Raid Guide

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General Gameplay Tips

General Warrior Tips

really pulls ahead of its condition counterpart for Slothasor and Samarog. At Slothasor he loses his conditions every 20% and at Samarog you can't apply conditions during his breakbar phase. The breakbar phases during these fights are the limiting factor when trying to get fast kills. By playing you have higher 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. The same is true for Deimos as the phases between each port are typically very fast.

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.

Rotation Tips and Tricks

The main DPS increase on comes from "Stowing" your auto attack chain.

You are able to stow the second attack, , after you land the first hit and then skip directly to .

Utility Variations

The standard utility variations on are the choice between and and between and .

This arguement comes down to the amount of CC that is required during the encounter. On Keep Construct and Deimos you will likely run and as all the CC should be covered. For the rest of the encounters, where we recommend , you will have to take and to help out with CC.

Fury Uptime

On all the fights where we suggest , you are not required to provide Fury. This is because at Slothasor, Keep Construct, Samarog and Deimos, your Chronomancers should be playing Chaos - Inspiration therefore they will provide enough Fury.

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:

  • = 150 breakbar damage.
  • = 100 breakbar damage.
  • = 300 breakbar damage at full adrenaline.
  • = 300 breakbar damage.

You also have your "panic button" - :

  • = 150 breakbar damage.
  • = 200 breakbar damage.
  • = 200 breakbar damage.

Always try to finish a breakbar with as this triggers in the Discipline trait line and . This way you can open up your burst immediately while stacking modifiers as soon as the breakbar phase finishes.

You also have which can be used as your panic button when you suspect that someone will probably die at Samarog due to shortcomings in CC.


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 split adds 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 recieve 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.

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 Greatswrd - Axe / Axe.
  • If you have bad group CC then you should play Axe / Axe - Mace / Mace.

If you run Axe / Axe 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 .

If your squad is tanking Keep Construct on the edge then try to use into the wall.

Don't use while you have aggro from one of the two illusions.

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.

Burn Phase Burst

For the burn phase: Precast to start with full adrenaline. Start on Greatsword Weapon Swap Weapon Swap .

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 adds. 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 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.

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

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General Gameplay Tips

General Berserker Tips

The cleave damage output from Berserker is huge and can be a great advantage especially at bosses with adds i.e. Vale Guardian, Gorseval, Sabetha, Xera and Mursaat Overseer.

The main reason to cleave is to ensure that you always maintain 25 stacks of as this increases your Condition Damage.

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.

Rotation Tips

Bind the "Stow Weapon" key as it will help you easily complete the full rotation even if you lack some Alacrity.

  • "Stow Weapon" before each apart from the first and second , as using cancels the pre-cast without needing to stow.
  • By stowing your you can get additional auto attacks in during your Longbow rotation.
  • and both have long aftercasts so you can stow after using them.

If a boss is about to phase, it is more beneficial to use than auto attacking as the Burning ticks do more DPS before it becomes Invulnerable.

Utility Variations

The current norm for Chronomancer is now Chaos - Inspiration which means that you never have to worry about Fury. If your Chronomancers are not running these trait lines and instead are running Dueling - Illusions or Domination - Inspiration 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 it. The same applies to 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 aren't responsible for Fury you have the option to run or with as your elite. is very standard and helps to kickstart your rotation by giving you full adrenaline.

  • Take if your squad CC is fine or you don't need any CC for the encounter.
  • Take if your squad CC is bad and it's a CC heavy fight like Slothasor, Matthias or Samarog.

If you are responsible for Fury you have the option to run or . Next you need to decide which skill, or ?

  • If it's a short fight you can take . "Short" is determined by your squad's DPS so have to think how high it will be.
  • If it's a long fight you will need to take . Again, have a think about your squad's DPS for this one.

Trait Line Variation

The main variation that you will have to consider when playing is the balance between taking Tactics and Discipline. The difference in personal DPS between Tactics and Discipline is fairly large now and so the requirements for you to take Tactics have changed.

For the majority of bosses you will now be taking Discipline and are free to follow the DPS Berserker rotation.

If you have three power DPS classes in your subgroup you should take Tactics instead of Discipline. This will provide your subgroup with and result in higher overall subgroup DPS than the personal DPS gain you get from Discipline.

The other reason for running Tactics is when the encounter has fast phases with multiple split phases. This applies to Vale Guardian, Gorseval, Slothasor and Samarog.

Individual Trait Variation

Take if you are using or . You can find this trait in the Tactics trait line.

Take if you are using . You can find this trait in the Tactics trait line. You should only be taking if your Chronomancers are not playing Chaos and you are therefore the only source of Fury in your subgroup. If possible, you should try to avoid taking and instead take .

When Vulnerability is lacking, take instead of but only as a last resort as it is quite a large DPS loss. Only do this if it is absolutely the last resort. Typically, your Druid will take to provide Vulnerability or you will have a Holosmith, Renegade or Guardian.

Breakbars

= 300 breakbar damage.

= 150 breakbar damage.


Spirit Vale

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

General Berserker Tips

Check with your Chronomancer to see what they are playing as if they are on Chaos - Inspiration, then you don't need to worry about Fury. If they aren't, then you will need to take .

You should be playing Tactics at Vale Guardian due to the innate low Armor and frequent split phases. will help improve your split phases by buffing your allies. Due to the short phases, you won't see that much of a personal DPS difference between Tactics and Discipline.

If you are in an organised group and kill Vale Guardian in the middle then you do not need to worry about your positioning so much as it is fairly easy to cleave the Seekers. Cleaving the Seekers will keep up your stacks thereby giving you more Condition Damage.

If you kill Vale Guardian on a wall then try to cleave the boss and the Seekers at the same time. You can do this by standing at his side and by aiming your through him to hit the Seekers behind.

If the timing permits, you can use to block the teleport from .

Banner Placement

Place your slightly towards the Red Guardian spawn so it is easy to collect when you move there for the split phase.

Place your towards the Blue Guardian so your squad can pick it up as they go there for the split phase.

Split Phase

As you will need to go to the Red Guardian during the split phase. If you have problems with Seeker control during the split, use to Immobilize it.

Remember to pick up your when going to the Red Guardian.

Use to help break the Red Guardian.

There is no reason to skill save during the split phase, just continue your rotation as normal.

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

General Berserker Tips

Check with your Chronomancer to make sure that they are running Chaos - Inspiration, they should be because you will probably have Deadeyes in your subgroup. If they are, this means you don't have to worry about Fury and you can take for the extra personal DPS or if you are lacking CC.

Due to the fast phases and the frequent split phases, you should be playing Tactics here. If you have no power based DPS classes in your subgroup then you can consider playing Discipline.

Although keeping up 25 stacks of should not be a problem here, remember that you can always cleave the expanding orbs. Cleaving the orbs, typically, is also your responsibility and is easily done with good positioning.

During the second and third DPS phases you can delay the use of until the CC phase, enabling you to use without getting stunned. You can also slightly delay at the start of the encounter, if you have trust issues, to avoid the first as it will grant you Stability.

During the third DPS phase, or "Eggs" will spawn around Gorseval. Try to avoid dodging out of the "Eggs" in order to upkeep DPS, you can simply walk backwards out of them as they spawn. will root you in place, so take care not to get trapped in an egg.

Banner Placement

Your banner placement will depend slightly on the way your squad does the split phase. Organised groups will split their squad in half and most likely one group will go the North-Eastern add and the second group to the South-Eastern add.

This will result in both groups kill their second adds to the West of Gorseval. This is where you should place both your banners so both groups get the benefit from them at the end of their split phases.

Split Phase

Don’t delay entering at the start of the split phases. You can use this to help cleave multiple adds simultaneously with . If the adds are about to die and you are still able to use then make sure to aim it towards Gorseval so that it will tick on him as he spawns.

As you head back towards Gorseval, you can use as a gap closer. If you use through or while you have up you will gain a Fire Shield. The same applies when moving between adds during the split phase. Fire Shield will give mobs Burning when you are stuck and can potentially detonate due to .

If your group is strugging with the split phases, remember that you can always use to Immobilize the adds.

Breakbar Phase

Save your to help CC but remember to use beforehand so you don't get stunned. You won't have up for the first breakbar as you will need to use it to kickstart your rotation.

If your squad is really struggling with CC then you could swap out or . This will mean that you have no way to provide Stability to yourself and you might get stunned while using .

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

General Berserker Tips

Your Chronomancer should be running Dueling - Illusions and therefore have no Fury output. Your should cover this, however, your Chronomancers can still be proactive and use Skill #2 on to provide Fury.

Sabetha favors classes such as Condition Engineer which means it will be unlikely that you will have enough power DPS classes in your subgroup to make Tactics worthwhile. This means that you can take Discipline instead of Tactics for the personal DPS gain.

Assuming your Chronomancers are running Dueling - Illusions this means that you will have no way to get adrenaline quickly due to the lack of . Instead of starting your rotation on Longbow, you should start on Sword to build up adrenaline quickly.

Keep an eye on Sabetha's health and try not to waste cooldowns if she is about to phase. This becomes more important when Kernan, Knuckles and Karde spawn as they will spawn Invulnerable and therefore destroy any projectiles you use.

You can easily cleave adds to help provide stacks. This is actually important when Karde spawns as you will need to help cleave down his turrets.

Banner Placement

Assuming you have no Weavers in your party you can place your inside the hitbox of Sabetha. This will give the Chronomancers easy access to it if Fury starts to get low.

Time Bombs

You lose barely anything by baiting the mechanic, as you can normally attack from range at some point in your rotation. To bait the mechanic you must be the closest person to Sabetha.

If you get a when you are on your Sword set you can use as you walk out of the stack.

Cannons

Unfortunately, when playing you will have to do cannons. You should be doing cannons 2 - 4. As you are a condition based class you can apply conditions and then leave the cannon, just make sure that you've applied a sufficient amount before leaving.

When coming back from doing cannons you can use as a gap closer. This can also be useful in moving to the platforms when you are on your way to doing cannons.


Salvation Pass

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

General Berserker Tips

Consider playing here, this is due to the very short phases and the fact that Slothasor loses his conditions every 20%. In addition to this, provides a huge amount of CC to help with the frequent breakbars.

Check with your Chronomancer to make sure that they are running Chaos - Inspiration. If they are, this means you don't have to worry about Fury and you can take .

Due to the fast phases and preference for power DPS classes you should be playing Tactics here.

You can apply conditions to Slothasor during the breakbar phase which means there is no reason to hold off on using your skills.

You need to take care with your as you can easily cleave down a transformed squad member. An easy solution is to aim your towards the closest wall and hence you will always miss the transformed Slubling.

If you get hit by you can use to help cleanse the conditions.

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 recieve 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

Save your to help CC but remember to use beforehand so you don't get stunned.

If your squad is really struggling with CC then you could swap out or . This will mean that you have no way to provide Stability to yourself and you might get stunned while using .

Bandit Trio

General Berserker Tips

Check with your Chronomancer to make sure that they are running Chaos - Inspiration. If they are, this means you don't have to worry about Fury and you can take .

Always remember that it is your job to CC the saboteurs with so try to save it. To make your life easier, remember that you can throw beehives in front of the cage to CC the saboteurs for you when Narella spawns. This will let you keep up some DPS on her instead of trying to CC them.

Although strictly speaking you do not need , it will help to maintain Might and Fury while your subgroup is spread out.

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

General Berserker Tips

Your Chronomancers will be running Chaos - Inspiration which means that they will be producing Fury. This means you can take or if you are really struggling with CC. Obviously, if you are running double Druid then the issue of Fury is void as Druids supply enough.

The Matthias encounter has always favored condition based DPS classes which means that you will never have to take the Tactics trait line. This allows you to take Discipline so you can follow the DPS Berserker rotation and have better personal DPS.

During the Snowstorm phase, Matthias will create Icy Patches that can be cleaved by you with , therefore aiding to keep up the 25 stacks of .

Take care with as this skill can reflect Matthias when he uses - his jump attack.

Conditions continue to apply when Matthias uses his , so always continue with your rotation when he uses this attack.

Banner Placement

The aim of the Matthias encounter is to keep him as static as possible near the center of the room so this means your banners should also be near the center of the room. If you see Matthias run off to Narnia, try to pick up your banners and relocate them.

Dealing with Mechanics

If you do happen to get a mechanic, be it Well of the Profane () or , you can walk backwards from Matthias to continue attacking and using . When moving back to Matthias remember to use as a gap closer.

If you are targeted by and are forced to move away from Matthias, you can use if you are on your Sword set to avoid too much DPS downtime. Use to get back to Matthias once has ended but take care not to leap too early.

Breakbar Phase

Save your to help CC but remember to use beforehand so you don't get stunned.

If your squad is really struggling with CC then you could swap out or . This will mean that you have no way to provide Stability to yourself and you might get stunned while using .


Stronghold of the Faithful

Escort

General Berserker Tips

Run around, look useful, attack stuff, hit stuff and spam .

You can Immobilize the Wargs by using or .

If you are super lucky and you've convinced your team that you should do Back Warg, there are a few things you can do to make it easier. You should only do this on DPS Berserker and not .

  • Take in Tactics.
  • You can take .
  • Use if you're really struggling to keep the Warg in your .

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

General Berserker Tips

Consider running at Keep Construct due to the short burst phases. In addition, has better burst to kill the illusions as they approach Keep Construct.

You don’t have to worry about Fury as you have so many Weavers that your Chronomancers will be forced to play Chaos - Inspiration. This allows you to take , instead of , for the extra personal DPS.

You can easily cleave the illusions as they approach Keep Construct and you should do this during the burn phase to get up stacks of .

You can use to help CC his breakbar once the two illusions are dead.

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.

Breakbar Phase

CC should never be a problem at Keep Construct and if you find that your squad is having problems then you should seriously reconsider life and check that your Chronomancers have a useful elite skill.

Save your to help CC but remember to use beforehand so you don't get stunned.

If your squad is really struggling with CC then you could swap out or . This will mean that you have no way to provide Stability to yourself and you might get stunned while using .

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

General Berserker Tips

Check to see how many power DPS classes you have in your subgroup. If you have less than three then you can take Discipline as this will result in high overall DPS than taking Tactics.

Your Chronomancers should be running Chaos - Inspiration at Xera. If they are, this means you don't have to worry about Fury and you can take . If for some reason they aren't playing Chaos then you will need to make sure that you have a source of Fury for your subgroup.

You can easily cleave adds here, therefore maintaining 25 stacks of . You can move around Xera to position yourself so you can use onto the adds as they spawn. This will not only help to maintain stacks but it will also aid in cleaving down the adds. Take care when cleaving adds that are in a shard AoE field as their Burning will get converted into Aegis.

If in the second phase you stay in one place to kill Xera, then try to stand to the side of her so you can cleave shards as well. Again, this will help to maintain stacks and also to remove shard pressure.

Be aware that there is an invisible pillar in the center of the Xera platform, therefore when on Longbow you should stand slightly to the side of her to avoid being obstructed.

Remember to use to help CC when Xera has her breakbar up.

Island Pre-Event

For the first island you can pre-cast , just before you glide, and use it to quickly kill the first shard. If you pre-cast it, it should be back off cooldown for the second island.

Use Longbow for the second island as most likely you will be placed on a button. Using in is ideal. You can use to help blast Might in your field to help boost your DPS classes while they are killing the central shard.

Before flying to Xera, you can begin to stack some Might with Torch skill 5 - and using your banners, followed by Banner Skill #5.

Banner Placement

Don't waste your banners on the pre-event islands.

Find out from the Chronomancer if you are keeping Xera in the middle during the first phase. If you are, then you can just place your banners there. If you are moving Xera try to place your banners between the middle and the location to which you will move her.

The same applies to the second phase, after 50%. Find out where you will be moving Xera and place your banners inbetween the two tanking positions.


Bastion of the Penitent

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

General Berserker Tips

Cairn favors condition based DPS classes which means you will be free to take Discipline over Tactics.

Your Chronomancers should be playing Chaos - Inspiration which means that they will produce the Fury for your squad. In addition to this, they will also be able to provide Stability which allows you to skip and have a high DPS uptime.

Cairn's crystal shard attack, , is reflectable. So make sure not to reflect it with .

You can use to block the teleport from , just as with from Vale Guardian.

This boss is a simple DPS golem so take the time to practise your Discipline rotation.

Banner Placement

Cairn is basically a static boss so just place your banners somewhere near the center of the platform.

Mursaat Overseer 22,021,440 1,374 160

General Berserker Tips

Check to see how many power DPS classes you have in your subgroup. If you have less than three then you can take Discipline as this will result in higher overall DPS than taking Tactics.

Your Chronomancers should be playing Dueling - Illusions which means that they will not produce any Fury. This means that you need to take for your subgroup. This only applies if you are not running a Daredevil as Detonate Plasma will cover Fury for the entire squad. If you have a Daredevil, you can take instead of .

Assuming your Chronomancers are running Dueling - Illusions this means that you will have no way to get adrenaline quickly due to the lack of . Instead of starting your rotation on Longbow, you should start on Sword to build up adrenaline quickly.

You can easily cleave adds here, therefore maintaining 25 stacks of . It'll probably be your job to cleave the center two Jade Scouts.

Just like with Cairn, this boss is practically a DPS golem so take this opportunity to practise your rotation.

Banner Placement

Mursaat Overseer is practically static, just place your banners near the center of the arena.

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

General Berserker Tips

Consider playing here, this is due to the very short phases and the fact that Samarog is immune to condition application during his breakbar phase. In addition to this, provides a huge amount of CC to help with the frequent breakbars.

You can use Sword Skill #2 - to jump over the shockwaves.

You can easily cleave the spears which spawn here, therefore maintaining 25 stacks of .

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.

Use or to on Guldhem so the Immobolize will transfer to Rigom to keep him in place.

There is no need to skill save during the split phase as all of your skills will be back off cooldown. You can hold off on using to save it for the breakbar phase.

Breakbar Phase

Samarog will spawn a breakbar every 10%, during this time you can't apply conditions and should just auto attack without blowing any cooldowns. By auto attacking you will be able to keep up .

You can take here as Fury will be covered by your Chronomancers as they should be playing Chaos - Inspiration. can also be used, if you have it, during the split phase to push Rigom underneath Samarog.

Deimos 35,981,456 1,374 140

General Berserker Tips

If your group has a lot of DPS, you do not need to worry about Fury as your Chronomancers can play Chaos - Inspiration. This allows you to take instead of .

If you have lower group DPS, your Chronomancers will need to play Domination - Inspiration in order to provide Aegis. As the Druid is in another subgroup, you will have to take as you will be the only source of Fury in your subgroup.

If you are going to pre-stack Might with , remember to do it after the boon strip.

and can be used to Immobilize Prides and Greeds if needed.

Remember that you can carry your banners through the ports with you while you kill Saul. This is very important for the final 10% so you should check your banner cooldown to see if you need to take them or not.

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

will solo break any of the Sauls which spawn.

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

General Berserker Tips

Soulless Horror favors condition based squads, this means that there is no reason for you to take from the Tactics trait line. This allows you to take Discipline which means that you are able to use the DPS Berserker rotation.

At the begining of the fight you can cleave both Soulless Horror and the wurms with .

Use on the Tormented Dead if needed. Take if you are struggling with Tormented Dead control.

You can use if you have to move away from Soulless Horror due to bad wall spawns.

Banner Placement

Place your banners near the center of the arena, this allows for maximum coverage.

Breakbar Phase

Save your to help CC but remember to use beforehand so you don't get stunned.

If your squad is really struggling with CC then you could swap out or . This will mean that you have no way to provide Stability to yourself and you might get stunned while using .

Dhuum 32,000,000 1,374 400

General Berserker Tips

Fury for your subgroup will be covered by the Druid as the Chronomancers will be playing Dueling - Illusions. We recommend as your Druids will frequently be away from the group due to their responsibility for taking greens. This might result in Fury downtime without . Check with your Chronomancers to see what they are playing, if they are playing Chaos - Inspiration then clearly you can run instead of .

You can run Discipline here as most likely your group will be stacking Renegades and therefore the personal DPS gain is greater than the subgroup DPS gain from .

Use in your rotation on the Enforcers as they take extra direct damage.

Keep at eye on the Reaper by the gate, if spiders start to build up then use to cleave them.

Greater Death Mark

Seeing as you aren't going to be in charge of boon strip, due to multiple Renegades, it doesn't really matter which green you take.

If you don't have any Renegades, you will need to play Spellbreaker as you will be in charge of the boon strip.

Remember that is a condition cleanse, use it to cleanse the Torment after the Soul Split ().

Dealing with Mechanics

Use for extra movement during mechanics and going to greens. This will help you maximise your DPS uptime.

You can also use when moving out to the seals during the final 10%.

Banner Placement

Ask the Chronomancer where you will be tanking Dhuum. Try to place your banners between the two tanking spots for each phase between the .

If you are taking the first green you will need to place your banners before taking your second green as Dhuum will have already spawned.


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General Gameplay Tips

General Spellbreaker Tips

The only useful location for this build is Dhuum.

At Dhuum you might be the only source of boon strip for after the or "Soul Split" attack.

The idea is that you can pre-place your before you take your green, thereby instantly stripping Dhuum of any boons he may have stolen.

When playing this build, you will need to evaluate the benefits of taking Tactics or Discipline. This will depend on the number of power based DPS classes in your subgroup.

Assuming you are not running Discipline, you will lose out on Precision due to not having . This means you need to take more Precision, check out the gear we recommend in the Spellbreaker section.

uptime can be pretty low on this boss due to both of your Druids having to take greens or having to kite. You might want to consider using to cover the additional lost Precision from not having .


Hall of Chains

Dhuum 32,000,000 1,374 400

General Spellbreaker Tips

Important: Check out the Spellbreaker gear section to find the gear you need to cap your Critical Chance.

As Spellbreaker you should take the first green port, these occur at 9:30, 8:00 and 6:30. By taking "Green 1", you will always be able to pre-place your before the occurs.

We recommend Greatsword - Axe / Axe as you will need the extra mobility to get to your green ports. Due to the huge amount of mobility made available from and , you can hang around Dhuum a few extra seconds giving your DPS classes an extra tick or so of .

Always try to replace using with . You can use on the small green necro marks that Dhuum creates with every auto attack or just walk in front of him to tank an auto attack.

Only use Greatsword for mobility and for using on engage. You should mainly be camping Axe / Axe and swapping back out to Greatsword to reach your next green quickly.

Boon Stripping

Your entire purpose for this fight is to instantly boon strip Dhuum after he has used .

The occurs at 6:25, 5:05, 3:45, 2:25 and 1:05 - so roughly every 80 seconds but this can be delayed if he is mid animation.

You boon strip him by using a few seconds before each . Use in the middle of the arena no earlier than 10 seconds before the next .

This skill lingers for 10 seconds and has a 90 second cooldown which means that it will always be back off cooldown for every . If you don't have good Alacrity uptime, you might start to cut it close with the cooldown of . In order to avoid this, you should politely ask your Chronomancer what the fuck he is doing and why you have low boon uptime. It's very important that you remember to be polite.

Traits and Gear

You need to change a few things around with your traits and gear when swapping from to Spellbreaker:


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General Gameplay Tips

General Spellbreaker Tips

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

is gained by each bar of adrenaline used when using , or . The maximum is three stacks and each burst skill will give you one stack. Each burst skill uses one of your two adrenaline bars.

is gained each time you disable a foe. , , , and all disable foes and will grant you one stack out of a possible five.

You should always try to use instead of whenever possible. This assumes that you can trigger it instantly or at least very quickly. has a horrible cast time and aftercast which is why you want to replace it if possible.

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

Another hard hitting skill is . This skill does 100% more damage when the enemy is not using a skill. A general rule of thumb: If a boss is doing some kind of animation then it is using a skill.

You hardly ever need to dodge on this build as you have two skills that block and follow up with a counter attack: and . Use them to avoid DPS downtime by having to dodge.

Full Counter

This skill is just so fucking annoying takes some getting used to. It doesn't always follow the same pattern as your typical block skills like Aegis, or . Technically isn't actually a block, it is more like a one time immunity.

One of the problems with is that you can't stow it once you've begun to cast it. This leads for some pretty awkward situations when you manage to miss your timing and are stuck like a lemon for 1.5 seconds waiting for the skill to end. The only way to cancel is to dodge. A dodge lasts 0.75 seconds which means most of the time you will probably have to wait out the skill instead of dodging to cancel.

There are four good things about :

  • It reduces the incoming damage of the next hit by 100%.
  • It does decent damage in the form of a counterattack which also offers a half second evade.
  • It Dazes five targets around you. This will contribute towards your and .
  • It grants you Stability.

Split Phases

Use as you approach adds during a split phase to apply Vulnerability quickly.

Use during or towards the end of a split phase to keep your boons up.

Use if you come back to the main phase and you don't have full adrenaline.

Keep up your rotation on split phases, there is no reason to skill save. On split phases with multiple adds, i.e. Gorseval, you could hold off on using or on the final add.

Breakbars

= 150 breakbar damage.

= 300 breakbar damage.

= 100 breakbar damage.

= 100 breakbar damage.

= 100 breakbar damage.

= 150 breakbar damage.


Spirit Vale

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

General Spellbreaker Tips

Use as you run towards Vale Guardian when the encounter starts.

Open up on Vale Guardian with your normal rotation, you can easily move out of , if it spawns first, during .

Vale Guardian has fairly slow attacks which should make it easy to hit while it is not using a skill.

will root you in place so you need to take a little bit of care when is up.

When the breakbar comes up for just continue your rotation. You naturally carry a lot of CC in your rotation and will probably provide more than any other DPS class in your squad.

Full Counter

You can pretty much trigger on demand at Vale Guardian. There are a host of actions and triggers for . So, what can you to trigger ?

Using on is difficult unless you are really paying attention to the passive aura ticks. is probably the easiest and safest skill to use, at least during the main phases.

You don't want to be using on the Seekers unless you know that is on cooldown. will activate on the closest mob and this could be the Seeker you used on. This would mean that you would lose the 10% damage modifier from .

, alongside , is the easiest thing to trigger on during the split phases. There are plenty of these white orbs flying all over the place.

will not stop the teleport from .

Split Phase

Open up with on the Blue Guardian to quickly apply a lot of Vulnerability.

You can strip the Blue Guardian of Blue Pylon Power with any hard CC skill due to . also counts and you can easily trigger it from during the split phase.

There is literally no reason to skill save anything on Power Spellbreaker during the split phases. The only time you will want to save a few skills is when the Green Guardian is about to die.

Help CC the Blue Guardian and Green Guardian. Use everything you have on the Blue Guardian but only use and or on the Green Guardian. The reason you don't want to use or is that you don't want to trigger on the Green Guardian.

If you find yourself low on Might or Fury as you make your way back to Vale Guardian, you can use .

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

General Spellbreaker Tips

Power Spellbreaker is a great choice for people of little faith. This class performs amazingly even when not provided with Aegis to block .

You have access to and , both of these can be used to avoid having to dodge . This will give you a cheeky extra stack of and .

When you engage Gorseval you will have time to , and then use to block the first .

Full Counter

Gorseval doesn't provide a huge amount of sources to trigger with.

will be a horrible source to trigger , so try not to resort to this.

is probably the easiest attack to use due to it's large tell. It also saves you from dodging and can be used as you engage Gorseval.

Split Phase

Open up with on the first Charged Soul to quickly apply a lot of Vulnerability.

Depending on how fast your split phase is you might be able to use it on the second Charged Soul aswell.

Don't use , or on the final add unless you know that was recently triggered. You always want to have up as quickly as possible on Gorseval after each split phase.

Breakbar Phase

Don't kill yourself by using because you'll look like an idiot.

Apart from , you can freely do your normal rotation. You have a lot of CC just by following the normal rotation but if your squad wants to instantly break Gorseval you need to make sure that you are on your Mace / Axe set.

Use , and or to help break Gorseval. Assuming you are doing a fast break, this will flow into your normal rotation and you can start as normal.

Slow CC will completely destroy you because you have ...and that's it for ranged DPS. If your squad is seriously considering doing slow CC then it's time for you to reconsider your choice of Power Spellbreaker. The truth hurts but it's good to know.


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