Mesmer sPvP | Tournament Scepter/Focus, Sword/Pistol | Team fighter Celestial Mesmer

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Summary

Hi folks.

 

You might know me if you play NA and read the map chat there. I'm the guy that makes it more interesting than PvE people in complete denial about how terrible they are at everything. I have played GW2 on and off since launch and only really play it for PvP. I have been in the top 100 on both LBs at points in the past, but none of that crap mattered at the time since there were only 100 people who really played PvP back then anyway LOL.

 

The most recent patch changed the game in a big way with Celestial Amulet and a lot of the runes, but mainly Strength runes. I am taking the time to upload builds that use this combo on every class because this is a real opportunity for people to learn new and more versatile builds.


I. Weapons and Skills

PvP Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Mind Wrack
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200Vulnerability: 8 sConfusion: 3 s
  • Cry of Frustration19¼
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200Vulnerability: 8 sConfusion: 3 s
  • Diversion29¼
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200Vulnerability: 8 sConfusion: 3 s
  • Distortion38½
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200Vulnerability: 8 sConfusion: 3 s
  • Ether Bolt½
    Shoot a bolt of energy at your target.
    Damage: 168Range: 900
    • Ether Blast½
      Shoot a second bolt of energy at your target.
      Damage: 168Range: 900
    • Ether Clone1
      Clone. Shoot out a third bolt of energy that confuses your target. Summon a clone that casts Ether Bolt.
      Damage: 252Range: 900
  • Illusionary Counter2 12
    Clone. Block the next attack. Counter by creating a clone that casts Ether Bolt.
    Duration: 2Damage: 336x5Torment: 8 s (1280)Range: 900
    • Counterspell½
      Shoot out a bolt that blinds foes in a line.
      Blind: 5 sDamage: 34Range: 900Confusion: 5 s
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Confusing Images3 15
    Channel a beam of energy that damages and confuses your foe.
    Damage (5x): 840x5Confusion: 5 s (325 damage on skill use)Range: 900
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Temporal Curtain¼ 25
    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
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Phantasmal Warden1 25
    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
      Confusion: 3 sVulnerability: 8 sFury: 10 s
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Signet of Midnight30
    Signet Passive: Grants 20% condition duration.
    Signet Active: Blind nearby foes.
    Condition Duration Increase: 20%Blind: 5 sRadius: 360Breaks stunRange: 360Confusion: 5 s
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Null Field ¼ 32
    Glamour. Create a field of energy that rips all boons from foes, and cures all conditions on allies.
    Duration: 7Combo Field: EtherealRange: 1,200Confusion: 5 s
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s
  • Mass Invisibility90
    Manipulation. You and all allies gain stealth for a short time.
    Stealth: 5 sRadius: 1,200
    • 0
      Confusion: 3 sVulnerability: 8 sFury: 10 s

Weapon and Skill Details

Scepter Focus has Illusionary Warden, which has an attack somewhat similar to Duelist in stacking a bunch of little attacks for moar bleeds. Scepter 2 makes 1v1s very painful and almost always procs in teamfights for pressure on your target. Confusing images is great to use once they start freaking out and double dodge rolling. The auto can make more clones for you to shatter, which might seem excessive but when you have 11.5s Mind Wracks who cares.

 

Sword Pistol is your deeps set and is best used once you wear someone down in a 1v1, to cleave, avoid being focused, and CC with Magic Bullet. Celestial makes it so that you still hit hard.

 

Ether Feast is the best heal if you are shatter because you can get your heal off, shatter, and get the best of both worlds. The passive heal on the signet is only good if you're clone on death or phantasm.

 

Signet of Midnight and the traits we have goes from some goofy filler skill to a defensive and offensive stun break at the same time. Blinding and confusing only gets better with time and lets you go toe to toe with CC builds like Hambow and Decap Engi.

 

Blink is famously useful for Z axis mobility, just don't get stuck in a rock on Foefire lolol. Null Field, like your blinds from Magic Bullet and Signet of Midnight, will confuse on people entering so this already very strong ability becomes even better with the condi damage output that Celestial might stacking provides.

 

Mass Invis can help secure a stomp, res, and help set up an ambush. It's really the best overall elite the Mesmer has, but Time Warp does have a unique opportunity with this build because of iDuelist and Magic Bullet and your superior condi damage. It's an adrenaline pumping team fight skill so if your team has the comp to pull it off look out.


II. Traits

Adept Master Grandmaster

Trait Details

Shatters with vulnerability make an already nasty condi and power damage output even nastier. Glamour confusion is better than boon removal because confusion is so strong against so many builds. There's a reason why people were FREAKING OUT about the possibility of Perplexity in PvP.

 

Fury on phantasm if required for more bleeds, Deceptive Evasion keeps the clones going.

 

Better and more confusion and torment on Shatters takes Mesmer to another level of damage output. Sure, you could run Illusionary Persona for more damage but why do that when you can have bleeding, torment, so much confusion, and still have good direct damage.


III. Stat Specifics & Effects

Primary Stats

  • Health 21522 (+5600)
  • Vitality 1476 (+560)
  • Armor 2396 (+560)
  • Toughness 1476 (+560)
  • Attack 2798 (+935)
  • Power 1851 (+935)
  • Critical Hit 36% (+36%)
  • Precision 1676 (+760)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Condition Damage 860 (+860)
  • Condition Duration 20% (+20%)
  • Confusion Duration 33% (+33%)
  • Confusion Duration 33% (+33%)
  • Critical Damage 50% (+50%)
  • Damage 947 (+0%)
  • Defense 920 (+0)
  • Ferocity 760 (+760)
  • Healing Power 560 (+560)
  • Might Duration 45% (+45%)
  • Shredding Recharge Rate 30% (+30%)

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

You might look at the base power and think "LOL this build sucks" but that's where the math comes in. Might will ramp up your power and condition damage by anywhere from 500 to 800, which makes for a combination of damage that is equivalent to a Berserker and Rabid/Carrion amulet at the same time.

 

The crazy thing about Celestial amulet is that you get this firepower and still get defensive stats. The math on Celestial amulet is typical Anet throwing a huge buff at something that isn't being used.

 

Celestial - 3038
Berserker/Valkyrie - 2340
Rampager - 2241
All others - 2208

 

This is almost 700 more stats than the next highest amulet pool. That's 30% more stats. This makes you much more sturdy and still have plenty of firepower with might stacking, made even easier with Strength and Battle.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Rune Stat Totals

  • Power 175
  • Might Duration 45%

Rune Bonuses

PvP Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Celestial Amulet
  • Power: 560
  • Precision: 560
  • Toughness: 560
  • Vitality: 560
  • Condition Damage: 560
  • Healing Power: 560
  • Ferocity: 560

Accessory Totals

  • Power:560
  • Precision:560
  • Toughness:560
  • Vitality:560
  • Condition Damage:560
  • Healing Power:560
  • Ferocity:560

Weapon Set Sigils

PvP Scepter
  • Weapon Strength: 895-1010
PvP Focus
  • Weapon Strength: 832-883
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Sigil of Superior Battle

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

PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
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 Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Sigil of Superior Battle

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

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Energy and Battle are required. More clones and more might gives you more firepower and more survivability through those dodges. There really isn't any choice in this building method for Mesmer.


V. Basic Gameplay

If you want to change out Blink for Portal you can create map control for your team at the expense of a second stun break. Signet of Midnight is more effective because you have swiftness from Focus to make up for your lack of mobility. The blinds in an area are great in small engagements and teamfights, especially since you've got 800 to 1k condi dmg with might stacking.

 

In teamfights, the pull is very strong and was a centerpiece of Mesmer play for months in NA. Save it for when they don't have dodges and their Guard doesn't have stability. Null Field adds more AoE confusion, gets rid of condis, gets rid of their boons, and can stack confusion, chaos armor with combo finishers. Great skill. You'll want to be really careful with Sword/Pistol and might be better off just staying in Scepter/Focus since you've got clones coming from autos anyway. Obviously shatter on cooldown it's kind of obvious but anyway.

 

Like my other builds, you want to be more conservative with rotating, but this build and my Thief build will let you be more aggressive with far point than you would otherwise if you run Portal. TCG put that on display in the Tournament of Legends. Mesmer and Thief can push far incredibly well by getting to and from where their teammates are faster. If you're new don't try that though you'll get turned into roadkill very quickly.


Main Skill Rotation


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