Mesmer PvE | Open World Greatsword, Sword/Sword | Damage Illusion Army 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, Clone Cripple Bomb, is explained here.

 

This is the second, Illusion Army, which is based on buffing your illusions (particularly phantasms) health and damage and letting them fight for you. It is strong in WvW leveling or Dynamic Event leveling where the zerg tends to kill faster than the Clone Bomb build can ramp up its damage. It also has strong single-target direct damage so you don't have to worry about about the condition stack cap [1], [2] on DE boss fights.


I. Weapons and Skills

Soldier's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: 0-0
Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • Mind Wrack11
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration22¾
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion34½
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion45½
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200
  • Spatial Surge
    Shoot a beam at your foe. The farther away they are, the more damage you deal.
    Damage <300 (3x): 201Damage 300-600 (3x): 249Damage 600-900 (3x): 300Damage > 900 (3x): 348Range: 1,200
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Mirror Blade¾
    Clone. Throw an illusionary greatsword that bounces between targets, damaging foes and giving might to allies. It creates a clone at its first target.
    Damage: 298x3Might: 10 sx3Vulnerability: 3 sNumber of bounces: 3Combo Finisher: ProjectileUnblockableRange: 1,200
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Mind Stab¼
    Thrust your greatsword into the ground, damaging foes and removing 1 boon.
    Damage: 314Radius: 120Number of targets: 5Range: 1,200
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Phantasmal Berserker¾ 16
    Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
    Damage (8x): 230Damage: 298Range: 1,200Fury: 10 s
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Illusionary Wave½ 24
    Push back all foes in front of you with a wave of magical energy.
    Damage: 111Knockback: 450Range: 600
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • 0
    Fury: 10 s
    • 0
      Fury: 10 s
  • 0
    Fury: 10 s
    • 0
      Fury: 10 s
  • 0
    Fury: 10 s
    • 0
      Fury: 10 s
  • Signet of Illusions60
    Signet Passive: Grants more health to your illusions.
    Signet Active: Recharge your shatter skills.
    Illusion Health Bonus: 50%
    • 0
      Fury: 10 s
  • 0
    Fury: 10 s
    • 0
      Fury: 10 s

Weapon and Skill Details

Weapons

 

Greatsword and Sword/Sword are chosen for several reasons:

 

1. Very high direct/burst damage
2. Very high direct/burst damage phantasms.
3. Very low cooldowns on phantasms, especially with both weapons traited.
4. Easy to trait all three weapons, only requires two traits.

 

Utilities

 

Utilities are almost completely optional, player's choice. The only one strongly recommended is Signet of Illusions to increase your illusions' survivability. Dead illusions do no damage, and cost expensive cooldowns. Other than that, feel free to experiment.


II. Traits

Adept Master Grandmaster

Trait Details

This leveling build is more direct-damage oriented and is based on taking all traits (and signet) that buff illusions' health and damage and letting them fight for you.

 

In a nutshell, select Adept and Master traits that:

 

1. reduce illusion spawn cooldown.
2. buff illusion survivability (health).
3. buff illusion damage.

 

Cooldown reduction and survivability traits take precedence over damage, b/c at lower levels your illusions tend to be squishy, and dead illusions do zero damage. But otherwise feel free to play with the order of trait acquisition, this is just one suggestion:

 

Greatsword//Sword/Sword Version

 

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

 

Alternate Staff//Sword/Sword Version (less damage, more defense)

 

6. 60: 0/20/10/10/10
7. 70: 0/20/20/10/10
8. 80: 10/20/20/10/10

 

Level 80 Dungeon Versions

 

When you reach 80, the following two dungeon meta builds will feel very familiar to you, you'll just have to get used to using offhand Focus instead of offhand Sword.

 

1. 10/30/0/30/0
2. 0/20/0/25/25

 

* At low levels it's generally better to focus on reducing illusion spawning cooldowns than increasing illusion damage, at least prior to getting Deceptive Evasion, but feel free to experiment with using Phantasmal Fury here instead of Blade Training.

 

** 3% more damage per illusion applies to both player damage and illusion damage.

 

*** For weapon Sigils, use Sigil of Bloodlust in 2H weapons and Sigil of Bloodlust and Sigil of Force in 1H weapons.

 

**** If your illusions are dying faster than your weapon cooldowns can produce them, add one or both Phantasm utility skills. If not, feel free to use those two utility slots for something else you prefer, like condition removal and teleport.


III. Stat Specifics & Effects

Primary Stats

  • Health 18632 (+2710)
  • Vitality 1187 (+271)
  • Armor 1087 (+171)
  • Toughness 1087 (+171)
  • Attack 2505 (+489)
  • Power 1405 (+489)
  • Critical Hit 14% (+14%)
  • Precision 1216 (+300)

Secondary Stats

  • Condition Damage 100 (+100)
  • Condition Duration 20% (+20%)
  • Critical Damage 20% (+20%)
  • Damage 1100 (+0%)
  • Ferocity 300 (+300)
  • Healing Power 100 (+100)
  • Shredding Recharge Rate 10% (+10%)

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 your stats on Power, Precision, Toughness, Vitality as you level.


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 Greatsword
              • Weapon Strength: 995-1100
              • Power: 239
              • Toughness: 171
              • Vitality: 171
              • Weapon Strength: 0-0

              Weapon Set I

              Soldier's Sword
              • Weapon Strength: 905-1000
              • Power: 120
              • Toughness: 85
              • Vitality: 85
              Soldier's Sword
              • Weapon Strength: 905-1000
              • Power: 120
              • Toughness: 85
              • Vitality: 85

              Weapon Set II

              Soldier's Spear
              • Weapon Strength: 905-1000
              • Power: 120
              • Toughness: 85
              • Vitality: 85
              Soldier's Trident
              • Weapon Strength: 905-1000
              • Power: 120
              • Toughness: 85
              • Vitality: 85

              Water Weapon I

              Water Weapon II

              Upgrade Item Details

              Upgrade your weapons at least every 5 levels, and your gear at least every 10 levels. Focus on Power, Precision, Toughness, and Vitality gear.


              V. Basic Gameplay

              Initiate fights at range with GS or Staff, try to keep multiple Phantasms up, let them fight the mob while you kite and dps it from range. If it gets close, swap to S/S for melee range, burn it down with Blurred Frenzy (Sword #2), avoid damage with Illusionary Ripost (Sword #4).

               

              Keep as many phantasms and clones up as possible, let them do all the fighting for you, and don't Shatter them unless you're about to die and you need Diversion or Distortion to survive and get away.

               

              Alternately, use Sword/Focus. A fun trick with S/F is to start casting Focus's Phantasmal Warden (#5), and while casting it, also cast Sword's Clone (#3), which cripples the target and holds it in place till iWarden finishes casting.

               

              Then use the #3 secondary cast to swap places with the clone and Blurred Frenzy while the Phantasmal Warden does Blurred Frenzy at the same time. Can do a lot of damage to single or packs of mobs with that combo.

               

              This build is more offensive, less defensive than the one above, and may not be able to solo Champions and tough Veterans as well as the condition build, but is better at Dynamic Event farming and dungeon leveling.


              Main Skill Rotation

              Mirror Blade¾
              Clone. Throw an illusionary greatsword that bounces between targets, damaging foes and giving might to allies. It creates a clone at its first target.
              Damage: 298x3Might: 10 sx3Vulnerability: 3 sNumber of bounces: 3Combo Finisher: ProjectileUnblockableRange: 1,200
              Phantasmal Berserker¾ 16
              Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
              Damage (8x): 230Damage: 298Range: 1,200Fury: 10 s
              Mind Stab¼
              Thrust your greatsword into the ground, damaging foes and removing 1 boon.
              Damage: 314Radius: 120Number of targets: 5Range: 1,200
              Illusionary Wave½ 24
              Push back all foes in front of you with a wave of magical energy.
              Damage: 111Knockback: 450Range: 600
              Phantasmal Swordsman1 14½
              Phantasm. Create an illusion that attacks your foe.
              Damage: 773Combo Finisher: LeapRange: 1,200Fury: 10 s
              Illusionary Leap¾
              Clone. Summon an illusion that leaps at your target, crippling them.
              Damage: 1Crippled: 1 sCombo Finisher: LeapRange: 600
              Swap
              Swap locations with your clone. Immobilize nearby foes.
              Immobilized: 2 sCombo Finisher: LeapRange: 600
              Blurred Frenzy½
              Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
              Damage (8x): 808Distortion: 2 sRange: 130
              Illusionary Riposte12
              Clone. Block your foe and create an illusion when attacked.
              Block duration: 2Damage: 773

              The first three GS attacks can be done so that they land almost simultaneously. Mirror Blade has a 3/4s cast time plus a travel time.

               

              If you start at max range (1200) and cast MB first, then Phantasmal Berserker as it flies through the air, and then Mind Stab, all three will hit the target at the same time, resulting in a large damage spike.

               

              This will aggro the mob/s and pull them to you. Use Illusionary Wave to push them back if you want, or not. Then swap to Sword and cast its phantasm and clone. Teleport to mobs with Swap (Sword #3), Blurred Frenzy, Ripost to block or spawn another clone if necessary.

               

              Finish with Sword autoattack.


              VI. Weaknesses

              Main weakness of this build is it pure damage, not a lot of defense, so you may find it hard to survive overpulls or difficult Veteran or Champion mobs. If you find this the case, try Clone Cripple Bomb instead.


              VII. Advanced Mesmer Tricks

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


              Comments

              Post a Comment
              Sanakan @ 11:21 PM, Thu August 08 2013 Reply
              I like the progression section. GS is excellent for leveling as is the dueling trait tree. However, why not include Focus on leveling? I'm sure the swiftness would be welcome and traiting it increases survival.
              kurtosis @ 05:35 PM, Sat August 17 2013 Reply
              Yes Focus is great and I include it instead of offhand sword in the other version of this guide, Clone Cripple Bomb, linked in the intro.

              But some people just prefer max possible damage, even at the expense of travel speed or survivability, which is what this build is about. Offhand Sword has a much lower Phantasm cooldown, and iSwordsman hits like a truck and sticks on moving targets, unlike iWarden.

              That said, many players, myself included, get used to popping open the character gear screen, equipping a focus for traveling somewhere, then when you get there swap it back out for Sword.