BUILDs – The Instance Mesmer (Dungeons/Fractals)
EDIT: Updated builds for the 12/10/2013 patch.
These are essentially the standard PvE phantasm builds for running dungeons and fractals. One is purely phantasm-based, with the other focusing on using mantras to maximize your personal and reflect damage.
Pure Phantasm: (10/20/0/25/15) In my opinion, 15% damage across all phantasms (Inspiration(25)) is far greater than Phantasmal Haste (Illusions (20)), which is beyond bugged and currently does not work for either the iSwordsmen or iWarden. This is the easier-to-use build better aimed at PuG runs.
Mantra/Phantasm: (0/30/0/25/15) With a sacrifice to phantasm DPS, you boost your personal DPS which includes the amount of damage you do with feedback and temporal curtain. This is the harder-to-use build better aimed at organized groups. This will give you an additional 12% damage for both you and your reflects. If you don’t like mantra of recovery, this will give you 8% more damage, which is still extremely nice.
Traits:
Pure Phantasm Domination (III [Empowered Illusions]), Dueling (II [Phantasmal Fury], IV[Blade Training] or IX[Duelist’s Discipline]), Inspiration (II[Glamour Mastery], VIII[Warden’s Feedback]), Illusions (III[Compounding Power])
Mantra/Phantasm Dueling (II[Phantasmal Fury], IX[Duelist’s Discipline] or IV [Blade Training], XI[Empowering Mantras]), Inspiration(II[Glamour Mastery], VIII [Warden’s Feedback]), Illusions (III[Compounding Power])
Weapon sets:
The following is the same for both builds.
When running dungeons:
Your primary weapon set will be Sword/(X + Y), where X and Y represent your choice of off-hand between the focus, pistol, and sword. If reflects are needed, run a focus as both skills are traited to reflect damage, and either the pistol or sword. If reflects are not needed, then run the sword and pistol as off-hands. For the most run on-farm dungeons (SE p1/3, CoE p1/2/3, CoF p1/3, etc…) you will not need to switch to ranged weapons and will want to spend most of your time with dual-melee to maximize your damage. The biggest exception is Lupicus in Arah. Many ad hoc groups range him and in this case, you will want to swap out to your greatsword for the fight (though in his phase 3, melee-ing, even if his health is only slowly dropping, is more than manageable). Additionally, make sure to carry a staff and torch for phases where you need to run past trash mobs as these are great for it…do not use them on bosses. Ever.
When running fractals:
The same weapon set applies here as it does for dungeons, but contrary to the meta-opinion, there is more emphasis on range. A typical strategy for most bosses, at some point during the fights, requires a ranged weapon. For some it’s necessary, such as the second Archdiviner fight on cliffside and the second phase for Captain Ashym in the Urban battlegrounds; and for others, it’s either optional or a standard PuG strategy, such as the Rampaging Ice Elemental, Mossman, or the Elemental Fire Shaman. You will need either the Scepter or GS for these cases, and they differ based on the fight. For example, the Scepter is great for Mossman and Captain Ashym, as with an off-hand phantasm, it will result in higher damage than the greatsword. For the Elemental Fire Shaman, the greatsword is often preferred for the iZerker’s AOE capability on the adds. Just choose what you are most comfortable with. Do your best to stay in melee when you can, but swapping to ranged for the 10 seconds to wait for the weapon swap cooldown and gather your bearings is not the end of the world.
Gear:
For both builds: run berserker/assassin’s armor, weapons, and trinkets (berserker’s is better in a crit-chance optimizing party, assassin’s otherwise, although it does not matter much, the difference is between 1-2%); Mesmers are naturally tank with our high health-pool and access to blurred frenzy, that other armor sets are unnecessary.
Sigils/Runes:
Armor: If you are not in a crit optimizing party such as a standard PuG group, then Ruby Orbs are the way to go as the stats will transfer to your phantasms. If you do run with a set group, that focuses on getting crit chance to 100 (such as making sure to have fury/banner/spotter/etc), then Scholar runes are superior in every way as the extra 45 power and 10% damage is better than the additional 4% crit damage from ruby orbs.
#readingLFGisOP #savethewarden
#wallsfixdungeons
(edited by Bumbler.7581)