Some of my earliest blog posts were about Mesmer theory-crafting in Guild Wars 2. Seeing as how I’m both playing again and blogging again, I figured it might be a fun time to write a guide.
The build that follows is what I’d describe as a “Flex Support Rifle Virtuoso” designed for Structured Player vs Player. This is a build that I’ve found enjoyable because reminds me of how playing a “Rainbow-spike Mesmer” feels in the original Guild Wars. My goal with this guide is to offer both an detailed breakdown of the loadout and provide strategies for how to play it, in the hopes that doing so might help advance the state of the metagame.
Just want the spec? Click here for the build template on GW2Skills.net.
Concept: Why “Rifle Virt”?
Historically, Mesmer didn’t really have many healing oriented specs prior to the introduction of the Rifle in Secrets of the Obscure. Sure, you could run a Mantra healing build, but the long cast times become impractical in a fast paced PVP setting and the choice of Chronomancer in PvE seems almost “too good” for the easy access to Quickness or Alacrity. However, playing a support in sPVP requires a different approach that requires you to survive in adverse conditions. By choosing the Virtuoso specialization, you lose out on the party-buffing capacity of Chrono but gain drastically improved self-defense and resource generation.
It’s my personal opinion that the Virtuoso specialization fixed several inherent problems with the Mesmer class from a PvP healer standpoint. The most important benefit for this specific build is that it makes your shatter resource is no longer killable by the opponent (as clones normally are), allowing you to ensure that your shatters are available when you need them. Since this build uses Aegis as a primary mitigation tool, it can more effectively hold a node while dueling against other builds that depend on Stealth or Distortion for survivability. The other important change is that it allows you to use the Sword’s leap ability without a target, providing you with the ability to swiftly rotate around the map.
The Visions of Eternity has since added the Troubadour specialization as a support option also, but I find myself still falling back to this instead. Troubadour has some awesome utilities skills while still addressing the clone and leap issues, but the addition of a cast time to Distortion means that I can’t use it in quite the same ways. Furthermore, the Troubadour area of effect distortions have inadvertently cost me control of a point more than once. While I think Troubadour may offer superior healing in a coordinated team, the build I’m about to present is more solo-queue friendly.
Equipment: How to gear and why?
Avatar Amulet (1000 Power, 1000 Precision, 500 Healing, 500 Vitality): As one of the limited options with healing, this seems like the obvious choice for Rifle which doesn’t have any inherent condition damage on it. The additional precision helps you add additional vulnerability stacks with Blade skills and complements the projectile reflection skills. It’s possible to run variations of this build with a Heretic Amulet, but I wouldn’t really recommend it.
Relic of the Defender (Heal 5%~1% max health on block): This build survives through spamming Aegis, and this relic turns those blocks into an additional source of self-healing. While other healing alternatives might work in an organized group, I would definitely recommend this option for solo-queuing or while learning the build.
Rune of the Flock (175 Healing Power, 225 Vitality): The Rune slot in this build is extremely flexible, and it’s quite common for me to change up this slot based on the match-up. I’m including this as the default choice in the build because I think it provides a nice balance of support and survivability.
Rifle (Sigil of Transference, Sigil of Cleansing): As your primary healing weapon, the Sigil of Transference makes for a solid choice for the Rifle here. The Sigil of Cleansing is to hopefully remove any Poison that would reduce your healing.
Sword / Focus (Sigil of Energy, Sigil of Escape): This set is intended as a defensive swap, using Blurred Frenzy for the invulnerability and a target-less Blade Leap to get out of trouble. I’m a big fan of the improved Focus trait to mitigate ranged DPS, but you could also use variety of other weapons in this slot with some minor adjustments.
Traits and Skills: What’s the build?
Virtuoso (Bladeturn Refrain, Duelist Reversal, Psychic Riposte): These three traits all synergize nicely. Casting a Bladesong grants Aegis, then blocking an attack grants boons and more blades. You need to be conscious of the 3 second internal cooldown, but the Virtuoso specialization offers great sustain once you get the rhythm down. One of the added benefits is that your Bladesongs become unblockable, so you can ensure that Bladesong Dissonance interrupts when you need it to. If you don’t have End of Dragons, you can potentially run a core version of this build by substituting Dueling instead, but you lose a lot of other benefits in the process.
Inspiration (Medic’s Feedback, Warden’s Feedback, Restorative Illusions): Restorative Illusions is a core component of the build and a major source of healing and condition removal. The Feedback traits are mostly a personal preference, but the ability to mitigate ranged damage with reflects allows you to focus on mitigating melee damage through positioning. The ability to pull someone down is priceless on certain maps. If you choose not to use the Focus, then Ego Restoration is an obvious choice. Sympathetic Visage could theoretically provide more personal survivability over Medic’s Feedback, but I find the added ability to resurrect allies under pressure to be far more impactful. Keep in mind that sometimes it’s better to just tap them for the bubble and look for a quick kill.
Chaos (Master of Manipulation, Auspicious Anguish, Bountiful Disillusionment): Master of Manipulation adds even more sources of Aegis to complement the Virtuoso traits, just remember to wait 3 seconds between blocks for maximum benefit. Bountiful Disillusionment is one of Mesmer’s few potential sources of Stability and the additional Vigor helps to generate additional blades on evade. I recommend Auspicious Anguish for help not being stun-locked to death, but Chaotic Transference has some nice synergies also.
Utility Skills (Mimic, Arcane Thievery, Blink): The choice of taking 3 Manipulations is based on capitalizing from the blocks and our associated trait. Arcane Thievery is your primary means of assisting with spikes. As needed, Mimic the Arcane Thievery to rapidly remove 6 boons from a called target under pressure to help your team secure the kill. Blink is your only stun-break, so don’t use it for mobility unless you’re confident you’ll be safe for a while and pro-actively Mimic it against CC-heavy teams. In a pinch, you can cast Mimic without using the Echo for an emergency Aegis.
Elite Skill (Signet of Humility): True to its name, you need to be humble with this skill. This build primarily uses Signet of Humility for the passive survivability, so don’t Moa someone unless the fight depends on it. That said, there will be cases where some people will be un-killable without it. You need to decide which direction the fight is going early, then play around denying a key target their skills at the precise moment they need them while also ensuring an escape route for yourself.
Heal Skill (Mirror): As much as I love Mirror in WvW, it’s use in sPVP is pretty rare because it doesn’t really heal all that well. The only reason it works in this build is that it counts as a “Manipulation” and provides you with another source of Aegis. Typically, your regular use of shatters is going to provide you with consistent self-healing. This frees you to use Mirror to support teammates by positioning yourself between them and ranged enemy to prevent them from being damaged, removing conditions and granting regeneration, while also recovering blades for yourself. This complements the Sword/Focus setup, as the leap helps gets you into position and your Focus skills provide additional reflects.
Strategy: How to play?
Generally speaking, most of my losing matches in PVP can be attributed to four root causes:
- Toxic players that grief or AFK.
- Teams that can’t stay alive.
- Teams that can’t secure kills.
- Teams that aren’t where they need to be.
The first of these is largely out of your control. Just block the toxic player, report them if appropriate, and move on with your life. Turn chat completely off if you need to. No video game is worth sacrificing your mental health over. Be positive, and try to set an example for the kind of sportsmanship you’d like to see from others.
The three combat related concerns are what you’ll need to learn how to gauge from the team composition. If your team looks “squishy”, you’ll need to play more of a support role. If your team looks “tanky”, you’ll need to play more of a damage role. If your team looks “slow”, you’ll need to play more of a roamer role. This build has the tools to play all three roles over the course of a match, but you’ll have to choose which strategy to play depending what your team needs at the time.
The first rule to playing this build is simple: stay alive. You do no good to your team if you’re dying. Each death is 5 points on the enemy team’s scoreboard, so successfully fleeing a lost fight can mean the difference between winning and losing the match. Very few classes are capable of matching the mobility of this build, so use the geometry of the map to your advantage. Pay attention to your sight-lines, hug corners to mitigate damage, and use your Blinks and pulls to assert control over the high ground. If you are going to die, try die on the point so the other team is forced to stomp you quickly. The worst case scenario is to bleed out off point.
Once you’ve become comfortable keeping yourself alive, start thinking about how to keep your allies alive through a combination of crowd control and healing. To borrow a WvW metaphor from my old guild-master (sup Indo?), you can think of your team as being a composed of a “hammer” and “anvil”. Your goal is use the AOEs from Rifle to keep the melee DPS in your “anvil” alive while simultaneously using your shatters to support the nearby ranged DPS in your “hammer”. You’re not going to keep either group alive indefinitely by yourself, but you can win engagements by ensuring your team secures kills in a timely manner each time the hammer meets the anvil. Ideally you should fall into a rhythm where you call a target, CC and boon strip them while your teammates get in position, then spike them down together.
This build has two basic spike patterns, one for each weapon set. For the Rifle, I set-up my spike with Phantasmal Sharpshooter. Give the phantasm a second to set up while you watch for a last second dodge from your target. Once you have a rough idea of where they’re going to be, drop Inspiring Imagery there and start casting Bladesong Harmony. As your Bladesong completes, detonate Abstraction and quickly follow with Journey. If done correctly, all four skills hit within a short period of time. My Sword/Focus spike typically begins with pre-casting Temporal Curtain and Phantasmal Warden, followed by a rapid sequence of Into the Void, Blade Leap, Bladeturn Requiem, and Blurred Frenzy. In either of these cases, your target will likely try to use their healing skill afterwards, so try to be prepared with Bladesong Dissonance to interrupt it.
Depending on how many supports your team has, you’ll need to make an early call whether to cap home or head straight to mid and decide how many cooldowns you’re willing to risk getting there early. You can reach a node extremely fast with a Mimic-ed Blink, Leap, Dodge combo, but resist the urge to double-Blink. It’s far too dangerous if the point is going to be contested. Remember that your first responsibility to your team is to stay alive to build a lead. Bunkering up on home might not be that exciting of a job, but holding it consistently puts points on the scoreboard and that’s how you win games.
In a team fight situation, like rushing mid, you’ll need to be very proactive with your positioning and target calling. You need to be close enough that you can strip boons and interrupt the main target, but far enough back that the enemy team needs to commit heavily in order to reach you. If you see someone gunning for you, use your mobility to force them into over-extending then call them out for a quick spike. Keep in mind that your Restorative Illusions healing is proximity based, so try to be not more than a Blade Leap away from any allies you might need to save. Shatter, dodge, and shatter again for quick burst of healing. Being close to the action also enables you to occasionally step into AOE damage to trigger your on-block effects and make every Aegis count.
Much of the flexibility in this build comes from the combination of Mimic and Arcane Thievery. The current metagame tends to favor boon stacking for defense and condition stacking for offense, but Arcane Thievery can effectively turn both of these weapons against one target at the same time. This is one of the few mass boon strips and cleanses left in the Mesmer toolkit. I find that a lot of players will instinctively rebuff themselves after the first strip, enabling you to often steal some nice boons with the Echo strip. If possible, I try to prioritize stealing Protection, Stability and Alacrity, but more often than not I’ll be forced to use Arcane Thievery for the condition cleansing instead. The dual nature of this skill makes target calling even more important because you need someone targeted to cleanse yourself.
This build occupies sort of gray area between being a “healer” and being an “anti-healer”. At the lower ranks teams with any support tend to beat teams without supports, but at higher ranks teams with multiple supports will often end up being stalemated. Fighting a stalemate on a node you own is okay, but fighting a stalemate on a node owned by the enemy is recipe for a loss. You need to either get the node first or be able to kill whoever got there. While this build is relatively low on the damage side, the boon strips and stuns can allow you to effectively mitigate a support from the other team while providing support of your own. A well-timed Signet of Humility can deprive an enemy healer of their defensive skills at the precise time they need them, allowing your team to take down certain classes who might otherwise be un-killable.
With that being said, it’s also important to recognize when not to play this build. If you’re at the ready-up screen looking at team composed of a Core Guardian, Scourge, Weaver, and Druid, it’s a probably good idea to take this as a hint to at least switch to something more aggressive. This build is flexible enough to play with other supports on the team, but you’ll want at least one solid damage dealer to assist with spiking down your target while you CC them or it can end up going to waste. If you can’t tell at a glance who the “DPS” on your team is, then it probably means they need you bringing the damage. Knowing when to build swap and how can help you win matches more consistently in the long run.
Match-ups: What to watch for?
This is a build that’s designed around minimizing bad match-ups rather than maximizing winning match-ups. You should be focused on taking map objectives over taking duels, but you need to be able to hold your ground against common meta builds when needed.
This build is weak against builds with boon strips and unblockable attacks — which includes its own mirror match. A Mesmer vs Mesmer match-up is going to be one of the difficult fights you’ll face, but there’s enough room for you to counter-play most builds if you know how they work. These 1v1s will often come down to who ever makes better use out of their cooldowns. Use target calling to mark the real Mesmer when facing Chronos or Mirages, and remember to dodge before key shatters for the unblockable effect against other Virtuosos.
Familiarize yourself with the list of “unblockable” attacks from the Wiki. I don’t plan on going through all of them, but would briefly divide them into 3 groups. The first group includes ground based AOEs, that can really only be avoided by Blinking out of the effected area. The second group includes projectiles, which can’t be reflected so you’ll have to play line of sight or use distortion needed. The third group is the remaining melee attacks, which I try to mitigate by kiting and distortion.
One of the drawbacks of being a Virtuoso is that you give up clones completely. This makes “trap” classes particular more dangerous for you than other Mesmers who can simply send a clone in to pop them, and you’ll probably face a lot of them in the current meta. Be cautious about your position when facing off against Rangers, Necros, and Demonhunters. Proactively Mimic Blink to keep a back-up escape on hand and try to force them to come to you. Usually they will run a projectile weapon for back-up damage, so drop a Temporal Curtain when they try to do their spike and pull them out of position while they’re low health.
Focus reflects also help against Thieves and Engineers also, but usually their crowd control effects are more threatening than the damage. Try not to use Signet of Humility in those situations unless you’re absolutely sure you can secure the kill with it because that passive bonus can be the difference between life and death. Don’t be afraid to retreat and reset if you need to; you can rest assured they’ll try to the do the same. Deadeyes in particular shouldn’t be underestimated, and will quickly drop your allies if left unchecked. Position yourself between the ranged threat and an ally so you can protect them with Mirror, or consider setting your Phantasmal Warden on an off-target just to give your teammates breathing room.
Variations
The Rune is the most flexible slot and I generally change it up depending on the match-up. Chronomancer is my favorite DPS option because the added boon duration complements the build well, I tend to often run this on Forest to help kill the creatures slightly faster. Resistance is notable if you’re going up against a condition heavy team and likewise Guardian can work well against direct damage.
The Sword/Focus set has some leeway also. Switching from Focus to Shield can help if you expect to face a melee-heavy team, and synergizes extremely well with the recommended relic. Spear can make a nice offensive swap when needed and offers decent mobility also. Staff be a decent defensive option if you take Illusionary Membrane and are can get used to the 180 degree blinks for mobility.
The other potential healing relics include Flock, Dwayna, and Castora. Flock is nice because it stacks well with multiple healers, while Dwayna works best if you’re the only one using it and are explicitly gearing for boon duration. Castora could interesting if you have a more reactive healing playstyle, but I try to lean towards being pro-active with Aegis and Regeneration instead. Zakiros and Mist Stranger make honorable mentions if you’re looking for an offensive swap that doesn’t compromise survivability.
Once you’ve gotten used to the playstyle of the Aegis/Defender gimmick, it’s also possible to drop the Inspiration line entirely for a more offensive trait line. My personal favorite is Domination for the boon strips, but Dueling and Illusion both offer nice options too. Running a Heretic amulet with such a spec can be very effective at lower ranks where people don’t understand the gimmick.
Conclusion
Guild Wars 2 is at an interesting stage in it’s product lifecycle. It reminds me very much of late stage fighting games like “Guilty Gear XX Accent Core +R” where the number of expansions to the game has reached a critical mass where every character has an absurd gimmick that can kill you in seconds. Every class in Guild Wars 2 has a number of gimmicks, and the more of them that you recognize the more successful you’ll be in your matches. Hopefully you’ll find my gimmick fun and maybe it’ll inspire you to find one of your own.

