I want to preface this post by saying I enjoy my mesmer for the most part. I’ve played it since the first BWE, and nothing will separate me from its magenta beams and butterflies. Nevertheless, I feel several parts of the class are not up to par on a PvE environment.
1-The iMage needs help. Offhand weapon options are wasted — you take the pistol for ranged phantasm uptime and CC, or you take offhand sword for phantasm damage and defense. The Warden is held back because it is stationary and spawns in such a way that only melee will really benefit from the reflection, while much of his damage is wasted because he will not move while channeling unlike real Rangers. I will go more into the iMage’s failings in the following point.
2- Confusion is too niche and build dependent. I find that Cry of Frustration is dead weight unless you trait for longer confusion duration and traits that upfront more stacks. At the rate mobs in PvE attack, I’m lucky if one tick of Confusion makes it in. Confusion simply lasts too little in PvE, and for a condition that’s meant to stack in intensity (implying ramp up), that’s a strange design.
The iMage from the torch and scepter are barely used outside niche builds for this very reason — Confusion is nowhere near as flexible as power and precision or bleed/burn damage staff builds. It requires too much jumping through hoops to shine. The iMage applies too few stacks to compete against other phantasms — its stack application should be closer to 5 stacks to get even close to matching the relative output of other phantasms. Confusing Images’s wind-up animation seems too long as well.
My Cry of Frustration confusion stacks tick once or twice for less than 1/5 the damage of each clone Mindwrack.
I really don’t understand why CoF and the scepter/torch need to be tied to such niche builds when all the other shatters and weapons function well on a variety of trait builds and stat allocations. The staff itself has a flexibility between power and cond damage builds, whereas the scepter needs to be held up by confusion related traits and condition damage to approach to being a competitive weapon. Its defensive properties don’t outrank those of the staff or sword particularly to justify its current status.
3- Minors: Domination suffers from poor minors, as does Inspiration’s first tier. Domination gives vulnerability on a very short duration from dazing/interrupting; Wastrel’s Punishment is not good. I think what most mesmers have realized is that our interruption/CC capability is wildly outclassed by engineers and warriors. We have a daze on a 45s cd shatter, one on the pistol offhand, and one on the sword offhand, so our effect uptimes for these traits are minimal. We have some utility options for dazing/interruption, but I will address what prevents their usage most of the time since we also suffer utility limitations. The Inspiration minor oddly places retaliation on phantasms, when it could be so much more useful if it functioned like regeneration and worked on teammates.
(edited by Zenith.7301)