Mesmer sPvP | Tournament Greatsword, Sword/Torch | Roamer Unkillable Burst Shatter Mesmer
Table of Contents
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
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 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.
Inspiration
- Mender’s PurityWhenever you use a healing skill you cast Power Cleanse. This trait benefits from Harmonious Mantras.
- Medic’s FeedbackRevive allies 10% faster. When you start reviving an ally cast Feedback. This trait benefits from the recharge bonus provided by Temporal Enchanter.
- Restorative MantrasWhen you finish preparing a mantra you heal allies around you.
- Persisting ImagesPhantasms you summon spawn with retaliation for 6 seconds and have 20% more health.
- Inspiring DistortionWhenever you grant distortion to yourself, you also grant it to nearby allies for 1 second (5s ICD)
- Warden’s FeedbackFocus weapon skills reflect projectiles and have their recharge reduced by 20%.
- Restorative IllusionsUsing a shatter skill removes 1 condition from you and heals you based on the number of illusions shattered.
- Protected PhantasmsNewly summoned phantasms gain distortion for 1 second. When you use a shatter skill, all illusions gain protection for 2 seconds.
- Healing PrismEach 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 DefenseWhenever 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 InspirationPhantasms 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 EnchanterGlamour 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 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 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
Conditions
Control
Fields & Finishers
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
- 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:1200
- Precision:900
- Ferocity:900
Weapon Set Sigils
- Weapon Strength: 995-1100
- Weapon Strength: -