Mirage - Shatter Mirage
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Mobility and Control
Designed for: WvW Roaming
Difficulty:
Hard
This build was last updated on July 03, 2023 and is up to date for the October 8, 2024 patch.
Overview
A Power Mirage WvW roaming build 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.
Skill Bar
Greatsword
Sword/Torch
Utility
Template Code
[&DQcKNRgpOyXuFQAAggEAAGUBAABnAQAARhcAAAAAAAAAAAAAAAAAAAAAAAADMgBaAGYAAA==]
Specializations
Equipment
Head
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Marauder
Marauder
Accessory
Berserker
Berserker
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Berserker
Berserker
Greatsword
Berserker
Berserker
Sigil
Sigil
Sword
Berserker
Berserker
Torch
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Stats
- Beginners can mix in a few additional Marauder stats pieces for more sustain (don't overdo it though), while more experienced players could even consider going full Berserker stats for higher burst potential.
Equipment Variants
Runes
- - trades mobility for higher burst potential.
Sigils
Greatsword
- - ensures that your entire burst combo's going to crit.
- - the bit of quickness makes it harder to dodge your burst.
- - raw burst damage.
Sword/Torch
- - stacking damage boost at the expense of sustain. Could replace either one of the sigils.
Consumables
Food
- - extra endurance is never bad on a spec that only has 1 dodge and the core mechanic is centered around it.
- Budget:
Utility
- or .
Usage
This section is being reworked
Ratings
Getting the second dodge back helped a lot. In fact I'm a bit surprised by how well it's doing right now, Mirage with Power Block can be really scary to face because it can deny any heal attempts for many builds, and the damage is quite high too. Mobility's also great and boonstrip makes it even harder to survive burst combos or avoid getting interrupted. Initially I was going to give it a 4 but after testing it a bit more I just don't see why it wouldn't be a 5.
The build is well thought out and can be great in certain scenarios, but there's no denying that power Mirage is very much an inferior roaming burst option at present, which weakens this build sadly. You can absolute delete glassy targets if you time your burst well, but power Mirage cannot 1vX - it just doesn't have the required sustain nor the reliable burst of the other classes to confidently remain in a fight. It's particularly outshone by Thief and Revenant - and to a certain extent Ranger now -who all have much better kits allowing them to handle more 1vX scenarios. Power Mirage is a sub-optimal duelist option at present too. Still, I found this particular build to be decent for small group roaming as a +1 spike option and for picking people off in zergs. Not the easiest thing to play due to the aforementioned downsides of Mirage, but recommended if you fancy a change from Thief or Revenant.
I think using mantra of pain can be the equivalent of running sic'em in soulbeast, it's a skill you run to get surprise attacks onto unaware players.
Due to the constant ganks around the map a good solid choice of skills is blink, illusionary ambush and signet of midnight, you can substitute IA or SoM with decoy if you like stealth more, but now with the new marked buff, stealth got nerfed and using decoy most of times is wasted and it's a 40 seconds stunbreak only, far more beneficial go for IA and SoM over it.
Double energy sigil is a must have, even on greatsword.
Basically running decoy and the mantra you are a pug noob stomper who goes for oneshots only and win immediately or reset the fight if you fail the burst.
The combo burst works only on bad players or people caught off guard, it's better to save up blink as a defensive tool instead of using it as part of the combo. Saw many mirages fail the combo burst on good reapers or warriors using blink into them, the reaper/warrior dodged everything remaining at 100% health and in one second oneshot them back because no tools left to kite.
Better than Chrono in solo roaming. Is one of the strongest classes for roaming atm, and plays an important role on the smallscale setting, keeping the enemies on the defensive and picking of squishies so that your party can capitalize on it.
Deals a fair amount of damage. I'm still trying different runes to see what's best, but takes down most glass classes in a single burst. Running full zerk as there is no sustain in this build, and plays like a thief. Either they die, or you stealth and reset. Very rewarding to play, but very glass. Plays well in zergs or solo. Portal is also a great optional skill for jukes or team play.
Comments
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