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This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been designed for the following use:

Flux.jpg This build is positively affected by the Flux: Hidden Talent.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Attribute boost to Shadow Arts
Flux.jpg This build is negatively affected by the Flux: There Can Be Only One.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Capping quarries is slower since the quarry Mesmers will die from the damage boost before the Elementalists and Ranger.
Flux.jpg This build is positively affected by the Flux: Chain Combo.
See the build's talk page for discussion and ramifications not noted here.  
Notes: You're able to build a small damage bonus.
Flux.jpg This build is positively affected by the Flux: Minion Apocalypse.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Since minions do not use skills, Wastrel's Demise and/or Wastrel's Worry will not end early when used on a spawned minion, so those skills will be especially effective when used on a minion that is adjacent to an opposing player (e.g., while target minion is attacking an opposing player).

Cap, defend, and kill Carriers with Domination skills, with impressive mobility from Heart of Shadow and Dash.

Attributes and Skills

You activate Spells and Signets 31% faster. (No effect for non-Mesmer skills with a cast time less than 2 seconds.)
In PvE, the recharge time of your Mesmer Spells is reduced by 24%.
Template code

Optional should be:

  • Chaos Storm Chaos Storm to speed up shrine kills and take down Ranger shrines much more easily. Beware of the scattering if you're inexperienced with the build.
  • Unnatural Signet (PvP) Unnatural Signet (PvP) for finishing off Ranger shrines and individual enemies.
  • Diversion Diversion to aggravate other nukers and Monks.
  • Empathy (PvP) Empathy (PvP) for defense against melee and finishing off Ranger shrines.
  • Backfire Backfire to harass Monks and other nukers.
  • Overload Overload for cheap spammable damage, helpful with Ranger shrines.
  • Leech Signet Leech Signet for more interrupts and energy management.
  • Mantra of Flame Mantra of Flame or Elemental Resistance Elemental Resistance to counter Elementalist bots.


The Equipment Template for this build is:
  • Survivor insignias
  • Vitae Runes
  • 40/40 Domination set
  • Defensive Spear/Shield set
    • Shield of Fortitude (+10ar vs. Piercing)
    • Shield of Fortitude (+10ar vs. Lightning)
    • Shield of Fortitude (+10ar vs. Fire/Slashing)
  • High energy set


  • Kill carriers with two cycles of WW and WD. The second WD must be cast immediately after the first ends.
  • Use Psychic Instability and Cry of Frustration to interrupt other nukers.
  • Follow with WW and WD after you hit with Psychic Instability to deal reliable damage to other players.
  • Ether Feast to redbar yourself.
  • Use Heart of Shadow to jump up and down cliffs, particularly for the Ranger shrines mentioned below. Use it to kite melee and a decent heal.


  • Target the center Mesmer.
  • Nuke shrines by chaining Wastrel's Demise, Psychic Instability, Wastrel's Worry, then Cry of Frustration as soon as Mesmer begins to cast next spell.
  • Use Ether Feast during downtime to heal.

Ranger shrines

  • The Ranger shrines near the Purple and Green quarries can be captured easily thanks to the height advantage.
    • Stand just outside of the Rangers' aggro range on top of the cliff.
    • Wand them or cast WW on them to trigger Bestial Fury. You can also trigger Bestial Fury when you use Heart of Shadow to jump up the cliff, just move into position quickly.
    • Spam WW and WD on them to nuke the shrine; there's a sweet spot you can stand where Rangers will not shoot you nor move.
  • The other shrines require a little more finesse since you don't have a cliff to cast from.
    • Wand them to trigger Bestial Fury.
    • Cast WD, interrupt first attack skill with PI, cast WW, wait for them to stand up and then interrupt the second attack skill with CoF.
    • If you didn't interrupt them correctly, Dash away to break aggro and retry.
    • See video for demonstration.



  • Other players scattering quarry NPCs.
  • Very well timed interruptions.
  • Monk healing NPCs.
  • Hex removal.
  • Weakness.
  • Lag (can cause PI to be late).
  • Allies enchanting you will cause the quarry Mesmers to cast a third spell, breaking Wastrels. This should only be a problem if someone is guarding the shrine, as it should be capped before the NPCs have the opportunity to cast a third spell.


  • This spike does a total of 165 (WD) + 105 (WW) + 79 (CoF) = 349 damage, just enough to take out the NPCs who have 330. At 15 Domination Magic, the spike only deals 325, just barely not enough to kill. Watch out for Weakness.
  • Keep in mind multiple casts of WW or WD will have no effect at all, so wait until the first cast deals damage or is removed before recasting it. WD has a glitch at the moment, see Wastrel's Demise skill notes for more information.
  • Carriers have 480 HP and an innate +3 health regeneration. Two casts of WW/WD takes 10 seconds and deals 540 damage, which should just kill them.