Mesmer interrupts - make it better.
I’ve been messing around with a mesmer interrupt build, and the potential seems to be there for it to be decent. The combination of Halting Strike and Chaotic Interruption is excellent in giving a feeling of the profession having some cc and some connection to the original mesmer as a class that punishes enemies, instead of the GW2 phantasm spawn node.
The issue I’ve found, however, is that we lack access to interrupts to actually make the build play out, and with what interrupts we do have, it’s hard to have them land, and even when they do, it’s basically rolling dice as to whether you’ll actually interrupt a cast. Mantra of Distraction is in a broad sense the only really useful interrupt: after charged it is an instant daze with a very short cooldown until all charges are used. Our other dazes are exceptionally more difficult to utilize as interrupts – Pistol 5 has a 1/2 second cast time, Focus 4 has the 1 second cooldown before it can pull, Greatsword 5 has a 1/2 second cast, Chaos Storm has to proc a daze, Sword 4 can chain to a daze with a 3/4 second cast time, after casting the first skill… and then there’s the F3 shatter which requires illusions to run to their target and actually manage to hit. Notice these are all offhand/4 or 5 slot skills except the Mantra and the F3 shatter.
And then there’s the fact that you can blow the cooldown on any of those by the enemy dodging, blocking, popping stability…
We can compare that to Warrior which has a daze with no cast time on main hand mace (15 second cooldown), or Thief’s Headshot which dazes with no cast time and can be spammed, or Ranger’s Concussion Shot, which while a fifth slot skill, only has a 1/4 second cast time.
If mesmers are supposed to interrupt, why do we not have access to convenient interrupts outside of one utility skill? Why do most have cast times longer than most casts in the game, requiring preemptive casts to interrupt anything? Why do we not have a main-hand interrupt, and one with a reasonable cooldown? I think these are the questions that need to be answered before messing with anything else. I don’t think cast bars are necessary, so long as we can see a skill being cast and interrupt it, instead of now, where you basically have to hope an enemy keeps spamming attacks long enough for you to cast a daze, and pray it doesn’t hit them between skills.
Interrupts should be used with skill. The fact that professions being able to interrupt at range, while kiting other players should be avoided in this game because that will give even more advantage over other classes.
One exemple: If mesmers could create any sort of field that could interrupt any enemys inside for 3-4 seconds that will be OP and the mesmers will not need any skill to use it properly because the field will interrupt while the mesmers kiten around.
While warriors have one instacast interrupt, they must be at melee range and they must choose when to use the skill, because the skill dont triger by itself when the enemy is preparing to use some skill. The other warrior interrupts are easely seen and could be avoided by players. And thats how all interrupts should be, they should give high reward (dont let the player do damage is quite good as reward) but people should have high risks for using them. Warrior is one good exemple of it because if he wants to interrupt he must go to the spot and hit, he doesn’t do that at distance and with cheap skills.