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Mesmer GS/Staff WvW Help


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#1 RivenVII

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Posted 08 November 2012 - 07:13 PM

So my first level 80 was a warrior that I really enjoy. However, as a commander, I feel it would be very beneficial for me to have the option of a mesmer, which have been proven crucial for tactical troop placement. You can never have enough mesmers.

The problem that I have come to, is that I'm not really sure what sort of a build I should be working towards to best compliment a Greatsword and Staff build in WvW. I'd understand if I should keep the Staff in my bag, and, if that is the case, I'd like to run with Sword/Pistol as a secondary set. I'm hoping to have sort of an offensive Mesmer build that can do damage, but also is geared to be slightly survivable. What is the best mix and match of gear so that I can be survivable while also being geared for Power, Precision, and maybe some Crit Dmg if it can be fit in.

Thoughts? Opinions? Any help is appreciated as I really don't know where to start, I just know where I would like to end up. Once again, I just need help with gearing for my Armor, accessories, and weapons/sigils, as I already have a trait build.

#2 Featherman

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Posted 08 November 2012 - 07:31 PM

I want to start off by saying that you have a lot of options to consider. First off I suggest carrying a focus in your inventory for pulls and haste. If you really wanted to you could also spec it for another reflect and  I can tell you from personal experience that works great in WvW for a little bit of extra defense. When you're not using the reflect change the trait to glamour duration or something,else that's useful (the Inspiration line is filled with handy traits).

For power and precision, find that the Mesmer's best option in WvW is Knights gear if you run it alongside Signet of Illusions. Unlike vitality, your clones adopt your armor so with 50% extra health from the signet they can often trick players into thinking that they're squishy mesmers. To drive this point home I've seen many, many players unload their spikes on staff clones and sometimes get killed because they have no other skills to use against allied players. This works best with sword clones as they have to move to attack and can inflict a decent amount of vulnerability if they're not dealt with.

You can also get away with zerkers and still have a great survivability from your many escapes. Just watch out for thieves. If you want to be a tanky condition-bombing Mesmer, try running either Carrion (power/vit/condition) or Rabid(toughness/precision/condition). Carrion is great if you're focused on confusion bombing but also want to deal decent damage with a greatsword. Rabid is good if you run the staff/scepter +focus combo, but you can also run it with a sword for the utility of Blurred Frenzy and Leap.

Edited by Featherman, 08 November 2012 - 07:35 PM.


#3 RivenVII

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Posted 08 November 2012 - 10:40 PM

View PostFeatherman, on 08 November 2012 - 07:31 PM, said:

I want to start off by saying that you have a lot of options to consider. First off I suggest carrying a focus in your inventory for pulls and haste. If you really wanted to you could also spec it for another reflect and  I can tell you from personal experience that works great in WvW for a little bit of extra defense. When you're not using the reflect change the trait to glamour duration or something,else that's useful (the Inspiration line is filled with handy traits).

For power and precision, find that the Mesmer's best option in WvW is Knights gear if you run it alongside Signet of Illusions. Unlike vitality, your clones adopt your armor so with 50% extra health from the signet they can often trick players into thinking that they're squishy mesmers. To drive this point home I've seen many, many players unload their spikes on staff clones and sometimes get killed because they have no other skills to use against allied players. This works best with sword clones as they have to move to attack and can inflict a decent amount of vulnerability if they're not dealt with.

You can also get away with zerkers and still have a great survivability from your many escapes. Just watch out for thieves. If you want to be a tanky condition-bombing Mesmer, try running either Carrion (power/vit/condition) or Rabid(toughness/precision/condition). Carrion is great if you're focused on confusion bombing but also want to deal decent damage with a greatsword. Rabid is good if you run the staff/scepter +focus combo, but you can also run it with a sword for the utility of Blurred Frenzy and Leap.

Thanks a lot! I really appreciate the help. If I wanted to mainly look at Greatsword as my primary weapon as a Mesmer, what should I be looking for stat-wise from my armor and accessories to maximize my damage and survivability there?

#4 Featherman

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Posted 08 November 2012 - 11:34 PM

There are several ways to go about this, depending on your traits and utilities and what you want to focus your damage on.

For absolute maximum damage you can run full Berserker (power/precision/crit damage) using Decoy, Blink, and the Desperate Decoy trait for some quick escapes. If you pay attention to the fight and are also careful with your encounter with thieves, you're not likely to die.

If you're planning on focusing damage on your iBerserker and skirmishing with sword/pistol, I suggest running a mix of Knight and Valkyrie/Berserker and using the Phantasm trait build (i.e. Phantasmal Fury, Phantasmal strength, Illusionist Celerity), and also picking up Greatsword Training. When min/maxing damage for this kind of build don't prioritize crit damage from gear as your phantasms only benefit from crit damage gained through trait points and runes (possible bug?). I find that Knights armor and jewels slotting with valkyrie give a good balance of stats.

For runes you have several solid choices. If you're not using Null Field, I suggest using Lyssa Runes + Mass Invisibility since you won't have any other form of reliable condition removal. The combination of condition removal and invisibility also helps when you're initiating or when you need to book it. If you're a fan of time warp, go for scholar runes.

#5 Soulstitchmmo

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Posted 08 November 2012 - 11:45 PM

You have to ask yourself why do  you want to use Greatsword at all?

http://www.guildhead...M7kIM70V7owZ70m

That's my build. It's a "Confusion Bomb" build. I can get out 6-9 aoe stacks of confusion, and 11-14 stacks on an individual, then live for a very long time, with great mobility on my staff.

I keep a GS in my bag for when I need to abuse the Phantasm but for the most part my build offers amazing killing power, survivability, and support. As a commander you can't build too squishy, and a Commander that can lead a charge is infinitely more beneficial than one simply telling people to go some where.

Plus seeing a confusion bomb + feedback and watching a group melt, is infintely more satisfying than seeing an iBerserker swinging through a crowd.

Maximizing Chaos Armor up time, coupled with standing near my phantasms and and Dwayna runes. I keep protection up large portion of the time.

Edited by Soulstitchmmo, 08 November 2012 - 11:55 PM.


#6 RandolfRa

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Posted 09 November 2012 - 01:02 AM

If you are more into commanding and leading large groups, you might not want gs. Gs is more useful for roamers fighting small fights and for chasing people. It's useful for softening up the targets you are about to jump on.
Anyway, you can still consider centaur runes if you feel your group fails to give you swiftness often enough.

Edited by RandolfRa, 09 November 2012 - 01:12 AM.


#7 Featherman

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Posted 09 November 2012 - 04:41 AM

Well Riven explicitly asked for a GS build so I assumed the topic was limited to that subject, but if I may add in my two cents I would say that they both have great utility.

GS: As Randolfa mentioned earlier, it's an aggressive long range weapon. The autoattack is simply amazing. It does good damage from medium to long range but the main selling point, in my opinion, is that it's an instant non-projectile. This means that it can't be reflected and the enemy can't see the attack coming. On average the person you're targeting with this attack will take at the very least 80% of the hits. Great for pressuring squishies, and picking off weakened opponents. The 3# skill is also worth mentioning as it strips boons. You can use it on players standing on ledges (since it's an AoE) to strip away their stability qne guarantee pulls with your focus. Additionally you can use it on daggerstorm thieves if you don't feel like wasting your null field and then knock them out of their spin with your Illusionary Wave.

Staff: Your defensive ranged weapon. The autoattack is aruguably better in close range for the vigor buff, but there's also another use-it's built-in anti-thief mechanisms. Once fired, each attack has the ability to bounce off of nearby invisible target. The combination of bouncing and slow projectile speed makes it incredibly hard for thieves to stay hidden around you. This works even better if you choose to pick up the deceptive evasion trait and dodge after being attack by a thief. The clone you generate will actively track the thief that attacked you and its slow projectile will make it hard to time stealths or make him waste dodges. Chaos storm  works great for interrupting foes that are channeling skills or giving allies some defensive buffs, and it servers both functions in close range fights. Best of all, it has a near-instant cast time so its functions better adapt to ever-changing flow of battle.

Edited by Featherman, 09 November 2012 - 06:46 AM.


#8 RivenVII

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Posted 12 November 2012 - 01:41 PM

View PostFeatherman, on 09 November 2012 - 04:41 AM, said:

Well Riven explicitly asked for a GS build so I assumed the topic was limited to that subject, but if I may add in my two cents I would say that they both have great utility.

GS: As Randolfa mentioned earlier, it's an aggressive long range weapon. The autoattack is simply amazing. It does good damage from medium to long range but the main selling point, in my opinion, is that it's an instant non-projectile. This means that it can't be reflected and the enemy can't see the attack coming. On average the person you're targeting with this attack will take at the very least 80% of the hits. Great for pressuring squishies, and picking off weakened opponents. The 3# skill is also worth mentioning as it strips boons. You can use it on players standing on ledges (since it's an AoE) to strip away their stability qne guarantee pulls with your focus. Additionally you can use it on daggerstorm thieves if you don't feel like wasting your null field and then knock them out of their spin with your Illusionary Wave.

Staff: Your defensive ranged weapon. The autoattack is aruguably better in close range for the vigor buff, but there's also another use-it's built-in anti-thief mechanisms. Once fired, each attack has the ability to bounce off of nearby invisible target. The combination of bouncing and slow projectile speed makes it incredibly hard for thieves to stay hidden around you. This works even better if you choose to pick up the deceptive evasion trait and dodge after being attack by a thief. The clone you generate will actively track the thief that attacked you and its slow projectile will make it hard to time stealths or make him waste dodges. Chaos storm  works great for interrupting foes that are channeling skills or giving allies some defensive buffs, and it servers both functions in close range fights. Best of all, it has a near-instant cast time so its functions better adapt to ever-changing flow of battle.

These are the reasons I've really been enjoying these weapons. Is there a good Staff/GS build that someone could link me to? I've been searching not just these forums, but with my dear friend Google as well and I haven't really been able to turn anything up.

To reiterate, I am really looking to be survivable, drop down portals, and position my team very well. I want to be able to do decent damage, so I was looking into Knight's armor and Valkyrie accessories. For the Staff I was considering Rampager's stats with a corruption sigil and for the Greatsword, berserker's stats with a sigil of strength could be a possibility. What are all of your thoughts on these weapon choices and armor choices? What do you like for runes on a mesmer fulfilling this role or do you prefer orbs/crests?

Overall, would this build be survivable enough or should I be looking at different pieces to up the survivability (Invader's with Pow/Vit/Tough, etc.)? Also, is it viable to get the Staff and the GS cooldown reduction traits? I feel as if those could really help and make me effective in any situation. I'll carry a Sword/Scepter and a Focus in my inventory, but I'd really like to stick with Staff/GS as my main options. Please forgive my ignorance on this class in general. I understand what I want to accomplish and am really still adapting to it as I am having some trouble deciding where I want to end up and I'd rather not waste the gold on unneeded gear in getting there. I have only ever really played melee classes so, where I am an excellent warrior and I wrote a WvW guide, I am relatively clueless as a mesmer (or any caster) and I am looking for sound advice. Thanks in advance.

EDIT: I went ahead and tried to make a build to see where I'd end up. The Toughness is a lot lower than it should be since The "Knight's" Amulet has Vitality instead of Toughness. Here is where I ended up. Suggestions? http://www.gw2build....0.20.10.25.10.5

Edited by RivenTheValorous, 12 November 2012 - 11:58 PM.


#9 Soulstitchmmo

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Posted 13 November 2012 - 02:04 AM

You are missing out a LOT by not using focus. ESPECIALLY traited focus. Throwing down a portal and focus wall to protect it is invaluable. While there is a way to possibly get a build specifically to work with staff/gs I'd recommend seriously considering picking one of them (with staff being by far superior in survivability) and then swapping to Sword/Focus (for gs) and Scepter/focus (for staff).

#10 Cyantific

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Posted 13 November 2012 - 07:06 PM

Here is a Phantasm / Glamour build I use for WvW and Dungeons (I replace Portal with Null field in Dungeons).

http://www.gw2build.....0.20.0.0.30.20

I mostly use the GS as I like staying at range but once the battle gets up close I switch to Staff to increase survivability. The high vitality sort of eliminates the need for high toughness stats. Other possible Utility stats are Blink (really useful for mobility purposes) and Decoy (quick getaway tool).

I am aiming for full Berserker armor but haven't got there yet. Hope this helps.




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