WvWvW As A Mesmer
This post will hopefully help players with tips on how to play a Mesmer in WvWvW and also go over the two builds I use in WvWvW as a Mesmer. I will first link two builds I use, along with a summary of their purpose and playstyle, and then go over how I play these builds in different WvWvW situations.
The Phantasm Mes
The above link will take you a rough sketch of the build. You may recognize the Greatsword and Sword/Focus combo. These two sets are quite common in WvWvW, though a lot of Mesmers run them with a shatter based build. I do not for I find the Phantasm build to be more suited for sieges and zergs. The following rundown of the build will be based on the status of the build before the December 3rd patch which removed the quick-attacking Phantasms. As of now, this build is not as effective as the Shatter build, but once they put Phantasm attacks at a .25 delay the build should begin to function properly again.
The key traits for this build are Empowered Illusions, Phantasmal Strength, Phatasmal Fury, Sharper Images, and Warden’s Feedback. Other parts of the trait setup you can switch around a bit, but I feel the traits I listed are highly important to the build. With these traits you get 30% damage increase from your Phantasms, constant crits from your Phantasms which lead to bleed stacking, and you get easy access to projectile reflects from your Focus skills. This means that dropping a Warden at the head of an opposing zerg will create a whirling reflect bubble that will cause a zerg to back off or die within the fury of its own arrows.
Other traits you may consider are Greatsword Training or Compounding Power. You can shift trait points around to acquire these or sacrifice one of the main traits for one of them. I originally had Greatsword Training, but dropped it in favor of other traits. I found having better access to Leap/Swap and Blurred Frenzy a greater tool than more frequent access to the Berserker or the knockback on Greatsword.
Your utilities in this build allow you escape and stealth through Decoy and Blink. If you get snared, especially by a Warrior or Ele, you can blink out and away to safety. You can also use Blink at the start of any journey between nodes to quickly cover distances. Mirrored Feedback is for siege and zerg fights, allowing you to reflect damage back at doors or at bridges. Cycling through Feedback, Warden and Curtain can effectively cutoff any bridge you are fighting at. Blink,Feedback or Decoy can be swapped out with Portal for doing Portal Bombs. In certain situations, swapping Mass Invisibility for Time Warp as your elite is pretty important.
The Shattering Reflect Mes
This is a shatterbomb Mes, but it carries Scepter/Sword as its secondary weapon set. you may see other shatter Mesmbers that carry Greatsword or Staff as their second weapon set. The reason this Mesmer carries Scepter/Sword is for the two block skills. What this Mesmer build does is reflect and block a lot of incoming damage. You can see that it features the same Inspiration trait line setup as the Phantasm Mesmer, but also carries a full Illusion line with Illusionary Persona and Masterful Reflection.
What I. Persona and Masterful Reflection do is allow you to do the usual shatter bomb and then follow it up with a Distortion bomb. After a full distortion shatter, you have 4 seconds where you are invulnerable and any projectiles aimed at you or in which you are along the path of are reflected back at their source. This makes you an unstoppable reflect circle within the battle. You can help push a group forward with a full Distortion Shatter as well, giving your group a moving relfection bubble for 4 seconds at the start of a push, then following it with Blurred Frenzy to allow yourself a second of further invuln to have your group catch up to you and then blink or portal back away out harms way.
Just as an aesthetic note, the Masterful Reflection trait comes with its own unique spell effect that differs fromt he Distortion effect. This can clue in your allies that you are in invuln & reflect status.
Your utilities are similar to the Phantasm build with Mirror Images added and Decoy removed. You can swap Blink with Decoy to put out more clones for shatters if you want, but I do often find Blink vital to escape and movement. For the purposes of Portal bombs, I replaced Feedback or Blink with Portal, but rarely Mirrored Images as the clone factory element of Mirrored Images is so important to the build. As with the other build, Mass Invis can be swapped for Time Warp depending on situational use.
Using Your Mesmer Within A Siege
If you are defending a wall against a siege, you can use your reflect skills at the head of a zerg or on Flame Rams at the door you are defending to reflect projectiles back at the attacking group. Always be careful of not spending a prolonged time at the edge of a wall to do this or you may be pulled off the edge and down into the battle. If you are yanked off the edge then make sure to quickly blink towards portal near your door or blink away and follow with a Decoy or Mass Invis. If the enemy is setting up a line of catapaults or trebuchets to hit your walls and doors, you can drop a Portal at a safe spot behind the wall (On the stairs for example) and then stealth into the middle of the siege array and drop the portal exit, allowing you to quickly move an army to the primary target. [See The Mesmer Zerg below.]
If you are attacking a wall with a siege then you can be the one yanking players off of walls and into the maw of fury and death of your siege. The key to doing this is setting your Temporal Curtain spell at the top of a wall where you can see enemies attacking and then triggering the second part of your 4 key spell Into the Void and yanking multiple foes off the wall and down below. Otherwise, swap your Mass Invis Elite skill for Time Warp as you approach a door. If your siege is using Flame Rams then pop Time Warp as soon as the Flame Rams are built. If your siege is using Golems then swap in both Time Warp and Portal and wait until all Golems are portaled in. Once all your golems are portaled in you can drop a Time Warp on top of them.
The Mesmer Zerg
The rules of using your Mes in a large battle where one side is fghting another upon a more open battlefield is much like how you use your Mesmer within a siege except that you portal far more often, and more at a whims notice. Instead of waiting for a Golem to show to portal, you lay your portals within the battle field, first (Portal Entre) at the back or middle of your group and then second (Portal Exit) in the middle of your enemies group. Sometimes you can put your Portal Exit at the side of an enemy group to flank or in certain cases behind the enemy group to pincer. The pincer is often very effective at break a zerg v zerg stalemate by splitting up the opposing group with ocnfusion. Half of your group is at the back defending the line, while the other half materializes behind the enemy boxing them in. The resulting chaos of the suddenly split force can often lead to your enemies splitting in multiple directions and de-turtling their turtle.
The turtle concept is based upon the AOE rules of the game, where AOE skills can often hit a max of 5 enemies. By grouping up in a turtle, it limits the amount of allies a single aoe can hit within its radius. For if there are 30 allies within a radius that an AOE can only hit 5 allies therein the radius, the turtle has saved a sixth of your allies from damage. The portal’s purpose then is to surround the turtle, pincer it quickly and cuase enough confusion to split it. If the pincer tactic doesn’t work then the portal bomb into the middle of the turtle will often cause chaos along with triggering the dreaded culling effect.
Culling is what happens in the game when too many targets appear within the same area. Culling makes the targets furthest from the player invisible. This lightens the load on each packet carrier so that the game can continue to function with minimal lag and framerate loss. The problem is that Portals create the culling effect at will and thus create an invisible army within the middle of a battlefield. This is great at portaling into a siege array of your enemy, but extremely frustrating for the other side as they can not see what is hitting them. This issue has made Thiefs and Mesmers popular due to stealth and portal skills triggering the effect on command.
The Mesmer’s Portal is still valuable within a zerg fight even without the culling issue being present. It still creates a sudden movement of reinforcements or allies that is valuable in winning a large battle. Key to this attack within the zerg is what I personally call the Mesmer Reflect Encounter rules.
The Encounter Rules
The encounter rules graph to the left is a rough draw-up of the process I follow in a typical WvWvW encounter. The zero point marked by 0 on the image shows the player as the dark square shape. This is where the Mesmer player enters into the fight. In front of the Mesmer is an assortment of enemies marked as red circles. The closest enemy is marked with a 1 to signal them as initial or primary target. The secondary target is marked as an enemy to the far side of the first target, and the following targets are any group behind the initial target, marked by the number three. This creates a four step process, process the battlefield (0), acquire first target (1), check for secondary targets to your side and diagonal (2), check for targets behind your primary (3), and neutralize all targets.
If you notice those pink and purple marks on the graph you will see how I typically use my Mesmer skills. In both Mesmer builds I listed, there is a Sword & Focus weapon set, and that is the set used for this encounter graph. Your first encounter (1), uses your Phantasmal Warden. That is the W on the graph with a pink bubble around it. When you cast your Warden, it will often show up behind the target, but sometimes to the side or in front of the target. The Warden creates a reflect bubble for you to to hide in while you melee away at your foe. So your opening attack will be casting a Warden on your target, followed by illusionary Leap, and then the following Swap skill to teleport and snare the target, and then finally Blurred Frenzy while your target is snared, following with basic Mind Stab attacks with the Sword primary spam attack. If done correctly, the Warden’s spin attack and bubble protection will be hitting at about the same time as your Blurred Frenzy channels. This creates a large damage spike on a single target or multiple melee range targets, while also providing invulnerability and reflection upon yourself and the target area.
If you see a secondary target to side or diagonal of your primary target then before Leaping into your primary target you cast Temporal Curtain infront of the Secondary target to reflect projectile damage back at them or to cripple them if they to engage you at melee range. (2)
If there is a second group behind the target or only a second target or gorup behind then you can cast the Temporal Curtain in front of them or cast Mirrored Feedback upon a foe within that group to reflect all projectiles from them back as you attack your primary target.
This allows you to engage three different enemies at once before even switching to your second weapon set. I’ll go over the graph and process again.
- Dark Square – The Mesmer
- Red Circles – Enemies on the battlefield
- Dark Lines – Movement steps via Leaps, Swaps, Blinks and good old fashioned running.
- Light Pink W Circle- Your Warden and its Pink reflect Bubble
- Pink Lines – Your Temporal Curtain lines
- Dark Pink Circle – Mirrored Feedback AoE
- Yellow Arrows – These are to note the way projectiles may reflect off your reflection spells. As you can see, the Warden is a circular outward reflection and the Mirrored Feedback bubble reflects projectiels back in, while the Temporal Curtains reflect directly backwards,
- Numerals – The Process Steps
Zero Point is where you process your battlefield according to the graph.
- Find Primary Target and engage with Phantasmal Warden and Sword Leap –> Swap.
- Identify Secondary Targets to your side or diagonal and neutralize them with Temporal Curtain
- Find next set or group of targets behind your primary target. Neutralize them with Mirrored Feedback or Temporal Curtain.
- Dispatch Primary Target after snare with damage spike from Blurred Frenzy and then proceed to Secondary Target.
- Disengage if you do not have the reinforcements with you to proceed onto further targets. Escape via blink, stealth, or portal.
Following this sort of thought process is how a Memser multiplies itself and makes great use of its tools to take on the fog of war in WvWvW. This process can be used within a large battleifled or within small skirmish encounters. The basic concept is to hit weak targets while protecting yourself and allies from the vast volleys of arrows and fireballs that litter the WvWvW battlefield.
Next up, Part Two!
This is an initial foray into my WvWvW Mesmer. Next up will be some ideas about playing the Memser as a skirmisher and yak-slapper.