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3. can remove hexes and enchantments
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i agree with the hex control - if you dedicate your mesmer to be a hex-remover, your party is safe from them. wait, taking anything more than remove hex is an overkill?...
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4. has access to superb e-management options
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from which maybe three or four skills are used in builds across the game, while other 20 are just a piece of junk.
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5. has access to some decent supportive damage dealing options.
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the only decent options involve punishment - there's no decent direct damage available to mesmer at the moment.
so even in pvp, you rather disable someone than damage him - empathy on an assassin makes him stop attacking, not deal damage to him. unless he's an idiot...
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6. has access to some decent defensive options.
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the
only defensive options are mantras and i can hardly call them decent.
the damage output is not the specific case here. if mantras were really great in defense and provided an additional buff or had a party-wide secondary effect, that would be fine. if e-denial gave anything in pve, that would be fine. if there was a way to play an
effective interrupter in HM (without a bot), that would be fine.
seriously,
any useful role in pve, please! it doesn't need to be damage. it can be support through mantras, damage mitigation via interrupt, making mobs completely useless and waiting for someone else to smoke them.
the real problem is that mesmers have
no comparably effective and useful role in pve now.
if you want some caster control and interrupt, it's much better to take BHA ranger with two interrupts and a lot of bow damage or other according skills. if you want protection, even for yourself, you have to use skills from your secondary (and that would be fine if mesmers could do anything else, like sins have high targeted dps, etc). mesmers have one selfheal, that is quite useful early in the game, but becomes redundant as later you have to use dedicated monk heroes/henchmen/players.
there's no damage, no prot, no heal, no party buff, no damage mitigation available for us (besides shutting down melee, but then skills like ineptitude or clumsiness have long recharges/high cost/no aoe effect/etc). even the so-called indirect damage via health degen is crappy - we have about ten or more degeneration skills, but they have damn high cost, high recharge, short duration - and even when you build something around lyssa's aura, your degen abilities are capped at -10, still being inferior to any form of direct damage. and remember it's still a hex - it can easily be stripped by hm mobs, it expires twice as fast on bosses, it can be interrupted, and if cast in a wrong second, it can easily be wasted (see ineptitude).
and that's the problem - suggestions are made in giving us higher damage, as damage is what pve is built up around and would let us get into any pug, but it's not the essence.
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(And no, RoJ monks aren't potent damage dealers. At least not on the level of a buffed-up physical.)
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last time i checked it was easy to vq majesty's rest on rojway, even without additional runes from being a primairy monk; it was possible (not easy, but still) to be effective with roj in foundry; roj was one of the most desired nukes in organised party runs (urgoz, deep, whatever) that don't include permasins (or just one for tanking and balling). i agree that mopway is stronger, but that's totally another issue and blame mop being overpowered in that case. even then, you still require someone to cast it.