The does most of its damage through conditions. The include , , and . He also implies direct damage through his attacks, of course.
The is characterized by its utility, which includes good defensive support for the squad. The is best known for one of these abilities. It is &Bm4pAAA=, which copies conditions from one target to five others.
In groups that aim to do very fast boss kills, the is very rare if not impossible to find, as it has a rather low damage potential. In groups that don’t aim for speedclears, the is more likely to be seen.
Lifeforce is the basic mechanic of the . It allows you to use your sand shadow abilities. Your lifeforce is as high as 69% of your maximum Health. Lifeforce scales with vitality. However you can also increase your maximum Health by using &B2oDAAA=.
The will receive 10% health for each death in his vicinity. This also applies to the death of some of your servants, for example. There are also abilities that give you lifeforce of their own accord.
You receive lifeforce from the following abilities:
The following traits affect your lifeforce when running the standard build:
Effects are not doubled or tripled if you stand in multiple sand shadows.
Barrier is a second type of lifepoints which covers your normal lifepoints and absorbs incoming damage. You cannot have more than 50% of your lifepoints as barrier. Barrier disappears after 5 seconds when not gone because of getting damage.
The following abilites give Barrier:
The following skills are punishment skills:
The first two skills are still quite useful, the other skills are rarely or never played.
You should try to have three sand shadows active at all times. This will give you 100% bleeding duration.
You should use &BneuAAA= while using &BjApAAA= otherwise you run the risk of having the conditions cleansed by a teammate. By using &B90HAAA= you transfer the conditions you give yourself through &BjApAAA= to you opponent immediately.
&B90HAAA= can also transfer weaker conditions you give yourself through &BsEpAAA= or &BjUpAAA=. Therefore if possible, do not use these abilities before the &BjApAAA=-combo or use &Bm2fAAA= to turn these conditions into boons.
The has many useful abilties that can make a big difference in different situations. Do not be afraid to take him with you.
With &Bm4pAAA= you can hit the and they will join the group more slowly if corresponding conditions are transfered with &Bm4pAAA=.
When s respawn, you will gain life force.
If possible, you should position yourself so that &BhazAAA= hits the s. This will also give you life force.
With &BoyoAAA= you give barrier and can cushion the damage of the green fields. However, the ability will not be ready for every green field again. You can also use &BripAAA= for even more barrier.
With &Bm4pAAA= you can hit the small spirits which spawn after the . You can also hit the bigger spirits in the split-phase. Those will receive additional movement restriction which gives your team more time to kill those spirits.
The egg mechanic will kill your minions.
With &BlKdAAA= you can provide . This will be very useful when Gorseval uses his attack which knocks your team back because will block this.
With &BpKvAAA= and afterwards &BneuAAA=, &BoytAAA=, &BripAAA=, &Bm2fAAA= you can help to clear the orbs.
With &Bm4pAAA= you can kill the mobs. However, you should wait until the sapper has thrown the pioneer bomb, otherwise the cannon runner cannot be catapulted up.
You should also use &Bm4pAAA= to transfer the conditions from the inbetween bosses to Sabetha. This is possible once the mini-bosses have only 25% health left, because then Sabetha will come back.
With &BoyoAAA= you can catch damage for your group. This is useful if you have to run through cannon fire because of the fire wall, or if Karde is making his flamethrower attack.
When kiting, it is the kiter’s job to kick away the big bombs.
You can use &BqWnAAA= for more movement in combat. You can also use &B3gDAAA= instead of &B2sDAAA= to have more . You should only do this if the group already has enough other sources.
When kiting, you can use &BjMpAAA= as a healing skill if you wish. This heals you a little bit and does some damage as well.
With &Bm4pAAA= you can kill the slublings. But be careful not to hit the allied slubling. If 5 enemy slublings are closer than the player slubling, you can use &Bm4pAAA= without any problems, as &Bm4pAAA= will hit the 5 closest enemies.
If you eat a mushroom, all your minions will die.
For more damage, you can take &BnwpAAA= with you. For each slubling in range, one additional projectile will be generated, each of which will do damage.
Use &Bm4pAAA= whenever an opponent has a few conditions and more are nearby.
With &BnwpAAA= you can pull enemies together.
You can take a dagger with you as a second weapon on the off-hand and stand in the fire fields at Narella. This way you receive . You can then transfer these conditions to Narella with &BtEpAAA=.
If you use &BpKvAAA= on the ice fields you can remove them.
If your squad has enough -damage you can exchange &BpYpAAA= with &BjUpAAA=.
&BlKdAAA= provides your group . This can prevent you from being knocked. &BlKdAAA= can be changed with other skills that will help you in the fight.
With &BkIpAAA= you can transfer conditions from you squad to yourself and afterwards tranfer them back to the enemy. You should keep in mind that you can gain a large amount of conditions which can kill you pretty fast. You should transfer those conditions back to the enemy as fast as possible. This skill is not only a damage increase for the but also will release some pressure from your group and helps them to play the fight more effectively.
You could also play &Bm4pAAA=. With this ability you can transfer conditions from the player, who will be sacrificed, to the boss. After the 40% phase this skill will be pretty useless though.
With &Bm4pAAA= you can copy conditions from an enemy to others. In the best case you use it on the warg to surrounding enemies, because he lives longer and stacks more conditions.
Furthermore you can use &Bm4pAAA= at the last boss pretty effectively. You can copy the conditions from the illusion you are not compatible with to the illusion you have the attunement from.
With &BnwpAAA= you can pull enemies to your position.
You can use &BlKdAAA= to free yourself from .
You can cripple the warg permanently with &BiQpAAA=.
In this bossfight a power class is recommended because you will have maximal damage output in the damage-phase.
With &Bm4pAAA= you can copy conditions from the boss on the statues. Although it is recommended to copy conditions on the statues when they are close to the boss.
You should take &BpYpAAA= for more -damage with you.
For more -damage you can take &BnwpAAA= with you. For every statue in range one more projectile will be used. Every projectile inflicts -damage.
With &Bm4pAAA= you can transfer conditions from the boss to the shards or to the mobs. However, this should be used with caution. If there are adds with conditions in the AoE’s from the shards, these conditions will be turned into boons. Therefore an accurate use of this skill is required.
For even more ndamage, you can take &BpYpAAA= and/or &BnwpAAA= with you. For each enemy within range of &BpYpAAA= one additional projectile is used, each of these projectiles does damage. You can also use &BnwpAAA= to pull in mobs.
With the from &BlKdAAA= you can prevent the “lift up” after the green fields trigger.
With your barrier you can block a large amount of damage. For example this is really useful if somebody with an agony field stands in your group.
You can exchange &Bl0pAAA= with &BsEpAAA=, so you can block the bloodstone shards and protect your group.
With &Bm4pAAA= you can stop the Jade Scouts. You should tank the boss in the middle of the middle platform, because there you can hit three Jade Scouts with the &Bm4pAAA=.
You can use your barrier to absorb larger amounts of damage. This is very useful for example when the Jade Soldiers explode.
A class with power damage is recommended for this battle, as they can unfold their maximum damage faster during the damage phase.
However, the can play a more support-heavy variant here. You could therefore also play the .
If you take this class nevertheless:
With &Bm4pAAA= you can take care of the spears.
You should take a lot of damage with you.
With &BoyoAAA= and &BripAAA= you can give the tank a barrier during the phase.
With &Bm4pAAA= you can help the with the “Pride”, so it doesn’t reach Saul and kill him with the explosion.
With &Bm4pAAA= you can copy conditions from on the intermediate bosses or otherwise.
&Bm4pAAA= can hit different things too, like the arms or the oil fields.
A should take &Bm4pAAA= to kill the Tormented Dead while they are being pushed outside.
This skill can be used to reflect the projectiles of flesh worms.
If your squad needs more -damage you can take the warhorn with you and use the &BjwpAAA= skill.
Additionally you can exchange &BjUpAAA= with &BpYpAAA=.
You should provde barrier with &BoyoAAA= and &BripAAA= to block incoming damage. This is pretty important in the CC-phase to prevent downstates.
Powerdamage classes are recommended here.
You can block some damage with your barrier.
You can also take &BqWnAAA= with you.
This skill ports your team a little bit on the river. But you have to communicate this with your team becuase the wrong usage can result in a wipe for your squad. (e.g. Half of your squad takes the port and the other half doesn’t you may lack healing and people die).
&Bm4pAAA= should not be run here.
can play their rotation decently… since you’re in range most of the time during the fight… but this does not stop the from doing damage.
Here you can easily eliminate the surrounding enemies with &Bm4pAAA=. Furthermore you can transfer the conditions from to the spider if you stand right.
Here, a class with power damage is more uesful.
&Bm4pAAA= should not be used here.
You can remove or with &Bm2fAAA= from your teammates and yourself. Because of that you don’t have to stand in your group necessarily when the greater Soulsplit happens.
With &BlKdAAA= you can trigger the trait &BxMIAAA= and provide for yourself and your team which is pretty helpful when you get which can happen when people stand on the cracks.
You can take &Bi8pAAA= with you to teleport yourself. If you place the &Bi8pAAA= in front of the reaper at the entrance (most of the time the star marker) the deathlings will attack him instead which can be pretty useful in CM.
With &BqWnAAA= you can make some mechanics easier e.g. the chains/shackles or suffer (bombs) or if you have to run greens. This teleport is better than the &Bi8pAAA=, because it opens a portal you can use to get to a distant point and go back again.
With &BmopAAA= you can remove boons from Dhuum if he gets any.
In the 10% phase you should provide barrier with &BripAAA= and &BoyoAAA= before your group goes to the switches.
You should take -damage with you so you can CC the shields which spawn during the fight
You can epi the shields with &Bm4pAAA= and transfer the conditions from the arm on those … by that you break the with soft-CC and kill the shields with the conditions.
When the boss hits 50% you should go with the group that attacks Kenut becuase you can remove his boons with &Br/JAAA= and &BmopAAA= (if you take it with you) if he gains any.
If you have enough -damage you can play torch instead of the warhorn. If you lack CC you can take &BpYpAAA= with you and with &Bm2fAAA= you can strip conditions from yourself and your team.
Use &BoyoAAA= and &BripAAA= if you receive heavy damage. E.g. watertornados and the dash attack.
With &Bm4pAAA= the mobs can be killed in the DPS phase. You can also epi from the big Destroyer onto the 3 small Destroyers, you can also epi between the Patriach and the Matriach when they are close.
Distribute your Sand Shades so that you can kill the small slublings as well, but still hit the boss.
You can use &Br/JAAA= to remove boons and thus from the Pyre.
You can prepare &BoyoAAA= and &BripAAA= to CC the Hydra, then in case the does not break, you will take some damage.
Everytime your group goes behind the pillars you should try to give them barrier with &BoyoAAA= or &BripAAA= to prevent possible downstates.
&BsEpAAA= against the from the arms.
Since you will need to do a lot of damage, you should CC with &BjwpAAA=, &BgitAAA= and &BpYpAAA=. Additionally you can use &BoytAAA= for inflict .
You can destroy projectiles from the whisps with &BsEpAAA= to protect yourself and the group.
You should generate barrier with &BoyoAAA= and &BripAAA=, as soon as the breaks to reduce the incomming damage.
With &BjwpAAA=, &BgitAAA=, &BoytAAA= and the &BpYpAAA= you can do a lot of CC on the pylons, the boss and the anomalies.
With the of the &BlKdAAA= you can prevent the attack of .
When kiting a pylon, you should take &BqWnAAA= with you to make it easier to catch the ball.
You should stand still while casting &BqWnAAA=, otherwise you can easily abort the cast.
&BhazAAA= cannot reach the boss unless you leave the pylon field. You should not do this, because you will lose the buffs of the pylon for that time.
Since you get permanent damage from the pylon, you have to heal yourself somehow. This can be easily done with some trait changes and giving barrier on yourself.
You can either keep the normal build and simply exchange &B6AGAAA= for &ByEDAAA=. But you will lose a lot of damage with this.
Another possibility is that you exchange a whole specialization. You want to exchange Soul Reaping for Blood Magic. Since you will lose a lot of life force generation by replacing Soul Reaping, you will want to trade one of your &AgHvKQEA(Torch) or the &AgE9JgEA(War Horn) for &AgGgFwEA(Focus). Now you have to give yourself active barrier and should also use &BoytAAA= actively.