Sorry if you seen this somewhere before, but I feel like posting this at other place can be a bit derailing to their topic. So I’ll make a topic here to get some feedback about this build. Because I’m lazy and I just posted similar stuff before I’ll just copy it here
This is the full mantra build I came up with couple of weeks ago, more useful when stacking with pug commander (when you’re not running with guild and lack the role to gank backlines).
http://gw2skills.net/editor/?fhAQJAWRl0npYtloxGNcrNiphcqqkOwhBle0lFA-TVCBwA5UX4sSQsKDAcJA8q0DnKNeeCAO3fQvuASBExwI-w
As you can see I balance zerker/soldier/cavalier to achieve 2432 power (plus 250 from npc kills), 2438 armor, 18222hp (plus 2500 from npc kills), 50% crit chance and 209% crit damage, so damage wise isn’t too bad.
With protective mantra I can achieve 3k total armor when channeling mantra (equivalent of support guard in knight armor), which channeling MoP will probably take up most of my time when my weapon skills are in CD. The channeling in this mantra build can make it awfully boring in zerg, but 2.7k power, 3k armor, 20k hp, 50% crit chance and 209% crit damage is really really high in mesmer standard, almost the same as what you see in warrior.
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Your job is to stay at midline, avoid people ganking the backline or CC load in the front line. Your weapon and utility skills have a rather long range and can avoid reflect. Maybe not too far from utility bot, but more offensive utilities than purely VEIL! VEIL! VEIL!
MoR provided 7.5k healing and 6 condition removals. This is kind of stating the obvious but unlike other healing skills we can adjust how much we want to heal. Just need to be careful when you have full condition set on you covering your poison. Those covering conditions can potentially make all your healing reduced by 33%.
MoP will be roughly 1k damage (2k-2.3k crit damage) when you have guard killers and 3+ might from weapon swap. So ideally 3 charge attacks give area 6k damage in just 3 seconds. Not bad in tagging or damage. Best of all people can’t walk away from the damage like in AoE circle.
MoD has 5s interval of stun/dazing opponents, aim for the enemy cmdr when stability isn’t on and you’re likely to get 2 people stun. This is helpful in disrupting your opponent when they’re stacking and with multiple mesmers doing this we can get a long tail at enemy zerg. During MoD’s 24s recharge you can use weapon skills to do damage or further CC.
Veil can be changed to mantra of stability if you’re unsure about this lack of stun breakers. If you’re zerg already have other mesmers using veil then by all means go for some form of stun breakers. I mentioned mantra of stability because it’s a 3 times stun breaker, even though the short duration makes it less reliable in stability.
Mass invisibility is more of your last escape if your zerg lost the battle. Why? Because this build lacks flexibility and is very much tied to the zerg. If you’re zerg if failing then you severely lack the ability to escape. But ofc we all want to win the battle or fight to the last man so you can swap to time warp if you want.
Probably most of the time you’ll be charging mantras, this is where protective mantra truly shines compare to deceptive evasion. DE isn’t the best skill to use when in zerg and protective mantra makes you awfully tanky when charging it. Just think about 3k armor, Mesmer dream! You, however, need to avoid cc while charging mantras, that means stay out of warriors and static field.
Please give your feedback on this build, it helps me improve it or at best know its weakness more. I know channeling mantra is a really boring process but I’d like to know more :P
(edited by NICENIKESHOE.7128)