Mesmer PvE | Dungeon Sword/Focus | Damage Human Female Mesmer Build

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Summary

This is just a guide for Mesmers in my guild, Human Female [META], since I could not find good written guides anywhere else very easily. There are two builds that I will be highlighting, by no means do I take full credit for this build, I had a tremendous amount of help making this. The build shown here is a 6/2/0/4/2 build that has more reflect utility. Later in the guide i highlight a 6/6/0/0/2 build for max dps, where you cannot rely on focus reflects. I also make small mention of a 6/4/0/4/0 build for Fractals.

 

Any and all suggestions are welcome to make this guide as best as possible.


I. Weapons and Skills

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Weapon Strength: 0-0
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Mind Wrack12
    Shatter. Destroy all your clones and phantasms, damaging nearby foes.
    Damage: 280Damage (2x): 378Damage (3x): 492Range: 1,200
  • Cry of Frustration25
    Shatter. Destroy all your clones and phantasms, confusing nearby foes.
    Confusion: 3 s (65 damage on skill use)Damage: 80Range: 1,200
  • Diversion38
    Shatter. Destroy all your clones and phantasms, dazing their targets.
    Daze: 1 sRange: 1,200
  • Distortion50
    Shatter. Destroy all your clones and phantasms, gaining distortion for each one shattered.
    Distortion: 1 sRange: 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
  • Blurred Frenzy½
    Strike your foe with a flurry of strikes, distorting the space around you, making you evade attacks.
    Damage (8x): 808Distortion: 2 sRange: 130
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • 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
    • 0
      Fury: 10 s
  • Temporal Curtain¼ 20
    Create a wall of energy that grants swiftness to allies who cross it while crippling foes who touch it.
    Crippled: 5 sSwiftness: 12 sCombo Field: LightRange: 900
    • Into the Void
      Destroy your Temporal Curtain, pulling your target into it.
    • 0
      Fury: 10 s
  • Phantasmal Warden1 20
    Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
    Damage: 35Range: 1,200Fury: 10 s
    • 0
      Fury: 10 s
    • 0
      Fury: 10 s
  • Signet of the Ether1 28
    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
      Fury: 10 s
  • Mantra of Resolve20
    Mantra. Meditate, charging a spell that will cure all of two conditions.
    Number of casts: 2
    • Power Cleanse1
      Remove 2 conditions.
      Range: 1,200
  • Mantra of Concentration 25
    Mantra. Meditate, charging a spell that will grant you stability and break stuns.
    Number of casts: 2
    • Power Break2
      Gain stability and break stuns.
      Stability: 2 sBreaks stunRange: 1,200
    • 0
      Fury: 10 s
  • Time Warp ¼ 168
    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 s

Weapon and Skill Details

Sword is you best friend. It has great damage and survivability. For Dungeon and Fractal runs we melee everything, and you may only need a staff or greatsword on rare occasions. Your offhand focus is going to be a very useful tool. Phantasmal warden does good aoe damage and also reflects projectiles. Temporal curtain will mainly be used for pulling enemies into walls, but can also be used for a speed boost or reflecting projectiles as well. For your offhand weapon on swap, you will either be using offhand pistol or offhand sword. Off hand pistol's Phantasmal Duelist has good burst damage, and your skill 5 is a reliable ranged interrupt. Offhand sword skill 4 is a block, and can also be used as a less reliable ranged interrupt. Offhand sword's Phantasmal Swordsman is also good at single target damage, and has more sustained damage than the pistol's phantasm. Often you will choose your second offhand weapon by deciding which phantasm will stay alive longer during that particular fight, and often the Swordsman is the better choice.

 

Since we now have Signet mastery, Mesmers can safely use Signet of Ether as their heal. We still run mantras even though they were moved to the domination trait line, their utility and dps increase are too strong to pass up. Feedback is a good reflect, it will almost never leave your bar, and will sometimes be doing the bulk of your damage through reflects.

 

For your elite skill almost always use Time Warp.


II. Traits

Adept Master Grandmaster

Trait Details

The build shown here is the Warden's Feedback build. Use this build when it is necessary for you to keep constant reflects up.

 

Here is a variant that includes warden's feedback and compounding power. This setup is a bit more situational and can do more damage in situations when you can keep 3 Phantasms up at all times, or when destroying structures like the Dredge car in SE p3. http://intothemists....;9;9;9;9;7V8s4j

 

For doing max dps and Lupicus kills, I will be using the build linked here which has a lesser amount of reflects. http://intothemists....;9;9;9;9;7V8s4o

 

With the 6/6/0/0/2 build, you can either use Deceptive Evasion(X) to make sure you always have 3 clones up for the compounding power benefit. The Grandmaster trait can also be switched for Harmonious Mantras(XI), or Blurred Inscriptions(VIII) for more survivability. Blurred Inscriptions will help evade after you cast signet of Ether, so hopefully you won't have to worry about not dodging an attack because you had to heal. You can also use Signet of Midnight instead of feedback on trash mobs that do not have reflects. This will give you a instant stunbreak, aoe blind, and one second of distortion. This build is also very good for when there are no reflects needed and you need to just do damage. For situations like this, put four mantras on you bar. I suggest using Mantra of Distraction because it can be used as an interrupt and will inflict Vulnerability if you do so.

 

On bosses like Alphard, or Old Tom, you can choose not to use warden's feeback. The reason for this is because these bosses have projectiles that can't be reflected, and untraited Phantasmal Wardens can still absorb the proejectiles and prevent any damage to your party.

 

For making trash mob runs in Arah, you should put blink on your bar and and take Far Reaching Manipulations(I) in the Dueling line. Mender's Purity(IV) in Inspiration can also be useful for trash mob runs.


III. Stat Specifics & Effects

Primary Stats

  • Health 17922 (+2000)
  • Vitality 1116 (+200)
  • Armor 1836 (+0)
  • Toughness 916 (+0)
  • Attack 3436 (+1578)
  • Power 2447 (+1531)
  • Critical Hit 75% (+75%)
  • Precision 2496 (+1580)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Condition Duration 30% (+30%)
  • Critical Damage 87% (+87%)
  • Damage 989 (+5%)
  • Defense 920 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1305 (+1305)
  • Healing Power 200 (+200)

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

Bowl of Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Powerful Potion of Undead Slaying
Duration: 1hr
+10% damage vs undead
-10% damage from undead
Experience from Kills: 10%
  • (1hr)
  • +10% damage vs undead
  • -10% damage from undead
  • Experience from Kills: 10%

Armor & Runes

Assassin's Exalted Masque
  • Defense: 73
  • Precision: 60
  • Power: 43
  • Ferocity: 43
Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
Assassin's Exalted Mantle
  • Defense: 73
  • Precision: 45
  • Power: 32
  • Ferocity: 32
Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
Assassin's Exalted Coat
  • Defense: 314
  • Precision: 134
  • Power: 96
  • Ferocity: 96
Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
Assassin's Exalted Gloves
  • Defense: 133
  • Precision: 45
  • Power: 32
  • Ferocity: 32
Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
Assassin's Exalted Pants
  • Defense: 194
  • Precision: 90
  • Power: 64
  • Ferocity: 64
Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
Assassin's Exalted Boots
  • Defense: 133
  • Precision: 45
  • Power: 32
  • Ferocity: 32
Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.

Armor Stat Totals

  • Defense 920
  • Precision 594
  • Ferocity 399
  • Power 299

Rune Bonuses

Superior Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Simple InfusionOmni Infusion
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466
  • Agony Resistance:30

Weapon Set Sigils

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Focus
  • Weapon Strength: 832-883
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of the Night
Outgoing damage is increased by 10% at night.
Sigil of Superior Force
+5% damage.

Weapon Set I

Superior Sigil of the Night

Outgoing damage is increased by 10% at night.

Sigil of Superior Force

+5% damage.

  • Weapon Strength: 0-0
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.

Weapon Set II

Sigil of Superior Force

+5% damage.

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Trident
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of Serpent Slaying
+10% Damage vs. Krait.
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Water Weapon I

Superior Sigil of Serpent Slaying

+10% Damage vs. Krait.

Water Weapon II

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Upgrade Item Details

It has become more important than ever for Mesmer to have precision, we want to be as close to 100% chance to crit because reflect damage is not modified by power, so it is important that our reflects always crit. This means that the suggested armor for Mesmer is now Assassin's armor. Superior Rune of the Ranger is suggested for max dps. This rune outperforms scholars in fights with reflects and pulls ahead a bit in most fights with banners and 25 vulnerability stacks on enemies. The 6th bonus is also much easier to keep active and can be activated by mini pets.

 

Here are the crit chances for each set of armor. (Assume these numbers mean the Mesmer has full Ascended Berserker weapons and trinkets, has 25 stack of perception, Banner of Discipline, fury, has eaten Minotaur Steaks.)

 

With the 6/2/0/4/2 build.
Exotic Berserker's armor = 87%
Ascended Berserker's armor = 87%
Exotic Assassin's armor = 91%
Ascended Assassin's armor = 92%

 

With the 6/6/0/0/2 build.
Exotic Berserker's armor = 98%
Ascended Berserker's armor = 99%
Exotic Assassin's armor = 103%
Ascended Assassin's armor = 104%

 

I believe that in the long run Assassin's is going to be the better choice, especially with the nerf to staking sigils. There is only a little bit of wasted precision assuming that you have every buff. If you do find yourself getting above 100% crit too easily and you feel like you're wasting stats, I would suggest switching to another food like Bowl of Seaweed Salad.

 

Sigils of Force currently don't stack, so by having a Superior Sigil of the Night on your sword, and a Sigil of Force on your offhand, you can achieve a 15% dps increase.

 

Using stacking sigils of perception is no longer mandatory, but can be beneficial. As I stated earlier, reflect damage usually does the bulk of the Mesmer's damage, and cannot be modified by your power. So making sure your reflects always crit is important. Buy an extra main hand sword and use it to stack Perception, you can also put a Superior Sigil of Perception on at least one of your underwater weapon's second upgrade slot to make sure you don't lose your stacks when going underwater. For dungeons where reflects are important and there are a good amount of mobs to kill, keep your sword with the perception stacking sigil on, and don't unequip it. For other dungeons where there aren't many mobs to kill like Arah p1 don't bother using stacking sigils and take sigil of night or undead slaying. For other dungeons during the day like CM or HotW you can keep the perception stacking sword on. The same goes for Fractals, if you can keep yourself from dying too much I suggest using sigil of perception.

For underwater weapons use Superior Sigil of Serpent Slaying, because no one cares about underwater combat unless it is the underwater fractal which has lots of krait in it.

 

My favorite food is Minotaur Steak, because it is cheap and gives a decent amount of Precision. I will also use dungeon specific potions whenever I can. Plates of Steak and Asparagus are another option, and one of the most expensive options is Bowls of Curry Butternut Squash Soup. Bowls of Seaweed Salad are another option for things like Lupicus kills or if you like to constantly strafe and attack things for the 10% damage increase.

 

For Fractals we often use Skale Venom consumables.

 

Also make sure that you have a stack of Fire Elemental Powder in your inventory for Lupicus, and several other fights.


V. Basic Gameplay

Your job as a mesmer is not to deal out the big damage or large numbers, sorry. Your main use is going to be party support.

 

Reflects are a great way to support your party, and you will need to use Feedback, Phantasmal Warden, and sometimes even Temporal curtain to protect your party from projectiles and do most of your damage. The Signet of the Ether heal skill can also be used to cast two wardens in a row, and provide extra reflects.

 

For condition heavy fights, you may want to take Null Field for party condition removal.

 

In situations where your party cannot get to 25 stacks of might on their own, use Signet of Inspiration. Activating it when you have 12 stacks of might will give your other four party members 24 stacks of might.

 

There Are also situations like in CoF path 1, where your party will need to get across a room quickly and safely. Portal and Blink work well for these situations.

 

When your party needs to group mobs up, you can use the pull from Temporal Curtain on your focus. This will take some practice. Activate the curtain skill in the spot where you want the mob pulled to be pulled, when the small one second cooldown is over, click skill 4 again and if the mob doesn't have Defiance or Stability, they will be pulled to that spot. Be aware that your curtain will always pull mobs the same same distance no matter where it is placed. Pulling a mob with a curtain 2 feet behind them will pull a mob the same distance as a curtain placed 5 feet behind them.

 

Time Warp will likely be needed for fast boss kills. It's usually best to call it out before you use it. An important thing to note about time warp is that the quickness it gives you will make your reflects last half as long, so use Feedback before Time Warp if best or if possible. Just don't cause a party wipe by not having reflects up at the right time.

 


Main Skill Rotation

Phantasmal Warden1 20
Phantasm. Create a phantasm that attacks your target and creates a defensive bubble, protecting itself and allies from projectiles.
Damage: 35Range: 1,200Fury: 10 s
Time Warp ¼ 168
Glamour. Create an area that warps time, granting you and your allies quickness while slowing foes.
Quickness: 1 sDuration: 10Combo Field: EtherealRange: 1,200
Phantasmal Swordsman1 14½
Phantasm. Create an illusion that attacks your foe.
Damage: 773Combo Finisher: LeapRange: 1,200Fury: 10 s

This is how most fights will go at the start. When the boss is approaching or when you are running in, cast your first phantasm. While you are attacking you can wait for an appropriate timing of Feedback, and then use Time Warp immediately after. You can then switch weapons and cast your second phantasm.

 

After this you will just auto attack and dodge when necessary. Also try to keep three phantasms out as often as possible.

 

Also be aware that no rotation is ever set in stone, and you will need to adapt and pay attention to the boss fight to decide what the priority is. You may need to heal, or dodge, or use stability or conditions removal.

 

One of the worst things you can do is not dodge an attack because you were too focused on your skillbar. Try to get comfortable with your skills so that you can pay attention to the fight instead, and prevent unnecessary death.


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