How to play a Mesmer in dungeons
I have spent close to 800 hours playing a Mesmer (for a total of over 3000 hours in game time so far). I see so many bad Mesmers in dungeons that I think it’s time I write a guide on not just how to build a Mesmer, but how to play one effectively. This guide will spend less time on builds and more on explaining the how and why of playing a Mesmer (though builds and weapon choices are still discussed).
The Mesmer fills several important roles in dungeons:
- Controlling and positioning the enemy, primarily through effective use of Temporal Curtain
- Mitigating and enhancing damage through reflections
- Boon and condition management, by removing conditions on your team, enhancing your teams boons, and removing boons from the enemy
- Speeding up runs through use of portal
While the Mesmer is by no means a “mandatory” dungeon class, it is often highly beneficial to include one because of its aforementioned versatility.
Slot Skills
There are some utility skills that a Mesmer will find more useful in dungeons. Switch out your utilities when necessary. Here is a list of what I use most often:
On my utilies bar almost all the time, no matter what:
- Feedback
On my regular rotation:
- Mantra of Concentration (Stunbreak and stability)
- Mantra of Resolve (Condition cleansing)
- Null field (Condition/Boon management)
- Blink (Stunbreak)
Occasionally used:
- Signet of Inspiration (For copying boons)
- Portal Entre
- Veil (for runs)
- Illusion of Life (Useful when pugging Arah)
- Mirror Images
- Decoy
Rarely used, but still used for some specific encounters
- Mimic
- Phantasmal Disenchanter
As for healing skills, what you use depends on your builds. If you are using mantra damage multipliers, go with the healing mantra. Otherwise, take ether feast. For Elites, Time warp is ideal most of the time, but for some runs mass invisibility is preferred. Any other skill aside from these 2 is usually a waste of your elite slot.
Traits
There are some traits that are mandatory for a Mesmer in dungeons. They include:
Minimum 20 Inspiration for:
1. Reduced recharge on Glamour skills
2. Reduced recharge on focus skills, while granting them the ability to reflect projectiles
In an organized run where need for reflects is minimal and can be provided by a guardian, it may be acceptable to put 10 into Inspiration.
Minimum 20 Dueling for:
1. Permanent vigor on crit
2. Reduced cooldown on sword skills
3. Reduced cooldown in pistol skills
4. Clones on dodge, which help immensely with maintaining 9% damage (if you have 10 in illusions)
15 in illusions is also a very strong choice to gain access to Illusionist’s Celerity and Compounding Power.
To maximize reflect damage, you want to get as many % damage increases as you can. The rest of your points are preferably distributed into Illusions (for 9% bonus damage with illusions) and Domination (for some additional power, increasing illusion damage, or enhancing your shatters), along with optional enhancements to the Dueling and Inspiration lines. The Chaos trait line offers very little for dungeons, so points in it are generally a waste.
Armor and Weapons
Colesy gives an excellent breakdown of the Mesmer weapon types and their strengths and weaknesses in this thread. https://forum-en.gw2archive.eu/forum/professions/mesmer/Guide-PvE-Dungeons-Phantasm-build-s/first As such, I will not spend much time covering this, as it has already been covered.
A Mesmer, optimally played, will use a sword mainhand and alternate between focus, pistol, and sword offhand a majority of the time. There are some situations where a ranged weapon is necessary or preferred, in which the greatsword can be used as a secondary weapon. However, use of the greatsword should be minimized, as the weapon has low DPS and its other abilities (aside from the Phantasm and push) are generally not suited for dungeons.
If you are going to be running dungeons a lot, you will almost never need a torch, staff, or scepter. I like to carry at least one of every weapon in my inventory, but the use of these three weapons is rarely, if ever optimal in a dungeon environment. The torch is sometimes used for additional stealth on runs or blasting might, but it is never used in actual fights. Unless you are soloing a dungeon, there is almost never a situation where the staff or scepter is an optimal choice.
With permanent vigor, invulnerability on the F4 shatter, a 2.5 second evade with blurred frenzy, and a block on offhand sword, the Mesmer is actually one of the most durable professions in dungeons in spite of wearing light armor. Wear full berserker or assassins gear, and if you time your dodges and skills properly, you will take a minimum of damage while dealing maximum damage.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
(edited by TheKillerAngel.3596)