Due to the trait , it is important to constantly be in a flanking position to avoid losing 7% Critical Chance.
Stacking Thieves is increasingly common on a variety of encounters. can be overridden meaning that Thieves should stagger their use of this skill or coordinate which Thief will use on each Breakbar. If you're stacking a lot of Thieves, you can also take .
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 using Soul Stone Venom to cleanse conditions, you can use it for a moderate DPS increase that roughly equals another . You can gain Soul Stone Venom from the following encounters:
will allow you to heal as you attack. It will trigger from both skills that apply conditions and physical attacks with no internal Cooldown.
grants you + 180 Precision. You can also use the active of to cleanse three conditions, only do this if you know you will die.
grants you + 180 Power. The active of this skill will grant you + 540 Power for five seconds. This is when you use your burst rotation, you should also try to use Throw Magnetic Bomb when under the active effects of .
causes you to strike your target five times. If all five attacks hit you will gain access to which does damage and 200 Breakbar damage.
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. You can also take if your phase times are slow.
causes you to gain + 80 Power on this build.
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.
is a flat 20% damage modifier against foes with less than 50% health.
gives you an additional 5% Critical Chance when your health is above 90%.
is the reverse of and half the value. You gain 10% additional damage when your target is above 50% health.
causes you to deal 5% more damage per Endurance bar that is missing. This only applies to phyiscal damage.
causes your Dodges to become . This new and improved Dodge will do damage at the site where you land and cause you to gain a 10% damage increase for four seconds after a Dodge. This is why your rotation has so many Dodges in it!
On Qadim, you can swap out for . This will allow you to get two Stolen Skills when you use .
Coordinate the use of so that it isn't wasted due to overriding it with another .
If the Blue AoEs appear when you are about to use , you can use instead to Dodge it.
When attacking the Charged Souls during the split phases you should try to stand in light fields. You have a lot of whirl finishers, from and , and this can be used to clear the Weakness from your subgroup. Clearing this Weakness will mean that you kill the Charged Souls faster.
If you are dying during the Breakbar Phase, you should prioritize dodging and using . These are slow hitting skills that will cause you to take less damage from the retaliation but still maintain your DPS.
You can stack Bloodlust, with on another weapon set, on the adds in the event preceding Sabetha.
The skill you get from Sabetha is Unstable Artifact. You can use this to shadowstep to the Launch Pads. The skill you get from the Champions is Throw Magnetic Bomb and is a personal DPS increase when used.
CC on this boss is not as important so you can use instead of .
Be especially mindful of your positioning here while she is doing her Flamewall, as her hitbox is anchored to the position where she started it. This is to ensure you maintain the 7% Critical Chance from .
If you are doing cannons, two auto attack chains and should be enough to destroy it.
You can precast for the extra DPS. You do this by retraiting to Deadly Arts and taking . Use your heal skill with this trait to drop but remember to swap your traits back after!
On this encounter you should use as it triggers on the Slublings.
You should always take at Slothasor. This is because you will want to provide extra CC through .
Soul Stone Venom has no cast time and can be used off Cooldown. The downside of this is that it will cleanse only one condition as the venom stack lasts for 30 seconds and will cleanse the next incoming condition. Only do this if you don't have to worry about Fear, or corruption from the Slublings.
Soul Stone Venom is roughly a in terms of personal DPS gain.
You can also use for 200 Breakbar damage to help with CC.
Use to provide an additional 200 Breakbar damage.
The skill you get from the bosses is Throw Magnetic Bomb. This can be used to do Mortars with as it is a pulsing CC.
Take here, if you are dealing with the Mortars. will be enough to deal with the single Mortars.
During the triple spawn, use on the first add, the first hit of on the second add and the second hit on the third add. Alternatively if you can get , the Stolen skill, you can use that instead.
Feel free to take and for a little bit more sustain if the adds remain outside and as another CC in the case of the latter.
If your party is struggling with shard clearing you can onto the shards to help out.
Consider getting a Pistol - Pistol set on swap for the platforms or in case you get teleported and need to range.
You should always take at Samarog. This is because you will want to provide extra CC through .
Take Pistol / Pistol on your second set. You can use this during the start of the third phase as Samarog will be stationary while he uses . Use and Throw Magnetic Bomb while Samarog is stuck in its animation.
Pair Throw Magnetic Bomb with and make sure to get the 10% damage modifier from as well.
Use to provide an additional 200 Breakbar damage.
Drain your Endurance during the Breakbar Phase so you will start the next phase with the damage bonus from . You can also prime by attacking Samarog while he is still Invulnerable. Save one dodge to avoid as will net you more DPS than jumping them.
The skill you get from Saul is Throw Magnetic Bomb. This can be used to help CC the first and third Saul.
You can swap out for to help with CC.
Swap in instead of . These are major grandmaster traits that you can find in Critical Strikes. We recommend this trait change to give yourself a little bit of self sustain when tanking floor damage if you are outside of Desmina's bubble.
Save so you can use it on the approach bombers.
If you want to be really cool, equip double Pistol on your second weapon set and you can pew pew the rifts as they spawn.
Swap in instead of . These are major grandmaster traits that you can find in Critical Strikes. We recommend this trait change so you can pew pew with double Pistol while standing in greens.
Use to help CC during the Breakbar Phase.
You can use as an emergency group cleanse to remove the Torment from after the .
You can run Pistol - Pistol as your second weapon set. This can be used for ranged DPS during the and also to provide a smoke field if you Stealth the Reapers.
During the final 10% phase, is pretty weird. You need to cast it from the edge of the circle, towards Dhuum, and then backpedal while auto attacking.
Try to face the throne for the buff from .
Use your only while Conjured Amalgamate's main body is vulnerable. Using it on Arms is a waste.
Your DPS on the Arms doesn't matter since you won't one phase it and it will definitely die in the second burn as people use their Swords.
Stealing from Conjured Shields gives you Throw Magnetic Bomb. This is why Power Daredevil surpasses Power Deadeye here so make sure to do it and save it for when Conjured Amalgamate is vulnerable. The Conjured Greatswords provide you with Unstable Artifact as a Stolen Skill which is fairly useless for this encounter.
Start your burst on Arm before it goes up and don't do it a second time. Save it for after, when Conjured Amalgamate's main body is vulnerable.
Once Conjured Amalgamate is vulnerable don't activate your burst yet. Use the standard rotation of:
Once the orb collection has finished and Swords have been used then you can begin your burst rotation. Wait until Conjured Amalgamate has at least five stacks before you begin.
During the second burn remember that it phases at 25% so adapt your burst timing. You will most likely have to start it during your teammates Sword casts so pay attention to it.
For the last burn phase remember that you can hit both Conjured Amalgamate and the second Arm if you’re close enough.
You can take a second Staff with and . Swap to this when you need to kill the Destroyer.
Swap for . This will let you double the amount of Throw Magnetic Bomb and Detonate Plasma uses which makes the Creatures considerably faster at almost no loss to boss DPS. gives you absolutely nothing at the Hydra, Destroyer or Wyverns. Double Throw Magnetic Bomb provides a lot of DPS and CC. Double Detonate Plasma provides a lot of boons which can sustain you throughout the split phases.
rotation with Throw Magnetic Bomb:
Having Shortbow on swap is advised for mobility and it lets you blink between the platforms in case your jumping skills aren't amazing.
Your usage should look like this: