Amalgam - Power DPS
This is a test build. You may comment and rate it.
Focused on: Direct damage
Designed for: Raids and Fractals
Overview
A power DPS build for Amalgam.
Skill Bar
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
- can be taken in a few instances:
- If running Sword/Pistol, you don't need to trigger , so you could run for damage.
- If you don't have access to , use over .
- You could also replace if you want a simpler rotation.
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.
- Does more long-term damage, but has lower burst and the loop is longer. The optimal trait will depend on phase timings.
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Dragon
Berserker
Berserker
Dragon
Dragon
Dragon
Berserker
x6
x18
- is the best option for players that don't own Janthir Wilds.
- should also be used if not taking .
- The
Dragon stats pieces are a very small DPS increase, so you can use full
Berserker stats if you wish.
Consumables
Food
Utility
Usage
The default build uses as it is more suitable for fractals, and the shorter loops make it easier to fit around phase timings.
has a longer burst (as it gets an extra use of each Morph skill) and does more damage in each burst, but aligning with your burst means delaying the burst by three seconds compared to the build.
In general, this means that is better in very short phases, such as in power fractals, or in phases where it can get more bursts in than .
The longer loops of do mean that can be consistently used every other burst and is therefore fully buffed each time, whereas the shorter loops of cause to desync from the burst, eventually making it optimal to delay the elite. This gives an advantage to on encounters with very long phases. It can also use twice each loop, rather than having to save it solely to trigger .
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 down before detonates (the latter has a 1s longer fuse time). If you are worried about your speed, feel free to move earlier in the opener.
You can precast a - detonate it as soon as a explodes and the opener otherwise won't change because the cooldown starts when you place the mine.
Begin in
- , and during the cast
-
- and stow Grenade Kit during the cast
- ⇒ ⇒
-
- exit Grenade Kit
- Autoattack until is ready - make sure to finish your attack chains
Loop
-
-
- and stow Bomb Kit during the cast
- , and during the cast
-
- and stow Grenade Kit during the cast
- ⇒ ⇒
-
- exit Grenade Kit
- Autoattack until is ready - make sure to finish your attack chains
- Repeat from start of loop
- Cast off cooldown, but you can delay it slightly to make it line up with your / buffs.
- Being able to consistently use every loop requires getting multiple triggers of . This is quite simple as it skill has two charges from , but if the encounter goes on for a long time without phases or your
Alacrity uptime is poor, you may wish to use 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 down before detonates (the latter has a 1s longer fuse time). If you are worried about your speed, feel free to move earlier in the opener.
You can precast a - detonate it as soon as a explodes and the opener otherwise won't change because the cooldown starts when you place the mine.
Begin in
- , and during the cast
- , and during the cast
-
- and stow Grenade Kit during the cast
- ⇒ ⇒ x2
-
- exit Grenade Kit
- ⇒ ⇒
Loop
-
- and stow Bomb Kit during the cast
-
- , and during the cast
- and stow Grenade Kit during the cast
- (if available)
- , and during the cast
-
- ⇒ ⇒ x2
-
- exit grenade kit
- ⇒ ⇒
- Repeat from start of loop
General Tips
- Hammer is an overloaded weapon in terms of utility: reflects projectiles, is a series of short evades, is a channeled block, and 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 in , but it can be avoided by using your
Weapon Swap key instead.
- Be aware that unlike stowing the kit, this can cancel if used early.
CC
The nature of means that you use nearly all your CC during your loop. When running , you can hold on to , and if the lightning field from is down, it would be a minor DPS loss to replace an auto chain with to get the two
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 buff).
Ratings
Comments
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