Let's assume that this is a monk playing with Energy Drain-who cares? So he gets back 5 mana in just under 4 seconds. Let's also play around with all the hypothetical bs while were at it.
He is playing with ED, so that means no SoR, SoD or WoH. Why am I also caring about a monk that can get off PS on one target. Occasionally getting off anything doesn't matter vs sustained damage. The monk cant keep up.Even with a high inspiration a monk Energy draining someone for 18 mana is still not back in the picture. Especially if you're arguing for the use of Protective Spirit to keep anyone alive.
Secondly, Air gank groups are worthless. There are very few guilds that can actually run a decent one.
75% of the monks spell don't cost 5 energy, especially with Divine boon builds running around and the fact that only 12 of them cost 5 energy. But let's also look at the lowest-payoff example of CS to put some sense into your bs arguments:
It costs me 15 energy to get off CS and let's say I hit 1 target for minimal gain. At 6 energy per sec:
I f you get caught in the initial casting of an OoH at 5 energy and 1.75 secs casting time: That leaves you with .25 seconds to get out of the CS and not lose 12 energy from it +5 from the OoH. And being that you wont that's 17 energy lost. Maybe a Rof at 1 sec casting time is doable, but not an OoH.
But I'll let you continue to live in your fantasy world. I know the in's and out's of the mesmer class far,far, far better than you do. Especially since you dont even know how energy regen or casting times work which is basic if you want to play well with this class.
edit: MindWrack and Migraine are terrible.
Both you and Kaylee Ann have brought up good points. My fourth char is a Me/Mo.
One thought, and I'd like your feedback, since I'm still learning, and need to learn a lot more to really be effective in PvP. In PvE, it's really easy to be a Mesmer, to me, at least.
Ok, here it goes.... It is very hard to shut down a character. Heck, if you do then it's one for one. It's then a wash, in many cases depending on the builds in the party.
I would like to think that the goal is not to shut anyone down (totally) in these cases, but to just cause any two casters enough trouble to get them more concerned with taking care of you, than focusing on the rest of the party(s). I figure that if I can get a monk so tied up in removing my hexes, and recharging himself(or herself) as well as a "stick in the wheels" on an opposing elementalist, then I've done my job, right? I may not kill anyone, but if I can tie them up to reduce their effectiveness. Perhaps slow the heals enough for the rest of my party to drop one or two, then the battle will usually be won, right?
If I reduce a monks heals by 2/3, and an elems spells by 1/3 then I think it could really turn the tide. Am I wrong in this perception?
Mind you, I'm a PvE player, but will be doing PvP as my characters ascend. So your thoughts, comments, and advice are welcome!