Mesmer Heartbreaker build

Mesmer Heartbreaker build

in Mesmer

Posted by: Hayashi.3416

Hayashi.3416

I did a bit of editing of it after listing it on the general builds thread. Namely the equipment. I was planning to stack bleeds with carrion at first, but then decided to push healing and direct damage up further instead.

1260 heal per second passive. Can be increased to 1790 heal per second if a different skill is used at the cost of reduction of DPS.

4612 damage per second on 2600 armor target. Reduced to 3675 damage per second if using active healing.

2289 defense, so it has Medium armor level defense.

On a full burst, it can inflict 28,000 direct damage within 2-3 seconds on a 2600 armor target, if you have 3 swordsmen out, with 3 swordsmen attacks, Blurred Frenzy, Mind Wrack and Mantra of Pain’s Power spike.

All of these numbers are calculated at full Bloodlust (25 stacks) and Fury, but before the effects of Might, Borderlands Bloodlust, WvW Guild Buffs or Guard Leech. Under perfect conditions, it can hit 50,000 damage within 2-3 seconds on a 2000 armor target, or 33,000 damage on a 3000 armor target. This is also before the effects of Bleed – and bleed will stack quite fast with a 100% bleed rate.

It has 30% uptime on invulnerability from Sword 2 alone, but this can be increased with Sword 4, if used correctly. Berserker can be used instead of Assassin for greater spike damage before 25 might, but this reduces healing, bleedstacking, vigor uptime, and max spike damage after 25 might so I don’t recommend it.

Of most builds in the game its active 1790 heal per second is one of the highest, allowing it to recover to full health from nothing in just 10 seconds. Its passive heal of 1260 isn’t as high (takes 15 seconds), but under 4612 damage per second conditions, is greater than any current mainstream build with comparable damage. Toughness of 2289 is generally medium armor level, but considering you have phantasms out with buffed vit/toughness/regen of their own, it’s more survivable than most other mainstream dps builds as well, and will outheal basically any single source of non-damage in PvE.

Condition removal depends entirely on the Disenchanter. The build’s probable only weaknesses are nonstop CC skill applications (you only have one utility stunbreak; if facing a CC lockdown opponent you must use Sword 3 once as often as possible, so that if you get CCed you can use its secondary skill to stunbreak; your lifesaver stunt is Phase Retreat, but using it involves dropping the Swords’ 2 and 4, which is dangerous) and AoE conditions. Single target conditions will not be enough to kill you; it must kill your Disenchanter, outdamage your heal and survive your DPS at the same time to work.

Your main source of damage is the Sword AA, but even if Immobilised in a range condition, you can simply do the Mantra of Pain rotation and Sword 2/4 against any heavy ranged attacks. Generally, you’ll outheal any ranged damage source, but your damage from phantasms and Power Spike will outdamage their heal.

If roaming in WvW, carry Moa Morph. Permstealth thieves cannot kill you because of Sword 2 and 4 eliminating their damage and retaliating at the same time, but you’ll need it in order to stop them from being able to run away with shortbow skills. Moa Morph is also your weapon of choice against nonstop CC warriors – the 10 seconds it gives allows you to do at the least 30,000 damage even against 3600+ armor users, which is impossible for them to survive.

http://en.gw2skills.net/editor/?fgAQNAscWnUEFRbQNy0gWjk4Mjo7cUKwu3JVQ1lPwbA-jgCBIgRDVUIkgAiwIYEBJMPtIaslhFRjVtET%2FiIq2auIa1SBYuuK-e

Runes: Full Traveler
Sigils: Bloodlust on Staff, Blood and Accuracy on Swords
Food: Omnomberry Ghost
Armor/Swords/Spear: Full Assassin
Staff/Trident: Rampager
Trinkets/Backpiece: High Precision variant of Knight

Your active heal source is rotated MoP/Power Spike. Your passive heals are the Ghost, Sigil of Blood, Ether Sigil and Phantasmal Regen.

(edited by Hayashi.3416)

Mesmer Heartbreaker build

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Posted by: Hayashi.3416

Hayashi.3416

Specific strategies:

1. Thieves

Permastealth is super weak against this as your uptime on Sword 2 and 4 is equal to their uptime on stealth. Every time they attack you can be invuln, and hit back. Plus every time they emerge from stealth they get whacked by the swordsmen at the same time.

Shortbow/Pistol Pistol or Pistol/Dagger need to be Crippled/Immobed, but then die relatively easily. Don’t charge mantra of pain in front of a pistol thief, though, or eating an Interrupt with Confusion stacks won’t be very healthy.

2. Necro

Condition:
3x Disenchanters. If any die, fill their space with Swordsmen until you can bring up another enchanter. It’s not even funny.

Power:
Normal tactics.

3. Warrior:

CClock:
Keep Sword 3 up before you close in to attack, then time Sword 2 and 4 to cancel out their attacks. If you failed, sword 3 x2 will break stun and allow a do-over. If you failed again, Blink will allow a second do ove. If you fail a third time, F3 interrupts their stun. If you fail a fourth time, staff-s2. If you can fail more than 3 times before Sword 3 comes up again though, you probably shouldn’t be doing any PvP content.

All others:
Normal tactics.

4. Rangers

Longrange type:
Close in, stay close.

Shortrange type:
Normal tactics.

5. Engineer:

Grenade/flamethrower:
Problematic because of the number of attacks they can do, you can’t quite just cancel them as easily with Sword 2/4. Consider using F2 to confuse them to turn this attack rate against them using clones, before summoning phantasms to do the damage for you while you try to limit damage to yourself. Prioritise staying alive over dealing damage.

Others:
Normal tactics. Close in as much as you can, engis don’t really have melee skills.

6. Other Mesmers

PU/Stealth:
Same as permastealth thief.

Greatsword/Sword|Pistol:
… ha ha. Ha ha ha. I’m not sure if you even have to try before the battle ends.

Condition phantasm tanks:
Get your own phantasms up – 1-2 disenchanters, rest Swordsmen. Rotate MoP at medium range until they go down. Use swords 2/4 for defensive purposes only, don’t try to close in too much or eating the clone explosions will hurt. If you must close in, get ready to use S2 as soon as a single clone even moves towards you… the evade timing on that is long enough to waste every single explosion, and at 9.5 seconds, you’ll be able to use it again not long after.

Another Heartbreaker:
Whoever hits Moa Morph first will win.

As a side note, anyone specialising in Projectile Reflects with the focus, Feedback etc will be in for a very bad time given that ALL YOUR ATTACKS ARE NOT REFLECTABLE.

7. Elementalists

This is just sad. They rely very greatly on booning to avoid the craptastic power multiplier of their autoattacks… but the disenchanter frequently removes boons. The only build that isn’t a complete walkover is the Fresh Air type, but your healing, DPS, toughness and vitality pool all completely outstrip theirs.

8. Guardians:

Your damage + healing outstrip their damage + healing by nearly twice the amount. Retaliation based mace/shield tanks can’t reduce your health at all as your healing is too high. The more offensively speced ones don’t last long enough to reduce your HP to 50%. The burning based ones deal next to no damage with Disenchanters up. Projectile reflects are ineffective as none of your attacks are reflectable. Movement nerfs are pointless since you can outdamage them with MoP/phantasms without having to move.

9. Player Groups

If you’re outnumbered, you might want to teleport out before getting facerolled. Let’s face it, no matter how good your build is, it’s not going to survive severe outnumbering unless you have stealth – and even so it doesn’t win, it merely runs away. If for some reason you can’t, like you’re defending some structure, switch to Staff, keep Chaos Armor up as often as possible using Phase Retreat + Chaos Storm or Chaos Armor itself, and try to stay away from the bulk of the attacks. Summon phantasms, and rotate MoP as necessary to survive.

10. PvE mob groups

Staff, autoattack + skill 5. Keep Chaos armor up as much as possible. Summon Phantasms on the highest ranked target (vet, champ, elite, w/e) so they stay alive long enough to give you a long regen uptime. And aim your autoattacks at that same target – if any lower ranked ones are in between, they’ll be hit anyway and it’ll bounce as necessary. Bouncing attacks can crit on every single hit, which means you’ll not only be dropping bleeds like water on groups, but you’ll also be getting maximal uptime from the Ghost/Blood sigil for additional damage + healing. You don’t have projectile reflects, so your main recourse is to outheal the damage dealt. Kite the melee mobs, target the ranged ones first with the staff. If your HP runs below 75%, rotate MoP.

(edited by Hayashi.3416)

Mesmer Heartbreaker build

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Posted by: BlackDevil.9268

BlackDevil.9268

First of all, could you provide a link with the gears you would be running? Could be you forgot, but there aren’t any gears in the build.

This is also before the effects of Bleed – and bleed will stack quite fast with a 100% bleed rate.

What is exactly gonna stack bleedings? It’s not that 5 ticks of bleeding gonna help you a lot.

It has 30% uptime on invulnerability from Sword 2 alone, but this can be increased with Sword 4, if used correctly. Berserker can be used instead of Assassin for greater spike damage before 25 might, but this reduces healing, bleedstacking, vigor uptime, and max spike damage after 25 might so I don’t recommend it.

30%? 2.5/12 seems more like 20,83% to me.
Maybe you would hit the 30% with distortion, BF, well timed blocks from sword and aegis from chaos storm.

Of most builds in the game its active 1790 heal per second is one of the highest, allowing it to recover to full health from nothing in just 10 seconds. Its passive heal of 1260 isn’t as high (takes 15 seconds), but under 4612 damage per second conditions, is greater than any current mainstream build with comparable damage.

The signet heal is every 3 seconds, not every second. You would need constant 3 clones up to make this work too, which in 1vx fights is pretty hard to do.

Your main source of damage is the Sword AA, but even if Immobilised in a range condition, you can simply do the Mantra of Pain rotation and Sword 2/4 against any heavy ranged attacks. Generally, you’ll outheal any ranged damage source, but your damage from phantasms and Power Spike will outdamage their heal.

Don’t you think mantra of pain is a bit of a waste? It’s only 1.6x the damage of mind slash. That’s 2k crit or so? Could probably see arcane thievery work better in here.

You mentioned something about perm stealth thieves and PU mesmers. (GS- s/p in particular)
How is BF and block gonna destroy them? They will most likely have blind on stealth trait making it pretty much impossible for you to actaully hit the block damage. The bf is not gonna really hit them since it requires a target to actually hit it in the correct direction. Else they can just stand behind you and they wont get damaged at all. Idisenchanter is not really usefull either against them. The best you can hope for is to get 3 iswordmen up before you die.

And then we got PU GS-S/P mesmers, how are you supposed to even win of that without any stealth? You seem to rely a lot on your moa, what if your moa fails? Or lets say it does succes, how are you supposed to massively spike him down in seconds? It’s not like you can get 3 iswordmen up before you get into troubles. Most likely the enemy can easily run off since you only have 1 cripple+immobilize.

Mesmer Heartbreaker build

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Posted by: Hayashi.3416

Hayashi.3416

Wasn’t that I forgot. The gears don’t seem to save on the link for some reason even though it was input before the link generation. Text description was given already in the end of the first post.

Perhaps the recent update to ascended armors broke the url coding for the build generator website.

Bleeding isn’t nearly as significant as the direct damage, hence the swap from a carrion to assassin build early on, but every clone and phantasm will bleed on every hit. On bouncing hits like the Disenchanter, this procs every time it hits something.

You are correct on the 2.5/12 thing. I put it as 2.5/9.5 which was an error.

The signet heal is every 3 seconds, the MoP cycle heal is every 5 seconds, Sigil of Blood is about every 3-3.5 seconds after normalising for 30% proc on crit per 2, Ghost is every second etc. I believe I’ve already detailed that there are 5 different heal skills in use. Of this, the only active heal is the MoP cycle heal, all others heal passively. These rates are calculated after normalising for duration. It’s not the case the ether sigil ticks every second, nor was it ever claimed to be so.

MoP is used here for cycling the active heal, which gives some additional spike damage, but also allows for a short-cycle heal on demand given that the ether sigil is not meant to be used unless you need the phantasm refresh ability. It provides a ranged backup should it be impossible to close into melee range, but it was already clearly stated that the main source of normal damage is the sword AA. MoP in particular is chosen because its cooldown is negligible unlike all other mantras in existence.

The moa is only relied on to prevent a stealther from running away under stealth, the build has no issues outdamaging a stealther while unstealthed, and outhealing any lost HP while the user is under stealth. If the moa misses or is on cooldown, then the battle simply concludes with the stealther running away.

Direction is not difficult to determine given the initial position of the stealther, and if you happen to be channeling any form of phantasm it will automatically be spawned on the stealther’s exact location by the game’s inherent code.

You seem to worship permanent stealth. I’m not sure if you’re a victim, a user, or both, but stealth in general is extremely weak to any phantasm-heavy build, not just this one, given the phantasm mechanic’s lock capabilities, and the way their activation cooldowns will coincide should they be forced not to attack at normal frequency by stealth. I wouldn’t go as far as to say that all regular phantasm users know this… but many of them do. The other weakness of stealth is area AoE. Thieves who have ever been hit by Elementalist firestorms or feared out of stealth by Necros will be very familiar with these.

I’m not very sure why I’m bothering to reply seriously when half your reply is a clear indication the original posts weren’t even read.

Mesmer Heartbreaker build

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Posted by: BlackDevil.9268

BlackDevil.9268

You seem to worship permanent stealth. I’m not sure if you’re a victim, a user, or both, but stealth in general is extremely weak to any phantasm-heavy build

I suggest you to rethink on your prof again.

And no, I didn’t read all of it. Mainly because I usually look through enormous posts globally and when I notice the solution against 2 specs that can rather be hard equal skilled is moa I wont take it too serious.

I see you use almost full assasins, giving you like… 1100 tough and 1100-1200 vit? How in the world is that gonna save you against a perm stealth backstab thief that is smart enough to stealth before you get your phantasm out?

Or lets say a d/d ele that actually knows how to kill phantasm instead of leaving them alive. 1 shocking aura and you’re pretty much done against them.

Or what about good necro’s? Your disenchanter is not gonna safe you there when he unleashed his aoe’s. Without stealth you’re pretty much kittened then.

I’m not trying to be rude to you, but I just suggest you to rethink some stuff. Seems like you’re talking about prof like they’re total scrubs.

Mesmer Heartbreaker build

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Posted by: Pyroatheist.9031

Pyroatheist.9031

I fail to understand how you come up with 1260 hps passive.

Regen: 150 hps
Ether Signet: 1000/3 seconds : 333 hps
Blood sigil: 450/4 seconds: 120 hps
Omnomberry Ghost: 325/2 seconds: 175 hps

All that gets me about 750 hps, with generous estimates I might add. A far cry from your stated value of 1260.

Mesmer Heartbreaker build

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Posted by: Dhampyr.2104

Dhampyr.2104

I fail to understand how you come up with 1260 hps passive.

Regen: 150 hps
Ether Signet: 1000/3 seconds : 333 hps
Blood sigil: 450/4 seconds: 120 hps
Omnomberry Ghost: 325/2 seconds: 175 hps

All that gets me about 750 hps, with generous estimates I might add. A far cry from your stated value of 1260.

I think he might be including the Restorative Mantras heal with MoP spam? Doing nothing but that would add right around the missing 500 hps, although that’s assuming that you’re doing absolutely nothing but spamming MoP.

Edit – that also isn’t “passive” healing. So nvm. LOL

Eve Morrow, Mesmer, Eve Flamescythe, Ele
Tarnished Coast

Mesmer Heartbreaker build

in Mesmer

Posted by: Pyroatheist.9031

Pyroatheist.9031

I fail to understand how you come up with 1260 hps passive.

Regen: 150 hps
Ether Signet: 1000/3 seconds : 333 hps
Blood sigil: 450/4 seconds: 120 hps
Omnomberry Ghost: 325/2 seconds: 175 hps

All that gets me about 750 hps, with generous estimates I might add. A far cry from your stated value of 1260.

I think he might be including the Restorative Mantras heal with MoP spam? Doing nothing but that would add right around the missing 500 hps, although that’s assuming that you’re doing absolutely nothing but spamming MoP.

I’m just going off of what he has specifically at the end of his first post.