Mesmer PvE | Dungeon Sword/Focus, Greatsword | Damage High DPS Mesmer

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Summary

The goal of this Mesmer is to protect the team from crucial projectiles from bosses while increasing the DPS through the use of time warp and providing moderate to high DPS through the use of phantasms.

 

This build did not change due to the December 10th Skill update. See notes at bottom for reasoning.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Mind Wrack12
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration25
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion38
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion50
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200
  • Mind Slash
    Slash your foe to make them vulnerable.
    Damage: 202Vulnerability: 5 sRange: 130
    • Mind Gash½
      Gash your foe to make them vulnerable.
      Damage: 202Vulnerability: 5 sRange: 130
    • Mind Spike½
      Stab your foe and rip a boon off of them. This skill does an additional 50% damage to targets with no boons.
      Damage: 280Range: 130
  • Blurred Frenzy½
    Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
    Damage (8x): 808Distortion: 2 sRange: 130
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Illusionary Leap¾
    Clone. Summon an illusion that leaps at your target, crippling them.
    Damage: 1Crippled: 1 sCombo Finisher: LeapRange: 600
    • Swap
      Swap locations with your clone. Immobilize nearby foes.
      Immobilized: 2 sCombo Finisher: LeapRange: 600
    • 0
      Fury: 10 s
  • Temporal Curtain¼ 20
    Create a wall of energy that grants swiftness to allies who cross it while crippling foes who touch it.
    Crippled: 5 sSwiftness: 12 sCombo Field: LightRange: 900
    • Into the Void
      Destroy your Temporal Curtain, pulling your target into it.
    • 0
      Fury: 10 s
  • Phantasmal Warden1 20
    Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
    Damage: 35Range: 1,200Fury: 10 s
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Null Field ¼ 25½
    Glamour. Create a field of energy that rips all boons from foes, and cures all conditions on allies.
    Duration: 7Combo Field: EtherealRange: 1,200
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Time Warp ¼ 168
    Glamour. Create an area that warps time, granting you and your allies quickness while slowing foes.
    Quickness: 1 sDuration: 10Combo Field: EtherealRange: 1,200
    • 0
      Fury: 10 s

Weapon and Skill Details

Sword/Focus combo is the bread and butter of this build. While the weapon combination is more risky then a ranged set it provides considerably more damage and utility.

  • Sword auto attack removes boons (3rd attack in chain) and cleaves.
  • Sword 2 provides a useful 2 second evasion (which has to be timed appropriately to ensure survival when melee-ing bosses).
  • Sword 3 is a leap finisher which can be used to stack retal. from guardians, the second part of the chain is an immobilizing attack.
  • Focus 4 is useful for a variety of reasons. Firstly it can be used as a pull to gather foes, remember the casting range is 900, but the pull is only about ~600. Secondly it can be used as a reflective barrier. While this sometimes fails (depends on the arch of the attack) it is useful for fractals like grawl or harpy. Third, it is a light combo field which is handing for stacking retal or curing conditions with protectiles or whirling finishers. Lastly it can be used as a party wide speed boost.
  • Finally, the focus phantasm. This phantasm hits the hardest (12,000-16,000 damage/per clone) provided the target does not move or target the phantasm. Another added benefit is that while this phantasm is attacking it blocks all projectiles. It should be noted that if the target moves this phantasm will not follow and is best destroyed used F1 (mind wrack).

     

Ideal Combination: Focus 5, Sword 3 to send clone in followed by the chain attack to switch places, causing immobolize (allows the phantasm to hit with all attacks), Sword 2 for evasion, autoattack through chain, dodge roll out and repeat.

 

Greatsword This should only be used for bosses that have quick melee attacks that are difficult to read or dodge (ie Arcdiviner [Cliffside] or Charr Shaman [Unclassified]. To achieve max DPS stay at 1200 range.

 

Pistol This should only be used for solo target bosses that move around the map (ie Mossman, Archdivier, Shaman Boss, etc..) otherwise use focus for the utility and greater DPS.

 

Utilities: Like any dungeon or team event the utilities that you bring change. If you are unsure of what utilities you need it's probably a safe bet to take feedback for projectile defense or ethereal combo field, null field for condi removal and combo field and blink a "get out of jail free card". This should be used when bosses target you (blink 900 range away to get some distance) or a stun breaker.

 

Specific Fractals:

  • Snowblind - Mantra of Concentration - grants stabby and stun breaker
  • Grawl (When saving the people on the cliff) - dazes foes to stop them from moving
  • Swamp (Mossman) - Decoy - grants 3s of stealth


II. Traits

Adept Master Grandmaster

Trait Details

Domination: |Traits - Three and Ten| The majority of a Mesmer's damage is from the phantasms so increasing the phantasms damage by 15% allows the Mesmer to hit about 1500-1700 more damage/clone which is significant. Secondly trait X allows to cast the phantasm 4 seconds earlier, thus increasing the damage again. This also allows to cast GS2 more often for boon removal.

 

Dueling: |Traits - Two and Four|The reason for fury on phantasms is again to increase the amount of damage they do. Trait four simply allows you to use skills 2/3 more which is very useful. Another choice for this slot is to have clones on dodge. This allows you to use your shattering skills (F1 - F4) more. Although the damage from these skills are noticeable they are not enough to make a considerable difference in the overall DPS. The most damage comes from mind wrack (1500-2500 damage x 3) but using this effect once every 15 seconds is minimal considering skill 2 can hit up to 8000 and can be used 9.5 seconds.

 

Inspiration:|Traits: One, Two Eight| I typically use trait 1, feedback bubble on rez, because many attacks in fractals are projectiles which allows me to stay safe for a quick rez of an ally. This also becomes an offensive trait in fractals like grawl, unclassified, cliffside, snowblind, swamp, dredge (seeing a pattern here) because it reflects the damage back. This feedback bubbles now lasts 7 seconds and has a 10s cooldown which means it can be used very frequently (I sometimes "fake rez" an ally just to get the bubble then break the rez and do it again in 10 seconds). This is more valuble then glamour skills lasting longer because the 1 second increase in feedback is minimal compared to the more frequent use of the bubble on rez. Trait 8 allows the focus 4 to reflect skills which can be used as a second (last resort) reflective wall.


III. Stat Specifics & Effects

Primary Stats

  • Health 18922 (+3000)
  • Vitality 1216 (+300)
  • Armor 1836 (+0)
  • Toughness 916 (+0)
  • Attack 3584 (+1726)
  • Power 2642 (+1726)
  • Critical Hit 68% (+68%)
  • Precision 2201 (+1285)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Condition Duration 20% (+20%)
  • Critical Damage 87% (+87%)
  • Damage 942 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1305 (+1305)
  • Healing Power 300 (+300)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

This build provides little in terms of party buffs but null field, feeback and time warp are all ethereal fields. Focus 4 is a light field, focus 5 is a whirling finisher and sword 3 is a leap finisher.

 

If longer boon duration are ever needed (dolphins path in Aquatic) signet of inspiration can be used to double everyone (minus yourself) boons.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Powerful Potion of Dredge Slaying
Duration: 1hr
+10% damage vs dredge
-10% damage from dredge
Experience from Kills: 10%
  • (1hr)
  • +10% damage vs dredge
  • -10% damage from dredge
  • Experience from Kills: 10%

Armor & Runes

Berserker's Exalted Masque
  • Defense: 73
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Mantle
  • Defense: 73
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Coat
  • Defense: 314
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Gloves
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Pants
  • Defense: 194
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Berserker's Exalted Boots
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 920
  • Power 594
  • Ferocity 399
  • Precision 299

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466
  • Agony Resistance:45

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon II

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Upgrade Item Details

Full zerker gear is best (or now assassin's armor with opal orbs). Special bonuses like (6) on the scholar runes do not apply to clones therefore lower their DPS. If you want to increase the damage from these summons you must use orbs (ruby or opal).
Currently I am running assassin's armor with zerker weapons/trinkets which allows my crit chance to hover around 70% and 115% crit damage (with discipline) without fury and ~3800-4200 with some might, <15 stacks.
I stack bloodlust with GS and sword because I am constantly switch between the weapons and don't want to miss the stacks.

 

The food listed above is a generic food that works well with the build. It increases the crit chance by a couple percent as well as crit damage by 10% which is both passes onto the phantasms's damage.

 

One thing that works well for me in grawl fractal is to use a Ghost Pepper popper which has a 40% chance of chill on crit. Due to the three pulses of the GS auto attack and the high crit chance of this build it means that the mesmer has the ability to keep up a long range chill on the grawl boss which gives the team more time to take down the stacks on his bubble and posistion themselves to protect them from the elemental attacks.


V. Basic Gameplay

Mesmer's have multiple ways of avoiding damage from heavy hitting foes, even when they are on their face with a sword. There are few bosses that you are not able to melee, it just requires practice and being able to dodge the right attack or stick behind the foe to ensure you are not targeted. Melee as much as possible, if you are targeted or get low on health blink out of combat and get to 1200 range. This allows you the max distance to effectively kite, while still ensuring you are an asset to the team with moderate DPS from GS.


Main Skill Rotation

Phantasmal Warden1 20
Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
Damage: 35Range: 1,200Fury: 10 s
Illusionary Leap¾
Clone. Summon an illusion that leaps at your target, crippling them.
Damage: 1Crippled: 1 sCombo Finisher: LeapRange: 600
Swap
Swap locations with your clone. Immobilize nearby foes.
Immobilized: 2 sCombo Finisher: LeapRange: 600
Blurred Frenzy½
Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
Damage (8x): 808Distortion: 2 sRange: 130
Mind Slash
Slash your foe to make them vulnerable.
Damage: 202Vulnerability: 5 sRange: 130
Mind Gash½
Gash your foe to make them vulnerable.
Damage: 202Vulnerability: 5 sRange: 130
Mind Spike½
Stab your foe and rip a boon off of them. This skill does an additional 50% damage to targets with no boons.
Damage: 280Range: 130
Mind Wrack12
Shatter. Destroy all your clones and phantasms, damaging nearby foes.
Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200

Vortex40
Create a vortex at your location, pulling nearby foes toward you.
Damage: 134Combo Field: EtherealRange: 400
Illusionary Mariner½ 20
Phantasm. Create an illusion that evades while attacking your foe in a flurry.
Damage per strike: 193Final strike damage: 580Range: 1,200Fury: 10 s
Feigned Surge8
Clone. Surge forward, attacking enemies in front of you, then teleport back to your starting location, creating a clone.
Damage: 307Combo Finisher: LeapRange: 900
Stab½
Stab your foe.
Damage: 269Range: 150

The only important underwater combat that occurs in GW2 is the UW fractal. For this the team should be stacking on the statues to allow you and the warriors to drop their unique skills. Vortex should be used to ball the krait, follow by your UW phantasm, then spear 2. If you use it correctly (against the statue where you dont move) it stacks the damages and when combined with the warriors can wipe out the krait in under 10 seconds.


VI. December 10 Update

There are no changes to this build due to the December 10th skill update because there are no justifications to make a change. The only trait that is reasonably useful in PvE is the 20% recharge time on illusion in the illusion line that is now a master trait. To get this trait you would need to take 15 points out of various lines and drop in the last line. With the current build the only way to do that is to remove points from Domination or Inspiration. This in turn removes the 20% cooldown on the weapons specific phantasms which nets almost nothing while removing important secondary traits.

 

TL;DR: The December 10 patch does not affect this build, the changes introduced are not more useful then current traits.


Comments

Post a Comment
@ 12:51 PM, Fri November 15 2013 Reply
If you have any questions hit me up in-game or mail me Chaotic Chucks.
@ 10:48 AM, Sat November 30 2013 Reply
This build and guide are both way better than Furby's.