I have 3 main PvE builds that I go into town and re-spec for, depending on what I’m getting into (I miss GW1 build templates). This one is pretty new for me, basically focused on ally support during group events like world bosses, zergs etc. The others are far more damage-oriented, and I like to experiment with other builds from time to time too. Basically my job with this build is to keep my allies standing, condition-free and DPSing. I keep them going so it’s easier for them to focus on taking the enemy down. If there’s a Guardian in the group too, even better.
I like how it works so far (very few downed allies for Dwayna temple, FE, Shaman etc) but I feel like there are some tweaks that could make it better; not really looking for a major overhaul. Anyway, I’m throwing it out there to the Great and Gorgeous Mesmer Collective for suggestions.
Human male, lv80
DOM 0
DUEL 0
CHAOS 20 II, X
INSPIR 30 IV, VII, XI
ILLUS 20 III, VII
(All equipment lv80 exotic with superior upgrades unless otherwise noted)
Staff: Dire, sigil of Rage (came with staff, sigil can definitely be changed)
Scepter: Carrion, sigil of Corruption
Focus: Assassin’s, Major sigil of Bursting (superior = $$$$)
Armor: 5x Soldier’s, 1x Rabid, 6x rune of the Pack
Trinkets: 2x Rampager’s, 1x Soldier’s, 1x Carrion, 2x Celestial (one is Ascended ring)
Skill6: Antitoxin Spray
Skill7: Phantasmal Disenchanter
Skill8: Signet of Midnight
Skill9: Signet of Inspiration
Elite: Avatar of Melandru
You can see this build has lots of AOE boons & condi removal, while inflicting conditions with pretty much everything else. The armor is basically PVT with added condition damage, the same trinkets are shared across all my builds. Antitoxin Spray isn’t much of a skill for the 25 SP it cost, but for this kind of build it does what I want it to do. I love Null Field and use it in the other builds, but that’s a single cast and long cooldown — Shattered Conditions gives me 4 instant-cast PBAOE condi removes plus whatever the Antitoxin cleans up. The signets are left passive until I have a good stack of boons, then hit 9 to copy them over to allies. I don’t rely on the illusions because they’re basically just ammo for removing/inflicting conditions (and scepter clones are disposable trash anyway), so I let them get in one or two hits then Fkey as soon as I have 3 of them. The only one that’s really worthwhile is Phantasmal Warden so it’s usually the last cast before switching back to the staff.
I’m not completely sold on the runes of the pack, but the %chance boons that go to nearby party members when I get hit mesh well with the build design overall. The swiftness boost leaves me with only about 4-5 seconds of slow movement rate after Temporal Curtain wears off before I can recast, and the Signet of Inspiration grants swiftness very often as well. Mesmers are insanely slow but I can’t afford Traveler runes on more than one armor set, so this was a compromise.
Playstyle: stay at a distance from the target enemy if possible, but sticking close to allies is much more important. If they’re at melee-range on the enemy, I drop a Chaos Storm on them, run in and transform to Melandru and run thru those skills. When the transform drops, Phase Retreat to get some distance then lather, rinse, repeat. If there are trash adds, toss them around with Into the Void. Heal, shatters & signets pretty much whenever allies are nearby and the skills are ready. It’s kind of hard to describe exactly how it all fits together, but that’s close enough to give you an idea at least.
The DPS is minimal so this build is more or less useless for solo play, but that’s not the idea anyway. For what it’s meant to do, I think it does reasonably well but probably could be better.
(edited by Teknomancer.4895)