This post is for Guild Wars 2 game players only. I will be using game terminologies that will not be understood by non-gamers, possibly at times not even understood by non-guild war 2 gamers.

For this build, I only focused on 3 simple concepts: “Distraction“, “Power” and “Crit“. My goal was to spam clones out of the detection range of adds or bosses and then spam long range attacks. I can solo all low-level bosses and most mid-level bosses, like the “Bandit Bosses”, which usually takes about 5 or more people (slow but doable).
My philosophy is simple:
- Distract all “Adds” or “Boss”:
- Drop Clone with Mirror Blade
- Drop Illusionary with Phantasmal Berserker
- Drop Phantasmal Defender
- Drop Phantasmal Disenchanter
- Drop Bonus Adds if you have one (like the mistfire wolf) (Then Swap)
- Drop Phantasmal Warden
- Drop Ether Clone (every 3 hits) (Then Swap)
- Drop Clone with Mirror Blade
- Cause mass damage:
- Spam Spacial Surge (Then Swap)
- Attack using Confusing Images (Then Swap)
- Mind Wrack (Shatter) When Replacements Are Ready (You have two Shatters with this build)
- Spam Spacial Surge (Then Swap)
- Support “Direct Damage” with attributes:
- “Power” for direct damage
- “Critical Chance” for more critical hits
- Critical Chance: Increases critical hit chance
- Precision: Increases Critical Chance
- “Critical Damage” to increase direct damage
- Ferocity: Increases Critical Damage

Below are the standing attributes with food and utility buffs (on the left) next to a typical full run against a high-end boss with 25 or more players in combat (on the right).
- Know where and how to use it:
- PVE
- The build is perfect for PVE. You can solo most content. The game AI is not currently capable of countering Mesmer fight tactics.
- WvW
- Difficult to keep alive for WvW. You can cause a surprising amount of damage to WvW players because they are not focused on taking direct damage but you have little to no defensive capability and if you get hit you could suffer from DOT even if they break off the attack.
- PVP
- Very difficult and you could be killed easily but if you can keep in a tight-knit pack with lots of meat shields in front of you then the DPS is somewhat overwhelming for the other PVP players since they were building to resist “Condition Damage”, not direct “Power Damage”.
- PVE
Specializations:
I’m only going to touch on the specializations that greatly boost the power build.
- Domination:
- Illusions deal more damage
- Shatter skills deal more damage
- Deal more damage to foes with a lower health percentage than you.
- Illusions:
- Mind Wrack becomes an ammo skill. (Meaning you get two of them)
- Creating an illusion increases your outgoing damage
- Gain quickness when you create a phantasm (More attacks in shorter time span)
- Phantasms’ damage permanently increases whenever they attack or gain might
- Chronomancer:
- Gain alacrity for each clone you shatter
- You move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%
- The first time a phantasm would become a clone, it instead resummons itself and attacks again. Resummoned phantasms inflict a percentage of the original’s damage

Combat Bars



Consumables:
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Plate of Roasted Cactus | Nourishment(1 h): +100 Ferocity 33% Chance to Gain Might on Critical Hit +10% Experience from Kills |
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Potent Superior Sharpening Stone | Enhancement(1 h): Gain Power Equal to 3% of Your Precision Gain Power Equal to 6% of Your Ferocity +10% Experience from Kills |
Sigils:
Superior Sigil of Force 
+5% Damage
Superior Sigil of Battle 
Gain 2 stacks of might (20 seconds) when you swap to this weapon while in combat. (Cooldown: 9 seconds)
Superior Sigil of Strength 
60% Chance on Critical: Gain Might (10 Seconds)
(Cooldown: 1 Second)
Runes:
Superior Rune of Strength 
(1): +25 Power
(2): +10% Might Duration
(3): +50 Power
(4): +15% might duration; 25% chance when struck to gain might for 5 seconds. (Cooldown: 5s)
(5): +100 Power
(6): +20% might duration; +5% damage while under the effects of might.
Infusions:
Mighty 9 Agony Infusion 
- +5 Power
- +9 Agony Resistance
Armor:
Zojja’s Masque
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Epaulets
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Doublet
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Wristguards
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Breeches
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Footwear
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Cloth Breather
Unused Upgrade Slot
Unused Infusion Slot
The reason I went with a “Sword” on one hand and “Scepter/Focus” on the other was due to the philosophy of long distance attacks and increased direct damage.”Critical Chance”. that increase my stacks of “Might”.
Weapons:
Zojja’s Wand
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Artifact
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Claymore
Unused Upgrade Slot
Unused Upgrade Slot
Unused Infusion Slot
Unused Infusion Slot
Accessories:
Book of Secrets
Attuned to have a bonus agony infusion slot.
Althea’s Ashes
Magister’s Field Journal
Call of the Wild
Attuned Ring of Red Death (Infused)
Attuned to have a bonus agony infusion slot.
Unused Infusion Slot
Unused Infusion Slot
Unused Infusion Slot
Attuned Crystalline Band (Infused)
Attuned to have a bonus agony infusion slot.
Unused Infusion Slot
Unused Infusion Slot
Unused Infusion Slot
Under Water Battle
Zojja’s Cloth Breather
Unused Upgrade Slot
Unused Infusion Slot
Zojja’s Impaler
Unused Upgrade Slot
Unused Upgrade Slot
Unused Infusion Slot
Unused Infusion Slot
Zojja’s Trident
Unused Upgrade Slot
Unused Upgrade Slot
Unused Infusion Slot
Unused Infusion Slot
Mesmer Signets:
Signet of the Ether 
Passive: Heal yourself whenever you summon an illusion.
Active: Heal yourself and reduce the recharge of phantasm skills.
- Healing: 5,560 (0.85)?
- Heal on Illusion Summon: 350 (0.06)?
-
Signet of Inspiration 
Passive: Grant swiftness and an additional random boon every ten seconds.
Active: Apply one instance of any boon on you to nearby allies.
- Aegis (2s): Block the next incoming attack.
- Alacrity (2s): Skills recharge faster.
- Fury (5s): 20% Critical Chance
- Might (20s): 30 Power, 30 Condition Damage
- Protection (3s): -33% Incoming Damage
- Regen (5s): 650 Heal
- Retaliation (5s): Reflect incoming damage back to its source.
- Always Receive-Swiftness (5s): 33% Movement Speed
- Vigor (5s): 50% Endurance Regeneration
- Stability (5s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared or taunted.
- Resistance (2s): Conditions currently on you are ineffective; stacks duration.
- Quickness (3s): Skills and actions are faster.
- Number of Targets: 5
- Range: 600
I also added it to one of the popular online build editors
Other huge Mesmer’s inclination types fuse Mantra – limits that must be set up early. They have a by and large long tossing time, yet they give you charges that can be used later. Glamours are put on the ground that can effectsly influence your accomplices and incapacitate the foes. They’re similar to Necromancer’s engravings. Controls are utility aptitudes based on perplexity, flexibility and keeping up a key good ways from strikes. The Mirage world class spec moreover brings trap and duplicity limits that are connected with sidestepping.
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