THE MULTI BUILD
Intro/Starter:
This build is a spec for a mesmer for 1vs1 WvW fights, dungeons and general PvE, can be used in zerg wvw. It is a mix of superior high toughness with moderate damage, and critical hits. Refrain from any rude or flaming comments.
UTILITIES AND ELITE
The healing skill you use can be of your choice, it does not affect this build greatly.
Utilities: You will need stealth skills for more survivability. Use Veil and Decoy as your stealth skills covering 2 utility slots, they will be handy in escapes and surprise attacks. Make use of the fact that Veil is a combo field! Use your physical projectiles and leaps on it. Use Blink as a form of quick escape, more efficient when use in stealth, as of you can blink behind your enemies in retreat while in stealth, and continue going that direction, and they will be chasing the wrong way.
Elite Skill: Mass Invisibility is more of a choice if you are roaming or PvE’ing. It is a powerful stealth skill, and can be great for escapes or suprise attacks. Since of its cast time, its best to use a minor stealth skills Decoy or Veil, and using Mass Invisibility while in stealth from those skills.
ARMOR
All armor must be knight armor, to start of the multi damage/defense build, (Power, Precision, Toughness). Use a full set of Earth runes inside them as of protection is used a lot in this build and reflection is important, as well as additional toughness.
WEAPONS
All your weapons must be Knight-type as well. (Power, Precision, Toughness).
Staff (Sigil of Hydrometry) This is your defensive weapon. You find that you are outnumbered, or getting hurt badly. Your nearby foes will be slowed for 3 seconds thanks to your sigil when you switch to the staff. This will enable more time for escaping or maneuvering. I recommend placing a Chaos Storm around yourself and your foe, then using Phase Retreat for more defensive ability. Soon as you use Phase retreat, you are ready to start running. The phase retreat use while in the Chaos Storm will provide you with Chaos Armor, so when the enemy starts hitting you, they will only help you by giving you speed and health regeneration.
Sword and Pistol (Sigil of Battle, and Sigil of Perception) These are your offensive weapons, use them at the beginning of fights, or when you are winning. Use the basic sword tactic, double use of #3 and then a good Blurred Frenzy hit to cause damage, and if you see your enemy coming, and you are both running up to each other, use Phantasmal Duelist first thing when your enemy is around 1300-1400 range, its your start burst and a 1s cast, also applying multiple stacks of bleeding for your enemy to suffer the full duration of unless removed. When in retreat, occasionally using Sword skill #3 is a good way to slow your enemy when they are pursuing you, and using Blurred Frenzy as a source of invulnerability. Pistol Skill #4 & #5 is also very handy in ethereal fields (Veil or Chaos Storm) to apply stacks of Confusion. Make sure your duelist will fire within the combo field area though or confusion will not be applied.
TRINKETS
To make the precision worth it, you will need some crititical damage to match it. The karma merchant in Straights of Devastation, Temple of Balthazar has Cavalier’s trinkets. These have moderate power, high toughness, and critical damage, these will be needed also. Thanks to the recent patch, instead of adding crests of the soldiers, we have the Azurite jewels for more toughness and power, yet adding some health. Use Azurite jewels in all of your trinkets.
TRAITS
Domination – 10 points; Trait III.
Dueling – 20 points; Trait II, and X.
Chaos – 30 points; Trait III, X, and XII.
Inspiration – 10 points, Trait IV.
Illusions – 0 points.
END OF PART 1
Elementalist Mesmer Ranger
Sea of Sorrows