Mesmer sPvP | Fun Scepter/Focus, Greatsword | Roamer Shatter/Signet Condimancer-WIP

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Summary

This is a Condition/Shatter build that I'm looking for some feedback on. I wanted to try something with long strike, lockdown (escape) functions.

 

Each Shatter puts out the normal effect, Blind, Torment and between 3-7 stacks of Vulnerability.


I. Weapons and Skills

Sinister Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Focus
  • Weapon Strength: 832-883
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Rampager's Greatsword
  • Weapon Strength: 995-1100
  • Precision: 239
  • Power: 171
  • Condition Damage: 171
  • Weapon Strength: -
Rampager's Spear
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Trident
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
  • Mind Wrack10¼
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration21¼
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion32¼
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion42½
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200
  • 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
    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: 900
    • 0
  • 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
    • 0
  • 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
  • Phantasmal Warden1 20
    Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
    Damage: 30Range: 1,200
    • 0
    • 0
  • Signet of the Ether1 28
    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
  • Signet of Domination¼ 36
    Signet Passive: Improved condition damage.
    Signet Active: Stun your foe.
    Stun: 3 sRange: 1,200
    • 0
  • Signet of Midnight24
    Signet Passive: Grants 20% condition duration.
    Signet Active: Blind nearby foes.
    Condition Duration Increase: 20%Blind: 5 sRadius: 360Breaks stunRange: 360
    • 0
  • Signet of Illusions48
    Signet Passive: Grants more health to your illusions.
    Signet Active: Recharge your shatter skills.
    Illusion Health Bonus: 50%
    • 0
  • Signet of Humility1 144
    Signet Passive: Reduces the duration of stun, daze, fear and taunt by 20%.
    Signet Active: Turn your foe into a moa bird.
    Duration: 10Range: 1,200
    • 0

Weapon and Skill Details

With Imagined Burden, Spatial Surge Grants (2) Might, all other skills Cripple(2s).

 

Signets grant Distortion and remove a Cond. This coupled with Ineptitude (evading blinds and Confuses) allows me to blind and confuse opponents between Shatters. Also the Signets allow several escape (Stun/Moa) options.

 


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.

Illusions

  • Illusionary Retribution
    All shatter skills inflict 1 stack of confusion for 3 seconds when they hit.
    • Compounding Power
      Deal 3% increased damage and gain 50 condition damage for each illusion you control.
    • Persistence of Memory
      When a phantasm shatters all phantasm skills have their recharge reduced by 2 seconds.
    • The Pledge
      Torch skills remove 1 condition from you when activated. While you are stealthed torch skills recharge 1.5% of their maximum recharge every second.
  • Illusionist’s Celerity
    Reduce recharge on illusion-summoning skills by 20%
    • Shattered Strength
      Gain 1 stack of might for 10 seconds per illusion when you use a shatter skill.
    • Phantasmal Haste
      Phantasms attack skill recharge is reduced by 20%, causing them to attack more often.
    • Maim the Disillusioned
      Shatter skills inflict 1 stack of torment for 6 seconds on foes they hit.
  • Master of Misdirection
    Confusion you inflict lasts 33% longer. Reduces recharge on shatter skills by 15%.
    • Ineptitude
      Inflict 1 stack of confusion for 4 seconds whenever you blind a foe. Whenever you successfully block or evade an attack your attacker is blinded for 3 seconds (10s ICD per foe).
    • Master of Fragmentation
      Enhances the effect of shatter skills. Mind Wrack has a 10% increased critical hit chance. Cry of Frustration inflicts cripple for 3 seconds on struck foes. Diversion hits up to 5 targets. Distortion reflects projectiles.
    • Malicious Sorcery
      Reduces recharge of scepter skills by 20%. Increases attack speed by 15% while wielding a scepter.

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.

Trait Details

Contemplating switching out Rendering Shatter for Confounding Suggestions, this means that Diversion stuns foes.

 


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 1920 (+0)
  • Toughness 1000 (+0)
  • Attack 2846 (+899)
  • Power 1899 (+899)
  • Critical Hit 49% (+49%)
  • Precision 1951 (+951)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Condition Damage 1688 (+1688)
  • Damage 947 (+0%)
  • Defense 920 (+0)
  • Torment 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

This editor doesn't really reflect that while in combat I'm averaging 12-20 stacks of Might by my self(s). Also, with Blinding Dissipation/Ineptitude/Maim the Dissillusion, I apply Torment(6s), Blind (3s), Confusion (4) each time I shatter (every 3-5 seconds).


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Sinister Exalted Masque
  • Defense: 73
  • Condition Damage: 60
  • Power: 43
  • Precision: 43
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Sinister Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Sinister Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Power: 96
  • Precision: 96
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Sinister Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Sinister Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
Sinister Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Torment Duration 45%
  • Power 299
  • Precision 299

Rune Bonuses

Superior Rune of Tormenting
  1. Condition Damage: 25
  2. Torment Duration: 10%
  3. Condition Damage: 50
  4. Torment Duration: 15%
  5. Condition Damage: 100
  6. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)

Accessories & Jewels

Sinister Amulet
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Back
  • Condition Damage: 30
  • Power: 21
  • Precision: 21
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Rampager's Ring
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Rampager's Ring
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
(Infused)
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Earring
  • Condition Damage: 75
  • Power: 53
  • Precision: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15
Sinister Earring
  • Condition Damage: 75
  • Power: 53
  • Precision: 53
Sinister Jewel
  • Condition Damage: 25
  • Power: 15
  • Precision: 15

Accessory Totals

  • Power:430
  • Precision:482
  • Condition Damage:578

Weapon Set Sigils

Sinister Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Focus
  • Weapon Strength: 832-883
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
Superior Sigil of Bursting
+6% Condition Damage

Weapon Set I

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Superior Sigil of Bursting

+6% Condition Damage

Rampager's Greatsword
  • Weapon Strength: 995-1100
  • Precision: 239
  • Power: 171
  • Condition Damage: 171
  • Weapon Strength: -
Sigil of Superior Frailty
50% chance to cause vulnerability for 10s on hit.
Sigil of Superior Peril
When you apply vulnerability it lasts 20% longer.

Weapon Set II

Sigil of Superior Frailty

50% chance to cause vulnerability for 10s on hit.

Rampager's Spear
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Trident
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Sigil of Superior Accuracy
+7% crit chance.
Sigil of Superior Hobbling
When you apply cripple it lasts 20% longer.

Water Weapon I

Sigil of Superior Accuracy

+7% crit chance.

Water Weapon II

Sigil of Superior Hobbling

When you apply cripple it lasts 20% longer.


V. Basic Gameplay


Main Skill Rotation

Mind Stab¼
Thrust your greatsword into the ground, damaging foes and removing 1 boon.
Damage: 314Radius: 120Number of targets: 5Range: 1,200
Mirror Blade¾
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
Phantasmal Berserker¾ 12
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage (8x): 200Damage: 259Range: 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
Mirror Blade¾
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
Diversion32¼
Shatter. Destroy all your clones and phantasms, dazing their targets.
Daze: 1 sRange: 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
Mirror Blade¾
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
Phantasmal Berserker¾ 12
Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
Damage (8x): 200Damage: 259Range: 1,200
Cry of Frustration21¼
Shatter. Destroy all your clones and phantasms, confusing nearby foes.
Confusion: 3 s (65 damage on skill use)Damage: 80Range: 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

This is really a work in progress, I mirror blade and dodge (usually back) to keep up illusions for the shatters, skills 2-5 cripple, so I only use Ill wave, if they have cleared.

 

I really haven't needed it so far but I have the weapon swap for counter/curtain to move away.


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