Mesmer WvW | Large Group Sword/Focus, Staff | Assaulter Shattered mantras
Table of Contents
Summary
Frontline shatter build for organized group play.
I. Weapons and Skills
- Mind Gash½Gash your foe to make them vulnerable.Damage: 202Vulnerability: 5 sRange: 130
- Mind Spike½Stab your foe and rip a boon off of them. This skill does an additional 50% damage to targets with no boons.Damage: 280Range: 130
- 0Confusion: 3 s
- 0Confusion: 3 s
- SwapSwap locations with your clone. Immobilize nearby foes.Immobilized: 2 sCombo Finisher: LeapRange: 600
- 0Confusion: 3 s
- Into the VoidDestroy your Temporal Curtain, pulling your target into it.
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
-
- Power ReturnInstantly heal yourself.Healing: 3.260
- Power Break2Gain stability and break stuns.Stability: 2 sBreaks stunRange: 1,200
- 0Confusion: 3 s
- 0Confusion: 3 s
- 0Confusion: 3 s
II. Traits
Domination
Dueling
Chaos
Inspiration
Illusions
III. Stat Specifics & Effects
Primary Stats
- Health 18252 (+2330)
- Vitality 1149 (+233)
- Armor 2735 (+899)
- Toughness 1815 (+899)
- Attack 2892 (+1034)
- Power 1903 (+987)
- Critical Hit 34% (+34%)
- Precision 1640 (+724)
Secondary Stats
- Condition Damage 300 (+300)
- Condition Duration 10% (+10%)
- Condition Duration (self) -65% (+-65%)
- Critical Damage 38% (+38%)
- DMG Taken from Guards and Lords -5% (+-5%)
- DMG to Guards and Lords 1% (+1%)
- Damage 989 (+5%)
- Defense 920 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 573 (+573)
- Shredding Recharge Rate 30% (+30%)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 73
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 314
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 133
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 194
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 133
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 920
- Toughness 175
- Vitality 35
- Condition Duration (self) -25%
- Stun Duration (self) -25%
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:530
- Precision:289
- Toughness:519
- Ferocity:273
- Vitality:43
- DMG Taken from Guards and Lords:-5%
- DMG to Guards and Lords:1%
Weapon Set Sigils
- Weapon Strength: 905-1000
- Toughness: 120
- Power: 85
- Precision: 85
- Weapon Strength: 832-883
- Power: 120
- Toughness: 85
- Vitality: 85
Weapon Set I
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Force+5% damage.
- Weapon Strength: 985-1111
- Power: 179
- Toughness: 128
- Vitality: 128
- Weapon Strength: 0-0
Weapon Set II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
V. Basic Gameplay
This is intended as a frontline build, played in the melee group alongside warriors and guardians, using the iLeap/swap, blurred frenzy and Mind Wrack combo as the main source of damage, with focus for pulls and minimal projectile defense (the phantasm will die quickly, but maybe he'll intercept some projectiles) and staff for defense/escape and harassment.
This build has enough armor and HP to survive in most zerg fights up to 35-40 enemies. Condition removal comes from the Warriors and Guardian shouts (with soldier runes) and warhorns and elemetalists water fields. Condition duration is reduced by 65% with runes and food, so you shouldn't have problems with immobilizes or damage from bleeds/poisons.
The heal is very weak, but in group play most of the heals come from blasting water fields, guardians (staff, dodge) and warriors (shouts).