Mesmer PvE | Dungeon Sword/Focus, Greatsword | Damage Furby's Multitasking Mesmer v2.0 - the SPRAM build

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Summary

Hello there,

 

I decided to try something a little different and fell in love with this setup. It is a little trickier to play than the last build I posted but I feel that it is more versatile, not to mention the higher DPS.

 

EDIT - I wrote this out quickly but I tried to include as much detail as I had the time for. I will be expanding on it in the near future with more details as to make it more understandable to new players or people that haven't tried mantras out before.

 

Like I say at the bottom, I am very open to question or comments about this setup.


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 Spear
  • 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
    • 0
  • 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
  • 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
  • Phantasmal Warden1 20
    Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
    Damage: 35Range: 1,200
    • 0
    • 0
  • Mantra of Recovery10
    Mantra. Meditate, charging a spell that will instantly heal you when activated.
    Number of casts: 2
    • Power Return
      Instantly heal yourself.
      Healing: 3.260
  • Mantra of Pain1
    Mantra. Meditate, charging a spell that will damage your target.
    Number of casts: 2
    • Power Spike1
      Damage your foe.
      Damage: 324Range: 1,200
  • Mantra of Resolve20
    Mantra. Meditate, charging a spell that will cure all of two conditions.
    Number of casts: 2
    • Power Cleanse1
      Remove 2 conditions.
      Range: 1,200
  • Mantra of Concentration 25
    Mantra. Meditate, charging a spell that will grant you stability and break stuns.
    Number of casts: 2
    • Power Break2
      Gain stability and break stuns.
      Stability: 2 sBreaks stunRange: 1,200
  • Time Warp ¼ 210
    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

Weapon and Skill Details

Weapons are the same as before. Zerker sword/focus and greatsword. The greatsword can be swapped out with a staff if that is your preference, or it can just be replaced with an offhand sword if you just want to sit in the enemy's face.

 

EDIT: Please note that any skill can be changed out situationally and at worst you have a basic zerk phantasm build with no mantras. However, keeping mantra of pain is great for cheap, quick heals...

 

In order, if swaps are needed I would swap out Mantra of Resolve first, and Mantra of Concentration second...although the decision is up to you.


II. Traits

Adept Master Grandmaster

Trait Details

So the SPRAM is an acronym representing Shatter Phantasm Reflects Assistance and Mantra. (I got bored and needed a name).

 

The idea is that you are a jack of all trades and a master of dps.

 

Domination:
III - 15% damage boost to phantasms

 

Dueling:
5 pt minor trait - huge vigor uptime!

 

IV - reduced CD on sword skills

 

X - Create clone on dodge

 

XI - 4% damage boost for each readied mantra (this is what made me try the new setup

 

Inspiration:
IV - remove 2 conditions on heal (this activates when discharging the healing mantra...so 4 condition removals on demand even when knocked down

 

15 pt trait - Phantasms grant regeneration to allies. It seems to tick at around 115, not terrible as healing isn't the focus of this build, just the byproduct.

 

VIII - focus skills reflect projectiles, since I am dropping feedback off my all time on bar, this still gives 10 seconds of reflect on demand, though the warden can be derpy right now. this trait also reduces focus CDs

 

25 pt trait- another 15% damage boost to phantasms

 

X - charging a mantra heals allies around you. This hits for around 2500 and really is just a byproduct of the build...although you can spam mantra of pain to get 2500 heal every 7 seconds (roughly) which can be some support in a pinch.

 

NOTE: If you need to not use mantras in a situation you can take II - phantasmal fury in the dueling line and II - Glamour mastery in the Inspiration line in place of the mantra traits if needed. So you can shift this build quite quickly and easily if you want.


III. Stat Specifics & Effects

Primary Stats

  • Health 19282 (+3360)
  • Vitality 1252 (+336)
  • Armor 1872 (+36)
  • Toughness 952 (+36)
  • Attack 3031 (+1173)
  • Power 2089 (+1173)
  • Critical Hit 59% (+59%)
  • Precision 2008 (+1092)

Secondary Stats

  • Boon Duration 15% (+15%)
  • Condition Damage 36 (+36)
  • Condition Duration 20% (+20%)
  • Critical Damage 64% (+64%)
  • Damage 942 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 972 (+972)
  • Healing Power 336 (+336)
  • Movement Speed 25% (+25%)

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

Omnomberry Pie
Duration: 30min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 10%
  • (30min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
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

Flame Legion Mask
  • Defense: 73
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Flame Legion Mantle
  • Defense: 73
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Flame Legion Vestments
  • Defense: 314
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Flame Legion Gloves
  • Defense: 133
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Flame Leg Guards
  • Defense: 194
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Flame Legion Shoes
  • Defense: 133
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Armor Stat Totals

  • Defense 920
  • Power 34
  • Precision 36
  • Toughness 36
  • Vitality 36
  • Condition Damage 36
  • Healing Power 36
  • Ferocity 36
  • Boon Duration 15%
  • Condition Duration 10%
  • Movement Speed 25%

Rune Bonuses

Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466

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 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 Accuracy
+7% crit chance.

Weapon Set 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)

Sigil of Superior Accuracy

+7% crit chance.

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: 0-0
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Weapon Set II

Superior Sigil of Perception

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

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Water Weapon II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

Upgrade Item Details

All zerk again here. You have so many outs as a mesmer that you don't need much defense outside of WvW etc. If you are having trouble surviving, swap in a little knight's and practice until it is too easy, then work back in to full zerk.

 

Runes of the traveler help with always on passive mobility.

 

Edit - I'm not sure what sigil I want in my greatsword right now. I kept perception from the last setup but will probably switch to bloodlust, I have not run the numbers to check the difference yet, the build was throw together and I have spent most of the time testing the feel and trying to find the shortfalls.


V. Basic Gameplay

Ok...so when you zone in to an area you'll need to charge all your mantras. with these 4 charged you get 32% damage increase. Note that the damage increase from mantras only effects direct weapon damage and NOT phantasm damage.

 

The idea is that you keep the mantras charged as long as possible and only use them when needed. The lovely thing about the setup is that the heal gives 2 condi removal per activation and the mantra of resolve clears 2 per activation for you and party members (240 range i believe). Also note that readied mantras can be activated instantly!!!!

 

The mantra of concentration is a quick aoe stability that can pick you up off a knockdown, it is a stun breaker.

 

Mantra if pain is there because of the insanely low cooldown. You can rotate this in for extra dps if you want, or spam it to help with group healing if your party is getting beat up a little too much.

 

The downside of this build is the in battle charge times of the mantras, but if you are swapping weapons to keep phantasms up you can usually do this during a greatsword rotation.

 

The shatter aspect comes from the Deceptive Evasion (X in dueling), while there are no traits that boost shatter skills, you aren't punished for doing so like you would be running the new signet heal. So you are free to dodge and shatter to add even more damage into the mix or use the f4 shatter for a short invuln to escape a bad situation.

 

The Phantasm aspect should be obvious...throw out a phantasm whenever they are off cooldown, they are still the main source of damage.

 

The Reflect aspect comes from the focus traited to reflect. Since the idea is to boost damage with charged mantras, I still felt the need to have a source for reflections (you can obviously swap any skill out for feedback if you want) and the focus reflects are very very nice.

 

The Assistance aspect is the byproduct of the build, free healing when charging mantras or on demand healing by spamming mantra of pain.

 

The Mantra aspect is well......due to using mantras :)

 

I'm sure this build has been done somewhere, and I'm sure there are ways to boost the dps etc. I like this balance though. If you have any questions or comments, please write them below. I welcome different ideas as you might see something I overlooked and collaborating only improves everyone as a player.

 

Cheers


Main Skill Rotation

Mantra of Recovery10
Mantra. Meditate, charging a spell that will instantly heal you when activated.
Number of casts: 2
Mantra of Pain1
Mantra. Meditate, charging a spell that will damage your target.
Number of casts: 2
Mantra of Resolve20
Mantra. Meditate, charging a spell that will cure all of two conditions.
Number of casts: 2
Mantra of Concentration 25
Mantra. Meditate, charging a spell that will grant you stability and break stuns.
Number of casts: 2

Charge your mantras and go to town on whatever is unlucky enough to piss you off.


Comments

Post a Comment
@ 06:59 AM, Wed June 11 2014 Reply
This build is just wrong, check your traits. U want to get the extra dmg from Mantras but the trait is actually in Domination not Dueling ( and its max. 16% not 32% because of readied mantras not the activations ). A mantra build is still viable, especially on single target bosses e.g, but u lose a lot of utility.