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Overview
Mantras are an effective way to deal heavy damage on the front or backline without overextending.
Skill Bar
First Weapon Set
1½
Spatial Surge
¾
8
Mirror Blade
¼
12
Mind Stab
¾
20
Phantasmal Berserker
½
30
Illusionary Wave
2¾
10
Mantra of Recovery
Mantra. Meditate, charging a spell that will instantly heal you when activated.
Extra Toughness While Channeling: 600
Number of Casts: 2
30
Blink
Manipulation. Teleport to a target location.
Breaks Stun
Range: 1,200
2¾
1
Mantra of Pain
Mantra. Meditate, charging a spell that will damage your target.
Extra Toughness While Channeling: 600
Number of Casts: 2
2¾
20
Mantra of Distraction
Mantra. Meditate, charging a spell that will daze your target.
Extra Toughness While Channeling: 600
Number of Casts: 2
1¾
90
Mass Invisibility
Second Weapon Set
½
12
Blurred Frenzy
¾
12
Illusionary Leap
30
The Prestige
¾
30
Phantasmal Mage
Weapon Variants
- Staff can be brought over Sword/Torch for
Chaos Storm ¼
35
Chaos Storm
. Sword/Torch serves as a defensive weapon set due to
Blurred Frenzy ½
12
Blurred Frenzy
being an evade and
The Prestige 30
The Prestige
granting stealth and blind.
Slot Changes
Mantra of Distraction 2¾
20
Mantra of Distraction
Mantra. Meditate, charging a spell that will daze your target.
Extra Toughness While Channeling: 600
Number of Casts: 2
⇒ if there are few mesmers or commander requests it.
Blink 30
Blink
Manipulation. Teleport to a target location.
Breaks Stun
Range: 1,200
⇒
Mantra of Concentration 2¾
25
Mantra of Concentration
Mantra. Meditate, charging a spell that will break stuns and grant stability to nearby allies.
Extra Toughness While Channeling: 600
Number of Casts: 2
if your zerg is fighting in a limited space. This skill is most effective when attacking keeps and you must move through CC fields. For open field fights, bring Blink to allow repositioning and prevent over-extension.
Mass Invisibility 1¾
90
Mass Invisibility
⇒
Time Warp ¼
180
Time Warp
for greater zerg support.
Mass Invisibility 1¾
90
Mass Invisibility
⇒
Polymorph Moa 1
180
Polymorph Moa
Transform. Turn your foe into a moa bird.
Duration: 10 seconds
Range: 1,200
if you wish to target or harass the enemy commander and break up the zerg.
Specializations
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Can't find such trait "Mesmer"! Please refer to our trait index
Trait Notes
Halting Strike Deal damage when interrupting a foe.
Damage: 304
is optional if bringing over
Mantra of Distraction 2¾
20
Mantra of Distraction
Mantra. Meditate, charging a spell that will daze your target.
Extra Toughness While Channeling: 600
Number of Casts: 2
.
Far-Reaching Manipulations
Far-Reaching Manipulations
The range of your manipulation skills is increased.
Range Increase: 300
is used to relieve excess pressure on the Mesmer. Thieves harass backline casters but have limited access to 1200 range teleports- allowing you to escape them. The extra range also prevents over-extension in case your zerg moves too far away. For these reasons, Far-reaching Manipulations is used over
Mantra Mastery Reduces recharge on mantras.
Recharge Reduced: 20%
.
Deceptive Evasion Create a clone at your current position when you dodge.
can be swapped to
Protected Mantras Gain toughness while channeling mantras.
Toughness: +600
for additional defense while channeling mantras. Take note that a backline mesmer shouldn't be constantly suffering pressure and will gain less from this trait in normal circumstances compared to deceptive evasion's shatter support.
Weapons
First Weapon Set
- Greatsword
- Stats: Berserker's
Superior Sigil of Fire 5 Superior Sigil of Fire 50% Chance on Critical: Trigger a Flame Blast for area of effect damage (240 radius). (Cooldown: 5s)
Superior Sigil of Air 3 Superior Sigil of Air 50% Chance on Critical: Cause a Lightning Strike. (Cooldown: 3s)
-
|
Second Weapon Set
- Sword
Superior Sigil of Energy 9 Superior Sigil of Energy Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
- Torch
|
Sigil Variants
- The second weapon set is defensive,
Superior Sigil of Energy 9
Superior Sigil of Energy Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
is optional as is the second slot.
Equipment
Armor
- Stats: Soldier's (Power/Toughness/Vitality)
Superior Rune of Strength Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
- Stats: Soldier's
Superior Rune of Strength Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
- Stats: Soldier's
Superior Rune of Strength Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
- Stats: Soldier's
Superior Rune of Strength Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
- Stats: Soldier's
Superior Rune of Strength Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
- Stats: Soldier's
Superior Rune of Strength Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
|
Accessories
- Stats: Berserker (Power/Precision/Ferocity)
- Stats: Berserker's
- Stats: Berserker's
- Stats: Berserker's
- Stats: Berserker's
- Stats: Berserker's
|
Equipment Variants
Superior Rune of Strength
Superior Rune of Strength (1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 20% Might Duration (5): +100 Power (6): +20% Might Duration; +5% damage while under the effects of might.
can be swapped for any preferred power based rune.
Superior Rune of the Traveler
Superior Rune of the Traveler (1): +8 All Stats (2): +5% Boon Duration (3): +12 All Stats (4): +10% Boon Duration (5): +16 All Stats (6): +25% Movement Speed; +10% Condition Duration
or
Superior Rune of Speed
Superior Rune of Speed (1): +25 Vitality (2): +10% Swiftness Duration (3): +50 Vitality (4): +20% Swiftness Duration (5): +100 Vitality (6): +20% Swiftness Duration; increase movement speed by 66% when under the effect of swiftness
if swiftness isn't being applied enough.
Food & Consumables
Usage
- Since mantras must be channeled after use, they work well in the ebb and flow of zerg vs zerg. Fights last a limited time and are followed by regrouping, letting a mesmer refresh their mantras for the next push.
Power Return 1
Power Return
Instantly heal yourself.
Healing: 2,620
will remove 2 conditions when traited with
Mender's Purity Remove a condition when you heal.
Conditions Removed: 2
. With 3 charges on a 10 second cooldown, a mesmer can forgo other condition removal.
Mantra of Distraction 2¾
20
Mantra of Distraction
Mantra. Meditate, charging a spell that will daze your target.
Extra Toughness While Channeling: 600
Number of Casts: 2
should not be used on the frontline of a zerg due to their high stability uptime. Even if you daze several targets it's unlikely you'll gain great effectiveness. It's much more reliable to interrupt backline necromancers and elementalists.
- If you choose to target the frontline, aim for the commander(if you can find him) with
Mantra of Pain 2¾
1
Mantra of Pain
Mantra. Meditate, charging a spell that will damage your target.
Extra Toughness While Channeling: 600
Number of Casts: 2
for heavy damage. When the commander dies the zerg tends to lose coordination and lets your frontline wipe theirs.
- Using
Time Warp ¼
180
Time Warp
will create an ethereal field. If your frontline blasts or leaps through it, they'll gain
Chaos Armor 35
Chaos Armor
for additional boons. Staff lets you open a zerg fight with
Chaos Storm ¼
35
Chaos Storm
which also creates the field.
Counters
- Thieves can be troublesome due to stealth uptime, high pressure and blind. It's best to avoid them.
- If an enemy zerg runs into your backline you must reposition and avoid them. Backliners are there for DPS not tanking, trying to fight in melee range won't work.
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