Mesmer PvE | Open World Staff | Damage Clone Cripple Bomb Leveling Build

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Summary

Introduction

 

Reposting this Mesmer Leveling Guide I wrote on Reddit months ago.

 

---------------------------------------------

 

There are only two known ways in the universe to level a mesmer without wanting to hang yourself by your toenails by level 10.

 

They're squishy at low levels moreso than most classes, don't kill as fast or feel as visceral (as, say, thieves or warriors) and hence harder to level, don't outgrow that till around 50-60, and don't actually get good till you're geared up in Exotics at 80.

 

But at 80 they're truly magical, and one of the most fun and desired classes in the game (dungeons, FotM, sPvP, WvW), and well worth it if you can stick it out. This is how to stick it out.

 

First, don't use a Level 80 build to level to 80. That may work for some classes, but not for mesmers. Many Mesmer level 80 builds (particularly Shatter builds) depend largely on Grandmaster traits you can't get till level 60 at the earliest, which defeats the point of a *leveling* build. What you want is a leveling build that is effective with Adept and Master traits only.

 

Second, familiarize yourself with the class. There is no better way to do this than watching Mr. Prometheus's Comprehensive Mesmer Guides [1], [2], [3], [4]. Also, familiarize yourself with GW2's general combat mechanics if you're not already.

 

Third, there are two very effective Mesmer leveling builds that work brilliantly solo and well in small groups, that will let you do fun things like survive accidental overpulls and solo Veterans and even some Champions while leveling. But they're not obvious or intuitive.

 

The first is this build, Clone Cripple Bomb, which is based on applying AoE CC, conditions, and damage when clones are killed or overwritten and from Staff skills. It is strong for solo'ing lots of trash mobs, handling accidental overpulls (especially useful in caves and enclosed areas with fast-spawning mobs and nowhere to run if you accidentally pull too many at once). It is also very good at solo'ing Champion mobs (if you have the patience for epic 20-30m battles of attrition).

 

The second is Illusion Army.


I. Weapons and Skills

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Mind Wrack10
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration20¾
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion31¾
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion41¾
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200
  • Winds of Chaos¾
    Bounce an orb of energy between foes and allies that applies random boons to allies and random conditions to foes.
    Damage: 111Burning: 1 s (328 damage)Bleeding: 7 s (298 damage)Vulnerability: 5 sMight: 5 sFury: 2 sRange: 1,200
    • 0
      Crippled: 3 s
    • 0
      Crippled: 3 s
  • Phase Retreat8
    Clone. Teleport away from your target, summoning a clone that casts Winds of Chaos.
    Combo Finisher: LeapRange: 1,200Crippled: 3 s
    • 0
      Crippled: 3 s
    • 0
      Crippled: 3 s
  • Phantasmal Warlock¾ 14½
    Phantasm. Summon an illusion that deals extra damage for each unique condition on the target foe.
    Damage: 74Extra damage per condition: 10%Range: 1,200
    • 0
      Crippled: 3 s
    • 0
      Crippled: 3 s
  • Chaos Armor28
    Give yourself chaos armor, which gives yourself [sic] random boons and your foe random conditions whenever you are struck.
    Duration: 5Protection: 5 sRegeneration: 3 s (390 health)Swiftness: 3 sConfusion: 3 s (65 damage on skill use)Crippled: 3 sBlind: 3 sRange: 1,200
    • 0
      Crippled: 3 s
    • 0
      Crippled: 3 s
  • Chaos Storm¼ 28
    Create a magical storm at the target location that applies random conditions to enemies and random boons to allies.
    Damage: 122Poison: 4 s (168 damage)Weakness: 2 sChilled: 1 sDaze: 1 sSwiftness: 3 sRetaliation: 3 sAegis: 3 sCombo Field: EtherealRange: 1,200
    • 0
      Crippled: 3 s
    • 0
      Crippled: 3 s
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
      Crippled: 3 s
  • Decoy40
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200Crippled: 3 s
    • 0
      Crippled: 3 s
  • Mirror Images45
    Clone. Summon two clones to attack your foe.
    Breaks stunRange: 1,200Crippled: 3 s
    • 0
      Crippled: 3 s
  • 0
    Crippled: 3 s
    • 0
      Crippled: 3 s
  • 0
    Crippled: 3 s
    • 0
      Crippled: 3 s

Weapon and Skill Details

Primary Weapon: Staff. Most importantly, your Staff #1 autoattack will stack Fury and Might on you, and Chaos Armor and Chaos Storm will stack other random boons on you, increasing the damage of everything else you're doing. Damage starts low, but ramps up quickly as boons stack on you (see that in action at this point in Mr. Prometheus's guide video).

 

Counterintuitively, despite its 1200 range, Staff is a close-quarters weapon. The closer you are to your target/s the faster the Staff #1 attack will bounce, so the faster the boons and conditions build on you and the target. Between Staff #1, #4 Chaos Armor, and #5 Chaos Storm the range of defensive boons and conditions that go up make you nearly invincible - Aegis, Blind, Protection, Weakness, Regeneration, Confusion, Swiftness, Cripple, Poison, Chilled, Daze.

 

Secondary Weapon: Secondary and any healing/utility/elite skills I didn't specify are up to you. I usually went with Greatsword (GS) b/c its Phantasm does Cripple plus more AoE damage, but Sword/Sword (lowest illusion cd of all options), Scepter (with its clone factory autoattack), Focus (runspeed), Pistol (strong ranged dps phantasm) are all interesting as well. Torch gives you an instant stealth to get out of trouble, but its phantasm is the weakest of all phantasms mesmers have.

 

Utilities: Goal is to have the highest possible clone generate rate, so take the two Clone spawning utilities. If you do it right you'll always have at least 2 Clones alive, which in turn makes Ether Feast your most effective heal.


II. Traits

Adept Master Grandmaster

Trait Details

Leveling Priorities

 

1. Get Crippling Dissipation and Debilitating Dissipation first, the core of the build.
2. Then max your Clone generation rate with Deceptive Evasion.
3. Then reduce cooldown on Staff skills with Chaotic Dampening,
4. Finally, as you hit 70 and get to Orr, increase your damage with Compounding Power and Illusionary Elasticity (20pts in Illusions).

 

Trait Acquisition Order

 

1. 20: 10/0/0/0/0
2. 30: 10/0/10/0/0
3. 40: 10/10/10/0/0
4. 50: 10/20/10/0/0
5. 60: 10/20/20/0/0
6. 70: 10/20/20/0/10
7. 80: 10/20/20/0/20

 

Note: Dueling Adept trait is left blank above, meaning it is player's choice. A few suggestions, based on your secondary weapon set choice:

 

1. Sword: Blade Training. Especially nice with Sword/Sword.
2. Greatsword or Pistol: Phantasmal Fury. Both GS and Pistol phantasms benefits a great deal from 20% Crit.
3. Scepter: Desperate Decoy. No other good choice here for scepter.


III. Stat Specifics & Effects

Primary Stats

  • Health 17632 (+1710)
  • Vitality 1087 (+171)
  • Armor 1337 (+421)
  • Toughness 1337 (+421)
  • Attack 2366 (+339)
  • Power 1255 (+339)
  • Critical Hit 10% (+10%)
  • Precision 1116 (+200)

Secondary Stats

  • Boon Duration 20% (+20%)
  • Condition Damage 200 (+200)
  • Condition Duration 10% (+10%)
  • Critical Damage 13% (+13%)
  • Damage 1111 (+0%)
  • Ferocity 200 (+200)
  • Shredding Recharge Rate 20% (+20%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

Focus stats on Power, Vitality, Toughness, and Condition Damage while leveling. It's more important to have the most up-to-date, highest level blue or green gear you can find than any particular stat.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Armor Stat Totals

Rune Bonuses

Accessories & Jewels

0
    0
      (Infused)
      0
        (Infused)
        0
          (Infused)
          0
            0

              Accessory Totals

              Weapon Set Sigils

              Soldier's Staff
              • Weapon Strength: 985-1111
              • Power: 239
              • Toughness: 171
              • Vitality: 171
              • Weapon Strength: -

              Weapon Set I

              • Weapon Strength: -
              • Weapon Strength: -

              Weapon Set II

              • Weapon Strength: -
              • Weapon Strength: -

              Water Weapon I

              Water Weapon II

              Upgrade Item Details

              Use the highest level blue or green gear you can find while leveling. Power, Vitality, Toughness, and Condition Damage all useful.


              V. Basic Gameplay

              Keep as many clones up as possible, fill in the gaps with phantasms. When clones are are killed by mobs or overwritten by other clones/phantasms, they explode and apply Cripple and another random condition to all nearby mobs. Keep Cripple on the mobs as much as possible, and kite them while Staff #1 autoattack + conditions kill them.

               

              Stack conditions and boons with bouncing Staff #1 autoattack, #4 Chaos Armor, and #5 Chaos Storm. Casting #2 Phase Retreat inside Chaos Storm is a combo finisher that gives you a second Chaos Armor.

               

              Don't Shatter - Shatter does *not* apply Cripple or the random condition. Only shatter if you're about to die and need Distortion (F4) or Diversion (F3) to escape.

               

              You can singlehandedly take out groups of mobs, handle accidental overpulls, and even solo non-ranged Champion mobs by Cripple-kiting them.


              Main Skill Rotation


              VI. Weaknesses

              The one thing this build is weak at, at any level, is in zergs. Like big DE's or WvW zergs. Things either die before you can ramp up your boons and damage, or the boss will quickly reach the condition stack cap [1], [2].

               

              When someone applies a 26th stack of that condition, the oldest stack is removed to make way for the new one. This happens so fast and frequently in a zerg that your conditions sometimes don't run their full duration before being replaced, hurting your dps.

               

              So just keep in mind if you want to level via big DE's with zergs, and have a hard time tagging mobs and getting drops with this build, you may need a more direct-damage oriented build, similar to the next one below. However, given that most players are now 80 and the lower pre-80 leveling zones are sparsely populated, a strong solo build is optimal.


              VII. Advanced Mesmer Tricks

              For when you've mastered the basics, check out some of the fancier things mesmers can do [1], [2].


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