Mesmer PvE | Dungeon Sword/Focus, Greatsword | Damage Furby's multitasking mesmer (20/20/0/30/0)

by Last Updated:
63% (6) Approval 24 Votes - 40938 Views

Summary

This build works well for guild missions, dungeons, map exploration and well...really anything outside of sPvP.

 

The new "meta" build can be found here: Dat Link

 

The linked build is just a quick guide I made to show the trait loadout for a min/max phantasm build, as soon as I see someone else make a guide for it I will happily link it here.

 

UPDATE: I am currently running a hybrid build that does a lot of different things. Take a look at it here - The SPRAM build

 

The linked build is definitely not for everyone but it is more versatile and has more damage than this does. I am also updating the gear to this build.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Mind Wrack12
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration25
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion38
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion50
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200
  • Mind Slash
    Slash your foe to make them vulnerable.
    Damage: 202Vulnerability: 5 sRange: 130
    • Mind Gash½
      Gash your foe to make them vulnerable.
      Damage: 202Vulnerability: 5 sRange: 130
    • Mind Spike½
      Stab your foe and rip a boon off of them. This skill does an additional 50% damage to targets with no boons.
      Damage: 280Range: 130
  • 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
    • 0
    • 0
  • 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
    • 0
  • Temporal Curtain¼ 20
    Create a wall of energy that grants swiftness to allies who cross it while crippling foes who touch it.
    Crippled: 5 sSwiftness: 12 sCombo Field: LightRange: 900
    • Into the Void
      Destroy your Temporal Curtain, pulling your target into it.
    • 0
  • Phantasmal Warden1 20
    Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
    Damage: 35Range: 1,200
    • 0
    • 0
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
    • 0
    • 0
  • Null Field ¼ 25½
    Glamour. Create a field of energy that rips all boons from foes, and cures all conditions on allies.
    Duration: 7Combo Field: EtherealRange: 1,200
    • 0
  • Time Warp ¼ 168
    Glamour. Create an area that warps time, granting you and your allies quickness while slowing foes.
    Quickness: 1 sDuration: 10Combo Field: EtherealRange: 1,200
    • 0

Weapon and Skill Details

Sword/Focus is too powerful to pass up. The phantasm takes practice to use but when you get the timing down it does incredible damage to an area of targets. The sword itself provides and extra evade and a leap to get into combat quickly. The focus is traited to reflect giving the build incredible dungeon support.

 

Greatsword is a must when you have to be ranged. The phantasm provides and AoE cripple and the 3 skill strips pesky boons like regen and retaliation.

 

Ether feast is the preferred heal for PvE as clone production is high and can be times to provide a much larger heal than can be achieved with mirror...although that is a decent second option.

 

Blink breaks stun and can get you out of danger faster than any other skill the mesmer has (aside from staff 2).

 

Feedback is too good to pass up.

 

Null field is run as a self/group condition removal and an enemy boon stripper. This is what I usually swap out depending on the encounter or if I need to port someone.


II. Traits

Adept Master Grandmaster

Trait Details

The traits are focused around high burst phantasm damage and low cooldowns. The inspiration line can change from time to time but this is my setup 95% of the time.

 

Inspiration:
Glamour Mastery - Lower cooldown on feedback and null field (yes please!)
Mendor's Purity - Remove a condition on heal (yes please!)
Warden's Feedback - Makes temporal curtain and iWarden reflect projectiles...absolutely amazing.


III. Stat Specifics & Effects

Primary Stats

  • Health 19102 (+3180)
  • Vitality 1234 (+318)
  • Armor 2182 (+346)
  • Toughness 1262 (+346)
  • Attack 2877 (+1019)
  • Power 1935 (+1019)
  • Critical Hit 51% (+51%)
  • Precision 1850 (+934)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Condition Duration 20% (+20%)
  • Critical Damage 62% (+62%)
  • Damage 942 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 937 (+937)
  • Healing Power 300 (+300)
  • Swiftness Duration 30% (+30%)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Pie
Duration: 30min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 10%
  • (30min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
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

Flame Legion Mask
  • Defense: 73
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Flame Legion Mantle
  • Defense: 73
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Flame Legion Vestments
  • Defense: 314
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Flame Legion Gloves
  • Defense: 133
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Flame Leg Guards
  • Defense: 194
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
Flame Legion Shoes
  • Defense: 133
Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)

Armor Stat Totals

  • Defense 920
  • Ferocity 175
  • Swiftness Duration 30%

Rune Bonuses

Superior Rune of the Air
  1. Ferocity: 25
  2. Swiftness Duration: 10%
  3. Ferocity: 50
  4. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  5. Ferocity: 100
  6. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Vine of the Pale Tree (Infused)Defensive Slot
  • Power: 126
  • Precision: 67
  • Vitality: 18
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Rurik's Royal Signet Ring (Infused)Defensive Slot
  • Toughness: 126
  • Power: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Appleseller's Lucky CogOffensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Totem of the GorillaOffensive Slot
  • Toughness: 110
  • Power: 74
  • Precision: 74
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:579
  • Precision:319
  • Ferocity:392
  • Agony Resistance:45
  • Vitality:18
  • Toughness:346

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Upgrade Item Details

So...many people swear by going full zerk on a mes, but I like putting the air runes in and mixing in some toughness/vitality into the trinkets for a little defense.

 

The runes are lovely as they allow you to get perma-swiftness which is great for doing dailies, mapping, or just running around dungeons. This is just personal preference.

 

As far as toughness in the trinkets, I played with full zerk before and got tired of going "splat" when conditions required me to take a hit or 2. Of course you can play perfectly and never get hit, but I am human and like to account for error and I also like to be able to run into the heat to pick up a downed ally.

 

The toughness is personal preference as well but I would highly recommend it.

 

EDIT - I switched to full zerker trinkets shortly after writing this with fire and accuracy in the sword/focus and perception in the greatsword (sigils). Unfortunately I can't change the gear choices above for some reason.

 

UPDATE - Since first posting this, I have switched to a full set of superior runes of the traveler. It is indeed an expensive upgrade but totally worth it in my opinion. With the new signet heal released on December 10th, you would get more use out of leaving it inactive and keeping clones/phantasms up. Of course there are situations where other heals would be better (anything where you can't reliably keep illusions up) but it is a pretty nifty new skill they added.


V. Basic Gameplay

Gameplay for this build is very fast and active with a high amount of mobility.

 

The sword allows you to close gaps quickly and immobilize right after casting iWarden to add a blurred frenzy for burst damage. The focus and feedback can be used in sequence to provide excellent projectile protection.

 

Greatsword is obviously ranged but can also be used to knock enemies off downed allies or defend objectives.


Main Skill Rotation

Rotation varies depending on the encounter and what cooldowns you have available. Mostly though, you want to maximize phantasm uptime...if you are fighting ranged, you can swap to s/f, drop a warden, leap in, blurred frenzy, and blink out to swap back to GS. That is just one example. The profession is EXTREMELY mobile and just takes a lot of intuitive feeling to get used to.

 

In other words, play around with it and see what you can pull off.


Comments

Post a Comment
@ 07:47 PM, Sun July 21 2013 Reply
This is the same build run for WvW! It works really well there.
I prefer Veil instead of Null Field as Stealth is much more important imo. And I'm also full berserk. As I find mesmer to have a very good set of defensive skills. (Blink, Feedback, Focus Reflect, Sword Evasion, Sword Swap)
@ 03:58 PM, Mon July 22 2013 Reply
For wvw I chance the 6-0 skills to Mirror, blink, decoy, veil (portal if needed), and mass invis. Full zerk is perfectly viable, the defensive part was just a personal choice that I tried out and fell in love with. :)
@ 02:24 AM, Tue July 30 2013 Reply
Nice work! This is almost exactly what I run with; a few minor modifications:
1. I tend to go with Shattered Conditions instead of Mender's Purity; you get much more condition removal (Wrack alone matches Mender's, and you have the other three shatters too), and it's team-wide too, just at the expense of having to shatter for it - which is not a problem with Deceptive Evasion.
2. Phantasmal Fury instead of Blade Training, more damage if you can keep a few phantasms up; goes great with Empowered Illusions and Phantasmal Strength.
3. I generally like Medic's Feedback over Glamor Mastery when I'm not running solo - feedback on res with a 10-second CD is *amazing* and has prevented countless downs/wipes in dungeons and fractals.
@ 02:52 PM, Tue August 13 2013 Reply
Looks very nice. I used almost same build before, but in order to make absolutely "multitasking" i made some difference in it. So currently i'm using 10/20/10/30/0 with all berserker armor/trinkets except my backpiece which is knight and has some toughness in it.

The reason to ad 10 in chaos is to reduce cooldown for blink, cause this utility is really great life-saver, especially if you run with berserker gears. Also, if it comes to WvWvW or Guild jumping puzzle sometimes it is needed to have back-up for falling damage. For this case i replace "Master or Manipulation" with "Descent into madness".

Literally you don't lose much with removing 10 in domination, because most your damage is coming from phantasms and direct dmg from GS isn't that huge. Also you have a bit bigger cooldown for GS skills, but if you run a bit without it, you will realise that it is not a big deal, because GS skill 5 not needed to have low CD on PvE, you lose skill 4 CD, but once you managed to summon 2 phantasms(warden and berserker) it is not important - you want to keep them up, and their life-time is still bigger than untraited cooldown. Skills 2 & 3 on GS are also situational. And you don't lose CD on autoattack.

As a replacement you get some toughness/boon duration from traits, with still very good dps. So with your build you just can replace one your knight rings with berserker ring and get absolutely same stats with a bit wider choice to swap utilities as per encounter.
@ 03:15 PM, Tue August 13 2013 Reply
Just one more thing I also wanted to mention. In my build I use runes of the centaur for exactly same purpose to get extra swiftness. I didn't try air runes to be honest, but for me it looks like that that centaur runes are also good enough here (not to mention that they are cheaper).

You can always have swiftness up, and +15% bleeding duration goes very well with sharper images trait, adding 1 more second of bleed from to the enemies.

Also, I personally don't like deceptive evasion in PvE that much. It could look cool, but sometimes this trait could be such burden, especially when you need to run through/skip trash mobs (like Arah or TA). Or if you want to pull champions to the group (like in HotW p2 or SE p1 etc.) The clones on dodge could sometimes draw too much agro to group, causing unnecessary fights. So in duelling line I normally use "Phantasmal fury" and "Blade training" and it gives insane damage to me and my phantasms.
@ 04:32 AM, Thu December 12 2013 Reply
I have updated my build to a mantra hybrid, check it out here http://intothemists.com/guides/2151-furbys_multitasking_mesmer_v20_the_spram_build