You activate Spells and Signets 40% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.) In PvE, the recharge time of your Mesmer Spells is reduced by 33%.
PropheciesMesmer. Illusion Magic 16IneptitudeElite Hex SpellFor 4 seconds, the next time target foe or any adjacent foes attacks, that foe takes 142 damage and becomes Blinded for 10 seconds.100.615
EotNMesmer. Illusion Magic 16Wandering EyeHex SpellFor 4 seconds, the next time target foe attacks, that attack is interrupted and all nearby foes take 115 damage.51.212
NightfallMesmer. Illusion Magic 16Signet of ClumsinessSignetIf target foe is attacking, that foe and all adjacent foes are interrupted and take 63 damage. Any foes using attack skills are knocked down.0.28
CoreMesmer. Illusion Magic 16Arcane ConundrumHex SpellFor 16 seconds, Spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, you gain 7 Energy.101.220
Fevered DreamsPropheciesMesmer. Illusion Magic 16Fevered DreamsElite Hex SpellFor 26 seconds, whenever target foe suffers from a new condition, all foes in the area suffer from that condition as well and if that foe has two or more conditions that foe is Dazed for 3 seconds.10210 – for caster shutdown and condition spread in condition heavy teams. Combine with Fragility.
Shared BurdenFactionsMesmer. Illusion Magic 16Shared BurdenElite Hex SpellFor 21 seconds, target foe and all nearby foes attack, cast spells, and move 50% slower.5215 – only if the snares are strictly necessary.
Variable skill slots:
Damage and Shutdown
ClumsinessCoreMesmer. Illusion Magic 16ClumsinessHex SpellFor 4 seconds, the next time target and any adjacent foes attack, the attack is interrupted and target foe suffers 97 damage.1028 – priorized by the AI, requires external energy support.
Calculated RiskEotNMesmer. Illusion Magic 16Calculated RiskHex SpellFor 25 seconds, target foe's attacks do +10 damage, but there is a 50% chance that the damage from each attack will be done to that foe instead. (Maximum 106 damage.)517 – in physical heavy areas, unless the team has too much physical shutdown like dual ineptitude.
FrustrationNightfallMesmer. Illusion Magic 16FrustrationHex SpellFor 21 seconds, target foe casts Spells 50% slower and takes 53 damage whenever interrupted. If a skill is interrupted, Frustration deals double damage.1017 – only against priority single targets like powerful healers.
Condition Interaction
FragilityCoreMesmer. Illusion Magic 16FragilityHex SpellFor 21 seconds, target and adjacent foes take 21 damage each time they suffer or recover from a new Condition.515 – in condition heavy teams.
Accumulated PainFactionsMesmer. Illusion Magic 16Accumulated PainSpellTarget foe takes 79 damage. If target foe is suffering from 2 or more Hexes, that foe suffers a Deep Wound for 21 seconds.5212 – inflict deep wound.
EpidemicCoreMesmer. UnlinkedEpidemicSpellSpread all negative Conditions and their remaining durations from target foe to all foes adjacent to your target.5¼5 – spread key conditions like deep wound in teams with few, but powerful conditions. Not suitable for teams with plenty of unimportant conditions.
Energy Management
Leech SignetCoreMesmer. Inspiration Magic 9Leech SignetSignetInterrupt target foe's action. If that action was a Spell, you gain 10 Energy.¼30
Drain EnchantmentCoreMesmer. Inspiration Magic 9Drain EnchantmentSpellRemove an Enchantment from target foe. If an Enchantment is removed, you gain 13 Energy and 88 Health.5220 – energy management with enchantment removal.
Waste Not, Want NotEotNMesmer. Inspiration Magic 9Waste Not, Want NotSpellIf target foe is not casting a Spell or attacking, you gain 11 Energy.5¼15 – energy management in areas without enchantments.
Ether SignetFactionsMesmer. Inspiration Magic 9Ether SignetSignetIf you have less than 8 Energy, gain 16 Energy.145 - energy management when energy falls below 5.
Utility
Hex Eater SignetFactionsMesmer. Inspiration Magic 9Hex Eater SignetSignetTarget touched ally and up to 4 adjacent allies each lose one Hex. You gain 3 Energy for each Hex removed this way.125 – hex removal, preferably in ranged-only teams.
Flesh of My FleshFactionsRitualist. Restoration Magic 2Flesh of My FleshSpellLose half your Health. Resurrect target party member with your current Health and 7% Energy.54 – resurrection.
Death Pact SignetNightfallRitualist. Restoration Magic 2Death Pact SignetSignetResurrect target party member with your current Health and 26% Energy. The next time that ally dies within 120 seconds, so do you.312 – resurrection.
Damage hexes running out due to the casting time prolonged by Arcane ConundrumCoreMesmer. Illusion Magic 16Arcane ConundrumHex SpellFor 16 seconds, Spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, you gain 7 Energy.10220 when an insufficient amount of interruption is supplied by the team.
Reduced hex duration on (prophecies) boss foes.
See also
Lyssa's Aura Illusion Magic Hero for less physical shutdown offset by more reliable caster disruption, fueling frequent usage of FrustrationNightfallMesmer. Illusion Magic 16FrustrationHex SpellFor 21 seconds, target foe casts Spells 50% slower and takes 53 damage whenever interrupted. If a skill is interrupted, Frustration deals double damage.1017 and ClumsinessCoreMesmer. Illusion Magic 16ClumsinessHex SpellFor 4 seconds, the next time target and any adjacent foes attack, the attack is interrupted and target foe suffers 97 damage.1028.
Air Magic Elementalist Hero with Blinding SurgeNightfallElementalist. Air Magic Blinding SurgeElite SpellTarget foe is struck for 5..41..53 lightning damage. That foe and all adjacent foes are Blinded for 3..7..8 seconds. This spell has 25% armor penetration. If this spell strikes an attacking foe, all adjacent foes are also struck and this spell deals 50% more damage.10¾6