It's no big secret that Mesmers are one of the least desirable pve classes in the game. Mesmers shine in pvp at being able to "shut down" other players, and put pressure on important players in the opposing team. This utility is great in pvp where you have two groups of equal size fighting for an extended period.
It loses it's usefulness in pve tough, where the idea is "quantity over quality", an environment which you face hordes of opponents, but each of which by themselves is rather weak. In non-end game content, mobs typically don't live very long. When I'm playing with my heroes, we eat through mobs quickly, each individual living for only a few seconds during the battle. Especially due to the fact that the AI will follow my target, resulting in near perfect spikes on each target.
And that's the problem with Mesmers. We can stack hexes and spend a lot of energy to render one individual opponent helpless, but what point is there in doing that when he's going to be dead seconds later anyways? In PvE, almost never do you get even half the duration/damage out of your hexes as a Mesmer, because the mob is always dead before the full effect of your hex can occur. And with many of our hexes on fairly long cool downs, we're stuck essentially wasting energy with little benefit from it, and then wanding as our bars recharge.
Anet is already aware of this though. Almost a year ago, a developer came here and discussed increasing the "scope" of Mesmers in PvE, something that never really happened. Some of PvE skills helped, but we're still gimped. With the skill split though, now that actually can occur.
I feel the CDs of a lot of Mesmer skills need to be greatly reduced for PvE, and the ability for Mesmers to switch from target to target and still be effective, rather than having to concentrate on one target. Mesmers should be a viable and desirable PvE class, but right now they can really hurt a group more than they can help. Lets fix it.
N
