Mesmer - Burst Shatter (GvG)

Please don't skip the trial phase. This allows you and others to flesh out the build without having to worry about others voting it poorly. This is standard shatter so it would have done fine regardless but procedure. --DantesS_P (talk) 01:26, 8 August 2014 (UTC)

Sorry, didn't mean to do that, I just copied the layout from another mesmer b uild and changed the traits/skills --Billaboong (talk) 11:21, 8 August 2014 (UTC)

Why are three pieces randomly assassin's? Also, some extra rune sets for the poor man's build would be a nice addition Chase (talk) 08:40, 8 August 2014 (UTC)

Since this build has no condi removal you'll need a bit more of vitality in order to gain more time to kill your opponent. About the cheap way, it's up to you, but if you want the bet runes you got to pay a lot.

Moved it up to testing. I'm not an expert at WvW builds but in PvP I haven't seen a shatter mes without GS since early 2013. Shouldn't we add it at least as an optional choice instead of staff? --Necromancer Icon Color.pngHanz(talk) 17:17, 9 August 2014 (UTC)

Yeah, sword/pistol is how bamf runs it, it works better in wvw I think because the players aren't as amazing. GS won't get you much after the encounter begins, unless you're in a specific place where you can keep getting to range with staff 2 or blink or something. otherwise they close the gap and it's basically where you are. Also for vitality, the assassin's should be switched to valkyrie. Otherwise it should be full zerk Chase (talk) 00:17, 10 August 2014 (UTC)
I don't care how close the enemy gets to you, the burst on phantasmal berserker is, in my opinion, nearly irreplaceable. And if you don't like how close they are to you, use Illusionary Wave to push them back. I just can't get behind dropping GS in favor of staff for a shatter-burst build. It should at least be an option in the build. --Geekanerd (talk) 19:27, 13 September 2014 (UTC)

The problem with Phantasmal Berserker is that it's extremely easy to been dodge. The animation is easy to see and any experiencved player will dodge it. --Warrior Icon Color.png Billaboong (billa-talk) 20:12, 13 September 2014 (UTC)

Misc Comments[edit]

The reason why Staff is such a strong defensive set in PvP is because phase retreat lets you break line of sight vertically on or around a capture point for an 8 second cooldown. It only works in very specific places on the map which need to be memorized. I do not understand why Staff would ever be useful for general roaming on a burst build because WvW maps are much more horizontal than they are vertical. By contrast PvP maps like Kyhlo are as vertical as they are horizontal and key objectives like clocktower and trebuchet have multiple phase retreat spots.

Staff can be useful as a defensive weapon swap in WvW if you can engage near a known phase retreat spot, otherwise it will tether you to geographically isolated terrain features. Move too far away from those spots and you give up your ability to escape vertically. Kiting vertically can neutralize all leaps like heartseeker and leap of faith as they require a direct path to target. It allows you to pop clones and warlock in places that are largely inaccessible, giving you time to replenish cooldowns and apply some condition pressure until you can burst again.

To do this well you need to practice phase dashing (phase retreating forwards). Even so, you will get more mileage out of Staff in WvW with a condition based build like PU. I would even go so far as to say that if any Mesmer build was meta for roaming, it would be a PU condition build because poor execution and positioning is nowhere near as punishing as shatter and stealth gives you many more options for disengage.

Mirror Images utility slot is valuable because it is the only skill slot where you can get on demand condition removal (i.e. Arcane Thievery) or Portal without giving up a stun break. Illusions VIII trait is an alternative to VII because you can blow your daze and distortion early to get good positioning and if it doesn't work out, going below 50% health gives you a second daze and distortion.

There is also a very good reason why every shatter build since the dawn of time runs Greatsword in PvP and that is because Mirror Blade does so much damage in melee range on a double or triple bounce. This does not fundamentally change in WvW. You will still get the biggest, fastest single target burst with Mirror Blade -> Mind Stab -> Mind Wrack and timing it so it all hits at the same time. This burst is quite cheap because everything is off cooldown again in 12 seconds. You can initiate with no clones out so it is reliable burst from nothing.

Every shatter build I have seen since forever has been about getting into a position to deliver GS burst and feinting/pressing to burn cooldowns/evades so that burst is largely unavoidable. iBerzerker can do decent damage by itself but like so many Mesmer skills, its use is not always about delivering damage. It is about creating opportunity costs.

Popping iBerzerker in close range will force your target to move or even better, dodge or use cooldowns. A great deal of this is about timing and positioning - using the right skills at the right times and forcing your target into a situation where they can't do anything without disadvantaging themselves.

I think this build needs to be substantially reworked. The traits and gear are ok but everything else is problematic. The traits section could use alternatives. Solo roaming gives you some flexibility to trait for personal survival in the absence of any requirement to provide group support (i.e. condi removal on using torch skills over boon removal on shatter). The biggest problem however is that this build has no burst potential without multiple clones out

I never agreed with the weapon/trait choices. I'll make some changes to it, tell me if it's fine after I'm done or of something needs further adjustments. --Necromancer Icon Color.pngHanz(talk) 10:43, 23 February 2015 (UTC)

How exactly does Mass Invisibility and Blink during the cast make enemies lose your track? They see the circle radiating from you at the end of the cast, so if you only want enemies to lose your track, wouldn't it be better to finish the cast and then blink? ^^ Raysson (talk) 16:31, 16 September 2015 (UTC)

You are correct. They don't lose your tag until you enter invisibility. Perhaps it should be reworded to mass invis and then blink once stealthed. « Chase ♥ ♥ ♥ » 19:57, 16 September 2015 (UTC)