Illusionary Weaponry Build
Mesmer/Warrior
Level: 20
Fast Casting: 9 (8+1)
Illusion Magic: 13 (11+2)
Tactics: 11
Illusionary Weaponry [Elite] (Illusion Magic)
For 30 seconds, you deal no damage in melee, but whenever you attack in melee your target foe takes 36 damage.
Energy:15 Cast:0.71 Recharge:40
Clumsiness (Illusion Magic)
For 7 seconds, the next time target foe attempts to attack, the attack is interrupted and target foe suffers 81 damage.
Energy:10 Cast:0.71 Recharge:10
Phantom Pain (Illusion Magic)
For 10 seconds, target foe suffers Health degeneration of 3. When Phantom Pain ends, that foe suffers a Deep Wound, lowering that foe's maximum Health by 20% for 18 seconds.
Energy:10 Cast:1.42 Recharge:15
Defensive Stance (Tactics)
For 9 seconds, you have +24 armor and you have a 75% chance to "evade" melee attacks and arrows. Defensive Stance ends if you use a skill.
Energy:5 Cast:0 Recharge:45
Deadly Riposte (Tactics)
For 8 seconds, while you have a sword equipped, you "block" the next attack against you, and your attacker takes 20 damage and begins Bleeding for 38 seconds.
Energy:5 Cast:0 Recharge:10
Disciplined Stance (Tactics)
For 9 seconds, you gain +24 armor and have a 75% chance to "block" attacks. Disciplined Stance ends if you use an adrenal skill.
Energy:10 Cast:0 Recharge:60
Healing Signet (Tactics)
You gain 122 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4
Flurry (Warrior other)
For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.
Energy:5 Cast:0 Recharge:5
This build is a bit different than many of the other illusionary weaponry builds, and I wanted some input to see if you guys think it'd be good.
I'll just go over the skills one by one. Illusionary Weaponry is there because, well, its an illusionary weaponry build. For those who don't know, it deals no melee damage but 34 damage for each time it hits.
I included clumsiness because I thought, being on the front lines, you would be fighting warriors quite often, and 81 damage is awesome.
Phantom pain is a good opening move, if you use it and dps the person down to below 20%, when the deep wound effect goes off their health goes to one.
Defensive stance is included for melee survivability. Without it and disciplined stance, you would die far to fast on the front lines.
Deadly ripste is included to help you do a bit of damage while you wait for your IW to recharge. I've found it to be quite a nice way to keep healers healing your target, and soon those monks run out of mana. Does nice damage too if the other person isn't being healed.
Healing signet is included for a way of survivability. With the amount of tactics you have it heals you for a nice amount. Reduces your dependence on healers.
Flurry is one of the most important moves on there. You should be using flurry every chance you get while your ilussionary weaponry is up. Because the damage decrease is only effective on melee damage, it has no effect on your damage you're doing. You can be using a lvl 1 sword and still be doing major dps.
Fallbacks to this build include having your IW being taken off mid fight. That is when you need to fall back from the front lines and start using clumsiness or phantom pain on people. Deadly riposte helps too if you stay in the melee fray.
Another fall back is that mesmers don't have a lot of armor. You must be careful and pop the 2 defensive stances in order to keep yourself alive. The rogues set is generally best for the build, I advise everyone using this build to get it for the physical damage decrease.
Feel free to post your thoughts and questions
