As most of you already know, Mesmer is considered one of the, if not “the”, best classes around. We see a lot of threads daily complaining about evades, blocks, invulnerabilities, massive damage etc. But most of these threads are useless because they add nothing to the topic. I think it’s time to say what needs changing and what doesn’t.
Chaos traitline is the defensive and boon-focused traitline of Mesmer, and has a lot of boon stacking tied to it. It has more than decent amount of Protection - Regen application, and can provide other boons. The biggest issue of this traitline is Bountiful Disillusionment - Chaotic Persistence - Descent into Madness combo. That provides so much boons and gives boon duration through Chaotic Persistence, allowing the Mesmer to keep up other boons such as Might and Vigor.
With the recent changes I think this traitline is more in line but still needs little tweaks.
This might be one of the most balanced trailtines in the game, it has some nice things in it, but the other traitlines provide more utility because of the Meta we have right now. It provides Fury - Vigor and enchances critical hits, but other builds can keep those up and grant extra things aswell.
This traitline is support and bunking focused, has cleanses, heals and some boons. Used with Chronomancer-Bunker builds. I think it’s balanced. Not the best, not the worst.
This traitline is focused on interrupts and vulnerability, and has probably the most annoying trait, ever.
Confounding Suggestions. This trait inflicts stun whenever you daze a target. Mesmer has a lot of access to daze through Diversion, Mantra of Pain, Mirage Thrust etc.
What I would do with this trait is either replace Confounding Suggestions with something else, or lower the chance of inflicting stun.
Confounding Suggestions combined with Mental Anguish and some burst through Greatsword, makes a strong combo and it’s almost uncounterable because if the Mesmer shatters with 2-3 clones, they apply stun 2-3 times. So even if you stunbreak through the first, you’ll probably going to get caught second time and get bursted.
This traitline is focused on Shatters and clones, improving damage and utility.
The traitline is mostly balanced but - Persistence of Memory combined with the crazy boon stacking from Chaos line, the quickness and Might Mesmer gains from Phantasmal Haste and Phantasmal Force, the Damage boost Mesmer gets from Compounding Power and the phantasm-spam we have right now, it is too powerful.
The right choice to balance this would probably be;
-Adding an Internal Cooldown to Persistence of Memory
-Making Persistence of Memory transfer limited amount of boons
The latter seems more effective and wouldn’t cripple the Mesmer players with another Internal Cooldown.
The only problem of the traitline is Chronophantasma, which spawns another phantasm when you cast one. It’s powerful because of Persistence of Memory or if the Chronomancer is fully offensive, it can output massive amounts of damage. The best example would be iDisenchanter.
The best fixes would be;
-Making Chronophantasma recharge that phantasm skill, instead of passively spawning it. This would add more active gameplay and reduce the visual noise.
-Adding a cap of maximum 3 active phantasms. Now by active phantasms I mean newer ones won’t replace the older ones. Instead, they will go in a queue. For example, I cast iBerserker on Greatsword and swap to Staff, then cast iWarlock. This would spawn 6 (8 if Imagined Burden is traited) phantasms and would go over the cap. Now with my idea, first 3 phantasms will perform their attack, and turn to clones. But I casted 6? Other ones will spawn after the first 3 executes their attacks, again, reducing the visual noise.
“Tons of blocks, invulns, evades..” We see those everytime in forums. Well the Mesmer needs a lot of things combined to do that.
The problems with the traitline;
Self-Deception : This provides an instant extra clone from Jaunt (which is the only Deception skill people use). Making the life easier for Shatter builds. The correct fix would be making the clone spawned spawn dazed. Like 0,25 seconds.
Renewing Oasis : This basically is permanent Regen if you have Staff. It also gives condition duration reduction so if the Mesmer isn’t against a Scourge, this trait is a straight up %20 damage reduction against condition builds. The correct fix would be lowering it to %12-15.
Nomad’s Endurance : Permanent Vigor and permanent +150 Condition Damage. Correct fix is changing the numbers.
The infamous trait. Having an on-demand stunbreak with 10 second cooldown (7,5 with Vigor, which is mostly kept up) is overpowered.
The problem is, this trait can’t be balanced without destroying it, just like Sand Savant. Mesmer players have been saying that the trait would be overpowered and should be replaced since the beta weekends.
It is a very forgiving trait because even the Mesmer gets hit by a well-timed stun, this is a get out of jail free card.
But Exhaustion was the wrong answer. Exhaustion is an unfun mechanic. We saw that with the Unhindered Combatant change. The problem is Mirage has no access to direct endurance gain like Daredevil and Mirage is still powerful and will still be powerful because Mirage Cloak can be casted while stunned. That rends any well timed crowd control skill useless.
I can think of some fixes, but they’d make Elusive Mind obsolete.
-Removing the Stunbreak. Easy and simple.
-To compensate (optimal), the Mirage clears a condition whenever it gains Mirage Cloak.
I’m open to feedback.