Personally (as of 10/1/13):
I'm running the 0/20/0/20/30 sPVP build as it is for sPVP, switching the conditional removal heals for glamour mastery for WvW. I like the focus way too much now.
If I was to do FOTM/dungeons I would run the 20/20/0/25/5 build with lyssa runes and most likely staff instead of greatsword. Carry both anyway!
My old set of armour was Rampagers (Prec/Power/Cond) with centaur runes + Rampager Trinkets. It's very all rounded so it's nice on mesmers who are fiddling around with weapon/trait builds.
My current WvW set is Soldier (Power/Toughness/Vit) + Lyssa runes, but I kept the Rampager Trinkets since I might as well only replace with FOTM gear.
sPVP
Quote
I'll start off with some general builds:
Burst Damage Mesmer:
http://gw2skills.net...GbMuYkxs Y8xECA
All rounder Mesmer - Less burst, more bunker:
http://gw2skills.net...yh6B2BefXJF42FC
General Ideas:
Sword/Pistol + Staff is the best combo:
<Pistol #4 + Clone Dodge + Sword #3 clone + Pistol #5> <Sword #3 leap> <Sword #2> <Mind Wrack>
If it is a spammy class (eg thief):
<Mirror Image> <Cry of Frustration>
Defensive combo: (Often chained after burst damage combo)
<Staff 5 + Staff 2 + Staff 3 + Staff 4> <Staff 1 Autoattack or Staff 2 if still being focused>
Feedback isn't too useful as people usually just roll out. Ideally you want to place it right over the capture points as you stand in it, but that requires the target to be there first.
Null Field is useful if enemy team has a condition spammer.
Portal for maps that have a long travel distance between points - basically all except Legacy of Foefire.
Usually it's a toss between Time Warp and Moa. If you're going to have 2 others with you, then Time Warp is generally better.
~~~~~~
Update 4/1/2013:
Bunker/Utility build:
http://gw2skills.net...IXRyiGfc 49xECA
Focus - Curtain to mass interrupt/pull, reflect and team speed boost. Warden primarily for defensive reflection and regeneration, but the potential damage isn't to be ignored if on stationary bunker targets.
Lyssa Rune - The much needed condition removal and buffs. Precision provides enough critical for the vigor and dodge clones - we're not really going for the bleeds here.
Soldier Amulet: Power, Toughness, Vitality - built to last.
Burst Damage Mesmer:
http://gw2skills.net...GbMuYkxs Y8xECA
All rounder Mesmer - Less burst, more bunker:
http://gw2skills.net...yh6B2BefXJF42FC
General Ideas:
Sword/Pistol + Staff is the best combo:
- [li]Sword outshines scepter[/li]
[li]Pistol's iDuelist is the best single target Phantasm for stacking bleeds and not dying instantly.[/li]
[li]GS does more damage if the enemy remains far - which does happen. Staff has better CC/conditions and defensive skills.[/li]
<Pistol #4 + Clone Dodge + Sword #3 clone + Pistol #5> <Sword #3 leap> <Sword #2> <Mind Wrack>
If it is a spammy class (eg thief):
<Mirror Image> <Cry of Frustration>
Defensive combo: (Often chained after burst damage combo)
<Staff 5 + Staff 2 + Staff 3 + Staff 4> <Staff 1 Autoattack or Staff 2 if still being focused>
Feedback isn't too useful as people usually just roll out. Ideally you want to place it right over the capture points as you stand in it, but that requires the target to be there first.
Null Field is useful if enemy team has a condition spammer.
Portal for maps that have a long travel distance between points - basically all except Legacy of Foefire.
Usually it's a toss between Time Warp and Moa. If you're going to have 2 others with you, then Time Warp is generally better.
~~~~~~
Update 4/1/2013:
Bunker/Utility build:
http://gw2skills.net...IXRyiGfc 49xECA
Focus - Curtain to mass interrupt/pull, reflect and team speed boost. Warden primarily for defensive reflection and regeneration, but the potential damage isn't to be ignored if on stationary bunker targets.
Lyssa Rune - The much needed condition removal and buffs. Precision provides enough critical for the vigor and dodge clones - we're not really going for the bleeds here.
Soldier Amulet: Power, Toughness, Vitality - built to last.
WvW
When I mention "zerg" - I mean battles with 20+ on each side
Mesmer WvW Zerg Build (Strong DPS + Reflection/Utility)
Quote
This build is based on being in large zerg battles due to following commanders around.
Hence:
1) Illusions get killed easily due to AOEs
2) Conditions countered easily due to many group condition removals and are useless against objects.
3) Ranged dps is preferred.
4) Reflection skill are at it's strongest here.
Armour:
Full berserker maximising critical damage would be most beneficial.
(Personally I have full rampagers, since I focused on a staff/gs build for dungeons/pve.)
Weapon choice: Greatsword + Sword/Focus
Greatsword: (Superior sigil of Strength/Fire)
Skill 1: Solid 3-hit attack. Does more damage the further you are, and generally you want to stay at max range.
Skill 2: Good DPS, has vulnerability/might. Is a projectile finisher.
Skill 3: Generally rarely used as casting it does not allow you to move. Removes a boon though, so it works wonders against skills that great only stability (eg. Dagger storm)
Skill 4: Your primarily damage skill. Phantasm summoned next to target instantly and does an AOE spin attack (2-6 hits). The AOE is random due to the direction the phantasm decides to go. Doesn't need line of sight but requires a target.
Skill 5: Good AOE interrupt skill. Push enemies into corners or into your team or even off cliffs!
Sword: (Superior Sigil of Bloodlust)
Skill 1: Normal attack. Does good damage but you don't want to be in melee much in zergs.
Skill 2: Immense damage on a stationary target. You're invulnerable to everything during the skill too, so it can also be used defensively to buy time for cooldowns.
Skill 3: Your primarily means of getting the target stationary. Clone cripples on attack, and swapping to the clone immobilises all enemies in a small AOE next to you.
Focus: (Superior Sigil of Bloodlust)
Skill4: Numerous uses: Those who pass though the curtain gain swiftness/cripple. Can be used to vacuum targets towards the curtain, but note it is a set distance, so they can go pass the curtain as well.
Skill5: Does ridiculous damage to stationary targets. It however too is stationary, so landing it on someone is hard (unless they're downed!!). Also absorbs projectiles.
I personally carry a staff around in case I need to roam solo for great survivability. Generally I'll replace S/F for Staff.
Traits: 20/20/0/25/5
http://en.gw2skills....O0CIpQ1StSKwtLE
Power traits:
Minors: Really are just bonuses as we want to grab the major ones.
Majors: 15% Illusion dmg for more power, which stacks with the 25pt trait in Inspiration. GS cooldown (stacks with 5pt Illusions) and the bonus +50 power again adds more firepower.
Precision traits
Minor: Vigor and bleed are good bonuses to a build based on power/precision.
Major: Fury on phantasm - the damage for GS #4. Clone on dodge is immensely useful in both offence and survivability.
Chaos traits:
None taken here as these are mostly based on conditions/boons and personal defence.
Inspiration traits:
Minor: Retaliation sadly is overwritten by phantasmal fury at this stage. But it should work and would be nice to have. Regen to allies is very nice, but note the phantasms created often die too quickly anyway. Phantasmal strength is the great one to grab, as it stacks with the power trait.
Major: Glamour cooldown is reduced, namely for feedback and portal/null field. Both our focus skills now reflect projectiles and have reduced cooldown!
Illusions:
Minor: Just for the reduce cooldown. Shatters don't work well with clones/illusions dying rapidly in zerg fights.
Utility Skills
1) Blink: Your #1 escape skill. It removes target lock similar to stealth. Decoy doesn't get you out of AOEs/immobility.
2) Feedback: Reflection! Ethereal field combos for Chaos Armor, and confusion!
3) Null Field or Portal. Null field provides another useful field and remove conditions. Portal is simply great if on vent to do portal bomb/drops.
Elite Skills
Moa Morph: I use this when roaming solo since it is overpowered in 1v1 and the other elites are group based.
Time Warp: Great skill - but I'll only use with guild/vent, since most pugs think it is bad and stay outside it.
Mass invis: Generally a great skill in rushing in, so enemies will need to re-target us (+/- GW2's rendering issues), it's fool-proof unlike time-warp for pugs.
Playstyle, skill combos and advanced techniques
I'll add to this later. I've been afk in wvw for quite a bit writing this!
My comments:
I've found this to be much better than my previous builds. Namely 20/20/0/0/30, 10/20/10/0/30 and 0/20/20/0/30. It should be more useful than the mantra build too (30/30/0/0/10) due to the utility skills we can grab.
What are your thoughts?
Hence:
1) Illusions get killed easily due to AOEs
2) Conditions countered easily due to many group condition removals and are useless against objects.
3) Ranged dps is preferred.
4) Reflection skill are at it's strongest here.
Armour:
Full berserker maximising critical damage would be most beneficial.
(Personally I have full rampagers, since I focused on a staff/gs build for dungeons/pve.)
Weapon choice: Greatsword + Sword/Focus
Greatsword: (Superior sigil of Strength/Fire)
Skill 1: Solid 3-hit attack. Does more damage the further you are, and generally you want to stay at max range.
Skill 2: Good DPS, has vulnerability/might. Is a projectile finisher.
Skill 3: Generally rarely used as casting it does not allow you to move. Removes a boon though, so it works wonders against skills that great only stability (eg. Dagger storm)
Skill 4: Your primarily damage skill. Phantasm summoned next to target instantly and does an AOE spin attack (2-6 hits). The AOE is random due to the direction the phantasm decides to go. Doesn't need line of sight but requires a target.
Skill 5: Good AOE interrupt skill. Push enemies into corners or into your team or even off cliffs!
Sword: (Superior Sigil of Bloodlust)
Skill 1: Normal attack. Does good damage but you don't want to be in melee much in zergs.
Skill 2: Immense damage on a stationary target. You're invulnerable to everything during the skill too, so it can also be used defensively to buy time for cooldowns.
Skill 3: Your primarily means of getting the target stationary. Clone cripples on attack, and swapping to the clone immobilises all enemies in a small AOE next to you.
Focus: (Superior Sigil of Bloodlust)
Skill4: Numerous uses: Those who pass though the curtain gain swiftness/cripple. Can be used to vacuum targets towards the curtain, but note it is a set distance, so they can go pass the curtain as well.
Skill5: Does ridiculous damage to stationary targets. It however too is stationary, so landing it on someone is hard (unless they're downed!!). Also absorbs projectiles.
I personally carry a staff around in case I need to roam solo for great survivability. Generally I'll replace S/F for Staff.
Traits: 20/20/0/25/5
http://en.gw2skills....O0CIpQ1StSKwtLE
Power traits:
Minors: Really are just bonuses as we want to grab the major ones.
Majors: 15% Illusion dmg for more power, which stacks with the 25pt trait in Inspiration. GS cooldown (stacks with 5pt Illusions) and the bonus +50 power again adds more firepower.
Precision traits
Minor: Vigor and bleed are good bonuses to a build based on power/precision.
Major: Fury on phantasm - the damage for GS #4. Clone on dodge is immensely useful in both offence and survivability.
Chaos traits:
None taken here as these are mostly based on conditions/boons and personal defence.
Inspiration traits:
Minor: Retaliation sadly is overwritten by phantasmal fury at this stage. But it should work and would be nice to have. Regen to allies is very nice, but note the phantasms created often die too quickly anyway. Phantasmal strength is the great one to grab, as it stacks with the power trait.
Major: Glamour cooldown is reduced, namely for feedback and portal/null field. Both our focus skills now reflect projectiles and have reduced cooldown!
Illusions:
Minor: Just for the reduce cooldown. Shatters don't work well with clones/illusions dying rapidly in zerg fights.
Utility Skills
1) Blink: Your #1 escape skill. It removes target lock similar to stealth. Decoy doesn't get you out of AOEs/immobility.
2) Feedback: Reflection! Ethereal field combos for Chaos Armor, and confusion!
3) Null Field or Portal. Null field provides another useful field and remove conditions. Portal is simply great if on vent to do portal bomb/drops.
Elite Skills
Moa Morph: I use this when roaming solo since it is overpowered in 1v1 and the other elites are group based.
Time Warp: Great skill - but I'll only use with guild/vent, since most pugs think it is bad and stay outside it.
Mass invis: Generally a great skill in rushing in, so enemies will need to re-target us (+/- GW2's rendering issues), it's fool-proof unlike time-warp for pugs.
Playstyle, skill combos and advanced techniques
I'll add to this later. I've been afk in wvw for quite a bit writing this!
My comments:
I've found this to be much better than my previous builds. Namely 20/20/0/0/30, 10/20/10/0/30 and 0/20/20/0/30. It should be more useful than the mantra build too (30/30/0/0/10) due to the utility skills we can grab.
What are your thoughts?
Mesmer WvW Zerg Build (Defensive Reflection/Utility Build)
Quote
http://gw2skills.net...HM3y1coFUSBudhA
In comparison to the DPS/Reflection build (http://www.gw2hire.c....php?topic=54.0):
I am going to personally test this with Pow/Prec/Cond gear. I'll let you know how it goes.
Also: Now I can readily change my GS to Staff should I roam in a small group. In small groups. better to also use Ether Feast and Null field instead of Portal.
-Probably better to stick with Ether Feast instead of Mirror
In comparison to the DPS/Reflection build (http://www.gw2hire.c....php?topic=54.0):
- [li]Removed power traits due to the greatsword not being as good as before[/li]
[li]We have an extra inspiration trait to allow even more reflection (Increased glamour duration). Also provides some more vitality and healing power[/li]
[li]The chaos traits are good for general survivability and portal placement due to jumping off places often.[/li]
[li]We still have 20 domination in a defensive build because every time you get caught out, you can dodge (at least) twice, to then use distortion for 2 sec invulnerability. It's actually very defensive![/li]
I am going to personally test this with Pow/Prec/Cond gear. I'll let you know how it goes.
Also: Now I can readily change my GS to Staff should I roam in a small group. In small groups. better to also use Ether Feast and Null field instead of Portal.
-Probably better to stick with Ether Feast instead of Mirror
Mesmer WvW Zerg Build (Confusion Bomber/Glamour)
Quote
http://gw2skills.net...bdSKKNqB;TEAgyA
Trait Explanation:
Power:
Confusion bomb:
Mass invisibility > Get on top of enemy > Torch 5 > Mirror Image > Cry of frustration > Feedback > Torch 4 > Escape (Rolls, blink, scepter 2 or change to staff if in trouble)
If you land the above combo, that should net you 1+4+1+1+1 = 7 stacks of AOE confusion.
If you are safe to do so: Scepter 3 for another 5 stacks on a single target.
Against thieves: Mirror Image (Break Stun), Cry of Frustration then following with a combination of Scepter 3, Feedback, Torch 4 + Staff skills.
Gear:
You would want Cond damage gear with good survivability: Carrion gear with Power/Vit/Cond.
Author's Note:
Not my particular play style since I have a rampager gear (Power/Prec/Cond). You do literally make dagger thieves "Cry in Frustration"
Trait Explanation:
Power:
- V: Better than the others since you don't have many shatters/damaging illusion
- VIII: Enemies get confusion as soon as they leave/enter the glamour field.
- II: Glamour Cooldown
- IX: Glamour duration
- V: Confusion Duration
- VIII: Glamour blind with works with the next trait.
- IX: Confusion when you blind
Confusion bomb:
Mass invisibility > Get on top of enemy > Torch 5 > Mirror Image > Cry of frustration > Feedback > Torch 4 > Escape (Rolls, blink, scepter 2 or change to staff if in trouble)
If you land the above combo, that should net you 1+4+1+1+1 = 7 stacks of AOE confusion.
If you are safe to do so: Scepter 3 for another 5 stacks on a single target.
Against thieves: Mirror Image (Break Stun), Cry of Frustration then following with a combination of Scepter 3, Feedback, Torch 4 + Staff skills.
Gear:
You would want Cond damage gear with good survivability: Carrion gear with Power/Vit/Cond.
Author's Note:
Not my particular play style since I have a rampager gear (Power/Prec/Cond). You do literally make dagger thieves "Cry in Frustration"