[GUIDE] sPVP Hybrid Phantasm Mesmer

[GUIDE] sPVP Hybrid Phantasm Mesmer

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Posted by: Suzut.4905

Suzut.4905

INTRODUCTION
So I will freely admit that I am not the best Mesmer in North America or anything like that, but having played this game these past few weeks, I have learned many things about Mesmer, and I wanted to share the build that I have found most effective for sPVP.

To really understand my build though, you must understand the philosophy behind the choices that I made. This was originally meant to be a Condition build. However, as many of you will eventually discover if you pursue it, a pure Condition build is mediocre at best; Power builds will outdamage you against all but the toughest targets.

Anyhow, while researching other builds, I noticed the trait Sharper Images, which is a mainstay in Phantasm builds, and it made me realize something very basic: Condition builds are about applying conditions and Power is not wasted in such a build. So why not build as a hybrid?

The result of that line of thinking is this build. It is a Phantasm build that places a heavy emphasis on dealing damage from afar using both attacks and conditions.

Here is the build presented in a third party skill editor:
http://gw2skills.net/editor/en/?fgQQNAW7alwzKqnUTqGbNJxpCRH1jrXdvTqgqLpA35G;T4Ag1Cqo+yUkoI7XuvkftqYUxpidHvKmEA
(It is an external site, so you will have to copy and paste the link.)

[GUIDE] sPVP Hybrid Phantasm Mesmer

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Posted by: Suzut.4905

Suzut.4905

SKILLS
Scepter/Pistol
1 – Ether Bolt: Terrible in every way. It deals poor damage for its cast time and creates a weak Clone that might poof a Phantasm or Staff Clone. I almost never use it.
2 – Illusionary Counter: I would not ever want to use the block component. Not only do you get a weak Clone, it is tricky to time in a fight and you miss out on a free Confusion stack that comes with the Blind.
3 – Confusing Images: Pretty much the only reason why you use Scepter over Sword. It deals a good chunk of damage and applies 5 stacks of Confusion.
4 – Phantasmal Duelist: An amazingly powerful Phantasm for this build. He has incredible damage, range, and his unload-like attacks apply multiple stacks of Bleeding to enemy targets (7-8 stacks of Bleeding every 6.5s). He is also a projectile combo finisher, so each of his attacks while standing in Null Field or Chaos Storm have a 20% chance to apply Confusion.
5 – Magic Bullet: Another amazing spell. Multiple target CC with a guaranteed 2 second stun on the primary target is nothing to sneeze at. It’s also another projectile combo finisher, so try to stand in a combo field when casting.

Staff
1 – Winds of Chaos: Applies a condition and deals damage, then bounces to apply another condition to another enemy or boon to an ally. Very strong in team fights and the Clones produced by Staff are totally viable.
2 – Phase Retreat: Instant scoot that doesn’t interrupt casting and creates a Clone. Great for kiting; I like using this when chased to suddenly change direction.
3 – Phantasmal Warlock: Doesn’t stack conditions like your Staff Clones or Duelist, but it deals a massive amount of damage, since every unique condition increases his damage output by 10% (expect to see at least 2 conditions on any target).
4 – Chaos Armor: Although this is a strong defensive spell, I would actually avoid using this spell unless someone is really dogging you; it makes you easier to spot.
5 – Chaotic Storm: Great setup spell that also is an Ethereal combo field. I typically open up Staff with this spell. Use Phase Retreat to get a free Chaos Armor and stay inside the field so you are harder to spot; most people will not want to walk into hostile combo fields.

Healing
6 – Ether Feast: You will typically always have three illusions up, so this provides the most heal.

Utility
7 – Decoy: This is an instant stun-breaker and escape that benefits from Illusionist’s Celerity. Be sure to note that damage over time numbers still appear while you are invisible.
8 – Phantasmal Defender: Your third phantasm. It significantly reduces the ability of enemies to burst you down.
—Alternative: Blink, which is another instant stun-breaker and escape. I really think Defender carries its slot pretty well though.
9 – Null Field: Removes all conditions on allies and boons on enemies for 7 seconds. Is also an Ethereal combo field. Great utility in both solo and team fights.

Elite
0 – Mass Invisibility: Takes a bit of time to cast, but it is a decent escape spell and makes for strong surprise attacks at the start of any sPVP match.
—Alternative: Moa Morph, which is probably the most powerful CC spell in the game right now.

[GUIDE] sPVP Hybrid Phantasm Mesmer

in Mesmer

Posted by: Suzut.4905

Suzut.4905

TRAITS
Traits are the meat of any real build, and I have selected a rather well-rounded set meant to maximize the use of my Phantasms and the duration of my conditions.

A quick note before I begin: The 10 points in Domination can be reallocated into Dueling or Chaos; for the former, you can get Desperate Decoy, for the latter, Illusionary Defense. The example I provided above put them into Domination for the Power, increased Condition Duration, and the steroid for my Phantasms.

Domination – 10
Illusion of Vulnerability: This is a bit of a freebie, but it allows your Magic Bullet to apply Vulnerability to two targets.
Empowered Illusions (III): This allows your Phantasms to hit quite a bit harder, especially your Warlock.

Dueling – 20
Critical Infusion: You’re pretty much going to have Vigor at all times.
Phantasmal Fury (II): 10 points to give Fury to your Phantasms? This is a sizable increase in damage (14%) in and of itself.
Sharper Images: This is probably the best 15-point investment you can make in this build. Combined with Phantasmal Fury, your Phantasms have a 79% chance to proc Bleeding with each attack. Duelist in particular is scary with this trait, since he attacks 8 times every 6.5 seconds.
Duelist’s Discipline (IX): This allows your Duelist to outrange virtually every other class. This is essential in creating a sort of layered defense for a control point or for harassing enemies from afar. The cooldown also stacks with Illusionist’s Celerity.
—Alternative: Desperate Decoy (V), which gives you another escape from a bad situation.

Inspiration – 10
Vengeful Images: A Defender with Retaliation is surprisingly powerful; I am unsure if the redirected damage procs Retaliation, but this freebie is pretty impressive.
Persisting Images (V): This is a nice boost to the durability of your illusions.

Illusions – 30
Illusionist’s Celerity: Reduces the cooldown on all of your Phantasms, as well as defensive spells like Decoy, which produce illusions.
Master of Misdirection (V): A huge increase in the duration of Confusion.
Illusionary Retribution: If you do use Cry of Frustration, it’s another Confusion stack, but this is mostly a freebie.
Blinding Befuddlement (IX): A lot of your spells inflict Blind, so this is a solid choice.
—Alternative: Illusionary Elasticity, which really improves your Staff’s auto-attack and Magic Bullet.
Shattered Strength: Yeah… I never shatter except to finish off a target or when I want a free Might stack.
Phantasmal Haste (X): Another awesome increase in Phantasm DPS. Note that the phrasing of this trait is off, it is actually a 25% increase in the attack speed of your Phantasms, not a 20% decrease in their cooldown time.

[GUIDE] sPVP Hybrid Phantasm Mesmer

in Mesmer

Posted by: Suzut.4905

Suzut.4905

STATS/UPGRADES
Stat priority is meant to emphasize critical hits to allow you and your illusions to proc Bleeding with Sharper Images. Thus, I selected the Rampager Amulet and Gem.
Do not underestimate the amount of non-condition damage that you do deal; you crit for 1.7x damage and actually have only ~600 less Power than a traditional Phantasm build.

Sigils
Sigil of Superior Earth: I chose this sigil because it has the highest percent chance to proc a condition.
—Alternative: Sigil of Superior Ice, which makes for impressive kiting power and adds another unique Condition.
Sigil of Superior Doom: Free poison stack on swap.
—Alternative: Sigil of Superior Accuracy, which adds a bit more crit chance.

Runes
4 Superior Rune of the Nightmare: +83 Condition Damage, +10% Condition Duration
2 Superior Rune of Lyssa: +25 Precision, +10% Condition Duration

It is typical to run 6 Superior Rune of Nightmare, but a 10% increase in Condition Damage does not necessarily translate into a 10% increase in overall damage from conditions; on the other hand, a 10% increase in Condition Duration does in the case of Bleeding (it is difficult to be sure with Confusion). In any case, this build gives a 30% increase in Condition Duration.

[GUIDE] sPVP Hybrid Phantasm Mesmer

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Posted by: Sonoran.2157

Sonoran.2157

Just out of curiosity, since you don’t have good things to say about the scepter, any reason you don’t run sword/pistol?

If you don’t like the sword because you have to close to melee range consider: Illusionary leap => Swap => Blurred frenzy (you’re invulnerable for skill duration) => Back to kiting.

[GUIDE] sPVP Hybrid Phantasm Mesmer

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Posted by: Suzut.4905

Suzut.4905

Scepter’s auto-cast is terrible because it will inadvertantly poof your Phantasms. But it applies conditions (especially Confusion) like no other.

Anyhow, I do not use mainhand sword because I don’t want to get into melee range; most of my damage comes from Phantasms and conditions that I apply from afar. Furthermore, Illusionary Leap also creates a mediocre Clone. Blurred Frenzy is an excellent spell, but it’s worth giving up Illusionary Counter and Confusing Images.