Mesmer WvW | Fun Sword/Pistol, Greatsword | Roamer Phantasm Hybrid 2.0

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Summary

Welcome to my build guide! Throughout the guide you'll learn some basic skill rotations, get to know what you can trade off for other things and get to know how the build works.
I hope you'll have a great time with this build!

 

* My twitch: http://nl.twitch.tv/doiidrg/profile
* My Youtube: http://www.youtube.c...ser/blasternl33


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Rabid Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
  • Weapon Strength: 0-0
  • Weapon Strength: 0-0
  • 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 12
    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 12
    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
  • Phantasmal Duelist1 20
    Phantasm. Create an illusion that unloads its pistols on your foe.
    Combo Finisher: Projectile (20% chance)Range: 1,200Fury: 10 s
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Magic Bullet½ 25
    Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
    Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
    • 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
  • Decoy40
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Veil ¼ 72
    Glamour. Create a wall that grants stealth to you and your allies.
    Stealth: 2 sCurtain duration: 8Combo Field: LightRange: 900
    • 0
      Fury: 10 s
  • Mass Invisibility72
    Manipulation. You and all allies gain stealth for a short time.
    Stealth: 5 sRadius: 1,200
    • 0
      Fury: 10 s

Weapon and Skill Details

Whether you use rabid or zerkers weapons, highly depends on what you prefer. I was lacking a bit condition damage during my gameplay so that's why I switched my pistol to rabid instead of zerkers, however, this doesn't mean you can't swap it back to Zerkers.

 

At the bottom of this guide you'll find some tips & tricks.


II. Traits

Adept Master Grandmaster

Trait Details

Domination 10 points:
Minor trait -> not that important
III major trait -> 15% more damage done by your Illusions. This also affects phantasm. Great trait, 100% worth going for.
(Going 20 points in domination is also possible by choosing the 20% less cd on GS skills, however, You'll trade off a lot survivability for that and the shorter Cd doesn't always hep you while doing a combo with sword. Usually it's already off cooldown once you're done with sword.

Dueling 20 points:

Minor trait 5 -> This trait is probably the best you'll ever get to know as mesmer. Constant vigor duration, can't get better than that.
II Major Trait -> Fury to your phantasm, means 20% more crit chance for your phantasm. This trait will boost your 15 points minor trait in dueling a lot. If you want shorter cooldown on blurred frenzy and the immobilize you can always swap this trait to dueling IV. It pretty much depends on what you think you lack. More immobilize means that you can lock down your enemy much easier so its harder for him to escape. Also, if you think you lack survivability you'll have blurred frenzy on a lower cooldown.
15 Points Minor trait -> Again, one of those traits that brings the build to it's perfection. Bleed on crit of your illusions. You'll be able to stack up 15-25 stacks bleeding like this.
X Major Trait -> Clone on Dodge, just great. 3 Greatsword clones can cause 10-15 stacks bleeding without any problem. This means you can deal a fair amount of damage without having phantasm up.

 

Chaos 30 points:
This is mainly your survivability. 300 toughness combined with the rabid gears gives you 1539 toughness. The 25 minor trait gives you cond damage based on 5% of your toughness. This boosts your bleed damage.
+30% boon duration, this really boosts your swiftness and might upkeep.
Bountiful interrupt VIII, love that trait. Especially when fighting against more enemies, or even mobs, you can interrupt so many with #5 greatsword. Like this you can get 20/25 stacks might for a decent time boosting your damage by a huge amount.
XII major trait -> Best trait for survivability. Gives you the ability to easier escape and survive much longer.

 

Inspiration 10 points:
IV Trait -> Since you don't have any condition removal, this is for me at least almost a must. Especially with the new patch coming 10th december, that causing it to remove 2 conditions on heal. If you feel like you don't need this trait, then put 10 points of inspiration into domination or dueling. I'd prefer dueling, then switch off II for IV and pick IX lower pistol cooldown.


III. Stat Specifics & Effects

Primary Stats

  • Health 17322 (+1400)
  • Vitality 1056 (+140)
  • Armor 2261 (+425)
  • Toughness 1341 (+425)
  • Attack 2988 (+1057)
  • Power 1973 (+1057)
  • Critical Hit 43% (+43%)
  • Precision 1822 (+906)

Secondary Stats

  • Bleeding Duration 15% (+15%)
  • Boon Duration 30% (+30%)
  • Condition Damage 190 (+190)
  • Condition Duration 50% (+50%)
  • Cripple Duration (self) -50% (+-50%)
  • Critical Damage 46% (+46%)
  • Damage 1015 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 699 (+699)
  • Healing Power 100 (+100)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Corrupted Orrian Masque
  • Defense: 73
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Corrupted Orrian Mantle
  • Defense: 73
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Corrupted Orrian Vestments
  • Defense: 314
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Corrupted Orrian Gloves
  • Defense: 133
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Corrupted Orrian Pants
  • Defense: 194
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Corrupted Orrian Shoes
  • Defense: 133
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)

Armor Stat Totals

  • Defense 920
  • Power 165
  • Bleeding Duration 15%
  • Cripple Duration (self) -50%

Rune Bonuses

Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:672
  • Precision:414
  • Ferocity:414
  • Toughness:40
  • Vitality:40

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Rabid Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

  • Weapon Strength: 0-0
  • Weapon Strength: 0-0

Water Weapon I

Water Weapon II

Upgrade Item Details

Once you got 25 stacks, you can easily switch to:
More damage -> Superior sigil of Fire
More Cleanse -> Superior sigil of Purity.


V. Basic Gameplay

1. Cast #3 sword, cast phantasm, use #3 sword.
Sounds really easy, is also pretty easy, but this will help you a lot. 75% of the people (especially good players) dodge right after they see a clone leap in. Most people know the skill and try to avoid the immobilize to dodge. Basically the only thing they dodge is the cripple on your clone’s attack, while there’s a huge chance you can still immobilize then after casting your phantasm first.
Also, if you get stunned when you try to spawn your phantasm, you still got #3 up. Now the great thing of this is, it’s a stunbreaker. So no need to use decoy or blink, you got yourself a free stunbreaker, so np against stunlock specs.

 

2. High burst opener:
S/P → blink → 4 → 5 →3,3 → weapon swap → 4 → 2 → 3 → 5 ( → f1/111111111111)
You can find this at like 80% of my openers of fights, especially when I ’’flank’’ enemies.
Pretty much I start in sword-pistol. Precast duelist and blink to the target. After that use #5 to stun. Keep on running to your enemy.Cast #3 sword and spam it to immobilize your enemy. Because you were already close to your target you win time on the #3 immobilize. Swap weapon and cast izerker, quickly use 2+3 after that. #3 might just fail because he just got out of immobilized and dodged. Use #5 to interrupt his healing and then he should be pretty much dead. You can always finish him off by using mind wrack (dealing up to 8k) if he’s on low hp, or just spam #1


Main Skill Rotation

Phantasmal Duelist1 20
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 1,200Fury: 10 s
Magic Bullet½ 25
Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
Illusionary Leap¾ 12
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
Phantasmal Berserker¾ 20
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage (8x): 230Damage: 298Range: 1,200Fury: 10 s
Mirror Blade¾ 8
Clone. Throw an illusionary greatsword that bounces between targets, damaging foes and giving might to allies. It creates a clone at its first target.
Damage: 298x3Might: 10 sx3Vulnerability: 3 sNumber of bounces: 3Combo Finisher: ProjectileUnblockableRange: 1,200
Mind Stab¼ 12
Thrust your greatsword into the ground, damaging foes and removing 1 boon.
Damage: 314Radius: 120Number of targets: 5Range: 1,200
Illusionary Wave½ 30
Push back all foes in front of you with a wave of magical energy.
Damage: 111Knockback: 450Range: 600
Spatial Surge
Shoot a beam at your foe. The farther away they are, the more damage you deal.
Damage <300 (3x): 201Damage 300-600 (3x): 249Damage 600-900 (3x): 300Damage > 900 (3x): 348Range: 1,200

Comments

Post a Comment
@ 01:24 PM, Fri January 03 2014 Reply
Love the build and the streams, but just out of interest would you ever consider running the new signet of the ether as your heal? I realise its long cd is a slight pain but the increase in burst potential surely goes through the roof, being able to fire off 4 phantasms very quickly?
@ 11:03 PM, Sun April 27 2014 Reply
Good build. I'll have to test it out
@ 02:19 PM, Thu August 07 2014 Reply
What exotic gear could I buy as a substitute for the Corrupted Orrian gear? Could I buy the Carrion or Rabid exotic PvP gear?
@ 06:26 AM, Sat October 11 2014 Reply
Nice build and fun to play, but why wearing CPT-armor when there are no damage dealing conditions you apply!?
@ 06:42 AM, Sat October 11 2014 Reply
(except the bleed on crit for illusions)