Ultimate flex build -- gs/staff

Ultimate flex build -- gs/staff

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Posted by: Bunda.2691

Bunda.2691

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)

Ultimate flex build -- gs/staff

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Posted by: Esplen.3940

Esplen.3940

Elasticity seems only useful on GS when combined with GS4 as it won’t really bounce back to you if you’re max range.

Ultimate flex build -- gs/staff

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Posted by: skcamow.3527

skcamow.3527

Bunda, agreed, I love running with GS/Staff with a condition based shatter build. I posted a build on this other thread.

https://forum-en.gw2archive.eu/forum/professions/mesmer/Berserker-vs-Rampager-staff-shattering

While we both base the build off Rampager’s armor, your differences in traits are interesting, going with 10 inspiration. I personally liked the 5 in Chaos for extra regen/survivability and toughness/boon duration.

Build changed slightly since that post. I don’t sacrifice speed since I use Centaur runes and thus use mirror heal and earth sigils to synergize with the runes.
http://tinyurl.com/a6bp7t3

You have a solid build here IMO.
Questions-
What do you use for trinkets and weapons? All Rampager’s? I personally mixed those up to get respectable precision/vitality/toughness.
What is your condition damage? I run at about 700 base which gets buffed with tons of might I’m constantly giving myself w/GS and Staff, plus shatters, plus food (Bowl of Meat Winter Vegetable Stew).
Also you mentioned PvP-how does this build hold up there?

Kortham Raysplitter (Yak’s Bend)

Ultimate flex build -- gs/staff

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Posted by: Bunda.2691

Bunda.2691

Skcamow — yeah, I’m glad to see that others are appreciating the gs/staff combo as well

For trinkets I kind of mix it up depending on the fight (sorry, annoying answer I know, but that just kind of goes with the flexibility of the build). If it’s a fight where I’m not worried about taking damage or where conditions are less important, I’ll go berserkers. If I know I’ll be taking some damage, I’ll cut back on crit/condition for some vitality. I guess I should have mentioned that another downside of the build is that it requires a lot of bag space dedicated to alternate gear.

I think condition dmg is ~700, though again, it mostly depends if you are using full rampager trinkets, which I’ll sometimes switch out.

Build works great in sPvP in 1v1s or 1v2s. Anything more and you start having a little trouble as it can be hard to run if utilities are on cooldown. WvW is a little more annoying as it requires the focus for travel (though focus has lot’s of utility besides), but in zergs or fights the build is great (lets you keep distance, can lay down a ton of ethereal fields and has 2 finishers to spread confusion; there’s nothing like laying down a chaos storm or null field or feedback on a zerg followed by gs4, gs2, and then f2, and watching the mass confusion damage spike).

Ultimate flex build -- gs/staff

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Posted by: Asuka Shikinami.5462

Asuka Shikinami.5462

I normally use GS as main weapon and sword/something else off hand. Started running staff in off hand yesterday to try it out – absolutely love the build. The flexibility works so well for WvW, using staff defensively then when you are in a good position switch to GS.

20/20/20/0/10

Would be nice to have elasticity but I like the chaos line to much to drop points from (being able to quickly add the jumping trait plus the minor traits for defense against unseen burst helps). Knight armor, beserker weapons, mixture of beserker and Valkyrie trinkets – so a mixture of offensive and defensive (Sigil of fire on both weapons for the AOE burst, centaur runes for swiftness) . Little focus on condition damage, but as GS is the main damage source the direct damage stats make up for it.

I like the ideas in the first post, will try this out with some rampagers gear to see how the condition damage and added precision works.

After I’m elected, bribing me will be considered a “gold sink”
- John Smith

Ultimate flex build -- gs/staff

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Posted by: Zadarh.1932

Zadarh.1932

I use gs/staff in wvw 0/20/0/30/20 berserker armor + weapons. I use sigil of Fire on gs for extra dmg and when I’m about to get swarmed I switch to staff with sigil of hydromancy (buys me 3 secs to put out clones/run/say goodbye).

I have restorative illusions to trickle in some hp but the majority of my build centers around the fact that NO ONE can fight a Zerg alone. If I get attacked by a Zerg I die 4 secs faster than if I had a bunch of toughness.

I win a fair amount of 1v1 and get a very healthy amount of bags in wvw.

~Gw2 Machinima, WvW Tips & Much More~
https://www.youtube.com/user/SuperJunkShow

Ultimate flex build -- gs/staff

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Posted by: Knoclin.3180

Knoclin.3180

Ill try this build out, been looking for decent build for months and couldn’t find anything that I like the most, I always come out like a snowball strong but easy to take down.

Ultimate flex build -- gs/staff

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Posted by: Xolo.3580

Xolo.3580

I ran Rampager gear with GS for a long time and recently switched to Berserker. Damage-wise I find Berserker to be better, since Staff doesn’t lose much DPS with high Power gear (though I still use Rampager stats on Staff because it doesn’t affect GS). Condition dmg does absolutely nothing for GS outside of illusion bleeds, and Sigil of Earth is not a strong enough converter mechanic.

Ultimate flex build -- gs/staff

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Posted by: Ironvos.9014

Ironvos.9014

I run a 0/20/30/15/5 gs(sigil of blood)/Staff(sigil of bloodlust) build
Gear is a mix of soldiers and knights, rune of hoelbrak and poultry and leek soup for -56% cond duration.
Its a very durable and versatile build and can put out a decent amount of damage.
Allows me to easily survive in the wvw zerg and its great in small teams.

Far Shiverpeaks
Luna Solares – Mesmer

Ultimate flex build -- gs/staff

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Posted by: rchu.8945

rchu.8945

I ran Rampager gear with GS for a long time and recently switched to Berserker. Damage-wise I find Berserker to be better, since Staff doesn’t lose much DPS with high Power gear (though I still use Rampager stats on Staff because it doesn’t affect GS). Condition dmg does absolutely nothing for GS outside of illusion bleeds, and Sigil of Earth is not a strong enough converter mechanic.

hi,

is GS your default weapon, I mean the one that you have out most of the time?

Sanctum of Rall
Pain Train Choo [Choo]
Mind Smack – Mesmer