Mesmer WvW | Large Group Staff, Sword/Focus | Assaulter Backline Support Mesmer
Table of Contents
Summary
Backline Zerg build for the Mesmer providing a lot of cc on enemies while supporting allies.
I. Weapons and Skills
Weapon and Skill Details
Time Warp can be swapped out for Mass Invisibilty if you need to initiate unseen with a smaller group. Veil can also be swapped out for Null Field or a Portal.
Traits
Domination
- Illusion of VulnerabilityInterrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
- Confounding SuggestionsIncreases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead (5s ICD).
- Empowered IllusionsYour illusions deal 15% more damage.
- Rendering ShatterShatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.
- DazzlingDazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
- Shattered ConcentrationShatter skills remove 1 boon from foes they hit.
- Furious InterruptionGain quickness for 3 seconds whenever you interrupt a foe (5s ICD).
- FragilityDeal 0.5% more damage to foes for each stack of vulnerability on them.
- Imagined BurdenReduces recharge of Greatsword skills by 20%. Gain 2 stacks of might for 5 seconds whenever you or an illusion uses Spacial Surge. All of your other greatsword skills inflict cripple for 2s when they hit.
- Mental AnguishShatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
- Power BlockInterrupting a foe inflicts damage and causes weakness for 5s. Additionally if the interrupted skill has a recharge time greater than 0 it is put on a 15 second recharge.
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.
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.
III. Stat Specifics & Effects
Primary Stats
- Health 16682 (+760)
- Vitality 1076 (+76)
- Armor 2003 (+36)
- Toughness 1036 (+36)
- Attack 3807 (+1641)
- Power 2641 (+1641)
- Critical Hit 51% (+51%)
- Precision 1996 (+996)
Secondary Stats
- Agony Resistance 15 (+15)
- Boon Duration 15% (+15%)
- Condition Damage 36 (+36)
- Condition Duration 10% (+10%)
- Critical Damage 71% (+71%)
- DMG Taken from Guards and Lords -8% (+-8%)
- DMG to Guards and Lords 4% (+4%)
- Damage 1166 (+0%)
- Defense 967 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1066 (+1066)
- Healing Power 36 (+36)
- Movement Speed 25% (+25%)
- Stun Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain power equal to 6% of your toughness
- Gain power equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 77
- Power: 63
- Precision: 45
- Ferocity: 45
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 77
- Power: 47
- Precision: 34
- Ferocity: 34
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 330
- Power: 141
- Precision: 101
- Ferocity: 101
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 203
- Power: 94
- Precision: 67
- Ferocity: 67
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 140
- Power: 47
- Precision: 34
- Ferocity: 34
- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 967
- Power 473
- Precision 351
- Toughness 36
- Vitality 66
- Condition Damage 36
- Healing Power 36
- Ferocity 351
- Boon Duration 15%
- Condition Duration 10%
- Movement Speed 25%
- DMG Taken from Guards and Lords -6%
Rune Bonuses
Superior Rune of the Traveler- +8 to All Stats
- Boon Duration: 5%
- +12 to All Stats
- +10% Boon Duration; +10% Condition Duration
- +16 to All Stats
- Movement Speed: 25%
Accessories & Jewels
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Vitality: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:712
- Precision:466
- Ferocity:466
- Agony Resistance:15
- DMG to Guards and Lords:4%
- Vitality:10
- DMG Taken from Guards and Lords:-2%
Weapon Set Sigils
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- 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: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
- Weapon Strength: 873-927
- Power: 125
- Precision: 90
- Ferocity: 90
Weapon Set II
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
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: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
Water Weapon I
Water Weapon II
V. Basic Gameplay
Playing Mesmer with this builds lets you fill in for a lot of jobs while playing with a zerg. Use your damage and interupting capabilities to infiltrate the enemy backline (in most cases side by side with a thief) to focus down enemy necros or elementalists to negate damage to your zerg and support to the enemies. Also come to help allied backline players that are being pressured by thief or other mesmers to remain your zerg´s damage and support.
Your other part of the job is to support the zerg over all by laying down Time Warps in initiation fights or onto the enemy backline to slow their dps down. Provide stealth for your Zerg using Veil and / or Mass Invisibility or drop a Portal Bomb into the enemy Zerg giving your own Zerg the momentum of suprise to initiate a fight.