Mesmer - Phantom Menace



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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: SupportAssaultHybrid damage.

Designed for:

Overview

A phantom build that works on the principle of: "a strong defense makes for the best offense." This build's primary purpose is to bunker, offer healing, boon, and condition removal support, while secondarily being able to offer respectable damage output through Phantasm spawning, weapon skill set, and talent spec synergy.

Skill Bar

Scepter/ShieldHealingUtilityElite
Sword/Torch

Specializations




Equipment

Scepter.png
Shield.png
I.png
Superior Sigil of Transference
Superior Sigil of Transference.pngSuperior Sigil of Transference
Outgoing healing effectiveness is increased by 10%.
Superior Sigil of Water
5Recharge.png
Superior Sigil of Water.pngSuperior Sigil of Water
30% Chance on Hit: Heal nearby allies around your target (360 radius). (Cooldown: 5s)
I.png
Sword.png
Torch.png
II.png
Superior Sigil of Hydromancy
9Recharge.png
Superior Sigil of Hydromancy.pngSuperior Sigil of Hydromancy
Damage nearby foes and chill them for 2 seconds when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Leeching
9Recharge.png
Superior Sigil of Leeching.pngSuperior Sigil of Leeching
Your next attack after swapping to this weapon while in combat steals some health. (Cooldown: 9s)
II.png
Superior Rune of the Water
Superior Rune of the Water.pngSuperior Rune of the Water
(1): +25 Healing Power (2): +5% Boon Duration (3): +50 Healing Power (4): 25% chance when struck to remove a condition. (Cooldown: 30s) (5): +100 Healing Power (6): +15% Boon Duration; When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10s)
Cleric Amulet
Cleric Amulet.pngCleric Amulet
+900 Power +900 Toughness +1200 Healing Power

Variants

Rune

  • Superior Rune of Leadership Superior Rune of Leadership
    Superior Rune of Leadership.pngSuperior Rune of Leadership
    (1): +8 to All Stats (2): +5% Boon Duration (3): +12 to All Stats (4): +10% Boon Duration (5): +16 to All Stats (6): +10% Boon Duration; when you use an elite skill, convert up to 3 conditions into boons of all nearby allies. (Cooldown: 45 seconds)

This exchanges healing power/potential for team condition removal support.

  • Superior Rune of Altruism Superior Rune of Altruism
    Superior Rune of Altruism.pngSuperior Rune of Altruism
    (1): +25 Healing Power (2): When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10s) (3): +50 Healing Power (4): +10% Boon Duration (5): +100 Healing Power (6): When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10s)

This exchanges healing power/potential for team boon sharing of might and fury.

Usage

Roles

It is important to understand the role of this build: there is a lot of diversity and role options available to you. Do you want to support your team by providing supplemental damage, heals, and boons? Do you want to hold home, or assault the enemy's far point? Whatever decision you make, you have to be willing to adjust it based on the context of the match. Additionally, this build is NOT recommended for novice Mesmer players that are new to the class. Reason? Patience and pacing the timing of your skills is critical to the build's ultimate performance and success.

General

  • Do not stand still; you are not indestructible! Dragon Hunter (DH) Guardians and Necros will find it much harder to down you when you stay on the move. A great tactic for any enemies pursuing you is to place a
    right in front of your movement path; often times the enemy will get caught in the event horizon of the
    , which buys additional time for your cool downs, enables you to launch a counter attack, and/or break free of them altogether.
  • Your Shatter skills will grant nearby allies boons from
    and healing from
    , while
    will provide you with self condition removal and healing
  • and
    >>
    will provide you with your main defense, along with "Sword" supplementing it with
    and
    . Be liberal with these skills - due to the rotation of this build's design with Alacrity Alacrity, you'll find yourself cycling through these defensive skills often, which in turn equals more phantoms, clones, and shattering/healing/damage absorption.
  • Additionally, utilize
    >>
    and
    often because they will net you a lot of phantoms/clones in a short amount of time thanks to
    . Equally important, don't let all those phantoms and clones go to waste! Be ready to follow up with this ideal combo:
    >>
    >>
    >>
    >>
    >>
    .
  • NOTE:
    is optional; use only in circumstances when you really need it (i.e. prevent condition stacking; multiple sources of incoming damage, which is typical when bunkering against 2+ players, etc).
  • Immediately follow up with
    and
    , and use your
    ,
    , and
    skills dependent on your current situation.
  • NOTE: Do NOT burn through your F1-F5 skills without proper timing; pace your usage of these skills to maximize the full potential of entire skill set rotation! Failure to do so will leave you susceptible to heavy spike damage, knockdown, fear, DH bait-pull-trap tactics, and Necro heavy boon corruption and condition applying, etc.
  • is an amazing phantom generator for you! Keep in mind that each phantom is going to transfer 50% of incoming damage from you to it. Optimize these phantoms by shattering them before they're destroyed, and now
    comes into play by re-summoning them. That's potentially 6x
    , and you're just getting started! :)
  • enables you to remove conditions upon shattering; it is recommended to use for cleansing any stacked Burn Burn, Bleed Bleed, and Torment Torment conditions primarily. Additionally,
    will provide you with some useful healing kickback. For additional healing, be sure to double cast your
    once you cast
  • Thanks to
    , you'll have Stability anytime you shatter. This is a great way to force your way onto a Cap point, and/or is an excellent option for securing an Stomp on a fallen enemy!
  • Utilize your Sword/Torch weapon set primarily to supplement your damage output, and to take advantage of
    . This is especially effective on the Forest Of Niflhel map, on the center cap spot, where enemies typically like to assault from the upper ledge there, and you're trying to pressure them back or finish a player kill (i.e. thief or mesmer teleports on the upper ledge after going into a downed stance).
  • One of the primary sources of damage for this build is the Retaliation Retaliation your phantasms get upon being spawned, which comes from Can't find such trait "Persisting Images"! Please refer to our trait index. So, whenever possible, try not to shatter immediately unless your playing more offensively than defensively, or you have too many phantoms/clones coming into your skill rotation and don't want to waste the shatter benefits they offer you/your teammates.

Additional Notes (Based On Feedback)

  • Bare in mind that you have more mobility than you might realize; you have a permanent 25% speed buff that comes from
    , which makes you viable in capping far if/when necessary, and selecting this trait is by build design. Additionally, it enables you to have enough mobility to remain optional in your role, which is crucial when considering that the context of the battle changes constantly.

Counters

  • Heavy Condition spike pressure.
  • Heavy Interrupt/Immobilize/Knockback/Knockdown pressure.
Build rating - 2 stars
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7 Ratings
0 stars
Hanz gave this build 0 stars May 2016

Already gave my reasoning in the comments below. Unrefined copy of a long gone build.

0 stars
Messiah gave this build 0 stars May 2016

few notes. healing power doest scale that much good with mesmer. the shatter only give around 300. the healing skills only the second is nice with 1.5k i think more healing.

regarding block - good player will strop attacking thus can negate your clone proc. retaliation is nice but its only on your phantasm so after 2 hit which give around 230 each they die.

staff is much better choice with chaos armor which put weakness and cripple and give more boons . and if blast from ally skills its aoe chaos armor.

the phantasm skills taking important space. you have defender with trait. disenchanter take so much time so null field is much better on the point for the whole group.

check my version to bunker mesmer in this tutorial and game play https://www.youtube.com/watch?v=w39Zev4A6A4

0 stars
Calcium Carbonate gave this build 0 stars May 2016

Scepter and especially Torch are near-useless for the purpose of bunkering. Chaos and Chrono trait selections are mediocre. Cleric amulet and Water rune do not complement or benefit the build's play style (block/evade -> double shatter). Elite skill and ALL utilities are non-optimal (no Portal, no Blink, no Moa). Sacrifices too much to reach for higher Alacrity and boon duration.

In short: a blatantly inferior version of Chronophantasma Shatter, which offers similar defense and better mobility with HUGELY increased offensive potential.

4 More Ratings
5 stars
Syric gave this build 5 stars May 2016

Survivability, durability, and good synergy permit a Mesmer using this build to stay alive, harass cap points, and provide respectable support through heals and boons/conditional removal. The bread and butter is playing defensively through blocks, healing well (x2), and utilizing phantoms to their full potential with retaliation damage supplementing your own. Most Mesmer builds lean on condition for damage output, but this build layers damage output from a variety of sources, which makes it unique in the Mesmer PvP line-up. Tip: be sure you permit your phantoms to stick around; don't be so quick to burn through them unless you're under a lot of pressure or heavy AOE is present. And, always shatter with 3 clones/phantoms up for best performance.

0 stars
TaigaShinyouju gave this build 0 stars April 2016

It just don't work. Chronomancer in this meta isn't a bunker.

5 stars
Icedmanta gave this build 5 stars April 2016

At first, when I tested this build out, I thought instantly of two negatives: there is no good movement, and there is no great offense. Boy was I wrong! The loss of mobility is negligible, and the offense is there. Through shatters, conditions, and teammates, there is plenty of offense. Did I mention how this is one of the few Mesmer/Chronomancer builds that allows you to not bend to the will of a class with a higher damage output? Your teammates are also supported with well of eternity. Also, stability for safe stomps. Through and through a very well thought out build that should be considered for the current metagame.

5 stars
Frost2dragon gave this build 5 stars April 2016

While it lacks mobility, I deeply enjoy this build and it's ability to hold a point and just not die. Good damage, great healing with Well of Eternity, fairly safe stomps with on demand Stability, and lots of damage mitigation, overall a great tank build for damage and survival.

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