Difference between pages "Mastering Downed State In PvP" and "Build:Mesmer - Core Shatter Roamer"

 
 
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==Introduction==
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{{Build
A PvP guide to stomping downed enemies in PvP as well as how to survive stomp attempts on each profession.
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| profession = Mesmer
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| specialization =  
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| designed for = WvW Roaming
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| focus = direct damage
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| rating = good
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}}
  
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==Overview==
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A Power Core Mesmer WvW roamer that's all about pulling off massive bursts and pressuring targets through interrupts and smaller combos inbetween or just surviving until the main combo comes off CD. Usable by F2P players as well.
  
==Stomping Enemies==
 
These are tips for dealing with downed enemies based on their profession.
 
  
{{Tooltip|Elementalist}}:
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==Skill Bar==
* There's not much you can do here, their {{Skill|Vapor Form}} allows them to go invulnerable and travel around for a few seconds. They get to avoid any stomp attempts. Best advice is to start cleaving or stomping as soon as possible to quickly force out the Vapor Form, after that they're a free kill.
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{{Skill bar
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| profession = Mesmer
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| specialization =
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| weapon1 = greatsword
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| weapon2 =
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| weapon3 = sword
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| weapon4 = torch
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| healing = Signet of the Ether
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| utility1 = Mantra of Distraction
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| utility2 = Blink
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| utility3 = Signet of Midnight
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| elite = Mass Invisibility
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}}
  
  
{{Tooltip|Engineer}}:
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==Template Code==
* They have not one but 2 downed CC skills. The first one which is instantly available is a ranged pull called {{Skill|Grappling Line}}. Their character pulls their right hand back as they charge up the skill, that's your sign to dodge if you can't negate the attack.
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{{TemplateCode|
* The second one becomes available after a few seconds in downed state, {{Skill|Booby Trap}} is an AoE knockback. Animation: they raise their right hand towards the sky.
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code = [&DQcKKRc7GCkjD24BZwFmAWUBawGDAYMBmgGaAQAAAAAAAAAAAAAAAAAAAAA=]
* {{Tooltip|Stability}} works on both and so does {{Tooltip|Blind}} (if your timing is good) or invulnerabilities like {{Skill|Mist Form}}. Grappling Line could also be shut down with {{Skill|Swirling Winds}} or any other anti-projectile skill. If you don't waste any time then they don't get to use their Booby Trap, but if they do then the projectile denial won't be enough.
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}}
* Double teleports could work but {{Skill|Grappling Line}} is ranged so there's a chance they could snipe you and interrupt the cast.
 
* {{Tooltip|Stealth}} might work on Grappling Line but not Booby Trap, and even with Grappling Line you should be behind the target to avoid them getting lucky with a random Grappling they throw forward.
 
  
  
{{Tooltip|Guardian}}:
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==Specializations==
* Downed AoE CC skill {{Skill|Wave of Light}} is available to them right away. Animation: they raise their right hand towards the sky.
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{{Specialization|Domination|top|mid|mid}}
* {{Tooltip|Stability}} and invulnerabilities are a safe bet.
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''Variants''
* {{Tooltip|Blind}} and double teleports work with proper timing.
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* {{Trait|Shattered Concentration}} is the more conventional trait for the Master tier slot and remains viable, but lowers your burst potential unless it removes {{Tooltip|Protection}}.
* Their downed skill #3 is an AoE rez with multiple pulses. Not a major threat on its own but could make it easier for their allies to pick them up, and stomping them while they have high enough downed HP could give them enough time to self-rez.
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* {{Trait|Power Block}} lowers the burst damage done by shatters, but makes your interrupts way more dangerous. Skilled Mesmers can use this trait to completely shut down enemy healing skills against certain builds, and the {{Tooltip|Weakness}} application adds some extra sustain to the build too. This trait has synergy with {{Trait|Shattered Concentration}} as removing {{Tooltip|Stability}} with shatters makes enemies more vulnerable to interrupts.
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{{Specialization|Inspiration|bot|mid|bot}}
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''Variants''
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* {{Trait|Medic's Feedback}} lowers your personal survivability but adds a lot of rez power to the build in case you're roaming in a group.
 +
{{Specialization|Illusions|top|mid|mid}}
  
  
{{Tooltip|Mesmer}}:
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==Equipment==
* Mesmers have a teleport skill that gives them {{Tooltip|Stealth}} and summons a clone.
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{{PvE equipment
* The clone appears before they leave stealth, so always stomp the Mesmer that appears second - they're the real one.
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| weight = Light
* This one's a bit tricky but if you have an instant teleport skill that's either ground targeted or takes you right to the target like {{Skill|Steal}} then with proper timing you could stomp them.
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| stats = Berserker
* To efficiently stomp a Mesmer you must begin stomping, interrupt your own cast about halfway through by sidestepping then start stomping ''again''. With a little luck they fell for your first attempt and used their {{Skill|Deception}} right as you begin the second stomp. Deception's stealth duration is 2 seconds, stomping takes 3, you'll have a little less then 1 second to locate the downed Mesmer coming out of stealth and teleport close enough that your stomp connects. You mustn't move during the second stomp!
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| rune = Superior Rune of the Scholar
* Honestly just cleave them, this isn't worth it but hey, if you like a challenge you could try.
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| rune-qt = 6
* Be careful with their downed skill #3, {{Skill|Phantasmal Rogue}} hits like a truck. If you're below ~7k HP you should definitely dodge this Phantasm just to be safe.
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| weapon1 = Greatsword
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| weapon2 =
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| weapon3 = Sword
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| weapon4 = Torch
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| sigil1 = Superior Sigil of Air
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| sigil2 = Superior Sigil of Agility
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| sigil3 = Superior Sigil of Cleansing
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| sigil4 = Superior Sigil of Energy
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| infusion1 = Mighty WvW Infusion
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| infusion1-qt = 18
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| amulet = Marauder
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| ring1 = Marauder
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| accessory1 = Marauder
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}}
  
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'''Stats
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* Beginners can mix in a few additional {{Tooltip|Marauder}} pieces for more sustain (don't overdo it though), while more experienced players could even consider going full Berserker for higher burst potential.
  
{{Tooltip|Necromancer}}:
 
* Their downed CC isn't very dangerous, long cast time and obvious animation (black symbol above their head, raised right arm).
 
* Easy to stomp with {{Tooltip|Stability}}, {{Tooltip|Blind}}, {{Tooltip|Stealth}} and invulnerabilities.
 
* {{Tooltip|Blind}} and double teleports work with proper timing.
 
* The real danger here isn't even their CC but the damage. Skill #1 {{Skill|Life Leech}} makes them quite durable as they steal health while channeling. The damage is quite good too, so stomping them on low HP may not be the best idea, even if you have {{Tooltip|Stability}} or a single {{Tooltip|Blind}} for their CC. It gets even more rough once they can use their #3 which is {{Skill|Fetid Ground}}. This is a pulsing AoE that scale with both Power and Condition damage and they get to keep channeling Life Leech on top of it. The {{Tooltip|Poison}} even impacts your incoming healing.
 
* '''TL;DR''' don't stomp a Necro on low HP unless you can avoid most of their damage, and even cleaving could be problematic. Sometimes after a 1v1 it's smarter to block line of sight so they can neither damage nor heal with {{Skill|Life Leech}} until you manage to recover some health.
 
  
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'''Runes
  
{{Tooltip|Ranger}}:
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'''Scholar''' runes offer the highest burst damage under the right circumstances, but there are several other viable options especially if you feel like you're not going to get much value out of the 6th bonus (or you find the rune too expensive):
* Rangers have arguably the strongest downed toolkit in the game: an AoE CC, an insanely good self-rez and even full control over their pets.
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* {{Rune|Superior Rune of Fireworks}} - better mobility, decent stats, useful 6th proc.
* It's best to stomp them as soon as possible and don't even try to bleed them.
 
* {{Tooltip|Stability}} and invulnerabilities are the best bets here.
 
* {{Tooltip|Blind}} could work with proper timing but you might need more than 1, as they might use their pets for extra CC.
 
* {{Tooltip|Stealth}} ''sometimes'' works but certain pets like {{Tooltip|Wolf}} with their AoE {{Tooltip|Fear}} could interrupt you even then.
 
* Double teleport can work if you can outrange {{Skill|Thunderclap (ranger)}} and time it well.
 
  
{{Tooltip|Revenant}}:
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* {{Rune|Superior Rune of the Pack}} - good stats and 6th bonus, the extra Precision could also help if you're taking more Berserker gear.
* Their autoattack is mildly annoying when you're cleaving because of the {{Tooltip|Slow}} but it doesn't affect stomping. Anti-projectile skills can negate the autos.
 
* They only have a single target CC. Animation: they slowly raise their right hand to make a pushing gesture.
 
* {{Tooltip|Stability}}, {{Tooltip|Blind}}, {{Tooltip|Stealth}}, bodyblocking, invulnerabilities and double port all work against them.
 
  
{{Tooltip|Thief}}:
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* {{Rune|Superior Rune of the Ogre}} - very similar to Scholar but a bit worse overall.
* Their autoattacks aren't too dangerous most of the time, but {{Tooltip|Deadly Arts}} could buff it especially for condition thieves. Anti-projectile skills could shut down the damage.
 
* Thieves get to use {{Skill|Shadow Escape}} to teleport away and move out of stomping range.
 
* Instant teleport skills and good timing is the only thing that works here. You must use something like {{Skill|Judge's Intervention}} to teleport after them while channeling the stomp, and you must port AFTER they use Shadow Escape which is instant cast. Sometimes your window here is less then 0.1 second. This is kind of easy with teleport skills that target enemies, but with ground targeted ones like {{Skill|Blink}} there's some luck involved too.
 
* If they survive long enough to use skill #3 {{Skill|Smoke Bomb}} they get to {{Tooltip|Stealth}} themselves, interrupting the stomp that way.
 
* They're rather squishy so usually you're better off going for the cleave instead of trying to get the stomp.
 
  
{{Tooltip|Warrior}}:
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* {{Rune|Superior Rune of the Eagle}} - good stats and a strong damage bonus to help you finish off low HP targets.
* Skills 1-2 are probably the worst across all professions.
 
* Their damage is low and everything works against them: {{Tooltip|Stability}}, {{Tooltip|Blind}}, {{Tooltip|Stealth}}, bodyblocking, invulnerabilities, projectile hate and even double port.
 
  
  
==Surviving In Downed State==
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'''Sigils'''
This section contains tips for prolonging your life while downed while making the most of your situation.
 
  
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''Sword/Torch''
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* {{Sigil|Superior Sigil of Bloodlust}} - sacrifices some sustain for better burst damage, if you're willing to bother with a stacking sigil.
  
{{Tooltip|Elementalist}}:
 
* Running away with {{Skill|Vapor Form}} could counter every stom and cleave attempt. You even get to pass through gates like the ones in the base on Foefire where you should be safe to self-rez with {{Skill|Bandage}}, or take Mesmer/Thief portals to safety.
 
* After building distance with Vapor Form {{Skill|Grasping Earth}}'s immob could buy you a few extra seconds by snaring enemies who are trying to reach you.
 
  
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''Greatsword
  
{{Tooltip|Engineer}}:
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{{Sigil|Superior Sigil of Agility}} can be replaced by:
* Spamming the auto works well enough when it comes to denying cleave attempts as the autos could inflict {{Tooltip|Weakness}}.
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* {{Sigil|Superior Sigil of Blood}} - armor ignoring damage proc that heals you.
* Having 2 CCs is quite strong in most cases.
 
* If they're trying to leave you behind to bleed you could try pulling them back with {{Skill|Grappling Line}} and then hitting them with a {{Skill|Booby Trap}} right as they're about to get up. From then on keep spamming autos hoping for {{Tooltip|Chill}} applications to make them travel slower.
 
  
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* {{Sigil|Superior Sigil of Force}} - raw damage increase.
  
{{Tooltip|Guardian}}:
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* {{Sigil|Superior Sigil of Celerity}} - better than Agility but only when you get to use interrupts before burst combos.
* Against {{Tooltip|Blind}} stomps you could use {{Skill|Symbol of Judgment}}'s pulses to eat the blind and time {{Skill|Weave of Light}} to go off right after the symbol deals damage, securing the AoE interrupt. This tactic is quite useful when sitting in a {{Skill|Black Powder}} for example.
 
* Being an AoE CC you could interrupt teleport stomps with {{Skill|Weave of Light}} if your timing is good enough. For this you might need to start casting the skill a split second before they port back to you. If you're able to see the stomp in the distance or count the seconds then you might be able to anticipate it.
 
* If there's any chance of allies reviving you always use {{Skill|Symbol of Judgment}} the moment it becomes available.
 
  
  
{{Tooltip|Mesmer}}:
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=== Consumables ===
* Try to teleport out of the range of the stomp because the stealth on {{Skill|Deception}} is shorter than the stomp animation, if you reappear in range then you'll get stomped all the same even if you ported.
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'''Food'''
* {{Skill|Deception}} is ground targeted, you could get closer to allies, escape to the highground or just get out of harm's way in general.
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* {{Food|Peppercorn-Crusted Sous-Vide Steak}} - good stats and passive damage mitigation.
* {{Skill|Phantasmal Rogue}} does a ton of damage, it could even force enemies into downed state. {{Skill|Blind}} however prevent the Phantasm from being summoned, so if you're blinded then do an autoattack first to get rid of it. While the condition UI is hidden you can spot the blind from the visuals at the edges of your screen and the smoke around the eyes of your character.
 
  
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* {{Food|Slice of Candied Dragon Roll}} or {{Food|Omnomberry Ghost}} - cheap crit chance bump with armor ignoring damage procs which also heal.
  
{{Tooltip|Necromancer}}:
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* {{Food|Bowl of Orrian Truffle and Meat Stew}} - defensive food that lets you dodge more often.
* With skill retargeting enabled and a little luck you could interrupt stealth stomps. Start casting {{Skill|Fear}} without a target and hope that you're about the click on the reappearing enemy at the last moment.
 
* In terms of damage Necromancers have some of the most threatening downed abilities.
 
* {{Skill|Life Leech}} and {{Skill|Fetid Ground}} are amazing when it comes to downed 1v1s too. You should be able to beat anyone except maybe a downed Ranger or a Warrior who uses {{Skill|Vengeance}}.
 
** Against Mesmers and Thieves you might want to wait with Fetid Ground until after they teleport to a new location.
 
* While {{Skill|Life Leech}} makes you more durable, sometimes you might want to stop attacking with it. As this skill heals you it effectively delays your respawn, so if a fight is lost and you can't contribute to a kill then there's no point in healing yourself.
 
  
  
{{Tooltip|Ranger}}:
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'''Utility'''
* On most builds your biggest asset isn't even your downed bar but your pet. Despite the pet UI being hidden while downed you have full control over your pet, from skills to pet swapping.
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* {{Utility|Superior Sharpening Stone}} or {{Utility|Tin of Fruitcake}}.
* Your goal is to survive until {{Skill|Lick Wounds}} becoms available, which could easily rez you without any help from teammates. For this you need to pace out your pet CC skills and {{Skill|Thunderclap (ranger)}}, interrupting stomps right at the end or disrupting hard hitting abilities when you're getting cleaved.
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* It's worth pet swapping right before using {{Skill|Lick Wounds}} unless your pet was dead. The only way to cancel this skill is to kill your pet so you want your pet to be at max health. Starting the skill revives your pet if he was dead, but doesn't heal ones that were simply already low HP.
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* With {{Tooltip|Smokescale}} you might even be able to {{Tooltip|Stealth}} yourself if you have the trait {{Trait|Clarion Bond}}. All you need to do is make the Smokescale drop a {{Skill|Smoke Field}} then swap to your other pet which should trigger a blast finisher proc.
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==Usage==
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'''General'''
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* {{Skill|Signet of Midnight}} is your best defensive CD as it breaks stun, grants distortion and removes 5 conditions via {{Trait|Blurred Inscriptions}} on top of giving you {{Tooltip|Stealth}} while blinding enemies.
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* The build has a lot of condition removals but very few mass cleanses:
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** Every shatter skill removes a condition.
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** Swapping to Sword/Torch procs {{Sigil|Superior Sigil of Cleansing}} which removes another 3.
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** Phantasms take 1 condition from you when summoned.
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** Using your healing skill removes 1 condition.
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** {{Skill|The Prestige}} cleanses 2 other conditions when used.
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* {{Skill|Mass Invisibility}} works both defensively and offensively. You can use its {{Tooltip|Stealth}} to disengage from fights or sneak-attack your opponent. As it's AoE you could even stealth downed allies to make reviving easier or prevent them from getting stomped.
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* {{Skill|Blink}} is a rather flexible skill, how you're going to use it could depend on what other CDs are available. If both {{Skill|Signet of Midnight}} and {{Skill|Distortion}} are on CD then you might want to hold onto it as a stun break/panic button, otherwise this is a great mobility tool to either chase down enemies or surprise them with a sudden melee burst.
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* Try to charge {{Skill|Mantra of Distraction}} while you have {{Tooltip|Quickness}} either from summoning Phantasms or swapping to Greatsword.
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** When you end a fight make sure to charge up this mantra before mounting up so you don't have to bother with that at the start of the next fight.
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'''Damage'''
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* What the build lacks in sustained damage, it makes up for in bursts.
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* There are two important damage modifiers to note, {{Trait|Mental Anguish}} and {{Trait|Egotism}}. In an ideal situation you'd have a higher health percentage than your opponent while they shouldn't be casting anything. Using CC skills before burst combos or surprising them from stealth should help you get the most out of Mental Anguish.
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* {{Skill|Signet of the Ether}} is mainly a defensive skill, but because it reduces the CD of your Phantasms sometimes it's worth using to gain early access to {{Skill|Phantasmal Berserker}} especially if you need to pressure a low HP enemy.
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* Swapping to GS procs {{Sigil|Superior Sigil of Agility}}, the brief {{Tooltip|Quickness}} serves to speed up your burst rotation.
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* The GS combo is best done in melee range for various reasons. One, to get the most out of the {{Skill|Mirror Blade}} bounces and two, to make yourself act as an extra clone for shatters.
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 +
 
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Basic combo:
 +
 
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# {{Skill|Mirror Blade}} in melee range.
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# {{Skill|Mantra of Distraction}} (Power Lock) right before Mirror Blade is about to hit the target, the {{Tooltip|Daze}} increases your damage via {{Trait|Mental Anguish}}.
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# {{Skill|Mind Wrack}} once the clone from Mirror Blade has spawned.
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# {{Skill|Mind Stab}} as soon as you can.
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 +
 
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Extended burst combo:
 +
 
 +
# '''Optional''' - start from stealth to make the burst less predictable. If you're using {{Skill|The Prestige}} you could time your burst in a way that the stealth runs out in the middle of the combo as The Prestige does AoE damage after it runs out. Breaking the stealth doesn't cause the damage to go off any sooner.
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# '''Optional''' - if you start from Sword/Torch you could try rooting the target with {{Skill|Swap}}.
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# '''Optional''' - if you can afford to discard a strong defensive CD, using {{Skill|Decoy}} right before the burst spawns another clone that can be shattered by {{Skill|Mind Wrack}} for extra damage.
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# {{Skill|Mirror Blade}} in melee range.
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# {{Skill|Mantra of Distraction}} (Power Lock) right before Mirror Blade is about to hit the target.
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# {{Skill|Mind Wrack}} once the clone from Mirror Blade has spawned.
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# {{Skill|Mind Stab}} as soon as you can.
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# If the opponent is still alive, you can use {{Skill|Cry of Frustration}} / {{Skill|Blurred Frenzy}} / {{Skill|Phantasmal Berserker}}, or {{Skill|Illusionary Wave}} to interrupt healing skills.
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==Related Builds==
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[[Build:Mesmer_-_Core_Shatter|Core Shatter (sPvP)]] - the Conquest PvP version of the build.

Revision as of 14:39, 3 May 2023

The community gave this build a rating, making it second-tier: Good

Focused on: Direct damage

Designed for: WvW Roaming

Difficulty:
TBD
This build was last updated on May 03, 2023 and is up to date for the March 19, 2024 patch.

Overview

A Power Core Mesmer WvW roamer that's all about pulling off massive bursts and pressuring targets through interrupts and smaller combos inbetween or just surviving until the main combo comes off CD. Usable by F2P players as well.


Skill Bar

Greatsword
Sword/Torch
Utility


Template Code

[&DQcKKRc7GCkjD24BZwFmAWUBawGDAYMBmgGaAQAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

  • is the more conventional trait for the Master tier slot and remains viable, but lowers your burst potential unless it removes Protection Protection.
  • lowers the burst damage done by shatters, but makes your interrupts way more dangerous. Skilled Mesmers can use this trait to completely shut down enemy healing skills against certain builds, and the Weakness Weakness application adds some extra sustain to the build too. This trait has synergy with as removing Stability Stability with shatters makes enemies more vulnerable to interrupts.

Variants

  • lowers your personal survivability but adds a lot of rez power to the build in case you're roaming in a group.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Marauder
Accessory
Berserker
Amulet
Marauder
Ring
Marauder
Ring
Berserker
Greatsword
Berserker
Sigil
Sigil
Sword
Berserker
Torch
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18

Stats

  • Beginners can mix in a few additional Marauder Marauder pieces for more sustain (don't overdo it though), while more experienced players could even consider going full Berserker for higher burst potential.


Runes

Scholar runes offer the highest burst damage under the right circumstances, but there are several other viable options especially if you feel like you're not going to get much value out of the 6th bonus (or you find the rune too expensive):

  • - better mobility, decent stats, useful 6th proc.
  • - good stats and 6th bonus, the extra Precision could also help if you're taking more Berserker gear.
  • - very similar to Scholar but a bit worse overall.
  • - good stats and a strong damage bonus to help you finish off low HP targets.


Sigils

Sword/Torch

  • - sacrifices some sustain for better burst damage, if you're willing to bother with a stacking sigil.


Greatsword

can be replaced by:

  • - armor ignoring damage proc that heals you.
  • - raw damage increase.
  • - better than Agility but only when you get to use interrupts before burst combos.


Consumables

Food

  • - good stats and passive damage mitigation.
  • or - cheap crit chance bump with armor ignoring damage procs which also heal.
  • - defensive food that lets you dodge more often.


Utility

  • or .


Usage

General

  • is your best defensive CD as it breaks stun, grants distortion and removes 5 conditions via on top of giving you Stealth Stealth while blinding enemies.
  • The build has a lot of condition removals but very few mass cleanses:
    • Every shatter skill removes a condition.
    • Swapping to Sword/Torch procs which removes another 3.
    • Phantasms take 1 condition from you when summoned.
    • Using your healing skill removes 1 condition.
    • cleanses 2 other conditions when used.
  • works both defensively and offensively. You can use its Stealth Stealth to disengage from fights or sneak-attack your opponent. As it's AoE you could even stealth downed allies to make reviving easier or prevent them from getting stomped.
  • is a rather flexible skill, how you're going to use it could depend on what other CDs are available. If both and are on CD then you might want to hold onto it as a stun break/panic button, otherwise this is a great mobility tool to either chase down enemies or surprise them with a sudden melee burst.
  • Try to charge while you have Quickness Quickness either from summoning Phantasms or swapping to Greatsword.
    • When you end a fight make sure to charge up this mantra before mounting up so you don't have to bother with that at the start of the next fight.


Damage

  • What the build lacks in sustained damage, it makes up for in bursts.
  • There are two important damage modifiers to note, and . In an ideal situation you'd have a higher health percentage than your opponent while they shouldn't be casting anything. Using CC skills before burst combos or surprising them from stealth should help you get the most out of Mental Anguish.
  • is mainly a defensive skill, but because it reduces the CD of your Phantasms sometimes it's worth using to gain early access to especially if you need to pressure a low HP enemy.
  • Swapping to GS procs , the brief Quickness Quickness serves to speed up your burst rotation.
  • The GS combo is best done in melee range for various reasons. One, to get the most out of the bounces and two, to make yourself act as an extra clone for shatters.


Basic combo:

  1. in melee range.
  2. (Power Lock) right before Mirror Blade is about to hit the target, the Daze Daze increases your damage via .
  3. once the clone from Mirror Blade has spawned.
  4. as soon as you can.


Extended burst combo:

  1. Optional - start from stealth to make the burst less predictable. If you're using you could time your burst in a way that the stealth runs out in the middle of the combo as The Prestige does AoE damage after it runs out. Breaking the stealth doesn't cause the damage to go off any sooner.
  2. Optional - if you start from Sword/Torch you could try rooting the target with .
  3. Optional - if you can afford to discard a strong defensive CD, using right before the burst spawns another clone that can be shattered by for extra damage.
  4. in melee range.
  5. (Power Lock) right before Mirror Blade is about to hit the target.
  6. once the clone from Mirror Blade has spawned.
  7. as soon as you can.
  8. If the opponent is still alive, you can use / / , or to interrupt healing skills.


Related Builds

Core Shatter (sPvP) - the Conquest PvP version of the build.

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