Mind drain was buffed back in January along with others, but I think mind drain should be reconsidered. As it stands, the augment drains your opponent for double your max weapon base damage. For the zelda sword, that's 80. For the Samurai Katana, that's 60. That's an insane amount of mana to be draining considering there are limited ways to regain your mana, especially since the augment will drain your mana EVEN with a successful parry. In my experience, I can be drained of my mana in a matter of seconds if I try to engage the enemy on the same screen. (quite literally)
The obvious solution to this is to use the augment yourself. If you try to put it on your bow you are going to get a mana drain of 34, half of which is returned to you, so you get 17 mana back IF you hit. This is not a realistic strategy.
The other option is using a melee weapon with high base damage and going toe to toe with a dexxer to get some mana back... as they continue to steal your mana. This means they will be hitting you for a third of your life while they continue to drain you. And don't forget, you only get half the mana that you steal while every hit they land, even if parried, steals 60 or 80 mana. You're going to get 0 mana back and you're going to die real quick.
With this augment in place, I feel mages have been put too far at a disadvantage. In friendly battles against dexxers, we have had to agree to not use this augment.
The second point I want to bring up...
Why not put in mana potions? Make it so you can drink them only 20 seconds or so. I have mage armor on all my stuff and am still having to stop duels because of mana, which also happens to dexxers. Giving pvpers the chance to regain mana isn't going to imbalance anyone, it will just stimulate the fights rather than force people to come to a ceasefire during tournament duels.