Mesmer PvE | Dungeon Scepter/Pistol, Scepter/Torch | Damage Core Cond Mesmer

by Last Updated:
0% (0) Approval 0 Votes - 1126 Views

Summary

A core cond mesmer build, design for end-game content.


I. Weapons and Skills

Verata's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Brazier
  • Weapon Strength: 828-972
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Impaler
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Trident
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
  • 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
  • Phantasmal Duelist1 16
    Phantasm. Create an illusion that unloads its pistols on your foe.
    Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Magic Bullet½ 25
    Hit up to three foes with a single shot. The first target is stunned, the second is dazed, and the third is blinded.
    Damage: 67Blind: 5 sDaze: 2 sStun: 2 sCombo Finisher: ProjectileRange: 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
  • Signet of Domination¼ 45
    Signet Passive: Improved condition damage.
    Signet Active: Stun your foe.
    Stun: 3 sRange: 1,200
    • 0
  • Signet of Midnight30
    Signet Passive: Grants 20% condition duration.
    Signet Active: Blind nearby foes.
    Condition Duration Increase: 20%Blind: 5 sRadius: 360Breaks stunRange: 360
    • 0
  • Signet of Illusions60
    Signet Passive: Grants more health to your illusions.
    Signet Active: Recharge your shatter skills.
    Illusion Health Bonus: 50%
    • 0
  • Time Warp ¼ 210
    Glamour. Create an area that warps time, granting you and your allies quickness while slowing foes.
    Quickness: 1 sDuration: 10Combo Field: EtherealRange: 1,200
    • 0

Weapon and Skill Details

You dont need 2 scepter with malice just equip one scepter on the 1st weapon set, then use only the offhand on the 2nd weapon set, so it will be like this: 1st set Scepter/Pistol /Torch.

 

If you need reflections take it off Signet of Illusions and bring feedback instead.


Traits

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.

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 16322 (+400)
  • Vitality 1040 (+40)
  • Armor 1967 (+0)
  • Toughness 1000 (+0)
  • Attack 3031 (+961)
  • Power 1961 (+961)
  • Critical Hit 51% (+51%)
  • Precision 1984 (+984)

Secondary Stats

  • Bleeding Duration 65% (+65%)
  • Boon Duration 10% (+10%)
  • Condition Damage 1943 (+1943)
  • Condition Duration 60% (+60%)
  • Damage 1070 (+0%)
  • Defense 967 (+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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Focusing Crystal
Duration: 30min
Condition Damage: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Condition Damage: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Verata's Masque
  • Defense: 77
  • Condition Damage: 63
  • Power: 45
  • Precision: 45
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Verata's Epaulets
  • Defense: 77
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Verata's Doublet
  • Defense: 330
  • Condition Damage: 141
  • Power: 101
  • Precision: 101
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Verata's Wristguards
  • Defense: 140
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Verata's Breeches
  • Defense: 203
  • Condition Damage: 94
  • Power: 67
  • Precision: 67
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
Verata's Footwear
  • Defense: 140
  • Condition Damage: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Armor Stat Totals

  • Defense 967
  • Condition Damage 614
  • Bleeding Duration 45%
  • Power 315
  • Precision 315

Rune Bonuses

Superior Rune of the Krait
  1. Condition Damage: 25
  2. Bleeding Duration: 10%
  3. Condition Damage: 50
  4. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  5. Condition Damage: 100
  6. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Accessories & Jewels

Wynne's LocketDefensive Slot
  • Condition Damage: 157
  • Power: 108
  • Precision: 108
Rampager's BackDefensive Slot
  • Precision: 63
  • Power: 40
  • Vitality: 40
(Infused)
Plague SignetOffensive Slot
  • Condition Damage: 126
  • Power: 85
  • Precision: 85
(Infused)
Verata's Seared RingDefensive Slot
  • Condition Damage: 126
  • Power: 85
  • Precision: 85
(Infused)
Caithe's RemorseDefensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74
Caithe's BlossomOffensive Slot
  • Condition Damage: 110
  • Power: 74
  • Precision: 74

Accessory Totals

  • Power:466
  • Precision:489
  • Condition Damage:629
  • Vitality:40

Weapon Set Sigils

Verata's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Revolver
  • Weapon Strength: 920-1080
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Superior Sigil of Malice
+10% Condition Duration
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set I

Superior Sigil of Malice

+10% Condition Duration

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Verata's Wand
  • Weapon Strength: 940-1060
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Brazier
  • Weapon Strength: 828-972
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Superior Sigil of Malice
+10% Condition Duration
Sigil of Superior Agony
Bleeds you apply last 20% longer.

Weapon Set II

Superior Sigil of Malice

+10% Condition Duration

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Verata's Impaler
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90
Verata's Trident
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Power: 90
  • Precision: 90

Water Weapon I

Water Weapon II


V. Basic Gameplay


Main Skill Rotation


Phantasmal Mage¾ 24
Phantasm. Create an illusion that confuses foes and grants retaliation to allies.
Damage: 363Burning: 6 sFury: 3 sRange: 1,200
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
Phantasmal Duelist1 16
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 1,200
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
Phantasmal Duelist1 16
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 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
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
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
Phantasmal Duelist1 16
Phantasm. Create an illusion that unloads its pistols on your foe.
Combo Finisher: Projectile (20% chance)Range: 1,200

Thats pretty much the entire rotation, after that openning you just auto attack.

 

Your goal with this build is always have 3 pistol phantasms up (pistol 4), you should never shatter using this build.

 

You can increase the dps a bit bye between the auto attack chain swap to the 2nd weapon set and use The prestige and continue with your attack chain.


Comments

Post a Comment