You have a few weapon skills that summon phantasms:
Phantasms carry out an attack and then will transform into clones. The attack can be completed or interrupted, either will cause the phantasm to become a clone.
Phantasms cannot be shattered and do not count towards your three clone cap.
You have a few weapon skills that summon clones:
Clones will persist for eternity unless they are shattered, die from too much damage or their target is defeated.
Shatters are unique to Mesmer,
Chronomancer and
Mirage. They enable you to destroy your clones with a variety of effects.
When you use a shatter skill, you also count as a clone. That means that if you are close to your target and you use a shatter skill, it will trigger four times.
Let's take a look at your shatter skills:
You have a few traits with this build that influence your shatter skills:
will drop a once the shards have come together. The will drop wherever you have cast the skill.
Collecting a will give you the Mirage Cloak buff.
Gaining Mirage Cloak will give you access to Ambush skills:
You can also gain Mirage Cloak by
Dodging due to the trait . It's important to remember that your
Dodge is static when playing on
Condition Mirage.
Whenever you gain Mirage Cloak your illusions will also gain it due to the trait . This means your illusions will also be able to use their Ambush skills.
This build revolves around shattering, clone generation and extremely high Confusion uptime. This build is taken on encounters with high attack speeds.
You have higher Confusion uptime from shattering due to and also reduce
Cooldown on Torch skills and increased
Burning due to .
You generate clones from your normal phantasm skills but also from using Deception skills. grants a clone whenever you use or .
applies Confusion per hit up to six stacks. For that reason it's important that you place it close enough into the target's hitbox so it gets all six hits.
Use the first charges to catch , walk towards the rest.
Don't leap off a platform when using .
will give you Stealth and remove a single condition. Always try to be in melee whenever you use and for when the skill finishes to trigger the trait .
You can detarget the boss when using to aim this skill.
will help you generate more phantasms as it will reset the Cooldown of and .
improves your Condition Damage. Never use the active form of unless all hell breaks loose.
improves your Condition Duration. There is literally not a single reason to ever use the active form of .
is a ground-targeted AoE skill that grants a wherever it is cast. Always make sure that you hit with all the projectiles. You have to collect the at some point so don't use somewhere stupid.
is used for mobility when collecting and will remove a condition when used. It is also used in the Illusions build to generate clones due to .
will need to be taken by one Condition Mirage at the
Matthias encounter. Swap out for if you are the chosen one.
causes you to apply more Confusion whenever you use .
reduces the Cooldown of your Torch skills and causes your Torch skills to apply more
Burning.
causes your shatters to inflict Torment.
reduces the Cooldown of your shatter skills. This allows you to apply more
Confusion and
Torment.
causes your phantasms to deal increased damage by 1% per stack. can go up to 25 stacks maximum.
causes you and your phantasms to cause Bleeding whenever you hit with a Pistol skill. It also causes your Pistol skills to rechage by 25% whenever you interrupt an enemy.
causes your phantasms to cause Bleeding on critical hits.
causes you to Blind five enemies whenever you use . This synergizes well with .
causes you to apply Blind to an enemy when you interrupt them. This trait also causes any
Blind you cause to also apply
Confusion.
causes you to gain a clone whenever you use a Deception skill. The following skills are your Deception skills:
grans you + 150 Condition Damage whenever you have
Vigor. Seeing as gives you
Vigor whenever you shatter, you should be fine!
causes you to have a reduced recharge on your Axe skills. Axe skills also produce an additional that applies Torment.
causes your clones to gain Mirage Cloak whenever you do. This allows them to use their Ambush skills.
You provide permanent Bleeding due to and . You also give
Bleeding from and .
You provide permanent Burning due to , and .
You provide permanent Torment due to , , and . You also inflict
Torment whenever you use a shatter skill due to .
You provide permanent Confusion due to , , , , , and . You will also inflict further
Confusion due to and .
You provide permanent Blind due to and . You inflict
Blind whenever you use a shatter skill due to . You give
Blind whenever you interrupt an enemy due to .
You provide roughly a 25% uptime on Cripple due to and .
You provide roughly a 25% uptime on Weakness due to .
You provide yourself with Fury due to .
You provide yourself with Vigor due to and .
Delay using if is up. You can get unlucky and be easily ported. If you see your life flashing before your eyes, you can use in the middle of to move yourself out!
You can also Dodge and just include this as part of your rotation.
Use inside of Vale Guardian's hitbox when
Seekers are near.
You can use to avoid the damage from .
Don't forget to go to the Red Guardian during the split phase.
You'll notice that isn't included in the opening rotation. That's because you should save it for the Breakbar Phase.
You can Dodge the first just before you
Weapon Swap. You won't lose out on anything as you'll gain back the
Endurance from .
Always Dodge for the sake of your clones. Even if you have
Aegis, this won't stop your clones from getting
Knocked Down.
Use inside Gorseval's hitbox to ensure that no axes go to adds.
Make sure you CC with:
Don't use during Sabetha's Flamewall attack. I mean, you can but...you will probably die. is a lot safer to use but still use it with caution.
Don't do cannons. Your main damage comes from Confusion and
Torment. Last time I was up there, I didn't notice the cannons moving nor did I notice an insanely high attack rate.
Use inside Sabetha's hitbox to ensure that no axes go to adds.
Delay once Knuckles spawns and use it to CC him.
You'll notice that isn't included in the opening rotation. That's because you should save it for the Breakbar Phase.
Use for mobility to get back to Slothasor after dealing with mechanics. You can also use .
Use inside Slothasor's hitbox to ensure that no axes go to adds.
You can use three clones with to block . This carries your squad an insame amount and is basically the main reason to run Condition Mirage here.
Make sure you CC with:
One Condition Mirage can take to reflect and to remove the
Blood Shield.
Use to move out quickly when you are subject to or . You can use to return to Matthias after dealing with these mechanics.
When subject to , move out while continuing your rotation. Use to jump back in but make sure you don't jump too early!
Using a Dodge will grant you 66% movement speed for one second due to the trait . Use this burst of speed to deal with mechanics if you don't have access to .
removes one condition and can be used to remove Poison.
All Condition Mirages have access to and .
Use on the Sacrifice before you use . This will ensure that your clones are on the Sacrifice and not on Matthias.
Use , , or just Dodge to avoid the circles.
can be used to avoid .
Stack as close as possible to Cairn to avoid getting hit by .
If you are forced to go to a circle then you can use to get back to Cairn quickly.
Don't use just before or during as Confusion doesn't trigger during this mechanic.
If you get do not use or as it will teleport you into your team. Try to stay close enough to his hitbox so you can still auto attack but also out of range of your allies. Make sure you are still close enough to avoid .
You can use while using Celestial Dash, the special action key, to cancel out the movement. This is useful during the challenge mote as you can cancel the unwanted movement.
Make sure to stand inside the hitbox when Jade Scouts get nearby so all your hit.
Pretty much a DPS Golem, so try to do a good rotation.
Pay attention to your Clone amount as they can die from mechanics and you will need to respawn them ASAP.
You can over Walls or if the boss is behind one then you can to it.
If close to a red AoE, left after by a Tormented Dead, then don’t yolo with your as losing all boons can hurt your DPS a lot. On the other hand you can yolo through the Spinning Scythes quite happily because you can evade them mid cast or out of them mid cast.
Don't use if there is a Tormented Dead near as you might
Stun it. This will cause your
Heal Druid problems as they try to push it away.
Don't use just before or during and as Confusion doesn't trigger during these mechanics.
All Condition Mirages have access to and .
Pay attention to when you use as it can port you in front of Dhuum or even into a .
You can use Dodge during the . Make sure you don't have
Dhuum targeted and the axes will automatically go to
Dhuum.
Use to cleanse the Torment from after the . You can also use this to jump to your soul. Using at the correct time will completely negate the
Knockback from the .
You can Dodge to get a 66% movement speed increase when you are subject to or .
Dodging will give you this burst of speed due to , a trait in the
Mirage Trait Line. You can also use , if you have it. You can then jump back into
Dhuum using .
Don't use when Dhuum has started using . You might get caught in the skill and get trapped inside his hitbox. The same applies when
Dhuum is using and .
Your clones can get Feared by the fissures on the ground, so
Dodge for them.
You can use to jump to the seals.
Dhuum is in a constant state of attacking. This means that you can use to "interrupt" him and trigger .
The hitbox in the last 10% is super weird, you will probably encounter weird interactions with .
You can use to Evade all attacks that
Nikare and
Kenut use.
Nikare's and
Kenut's attacks happen every ~22 seconds and ~25 seconds respectively. Keep that in mind when using your big
Confusion generating skills.
Use and whenever a Breakbar appears.
Always save one Dodge for . Remember that you will also need to
Dodge .
into Nikare after the third .
If the tank is on the edge of the platform you will need to stand back a bit when using so you don't fall off.
If you get hit by , you can Dodge for a quick burst of speed, use , to the end of the platform and drop it. Then use to get back in.
If you get hit by and Nikare uses ,
Dodge just as he is about to come through you. This will probably one shot you if you don't evade it.
Watch out when you are using and when the tornados are close.
Always Dodge because the
Knockback will really hurt your DPS.
back to Kenut after .
As you cannot go inside the hitbox, disable the snap ground target setting or you won't be able to collect back the from .
Use , or Dodge to avoid , the
Push during the
Breakbar Phase.
You can use the following shatter sequence for , shockwave that one-shots: . This mechanic happens in phases 2 & 3.
If you have the Special Action Key and Cardinal Sabir is not near a
Breakbar Phase, you can use it to interrupt him and inflict
Confusion stacks. This is due to the trait .
Try to use off Cooldown.
During last phase, it's highly recommended to not use but if you really want to, combine it with a to avoid dying.
Confusion doesn't trigger during the mechanic that forces you to run to a safe zone. Avoid using during this period.
During the big Breakbar Phase that can
Push you away, just maintain auto attacks chains, with
Dodge rotation and use to always stay close to
Cardinal Sabir.
Use and to help CC the Pylon. You can also use to help out the Heal Druid when dealing with
Anomalies.
Save your in later phases so you can help with Qadim the P's
Breakbar.
You can use for if you aren't feeling confident enough to Dodge it. This will definitely come in handly in later phases when
Qadim the P destroys Pylons.