Introduction
Well, it’s been a while since I’ve posted a build guide here. Between the trait reworks and the substantially larger pool of people exploring builds, having a build actually unique enough to discuss in a guide is a rather rare thing. This build is for organized group WvW and is what I consider to be the Holy Grail of Mesmer WvW builds. It provides usable and powerful utility that truly feels good and enjoyable to play, which to me is the perfect build.
Mesmer has never had good damage, so we’ve attempted to make up for that by providing strong utility. Unfortunately, that has always taken the form of either one-off skills with long cooldowns and questionable impact (portal and veil) or overpowered gimmicks that require zero skill or coordination to be monstrously powerful (old boonshare). The build I’m presenting here provides powerful defensive and offensive utility in a form that requires both personally skilled play and effective group coordination to be fully effective.
Overview
This build is designed for use in an organized WvW group. If you try and use this in pugs, you’re going to have a bad time. If you try and use this without your group being aware and on board, you’re going to have a bad time.
This build is designed to do 2 primary things: share boons and share distortion. You accomplish this through the use of signets with boon duration gear while being supported by the appropriate team composition.
Traits
Domination: Rending Shatter, Blurred Inscriptions, Mental Torment
Inspiration: Medic’s Feedback, Restorative Illusions, Illusionary Inspiration
Chronomancer: Delayed Reactions, Improved Alacrity, Seize the Moment
Domination is chosen primarily for the signet trait. Traited signets are the highest frequency way to produce distortion. Rending Shatter is primarily taken because the other two are pretty useless. Mental Torment is taken for the same reason.
Inspiration is chosen for the obvious defensive utility, but also because it enables the distortion share through the minor trait Inspiring Distortion. Medic’s Feedback is a fantastic trait in WvW groups as well.
Lastly, Chronomancer is taken for reasons that I probably shouldn’t need to explain. Delayed reactions is taken because it’s the only trait that has an effect, even if that effect is rare. Same thing for Improved Alacrity, since you do get alacrity from shatters. Take Seize the Moment because it provides on-demand access to quickness that “primes” your boons prior to using Signet of Inspiration.
Weapons: Sword/Shield + Focus
I use double mainhand sword because blurred frenzy is by far the strongest mainhand defensive skill we have. Offhand shield is incredibly strong, and offhand focus is the best offhand other than shield for group play.
Utility Skills
Heal: Signet
Utilities: Blink, Signet of Midnight, Signet of Inspiration
Elite: Gravity Well
The focus on signets here is to proc distortion as often as possible. The heal signet also has the extremely handy effect of refreshing your shield block, so that enables a lot of defensive capability. Blink allows you to get out of sticky situations, and gravity well is simply the best elite for group play unless you specifically need the MI stealth.
Build Variations
Domination Traits: swap out mental torment for power block. This trades a small but reliable damage amplifier for a substantially larger spike with added utility…but at the cost of reliability.
But Pyro, my commander says I need to use Veil!
Your commander is stuck in the past and should feel bad. Think about actual situations in WvW. How many times have you actually been caught off guard by another group because of a Veil? It’s obvious when groups use it, it’s obvious where they’re going during it, and literally nobody is surprised by a veiled group unless you’re just afk ramming a gate without paying attention to anything. It’s a garbage skill that was useful years ago due to culling and has stuck around because critical thinking is apparently not a strong point of most drivers.
But Pyro, you don’t have portal either!
That’s true. Portal, unlike Veil, is a legitimately powerful and useful skill. However, its pool of useful situations is exceedingly limited. Due to this, I don’t keep portal on my bar; Mesmer utilities are simply too valuable to have a slot go mostly unused. If we’re approaching a situation that could benefit from portal, the driver will ask for it and I’ll swap Signet of Midnight for portal (and usually gravity well for MI at the same time).
(edited by Fay.2357)