Raid Guide


10/07 Patch Update | Benchmarks ✔ | Builds & Rotations ✔ | Raid Guides ✖ | Raid Viability ✖ | Team Compositions ✖

General Gameplay Tips

Trait Variation

The main variation that you will have consider when playing is the balance between taking Tactics and Discipline. From the team compositions we recommend, it's pretty clear cut. In the condition based team setups you can take Discipline, as offers nothing in comparison to the personal DPS increase from Discipline.

If you're using the team setups that we recommend you would want to play Discipline at - Vale Guardian, Sabetha, Matthias, Xera, Cairn and Soulless Horror. When playing Discipline you can use the DPS Berserker rotation.

Take if you are using or .

Take if you are using .

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, your Druid can always take .

Rotation Tips and Tricks

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 Longbow F1 - 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. This is only relevent for bosses where the conditions stop to tick between phases: Slothasor, Samarog and Keep Construct.

Walk back from the target’s hitbox when you are about to use as it can hit multiple times (depending on the size of your target’s hitbox).

Positioning

The cleave damage output from Berserker is huge and can be a great advantage especially at bosses with adds i.e. 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.

Banners

Make sure you place your banners outside the group, 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 red guardian to take your and the blue & green guardian group to take your . Obviously, this only applies if you're not running the Scourge setup.

If your banners are far from the group and you or your members are doing mechanics you can tell them to pick up banners and bring them back to the group.

Fury Uptime

If the Chronomancer in your subgroup is playing Chaos - Inspiration, you don't have to worry about Fury. This allows you to take instead. You may be the only source of Fury for your subgroup on most encounters due to now only running a single Druid. If, for some reason, you are playing with double Druid then your Fury will be covered.

Your only sources of Fury are , and Skill #2 on .


Spirit Vale

Vale Guardian 22,021,440 2,061 687 2,000

You should only be playing if you are not running the Scourge team setup. If you are playing the Scourge setup, then check out the guide instead. If you are still going to play in a Scourge setup, then you should play Discipline instead of Tactics.

Since the Druid is in another subgroup. You have to take as you are the only source of Fury. 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 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.

If you kill Vale Guardian on a wall then try to cleave the boss and the Seekers at the same time. This will ensure you keep 25 stacks of .

As you only run a single , you have to go to the red guardian during the split phases.

If you have problems with Seeker control during the split, use to Immobilize it.

Remember to pick up your when going to red guardian. On the same note, try to drop your slightly towards the blue guardian so the second group can take it during the split phase.

Gorseval the Multifarious 21,628,200 2,748 1,374 4,500

Check with your Chrono to make sure that they are running Chaos - Inspiration, they should be because you will probably have Weavers 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.

With the correct positioning you should be able to hit Gorseval four times with . Try to find where that positioning is as this will help to really increase your DPS as well as potentially get a free stack.

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 anyway and is easily done with good positioning.

Don’t delay entering at the start of 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.

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 slam as it will grant you Stability.

Sabetha the Saboteur 34,015,256 2,748 1,374

If you are running with a Scourge setup, 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 warrior rotation for more personal DPS.

Additionally you will be forced to take cannons 2 - 4 with the Scourge setup.

If you are not running the Scourge setup then you should keep Tactics as will prove worth it.

Regardless of your team comp, you can easily cleave adds here to help provide stacks. This is actually important when Karde spawns as you will need to help cleave down his turrets.

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 .


Salvation Pass

Slothasor 18,973,828 2,748 1,374 4,000

You should really consider playing here, as the phases are short which favours powers and you offer a lot more CC when on power.

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 .

You need to take care with your here as you can easily cleave down a transformed party member.

An easy solution is to aim your towards the closest wall and hence you will always miss the transformed Slubling.

Either delay your banner placement until you can place the banner near the center of the room, or simply remember to pick it up as you pass towards the second mushroom spawn.

Bandit Trio

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 while your subgroup is spread out.

Matthias Gabrel 25,953,840 2,748 1,374 2,500

If you are running with a Mirage setup, 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.

Your Chronomancers will be running Domination - Inspiration which means that they will not be producing any Fury. Fury will be covered by your Daredevil, due to Detonate Plasma. This means you can take for the CC. Obviously, if you are running double Druid then the issue of Fury is void as Druids supply enough.

The 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.

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.

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


Stronghold of the Faithful

Escort

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 too
  • Use if you're really struggling to keep the Warg in your

Keep Construct 55,053,600 2,061 687 3,500

You don’t have to worry about Fury here as you have so many Weavers that your Chronomancers will be forced to play Chaos - Inspiration.

This allows you to take 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.

Always ensure that your banners are ready for the burst phase.

Xera 22,611,300 2,748 1,374 2,000

If you are playing the Scourge team setup, your Chronomancer in your subgroup should be playing Chaos - Inspiration which means that you do not have to worry about Fury.

If you are playing with a power team setup your Chronomancers should be running Chaos - Inspiration. If they are, this means you don't have to worry about Fury and you can take .

If you are running with a Scourge setup, 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 warrior rotation for more personal DPS.

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.

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

You can easily cleave adds here, therefore maintaing 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 them down.

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 centre 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.


Bastion of the Penitent

Cairn the Indomitable 19,999,998 2,748 1,374

If you are running with a Mirage setup, 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.

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. Your Chronomancers can also share Stability from Skill #2. Having Stability allows you to "skip" the CC you get from not going to the green AoEs.

If your group doesn't have super high DPS, then you may need to take instead of to carry Fury in your subgroup.

As you need to take the third that spawns at 6:57.

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

Mursaat Overseer 22,021,440 2,748 1,374

If you are running with a Mirage setup, 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.

If you are running with the Weaver setup, you will need to take Tactics as will be a significant subgroup buff with multiple Weavers.

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 double Daredevil as Detonate Plasma will cover Fury for the entire squad. If you have double Daredevil, you can take instead of .

You can easily cleave adds here, therefore maintaing 25 stacks of .

It'll probably be your job to cleave the center two Jade Scouts.

Samarog 29,493,000 2,748 1,374 4,500

If you play a single here you should run double Druid. Ideally, you want to be playing with double because the phases are short which favours power based classes.

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.

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

During the breakbar phase (Every 10%) just auto attack, as you can't apply conditions. By auto attacking you will be able to keep up .

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

Deimos 35,981,456 2,748 1,374

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. Since the Druid is in another subgroup, you will have to take as you will be the only source of Fury in your subgroup in this instance.

If you are going to pre-stack Might with Torch Skill #5 - , remember to do it after the boon strip.

will solo break any of the Sauls which spawn.

Remember to cleave both Saul and Deimos when possible.

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.


Hall of Chains

Soulless Horror 35,391,600 2,748 1,374 3,000

If you are running with a condition setup, 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.

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

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 strugging with Tormented Dead control.

Dhuum 32,000,000 2,748 1,374

Your Fury will be covered by your Chronomancers as they should be playing Chaos - Inspiration.

Take to ensure you have permanent Swiftness when going to and returning from greens. If you feel like you don't need the additional Swiftness, you could take to help save people who decide they want to tank Dhuum.

Use for extra movement during mechanics and going to greens.

Use in your rotation on the champion skeletons since they take extra direct damage.

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

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

Seeing as you aren't going to be in charge of boon strip, then it doesn't matter so much which green you take.


Jump To
Top

General Gameplay Tips

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.

Basically, what this shows is that we have a load of CC when running double . This is 850 break bar per person, if we compare that to Samarog who has a breakbar of 4500 and Slothasor 4000, it becomes pretty clear why this is so strong.

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.

really pulls ahead of its condition counter part 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 a single .

For Samarog and Slothasor we recommend running in tandem.

  • For Samarog, this frees up a utility slot that allows you to take and for the extra CC as you can split the banners between you.
  • For Slothasor, however, one should take both banners. This is to let the other Power Warrior take a shroom. Check out the Slothasor guide below to see what we recommend as utilities for the second Power Warrior.

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

The other situations where comes into the spotlight is when using the Scourge team setup at Vale Guardian and Xera. This is because the phases are so fast that doesn't have enough time to ramp up conditions.

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.


Spirit Vale

Vale Guardian 22,021,440 2,061 687 2,000

If you are running a Scourge team comp then you should play as the phases will be very fast thereby making power better than . If you are not playing with a full Scourge setup, then playing is not worth it.

You need because your Chronomancers should be running Domination - Inspiration. You should also tell your Chronomancer where you will place so if Fury runs low, then they can use Skill #2 on it for additional Fury.

You can take over as your Scourges should be able to deal with the CC.

Place your banners towards where the blue guardian will be during the split phases. This is because you will go there first to group all the three mini vale guardians together.

When your banners come back off cooldown for the final 33%, make sure to place them on the other side of vale guardian towards the red guardian as you will most likely move him in that direction.


Salvation Pass

Slothasor 18,973,828 2,748 1,374 4,000

Warrior with Banners

Mushroom Warrior

The Power Warrior without banners should take the first shroom. Ideally, by the time you need to take the second shroom the banners should have despawned. This means that the with the banners can take the second shroom.

The sole purpose of running double here is to provide a lot of CC. Depending on how fast your CC is, you may be able to trigger twice per break bar. 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 .

You can try to block his Fear by using . The cool thing about is that it hits like a truck.

Either delay your banner placement until you can place the banner near the center of the room, or simply remember to pick it up as you pass towards the second mushroom spawn.


Stronghold of the Faithful

Keep Construct 55,053,600 2,061 687 3,500

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

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 .

You can place your banners right at the start of the fight, so your banners should be there for the burn phase and are off cooldown when the new phase starts.

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

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.


Bastion of the Penitent

Samarog 29,493,000 2,748 1,374 4,500

The blank space above is to allow both to take a banner each. Coordinate with the other Warrior and decide which of you will take and which will take .

The sole purpose of running double here is to provide a lot of CC. Depending on how fast your CC is, you may be able to trigger twice per break bar. 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 .

Talk with the second and decide which of you will use at the 70% break bar and at the 40% breakbar. You need to use here as you will not have a from the Chronomancers. You can use , and in to CC.


Jump To
Top

General Gameplay Tips

The only written guide we have for Spellbreaker is for Dhuum. At Dhuum you will be the main source of boon strip for after the or "Soul Split" attack.

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

When playing this build, be sure that you have the Tactics trait line so you can provide to your Weavers. As you are not running Discipline it means that you will lose out of Precision due to not having . This means you need to take more Precision, check out the gear we recommend in the Spellbreaker section. Depending on if you run doule Druid or not, you may need to take to cover the additional lost precision from not having .


Hall of Chains

Dhuum 32,000,000 2,748 1,374

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.

Your entire purpose for this fight is to quickly boon strip Dhuum after he has done his Soul Split. The Soul Split 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 preplacing a few seconds before each Soul Split. This skill lingers for 10 seconds and has a 90 second cooldown which means that it will always be back off cooldown every time.

We recommend to run Greatsword - Axe / Axe here 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 .

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

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