Greetings and salutations.
A brief glance over the Mesmer board will reveal just a wee bit of discontent. And rightly so. Promises for bug fixes have resulted in more bugs than ever. Attempts to buff playstyles have resulted in those playstyles falling flat in comparison to other professions. The Mesmer’s sphere of viability is diminishing day by day, and nothing gets done to fix it. In light of that discontent, however, I would like to offer the following hypothesis.
The Mesmer is a great concept with terrible formatting.
Emphasis on formatting. The Mesmer is full of great ideas; building resources to shatter them in multiple effects, crafting living hexes to plague the enemy, hiding among duplicates and punishing the enemy for striking them, and controlling the battlefield through numerous powers. An elegant enchanter indeed.
But the formatting is absolutely abysmal. If you want to be a Shatter Mesmer, you don’t get to choose whether you go condition or direct damage, and you’re forced to use bigger, expensive illusions with cooldowns designed around their long term use, despite the fact that you just want to turn them into nukes. If you’re a Phantasm Mesmer, you’re forced to bring four nigh-useless abilities on your bar just in case you want to blow up your main damage source. If you’re a Deceiver Mesmer, you don’t have illusions that actually fake out anyone and you have to rely on traits to get them to actually punish people. And to top it all off, we get the massive clustercluck that is out hen-pecked trait trees, with abilities slapped onto every available surface without rhyme or reason. Someone out there decided that torches and confusion-on-glamours should go in the Power line, that there should be six grandmasters that benefit interrupts but none for phantasms, and that the class mechanic line with a direct damage skill as its main attack should spec up the condition line to get any benefits. That someone made a royal mess of things, and it’s only keeping us down.
We need control.
Mesmers must gain the ability to choose which illusions they want on a case by case basis, to adjust their class mechanic as they see fit according to the builds they want. No more skills forced down our throats. No more cumbersome dance between weapons, utilities, and class mechanic skills just to accomplish something as basic as dealing damage. We need the ability to decide between shatters and phantasms, direct damage and condition builds, support and control, and have a class mechanic that caters to our choices.
It’s not even unprecedented. Several classes already have their mechanics customized directly or indirectly according to their builds, and mesmers deserve equal treatment. Our class mechanic is complicated, our builds intricate, and that depth requires the freedom to decide exactly which skills conform to our playstyle. Why should we get anything less than the love and care Arenanet devised giving the elementalist their 60 weapon skills, or crafting each engineer ability specifically to perform a different task?
It would require a lot of hard work, a royal ton of rebalancing, a whole new selection of potential bugs and pitfalls. But to make the Mesmer magnificent once more, we must have control. We must have the freedom to control our own class mechanic. That is how we escape a fate of mediocrity and marginalized scraps and become the magical masterminds of this world once again! Control. Nothing less.
Consider the example below.
Please note, it is far, far from perfect. But I hope it serves as a demonstration of what the Mesmer mechanic could be, and how it could easily make everyone happy while streamlining the way illusions are generated without compromising the intricacy and elegance of the profession. Feel free to point out any problems or possible improvements, but treat it as a thought experiment more than a final design draft.
But it represents what we could have. We could have a class mechanic that conforms to our desires, rather than shackles that demand we carry skills we don’t want and work ten times harder than any other profession for inferior results. We could have an illusion kitten nal that allows us to be unpredictable and deceptive, to cater to many different builds and equipment loadouts, to emphasize the classic notions of hexes, punishment, shattering, deceiving, or manipulating the battlefield to our whims. A mechanic worthy of the magnificent maestro of magic that is the Mesmer.
We could have absolute and total control of our illusions, and through it, our destiny.