Conjures are bundle items that Elementalist,
Tempest and
Weaver can summon. Each bundle comes with effectively two charges, the first one will be placed in your hands and the second one will be placed on the ground by a
Ground-Targeted AoE skill.
Picking up the second Conjure will come with a slightly delay due to the animation.
Conjures will be the bane of your life as you begin to realise that everyone in your squad seems to have a claim to your or .
You will come across one Conjure with this build:
You have access to four different attunements when you are playing Elementalist,
Tempest or
Weaver:
Each attunement gives you a new set of weapon skills with a variety of effects. This effectively gives Elementalist and
Tempest access to 20 weapon skills and gives
Weaver access to 26 weapon skills.
You can swap between your attunements every 1.5 seconds and you can do this whilst casting a skill. Your previous attunement will go on a 10 second Cooldown. When you have the
Weaver Trait Line selected, all your attunements will have a four second
Cooldown due to the trait. This is further decreased as attunement
Cooldown is affected by
Alacrity.
When you have the trait equipped, your will get fully Recharged when you land a critical hit.
When you play with the Weaver Trait Line, you can dual attune. The trait , allows you do have your main attunement as your main hand skills and your previous attunement as your off hand skills. This grants you access to dual attune skills, which are the extra six weapon skills that
Weaver has access to when compared to
Elementalist or
Tempest.
Precasting is a common practice before boss a triggers. Do this by:
Precast before every boss is highly advised. This can be done by starting in / then swapping to / while you’re walking to the boss or while the boss is walking to you.
If you find yourself unable to get good DPS on bosses but able to get good golem DPS, make sure your ground abilities are actually hitting the boss for their full duration. A classic mistake is to use abilities like , , , or other abilities that place something on the ground just when the boss is about to move. If the boss is moving out of your AoEs, you will lose a tonne of damage.
Another common mistake is to waste burst skills like or just as the boss is about to phase, become immune to damage, or otherwise be unaffected by your burst skill. Burst skills are a massive part of your overall damage, so wasting them is very bad.
If the boss is close to phasing and you know you won't get your and in , you can delay your swap to / by a little bit. You can then cast and in / so they tick before boss phases as opposed to not casting them at all.
If you find yourself falling out of the rotation, don't be afraid to reset to / and lose some DPS just to get back on track. It's better to take the hit early on than to continue trying to perform the rotation with abilities out of sync.
In general, you are very squishy and should do your best to avoid all damage. Even having two healers will not help if you get one-shot by most mechanics.
Pay attention to not interrupt your auto attack chains as they're a very big chunk of your total damage. If you're struggling with this in raids due to too many effects then look at the skill icons. The icons are very recognisable!
Be careful when using , , and as they all lock you into an animation that cannot be cancelled until complete.
Try to use inside the boss's hitbox for the extra damage ticks from its trail.
Always try to use 0.5 - 1 second in / before going in / . This will ensure that all your ticks from will be in full which will result in more Burning damage. If you use it too late then one tick from will tick in / .
Use in / due to the added Ferocity from .
will help keep your health high as it will trigger each time you use a skill.
will summon a bundle and is a Ground-Targeted skill. When you have in your hands, you will benefit from + 75
Ferocity and + 180
Precision. The second "charge" of , that will be whenever you placed the
Ground-Targeted skill, will last for 30 seconds.
will create a different storm based on your current attunement, this skill is a Ground-Targeted Aoe skill. Each storm has a different
Cooldown and effect. For this build, you will use two of the four storms:
should be used in / just before going in / . This will ensure that all your ticks from will be in full which will result in more Burning damage. If you use it too late then one tick from will tick in / .
will summon a bundle and is a Ground-Targeted skill. When you have in your hands, you will benefit from + 260
Power and + 180
Condition Damage. The second "charge" of , that will be whenever you placed the
Ground-Targeted skill, will last for 30 seconds.
is a charged based skill that will heal you and your subgroup for eight seconds. You are healed when you strike enemies. This can only be triggered every second due to an internal Cooldown. This heal skill has two charges but each charge grants you the heal buff for five seconds, this means there is no reason to spam this skill!
has a long cast time but is a burst heal. It's not that great for your rotation but really useful for when you’ll take a lot of damage and can’t get heal from other sources. It also grants you a boon depending on your current attunement:
grants you + 150 Power whilst in .
causes your Burning to last 20% longer and you have a 33% chance to cause
Burning whenever you do a critical hit.
grants you + 150 Power when you have over 10 stacks of
Might. You gain an additional + 150
Power when in , assuming the
Might requirements are met.
causes you to deal 10% more damage whilst in . It also reduces the Recharge of your weapon skills by 20%.
causes your Fire Fields to last two seconds longer and you gain a stacking bonus when a Fire Field hits a foe. This stacking bonus grants you 1% damage per stack for a maximum of 10 stacks.
grants you 7% Ferocity based on your
Precision.
grants you + 180 Ferocity whilst under the effects of
Fury. It will also grant you
Fury when you land a critical hit, this comes with a three second internal
Cooldown.
grants you + 150 Ferocity. Whilst you are in you gaint an additional + 150
Ferocity and gain reduced
Recharge on your weapon skills.
is a flat 20% modifier when your target is under 50% health.
allows you to dual attune to elements and reduces the Cooldown of your attunement swapping to four seconds.
causes your dual attunement attacks to inflict Weakness and grants you 10% increased
Critical Chance against foes inflicted with
Weakness.
is a flat 10% modifier when you have Swiftness.
causes you to gain + 120 stat points from different attributes depending on which attunement you are in:
grants you a buff for eight seconds when you are fully attuned. This buff is a flat 10% modifier.
So, which trait? or ?
If you don't have in your subgroup, you will need to take:
may net your more DPS than when playing with . We recommend that you use at Qadim.
You have to be extremely careful with because this skill can't be cancelled so there is a chance to be teleported. Always take care when using .
If you're tanking Vale Guardian on the edge of the arena, you can use into the wall. Replace with in your loop.
Use and to break the Green Guardian or
Blue Guardian.
If your squad is doing slow CC, then it's advised to swap to to avoid dying. Don't spam the charges as each one lasts for five seconds.
Aim to be in / after split ends, this allows you to restart your loop.
Continue your rotation during the split phase as all of your Cooldowns will be ready for when you get back to
Gorseval.
Use and to help CC.
Precasting is highly advised if you're going to /gg and then run back in before Sabetha spawns. There is no need for a countdown, just cast your as soon as
Sabetha spawns. She is
Invulnerable for quite a bit at the start so there is plenty of time for you to swap back to your Sword and Dagger set.
Be careful with as it gets you really close to Sabetha which can get you a .
Sabetha always targets the closest player with this mechanic. In general, aim to be at max melee range to avoid getting a .
Don't skill save while Sabetha is away at the cannons. Most of your skills have a short
Cooldown so it's not worth skill saving. The only skills that you can save are and .
This doesn't apply to Karde. For
Karde, you should use all your
Cooldowns to kill him as fast as possible.
Help with breaking Knuckles if needed by staying in / a bit longer for . If, for some reason you need more, you can also use .
If you are doing cannons, use but be sure to not be too close to the platform edge.
Precast if you get a countdown before the boss triggers. If there's no countdown, you can precast as usual since being stuck on Staff isn't exactly that amazing.
Use and to get back to Slothasor quickly if you have to deal with mechanics.
Delay your until the first Breakbar Phase. Cast just before it breaks and precast .
Use and to help CC. If additional CC is absolutely required, you can also use and .
You should run instead of here!
Don't tank unless you know your Heal Druid or your
Power Soulbeast will cleanse you. The
Torment and
Confusion can quickly kill you.
If you're tanking Keep Construct on the edge of the arena, you can use into the wall. Replace with in your loop.
Use and to help CC.
You can use to push the orbs on the island events, if needed.
If you get teleported during the second phase, you can get back to Xera quickly with and .
Don't tank the red orbs in the last phase, avoid them at all costs. They apply Slow which is literally the worst condition ever so please don't tank them.
Help with shard clearing, always.
If the boss is tanked between 5 and 6 in the second phase, clearing shards is more important than your DPS simply because you'll do more DPS without any Shards up.
Alternatively, if your tank is special and wants to move to the middle and then to 1, then you're better off letting others clear them, assuming they have ranged capabilities.
Obviously, if you see that no one is clearing them, you can use to get to the shards and clear them, as wiping is worse than your lowered DPS.
Use and to help CC.
Precast if you get a countdown before the boss triggers. If there's no countdown, you can precast as usual since being stuck on Staff isn't exactly that amazing.
Dodge or the
Jade Knight's explosion as it applies
Slow. If you have
Resistance or you know that you'll get instantly cleansed afterwards, then don't need to bother but make sure that you don't die from it.
Do a good rotation since it's pretty much a golem and you shouldn't lose to anything except a Rifle Deadeye
Make sure you pay attention to the boss's health so you don't waste any of your big Cooldowns on the
Breakbar Phase. This applies to and . The downtime during the
Breakbar Phase allows you to reset your rotation.
If you notice your Swiftness uptime is low, then consider swapping to and use it during the
Breakbar Phase in .
Swiftness grants you a 7% modifier due to the trait.
When Guldhem is about to die, make sure you are transitioning back to / so you can get the buff from as Samarog returns.
Use and to help CC. If additional CC is absolutely required, you can also use and .
Don't waste too many Cooldowns whilst killing the chains, try to stick to weapon skills only.
When Deimos spawns, precast and . Once he appears, you can use , drop and continue your rotation as normal.
Don't hold back on your rotation when your killing the Sauls during the split phases. The faster they die, the easier your life will become.
If you get Knocked Back by
Deimos and you happen to be in , you can quickly get back to
Deimos by using or .
In , you have and . These can be used to help CC the Sauls during the split phases and until they die.
In general, try to end every having just attuned to / so you can get right back into the loop as soon as the next slam happens. The goal is to line up your big burst Cooldowns, and , with the burn phases of the body.
Always save for the burn phases on the body of Conjured Amalgamate and use into it. Replace with in your loop.
If you're DPSing during the weapon collection phase, then you should pay attention to the middle line on the ground. Do your best to camp the right side of it as it’s pretty much a DPS safe spot against orbs.
You can solo the break the bar of a Shield for free with .
You should play here as has almost no uptime due to the creatures dying at 80% and 75% health.
Be careful with as it locks you in animation and you might down to attacks.
Help with Breakbar Phases by using and .
If you are not responsible for the Pillar mechanic, you can swap freely between and . Pick whichever one helps you line up with your group DPS. should always win, but in the low squad DPS scenarios, might help you pull ahead.
If for some reason you need to take the Pillar mechanic, consider playing as you can do one full rotation loop before you have to place the Pilar. After you place it, you can quickly get back to Adina with and continue your rotation.
You can use to quickly get to Adina after each Pillar mechanic and after each split phase. Not only is this fast, but it will also prevent you from falling in any holes.
When the Pillar phase starts, Adina becomes practically
Invulnerable. Don't waste your or during this period.
Try to attune to / just before each phase begins. This will allow you to have up the buff from for your opener.
Try to be in / when ends and the hands spawn.
If you start by killing the Hand of Erosion first, you should burst it down before it finishes casting. This will prevent you from getting the additional stack of Curse of Erosion.