I was playing around with the build editor today at work and tried to come up with a good skirmishing\ roaming\ scouting build for WvW.
You have a few roles as a skirmisher:
• To get in with your organized group, work together to bring down enemies fast, leave, repeat. Organized groups work much better together than zergs, as they are unorganized. What this means is that even when the odds are not in your favor, a top tier small squad can take out a group many times its own size.
• Making tactical decisions that help your world (capturing camps, towers and such) or your zerg (i.e. Your zerg is trying to take a tower, and the enemy is focused on the front gates because the whole zerg is there, your squad can teleport in and attack from behind, or even go for the lord.)
• Scouting ahead for your zerg, helping decide what routes to take and what camps, towers, or keeps to try and take.
• Taking up tactical positioning (i.e. between an enemy way point and the enemy group.)
What I aimed for:
• Extremely high mobility, both in combat and out of:
This is for roaming, of course. The need to get in and out of tough situations as well as high in combat mobility for survivability (you are wearing full zerkers), as well as a mobility oriented play style. As you can see this has consequence, food for boon duration, traited focus 20% reduced recharge rate, 10% movment for each clone etc. Zerker gear helps with the damage and crit but as you can see, centaur runes and air runes for that perm swiftness you will need in a small manned team. Also Focus skill #4 has a great effect, being able to pull in enemies. Added blink and teleport for quick takedowns and escapes before enemy notices.
• Zerg breaking options:
Let’s face it, even low tier servers have way too many zergs running around, and if you happen to get caught in an enemy zerg while deep in enemy territory you’re going to have to start way back at your way point. For this reason, I added a greatsword to this build as the #5 skill can be very useful for knocking back enemies and fleeing. I also juggled the idea of a staff as a retreat weapon but decided to go with the greatsword because skirmishing is a mobility and burst spec, and greatsword has more of that than the staff.
• Relatively high damage and burst:
This is a must for skirmishing. Unfortunately this build has little of high damage, but with pretty high crit% and crit damage. You wil do much less damage than your typical glass cannon, as mobility comes with a cost. Still, you aren’t the worst off, and will be able to handle yourself pretty well in xvs1 situations as you are very mobile, dodgy, and… well you’re a Mesmer, the point is to trick people.
• Basic defensive survivability:
This is why I put 10 in the chaos line (10% boon duration too). The regen at 75% and chaos on falling dmg are really good traits for wvw.
This build was made to be very mobile while having a decent damage output. This is meant to be good in small teams, usually 5 or 6 at the very most.
This is pretty much my first build, go easy on me.