Logo GW2 iconGuild Wars 2 Where Winds Meet iconWhere Winds Meet TL iconThrone & Liberty AoC iconAshes of Creation

Amalgam - Power DPS

This is a test build. You may comment and rate it.

Focused on: Direct damage

Designed for: Raids and Fractals

Expansions required: Visions of Eternity buildsSecrets of the Obscure buildsJanthir Wilds builds

Difficulty:
Normal

This build was last updated on December 26, 2025.

Overview

A power DPS build for Amalgam.


Skill Bar

Hammer
Utility


Weapon Variants

  • The only weapon option available to players that don't own Secrets of the Obscure is Rifle.
  • You could run Sword/Pistol if you prefer, though it is a DPS loss.


Skill Variants

Utility

  • Plasmatic State can be taken in a few instances:
    • If running Sword/Pistol, you don't need Throw Mine to trigger Relic of Bloodstone, so you could run Plasmatic State for damage.
    • If you don't have access to Relic of Bloodstone, use Plasmatic State over Throw Mine.
    • You could also replace Grenade Kit if you want a simpler rotation.


Template Code

[&DQMGOyYvSzoqDyoPhgCGAAcBBwEmASYBex17HQAAAAAAAAAAAAAAAAAAAAADMwBaADYAAA==]
Copy Template Code


Specializations


Trait Variants

  • None of the Adept traits in Amalgam offer any DPS, so you can run whichever survivability you think will be most useful.
  • Symbiotic Synergy Does more long-term damage, but has lower burst and the loop is longer. The optimal trait will depend on phase timings.


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Dragon
Accessory
Berserker
Accessory
Berserker
Amulet
Dragon
Ring
Dragon
Ring
Dragon
Hammer
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18
Relic
  • Relic of Fireworks is the best option for players that don't own Janthir Wilds.
  • Relic of Fireworks should also be used if not taking Bomb Kit.
  • The Dragon stats Dragon stats pieces are a very small DPS increase, so you can use full Berserker stats Berserker stats if you wish.


Consumables

Food


Utility


Usage

The default build uses Double Helix as it is more suitable for fractals, and the shorter loops make it easier to fit around phase timings.

Symbiotic Synergy has a longer burst (as it gets an extra use of each Morph skill) and does more damage in each burst, but aligning Evolve with your Relic of Bloodstone burst means delaying the burst by three seconds compared to the Double Helix build.


In general, this means that Double Helix is better in very short phases, such as in power fractals, or in phases where it can get more bursts in than Symbiotic Synergy.

The longer loops of Symbiotic Synergy do mean that Flux State can be consistently used every other burst and is therefore fully buffed each time, whereas the shorter loops of Double Helix cause Flux State to desync from the burst, eventually making it optimal to delay the elite. This gives an advantage to Symbiotic Synergy on encounters with very long phases. It can also use Throw Mine twice each loop, rather than having to save it solely to trigger Relic of Bloodstone.


Double Helix Rotation

Opener

The opener is optimised around being able to precast bombs just before combat starts. It is essential to get the field from Fire Bomb down before Big Ol' Bomb detonates (the latter has a 1s longer fuse time). If you are worried about your speed, feel free to move Fire Bomb earlier in the opener.

You can precast a Throw Mine - detonate it as soon as a Fire Bomb explodes and the opener otherwise won't change because the cooldown starts when you place the mine.

Begin in Bomb Kit

  1. Magnetic Bomb
  2. Big Ol' Bomb
  3. Fire Bomb
  4. Galvanic Bomb
  5. Evolve
  6. Throw Mine
  7. Flux State, and Defensive Protocol: Thorns during the cast
  8. Thunderclap
  9. Offensive Protocol: Obliterate
  10. Electro-whirl
  11. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
    3. Freeze Grenade
  12. Offensive Protocol: Demolish and stow Grenade Kit during the cast
  13. Positive Strike Negative Bash Equalizing Blow
  14. Electro-whirl
  15. Grenade Kit
    1. Shrapnel Grenade
    2. exit Grenade Kit
  16. Autoattack until Electro-whirl is ready - make sure to finish your attack chains


Loop

  1. Electro-whirl
  2. Grenade Kit
    1. Shrapnel Grenade
  3. Bomb Kit
    1. Big Ol' Bomb
    2. Fire Bomb
    3. Galvanic Bomb
    4. Magnetic Bomb
  4. Evolve and stow Bomb Kit during the cast
  5. Throw Mine
  6. Thunderclap, and Defensive Protocol: Thorns during the cast
  7. Offensive Protocol: Obliterate
  8. Electro-whirl
  9. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
    3. Freeze Grenade
  10. Offensive Protocol: Demolish and stow Grenade Kit during the cast
  11. Positive Strike Negative Bash Equalizing Blow
  12. Electro-whirl
  13. Grenade Kit
    1. Shrapnel Grenade
    2. exit Grenade Kit
  14. Autoattack until Electro-whirl is ready - make sure to finish your attack chains
  15. Repeat from start of loop
  • Cast Flux State off cooldown, but you can delay it slightly to make it line up with your Relic of Bloodstone/Evolve buffs.
  • Being able to consistently use Evolve every loop requires getting multiple triggers of Mercurial Tendencies. This is quite simple as it skill has two charges from Double Helix, but if the encounter goes on for a long time without phases or your Alacrity Alacrity uptime is poor, you may wish to use Static Shock off cooldown for an additional cooldown reduction.


Symbiotic Synergy Rotation

Opener

The opener is optimised around being able to precast bombs just before combat starts. It is essential to get the field from Fire Bomb down before Big Ol' Bomb detonates (the latter has a 1s longer fuse time). If you are worried about your speed, feel free to move Fire Bomb earlier in the opener.

You can precast a Throw Mine - detonate it as soon as a Fire Bomb explodes and the opener otherwise won't change because the cooldown starts when you place the mine.

Begin in Bomb Kit

  1. Magnetic Bomb
  2. Big Ol' Bomb
  3. Fire Bomb
  4. Galvanic Bomb
  5. Throw Mine
  6. Thunderclap, and Defensive Protocol: Thorns during the cast
  7. Offensive Protocol: Demolish
  8. Offensive Protocol: Obliterate
  9. Evolve
  10. Flux State, and Defensive Protocol: Thorns during the cast
  11. Offensive Protocol: Demolish
  12. Offensive Protocol: Obliterate
  13. Electro-whirl
  14. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
    3. Freeze Grenade and stow Grenade Kit during the cast
  15. Positive Strike Negative Bash Equalizing Blow x2
  16. Electro-whirl
  17. Grenade Kit
    1. Shrapnel Grenade
    2. exit Grenade Kit
  18. Positive Strike Negative Bash Equalizing Blow


Loop

  1. Static Shock
  2. Thunderclap
  3. Throw Mine
  4. Bomb Kit
    1. Big Ol' Bomb
    2. Fire Bomb
    3. Galvanic Bomb
    4. Magnetic Bomb and stow Bomb Kit during the cast
  5. Electro-whirl
  6. Grenade Kit
    1. Shrapnel Grenade, and Defensive Protocol: Thorns during the cast
  7. Offensive Protocol: Demolish and stow Grenade Kit during the cast
  8. Offensive Protocol: Obliterate
  9. Evolve
  10. Flux State (if available)
  11. Offensive Protocol: Demolish, and Defensive Protocol: Thorns during the cast
  12. Offensive Protocol: Obliterate
  13. Electro-whirl
  14. Throw Mine
  15. Grenade Kit
    1. Shrapnel Grenade
    2. Poison Grenade
    3. Freeze Grenade
  16. Positive Strike Negative Bash Equalizing Blow x2
  17. Grenade Kit
    1. Shrapnel Grenade
    2. exit grenade kit
  18. Positive Strike Negative Bash Equalizing Blow
  19. Repeat from start of loop


General Tips

  • Hammer is an overloaded weapon in terms of utility: Electro-whirl reflects projectiles, Rocket Charge is a series of short evades, Shock Shield is a channeled block, and Thunderclap is an AoE stun. Making the best use of all of them will greatly improve your effectiveness.
  • There is a one second cooldown on exiting a kit after entering. This can be a problem when only using Shrapnel Grenade in Grenade Kit, but it can be avoided by using your Weapon Swap Weapon Swap key instead.
    • Be aware that unlike stowing the kit, this can cancel Shrapnel Grenade if used early.


CC

The nature of Mercurial Tendencies means that you use nearly all your CC during your loop. When running Double Helix, you can hold on to Static Shock, and if the lightning field from Thunderclap is down, it would be a minor DPS loss to replace an auto chain with Rocket Charge to get the two Daze Daze combo finishers.


As your loop is fairly short, it is not unlikely that at least some of your CC would happen to line up with defiance bars already.

Many bosses are invulnerable (or have damage reduction) during CC phases, and the majority of your CC is loaded into the "set up" for your burst. This means you can delay your next burst until the boss's defiance bar is up, and do 850+ defiance damage without losing that much damage (try to time it so the boss breaks as you gain the Relic of Bloodstone buff).


Ratings

This build has a rating of 0 stars based on 0 votes.
Log in or register to rate this build.

Comments

Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for only $1 per month! Upgrade to Premium
Split Metabattle Logo