Mesmer WvW | Large Group Greatsword, Sword/Focus | Assaulter WvW Mesmer Commander
Table of Contents
Summary
Defensive playstyle able to deal high damage while staying alive in a zerg.
I. Weapons and Skills
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
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- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
- 0Fury: 10 s
Weapon and Skill Details
Greatsword – (Assassins)
Greatsword is used as the defensive weapon out of the two sets (surprising I know) but it’s a group fight we’re talking about, when starting to go on low health (<50%) switch to this weapon and keep ranged and resort to defensive utilities if needed.
Sword/Focus (Assassins)
This will be the weapon set that is kept out the most of the time as this allows to place down constant reflection through skills 4 and 5, reflection is vital when fighting against another group, not only does it hurt the enemy it stops those very same projectiles from hurting your entire team, sword has the highest damage on auto attack and with blurred frenzy you’ll be able to deal high damage while staying defensive, ensure that you keep attacking to receive the permanent vigor from your Dueling trait line, more rolls means less damage to be received.
Slot Skills
Heal skill – Ether Feast
Mainly because you can spawn clones fast so with this technique it’s the highest hps heal we mesmers have but the strength of this is the burst, use this when less than 60% hp any other time your shatters and food should keep your health up.
Utility 1 – Blink
I don’t really need to say anything about this apart from use this to switch from sword/F to Greatsword when low health without your heal.
Utility 2 – Arcane thievery
Extremely potent and easily the most underrated skill, in a zerg you will have so many boons to choose to steal, ive had 30secs protection with 20 secs 15might at one point, removes 3 conditions and gives them to your enemy, the main thing to take note with this skill is that it gives the full conditions back to the enemy, for example if a necro places a 30sec bleed on you that will overall take 2000hp, that exact damage and time will go back on the enemy of your choosing.
Utility 3 – Decoy
Don’t use to escape, saving this skill is wasting it big time, use this often when in a zerg, a target break is incredibly useful when outnumbered, as a Mesmer forcing your enemy to have to sieve through your clones to find you again is very helpful.
II. Traits
Domination
Dueling
Chaos
Inspiration
Trait Details
Boosting manipulation to keep range and cooldowns to ensure you can use more often.
Clone production on roll to boost heal when needed.
Reflection needed for large quantities of enemies.
Heal on Shatter to collaborate with food to maintain health before resorting to your heal.
III. Stat Specifics & Effects
Primary Stats
- Health 19492 (+3570)
- Vitality 1273 (+357)
- Armor 2008 (+172)
- Toughness 1088 (+172)
- Attack 3053 (+1037)
- Power 1953 (+1037)
- Critical Hit 52% (+52%)
- Precision 2011 (+1095)
Secondary Stats
- Bleeding Duration 15% (+15%)
- Boon Duration 10% (+10%)
- Condition Damage 57 (+57)
- Cripple Duration (self) -50% (+-50%)
- Critical Damage 60% (+60%)
- DMG Taken from Guards and Lords -3% (+-3%)
- DMG to Guards and Lords 2% (+2%)
- Damage 1100 (+0%)
- Defense 920 (+0)
- Experience from Kills 25% (+25%)
- Ferocity 909 (+909)
- Healing Power 357 (+357)
- Karma 15% (+15%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
66% chance to steal life on critical.
Precision: 70
Experience from Kills: 15%
- (45min)
- 66% chance to steal life on critical.
- Precision: 70
- Experience from Kills: 15%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 73
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 73
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 314
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 133
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 194
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
- Defense: 133
- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Armor Stat Totals
- Defense 920
- Power 165
- Bleeding Duration 15%
- Cripple Duration (self) -50%
Rune Bonuses
Superior Rune of the Centaur- Power: 25
- Bleeding Duration: 15%
- Power: 50
- -50% Incoming Cripple Duration
- Power: 90
- When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Accessories & Jewels
- Karma: 15%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:633
- Precision:438
- Ferocity:438
- Toughness:72
- Vitality:57
- Condition Damage:57
- Healing Power:57
- Karma:15%
- DMG Taken from Guards and Lords:-3%
- DMG to Guards and Lords:2%
Weapon Set Sigils
- Weapon Strength: 995-1100
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 832-883
- Power: 120
- Precision: 85
- Ferocity: 85
Weapon Set II
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Accuracy+7% crit chance.
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Water Weapon II
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Upgrade Item Details
Damage boosting as most utilities cover the defensive aspect.
V. Basic Gameplay
See weapon details for tactics on weapon use
Main Skill Rotation
Full burst rotation when needed to do as much damage to a focused target.