Feedback:User/Life Infusion/Mesmer damage skills

Mesmer skills have turned into elementalist skills
Instead of shutting down, Mesmers have turned into armor-ignoring damage machines that have 1/4 cast damage. It's not only the players that have this, it's the monsters. No human player can reliably interrupt 1/4 second cast. Hexes in general are extremely strong, even more so when they have below 10 recharge since most hex removals are 7-12 recharge. The exception is Blessed Light, which only one or two mobs have (outside of War in Kryta) and is not sustainable for more than a few casts against a hex stack. Mesmers should have damage skills, don't get me wrong. But having the possibility of a full bar of nothing but damage is contrary to the purpose of Mesmers.

Damage ought to be capped at 75 for ones that are pretty much unconditional and 115 or so for conditional ones.

Right now I can run "fake elementalist" builds, akin to a Fast Cast nuker Me/E: 12+1+1 or 12+1+3 Domination, 8+1 Fast Casting, 10+1 Inspiration: Overload, Energy Surge, Wastrel's Demise, Wastrel's Worry, Cry of Frustration,Mistrust,Spiritual Pain/Unnatural Signet, Res (this is not realistic since there are no energy management skills, but if you swap out 2 skills for Power Drain/Leech Signet and Waste Not, Want Not you're good to go)

or: 12+1+1 or 12+1+3 Illusion, 10+1 Fast Casting, 8+1 Inspiration: Ineptitude, Clumsiness, Wandering Eye, Signet of Clumsiness,Images of Remorse,Accumulated Pain,Calculated Risk,Res

Mesmer nearby range skills, damage

 * Wandering eye
 * Mistrust

Mesmer pure damage in Domination Magic needs to be more costly since it has shutdown also
(10, 0.75, 8) "Hex Spell. (5 seconds.) Causes - Health degeneration. If target foe is using a skill, that foe and all adjacent foes take damage and this hex ends prematurely."
 * for 5 energy this skill is ridiculous, since Conjure Phantasm is 10 energy and Images of Remorse is 2 activation. Also Vile Miasma is 10 energy and Putrid Bile is too.
 * increase activation, because fast casting makes it quick enough, and 0.75 is still fast. 1/4 ought to be left to interrupts only.
 * recharge can take a hit since fast casting reduces it to about 3 recharge. (See Signet of Clumsiness)

(5, 1, 3) "Hex Spell. (3 seconds). End effect: causes damage to target and adjacent foes. No effect and ends early if target foe uses a skill."
 * 1 recharge rewards spamming
 * no reason for 1/4 activation
 * damage is ludicrous for the recharge

(5, 1, 5 ) "Hex Spell. (5 seconds.) Each second while hexed, target foe and all foes adjacent to that foe take damage. Foes take + damage each second this hex is in effect. Ends early if target foe uses a skill."
 * 120-150 damage for 5 energy, but in DPS so we'll let the damage stay
 * 1 activation because it is not an interrupt
 * Should be ~3 recharge after Fast Casting, not before

(10,0.25,15) "Spell. If target foe is using a skill, that foe and all foes in the area are interrupted and take damage."
 * damage is in the area, so 15 energy was ok. Damage should be bumped down a bit. Skills like Power Spike can be mopped up with a spike heal. This needs at least a Heal Party or Protective Was Kaolai, the former would likely be interrupted as well.

(10,2,12) "Hex Spell. (6 seconds.) The next spell that target foe casts on one of your allies fails and deals damage to target and nearby foes."
 * need a bit of skill to use but the damage still is high
 * 135 armor-ignoring damage at 15 currently...
 * possibly change to adjacent range

Illusion Magic pure damage needs to be scaled down
(5, 2, 12) "Hex Spell. (4 seconds.) Interrupts target foe's next attack. Interruption effect: damage to adjacent foes."
 * takes no skill to use, so the damage shouldn't be that high (no other change since it is in illusion magic, which doesn't also have bulk amounts of shutdown)
 * 110 armor-ignoring damage at 15 currently...
 * nearby range is large, similar damage from Elementalists is always 10 energy

(10,1,15) "Elite Hex Spell. (4 seconds.) Also hexes foes adjacent to target. Deals damage. Inflicts Blindness condition (10 seconds). No effect unless target foe attacks."
 * damage is way too high for a shutdown skill (114 at 12 Illusion...)
 * permanent blind with 11 Fast Casting, which leaves 8 or more attribute levels for anything you want
 * 135 armor-ignoring damage at 15 currently...

(5,2,12) "Spell. Deals damage. Inflicts Deep Wound condition ( seconds) if target foe has 2 or more hexes."
 * absurdly long Deep Wound duration, for 5 energy.

(10, 2,10) "Hex Spell. Also hexes adjacent foes. Interrupts next attack. Interruption effect: deals damage."
 * 10 recharge takes into account Fast casting
 * easily met conditional but 2 cast time so we can let the damage stay

(5, 1, 10 ) "Hex Spell. Target foe does +10 damage with attacks ( seconds). There is a 50% chance that the damage from each attack (maximum ) will be done to that foe instead."
 * recharge is too low for its potency

Skills that might need a change
(0, 0.75,8) "Signet. Interrupts an attack for target foe and all adjacent foes. Interruption effect: deals damage; knocks down foes using attack skills."
 * activation time is too low, even the fastest attacks are 0.5 (made without Fast casting in mind) ... Rust doesn't do anything to it otherwise
 * Needs to be considered with Keystone signet + Mantra of inscriptions + Symbolic Celerity

. (0, 1,10) "Signet. Deals damage. Deals  damage to other adjacent foes if the target is hexed or enchanted."
 * easily met with the amount of hexes mesmers have, but decently balanced now
 * Needs to be considered with Keystone signet + Mantra of inscriptions + Symbolic Celerity

(5,2,5) "Hex Spell. ( seconds.) Causes - Health degeneration. Initial effect: damage if target foe is attacking."
 * supposed to be the token damage skill for Illusion Magic

(10,2,15) "Causes Energy loss. Deals 9 damage to target and nearby foes of each point of Energy lost."
 * 80-90 damage isn't unreasonable since it is elite