Mesmer PvE | Open World Scepter/Torch, Staff | Damage Stealthed Conditions

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Summary

A build for very long stealth protection while your conditions wear enemies down. Shattering your clones will cause more damage than normal shatters too.


I. Weapons and Skills

Dire Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Torch
  • Weapon Strength: 789-926
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Dire Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 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
  • The Prestige30
    Disappear in a cloud of smoke, blinding nearby foes. Reappear three seconds later, burning nearby foes.
    Stealth: 3 sDamage: 302Blind: 5 sBurning: 3 s (984 damage)Radius: 240Combo Finisher: Blast
    • 0
    • 0
  • Phantasmal Mage¾ 24
    Phantasm. Create an illusion that confuses foes and grants retaliation to allies.
    Damage: 363Burning: 6 sFury: 3 sRange: 1,200
    • 0
    • 0
  • Signet of the Ether1 35
    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
    • 0
  • Decoy32
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200
    • 0
  • Mirror Images36
    Clone. Summon two clones to attack your foe.
    Breaks stunRange: 1,200
    • 0
  • Mass Invisibility72
    Manipulation. You and all allies gain stealth for a short time.
    Stealth: 5 sRadius: 1,200
    • 0

Weapon and Skill Details

For defence purposes, swap the staff for sword and torch to still offer stealth coupled with a handy evade.


Traits

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.

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

Doubles your stealth duration, blinds enemies when you shatter and each of these blinds will stack further confusion on them.


III. Stat Specifics & Effects

Primary Stats

  • Health 25612 (+9690)
  • Vitality 1969 (+969)
  • Armor 2190 (+270)
  • Toughness 1270 (+270)
  • Attack 2697 (+729)
  • Power 1729 (+729)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Condition Damage 1907 (+1907)
  • Damage 968 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Orrian Truffle Soup
Duration: 30min
Condition Damage: 100
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Carrion Exalted Masque
  • Defense: 73
  • Condition Damage: 60
  • Power: 43
  • Vitality: 43
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Exalted Mantle
  • Defense: 73
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Exalted Coat
  • Defense: 314
  • Condition Damage: 134
  • Power: 96
  • Vitality: 96
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Exalted Gloves
  • Defense: 133
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Exalted Pants
  • Defense: 194
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Exalted Boots
  • Defense: 133
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Armor Stat Totals

  • Defense 920
  • Condition Damage 594
  • Toughness 100
  • Power 299
  • Vitality 299

Rune Bonuses

Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Carrion Amulet
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Back
  • Condition Damage: 30
  • Power: 21
  • Vitality: 21
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Ring
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Ring
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Earring
  • Condition Damage: 75
  • Power: 53
  • Vitality: 53
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Carrion Earring
  • Condition Damage: 75
  • Power: 53
  • Vitality: 53
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15

Accessory Totals

  • Power:430
  • Vitality:430
  • Condition Damage:630

Weapon Set Sigils

Dire Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Torch
  • Weapon Strength: 789-926
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Speed
Gain Swiftness (20 seconds) on Killing a Foe.

Weapon Set I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Sigil of Superior Speed

Gain Swiftness (20 seconds) on Killing a Foe.

Dire Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Speed
Gain Swiftness (20 seconds) on Killing a Foe.

Weapon Set II

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Dire Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Dire Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Speed
Gain Swiftness (20 seconds) on Killing a Foe.

Water Weapon I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Water Weapon II

Sigil of Superior Speed

Gain Swiftness (20 seconds) on Killing a Foe.


V. Basic Gameplay

As well as PvE this will provide a lot of fun in PvP. Every time the enemy wonders where that darn mesmer is, you'll be slipping back into stealth. If they do manage to finally see you, they should have plenty of conditions on them plus they will feel the effect of heavy confusion on themselves if they are foolish enough to attack you (which in PvE they are, of course.)


Main Skill Rotation


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