Mesmer sPvP | Tournament Sword/Pistol, Staff | Roamer New Interrupt mesmer
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Table of Contents
Summary
My new interrupt mesmer build for post 6/23/15 patch.
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I. Weapons and Skills
- Mind Gash½Gash your foe to make them vulnerable.Damage: 202Vulnerability: 5 sRange: 130
- Mind Spike½Stab your foe and rip a boon off of them. This skill does an additional 50% damage to targets with no boons.Damage: 280Range: 130
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- SwapSwap locations with your clone. Immobilize nearby foes.Immobilized: 2 sCombo Finisher: LeapRange: 600
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- Power Lock5Daze your foe.Daze: 1 sRange: 1,200
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Traits
Domination
- Illusion of VulnerabilityInterrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
- Confounding SuggestionsIncreases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead (5s ICD).
- Empowered IllusionsYour illusions deal 15% more damage.
- Rendering ShatterShatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.
- DazzlingDazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
- Shattered ConcentrationShatter skills remove 1 boon from foes they hit.
- Furious InterruptionGain quickness for 3 seconds whenever you interrupt a foe (5s ICD).
- FragilityDeal 0.5% more damage to foes for each stack of vulnerability on them.
- Imagined BurdenReduces 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 AnguishShatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
- Power BlockInterrupting 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 InfusionGain vigor for 5s when you critical hit.
- Phantasmal FuryYour phantasms gain 10 seconds of fury every 10 seconds.
- Desperate DecoyCast Decoy when you are struck while below 50% health. This trait benefits from the recharge bonus provided by Master of Manipulation.
- Duelist DisciplinePistol 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 ImagesYour illusions inflict 1 stack of bleeding for 5s when they critical hit.
- Blinding DissipationWhenever you use a shatter skill you blind foes around you for 3 seconds.
- Evasive MirrorWhenever you successfully evade an attack, gain a projectile reflecting barrier for 1.5 seconds (1.5s ICD).
- Fencer’s FinesseReduces 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 CombatantsYou and your illusions inflict 1 stack of confusion for 3 seconds on critical hit (33% chance).
- Harmonious MantrasMantra 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).
- MistrustWhenever you interrupt a foe inflict 2 stacks of confusion for 6 seconds to foes in a radius around your target.
- Deceptive EvasionWhenever you use a dodge roll you create a clone.
Chaos
- Metaphysical RejuvenationGain regeneration for 10s when you are struck while below 75% health (15s ICD).
- Descent into MadnessTake 50% less falling damage. Cast Chaos Storm when you take falling damage. This trait benefits from the recharge bonus provided by Chaotic Dampening.
- Illusionary DefenseEach active illusion you control reduces incoming damage to you by 3%.
- Master of ManipulationReduces recharge of Manipulation skills by 20%. Gain Mirror for 2 seconds whenever you activate a Manipulation skill.
- Illusionary MembraneGain protection for 3 seconds whenever you gain regeneration (15s ICD)
- Mirror of AnguishIf you are inflicted by a crowd control effect you inflict the same effect on your opponent (60s ICD).
- Chaotic TransferenceGain condition damage equal to 10% of your toughness.
- Chaotic DampeningWhen 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 PersistenceEach unique boon on you increases the duration of your outgoing condition and boon duration by 3%.
- Chaotic InterruptionWhenever 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 UnderstandingStealth applied by your mesmer skills lasts 50% longer. Additionally every second you are stealthed you randomly gain aegis, might, protection, regeneration or swiftness.
- Bountiful DisillusionmentWhenever 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
Conditions
Control
Fields & Finishers
Combo
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
- 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.
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.
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.
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.
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.
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.
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:1200
- Precision:900
- Ferocity:900
Weapon Set Sigils
PvP Sword
- Weapon Strength: 905-1000
PvP Pistol
- Weapon Strength: 876-1029