So far, I’ve been enjoying Mesmer PvP. After trying a few things initially in both structured and WvW, I’ve settled on a build that works fairly well in structured PvP (though I’ve no idea how viable it’d be in tournaments, but the utility is enough that it should still function well), and fairly well in WvW at lower levels.
I’ll qualify all of this by saying I’m still just shy of
rank 10 in structured and only level 60 so far on the PvE side of things, so while
this is something that functions well for me now, I’m sure things will change and alternatives will
be more viable at later ranks and levels.
The point of this build is to get up Phantasmal
Duelists and Berserkers as a source of damage in addition to your own. Shattering Illusions is highly
situation and not something you’ll do frequently. The idea is to punish people
as much as possible for fighting you in any way. 1v2? Moa Morph one while you burn
the other. Ranged? You can match that. Melee? You’ll be fine there too. What if they
see through your illusions and keep on you? Then your illusions will wreck them,
and if they focus your illusions instead then you’re free to focus them in turn. A few similar builds were floating around during the Beta Weekends, but the shifting of certain trait skills changed things slightly.
General Gearing
Power and Precision is what I’ve been doing for this and it’s
working out well, though mixed with the trait stats it does make you something
of a glass cannon. As far as runes go, Scholar all the way in Structured, and plan on the same for WvW/PvE at 80. At 60 and levelling, I’ve mostly
been grabbing cheap power and precision boosts.
Traits
Domination, 20 points - This is primarily for the power increase and the 10 and 20
point trait slots. Empowered Illusions at 10 is amazing for the heavy hitting
Duelist and Berserker illusions, and the Greatsword bonuses help get Berserkers
up faster, in addition to the power increase while wielding one and the lower
cooldown on the knockback.
Duelist, 15 points - The 15 points net you bleeds from illusions critical hits,
and Phantasmal fury slotted in at 10. It’s possibly worth it to dip in another
5 points, most likely out of Illusions, to grab the extra Precision and Crit
Damage along with Illusions on dodging, but as I rarely ever use shatter
skills, the extra illusions are a little pointless next to the damage you can
get elsewhere.
Inspiration, 25 points - The base Vitality and Healing gains are the least useful
thing in this line. Every 5 points you gain something useful. Retaliation on
Phantasms at 5, Regeneration buff at 15, flat 15% phantasm damage boost at 25,
and for slotted skills at 10 and 20, Compounding Celerity lets you kite a
little more easily if people ignore your illusions, and Persisting Images makes
them harder to kill when people do focus them.
Illusions, 10 points - Compounding Power at 10 is useful, but if you were to grab 5
points to shove elsewhere, this would be the place to take it from.
Illusionists Celerity is a necessity though, to keep up high damage illusions.
Weaponry
Greatsword, and Sword with a Pistol offhand.
Greatsword gives you decent ranged, along with a minor Area
of Effect damage. The biggest function of it is the Phantasmal Berserker. Group
or single target, the damage it does is significant. Mirror Blade is useful as
a distracting illusion, minor buff, and minor AoE if others are close enough
for it to bounce. Mind Stab is largely opportunistic damage, and Illusionary
wave is amazing for kiting.
Sword and Pistol is insanely useful. Phantasmal Duelist,
while not AoE like the Berserker, does comparative damage at range. Magic Bullet
is amazing for kiting or catching people, or just generally preventing casts
and interfering. The bounce across three targets, even with the different
condition applications per target, is extremely handy. Stunning and dazing two
people fighting me has saved me several times. As for the Sword skills,
Illusionary Leap has a low enough range I find I use it more to kite or catch
people than as an escape mechanism. The cripple is handy, but the low range and
spotty functionality over range is a little irritating at times. Blurred Frenzy
is your secret weapon, in a way. Full evasion for two seconds and high melee damage
in a short frontal cone. It can buy you time against melee classes that snare
and root and put out solid damage.
Slotted Skills
Ether Feast is far and above the best heal. The reflection
off Mirror is too short to be worth the third less healing is does, even with
the lower cooldown. Mantra of Recovery doesn’t heal for nearly as much as
either of those, and is a pain to use when not already charged. Healing Seed
outside of Structured PvP is fairly decent, but the short range and being stuck
in place isn’t as useful in as in most situations you shouldn’t be standing
still for long.
Phantasmal Defender is purely there to soak damage. It can
help mitigate the first few hits in a fight, but won’t do you much good if you’re
already almost dead.
Blink and Decoy are good for movement and survivability, to
some extent. The ability to vanish but appear to have stopped in place, then a
few seconds later reappear thirty yards away is handy for reassessing and
repositioning in tight situations. It can also help you get close enough to use
Blurred Frenzy for damage, or get rapidly out of range of melee.
Moa Morph is a solid elite skill. When you turn someone into
a Moa, they’re pretty much out of the fight for ten seconds, though they can
still move and run. It can even the odds in a fight, either taking out a second
player momentarily so you can focus on the first, or you can use it to essentially
cancel out elite skills being used against you. In WvW you could arguably use
other elites in specific situations, but Moa seems to be the most useful,
especially in Structured PvP.
I don’t know that I’d really consider any of the other
slotted skills for this build specifically. The signets aren’t good enough, and
the mantras I personally hate. If shattering was more frequently used, Mirror
Images would be nice, but as it is with this build you don’t need the extra
clones. Other things may be useful situationally in large scale battles in WvW,
but in regards to most they’d suit better with more of a buffer or support
build than a damage build like this.
Speaking of which, what I’d like to try next is some sort of
supportive staff-based build with high survivability, but it’s hard to tell if
it’s really viable and well... I’m having way too much fun with this so far, and if you're a Mesmer reading this and haven't already done something like it, I'd suggest trying it out.
- ED
- ED
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