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General Gameplay Tips

General Warrior Tips

really pulls ahead of its condition counterpart at bosses with short phases and with frequent Breakbars.

At Slothasor and Samarog the limiting factor when trying to get fast kills are the Breakbar Phases. By playing you have high burst during the DPS phases and provide a lot of CC, thereby contributing a lot more to the fight than playing .

Keep Construct is also another situation where shines due to the fast burn phases. Power classes also help when cleaving the illusions more than condition based classes do.

By far the largest proportion of your damage comes from . Always try to use this while under the effects of , and .

On your Mace set you have . This will trigger whenever you use a skill that interrupts an enemy. The buff lasts for four seconds and can be triggered every three seconds.

You will want to end each Breakbar Phase by using . This will trigger and and will buff your when you swap back to Axe / Axe.

If you don't have full adrenaline when you swap to your Mace set you will want to use first. This will ensure that you use will three full bars of adrenaline and therefore do the most Breakbar damage.

Always use at the start of an encounter so you begin with three bars of adrenaline.

Warrior Specific Mechanics

Banner Placement

Make sure you place your banners outside the squad, this prevents your other squad members from mistaking them for Conjures.

Try to position your banners to get the highest uptime without having to move them.

Pick up your banners and move them when you know that they will be out of range, this will probably be the case for Slothasor.

On some encounters it will be beneficial to not place your banners on top of each other. For example, at Vale Guardian you want the group that goes to the Red Guardian to take your and the group at Blue Guardian & Green Guardian to take your .

If you, or a squad member, has to leave the stack in order to do a mechanic, you can ask them to bring back your banners if they happen to be out of range.

Do you need to worry about Fury or not?

The current norm for Support Chronomancer is now Chaos - Inspiration which means that you never have to worry about Fury. If your Support Chronomancers are not running these trait lines and instead are running Dueling - Illusions you will be forced to change your utilities.

You will not need to worry about Fury if you have a Druid in your subgroup as they will cover Fury. The same applies to Power Daredevil or Condition Daredevil on certain encounters where they have access to Detonate Plasma. This is only true for Matthias, Mursaat Overseer and the Statues of Grenth.

If you need to provide Fury your only option will be to take . Dropping or really isn't an option as it will remove your only source of thereby dropping your personal DPS significantly.

Utility Skills & Variations

Utility Skills

Your Heal skill will always be . This Heal skill will give you full adrenaline and give five allies + 50 endurance. Use at the start of the encounter and at the start of phases to make sure you begin with adrenaline.

is used to provide you with the buff. This buff gives you 20% extra phyiscal damage for six seconds. You should time your bursts around using .

and will always be on your utility bar when playing . These two utilities will buff all 10 squad members and have an almost permanent uptime. Your banners last for 90 seconds and will have a recharge of 96 seconds, assuming permanent Alacrity.

When cast, your banners will result in a blast finisher. This can be used inside Smoke fields or Fire fields to provide Stealth and Might respectively. You have access to a second blast finisher by using banner skill #5.

Utility Skill Variations

One of the main choices on this build will be the choice between and .

Take when you need CC for encounters and take when you don't need any CC. results in a higher uptime and therefore higher personal DPS.

Your personal DPS isn't as important as fast Breakbars. Make sure you take at encounters where you need it!

You also need to decide between , and .

Take when you need CC. You can use this as your emergency button when you need extra CC.

Take at encounters where you don't need CC and also have split phases. This will help you uptime some more Might, Fury and Swiftness.

Take for the clutch resurrect and the Fury it provides to your subgroup.

Traits & Variations

Traits in the Strength Trait Line

The damage from this build comes from the build up of and .

is gained whenever you use a physical skill and increases your physical damage by 20% for six seconds. The only physical skill you have on your bar for this build is or .

is gained each bar of adrenaline spent when you use , or . The maximum is three stacks and you can gain the maximum stacks if you have three bars of adrenaline when you use your burst skill. gives you a 7% damage increase per stack.

causes Weakness and Bleeding whenever you use:

increases the effects of Might. Normally, you gain + 30 Power per stack of Might but with you will gain + 40 Power per stack of Might.

Traits in the Tactics Trait Line

increases your damage by 1% per boon.

gives your subgroup + 100 Power.

causes your finishers to double in effect. The finishers that you will use are whirl finishers, projectile finishers and leap finishers. The following skills are finishers:

  • = 100% chance whirl finisher.
  • = 100% chance projectile finisher.
  • = 100% chance whirl finisher.
  • = 100% chance leap finisher.

Traits in the Discipline Trait Line

increases your damage by 7% while under the effects of Swiftness.

is what enables this build to provide such high CC without taking a hit to personal DPS. This trait reduces your Weapon Swap recharge time down to five seconds. This means swapping out to your Mace set doesn't punish you.

improves the effects of your banners but only on yourself. This is why your gear is different when you play compared to when you play .

causes you to gain + 300 Ferocity when you have an Axe equipped. It also causes all of your Axe skills to have reduced recharge and to grant adreanline when you critically hit.

Trait Variations

The main variation when playing this build is whether or not you take or not. This trait is only useful if you are running Greatsword on your other set.

If you don't run a Greatsword then you can take to provide Weakness. This might act as a unique condition to help buff builds that benefit from multiple conditions or it might help to buff builds that directly rely on Weakness.

If you are running you could also take instead of . This will help upkeep some Might during split phases. barely adds any personal DPS and therefore topping up Might may prove to be more beneficial.

Gear Variations

Scholar vs Thief vs Eagle

Let's look at some breakpoints for where different runes might become more useful.

Breakpoints for when you have :

  • will practically always perform better when you have .
  • You will only have if you are running double Druid. This means that you are likely to have very high uptime and don't even have to think about swapping runes.
  • doesn't enter into the equation due to overcapping with Precision.
  • We looked into using but it fell significantly behind the other runes.

75% Scholar Uptime 80% Scholar Uptime 85% Scholar Uptime 90% Scholar Uptime 95% Scholar Uptime 100% Scholar Uptime
Eagle Uptime 47% 50% 52% 55% 57% 60%
Please note all values are ± 0.5%



Breakpoints for when you don't have :

  • This is when all three rune sets are up for grabs. requires but and , on the other hand, do not.

75% Scholar Uptime 80% Scholar Uptime 85% Scholar Uptime 90% Scholar Uptime 95% Scholar Uptime 100% Scholar Uptime
Eagle Uptime 46% 48% 51% 53% 56% 54%
Thief Uptime 82% 85% 88% 90% 93% 95%
Please note all values are ± 0.5%



So, what does this all mean? The following guidelines apply on to non-spotter subgroups:

  • Slothasor - You can easily achieve very high uptimes if you have good Slubling control. >90% uptimes on this rune are easily attenable with an organized group. The main issue with running here is if you get Fixation. This will mean that it's impossible to flank and you lose all benefits fom this rune.

  • Keep Construct - You can maintain perfect 100% uptimes, during the burn phases, for this encounter. This is, however, only part of the encounter. Flanking should be very easy during all phases of the Keep Construct encounter which will mean that should pull ahead. By running this rune it also allows you to drop and have .

  • Samarog - You can maintain perfect 100% uptimes at Samarog apart from during the split phases. Samarog attacks so slowly that you can simply avoid everything but in order to avoid everything you must be behind him all the time. So, clearly, this results in very high flanking uptimes. The main issue with running here is if you get Fixation during the main phase or the split phase. This will mean that it's impossible to flank and you lose all benefits fom this rune. also can have uptimes of 50% and upwards meaning that this is also a close competitor. Take a look at your logs from your runs and determine for yourself if or serves you better.

  • Deimos - You can easily flank on this encounter during the first 90% of the fight and the last 10%. uptime can easily get low as the fight progresses. We recommend using at this fight.

  • Conjured Amalgamate - You can easily maintain extremely high uptimes at this encounter due to the damage reduction you get when you stand inside the shield. We recommend using at this encounter.

  • Qadim - You can have permanent flanking uptime when on the creatures during this encounter however you will have normally phased the creatures to 80% before the lamp has finished. You will find it very hard to flank Qadim as the phases progress due to the limited amount of room. uptime is very low due to Qadim facing you during his attacks. normally pulls ahead on this encounter. Although you do not gain anything when killing the creatures, you are also not under pressure to kill them quickly as they will normally be phased to 80% before the lamp finishes. We recommend using at this encounter.

When playing with without you will need the following gear:

  • Full Berserker Armor, Weapons and Trinkets.
  • and .
  • and .

When playing with without you will need the following gear:

  • Full Berserker Weapons and Trinkets.
  • Head, Chest, Gloves and Boots with Assassin's stats. Shoulders and Leggings with Berserker's stats.
  • and .
  • and .

When playing with with you will need the following gear:

  • Full Berserker's Weapons and Trinkets.
  • Full Berserker's Armor except for Assassin's Gloves.
  • and .
  • and .

General Variations

If you need CC then you will want to run Mace / Mace on your second weapon set.

If you don't need CC then you will want to run Greatsword on your second weapon set or Axe / Axe for Keep Construct with .

If you don't have a Druid in your subgroup and therefore don't have access to you will want to use instead of when running .

If you are try harding on Slothasor, don't have and want to run you will need to change you gear to have access to more Precision. This will means you will need to take the follow Assassin's trinkets in addition to the current Ring that you already have:

Boons and Conditions

You provide roughly 50% Cripple uptime through alone. You also apply Cripple through .

You provide roughly 30% Weakness uptime through .

also provides a negligable amount of Bleeding.

You provide roughly 30% Immobilize uptime through .

You can provide Vulnerability through , , and .

Your banners apply Regeneration due to . This will definitely be overwritten by the Regeneration that your support classes produce.

You can provide Fury, Might and Swiftness through to your subgroup.

You provide yourself with Fury, Might and Swiftness through .

You give yourself Fury and Quickness through and respectively.

You give yourself Fury from .

You give yourself Might from , and .

provides Might whenever you critical hit when you use a Greatsword skill.

The Might that you gain from the above sources can be shared to your subgroup if you take .

Breakbars

The reason for running is to provide a lot of CC for fights with a high amount of Breakbars. This applies for Slothasor and Samarog.

So let's take a look at the CC we have:

You also have your "panic button" - :

The skills marked with an asterisk (*) will do 30% more Breakbar damage if you are running .


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000

Vale Guardian favors as you need to provide the additional Condition Damage for the Red Guardian. Check out our Banner Berserker Guide to see what we recommend.

Gorseval the Multifarious 21,628,200 1,374 250 4,500

Gorseval favors as you can apply conditions to the Charged Souls and cleave the orbs. Check out our Banner Berserker Guide to see what we recommend.

Sabetha the Saboteur 34,015,256 1,374 48

Sabetha favors as the phases are slightly too long. Check out our Banner Berserker Guide to see what we recommend.

Salvation Pass

Slothasor 18,973,828 1,374 360 4,000

General Warrior Tips

At the start of the encounter use to give yourself maximum adrenaline. Do your normal opener and you should be able to fit in before Slothasor uses .

For the rest of the encounter you need to decide when to use . If Slothasor has a few percent left before he phases then it might be better to save so you definitely have it off cooldown to use with the modifiers from and .

Slothasor will Fear your squad after each Breakbar. If you have trust issues you can delay your swap back to Axe - Axe and use to block the Fear.

Banner Placement

If you place your banners at the start of the encounter then you will need to remember to move them as you pass towards the second mushroom. You can ask people who are unfortunate enough to receive mechanics to bring them for you if you forget.

If you delay your banner placement then you can place them near the center of the room to get maximum coverage.

Breakbar Phase

The sole purpose of running here is to provide a lot of CC and burst damage between Breakbars.

Depending on how fast your CC is, you may be able to trigger twice per Breakbar. It has a cooldown of 3 seconds and lasts for a total of 4 seconds. You can trigger at the end of the Breakbar by using as this will also proc . This way you can open up your burst immediately while stacking modifiers as soon as the Breakbar Phase finishes.

Begin your CC by using , but only do this if you have full adrenaline. You can gain max adrenaline by using . Follow up with and . Remember to always try to finish with .

Use as your panic button if the CC is extremely bad. You can use , and in to CC.

Gear Variations

If you are try harding on Slothasor, don't have and want to run you will need to change you gear to have access to more Precision. This will means you will need to take the follow Assassin's trinkets in addition to the current Ring that you already have:

Matthias Gabrel 25,953,840 1,374 140 2,500

Matthias favors due to the long phases. Check out our Banner Berserker Guide to see what we recommend.

Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500

General Warrior Tips

There are two weapon options you can play as on Keep Construct.

  • If you have good group CC then you can play Axe / Axe with a third Axe for instead of .
  • If you have bad group CC then you should play Axe / Axe - Mace / Mace.

If you run Axe / Axe - Mace / Mace then you should camp this weapon set until Keep Construct's Breakbar appears. As soon as Keep Construct's Breakbar appears swap to Mace / Mace and use , and to help with CC. If even that isn't enough CC go into and use , and .

Since you can move during nearly all your skills, you should always try to hit both illusions at the same time when they are trying to merge.

Banner Placement

Regardless of whether you kill Keep Construct on the wall or in the middle, he will always go back to the middle of the arena for the burn phase.

So, guess where your banners have to be? Put them somewhere between the middle of the arena and the side where you kill the adds, assuming you move Keep Construct.

Don't put your banners inside the hitbox or your Weavers will definitely start whining.

Depending on your kill speed and how many orbs you do, your banners may not be ready for the burst phase. If you are killing Keep Construct in the middle, you can place them as you run in.

If you are killing Keep Construct on the side, either cast them 10 - 15 seconds before the encounter begins to ensure that they are back off cooldown for the burn phase or delay casting them.

Xera 22,611,300 1,374 48 2,000

Xera favors as the phases are slightly too long. Check out our Banner Berserker Guide to see what we recommend.

Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200

Cairn favors as there are no phases. Check out our Banner Berserker Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160

Mursaat Overseer favors as there are no phases and you need to cleave the Jade Scouts. Check out our Banner Berserker Guide to see what we recommend.

Samarog 29,493,000 1,374 420 4,500

General Warrior Tips

Use as you run in so you can immediately begin your rotation.

If you have really high group DPS you may find that your is not off cooldown for every Breakbar. In this scenario, it might be more beneficial to run Shield offhand instead of Mace. has a lower cooldown and will be off cooldown for every Breakbar.

Most of your skills are mobile meaning that you can jump while using them. You can freely jump while using to get over the without having to interrupt your skills.

Banner Placement

Samarog should be fairly static during the first phase until 66%. Just place your banners behind Samarog towards the spears.

If you placed your banners out of range of the split phase, you will need to remember to go and collect them.

During the second and third phases you can place your banners inside the spears, just in front of where Samarog moves during his split phase.

Split Phase

Use to push Rigom underneath Samarog.

There is no need to skill save during the split phase as all of your skills will be back off cooldown. Save so you have it up for the next Breakbar.

Breakbar Phase

The sole purpose of running here is to provide a lot of Breakbar damage and burst damage between Breakbars.

Depending on how fast your CC is, you may be able to trigger twice per Breakbar. It has a cooldown of 3 seconds and lasts for a total of 4 seconds. You can trigger at the end of the Breakbar by using as this will also proc . This way you can open up your burst immediately while stacking modifiers as soon as the Breakbar Phase finishes.

Begin your CC by using , but only do this if you have full adrenaline. You can gain max adrenaline by using . Follow up with and . Remember to always try to finish with .

Use as your panic button if the CC is extremely bad. You can use , and in to CC.

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the Breakbar Phase ends.

Deimos 35,981,456 1,374 140

General Warrior Tips

The gap between and grows as your squad DPS increases. Higher squad DPS pushes to outperform on this fight. Additionally, will have better burst on the Sauls during each split phase. Clearly only works when doing the melee strategy.

As there is very little requirement for CC in this encounter, you can play Axe / Axe - Greatsword with .

have a secondary function, aside from providing uptime. They can be used to Immobilize Prides and Greeds, if required, to stop them from damaging Saul.

Take care when using while Deimos is using . You might get lucky and evade it but you might also get catapulted across the arena.

Banner Placement

Place your banners near the center of the Arena as Deimos barely moves.

For the final 10%, make sure you check the cooldown of your banners. If they still have a long cooldown you should take them down with you for the final 10%.

Split Phase

There is no reason to skill save during the split phases, just keep up your rotation as normal. The faster you phase Saul, the faster you are back at Deimos.

Remember to cleave both Saul and Deimos when possible.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000

Soulless Horror favors as there are no phases. Check out our Banner Berserker Guide to see what we recommend.

Dhuum 32,000,000 1,374 400

Dhuum favors as the phases are slightly too long. Check out our Banner Berserker Guide to see what we recommend.

Mythwright Gambit

Conjured Amalgamate

General Warrior Tips

If you already have enough CC for the Shields then you can drop for . This will allow you to have a better uptime.

If your squad has got good CC you can run Axe / Axe - Greatsword. If you have bad CC then you should run Axe / Axe - Mace / Mace.

You can use into Conjured Amalgamate to maximize the amount of hits as the edge of the platform acts as a wall.

Take care when the Shields spawn as you can easily kill yourself with or .

Banner Placement

Place your banners in the middle of the arena to maximise coverage.

You can drop your banners at the start as they will persist until the burn phase.

Twin Largos

Twin Largos favors . Check out our Banner Berserker Guide to see what we recommend.

Qadim

General Warrior Tips

If your CC is slow at Qadim or you need more CC for the creatures you can always take instead of .

Take care when you use as it will put you very close to your target. All the enemies at the Qadim encounter have proximity based aggro mechanics and your close proximity may cause aggro issues. The same applies to when you use .

Use at the start of the fight to make sure you have three bars of adrenaline.

Remember that you can't do any damage to Qadim when his Breakbar is up. The faster you break him the faster you can go back to DPS.

Try to cleave all the three adds that spawn at the Destroyer. You can freely move while using any of your Axe skills to help you reposition yourself.

You will need to kite the Matriarch as . Most attacks can be sidestepped or avoided by moving inside the Matriarch hitbox. If you are struggling with kiting the Matriarch you can always take a Shield on your other weapon set instead of Greatsword.

Kiting the Matriarch

Kiting the Matriarch is easy if you know her attack pattern.

2 x .

is actually two attacks. It looks like a swipe and then a stab into the ground.

You need to make sure that the Matriarch is not facing the Patriarch when she uses .

You can simply move out of the way when the Matriarch uses . The same applies for and .

You can walk inside the hitbox of the Matriarch to avoid the first but you will need to Dodge the second one.

After the Matriarch uses to escape she may use . She will only use this skill if no one is close to her when she moves. You will absolutely need to Dodge this skill if she uses it.

Banner Placement

Delay your banners till the Hydra has ported for the first time. Remember to carry them with you when you move from the Hydra to Qadim.

If you have lower DPS you can preplace your banners before you engage the Hydra and then reuse them once you get to Qadim.

Once your first set of banners run out you can use them off cooldown for the rest of the fight.

Don't use your banners once you've killed the Matriarch and Patriarch. Wait until you have finished the jumping puzzle and have arrived at Qadim.


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