Troubadour - Power Spear Troubadour
This build was last updated on January 21, 2026 and is up to date for the January 13, 2025 patch.
Overview
A Power damage focused PvP build utilizing Mesmer's newest elite specialization, the Troubadour.
Skill Bar
Axe/Shield
Spear
Utility
Template Code
[&DQcBGhgpSRcjDwAAhB0AAGUBAACDAQAAbR0AAAAAAAAAAAAAAAAAAAAAAAADBQBXAAkBAA==]
Specializations
Specialization Variants
Dueling can be swapped out for Chaos if you need more sustain:
Equipment
Axe
Shield
Sigil
Sigil
Spear
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Sigils
- and could work on both sets, just don't replace .
Relics
- - the build has good
Swiftness uptime when playing with
Dueling, but you need to be in combat to properly stack this boon. Wayfinder is still a more consistent option especially when roaming between capture points or when you're on the
Chaos version.
Usage
Troubadour basics
Troubadours replace their Shatters with Instruments. Instruments function similarly but linger to provide bonuses to .
- F1 is still strike damage focused, F2 is condi and
Dazed, F3 is CC as usual, and F4 heals and grants .
- We're still going to refer to these skills as shatters, for the sake of simplicity.
- These new shatters all have cast times and consume notes instead of clones. You build notes the same way you'd build clones.
General
- You can use for
Swiftness when roaming the map.
- can also be used for this, although the movement speed is a bit lower.
- Both weapon sets offer good damage and a bit of sustain, but Axe/Shield is your more defensive set.
Damage
- is your best shatter skill when it comes to damage, and it's one that you should use early because it also provides a lingering damage boost for your other abilities.
- It's also one of your few ranged attacks.
- Both Axe skills do solid damage while also acting as gapclosers, bringing you in range for Spear's .
- , and can be used to set up bursts with CC.
- Deafening Drum needs to be used in melee range and Mental Collapse itself requires some setup (Clarity proc from ).
Spear
- (MTG) is the bread and butter of Spear, it's both the main burst skill and its central mechanic.
- Whenever you score a hit with MTG you gain Clarity, which empowers your next skill. Therefore MTG should almost always be the first skill you use on Spear.
- MTG does more damage and has a higher crit chance if the target is near the outer edge of the skill. Try to use it from just outside melee range!
- isn't just a Phantasm skill. If you can hit an enemy with the leap itself, you'll remove some boons too.
- Clarity: summon 2 Phantasms.
- The main purpose of is to reset the CD of MTG and serve as a gap closer for it.
- Clarity: stuns the target.
- While is mainly a defensive skill on this set, it does quite high damage in melee and can be used to safely counterpressure enemies.
Spear burst rotation
- while trying to hit enemies with the outer ring.
- which is now empowered and stuns targets.
- again. Try to walk away from the stunned target while casting it in order to put them inside the outer ring of MTG.
- which should now summon 2 Phantasms due to having Clarity.
Sustain
- Cleansing in the build is rather low, but you're not completely helpless either:
- Evading an attack cleanses 1 non-damaging condition via . This is good at getting rid of less important conditions before you'd use your better condi removals. Another use for this is to keep
Weakness off of you so you can keep doing damage. - Swapping to Spear cleanses 1 condition thanks to . If you're having trouble dealing with conditions, put it on both sets.
- on Spear is your best cleanse, removing 2 conditions when cast.
- from and can give you a time-out, as you take no condition damage while it's active. Harmonious harp also cleanses 2 conditions when used via trait synergy.
- Evading an attack cleanses 1 non-damaging condition via . This is good at getting rid of less important conditions before you'd use your better condi removals. Another use for this is to keep
- Shield's is a strong blocking skill that you get to use a second time if an attack is blocked ().
- Make sure that it always blocks an attack - briefly move into hostile AoE, cast it when an enemy is doing a leap, or facetank Ranger pets and Mesmer clones if necessary.
- If isn't ready but you need to block, you can cut down on its recharge substantially by using .
- can buy you a bit of time when focused by the enemy team as it breaks targeting and repositions you while evading attacks.
- Sometimes you can get creative with this and use it as an escape tool, like targeting the Trebuchet on Kyhlo or a Necromancer's on the highground.
- One of the most important uses for this skill is evading attacks while
Immobilized.
- Every CC skill can be used defensively, and you have no shortage of those.
- adds
Stealth access to the build. The duration is short but it's just enough to reposition yourself.
- Distortion from and barrier from are both powerful tools, but these skills ahve rather lengthy cast times which makes them less ideal when you're already being focused. These work best when used preemtively or from a safe distance.
- Crescendo's barrier scales with the number of lingering bonuses you have from using shatter skills.
- is your panic button. Breaks stuns and immediately repositons you far away from the fight.
- It's generally not recommended that you use 2 defensive utilities at the same time, letalone 2 stunbreaks, but sometimes you may want to consider using this together with for the
Stealth. Stealth prevents enemies with targeted teleports from following you, like Thieves with , Guardians with or Revenants with .
- It's generally not recommended that you use 2 defensive utilities at the same time, letalone 2 stunbreaks, but sometimes you may want to consider using this together with for the
Ratings
Hey team, im absolutely loving playing this build but im not a mesmer main so could you kindly add the usage part in this build for some more guidance. TIA
Comments
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