Little help with Builds; I've read the basics so far.

Little help with Builds; I've read the basics so far.

in Mesmer

Posted by: Chuckles.8153

Chuckles.8153

Just rerolled from an 80 Engineer (pvp on him was just too straight forward), and chose mesmer after reading a lot of the threads on here. I’ve watched some videos, both sPvP, and PvE videos (including the great comprehensive videos that were made introducing the class).

What I’m having trouble is working out viable builds, but more importantly understanding WHY they are viable.

Why do people choose to stack certain stats like power, or crit, or condition on certain builds.

If you guys could explain this to me by submitting the build and explaining why it works that would be a great help.

Thanks for your time.

Little help with Builds; I've read the basics so far.

in Mesmer

Posted by: Temariah.9372

Temariah.9372

http://gw2skills.net/editor/en/?fgUQNAW8dlwzipXTzhGZNJi5DE35DRHKFYn3VSBudhA;TsAA1CtokyIlQKbVOpkStKYAyuAA

Alright, this is my build, and I use it for PvE and PvP and everything else under the sun. I’m head over heels in love with everything about it and can’t imagine playing another build on a Mesmer. So here’s why. Make sure to have the page open so you can see what I’m talking about, as you may not be intimately familiar with all the traits and skills.

So, the focus of this build is survivability, in every way, against everything (with only slight problems with condition builds, though this usually isn’t toooooooo bad). The damage comes from mediocre spike with Blurred Frenzy + trapping the opponent inside my Warden with various skills, annoying (not deadly) conditions, and iWarlock.

I really think it synergizes very well with itself.

First off, I have amazing clone production for several reasons: the adept minor trait in illusions reduces the cooldown of all illusion summoning skills by 20%, which is quite noticable. Also, my dodges create a clone, which is fabulous ever since Anet made it so that clones do not overwrite phantasms when possible. (used to be a problem!)

Secondly, I have several abilities that are more powerful with more illusions, such as Ether Feast (heals more for every illusion, for quite large amounts of healing overall) and Compounding Power (a trait in illusions). Now the reason that I didn’t get the other two traits that increase stats with more illusions was because I do not feel like I need more defense at all, and also the spare times when I would need more defense are when I am losing the battle and my clones are dead, making that specific trait pointless when I need it. The other trait increases speed with more illusions, and the main time I want this is OOC to move faster, but since you can’t summon illusions without a target (typically this means you’re in combat) this is pointless for what I want it for.

Also, not only am I staying alive a long time, so are my phantasms. I’m not sure how your toughness and vitality translates to your phantasms, but I know that you power does so I’m assuming (until proven wrong) that your toughness also translates to illusions. Since I have the utility signet and the inspiration trait that increases illusion/phantasm health, clones have about 8k HP in sPvP and phantasms have ~6k (thoroughly tested, not sure why phantasms have less…) My phantasms have retaliation due to the adept minor trait in inspiration, which isn’t game-altering but it’s nice when your little shinies have so much health.

So here’s how my battles usually go in sPvP.

I’m assaulting a point, and chaos storm is off of CD. I’ll usually try to lay the chaos storm as much on the point as possible. If I’m very far away I’ll blink into it so that I can phase retreat and get my chaos armor. If I’m closer I just run into it while I shoot bolts and summon up my Warlock. This gets the damage going. If the opponent stays on the point, I usually swap to sword+focus and summon up a beautiful warden (favorite skill!!) Since the warden is stationary (for the most part. He moves a LITTLE bit when the target leaves LoS, but due to his attack speed being buffed by phantasmal haste, he can’t move much) he is absolutely perfect for getting regen and protection every ~6 seconds. Also, having the warden there makes it so the opponent can’t do their aimed projectiles, as Warden absorbs them, so they really have to come closer. Once they come closer I’ll illusionary leap and blurred frenzy (hopefully sticking them in the warden as well!) for some decent burst.

One thing I will note that is vitally important about this build is to USE ARCANE THIEVERY, basically as much as possible. It is my only condition removal, but it is powerful. Very powerful. Make sure that the target does not have aegis and that you are not blinded before using, sometimes I’ll immobilize them with illusionary leap or temporal curtain to ensure they can’t dodge my thievery, since it has a pretty long CD.

Also, phase retreat is incredible. It can be used while stunned, knocked down, crippled… and it teleports you back (not much, but it’s enough to get you out of a Hundred Blades, or Pistol Whip, which are both powerful). I always make sure that I have either blink or phase retreat off CD at all times, except occasionally when opening. Don’t be caught in a cheesy combo with no escape!

Temariah Dawnsong – “A new dawn is coming; sieze the day.”
Leader of The Harbingers of Serendipity [LIFE] : Fort Aspenwood

Little help with Builds; I've read the basics so far.

in Mesmer

Posted by: Kelthien.8593

Kelthien.8593

The above build is definitely a good balanced one!

I’ll try to add some more info.

Mesmer builds, like many builds, are focused around buffing a particular mechanic. Most common builds I’ve seen center around:

-Strong Phantasms
-Strong Shatters
-Effects on clone death
-Support

Of course, this is not the entire set.

Phantasm builds will usually try to nab several of the Illusion/Phantasm cooldown and damage-boosting traits. They’ll often get Fury in the dueling line, at least 5 in Illusions, and sometimes a weapon cooldown skill as well. They’ll pick weapons based on Phantasm strength (meaning they’ll ignore the stupid Torch phantasm). Stat-wise, I see a lot of people go power/precision, as those seem to transfer to phantasms pretty well.

Shatter builds rely on creating an army of illusions and shattering them. 30 in Illusions to buff shatters and mind wrack. 10 in domination for 20% mind wrack damage. And usually 20 in Dueling for the “clone on dodge”. You’ll also notice in that tree the 15-pt minor trait that causes illusions to Bleed on crit. Because of this, and the volume of clones, these builds often focus on crit chance. Pistol, focus, and Greatsword are favorites of this type of build as the phantasms have a chance to stack bleed with each hit and all three attack multiple times per volley.

Clone death builds usually nab 10 in Domination for clone cripple on death, 25 in dueling for confusion on illusion (which includes phantasms) death, and 10 in Chaos for a random condition (Weakness, 3x Bleed, or 3x Vulnerability). These folks roll around, dodging and pumping out clones. They rarely shatter and always try to keep the enemy’s attention on a false image. Many favor a MH Sword as the melee-range clones maximize the effects of clone death. Ranged weapons like Staff and Greatsword create clones far away from enemies, putting them out of range of the AoE death effect.

Support builds pump points in to Inspiration for regeneration auras around phantasms. they’ll also usually nab the 20% reduced cooldown for Focus since it reduces cooldowns as well as causes focus skills to reflect projectiles. Beyond that, many pick up glamour cooldowns and maybe glamour skills blinding. Weapon-wise, Scepter is a great choice as it’s ranged and provides a low-cooldown blind with the skill 2 attack chain. Support builds choose staff as well. The bouncing attacks and boon/condition application make the weapon stand out as a great match for a support-oriented build.

As I said, there are many different builds and play styles! These seem to be the most common I run in to. :-)