Mesmer sPvP | Tournament Scepter/Focus, Sword/Pistol | Team fighter Celestial Mesmer
Table of Contents
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
- Ether Blast½Shoot a second bolt of energy at your target.Damage: 168Range: 900
- Ether Clone1Clone. Shoot out a third bolt of energy that confuses your target. Summon a clone that casts Ether Bolt.Damage: 252Range: 900
- Counterspell½Shoot out a bolt that blinds foes in a line.Blind: 5 sDamage: 34Range: 900Confusion: 5 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- Into the VoidDestroy your Temporal Curtain, pulling your target into it.
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
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- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 3 sVulnerability: 8 sFury: 10 s
- 0Confusion: 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
Domination
Dueling
Chaos
Inspiration
Illusions
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
Conditions
Control
Fields & Finishers
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
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +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- Power: 25
- Might Duration: 10%
- Power: 50
- +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; +5% damage while under the effects of might.
Accessories & Jewels
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 895-1010
- Weapon Strength: 832-883