Mesmer - Condirrupt

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Maybe it never coalesced into something brilliant. Maybe it never made it off the ground floor. Maybe we based our better ideas off of it. Basic builds are anywhere from downright bad to just shy of being good enough to showcase. These builds share the widest ratings and can lead to wildly differing levels of success.

Focused on: Condition damageControl.

Designed for:

Overview

A viable PvP Build for F2P users, focused on stacking conditions and spamming interruptions on enemies.

Skillbar

Sword/TorchHealingUtilityElite
Scepter/Pistol

Variants

  • is recommended in case of be using
    .
  • is recommended in case of be using
    .

Traits

Variants

  • for a lower cooldown on
    ,
    and
    . Also it provides reflection of projectiles.

Equipment

Sword.png
Torch.png
I.png
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
I.png
Scepter.png
Pistol.png
II.png
Superior Sigil of Absorption
Superior Sigil of Absorption.pngSuperior Sigil of Absorption
Steal a boon when interrupting an enemy.
Superior Sigil of Doom
9Recharge.png
Superior Sigil of Doom.pngSuperior Sigil of Doom
Your next attack after you swap to this weapon while in combat inflicts poison (6 seconds). (Cooldown: 9s)
II.png
Superior Rune of the Adventurer
Superior Rune of the Adventurer.pngSuperior Rune of the Adventurer
(1): +25 Condition Damage (2): +35 Power (3): +50 Condition Damage (4): +65 Power (5): +100 Condition Damage (6): When you use a heal skill you gain 50% endurance. (Cooldown: 10s)
Carrion Amulet
Carrion Amulet.pngCarrion Amulet
+900 Power +900 Vitality +1200 Condition Damage

Usage

Specialization basics

  • casts
    (useful for the boons it provides, few conditions and the Daze Daze) at your location when activating a healing skill. With that on mind, using
    is close to be the best choice due to the the instant casting of
    , which allows to cast the
    while using other skills.
  • As this build is focussed on interruptions,
    is necessary to explode the build the most possible.
  • Using
    instead of
    due to:
    • Mainly for the Reflect Projectiles to avoid ranged damage the most possible.
    • Also for
      , that can hit up to 5 targets which means you can interrupt more enemies at once.


General

  • Try to use Shatters while having the most of clones up, specially
    to inflic more Confusion Confusion stacks. Keep
    to use it as evasion or for the critical moments.
  • Make sure to use the interruptions wisely (do not waste them on enemies with Stability Stability). In case of
    , using the two shots before one gets reloaded is okey, because the count recharge for
    is 24s and the cooldown for
    is only 12s, adding that
    's cooldown is reducted 15s when
    is fully charged.
  • Apart of the Blind Blind caused for the Shatters and interruptions, you can use
    and
    to avoid damage.
  • and
    can be used to break stun.
  • To charge Mantras take advantage of the Stealth Stealth provided by
    and
    .


Doing damage

  • This build relies in keep interrupting enemies, causing conditions in the process.


Sword/Torch

  1. Begin with
    close (will causes Confusion Confusion) or far (for an ambush burst) from the enemy and make sure to stay close enough when it ends to inflic Burning Burning.
  2. preferably in melee range to inflict addicional Burning Burning.
  3. followed by
    .
  4. if you managed to immobilize your enemy.
  5. Finish with a Shatter. It can be
    for more damage or
    for more Confusion Confusion.


Scepter/Pistol

  1. .
  2. .
  3. .
  4. will summon 2 clones if you block an attack, there is a good chance to use a Shatter, but if not you can use
    .


Counters

  • Hard against classes with much Stability Stability, making it unable to cause interruptions.
  • Condition pressure.
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