So after playing around with a lot of builds, and after getting tired of constantly switching up my traits, I’ve settled on what I think is an ideal flex build that, importantly, allows for the use of the greatsword and staff, my two favorite mesmer weapons. Sure, there are times to switch to sword/focus, but for the most part this is a GS/Staff build, of which it seems there are not too many listed at the moment.
The basic idea of the build is that it allows for always useful swappable traits, with a few exceptions, namely GS Training, Deceptive Illusions, and Illusionary Elasticity. It also provides what I think is the near-optimal mix of direct and condition damage.
Basic build idea:
- Traits are 20/20/0/10/20
- shatter clones frequently, but in between shatters can put up 2 phantasms for a few hits as well as clones that apply conditions
- high crit for bleeds, and reasonably high condition dmg for confusion in wvw
- while the 20-level major traits are basically fixed, the 10-level traits can be changed easily depending on situation
- compensate for lack of vit/toughness with sigil of blood and, if you need it, omnomberry pie/ghost
- finally, allows for gs/staff play, which while sacrificing speed, provides for flexible and very survivable mid-far distance play
Domination: 20. Alternate btw I, III, IV, V, but generally always have X (greatsword training)
Dueling: 20. Alternate btw I, II, IV, but always have X (deceptive evasion)
Chaos: 0
Inspiration: 10. Alternate btw I (dungeons) and II, VI (pvp and wvw)
Illusions: 20. Almost all of the first 6 are useful, but almost always use VII (illusionary elasticity)
For armor, I generally run full Rampagers (power/prec/cond) armor with coral orbs, and then alternate btw rampager or berserker jewlery depending on whether I want a little more direct or a little more condition dmg.
For sigils, I use sigil of blood (lifesteal on crit) on the greatsword, and sigil of energy (endurance on swap) on staff. If you find that you need more health, you can run another sigil of blood on the staff too, but I like the additional clone on dodge when I switch.
Utility Skills: Blink and Null field, and then change the third depending on situation (decoy for pvp, arcane thievery when expecting condition dmg, feedback for dungeons and pvp, etc.)
Playstyle: Build is meant to be played at mid-long range (though sometimes getting close with staff to take advantage of chaos armor and pick up some winds of chaos boons is nice too). I generally start with staff, pump out a phantasmal warlock and a clone via phase retreat, cast a chaos storm, switch to GS and Mirror blade (a finisher in field), mind wrack burst, beserker, and then an illusionary wave if I need distance (though you often don’t even need it). Pump out a couple more clones via dodge at range, let the bleeds tick, and it’s often gg. For dungeons or veterans/champions, I generally move back and forth btw GS at distance and staff at close-mid range.
People often note that GS and Staff rely on different stats (power & cond). This is true, but this build allows for both, and while it may not have as high direct damage as full beserker shatter, it provides much more flexibility, and is fun as well. Moreover, it provides a ton of mobility, staff allows for some support, and the build gives you flexibility on when best to shatter (frequently, but not always, as both gs and staff clones remain useful in applying bleeds and cond/boons).
Drawbacks: Every build has some drawbacks, and this one is no exception. It lacks toughness to mitigate direct damage (whereas condition damage can be addressed with sigils, food, and/or utilities), thus requiring constant movement and you to be where the direct damage isn’t, which is what mesmer is best at (clones, blink, etc.). It also lacks weapon-based escapes for when pve fights are going against you (save for f3 shatter). GS and Staff can put some distance btw you and opponents, but almost every other class will be able to catch you if you run (which is why most mesmers run sword/focus and decoy in wvw).
tldr: GS/Staff is completely viable (so long as you keep a sword/focus in bag for travelling and occasional melee). This flex build gets the most out of GS/Staff, and most importantly provides a number of useful swappable traits that allow for direct, condition, or combination damage depending on the encounter.
(edited by Bunda.2691)