Mesmer WvW | Fun Sword/Pistol, Greatsword | Roamer Phantasm Hybrid 2.0
Table of Contents
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
- 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
- 0Fury: 10 s
- 0Fury: 10 s
- SwapSwap locations with your clone. Immobilize nearby foes.Immobilized: 2 sCombo Finisher: LeapRange: 600
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
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- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 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
Domination
Dueling
Chaos
Inspiration
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
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 73
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 73
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 314
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 133
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 194
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 133
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- 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- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Accessories & Jewels
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
Accessory Totals
- Power:672
- Precision:414
- Ferocity:414
- Toughness:40
- Vitality:40
Weapon Set Sigils
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 876-1029
- Condition Damage: 120
- Precision: 85
- Toughness: 85
Weapon Set I
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)
Superior Sigil of PerceptionGain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
- Weapon Strength: 995-1100
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: 0-0
Weapon Set II
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
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