I recently picked up mesmer again after a few month break from it. With the new update I created a build based on AoE disruption and the new buffs to mesmer interrupts. The build is meant to be used in zergs and such to aid you team as well as satisfy the selfish goal of copious amounts of loot bags.
Pros:
lot of tagging -> badges
aoe interrupts
ridiculous might stacking
disrupt enemy zerg
Cons:
If you are solo trying to get back to the zerg you are pretty helpless, build is focused on being in the backline and aiding not being the duelist the mesmer was built to be
Here is a link to the version of the build I prefer to run, however as I mention below there are some variations which can be used
http://gw2skills.net/editor/?fgAQNArdRlwzqqHVzhGa9IxJFMf5oeAeszdSKMNqB-jkyAYLIkWAJIgkFI6DQ+rIasthioxqWwUlER1ejioVLFQEjBA-w
Weapons:
To start off I looked at weapons which could tag many enemies as well as provide aoe control, this led me to the GS for its piercing auto-attack, 5 skill interrupt(30s cd), The focus for the #4 skill to aoe pull and interrupt (25s cd) and the staff for its bouncing attacks and #5 skill which has a chance to inflict daze to enemies within it(35s cd)
It’s a matter of preference which to take, the staff has highest cd on the daze but if I’m correct it does not suffer from the target limit that gs #5 and focus #4 do as a result of it being a field not an attack. I went for the GS for its piercing autoattack and 5 skill and the focus because both provide the ability to disrupt the enemy zerg’s structure and make them more spread out which will make them less organized and give your zerg the upper hand.
Also, if I’m taking focus I generally also take scepter as that is ranged and I believe the 3 skill pierces. Also it helps generate clones for shattering
Traits:
Now there are a few traits we really want for this build to be effective. First we want halting strike to deal substantial damage to all enemies when we aoe interrupt and such.
Second we want to go 30 into illusions for Imbued diversion. This means your diversion will hit 5 targets which is a lot of procs of halting strike. Not 15 procs though because it requires the daze interrupt them so some may be redundant, regardless it does not necessarily hit the same 5 people as each clone could affect the target and different enemies around the target. Then we also want illusionary invigoration since we are already 30 into illusions and that will give us an extra proc of diversion as well as emergency use of distortion.
The third trait-line we want to go into is purely preference. We can either go 20 into chaos for bountiful interruption which will allow us to keep up absurd stacks of might/boons
The alternative to bountiful interruption is 20 into chaos for Warden’s feedback. I personally like this one to support the zerg more, the reflection from 4 and 5 is great and our aoe pull will recharge more.
Now the 10 points I put into into confusing enchantments to add to my aoe damage and tagging, however you can place those wherever you desire including greatsword training to enable the use of those skills more frequently.
Utilities:
For utilities I have null field, feedback and signet of illusions. The glamours are for team support and to apply confusion to enemies. The signet is to give my illusions more health so they can get to their intended shatter target as well as provide me an extra use of diversion if desired.
Armor:
I don’t quite know what armor is best, I’m running rampagers and berskers jewelry only because I just picked up mes again and that’s what I had on my mes before. So this is up to you
Weapon sigils:
Again I do not quite know what is best here I would like to do more testing with this. Fire is good on GS for its auto attack and the aoe damage that gives. I like energy sigil on scepter just for extra dodge.
Gameplay:
This build is very good at tagging and interrupting in a zerg, it is meant to be used from backline to increase damage of greatsword and because we do not need to be in front. When using skills like gs#5 or focus #4 I would suggest positioning them so that you are moving people away from the body of the zerg and not all toward the center as I find that this tends to be very effective in ruining their organization and such.
Conclusion:
I have just come back to mesmer after a large break and I by no means claim to be a good player so I would love any constructive critique on this build. It’s not fully fleshed out and could use some more structure in terms of the armor and such. If anyone tries this out I would love to hear your opinions on it.