I'm not sure whether it would work for mindslayers as well, since I haven't played one.
It's okay enough for them, but Finer Energy means that it's no big deal to run Mail on them, in practice. I ran Chromatic Harness instead.
What? It's boots of speed +25% with -10 fatigue% and a phase door like ability which doesn't take a turn (I think) AND pin immunity AND 5% physical resistance. I would find it hard to think of any boots I would rather use.
Boots +20% speed with good secondary bonuses exist as ego boots, as do boots with rather hefty damage bonuses and various mobility skills(and spell cooldown bonuses!). It's hardly unreasonable to find a niche ego combo that fits your particular class more than the all-over-the-place-but-good bonuses that Rest provides. Basically, Rest does a lot of different things, but the only things it does really well are all hugely mobility.
Which is fine, if you like that in a boots, but movement boosts get undervalued so much that I've had people argue with me that Surge's 100%+ potential movement bonus isn't that special, and the rest is definitely replaceable in ego form outside of the pinres(which...well, I've heard people say they need a lot of resists, in this game. I've never heard someone say "I need Pin resistance to survive this" though.). Basically, subjective value boots.
It's pretty good relative to the time, but so are Frost Treads. Aetherwalk's pretty good too. Don't get me wrong, I think they might be my favorite boots right now, but they didn't feel overpowered.
Stone wall is more than 'kinda' useful. And it will stop that enemy that just confused you from killing you, because confusion doesn't last all that long.
That requires that you actually can get that enemy that confused you-and all other enemies-to be not adjacent to you. Or else you're just doing some terrain control. Which is nice, don't get me wrong, but it doesn't block things off.
If I get what you're saying in short with the rest of it: A: It works well in combo, B: It works well against casters, and C: It functions like a damage shield.
For A, yes, it does. But so do a lot of things. You can combine a randomized Phase Door and a Movement infusion and usually end up out of an enemy's sight by the end of a turn and a half or so.
For B, it works increasingly less well as casters themselves get more and more tools-Orcs in the prides, for instance, all have healing and I would definitely not want to drop out of Stone Wall if I had any other option in sight of Corruptor types, as it gives them another chance to just open up on you with all their cooled down spells. (I know this because I in fact, just today, did not have a better option when dealing with some. Believe me, it's not a big help in that case.) This isn't to say that it's bad, of course.
For C...it's not a damage shield. Damage shields let you actually do damage to people. This makes them far better. (Of course, a few DoT classes/builds and pet classes sorta belie this statement. But generally, the risks to such classes is falling out of control of a situation, and they have class-based options to stay in control of where enemies are. The term "win more" comes to mind.) It's more like a teleport to nowhere for a few turns, then you come back.
Basically, it's sorta a complicated skill. You can't pigeonhole it easily, and its worth varies a lot on the class. I'm not knocking it or anything, it is useful no matter what, but it does not prevent me from getting my face smashed in by an adjacent enemy without doing something else first...which probably keeps me from getting my face smashed in by that enemy anyways. I'm not saying I find Serpentine necessarily better, but I think I would depending on the class and how important it is to get away from that enemy bashing my face right now.
Having said all that; It really should have the same cooldown that the actual spell has, or more, if nothing else. Just to be consistent with itemcasts generally, which usually do not cooldown faster than the base spell without a good reason. Said CD being... 50? hum, that's kinda high, but questions about if Stone Wall should have a lower cooldown are another subject...Regardless, it probably ought to take 50/50 energy to use.
Hydra's bite doesn't look all that impressive, but who knows?
Oh, if you build specifically for it and manage to get lucky enough to get it, it's probably really good. Arcane Combat/Arcane Destruction is definitely a brutal trick with it. (Thinking on it, Arcane Blades ended up liking Exotic Weapons the most of any class, the way they are now. I kinda like that, considering their no-particular-weapon focus.) Shattering Impacts works, and there's probably some other on-hit tricks you can pull with it.
But, really, none of that makes me want to go out into the open to fight enemies when I don't have to, anyhow-at least, with a melee fighter, anyways. Too risky. So it's sorta limited anyhow.