The main reason to cleave is to ensure that you always maintain 25 stacks of as this increases your Condition Damage.
can be used as a gap closer when doing mechanics or moving during split phases.
Remember to use once the enemy is below 50% health.
can be used to Immobilize adds.
You have access to a condition cleanse through . This skill will cleanse two conditions from you but will come at a heavy DPS loss if you use it solely for this purpose.
is a blast finisher and can be used in Fire fields to blast Might.
provides Immobilize and can be used to slow down adds.
Your Heal skill will always be as your rotation partly revolves around this skill. Using will recharge your , , and . You will almost always be using as part of your standard rotation but there might be times when you require to Immobilize adds.
increases your Precision. This will increase your Condition Duration due to . Increased Precision will also help you to benefit more from and . Higher Precision also increases your Condition Damage due to .
is your replaceable skill. This is the first skill you want to be swapping out if you need to take another utility.
can be used to grant yourself two stacks of Stability. This can be used to prevent the Stun from or to avoid getting Stunned, Knocked Back or Knocked Down by certain mechanics. The shockwave from this skill will reflect incoming projectiles and you will need to take care at certain encounters. Rock Guard, a 0.5 second buff from using , will block incoming attacks.
If your squad needs more CC you can consider dropping for .
If, for some reason, you don't have access to Fury you could take instead of .
increases your Condition Duration based on your current Precision. This trait will help you cap out on Condition Duration and will be even more effective when running the Discipline trait line. This is because you will gain additional Precision through .
is a stacking buff that increases your Condition Damage by 10 stat points for each stack. There is a maximum of 25 stacks for this buff. You gain by landing a critical hit on your target(s). You can massively increase the amount of stacks you have by cleaving adds during encounters.
increases your damage by 7% while under the effects of Swiftness.
The rotation for this build relies on the lower cooldown of your Weapon Swap, from , and the reduced cooldown of your and , from .
will improve the effects of banners on you. This will greatly increase your Power, Precision, Ferocity and Condition Damage. and will put you at roughly 80% Critical Chance which will help to buff you through , , and . Please note that these do not need to be your banners.
causes your burst skills to give Swiftness and partially restore your adrenaline. It also causes your burst skills to do 7% more damage.
reduces the cooldown of your and . This, alongside , is what the rotation revolves around.
is a 15 second buff that you receive when you enter or leave . This buff increases your direct damage and condition damage by 7%. Assuming you enter off cooldown you will have a permanent uptime of .
causes you to gain a Fire Shield whenever you critically hit an enemy. It also causes Fire Shields to explode, causing Burning, when a rage skill or torch skill is used. Fire Shields that are created by rage skills will detonate immediately. The 15 second cooldown on this trait only refers to when gaining a Fire Shield from a critical hit but not the detonation.
There are no important trait variations for this build.
You provide permanent Burning through , , , , , and .
You can provide permanent Bleeding through , , , , , , and .
You can provide roughly 50% Cripple uptime through , and .
You can provide roughly 20% Immobilize uptime through and .
You can provide some Blind through .
You can provide Fury through to your subgroup, if you take it.
You can give yourself Stability through .