Mesmers are not viable in the meta. Their primary issues stem from Thieves being the Apex Predator for roaming, a super-heavy bunker meta, and slow out-of-combat movement.
The following are a list of changes I would implement to make Mesmers viable, if I were a developer.
Domination
Ilusion of Vulnerability: Removed
Dazzling: Moved from Master minor trait to Adept Minor Trait.
Empowered Illusions: Moved from Adept Major to Master Minor Trait.
New Adept Major Trait: Arresting Influence Successfully blocking an attack grants might you might (3x, 5 seconds) and burns your foe (1s).
Reason: More build diversity (lockdown, signet, condition) without sacrificing Phantasm damage. Extra damage is warranted given the heavy bunker meta.
Dueling:
Protected Mantras: Removed
New Trait: Expeditious Mantras: Using a mantra grants the Mesmer and allies Swiftness (4 seconds, 360m radius, no cooldown)
Reason: Gives Mesmers on-demand swiftness which is good for PvP, PvE and WvW, but at the cost of a Mantra charge (and utility slot). This is a good trade and good utility. Could be used to vary up team structures.
Blurred Inscriptions: Activating a Signet now grants the Mesmer 1.5 seconds of Distortion and all active illusions 2 seconds of Distortion (up from 1 second).
Reason: Makes signet Mesmer more viable and provides situational use – can blow a signet to save illusions from short-duration AoE and the like.
Inspiration:
Vengeful Images moved to Adept Major trait. Now grants Phantasms 15 seconds of Retaliation
Vigorous Revelation moved to Adept Minor trait. Now grants 4 seconds of vigor per Illusion shattered
Reason: Mesmers need to dodge to remain competitive. Don’t care what ANet says. This move decouples crit-stacking and Vigor. Opens up build diversity a smidge. Vigor-on-shatter for a 5 point investment is good.
Weapon Skills:
Mind Stab: Stealthed targets hit by Mind Stab will be unstealthed (does not cause revealed)
Reason: Mesmers need some anti-thief tools. Mind Stab has a very small radius, so this would require some good timing/guess-work to pull a thief out of stealh. Good risk/reward.
Scepter Auto Attack: Ether Blast removed. Ether Bolt and Ether Clone damage scaling increased 15%. Clones created by Ether Clone attack with 33% of the Mesmer’s Weapon and Attack Power.
Reason: Scepter 1 auto-attack chain is terrible and the clones it generates are nigh-useless. This will increase clone generation speed and make Scepter clones useful. 33% AP is equivalent to about 2-3 bleed stacks – in-line with a Necromancer’s scepter attack.
Illusionary Counter: Blocks all attacks for 2 seconds. Blocked attacks unstealths opponents (does not cause revealed). Counter attack now controlled by Mesmer (up to 7 seconds after block).
Illusionary Riposte: Blocks all attacks for 2 seconds. Blocked attacks unstealths opponents (does not cause revealed). Counter attack now controlled by Mesmer (up to 7 seconds after block).
Reason: Provides Mesmers with better protection against attack spam. Thieves can easily spam attack to proc the counter attack and dodge it, basically making the entire ability a waste. This gives the Mesmer more sustain from spam and gives the Mesmer control over when to launch the counter-attack.
Phantasmal Warden: now fixed
Phantasmal Mage: Attack rate increased by 17% (from 6 seconds to 5 seconds). Damage scaling increased by 15%. Attacks can now bounce back to targets already hit. Max number of targets reduced from 5 to 3. Stacks of confusion reduced from 3 to 2. Attacks cause 1 second of revealed to targets.
Reason: iMage sucks with the nerfs to retaliation and confusion. Allowing the bouncing attack to bounce back increases the potential damage output of iMage for condition builds while increasing the damage scaling improves its performance for damage builds.
Temporal Curtain: Grants 12 seconds of swiftness. Refreshes swiftness (up to 12 seconds) when players cross the curtain.
Reason: This is really how it should work. :-)
Phantasmal Disenchanter: Increased HP by 33%. Cast time reduced to 0.75 seconds
Phantasmal Defender: Cast time reduced to 0.75 seconds.
Reason: These are way too long to cast. Disenchanter is good, but its HP pool is way too small. 33% increase means it will die in 3-4 hits.
New Elite:
Signet of Chaos: Grants the Mesmer and all Illusions: Swiftness (30 seconds) 5x stacks of Might (15 seconds) Your next 4 attacks apply a random condition to your opponent and a random boon to the Mesmer Cooldown: 60 seconds
Reason: With Warriors and thieves spamming Lyssa every 45 seconds, Mesmers need something equivalent. Additionally, swiftness uptime would be great for WvW and solo/hotjoin PvP.