Always try to finish your auto attack chain, as does the most damage and is the final skill in the chain.
Only use and when you have allies in range. Clones, phantasms, pets and minions all count!
You can precast your venoms before you start an encounter.
Unstable Artifact is a shadowstep that will Immobilize up to 10 targets for four seconds. If you use this Stolen Skill on a Downed squad member it will Pull them to you instead. It will also Revive them by 15%. You can gain Unstable Artifact from the following encounters:
Soul Stone Venom clears all conditions from your entire squad when you use it. For each condition cleansed each ally will gain one stack of Soul Stone Venom on top of a single base stack. I.e. if you have four conditions and they are cleansed, you will gain five stacks. These stacks will then do damage when the ally attacks that is attributed to your DPS. If you don't plan on using Soul Stone Venom to cleanse conditions, you can use it for a moderate DPS increase. You can gain Soul Stone Venom from the following encounters:
will causes you to gain 25 Endurance per pulse for a maximum of three pulses. So you, that means one and a half Dodges. Use this when you are beginning a new phase or if you had to run away to deal wit a mechanic to ensure that you begin your rotation with full Endurance.
causes you and four allies to apply Poison for the next six attacks. Make sure you have four other people inside the relatively small AoE before using this skill.
causes you and four allies to apply Immobilize for the next two attacks. This, in turn, will apply Poison due to . Make sure you have four other people inside the relatively small AoE before using this skill.
provides you with some DPS but you should only take this utility when there are no Breakbars in the encounter.
should be taken over if there are any Breakbars in the encounter. Faster breaks will lead to better kill times. Make sure you have four other allies close to you before you use to ensure that all five charges are applied. If you have another Power Daredevil, Condition Daredevil or Power Deadeye in your subgroup you will need to coordinate your . You don't want to waste it by overwriting each other's.
can be taken to help CC if you know that adds might cause to be wasted.
causes your to apply Poison.
causes you to apply Immobilize to a target if you strike them when their health is below 50%. This part of the trait has a 20 second Cooldown. This trait also causes your Immobilize to apply Poison with an internal Cooldown. This works in great synergy with .
causes you to do 2% more damage per unique condition on your target. Typically, you will have between 10 - 11 conditions on a target. This only applies to physical damage.
will cause you to leave from the position in which you Dodged from. has significantly low effects than .
increases your Initiative by three. This allows you to use more than you usually would.
causes your to have a reduced Recharge by 20%. It will also cause to remove a condition when used.
causes you to gain one stack after each skill that uses Initiative is completed. You will not gain a stack of if the skill is not completed. Each stack of increases your phyiscal damage and Condition Damage by 1% with each stack lasting 10 seconds. This trait also reduces the Recharge of your by 15%.
causes your to have a reduced Recharge of 20%. This synergizes well with , and .
causes you to deal 5% more damage per Endurance bar that is missing. This only applies to phyiscal damage.
causes your Dodges to hurl daggers at surrounding mobs. can affect up to three enemies and you can hit one target multiple times if the other targets are standing behind. The daggers are not all thrown simultaneously; Torment is thrown first followed by Bleeding and Cripple.
The skill you get from Gorseval is Unstable Artifact. You can use this to Immobilize the Charged Souls during the split phase. Unstable Artifact will also trigger , a major master trait in Deadly Arts.
Try to Dodge inside of his hitbox, particularly if the adds have been pulled close enough to get off more hits.
Save and use it during the Breakbar Phase to help CC. Make sure to use it when allies are within range.
The skill you get from Matthias is Detonate Plasma. This will cover Protection so your Druid doesn't need as well as get your squad an average of 45% Resistance uptime. This Resistance uptime will help combat the effects of Chill and other conditions. It will also help with Stability during the storm phase and overall Quickness uptime.
You can use as a gap closer if you have to drop mechanics.
Take for the sacrifice to help CC, as might be wasted on adds.
Be careful not to have your skills interrupted in the phase when your Unbalanced stacks reach their threshold of 10 stacks. The Stability you gain from Detonate Plasma can be used to counteract this mechanic.
Take or whatever elite you fancy.
Take as your elite, as you have no need for CC.
Avoid getting hit by the circles and stay close to him to avoid getting . Otherwise you can pretty much use it as a rotation practice encounter.
Be careful when using while there are spikes up or unclaimed tiles. You can easily into one of them and kill yourself.
Apart from that, just use it as rotation practice as there are pretty much no mechanics here.
You need to be careful when using if you are approaching a wall of death. The best option is to just manually aim it, instead of targeting Soulless Horror.
Save so you can help CC Soulless Horror.
The skill you get from Dhuum is Unstable Artifact. This can be used as a shadowstep away if you get any mechanics, or to get you green ports. This is also useful if your kiter goes down and you need to pull him out of a messenger.
We recommend using , as there is no requirement to CC which makes taking pointless.