Mesmer WvW | Fun Staff, Sword/Focus | Assaulter Sylfie's Shatter Mes

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Summary

This build is a mix of some other builds I've seen and sort of mixed together to fit what I think works best and fits my playstyle.
It can be effective in any game mode, but I've yet to test it much in sPvP.


I. Weapons and Skills

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • 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
  • Winds of Chaos¾
    Bounce an orb of energy between foes and allies that applies random boons to allies and random conditions to foes.
    Damage: 111Burning: 1 s (328 damage)Bleeding: 7 s (298 damage)Vulnerability: 5 sMight: 5 sFury: 2 sRange: 1,200
    • 0
    • 0
  • Phase Retreat8
    Clone. Teleport away from your target, summoning a clone that casts Winds of Chaos.
    Combo Finisher: LeapRange: 1,200
    • 0
    • 0
  • Phantasmal Warlock¾ 14½
    Phantasm. Summon an illusion that deals extra damage for each unique condition on the target foe.
    Damage: 74Extra damage per condition: 10%Range: 1,200
    • 0
    • 0
  • Chaos Armor35
    Give yourself chaos armor, which gives yourself [sic] random boons and your foe random conditions whenever you are struck.
    Duration: 5Protection: 5 sRegeneration: 3 s (390 health)Swiftness: 3 sConfusion: 3 s (65 damage on skill use)Crippled: 3 sBlind: 3 sRange: 1,200
    • 0
    • 0
  • Chaos Storm¼ 35
    Create a magical storm at the target location that applies random conditions to enemies and random boons to allies.
    Damage: 122Poison: 4 s (168 damage)Weakness: 2 sChilled: 1 sDaze: 1 sSwiftness: 3 sRetaliation: 3 sAegis: 3 sCombo Field: EtherealRange: 1,200
    • 0
    • 0
  • Ether Feast1 20
    Heal yourself. Gain additional health for each active illusion.
    Healing: 5,560Healing per illusion: 640
    • 0
    • 0
    • 0
  • Decoy32
    Clone. Gain stealth and summon an illusion to attack your foe.
    Duration: 3Breaks stunRange: 1,200
    • 0
  • Signet of Humility1 180
    Signet Passive: Reduces the duration of stun, daze, fear and taunt by 20%.
    Signet Active: Turn your foe into a moa bird.
    Duration: 10Range: 1,200
    • 0

Weapon and Skill Details

Alright, so, I'm going to go through the utility skills and give my opinions on them for this build and what replacements I think might be viable.

 

I feel that Ether Feast is the best healing option for this build, but I also feel that in almost every situation in gw2 your healing skill is based on preference.

 

I quite like Feedback here, some alternatives could possibly be Veil, or taking Null Field if you're having problems with condis.

 

Blink is a thing I personally can not go with out because I love the mobility it gives, some alternatives could be (once again) Veil, or Mantra of Distraction

 

So, for the last utility slot in an old version of this build I used Mirror Images. However, I always felt like Mirror Images wasn't giving me as much utility as I could be having with another skill, but I didn't want to replace it because I liked the extra illusions. So after thinking about it for a while and some testing I decided that Decoy is the best option here.

 

Finally, the elite skill. I chose Signet of Humility because it gives a little more survivability by reducing CC put onto you, and it also basically nullifies one target. However, it's really only super useful either in 1v1 or very small scale fights.

 

I like Time Warp a lot as a skill, but I stopped using it in this build when I switched to staff, Time Warp is super useful, but you need to be pretty much stationary inside of it, so you can't really use your sword much, and I feel that it's not very good with staff.

 

Mass Invisibility has uses, but I personally don't like it and think it's extremely situational


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.

Domination

  • Illusion of Vulnerability
    Interrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
    • Confounding Suggestions
      Increases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead (5s ICD).
    • Empowered Illusions
      Your illusions deal 15% more damage.
    • Rendering Shatter
      Shatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.
  • Dazzling
    Dazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
    • Shattered Concentration
      Shatter skills remove 1 boon from foes they hit.
    • Blurred Inscriptions
      Reduces recharge of signet skill by 20%. Gain distortion and remove 1 condition when you use a signet.
    • Furious Interruption
      Gain quickness for 3 seconds whenever you interrupt a foe (5s ICD).
  • Fragility
    Deal 0.5% more damage to foes for each stack of vulnerability on them.
    • Imagined Burden
      Reduces 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 Anguish
      Shatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
    • Power Block
      Interrupting 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.

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 18212 (+2290)
  • Vitality 1229 (+229)
  • Armor 2206 (+286)
  • Toughness 1286 (+286)
  • Attack 3883 (+1772)
  • Power 2772 (+1772)
  • Critical Hit 38% (+38%)
  • Precision 1707 (+707)

Secondary Stats

  • Critical Damage 48% (+48%)
  • DMG Taken from Guards and Lords -1% (+-1%)
  • DMG to Guards and Lords 5% (+5%)
  • Damage 1111 (+0%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 725 (+725)
  • Might Duration 45% (+45%)

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

Spicy Marinated Mushroom
Duration: 1hr
Power: 100
Toughness: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Toughness: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
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

Berserker's Exalted Masque
  • Defense: 73
  • Power: 60
  • Precision: 43
  • Ferocity: 43
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Exalted Mantle
  • Defense: 73
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Exalted Coat
  • Defense: 314
  • Power: 134
  • Precision: 96
  • Ferocity: 96
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Exalted Gloves
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Exalted Pants
  • Defense: 194
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Berserker's Exalted Boots
  • Defense: 133
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Armor Stat Totals

  • Defense 920
  • Power 594
  • Might Duration 45%
  • Precision 299
  • Ferocity 299

Rune Bonuses

Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Resilient WvW InfusionDefensive Infusion
  • Toughness: 5
  • DMG Taken from Guards and Lords: -1%
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Experiment ZX-27115Offensive Slot
  • Power: 110
  • Precision: 56
  • Vitality: 18
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:717
  • Precision:408
  • Ferocity:426
  • Toughness:45
  • Vitality:58
  • DMG to Guards and Lords:5%
  • DMG Taken from Guards and Lords:-1%

Weapon Set Sigils

Soldier's Staff
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Water Weapon II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Upgrade Item Details

There can be a lot of variants here but what I've put I think is best.

 

Also, I'll note I chose to use Exotics over Ascended stuff in the guide because it's more clear imo.


V. Basic Gameplay

I'm not entirely sure what to put here, but as the title says this is a shatter build. A shatter build is a mesmer build that focuses around shattering your illusions by using skills like Mind Wrack and Cry of Frustration.

 

This build does pretty decent burst damage, but is pretty squishy and has no condi clear so be careful.


Main Skill Rotation

Chaos Storm¼ 35
Create a magical storm at the target location that applies random conditions to enemies and random boons to allies.
Damage: 122Poison: 4 s (168 damage)Weakness: 2 sChilled: 1 sDaze: 1 sSwiftness: 3 sRetaliation: 3 sAegis: 3 sCombo Field: EtherealRange: 1,200
Phase Retreat8
Clone. Teleport away from your target, summoning a clone that casts Winds of Chaos.
Combo Finisher: LeapRange: 1,200
Phantasmal Warlock¾ 14½
Phantasm. Summon an illusion that deals extra damage for each unique condition on the target foe.
Damage: 74Extra damage per condition: 10%Range: 1,200
Chaos Armor35
Give yourself chaos armor, which gives yourself [sic] random boons and your foe random conditions whenever you are struck.
Duration: 5Protection: 5 sRegeneration: 3 s (390 health)Swiftness: 3 sConfusion: 3 s (65 damage on skill use)Crippled: 3 sBlind: 3 sRange: 1,200
Illusionary Leap¾
Clone. Summon an illusion that leaps at your target, crippling them.
Damage: 1Crippled: 1 sCombo Finisher: LeapRange: 600
Swap
Swap locations with your clone. Immobilize nearby foes.
Immobilized: 2 sCombo Finisher: LeapRange: 600
Blurred Frenzy½ 12
Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
Damage (8x): 808Distortion: 2 sRange: 130
Mind Wrack10¼
Shatter. Destroy all your clones and phantasms, damaging nearby foes.
Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
Decoy32
Clone. Gain stealth and summon an illusion to attack your foe.
Duration: 3Breaks stunRange: 1,200
Phantasmal Warden1 20
Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
Damage: 30Range: 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
Mind Slash
Slash your foe to make them vulnerable.
Damage: 202Vulnerability: 5 sRange: 130
Mind Gash½
Gash your foe to make them vulnerable.
Damage: 202Vulnerability: 5 sRange: 130
Mind Spike½
Stab your foe and rip a boon off of them. This skill does an additional 50% damage to targets with no boons.
Damage: 280Range: 130
Phase Retreat8
Clone. Teleport away from your target, summoning a clone that casts Winds of Chaos.
Combo Finisher: LeapRange: 1,200

I left out utility skills in this rotation besides Decoy because they're pretty situational.

 

Obviously this won't be your exact rotation, but it should be similar.


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