Amalgam - Condi DPS
This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.
Focused on: Condition damage
Designed for: Raids and Fractals
Overview
A condi DPS build for Amalgam.
Skill Bar
Protocol Variants
does an underwhelming amount of damage, so it could easily be swapped out for a utility option.
Pistol Variants
Players who don't own Janthir Wilds cannot use spear, so Pistol/Pistol is the next best option. Pistols also have better ranged capabilities, which might be preferable on some encounters.
Skill Variants
- The heal skill can be whatever you want, though some options stand out:
- allows you to survive some one-shot attacks.
- does an AoE condi cleanse when it is placed, which can be situationally useful.
Template Code
Specializations
Equipment
Viper
Sinister
Viper
Sinister
Viper
Viper
Sinister
Viper
Viper
Viper
Viper
Viper
Viper
Viper
Viper
x6
x18
- Either sigil could be swapped for a . The sigil is cheaper than and the damage is slightly better than , but it requires you to be in melee to benefit and variance in your kit swaps can reduce its DPS.
- The recommended setup is practically the same damage as full
Viper stats gear.
- In this case, would be the stronger utility.
Non-SotO Relics
- Players that own Janthir Wilds but not Secrets of the Obscure can use . Note that this locks you into as a heal.
- There are two options for core relics. has the highest potential, but it isn't triggered reliably on every encounter. works everywhere, but requires modifying your gear as follows:
- You would want to swap some pieces to
Sinister stats such that you reach ~67% base condition duration, with bleeding and burning duration capped. - It may be recommended to pick an option that offers some utility instead.
- You would want to swap some pieces to
Consumables
Food
- or ascended versions
Utility
-
- for a cheaper alternative
Usage
Spear rotation
The basic structure of Spear's rotation will be very familiar to players of engineer: You finish your auto chains and use DPS skills off cooldown until you use (skill 2), then jump into and use along with and if they are off cooldown.
The unique aspect of Spear is the Focused mechanic, which is applied by and refreshed by the last hit of the auto chain. You can only have a single Focused target, and hitting the target with Spear skills will trigger enhanced effects:
- The autoattack chain will apply
Vulnerability - applies more
Burning - ⇒ deals more damage, and applies more
Vulnerability and
Burning. - deals (slightly) more CC.
- will hit the Focused target with , applying more damage and
Burning.
Rotation fundamentals
Your three biggest damage contributions come from ⇒ , and . When you activate a whirling AoE spins around you for four seconds, gaining a charge for each target hit. After this will activate and do damage according to its charge. The cooldown for the skill begins once you activate so using this skill is high priority, while you can afford to delay if needed (it lasts until is ready again).
and have the same cooldown, so every time you use you can immediately jump into and use . These two skills form the backbone of your rotation.
You can swap out of either by pressing again or by weapon swapping. Using weapon swap will cancel animations when used, which could result in cancelling a grenade skill before its finished. Using a second time to leave the kit avoids this issue, but if you're only casting a single grenade skill (which is often the case) then the cooldown on kit swaps won't have ended when you need to leave. Ideally you should practise both methods.
Example Opener
Crowd Control
Ratings
Comments
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