Mesmer sPvP | Tournament Greatsword, Sword/Torch | Roamer Unkillable Burst Shatter Mesmer

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74% (11) Approval 23 Votes - 11980 Views

Summary

Having tried many things after patch I finally came to this build, it offers the standard shatter damage (4-5k on squishes) that mesmer can normally provide, while also allowing you to be literally unkillable, with a mix of healing, condition cleanse and PU traits this build can offer a very strong source of swiftness, regen and protection, while also being able to stealth for double the usual time - this allows you to run zerker amulet without any drawbacks, full shatter damage while maintaining good sustain and stealth.

 

With some small adjustments it can even become a meta build for other situations, since you are able to out-stealth thieves (stack up to 20s+ stealth) and escape anything that is trying to follow you, alternatively you can turn around and one shot the chaser to flip the fight.


I. Weapons and Skills

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
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
  • 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
    • 0
    • 0
  • Mirror Blade¾ 8
    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
    • 0
    • 0
  • Mind Stab¼ 12
    Thrust your greatsword into the ground, damaging foes and removing 1 boon.
    Damage: 314Radius: 120Number of targets: 5Range: 1,200
    • 0
    • 0
  • Phantasmal Berserker¾ 20
    Phantasm. Create a phantasm that uses a whirling attack to damage and cripple foes.
    Damage (8x): 200Damage: 259Range: 1,200
    • 0
    • 0
  • Illusionary Wave½ 30
    Push back all foes in front of you with a wave of magical energy.
    Damage: 111Knockback: 450Range: 600
    • 0
    • 0
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
  • Decoy40
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200
    • 0
    • 0
  • Portal Entre72
    Glamour. Create an entry portal at your location that teleports allies to your exit portal.
    Duration: 60
    • Portal Exeunt
      Glamour. Create an exit portal.
      Duration: 20
  • Mass Invisibility72
    Manipulation. You and all allies gain stealth for a short time.
    Stealth: 5 sRadius: 1,200
    • 0

Weapon and Skill Details

Here is your standard mesmer shatter setup, more or less the exact same utilities/weapons from before the patch, while taking advantage of mass invis for an incredible 10 second stealth that you can use while ressing, since it gives your entire team 10 seconds you will also be able to recover, alternatively using it for your own benefit - portal is set up because it is primarily for queueing.


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.

Inspiration

  • Mender’s Purity
    Whenever you use a healing skill you cast Power Cleanse. This trait benefits from Harmonious Mantras.
    • Medic’s Feedback
      Revive allies 10% faster. When you start reviving an ally cast Feedback. This trait benefits from the recharge bonus provided by Temporal Enchanter.
    • Restorative Mantras
      When you finish preparing a mantra you heal allies around you.
    • Persisting Images
      Phantasms you summon spawn with retaliation for 6 seconds and have 20% more health.
  • Inspiring Distortion
    Whenever you grant distortion to yourself, you also grant it to nearby allies for 1 second (5s ICD)
    • Warden’s Feedback
      Focus weapon skills reflect projectiles and have their recharge reduced by 20%.
    • Restorative Illusions
      Using a shatter skill removes 1 condition from you and heals you based on the number of illusions shattered.
    • Protected Phantasms
      Newly summoned phantasms gain distortion for 1 second. When you use a shatter skill, all illusions gain protection for 2 seconds.
  • Healing Prism
    Each illusion you control grants you 200 healing power. Whenever you heal yourself, you heal nearby allies by a small amount. 10 second internal cooldown.
    • Mental Defense
      Whenever you successfully block or evade an attack cast Phantasmal Defender on your attacker. This trait benefits from the recharge bonus provided by Illusionist’s Celerity and Persistence of Memory.
    • Illusionary Inspiration
      Phantasms grant 3 seconds regeneration to allies near them every 3 seconds. If you have any boons when you summon a phantasm you cast Signet of Inspiration. This trait benefits from the recharge bonus provided by Blurred Inscriptions.
    • Temporal Enchanter
      Glamour skills last an additional 2 seconds. When you first create any glamour nearby allies within the glamour radius gain 2 seconds of superspeed and 3 seconds of resistance.

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 setup is slightly different from most other mesmer builds, I have seen a variety of mesmer builds that involve 2 or even 3 offensive lines, while they get a small amount more utility, they lose a whole load of sustain that you can gain through this build, condition builds would run a similar trait line to this with a celestial amulet, however would prove less effective in team fights, so I decided for a shatter setup.

 

Domination line:
Traits are the standard that was seen pre-patch, involving boon removal and more damage on shatter, since this spec is made around sustaining and consistently throwing out shatters to deal damage, power block is irrelevant, the main choice you have in this line is either vuln on shatter, or illusion damage, personally I would take illusion damage since your phantasmal berserker will deal a ridiculous amount of damage since the power stats were buffed so much, on squishes you can expect upwards of 6-8k. As for the minors, they are heavily focused on vuln stacking and damage when vuln is active, this is why its a tough call for vuln on shatter or extra illusion damage, however the very small amount of vuln that vuln on shatter gives is simply not worth the exchange for illusion damage.

 

Inspiration line:
This trait line is mostly limited in choice, however the traits I have taken provide best synergy in this build, starting off with the first trait, when phantasms are summoned they start with retal and have 20% more health, overall there isn't really a better option (especially since there are no mantras in this build), however the extra damage from retal and the ability to have your clones stay alive a little longer against classes that have heavy cleave is very nice. The next trait is the most obvious of them all, whenever a shatter skill is used it removes a condition and based on the amount of illusions shattered it will heal you, since you can shatter using only your character, you can remove conditions and heal without even casting anything, this trait is what makes this build so strong, the healing from the shatters is simply so strong and will keep you alive even while being +1'd or even being chased down by a whole team, the final trait will give regen and cast signet of inspiration on phantasm usage, from what I have found so far, the boon share from inspiration is not significant, however the amount of regen that you can get from this trait is crazy and should not be overlooked. The minor traits for this line further improve this build, providing healing for your team, a distortion for your team and even a condi cleanse on your healing skill (note: the cleanse works after the heal is used, so if you have poison, you will heal less and be cleansed after)

 

Chaos line:
The chaos line strengthens this build even more and its what allows you to do so much damage while also taking a lot of damage, the first trait while seeming insignificant allows you to blink and mass invis faster, which means you can stealth more, use more blink bursts and more overall escapes with blink, it also gives you a small reflection time, allowing you to potentially escape a ranger with a blink while reflecting (note: careful if the ranger is still hitting you while casting mass invis, the arrow can potentially be reflected and it will reveal you, big minus.) With the next trait, you are able to engage a lot more freely without the worry about being stun chained or caught out by a thief, since they will also receive the CC effect giving you time to plan what to do next to spike the target out, extremely strong trait, however the last one is the strongest of all, PU, allowing double stealth time while also applying boons every single second, this is the main source of boons in this build and allows some health regain while being in stealth. The minors in this trait line are just as strong as some of the traits, giving regen and protection every 15 seconds, however the last minor does not give an amazing effect.


III. Stat Specifics & Effects

Primary Stats

  • Health 15922 (+0)
  • Vitality 1000 (+0)
  • Armor 1920 (+0)
  • Toughness 1000 (+0)
  • Attack 3475 (+1375)
  • Power 2375 (+1375)
  • Critical Hit 47% (+47%)
  • Precision 1900 (+900)

Secondary Stats

  • Critical Damage 60% (+60%)
  • Damage 1100 (+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

Because of the amount of sustain and cleanse that this build provides, having such a low health pool with zerker amulet is possible, since you can simply stealth and heal up each time and then return to deliver a shatter that can potentially spike out 1 or more people each time (or bring them very low)


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 Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set I

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

PvP Sword
  • Weapon Strength: 905-1000
PvP Torch
  • Weapon Strength: 789-926
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
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)

Weapon Set II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

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

Standard shatter mesmer sigils and runes, for the highest possible DPS output, strength over pack since swiftness and fury are not required in this build and strength allows the highest damage from a class with might stacks, fire and air on greatsword to provide extra burst, standard on a mesmer, with energy on sword/torch to give that extra dodgeroll when required, can choose either air or doom on sword, with the way doom is right now its bugged to 2x the duration, allowing more damage on sustain classes, however I have found that the damage of this build is so high after patch that classes like warriors and eles struggle to out heal the damage, so extra burst on a secondary blurred frenzy shatter is always nice.


V. Basic Gameplay

Basic gameplay of this mesmer is utilising the stealth available to either get around the map, escape or gain a surprise burst on a target, in a usual situation of a squishy targeted with a successful burst, they will instantly drop or be low enough to cleave out with a small amount of damage, variety of possible combos possible with mesmer are available and a use of a few of them will be able to down targets quite easily.

 

The main counter to this build is pure spike/burst damage, since you have the ability to easily avoid it, surviving should not be very hard, however without some use of kiting, line of sight and small jumps you will still melt fairly fast, with the berserker amulet.


Main Skill Rotation

Mirror Blade¾ 8
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
Mind Stab¼ 12
Thrust your greatsword into the ground, damaging foes and removing 1 boon.
Damage: 314Radius: 120Number of targets: 5Range: 1,200
Mind Wrack12
Shatter. Destroy all your clones and phantasms, damaging nearby foes.
Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200

This is the main burst that mesmer can offer, average damage is around ~15k but however more can be applied through the use of vulnerability, extra crits, etc - if this is not enough it is possible to swap over, get an immob off and use blurred frenzy while also shattering with cry of frustration, its relatively good damage and if used correctly is hard to avoid.

 

Stealth usage is up to you, however I would prefer to use the torch stealth first since it will be off cd by the time I swap back in and need it, also allowing me to use decoy offensively as well if required.



VI. Twitch Channel

http://www.twitch.tv/mashercrasher/v/6680650


Comments

Post a Comment
@ 03:28 PM, Mon June 29 2015 Reply
Maybe I should have a click bait tittle for my mesmer build, builds with tittles like this ones get more views regardless of whether or not they are actually more effective.

This mesmer build is going to struggle because of its lack of DE in any sort sustained battle or if it is stuck in a 1v1 scenario.
@ 03:29 PM, Mon June 29 2015 Reply
not a bad guide though, but the video could demonstrate its capabilities a little better.
@ 08:06 AM, Tue June 30 2015 Reply
Also, for the video I was unable to work out how to place a stream vod, instead I put my normal stream, once I work out how to, I can place a ~4hour stream that demonstrates the highs and lows of this build.
@ 08:04 AM, Tue June 30 2015 Reply
I do agree, the title is not the best for this, however it is somewhat close to the truth, it does slightly struggle in a lot of situations, however it can do more than the standard mantra build, with the mantra build you cannot escape and heal up as well as this, on top of all the decap/juke ability that this mass stealth build has, it can even beat the mantra in a straight up 1v1 if the build is used to its full potential since the mantra mesmer cannot keep up with the consistent damage that comes from stealth, probably will see the mantra build or a similar build going meta, however this imo is a very nice build for solo or duo play, mostly with a thief - since the mesmer can provide a massive amount of stealth, also extremely nice to cast mass invis and res up since it is such a long duration (10s), overall I originally posted this for solo play (you can see this in the url "soloQ_unkillable_burst_shatter_mesmer) however it can be changed slightly into team play.

Thanks for feedback though!