http://gw2skills.net/editor/en/?fgA...icnKwcoegdZ33B;TwAAzyrEWJtSdlyKqmMNJay2krJZTA
I was messing around with it mesmer builds. I liked the idea of the 5% of toughness being converted to condition damage. Tho it doesn't really add much. 5% of the toughness I had was only 123. Which only added like 10 more damage for confusion (I didn't check the rest). But I found the a set runes did the same thing, so it would add another 5% of my toughness to condition damage. I also didn't add any signal because I forgot about them. I'd probably add some stuff the causes a condition when you switched to the weapon, as I would switch weapons a lot with this build.
I liked the torch over pistol because the torch had a blast finish vs just projectiles. And area chaos armor sounds like it could benefit the team vastly. (which is also why I had null field.)
This might not be an over all burst damage build. But I do believe you would be able to hold your own in a fight and maybe out last the other person.
Feel free to tell me what I did wrong in the build, I like feedback and what others would do.
Well, heck, that's a really creative approach to Condition Damage; some sort of tanky Ranged Mesmer that uses the Staff's auto-attack to have random conditions spreading all over, on top of a Chaos Storm. This seems like a solid premise, but what I'm not sure about is the follow-up.
From the 30 Points in the Chaos trait tree, you get 30% Increased Boon Duration. However, you do not take advantage of the Phantasm's regeneration-granting ability in the Inspiration tree, along with a condition-removing effect every time you heal.
Skill-wise, I'm a bit sceptical in the face of Decoy and Archane Thievery, but I think Null Field is perfect. Decoy doesn't seem to accomplish much here besides Breaking stuns and allowing you to run away, but you're already resistant enough that I feel it might be a bit overkill. However, you could instead go for a more versatile option by taking skills that have both a defensive AND offensive purpose. As for Moa Morph, I think it's a decent Elite skill and can definitely emphasize your role as a support-focused Mesmer that still poses a threat, what with all the conditions.
As for Runes and Accessories, I think I'd just use the Shaman's Amulet instead of the Rabid one.
I really, really like the idea you had. Here's what a similar build would look like, if I were to change it:
http://gw2skills.net/editor/en/?fgQQNAW7flwziqHQToGZ9IiZG9GFe+Azh6B2ldfHA;T8Ag2yrEWJtSdlyKqmMNJay2krJZTLRGisFB
It uses the Staff to apply random conditions with bounces and Chaos Storm, also granting defense with Chaos Armor and Phase Retreat. The Scepter purpose, just like in your build, is to provide two escape routes as well as some single-target pressure capability through Counter Spell and Confusing Images. The Burn effects from The Prestige benefit strongly from your condition damage increase.
The utility skills aim to keep allies clean of conditions and to strip enemies of their boons; the Signet of Inspiration may seem out of place, but it is synergistic with the Inspiration traits that seek to keep regeneration up on you and your friends, which also benefits greatly from the Healing Power of your accessories. To top this Signet's use off, you also have the Weapon sigils that stack up Might passively, which you can then give to all your allies by activating the Signet.
I moved 5 Trait points from Chaos and put them in Inspiration, because I felt as though the last 5 points didn't accomplish as much in Chaos as they could in Inspiration. 50 Toughness might seem like a big loss, but really it's just 5 Condition Damage and some marginal INDIVIDUAL survival. From a group PvP's standpoint, the extra healing granted by Inspiration both to you and your party seemed more beneficial. If we sum up all the skills, you have access to the Phantasmal Warlock, the Phantasmal Mage and the Phantasmal Disenchanter. That means you have three phantasms that can grant nearby allies Regeneration on top of doing what they typically do.
So long as you play smart with the use of your Staff's condition-applying effects and don't end up overcommitting to either defense or offense, you're really going to be a valuable asset to your party.