Phantasms:
My Understanding:
Phantasms are not pets, period. They should be viewed as attacks.
Example:
General Skill: Active skill -> Perform attack
Phantasm Skill: Active skill -> Summon phantasm -> Perform attack
The only difference in the end is that there is a phantasm. Any attack performed by the phantasm after the first should be viewed as “bonus attack,” should it survive that long. This is why illusions have so little health and perform attack right as they spawn. The attack is being performed through the phantasm. Also, this is the reason that mesmers can summon multiples of the same phantasm, unlike pets from other classes.
The Problem:
Since phantasms have so little HP, they sometime die before they can execute the attack. Also, phantasms will die when they spawn when the target is already dead at the resolution of the skill activation. This not a problem for phantasms that only attack a single target since the target is already dead, however, this is a problem for phantasm that perform AoE attacks (such as the berserker). This is because even though the target is already dead, the phantasm could potentially hit other targets, but the phantasm died before it could perform the attack. Hence negating the entire skill.
I believe this is a serious problem since none of the other professions encounter these problems.
Solution:
Give phantasms an invulnerability boon for .25~.5 seconds as they spawn, and force phantasms to attack at the location of the target if the target is already dead.
Reasoning:
Because this problem mainly occurs during PvE, I believe giving phantasms invulnerability would not be a huge issue in terms of balance in PvP. This is because only AI targets can change targets and attack fast enough to kill a phantasm before they perform their attack and the invulnerability boon will prevent this.
Additionally, forcing the phantasm to attack regardless of the status of the target is 1. inline with other profession’s AoE attacks and 2. resolve the problem with mesmer having difficulties of mob tagging during Dynamic Events.
Mantras
My Understanding:
Mantras are meant to be prepared outside of battle and activated during battle.
Problem:
The trait Restorative Mantras (RM) goes against this reasoning. Generally speaking, healing is only necessary during battle. This trait encourages mesmers to prepare mantras during battle. Not only does this goes against the purpose of mantras, it is also not very enjoyable to play, as the preparation time is too long.
Solution 1:
Change one of the traits in the Inspiration line to include reduce preparation time for mantras from 3 seconds to 2 seconds. Reduce healing by RM, or give Mantra of Pain a 5 second cooldown.
Reasoning:
By reducing the preparation time, with RM, all mantras essentially becomes a heal spell. And with a reasonable 2 second preparation time, it can be prepared during battle. I also believe if this were done, then Mantra of Pain would be too powerful having a 1 second cooldown, meaning that this can be abused and spammed, which is also not fun to play. If we were to leave Mantra of Pain intact, I believe the healing from RM is too great since mesmers could potentially have 4 healing spells (1 healing + 3 mantras).
Solution 2:
Change RM to heal on use and not on preparation. Lower healing from RM.
Reasoning:
This goes back to mantras being prepared onside of battle and activated during battle. This would keep RM inline with the purpose of mantras. Again, lowering heals from RM since mesmers get 2 casts from 1 preparation. A potential problem I notice is if this were to be in effect, the trait Harmonious Mantras (mantras could be activated 3 times) could make this overpowered. However, I believe this is untrue, since Harmonious Mantras is actually quite deep in the Domination trait line, a player would have to invest a majority of their trait points to achieve this.