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: -
Weapon Set I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 895-1010
- Weapon Strength: 905-1000
Weapon Set II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Upgrade Item Details
Rune of the Adventurer, and Energy Runes: Free Dodge + Clone.
Leeching: 1000 damage unscaled, decent damage with Celestial Stats.
Doom: Can be swapped for another leeching sigil, but the poison uptime doesn't hurt.