Mesmers are one of the least wanted classes in pugs, this is a fact.
Most of them end up learning to effectively play H/H for vanquishing and hm missions, since it is quite rare to be accepted. Even less in fow, uw, doa teams...
Very few people want a mesmer in their group, yet one of the most popular builds for team farming is based on a mesmer skill : cry of pain.
This thread made me think...
(*) The nerf on SF, to make it being kept for long time only by assassins primary, kills the SF farming/running build for mesmer. Me/A can't SF farm anymore.
And if we think of other changes:
(*) Some water magic skills have been changed to nerf the fast snares build. Now Me/El is less effective than El/Me.
(*) The change to TNTF made this skill effective on paragon primary, since it is affected by the Leadership attribute ("For 4 seconds and 1 second for every 2 ranks in Leadership"). So the Me/P won't use effectively this skill.
So: Me/El, Me/A, Me/P end up being changed, as effect of various nerfs. They were effectively using other professions skills, and this needed a change, but X/Me is untouched.
If this is the line being followed, it would be fair to give mesmer something "unique": why not turn "Cry Of Pain" into something that is more effective on mesmers than other classes? (Like, for example, it has been done for SF and TNTF for the other classes). After all CoP it is a mesmer skill.
An example would be:
"Spell. Interrupt target foe's skill. If that foe was suffering from a Mesmer Hex, that foe and all foes in the area take 15...50 damage + 10 damage for each 2 ranks in the Fast Casting attribute. (max 100 dmg)"
So it is needed at least 10 in FC to have it work as it is now.
Fairness?
M



