Revenge of the Clones Guide
Abstract:
I am a huge fan of the Mesmer’s illusions – it is the only reason I play this profession. Phantasms are varied, interesting, and can pack a punch. Clones on the other hand…are very underwhelming once you realize they deal little to no damage directly and have a pretty bad wrap. Even traited and geared for survivability, they can’t sustain much damage, they can overwrite and kill one of our valued phantasms, and even traited and geared for damage, shatter can be underwhelming and can leave you exposed. Let’s not forget, they die once their target is defeated.
Most foes can shrug off untraited clones and even if a clone ‘takes a hit’ for you, a foe can kill multiple clones with no reprisal with a single skill, often with a cooldown shorter than the one you used to cast it. Some only consider the Staff clone worthwhile as it is the only one with an innate ability to deal damage through Winds of Chaos condition application.
This guide seeks to change this outlook. Unlike Phantasm builds, you will not be forced to avoid 20% of your weapon skills to avoid overwriting your phantasm b/c you won’t need three phantasms up. Unlike Shatter builds, you will not be forced to shatter every time you have three illusions up to avoid ‘wasting’ illusions and leave your self exposed.
The core build has a lot of flex for you to tweak it to meet your playstyle. If you’ve never given clones a second thought, hopefully this guide will change your outlook. Also, these clones explode on death.
Summary:
Take traits to improve clone damage output, apply Conditions that trigger on clone/illusion death, and illusion generation. The goal is to make clones punish foes whether the opponent kills them or ignores them. High illusion generation will allow you to overwrite clones to force on death triggers even if an opponent chooses to ignore them.
Core Traits (50 points):
Improve clone damage output
*Sharper Images (Duel 15) – illusions apply bleeds on crit. This is the only trait that improves active clone damage. As you need to go Duel 25 to pick up Confusing Combatants, the extra precision synergizes well.
Apply conditions on clone/illusion death
*Crippling Dissipation (Domination 10) – Cripple on clone death
*Confusing Combatants (Duel 25) – Confuse on illusion death
*Debilitating Dissipation (Chaos 10) – Weakness or Bleed on clone death
Illusion Generation
*Critical Infusion (Duel 5) – Vigor on crit. This stacks and helps fuel Deceptive Evasion
*Blade Training (Duel 10) – Although it’s possible to take any of the weapon cooldown traits, MH sword synergizes the best with this build as Sword clones naturally spawn/fight in melee range where they need to be for the on death traits to hit. OH sword is optional, but I will get into that in the Weapon Review section.
*Deceptive Evasion (Duel 20) – Creates a clone on dodge. Does not have to evade an attack and only needs a target in range when the dodge is used. This is the bread and butter of this build since it typically allows you to summon four illusions immediately at the beginning of an engagement and basically acts as an additional skill cooldown to generate clones.
*Illusionists Celerity (Illusions 5) – Straightforward. This DOES stack with weapon cooldown traits and there are enough leftover points to pick up any weapon cooldown trait if you choose to do so.