Benchmarks


Disclaimer

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.


10/07 Patch Update | Benchmarks ✔ | Builds & Rotations ✔ | Raid Guides ✖ | Raid Viability ✖ | Team Compositions ✖

Large Hitbox

Small Hitbox

Boons & Specific Professions Enhancements

Boons

Most organized groups can maintain the following 9 boons, so we benchmark with those same 9 boons.


Standard:
  1. Quickness
  2. Might x25
  3. Fury
  4. Alacrity
  5. Swiftness
  6. Regeneration
  7. Vigor
  8. Retaliation
  9. Protection
Buffs

We no longer expect Engineers to bring as of the 10/07 patch, and so we do not currently record benchmarks with it - even for condition classes.


Standard

  1. Source: Warrior

  2. Source: Warrior

  3. Source: Warrior

  4. Source: Ranger

  5. Source: Ranger

  6. Source: Ranger

Conditions

Classes that benefit from specific conditions
Traits in our builds that benefit from specific conditions on foes are listed below.
Guardian Traits: ,
Dragonhunter-Only:
Elementalist Traits:
Weaver-Only:
Mesmer Traits: ,
Chronomancer-Only:
Necromancer Traits:
Reaper-Only: ,
Ranger Traits:
Engineer Traits: , ,
Thief Traits:
Revenant Traits:
10 Condition Classes

For the following classes you should only use 10 conditions.

Holosmith:
Scourge and Reaper:
Daredevil and Deadeye:

  1. Bleeding
  2. Burning
  3. Confusion
  4. Poison
  5. Torment
  6. Chilled
  7. Crippled
  8. Blind
  9. Vulnerability x25
  10. Weakness

Chronomancer: . You shouldn't apply Fear or Taunt to the golem when playing with Dueling. This applies to Support Chronomancer, DPS Chronomancer and Mirage.

For all other classes feel free to apply all conditions to the Golem.

vale guardian

Composition
Group 1
Tank
Pwr
Cnd
Cnd
Cnd

Group 2
Sup
Heal
Cnd
Cnd
Cnd
Variations

You can drop the {Druid} and take another {Scourge} if your party is confident with using [Sand Flare] and [Sand Cascade].

Power based team compositions also work at {Vale Guardian}, however running the {Scourge} composition makes the encounter extremely face roll.

Why This Setup?

This is by far the strongest setup for {Vale Guardian} as you can still damage the boss during the split phases as conditions continue to tick regardless of the {invulnerability}.

This setup is also extremely strong during the split phase. Your squad can take the {Blue Attunement} during the split and use [Epidemic] to bounce between the guardians and kill all three similtaneously. Use [Sand Flare] to mitigate damage.

By coordinating with [Sand Flare] and [Sand Cascade] you can mitigate the damage from the green explosions.

You can run {Power Banner Warrior} with this setup. This is because the phases are so fast that playing {Condition Banner Berserker} just simply isn't worth it due to the slow ramp up time.

Numbers To Aim For

gorseval the multifarious

Composition
Group 1
Tank
Cnd
Cnd
Pwr
Pwr

Group 2
Sup
Cnd
Cnd
Pwr
Pwr
Why This Setup?

{Weaver} has the best boss DPS and decent split DPS, therefore making it an obvious choice. {Weaver} needs to bring triple conjure, so the {Renegade} can pick up [Conjure Frost Bow] and the {Holosmith} can pick up [Conjure Lightning Hammer].

{Renegade} gains a lot of personal DPS from [Conjure Frost Bow] due to [Abyssal Chill]. [Frost Fan] will hit 12 times instead of 7 and apply roughly 15 stacks of {Torment}. [Ice Storm IB] will apply {Bleeding} and raw DPS.

{Holosmith} should use [Lightning Storm LH] after you [Overheat]. Check the {Holosmith} guide to see where to fit it into your rotation.

Remember that the {Chronomancer} will have to run [Superior Sigil of Paralyzation] to handle the CC phases.

{Renegade} provides a high amount of DPS and supplies [Assassin's Presence] to your {Weavers}. During the split phase {Renegade} can also use [Orders from Above] to help maintain {Alacrity} and [Heroic Command] for {Might}. The conditions that {Renegade} bring mean that you can leave the first split add early.{Renegade} also provides {Vulnerability} during the split phases with [Icerazor's Ire] on the first add.

{Holosmith} can provide {Vulnerability} on the second add, a large amount of split burst DPS and CC.

Numbers To Aim For

sabetha the saboteur

Composition
Group 1
Sup
cannons
Cnd
Cnd
Cnd

Group 2
Sup
cannons
Kiter
Cnd
Cnd
Variations

Everything actually works here but {Scourge} is just so strong because of [Epidemic]. If you do decide to run another composition, you will want to swap the {Soulbeast} for a {Druid}.

If you take a {Dragonhunter}, {Holosmith} or {Weaver}, they should be in the second subgroup so that they get access to [Spotter] and [Glyph of Empowerment].

Why This Setup?

The idea of this composition is that it allows you to skip the South cannon, which means as {Soulbeast} you only have to do the North cannon. Your {Condition Banner Berserker} can do "2 - 4" and also run with the {Discipline} trait line instead of {Tactics} as you have no power DPS classes to benefit from [Empower Allies].

This is by far the strongest setup for {Sabetha} as you can still damage the boss during the split phases as conditions continue to tick regardless of the {Invulnerability}.

There are plenty of targets to use [Epidemic] from, you can bounce from the Sappers and the Champions back to {Sabetha}.

This fight put relatively low pressure on your squad, in terms of damage, which is why you can get away with only running a {Soulbeast}. As long as you have a source of {Regeneration} you should be able to survive and also with the possibility of using [Sand Flare] for barrier, when your squad is under high pressure.

Always check you have a source of {Fury} in the group without a {Druid}. Make sure you've either got [Battle Standard] or your {Chronomancer} is proactively using Skill #2 on [Banner of Discipline].

Numbers To Aim For

slothasor

Composition
Group 1
Sup
Pwr
Pwr
Pwr
Pwr

Group 2
Sup
Heal
Pwr
Pwr
Pwr
Variations

You could swap out a {Weaver} for a {Holosmith}. If you do this, remember that the {Holosmith} should take a mushroom.

This composition requires the {Chronomancers} to provide {Stability} to negate the {Fear}. If you are struggling with this, then you can swap a {Weaver} and {Warrior} for two {Dragonhunters} to provide more reliable {Stability}.

Why This Setup?

In our opinion this is the most optimal setup for this encounter due to the massive amount of CC that is provided by {Power Banner Warrior} which allows the {Weavers} to have almost uninterrupted rotations.

We recommend double {Power Banner Warrior} as they provide a large amount of breakbar damage and a high amount of burst damage during the DPS phases.

One {Warrior} should take both banners and the other can take DPS utilities. The one with DPS utilities should eat the first mushroom.

Your {Chronomancers} should both be running [Superior Sigil of Paralyzation] which will help massively to contribute to the frequent breakbars.

Your {Chronomancers} can provide {Stability}, assuming that they are running {Chaos} - {Inspiration}.

{Weaver} is taken for its high boss DPS which is far above any other class, assuming you don't take a Shroom.

Numbers To Aim For

matthias gabrel

Composition
Group 1
Sup
Cnd
Cnd
Cnd
Cnd

Group 2
Sup
Heal
Cnd
Cnd
Cnd
Variations

You can replace the {Mirage} from the {Berserker}'s subgroup with a {Soulbeast} if you struggle with condition cleanse, as they can take [Healing Spring].

Why This Setup?

{Mirage} is insanely strong here, not only do they provide very high DPS but also CC with [Signet of Humility]. With this setup, you can have two [Signet of Humility] per breakbar which is 2000 breakbar damage. This almost guarantees that no one wil die from the sacrifice mechanic, as the entire breakbar is only 2500.

Your {Berserker} can run with the {Discipline} trait line instead of {Tactics} as you have no power DPS classes to benefit from [Empower Allies].

The {Daredevil} will help provide boons from their stolen skills {Detonate Plasma}. This provides boons to all 10 squad members. This opens up the opportunity for your {chronomancers} to go slightly more aggressive, if they want to.

{Detonate Plasma} also means that the {Healing Druid} no longer needs to take [Stone Spirit], as the {Daredevil} will cover {Protection}.

Numbers To Aim For

keep construct

Composition
Group 1
Tank
Pwr
Pwr
Pwr
Pwr

Group 2
Sup
Heal
Pwr
Pwr
Pwr
Why This Setup?

As a DPS class you just need to accept that {Weaver} is the almighty meta here. Go to the golem, grind some rotations, do {Keep Construct} and watch easy big numbers as you destroy other DPS classes.

By running {Arcane} on your {Weavers}, it means that the {Druid} does not need to take [Stone Spirit] due to [Elemental Attunement]. As {Protection} will be covered due to this. This means the {Druid} can take [Frost Spirit], [Storm Spirit] and [Glyph of Empowerment].

Numbers To Aim For

xera

Composition
Group 1
Tank
Cnd
Cnd
Cnd
Cnd

Group 2
Sup
Cnd
Cnd
Cnd
Cnd
Variations

Currently this is the strongest setup for {Xera}. An option would be to drop the {Druid} for another {Scourge}, however you need to be careful that you don't get screwed by over DPS'ing {Xera}.

Power setups do work here, but you will probably want to take a {Healing Druid} to make sure you upkeep scholar. If you do play a power setup, your {Berserker} will need to take {Tactics} again.

{Weaver} will probably be required here to help with shard cleaving.

Why This Setup?

{Scourge} basically removes the need for shard clearing due to [Epidemic].

Your {Berserker} can run with the {Discipline} trait line instead of {Tactics} as you have no power DPS classes to benefit from [Empower Allies].

Always check you have a source of {Fury} in the group without a {Druid}. Make sure that your {Chronomancer} in subgroup 2 is playing {Chaos} - {Inspiration}.

Numbers To Aim For

cairn the indomitable

Composition
Group 1
Sup
Cnd
Cnd
Cnd
Cnd

Group 2
Sup
Heal
Cnd
Cnd
Cnd
Why This Setup?

If you are skipping Greens your {Condition Banner Berserker} needs to take [Battle Standard] so the {Chronomancer} can use Skill #2 to grant 6 seconds of {Stability}, assuming you trigger [Superior Sigil of Concentration]. Obviously, if your {Chronomancers} are feeling lazy then they can always play {Chaos} - {Inspiration} and provide {Stability} that way.

Your {Chronomancers} should take first and second [Shared Agony] and your {Berserker} should take the third.

Your {Berserker} can run with the {Discipline} trait line instead of {Tactics} as you have no power DPS classes to benefit from [Empower Allies].

Always check you have a source of {Fury} in the group without a {Druid}. Make sure you've either got [Battle Standard] or your {Chronomancer} is proactively using Skill #2 on [Banner of Discipline].

Numbers To Aim For

mursaat overseer

Composition
Group 1
Sup
Cnd
Cnd
Cnd
Cnd

Group 2
Sup
Cnd
Cnd
Cnd
Cnd
Variations

Power DPS classes do also work here and there is nothing wrong with running them, however it does mean that your {Condition Druid} will probably have to play {Healing Druid}. This assumes that they are the only {Druid} in the squad. For example, {Weaver} and {Holosmith} do perform well here along wit {Renegade}.

If you decide not to take {Daredevil}, you will need to see actually how low you can go on {Boon Duration} before you start to drop {Quickness}. If you do play with a power squad and you have {Weavers}, it will be absolutely worth while for your {Chronomancers} to play {Chaos} - {Inspiration}.

Why This Setup?

{Mirage} is very strong at {Mursaat Overseer}. You will need to check your "Personal Stats" on ArcDPS in order to see your actual DPS as {Confusion} is not picked up properly in "Area Stats".

By playing double {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}.

As you no longer require Scholar uptime, your {Druid} can now play condition.

Your {Berserker} can run with the {Discipline} trait line instead of {Tactics} as you have no power DPS classes to benefit from [Empower Allies].

By running double {Daredevil} with {Detonate Plasma}, you will happily cover {Fury} for the entire squad meaning that {Condition Banner Berserker} can take [Head Butt] instead of [Battle Standard].

Numbers To Aim For

samarog

Composition
Group 1
Sup
Pwr
Pwr
Pwr
Pwr

Group 2
Sup
Pwr
Pwr
Pwr
Pwr
Variations

If you struggle with CC, you can always drop a {Weaver} from the second subgroup to take {Holosmith} or {Dragonhunter}.

If your squad decides that it wants to tank all of {Samarog}'s attacks, you might consider getting a second {Druid} or playing {Healing Druid}.

Why This Setup?

Double {Power Banner Warrior} ensures a good amount of CC which comes more frequently if you run four {Weavers} due to the high DPS on large hitboxes. {Power Banner Warrior} also provides a decent amount of burst DPS, at least a lot higher than its condition counter part. Considering during the breakbar phase it is not possible to inflict conditions on {Samarog}, it makes taking {Power Banner Warrior} an even clearer choice.

The {chronomancers} can cycle agro between themselves. Coordinate who will take agro first and therefore who will use their [Signet of Humility] first.

Numbers To Aim For

deimos

Composition
Group 1
Sup
Cnd
Pwr
Pwr
Pwr

Group 2
Tank
Cnd
Pwr
Pwr

Group 3
Hand Kite
Variations

You can swap out the {Weavers} for; {Dragonhunter}, {Holosmith} or {Renegade}.

You can also swap one {Weaver} for a second {Condition Druid} if you really lack healing and your {Hand Kiter} can’t help keep your team alive during the last phase. This will mitigate the issue of your {Condition Druid} getting ported at 25%, assuming you sacrifice one player. If you run double {Condition Druid}, then remember to play {Wilderness Survival} instead of {Nature Magic}.

Why This Setup?

One {Condition Druid} has enough healing for an organised party.

If at 25% the {Condition Druid} gets selected by the Eye of Janthir, the {Hand Kiter} will need to keep his Tablet on the squad to make sure they survive.

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 [Banner of Discipline] or the {Condition Banner Berserker} could take ["For Great Justice!"].

{Weaver} is extrememly strong here, especially during the opening burst while {Unnatural Signet} is up. {Weaver} remains strong during the final 10%, as {Deimos} has a weird hitbox structure that can be difficult to hit on other classes.

{Holosmith} is taken for instant {Vulnerability} application during the splits.

Numbers To Aim For

soulless horror

Composition
Group 1
Tank
Heal
Cnd
Cnd
Cnd

Group 2
Tank
Cnd
Cnd
Cnd
Cnd
Variations

If you struggle to survive, you can take a second {Druid} over a {Scourge} in Subgroup 2.

With a second {Healing Druid}, one can be responsible for pushing and the other for healing the group.

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 {Mirage}.

Why This Setup?

Your {Scourges} should take [Epidemic] to deal with the Wurms and {Tormented Dead}. You can [Epidemic] from the Wurms at the begining of the encounter and from the {Tormented Dead} after ~80%. The {Tormented Dead} are a perfect target for [Epidemic] bouncing.

You need to make sure that you can push the {Tormented Dead} away before they get destroyed by [Epidemic]. Try not to use [Oppressive Collapse] while the {Tormented Dead} are close to your party, as you may CC them.

Your {Berserker} can run with the {Discipline} trait line instead of {Tactics} as you have no power DPS classes to benefit from [Empower Allies].

Always check you have a source of {Fury} in the group without a {Druid}. You need to be sure that the {Chronomancer} from the {Condition Banner Berserker} subgroup is running {Chaos} - {Inspiration}.

We recommend a {Mirage} due to the added {Confusion} it brings while bouncing with [Epidemic].

Numbers To Aim For

dhuum

Composition
Group 1
Tank
Cnd
Pwr
Pwr
Pwr

Group 2
Sup
Heal
Pwr
Pwr
Pwr
Variations

Any DPS class works fine on this boss.

If you feel under too much pressure as a solo {Healing Druid}, you can always drop a {Weaver} or the {Renegade} and take a dedicated {Druid} kiter. This way, you will always have a {Druid} on the squad as the Kiter can take the greens once {Dhuum} has spawned.

Why This Setup?

These classes are the best for DPS, as everyone is well aware {Weaver} is just very good.

The {Chronomancer}, {Spellbreaker} and the {Druid} should take the greens.

The reasoning behind this is as follows:

  • {Chronomancers}: You only need one {Chronomancer} for 8 people. Your cooldowns also line up, as you can use your wells and [Signet of Inspiration] before taking the port.
  • {Spellbreaker}: You can just drop your banners and take it, as your damage is worse than the dedicated DPS classes. By taking the first green, you will also be able to drop your [Winds of Disenchantment] before going up.
  • {Druid}: This fight is not extremely pressure heavy, assuming you don't tank the auto attack or the green AoEs. This means that the {Druid} is able to leave the group momentarily without causing a meltdown.

The {Renegade} is taken to help buff the {Weavers} through [Soulcleave's Summit] which additionally gives some Life Leech for self-sustain. This will make your group survivability a lot higher, especially when the {Druid} is taking greens.

{Renegade} also provides very decent DPS and [Assassin's Presence].

Numbers To Aim For