Mesmer WvW | Small Group Greatsword, Staff | Roamer Obi's Greatsword/Staff Roamer (4/15 update)
Table of Contents
Summary
Ever since Runes of the Traveler got its' passive 25% movement buff, I figured a Greatsword/Staff Mesmer would be very viable and fun to play. Before I was using Runes of Air and/or Focus to keep my speed up for roaming around WvW but with these runes those aren't necessary anymore! Plus the runes give a good mix of stat increases that synergize well with both the Greatsword and the Staff.
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[Rx] Obi Taka ~ Sea of Sorrows
http://prescribedrx.com/
I. Weapons and Skills
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
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- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
Weapon and Skill Details
This build will only work if you have all Legendary weapons (J/K!) - I use all Soldier Weapons for the Tough/Vitality, My Staff is an Ascended Dire Staff (Condition/Toughness/Vitality).
The basics - get your phantasms and clones (staff illusions preferably) up and use your abilities to kite, keep your distance and watch your enemies health burn down, shatter when next illusion rotations are available.
Greatsword - More offensive
- Spatial Surge - remember this goes through up to 2 targets on its' way to your target
- Mirror Blade - we have Illusionary Elasticity chosen as a trait so this will double bounce for double the effect (more might!), and we have 30% boon duration for traits and rune selection which help keep might up. Use this skill often
- Mind Stab - boon stripping, use it tactically to strip those boons (stability & protection are the priorities)
- Phantasmal Berserker - damage! use it to initiate and also on downed enemies, especially if someone is trying to rez them, remember that it will hit multiple targets and it hits hard
- Illusionary Wave - your knockback, use it to maintain distance, only available every 30 secs so use it wisely, watch for the stability boon on your enemy before you use it
Staff - More defensive
- Winds of Chaos - Those conditions when stacked can burn a lot of your enemy's HP, remember that your clones will stack these conditions as well (only your auto-attack does the double bounce from the Illusionary Elasticity trait though)
- Phase Retreat - We have this traited to be available every 6 secs, try to use it in an Ethereal Combo field (Chaos Storm & Null Field) to keep Chaos Armor up. You can also use this to run away from enemies by having something behind you targetted (either the enemy or some creature) and blinking away from them (essentially pushing you forward).
- Phantasmal Warlock - have one of these up while in your staff rotation to do extra damage.
- Chaos Armor - Use this when your Ethereal Combo Fields aren't available (and can't Phase Retreat out of).
- Chaos Storm - Dropping this on the enemy and kiting around the perimeter of the field makes it tough for the enemy to be on the offensive.
Utilities
- Decoy - Stun break #1, makes you invisible which forces your enemy to have to 'search' for you again amongst your clones.
- Blink - Stun break #2, we have this traited for Distance and CD reduction. This will never leave your bar, you can use it offensively (eg. blink towards enemy and cripple with Phantasmal Berzerker or blink ahead of an enemy, Phase Retreat ahead of the enemy and turn around for staff rotation) or defensively (blink away, stun break)
- Null Field for boon striping and condition removal - I take this over Archane Thievery to because of the Ethereal Combo Field to phase retreat from for Chaos Armor.
- Veil - I'll swap Decoy out for Veil if I join up into a Zerg and the commander needs one.
- Mass Invisibility - I use this while our small group engages or to defensively retreat. Remember that this affects only up to 10 allies (including yourself).
II. Traits
Domination
Dueling
Chaos
Inspiration
Illusions
Trait Details
Dueling
- Far-Reaching Manipulations - makes that blink so much stronger, can use offensively to catch people or defensively to retreat/stun break.
- Deceptive Evasion - become a clone factory, we have energy Sigils to help us constantly produces those clones and the first minor trait gives us 100% Vigor uptime.
Chaos
- Master of Manipulation - More blink = happy Mesmer
- Chaotic Dampening - strengthen and shorten the CDs on your staff to help with your sustain
Illusions
- Compounding Power - the build is more of a hybrid shatter, you don't necessarily want to shatter every time it's available, so you should have a good number of illusions out at all times, this trait will make you and your shatters hit harder
- Illusionary Elasticity - the Greatsword #2 and Staff auto-attack both bounce and benefit from this trait
- Illusionary Persona - shatter yourself, great to use for stomps and interrupts in a pinch.
III. Stat Specifics & Effects
Primary Stats
- Health 19022 (+3100)
- Vitality 1226 (+310)
- Armor 2456 (+620)
- Toughness 1536 (+620)
- Attack 2800 (+784)
- Power 1700 (+784)
- Critical Hit 36% (+36%)
- Precision 1675 (+759)
Secondary Stats
- Agony Resistance 40 (+40)
- Boon Duration 35% (+35%)
- Condition Damage 408 (+408)
- Condition Duration 10% (+10%)
- Critical Damage 44% (+44%)
- Damage 1100 (+0%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 662 (+662)
- Healing Power 108 (+108)
- Magic find 20% (+20%)
- Movement Speed 25% (+25%)
- Shredding Recharge Rate 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Precision: 100
Ferocity: 70
Experience from Kills: 10%
- (30min)
- Precision: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 73
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 314
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 133
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 194
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Defense: 133
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Armor Stat Totals
- Defense 920
- Power 34
- Precision 36
- Toughness 36
- Vitality 36
- Condition Damage 36
- Healing Power 36
- Ferocity 36
- Boon Duration 15%
- Condition Duration 10%
- Movement Speed 25%
Rune Bonuses
Superior Rune of the Traveler- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Accessories & Jewels
- Magic find: 20%
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
- Agony Resistance: 5
Accessory Totals
- Power:571
- Precision:282
- Toughness:256
- Vitality:146
- Condition Damage:72
- Healing Power:72
- Ferocity:356
- Agony Resistance:40
- Magic find:20%
Weapon Set Sigils
- Weapon Strength: 995-1100
- Power: 179
- Toughness: 128
- Vitality: 128
- Weapon Strength: -
Weapon Set I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
- Weapon Strength: 985-1111
- Power: 179
- Toughness: 128
- Vitality: 128
- Weapon Strength: -
Weapon Set II
Superior Sigil of Torment50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
- Weapon Strength: 905-1000
- Power: 120
- Toughness: 85
- Vitality: 85
- Weapon Strength: 905-1000
- Power: 120
- Toughness: 85
- Vitality: 85
Water Weapon I
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Water Weapon II
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Upgrade Item Details
Highlights:
- 3k Attack
- 48% Crit Chance
- 61% Crit Damage
- 2.5k Armor
- 18k HP
- 25% Passive Movement Speed
Also, another factor that I know other WvWers take into account is the ability to switch between WvW and PvE/Dungeons, for Dungeons (including high level FOTM) I swap to full Zerker trinkets, change up my traits and swap to zerker weapons and I'm good to go! Here is my high-level FotM build.
When I jump into zergs and need some more sustain, I have a full set of PVT trinkets (from Orr temples, Grenth I believe) that I can swap to for some more defense.
I never need to swap out my Armor itself between both game modes. I probably will swap out my Valkyrie armor to just Berserker after I am able to max out the Defense Against Guards WXP traitline and can easily get +250 Vitality from 5 stacks of the Applied Fortitude buff.
Also, I'm not running kill stacking Sigils, mostly due to just not wanting to bother swapping weapons (I have Sunrise and I wouldn't want to swap it out when I have stacks built), but it also reveals you to the enemy among your illusions (the kill stacking buff only shows on the real Mesmer).
V. Basic Gameplay
Main Skill Rotation
Blink towards enemy and go through GS rotation with Mind Wrack shatter, swap to Staff for defensive/attrition play, get Warlock and 2 clones up and kite around Chaos Storm
Extremely Offensive Rotation
This is an extreme alpha strike rotation because it will use up all of your cool-downs and dodges.
Blink towards enemy, gain might stacks with Mirror Blade and strip a boon if needed with Mind Stab then Daze with Diversion. Then put out your iZerker with a dodge or 2 for additional clones followed with a Mind Wrack shatter, swap to Staff for defensive/attrition play, get Warlock and 2 clones up and kite around Chaos Storm. Use chaos storm and null field wisely, if you can stagger those with multiple phase retreats then you can upkeep chaos armor for most of the fight.
There may be parts to this rotation you skip or add depending on the situation. Playing Mesmer requires you to always analyze and determine what tools are available to you to deal with the current enemy, which makes it extremely fun and rewarding!
Running Away
Activate Chaos Armor for the boons > Blink > Null Field to remove any conditions > Phase Retreat forward (away from enemy) within Null Field for another Chaos Armor > Decoy > Dodge (to create clone while invisible to confuse enemy) > Mass Invisibility (this is at the end to avoid being interrupted) > Chaos Storm > Phase Retreat for another Chaos Armor.
Your blink is the first thing you should use (well after Chaos Armor), it is a stun breaking and will get you the most distance. Also, if you use it first you will put it on CD and it will possibly be available again.
You want to bind a key to "look-behind" so that when you are running you can target an enemy/creature and Phase Retreat forward (away from enemy). Try using the Phase Retreats in your Null Field and Chaos Storm.
If you Decoy and then Dodge you will produce a clone which has a higher chance of confusing the enemy, because they won't see you dodging to produce it while you are invisible and going invisible will remove any target then have on you.