The numbers below can definitely be beaten if you get good RNG with your rotations, however if you can reach these numbers it means that you definitely understand your class and the rotation that comes with it. Some Benchmarks are done on huge hitbox now to reduce rng. All benchmarks were done with stat infusions.
For the following classes you should only use 10 conditions.
For all other classes feel free to apply all conditions to the Golem.
Scourge stacking is amazingly strong here and will carry groups due to the high DPS and barrier application.
As no classes rely on multiple boons this allows your Chronomancers to play Dueling - Illusions instead. The Chronomancer who is in the same subgroup as the Condition Banner Berserker should play Dueling - Inspiration. This is to provide more boons to the Berserker as they will be off doing cannons more and will likely drop boons otherwise.
This composition requires the Chronomancers to provide Stability to negate the Fear. If you are struggling with this, then you can swap a Daredevil for a Dragonhunter to provide more reliable Stability.
Daredevil provides high boss DPS and decent CC for the breakbar phases through .
Your Chronomancers should both be running which will help massively to contribute to the frequent breakbars.
You can swap out a Mirage for a Condition Daredevil. The Daredevil will help provide boons from their stolen skill Detonate Plasma. This provides boons to all 10 squad members. Detonate Plasma also means that the Healing Druid no longer needs to take , as the Daredevil will cover Protection.
You can take Power Daredevil instead of a Holosmith. The Daredevil has a stolen skill called Soul Stone Venom which cleanses conditions from everyone in your squad. This can be a lifesaver while also buffing the Power Daredevil.
Mirage provides extremely high boss DPS for this encounter.
Deadeye provides extremely high boss DPS for this encounter and this is its sole purpose.
By playing Daredevil, it allows your Chronomancers to play very aggressively with lower Boon Duration than normal. This is because of the stolen skill Detonate Plasma that will supply Quickness, amongst all other boons apart from Alacrity, to your squad. So overall, this means your Chronomancers can play Dueling - Illusions.
This composition is based around high amounts of CC, through , and by providing a high amount of conditions to help buff the Daredevils through .
The Chronomancers need to take aggro and to coordinate who will use their CC at which breakbar.
The same coordination of CC applies to the Daredevils when using .
One Condition Druid has enough healing for an organised party.
High DPS groups will be able to play Chaos - Inspiration here on their Chronomancers. If this is the case, then Fury will be covered. If not, you need to think about how you will provide Fury in Group 2. This could be from the Chronomancer proactively using Skill #2 on or the Condition Banner Berserker could take .
Power classes are generally very weak on this boss due to the high constant damage which will cause you to have low scholar uptime. Any condition classes work well here, specifically Renegade or Condition Engineer.
We recommend Mirage due to the insanely high boss DPS it provides.
Due to the large amount of mechanics that are in this encounter, we recommend that two Renegades from each subgroup run and the third runs .