X, Y and Z are variables, then their value is undefined. The idea is to present the mechanics only.

Some skills would require specific GUI features that I maybe will introduce later.

The idea of many of these skills rely on the concept of creating a mind weakness on the foe, and those moments could take place when the enemy perhaps is performing a task, fails at doing something, etc. The mind weaknesses in this case can be represented as the conditions I present here. Some skills would apply these conditions, while some other would work if the condition is already there, or would have a different effect if not.


Mesmer Conditions[edit]

My idea is to create specific conditions, and each will have a negative effect in any of the attributes of an enemy.

Migraine: the intelligence of the enemy is reduced by 1 for the next X seconds (stackable).

Dizziness: the perception of the enemy is reduced by 1 for the next X seconds (stackable).


Mesmer Skills[edit]

Mantra of Plénitude: (hold skill, 7 seconds max) While you recite this mantra, all skills that target you fail. For any skill that targets you, you gain half its energy cost, and for each damage you would take, you get healed half that amount instead.

Communion: for the next X seconds, the next time you become the target of a skill an enemy controls, that enemy gets a migraine for Y seconds if the skill was a spell, otherwise he gets dizzy for Y seconds.

Compulsion (replaces Communion, chain): if target foe suffers from migraine, he takes X damage. You acquire the next 3 spells he casts. For any second he doesn’t cast a spell, he takes Z damage.

Convulsion (replaces Communion, chain): if target foe suffers from dizziness, he takes X damage. If the foe is attacking, he gets Y damage and is knocked down for Z seconds.

Desperation: if target foe suffers from migraine or dizziness, you can choose one of the abilities he used against you. The next time he uses an ability, he uses the ability chosen by you instead. Reapply the condition that allowed for this spell.

Coercion: if target foe suffers from migraine or dizziness, you can chose a skill he previously used against you. If he doesn’t use that skill for the next X seconds, he suffers Y damage, is thrown back and knocked down for Z seconds.

Compunction: if target foe targets you with a skill, he suffers from migraine if it's a spell and dizziness otherwise, and that skill is disabled for X seconds.

Manipulation (replaces Compunction, chain): if target foe suffers from migraine, you can make that enemy use a disabled skill and you must choose another foe to be the target for that skill (must be a target nearby that enemy). Any skill used in this way is enabled again.

Vendetta (replaces Compunction, chain): if target foe suffers from dizziness, you can make an enemy use a disabled skill against himself. If that skill inflicts damage, it does 20% more damage instead. Any skill used in this way is enabled again.

Mind devastation: if target foe suffers from migraine or dizziness, for every skill disabled that enemy controls, he suffers X damage. One random skill that enemy controls is disabled for an additional Y seconds.

Addictive Geometry: (coming soon).

Gracious Enablement: if your last skill enabled the skill of target foe, you can enable one of your skills. If it didn't, enable a skill from target foe to get any of your disabled skills enabled.

Restrict: if any of your skills is disabled (by an effect different than cooldown), disable one skill of target foe. Otherwise, disable one of your skills to disable one skill from target foe.

Chaos Storm: after 3 seconds, for 30 seconds, every 3 seconds, all foes in the area are stuck for X damage, and suffer from migraine and dizziness for Y seconds.

Mental Chain of Implication: if target foe targeted you or an ally with a skill in the last Z seconds, that foe suffers from migraine and dizziness for X seconds and receives Y damage. If positive, reapply the effect (conditions) to all foes nearby that foe. The chain can extend three times and won't reapply twice on the same foe.

Eclipse Momentum (replaces Mental Chain of Implication, chain): if target foe is knocked down, he suffers blackout for X seconds. If positive, reapply the effect (blackout) to all foes nearby that foe. The chain can extend twice and won't reapply twice on the same foe.

Mental Chain of Remorse: if target foe is suffering from migraine and dizziness, that foe is knocked down for X seconds and receives Y damage. If positive, reapply the effect of this skill (knock down and damage) to all foes nearby that foe. The chain can extend twice and won't reapply twice on the same foe.

Mental Chain of Punishment (replaces Mental Chain of Remorse, chain): if target foe is suffering from blackout, he gets struck for X damage and one of that foe's random skill gets disabled for an additional Y seconds. If positive, reapply the effect of this skill to all foes nearby that foe. The chain can extend twice and won't reapply twice on the same foe.

The Ruin: (coming soon)

Invisibility: all foes suffering from mental vulnerability cannot perceive your presence. This effect ends if you target a foe.

Hypnotize: hold for 3 seconds. After 3 seconds, target suffers from blackout for X seconds and from dizziness and migraine for Y seconds.

Distortion: for X seconds, skills that target you have 75% probability of failure.

Mental Collapse: if target foe suffers from blackout, he is struck for X damage and loses that condition. If he suffered from migraine or dizziness, he is knocked down for X seconds and loses that condition.

Confusion: for the next X seconds, the next Y skills directed to you have 75% chance of targeting a random target in the area instead (if no target, the skill simply fails).

Rain of the Cosmos: for the next 10 seconds, foes in the area suffer X damage every second. Foes that activate skills are knocked back, suffer from migraine and dizziness for Y seconds and are struck for Z damage.

Rain of Chaos: for the next 10 seconds and every second, foes in the area are interrupted and suffer X damage.

Imperium of Chaos: if target foe is suffering from a condition, every condition in the foe turns into a different condition. One of those conditions is blackout. Target foe gets struck for X damage.

Sharedom'minds: if target foe and any other foe in the area (the closest one gets affected by this spell) are suffering from migraine or dizziness, they switch their minds for X seconds (foe's control of characters switch). This effect ends if the mental vulnerability ends in any of them.

Triangle of Synergies: create a Triangle of Synergies (invulnerable). The triangle keeps track of the next 3 skills you use. The next 3 times you activate a skill, that skill's recharge time is halved. When the triangle memorized 3 skills, this skill becomes Triangle of Mnemonics.

Triangle of Mnemonics: create a Triangle of Mnemonics (invulnerable, causes dizziness and migraine to foes that damage it - damage 0 counts). Keeps track of the next 2 skills you use. The next two times you activate a skill, that skill recharges instantly. When the triangle memorized 3 skills, this skill becomes Pyramid of Cognos.

Pyramid of Cognos: create a Pyramid of Cognos (invulnerable, attacks every second with Ray of Chaos). The pyramid keeps track of the next 3 skills you use. When you use this skill again, those 3 skills are cast simultaneously.

Gap Star: create a Gap Star (invulnerable). Lasts 120 seconds. The star keeps track of the next 3 skills target foe uses. Those skills recharge 50% slower. After the star memorized 3 skills, it chases the foe, explodes, deals X damage to foe and foes nearby, and they burn for Y seconds.

Spark Gap: (coming soon).

Chaos Star: (coming soon).