Mirage - Hybrid Horizon Roamer

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

Focused on: Hybrid damageMobilitySustain.

Designed for:

Overview

A hybrid Mirage build for WvW roaming, made to outlast opponents through both active and passive sustain whilst grinding their health away with condition pressure.

Skillbar

Scepter/TorchHealingUtilityElite
Staff

Specializations

Variants

  • is also a viable option.

Equipment

Viper stat icon.png
Celestial stat icon.png
Viper stat icon.png
Celestial stat icon.png
Viper stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Marshal stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
Celestial stat icon.png
PvE weapon swap.png
Celestial stat icon.png
6x
Superior Rune of the Adventurer
18x
Malign WvW Infusion

Consumables

Variants

  • Cheaper version of Orrian Truffle and Meat Stew that is sufficient enough in most cases.
  • Budget option.

Usage

Elite specialization basics

  • Dodge rolling is replaced by Mirage Cloak, which is more or less the same thing but allows you to cast skills and grants access to ambush attacks over its duration:
    for Scepter and
    for Staff. Ambush skills replace the autoattack of the weapons for 1.5 seconds.
  • Pressing dodge grants Superspeed Superspeed and Regeneration Regeneration (which reduces incoming condition duration while it lasts thanks to
    ).
    makes it so that whenever you gain Mirage Cloak, your clones are also going to receive it with all benefits including access to ambush attacks - it can even make your clones evade skills such as
    , denying your opponent various bonuses.
  • You can dodge while CC'd.


General

  • Make sure that you're below 50% endurance when using
    , as
    refills half of your endurance bar after healing.
  • The build has very poor access to condition cleansing, limited only to
    ,
    and
    . Try to play it safe against condition specs: outrange them with staff, chain Blind Blind / dodges in melee, etc.
  • Use
    for mobility while traveling between capture points. Phase Retreat teleports you in the opposite direction of where you're facing, so to teleport "forward" turn around to use it and then turn back. We recommend that you set up a bind for about face to do this in a fluid manner (Options ⇒ Control Options ⇒ Movement). Make sure that you don't have an enemy targeted whilst using any of these skills for movement purposes.
  • creates a new clone whenever you dodge.
  • semi-passively provides a high uptime of projectile reflection, which is quite useful when fighting builds like Boon Beast.
  • While shatters aren't all that important,
    should still be used as often as possible for the Vigor Vigor uptime from
    .
  • is useful for just about everything:
    • Defense: evasion + teleport to a random location + break targeting, quite convenient when you're being focused by the enemy team.
    • Offense: free ambush attack for you and all your clones.
    • Mobility: it's a 1.2k range gapcloser afterall as you'll be teleported to a location near the target.
    • While this skill does not break stun, it can be used while CC'd.
  • Besides cleansing conditions while at the same time pressuring your opponent with them,
    is also useful for boon removal/stacking in general, for example getting rid of their Resistance Resistance or stealing Vigor Vigor for
    synergy.


Staff

  • Staff is what you use for sustain, ranged poking, and sustained damage.
  • is a great defensive tool against direct damage, mainly because of Weakness Weakness and Protection Protection. Note: this skill can be used while stunned.
  • is the strongest skill on this weapon. Standing in it supplies allies with defensive boons including Aegis Aegis while inflicting several conditions that can mitigate damage like Weakness Weakness or Chill Chill (Chill makes it harder to reach you while slowing down their skill recharge rate), it even has a chance to CC them with Daze Daze. Excellent skill to use when you need area denial for downed cleave, sustain, and other such scenarios.
    • A 2nd Chaos Storm may proc upon healing thanks to
      .
  • is good for building some distance between you and your target, and can even be used while stunned, potentially allowing you to save dodges for later.
    • If used in
      PR grants
      . Keep in mind that this doesn't stack in duration, so try not to overlap Chaos Armors.
  • summons 2 Phantasms, each periodically stacking Vulnerability Vulnerability on your target, which is useful for setting up burst. After the attack they'll turn into cones, potentially fueling shatters.


Damage

  • The build for the most part relies in keeping up pressure constantly by spawning clones through
    and making them unload ambush attacks via
    - shatters are much less important here than in other builds.
  • and
    are your finishing moves, both of them do respectable direct damage.
Build rating - 4 stars
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4 Ratings
3 stars
Rahjin gave this build 3 stars November 2018

Don't see a point in a "defensive" build that sacrifices ultimate defensive trait of mirage, but takes a whole chaos traitline instead of illusions and deceptive evasion to lose any kind of pressure that it could apply. Or in a "hybrid" build that uses conditions predominantly, yet takes a whole bunch of rare, yet unoptimal celestial gear and scepter weapon, that fills the generally same role as staff.

This just loses to trailblazer illu/duel sword/staff mirage in every conceivable way, both offensively, defensively and in mobility/disengage/1vx effectiveness.

5 stars
Donyajoon gave this build 5 stars October 2018

Great for solo roaming, also a lot safer than other mesmer builds due to its longer range. With at least 3 sources of stealth, loads of evasion, boons, reflects and perm uptime on clones I don't think it's necessary to run so high on cele.

Most condi damage comes from bleeding and burning through auto attacks, ambush and sharper images. Illusionary Counter + Mind wrack for high damage burst and Confusing images is there to finish off

5 stars
Hanz gave this build 5 stars October 2018

Originally made it just to troll, but I'm rather happy with the results. With a bit of practice this should be able to 1v1 just about anything, and the high reflect uptime makes it rather good against Deadeyes as well. Very good at outlasting opponents and chipping away at their health, while the buffed death beam on scepter acts as a finishing move that can delete people who ran out of defensives and dodges. If something goes wrong, stealth is there to bail you out.

Only real weakness is condition pressure, but luckily the range and defensives make it manageable and there are very few condi roamers around (only mesmers, really).

1 More Rating
4 stars
Tyroxin gave this build 4 stars September 2018

Another Mesmer, another way to be a pleasurable opponent...

This is an extremely simple build that can provide noticeable results pretty fast. Once the conditions roll in, opponents are forced to cleanse and/or kite and once that fails fights are usually over pretty fast. However especially against high stealth builds such as current Daredevils, condi mirages struggle to land their damage due to both conditions and ambush skills needing time a competent thief won't provide by minimizing the time he is unstealthed. Especially in that department, but also against enemies with frequent heal cycles, Shatter Mirage is better.

Against randoms, slackers and other unsuspecting foes, this works fine.

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