Difference between revisions of "Bladesworn - Alacrity Support Power DPS"
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m (OfficerAndyGentleman moved page Build:Bladesworn - Power Bannerslave to Build:Bladesworn - Quickness Support Power DPS) |
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Revision as of 16:48, 8 August 2022
This is a test build. You may comment and rate it.
Focused on: Strike damage and Support
Designed for: Raids and Fractals
Overview
Once a meta-defining DPS-support, Bannerslave has returned as a Quickness provider. Banners provide a large amount of Quickness up front and then pulse supplementary boons for a while afterwards. This makes warrior excellent for handling mechanics as it can spend long times off stack, and can provide its boons up to 960 units away. As banners cannot be moved once placed, it does struggle to maintain uptime on encounters with lots of movement.
This build provides permanent uptimes of Quickness and Fury, along with around 70% Resistance and 7 stacks of Might. It can also provide a permanent 25 stacks of Might by swapping to the Tactics traitline.
Note: Currently the inherent boons from Banners (not the Quickness from ) do not respect subgroup priority. This means that this build is an unreliable provider of boons other than Quickness.
Skill Bar
Template Code
Specializations
Phalanx Strength Variant
In the event you are required to provide Might to your subgroup, replace Strength with Tactics:
Equipment
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
Berserker
x6
x18
Consumables
Food:
- or ascended versions
Utility:
Usage
Rotation
Opener
If possible, you can pre-cast Blooming Fire, Artillery Slash and Break Step to build up stacks of .
Start on your Gunsaber.
- to start generating flow
- to trigger
- → →
- Dragon Slash - Force
- Cyclone Trigger
Loop
Bladesworn's rotation follows a basic structure, but the exact skills used each loop can vary. The complete loop looks as follows:
- , if available
- , if available and you did not use this loop
- → →
- , if you did not use either or
- Dragon Slash - Force
- Cyclone Trigger, or Artillery Slash if Cyclone Trigger is not available
It would be slightly more optimal to move
to after step 5 in the rotation, but as it is a priority skill it will interrupt the cast time of the previous skill if used too early so you would need very good timing for it to be reliable.
Loop Explanation
Most of the above loop is the same each time, but you use one extra skill depending on what is available.
will be available every other loop and the non-gunstinger loops will alternate between using and an extra . i.e. the pattern of extra skills is:The pattern then repeats from the start. Although Cyclone Trigger rather than one. You only need consider this in the very first loop of the rotation though.
is available in the first loop, is used instead because it is more efficient to use when you have zero charges of
Outside of the opener, the exact order of skills actually isn't that important, though the rotation above was chosen for the following reasons:
- We want to use before both to front-load damage, but also to prevent sitting at maximum charges.
- will interrupt the cast time of skills other than if used too early. So it is safer to use it as early as possible to avoid this.
- As you sometimes want to use twice in one loop, the first use should come before the auto chain so that it is off cooldown again.
General Tips
- While charging Triggerguard and/or Flicker Step to generate extra charges of , to ensure you are at 10 stacks for Dragon Slash - Force.
- If there is any danger of you getting interrupted while in , you can forgo this step so they are available for defence.
, you can use - Dragon Slash - Force alone is over half your total damage, so it is essential not to delay . If necessary, you can skip skills in your rotation if it is already available.
Ratings
Comments
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