Quote:
Originally Posted by Pick Me
In Tyria Mesmers are easy to start off with. Illusion Magic is very powerful there.
This is pretty much the main point. Me/N, among illu and curses packs a strong synergy of degen, which is more powerful at the start of the game than later on. Therefore using a hex-degen setup towards the start isn't a bad selection, especially as the build requires little knowledge of zones etc. It does, however, require you to target enemies in succession as you hex them, which will at least give you glances at everything.
In cantha, you're going to be rapidly up against mobs that have 480 hp (level 20), which means your degen is going to, proportionately, deal alot less as degen damage is capped at 20/s. For Cantha, the suggested me/mo for a fc res spell (chant is one of the best) would be a good idea as you're going to be taking faster, more tactical casualties in the relentless Canthan missions. When Factions first came out, many people regarded the first mainland mission as harder than anything in Tyria (that changed once people learned it, but for someone new to everything, that's a sizeable barrier).
That's just for classes... there's alot more to playing a mesmer in earlier parts of the game, that could fill a book. For new players I don't see a problem with it... either you'll give up and delete it, or you'll go far, because the myriad skills of a mesmer gives you a basic grounding in several other classes (hex removal, dom nuking, degen, interrupts...).
If you're looking for a class that has it's own firepower, then mesmer isn't the right one. Unlike a warrior that can rip through things, or a ranger that tears them down, mesmers plant their effects and have to let the spells destroy the enemy, either by lingering hexes (degen, triggered-damage) or by weakening enemies for allies (shutdown, interrupts, and so on). This means you have to rely on your team a good deal, which could be rough in some areas.