Team - Phalanx Strength

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Part of the current metagame.

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great.

Focused on: DamageBuffsUtilityMobility.

Designed for:


This team composition focuses on maximizing the group dps, while bringing all the necessary utility to clean fractals and dungeons as fast as possible.

Party Composition

Teams for Dungeons and low level Fractals should aim for high direct burst-damage, while high level Fractals often require high sustained-damage and extra utility to encounter the instabilities. Knowing this, different compositions are better than others for specific content. However every instance can be completed with any composition, but it will take longer than with a good composition.

This party consists of 3 buffer and 2 dps:

Role Sub-Role Builds
3x Buffing PS (Might, Banner, EA) PS
Druid (Fury, GoL, Spirits, Gyph of Empowerment) Zerk-Druid
Quickness and Reflection Chrono
(GS+Sc/T DH)
2x DPS Burst Staff Tempest
D/D Thief
Sustained Staff Tempest
FA D/W Tempest
FA Staff Tempest
Staff DD
D/D Thief
Hammer DH


Chrono vs. DH

In most cases the Chronomancer would be the ideal pick for a team, because of the high quickness uptime and the utility from pulls, CC and most importantly portals. However, a Dragonhunter brings better personal dps and if a fight only lasts a few seconds, the Dragonhunter will result in a higher group-dps. In addition a Dragonhunter has the stronger ability to carry with blocks, stability and reflects. Still, in a well organized group, the clear time will be faster with a Chronomancer - most of the time.

Condition PS vs. Power PS

In most encounters a power PS(PPS) is better than a condi PS(CPS). For the PPS it is necessary to melee in order to deal damage and stack might, if this is not possible because of a lack of skill, experience or a group that doesn't play in way to enable that, CPS will be better. With CPS you don't have to care about being melee or a bit ranged. Anyway the PPS does better burst damage and is on par with the CPS when it comes to sustained damage. In addition the PPS has better access to CCs which makes some encounters much easier.


One of the strongest buffs for party damage is the vulnerability on the enemy. That's why a team should always be able to stack 25 vulnerability for the whole time of the damage-phases. Depending on the boss or instance this can be achieved in different ways. For short fights skills like

Glyph of Storms Glyph of Storms
Glyph of Storms
Glyph. Create a storm based on your attunement.
Fire Attunement.pngGlyph of Storms.pngFirestorm (10s)
Water Attunement.pngGlyph of Storms.pngIce Storm (6s)
Air Attunement.pngGlyph of Storms.pngLightning Storm (9s)
Earth Attunement.pngGlyph of Storms.pngSandstorm (10s)
Range.pngRange: 900

will provide enough vulnerability-uptime for the whole fight. In longer fights without any long invulnerability phases, such as the boss of cliffside or volcanic fractal, it is needed to stack the condition with traits or attacks on low CD or AAs. That's why a team with this composition(PS+2C-Ranger+C-Druid+Chro) would end up with less dps than other teams with less strong dps-picks.


The druid that you should always bring can provide stealth for short skips. For longer stealth parts an Engi or Thief is needed. When stealthing a long skip with several smoke-fields needed, the thief is probably the better choice.


Do you need strong condi-cleanse? Is range needed or preferable for this boss? Try to find a composition that is able to deal with all the mechanics properly.

Sustained Damage in short fights

There are builds with sustained damage that can work fine in short fights, too. Those are builds, that are very consistent with their damage (Herald e.g.). Other sustained damage builds, all condition-based builds and a few zerk builds, need some time to build up the max dps, but they won't get that time in dungeons and low level Fractals, reducing the effective damage by alot. In the end burst builds, that have a huge dps-spike at the beginning of a fight, are stronger than those consistent build when it comes to short fights, but it can work fine for more laid-back runs without the aim for top times. So for most groups.

General Usage


  • Consider pre-might-stacking. This should be done by creating an fire-field and blasting it. The field should preferable not be from the Tempest, as its max DPS-rotation starts in air. Both Berserker and Druid can swap to torch to cast a fire-field and then everyone can blast it. This should always be done when a boss is green and turns red after a set time.
  • Tempest and Druid should stack fury for the fights.
  • Berserker and Druid should buff the team before the fight with banner and
    Glyph of Empowerment Glyph of Empowerment
    Glyph of Empowerment
    Glyph. Empower the outgoing damage or healing of allies.
    Celestial Avatar.pngGlyph of Empowerment (Celestial Avatar).pngIncrease outgoing healing of nearby allies.
    Glyph of Empowerment.pngIncrease outgoing damage of nearby allies.
    Book.pngNumber of Targets: 5
    Range.pngRadius: 300
    Frost Spirit Frost Spirit
    Frost Spirit
    Spirit. Summon a frost spirit that has a chance to grants bonus damage to nearby allies.
    Frost Spirit.pngFrost Spirit (6s): 75% chance to grant 10% bonus damage on hit
    Book.pngNumber of targets: 5
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 1,000
    and Grace of Lands.
  • Most bosses are easier and take more damage when broken, so break them as fast as possible.
  • Use reflection to negate damage and add extra damage on the boss.
  • Pull trash together for easier clear.
  • Kill.


  • Swap weapons while out of combat to use mobility-skills to speed up the run and/or make best usage of the stealth time. The Tempest/-s can place
    Conjure Fiery Greatsword Conjure Fiery Greatsword
    Conjure Fiery Greatsword
    Conjure. Manifest a fiery greatsword in your hands and at the target location. When it lands, it damages and burns foes. Wielders of this weapon gain increased power and condition damage.
    Damage.pngDamage: 246
    Conjure Fiery Greatsword.pngConjure Fire Attributes: 260 Power, 180 Condition Damage
    Book.pngNumber of Charges: 15
    Burn.pngBurning (3s): 984 Damage
    Book.pngNumber of Targets: 3
    Duration.pngDuration: 60 seconds
    Radius.pngRadius: 150
    Range.pngRange: 1,200
    for low mobility classes like the Chronomancer.
  • Use blast-finisher to blast smoke-fields. Nearly every class has a low-cooldown blast on one weapon. It may benefit to swap to that weapon for stealthing.
  • When stealthing on mobs use
    Shadow Refuge Shadow Refuge
    Shadow Refuge
    Deception. Create a pulsing refuge at the target area that heals allies and cloaks them in stealth.
    Heal.pngHealing: 1,775
    Stealth.pngStealth (3s): Invisible to foes.
    Book.pngPulses: 5
    Duration.pngDuration: 4 seconds
    Radius.pngRadius: 240
    Combo.pngCombo Field: Dark
    Range.pngRange: 600
    Sneak Gyro Sneak Gyro
    Sneak Gyro
    Gyro. Deploy a sneak gyro to provide stealth to nearby allies.
    Stealth.pngStealth (4s): Invisible to foes.
    Duration.pngDuration: 30s
    Radius.pngStrike Interval: 3s
    Radius.pngRadius: 300
    Toss Elixir S Toss Elixir S
    Toss Elixir S
    Elixir. Toss Elixir S, granting stealth to allies in target area.
    Stealth.pngStealth (5s): Invisible to foes.
    Radius.pngRadius: 180
    Range.pngRange: 900
  • Keep swiftness up by using swiftness-skills or blasting lightning-fields.

Fractal Potions in Fractals

The Fractal potions are a very good tool to shorten clear times of fractals and everyone running T4 fractals on a daily basis should aim to get the unlimited versions of those. With 150AR and the last Fractal Mastery the potions will give additional stats, making some adjustments to certain builds possible.

Offensive Potion: You will get ca. 10% additional chrit-chance. Classes that use a sigill of accuracy in their weapon can swap it for a slaying(Outlaw, Krait, etc.), night or an Impact sigill to do extra damage. Classes that use signets giving precises can change that for extra damage or utility(CC, Reflect, etc.).

Mobility Potion: You will get ca. 10% additional boon-duration. This can help keeping up boons, but also allows you to use other(cheaper) utility nourishment instead of the bountiful utility nourishment. Either normal sharpening stones or the correct slaying potions.

See Also