As a main mesmer, for the most part I honestly don't have any issues with how interrupts are. Most of them, assuming you can manage to get them off usefully, are actually quite balanced (if a little slow recharging sometimes). HM monsters casting twice as fast is not an issue with the way a mesmer functions, its an issue with a game function that happens to deny human players the ability to do something.
The real issue I have with the mesmer class is over-heavy drawbacks on most every skill. For example Blackout: unless you've got 10+ domination you've just disabled yourself longer than the foe you used it on. What's more? You're a sitting duck for the five
other enemies not disabled, that you now happen to be right next to as Blackout is a touch skill.
Of course, most skills the drawback isn't as severe, it's just an energy cost that is far too high. Exactly as Chthon said:
Quote:
4. Energy Management.
Mesmers have the most e-management skills of any caster class, but the worst e-management.
One part of the problem is that a lot of mesmer skills are overpriced because they were designed around Inspiration being there (much like a lot of necro and ranger skills are overpriced). These e-costs were never reduced even though Inspiration took nerf after nerf, leaving mesmers unable to pay for their own skillset.
A second part of the problem is the long recharges on many of the e-management skills. One fix is to lower the recharges. Another would be adding a change to recharge all skills to Fast Casting, as described above.
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My suggestion would be an increase of energy gain from the various energy management skills, even if only by 1-2 energy per use/steal/etc. More energy stealing would be interesting, particularly if energy denial got a kick into viable. Energy Burn and Surge, why can't we steal that energy instead of causing loss? Ether Lord, why do I have to loose all my energy when it's not even AoE? Spirit Shackles, can I steal some of that energy instead of just causing a loss? Waste Not Want Not, can I cause a loss of energy in that laze arse doing nothing?
I would honestly be happy if direct interrupts (ex Power Drain) were not buffed at all, as that would only be a hero buff not a player buff. To be realistic, anet is not going to change long standing factors of hard mode such as spells casting faster, so better effects on interruption will mostly be wasted. More, interruption is
not all a mesmer can do. Most of my mesmer bars (read: mine, not heroes) are devoid of direct interrupts, as I have less than AI reflexes, I bring a ranger hero to do my interrupting and hex the crap out of everything. Most mesmer players I meet (that are not SoI fast casting another prof) are similarly ignoring great skills like Power Leech and playing Clumsiness/Wandering Eye/their favorite degen spell(s). Stress on the degen spells, in PvE where killing it faster is the only thing accepted few mesmer bars can afford to go without.
After energy management what really needs attention is hexes. Lower recharges, lengthen durations,
lower some energy costs, and if it's not dealing large damage (Images of Remorse, not Backfire or Conjure Nightmare) make it AoE. I don't like to push for more things to be AoE, but when most monsters die in 2-5 seconds after you click on them and not because you were spamming the old CoP? It is a necessity.
Edit: Forgot to say, I love the ideas posted about linking more spells to FC. My idea to toss out there is instead of straight making hexes AoE to be abused better by other classes, link the number of other targets affected by
mesmer hexes to FC. If certain single target hexes (Spirit of Failure, Conjure Phantasm, etc) were placed on say 1 more target per 4 ranks of FC many mesmers would be very very happy.