Mesmer PvE | Open World Scepter/Pistol, Staff | Damage Flowing Images - Hybrid Shatter

by Last Updated:
100% (1) Approval 1 Votes - 4966 Views

Summary

A hybrid build that provides a constant flow of illusions, whether to stay out alive or shatter them. It utilizes a mix of power, precision, and condition damage. This build version focuses more on shattering and burst damage.

 

This build can also be used in dungeons, but it is not berserker setup.


I. Weapons and Skills

Carrion Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Power: 171
  • Vitality: 171
  • Weapon Strength: 0-0
Carrion Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
  • Mind Wrack
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 336Damage (2x): 454Damage (3x): 590Range: 1,200Confusion: 3 s
  • Cry of Frustration19¼
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200Confusion: 3 s
  • Diversion29¼
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200Confusion: 3 s
  • Distortion38½
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 1,200Confusion: 3 s
  • 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 12
    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
      Fury: 10 sConfusion: 3 s
  • 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
      Fury: 10 sConfusion: 3 s
    • 0
      Fury: 10 sConfusion: 3 s
  • Phantasmal Duelist1 20
    Phantasm. Create an illusion that unloads its pistols on your foe.
    Combo Finisher: Projectile (20% chance)Range: 1,200Fury: 10 s
    • 0
      Fury: 10 sConfusion: 3 s
    • 0
      Fury: 10 sConfusion: 3 s
  • 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
      Fury: 10 sConfusion: 3 s
    • 0
      Fury: 10 sConfusion: 3 s
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
      Fury: 10 sConfusion: 3 s
  • Phantasmal Disenchanter20
    Phantasm. Summon an illusion that removes boons from foes and cures conditions on allies.
    Damage: 122Range: 900Fury: 10 s
    • 0
      Fury: 10 sConfusion: 3 s
  • Decoy40
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200
    • 0
      Fury: 10 sConfusion: 3 s
  • Signet of Illusions60
    Signet Passive: Grants more health to your illusions.
    Signet Active: Recharge your shatter skills.
    Illusion Health Bonus: 50%
    • 0
      Fury: 10 sConfusion: 3 s
  • 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
      Fury: 10 sConfusion: 3 s

Weapon and Skill Details

When it comes to shattering, one must have 3 illusions out to max out the shattering skills. The scepter provides that extra clone besides Deceptive Evasion to help with the shatter burst. Scepter/Pistol combo provides some nice dps (via iDuelist) with some condition damage and a block. Due to having high condition damage, the staff provides some nice skills that benefits with having several conditions on the foe.

 

Here are some alternative skills from above:

 

  • Greatsword can be used instead of staff if going for more offensive playstyle.
  • Manipulations, other Signets, or even Mirror Images can be used instead. Mantra of Resolve can also be used for self-condition removal if needed.
  • OH Sword can be used instead of pistol as they both have short cooldowns and good phantasm dps before shattering them.
  • Mirror can be used instead of Ether Feast if favoring an extra reflection and shorter cooldown for heals.


II. Traits

Adept Master Grandmaster

Trait Details

Trait setup provides the lowest cooldown for the Shattering skills as well as including yourself via Illusionary Persona. There is plenty of clones to shatter or overwrite. If preferred, Imbued Diversion can be used instead for AoE daze. Traits can be adjusted if using other utilities/skills.

 

If desired, the 10 points in Chaos can be moved to Inspiration and take Mender's Purity, Glamour Mastery (if going to use glamours), or Vigorous Revelation.


III. Stat Specifics & Effects

Primary Stats

  • Health 19052 (+3130)
  • Vitality 1229 (+313)
  • Armor 2122 (+286)
  • Toughness 1202 (+286)
  • Attack 2836 (+900)
  • Power 1816 (+900)
  • Critical Hit 41% (+41%)
  • Precision 1627 (+711)

Secondary Stats

  • Bleeding Duration 15% (+15%)
  • Boon Duration 10% (+10%)
  • Condition Damage 1052 (+1052)
  • Condition Duration 10% (+10%)
  • Confusion Duration 33% (+33%)
  • Confusion Duration 33% (+33%)
  • Cripple Duration (self) -50% (+-50%)
  • Critical Damage 23% (+23%)
  • Damage 1020 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 357 (+357)
  • Healing Power 72 (+72)
  • Magic find 20% (+20%)
  • Shredding Recharge Rate 30% (+30%)

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

Stat and Effect Details

Both power and condition damage are at a decent amount for dps and dots. If favored more power or condition damage, adjust accordingly, but have at least over 2500 attack and over 1000 condition damage. Also, precision doesn't have to be at 50%; it can be lowered down as low as 45% since critical damage is rather low so it's only useful to proc Sharper Images and Sigil of Earth.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Plate of Truffle Steak
Duration: 30min
Power: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Precision: 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

Khilbron's Mask of the Lich
  • Defense: 73
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Khilbron's Mantle of the Lich
  • Defense: 73
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Khilbron's Coat of the Lich
  • Defense: 314
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Khilbron's Gloves of the Lich
  • Defense: 133
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Khilbron's Leggings of the Lich
  • Defense: 194
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)
Khilbron's Boots of the Lich
  • Defense: 133
Superior Rune of the Centaur
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. 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
  1. Power: 25
  2. Bleeding Duration: 15%
  3. Power: 50
  4. -50% Incoming Cripple Duration
  5. Power: 90
  6. When you use a heal skill you and all nearby allies gain swiftness for 10 seconds. (cooldown: 10s)

Accessories & Jewels

SyzygyUtility Slot
  • Power: 72
  • Precision: 72
  • Toughness: 72
  • Vitality: 72
  • Condition Damage: 72
  • Healing Power: 72
  • Ferocity: 72
Magical InfusionUtility Infusion
  • Magic find: 20%
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Rampager's Jewel
  • Precision: 25
  • Condition Damage: 15
  • Power: 15
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 4
Vassar's BandDefensive Slot
  • Condition Damage: 126
  • Precision: 18
  • Toughness: 85
  • Vitality: 67
(Infused)
Resilient InfusionDefensive Infusion
  • Toughness: 4
Fledgling CharmDefensive Slot
  • Precision: 110
  • Power: 74
  • Condition Damage: 74
Resilient InfusionDefensive Infusion
  • Toughness: 4
Anton's SecretOffensive Slot
  • Precision: 110
  • Power: 74
  • Condition Damage: 74
Mighty InfusionOffensive Infusion
  • Power: 4

Accessory Totals

  • Power:365
  • Precision:441
  • Toughness:186
  • Vitality:143
  • Condition Damage:391
  • Healing Power:72
  • Ferocity:157
  • Magic find:20%

Weapon Set Sigils

Carrion Scepter
  • Weapon Strength: 895-1010
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Pistol
  • Weapon Strength: 876-1029
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Sigil of Superior Accuracy

+7% crit chance.

Carrion Staff
  • Weapon Strength: 985-1111
  • Condition Damage: 239
  • Power: 171
  • Vitality: 171
  • Weapon Strength: 0-0
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Accuracy

+7% crit chance.

Carrion Trident
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Superior Accuracy
+7% crit chance.
Sigil of Superior Accuracy
+7% crit chance.

Water Weapon I

Sigil of Superior Accuracy

+7% crit chance.

Water Weapon II

Sigil of Superior Accuracy

+7% crit chance.

Upgrade Item Details

The back piece is not ascended yet since I have yet to find one that would be better than the exotic + jewel version. Runes are only to help with extending bleed from Sigil of Earth and swiftness via heal; other runes can be used instead. I am still looking into other rune choices, possibly rune of tormenting, mesmer, scholar, or perplexity. If using other runes, Sigil of Superior Earth can be swapped for another sigil.

 

Food alternatives: Sweet/Spicy Butternut Squash, Curry Butternut Squash, or Fire Flank Steak


V. Basic Gameplay

Start with scepter or staff autoattack. Create a clone or two and summon a phantasm. Once the phantasm finished attacking, shatter. Repeat until target is dead. If more shatter is needed (especially during long fights), activate Signet of Illusions. Sometimes overwriting clones is okay thanks to Debilitating Dissipation and sometimes keeping the phantasm out for dps is fine too. Use Phantasmal Disenchanter when facing boonful foes or when you get more than 1 condition type and/or multiple stacks of a condition. With Mind Wrack, Cry of Frustration, and Diversion, try to shatter nearby the target so that you would trigger Illusionary Persona. Try create a leap finisher via Chaos Storm -> Phase Retreat from time to time, but not often.


Main Skill Rotation


Comments

Post a Comment