Mesmer sPvP | Fun Staff, Scepter/Sword | Roamer Can't Catch Me: Gingerbread Mesmer
Table of Contents
Summary
This build is intended to be very difficult build to kill, and is great to use on Khylo.
The assets of this build include:
- Dodges for Days. ( Energy Sigils, Adventurer Runes)
- Ample Condition Removal ( Shatter, Heal Skill, Null Field)
- Something to constantly do between dodges (In staff it is to get Chaos Armor, in scepter/sword, it is blocking and attempting to apply a little pressure to the enemy with phantasm and confusion beam).
This is a very simple build to play for the most part. You have a nearly endless stream of dodge rolls between your heal skill and weapon swap; and a lot of condition cleanse with null field and shatters, as well as a LOT of heals with mirror being on a 12 second cd and each of your shatters contributing towards healing.
A great build for treb use on Khylo. For other matches, this build works quite well to assist / +1 points and whittle enemies down.
I. Weapons and Skills
Weapon and Skill Details
Staff: 4 sources of chaos armor. 3 Chaos Fields (staff 5, null field, timewarp) staff 2 triggers chaos armor, and Staff 4.
Scepter/Sword: Two blocks that apply some pressure (Sword 4 is decent damage, scepter two is decent torment).
Healskill, Mirror: Traited, it is 12s cd which almost matches the 10s icd on adventure runes. It also gives condi cleanse. Reflect is just a bonus.
Portal: Treb.
Decoy: stun breaker and allows for extra time for a cd (weapon swap, heal skill, block w/e).
Traits
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.
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
Dueling IX: Deceptive Images: Dodge, Clone, Dodge, Clone.
Shatters: Dueling IV (Blind), Chaos IX (Stability), Inspiration V (condi cleanse/heal)
Chaotic Dampening: Maintain ridiculous amount of chaos armor.
III. Stat Specifics & Effects
Primary Stats
- Health 21522 (+5600)
- Vitality 1560 (+560)
- Armor 2480 (+560)
- Toughness 1560 (+560)
- Attack 2771 (+660)
- Power 1660 (+660)
- Critical Hit 31% (+31%)
- Precision 1560 (+560)
Secondary Stats
- Condition Damage 735 (+735)
- Critical Damage 37% (+37%)
- Damage 1111 (+0%)
- Defense 920 (+0)
- Ferocity 560 (+560)
- Healing Power 560 (+560)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
Rune Stat Totals
- Condition Damage 175
- Power 100
Rune Bonuses
PvP Rune of the Adventurer- Condition Damage: 25
- Power: 35
- Condition Damage: 50
- Power: 65
- Condition Damage: 100
- When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
Accessories & Jewels
Accessory Totals
- Power:560
- Precision:560
- Toughness:560
- Vitality:560
- Condition Damage:560
- Healing Power:560
- Ferocity:560
Weapon Set Sigils
- Weapon Strength: 985-1111
- Weapon Strength: -