Mirage - Chaotic Condition Roamer
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A WvW Roaming Mirage build focusing on condition pressure, mobility, and survival.
For the optional slot:
- - an extremely versatile skill, good for just about everything including chasing, disengaging, pressuring.
- - adds stealth to the build and has a nice passive.
- - if you're having trouble dealing with incoming conditions.
- over - if you don't want to bother with a stacking sigil.
If you are willing to sacrifice the combat mobility of Traveler runes, there are other viable options:
- - a mix of damage and sustain.
- - excellent damage boost and even damage reduction.
- - while the Power on it is kind of wasted, it does have a really useful 6th bonus and relevant secondary stats.
Note: the budget options are perfectly fine, not going for the optimal consumables won't really make a difference.
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 for the duration: for staff and for scepter. Ambush skills replace the autoattack of the weapons for 1.5 seconds.
- Pressing dodge grants Superspeed and 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.
- 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 or stealing Vigor for synergy.
- When dueling on a node, make sure not to use your if you just triggered from using your heal skill in order to keep separate chaos storms constantly active on the node to give yourself Aegis while applying random conditions.
- Staff is what you use for sustain, ranged poking, mobility, and sustained damage while Scepter/Pistol is there for burst damage.
- Staff is your primary defensive weapon.
- may not look that amazing at first glance, but it's an instant cast skill which applies Protection to the caster and AoE Weakness to nearby foes, effectively filtering their damage through two layers of mitigation. It's an excellent skill for surviving direct damage burst and it's usable even while CC'd.
- is the strongest skill on this weapon. Standing in it supplies allies with defensive boons including Aegis while inflicting several conditions that can mitigate damage like Weakness or Chill (Chill makes it harder to reach you while slowing down their skill recharge rate). The first hit of Chaos Storm always Dazes enemies, making it a reliable AoE interrupt.
- 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.
- The build has rather poor access to condition cleansing by default, limited only to and . Try to play it safe against condition specs: outrange them with staff, chain block / evade frames in melee, etc. Your strongest option against damage in general is , granting you immunity to any form of pressure including CC and conditions that are already on you.
- Use for mobility while roaming or chasing after targets. 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 when doing this!
- The build heavily relies on keeping pressure up constantly by spawning clones through and making them unload ambush attacks via .
- should be used as often as possible, it's excellent for setting up burst or even avoiding attacks. Not only does dodging after a successful block immediately generate a total of 3 clones, but also makes them all (including you) unload their ambush attacks.
- If you have 2-3 active clones before using Illusionary Counter you should probably shatter them before the 2 new ones spawn, as otherwise some of the previous clones will just go to waste.
- Note: there's a small evade frame after the block which can proc too.
- summons 2 Phantasms, each periodically stacking Vulnerability on your target, which is useful for setting up burst. After the attack they'll turn into cones, potentially fueling shatters.
Example #1 of a scepter/pistol burst
Example #2 of a scepter/pistol burst
- Dodge + ambush