Mesmer - Mirage Bunker Damage
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This build is a variant of a Condi Mirage, with more capabilities to sustain in group fights. It is best in 1v1s or in a +1 role. Great alternative to those who don’t have Heart of Thorns (HoT) but want a similar Chronomancer gameplay with Mirage.
- Inspiration Signet is great for its mobility boost, alongside random boons popping on you. It also helps with group fights where your allies have low-to-no boons on them, and you have them stacked up.
- Depending on situations, may be a better escape plan than Decoy
- Adds lacking stealth, but doesn’t give just as much mobility to survive
- Can't find such trait "Persisting Images"! Please refer to our trait index for extra condition cleansing but with less reviving abilities
- for more supportive skills
- Can't find such trait "Mirror of Anguish"! Please refer to our trait index can be used if you have the toughness you need. Chaos Armor, if not, can be a life saver and is granted by a few ways, like with a leap finisher in a Ethereal field (Phase Retreat in Chaos Storm, for example)
Illusions over Inspiration for more damage output but less sustainability and group effectiveness
- instead of Escape to add extra counters to heavy condition specializations. Diminished your kiting ability and/or your in-fight abilities (removing chill is very useful at times).
- Point 1
Starting with staff: Phase Retreat (PR) directly followed by Phantasmal Warlock (PW) makes for a good diversion while starting the condition combo. When PWs disappear and create clones, use Mind Wrack to apply damage (it also heals you, so it's a good bargain. Try using it when you have three clones up (Phantasms do not count as clones!)). When they shatter, be near the opponent and use Chaos Storm (CS) and Chaos Armor (CA) for the extra condition damage.
- Point 2
When a fight gets extensive, you have two choices: get to another capture point or stay. Go for the first option if you see that there is a lot of enemies where you are: you are better at solos than group fights, so pulling one out and killing it is the best. If you stay, you should be certain that your presence is totally necessary. Overcommitting is one of the biggest mistakes a Mesmer can do.
- Point 3
If you are moving through points, apply a portal entre near one of your capture points and then leave, or apply in between nodes (capture points) to act as safe escape routes. You do not want to be surprised in the middle of healing because you ported to a contested node.
- Point 4
Note that the Sword/Sword weapon set gives more evasive/blocking stances but lacks any proper diversion for burst potential, excepted for Illusionary Swordsman. A suggestion to take into consideration is using Focus to pull foes away while kiting, or Torch for the extra stealth.
- General Gameplay Advice
This build is suggested to be used where you have a team that can support itself individually. It provides decent damage and conditions and helps allies through “Signet of Inspiration” while you have a lot of boons up (which is the case in most group fights). While 1v1ing, try to stay on a node and play with your mobility (PR or Mind Slash or Portals if the latters are up).
- Extra Notes
The title isn't 100% adequate. It is made for 1v1s or 1v1+1ing more than taking in big chunks of damage since you don't have the abilities to sustain that much. You can stay at a point in 1vX for a few seconds, but it is preferable to have your team help you or for you to disengage when your team is in a battle where you are.
- Spike Burst Damage Specs
- Big Bunkers/Healers
- Condition Burst Specs
It is important to note that you can win against these if they are alone and/or in dead areas. It isn’t suggested to try to solo against any combos of these because you may finish up beaten up more than you can afford.