Mesmer sPvP | Tournament Sword/Pistol, Staff | Roamer New Interrupt mesmer

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Summary

My new interrupt mesmer build for post 6/23/15 patch.
Someone must of accidentally down voted it.

 

If you dislike any part of the guide post a comment about it, otherwise downvotes mean nothing to me.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • 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 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
    • 0
  • 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
  • Phantasmal Duelist1 20
    Phantasm. Create an illusion that unloads its pistols on your foe.
    Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Magic Bullet½ 25
    Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
    Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • Mirror15
    Reflect projectiles and heal yourself.
    Healing: 3,915Duration: 2
    • 0
    • 0
  • Decoy40
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200
    • 0
  • Mantra of Distraction20
    Mantra. Meditate, charging a spell that will daze your target.
    Number of casts: 2
    • Power Lock5
      Daze your foe.
      Daze: 1 sRange: 1,200
  • Mass Invisibility72
    Manipulation. You and all allies gain stealth for a short time.
    Stealth: 5 sRadius: 1,200
    • 0

Traits

Domination

  • Illusion of Vulnerability
    Interrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
    • Confounding Suggestions
      Increases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead (5s ICD).
    • Empowered Illusions
      Your illusions deal 15% more damage.
    • Rendering Shatter
      Shatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.
  • Dazzling
    Dazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
    • Shattered Concentration
      Shatter skills remove 1 boon from foes they hit.
    • Blurred Inscriptions
      Reduces recharge of signet skill by 20%. Gain distortion and remove 1 condition when you use a signet.
    • Furious Interruption
      Gain quickness for 3 seconds whenever you interrupt a foe (5s ICD).
  • Fragility
    Deal 0.5% more damage to foes for each stack of vulnerability on them.
    • Imagined Burden
      Reduces recharge of Greatsword skills by 20%. Gain 2 stacks of might for 5 seconds whenever you or an illusion uses Spacial Surge. All of your other greatsword skills inflict cripple for 2s when they hit.
    • Mental Anguish
      Shatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
    • Power Block
      Interrupting a foe inflicts damage and causes weakness for 5s. Additionally if the interrupted skill has a recharge time greater than 0 it is put on a 15 second recharge.

Dueling

  • Critical Infusion
    Gain vigor for 5s when you critical hit.
    • Phantasmal Fury
      Your phantasms gain 10 seconds of fury every 10 seconds.
    • Desperate Decoy
      Cast Decoy when you are struck while below 50% health. This trait benefits from the recharge bonus provided by Master of Manipulation.
    • Duelist Discipline
      Pistol skills recharge 25% of their full recharge when you interrupt a foe. Pistol attacks from you and your illusions have a 33% chance to inflict 1 stacks of bleeding for 5 seconds.
  • Sharper Images
    Your illusions inflict 1 stack of bleeding for 5s when they critical hit.
    • Blinding Dissipation
      Whenever you use a shatter skill you blind foes around you for 3 seconds.
    • Evasive Mirror
      Whenever you successfully evade an attack, gain a projectile reflecting barrier for 1.5 seconds (1.5s ICD).
    • Fencer’s Finesse
      Reduces recharge of sword skills by 20%. Whenever you or an illusion hits with a sword attack you gain a stack of Fencer’s Finesse that gives 15 ferocity for 6 seconds (maximum 10 stacks).
  • Confusing Combatants
    You and your illusions inflict 1 stack of confusion for 3 seconds on critical hit (33% chance).
    • Harmonious Mantras
      Mantra skills can be activated 3 times before needing to be channeled again. Whenever you use a mantra skill gain a stack of Harmonious Mantras for 10 seconds which increases your damage by 4% per stack (maximum 5 stacks).
    • Mistrust
      Whenever you interrupt a foe inflict 2 stacks of confusion for 6 seconds to foes in a radius around your target.
    • Deceptive Evasion
      Whenever you use a dodge roll you create a clone.

Chaos

  • Metaphysical Rejuvenation
    Gain regeneration for 10s when you are struck while below 75% health (15s ICD).
    • Descent into Madness
      Take 50% less falling damage. Cast Chaos Storm when you take falling damage. This trait benefits from the recharge bonus provided by Chaotic Dampening.
    • Illusionary Defense
      Each active illusion you control reduces incoming damage to you by 3%.
    • Master of Manipulation
      Reduces recharge of Manipulation skills by 20%. Gain Mirror for 2 seconds whenever you activate a Manipulation skill.
  • Illusionary Membrane
    Gain protection for 3 seconds whenever you gain regeneration (15s ICD)
    • Mirror of Anguish
      If you are inflicted by a crowd control effect you inflict the same effect on your opponent (60s ICD).
    • Chaotic Transference
      Gain condition damage equal to 10% of your toughness.
    • Chaotic Dampening
      When you gain Chaos Armor you also gain protection for 5 seconds. While you have Chaos Armor your staff and trident skills recharge by 2.5% of their full recharge every second.
  • Chaotic Persistence
    Each unique boon on you increases the duration of your outgoing condition and boon duration by 3%.
    • Chaotic Interruption
      Whenever you interrupt a foe you inflict immobilize on them for 2 seconds and gain 5 stacks of might for 10 seconds. Additionally you inflict a second random condition on your foe and apply a second random boon to yourself. Removed might as an option for t
    • Prismatic Understanding
      Stealth applied by your mesmer skills lasts 50% longer. Additionally every second you are stealthed you randomly gain aegis, might, protection, regeneration or swiftness.
    • Bountiful Disillusionment
      Whenever you use a shatter skill you gain 1 stack of stability for 5s. Based on the shatter used allies around you can gain Might, Vigor, Fury or Regeneration.

Trait Details

trait variation
Chaos - I over III
Dueling - I over III ; IV or VI over V ; VII over IX
Domination - VI over IV


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 1920 (+0)
  • Toughness 1000 (+0)
  • Attack 3390 (+1375)
  • Power 2375 (+1375)
  • Critical Hit 47% (+47%)
  • Precision 1900 (+900)

Secondary Stats

  • Critical Damage 60% (+60%)
  • Damage 1015 (+0%)
  • Defense 920 (+0)
  • Ferocity 900 (+900)
  • Might Duration 45% (+45%)

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

Might stacking, reactive survivability, and damage are our priorities in this build. Therefore we want strength or hoelbrak runes and a berserkers amulet.


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

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900

Weapon Set Sigils

PvP Sword
  • Weapon Strength: 905-1000
PvP Pistol
  • Weapon Strength: 876-1029
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
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 Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Battle

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

PvP Staff
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

energy sigils are op, very important
doom, hydromancy, fire, battle, and strength are all viable in the non energy sigil slot.


V. Basic Gameplay

Interrupt key opponents, no one should be using their heal skill all mid fight :P


Main Skill Rotation

No rotations, Will add tricks though :D


Chaos storm lock

Mantra of Distraction20
Mantra. Meditate, charging a spell that will daze your target.
Number of casts: 2
Chaos Storm¼ 35
Create a magical storm at the target location that applies random conditions to enemies and random boons to allies.
Damage: 122Poison: 4 s (168 damage)Weakness: 2 sChilled: 1 sDaze: 1 sSwiftness: 3 sRetaliation: 3 sAegis: 3 sCombo Field: EtherealRange: 1,200
Power Lock5
Daze your foe.
Daze: 1 sRange: 1,200
Phantasmal Warlock¾ 18
Phantasm. Summon an illusion that deals extra damage for each unique condition on the target foe.
Damage: 74Extra damage per condition: 10%Range: 1,200
Phase Retreat10
Clone. Teleport away from your target, summoning a clone that casts Winds of Chaos.
Combo Finisher: LeapRange: 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
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

Time your interrupt to lock your opponent in your chaos storm ( immobilize ) and rain damage upon them while they are stuck in a pulsing daze.


Pistol Daze Chain

Mantra of Distraction20
Mantra. Meditate, charging a spell that will daze your target.
Number of casts: 2
Magic Bullet½ 25
Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
Phantasmal Duelist1 20
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 1,200
Power Lock5
Daze your foe.
Daze: 1 sRange: 1,200
Diversion38
Shatter. Destroy all your clones and phantasms, dazing their targets.
Daze: 1 sRange: 1,200
Magic Bullet½ 25
Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
Phantasmal Duelist1 20
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 1,200

Try hard much rupt chain =p

Mantra of Distraction20
Mantra. Meditate, charging a spell that will daze your target.
Number of casts: 2
Chaos Storm¼ 35
Create a magical storm at the target location that applies random conditions to enemies and random boons to allies.
Damage: 122Poison: 4 s (168 damage)Weakness: 2 sChilled: 1 sDaze: 1 sSwiftness: 3 sRetaliation: 3 sAegis: 3 sCombo Field: EtherealRange: 1,200
Phantasmal Warlock¾ 18
Phantasm. Summon an illusion that deals extra damage for each unique condition on the target foe.
Damage: 74Extra damage per condition: 10%Range: 1,200
Magic Bullet½ 25
Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
Phantasmal Duelist1 20
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 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
Mind Wrack12
Shatter. Destroy all your clones and phantasms, damaging nearby foes.
Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
Power Lock5
Daze your foe.
Daze: 1 sRange: 1,200

The goal here to to immobilize your foe in chaos in storms pulsing daze by interrupting with magic bullet for CC and the pulsing daze will push your foe up to max vulnerability while you perform a shatter-rupt combo with mantra of distraction and mindwrack + blurred frenzy. This when fully executed can kill bunkers.


Shatter- rupt chain #1

Mantra of Distraction20
Mantra. Meditate, charging a spell that will daze your target.
Number of casts: 2
Phantasmal Duelist1 20
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 1,200
Magic Bullet½ 25
Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 1,200
Diversion38
Shatter. Destroy all your clones and phantasms, dazing their targets.
Daze: 1 sRange: 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
Mind Wrack12
Shatter. Destroy all your clones and phantasms, damaging nearby foes.
Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200

Shatter-rupt chain #2


Comments

Post a Comment
@ 11:48 PM, Wed June 17 2015 Reply
any comments on this guide ? come on I know someone has something to say :P
Anyways if you like this guide share it with your friends and give me some feedback (haha pun not intended).
@ 01:48 PM, Mon July 06 2015 Reply
First of all, I really hope I don't meet your Mesmer :P

Second, would you rule out Mesmer Runes to prolong the Dazes?

Congratz on what looks to me to be a first class build.
@ 01:57 AM, Tue July 07 2015 Reply
Mesmer runes daze duration is broken or I would consider them, this build is great against squishes target but the staff greatsword build is stronger vs tankier or melee targets.

Also, ty for the compliment, and yes the build is amazing =P
@ 12:59 AM, Sat July 11 2015 Reply
Can be*