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|Minor Adept||Critical Infusion||10||Gain vigor when delivering a critical hit.|
|Major Adept||Phantasmal Fury||Your phantasms have fury.|
|Major Adept||Desperate Decoy||Cloak and leave a clone of yourself behind when struck while below the health threshold.|
|Major Adept||Duelist's Discipline||Pistol attacks from you and your illusions have a chance to cause bleeding. Interrupting a foe recharges pistol skills.|
This trait can only reduce recharge on enemies with defiance bars once per interval.
|Minor Master||Sharper Images||Illusions inflict bleeding on critical hits.|
|Major Master||Blinding Dissipation||Shatter skill 2 inflicts blindness.|
|Major Master||Evasive Mirror||1½||Reflect projectiles after a successful evasion.|
|Major Master||Fencer's Finesse||Gain a stacking ferocity effect when you or one of your illusions strikes with a one-handed sword or a spear. Reduces recharge on sword and spear skills.|
|Minor Grandmaster||Master Fencer||5||Gain fury when you strike an enemy whose health is below the threshold.|
|Major Grandmaster||Superiority Complex||Your critical hits deal more damage. Critical hit damage against disabled foes, or foes below the health threshold, is further increased.|
Disabled foes are affected by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
|Major Grandmaster||Ineptitude||Interrupting a foe inflicts blind, and blinding a foe inflicts confusion.|
This trait can only activate on enemies with defiance bars once per interval.
|Major Grandmaster||Deceptive Evasion||Create a clone at your current position when you dodge.|
- See also: List of mesmer traits