Mesmer class addon - ToME: the Tales of Maj'Eyal (2024)

Tales of Maj'Eyal
Mesmer Class Add-on
version 4

http://te4.org/games/addons/tome/Mesmer

** Introduction **

This add-on introduces the Mesmer class. Mesmers focus on summoning
illusions, timing, switching weapon sets, mobility, temporary effects,
and ranged attacks.

The Mesmer features a number of talent types, design decisions and
synergies that give it a different "feel" from standard ToME classes.
Hopefully the players who install addons will find it an interesting
diversion and optimization challenge.

Mesmers focus equally on Strength, Magic and Cunning. The class grants -3
life per level and does not readily admit light or heavy armor, leaving
Mesmers quite squishy. In my opinion Mesmers make for a harder game than
"early-and-midgame easy" classes like the Archmage, Bulwark, Solipsist or
Oozemancer but are easier than more challenging classes like the Brawler or
Rogue. Some players may recognize the Mesmer from the lore of Tyria.

** What do they play like? **

Their primary attacks work at range and play a bit like the Archmage's
Lightning and the Oozemancer's slime.

Their focus on kiting enemies with fast movement and short-range jumps
can remind one of an Archer, Temporal Warden, or the Skirmisher.

Their talent-supported cycle of weapon swaps and cooldowns plays like a
Temporal Warden or Anorithil -- only much more so.

Illusionary clones created by Mesmers play a bit like Doomed shadows, in
that they are plentiful but distract more than they damage.

A Mesmer's reliance on damage over time and crippling status effects has a
feel akin to the Paradox Mage.

Their access to temporary Invisibility gives some combats a Rogue flavor.

In addition, they have a number of "unique" mechanics: mantras have long
charge times but can be used instantly multiple times before recharging;
signets provide passive buffs but also provide burst benefits when
turned off; Mesmers can extend, remove and transfer positive and negative
temporary effects; many Mesmer powers take little time or come with
built-in mobility; Mesmers are talent-point intensive and have many
talents available, requiring serious thought during character development;
and Mesmers require a simultaneous focus on Str, Cun and Mag rather than
equipment that provides Physical, Mind- or Spellpower.

** Mesmer Class Mechanics **

Many Mesmer talents create illusionary clones of the caster. Illusions
typically have about 10% of your health, deal about 3% of your damage, only
know one talent, never move, and last until the fight is over or until they
are destroyed. While two talents create illusions that can deal more
damage, most illusions serve only to distract foes and to take hits for you.

Mesmers can also detonate all of their illusions at once, dealing damage
and detrimental status effects to nearby foes. This basic power can be
extended and customized through a large number of possible passive talents.

Mesmer primary attack powers either require a Greatsword (or Trident),
Staff (or Greatmaul), Longsword (or Dagger) to be equipped and have their
cooldownds increased if the Mesmer is fatigued by encumbering equipment.
Greatsword powers deal more damage at long range and focus on single-target
or small-burst physical damage. Staff powers operate on small groups at a
medium range and focus on damage over time, escapes, and beneficial
self-buffs. Longsword powers focus on complex targeting and positioning at
short range. Most Mesmers choose to specialize in two of these three weapon
groups, swapping between the chosen two during combat.

Mesmer Mantras are minor effects that can be stored up slowly over time and
then used multiple times instantly. Mesmer Signets are sustained talents
with long cooldowns that provide minor benefits but can also be turned off
to generate a larger-but-temporary benefit -- like Mindslayer shields or
auras. Mesmer Traits are generic talents that must be "unlocked" with
multiple talent points before they provide a minor benefit (comparable to
"Feats" in other RPGs).

The Mesmer talent resources (e.g., the "stamina" or "mana" of other
classes) are "cooldown time, weapon set, and illusions". Once a foe is
spotted a Mesmer might use greatsword powers at range until those powers
are all on cooldown, then switch to the staff as the enemy closes until
those powers are exhausted as well, then heal, create new illusions, and
switch back to the greatsword, etc. A long-lasting Mesmer fight typically
involves a so-called "rotation" based on cooling-down talents, illusion
maintenance, mobility, kiting, and healing.

** Brief Talent List **

Staff (Magic, requires staff/greatmaul, fatigue cooldowns)
1 - Winds of Chaos*. Medium-range bouncing bolt deals damage over 4 turns.
2 - Phase Retreat. Instant (range 3) controlled teleport, leaves illusion.
3 - Phantasmal Warlock*. Summons a high-damage ranged-attacking illusion.
4 - Chaos Armor. Temporary buff that helps you and hurts foes when struck.
5 - Chaos Storm*. AoE that repeatedly applies crowd control effects to foes.

Greatsword (Strength, requires greatsword/trident, fatigue cooldowns)
1 - Spatial Surge*. Beam deals 30% (range 1) to 100% (range 8+) damage.
2 - Mirror Blade*. Bouncing attack, inflicts status effects, leaves illusion.
3 - Mind Stab*. AoE (radius 1+) that damages and strips benefits from foes.
4 - Phantasmal Berserker*. Summons a high-damage melee-attacking illusion.
5 - Illusionary Wave. Repeatedly knocks back foes in a cone.

Shortblade (Strength and Magic, requires longsword/dagger, fatigue cooldown)
1 - Ether Blade*. Short pinning beam and short stunning cone.
2 - Vortex*. Short pinning cone and spinning beam trap.
3 - Illusionary Counter. When next hit, leave an illusion near attacker.
4 - Temporal Curtain. Pulling sphere and cooldown-stealing wall.
5 - Phantasmal Bladefighter*. Summons a high-damage mobile illusion.

* = After the attack the Mesmer steps back one square away from the target.

Mantras (Magic)
1 - Distraction. Dazes nearby foes.
2 - Pain. Damages one foe.
3 - Concentration. Grants free action (prevents stuns, dazes or pins).
4 - Resolve. Removes negative status effects.
5 - Recovery. Heals self.

Signets (Strength)
1 - Illusions. Increase Illusion health || reset Mind Wrack & Decoy cooldowns.
2 - Domination. +Light, +Arcane, +Physical damage || stun nearby foes.
3 - Midnight. Temporary benefits last longer || blind nearby foes.
4 - Inspiration. +Movement speed || burst of movement speed.
5 - Ether. Illusions regenerate you || self-heal right now.

Shatter (Cunning, generic)
1 - Mind Wrack. Detonate illusions to damage foes in radius 2.
2 - Diversion. Mind Wrack now stuns foes briefly.
3 - Cry of Frustration. Mind Wrack now confuses foes briefly.
4 - Distortion. Mind Wrack now makes you invisible briefly.
5 - Into the Void. Mind Wrack now pulls in more distant foes.

Utility (Cunning, generic, fatigue influences cooldowns)
1 - Decoy. Gain invisibility briefly and leave illusion(s).
2 - Ether Feast. Heal a small amount + more per illusion.
3 - Blink Portal. Create and walk through an allies-only wormhole.
4 - Illusion of Life. You temporarily don't die until -X HP.
5 - Phantasmal Defender. Summon a high-health, low-damage illusion.

Traits (Cunning, generic)
1 - Mesmeric Dodge. Teleport 2 squares, swap weapons, resist all for 1 turn.
2 - Crippling Illusions. Dying illusions cripple, basic attacks knockback.
3 - Illusionary Frenzy. Illusions have increased crit chance.
4 - Cleaning Signets. Deactivating a signet removes a detrimental effect.
5 - Restorative Illusions. Dying illusions heal you a small amount.

Elite (Cunning, fatigue influences cooldowns)
1 - Reflective Feedback. Creates a reflective damage shield.
2 - Veil. Render yourself and your illusions temporarily invisible.
3 - Arcane Thievery. Move your bad effects to foe, their good ones to you.
4 - Null Field. Field remove bad effect from allies, good ones from foes.
5 - Time Warp. Temporarily increase speed for self and illusions.

** Mesmers and Fatigue **

Because Mesmers do not use Mana, Stamina or any other explicit resource
pool for their talents, they handle Fatigue (from heavy armor) differently.
Since the primary Mesmer talent resource is "time", Fatigue influences
the Cooldown Times of some of their talents. Each time a Mesmer with X%
Fatigue uses such a talent there is a 2X% chance that the cooldown will be
doubled (for that use only). Thus, X% Fatigue increases some cooldowns by
2X% on average. (Negative Fatigue has no benefit.)

See below an Analysis of how this plays out in practice.

** Mesmer Hints **

The first time you play, try putting two points in Mesmeric Dodge (so that
it creates an illusion on dodge) and practice a "rotation" that involves
Spatial Surge, Mesmeric Dodge, Winds of Chaos, {Mind Wrack or Heal or
Kite}, Mesmeric Dodge, repeat. The Staff is better against close groups
(bounces), the Greatsword is better at long range lines (damage scaling).
Don't bother with the Shortblade talents: you only want to focus on two
weapon talent categories for now.

You are fairly squishy. Learn a talent that has a minor healing component,
such as Ether Feast or Restorative Illusions, as quickly as possible.
Ultimately you'll likely want at least one of Mantra of Restoration,
Etheric Signet or Reflective Feedback as well. Shielding Runes and
Inscriptions that Heal or Regenerate are similarly helpful.

While the rich array of talents available -- and the stat-based talent
scaling -- will tempt you to put all of your points in Strength, Magic and
Cunning, you should not neglect Constitution. In addition to its direct
role in helping you avoid death, recall that your illusion health is based
on your maximum health.

Practice using Mind Wrack more than you probably currently are: it can feel
wrong to sacrifice all of your illusions since they look so impressive on
the screen, but at 1-3% of your damage they weren't really doing much
for you beyond distracting foes. (If you're that kind of person, do the
math: how many turns would the illusion have to live to deal damage equal
to one use of your Mind Wrack?)

Acquire a Rune of Teleportation or a charm of Psychoportation. Mesmers have
a huge amount of short-range mobility (possibly the most in ToME), only one
medium-range escape (Blink Portal) and no long-range teleportation. Keep
track of your health and cooldowns and don't be afraid to flee and return
later. The Mesmer's innate mobility can actually make some areas (e.g., the
sand tunnels) more difficult.

Mesmers have no innate way to gain resistances to elemental damage, stuns,
dazes, confusion, etc. This is not a huge issue in the early or mid game,
but right around the point where you think "OK, now that I've practiced how
it works, I think this class is overpowered" you're like to get two-shotted
by a spellcaster or monster breath. This puts quite a bit of pressure on
your equipment to provide resistances, which is intentionally complicated
by Mesmer weapon and armor "requirements". Canny players may use "Restful"
items or Feathersteel Amulets and the like to equip defensive items while
avoiding higher cooldowns, but the challenge may be unavoidable.

Mesmers can find midgame boss fights, confusion, elite fights, and close
quarters swarms particularly difficult. The Greatsword, which seemed so
strong against just-explored critters on open maps, does little to a
closing boss or scattered swarm. The Staff, which can hit a number of
medium or close targets, deals its full damage only over four turns, which
means foes will still be around to pound on you in the short term.
Shortblades pins and stuns are easily shrugged off by elites or are less
relevant to ranged foes, leaving you sitting vulnerable in close range.
Mesmers can feel like "glass cannons" or feel like they have no staying
power until you master a rotation that cycles between escaping, swapping
weapon sets, healing, creating illusions, etc. Getting that perfected is a
mental optimization puzzle and is supposed to be part of the fun. :-)

Mid- and endgame strategies certainly exist (e.g., from "scouting" rooms
with illusions to boss-killing through warlock placement to
actually considering taking that Prodigy that removes fatigue to milking
signet of midnight to "going infinite" with temporal curtain cooldown
reduction, etc.) but are not discussed here.

** Mesmer Analysis and Design Decisions **

Each Mesmer talent has an in game "Commentary" note at the bottom that
indicates the vanilla ToME talent its numbers are loosely based on,
as well as the relevant design decisions and suggested uses.

This Mesmer class is an explicit adaptation of the Mesmer class from the
Guild Wars 2 MMORPG: http://wiki.guildwars2.com/wiki/Mesmer . (Guild Wars
fans: many changes had to be made to fit ToME mechanics. For example, GW2's
"provides a benefit while Downed" becomes ToME's "Heroism: does not die at
0 HP". I realize the translation wasn't exact -- "fun in ToME" was favored
over a complete transliteration. Sharp-eyed players will likely spot how I
decided to adapt GW2 conventions, such as moving and attacking at the same
time. The shortblade powers are the biggest departure from the GW2 ideals:
basically a complete rewrite favoring ToME tactical positioning and
targeting.)

Mesmer abilities depend on Strength instead of Physical Power (etc.) to
avoid undesired and unintuitive situations in which your optimal strategy
is to quickly learn "Weapon Training" or "Staff Combat" to increase your
Physical Power while wielding staves and greatswords, etc. Dually, the
Mesmer equipment "requirements" (no light or heavy armor,
greatswords/staves but you don't care about Power, weapon Damage or on-hit
effects, etc.) mean that you have the chance to approach equipment
selection with a different eye: weapons that would be great for a Wilder or
Archmage are almost useless to a Mesmer and vice-versa. (To give one example
of this, a brute weapon in the style of early-game two-handed staple
"Bill's Tree Trunk" is useless to Mesmers, while "Calaryem the floating
sword" can be a godsend because its passive movement speed and fatigue
bonuses are both crucial and its weapon attack speed penalty does not
affect Mesmer talent powers.) Note that many Mesmer talents trigger
"on melee hit" effects -- even to foes at range. Such on-hit damage is
critical to Shortblade Mesmers who aspire to match the damage of Staff or
Greatsword talents.

Mesmers intentionally have a wide array of talents available (and also have
five talents per line, rather than four). This makes different Mesmer
builds viable and makes character development planning more engaging. It
is simply not feasible to invest in all Mesmer talent categories. Unlike
the Bulwark, for example, which basically has one optimal build path until
the Level 10 Category Point, Mesmers have significant low-level flexibility
and redundancy (e.g., your first escape could be invisibility from Decoy or
a Mantra that dazes foes or a double dip in Mesmeric Dodge or a decision to
focus on shortblades). The relative level and stat requirements on talents
are set to make it possible (not "easy") for daring repeat players to try a
"low Strength" or "low Magic" build.

The choice to avoid a resource like "mana" is intentional. First, note that
after the first few levels, your Archmage or Oozemancer never really runs
out of juice unless something is going horribly wrong. More importantly,
however, I wanted the focus to be on the manipulation and analysis of time
and space: the critical task for the Mesmer player is to keep track of
cooldowns while using short-range mobility and distracting illusions to
escape, block and kite melee-range monsters.

Consider Fatigue: recall that a Mesmer with X% Fatigue has a 2X% chance of
doubling some talent cooldowns. On average, X% fatigue thus means a 2X%
increase in cooldowns (e.g., 3.0 -> 3.6). So while a Mesmer with 0% fatigue
could use Winds of Chaos 12 times in 36 turns (cooldown 3 means use it,
wait 1, wait 2, use again, ...), a Mesmer with 10% fatigue could use Winds
of Chaos 10 times in 36 turns, on average. However, recall that no
fractional cooldowns ever occur: each cooldown is either 3 or 6. Fatigue
can thus break up a practiced "rotation" of talents. As a result, skilled
Mesmer players who can adapt a rotation on the fly via multiple talents
can tolerate high fatigue. Conversely, Mesmer players who ridigly alternate
between the same two talents (for example) could be significantly disrupted
if one of those two talents is suddenly unavailable. Finally, note that if
you can kill all of your foes with only one use of each talent, high
cooldowns do not matter because you can rest before exploring more. ToME
does not gracefully support fractional cooldowns: hence this design which
rewards adaptive players.

The total lack of in-class resistances (either to elements or to status
effects) is also intentional. A mid- and late-game challenge for Mesmers is
to deal with such effects through equipment, talents that remove negative
status effects, or preventative measures (illusions and mobility, damage
shields, etc.).

Best of luck! I hope you enjoy the Mesmer.

- Weimer

Mesmer class addon - ToME: the Tales of Maj'Eyal (2024)

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