~Inspiration from Spura
Again, things will be ranked from 1 to 5, 5 being the best. I will comment on the skill in general and not have pluses/minuses for each thing.
I'll save further comments about skills and possible builds for replies.
Domination:
Arcane Thievery: I guess if you feel lucky, but you are just trading a skill slot for a skill slot. There is much better out there. 1
Backfire: Often a staple of the domination line. Can kill unskilled casters/monks or cause skilled ones to rethink what they are doing. On monks you are almost guaranteed to see a remove hex next, which you can interrupt. 4-5
Blackout: Was worth taking when it was ranged and 10seconds, but now, no thanks. 1
Chaos Storm: AoE Draining. I haven't really found much use of it. Possibly for Dias maps, but most casters will get out of the area quickly. 2
Cry of Frustration: Only interruption that can get any skills and not spells. Useful as a first interruption when everyone is starting to cast their openers as a group. 2-3
Diversion: A quick recharge time, unlike most of the interruptions in the domination line. One of the solid answers to spammable spells (such as orison) and doesn't require a high attribute to be very effective. 5
Empathy: PvE (bosses)- Yes. PvP- No. Sure you can combine it with other damage dealing spells when people attack, but there are better ways to go about dealing damage. 1
Energy Burn: Solid damage spell in the domination line. For an interruption build, this depends on if the build wants to try and assassinate a monk, or disrupt him. 3-4
Energy Surge: Take Energy Burn and thank yourself whenever you use your elite. 1
Guilt: Fire and forget interruption. I thought it was iffy whenever it only removed energy, but now that Guilt drains energy it is pretty solid. Only problem is, as a interruption mesmer, you are going to want to use Shame over this in most cases. 3-4
Hex Breaker: Shatter/Inspired Hex beat this if hex removal is your thing. It's a stance so it won't be removed until it is triggered. 1-2
Ignorance: Some people thought this was a beast to shut down a war/mo's healing signet when that was the trend. Now, there are better things you can do with your energy. 1
Mind Wrack: Interesting skill that I haven't been able to put to use consistently. Since the energy of your target is hidden, you have to combo this with power leak and drain spells. 1-3
Panic: Requires a high attribute to be mildly effective. You better hit more than 2 people, and even then it isn't great. There is better energy denial elsewhere. 1-2
Power Block: I happen to love this skill, although it is pretty unforgiving. If you hit the wrong skill (or no skill at all), you are out of luck. I've had great success stopping many a healing line. 4-5
Power Leak: The best interrupt in the domination line. Best used first, when your target has enough energy to really make this hit home. Like a lot of the interrupts in this line, the recharge time makes misuses unforgiving. 5
Power Spike: Power Leak's little brother. The damage is nothing to scoff at and this spell can be used to aid an attack versus a caster. 4
Shame: In all likelyhood, you will want this over Guilt. Only drawback is that it can't stop a spell currently being cast. 4-5
Shatter Delusions: I've seen some intresting builds involving this. Stacking from mesmer hexes from multiple characters, using it with phantom pain, ect... I think there are better ways to do damage. 1-3 (if you can abuse it)
Shatter Enchantment: Probably more practical as a DD spell instead of enchantment removal. It can remove IW, conjures, and possibly more important things if you are lucky. 25 second recharge is an insult to enchant removal. 1
Shatter Hex: Damage isn't so bad, and it can be used to remove the odd backfire that gets put on you. I guess I would consider it if I knew my monk wasn't packing hex removal. 1-2
Signet of Weariness: If you have nothing else to take, sure. The odds that you have nothing else to take are nil. 1
Wastrel's Worry: Another skill that has caused a lot of different builds. IMO it is not as good as people make it out to be. 1-2.
Fast Casting
Fast Casting Attribute: I think this is a little overated. 8 is the max I would put in it, but usually I end up putting my spare points (less than 8) here. Speeding up interrupts are a non-factor since you are only shaving fractions of a second off of an interrupt. 1-2
Mantra of Recovery: I have never personally used this, but if you can cut it down to 2 energy per cast, you can start to do something interesting things. It is a stance, making it hard to remove. The only negatives are that you are pumping FC to get to this level and it is hard to recast it mid fight. 2-4
Illusion Magic (I have the least experience in this attribute)
Arcane Conundrum: Pretty good at what it does. Best used in combination with Migrane. Although you won't get a good use out of Conundrum if it is removed early. 3-4
Arcane Echo: Pick a good skil, arcane echo it. The use of this skill depends what you are planning to echo. 1-5
Clumsiness: If your goal is to kill warriors via dots and such, this should probably be on your skill bar. Lower score just because I think you shouldn't be killing warriors/rangers, just trying to disable them. 2-3
Conjure Phantasm: Basic dot here. You will want a decent attribute to use this. 3-4
Crippling Anguish: From experience, mesmer snares are second to pin down from a ranger. Health degen and a faster recharge time than Imagined Burden makes this alright, but there are better elites. 2-3
Distortion: Some IW users swear by this, other don't. Be sure to push Illusion so you only get the one energy drain out of this. 3
Echo: Is what you want to echo a spell? Then use arcane echo. If not, use this. Depends on what you are echo'ing. 1-4
Ethereal Burden: Poor man's snare. It isn't always ready when you need it, but if your group needs a secondary snare, this fills the roll nicely. 3
Fevered Dreams: For specific builds dealing lots of conditions. If you can't spread more than 2 conditions, I wouldn't consider using it. Since "On fire" is a condition, there might be possible combos with fire and this. 2-3
Fragility: You've seen enough builds using this. "On fire" is the best way to take advantage of this skill. If you aren't dealing with a lot of conditions, it is ignored. 4
Illusion of Haste: Can be used as long as your energy doesn't run out. A better speed increase than sprint and an enchantment that can protect IW. 3
Illusion of Weakness: Specific combos require this (Chiron's Balance). If you aren't using it in a combo, it could be a life saver. But it does take up a skill slot. 3
Illusionary Weaponry: Lots of builds have popped up because of this. I've seen mes/wars with and without a weapon attribute as well as a mesmer who switches to a weapon when this becomes available. Right now enchantment removal isn't popular, so this is a safe choice. Just make a build around it. 4-5
Imagined Burden: 15 energy for the same thing as cripple. Again, if your team doesn't have a snare, it should be used. 3
Ineptitude: Blindness is the main draw here. I'm not sure how long it lasts, so I can't reall comment. 2
Migraine: Stacked with Arcane Conundrum it takes the target 4 times as long to cast. That opens the door for lots of interrupts or a concussion shot. Health degen won't kill anyone. 4
Phantom Pain: A lesser phantom pain with a deep wound. I don't like it that much, but people use it with fragility. 2-3
Soothing Images: This skill will really depend on how popular adrenaline skills are at the moment. There is more reliable warrior hate in the illusion line, but this has the possibility of knocking out 3 skills. 2-3
Sympathetic Visage: Too easy to switch targets and not life saving. Although if a warrior doesn't know what is going on, this works. 2
Unnatural Signet: If you have a fetish for a) removing rituals or b) doing nothing for 40 seconds, this is for you. Please, don't use it. -2
Inspiration Magic
Channeling: Possible to spam a spell back by their casters, or use it to protect a more important enchantment. 2-3
Drain Enchantment: I'd take shatter over this, but this can be good for energy tight builds that want enchantment removal. 1
<Anything> Resistance, Mantra of <Anything>: Can be used to cover holes in armor at best. Or, if a popular build is spreading based on a certain type of damage, it might be possible to take the matching resistance. For now, leave them all off your bar. 1
Ether Feast: A nice self heal that should be used if you expect to be sacrificing life or going behind enemy lines. 4
Energy Drain: A pretty good way to gain energy. Take it if there is no better elite out there. 3-4
Energy Tap: Not good enough to match Power Drain. Only take it if you badly need the energy. 2-3
Ether Lord: There are better ways to gain and drain energy. Some people love this though. 2
Inspired Enchantment: Lowest recast time of a single enchantment removal for the mesmer. Heck, you might get an enchantment you can use at that particular time. 1
Inspired Hex: You will gain an acceptable amount of energy from this. The recharge time is double that of shatter hex though. You are more likely to get something useful from this than inspired enchantment. 2-3
Keystone Signet: I haven't really seen this. Until someone comes up with a killer signet build, leave it at home. Possible? 1
Leech Signet: If you are really tight on energy, this can be used. Energy Drain has a better return though. 1-2
Mantra of Concentration: Maybe for monks? I still think there are better things to do with your skill slots. 1
Mantra of Inscriptions: Same thing as Keystone Signet. 1
Mantra of Recall: Better ways to get your energy. 1
Mantra of Resolve: Possible uses, but there are better elites. 1-2
Mantra of Signets: Same as Keystone Signet. 1
Power Drain: Probably the one of the top reasons to pick up inspiration. Has a great energy swing, and can be used to stop anything from a fire AoE to a res. 5
Spirit Shackles: Possible use on rangers, or even out-of-energy wand users. It doesn't really fit in with anything else form this line though. 2-3
Spirit of Failure: There are better ways to regain energy available in this line. 2
Unlinked
Arcane Mimicry: Let someone choose your skills for you! Bad. 0
Epidemic: Merely OK, but if you were dealing with conditions, you would have fragility and possibly fevered dreams already. 1
Signet of Humility: Only in specific builds can lacking an elite be crushing. Even then, the elite would have to have a short recharge time to really be hurt by this. 1
Signet of Midnight: Can get that annoying war off you back for a little while. Again, I don't know how long the target is blinded, so I can't really comment. I'd like to have another elite though. 1
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