For Invocation: If you have problems when swapping from to while under 10 energy there are a few things you can do.
Pay attention to always finish as it is easy to interrupt this animation. The animation has to be completed to create the AoE field on the ground.
If you hover your mouse over your UI while using it will jump in place faster.
100% energy rotation start;
Always try to Legend swap before Weapon Swap so you can trigger or .
Playing can make this rotation very punishing if you don't know how to recover following mechanics.
and are much easier to recover when you have to run away from a boss due to mechanics. also has many movement skills that might prove more useful for mobility.
The general advice is to start off with learning the rotation and then moving to the rotations.
will give you Kalla's Fervor whenever you critically hit or flank an enemy.
List of Stun Break skills:
, your heal skill, offers some modest healing for your subgroup.
will inflict Bleeding on five enemies within the AoE.
will grant five allies the ability to life steal with their attacks. This skill rarely sees the light of day when playing Condition Renegade. You will likely only use it when you are playing Heal Renegade.
, your heal skill, will heal you more for each condition on you. This skill does not cleanse conditions.
is rarely used but you can use it to grant allies Resistance. This utility will also take conditions from your subgroup and give them to you. Each condition will increase the amount of Resistance applied to you.
is used to remove boons from enemies. This attack is a beam and can hit multiple targets that are standing in a line. This utility will also apply Confusion.
increases all your stats by 10% and causes Torment to nearby enemies. This will increase your Toughness as well! Make sure that you don't have the highest Toughness if you're at an encounter with Toughness based aggro.
, your heal skill, will allow you to siphon health from enemies that you hit. It is a fairly weak heal.
is a very useful movement skill that can be used to jump back to a boss after dealing with mechanics.
will cause you to strike enemies an additional time after you've hit them. This comes at a 0.25 second intervals. This utility will also grant you Superspeed.
When playing with the Invocation trait line there are two traits that you should be aware of:
When playing with the Devastation trait line there are two traits that you should be aware of:
In the Renegade Trait Line you will need to choose between , and .
You need to run if:
is used on all Invocation builds, regardless of hitbox size.
is used when playing Devastation on Medium and Huge hitboxes.
There are also variations in the Corruption trait line that are good to be aware of. Two different trait combinations are taken depending on the length of the phase and/or encounter.
You will want to run the following traits in most situations:
You will want to run the following traits when you are stacking Condition Renegades:
Devastation brings which is a DPS increase for power based DPS classes.
The take home message for the fight between Invocation and Devastation is that you pretty much always will be running Invocation. You will only be running Devastation on power orientated encounters, which normally don't favour Condition Renegade.
It is more beneficial for you to play Devastation when you have two or more power based DPS classes in your subgroup.
If you are playing with the Devastation trait line then you will want to take .
You provide permanent Bleeding through , and .
You provide permanent Burning through , , and .
You provide permanent Torment through , , , , , , , , and .
You provide roughly 20% Cripple uptime through .
Finally, you can provide roughly 30% Weakness uptime with .
You provide Resistance to your subgroup when you use .
Start your rotation with and , while running to Vale Guardian and use followed by .
Be careful when using , as you can get ported through . Just delay when you see a blue field is appearing.
Depending on how much energy you have in , you can start your rotation with either two or three , and .
For the last phase use and first and wait with using until Vale Guardian is in his last tanking spot.
If possible, swap to as you engage the Red Guardian during the split phase. This allows you to use and provide Vulnerability as you typically will lack it here. As soon as possible swap back to and save some energy.
For CC, you can use and .
Since you can only use twice, assuming your group DPS is good, you don't have to prioritize this skill over other skills.
Once Gorseval is attackable again, after the split phase, use three times, , , , swap to and .
If you need extra CC during the Breakbar Phase, you can delay and use to help provide some CC. If you are on Shortbow use .
Save energy on the second Charged Soul while you're in so you can start the phase with ~90% energy.
Be careful with and while Sabetha is using her Flamewall attack. Either don't use the option "Snap to Ground Target" or delay those skills.
If you are using "Snap to Ground Target" you can just detarget Sabetha and use your skills like and beside her.
Do not save energy while the split adds are up as the faster they die, the faster Sabetha returns.
If you have to do Cannons on Sabetha try to swap into before you go up to gain more energy. This way, you can use multiple times when you return.
If you get an expanding on Sabetha use or to get back to Sabetha quickly. If you are on Shortbow you can either use or just try to adjust your rotation so that you can use and while walking back to Sabetha.
If you get a while in you should use and any other spirits to drain your energy once you've returned to the group.
Use if you’re further away as it has a longer range, but make sure to take care when using this skill as it will put you on the opposite side of Sabetha.
You will probably get quite frequently because you are frequently the closest player to Sabetha due to .
Play Devastation here to give to your subgroup.
Use to pull mobs together.
You can also help with add control by using as it is an Aoe CC.
Try to start every boss with 100 energy in , this way you can start your rotation with - three times, and .
You can camp most of the time, since your energy is permanently filling up. You can use to either cleave mobs or for mobility.
You can do Mortars if needed by using between the first and second add, so you can cleave both of them. You can use for the final add, if you need more CC you still have .
Don't interrupt your rotation while Matthias is doing his bubble attack, just continue your rotation.
If you get knocked down, you can use on or on to Stun Break.
For CC, you can help with and or if you are on Shortbow with .
If you get a mechanic on Matthias which forces you to move away from the boss, you can use or as a gap closer. probably fits in your rotation anyway because you have had to move out and your energy is filling up.
If you don't want to use on Shortbow, you can just try to continue your Shortbow rotation while walking back. Start with and , so you are 100% sure that all projectiles will hit Matthias.
If you get a mechanic while in you should use and any other spirits to drain your energy once you've returned to the group.
You can play Devastation here to support your group with .
Use to pull mobs together.
You can also help with add control by using as it is an AoE CC.
Start the Xera fight with: Three Swap to Continue your normal rotation.
You can help with add control by using as it is an AoE CC.
You can use instead of to help drain your energy.
Use off cooldown in the gliding phase for some extra Alacrity.
Camp for the first island, so your energy is 100 when you land on the second island. Just do the normal burst rotation with 100 energy in and swap to for .
After you have destroyed the last shard go immediately to .
Be careful with your positioning for or . It is really easy to get ported at Cairn, so you have to constantly watch the ground for the port fields. Feel free to delay or if the fields are up.
If you get ported, use or to get back to Cairn. You will be too far away to use as a gap closer.
If you are on Mace while the green fields are appearing, stay as long as possible melee because you will lose a lot of DPS if you go into green while on Mace - Axe. On Shortbow you can just continue your rotation in the green field.
Try to focus on your rotation, since Cairn is essentially a DPS Golem with only a few mechanics.
If you have double Jade Scouts approaching, you can always delay slightly to help cleave them quickly.
Be careful with and while Mursaat Overseer is in a field with spikes. Feel free to delay your skills than die to spikes.
If your DPS isn't that good and you have to move Mursaat Overseer through the arena, try to place your in the direction that he is moving.
If you aren't able to go melee at Deimos, camp Shortbow and only swap Legends and not weapons as won't trigger.
Be careful when using , as you can trigger a black field during this animation as it roots you in place.
Try to not jump into a black field while in the jump animation of . This may mean that sometimes you have to delay using it.
After you get ported down to deal with Saul, try to be on and use to provide some Vulnerability. Swap back to as soon as you can to save energy. When you port back up to Deimos, you can use the 100 energy burst rotation.
Remember that and are CC skills and can be used to help break Saul or slow down Prides and Greeds. Alternatively, you can use which applies Chilled.
You can help with CC during the Breakbar Phases by using , and .
Be careful when using or while there is a wall close by.
Soulless Horror is essentially a DPS golem, so try to play your rotation as smoothly as you can to reach really nice DPS numbers.
Due to the downtime during the pre-event you will almost always have more than 50 energy, this allows you to do the following;
Always start your rotation with 100 energy on . The following options depend on where you will tank Dhuum:
You can use to get away from your group if you are subject to mechanics. If you are running you can use to move away from the squad and you can use when returning.
For the final 10% phase, always make sure you are in .
The next part of your rotation should look like this: Swap to or .
The follow opening applies if you are running . Once you've put down both and and done a auto attack chain, put down to get the proc for when you swap back to . Use immediately when you've finished the previous steps.
The follow opening applies if you are running . Cast once you've activated to ensure that you will proc . Swap to and use .
You will always start with 100 energy for every creature and Qadim. This allows you to do the 100 energy opening that you can find in the general section at the top of this written guide.
If no one in your team is killing the Lamp you can put down to kill the lamp when your team is done.
At the main phase on Qadim you can already start stacking conditions on him before he becomes vulnerable. As soon as he is in the middle of the arena you can begin your rotation.
The creatures and Qadim have proximity based aggro mechanics. Take care when using and that you don't steal aggro.
and will root you in place. Take care when Qadim uses his attack as you might be locked in an animation with these skills.