Mesmer Mantra Redesign: For a game in which the emphasis that's based on the more dangerous the attack, the bigger telegraph it should have, mantras in general are the biggest offenders. So I came up with an idea that incorporated mantras that combined them with your phantasms. So in order for this idea to work you would have to change mantras to do the following.
So say if you hit mantra of distraction for example, your next successful phantasm cast will inherit the effects of the mantra used, so say if you then cast a phantasmal mage, if it connects it will daze the target for 1 3/4 seconds. "1 1/4 from the mantra and 1/2 second from the phantasmal mage". Also the reason why I suggested that mantras no longer have a activation time is because instead of having a activation time for charging your mantra its now solely based on whether or not you can cast your phantasm without it being interrupted, in which lies the counter play. Also the reason why I suggested that mantras can be cast at any time is because even if you pop your mantra, it means nothing until you've successfully cast your next phantasm, so you're pretty much buffing your next phantasm in which you plan to cast. And the rest of the mantras incorporate the same principle.
Mantra of Resolve: Pop it, upon successfully casting your next phantasm mantra of resolve will cure 3 conditions from you an nearby allies. Upon using the final charge it will clear 13 conditions. "the same effect as the activation is now, except pretty much in reverse order"
Mantra of Concentration: This one has to behave a bit differently. So you would pop the mantra, and now simply pressing your next phantasm breaks stun and grants stability to you and nearby allies. Upon using the final charge you'll get aegis, 1 stack of stability, and quickness. "exactly what the mantra gave you for charging or activating the skill before"
Mantra of Pain: Pop it, upon successfully casting your next phantasm mantra of pain will simply add the damage to your next phantasms attack. Upon using the final charge you will gain 12 might. Also this mantras cooldown would have to be increased based off these new changes to prevent it from being broken, say 10 second cooldown with the same count recharge and maximum count of 2.
Mantra of Recovery: pop it, upon successfully casting your next phantasm mantra of recovery will heal you. Upon using the final charge mantra of recovery will obviously heal you, it still has the same count recharge and maximum count of 2. I'd imagine the healing on this trait would have to be buffed to incorporate this change simple because I'd imagine using both of your phantasms would be on a longer cd than mantra of recovery itself.
Also other skills would have to be adjusted in your talent tree to incorporate with these changes.
Also for the sake of counterplay when you pop a mantra, it should pop up on your action bar so your opponent can act accordingly of what's coming. So not only are you giving mantras counterplay with these changes, but it also solves the problem of untelegraphed cc as well, it's win win honestly. Let me know what you think, personally I'd be excited to play mantras if an idea like this we're implemented.
Thanks for reading