The power-– is one of the currently most important meta builds available in the raid area.
In addition to solid damage, the ability to grant to the group through &BiysAAA= and increase the total group damage through &Bs2yAAA=, the can also give permanent to the entire squad.
With this build it is possible to play the combination, because you will no longer need a for () and ().
Every specialization has the so-called energy bar. All of your skills either cost energy or draw energy over time.
Outside of combat, you always start with 50 energy. This can rise up to 100 or drop to 0 during combat. There are 5 arrows to the left and right above your energy bar.
These arrows show how exactly your energy increases or decreases. One arrow represents one energy point per second. This can be a maximum of 5 energy points per second that you regenerate or lose.
Many skills normally cost energy (20 , 30 , 5 ), but there are also skills like &Bn9uAAA= (Mallyx’s Elite) or &Bs2yAAA= (Kalla Elite) that reduce your energy regeneration by a certain number of arrows. You may lose your energy relatively quickly. If you reach 0 energy, all skills that passively prevent energy regeneration are disabled.
Your goal is to manage your energy and skills so that you end up at exactly 0 energy before you change legends. This is because once you arrive at a new legend, you will receive another 50 energy or 75 energy with the trait &B/8GAAA= if you have changed the legend under 10 energy.
That’s why a good always knows when he can use which skill and when not!
A small example: You still have 30 energy left, which is slowly ticking down. Normally you want to activate &BiWeAAA= for a DMG Increase. However, &BuGxAAA= is ready to activate for .
Now you have to decide. Personal DPS or for the whole group! The choice should be clear, ! For this reason, do not(!) activate &BiWeAAA= but &BuGxAAA=!
Just like every specialization has energy, they also have different legends that you can switch to.
Each Legend has its own set of 5 utility skills that cannot be changed.
These Legends are standard:
The specialization gives you additional access to the &BoKjAAA= .
Almost all legends are important for this build, so you should know when to use which legend.
Your default legends are &BuZtAAA= and &BoKjAAA=.
There are two important traits that work in combination with your legends.
&B+4GAAA=, grants boons to you and your subgroup depending on the legend you are currently switching to. For example, you can distribute to your group when you switch to &BgNvAAA=! This can be very useful in many situations.
One of the most important traits is &B/8GAAA=. As mentioned above, if you are below 10 Eeergy at the time of legend swap, you will receive an additional 25 energy after switching to a new legend!
This is a very important key point in the build and should always be a top priority, as it allows you to activate more skills or maintain boons while in a legend.
As a , you have three F Skills in addition to your legend swap. All three can be an important part of your rotation.
Your main task and real reason why you want to play this build is to spread all over the squad!
This requires the &B4YIAAA= trait, which increases the duration of you distribute through &BuGxAAA= and grants it to 5 additional members.
So your goal is to keep 100% on your group by yourself. &BuGxAAA= pulsates six times in a 240 radius and can be activated at any time in all legends if you have 20 energy points ready.
If you are a good player, you will want to keep &BuGxAAA= always on cooldown so that you can play with as little boon duration as possible and still maintain 100% .
Now you have to differentiate, because depending on the group combination and boss you have to adjust your boon duration. Basically the following applies:
Without a or any kind of boon extensions on allies it is sufficient to have a boon duration of exactly 80%. This means that if you &BuGxAAA= always activate your exactly on coolown, your will never expire!
However, this is very tight and your will expire as soon as you delay it by one second. You will also need to be aware of any additional mechanics you may need to complete. For example, if you need to take over a cannon at you can play with 100% boon duration so that your party has enough when you leave. In general, it is always recommended for inexperienced players to play at 100%, as it leaves room for small mistakes!
The exception to this 80% / 100% rule is one or more who, by using &BvwnAAA=, extend the boons of all other players. For example, it is sufficient to run with only 50% or even 30% boon duration for many bosses. Depending on the group, experience of the and speed of the boss kill, you can adjust your blessing boon.
A rough rule of thumb is: 80-100% without and 30-50% with !
In general you can say that you should always (!) play with the &BoKjAAA=, because it has massive group support with &Bs2yAAA= and increases the group damage greatly.
Your second legend is always situation dependent.
&Bs2yAAA= is one of your most important and powerful skills. When you place this skill, all players within a 360 radius will receive the &Bs2yAAA= boon in their boon bar.
This boon will cause you and your party members to hit the enemy one more time per hit, which will steal health and grant you 400-500 DMG as well as life.
As a result, you and your party will receive a strong DPS buff as well as a health steal, which can heal your party greatly. For this reason, you can enable both Offensive (DPS) and Defensive (health steal) &Bs2yAAA=.
It’s important to note that this boon has no (!) internal cooldown, so classes that have a lot of hits per second will receive a higher damage gain than classes that attack less often.
For example, &Bs2yAAA= works best on classes like , or .
On the other hand, classes like , or get less damage because they simply have fewer hits per second.
However, you must always consider at what time you activate this skill. If you activate this skill after a burst of a or is over, they will logically get a smaller DPS increase.
Therefore it is always important to place this skill in combination with the burst timings of the other classes. This is usually at the beginning of a phase!
Besides &B/8GAAA=, which we have already covered in great detail, there are other traits that are important to this build.
You can use &BmhyAAA= to block all incoming attacks.
Use &BkduAAA=, &BhlyAAA= or &BsJpAAA= for better movement, to get mechanics out or return to the boss faster.
&BolyAAA= is a useful condition removal.
Activate &BjFyAAA= and place &BiWeAAA= always inside the boss’ hitbox to ensure that all projectiles from these attacks hit the boss.
&BjFyAAA= and &BjhvAAA= can be used as additional skills to stop an enemy using and .
In inbetween phases or at the start of a new phase, you can always enable &BiysAAA= to get the in your party to 25 stacks more quickly.
In general, your energy management is probably the most important part of this entire build. You must always know what it means to use Skill X and what it changes in your rotation. When you activate skills that don’t normally belong in your rotation to support the party, you need to adjust your rotation to avoid falling to 0 energy early.
&BjJxAAA= should be used for each CC Bar if possible, as this skill can hit the enemy between 5-7 times and deals 150 damage per hit. Additionally, you can use &BgShAAA= or &BvZuAAA= for CC.
&BjJxAAA= and &BgShAAA= is used for CC.
During CC use &Bs2yAAA=
Use &BsJpAAA= and &BkduAAA= as movement skill to quickly return to the group after a teleport.
With &BmhyAAA= you can block the blue port fields to avoid being ported.
&Bk5vAAA= for the boonstrip at the Blue Guard (should only be done in the pre-event, because &Bk5vAAA= on the power is not really good)
&BjhvAAA= is used to bring to the guard at the beginning of the split phase.
Use &BjJxAAA= and &BgShAAA= for CC
During the CC phase use &Bs2yAAA= and &BnayAAA=.
Against the slam you could take &BgNvAAA=which grants for 5 players, but this is not recommended!
&BjhvAAA= for and on the spirits
&BjFyAAA= for on the spirits
&BlSnAAA=, &BiWeAAA= and &BjhvAAA= can be used (if in Range) for Orb Clear.
You can kite the first fire field for the .
If you are always in the hitbox of you can kite the red bombs.
If you are responsible for a cannon, please make sure to give before. &BhlyAAA= towards the back to get to the cannons faster
&BjJxAAA= for the CC on Knuckles.
&BjhvAAA= for for each add at the beginning
Optionally, you can take for &BgNvAAA=, which is not recommendable, because it is only possible to generate it for 5 players and a reasonable positioning is necessary.
For CC use &BjJxAAA= and &BgShAAA=.
With &BolyAAA=, &BiNuAAA= and &BnayAAA= you can help the group to remove the conditions.
&BiNuAAA= for condition removal and the projectiles.
Before you go into the mushroom, be sure to generate .
&BsJpAAA= and &BuZtAAA=– Movement abilities for poison (with the &BhlyAAA= out and with the &BkduAAA= or the &BsJpAAA= back in)
&BgNvAAA= for Narella and for general
The Powr can take on the morters spawning outside the camp.
&Bn5yAAA= for projectiles
With &BgNvAAA= you can provide for directly before or after the port onto the tower. The adds on the tower can then be cced with &BgShAAA=.
&BjhvAAA= helps with the warg.
Use &BjJxAAA= (and &BgShAAA= if group is CCing too slow) for CC.
For the so-called pizza attack, where you should not be in the hitbox of use &Bs2yAAA= and &BnayAAA=.
You can support the healers with &BolyAAA=, &BtlxAAA= and &BvxxAAA= and give during orb collection phase.
Note always give before the burst starts
You can support your group during CC with &BjJxAAA=
During the gliding between the first and second phase you should continue to generate .
Use &BolyAAA= and &BnayAAA= for condition removal.
If your standing on the buttons during the pre- or inbetween events, you should use &BlSnAAA=, &BjhvAAA= and &BiWeAAA=.
&Bs2yAAA= and &BnayAAA= for healing.
With &BgNvAAA= you can distribute (not recommended as it only si for 5 players as well as a reasonable positioning is necessary).
Take care not to get red, i.e. don’t get ported and stay close to the boss. &BsJpAAA= can be used for movement.
If you are responsible for &BlqVAAA=, do not use &BjJxAAA=. Otherwise take the bleeding-trait and precast &BsWnAAA= (not necessary).
Use &BnayAAA= or &BolyAAA= for condition removal
Use &BjJxAAA= and &BgShAAA= for CC.
Use &BuGxAAA= also in the inbetween phase, cast it as fast as possible &BjhvAAA= on Guldem so he gets
With a fast Group-DPS you can take over every 2nd tank, because &BjJxAAA= will not be ready for the next CC.
Burst at the beginning is delayed by the signet. Depending on your own ability, prioritize your own damage over &Bs2yAAA=, because &Bs2yAAA= is not scaled with the signet and the group DPS is higher in the end.
For CC use &BjJxAAA= and &BgShAAA=.
&BsJpAAA= for the movement.
With &BmhyAAA= &Bu2SAAA= can be blocked. (if you can’t make it under the dome)
&Bs2yAAA= helps keep the group alive on the other platform
&BjJxAAA= for movement.
For CC at the Eater of Souls &BsJpAAA= and &BgShAAA=
Careful with the Statues of Darkness (eyes), do not use&BgShAAA=.
Since &BuNpAAA= of &BuZtAAA= does not work here because CA is a construct -> &BuZtAAA= is not used here.
Place &BmRvAAA= for the from the arm.
When you collect: place &Bs2yAAA= in the group and place &BiWeAAA= when it is ready or enable &BgNvAAA= &Br1nAAA= while collecting.
CC the shields using &BgShAAA=.
Use &BjJxAAA= for the adds and &BgShAAA= for Qadim.
&Bk5vAAA= can be used for boonstrip at the Pyres (not recommended, rather play Condi Deva RR )
&Bn5yAAA=(play Heal instead. Taking &BiNuAAA= as Power Rene is a big yikes) for the hand’s projectiles
&Bn5yAAA=(play Heal instead, cause pRene with &BiNuAAA= is a big yikes) for the adds’ projectiles after 40%.
&BjJxAAA= for CC.
&BjJxAAA= active on Sabir an port with the SAK onto his Hitbox (this way almost all hits of &BjJxAAA= hit).
&BgShAAA= place before the Collected-Group-CC
&BsJpAAA= could be used to teleport throuh the shockwave (timed and only use &BsJpAAA= for this)