User:Renegade26/Mesmerchanges

Domination Magic
Backfire: Reduce recharge time to 15 seconds.

Chaos Storm: Reduce energy cost to 10. Increase casting time to 3 seconds. For 5 seconds foes nearby to target take 15... 30 damage each second and will lose 1...6 Energy whenever it strikes a foe casting a spell.

Complicate: Spell. Interrupt target foe's action. If that action was to use a Signet, it and all other Signets are disabled for 1...13 seconds. That foe takes 10...68 damage for each signet disabled in this way (maximum 150 damage).

Cry of Frustration: Increase damage to 15...63 damage.

Enchanter's Conundrum: Decrease energy cost to 10. The damage now affects all enemies in the area of target foe.

Hex Breaker: Energy cost increased to 10. Now a shout, that affects all allies in range. Fails at 7 Domination or less.

Ignorance: Hex Spell. For 8...18 seconds target foe activates signets 25% faster, but that foe and all adjacent foes take 15...75 damage when he uses a signet.

Mind Wrack: Damage is now given to foe, and nearby foes take 5...41 damage.

Mistrust: In the area, not nearby. Recharge reduced to 18 seconds.

Overload: 10 energy. Target foe and all nearby foes take 10...22 damage. For each for casting a spell all enemies take an additional 15...63 damage.

Power Spike: Recharge at 9 seconds. Energy to 5.

Shatter Delusions: 10 energy. Remove one Mesmer Hex from target foe. If a Hex was removed, that foe and all adjacent foes take 14...83 damage.

Shatter Enchantment: Reduce recharge to 15 seconds. 15...63 damage (lowered).

Signet of Disruption: 15...63 damage.

Visions of Regret: Applies in AoE form at nearby range. Activates on either attack skills or adrenaline skills (maximum one activation per skill, so no double damage from gash(adrenaline and an attack skill) or such).

Wastrel's Demise: Reduce recharge to 6 seconds.

Illusion Magic
Accumulated Pain: Damage increase to 15...63 and recharge to 8 seconds.

Air of Disenchantment: 2 second cast. Elite Hex Spell. For 10 seconds, every time target foe casts an enchantment, that foe and all nearby foes suffer -10 degen for 1...3 seconds. When Air of Disenchantment ends, it removes one Enchantment from each affected foe.

Crippling Anguish: Lower cost to 10 energy and recharge to 15 seconds.

Fevered Dreams: Elite Hex Spell. For 10...22 seconds, whenever target foe suffers from a new Condition, all foes in the area suffer from that Condition as well. All foes involved with each condition transfer suffer 10...30 damage.

Fragility: Applies in AoE form, with a range of in the area (like fevered dreams, work out why). Recharge increase to 12 seconds.

Frustration: 15...51 damage per interrupt. Don't remove the bug of damage on all forms of interrupt (not just spells like the skill states).

Illusion of Haste: Energy cost reduced to 5. Enchantment Spell. you are no longer Crippled. For 5...10 seconds all Crippled on you ends after 1 second (non stacking), and you move 33% faster. When Illusion of Haste ends, you become Crippled for 15 seconds.

Illusion of Pain: Energy cost of 5.

Illusion of Weakness: Lose 25...101 (half of before) health. Still gain 50...202.

Illusionary Weaponry: 10...44 damage.

Images of Remorse: Recharge of 4 seconds. 15...49 damage.

Ineptitude: Recharge to 12 seconds. Blind lasts 8 seconds.

Phantom Pain: 15 energy. Applies in AoE, nearby range.

Signet of Clumsiness: Recharge to 12 seconds. 20...56 damage.

Inspiration Magic
Discharge Enchantment: 5 energy.

Drain Enchantment: If that foe is suffering from a Mesmer Hex, this Skill recharges 20...44% faster.

Elemental Resistance: Enchantment Spell. For 30...58 seconds, all party members gain +40 armor against elemental damage, but you lose 10...2 armor for each ally affected against physical damage. (Note that the party (including you) gains armour, and you lose armour yourself).

Energy Drain: This Skill recharges 1...5% faster for every point in fast casting. Recharge increase to 30 seconds. (So imagine the 8-10 FC that most people will run, this would recharge 20...50% quicker, and therefore at 12 inspiration (5%) and 10 FC (10 x 5%) would make it recharge half as quickly. However those attributes are slightly higher than most Mesmers would choose to run, and I believe most would run 8 or 9 FC, and 10 or 11 Inspiration.

Energy Tap: This Skill recharges 1...5% faster for every point in fast casting. Recharge increase to 30 seconds.

Ether Feast: Target foe loses 1...4 energy, and health gain to 26...45 (much more at high levels I think, and slightly less at lower levels).

Ether Lord: Energy to 10. You lose 14...6 energy, not all. For 3...13 seconds, target foe suffers -1...3 Energy degeneration, and you experience +1...3 Energy regeneration.

Ether Signet: If you are in a stance, this skill recharges 10...22% faster.

Extend Conditions: 1 second cast. Elite Enchantment Spell. All party members cause conditions that last 5...81% longer (Maximum 30 seconds). Whenever an ally benefits from this enchantment, they gain 1...4 energy.

Feedback: Recharge to 18 seconds, to make it on par with other hex removals.

Hex Eater Signet: Signet. Target ally and up to 2...4 adjacent allies each lose one Hex. Every time an ally loses a hex in this way, that ally gains 1...4 energy. This signet has half spell casting length.

Inspired Enchantment: An additional energy for every 3 ranks in Fast Casting.

Inspired Hex: An additional energy for every 3 ranks in Fast Casting for the target of this spell.

Keystone Signet: Elite Signet. The next signet you cast recharges 75% faster. The next signet you cast recharges 50% faster. The next signet you cast recharges 25% faster. All spells you cast recharge 50...25% slower. Keystone Signet ends after you cast 3 signets.

Leech Signet: Recharge reduced to 25, like Power Drain.

Lyssa's Aura: 10 energy cost. Elite Enchantment Spell. All party members steal 1...6 energy from an enemy every time that enemy targets your ally with a spell.

Mantra of Earth: Affects party members as an enchantment.

Mantra of Flame: Affects party members as an enchantment.

Mantra of Frost: Affects party members as an enchantment.

Mantra of Inscriptions: 5 energy cost. (MoR got it, why cant this).

Mantra of Lightning: Affects party members as an enchantment.

Mantra of Recall: 2 second cast. Elite Enchantment Spell. For 20 seconds, all your mesmer attributes are increased by two. You gain 10...25 energy when Mantra of Recall ends.

Physical Resistance: Enchantment Spell. For 30...58 seconds, all party members gain +40 armor against pyhsical damage, but you lose 10...2 armor for each ally affected against elemental damage.

Power Leech: Elite Hex Spell. If target foe is casting a Spell or a Chant, that Skill is interrupted. For 10 seconds whenever that foe or adjacent foes cast a Spell, you steal up to 1...6 Energy from that foe.

Revealed Enchantment: An additional energy for every 3 ranks in Fast Casting.

Revealed Hex: An additional energy for every 3 ranks in Fast Casting for the target of this spell.

Tease: Recharge of 2 seconds.

No Attribute
Echo: Skill is moved into Inspiration Magic line. Your next spell you cast costs 25...75% less energy depending on your Inspiration Magic. (This applies to the first spell and copies within Echo).

Epidemic: Nearby range, from adjacent.

Signet of Illusions: Elite Signet. When you next cast a spell, it gains benefits from all attributes at your level in Illusion Magic. (So divine favour at 16 if it targets an ally with a monk spell, or Spawning Power to increase lengths of Weapon Spells. Its not much, but I believe it would make the skill slightly stronger. Many Primaries wouldnt even affect it, like soul reaping activates on deaths, and not on spell casts so you would not ever gain energy from it).

Signet of Midnight: Target touched foe and all adjacent foes (to deal with crowds without needing epidemic).