Mesmer PvE | Dungeon Sword/Focus, Greatsword | Damage Dungeon Meta Variation

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Summary

This is just slightly different from the standard.. 20 instead of 15 into Illusions, and 25 instead of 20 into Dueling. Reasons why below!


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Soldier's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Mind Wrack10
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration20¾
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion31¾
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion41¾
    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
  • 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: 30Range: 1,200Fury: 10 s
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Signet of the Ether1 35
    Signet Passive: Gain Health every few seconds, based on the number of active illusions you control.
    Signet Active: Heal yourself and refresh all phantasm skill recharges.
    Healing: 5,560Passive Heal—0 Illusion: 120Passive Heal—1 Illusion: 340Passive Heal—2 Illusion: 660Passive Heal—3 Illusion: 980Interval: 3 s
    • 0
      Fury: 10 s
  • Portal Entre72
    Glamour. Create an entry portal at your location that teleports allies to your exit portal.
    Duration: 60
    • Portal Exeunt
      Glamour. Create an exit portal.
      Duration: 20
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • 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
      Fury: 10 s

Weapon and Skill Details

Granted especially on mesmer, no weapons or skills fit every situation. Certain skills will suit certain fights/areas much better than others. Major ones of note though.

 

WEAPONS
Mainhand
Sword ; Best dps from auto attacks, especially versus multiple targets. Blurred Frenzy is also very useful.

 

Scepter ; Useful for places where you absolutely don't want to be in melee range, but Phantasmal Warden or PHantasmal Duelist are still good.

 

Offhand
Focus ; Very useful vs ranged enemies, and projectiles that must be blocked. There are just SO many situations that there are projectiles to block. You'll start noticing them as soon as you start paying attention, they come quickly more and more obvious.

 

Pistol ; In single target boss fights, where you need a phant that isn't in melee, but will be in melee or rotating in and out of, this guy is strong to make before you move in. Phantasmal Duelist works well with Sharper Images.

 

Twohand
Greatsword ; Generally useful weapon for most situations. More viable now that Spatial Surge is able to hit up to 3 foes in a line, going through to the last target. Mirror Blade and Phantasmal Berserker both hit for nice amounts of damage. Standard weapon when you DO NOT want to be in melee range. Mind Stab is also a good attack for some boon removal. Very useful vs long duration or high stack fights.

 

Staff ; Can be quite useful in condition heavy groups, also when you need a ranged phant, and a 1200 range auto attack. This is actually deceptively more powerful than it seems, with the allied bounces able to proc might/fury, especially on fury procs. Chaos Storm also offers great group support, along with another field.

 

SKILLS
Ether Feast/Signet of Ether : The IMPORTANT thing about Signet is that it refreshes your phant timers. If you are in a condition heavy fight, where you can make more use out of Mender's Purity, take Ether Feast instead. Also if you are in a fight, where illusions are constantly dying and you can't keep anything up, and are afraid of taking too much damage, again Ether Feast.

 

Most often switching to another utility skill will replace Portal Entre. Feedback is almost always useful for a field if nothing else, and Blink is a huge life saver.

 

Decoy ; Useful for retrieving items or stealthing past some enemies.
Feedback ; Useful vs any ranged projectiles. This is an almost always equipped skill.

 

Null Field ; Good for condition heavy fights that will hit your whole group. If more than one person has an AoE condi heal, try to coordinate if possible.

 

Veil ; Again for stealthing through areas.

 

Arcane Thievery ; There are a few fights where some bosses can pick up some pretty heavy boons. Knowing which those are is the key to using this skill.

 

Signet of Inspiration ; Nothing too special by itself, but when used with Arcane Thievery or with a party who is throwing down a lot of boons, the active can double up a nice set of boons.

 

Blink ; Stun break, instant movement. Also breaks knockdown/fear.

 

Illusion of Life ; This skill tends to be extremely clutch, I've found very few situations for this one. One notable high risk fight was the boss of the Grawl Fractal, since getting people up can be very difficult during little lava ele spawns.

 

Mantra of Concentration ; I haven't seen too many situations where this skill would make a LARGE difference. One extremely notable is vs Lupicus in Arah for getting out of the green sphere that bounces you back inside. This is our only source of stability.

 

Mantra of Distraction ; This is again, another very situation skill. It is normally very hard to use in PvE though due to Defiance stacks on champs. Can require some coordination in party if you want to actively interrupt boss skills.
Mantra of Resolve ; Very useful for condition heavy fights.

 

Phantasmal Disenchanter ; I would have never considered using this for condi removal before, but with the active on Signet, MAYBE there's some PvE use on it. Still though, blowing your heal and losing passive for that long to remove a condition is ehhhhhhhhhhhhh.

 

Signet of Illusions ; Always you can use your clones/phants as 'liquid' HP targets to eat dmg. This just makes them a little bit harder to kill, and can be quite valuable vs some bosses if it takes two shots instead of one shot to kill them.

 

Elite ::
Mass Invisibility ; Mainly useful for stealth runs.

 

Time Warp ; This should be the usual standard for PvE. Amazing damage increase for wrecking boss, getting things done.

 

Shatters :::
Not going to go into these too much, as I don't find them useful in dungeons for the most part. Distortion is the one difference, as it can be a huge lifesaver when used to revive a downed ally, or to avoid damage that would leave you downed yourself. Diversion is also very useful in a coordinated group, where you can stop a boss from casting certain skills, but this can be very hard to use with pugs due to defiance.


II. Traits

Adept Master Grandmaster

Trait Details

Dueling : This tree all stacks very well with itself. Pretty sure none of our other trees just work out this well.

 

Critical Infusion ; Keeps you alive, and provides more dodges for Deceptive Evasion.

 

Major Tier 1 ; Phantasmal Fury is always useful for adding Phantasm damage.
; Blade Training can also be used for trash mobs, or for any fights where you want to melee constantly and have more uptime on Blurred Frenzy

 

Sharper Images ; Just puts out more damage. Chance goes up with the base stat on tree.

 

Deceptive Evasion ; Creates a clone on dodge. Invaluable especially while using Signet of the Ether and Compounding Power.

 

Confusing Combatants ; My PERSONAL preference instead of shattering, normally involves leaving my clones/phants out until they die. This also procs on overcasts on illusions. Meaning if you have three up, and make another, the one that disappears counts as a 'death' and will proc the AoE confusion around itself.

 

Inspiration ;
This tree is mainly for dungeons and focus skills reflect. It has a few other things that help out with survivability though.

 

Vengeful Images ; Helps dish out a little bit of extra damage on your phantasms. Doesn't necessarily stand out IMO, but good that it's there.

 

Mender's Purity ; This can be a real life saver in certain situations. One major reason to use Ether Feast vs Signet of the Ether for the lower cooldown on Ether Feast.

 

Warden's Feedback ; The MAIN reason this tree is used as far as dungeons goes. This makes Phantasmal Warden reflect projectiles instead of just neutralizing them, which can put out some pretty nice damage. It also makes Temporal Curtain reflect a variety of projectiles as well, notably ground pathed or low path ones, and additionally some that come from a high upward arc. I get best results while standing right on top of the field, or slightly behind it.

 

Phantasmal Strength ; Very good use for 5 more points into this tree, almost no reason to pass this up. More damage.

 

Illusions ; Always been a somewhat hard to use tree in my opinion, due to having lowered shatter times. If it wasn't for Illusionists Celerity, there probably would be no points in this tree.

 

Illusionary Retribution ; Some extra damage onto your shatters. Not great, but basically free damage when you do use shatters.

 

Major Tier 1 ; Compounding Power is generally useful here, there are lots of fights that it is possible to make plenty of use out of this.
Master of Misdirection ; This could be useful in the same fights you would be using Ether Feast instead of Signet of the Ether, due to not being able to keep Illusions alive. This will make the confusion from Confusing Combatants last longer, or if you want to shatter instead, from Illusionary Retribution.

 

Illusionists Celerity ; 20% cooldown reduction across all weapons, for all illusion creating skills. Can't really beat that.

 

Phantasmal Haste ; This works out very nicely in most fights, as generally you can keep phants alive. This simply makes them attack 20% more often, so once every 4 seconds instead of 5 for instance. This is also very useful for fights where you can actually stack Warden vs immobile or ranged targets who don't move, increasing the reflect uptime. Basically has to compare to Domination's T1 Major Empowered Illusions. IMO with only 5 more points into the tree, you get something that is close to equivalent in ALMOST all situations, except for those where you can't keep phants alive. In that case, you could always swap to Illusionary Elasticity for some more bounces.

 


III. Stat Specifics & Effects

Primary Stats

  • Health 19632 (+3710)
  • Vitality 1287 (+371)
  • Armor 1957 (+121)
  • Toughness 1037 (+121)
  • Attack 2984 (+1126)
  • Power 1995 (+1079)
  • Critical Hit 43% (+43%)
  • Precision 1823 (+907)

Secondary Stats

  • Boon Duration 15% (+15%)
  • Condition Damage 236 (+236)
  • Condition Duration 10% (+10%)
  • Critical Damage 55% (+55%)
  • Damage 989 (+5%)
  • Defense 920 (+0)
  • Experience from Kills 25% (+25%)
  • Ferocity 837 (+837)
  • Healing Power 286 (+286)
  • Movement Speed 25% (+25%)
  • Shredding Recharge Rate 20% (+20%)

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

---Zerker's tends to be pretty standard dungeon DPS.

---If you want something a bit tankier, and with a bit more condition damage/healing support try Celestial items.

 

---If you just want to be outright tanky, try running all Soldier's style gear.

 

There really isn't much to say here, as this build really about generating boons or debuffs. Just be sure to throw down finishers on fields. Notably Mirror Blade, and Phantasmal Duelist.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Omnomberry Ghost
Duration: 45min
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 15%
  • (45min)
  • 66% chance to steal life on critical.
  • Precision: 70
  • Experience from Kills: 15%

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)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Ring of Red DeathOffensive 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
Soldier's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Toughness: 85
  • Vitality: 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 Force
+5% damage.

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 Force

+5% damage.

Berserker's Greatsword
  • Weapon Strength: 995-1100
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.

Weapon Set II

Sigil of Superior Force

+5% damage.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

CONSUMABLES
Personally I prefer the Omnom Pie/Ghost/Candied Dragon Roll for the slight damage boosts and extra survivability. There are definitely other options for more straight out damage.

 

Bowl of Sweet and Spicy Butternut Squash Soup/Truffle Steak can be used for straight out damage output. Carrot Soufflé can also be used if you know you will be killing a lot, such as a boss that spawns adds regularly.

 

Sharpening Stone vs Maintenance Oil is really up to you. A bit better damage from the raw +power, a bit more utility through crits from the +precision. The difference in added damage between the two of them is pretty small.

 

RUNES/ARMOR

 

Traveler's Runes - pretty standard for overall stats, and invaluable movement speed bonus.

 

Ruby Orbs - Also usable for raw damage, as lots of other Rune set bonuses will not affect Phantasms, which deal a fair bit of our damage.

 

SIGILS

 

Force ; Pretty much will give you the best solid damage return, not losing anything if you go down. Also works extremely well once you can get Bloodlust stacked up.

 

Bloodlust ; A bit pricey, but well worth it once you get to the point where you aren't going down very much and know fights. Not always useful for speed runs though, as sometimes lots of fights are avoided and can be hard to stack.

 

Accuracy ; Good to stack with a Force Sigil in cases where Bloodlust can't be stacked. Also gives you more crit utility as opposed to raw damage.

 

Blood ; Great for keeping yourself alive longer, similar to the food and DOES stack with it, giving you more healing on criticals. Not quite as useful once you get good at dodging attacks, as there are many more options for stacking the high dps of Zerker's even higher. Great if you are running a lower damage Celestial/Soldier build though, when the main idea is to stay alive.


V. Basic Gameplay

Regularly, if you can melee, then do so for the extra damage with the mainhand sword. Reflect what you can with Temporal Curtain/Phantasmal Warden. Greatsword when you don't want to stay in melee. Leave clones alive until they die, to make using of Confusing Combatants, and their ability to eat damage for free. Shatter to finish a mob off, or Distortion to avoid heavy damage. Mesmer is a very intuitive class, much moreso than the others I've played. Just get experience, and learn your options.


Main Skill Rotation

Phantasmal Berserker¾ 20
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage (8x): 200Damage: 259Range: 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: 259x3Might: 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
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

For Greatsword, it's more about priority than any rotation. Use Mind Stab to clear out boons as necessary.


Standard vs Ranged Enemies

Phantasmal Warden1 20
Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
Damage: 30Range: 1,200Fury: 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
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
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
Phantasmal Warden1 20
Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
Damage: 30Range: 1,200Fury: 10 s

Ideally here, you open with Warden to get the 2nd attack going as soon as possible. Illusionary Leap/Swap to get in close to the enemy to begin melee. Blurred Frenzy as Warden's attack stops, to mitigate damage. Follow with Temporal Curtain to buy time until Warden is ready to go again, along with Feedback if necessary. Then recast Warden. If you don't need to use Curtain/Feedback then don't, but try to use the skills with the lowest cooldowns first, in case you don't need the higher cooldown skills.


Mobile Fighting

Phantasmal Berserker¾ 20
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage (8x): 200Damage: 259Range: 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: 259x3Might: 10 sx3Vulnerability: 3 sNumber of bounces: 3Combo Finisher: ProjectileUnblockableRange: 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
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
Phantasmal Warden1 20
Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
Damage: 30Range: 1,200Fury: 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

For any fights where you want to go back and forth between melee/ranged.

 

Basically open with Greatsword, use Phantasmal Berserker and Mirror Blade, then move quickly into melee with Illusionary Leap/Swap. Blurred Frenzy will burst out a bit of damage while nulling any that might come your way. Phantasmal Warden can also put out a nice bit of damage when used after, then throw down Temporal Curtain and even Blink if need be to get out of melee range and swap back to Greatsword, then repeat.


Comments

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@ 03:25 AM, Mon January 20 2014 Reply
This looks really interesting and complete, I will give it a try. Anyone already have any experience with it?